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Fire College
A Tale of Printed Pamphlets in the Empire’s Premier City
B URN A FTER P RINTING
A S CENARIO FOR WFRP
I NTRODUCTION
This scenario is written with the following structure. ‘Part
One’ contains the set-up explaining how the characters
come to be involved followed by a period of investigation
where the characters can find out the particulars of what
is occurring. ‘Part Two’ contains four possible courses of
action for the characters to undertake and ‘Part Three’
contains two consequences of the character’s choices.
Finally ‘Wrapping it Up’ contains advice on experience
and how to further develop the scenario. Due to this
slightly non-linear nature, the GM should read through
the scenario carefully, especially the with regard to the
options and consequences.
W HY M E
The obvious question the Characters may be asking
is exactly why Michaela von Jänke has chosen them
out of the hundreds of thousands of people living in
Altdorf to aid her in this task.
If any of the Characters has any contacts with any
Altdorf nobles or merchants, then these can easily be
used to have passed on their details to Michaela, and
perhaps will even ask the Characters for a small
appreciation for setting up the meeting. If the
Characters have played through The Thousand
Thrones, Paths of the Damned or The Enemy Within,
then they will have almost certainly accumulated
contacts that can serve this purpose. Alternatively,
they may well be minor nobles or merchants
themselves.
Otherwise, Michaela may have heard of some of the
past adventures the Characters have embarked
upon, perhaps hearing versions that somewhat over-
exaggerated their success based on stories they
have told while drunk in the city’s taverns.
Also presented here are quick guides to both Three Toll
Bridge and the Luitpoldstrasse Docks, including short
descriptions of some of the inhabitants with their opinions
on current events. These can be used to flesh out Gossip
Skill Checks made during the scenario, and include a
mixture of matters relevant to this scenario along with
rumours that may or may not be true depending upon the
GM’s whim. Note that any comments marked with a *
should only occur after the burning of the Barge.
P ART O NE
The scenario starts with the characters being accosted
by a messenger summoning them to meet with Michaela
von Jänke at the Hangman’s Tavern, located on Altdorf’s
famous Three Tolls Bridge. This should ideally happen
when they are located in a tavern, shop or other location
that a messenger could have easily tracked them down
too. The message is not written down, and if questioned
the messenger will only say that he is employed as a
footman at the Hangman’s Tavern, and that Michaela von
Jänke is one of the taverns regular clients. He will lead
the characters to the Hangman’s Tavern if asked and
tipped a penny, although it is easy to find.
A final intriguing possibility is that they could simply
be employed by the city, for example as
Luitpoldstrasse Watchmen, ordered by the superiors
to go and solve Michaela’s problem. This option will
obviously require some minor modifications to the
scenario.
Hanging out at the Hangman’s Tavern
Despite the somewhat populist sounding name, the
Hangman’s Tavern caters for Altdorf’s bourgeois of
lawyers, Kommission officials and merchants. The name
dates back to the time before Magnus the Pious, when
smugglers and river pirates were hung from the bridge in
accordance with the dictates of the Cult of Manann.
By Alexander J Bateman
Version 1.1
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A Tale of Printed Pamphlets in the Empire’s Premier City
Entrance is normally only accorded to those who are both
well dressed (at least Good Craftsmanship Clothing or
Average Craftsmanship Noble’s Garb) and well groomed
(having had at least one bath in the last week). However,
as soon as the characters mention they are here to see
Michaela von Jänke they will be escorted to a private
room she has booked for the occasion. The characters
will then be left to wait in the room for ten minutes while
Michaela is told of their arrival; in the meantime an
attractive waitress offers them their choice of spirits or
wine.
The barge is a typical river vessel, with a small cabin at
the back where the boatman dwells and a tarpaulin roof
covering the cargo. The cabin door is locked, this can be
opened with an Average Pick Locks Test. Alternatively
characters could use a sharp knife to cut through the tar
covered canvas.
The barge has two levels of cargo; the upper contains
stacks upon stacks of printed pamphlets and books. Any
characters that have Speak Language (Reikspiel) and
the Read/Write skill can quickly determine that everything
on this deck is fairly dull - mostly recipe books,
newssheets and cheap novels.
When Michaela finally arrives, she glides into the room,
clad in an exquisite dress of blue and lavender. She will
explain that her predicament is rather embarrassing; she
has learnt that a local publishing house intends to put into
print a scurrilous pamphlet about her which borders upon
the pornographic. Through her contacts, she has learnt
that a thousand copies are currently loaded on Johannes
Verknüpfung’s river barge, known as the ‘Miss
Bedenklich’. This is due to transport them, along with
various other publications, upriver to Nuln. Obviously
wanting to prevent the pamphlets publication, she wishes
the characters to sneak aboard the barge, steal the
Pamphlets that refer to her, and destroy them, to give her
time to petition the Imperial Courts of Justice to ban its
publication. Due to Michaela’s knowledge of Academic
Knowledge (Law) this should be made to sound pretty
plausible to the characters, especially as it is, at least in
the broad strokes, correct.
The lower cargo deck is accessed by a short ladder, this
deck is unlit and characters without Night Vision or a form
of illumination will be unable to see. Unlike the upper
deck the cargo here is stored in wooden crates, and will
require a crowbar or other implement of brute force to be
opened.
There are ten crates here, each unmarked, rendering it
matter of pot luck which is opened first. Have the players
roll on The Miss Bedenklich random crate table each time
they open a crate, re-rolling duplicates.
T
Miss Bedenklich Random Crate Table
1d10
1d10
Contents
1 A Crystal Skull carved from solid Izril
2 50 Printed Books in Classical on Necromancy *
3 50 Printed Books in Reikspiel on Necromancy *
4 50 Printed Books in Classical on Astrology
5 50 Printed Books in Classical about Scarab Beetles
6 A collection of various Polished Bones *
1
7
Characters with Academic Knowledge (Law) will realise
that stealing a thousand pamphlets is actually a pretty
minor crime; each will be sold for around a single penny,
so the total value is only around 4 gc. Even if the
characters are caught and successfully tried (a dubious
prospect at best) is almost certainly the maximum
amount they will be fined.
1000 pamphlets in Classical on ‘State Censorship’ *
Barge Aboard
The Miss Bedenklich is docked in the Niederhafen
Bezirk, alongside wharfs clearly marked with symbols of
the local Hook gang. Assuming they arrive in the evening,
the quayside is almost entirely deserted, with Johannes
Verknüpfung and all the stevedores having retired to
various Altdorf taverns. A single Hook stevedore patrols
this section of the docks, on the lookout for any
troublemakers from the rival Fish gang. As he takes
around half an hour between patrols, the characters
should have plenty of time to locate and sneak aboard,
aided by the evening layer of Altdorf fog.
18
8
1000 pamphlets in Reikspiel on ‘the Lahmian Threat
18
9
1000 pamphlets in Breton on ‘the Goddess Cailledh’ *
10
1000 pamphlets in Reikspiel about Michaela von Jänke
All entries marked with a * are clearly illegal to own within
the Empire. Should the characters keep any copies of
these, they provide basic information upon their subject.
The pamphlets on Michaela von Jänke are explicit and
pornographic in their content – should the characters
ever find a way to prove it, every word in them happens
to be true.
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A Tale of Printed Pamphlets in the Empire’s Premier City
As soon as a crate is opened, a number of Glooms (See
Appendix One) materialise in the upper deck, attacking
anyone they find there. The number of Glooms will be
equal to the number of characters in the boat. They do
not venture down into the lower deck however, rather
choosing to await the characters climbing up the ladder
where they will be easier to attack.
Helping with Enquiries
As the players make their way back onto the docks, they
will be greeted by a patrol of six watchmen, almost all of
who wear outrageous hats with large exotic feathers, who
will assist them onto the wharf. As the last of the
characters makes it off the Miss Bedenklich, there is a
fearsome cracking noise as the burning barge suddenly
sinks below the Reik, the only remains being a single
stuffed crocodile floating down the river.
Lanriek Goethe cast a ritual to bind the Glooms into the
boat, with orders to attack anyone stealing the cargo
stored in the crates. He cannot change the instructions
given to the Glooms unless he comes within 48 yards of
them, which is unlikely to happen. Characters with
Academic Knowledge (Runes) who spend a round
searching the upper deck of the boat (presumably while it
is on fire!) can determine the broad details of the ritual
cast with a Challenging (-10%) Search Check.
The patrol of watchmen will then explain that they need
to escort the characters to the Luitpoldstrasse Station for
questioning. If the characters object to this (which is
likely) have the patrol leader explain that “refusal would
be tantamount to you admitting that you were compliant
to the conjuration of unquiet spirits”, or for characters
without Academic Knowledge (Law) “come with us or we
will have to do you for necromancy”. If the characters
protest that they are innocent the patrol leader will point
out that he thinks that the fact they didn’t is “bloody
obvious”, but the Captain will want to find out exactly who
did. (If for some reason one or all of the Players looks like
a Necromancer, adjust the dialog accordingly.) The
Patrol leader refuses to be bribed (“I thank you for the
offer sir, but due to it being Undead taking that is more
than our jobs are worth”), threatened (“Now I don’t think
you want to start anything hasty, sir”) or bow to threats of
“do you know who I am?” (“I am afraid not sir, but I am
sure the Captain will, if you will just come this way.”)
Assuming things do not dissolve into a fight they will be
shown to the nearby Luitpoldstrasse Station. There they
will be escorted to the office of Captain Marcus Trenker,
who has drawn the short straw of dealing with
Niederhafen’s gang problems.
As a further complication, three rounds after the glooms
materialise, a stevedore named Jakob Wandist will notice
them and lob an incendiary onto the barge, setting it
alight. Five rounds after this the boat full of paper will be
burning along quite well, and anyone in it must make an
Agility Test each round or be set on fire. (See WFRP, p.
136.) Should they somehow fail to get out of the barge in
fewer than 20 rounds after it being set alight, they pass
out from smoke inhalation and will roast to a crispy
cinder.
C AILLEDH THE B LOODY
Ancient Goddess of Rage
The Goddess Cailledh was once worshipped by the
Barrow People who populated areas of the Empire
and Bretonnia before the rise of Sigmar. She is the
daughter of Medhe the Stormlord and his bride
Goederan, once worshipped by the powerful Druids
of the Old Faith.
He will appear to be pretty conciliatory; explaining that he
is fairly sure than the characters are not at fault, but
regulation demands that they spend some time in the
cells until the issue is sorted. If the characters protest he
will appear to mull the situation over and then announce
that there is a possible way to avoid this, if they simply
agree to undertake some small tasks for him which will
make them official adjuncts to the Watch. (If they do not
protest he will have to make the offer anyway, but it will
look much less like he is doing them a favour.) If they
demand cash he will offer the standard wage of 6 silver a
day unless they successfully argue they are worth more
than that. (For an idea of a possible pay scale see the
rules for Henchmen in Old World Armoury, if available.)
Like many other ancient nature powers, such as
Ahalt, Naiedhe and Q’orn, Cailledh’s worship is now
prohibited, driven underground by the Witch Hunters
of the Cults of Taal and Ulric. Still some followers of
the old ways perform the ancient rites of sacrifice to
garner Cailledh’s blessing, to fill their veins with the
blood rage and slaughter all their foes in battle.
The task is very simple, he wants them to go and ask
Raimund Säger, the Hook gang’s foreman, for what he
knows about the Miss Bedenklich. He spends his
evenings drinking in the Mermaid, a rather notorious
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A Tale of Printed Pamphlets in the Empire’s Premier City
dockside tavern where watchmen are not especially
welcome. Captain Trenker will assure the characters that
Säger is unlikely to kick anything off with them, and even
if he does the Mermaid has a strict no-weapons-inside
policy.
As well as buying beer here other services are available.
Most obviously some costermongers hawk their goods
inside the tavern, such as a Suderich fishmonger trying to
sell the remains of the day’s catch and a Bromelhoff
street girl selling oranges.
Assuming the characters agree to this task, as they leave
the station they will overhear the arrested Johannes
Verknüpfung bitterly complaining that Jakob Wandist has
burnt his barge, while denying any wrong doing himself.
Additionally there is a cloaked figure sat by the dartboard.
characters who can read Secret Signs (Thief) will notice
that “I am a dream dealer” is marked on a slate next to
him if they pass a Perception Skill Check. This man is
surreptitiously selling pouches of a powerful narcotic
known as ‘Notropian Blue’, details of which can be found
by Shubb Nibblewyff’s Profile in Appendix One.
The Mermaid
Entrance into the Mermaid requires getting past
Faustman the Killer, a retired Pit Fighter and the
Mermaid’s Doorman. He insists that anyone entering the
Tavern hands over all weapons, with no exceptions.
Raimund Säger is sat at one end of the tavern,
surrounded by his Hook cronies. He is not in the best of
moods having already heard about the whole burning
barge fiasco and therefore is not really inclined to talk
about it with a bunch of itinerant adventurers.
Getting on Säger’s good side can be as simple or as
difficult as the characters aspire to make it. Threatening
him or insisting he help them because they are part of the
watch will almost certainly end in a fight, while buying a
round or two or letting him cheat them at poker will
quickly get the Hooks to lower their guard.
The tavern is a huge open space with a long bar that
sticks out like a pier through the centre of the room. The
clientele is mainly made up of stevedores, boatmen and
others who make a living along Altdorf’s Docklands. In
one corner six Dwarf Trollslayers are sat around a table,
boasting of past exploits and drinking copious amounts of
ale.
Service is available from Gebhard who works behind the
bar or by calling upon one of the two Potboys (Hans and
Hans) that deliver drinks and food to the tables.
If asked for his opinion on the whole thing, Säger will
quickly claim that the Fish are clearly responsible, and
will mutter darkly that they have done things like this
before. Apart from that, his men were paid to load all the
crates onto the barge by the instruction of Lanriek
Goethe, who runs the Van Damneg Print-Works on Three
Toll Bridge. He did not look inside them, but he thought
they were full of Printed Books. If asked if he saw anyone
performing any Necromancy or Magic on the boat, he will
tell the characters that he has no truck with that kind of
thing. (If asked in the wrong tone, this question may well
start a brawl.)
H AND O UT O NE - T HE M ERMAID S M ENU
Bill of Fare at the Mermaid
Mug of Altdorfer Alt Ale – An amber beer with a
strong taste of hops – 1 p
Mug of Dunkel Schwarzbier – A strong and dark lager
– 3 p
Tankard of Gaslicht Zum Ale – Locally brewed nutty
flavoured bitter – 2 p
Tankard of Scallop’s Lobster Skrumpy – Very strong
cider flavoured with fish wine – 6 p
While the conversation with Säger is the most important
thing to happen here, many other events can happen in
the Mermaid, from playing darts to the customary bar
room brawl.
Should things get out of hand Gebhard the Barman is
armed with a Blunderbuss, whilst Faustman the Killer has
not only his own weapons, but the pick of everything left
in his care.
Glass of Wine – Cheap white Reikish Hock from a
barrel – 5 silver
Spitchcocked Reikeels – Traditional Altdorf docker’s
fare – 1 p
Smoked Mackerel Pottage – A filling meal with cheap
homemade bread – 3 p
Pickled Fish and Fig Tart – A decent size pie suitable
for two meals – 6 p
Note that the Mermaid is littered with possible Improvised
Weapons, including Bottles, Chairs, Hot Poker, Pitchfork,
Tables, Tankards and Tongs for melee as well as many
item to throw, such as Buckets of Muck, Buckets of
Sawdust, Flower Pots, Pots of Hot Smoked Mackerel
Pottage, Spittoons, Tongs with Hot Coals and Straw
Mattresses (The latter are dropped from the balcony
above)
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A Tale of Printed Pamphlets in the Empire’s Premier City
Showdown at the Van Damneg Print-works
The characters may wish to go and visit the Van Damneg
Print-works under their own initiative, otherwise upon
their return to Luitpoldstrasse Station, Captain Marcus
Trenker will ask if they can check it out as the station is
inundated with problems.
H AND O UT T WO - T HE L ETTER IN THE DESK
Lanriek Goethe, Van Damneg Print-Works, Three
Toll Bridge, Altdorf
Indeed the Dwarf has revealed what we have
suspected and hopefully this will be the first step
towards me regaining my fathers favour. Once the
agent has recovered the item you should travel to
join my father at Spine Mountain Keep, which is but
a week’s travel south of Kroppenleben, high in the
Black Mountains.
Speak well of me to my father and be careful to stress
the aid and advice I have given you. When he ascends
to Lichhood and I succeed him as head of the Dark
King’s mortal cult I will remember your aid and
reward you with secret knowledge I have stripped
from the dead of the elder races.
Asking the neighbours about the Print-works, or making a
successful gossip test about town, will reveal that the
owner keeps himself to himself and is generally well
regarded as a perfect neighbour. The Works itself is a
small building adorned with a painted sign of an open
book; inside it contains several hand-powered wooden
printing presses that cause little noise. Breaking in is
relatively simple, requiring an Average Pick Locks Skill
Test to open the door noiselessly, or a Routine (+10%)
Strength Check to simply force it open.
Inside the press is in use, despite the room being unlit.
The operators all have an unhealthy pallor, being made
up of particularly mechanically minded Zombies. These
are not hostile, as they have been ordered to print
leaflets not guard the warehouse, but if they or the
printing presses are attacked they will retaliate. (Zombie
profiles can be found on page 231 of WFRP)
Beware though, that fool Kemmler plots against my
father and indeed against the Dark King Himself. He
seeks the Item as much as we do – aiming to anoint
Kell in the Dark King’s rightful place at the right
hand side of Nagash. Avoid at all costs falling into his
clutches and journey not into the Grey Mountains
where his servants make their homes. La Maisontaal
has thwarted him often enough and it shall hold the
second prize from him while we build up our forces.
All hail the Third Age of Nagash.
Upstairs there is located a small flat which has clearly
been somewhat hastily left, with food, clothing and
documents all being left discarded around the room. On
one wall is stood a half finished painting of Michaela von
Jänke – with the flesh drawn as flayed from one side of
her head, revealing her skull tattooed with a rune of
Slaanesh. A Daemonette stands directly behind her,
caressing her with its claw.
Alberto Laranscheld, care of the Three Skulls Inn,
Deadgate
Searching the desk will reveal a bag of 50 coins and a
pile of correspondence, mainly petty lists of material to be
printed. One letter however is a lot more personal, as any
character with the skills Speak Language (Reikspiel) and
Read/Write automatically spots.
Give the characters the Hand Out Opposite or read it
aloud.
W HO IS A LBERTO L ARANSCHELD ?
While no real records exist in Altdorf of anyone
named Alberto Laranscheld, characters spending
time researching him can find out that his father,
Gunther Laranscheld, was once a Magister of
Altdorf’s Celestial Collage of Magick. Responsible for
both divining the future and researching the past,
Gunther was employed by the Council of State to aid
in preparing policy for upcoming events that would
threaten the Empire. This plan went sour however,
when he stole the Celestial College’s copy of the
accursed Grimoire Necris and absconded from the
city.
The money here is not the normal coinage of the Old
World, being made up of disks of some black metal
bearing the likeness of a skeletal lord. Characters making
an Average Common Knowledge (Araby) Skill test will
recognise that this is the coinage of the Kingdom of Ka-
Sabar.
Finally, the door to the small closet through which waste
is dump straight into the Reik below stands ajar, and from
it hangs an extremely long rope ladder descending into
the evening fog.
This concludes the First Section of the Scenario.
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