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Bigger they Are
Fan Material for Warhammer Fantasy Roleplay : The Bigger They Are...
THE BIGGER
THEY ARE...
Written by Mac Dara Mac Donnacha
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Fan Material for Warhammer Fantasy Roleplay : The Bigger They Are...
I NTRODUCTION
Language (Reikspiel).
Talents: Disarm, Fearless, Frightening,
Specialist Weapon Group (Flail), Specialist
Weapon Group (Parrying), Specialist Weapon
Group (Two-handed), Street Fighting, Strike
Mighty Blow, Strike to Injure, Wrestling, Very
resilient, Very Strong.
Armour: Full Leather Armour, Sleeved Mail
Shirt, Helmet, Plate Bracers.
Armour Points: Head 3, Arms 5, Body 3, Legs
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Weapons: Hand Weapon (Axe), Main-Gauche.
Trappings: Half eaten chicken, 12 gc.
Appearance: Big. Really, really big.
Quote: “I likes a gud fight now an’ den, long as
its not durin’ lunch. Or dinner, or breakfast.
Course, used to be tha’ lunchin’ an’ fightin’ were
one an the same, but Toddles says that migh’
upset sum of our more squeamish employers.
You hummies don’ know a good meal when ye
sees one. Is why yur all so skinny!”
The Bigger They Are… is set in the town of
Kenselheim, which can be set almost anywhere
in the Empire. The adventurers are hired by a
nobleman to eliminate the local magistrate’s
judicial champion, an Ogre Pit Fighter, so that
he can challenge the magistrate to trial by
combat in order to reclaim his ancestral lands.
The Ogre is a fearsome opponent, however, so
the characters will have to think carefully about
how they will defeat him. This adventure is
designed for characters on their first or second
career, though it can easily be tailored for
players on their third career (just make Mentag
even more fearsome). Less experienced
characters will have to be more inventive in
dealing with the Ogre, while others may be able
to beat Mentag through sheer force of arms.
Socially inclined characters can conceivably
complete the adventure without having to enter
combat at all.
Toddy Shufflefoot
C AST OF C HARACTERS
Toddy and Mentag met two years ago. Toddy
had been seized by the watch of a small village
for selling fake lucky charms (one of his
customers was thrown from a horse and died
less than ten minutes after buying a ‘”lucky
manticore spine” from him). Mentag was in the
same small cell, arrested for accidentally
snapping the neck of one of the farmers who’d
accepted a challenge to wrestle him in a four-
on-one fight. Both were scheduled for
execution the next morning, but managed to
escape using Toddy’s quick wits and nimble
fingers and Mentag’s brute strength (and ability
to take a crossbow bolt in the ribs without
slowing down). Since then the Shufflefoot has
worked as Mentag’s agent, making sure he gets
a fair price for his services and keeping him out
of trouble.
Mentag the Undefeated
Mentag is a happy Ogre. He gets all the food
he can eat, the occasional fight (though rarely a
decent one), a nice comfy barn to sleep in and
loadsa’ gold. Sure, the hummies in town tend to
stare at him like he has two ‘eds or sumfink, but
he likes the way they run when he roars and
pretends to be mad. Mentag’s best friend is
Toddles. Toddles takes care of getting’ the food
and keepin’ the Maj-ee-strayt hummie happy.
Mentag does the fightin’. Toddles also does all
the cooking. Mentag hasn’t said anything ‘cause
he doesn’t wanna hurt Toddle’s feelings, but he
doesn’t really like the way he cooks the meat.
He makes it all black ‘n crunchy, while Mentag
prefers his food to have a little blood on it.
Toddy left the life of a Moot farmer behind eight
years ago, determined to see the world.
Unfortunately the world turned out to be a fairly
unpleasant place and Toddy has the scars to
prove it. He’s learnt to live by his wits and to
never trust anyone. The only people he cares
about are Mentag and his pet dog Savage, who
he found sitting in front of a ruined farmhouse
just before arriving in Kenselheim. He’ll leave
either of them if it looks like his own life could be
on the line, however – better to mourn someone
you care about than be the one mourned.
Race: Ogre.
Careers: Veteran, (ex-Pit Fighter).
WS BS S T AG INT WP FEL
51% 21% 51% 61% 39% 22% 50% 20%
A W SB TB M Mag IP FP
4 30 5 6 6 0 3 0
Skills: Common Knowledge (the Empire),
Common Knowledge (Ogres), Consume
Alcohol, Dodge Blow (+10%), Gamble,
Intimidate, Perception, Search, Speak
Race: Halfling.
Careers: Charlatan, ex-Rogue.
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Fan Material for Warhammer Fantasy Roleplay : The Bigger They Are...
WS BS S T AG INT WP FEL
28% 54% 21% 33% 57% 60% 40% 63%
A W SB TB M Mag IP FP
1 11 2 3 4 0 3 0
place and claim the title of Baron for himself. For
the past four years he acted as a liaison between
various nobles and merchantmen, securing
financing for ambitious military endeavours or
winning advantageous trading rights in exchange
for a cut of the profits. In pursuit of his goal he
has been completely ruthless, betraying friends
and family alike. Finally he paid off the debt
through a merchant house in Altdorf and returned
to Kemselheim, but when he made his claim
before the local Magistrate he was refused. He
had anticipated that this might happen, however,
and had acquired the services of a swordsman to
act as his champion should he be forced to
challenge the Magistrate’s decision. Unfortunately
the Magistrate has a champion of his own and
Erwin is not sure his man can take him. Not one
to give in lightly, Erwin is now looking for some
deniable assets (thugs) to help him eliminate the
competition and allow him to secure his rightful
claim to the Barony.
Skills: Academic Knowledge (Genealogy/
Heraldry), Blather, Charm, Common Knowledge
(Halflings), Evaluate, Gamble, Gossip, Haggle,
Perception, Performance (Storyteller), Search,
Sleight of Hand, Speak Language (Halfling),
Speak Language (Reikspiel), Trade (Farmer)
Talents: Flee! Mimic, Night Vision, Public
Speaking, Resistance to Chaos, Savvy, Schemer,
Seasoned Traveller, Sixth Sense, Specialist
Weapon Group (Sling).
Armour: None.
Weapons: Dagger, Hand Weapon, Crossbow
with 20 bolts.
Trappings: Assorted outfits (jumbled mix of
common and best craftsmanship clothes, he
tends to pick randomly when dressing), Deck of
Cards, Wooden Cutlery, Bone Dice, Feathered
Cap, Healing Draught, 32s in a pouch tied to his
belt, 27gc in three pouches stitches into the lining
of his clothing.
Appearance: From a distance Toddy appears to
be a wealthy young halfling, his yellow jacket and
feathered cap hinting at a carefree, youthful spirit.
Once you get closer you notice that the jacket is
travelled stained and oft-repaired, with many
small tears that have been stitched closed, much
like his face, which has numerous small scars
from previous close encounters. He eyes anyone
who approaches him warily, instantly noting any
weapons they might have. Only his hat seems
new, a fresh peasant feather jutting out at a high
angle.
Quote: “It’s a good deal. If you want to argue
about it some more, maybe you should take it up
with Mentag. No? Good. I’ll want to see the
money up front – we don’t work on faith.”
Race: Human.
Careers: Courtier, ex-Noble.
WS BS S T AG INT WP FEL
28% 54% 21% 33% 57% 60% 40% 63%
A W SB TB M Mag IP FP
1 11 2 3 4 0 3 0
Skills: Academic Knowledge (History), Blather
+10%, Charm +10%, Common Knowledge (the
Empire) +10%, Gamble, Gossip +10%, Performer
(Musician), Read/Write, Ride, Speak Language
(Reikspiel) +10%.
Talents: Dealmaker, Etiquette, Public Speaking,
Resistance to Poison, Schemer, Specialist
Weapon Group (Fencing), Specialist Weapon
Group (Parrying), Suave.
Armour: Leather Jack.
Armour Points: Head 0, Arms 1, Body 1, Legs 0.
Weapons: Foil, Main Gauche.
Trappings: Trunk with 5 sets of Noble’s Garb,
112gc, Jewellery worth 30gc, two servants and a
valet, Gunther.
Appearance: In his late twenties, all of his
clothing is excellent, but he knows he cannot
afford to buy new clothes of the same quality until
he secures his inheritance, so he usually wears
the same simple outfit in the colours of his house,
black and dark green.
Quote: “I only want that which is rightfully mine. I
will do whatever I must to free Kenselheim from
Etzburger’s unjust rule.”
Erwin von Oberholtzer
Twenty years ago the von Oberholtzer family
ruled the town of Kenselheim and the surrounding
lands, until Erqwin’s grandfather squandered all
the families wealth on wine, women and
gambling. The von Oberholtzer’s were forced to
sign over all their lands to a council of merchants,
but were given two decades to pay off the debt
and have their title restored. Erwin’s father
worked himself into an early grave to both raise
the money owed by the family and ensure his son
received the education required of a nobleman.
Upon his death Erwin took up the challenge,
determined to restore his family to its rightful
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Fan Material for Warhammer Fantasy Roleplay : The Bigger They Are...
Ruben Etzburger
Savage the Dog
The Etzburger family were once servants of the
von Oberholtzers, one of Ruben’s uncles acting
as the last baron’s steward. It was this steward
who negotiated on the von Oberholtzer’s behalf
to pay off their debts and it was he who arranged
for the repayment clause in the agreement. He
was a loyal servant and truly fond of the von
Oberholtzer family. His nephew cares nothing for
the nobility, however. The burghers of
Kenselheim have administered the town for
twenty years without the aid of some arrogant
noblemen. Ironically he has turned the town into
his own little kingdom, ruling over it with the
surety of any lord. He is not a cruel man and his
decisions are for the most part wise ones (though
not necessarily popular ones), but he has
convinced himself that no one else is fit to rule
over the town. To that end he has hired Mentag
to defend his position and his rulings, even if it
means increasing taxes to pay for his service.
Savage is a small, annoying dog. All that needs
to be said really.
Race: Dog
WS BS S T AG INT WP FEL
18% - 17% 21% 34% 18% 28% -
A W SB TB M Mag IP FP
1 5 1 2 6 0 12 0
Skills: Follow Trail, Perception +20%, Swim
Talents: Flee! Keen Senses, Natural Weapons
Appearance: Very small, with scruffy, flea
infested fur. Tends to bark wildly whenever he
sees a stranger. Occasionally bites the ankle of
any elves he sees.
Quote: “Grrrrrawrff!”
Gunther Faernmaus
Race: Human.
Careers: Politician, ex-Merchant, ex-Burgher.
Gunther left his home in Salzenmund in Nordland
after he killed his brother in a fight over a woman.
He fled to the Border Princes where he joined a
mercenary band. For the past ten years he has
fought, looted and pillaged his way through the
Border Princes, Tilea and Estalia. He was in
Bilbali in Estalia when he first heard about the
Storm of Chaos ravaging the Empire. He returned
not out of a sense of patriotism, but because he
felt that someone with his skills would probably
be in high demand during such troubling times.
Taking passage aboard a merchant ship heading
north, Archaon’s forces had been defeated at
Middenheim by the time he reached Altdorf. He
was not discouraged, however, as he is
experienced enough to know that there will be
plenty of opportunities for profit in the near future.
He is currently working for Erwin in order to make
some quick money, but is merely biding his time
until something better comes along. If Erwin does
secure his claim he may decide to stay awhile.
He’s been considering killing him and taking his
money, something that would be more worthwhile
if Erwin secured his inheritance.
WS BS S T AG INT WP FEL
36% 39% 34% 37% 41% 59% 57% 63%
A W SB TB M Mag IP FP
1 16 3 3 4 0 0 0
Skills: Academic Knowledge (Law), Blather,
Charm, Command, Common Knowledge (Kislev),
Common Knowledge (the Empire) +20%, Drive,
Evaluate, Gossip +10%, Haggle, Perception,
Performer (Actor), Read/Write, Ride, Search,
Secret Language (Guild Tongue), Speak
Language (Kislevian), Speak Language
(Reikspiel) +10%, Trade (Merchant).
Talents: Coolheaded, Dealmaker, Etiquette,
Public Speaking, Strongminded, Suave, Super
Numerate.
Armour: None.
Weapons: Best Craftsmanship Sword, Best
Craftsmanship Dagger.
Trappings: 200gc, 50gc in jewellery.
Appearance: Slightly overweight man in his mid-
thirties, his beard and hair are always perfectly
groomed. He is always surrounded by at least
three town guards and a handful of servants and
cronies, various merchants and burghers seeking
his favour. (Use the stats on page 235 of the
Warhammer Rulebook for the Town Guards.
Quote: “The Oberholtzers had their chance. The
people of Kemselheim have prospered in their
absence, and I have no intention of handing over
the fruits of our labour to a pompous young
stranger, no matter what his family name might
be.”
Gunther isn’t in the least bit afraid of Mentag. He
is utterly ruthless and surprisingly fast with his
greatsword, but his one weakness is his
overconfidence.
Race: Human.
Careers: Judicial Champion, ex-Veteran, ex-
Mercenary.
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Fan Material for Warhammer Fantasy Roleplay : The Bigger They Are...
WS BS S T AG INT WP FEL
51% 49% 47% 48% 44% 33% 47% 23%
A W SB TB M Mag IP FP
2 18 4 4 4 0 4 0
one of the magistrate’s rulings could demand trial
by combat, but Etzburger has hired Mentag to be
on hand to answer any such challenges. Von
Oberholtzer has but three days to have his claim
recognised, after that it will be too late. He hires
the adventurers to get rid of Mentag, stating that
he will then challenge the magistrate himself. He
doesn’t care how they do it, as long as Mentag
isn’t able to fight three days hence. He offers
them 10gc each in advance, increasing to 50gc
each once he is installed as the rightful ruler of
Kenselheim. It should be clear to the adventurers
that challenging Mentag in the ring would be
suicide. Even ambushing him with their superior
numbers wouldn’t guarantee them success.
Other options include attacking him while he
sleeps or burning down the barn he lives in with
Toddy, then attacking him when he stumbles out,
trying to drug his food, hiring him to perform
strenuous manual labour (Toddy hires him out to
farmers and the like in order to supplement their
income) and then attacking him when he is
exhausted, or turning the townsfolk against him
with a smear campaign. Another option is to
work through Toddy, although he won’t accept a
bribe (the magistrate is paying him too much), the
characters could capture him and force Mentag
not to fight. Killing Toddy may have the same
affect, as Mentag will be overcome with grief and
will flee the town (though if he knows the
characters are responsible he will do his utmost
to kill them first). These options will only become
apparent if the adventurers realise how close
Mentag and Toddy are.
Skills: Common Knowledge (the Empire),
Common Knowledge (Tilea), Consume Alcohol,
Dodge Blow, Gamble, Gossip, Haggle, Intimidate,
Perception, Ride, Secret Language (Battle
tongue), Speak Language (Reikspiel), Speak
Language (Tilean), Swim.
Talents: Disarm, Night Vision, Specialist Weapon
Group Flail), Specialist Weapon Group (Two
Handed), Strike Mighty Blow, Strike to Injure,
Strike to Stun, Very Resilient, Very Strong.
Armour: Full Mail Armour.
Armout Points: Head 3, Arms 3, Body 3, Legs 3
Weapons: Greatsword, 3 Daggers, Flail,
Handaxe.
Trappings: Bottle of Good Craftsmanship Spirits,
10 yards of Rope, Book of Pressed Flowers taken
from every battlefield he has ever fought on
(worth 10gc to someone interested in botany),
23gc.
Appearance: 6’1” tall, almost always in his
armour and never seen without a weapon. For
most of the adventure Erwin has him confined to
his room to keep him out of sight, which leaves
him in a foul mood.
Quote: “This shouldn’t take long.”
P LOT S YNOPSIS
As the adventurers arrive in the town of
Kenselheim they find a pit fight in progress. The
townsfolk are gathered around the pit, cheering
on the town champion as he butchers three
recently captured deserters from the Imperial
army, who had sought trial by combat over
hanging. The champion is Mentag, an ogre pit
fighter. Also present is Toddy Shufflefoot,
Mentag's halfling 'agent' and friend. After the fight
Erwin von Oberholtzer approaches the
adventurers. He explains that Kenselheim and
the surrounding lands once belonged to his
family, but that his grandfather lost them twenty
years ago due to a gambling problem. His family
was given twenty years to pay off their debts or
they would lose their lands forever. Erwin has
paid off the required sum, but the local magistrate
and de facto ruler of the town Ruben Etzburger
refuses to recognise his claim, as he has no
desire to give up his power and influence. The
magistrate uses his power to force the townsfolk
to do his bidding, and without a noble to protect
their interests there is no one to intercede on their
behalf. Normally anyone who wished to contest
Assuming the characters succeed in taking
Mentag out of the picture von Oberholtzer
challenges Etzburger’s refusal to accept his claim
over Kenselheim. Without Mentag to fight for him
Etzburger pays one of his guards to answer the
challenge. Rather than face him himself, as he
said he would, von Oberholtzer reveals his own
champion, Gunther, a judicial champion and
victor of many battles. The fight is short and
brutal and von Oberholtzer is soon clearing out
the magistrate’s office. He informs the
adventurers that he will meet them tomorrow to
give them the rest of their pay. Unfortunately by
the time he meets with them he has changed his
mind, deciding that he no longer needs their
assistance. He isn’t a fool, however. He makes
sure to have Gunther and some of the town
guards present when he tells them the bad news.
While the guards have no love for their new
master, they do like to get paid and all are afraid
of Gunther’s skill with a blade. The characters
will have to accept that they won’t be getting their
gold.
You’ve been struggling through the river of mud
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