WFRP II - Lost Files - War Dancers.pdf

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E LVEN
W ARDANCERS
ARDANCERS
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BY
M
ATT
C
ONNELL
, G
RAEME
D
AVIS AND
AND
D. M
ATALOU
U PDATED
PDATED BY
BY
A LEXANDER
J B ATEMAN
ATEMAN
This article introduces two new careers into your
campaign. It includes a scenario in which the players
meet the mysterious Wardancers for the first time, and
gives Elvish characters an opportunity to pursue these
new careers. Full details of the Wardancers' advance
schemes, their new talents and the god they worship are
given at the end of the chapter.
This encounter can take place in any large forested
areas, a good way away from habitation. An ideal start is
for the Characters to be lost in the woods, running out of
food and starting to wonder where they are going to end
up.
Some way from the forest settlement of her Wardancer
troupe, Yavathol was enjoying the hunt. She slipped
through the forest with the lithe grace of a big cat, her
eyes flicking to each shadowy movement. Occasionally
she paused to listen, crouching silently, ready to spring.
Dappled sunlight glinted from the great sword that hung
from her waist, and the light breeze ruffled her mane of
dawn-red hair.
forest bad their natural place, their own raw beauty, but
these were abominations to be destroyed without mercy.
Yavathol's amber eyes shone as she casually stepped
out of her cover into full view of the creatures, her blade
held loosely in her hand. A startled grunt came from the
Beastmen as they dropped their meal and spun around
to face the Wardancer. A dry chuckle oozed from the lips
of Toad-head and a tentacle pushed
from the mouth of one of its
companions, at the tip of the tentacle
was a single blinking eye, watching the
Wardancer as Toad-head spoke.
“Ssssss only, ksssst, only one Elfss?”
But this was no normal hunt, for the
prey she sought was inedible and
more dangerous than any deer or
forest cat. Today she hunted
Beastmen. Several of the Chaos-
twisted creatures were nearby and
the harsh sounds of their Dark
Tongue drifted on the breeze
towards her.
A fleeting thought slipped through
her mind as she crept nearer:
“Perhaps I should have brought
young Brightbranch along. He has
been accepted into the troupe, and
is keen to be tested. This would
have been a fair chance to prove
him-self a true Wardancer.”
The Beastman's lips pulled from its
teeth, like raw liver sliding across a
butcher's marble slab. Its gaze
flickered with concern as Yavathol
stared fearlessly, her eyes holding only
death. Shrieking dark gibberish, the
Beastmen rushed forward, certain that
victory would be theirs.
As they neared her, Yavathol tensed
and sprang, timing the moment with
exquisite judgement. Her body left the
ground effortlessly as she flipped over
the Beastmen in a graceful arc,
landing behind them even as her
sword whirled in a blur of silver. The
toad-like beast fell and mouthed a final
gurgling curse into the dust as the Beastman's headless
body stumbled forward, pumping crimson as it collapsed.
The remaining Beastmen whirled to face her. Yavathol
lashed out with her feet, a series of whirling high-kicks
that left another Beastman twitching on the forest floor, its
face a bloody ruin.
Yavathol began to keen, her voice rising and falling with
strange harmonies as her body wove a hypnotic pattern
through the web of sound. The Beastmen shook their
She let the thought drift away-now
was the time for concentrated
action and the beauty of combat,
not the worries of leadership. She
valued these solo hunts for their feeling of solitary
challenge - Brightbranch's time would come.
Just ahead of the Wardancer a group of five Beastmen
were squabbling over the mangled remains of some hap-
less forest creature. They were hideous, covered in rank
fur and flaking scales, their limbs marked with oozing
sores, their fanged jaws dripping with blood. One had the
bloated head of a huge toad, another steel-sharp talons
and a long barbed tail. Yavathol found them abhorrent
beyond words - even the most savage creatures of the
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RIGINALLY
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heads, confused by the strange song and the shifting
shape. Another fell, cleanly sliced by Yavathol's ever-
moving ever-whirling blade, an expression of pained
surprise briefly crossing its face.
could have them defeat one group of Orcs after a hard
fight, and just as they start to congratulate themselves,
hit 'em with two loads more of the nasty green things.
Enjoy yourself!
The last two broke and ran, terrified by the speed and
ferocity of their foe. As they fled, Yavathol's arm moved in
a blur and her band-axe tumbled through the air, sunlight
glinting from the blade over the trees in a thousand
broken patterns. A fourth Beastman crashed to the
ground, its skull shattered into a mess of bone and torn
flesh.
AIDER
Orc communities typically base there settlements in the
most inhospitable areas, favouring mountainous terrain.
A culture ill suited to agriculture or other farming, these
settlements most often send out raiders to surrounding
areas to pillage and gather resources such as wood, food
and slaves.
O
RC
R
AIDER
Yavathol let the last Beastman run - he would have some
grim tales to tell his kin about this area of the forest.
Cleaning and polishing her sword on a soft bright cloth,
she returned to the troupe, well pleased with the hunt.
As she entered the clearing a young Elf rushed towards
her. It was Brightbranch, his eyes alight with excitement.
-- Orrc Raiiderr Prrofiille --
WS BS S T Ag IIntt WP Fell
“Yavathol, leader, the scouts report trespassers in the
forest. Orcs have been sighted near the Brook of Many
Colours, trailing another group from beyond the trees.”
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A W SB TB M Mag IIP FP
The young aspirant looked up at his leader, hope on his
face. Yavathol smiled as she spoke.
“Come then. Fetch Morfoin. Now will be the time of your
testing.”
1 1 12
12 3 4 4 0 0 0
Skills: Intimidate, Outdoor Survival, Perception, Ride or
Swim, Scale Sheer Surface, Speak Language (Goblin
Tongue), Torture
OREST
You should start the ball rolling by filling the Characters
with a sense of foreboding as they move through the
thick woods. Having set the scene for your players, with
faint daylight filtering down from above, damp mosses,
scurrying noises from the undergrowth, and no signs of
habitation for miles, read or paraphrase the following
piece of text to them:
N THE
F
OREST
Talents: Menacing, Street Fighting, Strike Might Blow
Traits: Animosity, Choppas, Night Vision
C OMBAT
: :
Armour (Light): Leather Jack
Armour Points: Head 0, Arms 1, Body 1, Legs 0
As you move on in the hope of finding a dry
place to sleep you bear the chatter of harsh
Weapons: Choppa (1d10+4, Special), Dagger (1d10+1),
50% chance of a Shield
place to sleep you bear the chatter of harsh
voices, coming from just up ahead. They are
voices, coming from just up ahead. They are
moving in your direction! Your steel is bright in
Trappings: Various things best not thought about.
(Indeed anyone looting an Orc catches the Kruts)
moving in your direction! Your steel is bright in
your bands as more creatures than you can count
your bands as more creatures than you can count
sweep though the scrub toward you - big green
sweep though the scrub toward you - big green
and screaming - ORCS!
and screaming - ORCS!
This encounter should be shamelessly staged to give the
player characters the feeling that they are in deep
trouble. Put them up against as many Orcs as are
needed to give a fight that starts matched, but rapidly
gets worse as more of the Orcs pile into the fray. Profiles
for Ores of various power levels are given below, and you
should use as many of each type as you think are
needed, but remember that the bulk of the Orc force
should be made up of normal Orc Raiders. Make it
obvious that the Orcs are offering no quarter, and that the
only option for the Characters is to fight on, selling their
lives dearly. If you are feeling particularly sadistic, you
NIIMOSIITY
Orcs hate everything, even other Orcs and
Goblins. Given half a chance, given even the
merest shadow of an excuse, Orcs will fight
amongst themselves – battling a rival Orc tribe if
they are present, or battering other members of
their own tribe in unseemly squabbles if that is all
that is available. An Orc offered any kind of
excuse must make a Willpower Test or
immediately attack the other greenskins, be they
Goblins, Hobgoblins or other Orcs.
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NIIMOSIITY
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As you move on in the hope of finding a dry
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HOPPA
Whatever an Orc’s other equipment he will always
have a Choppa. An Orc Choppa is a huge heavy
blade, which in the hands of an Orc can cut through
armour with ease. When wielded by an Orc a
Choppa inflicts SB+1 damage on the first round of
melee and SB damage thereafter. If wielded by a
creature other than an Orc, a Choppa is treated as
a Hand Weapon but with the Slow quality.
O
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-- C
HOPPA
Although Orcs have respect for savage
warriors, they also hold the using of cunning in
almost equal estimation. Some Orc Raiders go
to great lengths to learn how to operate fully in
the forests and make dangerous and
unpredictable foes.
-- Orrc Raiiderr Sneak Prrofiille --
WS BS S T Ag IIntt WP Fell
O RC
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R AIDER
AIDER
B RUTE
RUTE
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Orc raiding parties are led by the biggest,
toughest and meanest of their number, battle
scarred veterans who have bullied there way to
the top. These individuals have forces there
mates to hand them the best weapons and
armour the raiding party has acquired, and
constitute its most formidable members.
A W SB TB M Mag IIP FP
1 1 12
12 3 4 4 0 0 0
Skills: Command, Follow Trail, Intimidate, Outdoor
Survival, Perception, Ride or Swim, Scale Sheer Surface,
Speak Language (Goblin Tongue), Torture
Talents: Menacing, Street Fighting, Strike Might Blow
Traits: Animosity, Choppas, Night Vision
C
-- Orrc Raiiderr Prrofiille --
OMBAT
: :
WS BS S T Ag IIntt WP Fell
OMBAT
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Armour (Light): Leather Jack and Leather Skull Cap
Armour Points: Head 1, Arms 1, Body 1, Legs 0
Weapons: Choppa (1d10+4, Special), Dagger (1d10+1),
Shield
Trappings: Various things best not thought about.
(Indeed anyone looting an Orc catches the Kruts)
A W SB TB M Mag IIP FP
2 16
16 4 5 4 0 0 0
Skills: Consume Alcohol, Command, Intimidate, Outdoor
Survival, Perception, Ride or Swim, Scale Sheer Surface,
Speak Language (Goblin Tongue), Torture
Talents: Menacing, Specialist Weapon Group (Two-
Handed), Street Fighting, Strike Might Blow
Traits: Animosity, Choppas, Night Vision
C OMBAT
OMBAT
: :
Armour (Medium): Mail Shirt over Leather Jack and
Leather Skull Cap
Armour Points: Head 1, Arms 1, Body 3, Legs 0
Weapons: Great Weapon (1d10+5, Impact, Slow), Choppa
(1d10+5, Special), Dagger (1d10+2)
Trappings: Various things best not thought about. (Indeed
anyone looting an Orc catches the Kruts)
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H
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after a rousing combat it ends with the Characters and
Wardancers victorious. It would be easy to overdo the
Wardancers, letting them destroy the Ores while the
Characters stand and watch. Try to avoid this, making it
clear that in order to be victorious, the Characters are
going to have to fight.
Just as things are getting really desperate, help arrives in
the form of the Wardancers Yavathol and Morfoin,
accompanied by Brightbranch (profiles below), and things
look up for the Characters. As this whole encounter is
staged, it is a little unfair to let your players spend fate
points here - a good time to bring on the Wardancers is
as a player is about to spend a fate point. Instead of
expending a fate point, the Character should be rescued
by one of the Wardancers cart-wheeling into the attack.
You should make their entrance as dramatic as possible;
let out a loud battle-yell and read the following...
Feel perfectly free to roll a handful of dice for the
Wardancers and their opponents, and then ignore the
numbers, simply describing the course of their side of the
battle as you want it to go, keeping it exciting and a
close-run contest-you don't want the players to sit around
getting bored watching you roll for every Wardancer
attack and Orc counter-attack. The Characters' own
attacks should be rolled as usual.
A cry that splits the air freezes the Orcs for a
moment, as two lithe Elven figures with splendid
A FTER
F IGHT
IGHT
When the fight is over, Yavathol will embrace
Brightbranch, welcoming him to the brethren of her
troupe. The young Elf will be proud and a touch
embarrassed.
Even though the fight has ended, the Character’s
troubles are by no means over - the Wood Elves also
regard the Characters as trespassers in their forest, and
the Characters will have to do some fast talking to
escape conflict with the Wardancers. Before attempting
to run this pivotal role-playing encounter, you should
carefully read all the information at the end of this chapter
which details the Wardancers and their god, their
positions in Elven society and their attitudes to the
various races that may be present in the party. This will
give you all the background you need.
FTER THE
THE
moment, as two lithe Elven figures with splendid
manes of red hair rush into the fray, surrounded
manes of red hair rush into the fray, surrounded
by a blur of whirling steel. Closely following them
by a blur of whirling steel. Closely following them
is a younger Elf who sports a more traditional
is a younger Elf who sports a more traditional
haircut and also attacks the Orcs, all the while
haircut and also attacks the Orcs, all the while
screaming an ululating battle-cry. The Orcs'
screaming an ululating battle-cry. The Orcs'
confusion lasts for but a moment and they
confusion lasts for but a moment and they
quickly move to defend themselves. Heartened by
quickly move to defend themselves. Heartened by
this changing of the tide, you also begin to fight
this changing of the tide, you also begin to fight
with renewed vigour-the odds are still bad, but at
with renewed vigour-the odds are still bad, but at
least you have a chance.
least you have a chance.
The Wardancers commence their attack using the Storm
of Blades special action (see below). Thereafter, they will
fight with great ferocity, using whatever abilities you think
appropriate. You should try and balance the fight so that
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A cry that splits the air freezes the Orcs for a
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AVATHOL
Bladesinger (Ex Entertainer – Ex Wardancer)
Yavathol is the leader of the Wardancer troupe that lives
with the Wood Elves in this forest. She is a mighty
warrior, used to the respect that her abilities and position
command. Her manner is abrasive, and the Wardancer
trait of condescending arrogance reaches a peak with
this individual!
situation for the player of a Dwarf and you must strike a
balance between giving the player a hard time and being
unfair. Whatever you do, don't compromise Yavathol -
she is not intimidated by the party and won't stand for
threats or insults.
If the party manage to converse with Yavathol without
annoying her to the point of attack (which would be rather
bad news for the party!), she offers to escort them to the
Elven settlement before night finally falls. Before she
does this, however, any Dwarfs will have to be at least
disarmed, and at worst bound and gagged!
Appearance: Yavathol's appearance is striking-lithe and
graceful, clad in well-cut leather, jewels sparkling at her
throat with a cascading mane of dawn-red hair that sets
off the strange amber of her piercing eyes. The mighty
sword that she swings with such ease has the marks of
many battles upon it, and shows the sheen that comes
with great age and good care.
Reactions: Arrogant and self-assured, she demands to
know what the Characters are doing in the forest. She is
not impressed if the characters are over-apologetic, but
nor does she react well to brash impoliteness. If the party
contains any Elves, she mainly addresses them, all but
ignoring the other Characters.
Yavathol is merely disdainful of Humans and Halflings,
but she tolerates them. The main thing that impresses the
Wardancer is prowess in combat, and if the party has
killed many Orcs, and demonstrated courage and
fortitude, Yavathol is more inclined to take the Characters
seriously.
-- Yavattholl --
WS BS S T Ag IIntt WP Fell
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A W SB TB M Mag IIP FP
3 16
16 5 5 (7)
5 (7) 6 0 0 0
Skills: Academic Knowledge (Religion+10%), Charm,
Command, Common Knowledge (Elves+10%, the
Empire), Dodge Blow+10%, Evaluate, Perception+10%,
Performer (Acrobatics+20%, Dancer+20%, Singer), Ride,
Speak Language (Eltharin, Reikspiel), Swim
Talents: Aethyric Attunement, Ambidextrous, Excellent
Vision, Fleet Footed, Lightning Parry, Lightning Reflexes,
Night Vision, Quick Draw, Savvy, Shadow Dance (Storm
of Blades, The Shadows Coil, Whirling Death, Woven
Mist)*, Specialist Weapon (Throwing, Two-Handed),
Stout-Hearted, Strike Mighty Blow, Strike to Injure,
Swashbuckler
If there are any Dwarfs in the party, Yavathol's reactions
vary according to the Dwarf's performance in the combat
with the Orcs. She has an active dislike of Dwarfs, and
even if a Dwarf character showed prowess in combat, the
best reaction from Yavathol is along the lines of a pat on
the head and a condescending remark (“doughty little
fighter, isn't he?”).
* The Shadow Dance talent is described further on
in this chapter.
C OMBAT
If the Dwarf seemed to do little in the fight, Yavathol may
well insult him, casting aspersions about “timid burrow
dwellers” and the like. If the Dwarf Character (or his
companions) cannot keep his responses under control,
Yavathol offers to destroy the troublesome vermin, and if
further provoked does not hesitate to attack the offending
character. If it becomes clear that the Dwarf is treated as
an equal member of the party, she becomes very
suspicious of the Characters' motives for being in the
forest. If the players are not careful, they will have
another fight on their hands-one which they are unlikely
to win.
The only thing that causes the Wardancer to grudgingly
accept a Dwarf is if the Dwarf rescues or helps one of the
Wardancers during the fight. You could arrange for a
Dwarf Character to be in a position to assist an
outnumbered Brightbranch during the fight - but
remember that if the Character doesn't go to the Elf's aid,
Yavathol's reaction will be one of anger. This is a sticky
OMBAT
: :
Armour (Light): Tight Fitting Leather Jerkin
Armour Points: Head 0, Arms 0, Body 1, Legs 0
Weapons: Best Quality Double Handed Sword (Great
Weapon, 1d10+5, Impact, Slow), Best Quality Sword and
Axe (Hand Weapons, 1d10+5), Dagger (1d10+2)
Trappings: Talismanic Tattoos, Silver Tiger’s Eye
Gemstone Choker (Worth 100 gc)
ATTOOS
As with many Bladesingers, Yavathol has been inscribed
with Wood Elf runic tattoos that trap and contain the
winds of magic. While Yavathol wears no metal armour,
she not only gains a +2 bonus to her TB but also gains a
+10% bonus to any willpower tests to resist magic.
T
ALIISMANIIC
T
ATTOOS
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