Big game
A tactical adventure for Dragon Warriors and Warhammer Fantasy Roleplay.
Party composition (DW)
This adventure is best suited to assassins, though any adventuring profession can take part. As a guideline, the party strength should be as follows:
If there are only a few players, the party can either consist of high-ranking characters or player-controlled NPCs can be used to bring it up to strength.
PLAYERS’ INTRODUCTION
You have come to the port of Burhaven on the north-west coast of Cornumbria. Much of the last part of your journey has taken place in the sort of torrential downpour that always accompanies the arrival of spring in this part of the world. Soon all the rivers have flooded their banks and the road along which you ride has become a slough of mud. It is with some relief that you stoop under the overhanging eaves of the only inn in this small port. You are pleased to note that a ship rides at anchor in the harbour, for you have come here expressly to get passage on a ship going south. Evening settles in as you take in the scene from the shelter of the dripping eaves. Far out beyond the harbour walls, through a grey mist of rain you can just make out the sombre silhouette of an island. A wan light glimmers from a hilltop tower there.
GAMESMASTER’S INTRODUCTION
Last night, in a terrible storm, a barque was swept onto the rocks of Spike Island. The sailors were all drowned, but their living cargo escaped from the wreck. This was an oni, an exotic monster not found in Cornumbria - or anywhere in western Legend (WFRP: the Old World).
Master Altan, the wizard who lives on Spike Island, is a collector of strange beasts. Having heard tales about oni from sailors returning from the Orient, he sent his hunters to catch one for his menagerie. His sources told him something about the oni’s magic, so he had provided them with an enchanted cage that would suppress its powers. After many months, the hunters had discovered an oni in a cave in distant Opalor (WFRP: Cathay) and managed to catch it after a fierce struggle.
They began the long haul north, back to Spike Island, to claim the reward they had earned. The voyage was fraught with many dangers, all of which they survived only to die in the shipwreck with their destination in sight. The bars of the magical cage were smashed on the jagged rocks, and the oni was set free.
It set out towards Altan’s tower and there, taking the disguise of a shipwrecked sailor, sought sanctuary. Altan was suspicious, but before he had a chance to pierce the oni’s disguise with a spell it had breathed its poisonous, mind-destroying fumes upon him. Fleeing in terror, Altan stumbled out into the storm and made a desperate escape from the island using his Ring of Far Deliverance (see below).
Making its way into the vaults below the tower, the oni was amazed to discover Altan’s menagerie: a shrieking, blood maddened collection of some of the strangest creatures in all Creation. One, a hag calling herself Annis the Spit, convinced the oni to open the cages. The creatures of Altan’s menagerie poured out wildly into the night. Annis and the oni remained in the tower, which they have quickly befouled to become a suitable lair. Annis is spiteful with petty evil and is content to let the monsters roam the island for now, though she intends to transport them all to the mainland to spread mayhem as soon as she can get hold of a ship. Although the oni is evil, it has its own intelligent goals (returning home, for one) and is not interested in such chaotic malevolence. However, being a stranger in a strange land it has decided to follow Annis’s lead for the time being.
THE WHALER’S WASSAIL
Meanwhile, Altan has found his way to the Whaler’s Wassail tavern on the mainland. The oni’s breath has destroyed his intellect, but his personality is unchanged. Always a good man, he feels responsible for the evil that has happened and has a driving need to set things straight. Unfortunately, he is now quite befuddled and cannot remember precisely what did happen. He remembers that the monsters are free on the island, and realises that they must be rounded up or killed before they harm anyone. He cannot remember precisely what monsters there are, and has forgotten all about the oni.
As the player-characters enter the inn (see map below) Altan has just asked some whalers whether they will accompany him back to the island. They are reluctant because they are naturally a little leery of him. The wizard has always been a recluse, viewed with awe and fear by the locals. The strange cries that sometimes echo from his island have given the place a baleful reputation. He has, however, just offered them 50 Crowns a head to do the job. This represents several months’ earning to the whalers, so they are sorely tempted. They want to think carefully about the idea, and will certainly become irate if the PCs pre-empt them by offering to go with Altan in their place.
When the PCs enter, there are eleven people in the taproom. The six whalers (table B on the map) are dressed from head to toe in rank-smelling oilskins. Their greasy faces are concealed in the shadows of their oilskin hoods. They reek of the bloody charnel of their trade, and their evilly sharp harpoon-spears lean against the table where they sit.
Whalers
2nd rank fighters; ATT 14; DEF 8; attack with harpoon (2d4, 4) or knife (d6, 3); special attack: can throw harpoon (d8, 4), armour bypass means it lodges in the target’s flesh causing 1 HP damage per round until pulled free, which causes 1d3 damage; AF1; HP 9, 9, 8, 10, 9, 11; MAG DEF 3; EV4; move 10m (20m); STEALTH 11; PERCEPTION 5
Skills: Sailing, Row, Fish, Orientation, Strike to Injure, Consume Alcohol, Swim.
Possessions: Harpoon (counts as javelin, but barbed: increase the value of any critical hit by +1); flensing knife; oilskin cape; 12 shillings.
In another corner (table A) sit three officers of the Temptress, the ship lying at anchor in the harbour. They wear the stiff epaulettes, voluminous capes, oak-carved gorgets and double peaked hats favoured by the sailors of Ereworn (WFRP: Kislev). The tallest of the three is Captain Flint of Salamur Port (WFRP: Erengrad). His helmsman and first mate have accompanied him so that the rough whalers don’t try any tricks. Flint intends to pay them for the whale oil he is shipping across the Glaive to Algandy (WFRP: south across the Channel).
Sailors
4th rank fighters; ATT 16; DEF 10; attack with sword (d8, 4) or dagger (d4, 3); AF2; HP 16, 15, 15; MAG DEF 6; EV4; move 10m (20m); STEALTH 14; PERCEPTION 8; special item: Captain Flint has “Davy Jones’s Sparkler” (a ring of obedient parts) and a hipflask containing healing potion.
Skills: Sailing, Orientation, Fencing Sword, Left-hand Dagger, Storytelling, Dodge Blow, Astronomy, Cartography, Read/Write, Swim.
Possessions: Sword; dagger; leather jerkin; 5 Crowns; Captain Flint has two special items, Davy Jones’s Sparkler (a Protection Ring vs sea monsters) and a hipflask of enchanted rum that acts like a Potion of Healing.
Altan himself sits in deep shadows beside the hearth (table C), still in his dripping wet cloak waiting impatiently for the whalers to make up their mind about his proposition. He mutters to himself, wringing his hands and taking slurps of wine from the jug beside him. He will explain his plight to anyone who asks, and will accept their help in preference to the whalers whom he does not trust.
Altan should not be characterized as stupid. The oni’s breath which effectively reduced his intelligence has done this by destroying his power to concentrate. He now keeps forgetting things and can only carry a thought through by tremendous effort of will. Listening to him ramble away takes a lot of patience, and often it is quicker to complete his train of thought for him, but he does not give the impression of being stupid.
Altan is accompanied by his ape, Jemai, the only loyal creature from his menagerie. It too is soaked to the skin and chatters with the cold. It has a limited power of speech (instilled in it by magic) but it will only speak when spoken to. This is because Altan objected to unnecessary interruptions when he was working. If asked, Jemai will tell the player-characters about the oni ( “Strange thingy with grinning face came out of storm, ‘n’ blowed smoke in master’s face...”).
Altan
13th rank sorcerer; ATT 12; DEF 6; strikes with staff (d6,3); AF0; HP 13; MAG ATT 28; MAG DEF 18; EV5; move 9m (15m); STEALTH 16; PERCEPTION 12; special items: Ring of Far Deliverance (a ring of teleportation with 7 charges) and Cap’n Sabre’s Galoshes (boots of water walking); notes: Altan can still attempt to cast spells, but he must first roll to see if he remembers the spell (a d20 equal to or under his current Intelligence score of 5) and then has a 70% chance of miscasting it.
Skills: Arcane Language (Magick); Cast Spells; Read/Write; Scroll Lore; Secret Language (Classical); Identify Plants; Rune Lore; Magic Sense; Herb Lore; Magical Awareness; Meditation; Demon Lore; Identify Magical Artifact; Identify Undead; Mythical Beast Lore.
Possessions: Staff; robes; Ring of Far Deliverance (casts Teleport, usable once per month); Cap’n Sabre’s Galoshes (permit wearer to walk on water); pet ape
Magic Points: 33 (But Altan must test against Intelligence in order to cast a spell successfully or use any other knowledge skill.)
Spells: Petty Magic - Gift of Tongues, Glowing Light, Magic Alarm, Magic Lock, Protection from Rain; Battle Magic Level One - Cure Light Injury, Wind Blast; Battle Magic Level Two Mystic Mist, Zone of Sanctuary; Battle Magic Level Three - Cause Fear, Magic Bridge; Battle Magic Level Four - Aura of Invulnerability, Strength of Mind. (Altan didn’t manage to take any spell ingredients with him when he fled from the island.)
Jemai the ape
ATT 10; DEF 6; attacks by biting (d4,1) or throwing small objects (d3,2); AF0; HP 3; MAG DEF 3; EV6; move 12m (25m); STEALTH 17; PERCEPTION 13
Skills: Acrobatics, Concealment, Dodge Blow, Flee!, Pick Pocket, Scale Sheer Surface
Possessions: Toothpick, bag of pistachio nuts, brocade waistcoat, purse containing 12 Crowns and 3 shillings.
Jemai attacks by biting or throwing small objects. If there’s a brawl, he will climb up to the rafters out of harm’s way.
The innkeeper, Humbrol Greytooth, is behind the bar. He tolerates brawls as a way of life in Burhaven, but if his inn looks like getting seriously damaged he will use the crossbow he keeps under the counter. Otherwise, Humbrol’s only interests are serving ale and selling titbits of information to his customers.
Humbrol Greytooth
Unranked human; ATT 11; DEF 5; fights with cudgel (d3,3) or crossbow (d10,4); AF0; HP 8; MAG DEF 3; EV3; move 10m (20m); STEALTH 12; PERCEPTION 4
Skills: Blather, Brewing, Consume Alcohol, Disarm, Evaluate, Haggle, Storytelling, Strike to Stun.
Possessions: Crossbow, leather apron, cudgel
Special ability: Never surprised by anything that happens at the inn.
The taproom of the Whaler’s Wassail is mapped here in case of a brawl. (Download a larger version here.) Quite possibly such a brawl will start (like many in the past) because of the parrot. This annoying bird hears anything whispered within ten feet and will then immediately repeat it in a very loud squawk. Humbrol thinks his parrot is an exceptional bird – which it is – but does not realize that this is not a good thing. Many a muttered joke or remark about another patron has been relayed by the parrot with cawing bravado, sparking off a fight.
The standard DW or WFRP rules are adequate for any fight, but the following structured tactical rules may be preferred by those who like to brawl with precision. Attacks (including missiles and spells) must be aimed at someone in your 120° line-of-sight zone (see map). Each combat round is divided into three action phases, as below.
* Each hex represents about 1.5m, so a normal move is 6 hexes per round and a running move is 12 hexes. Alternatively you can backpedal – move backwards a total of 2 hexes. To run you must have taken a move action in the previous round and you must take a move action in the following round. When you take a move action you are not obliged to go the full distance but you must move at least 1 hex.
** In melee you can strike at an adjacent character in one of your front three hexes. You can only hit in melee if you moved no more than 2 hexes in the same round.
Within each phase, actions are first announced by all players in order of Reflexes (ie lowest first) and actions are then carried out in reverse order of Reflexes (highest first). When announcing, you only have to say which option you’ve chosen, not how you’re planning to implement it. For instance, you might say “move” but not how far or where, or you might say “hit in melee” without having to specify whom you’re going to hit.
Moving onto furniture costs a character 2 hexes from their move for the round and they must make a Reflexes test (difficulty factor 14) or fall prone. There’s no cost for moving off furniture, though. Fighting from on top of a table gives +1 ATTACK and DEFENCE. The tables and bar are immovable, but the chairs can be swung – or they can be thrown up to (Strength/4) hexes. Chairs count as (d8,3) weapons in DW rules, while the parrot's perch can be used as a staff once the parrot has been prised off it.
If an actual hand-to-hand slugfest is appealing, optional close combat rules can be used. Under he optional rules, any character can move into another's hex. It is possible to stand off a character closing with you if (i) you have a weapon and the other character doesn't and (ii) they are approaching from one of your three front hexes. Otherwise they collide with you and you both go down in the hex. Once in this situation, characters can only fight one another using unarmed combat, dagger or cudgel. They get to strike in both the first and third phases each round. DEFENCE of both characters is halved. Instead of fighting, a grappling character can spend the round trying to extricate himself and stand up; he has to roll under Reflexes on d20 to succeed (unless the other person is also trying to get up).
Getting to the island
There are a number of boats by the quayside. These belong to the whalers, and theft will result in a hot and bloody pursuit. Each boat takes up to sixteen people (minimum crew six) and the whalers are prepared to hire one of them out for 20 Florins (WFRP: shillings) a day.
Captain Flint’s ship is due to weigh anchor tomorrow morning, so if the characters intend to sail with him this will only give them the night to explore Spike Island. Flint is quite inflexible about his schedule unless bribed, and no other merchant vessel is expected in Burhaven for ten days or so. The Temptress has a crew of fifteen in addition to her three officers. These fellows have been given strict instructions not to allow anyone aboard. They have hung oiled nets over the sides to give would-be boarders a slippery climb.
Only a skilled mariner will be able to steer a ship or boat to the jetty on Spike Island. Characters with a nautical background (DW: see Book Six) might just have the appropriate expertise. If not, their craft will be seized by strong coastal currents and swept into the island in a random location: roll d12 to determine the shore zone on the island map.
Now – the game’s afoot!
SPIKE ISLAND
(download larger map here)
The characters’ job if they were employed by Altan is to capture or kill the various monsters on the island. If they have been wrecked here, their problem will probably be to find the jetty where Altan’s own boat is moored.
If they have confidence in their stealth skills, the characters may decide to split up. Less powerful characters will presumably opt instead for safety in numbers. If the characters split up it is probably best to treat their hunting like a board game (let everyone see everyone else’s moves) rather than the usual line of “you lot wait in the other room.” There is particular fun to be had here if the player characters make wagers among themselves as to who’ll get the most kills.
Movement
For convenience, movement on the overview map of the island is taken in five-minute turns. Each hex represents 60 metres. Characters get a number of movement points (WFRP: based on M score) which they expend for movement each turn:
For example, a character with M= 4, advancing at normal speed, would get 8 movement points each turn. Clear terrain costs 1 movement point to traverse, so this character could cross 8 clear terrain hexes in a turn.
Other terrain affects movement differently, as shown below:
The contours denote an increase of 20 metres, and a character who wishes to cross a contour going uphill expends +1 movement point to do so. When a contour line cuts through a hex (rather than along the hex side) a character ending their move in that hex must specify which side of the contour line they are on. Characters attacking down a slope get the advantage of higher ground. (Dragon Warriors: -1 from ATTACK of those fighting up the slope; WFRP: +10% to WS of those fighting down the slope.)
Spell duration
In Dragon Warriors this is determined by rolling d100 for each spell at the end of every five-minute turn:
Encounters
A random encounter is checked for at the end of each turn. This is done by rolling d100 for the terrain the character is in and consulting the Encounter Table. For characters on a path, reduce the roll by d10. If an encounter is indicated, roll again on d100 to see if a second creature is also there.
DW: Check for surprise on both sides by regular STEALTH v PERCEPTION rolls. Make a separate STEALTH roll for each member of the party against the highest PERCEPTION of the monsters they have encountered, and vice versa. These conditions obviously favour the monsters, who are generally going to be encountered solitarily or in groups of two or three, rather than the characters, who are likely to be a larger party. Some characters (notably assassins) may prefer to shorten the odds by splitting off from the main party and scouting alone.
A character moving cautiously (see above) moves more slowly but gets +2 to both STEALTH and PERCEPTION. If running, he or she deducts -2 from STEALTH and PERCEPTION.
WFRP: When there is an encounter, check to see if either the PCs or the monsters heard each other. Each monster has been given a Noise rating (representing the chance of the PCs hearing it) and a Listen rating (which modifies its chance of hearing them). Remember that characters don’t get any chance to hear sounds which are softer than the noise they’re making themselves. Hearing someone as they approach allows the PC or monster to attack forewarned, which gives a bonus of +20 to Initiative for one round only. Alternatively they could try to Hide, which is more difficult (test against Initiative + Cool – enemy’s Initiative) but allows them either to avoid combat or to attack with surprise from ambush.
Optimum tactics vary. There is safety in numbers, and the additional bonus that every character in the group gets a Listen roll. However, characters with Silent Move lose their advantage if they’re accompanied by people who don’t have this skill, so they might prefer to hunt alone.
AREAS OF INTEREST
Jetty
There is a small stone building here, and in any encounter except with the chimera there is a 50% chance that the creature in question will be lurking in this building. Altan’s ship, the Wave Rider, is moored here. She sits calmly despite the swell on the water, being stabilized and propelled by magic. Altan can still activate the ship’s propulsive magic despite his scrambled wits. A player-character can also try, requiring a test against the average of Intelligence and Will Power. Each character only gets one attempt. The oni and the hag have already tried and failed, so they won’t be getting off the island that way.
Woods
The swathe of woodland across the middle of the island has quickly become the favourite haunt of the fungus man (WFRP: black cap). There is a hollow log clumped with mould in which it sometimes hides, first leaving a small jewel (taken from the tower) on a twig nearby to tempt any travellers. If encountered in the log (25% chance), the first the PC(s) involved will know is when a hideous, fungus-spattered skeletal hand whips out from inside the dank log.
Stream
An unremarkable brook, except that the barghest will not cross it even though it is only a few feet deep. The water is pure, crystal clear and very refreshing.
Beach
This is where the rakshah has chosen to hang out. Its peculiar way of getting about (rolling sideways on its five radial legs) is ideal for the sand and shingle, which will slow its possible prey but allow the creature to move normally.
Tower
Formerly Altan’s home, now the residence of Annis the Spit and her accomplice, the oni. The building consists of a long hall with kitchen and living-quarters off one end. At the other end, steps wind up to the tower itself (where Altan’s books and magical paraphernalia litter the desks and floors and several chambers) and the subterranean menagerie, where the various cages now stand empty. All of the cages are enchanted so that anyone inside is powerless to either escape or harm someone beyond the bars of the cage until it is opened from outside.
If encountered here, Annis will get the oni to adopt her form so that the party will be confronted by two hags rather than one. The oni flatly refuses to douse itself in the noxious brews Annis uses as “perfume”, however, so a successful test against Intelligence allows a character to tell them apart. Characters who melee the oni will realize immediately, of course, because it is a considerably more skilful fighter than Annis.
Altan used to have two gorilla-skeletons as servants, but the oni smashed them when it cleared the tower. Characters may find fragments of the two (Altan called them Bones and Napier) still crawling around the place trying to carry out their domestic tasks.
THE MONSTERS
The following creatures are at large on the island. Unfortunately many of them are unfamiliar, with special strengths and weaknesses unknown to the PCs – and Altan is in no state to compile a list. Obviously some of these creatures are much tougher than others, so if the PCs split into groups you will need to assess experience points according to the dangers faced. A character who gains exceptional glory (bagging the chimera single-handed, for instance) will have quite a reputation once word gets around, and he should get a reward that reflects this (WFRP: and perhaps even a Fate Point).
Rakshah
ATT 24; DEF 11; strikes with 1-3 hoofs (d8+1,5) and victim is subject to enervation spell which may reduce him/her to 0 HP; AF 6 (3 v magic weapons); 30 HP; 6th rank sorcerer with 9 Magic Points; MAG ATT 20; MAG DEF 10; EV 8; move 15m (30m); STEALTH 8; PERCEPTION 12 (darksight); special abilities (usable only at night) – regenerates 1 Magic Point each round, can disguise itself as any animal or person, 20% chance of catching lightning- or fire-based attacks and sending them back at the caster, never affected by the same spell twice if cast by the same magic-user.
Appearance: A fierce, leonine face from which five legs grow radially, like the spokes of a wheel. This odd creature is usually a dark bronze colour, but tends to change in hue to blend in with its surroundings.
Special rules: A Rakshah attacks by rolling towards its victim and kicking him with three of its hoofs simultaneously. If it scores a critical hit, increase the value by +1. It also has a 20% chance of reflecting any fire- or lightning-spell back at the caster, and is never affected by the same spell twice.
Oni
ATT 22; DEF 16; strikes with sword (d8+1,5) or claws (d8,4 and energy-drain); AF 4; 21 HP; 6th rank mystic; MAG ATT 20; MAG DEF 13; EV 6; move 15m (25m), flying 50m; STEALTH 15 (+3 by day); PERCEPTION 8 (panoptical); special abilities: invisible in daylight (still casts a shadow), can disguise itself as any bipedal creature, automatic shock attack on characters up to 7th rank, breathes strong poison every 5 rounds (reduces victim’s Int by half), claws sap five experience points per blow.
Appearance: Oni vary in appearance. This one has a demonic horse head with huge, blood-red antlers. Its body is manlike, but with three clawed fingers on each hand. It wears a soiled tiger-skin loincloth, more to parody human clothing than out of any sense of modesty.
Special Rules: Breathes noxious gas every five rounds so that characters meleeing the oni must make a Poison test or permanently lose 1d10 x 4 from Initiative and Intelligence. Has 15 Magic Points and can cast all Petty Magic spells. Invisible in daylight, but still casts a shadow. Can change form to resemble any living, bipedal creature. In natural form causes fear in living creatures under ten feet tall
Annis the Spit (hag)
ATT 16; DEF 10; attacks with staff (d6,3); AF 3; 19 HP; 4th rank sorceress with 21 Magic Points; MAG ATT 18; MAG DEF 8; EV 4; move 10m (20m), flying 50m; STEALTH 13; PERCEPTION 13 (darksight); special abilities: gaze exerts a d8 fright attack which may strike her victim dumb, all characters fight her at -1, anyone striking her is subject to a disfigurement spell, anyone struck by her is exposed to the Black Death; special vulnerabilities: first rays of dawn will turn her to stone, she takes +1 damage from iron or steel weapons, loses all spellcasting powers if she eats salt; magic items: flying cauldron, love philtre, vial of smoke, evaporating potion, sands of slumber
Appearance: A hideous and obviously inhuman crone.
Psychological Traits: Like all hags, Annis is immune to psychological effects. She is mad, but has no disorders because madness is the normal state for a hag.
Special Rules: Annis is a 4th level spellcaster with 23 Magic Points and the following spells - all Petty Magic, Assault of Stones, Bewilder Foe, Cloud of Smoke, Cause Rain, Foul Air, Hedge of Thorns, Summon Swarm. Anyone striking her in combat is subject to a Curse spell (causing warts). Anyone she wounds is exposed to the Black Plague. Being in her presence causes a character to acquire 1 Insanity Point each minute from various factors including her crazed babbling, foul stench and horrible cackle.
Vulnerabilities: The first rays of dawn will turn her to stone. She takes +1 damage from iron or steel weapons. Eating salt causes her to lose all her Magic Points for a year and a day. Annis counts as a flammable target (she takes an extra 1D4 damage from fire-attacks) and if she is burned to death, all that will be left is a charred lump of rotten wood like a dead tree in the shape of a woman.
Magic Item: A flying cauldron in which she can travel through the night sky.
Automaton
ATT 26; DEF 20; strikes with sword (d8+2,6) or fist (d6+1,5); AF 5 (and shield); 36 HP; EV 6; move 10m (20m); STEALTH 15; PERCEPTION 19 (panoptical); special ability: unaffected by direct-attack spells; item: enchanted sword (factored into stats) with spells of Havoc, Nemesis, Turncoat and Sigil of Destiny – one of these can be used per day.
Appearance: A warrior of bronze fashioned a century ago by the famous artificer, Bruno Praetor of Marienburg. It looks quaintly manlike with a sculpted doublet, perpetual frown, and elegantly-styled tin moustache.
Psychological Traits: The Automaton of Marienburg does not have a human mind and so is immune to psychological effects. It displays intelligent behaviour, but many philosophers say that it only has the semblance of true thought.
Special Rules: It is possible to deactivate the Automaton by pressing the button in the centre of its chest. This requires a normal hit followed with a test against Dexterity at -25%.
Chimera
ATT 25; DEF 7; primary attack with claws (d12+1,7); secondary attack with bite (d8,7) or butt (d12,5); special attack: can breathe flux of rays (MAG ATT 25) three times a day up to 5m which can reduce one target to 1st rank for 1-16 rounds; AF 4; 31 HP; MAG DEF 14; EV 6; move 12m, flying 70m; STEALTH 8; PERCEPTION 9 (panoptical); special abilities: automatic surprise, can constrict up to two characters for 1d6 damage per round.
Special Notes: A smaller-than-average chimera, but still capable of causing fear in creatures under ten feet tall. Altan clipped its wings, so it cannot fly at the moment. Its three bite attacks are venomous (death in 1-3 rounds if victim fails a Poison test). The claws and tail-lash are not venomous.
Water Leaper
ATT 19; DEF 4; attacks by biting (d6+1,6) and teeth are poisonous; special attacks: can spit venom up to 5m with SPEED 12, can swallow opponent whole; AF 1; 40 HP; MAG DEF 11; EV 4; move 8m (12m), flying 30m; STEALTH 7; PERCEPTION 9 (darksight); special notes: shriek is a one-off killing attack (MAG ATT 20, turns victim’s bones to water), carrier of leprosy bacillus.
Appearance: A giant, limbless toad with a long tapering tail, looking something like a huge pallid-white tadpole. It lives in lakes or ponds and uses its tail to leap out at opponents, hence the name.
Special Rules: The water leaper has a shrill shriek which causes terror in anyone who hear it. Its bite is venomous, causing drowsiness on the first failed Poison test, and death on the second. It can also swallow an opponent whole; the character needs to test against Initiative to avoid this. Anyone swallowed is immediately subject to terror (naturally) and will be digested at the rate of 1d6 damage each round if not cut free. A swallowed character who does not panic will be able to cut his way out from inside as long as he has a suitable edged weapon. Anyone rescued from a Water Leaper’s belly acquires 1d6 Insanity Points.
Fungus Man (DW – for WFRP use Black Cap)
ATT 13; DEF 6; attacks with greatsword (d10,5); special attack: 10% chance each round of infecting melee opponent with spores, no immediate effect; AF 1 (3 v stabbing weapons); 24 HP; MAG DEF 6 (immune to control spells); EV 3; move 8m (15m); STEALTH 3; PERCEPTION 9 (panoptical); special ability: demoralizing whispers, opponent must fight at -2 ATT, -1 DEF if they fail to roll Psychic Talent or higher (sic) on 1d20.
Black Cap (WFRP – for DW use Fungus Man)
Appearance: A mouldering skeleton caked with fungus, slightly phosphorescent in darkness.
Psychological Traits: Like most undead, black caps are immune to psychology rules and cannot be forced to leave combat.
Special Rules: Black caps exude a cloud of sweet-smelling spores which expose anyone nearby to Tomb Rot. They cause fear in living beings. Anyone who hears their horrible whispering voices, eerily describing the delights of the grave, immediately acquires the necrophobia disorder.
Kappa septurion (DW – for WFRP use Gillman)
Appearance: see illustration above.
4th rank mystic; ATT 12; DEF 6; attacks with spear (2d4,4); AF 3; 11 HP; MAG ATT 17; MAG DEF 7; EV 3; move 10m (15m); STEALTH 11; PERCEPTION 4 (darksight).
Gillman (WFRP – for DW use Kappa)
Appearance: A powerfully muscled creature with glistening scales. Although humanoid in form, its gills, fin-lined limbs and bulbous eyes show that it actually evolved from fishes.
Psychological Traits: The gillman fears fire but otherwise has no identifiable emotions and exhibits no other psychological tendencies.
Bugbear (DW: aka Ire Goblin)
ATT 15; DEF 6; attacks with claws, ranging from (d6,3) to (d6+3,6), or thrown rocks (d3,2); AF 2 (but 0 v magical weapons); 9 HP initially; MAG DEF 4; EV 4; move 15m (30m); STEALTH 12; PERCEPTION 7 (darksight); special ability: swells in size, each round gaining +3 HP, +2 ATT, +1 Armour Bypass and +1 damage for three rounds, then shrinks back to normal size.
Appearance: A dwarfish figure with wrinkled pink skin, bullet shaped head and sharp fangs. Barely one metre tall, it is naked except for its oversized feet, which are entirely covered in thick curly fur.
Psychological Traits: Bugbears are subject to frenzy if wounded. Other than this they are immune to psychological effects.
Special Rules: If a bugbear becomes frenzied then it starts to swell in size. Each round it gains +5 WS, +1 S, and +1 T. This continues for four rounds (by which time it will be taller than a man) and then it suddenly “deflates” back to normal size.
Barghest
ATT 20; DEF 6; attacks by biting (d8,6) and transmits faerie poison – character must roll Psychic Talent or less on 3d6 or die; special attack: bark weakens characters within 30m (like the spell) and counts as a 1d12 fright attack which may deplete Strength to 0 (Spell Expiry applies); AF 2; 18 HP; MAG DEF 15; EV 6; move 15m (30m); STEALTH 24; PERCEPTION 17 (panoptical); special abilities: always gets surprise, gaze can transfix (MAG ATT 22), takes half damage from nonmagical weapons unless made of solid silver.
Appearance: A large black dog with flaring green eyes.
Special Rules: Bite transmits a faerie venom which causes the victim’s hair to turn white if a Poison test is failed. Bark requires anyone hearing it to test against Will Power or lose a point of Strength (it only barks once in any encounter). Gaze is hypnotic: test against Will Power or become transfixed until wounded, shaken or otherwise brought round. Magical or solid silver weapons inflict an extra 1d6 damage on the barghest.
WRAPPING UP
Even if the characters round up all the monsters, Altan will still be deprived of his former intellect. Sadly he returns to his tower, to fruitlessly spend his days trying to concentrate on his books in search of a cure. Players being what they are, they will probably shed few tears for him.
A berth on Captain Flint’s ship will take them south to Algandy – and beyond, into the Coradian Sea, if they wish. The fee is 250 Florins per character as far as Algandy, 500 Florins if they’re going all the way to the Ferromaine League. This allows the umpire to take up their adventure with the “Mungoda Gold” scenario in Dragon Warriors Book Six.
The adventure, while not featuring the more subtle elements of story and character, is an excellent opportunity for players to show their command of tactics. Hopefully they will come through it with the realization that a frontal assault is not always the best policy, and that it often pays to think before you fight.
Gillman (WFRP – for DW use Kappa)
Appearance: A powerfully muscled creature with glistening scales. Although humanoid in form, its gills, fin-lined limbs and bulbous eyes show that it actually evolved from fishes.
Psychological Traits: The gillman fears fire but otherwise has no identifiable emotions and exhibits no other psychological tendencies.
Bugbear (DW: aka Ire Goblin)
ATT 15; DEF 6; attacks with claws, ranging from (d6,3) to (d6+3,6), or thrown rocks (d3,2); AF 2 (but 0 v magical weapons); 9 HP initially; MAG DEF 4; EV 4; move 15m (30m); STEALTH 12; PERCEPTION 7 (darksight); special ability: swells in size, each round gaining +3 HP, +2 ATT, +1 Armour Bypass and +1 damage for three rounds, then shrinks back to normal size.
Appearance: A dwarfish figure with wrinkled pink skin, bullet shaped head and sharp fangs. Barely one metre tall, it is naked except for its oversized feet, which are entirely covered in thick curly fur.
Psychological Traits: Bugbears are subject to frenzy if wounded. Other than this they are immune to psychological effects.
Special Rules: If a bugbear becomes frenzied then it starts to swell in size. Each round it gains +5 WS, +1 S, and +1 T. This continues for four rounds (by which time it will be taller than a man) and then it suddenly “deflates” back to normal size.
Barghest
ATT 20; DEF 6; attacks by biting (d8,6) and transmits faerie poison – character must roll Psychic Talent or less on 3d6 or die; special attack: bark weakens characters within 30m (like the spell) and counts as a 1d12 fright attack which may deplete Strength to 0 (Spell Expiry applies); AF 2; 18 HP; MAG DEF 15; EV 6; move 15m (30m); STEALTH 24; PERCEPTION 17 (panoptical); special abilities: always gets surprise, gaze can transfix (MAG ATT 22), takes half damage from nonmagical weapons unless made of solid silver.
Appearance: A large black dog with flaring green eyes.
Special Rules: Bite transmits a faerie venom which causes the victim’s hair to turn white if a Poison test is failed. Bark requires anyone hearing it to test against Will Power or lose a point of Strength (it only barks once in any encounter). Gaze is hypnotic: test against Will Power or become transfixed until wounded, shaken or otherwise brought round. Magical or solid silver weapons inflict an extra 1d6 damage on the barghest.
WRAPPING UP
Even if the characters round up all the monsters, Altan will still be deprived of his former intellect. Sadly he returns to his tower, to fruitlessly spend his days trying to concentrate on his books in search of a cure. Players being what they are, they will probably shed few tears for him.
A berth on Captain Flint’s ship will take them south to Algandy – and beyond, into the Coradian Sea, if they wish. The fee is 250 Florins per character as far as Algandy, 500 Florins if they’re going all the way to the Ferromaine League. This allows the umpire to take up their adventure with the “Mungoda Gold” scenario in Dragon Warriors Book Six.
The adventure, while not featuring the more subtle elements of story and character, is an excellent opportunity for players to show their command of tactics. Hopefully they will come through it with the realization that a frontal assault is not always the best policy, and that it often pays to think before you fight.
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