WFRP 1Ed - Night’s Dark Terror 03 - Text

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ADVENTURE CONVERSION NOTES

Introduction ............................................................................................................................................................ 6 Siege at Sukiskyn.................................................................................................................................................. 10 South of the River ................................................................................................................................................. 13 Ruins of Xitaqa ..................................................................................................................................................... 18 Journey to Threshold ............................................................................................................................................ 22 Threshold .............................................................................................................................................................. 25 Towards the Black Peaks ...................................................................................................................................... 28 The Lost Valley of Hutaaka .................................................................................................................................. 30 Conclusion ............................................................................................................................................................ 36 Animism ............................................................................................................................................................... 37 Author’s Notes...................................................................................................................................................... 46

BACKGROUND

USING THIS ADVENTURE

Night’s Dark Terror is an adventure module for Dungeons & Dragons, written by Jim Bambra, Graeme Morris and Phil Gallagher. It was published in 1986, with the designation B10 in the United States and B/X1 in the United Kingdom.

This conversion is designed for parties of 4-6 characters in their third or fourth careers. The PCs should have accumulated 3,000-4,000 EPs each. It is suitable as a replacement for Something Rotten in Kislev in The Enemy Within campaign. It can also be used as a standalone campaign.

It was the last adventure written by Jim Bambra and Phil Gallagher before they joined Games Workshop and began work on The Enemy Within campaign. Accordingly it is particularly suitable for conversion to Warhammer Fantasy Roleplay. This document provides some general notes on converting the adventure for use with the first edition of Warhammer Fantasy Roleplay. They can also be used with some modification to convert Night’s Dark Terror to other editions of the game.

GEOGRAPHY The original Night’s Dark Terror is set in the Known World (later part of Mystara). In particular the action takes place in the eastern Karameikos region, as depicted in Map K of the adventure.

ABBREVIATIONS

For the purposes of this conversion, the action is relocated to an area of Kislev east of Praag. This is shown in the revised Map K, below. This map is based on the map of Kislev produced by Alfred Nuñez Jr (see http://www.madalfred.com). The correspondence of the major settlements in both versions of Map K is shown below:

The following abbreviations are used: A AP BS Cl D D&D Dex Fel EP GC GM gp I Int Ld M PC S T W WFRP WP WS

Attacks Armour Point(s) Ballistic Skill Cool Damage Dungeons & Dragons Dexterity Fellowship Experience Point Gold crown Gamesmaster Gold piece Initiative Intelligence Leadership Move Player character Strength Toughness Wounds Warhammer Fantasy Roleplay Will Power Weapon Skill

Original Kelven. Rifllian. Threshold.

Conversion Mooste. Izborak. Volkolamsk.

Two areas of the revised Map K are shown in greater detail in Maps K1 and K2, below. Both Maps K1 and K2 are derived from the original Map K, but with two modifications. First, the compass point is reorientated. Second, the scale is somewhat reduced, as 1 hex equates to 2 miles, rather than 3 miles. The correspondence between the revised Map K and Maps K1 and K2 is not exact. This can be justified on the basis that the revised Map K is an impressionistic and approximate representation. Maps K1 and K2 should be considered authoritative. -6-

-7-

-8-

STRUCTURE

Further information on Kislev can be found in WFRP (pp278-279) and Something Rotten in Kislev (especially pp7-16). Given the general shortage of information on Kislev, the GM may wish to supplement this with other sources. Realm of the Ice Queen contains information regarding the substantially different setting of WFRP second edition. GURPS Russia also contains a great deal of information that might be relevant.

This document is arranged in chapters that match those of the original module. The information in the pull-out section has been distributed among the relevant chapters. In addition, there is an appendix on animism.

ART HUTAAKAN CIVILISATION With the exception of the cover and the illustration of Kartoeba, all artwork is sourced from noncopyright illustrations. Artists include Ivan Bilibin, William Blake and Tcheko Potocka.

For the purposes of this scenario the Hutaakans are an ancient race of lizardmen that worked with the Slann. Hutaakan civilisation collapsed and retreated to the Lost Valley following the collapse of the warp gates and the release of Kartoeba.

DISCLAIMER

STARTING THE ADVENTURE

Warhammer, Warhammer Fantasy Roleplay, WFRP, White Dwarf and all associated marks, names, races, race insignia, characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either ®, TM and/or © copyright Games Workshop Ltd variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All rights reserved to their respective owners.

If the adventure is used as part of the Enemy Within campaign as a replacement for Something Rotten in Kislev, the PCs could be sent by the Tsar to investigate goblin raids in eastern Kislev and obtain passage escorting a delivery of horses upriver.

NAMES

Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © Wizards. Used without permission. No challenge to their status intended. All rights reserved to their respective owners.

Names have been left unchanged in this conversion, except where they are substitutions of people and places already named in the Warhammer world. This is for two reasons. First, to avoid the confusion of multiple variant names. Second, many of the original names are Slavic in character and do not require modification.

STYLE The mechanics and style of play of D&D are very different from WFRP. Some aspects of the original adventure, therefore, require pervasive amendment. Specifically the incidence of combat, traps, treasure and magical artefacts should be greatly reduced in the conversion. These notes do not contain comprehensive guidance on this matter. The GM should use his or her judgement to make the necessary emendations. As a rule of thumb, however, the following guideline may prove useful converting monetary values. Original 5gp

Conversion 1/-

-9-

LEAVING CIVILISATION BEHIND (p6)

Doors are T 5, D 14. Barricaded doors have an additional D 2-10, according to the GM’s discretion.

In the Iron Ring ambush the GM may find it appropriate to reduce the number of Hounds present. It is suggested that there are six bowmen and eight boarders.

Note the map of a typical farmstead on WFRP p333 is the same as the map of Sukiskyn. An excellent redrawing of the Sukiskyn map can also be found at https://onedrive.live.com/?authkey=%21ALU6h4Y Re487XQI&id=EEA5FD742A649276%21105&cid =EEA5FD742A649276.

During the ambush the boat sides provide hard cover. Those swimming in the water are in soft cover.

TRACKING THE HORSE THIEVES (p12)

THE LONG NIGHT (pp8ff)

It is recommended the oil beetles are omitted from the scene of battle (W2), in order to reduce the incidence of combat.

It is again suggested that the goblins’ total numbers are reduced to two kings, six bodyguards, 42 goblins and 13 wolves. Given that the players will not be aware of the goblins’ total numbers, the GM should be able to adjust the size of the attacking force as necessary up to the final assault.

It is also suggested that Fydorll (W3) is human, rather than elvish, so as to reflect better the racial mix of Kislev. The profile given below makes this change.

- 10 -

PROFILES Leaving Civilisation Behind Kalanos 6 Crewmen Reaver (fighter) Reaver (thief) 6 Hounds (bowmen) 8 Hounds (boarders)

M 4 4

WS 41 31

BS 31 28

S 4 4

T 3 3

W 7 7

I 51 30

A 1 1

Dex 38 29

Ld 39 27

Int 33 31

Cl 42 30

WP 27 33

Fel 31 26

Arms and Armour Sword, knife, leather jack Club, knife, leather jack

4

41

34

4

3

7

51

1

35

44

31

34

27

28

Sword, sleeved mail shirt, shield

4

35

29

3

4

5

35

1

40

41

36

44

33

32

Club, knife, leather jack

4

26

33

4

3

7

30

1

30

28

34

29

33

26

Short bow, arrows, leather jack

4

31

25

4

3

7

30

1

30

28

34

29

33

26

Knife

Skills Boat Building; Consume Alcohol; Dodge Blow; Fish; Orientation; River Lore; Row; Sailing; Street Fighter; Strike Mighty Blow; Swim Dodge Blow; Fish; Orientation; River Lore; Row; Swim Dodge Blow; Concealment – Rural; Silent Move – Rural; Strike to Stun; Street Fighter; Swim Dodge Blow; Concealment – Rural; Silent Move – Rural; Swim

Kalanos 6 Crewmen Reaver (fighter) Reaver (thief) 6 Hounds (bowmen) 8 Hounds (boarders)

Concealment – Rural; Silent Move – Rural ; Street Fighter; Swim Concealment – Rural; Street Fighter; Scale Sheer Surface; Silent Move – Rural; Swim

Kalanos 6 Crewmen Reaver (fighter) Reaver (thief) 6 Hounds (bowmen) 8 Hounds (boarders)

Other Equipment Pouch with 21GC 7/6 Pouch with 2D10 shillings Pouch with 18GC 9/15 Pouch with 2D10 shillings Pouch with 2D10 shillings

The Long Night M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Pyotr

4

41

28

4

3

7

51

1

29

29

29

29

29

29

Darya

4

31

28

4

3

7

30

1

29

29

29

29

29

29

Taras

4

31

28

4

3

7

30

1

29

29

29

29

29

29

Alfana Irina Matvey Kuzma Masha Stellios

4 3 4 4 4 4

31 25 31 31 31 31

28 28 28 28 28 28

4 3 2 4 4 4

3 3 3 3 3 3

7 8 7 7 7 7

30 30 30 30 30 30

1 1 1 1 1 1

29 29 29 29 29 29

29 29 29 29 29 29

29 29 29 29 29 29

29 29 29 29 29 29

29 29 29 29 29 29

29 29 29 29 29 29

Kloss

4

45

35

4

3

8

30

1

29

33

18

29

29

18

Gnhass

4

45

35

4

3

8

30

1

29

33

18

29

29

18

6 Bodyguards

4

35

35

4

3

7

30

1

18

18

18

18

18

18

42 Goblins

4

25

25

3

3

6

20

1

18

18

18

18

18

18

Pyotr Darya Taras Alfana Irina Matvey Kuzma Masha Stellios 1

Skills Animal Care; Dodge Blow; Drive Cart; Haggle; Ride – Horse; Strike Mighty Blow Animal Care; Cook; Cryptography; Drive Cart; Ride – Horse Animal Care; Drive Cart; Ride – Horse; Trick Riding Animal Care; Charm Animal; Drive Cart; Ride – Horse Animal Care; Drive Cart; Heal Wounds; Herb Lore; Ride – Horse Animal Care; Concealment – Rural; Ride – Horse; Silent Move – Rural Animal Care; Drive Cart; Ride – Horse; Spirit Lore1; Story Telling Animal Care; Ride – Horse; Sing; Musicianship Animal Care; Drive Cart; Evaluate; Ride – Horse

See the appendix on Animism.

- 11 -

Arms and Armour Sword, normal bow, arrows, leather jack Dagger, short bow, arrows Axe, short bow, arrows, leather jack Dagger, sling Sling None

Sling Helmet, sleeved mail coat, shield Helmet, sleeved mail coat, shield Two-handed sword, helmet, sleeved mail coat Hand weapon, helmet, leather jack

Kloss Gnhass 6 Bodyguards 42 Goblins

Dodge Blow; Night Vision (10 yards) Dodge Blow; Night Vision (10 yards) Night Vision (10 yards); Specialist Weapon – Two-Handed Weapons Night Vision (10 yards); 40% chance of Animal Care, 30% chance of Animal Training

Pyotr Darya Taras Alfana Irina Matvey Kuzma Masha Stellios Kloss Gnhass 6 Bodyguards 42 Goblins

Other Equipment As original As original As original As original As original As original As original As original As original 17GC 24/18 12GC 18/7 2D10 shillings, 4D6 pennies D10 shillings, 2D10 pennies

Tracking the Horse Thieves M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Viper Goblin

4

25

25

3

3

6

20

1

18

18

18

18

18

18

Fyodorll 4 Bandits

4 4

52 37

65 43

4 3

5 3

11 8

49 40

2 1

41 31

65 27

40 32

42 46

34 33

47 29

Arms and Armour Leather jack, war hammer, throwing knife Sword, long bow, leather jack Dagger, short bow

Skills Viper Goblin Fyodorll 4 Bandits

Viper Goblin Fyodorll 4 Bandits

Night Vision (10 yards); Specialist Weapon – Throwing Knife Animal Care; Concealment – Rural; Disarm; Dodge Blow; Follow Trail; Haggle; Marksmanship; Ride – Horse; Set Trap; Silent Move – Rural; Spot Trap; Strike Mighty Blow; Strike to Stun Animal Care; Concealment – Rural; Disarm; Dodge Blow; Marksmanship; Ride – Horse; Silent Move – Rural; Strike Mighty Blow; Strike to Stun Other Equipment D10 shillings, 2D10 pennies 18GC 12/24 D4 crowns, 2D10 shillings, 3D10 pennies

Other Hatred of dwarfs

Other Bear Wolf Giant bat Riding horses War horses

Profile WFRP, p232 WFRP, p247 WFRP, p232 WFRP, p239 WFRP, p239

- 12 -

W9, W10: GOBLIN LAIRS (pp15-16)

Alexei serves as the group’s de facto leader, but is prone to periods of self-doubt and depression. During such phases the group relies on Darya’s leadership.

It is suggested the stirges and giant shrews are removed, and the overall number of combatants cut.

Darya is a woman in her mid 50s with thinning curly grey hair. She has a short and stocky build, scaly skin and one cyclopic eye. She has lived as a refugee in the forest for many years since she developed her mutations.

W11: LAKE OF LOST DREAMS (pp16-17) Original Ilya pixies. Vyalia Elves. Goriidel. Island corrupted by a black mirror in the temple. Temple contains skeletons and traps.

She is possessed of impressive physical and mental fortitude and has some knowledge of animistic magic. She has frequently been the difference between the group’s death and survival.

Conversion Mutant refugees. Humans from the settlement of Gursk. Gregoriy. Island haunted by Rusalki, who especially frequent the temple. Temple is deserted, apart from Rusalki.

Irina is a girl aged around 16. She is slender with long brown hair. She was born with a pointed head and cloven hooves and was kept secret by her parents in a cellar until she was rescued by the refugees when they raided Gursk. She is quite disturbed by her long-term incarceration. She sees Alexei as her saviour and is infatuated with him. The fourth mutant is particularly wretched. He has developed a beak which renders him unable to make intelligible sounds. He has also lost both arms. The other mutants call him Ptitsa (“bird”).

The character of this encounter is changed substantially in the conversion. In the original it is simply a case of exploring the temple and destroying the black mirror. In the conversion the players need to obtain the statue from the mutants and negotiate their way past the Rusalki.

Vassily is a man in his mid 30s of middling height and muscular build. He has short blond hair. He has developed a second head. The second head has no control over his body and has a separate, nagging personality. Vassily was formerly a mercenary and is the group’s strongest fighter.

THE REFUGEES Alexei is a tall man in his mid 40s, with thick and slightly greying hair and beard. He was formerly a priest of Taal in Mooste, until he developed a crown of eyestalks and had to seek refuge in the forest. He sees it as his mission to establish a refugee colony for mutants in the forest. The island as the perfect place for this. The lake provides fish and the island other food. Most importantly the island’s taboo provides muchneeded protection.

Anatoly is in his 30s, but looks much older as his body has been ravaged by alcoholism. He is tall, and of medium build and has short, mousey hair and a pair of antlers. He has lived as a vagrant for several years and is in poor health.

The refugees stole the statue from Gursk in a raid for food (during which they also freed Irina). Darya and Anatoly were behind the theft and Alexei is quite uncomfortable with it. - 13 -

After the raid, the refugees learned of the island’s taboo from Irina and sought shelter there. Since then they have not raided Gursk. However, Gregoriy will pretend the mutants have been harassing his people in an effort to get the adventurers to intervene.

return it. The others, especially Darya and Anatoly are less keen, but would be willing to part with it for useful items of relatively low value. 4.

The Rusalki pose an additional problem. They will not attack the PCs as they travel to the island, but will attack while they are on the island and when they try to leave.

The refugees avoid the temple building because of the Rusalki, which Darya frequently wards off with her Repel Spirit spell. They are therefore building a new settlement on the east of the island. Alexei has protected the site with Magic Alarms.

If the PCs come to a peaceful solution with the mutants, Darya will be willing to ward off the Rusalki. She will, however, expect something in return and will in this case drive a hard bargain, as she knows the PCs’ lives are at stake.

RUSALKA Rusalki are Kislevite nature spirits that frequent bodies of water and the surrounding area. They take the form of beautiful young women. They entrance victims with their laughter and song and lure them into the water, where they drown them. They should be treated as marshlights (WFRP, p252).

Alternatively, the PCs could negotiate with the Rusalki. If the PCs can lead some of the mutants to the Rusalki without Darya’s protection, they will be willing in exchange to let the PCs leave without harassment.

W12: GOLD MINE (pp1719) Original Hutaakan silver living statues. Ochre jelly.

Conversion Inert stone statues of lizardmen. Amoeba.

SHROUD SPIDER The shroud spider should be treated as a giant spider (WFRP, p245), except for the following amendments. Special Rules. 1. There are a number of ways in which this encounter can proceed: 2. 1.

2.

3.

The PCs could make a direct attack on the mutants. Alerted by the Magic Alarms, the mutants will hide in the forest and attack the PCs from a distance by pelting them with rocks, while Alexei and Darya cast Assault of Stones and Steal Mind spells.

Any creature touching a fresh web must make a successful Poison test at +20 or be paralysed for 4D20 minutes. A shroud spider may also attack by shooting a strand of web up to a range of 30 feet. Any creatures hit must make a successful Poison test at +10 or be paralysed for 4D20 minutes.

Basic Profile.

The statue could be recovered by stealth, but this will require bypassing the Magic Alarms. The PCs could barter with the mutants for the return of the statue. Alexei is quite prepared to - 14 -

M 5

WS 33

BS 25

S 5

T 4

W 17

I 10

A 2

Dex 0

Ld 43

Int 6

Cl 24

WP 6

Fel 0

W15: FOOL’S GOLD (p20)

W13: CIRCLE OF NIGHT (p19)

Original Living rock/ooze statue.

This tomb should be amended so that it has already been plundered. The shadows guarding it should also be removed. However, the GM may wish to hint at the presence of shadow creatures in order to create a sense of apprehension.

W16: WOLFSKULL LAIR (pp20-22)

The broken remnants of the plaster frescoes should show lizardman figures, not Hutaakans.

The giant ferrets and thouls should be removed. The piranha shoal should be replaced with parasites. Those passing through the water must make a Disease test or become infested. The parasites cause the same symptoms as flourspore (WFRP, p237).

W14: TOMB OF WARRIORS (pp19-20) Original 2 wyrds.

Conversion 1 shade.

MEETING ON THE MOOR (p23)

SHADE

Original Loshad is a chevall.

Shades are revenant spirits, unable to rest because their physical remains have been disturbed. They are drawn to living creatures in a vain effort to return to the world of the living. They are particularly drawn to the magical energy of spellcasters.

Leshiye are the Kislevite spirits of the forest. They are described in detail in Something Rotten in Kislev, pp26-28.

Alignment. Evil. Special Rules.

2. 3. 4. 5.

6.

Shades are subject to instability more than 6 yards from the site of their remains. They cause fear in living creatures. They are immune to psychological effects. They are immune to non-magical weapons. Shades attempt to drain the spiritual energy of the living. If hit by a shade, a character must successfully test T or lose D6 Magic Points. Should the character be reduced to zero Magic Points or not have a Power Level, the character loses D6 W, instead. For every Magic Point or W lost to a shade, the shade regenerates 1 W.

Basic Profile. M 4

WS 45

BS 0

S 4

T 3

W 17

I 50

A 2

Dex 0

Ld 18

Int 18

Cl 18

WP 18

Fel 10

Conversion Loshad is a horse spirit. Alternatively he can be replaced with Leshy.

LESHY

Physique. Shades are formed of patches of darkness and shadow in a loose humanoid shape.

1.

Conversion Earth elemental (size 6).

- 15 -

PROFILES Lake of Lost Dreams Alexei

M 4

WS 24

BS 28

S 3

T 3

W 7

I 26

A 1

Dex 28

Ld 35

Int 31

Cl 28

WP 46

Fel 43

Darya

3

38

32

3

5*

9

42

1

28

25

45

36

34

23

Irina Ptitsa

3 4

28 42

37 38

3 5

3 3

7 8

32 55

1 1

39 0

25 15

40 34

31 31

38 46

24 18

Vassily

3

55

43

4

5

10

47

2

34

39

28

43

38

23

Anatoly

3

32

25

3

2

5

33

2

28

26

24

32

25

22

Alexei Darya Irina Ptitsa Vassily Anatoly

Alexei Darya

Arms and Armour Staff Two-handed axe; scaly skin counts as leather armour Club None; attacks with beak Two-handed sword, helmet, sleeved mail coat Sword

Skills Arcane Language – Magick; Cast Spells – Petty, Clerical 1; Public Speaking; Read/Write; Secret Language – Classical; Theology Arcane Language – Magick; Cast Spells – Petty, Animist 12; Specialist Weapon – Two-Handed Weapons; Spirit Lore2; Very Resilient* Art, Read/Write Dodge Blow Consume Alcohol; Disarm; Dodge Blow; Gamble; Silent Move – Rural, Urban; Specialist Weapon – Two-Handed Weapons; Strike Mighty Blow Consume Alcohol Other Equipment Spell ingredients Spell ingredients

Irina Ptitsa Vassily Anatoly

Mutations

Other Spells: Magic Flame, Magic Alarm, Remove Curse, Protection from Rain; Assault of Stones, Walk on Water, Zone of Hiding; Magic Points: 17 Spells: Magic Flame, Produce Small Creature, Protection from Rain, Zone of Warmth; Steal Mind, Repel Spirit2; Magic Points: 12 Disorders: Agoraphobia, Talking to Self, Talking in Sleep; Insanity Points: 4 Disorders: Frenzy; Insanity Points: 2

Crown of eyestalks One eye, scaly skin Pointed head, cloven hooves No arms, beak Two heads Antlers

Disorders: Alcoholism; Insanity Points: 5

Gold Mine Orcs

M 4

WS 40

BS 25

S 3

T 4

W 7

I 20

A 1

Dex 34

Ld 26

Int 23

Cl 25

WP 32

Fel 20

Vissaryon

4

52

25

4

3

8

30

2

29

43

36

38

43

33

Dwarfs

3

51

34

4

5

9

21

2

22

50

27

62

53

22

Arms and Armour Mail shirt, helmet Crossbow, war hammer, sleeved mail coat Axe

Orcs Vissaryon Dwarfs

Skills Night Vision (10 yards) Evaluate; Haggle; Carpentry; Metallurgy; Mining; Night Vision (30 yards); Orientation; Smithing Carpentry; Metallurgy; Mining; Night Vision (30 yards); Orientation; Smithing

Orcs Vissaryon Dwarfs

Other Equipment D10 shillings, 2D10 pennies Pick, shovel, 200GC Pick, shovel, D6 crowns, 2D10 shillings, 3D10 pennies

Wolves’ Den Bailakask Kalkask

Bailakask Kalkask

2

M 4 4

WS 32 35

BS 51 46

S 4 4

T 3 3

W 9 8

I 38 43

A 1 1

Dex 31 33

Ld 35 29

Int 37 33

Cl 28 32

WP 41 43

Fel 30 34

Arms and Armour Sling Sling

Skills Concealment – Rural; Dodge Blow; Follow Trail; Silent Move – Rural; Specialist Weapon – Sling Concealment – Rural; Follow Trail; Silent Move – Rural; Specialist Weapon – Sling

See the appendix on Animism.

- 16 -

Other Kalanos Goblin forces Giant rats Snake Marshlight Giant spider Yellow mould Amoeba Wight Elemental Flourspore Werewolf

Profile See Siege at Sukiskyn, above See Siege at Sukiskyn, above WFRP, p242 WFRP, p245 WFRP, p252 WFRP, p245 WFRP, p237 WFRP, p231 WFRP, p253 WFRP, p255 WFRP, p237 WFRP, p247

- 17 -

OUTER RUINS (pp25-26) Original Rock baboons.

HUTAAKAN DISCS

Conversion Solitary wolverine or bear.

The Hutaakans made written records on wooden discs. The discs were manufactured by cutting logs transversally. They were then polished, lacquered and drilled with a single hole through the middle.

WOLVERINE

Messages and records were inscribed on the discs. The engravings were then smeared with a white paste to highlight the text against the dark background of the wood. Text started in the centre and spiralled out in a clockwise direction. The discs were read by rotating them anticlockwise.

Wolverines are predatory mammals found throughout the forests, taiga and tundra of Kislev. They are solitary and roam wide areas in search of food. They are omnivorous but mainly eat rabbits, rodents and larger carrion. Physique. Wolverines are muscular quadrupeds that resemble small bears. They are three to four feet in length. They have short snouts, short bushy tails and are covered in thick dark brown fur. Their pelts are considered valuable (4D6 GCs).

Discs were stored on wooden poles. When it was necessary to transport them, they could be held together with loops of rope tied through the centre.

Alignment. Neutral.

X8: VLACK’S QUARTERS (p26)

Basic Profile. M 4

WS 33

BS 0

S 4

T 3

W 5

I 30

A 2

Dex 0

Ld 24

Int 10

Cl 24

WP 24

Fel 0

Original Ice wolf.

X6: CRYPT (p26) The gelatinous cubes should be removed.

X7: OLD LIBRARY (p26) This room contains the remnants of the Hutaakan library, but in this conversion these comprise scattered fragments of wooden poles and discs. There is evidence of attempts to burn some of the discs, but the discs burn poorly and emit acrid smoke. There are no giant spiders present. - 18 -

Conversion Wolf.

The vikhr will initially use its Wind Blast to allow Golthar to escape. Then it will hurl objects at the PCs, until it is recalled by Golthar after 8 rounds. The thrown objects comprise torture implements from the room, such as metal brands, manacles, pliers, whips and wooden clubs pierced with nails.

X11: ART GALLERY (p27) Original Paintings protected by traps.

Walls separate secret compartments from stairs up. 2 Hutaakan jade living statues.

X9: “EMPTY ROOM” (pp2627)

X12: GOLTHAR’S ROOM (p27)

This room is altered significantly from the original. In this conversion, there is no invisibility effect and no minotaur. The room is simply a torture chamber in which Golthar is interrogating Stephan.

Original Hutaakan scroll.

When the PCs enter, Golthar will release a vikhr, which is bound to an amulet he is wearing.

VIKHR Vikhri are malevolent spirits of the wind. Physique. Vikhri take the form of a whirlwind. Alignment. Evil. Special Rules. 1. 2. 3. 4.

Vikhri are immune to psychological effects. They are immune to non-magical weapons. Vikhri attack by causing nearby objects to fly towards their target. If not attacking, a vikhr can create a powerful wind with the same effect as the spell Wind Blast.

Basic Profile. M 6

WS 0

BS 25

S 5

T 3

W 16

I 62

A 2

Dex 0

Ld 0

Int 41

Cl 44

WP 55

Fel 0

Conversion Ancient wooden panels carved with scenes depicting lizardmen. No walls separating secret compartments from stairs up. 2 empty plinths where statues once stood.

- 19 -

Conversion Hutaakan disc (see handouts, below).

HANDOUTS

I, Baistqet, your high priestess, do command your return to Hutaaka. The stars have changed and our power wanes. Strange creatures harry us from the mountains and our people grow restless. We are stretched too thin. Bring the treasures of the temples and the people of the lowlands to feed the one. The sacred tapestries and your silver needles show the path.

- 20 -

PROFILES River Crossing M 4 4

Reaver 7 Hounds

WS 41 31

BS 34 25

S 4 4

T 3 3

W 7 7

I 51 30

Reaver 7 Hounds

Skills Dodge Blow; Strike Mighty Blow Dodge Blow

Reaver 7 Hounds

Other Equipment Pouch with 12GC 19/4 Pouch with 2D10 shillings and 2D10 pennies

A 1 1

Dex 35 30

Ld 44 28

Int 31 34

Cl 34 29

WP 27 33

Fel 28 26

Arms and Armour Sword, sleeved mail shirt, shield Sword, short bow, leather armour

Arms and Armour Two-handed sword, sleeved mail shirt, breastplate, helmet Sword, short bow, mail shirt, shield Sword, short bow, leather jack

Outer Ruins M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Plak

4

45

35

4

3

8

30

1

29

33

18

29

29

18

Bodyguards

4

35

35

4

3

7

30

1

18

18

18

18

18

18

Goblins

4

25

25

3

3

6

20

1

18

18

18

18

18

18

Bodyguards Goblins

Skills Disarm; Dodge Blow; Night Vision (10 yards); Specialist Weapon – Two-Handed Weapons; Street Fighter; Strike Mighty Blow Dodge Blow; Night Vision (10 yards); Strike Mighty Blow Night Vision (10 yards)

Plak Bodyguards Goblins

Other Equipment 12GC 22/41 2D10 shillings, 2D10 pennies D10 shillings, 2D10 pennies

Plak

Other Hatred of dwarfs Hatred of dwarfs Hatred of dwarfs

Golthar’s Tower M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Hobgoblins

4

33

14

3

4

7

30

1

29

29

24

24

24

18

Golthar

5

42

33

4

6

8

66

1

44

48

78

61

65

44

Hobgoblins Golthar

Hobgoblins

Golthar

Skills Disarm; Dodge Blow; Night Vision (10 yards); Street Fighter; Strike Mighty Blow Arcane Language – Magick; Cast Spells – Battle 1, Animist 1, 2, 3; Divination; Identify Plants; Heal Wounds; Herb Lore; Magical Awareness; Magical Sense; Meditation; Musicianship; Spirit Lore3 Other Equipment D10 shillings, 2D10 pennies Shoulder bag containing spell ingredients, food and 34 GC 17/34, amulet with bound vikhr spirit (released with the invocation k’mbaiar mloord)

Other Spells: Gift of Tongues, Dark Sight, Magic Flame, Open, Protection from Rain, Read Aloud, Sleep; Aura of Resistance, Flight, Hammerhand; Call Spirits3, Steal Soul3, Repel Spirit3; Cause Panic, Exorcise Spirit3, Shapechange, Zone of Warding3; Astral Projection3, Effigy of Protection3; Magic Points: 44

Other Riding horse Bear Giant bat Wolf Giant spider

3

Arms and Armour Sword, crossbow, sleeved mail shirt, helmet, shield Staff, dagger

Profile WFRP, p239 WFRP, p232 WFRP, p232 WFRP, p247 WFRP, p245

See the appendix on Animism. - 21 -

BACKGROUND As described in the Introduction, the principal settlements in the original adventure have been changed to settlements in Kislev: Original Kelven. Rifllian. Threshold.

Conversion Mooste. Izborak. Volkolamsk.

WE7: THE SLAVERS’ CAMP (p30)

WE6: LOSHAD SIGHTED (p32) Original Loshad is a chevall.

Original Sgagast is a bugbear.

Conversion As before, Loshad is a horse spirit or is replaced with Leshy.

Conversion Sgagast is human.

RIFLLIAN (p32) Original Inhabited by Callarii elves.

Conversion Inhabited by humans.

ON TO THRESHOLD (p32) Statistics for The Mudlark are as follows:

River boat (large)

M 3

T 5

D 75

Capacity 90,000

WE12: TROUBLE AHEAD (p33) The Scange’s boat has the following characteristics:

River boat (medium)

M 3

T 5

D 50

Capacity 45,000

WE13: THE FLYING CARPET (p33) This encounter should be removed. - 22 -

PROFILES Sukiskyn to Rifllian Bors Hermann 7 Hounds Rucker Sydnor Sgagast 8 Hounds 8 YellowFang goblins 19 human slaves 15 Redblade goblin slaves 5 gnome ferrymen Aksel 7 Hounds Ahiktos 5 guard leaders 40 guards 20 wagon drivers

M 4 4 4 4 4 4 4

WS 41 41 31 41 41 41 31

BS 34 34 25 34 34 34 25

S 4 4 4 4 4 4 4

T 3 3 3 3 3 3 3

W 7 7 7 7 7 7 7

I 51 51 30 51 51 51 30

A 1 1 1 1 1 1 1

Dex 35 35 30 35 35 35 30

Ld 44 44 28 44 44 44 28

Int 31 31 34 31 31 31 34

Cl 34 34 29 34 34 34 29

WP 27 27 33 27 27 27 33

Fel 28 28 26 28 28 28 26

Arms and Armour Sword, sleeved mail shirt, shield Sword, sleeved mail shirt, shield Sword, short bow, leather armour Sword, sleeved mail shirt, shield Sword, sleeved mail shirt, shield Sword, sleeved mail shirt, shield Sword, short bow, leather armour

4

25

25

3

3

6

20

1

18

18

18

18

18

18

Sword, short bow, leather jack

3

25

34

2

3

7

30

1

43

24

29

26

43

40

4

25

25

2

2

5

40

1

24

18

18

18

18

18

4

41

25

3

2

7

30

1

29

43

29

29

43

29

Short sword, leather jack

4 4 3

41 31 28

34 25 26

4 4 3

3 3 3

7 7 8

51 30 51

1 1 1

35 30 44

44 28 66

31 34 63

34 29 45

27 33 52

28 26 53

Sword, sleeved mail shirt, shield Sword, short bow, leather armour

4

52

25

4

3

8

40

2

29

43

29

35

29

29

Sword, mail shirt, shield

4

41

25

4

3

8

40

2

29

29

29

35

29

29

Club, dagger, leather jerkin

4

34

31

3

3

7

30

1

29

29

29

35

29

29

Sword

Bors Hermann 7 Hounds Rucker Sydnor Sgagast 8 Hounds 8 Yellow-Fang goblins 19 human slaves 15 Red-blade goblin slaves 5 gnome ferrymen Aksel 7 Hounds Ahiktos 5 guard leaders 40 guards 20 wagon drivers

Bors Hermann 7 Hounds Rucker Sydnor Sgagast 8 Hounds 8 Yellow-Fang goblins 19 human slaves 15 Red-blade goblin slaves 5 gnome ferrymen Aksel 7 Hounds Ahiktos 5 guard leaders 40 guards 20 wagon drivers

Skills Dodge Blow; Strike Mighty Blow Dodge Blow; Strike Mighty Blow Dodge Blow Dodge Blow; Strike Mighty Blow Dodge Blow; Strike Mighty Blow Dodge Blow; Strike Mighty Blow Dodge Blow Night Vision (10 yards) Night Vision (10 yards) Night Vision (30 yards) Dodge Blow; Strike Mighty Blow Dodge Blow Blather; Evaluate; Haggle; Law; Numismatics; Read/Write; Ride – Horse; Super Numerate Disarm; Dodge Blow; Street Fighter; Strike Mighty Blow; Strike to Stun Disarm; Street Fighter; Strike Mighty Blow; Strike to Stun Drive Cart Other Equipment 12GC 37/12 9GC 7/14 Pouch with 2D10 shillings and 2D10 pennies 6GC 39/13 8GC 7/16 7GC 16/9 Pouch with 2D10 shillings and 2D10 pennies D10 shillings, 2D10 pennies

3D6 crowns, 4D10 shillings, 3D10 pennies 10GC 12/4 Pouch with 2D10 shillings and 2D10 pennies As original, 250GC D3 crowns, D20 shillings and 2D10 pennies Pouch with 2D10 shillings and 2D10 pennies Pouch with 2D10 shillings and 2D10 pennies

- 23 -

Other

Hatred of dwarfs Hatred of dwarfs Hatred of goblins

Rifllian Townsfolk Stubbs Platterman

M 4

WS 23

BS 25

S 3

T 3

W 5

I 30

A 1

Dex 30

Ld 29

Int 25

Cl 32

WP 29

Fel 30

Arms and Armour

3

36

31

3

2

7

57

1

43

19

34

22

43

57

Club, knuckledusters, leather jerkin

Townsfolk Stubbs Platterman

Skills Evaluate; Haggle Brewing; Bribery; Consume Alcohol; Cook; Dodge Blow; Read/Write; Street Fighter; Wit

Townsfolk Stubbs Platterman

Other Equipment D3 crowns, D10 shillings, 4D6 pennies 32GC 7/9

On to Threshold Scylla 10 crewmen

M 4 4

WS 47 41

BS 38 31

S 4 3

T 4 4

W 10 6

I 51 31

A 2 1

Dex 47 35

Ld 52 25

Int 38 31

Cl 35 31

WP 40 31

Fel 43 25

Gactis

4

45

39

4

4

11

55

1

57

38

55

51

46

54

Jolenta

5

53

52

3

5

12

49

2

56

38

50

68

27

44

Hrothgar

3

50

48

5

6

5

32

3

41

68

45

45

30

43

4

43

51

4

4

10

45

2

46

52

33

50

45

32

Normal bow, dagger, leather jack

4

50

45

4

4

10

45

2

46

52

33

50

45

32

Hand weapon, knuckledusters, leather jack, shield

Scange (archers) Scange (swordsmen)

Scylla 10 crewmen Gactis Jolenta Hrothgar Scange (archers) Scange (swordsmen)

Skills Boat Building; Consume Alcohol; Dodge Blow; Fish; Orientation; River Lore; Row; Sailing; Strike Mighty Blow; Swim Fish; Orientation; River Lore; Row; Sailing; Swim Blather; Charm; Concealment – Urban; Disguise; Mimic; Palm Object; Ride – Horse; Secret Language – Thieves’ Tongue; Secret Signs – Thieves’ Signs; Silent Move – Rural, Urban Act; Bribery; Cartography; Concealment – Rural, Urban; Cryptography; Disguise; Flee! ; Follow Trail; Orientation; Pick Lock; Palm Object; Read/Write; Ride – Horse; Silent Move – Rural, Urban; Sixth Sense Boat Building; Consume Alcohol; Dodge Blow; Fish; Orientation; River Lore; Row; Sailing; Strike Mighty Blow; Swim Consume Alcohol; Dodge Blow; Fish; River Lore; Row; Sailing; Story Telling; Street Fighter; Strike Mighty Blow; Swim Consume Alcohol; Dodge Blow; Fish; River Lore; Row; Sailing; Story Telling; Street Fighter; Strike Mighty Blow; Swim

Scylla 10 crewmen Gactis Jolenta Hrothgar Scange (archers) Scange (swordsmen)

Other Equipment Gold medallion on chain (worth 3 GCs); purse with 18 GCs, 22 shillings, 34 pennies D10 crowns, 2D10 shillings, 3D10 pennies 12GC 37/22 18GC 15/19 22GC 12/28 Pouch with 2D10 shillings and 2D10 pennies Pouch with 2D10 shillings and 2D10 pennies

Other Bear Riding horse War horse

Arms and Armour Cutlass, dagger, leather jack Hand weapon, leather jack Sword, dagger, leather jack, shield Sword, dagger, leather jack, shield Sword, sleeved mail shirt, cuirass, helmet, shield

Profile WFRP, p232 WFRP, p239 WFRP, p239

- 24 -

TE7: THE CROSSED SWORDS TAVERN (p38) Original Troll.

TE8: THE WERERAT HIDEOUT (p38) Of the four henchmen in the hideout it is suggested that only Vokos is a wererat and the remaining three henchmen are humans.

Conversion A bies spirit, called by Golthar. If Golthar has been defeated, Karllag will summon a lesser demon instead, with the same profile as the bies.

As a wererat Vokos can change into a rock rat at will. When transformed, his profile is altered as follows. His physical characteristics become those of a rock rat, while his personal characteristics are unchanged.

BIES

If the fight goes badly, Vokos will seek to escape as a rat. If Vokos is successful in escaping, the GM may wish to reintroduce him subsequently in further encounters.

A bies (pronounced “byess”) is a malevolent spirit. Physique. A bies is a humanoid figure around 5 feet tall. It is covered in hair and has pointed ears, horns and hooves. Alignment. Evil. Special Rules. 1.

A bies causes fear in creature under 10 feet tall.

Basic Profile. M 4

WS 50

BS 42

S 6

T 5

W 17

I 60

A 2

Dex 89

Ld 89

Int 89

Cl 89

WP 89

Fel 25

- 25 -

HANDOUT

Meet me tonight at the Inn of the Crossed Swords . The trouble makers are in town and I need your assistance .

Golthar PROFILES General Townsfolk Sergeant Arthol Guard Sergeant Guards 5-8 Thugs

M 4

WS 23

BS 25

S 3

T 3

W 5

I 30

A 1

Dex 30

Ld 29

Int 25

Cl 32

WP 29

Fel 30

5

52

33

5

5

10

45

2

39

49

39

39

32

45

5

50

35

5

4

10

45

2

39

45

39

39

32

45

4 4

40 31

30 25

4 3

3 4

9 7

39 30

1 1

32 29

27 29

29 29

39 29

32 29

39 29

Arms and Armour Two-handed sword, sleeved mail coat, mail coif Two-handed sword, sleeved mail coat, mail coif Sword, mail coat, mail coif, shield Knuckledusters

Townsfolk Sergeant Arthol Guard Sergeant Guards 5-8 Thugs

Skills Evaluate; Haggle Disarm; Dodge Blow; Specialist Weapon – Two-Handed Weapons; Strike Mighty Blow; Strike to Injure; Strike to Stun Disarm; Dodge Blow; Specialist Weapon – Two-Handed Weapons; Strike Mighty Blow; Strike to Stun Disarm; Dodge Blow; Strike Mighty Blow; Strike to Stun Specialist Weapon – Fist Weapons; Street Fighter

Townsfolk Sergeant Arthol Guard Sergeant Guards 5-8 Thugs

Other Equipment Purse with D6 crowns, D10 shillings and 3D6 pennies As original As original As original 2D6 shillings

Golthar’s Plan Mafka 12 stevedores Golthar Karllag Sligh Vokos 3 henchmen 2 Hounds 10 thugs Urchin thief

M 5

WS 25

BS 34

S 3

T 4

W 5

I 25

A 1

Dex 35

Ld 29

Int 29

Cl 29

WP 29

Fel 31

Arms and Armour Short sword

4

31

25

3

4

7

30

1

29

29

29

29

29

29

Dagger or club

5 4 4 5

42 40 59 42

33 35 29 45

4 4 6* 4

6 4 5* 5

8 10 9 10

66 60 41 55

1 1 2 2

44 38 34 51

48 42 25 46

78 55 22 47

61 43 46 50

65 49 30 41

44 35 29 28

Staff, dagger Sword Sword, sleeved mail coat, shield Sword, dagger

4

46

29

5

5

10

41

2

35

22

22

25

29

27

Sword, sleeved mail shirt

4 4

31 31

25 25

4 3

3 4

7 7

30 30

1 1

30 29

28 29

34 29

29 29

33 29

26 29

Sword, short bow, leather armour Knuckledusters

5

38

34

3

4

6

45

1

48

49

33

37

38

28

- 26 -

Mafka 12 stevedores Golthar Karllag Sligh Vokos 3 henchmen 2 Hounds 10 thugs Urchin thief

Mafka 12 stevedores

Golthar

Karllag

Sligh Vokos 3 henchmen 2 Hounds 10 thugs Urchin thief

Skills Concealment – Urban; Evaluate; Pick Pocket Secret Language – Thieves’ Tongue; Secret Signs – Thieves’ Signs Consume Alcohol; Street Fighter Arcane Language – Magick; Cast Spells – Battle 1, Animist 1, 2, 3; Divination; Identify Plants; Heal Wounds; Herb Lore; Magical Awareness; Magical Sense; Meditation; Musicianship; Spirit Lore4 Arcane Language – Magick, Demonic; Cast Spells – Petty, Battle 1, 2, Demonic 1; Demon Lore; Magical Awareness; Magical Sense; Meditation; Read/Write; Rune Lore; Scroll Lore; Secret Language – Classical Disarm, Dodge Blow; Drive Cart; Scale Sheer Surface; Specialist Weapon – Fist Weapons, Flail, Parrying Weapons, Two-Handed Weapons; Street Fighter; Strike Mighty Blow; Strike to Injure; Strike to Stun; Very Strong*; Very Tough* Consume Alcohol; Gamble; Dodge Blow; Read/Write; Secret Language – Battle; Specialist Weapon – Fist Weapons, Two-Handed Weapons; Street Fighter; Strike to Stun Consume Alcohol; Dodge Blow; Secret Language – Battle; Specialist Weapon – Fist Weapons, Two-Handed Weapons; Street Fighter; Strike Mighty Blow Dodge Blow Specialist Weapon – Fist Weapons; Street Fighter Acute Hearing; Begging; Dodge Blow; Fleet-Footed; Palm Object; Pick Pocket Other Equipment Pouch with 14 GC 3/18 2D6 shillings

Other

Shoulder bag containing spell ingredients, food and 34 GC 17/34, amulet with bound vikhr spirit (released with the invocation k’mbaiar mloord)

Spells: Gift of Tongues, Dark Sight, Magic Flame, Open, Protection from Rain, Read Aloud, Sleep; Aura of Resistance, Flight, Hammerhand; Call Spirits4, Steal Soul4, Repel Spirit4; Cause Panic, Exorcise Spirit4, Shapechange, Zone of Warding4; Astral Projection4, Effigy of Protection4; Magic Points: 44 Spells: Curse, Gift of Tongues, Glowing Light, Magic Lock, Magic Flame, Open, Zone of Warmth; Aura of Resistance, Slippery Ground; Lightning Bolt, Smash; Dispel Lesser Demon, Summon Guardian; Magic Points: 32; Disorder: Animal Aversion

Shoulder bag containing spell ingredients, food and 26 GC 33/12

Silver belt buckle (worth 2GC), pouch with 18GC 2/24 3GC 14/7 2D10 shillings and 2D10 pennies Pouch with 2D10 shillings and 2D10 pennies 2D6 shillings, 3D6 pennies

Other Rock rat War dog Bear

4

Profile WFRP, p242 WFRP, p235 WFRP, p232

See the appendix on Animism. - 27 -

VE3: SACRED GROUND (pp40-41) Original Gnoll shaman. 20 giant rats.

THE MOUNTAIN PASS (p42) The same mechanism for animals crossing gaps can be used in WFRP as in the original adventure (pp42ff).

Conversion Hobgoblin shaman. No giant rats.

V3: FALLEN BRIDGE (p43)

VE4, VE5: THE DEATH’S HEAD GNOLLS (p41) Original Gnolls.

Original Tuatara lizard.

Conversion Hobgoblins.

Mountain rattle-snake.

Conversion Cold One (see The Lost Valley of Hutaaka, below). Viper.

V1: THE GORGE (p42) V4: GATEWAY TO HUTAAKA (p43)

The living statues should resemble the lizardmen Hutaakans of this conversion, not the jackal-headed Hutaakans of the original adventure.

Original 2 rock living statues.

STEEL LIVING STATUE Living statues are magically animated guardians, created by the Hutaakans. Physique. They have the appearance of normal steel statues, shaped to resemble lizardmen. Alignment. Neutral. Special Rules. 1.

Non-magical steel weapons cause no damage and are absorbed by the statues. Weapons affected by absorption should be treated as follows: swords become daggers; daggers become improvised weapons; improvised weapons are destroyed.

Basic Profile. M 2

WS 49

BS 0

S 5

T 6

W 11

I 10

A 1

Dex 33

Ld 43

Int 43

Cl 43

WP 43

Fel 18

- 28 -

Conversion 2 steel living statues (see above). Again the statues should have the form of lizardmen.

PROFILES The Valley Krasgat

M 4

WS 43

BS 35

S 3

T 4

W 10

I 50

A 1

Dex 39

Ld 39

Int 49

Cl 39

WP 39

Fel 29

Gragszt

4

63

44

4

5

17

60

3

49

49

44

44

44

18

4

43

44

4

4

10

10

1

28

28

48

28

28

28

Sword or axe, crossbow, sleeved mail shirt, helmet, shield

4

43

24

4

4

7

40

1

29

39

24

24

24

18

Sword or axe, crossbow, sleeved mail shirt, helmet, shield

4

33

14

3

4

7

30

1

29

29

24

24

24

18

6

33

17

4

5

17

30

2

18

18

14

18

29

10

4 hobgoblin bodyguards 8 hobgoblin leaders 170 hobgoblins 4 ogres

Krasgat Gragszt 4 hobgoblin bodyguards 8 hobgoblin leaders 170 hobgoblins 4 ogres

Gragszt 4 hobgoblin bodyguards 8 hobgoblin leaders 170 hobgoblins 4 ogres

Disarm; Dodge Blow; Street Fighter; Strike Mighty Blow; Strike to Stun Disarm; Dodge Blow; Street Fighter; Strike Mighty Blow; Strike to Stun 25% chance of Disarm; 50% chance of Dodge Blow; Street Fighter; 50% chance of Strike Mighty Blow; 25% chance of Strike to Stun Disarm; Dodge Blow; Street Fighter; Strike Mighty Blow; Strike to Stun Other Spells: Curse, Glowing Light, Remove Curse, Sounds; Hand of Death, Cure Light Injury; Cause Panic, Clap of Thunder, Move Object, Mystic Mist

22GC 54/82 D3 crowns, 3D10 shillings, 2D10 pennies 2D6 crowns, 3D10 shillings, 2D10 pennies D10 shillings, 2D10 pennies D10 shillings, 2D10 pennies

Other Ghoul Boar Griffon Viper Raven

Sword or spear, crossbow, sleeved mail shirt, helmet, shield Hand weapon, sleeveless mail shirt, helmet

Skills Blather; Cast Spells – Petty, Shamanic 1, 2; Dance; Divining; Dowsing; Identify Plants; Magical Sense; Meditation; Public Speaking; Story Telling Disarm; Dodge Blow; Street Fighter; Strike Mighty Blow; Strike to Injure; Strike to Stun

Other Equipment Spell ingredients, 9GC 12/14

Krasgat

Arms and Armour Dagger, leather jerkin Mace, dagger, Sleeved mail coat, mail coif, helmet

Profile WFRP, pp248-249 WFRP, p233 WFRP, p238 WFRP, p245 WFRP, p244

- 29 -

Special Rules. 1. 2.

3. 4.

Cold Ones’ tough hides provide 1 AP to all locations. Cold Ones are subject to stupidity. If they are ridden, the stupidity test should be made on the rider’s Int. They cause fear in creatures under 10 feet tall. They have Night Vision to a range of 30 yards.

Basic Profile.

EASTERN HUTAAKA (pp4546)

M 8

WS 33

BS 0

S 4

T 4

W 17

I 10

A 2

Dex 18

Ld 14

Int 14

Cl 66

WP 66

Fel 10

In the event of a falling boulder (see Trap, p45), PCs should make an I test or take a S 4 hit.

COLD ONE WARHOUND

Table 6 should be replaced with the following: D20 1-5 6-8 9-10 11-12 13 14 15-16 17-20

Cold One warhounds are creatures used by the Hutaakans as hunting animals.

Creature Deserted. Harmless animal (eg snake, lizard). Swarm of ticks. Giant snake. 1-3 Cold One warhounds. Carnivorous snapper. 1-3 Cold Ones. Undead.

Physique. Warhounds are quadrupedal reptiles around 6-8 feet in length. They have broad, squat bodies, short legs and tail and an elongated snout with sharp fangs. They are covered in green scales. Alignment. Neutral. Special Rules.

COLD ONE

1. Cold Ones are ancient creatures used by the Hutaakans and Traldar as mounts.

2. 3.

Physique. Cold Ones are large reptilian creatures over 20 feet in length. They have four limbs, a long tail and an elongated mouth with razor-sharp teeth. They are covered in thick blue-green scales. Although they run on their hind legs, when walking they typically also place their weight on the knuckles of their fore-limbs.

Warhounds’ tough hides provide 1 AP to all locations. Warhounds are subject to stupidity. They have Night Vision to a range of 30 yards.

Basic Profile.

Alignment. Neutral.

- 30 -

M 6

WS 33

BS 0

S 3

T 3

W 5

I 20

A 2

Dex 18

Ld 6

Int 14

Cl 66

WP 66

Fel 10

WESTERN HUTAAKA (p4749) Original Wights.

TRALDAR Traldar are a race of humans formerly enslaved by the Hutaakans.

Conversion Shades (see above).

The Traldar speak a language derived from an ancient dialect of Old Worlder. Characters who can speak Old Worlder can understand Traldar on a successful Int test (with a +30 bonus for Linguistics). Some Traldar also have language crystals stolen from the Hutaakans. Their profiles are as for other humans (WFRP, p222). The shout of Traldar vocals has the following effect. Characters within a 45-degree 30-foot long cone to the front of the vocal should test T or suffer a penalty of -10 to WS.

HUTAAKAN Hutaakans are an ancient race of lizardmen that worked with the Old Slann and achieved an advanced level of sophistication early in their history. However, their society collapsed with that of the Old Slann.

THE FINAL SOLUTION (pp49-50)

Their language will be incomprehensible to the PCs. However, in order to communicate with the Traldar, the Hutaakans use crystals which cast Gift of Tongues on all creatures within a radius (typically 6 yards).

Original Special ghoul. Rhagodessae.

Hutaakans have the same characteristics as other lizardmen (WFRP, p222). Hutaakan priests have access to battle magic and necromantic magic.

ATLATL

An atlatl is a device used by the Hutaakans to throw a spear with increased force. It comprises a short concave shaft that ends in a cup shape. A spear sits in the hollow of the shaft and rests against the cup. The thrower uses the atlatl as an extension of his or her arm in order to obtain greater leverage in the throw. Spears thrown with atlatls have a range of 8/16/50. At short and long ranges they have an Effective Strength equal to the thrower's S+2. At extreme range the Effective Strength is the thrower's unmodified S score. Atlatls are specialist weapons.

- 31 -

Conversion Zombie minor hero. Bonepickers (see below).

BONEPICKER Bonepickers are natives of the Dark Lands. They are generally solitary creatures that live off carrion and small prey that they stun with their tendrils.

Body

No effect on profile.

Arm

-10 to WS, BS, I and Dex.

Leg

-1 to M and -10 to I.

They digest their prey externally. Creatures are carried on their backs, impaled on spikes and held by tendrils which secrete digestive fluids and absorb nutrients. Physique. Bonepickers resemble large crabs. The bulk of their mass is a domed carapace approximately 10 feet across, from which protrude multiple spikes. They have six segmented legs and two broad shovel-like pincers. A cluster of prehensile tendrils protrudes from between the pincers and further tendrils emerge from small holes all over the carapace. However, they are rarely seen in this form. Usually, they are covered in the decaying carcasses of their prey and resemble a moving pile of carrion. 4. Alignment. Neutral.

Hit location is determined by rolling a D6: D6 1-3 4-5

6 2.

3.

Location Body. Pincer if attacking from the front, leg if attacking from the sides or rear. Leg.

The carapace of a bonepicker provides 2 AP on its body. Additionally the carrion on top of the carapace provides an additional 1AP to the same location. Bonepickers can attack either with their pincers or their tendrils. Pincers cause damage as normal. Tendrils cause no damage, but deliver a mildly paralysing sting. One sting causes numbness in the affected bit location. A second hit causes the hit location to be paralysed. The effects of numbness and paralysis are as follows: Location Head

Where more than one location is affected, modifiers are cumulative. Numbness and paralysis take D4 rounds to take effect and last for 6D10 minutes. Bonepickers have Night Vision to a distance of 30 yards.

Basic Profile.

Special Rules. 1.

-20 to WS, BS, I and Dex. -1 to M. Loss of use of arm. Any weapons or shields held by the affected arm are dropped. If both arms are affected, A is reduced to 0. Loss of use of leg. The character may only move by hopping or crawling. M is reduced to 1.

Numbness -10 to I.

M 6

WS 33

BS 0

S 3

T 3

W 5

I 20

A 2

Dex 18

Ld 6

Int 14

Cl 66

WP 66

Fel 10

TEMPLE OF PFLARR (pp5052) Original Special ghoul. Wights. Wraiths. Living jade statue.

Paralysis Blindness. WS, BS and I are reduced to 10.

Green slime Gray ooze Ochre jelly Carrion crawler

- 32 -

Conversion Zombie minor hero. Shades (see above). Shades (see above). Steel living statue (see above). Treat as purple mould. Treat as yellow mould. Treat as red mould. Bonepicker (see above).

KARTOEBA 5.

Kartoeba is an ancient creature of Chaos, which has infested the Hutaakan Temple of Pflarr. Physique. Kartoeba takes the form of a large green mound of ooze with four 40-foot long tentacles around a gaping maw.

6.

Alignment. Chaotic. Special Rules. 1. 2.

3.

When opponents have closed to reach Kartoeba’s body, they may choose whether their attacks hit the body or tentacles. All critical hits on Kartoeba should be rolled on the Sudden Death critical hit table. For a tentacle, a kill result means the tentacle has been destroyed. Kartoeba loses 1 A. Any character held by the tentacle is released.

Kartoeba causes fear in creatures under 10 feet tall. Kartoeba attacks with its four tentacles. Each tentacle can reach up to 40 feet from its body. When combat begins, opponents are assumed to be 40 feet from the body. Each of Kartoeba’s four tentacles can attack either by lashing or ensnaring.

7.

A lash attack causes damage as normal.

8.

An ensnare attack causes no damage, but Kartoeba and the victim must both make S tests:

Basic Profile.

   

If the victim succeeds and Kartoeba fails, the victim escapes Kartoeba’s grip. If Kartoeba and the victim both succeed, both should test S again. If Kartoeba and the victim both fail, both should test S again. If Kartoeba succeeds and the victim fails, the victim is ensnared by Kartoeba’s tentacles and may not attack or move. The victim is dragged 10 feet towards its maw.

Thereafter, Kartoeba no longer needs to roll to hit an opponent that is ensnared. Kartoeba and the victim should test S every round, as above, until the victim escapes Kartoeba’s grip. A creature that is dragged 40 feet is pulled into Kartoeba’s maw and exposed to its corrosive ichor. The creature:   

4.

move 10 feet closer or further away from the body. Until opponents have closed as far as the body, all attacks are deemed to hit only the tentacles.

cannot move or fight; automatically loses D6 W each round, irrespective of T or armour; and permanently loses D10 Fel every round from scarring.

During each round of combat, opponents who are not held by Kartoeba may choose to

- 33 -

For the body, a kill result means Kartoeba is killed. Any characters held in Kartoeba’s maw can be rescued. The tracker below can be used to track PCs’ positions relative to Kartoeba. Kartoeba has Night Vision to a range of 30 yards.

M 4

WS 55

BS 0

S 6

T 6

W 41

I 50

A 4

Dex 45

Ld 10

Int 66

Cl 66

WP 66

Fel 10

40 FEET 30 FEET 20 FEET 10 FEET 0 FEET - 34 -

PROFILES Inhabitants of Hutaaka Hutaakan Hutaakan warrior Hutaakan priest Kforedz Traldar Traldar warrior Traldar vocal Guri-benKaal

M 4

WS 33

BS 25

S 3

T 4

W 12

I 30

A 1

Dex 18

Ld 89

Int 18

Cl 89

WP 89

Fel 10

Arms and Armour Club or dagger Sword, spear, atlatl, sling, breastplate, vambrace, greaves, helmet, shield

4

43

35

4

4

12

40

1

18

89

18

89

89

10

4

33

25

3

4

12

40

1

18

89

38

89

89

10

Mace, leather armour

4 3

43 25

25 34

4 3

4 3

16 7

50 40

1 1

38 43

89 24

38 29

89 24

89 43

30 43

3

35

44

4

3

7

50

1

43

24

29

24

43

43

Mace, leather armour Dagger Spear or axe, spear, leather jack, shield

3

25

34

3

3

7

40

1

43

24

29

24

43

43

Dagger

4

53

55

4

4

11

50

2

53

34

39

34

53

53

Axe, spear, leather jack, shield

Skills Hutaakan Hutaakan warrior Hutaakan priest Kforedz Traldar Traldar warrior Traldar vocal Guri-benKaal

Animal Care – Cold One; Disarm; Dodge Blow; Ride – Cold One; Specialist Weapon – Atlatl; Strike Mighty Blow Cast Spells –Clerical 1; Identify Undead; Magical Sense; Meditation; Public Speaking; Read/Write; Secret Language – Arcane Hutaakan; Scroll Lore Cast Spells – Clerical 1-3; Identify Undead; Magical Awareness; Magical Sense; Meditate; Public Speaking; Read/Write; Ride – Cold One; Secret Language – Arcane Hutaakan; Scroll Lore Animal Care – Cold One; Disarm; Dodge Blow; Ride – Cold One; Street Fighter; Strike Mighty Blow; Strike to Stun Animal Care – Cold One; Disarm; Dodge Blow; Ride – Cold One; Street Fighter; Strike Mighty Blow; Strike to Stun Other Equipment

Hutaakan Hutaakan warrior Hutaakan priest Kforedz Traldar Traldar warrior Traldar vocal Guri-benKaal

Other

Spells: D4 necromantic or battle magic spells; Magic Points: 6D4 Star of Pflarr medallion

Spells: Cure Light Injury, Destroy Undead, Flight, Wind Blast, Zone of Life; Aura of Protection, Control Undead, Smash, Lightning Bolt; Raise Dead; Magic Points: 27

Lizard-skin cloak

Other Swarm Giant Snake Carnivorous Snapper Lizardman Human Skeleton Zombie Mummy Moulds

Profile WFRP, p246 WFRP, p245 WFRP, p234 WFRP, p222 WFRP, p222 WFRP, p250 WFRP, pp251-252 WFRP, p250 WFRP, p237

- 35 -

EXPERIENCE POINT AWARDS

Entering the Lost Valley of Hutaaka The Lost Valley of Hutaaka Allying with the Hutaakans or Traldar Laying the dead to rest Defeating Kartoeba

The following are guidelines for the Experience Points to award each player. Role-playing (per session) Siege at Sukiskyn Defeating the Iron Ring attack Dealing with Misha’s bear Defeating the goblin attack Recovering the horses South of the River Clearing the Red-blade lair Clearing the Viper lair Recovering the statue from the Lake of Lost Dreams Rescuing Tekaryon and the dwarfs Killing the shroud spider Defeating the shade Escaping the Fool’s Gold tomb Rescuing Babushka and defeating the Wolfskull goblins Defeating the werewolves Ruins of Xitaqa Defeating the Iron Ring attack Rescuing Stephan Defeating Golthar Journey to Threshold Dealing with Misha’s bear Defeating the Iron Ring ambush Freeing the slaves Defeating the Scange Obtaining information about the Iron Ring from Ahiktos Threshold Obtaining information about the Iron Ring Defeating Golthar (or Karllag) and the inhabitants of the wererat hideout Towards the Black Peaks Escaping the Death’s Head hobgoblins

20-50

30 15 100 50

20 60 60 30 50 20 20 80 40

30 50 100

15 30 60 40 15

15 100

50 - 36 -

50

40 30 150 plus 1 fate point

DUALISM

Broken vow or curse.

Spectre (see WFRP, p 253). Wight (see WFRP, p 253). Wraith (see WFRP, p 253).

Craved wealth.

In dualism all components of the world comprise physical and spiritual elements. Living creatures are formed from a physical body and ethereal spirit, which coexist until death. Objects, places and physical phenomena also have spiritual instantiations, alongside their material forms.

Long-forgotten task, duty or obsession.

ANCESTOR SPIRIT SPIRITS

Ancestor spirits are the spirits of dead individuals that return to the living because of the reverence or fear shown to them in life or since their death. They can be benign spirits, who will endeavour to offer assistance, or malign spirits, who will seek to cause harm.

Spirits are a class of beings that are manifestations of dualism. They fall into three broad categories:   

Personal spirits. Animal spirits. Nature spirits.

Physique. Ancestor spirits cannot be seen in daylight. In darkness benign spirits appear as translucent images of their former selves in their physical or mental prime. Malign spirits appear as ghostly images of their persons at their time of death.

Spirits encompass and replace the category of ethereal undead in the WFRP bestiary.

Alignment. Good (benign) or Evil (malign). Special Rules.

PERSONAL SPIRITS

1. Personal spirits are the ethereal component of intelligent races. They co-exist with physical bodies during life. On death they separate from the body and normally pass into the spirit world.

2. 3.

However, under certain circumstances such spirits may stay in or return to the physical world. Such spirits are known as revenant spirits. The table below summarises different types of revenant spirits. Origin Reverence or worship. Improperly laid to rest or died unexpectedly or in traumatic circumstances. Disturbed remains.

4.

Ancestor spirits cannot be harmed by nonmagical attacks. The attacks of ancestor spirits cause no damage on living beings, but cause fear. Ancestor spirits may attack other spirits and cause them damage as normal. They may move objects as the spell Move Object. Each time the spirit does so, it loses 2 W.

Basic Profile.

Spirit Ancestor spirit (see below). Ghost (see WFRP, p 252). Shade (see p15, above).

M 4

WS 33

BS 17

S 0

T 3

W 11

I 30

A 1

Dex 18

Ld 18

Int 18

Cl 18

WP 18

Fel 10/40*

* Benign spirits have Fel 40, malign 10.

- 37 -

ANIMAL SPIRITS Animal spirits are the ethereal component of nonintelligent, non-magical creatures Animal spirits may be encountered in a number of circumstances. They can appear independently. They can serve as familiars, as in the case of the Norse fylgjur or the companions of Druidic Priests. They can also possess intelligent creatures, for example in the cases of were-creatures and the Norse ulfhedhnar and berserkr. Profiles and rules for animal spirits are the same as those given for spirit familiars (see WFRP, p206).

Bannik is the spirit of the bath house. It appears as a small humanoid with a long beard and mane of hair. Bannik has the gift of prescience and is often consulted regarding the future.

NATURE SPIRITS Nature spirits are the spiritual embodiment of natural places and phenomena.

Bies is a malevolent spirit. See above (p 25) for more information.

Nature spirits are tied to specific locales and their presence and nature can vary considerably from region to region. They are common in the New World, Norsca, Araby and the South Lands. They are, however, rarely found in the Old World outside Kislev. Listed below are examples of spirits found in Kislev.

Blud is the wanderer spirit. It causes disorientation among travellers. Its appearance is of an emaciated human. Bolotnik is the spirit of the swamp. It appears as a humanoid with long arms, a distended stomach and a tail. It is covered with dirt, algae and fish scales.

Bagiennik is a deep-water spirit. It has a wiry frame and long limbs that end in webbed hands and feet. It is hairless and covered in grey, scaly skin. Its head comprises an elongated snout, bulbous eyes and a pair of nostrils on the top of its scalp. From its nostrils it secretes a brown liquid that floats on the surface and causes stings and burns. The liquid is used as an ingredient in several medicinal remedies.

A favourite trick of Bolotnik is to pretend to be a stepping stone in the marshes so that unsuspecting victims step on its back.

Domovoy is a benign domestic spirit. See Something Rotten in Kislev for more information. Kikimora is a malevolent domestic spirit. It takes the form of a slender humanoid with birds' feet, horns and a long pointed snout. It causes disturbances in the home, like a poltergeist. Leshy is the spirit of the forest. See Something Rotten in Kislev for more information. Likho is the spirit of misfortune. It appears as a oneeyed goblin-like creature and places curses on its victims. - 38 -

ANIMISTIC MAGIC Animistic magic concerns the summoning, manipulation and banishment of spirits. It also encompasses spiritual possession and the creation of effigies.

Calling Spirits Any person standing within a spirit’s domain may call the spirit to appear by means of a simple invocation. These invocations are known to anyone with the Spirit Lore skill and do not require the practice of any magic. However, it is at the whim of the spirit whether it chooses to respond to such invocations.

Ovinnik is the spirit of the barn. See Something Rotten in Kislev for more information (under Maciew).

Alternatively spellcasters can compel spirits to appear by means of spells, which are detailed below. These spells cannot make spirits appear if no spirit is present within the spell range.

Polevik is the spirit of the field. See Something Rotten in Kislev for more information. Rusalki are water spirits in the form of young women. See above (p 14) for more information.

Spirits cannot be compelled to appear outside their domain. Any attempt to call a spirit out of its domain will fail.

Vikhr is a spirit of the wind. See above (p 19) for more information. Vodyanoy is a malevolent spirit of the water. See Something Rotten in Kislev for more information.

Possession Personal and animal spirits can possess living creatures. Such possession can take a number of forms. In some cases, the possessing spirit subdues the creature’s own spirit and takes control of its body until it is driven out. In other instances the possessing spirit might lie dormant and only take control in certain circumstances. Were-creatures are an example of this situation, where the possessing animal spirit only becomes ascendant during the full moon. A possessing spirit may also co-exist with the host creature’s spirit, affecting the creature in certain ways. Possession by animal spirits can be used to affect an intelligent creature’s mind. For example, Norse animists summon wolf and bear spirits to possess warriors and instil in them the animals’ strength and ferocity. Conversely they also call the spirits of timid animals, such as rabbits or mice, to possess opponents in battle. Possession by animal spirits can also be used for shape-changing. - 39 -

Herb Adder Root Graveroot Madman’s Cap Mage-leaf Nightshade Salwort Slowmind Spellwort Valerian

References WFRP, p82 WFRP, p81, Apocrypha 2: Charts of Darkness, p79 WFRP, p82 Apocrypha 2: Charts of Darkness, p80 WFRP, p82, The Enemy Within, p35 The Enemy Within, p35 Apocrypha 2: Charts of Darkness, p80 Apocrypha 2: Charts of Darkness, p81 The Enemy Within, p35

The following table also provides basic information on mineral ingredients: Mineral Anthracite Amethyst Coal Diamond Emerald Garnet Gypsum Lapis Lazuli Lodestone Obsidian Quartz Ruby Topaz

Effigies Animists may bind spirits to effigies. In doing so the animist may inflict harm or confer benefits on the creature whose spirit is so bound.

Ingredients Many animistic spells require a triad of ingredients: one animal, one herbal and one mineral. The following tables provide a summary information on the herbal ingredients used:

Herb Adder Root Graveroot Madman’s Cap Mage-leaf Nightshade Salwort Slowmind Spellwort Valerian

Price (in or out of season) 5GC, 15GC 5GC, 20GC 2GC, 4GC 10GC, 60GC 2GC, 8GC 5/-, 1GC 10GC, 15GC 10GC, 20GC 5/-, 1GC

Availability Rare Very Rare Average Very Rare Rare Plentiful Rare Very Rare Common - 40 -

Price (piece) 3/5GC 1/200GC 100GC 4GC 8d 12GC 1GC 10/10/40GC 10GC

Availability Common Rare Common Very Rare Very Rare Rare Common Rare Average Rare Average Very Rare Rare

ANIMIST CAREER Animists are wizards specialised in the manipulation of spirits. They are common in Norsca, Araby and the South Lands, but are rarely found in the Old World. The only area of the Old World in which animists are found with any frequency is Kislev, especially in rural areas. Even in Kislev the practice of the old animistic traditions is becoming less widespread. Advance Scheme Level One Level Two Level Three Level Four

M

WS

BS

S

T

+10 +10 +10

+10 +10 +10

+1 +1 +1

+1 +1 +1

W +2 +3 +4 +4

I +10 +20 +30 +40

A

Dex

Ld

+10 +20 +30

+10 +20 +30

Int +10 +20 +30 +40

Cl

WP

+10 +20 +30

+10 +20 +30

Fel

Skills Level One Cast Spells – Animist 1 Identify Plants Heal Wounds Magical Sense Musicianship Spirit Lore (see below)

Level Two Cast Spells – Animist 2 Charm Animal Identify Undead Herb Lore Hypnotise Magical Awareness Meditation

Level Three Cast Spells – Animist 3 Divination Identify Magical Artefact Prepare Poison

Level Four Cast Spells – Animist 4 Manufacture Potions

Level Two Animist, Level One

Level Three Animist, Level Two

Level Four Animist, Level Three

Level Two Animist, Level Three Demonologist Elementalist Illusionist Necromancer Wizard

Level Three Animist, Level Four Demonologist Elementalist Illusionist Necromancer Wizard

Level Four Demonologist Elementalist Illusionist Necromancer Wizard

Trappings Staff Khodvas (see below) Magic Points Humans and elves: +4D4 per level Dwarfs and halflings: +2D4 per level Career Entries Level One Demonologist Elementalist Illusionist Necromancer Wizard Wizard’s Apprentice

Career Exits Level One Animist, Level Two Demonologist Elementalist Illusionist Necromancer Wizard

- 41 -

ANIMISTIC SKILLS

ANIMISTIC SPELLS

Spirit Lore. Characters with this skill have detailed knowledge of the spirits of their local region. They can recognise and identify different spirits. They know their names and arcane symbols. They are familiar with their personalities and behaviour. They know the correct observances for dealing with spirits, including invocations requesting spirits to appear. Characters with this skill can also detect spirits within 48 yards.

Spell Lists Level One Animal Mastery Call Spirits Cause Animosity Control Animal Spirit Dispirit

Effigy of Absorption Enthuse

ANIMISTIC TRAPPINGS

Steal Soul Steal Mind Repel Spirit

KHODVAS

Level Two Cause Frenzy Cause Hatred Cause Panic Control Ancestor Spirit Effigy of Focus Effigy of Storage Exorcise Spirit Giant Animal Mastery Hold Flight Rally

Shapechange Stampede

Zone of Warding

WFRP, p180 See below WFRP, p155 See below Restless Dead, p91, Realms of Sorcery, p175 See below Restless Dead, p91, Realms of Sorcery, p175 See below WFRP, p156 See below

WFRP, p157 WFRP, p157 WFRP, p157 See below See below See below See below WFRP, p180 WFRP, p157 Restless Dead, p92, Realms of Sorcery, p177 WFRP, p180 Restless Dead, p95, Realms of Sorcery, p178 See below

Khodvas are drums used by Kislevite animists as part of their spellcasting. They are oval in shape and comprise a membrane drawn across a wooden bowl or frame. The membrane is decorated with arcane symbols. Level Three Animate Tree Astral Projection Bind Spirit Familiar Cause Cowardly Flight Cause Fear Cause Stupidity Life in Death Effigy of Protection Whirlwind

The animist plays the drum with a T- or Y-shaped hammer, usually made out of horn and decorated with geometric symbols. Animists may also cast pointers made of brass or horn across the membrane. The arrangement of pointers and symbols is interpreted by the animist in the course of divination. Animists’ Khodvas are often enchanted items.

- 42 -

WFRP, p181 See below See below WFRP, p158 WFRP, p158 WFRP, p159 WFRP, p177 See below See below

Level Four Awakening of the Wood Change Allegiance Possession Stand Still Strength of Mind Summon Swarm Effigy of Control Effigy of Invulnerability Effigy of Wounding Transfer Mind

A wizard may not bind his or her spirit to more than one effigy at a time. Any attempt to bind a spirit to second effigy dispels the first binding.

Realms of Sorcery, p187 WFRP, p160 See below WFRP, p160 WFRP, p160 WFRP, p171 See below See below

REPEL SPIRIT Spell Level: 1 Magic Points: 2 Range: 6 yards Duration: Until sunrise Ingredients: Snake’s teeth, salwort, coal By casting this spell, the wizard may drive away a single spirit. The spirit may not return within 100 yards of the caster for the duration of the spell.

See below See below

STEAL SOUL Spell Level: Magic Points: Range: Duration: Ingredients:

Level One Spell Descriptions

1 3 6 yards Until sunrise Poisonous spider, nightshade, obsidian This spell attacks the spirit of a living creature. The creature must test pass a Magic test or lose 1 T. Lost T is regained at a rate of one point per full week’s rest. A creature reduced to T 0 falls into a comatose state until T is restored above zero.

CALL SPIRITS Spell Level: 1 Magic Points: 1 Range: 880 yards Duration: 2D6 rounds Ingredients: Carved bone pointer, inscribed with arcane symbols, salwort and anthracite This spell calls all spirits that are within 880 yards, which must appear before the caster. If there are no spirits present within 880 yards of the caster, the spell has no effect.

Level Two Spell Descriptions

CONTROL ANIMAL SPIRIT Spell Level: 1 Magic Points: 1 per spirit Range: 24 yards Duration: Until next sunrise Ingredients: Teeth or beak of the relevant animal, slowmind and lodestone This spell allows the caster to take control of animal spirits. Each spirit must make a WP test. If the test is failed, the spirit is under the control of the caster for the duration of the spell.

CONTROL ANCESTOR SPIRIT Spell Level: 2 Magic Points: 2 per spirit Range: 24 yards Duration: Until next sunrise Ingredients: Bone or skin of a member of the same race as the spirit, slowmind and lodestone This spell allows the caster to take control of ancestor spirits. Each spirit must make a WP test. If the test is failed, the spirit is under the control of the caster for the duration of the spell.

If the spirit is already under the control of another animist, both wizards should test WP until one wizard fails and the other succeeds. In that situation the successful wizard gains control of the animal spirit.

If the spirit is already under the control of another animist, both wizards should test WP until one wizard fails and the other succeeds. In that situation the successful wizard gains control of the ancestor spirit.

EFFIGY OF ABSORPTION Spell Level: 1 Magic Points: 3 Range: Touch Duration: Until effigy is destroyed Ingredients: Wolverine fur, valerian, gypsum This binds the caster’s spirit to an effigy. Damage inflicted on the caster is absorbed by the effigy until it is destroyed. The effigy has D6 D.

EFFIGY OF FOCUS Spell Level: 2 Magic Points: 3 Range: Touch Duration: Until used as a conduit Ingredients: Skull, madman’s cap and coal This spell creates an effigy that acts as a magical conduit. The animist may subsequently cast - 43 -

another spell, whose effects will take place as if the caster were in the same place as the effigy. The conduit may be used at any time after its creation, but is destroyed after a single use.

The spirit takes the appearance of a ghostly translucent outline of the caster, which is visible even in darkness. It may move at the caster’s standard movement rate. The spirit is not impeded by physical obstacles and may pass through them unharmed. The spirit may be harmed by magical weapons or spells. Any damage caused on the spirit takes effect on the caster’s body.

EFFIGY OF STORAGE Spell Level: 2 Magic Points: 4 Range: Touch Duration: 1 day Ingredients: Glass bottle, adder root, amethyst By casting this spell the animist creates a vessel for a stored spell. After the effigy has been created, it will absorb one spell cast upon it by its creator for a single day. Any person holding the effigy may then cast the absorbed spell a single time by uttering a simple invocation chosen by the caster. After the invocation has been made once, the effigy is destroyed.

While the spell is in effect, the caster’s body enters a comatose state. The caster may not move it or use any of its senses. It counts as a prone target. The spell lasts until the spirit returns to the caster’s body or the caster runs out of Magic Points. If the caster runs out of Magic Points before reuniting his body and spirit, his or her spirit and body become permanently detached. The caster dies instantly, though his or her spirit is likely to linger as a ghost.

EXORCISE SPIRIT Spell Level: 2 Magic Points: 2 Range: 24 yards Duration: Instantaneous Ingredients: Skull, graveroot and topaz The caster may exorcise a revenant or possessing spirit. The mechanics for this are the same as those for laying a wight to rest (see WFRP, p207). An exorcised spirit is permanently destroyed.

BIND SPIRIT FAMILIAR Spell Level: 3 Magic Points: 5 Range: 880 yards Duration: 2D6 rounds Ingredients: Food of the relevant animal, valerian and quartz This spell calls an animal spirit and creates a permanent bond between the spellcaster and the spirit, as described in WFRP, pp206-207.

ZONE OF WARDING Spell Level: 2 Magic Points: 5 Range: Not applicable Duration: 1 hour per level Ingredients: Shield This spell creates a zone with a diameter of twelve yards centred on the caster. The zone lasts one hour per level of the caster, or until the caster moves. Spirits may not enter or affect the zone. Spirits within the zone when it is cast are repelled outside the zone.

EFFIGY OF PROTECTION Spell Level: 3 Magic Points: 10 Range: Touch Duration: Until effigy is destroyed Ingredients: Bear claw, nightshade, gypsum This binds the caster’s spirit to an effigy. Damage inflicted on the caster is absorbed by the effigy until it is destroyed. The effigy has 3D6 D. A wizard may not bind his or her spirit to more than one effigy at a time. Any attempt to bind a spirit to second effigy dispels the first binding.

Level Three Spell Descriptions WHIRLWIND Spell Level: 3 Magic Points: 5 Range: Personal Duration: Until dispelled Ingredients: A brass horn This spell calls a vikhr spirit and transforms the caster into a whirlwind.

ASTRAL PROJECTION Spell Level: 3 Magic Points: 1 per round Range: Personal Duration: See below Ingredients: Cobweb, mage-leaf and obsidian By casting this spell the animist is able to separate his or her spirit and body.

The wizard may pass through any gaps which are not airtight. For 2 Magic Points per round the - 44 -

This spell binds the target’s spirit to an effigy, which gives the caster the ability to inflict injury.

wizard may also cause a fierce wind, like the Battle Magic spell Wind Blast. The caster does not need to maintain concentration and may move while causing the wind.

The target must make a Magic test. If the test is failed, the caster may inflict damage on the target by attacking the effigy. Damage is calculated as normal, except that the target is deemed to be prone.

Level Four Spell Descriptions EFFIGY OF CONTROL Spell Level: 4 Magic Points: 45 Range: Touch Duration: Until effigy is destroyed Ingredients: Hair and blood of the victim, bark of a treeman and lapis lazuli This spell binds the target’s spirit to an effigy, which gives the caster control over the target. The target must make a Magic test. If the test is failed, the caster may control the body and limbs of the target by moving the effigy. The caster may cause the target to move at standard pace, make attacks or other physical actions. The caster cannot control the thought or speech of the target.

POSSESSION Spell Level: Magic Points: Range: Duration: Ingredients:

4 35 Touch Until spirit is expelled Hand of a vampire, slowmind and garnet This spell causes the caster’s spirit to pass from his or her body and possess the body of another creature. The target must make a Magic test. If the test is failed, the target’s spirit is subdued and the caster’s spirit occupies and takes control of its body. The caster acquires the physical characteristics, innate skills and abilities of the target, but retains his or her own personal characteristics, learned skills and magical abilities.

The spell ceases to have an effect when the effigy is destroyed. EFFIGY OF INVULNERABILITY Spell Level: 4 Magic Points: 50 Range: Touch Duration: Until effigy is destroyed Ingredients: Jabberwock’s eyes, wood from a vampire’s coffin and a diamond This spell binds the caster’s spirit to a protective effigy.

While the spell is in effect, the caster’s body enters a comatose state. The caster may not move it or use any of its senses. It counts as a prone target. The caster may end the possession at any time and return to his or her body. The possessing spirit may be driven out by means of the Exorcise Spirit spell, in which case it is destroyed and the caster’s body dies.

The caster must make a Magic test. If the test is passed, the binding is successful. This means that the caster has the ability to regenerate 2D6 W per round.

TRANSFER MIND Spell Level: 4 Magic Points: 40 Range: Touch Duration: Permanent Ingredients: Brain of an elf, spellwort and emerald This spell causes the spirits of the caster and the target to change places. The caster’s spirit takes control of the target’s body and vice versa.

The spell lasts until the effigy is destroyed. If the effigy is destroyed, the caster is killed instantly. A wizard may not bind his or her spirit to more than one effigy at a time. Any attempt to bind a spirit to second effigy dispels the first binding. EFFIGY OF WOUNDING Spell Level: 4 Magic Points: 45 Range: Touch Duration: Until effigy is destroyed Ingredients: Hair and blood of the victim, driftwood from a shipwreck, and a ruby

The caster acquires the physical characteristics, innate skills and abilities of the target, but retains his or her own personal characteristics, learned skills and magical abilities. The target’s profile abilities and skills change in a similar way. - 45 -

GENERAL

RUINS OF XITAQA

The overall approach to conversion has been to leave the original unchanged insofar as it is reasonable. Some changes have been made to adapt the scenario to the Warhammer setting, and some have been made to adjust the style of play to one more consistent with other WFRP adventures. There have even been a small number of instances where I have been unable to resist opportunities to embellish the original. However, in general I have tried to allow the original adventure to shine through.

The paper records of the Hutaakans were replaced by lacquered discs, as I considered the survival of paper after 7,000 years implausible in Kislevite atmospheric conditions. The “Empty Room” encounter was altered substantially, as the original was in my opinion too fantastic for an Old World setting. The vikhr spirit was inspired by the magical whirlwinds of Slavic myth. However, unlike most of the spirits in this adventure, it was not derived from a specific Slavic counterpart. The name is simply modern Russian for “whirlwind”.

The setting of Kislev was chosen for a number of reasons. First, the original setting contained some Slavic elements. Second, the adventure called for a wilderness on the fringes of civilisation. Finally, an Old World setting was most likely to be of use to existing campaigns. In particular it means the adventure could be used as a replacement for Something Rotten in Kislev in The Enemy Within.

JOURNEY TO THRESHOLD The flying carpet was removed as it was tonally inconsistent with the Warhammer background.

A Lustrian setting was also considered, with the Slann standing in for the Hutaakans. However, this idea was rejected, as it would have required more radical changes to the earlier parts of the adventure and would have been of less general interest.

THRESHOLD The number of were-rats was reduced, as the incidence of were-creatures is lower in WFRP.

The experience level of the adventure was set by reference to Something Rotten in Kislev. A lower level of experience would in my opinion have been unsuitable, because of the high incidence and relative difficulty of combat in the original.

THE LOST VALLEY OF HUTAAKA

SOUTH OF THE RIVER

Lizardmen were chosen to represent the Hutaakans for the following reasons. First, the Hutaakans as originally written seemed inconsistent with the less diverse ecology of the Old World. Second, lizardmen are an underused and underdescribed part of the WFRP first edition setting. Finally, lizardmen are described as native to this part of the Warhammer world.

The encounter at the Lake of Lost Dreams was radically altered because I considered the dungeoneering style of play and the simplistic approach to morality inappropriate to a WFRP context. The Tombs on the Ridge were altered, as it seemed implausible that they had only partially been plundered, given their apparent age.

The Cold Ones are based on those featured in Warhammer Fantasy Battles second edition and in White Dwarf 96.

- 46 -

I considered it implausible that the Hutaakan and Traldar languages should be easily comprehensible to outsiders after 7,000 years of isolation.

(Given the paucity of science fiction TV in the UK in the 1970s and early 1980s, it is possible that the original authors were also influenced by this source, though that is purely conjectural.)

The presence of atlatls was inspired by Graeme Davis’ blog post on the subject:

ANIMISM

https://graemedavis.wordpress.com/2015/08/19/atla tl-a-new-weapon-for-lustrian-slann/

Khodvas are based on the quodbas and sami drums used by ancient Nordic shamans.

Bonepickers were inspired by the assassin bug Acanthaspis petax.

Ancestor spirits are based on those in The Floating Gardens of Bahb-Elonn in White Dwarf 100.

My conception of Kartoeba was influenced by the alien in the Space: 1999 episode Dragon’s Domain.

Nature spirits are based on those of Slavic myth.

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WFRP 1Ed - Night’s Dark Terror 03 - Text

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