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Plundered Vaults
®
TM
Design and Writing:
Ben Counter, Graeme Davis,
Brian E. Kirby, Nathan Greavey, and Carl Sargent
Additional Material:
Kate Flack and Chris Pramas
Development:
Chris Pramas
Cover Art:
Karl Kopinsky
New Edition Updates:
Brian E. Kirby
Editing:
Evan Sass
Graphic Design and Art Direction:
Hal Mangold
Interior Art:
Tony Ackland, Russ Nicholson, Tony Parker
Project Manager:
Ewan Lamont
Cartography:
Shawn Brown, Charles Elliot, ‘H’
WFRP Development Manager:
Kate Flack
Head of Black Industries:
Simon Butler
A Black Industries Publication
First published in 2005 by Black
Industries, an imprint of BL
Publishing
BL Publishing
Games Workshop. Ltd
Willow Road
Nottingham
NG7 2WS
UK
No part of this publication may be reproduced, stored
in a retrieval system, or transmitted in any form by
any means, electronic, mechanical, photocopying,
recording or otherwise without the prior
permission of the publishers. Permission is
given to copy the handouts on pages 95
and 96 for personal use only.
© Copyright Games Workshop Limited
2005. All Rights Reserved. Games
Workshop, the Games Workshop logo,
Warhammer, Warhammer Fantasy
Roleplay, the Warhammer Fantasy Roleplay
logo, Black Industries, the Black Industries
logo, BL Publishing, The BL Publishing logo and
all associated races and race insignia, marks,
names, characters, illustrations, and images
from the Warhammer universe are either ,
TM, and/or © Games Workshop Ltd 2000-
2004, variably registered in the UK and
other countries around the world. All rights
reserved.
®
Green Ronin and the Green Ronin logo are
Trademarks of Green Ronin Publishing, LLC,
and are used with permission.
Product Code:
60040283003
ISBN:
1-84416-264-8
Black Industries World Wide Web site:
www.blackindustries.com
Green Ronin World Wide Web site:
www.greenronin.com
Playtesters:
Tim Carr, Bruce Harlick, Jess
Lebow, Nicole Lindroos, Evan Sass, James
Aitken, John Johnson, Robert Lawson,
Kim Pratt, Simon Butler, Kate Flack, Ewan
Lamont, Erik Mogensen, Nelson, Chris
Lucas, Joris Bertens, Che Webster, Gabrio
Tolentino, Pete Grady, Ian Revill.
1
— I
ntroductIon
Welcome to
Plundered Vaults,
the first adventure anthology for
the new edition of
Warhammer Fantasy Roleplay.
Coming up with
adventures is always the GM’s biggest stumbling block, so we
wanted to provide some good adventures for the new rules right
away.
Plundered Vaults
contains six ready-to-play scenarios. Three
of them are updates of classics from the original
WFRP-era,
while
the other three are brand new. All of them pull you right into the
grim world of perilous adventure that is
Warhammer.
The old adventures are Graeme Davis’
Rough Night at the Three
Feathers
(which originally appeared in
White Dwarf Magazine
#94),
Carl Sargent’s
Grapes of Wrath
(which originally appeared
in
White Dwarf Magazine #98),
and the
Haunting Horror
(which
originally appeared in the
Restless Dead
adventure anthology).
Brian E. Kirby updated all these adventures to the new rules. Mr.
Kirby also penned
For Love or Money,
one of the new adventures.
The other two are Ben Counter’s
Carrion Call
and Nathan
Greavey’s
Sing For Your Supper.
These adventures cover a range of
play styles, from investigation to intrigue to horror to combat.
Before you dive in, let me make a few comments. First, we have
tried to keep these adventures fairly generic as far as time and place
go. All of them can be used in a variety of locales and in just about
any era of the Empire’s history. They do not assume, for example,
that the Storm of Chaos has come to pass. This makes them easy
to drop into your campaign, whenever it’s set. You should consider
the setting of your campaign before running these, however—if
you add an encounter here or there to reinforce your chosen time
and place, it’ll make the integration of these adventures into your
game that much easier.
You should also consider how you want to handle social skills
when running these adventures. Throughout, you’ll find calls for
Charm and Gossip Tests. You’ll also see many other spots where
such tests could be made, but aren’t specifically called for. The right
balance of actual roleplaying and dice rolling is delicate, and one
every group must settle on for itself. Some groups never roll for
social skills, preferring to let roleplaying determine the outcome of
every encounter. That’s a fine approach, particularly if your players
are verbal by nature. Some players aren’t so golden tongued, but
they might want to play characters who are. For these folks, it’s
more than appropriate to let their skills do the convincing. This
isn’t to say they shouldn’t attempt to roleplay, but don’t penalize
characters because their players aren’t great talkers.
If you plan to run
Through the Drakwald
from the core book and
move into
Paths of the Damned: Ashes of Middenheim,
several of
these adventures can be used as a segue. The two that work best
are
Carrion Call
and
Grapes of Wrath. Carrion Call
can easily be
slotted in after the climax of
Through the Drakwald
but before the
PCs reach Middenheim. It would surely be no surprise to find a
traveller slain by Beastmen in the Drakwald! The setting of
Grapes
of Wrath,
Pritzstock, is conveniently near Middenheim already. All
it takes is a red herring to get the PCs out of the city and you are
good to go.
If you are starting a new campaign,
Sing For Your Supper
is a good
choice. It starts out as a straight-up kidnapping story, but then
veers right into
Warhammer
territory. If your players are used to a
more generic style of fantasy RPG, this adventure can show them
how
WFRP
is quite a different beast.
For Love or Money
can be
used the same way, and for similar reasons.
Enough talk! Time to play. We hope you enjoy Plundered Vaults.
Stay tuned for more adventure in
Paths of the Damned: Ashes of
Middenheim!
Chris Pramas
December 31, 2004
— t
able of
c
ontents
Credits ............................................... 1
Introduction ........................................ 2
The Grapes of Wrath ............................. 3
Rough Night at the Three Feathers .......... 49
Beginning the Adventure .......................................... 3
The Village of Pritzstock ........................................ 4
Running the Adventure .......................................... 13
The Wizard in the Woods ......................................15
The Adventurers’ Lair ............................................17
Concluding the Adventure ...................................... 19
Synopsis..............................................................21
Mittleresdorf ...................................................... 22
Part One: The Merchant’s Daughter ........................ 24
Part Two: Into the Woods .................................... 30
Part Three: The Beast Revealed ...............................34
Aftermath ..........................................................37
Carrion Call ...................................... 60
Events ................................................................51
Concluding the Adventure ...................................... 56
Non-Player Characters ........................................... 56
Background ........................................................ 60
The Story Unfolds ................................................61
Aftermath .......................................................... 72
Denizens of Schloss Vonreuter ..................................73
Getting Started .................................................... 77
Red Herrings ...................................................... 78
The Plot Begins ....................................................81
The Nosey Neighbour ........................................... 82
Hot on the Trail ...................................................83
The Plot Thickens ................................................85
The Witness ....................................................... 86
Stark’s Shop ........................................................ 88
Showdown .......................................................... 89
Conclusion ......................................................... 91
Dramatis Personae ................................................ 92
For Love or Money ............................... 21
Sing For Your Supper ...........................76
The Haunting Horror ........................... 38
Introduction ........................................................38
The Locations ......................................................39
Continuing the Adventure ...................................... 48
2
The Grapes of Wrath
• T
he
G
rapes of
W
raTh
T
he Grapes of Wrath
is a scenario for characters (ideally 4-6)
who should be just beginning their second careers.
The adventure is set in the vine-growing village of Pritzstock,
which is southwest of the city of Middenheim (though the
village could be relocated nearly anywhere in the Empire that is
convenient for your campaign). More important than location is
the time of year, since events of this adventure take place during
the annual grape-harvest at Pritzstock (sometime during the
month of Erntezeit or “Harvest-Tide”).
ap 1
on page 5 shows the layout of the villages southwest
of Middenheim. At the start of the adventure, the PCs are
assumed to be travelling by coach towards Middenheim along the
Altdorf-Middenheim road. The woods through which the road
runs are known to harbour evil and chaotic creatures (particularly
after the Storm of Chaos), so coaches travel quickly without
stopping.
The coach That the PCs are travelling in has three other
passengers: Elise and Bertha Jung, and their bodyguard, Gunder.
Both women are young (19 and 17 respectively), blue-eyed
blondes of good breeding, being daughters of a prosperous Altdorf
wool merchant.
Gunder is a giant of a man, but a bit dim. His brow is thick and
sloping and his massive jaws seem to jut further forward than
his twisted and flattened nose. He is clad in a leather jerkin and
armed with a huge woodcutter’s axe. The girls are travelling to
Middenheim to visit a cousin. They are well-mannered and are
used to being treated politely (especially when Gunder is in
attendance).
M
— B
eGinninG The
a
dvenTure
t
he
c
rash
The journey is without incident until the coach has just crossed the
junction with the Grubentreich road, a few hours before sunset.
From out of the trees ahead and travelling about 15 feet above the
ground, an evil-looking skull with glowing eyes comes hurtling
towards the coach. Shouting a prayer to Sigmar, the coachman
drops the reins to cover his eyes, while the horses scream and rear
up in terror. As they bolt wildly to avoid the flying skull, the horses
careen the coach against the trunk of a massive oak, and the whole
thing overturns, smashing both right-hand wheels in the process.
Anyone on the roof of the coach must make a
Fear Test
in order
to be able to do anything other than quiver with fright. A jump
from the coach should be treated as a distance of 6 yards. Hanging
onto the coach will require a Strength Test—success results in the
character taking a Damage 3 hit that ignores armour, while failure
means that the character falls 4 yards and is flung clear. See
WFRP,
page 138, for details on jumping and falling.
3
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