Ashes of Middenheim - Paths of the Damned Campaign Volume 1.pdf

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Ashes of Middenheim
®
TM
Writing and Design:
Graeme Davis
Additional Material:
Kate Flack and Chris Pramas
Storyline:
Simon Butler, Graeme Davis, Kate Flack, and Chris Pramas
Original Middenheim Design:
Jim Bambra, Paul Cockburn, Graeme Davis,
Phil Gallagher, Sean Masterson, and Carl Sargent
Development:
Chris Pramas
Cover Art:
Christer Sveen
Editing:
Evan Sass
Graphic Design and Art Direction:
Hal Mangold
Interior Art:
Tony Parker, Adrian Smith, Christer Sveen
Cartography:
Shawn Brown
WFRP Development Manager:
Kate Flack
Project Manager:
Ewan Lamont
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 89
through 95 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:
60040283006
ISBN 13:
978-1-84416-223-9
ISBN 10:
1-84416-223-0
Black Industries World Wide Web site:
www.blackindustries.com
Green Ronin World Wide Web site:
www.greenronin.com
1
Table of Contents
— t
Able of
c
ontentS
I
ntroductIon
...................................... 3
A
fter the
S
torm
..................................5
The Storm of Chaos ............................................................... 6
After the Siege ...........................................................................7
A Brief History of Middenheim ..........................5
The Powers That Be........................................ 7
The Todbringer Family ........................................................7
The Midden Marshals ............................................................ 8
The Knightly Orders ............................................................. 8
The Law Lords ......................................................................... 9
The Priesthood .......................................................................... 9
The Wizards ............................................................................. 9
The Causeways and Gates ..................................................12
The Palast District ................................................................ 13
The Great Park ...................................................................... 13
The Grafsmund-Nordgarten District ..........................14
The Ulricsmund District ....................................................15
The Altmarkt-Altquartier District..................................17
The Southgate-Ostwald District ......................................19
The Neumarkt-Eastgate District.....................................21
The Freiburg ...........................................................................22
The Wynd ................................................................................24
The Westgate-Sudgarten District ...................................25
The Merchant District ........................................................ 27
A Call to Arms ............................................. 52
The Beasts of Chaos .............................................................52
Saved! ..........................................................................................52
The Witch Hunters ..............................................................53
A Few Questions................................................................... 54
Homeward Bound .................................................................55
The Lure of Chaos ............................................................... 50
Pleasant Dreams ....................................................................51
Back on the Road...................................................................52
c
hApter
IV: t
he
u
nquIet
d
eAth
.......... 56
A Heroes’ Welcome ....................................... 56
The Cultists’ Lair.......................................... 61
Madness Breaks Out .............................................................56
The Poisoners’ Trail............................................................ 60
The City of Middenheim ................................ 12
c
hApter
V: p
AnIc In the
S
treetS
............64
The Evil Plan ..............................................64
Arrested! ..................................................... 65
The Price of Compassion ...................................................65
A Friend in Need....................................................................66
Out of the Frying Pan ........................................................66
Ending this Chapter.............................................................. 63
Sigmar Under Siege ........................................68
c
hApter
1: r
AtS In the
W
AllS
............... 34
The Undercity ..............................................28
Adventure Seeds............................................. 32
Starting the Adventure — ................................ 34
Assisting the Watch — ................................... 35
An Interview with the Commander ................................35
The Scene of the Crime .......................................................37
Reporting Back ......................................................................37
The Watchman ...................................................................... 38
The Doorkeeper ...................................................................... 38
A Missing Person .................................................................. 38
The Temple of Sigmar ........................................................35
c
hApter
VI: t
rIAl of
f
Ire
....................70
The Big Picture ......................................................................68
The Case Against Bauer ................................. 70
The Sword and Flail ....................................... 71
The Trial ....................................................74
Running the Trial .........................................76
Full House ............................................................................... 74
The Square of Martials ...................................................... 74
Trial Overview ...................................................................... 76
Beginning the Trial .............................................................77
Inside The Sword and Flail ...............................................71
Further Investigations ..................................... 38
c
hApter
VII: c
orruptIon
S
J
ourney
...... 78
A False Tradition? ......................................... 78
A Restless Night .................................................................... 79
A Surprise Visit...................................................................... 79
A Moonlight Flit .................................................................. 80
Entering the Sewers ....................................... 39
Confined Spaces .....................................................................39
The Smell ..................................................................................39
Sewer Encounters...................................................................39
Tracking the Skaven............................................................ 40
The Undercity ........................................................................ 40
Ending this Chapter..............................................................42
The Collegium Theologica .............................. 81
c
hApter
8: t
he
t
ruth
W
Ill
o
ut
......... 83
A Grisly Find ............................................... 83
Back to the Palace .................................................................. 83
To the Temple .........................................................................84
The Daemon Destroyed ...................................................... 87
The Cleansing ........................................................................ 87
Proof of Heresy .....................................................................88
Proof of Innocence ..............................................................88
Forbidden Lore .......................................................................88
And Life Goes On... ..............................................................88
Finding Professor Zweistein ............................................81
Making Delivery ....................................................................82
c
hApter
II: t
he
S
hrIne In the
f
oreSt
..... 43
Starting the Adventure — ................................ 43
Back to the Drakwald.......................................................... 44
The Herdstone........................................................................ 45
The Guardian......................................................................... 45
The Burial Mound ............................................................... 46
Ending the Adventure ..................................... 88
c
hApter
III: d
eAdly
c
Argo
..................50
The Tomb Complex.......................................46
A Restless Night ...........................................50
Experience Point Awards..................................89
2
Introduction
A
shes of Middenheim
is the first part of
Paths of the
Damned,
an epic campaign series for
Warhammer
Fantasy Roleplay.
It follows on from
Through the Drakwald,
the introductory adventure in the second edition
WFRP
rulebook, and is intended for characters in their first or
second careers.
I
ntroductIon
In this adventure, the adventurers have arrived in Middenheim
shortly after it survived a long and bloody siege by the forces
of Chaos (see
The Storm of Chaos
on p. 6). The City of the
White Wolf still bears the scars of that conflict, and many of its
buildings and districts are damaged.
Arriving at Middenheim, the adventurers stumble upon a deadly
plot intended to bring down the city from within and plunge the
Empire into civil war. Unless they can uncover the conspirators
and stop their deadly plan, the Empire will be torn apart, and
left unable to resist fresh assaults by the forces of Chaos.
Chapter 4: The Unquiet Death
sees another murder, but this
time the adventurers are not suspected. However, they must
find and stop a crazed Chaos-worshipper from poisoning the
entire city. It becomes obvious that not all the Chaos cultists in
Middenheim were discovered and executed by Imperial witch
hunters during and after the siege; some evidence suggests that
there are still followers of Chaos in high places in the City of the
White Wolf.
Chapter 5: Panic in the Streets
doesn’t allow the adventurers any
time to bask in their success, however. An acquaintance has been
arrested and charged with witchcraft, and they must race against
time to find crucial evidence before the trial.
Chapter 6: Trial of Fire
opens with the witch-trial, but ends with
a startling revelation that could lead to a devastating religious
schism within the Empire—just at a time when it needs to
maintain its unity in order to survive.
Chapter 7: Corruption’s Journey
leads the adventurers to the
conclusion that the situation in Middenheim is more complex
than it seems. The relic of Chaos that they brought to the city is
not safe there, and a way must be found to destroy it. The answer
may lie in the great library of Middenheim’s famed Collegium
Theologica—but first, they have to get there…
Chapter 8: The Truth Will Out
brings the adventurers to the
heart of the conspiracy. They must defeat powerful cultists and a
mighty Daemon to destroy the relic and save the city. Even as they
do so, they find that they have barely scratched the surface of an
Empire-wide plot to foment civil war and turn the scattered forces
of Chaos from the hunted to the hunters. The campaign continues
in
Paths of the Damned: Spires of Altdorf.
A
bout
t
hIS
b
ook
Paths of the Damned: Ashes of Middenheim
consists of the following
sections:
After the Storm
describes the condition of Middenheim after the
forces of Chaos are forced back from its walls. Although they lost
the siege, the hordes of Chaos still infest the forests and mountains
of Middenland. Imperial forces are hunting them down, led by
Graf Boris Todbringer and the high priest Ar-Ulric. With them
have gone the bulk of the city’s fighting strength, including the
Knights Panther and the Knights of the White Wolf. In their
absence the scarred city is defended by the watch, as supplemented
by an assortment of district militias, and an ad-hoc committee
appointed by the Graf rules it. Inside the city entire districts
have been damaged by attacks from above or Chaos cultists from
within; repairs are underway, but even now no-one is sure that the
tunnels and caverns that lie beneath the city have been cleared of
enemies.
Chapter 1: Rats in the Walls
opens the adventure with the PCs
being implicated in a murder. To make matters worse, a holy
relic they brought to the city for safekeeping has mysteriously
disappeared. The adventurers must fight to clear their names, and
stop a dire threat to the city’s security.
Chapter 2: The Shrine in the Forest
sees the adventurers
rewarded for their efforts with a secret mission: to find and explore
the long-lost tomb of a great Champion of Chaos from the days
of Magnus the Pious. A powerful Chaos artefact buried with him
must be brought back to Middenheim to keep it out of the hands
of the Beastmen and worse creatures that roam the dark and
dangerous inner groves of the Drakwald forest.
Chapter 3: Deadly Cargo
faces the adventurers with a problem.
Having recovered the artefact, they have to get it safely back to
Middenheim. This is no easy task when every follower of Chaos
for dozens of miles around is answering the psychic call of this
powerful relic. Perhaps worse, the adventurers must wrestle with
their own baser natures as the relic tempts them with promises of
an easy road to power.
h
oW
t
o
u
Se
t
hIS
b
ook
In order to use
Ashes of Middenheim,
you will need the
Warhammer
Fantasy Roleplay
rulebook, plus paper, pencils, and dice.
Ashes of
Middenheim
is for characters in their first or second careers.
More details of the Chaos Incursion and its leader, Archaon the
Lord of the End Times, can be found in the section headed
The
Storm of Chaos
(see p. 6).
b
egInnIng the
A
dVenture
Ideally, the adventurers should have completed
Through the
Drakwald
in the
WFRP
rulebook as a prelude to this adventure.
It is possible to play
Ashes of Middenheim
on its own, of course,
provided that you are prepared to do a little work in setting up the
adventure.
At the start of
Ashes of Middenheim,
the adventurers have come
to the City of the White Wolf from an outlying settlement
that was destroyed by a large force of Chaos Beastmen—one of
many remnants of Archaon’s horde now wandering the forests
and mountains of the northern Empire. En route a dying priest
entrusted them with a holy relic of Sigmar—an ancient icon in a
gold frame—and asked the PCs to hand it over to the Temple of
Sigmar in Middenheim.
Ashes of Middenheim
begins when the PCs
give the icon to Father Morten at the temple.
3
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