Ten Little Goblins, Warhammer Fantasy Roleplay
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TEN LITTLE GOBLINS
BY FRANCOIS DUBÉ (ULRIC)
'
Ten Little Goblins
'
invites you to an exciting night of murders, mystery and horror. Playing Sherlock Holmes
around a good haunch of meat and a keg of Bugman’s XXXXXX can be a real fun for your friendly PCs. There
is only one problem: they are part of the meal!
Based on one of Agatha Christie’s famous novels with a personal dark touch, this WFRP adventure should create
excitement then fear among your players.
Since this scenario can be very deadly, it is best for the players to create special characters for this one night
adventure or to use one of the ten characters given with this scenario.
AT THE WRONG PLACE AT THE WRONG TIME
- GM SUMMARY -
Along the roads of the Empire there is a place where you don’t want to stop, ”The Rest in Peace Inn”. Many will
tell that the name of the inn is meant to be a joke but indeed the innkeeper and his staff are of a dangerous kind.
All are members of a chaos cult of Slaanesh, the dark lord of pleasure and pain. The cultists are usually quiet,
only preying on lost travellers once in a while to bring some dark pleasure to their rituals. This time, however,
they have something bigger in mind.
The cultists decided to create a growing fear in the heart of a small number of travellers before killing them all
and bringing daemons to the material world. To do so, the cultists performed a complex ritual (described later)
and filled the inn with traps. The cultists will welcome visitors but just before night falls they will leave the inn
and get ready to ambush travellers wanting to leave the inn. In the inn, there are ten guests and the PCs (if the
GM decides not to give to the players the character sheets included in the scenario).
The coaching inn is similar to the standard coaching inn described in the Game Master Pack (Map 1) and is also
located near a river (Map 2). The scenario really starts when one traveller (guest) dies. Then letters appear on
the wall of the dining room. This poem, written with blood, describes the actions of a number of goblins and the
death of one of them. For instance the following poem can appear:
“ Ten little goblins came for lunch
One drank too much - Only nine remain”
At this point, the PCs will realise that there are only nine people left in the inn and they are among them (the
initial number can vary to fit the exact number of people in the inn). By a mixture of traps, actions by the cultists
and actions by the other NPCs, people will start to die one by one. Each time one guest dies; one or two
sentences appear in the inn (one in the dining room and one where the guest died). Every part of the poem is
about little goblins doing something, one dies and the others remain. This is caused by magic and works for all
types of deaths (hand-to-hand fights included). Characters with the Magical Sense skill will feel a weak aura of
magic in the coaching inn and around every guest (on a successful magical sense test).
When the sun rises, the cultists come back and the PCs and NPCs who survived the night will have to face them
or become the spell components for another ritual.
THE CULT OF THE SPIKED LEATHER JACK
- WHEN PG13 GETS ITS MEANING -
As will be explained later, there are eight cultists all working in the inn: one landlord, two bar staffs, a cook, a
scullion, two servants and a gateman. There is also a chaos champion who is part of the cult, he is living in the
wood among a small tribe of beastmen (3 gors and 6 ungors). When dressed in their cultist outfit, the cultists all
wear a dark robe but underneath they are clad in leather : necklaces, bracers, leather gloves, leather skull cap,
leather jack and leather leggings giving an average of 1 AP on arms, legs, body and head (and a look far from
ordinary). These ‘pieces of armour’ have spikes protruding at many places. When successfully grabbing a
cultist, these spikes cause a hit at SB-3 on the opponent each round the cultist is held.
The inn staff left the inn, after serving a roasted boar to the guests, using the secret passage in the cellar under
the kitchen. In the secret dressing room (Cultists’ Room), at the entrance of the cult’s ritual room, the cultists
dressed with their robes and leather gear, armed themselves with crossbows and hand weapons and took position
outside the inn in the shelters they built in the trees (one 70 feet away from every inn corner, perception test at –
10% to find them only when walking underneath). The innkeeper keeps watch with the cook and the gateman
and barmen all keep watch with one servant (so there are two cultists at each corner). Since the inn walls cover
an area of 200 feet by 100 feet (Roughly 70 yards by 35 yards), this gives the cultists a range of attack covering
almost two sides of the inn. If no character attempts to flee the inn during the first three hours of the evening,
one cultist in every hideout will sleep while the other keeps watch on every character trying to flee from the inn,
waking-up the other cultist if the cultist on duty feels he has time to do so. There is a 50-foot wide area with no
wood all around the inn (map 2).
When darkness falls, the beastmen set burning torches attached to wood spears every twenty-five feet around the
inn, creating an aura of mystery around the inn (to be seen only when the PCs try to get out or when they look
outside from the second floor or the attic). Then they hide in the wood (20 feet inside the forest, one gor and two
ungors at each side of the inn except on the river side). The chaos champion hides in the small trade boat
anchored at the dock.
When dawn comes, the cultists plan is to enter the inn by the secret passage while the gors and ungors, equipped
with ladders, make an attack on each side of the inn. The chaos champion plan to stay in the trade boat until all
is over. He will take a close watch on the front gate, in case guests try to flee this way.
Part of the possible actions the cultists and beastmen can do during the night are:
If the PCs try to flee in the forest and this is known by the cultists, a group of one beastman for every character fleeing
will track them (using their Follow Trail skill) and eventually find and attack them. You can make a Follow Trail test to
see if the beastmen evaluation of the number of characters is right. For every degree of failure they underestimate by
one the number of fleeing characters. You can also require a Follow Trail test to successfully track the PCs (at +5% for
every fleeing PC and +30% if the fleeing characters run without trying to hide their tracks, +20% if they move at twice
their move characteristic, +10% if they walk, 0% if they try to hide their tracks once in a while).
If the PCs try to flee by coach, the cultists and the chaos champion will aim at the horses (-10% to hit, no modifiers if
the cultists aim, random hit on the horses). One cultist will sound a horn and two groups of beastmen will eventually
run after and attack the coach. If the PCs flee, one beastman for every fleeing character will track them.
If the PCs try to flee riding the coach’s horses, the cultists will fire at the characters and their horses (choose randomly).
If the PCs and NPCs flee in the forest, one beastman for every fleeing character will track them.
If the PCs fight against beastmen or cultists in the wood during the night, on a successful Perception test (once each
round), another group of beastmen will run towards the fight. Cultists will stay quiet in their hideouts but be more
careful for what happens under the trees (Future perception tests at +10%).
It is part of the game that the PCs can find good strategies against what the cultists and beastmen planned. For
instance, they can lure beastmen into ambushes by shouting and making a lot of noise. One character can also
attract many beastmen by fleeing riding an empty coach.
Ten little goblins
2
frankdube28@hotmail.com
By François Dubé known as Ulric
WFRP fan since 1996
The Leaders of the Cult of the Spiked Leather Jack
Saddack the Pain Giver: Chaos champion (Ex.
Wizard Apprentice, Ex. Outlaw, Chaos champion)
Rufus Hoefer: The innkeeper (Ex. Servant,
Innkeeper)
WS
BS
S
T
Ag
Int
WP
Fel
WS
BS
S
T
Ag
Int
WP
Fel
25
28
31
36
34
42
25*
27
36
29
31
31
33
41
26
36
+20 +30 +10 +20 +10 +20 +25 +20 +10
+5
+5
+10 +20 +10 +10 +20
45
58
41
56
44
62
50
47
46
34
36
41
53
51
36
56
A
W
SB
TB
M
Mag
IP
FP
A
W
SB
TB
M
Mag
IP
FP
1
12
3
3
4
0
16
0
1
12
3
3
4
-
8
-
+2
+6
+1
+2
-
+2
-12
-
-
+4
-
+1
-
-
-6
-
3
18
4
5
4
2
4
0
1
16
3
4
4
-
2
-
Physical features :
Human, 5’8’’, 150 lb., 45 years old, ash
blond hair, blue eyes, earring, bizarre skin coloration
(rainbow colour skin), emaciated appearance, scars
Physical features :
Human, 5’10’’, 200 lb., 40 years old,
light brown hair, brown eyes, tattoo (Snakes around a naked
women – on his back), scars (body, legs and arms)
Background :
Previously named Konrad Vogel, the chaos
champion was a wizard apprentice lured by the power of
Slaanesh. In college, he read forbidden books on the Ruinous
Powers until he was caught and had to flee the college. From
this day he became an outlaw and preyed on travellers along
the roads of the Empire. Then he met a tribe of beastmen,
killed the wargor and took control of the tribe. With Rufus
Hoefer, he wants to use the inn to kill whoever passes by,
eventually, when discovered, they will flee and start another
inn business somewhere else.
Background :
As a barman in his youth, Rufus stole the
wealth of the innkeeper and bought the ‘Rest in Peace Inn’.
Rufus always wanted more than he had and was attracted by
the lure of Slaanesh without fully understanding his thirst.
When he met Saddack, he knew his dreams would come true.
He convinced Saddack to use the inn for horrific rituals of
pleasures and pains. He converted all his willing staff to
Slaanesh (and killed those not wanting to convert).
Skills :
Academic Knowledge (Magic +10), Academic
Knowledge (Strategy/tactics +10), Channelling +10,
Command, Common Knowledge (the Empire +20), Common
Knowledge (the Boder Princes +10), Concealment +10,
Dodge Blow, Follow Trail, Gossip +10, Intimidate, Magical
Sense +10, Perception +10, Read/write, Ride +10, Scale
Sheer Surface +10, Secret Language (Battle Tongue), Secret
Language (Thieves’ Tongue), Secret Signs (Thief +10), Set
Trap, Silent Move +10, Speak Arcane Language (Magick
+10), Speak Language (Dark Tongue +10), Speak Language
(Reikspiel), Speak Language (Classical), Swim
Skills :
Trade (Cook +10), Blather, Charm, Common
Knowledge (the Empire +10), Consume Alcohol, Dodge
Blow, Drive, Evaluate, Gossip +20, Haggle +10, Lip
Reading, Perception +10, Read/Write, Sleight of Hand,
Speak Language (Reikspiel), Speak Language (Kislevian)
Talents :
Aethyric Attunement, Arcane Lore (Chaos), Dark
Magic, Lesser Magic (Blessed Weapon), Lesser Magic
(Dispel), Lesser Magic (Skywalk), Lightning Parry,
Meditation, Mighty Shot, Night Vision, Petty Magic
(Arcane), Quick Draw, Rapid Reload, Rover, Sharpshooter,
Sure Shot, Resistance to Magic, Savvy, Sixth Sense, Very
Resilient
Talents :
Acute hearing, Dealmaker, Etiquette, Lightning
Reflexes, Streetwise, Strike to Stun, Savvy, Suave
Weapon :
Bow with 10 arrows, excellent quality sword,
dagger, shield.
Armour :
Full leather armour, sleeved mail shirt
Weapon :
Mace, dagger, crossbow with 10 arrows
Armour :
Full spiked leather armour (Slaanesh cultist
design, 1 AP on arms, legs body and head, when trying to
grab a cultist, the spikes cause a hit at SB-3)
Trapping :
Backpack, hunter horn, flask of oil, one torch, 5
matches.
Trapping :
Cultist robe, lamp oil, storm lantern, tinderbox,
hunter horn
Mutations :
Bizarre Coloration (rainbow colour skin),
Emaciated Appearance
Disorders :
The Beast Within, Host of Fiends (Aspects of
Slaanesh: Narcissistic, self-indulgent & hedonist, -10 WP*)
Disorders :
The Beast Within
Roleplaying :
Saddack can be used to break quiet moments
during the night. For instance Saddack can summon lesser
daemons (daemonettes described later are best but GM can
use rules in the rule book if he prefers) to attack the inn by
unlocked doors or open windows. If more than five
characters run toward the boat. Saddack can use his horn to
call many beastmen for help. Saddack will also send a lesser
daemon to warn the beastmen watching the exit of the secret
tunnel when his Magic Alarm is triggered (see later). If the
PCs run in the tunnel they will have time to attack the
beastmen before the daemonettes warns the beastmen.
Roleplaying :
Rufus and the cultists are dedicated followers
of Slaanesh but not totally brave and for sure not at ease with
the idea of walking in the forest at night. They plan to stay in
their hideouts all night then the cultists closer to the river will
move towards the hideouts of the other cultists then to the
secret entrance leading to the inn secret cult.
PCs can climb to the hideouts by succeeding a Scale Sheer
surface test. It takes three rounds to climb to the hideouts.
Meanwhile, the cultists can fire bolts at the PCs. Firing at the
cultists is done at –20% BS.
Ten little goblins
3
frankdube28@hotmail.com
By François Dubé known as Ulric
WFRP fan since 1996
The Cultists of the cult of the Spiked Leather Jack
The cultists : (2 bar staff and a gateman – Ex. Servant,
Inn Watchmen)
The cultists : (A cook, a scullion and two servants –
Servant)
WS
BS
S
T
Ag
Int
WP
Fel
WS
BS
S
T
Ag
Int
WP
Fel
33
31
37
40
34
26
28
36
26
31
31
36
41
27
25
36
+10
+5
+5
-
+10 +10 +10
+5
+5
-
+5
-
+10
+5
+10
+5
43
36
42
40
44
36
38
41
31
31
36
36
51
32
35
41
A
W
SB
TB
M
Mag
IP
FP
A
W
SB
TB
M
Mag
IP
FP
1
12
4
4
4
-
7
0
1
10
3
3
4
-
7
0
-
+2
-
-
-
-
-6
-
-
+2
-
-
-
-
-6
-
1
14
4
4
4
-
1
0
1
12
3
3
4
-
1
0
Physical features :
Human, 5’9’’, 180 lb., 27-35 years old,
dark brown hair, dark brown eyes, broken nose, scars (body,
legs and arms)
Physical features :
Human, 5’4’’, 120 lb., 21-27 years old,
ash blond hair, green eyes, scars (on faces and all over their
bodies)
Background :
Cheerful characters, these men hide a taste for
pleasures while making others suffer. Their smile hides the
taste for future lust and torture.
Background :
Silent characters, they fear witch hunters. On
the other hand, they are now addicted to the debauchery and
torture that the cult provides.
Skills :
Animal Care, Blather, Common Knowledge (the
Empire), Dodge Blow +10, Drive, Haggle, Gossip +10,
Perception +10, Search, Sleight of Hand, Speak Language
(Reikspiel), Trade (Smith) or Set Traps
Optional skills to learn :
Skills :
Trade (Cook), Blather, Common Knowledge (the
Empire), Dodge Blow, Drive, Haggle, Gossip +10,
Perception, Sleight of Hand, Speak Language (Reikspiel),
Trade (Cook)
Optional skills to learn :
Talents :
Acute hearing, Etiquette, Lightning Reflexes, Very
Strong, Very Resilient
Talents :
Acute hearing, Etiquette, Lightning Reflexes
Weapon :
Mace, Dagger, Crossbow with 10 arrows
Armour :
Full spiked leather armour (Slaanesh cultist
design, 1 AP on arms, legs, body and head, when trying to
grab a cultist, the spikes cause a hit at SB-3), hunter horn
Weapon :
Sword, Dagger, Crossbow with 10 arrows
Armour :
Full spiked leather armour (Slaanesh cultist
design, 1 AP on arms, legs body and head, when trying to
grab a cultist, the spikes cause a hit at SB-3)
Trapping :
Cultist Robe, Lamp Oil, Storm Lantern,
Tinderbox, hunter horn
Trapping :
Cultist Robe, Lamp Oil, Storm Lantern,
Tinderbox,
Disorders :
Wheel of Dread and Pleasure (+10% Ag,
-10% Int, -10% WP)
Disorders :
The Fear (Witch hunters)
The Beastmen tribe
The beastmen : 3 Gors
The beastmen : 6 Ungors
WS
BS
S
T
Ag
Int
WP
Fel
WS
BS
S
T
Ag
Int
WP
Fel
40
25
35
44
35
26
25
25
30
21
31
35
30
24
24
20
A
W
SB
TB
M
Mag
IP
FP
A
W
SB
TB
M
Mag
IP
FP
1
12
3
4
5
9
0
0
1
10
3
3
5
0
0
0
Physical features :
Beastmen are twisted creatures of
Chaos, hideously melding the features of human and animals.
Gors consider themselves to be true Beastmen because they
have the all-important horns that grant them status in their
society.
Physical features :
Beastmen are twisted creatures of Chaos,
hideously melting the features of human and animals.
Ungors are beastmen with small horns, whereas those with no
horns are referred as brays.
Background :
These beastmen worship Slaanesh and obey
the chaos champion Saddack.
Background :
These beastmen worship Slaanesh and obey
the chaos champion Saddack.
Skills :
Concealment, Follow Trail, Intimidate, Outdoor
Survival, Perception, Shadowing, Silent Move, Speak
Language (Dark Tongue)
Skills :
Concealment, Follow Trail, Outdoor Survival,
Perception, Shadowing, Silent Move, Speak Language (Dark
Tongue)
Talents :
Keen Senses, Menacing, Rover, Night Vision
Talents :
Keen Senses, Rover, Night Vision
Silent as the Beasts of the Wood :
Beastmen are naturally
stealthy, and most are also very experienced hunters and
trackers. They gain +20% to Silent Move Tests and +10%
for Concealment Tests.
Silent as the Beasts of the Wood :
Beastmen are naturally
stealthy, and most are also very experienced hunters and
trackers. They gain +20% to Silent Move Tests and +10%
for Concealment Tests.
Weapon :
Hand weapon, shield, Horns (SB-1)
Armour :
Leather Jack
Weapon :
Spear, shield, Horns (SB-1)
Armour :
None
Trapping :
Necklaces made with animal teeth, precious
metals and gems worth 14 gc, one 15-foot long ladder, hunter
horn.
Trapping :
Necklace (animal teeth) worth 4p each
Mutations :
Animalistic Legs, Bestial Appearance, Horns
Mutations :
Animalistic Legs, Bestial Appearance
Ten little goblins
4
frankdube28@hotmail.com
By François Dubé known as Ulric
WFRP fan since 1996
THE RITUAL
- FROM BAD TO WORSE -
The cultists, during the day, performed a ritual to create a growing fear in the mind of their future victims. To
complete the ritual, one person inside the inn walls must die before midnight. When the ritual is completed, the
ritual counts the number of men, dwarfs, halflings and elves in the inn and links them to a curse. Each time one
of them dies (even if not in the inn anymore), a small poem, written with blood, appears nearby the victim and
also underneath a trophy hanging on the dining room walls (there are 16 animal heads in the dining room). The
poems have the following style :
“ Ten little goblins came for lunch
One drank too much - Only nine remain”
The number of goblins in the poem decreases as the number of guests decreases. For instance, when the second
guest (or PC) dies, the poem can be :
“ Nine little goblins climbed up the stairs
One fell from the balcony – Only eight remain”
The curse ends when all the guests are dead or when a successful dispel magic is cast on every guest. Worse, the
death of one ‘guest’ (not the death of cultists, beastmen or snotlings) summons the spirit of a daemonette into the
body of the guest and the body begins to mutate into a mix of the guest and of the daemonette. If the PCs and
NPCs allow this transformation to occur, they will have to deal with a dangerous opponent (refer to ‘The
daemonettes – When nightmares come true’ for more details on daemonettes and the mutation process).
In the secret ritual room of the cult (refer to map 3), there is a chaos symbol with sixteen points. At the end of
each point there is a pentacle. In the centre of each pentacle, there is a skull with a warpstone token (from
skavens) inside. A number of skulls equal to the number of guests still alive are lighted by a red glow. This
light comes from the spirits of the daemonettes summoned by the ritual. Each spirit waits for one of the guests
to die to take a material form. The ritual room is protected by a daemonette armed with a shield. She will attack
anybody entering the room, hiding out of sight from magic and ranged weapons if the characters choose not to
enter the room.
If one character tries to fire on skulls or to hit them with his hand weapon, a magical link between the spirit of
the daemonette and the attacker is created. The attacker has to succeed an opposed WP test to be allowed to fire
or hit the skulls (no modifier on WS or BS even if the skull doesn’t move). If the test fails, the attacker looses
D10 WP characteristics (one night of rest is required to recover the lost WP points) and he must succeed a
second WP test to avoid gaining one insanity point. If the mental duel is a tie (the daemonette and the attacker
both failed or succeeded their WP test), the attacker can’t fire or attack but does not suffer from WP loss. If the
daemonette spirit succeeds to reduce one attacker to zero WP points, the daemonette takes control of the attacker
body and the attacker’s spirit is destroyed. To evaluate the success of the attacks on the skulls, the skulls have a
toughness bonus of 6 and have 5 wounds. If reduced to zero wounds, the skulls break or are pushed outside the
pentacle, both results breaking the attacker’s curse and banishing the daemonette spirit from the material world.
If the attacker is already freed from the curse, an other random character is freed. Since the daemonette spirit
can attack mentally only one character trying to attack the skull each round, the other characters attacking the
skull get a +10% to hit and if they decide to attack the skull with hand weapons saying that ‘they want to push
the skull outside the pentacle’ a successful hit automatically pushes the skull outside the pentacle.
Ten little goblins
5
frankdube28@hotmail.com
By François Dubé known as Ulric
WFRP fan since 1996
[ Pobierz całość w formacie PDF ]