Terror in Talabheim - An Adventure in the Eye of the Forest.pdf

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Terror in Talabheim
®
TM
A
n
A
dventure in the
e
ye of the
f
orest
Writing and Design:
TS Luikart
with Gary Astleford and Eric Cagle
Additional Design:
Robert J. Schwalb
Development:
Robert J. Schwalb
Original Concept:
Graeme Davis
Editing:
Kara Hamilton
Graphic Design and Art Direction:
Hal Mangold & Marc Schmalz
Proofreading:
Scott Neese, Darron Bowley, Robert J. Schwalb & Stacee Smith
Cover Art:
Paul Jeacock
Interior Art:
Tony Parker, Scott Purdy, Christophe Swal
Cartography:
Andy Law
WFRP Development Manager:
Kate Flack
Head of Black Industries:
Marc Gascoigne
Special Thanks to Simon Butler and
Ewan Lamont.
A Black Industries Publication
First published in 2006 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.
© Copyright Games Workshop Limited 2006. 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-
2006, 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:
60040283016
ISBN 13:
978-1-84416-308-3
ISBN 10:
1-84416-308-3
www.blackindustries.com
www.greenronin.com
1
Table of Contents
t
Able of
c
ontents
i
ntroduction
..........................3
t
he
c
ity of
t
AlAbheim
............. 4
A Brief History of Talabheim .................... 4
The Powers That Be ................................. 6
The Knightly Orders .............................................. 8
The Priesthood ........................................................... 9
The Wizards .............................................................. 9
The Boatsmen’s League ........................................ 10
The Judges ................................................................ 10
Talabheim’s Bizarre Taxes ........................ 10
The City of Talabheim ............................ 12
The Taalbaston .........................................................12
The Wizard’s Way.................................................12
The Law Quarter ................................................... 14
The Tallows .............................................................. 16
The Ratholds............................................................. 17
Merchant District ....................................................18
The City of Gods .....................................................18
The Taalgarten ....................................................... 22
Schwartz Hold-Nordgate ................................... 22
Manor District......................................................... 24
Darkrook Downs .................................................... 25
Guildrow .................................................................... 25
Geltwold ..................................................................... 25
Earthwerks ................................................................. 26
Other Locations Within the Taalbaston........27
Adventure Seeds .......................................................29
Taalagad ...............................................29
The Docks of Taalagad .......................................29
The Depot District .................................................. 30
The Jakes ....................................................................32
Little Kislev ................................................................32
c
hApter
iv:
t
he
d
esperAte
&
the
d
eAd
......60
Where There’s Smoke .............................60
A Single Bright Spot................................ 61
Vermintide............................................ 61
The Curious Art of Doctor Gugula Skell...... 64
Laying Low in the Eye of the Forest .............53
Agitators, Cons, & Worried Shallyans ......... 55
The Apothecary Daubler ........................... 55
Recruitment Drive .................................. 56
Various Courses ..................................... 59
c
hApter
f
ive
:
t
hey
h
Ave
g
uns
................... 68
Splinters in the Forest’s Eye ....................... 68
The First Blows Fall ................................ 69
Second Phase ..........................................70
Talabheim’s Fall ..................................... 72
Eventual Fight or Immediate Flight? ............ 73
The Aftermath ....................................... 74
c
hApter
vi:
o
pposition
i
n the
e
ye
............ 75
Under New Management .......................... 75
Founding a Resistance .............................. 76
Missions ............................................... 79
Ominous Shots ...................................... 82
The Enemy of My Enemy ........................ 82
c
hApter
vii:
t
he
h
eArt of the
m
Atter
...... 84
c
hApter
i:
t
he
d
ocks of
t
AAlAgAd
......... 34
Welcome to Taalagad: Don’t Stay Long ........35
Breitblatt or Bust .................................... 37
A
ppendix
i:
p
re
-
generAted
c
hArActers
..... 88
c
hApter
ii:
A
ppendix
ii:
t
he
p
ort
& t
he
p
lAgue
.........42 p
lAyer
c
ity
m
Ap
................. 90
Taalagad Unravelling...............................42
Out On the Streets .................................. 43
A
ppendix
iii: s
kAven
f
orces
...... 91
Finding a Cure .......................................44
A
ppendix
iv: s
kAven
m
Agic
...... 93
c
hApter
iii:
y
ou
re in the
m
ilitiA
n
ow
.... 53
2
Two Ways Under the Wall ...................... 47
The Last Days........................................ 84
The Second Battle for Talabheim ................ 85
Ripples from the Eye—
The End of the Adventure ...................... 87
Petty Magic (Warp) .............................................. 93
Warpstone Tokens .................................................94
The Lore of Warp..................................................94
Introduction
T
i
ntroduction
Chapter I: The Crowded Docks of Taalagad
Wherein our principals are offered lucrative, if distasteful,
employment; old hatreds are renewed, fresh blood is spilt, a
foulness takes root, and hints of that which is to come are placed
for the discerning eye.
error in Talabheim
is a city sourcebook and stand-alone
adventure for
Warhammer Fantasy Roleplay.
The adventure
portion of the book is intended for characters in their first or second
careers, but adjustments can be made to increase the peril as needed.
Some
WFRP
adventures are about investigations, dark plots, and the
ever-lurking danger of Chaos Cults.
Terror in Talabheim
is more like
a disaster/survival epic that eventually gives way to a war story.
t
he
e
ye of the
f
orest
The first half of this book details the history and environs
of the great Empire city of Talabheim, also known
as the Eye of the Forest. Founded over two
thousand years ago, Talabheim is sacred
to the nature God Taal and rests at
the very heart of the Empire,
encircled by the walls of a
massive crater. The mighty
Talabec River flows past the
docks of Talabheim, a small
town known as Taalagad,
before making its way to
Altdorf and on to the sea,
making Talabheim a centre of
commerce for the Empire.
The government of Talabheim
is widely known for its fondness
for both laws and taxes. The
fact that Talabheimers are fairly
accepting of this makes other citizens
of the Empire deem them a strange lot in
general. This sourcebook describes the power
structure of Talabheim, along with a few of those
laws and taxes they’re so fond of. The many neighbourhoods
of Talabheim, along with some detailed locations in each are put
forth, as well as information on the docks of Taalagad, where the
widely famed Ten-Tailed Cat sits along with many other dens
of iniquity. Adventure hooks and detailed NPCs abound. In
addition, some other locales residing within the Great Crater are
also discussed, for the mighty Taalbaston’s walls hold multiple
farming villages alongside the Eye of the Forest, as well as a lake
and even an entire forest, the Taalgrunhaar, sacred to Taal.
Chapter II: The Port & the Plague
Wherein our principals discover that good health is beyond price.
A harbour in turmoil, a commander in quandary, a barrier to be
breached, while rodents, Human and otherwise, abound.
Chapter III:
You’re in the Militia Now
Wherein our principals at long last
enter the Eye of the Forest, only to
enter the service of same, for true
knowledge is scarce, but able
hands are often scarcer.
Chapter IV:
The Desperate
& the Dead
Wherein our
principals are
introduced to some worthies
of the Clan Pestilens and
their matchless ideas
on neighbourhood
administration; a delight
surpassed only by meeting
the shambling experiments of
the crafty Doctor Gugula Skell.
Chapter V: They Have Guns
Wherein our principals discover that the Ratmen have mastered
a few of warfare’s secrets, including the use of gunpowder and
overwhelming force.
Chapter VI: Opposition in the Eye
Wherein our principals need practice the art of stealthy resistance
and opportunistic assassination, whilst ominous hints of Steeleye’s
plan are revealed. They must turn enemies into allies and madmen
into resources or all may be lost.
t
error in
t
AlAbheim
The second half of this book details the plot of a powerful Grey
Seer, one of the Wizard-Priests of the insidious race of Ratmen
known as the Skaven, to seize the Eye of the Forest and bring
the Empire to its knees. GMs who own the
WFRP
sourcebook
Children of the Horned Rat
will get a great deal of use out of it
in conjunction with this adventure, but reference material is
provided in the back of this book for those lacking it. We advise
rewarding all PCs who survive the adventure 500 XP and grant a
bonus 100–300 XP for good roleplaying.
The following Chapters make up the adventure portion of the
book.
Chapter VII: The Heart of the Matter
Wherein our principals must at last confront the architect of
Talabheim’s fall, else the Forest’s Eye shall never rise again.
A
dventure
A
wAits
!
Even now the Ratmen seethe beneath the streets, ready to unleash
their foul plan on the streets of Talabheim. Come then, the Eye of
the Forest awaits you!
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