Blog: Big Small Worlds
Owner: Padre
Author: padremack
Post: Dust to Dust
This is the first, 1st Ed’ WFRP scenario, I ran for my son and his three friends. Set initially in Tilea, the world of my ongoing WFB campaign, in the years before the wargames campaign began. They are still campaigning a few months on, and it occured to me as I had done the work of creating the scenarios I ought to put them up here!
PC creation notes
PCs could be human, dwarf or halfling. I used the web to suggest Tilean sounding names for the humans and halflings.
I allowed players to swap either two % stats or two number stats
I allow players to roll twice on the career table and choose which they like. (Re-roll any doubles) If still not happy, take a -D10 or -1 on stats (but not below minimums) and → roll twice again for more options.
I let the PCs have extra possessions as represented on the figures I found for them (maybe swap for what is on the PC sheet?) (Example) If one model has a pistol, then I might say their brother/father brought it back from wars, with powder and balls for 6 shots. (etc)
Gameplay notes:
I run some house-rules, for example making gunpowder weapons a little more deadly, in that that have a chance of extra damage on 5 or 6 rather than just 6, and at short range BS does not have to be rolled for the extra damage roll to be taken. I am, however, strict on misfires and reloading times etc, so if they are used, it tends to be either blasting at the start of a combat, or a pistol saved for a crucial moment during the combat. I am not strict on specialist weapon, allowing the PCs to get better with them as they go on, until they have the skill. In this scenario I got the players to tell me exactly how they were loading the pistol, and we some comedy moments with powder in the barrel but not in the pan!
Another example would be when failing a fear test. I do not have PCs simply freeze, but according to circumstances and the PC. might say that they scream, or run away frantically, or faint, or begin flailing their arms around etc.
I play using figures and scenery during all combats, and so usually say NPCs have whatever the model has in terms of weapons and armour, WYSIWYG in operation. If I had more time, I could pose the models to show all the characters, but I need to prepare the boys’ next game (we’re up to number 5), and video 109 needs completing, and the wargames campaign needs moving on, and about two dozen figures are ready for painting, etc etc. I aim to put these WFRP scenarios out as an easy(ish) exercise as the work is mostly done when I prepare the games for the boys.
I may have muddled some of the text converting it from notes for me to the notes here. Do tell me if you spot any difficulties and I will edit accordingly. Anything else you want to know, ask in the comments.
The Scenario …
The PCs are on a Journey
The party are travelling to receive a special inheritance, believed to be a magic ring (!) from a PC’s uncle. [GM chooses the PC who this applies to.]
The uncle lives at the PC’s childhood home of Potricalle, a small village in the eastern reaches of the Trantine Hills (half-way between the Via Nano and the Stretto Pass).
As the adventure begins the PCs are 10 leagues (approx. 30 miles) away from Potricalle, having left the Via Nano, now travelling on a little road leading to, then through, the village of Gruttina. (The inheritor PC remembers passing through this village in the past, but they never stayed here.)
Another PC remembers they have a cousin (Liberio) who became a novice monk at the Morrite Monastery of Novalazia in the hills above Gruttina. In days gone by, the monastery was very famous, as one of the old Reman arch-lectors (Albino Cerrito) was abbot there before being elevated to the become head of the church.
Scenario Background and Starting Situation
The Morrite monastery of Novalazia has been taken over by the necromancer Garimberto Raffo, who wants to gain possession of the ashes of a legendary vampire (Barone Oddone) which are hidden in the dungeons beneath. He has yet to decide what he will do with the ashes – either attempt to raise the vampire back to undeath or perhaps use them as an ingredient in a spell to greatly increase his own power.
History of the Ashes:
Led by the famous abbot Albino, the monks of old defeated the vampire Barone Oddone, then burned him. Albino would not risk scattering ashes or otherwise carelessly disposing of them, as he believed that doing so might allow Oddone’s spirit to manifest in the world again in some way – he could feel the magic of the curse which still lingered in the ashes. So, instead, the monks carefully gathered the ashes and put them in a blessed container, protected by magical wards, which they entombed deep and secretly beneath the monastery so that it would be both hidden as well as always guarded by the religious community above.
Recent Events at the Monastery:
Garimberto employed a band of hired thugs, an outlawed bravi band infamous in area, called the ‘Rasoi Notturni‘ (Razors of the Night, I think), whose leader recently died when fighting a convoy’s guards. Garimberto intended the thugs to masquerade as the monks to keep the illusion of continuity, while he searched for the ashes, and overcame any magical wards.
Garimberto then poisoned the monastery’s water supply (a well – from which the water is still dangerous), which led to the sickness and death of most of the Morrite brothers. He later raised them as zombies – see below.
When Garimberto got into the dungeons he realised there was much work to do to find the ashes. He required labourers to cut through various spots in the old dungeon stone walls in hope of locating hidden chamber with the ashes. And so he sent the Rasoi to kidnap a bunch of the villagers from Gruttina, with orders to kill the rest of the populace so that no witnesses were left alive. Some did, however, escape, which the Rasoi did not report to Garimberto. The hostages that were captured are now working in the dungeons searching for the ashes.
To ensure his hostages cannot escape, Garimberto had his thugs bring several of the monks’ corpses to the church, which he resurrected as zombies, commanding them into the dungeon’s antechamber to act as guards. His evil acolyte apprentice, Mastrianni, and some Rasoi thugs are with the labourers to ensure they perform their work satisfactorily. Garimberto himself is lodged in the abbot’s chamber – an upstairs room in one of the buildings, where he is studying his own books and those taken from the monastery library, to decide what to do with the ashes, and learn how to do it!
One monk, Brother Giovanni (a favourer of wine rather than water!) survived the poisoning and is hiding in the monastery. He is very weak from the illness as he did take a little water. He believes a pestilent curse struck down the other brethren, and presumes that Garimberto cast it. He watched as the outlaws took possession of the monastery; later dragging the bodies off into the church; later still bringing the captured villagers in and ushering them also into the church. Note: As a fellow monk, he knows the PC’s cousin, Liberio.
Scenario Progression
Approaching Gruttina
The PCs approach the village on a road through the woods.
Children & Wolves
They spot two children up ahead, near an abandoned wagon (& a corpse).
One of the children says: “Oh no, more of them!”, then both of them run off into the trees.
Two boys – Guido Alberti & Olimpio ‘Olly’ Di Leo
Skills: (Guido) Scale Sheer Surface
Trappings: A bag of hard biscuits.
Appearance: As per figures
Personalities and Motivation: To find and rescue their families, and to avoid capture. Of course, their second motive is preventing them achieve the first.
If the PCs pursue the boys through the trees, before they reach them will hear growling, then encounter the children cowering before 4 pack wolves! If they save the boys, the boys should talk freely about what they know: How a band of bad men captured or killed everyone else in the village. If asked about the monastery, they could say the monks have fallen ill.
4 Pack Wolves
Whenever one of these is badly hurt or wounded, take one Cl test for the rest. If this if failed, they flee.
IF the PCs do not pursue the children, then they will hear the wolves growling and a child screaming. If the PCs then do investigate then will encounter the wolves as above.
IF the PCs do not save the children, then they can later meet other survivors from the village, who will presume the PCs are more of the Rasoi outlaws and flee. If the PCs do not make chase, have one of villagers trip and fall in panic, badly spraining ankle so cannot flee. This will provide another way to learn the following information.
Information learned …
From any of above encounters (the boys or a villager), the PCs can learn of recent events at the village:
A band of outlaws (possibly the Rasoi?) came two days ago and attacked the village, killing some and taking nearly everyone else way along the road. (They also took some food and wine.) Two outlaws are still in the village alehouse. If asked about the monastery, they could say that most of the monks are ill, being tended to by those who are still fit.
At the village
Abandoned houses and hovels, with a handful of corpses thrown on a cart, and evidence of a thorough ransacking.
Two Drunken Outlaws in the Alehouse
They are asleep at a table, but one will wake up when PCs’ walk in (unless thet happen to make an effort to do so very quietly). This could lead to an argument or confusion, and as the situation becomes clear, a fight.
Outlaws: Banduci & Arminio (The lower stats apply when drunk.)
Skills: Concealment Rural (+20% Hide or +5% if moving), Follow Trail (+10%), Silent Move Rural (-10% to others’ Hearing test)
If one or both thugs are defeated but survive the encounter then the PCs could learn from them that the other villagers gave been taken to the monastery. If they question well, then they could learn about Garimberto – that he is a wizard who has hired the band. They might even learn he is able to raise the dead and that he wants to take something from beneath the monastery.
To be honest, however, it is unlikely that the vicious, drunk thugs will survive the encounter. Once they are dispatched, however, and it is clear the PCs are not also part of the Rasoi, one or two adult villagers should emerge and then the PCs can learn from them which way the rest of the Rasoi went with their prisoners – up track towards monastery. If the PCs don’t think to ask, have a villager or the one of the boys ask them to help save the other villagers. And it the PCs are still not keen, a reward could be promised (some secret stash one or more of the villagers have hidden away).
At the Monastery
The track emerges from the trees to cross an open area and lead up to the gate in the wall.
Two Guards
At the monastery, two ‘clerics’ with spears are outside, guarding the (only) gate. The gate is barred on the inside, and will be opened by the brute in the courtyard if either guard shouts.
These fake monks will attempt to convince the PCs that nothing is awry, and that the PCs should leave, and now.
Note: A passed Initiative test means a PC will spot blood stains and tears on their habits.
If the PC’s argue, the guards will get angry and not very monk-like. Then, even if the PC’s do not initiate combat, the guards will. If a guard survives &/or escapes this fight, he might shout to warn the others inside.
2 Rasoi Outlaws: Adelfo & Evasio
Spears, swords.
Streetfighting: Cancel normal -20% To Hit & -2 Damage when fighting without weapons
Set Trap; Silent Move Rural
If the gate remains closed, then the PCs will have to find a way in by forcing the gate, or tricking the brute inside, or perhaps one could climb a wall to open it from the inside? [My players climbed onto the lower roof of the building marked ‘crossbowman’ and went through the door into the upper room there – whilst being shot at.]
The Yard Brute
In the yard there is a brute, who used to be the outlaw leader’s ‘enforcer’. He might say something along the lines of,
“You ain’t goin’ no further. Not without the boss’s say so.”
The ogre will attempt to drive off the PCs, &/or kill them. If either of the guards on the gate escaped, they will be behind the brute with their spear(s) but might run off to hide in a building if the ogre is struggling. Also, another outlaw (in clerical robes) can appear to shoot a crossbow from a window or rooftop at the PCs! (You can see on the map which building the crossbowman is in.)
Ogre ‘Brute’: Giunto
Cause Fear in all those under 10’ tall
Weapons: As figures (club or axe or sword)
Rasoi Outlaw Crossbowman: Acilio
Crossbow, knife. Streetfighting: Cancel normal -20% To Hit & -2 Damage when fighting without weapons
Note: Garimberto will most likely become aware of commotion below, but will probably decide to stay hidden, waiting for zombies and/or his other thugs to deal with the PCs. He has no wish to risk himself against unknown quantities and is pretty sure his employees and zombies will do the dirty work for him.
Now, or later, if things look like they are not going to go his way, he might look for opportunities to escape, but because he really wants the ashes he will most likely stick around, if at all possible, in the hope he can get away with them. [If he escapes, he could become an arch enemy of the PCs.]
The Sick Cleric, Brother Giovanni
If the PCs explore the monastery a bit before going into the church and down below, they will find the sick cleric Giovanni, and thus learn where the other monks’ bodies were taken, as well as where villagers were taken. He believes a pestilence struck down the other brethren. (As it is a small community, he knows the PC’s cousin, Liberio.)
Information he can give: Giovanni watched as the outlaws took possession of the monastery; later dragging the bodies off into the church; then later still bringing the captured villagers in and ushering them into the church.
Brother Giovanni
Villager prisoners chosen for the work
These are held, tied up, in a large cellar beneath one of the corner buildings. Afraid, and weak, they are being very quiet as they have been punished whenever they make a noise. There are 13 of them – women, older men, older children.
Old Men
Aristarco di Leo (Olly’s grandad), Venturo Colello (Fleano’s father), Gregorio Bramante (Delia’s brother)
Women
Griselda Nardelli (Lorella’s mother), Delia Bramante (Gregorio’s sister), Ermenegilda Alberti (Guido’s mother), Melania Petroni (Angelo & Amanzio’s mother)
Old Boys
Fleano Colello (Venturo’s son), Eliano Corrao, Angelo Petroni (Melania’s child), Amanzio Petroni (Melania’s child)
Older Girls
Lorella Nardelli (Griselda’s daughter), Nerea Café (orphan)
The Church
The PCs will immediately notice a bad smell in building – something has died in here! The building seems abandoned, mind you, no-one would want to stay inside with such a stomach-wrenching stench!
A passed Initiative test (specifically a Hearing test) means the PCs can hear distant chinking noises, like a pickaxe against stone, apparently from under building. They should easily spot the open hatch behind the altar, simply by walking around, and thus see the steps going down. From the top the clinking is louder, obviously coming from there, and they can hear distant gargling, growling noises. The smell is coming from the open hatch, and gets worse as they descend.
Underground Summary …
(I forgot to put the furniture in before photographing. I had even modelled the piles of stones at the holes!)
Stairs down.
Corridor.
Guard Room (Note: There are two doors, which could allow the zombies to be tricked – if the PCs work out how).
Main Chamber: Big central table, 8 zombies
Cold store: Lots of ‘stuff’ (salted meats, barrels, etc). I wish I had put the furniture on the picture!
Inner Sanctum: Tomb of Arch-Lector Albino & three holes broken through the walls. Several of the hostages are resting here, trapped by zombies, while ‘heated’ voices can be heard from within big hidden cave.
Big Hidden Cave: This contains Garimberto’s apprentice, Rinaldo Conte, a razoi thug & two labourers, all fearful of potential trap before the urn.
The Main Chamber
Eight zombies are trapped here, placed to discourage the labourers from attempting to escape, and prevent interferers coming in. They are enchanted so that they do not suffer instability while within the chamber. These can be directed by the necromancer or his apprentice. One zombie is the PC’s cousin, Liberio!
8 Zombie monks p.251
Cause Fear: p.68)
Instability: If outside of the main chamber, where they have been animated and directed to serve, they become subject to instability – if roll 6 on D6, consult table on p.215. Note: If no controller is present when they roll 6, they automatically collapse if unstable.
Stupidity: Normally, if not controlled, these are stupid (p.71), but within the main chamber they have been magically bound to attack any who enter.
Losing Combat: If a zombie loses a combat, they must pass a Ld test to continue fight. If fail, stagger away.
Diseased: Hits = 20% → tomb rot (p.83); & if not, 50% →infected wounds (p.83)
The Challenge
How will the PCs get past zombies, or instead lure them away? Note that there are two doors to the guard room, which could be used by cunning PCs to draw all or some of the zombies out into the corridor while the PCs slip past, after which the door into the main chamber could be shut so that the zombies outside cannot come back in.
The Inner Sanctum
A large, altar-like, stone sarcophagus is positioned centrally at the far end, inscribed:
“His Holiness Albino Cerrito, Beloved Arch Lector of Morr and Abbot of Novalazia”
Three holes have been cut into wall, with piles of stones laying beneath them. One leads nowhere, another goes into to a small hidden cave, another accesses a large hidden cave. The PC’s can hear raised voices from one of the holes.
Three labourers are sitting by the hole that goes nowhere, resting after their work. They had nowhere to go, because of the zombies, but if they learnt the zombies are gone, they will be keen to leave immediately.
If asked (and through a Fellowship test, threat, or the PCs revealing they are here to help) these villagers will say they were ordered to cut into the walls in different places, looking for something. ‘Master Garimberto’ daubed red crosses on the walls where they were to cut through, while the zombies made sure they could not escape and Rinaldo and one of the Rasoi outlaws made sure they worked.
They know that Rinaldo, the Rasoi and two more villagers are the source of the noise, being through the hole in the other long wall.
Depending on how confident the PCs make them feel they may say that if the zombies are gone, then they want to leave. If the PCs ask them to help ‘get’ the bad guys, they may be keen, after all that has been done to them and their family and friends.
Three labourers – 2 men: Lamberto Renaldi & Alfonso Aquilino & 1 woman Ella De Bartolo
Skills: Animal Care; Drive Cart. Ella also has cook.
Possessions: Hammers, chisels &/or pick axes.
The Big Cave
The urn with the ashes is at the far end, beyond the narrowing. Rinaldo and the Rasoi thug Adamo have not yet picked them up, as they are worried there must be some sort of trap. They are ordered one of the two villagers ahead to bring the urn back. However, there is no trap. The PC’s will enter as Rinaldo is ordering,
“Now, pick it up and bring it here.”
Two labourers –Valfredo Polimeni & Palatino Polimeni (brothers)
Razoi thug Rinaldo
Disarm (Need two successful rolls instead of one) Strike Mighty Blow (+1 damage)
Possessions (as figure). Sword, pistol.
Apprentice Rinaldo
Arcane Language, Magick; Cast Spells – Petty Magic only; Read/Write; Secret Language – Classical
Magic Points: 5
Spells: (Petty)
Magic Flame: (Palm of hand, like bluish candle flame) MP 1; Lasts until extinguished.
Sleep: Touch or unarmed combat hit. Victim WP test or sleep D6 turns. MP 2.
Possessions: Sword, dagger.
Resolution: If there is a fight (which is likely), the labourers, including the Polimeni brothers in the cave, will most probably help, using their tools as weapons, especially if they know that they can get away without the zombies stopping them. They might well want revenge against their torturers, the same thugs who killed their family members and neighbours!
BUT, as they are plainly outnumbered, Rinaldo and the thug might try to surrender, or beg for mercy, or attempt a trick or just make a run for it! The GM should (as always) see what transpires during play, and what opportunities the villains spot.
Important: The labourer with the urn will say it has an evil feeling about it, some sort of eerie wickedness.
The Exit
As the PC’s leave, the necromancer Garimberto will likely attempt to steal the ashes from them. He will have worked out that things are going wrong, perhaps when distracted zombies come stumbling up the stairs, or when the labouring villagers escape, or just by listening from the stairs.
This is to be the final fight of the scenari, and much depends on what has happened up until now. The main thing to keep in mind is that Garimberto really wants to ashes, but really wants to stay alive and free too!
Gameplay options include …
Garimerto might attack the PCs, using the (re-animated?) ogre and razoi guards (dead or now undead), plus whatever zombies did not collapse due to instability, and whoever else in the razoi gang who is alive (if they haven’t yet scarpered). Remember he has some magic he can use too.
Or Garimberto may threaten to kill a villager he or his servants have (re)captured if PCs don’t hand the urn over. (maybe one who escaped from the inner sanctum or from the room above?)
The PCs may have the help of the escaped villagers, possibly armed with weapons taken from dead or defeated thugs. Even the sick monk might lend a hand (throw a rock or the like)?
In the end, the PCs may or may not retain the ashes and may or may not defeat NPC (unlikely) but should rescue villagers. If Garimberto survives and escapes without the ashes (which is what happened in our gameplay) then the PCs have a new enemy.
Garimberto Magic Pts: 20
Skills (All the usual apprentice skills plus …) Arcane Language – Magick; Demon Lore; ID Plants; Arcane Language – Necromancy; Evaluate; ID undead; Herb Lore; Magic Sense; Magical Awareness; Meditation; Prepare poison; Rune Lore; Scroll Lore; Cast Spells – Petty magic/Battle magic (1,2)/Necromantic (1,2,3)
Spells: Petty magic
Glowing Light (p.153), Magic Flame (p.153), Open (p.154), Sleep (p.154)
Battle Magic Level 1
Fire Ball (p.155) [Could be used to scare off enemies]
Battle Magic Level 2
Mystic Mist (p.157) [Could be used to escape]
Necromantic Level 1
Destroy Undead (p.176), Hand of Death (p.176), Summon Skeletons (p.176), Zone of Life (p.176)
Summon Skeleton Champion (p.176) [Could be used to animate an available corpse to vs enemies]
Necromantic Level 2
Control Undead (p.176), Hand of Dust (p.177),
Necromantic Level 3
Raise Dead (p.178) [Used to raise the zombie monks]
Ogre Zombie
Cause Fear (p.68)
Zombies p.251
Cause Fear: p.68
Instability: If no controller is present when they roll 6, they automatically collapse if unstable.
Stupidity: Normally, if not controlled, these are stupid (p.71), but while Garimberti directs them, they are not.
Losing Combat: If a zombie loses a combat, they must pass a Ld test to continue fight. If they fail, they stagger away.
Diseased: Hits = 20% → tomb rot (p.83); & if not, 50% →infected wounds (p.83)
Possibly also involved in the ‘Exit’ fight, if still alive…
Baddies:
The drunk outlaws, anduci & Arminio. The two outlaw Guards Adelfo & Evasio. The Ogre ‘Brute’. The Rasoi crossbowman. The Rasoi Adamo & the Apprentice Rinaldo
Goodies:
Brother Giovanni. Labourers Lamberto Renaldi & Alfonso Aquilino, Ella De Bartolo, Valfredo & Palatino Polimeni (brothers)
Editing notes:
I am afraid I do not know enough about the editing to shape the above text exactly as I would like. It is all more spaced out than I wanted, for example, (while strangely this bit isn’t) but I will get there.
Continue reading on the Big Small Worlds blog
Owner: Padre
Author: padremack
Post: Dust to Dust
This is the first, 1st Ed’ WFRP scenario, I ran for my son and his three friends. Set initially in Tilea, the world of my ongoing WFB campaign, in the years before the wargames campaign began. They are still campaigning a few months on, and it occured to me as I had done the work of creating the scenarios I ought to put them up here!
PC creation notes
PCs could be human, dwarf or halfling. I used the web to suggest Tilean sounding names for the humans and halflings.
I allowed players to swap either two % stats or two number stats
I allow players to roll twice on the career table and choose which they like. (Re-roll any doubles) If still not happy, take a -D10 or -1 on stats (but not below minimums) and → roll twice again for more options.
I let the PCs have extra possessions as represented on the figures I found for them (maybe swap for what is on the PC sheet?) (Example) If one model has a pistol, then I might say their brother/father brought it back from wars, with powder and balls for 6 shots. (etc)
Gameplay notes:
I run some house-rules, for example making gunpowder weapons a little more deadly, in that that have a chance of extra damage on 5 or 6 rather than just 6, and at short range BS does not have to be rolled for the extra damage roll to be taken. I am, however, strict on misfires and reloading times etc, so if they are used, it tends to be either blasting at the start of a combat, or a pistol saved for a crucial moment during the combat. I am not strict on specialist weapon, allowing the PCs to get better with them as they go on, until they have the skill. In this scenario I got the players to tell me exactly how they were loading the pistol, and we some comedy moments with powder in the barrel but not in the pan!
Another example would be when failing a fear test. I do not have PCs simply freeze, but according to circumstances and the PC. might say that they scream, or run away frantically, or faint, or begin flailing their arms around etc.
I play using figures and scenery during all combats, and so usually say NPCs have whatever the model has in terms of weapons and armour, WYSIWYG in operation. If I had more time, I could pose the models to show all the characters, but I need to prepare the boys’ next game (we’re up to number 5), and video 109 needs completing, and the wargames campaign needs moving on, and about two dozen figures are ready for painting, etc etc. I aim to put these WFRP scenarios out as an easy(ish) exercise as the work is mostly done when I prepare the games for the boys.
I may have muddled some of the text converting it from notes for me to the notes here. Do tell me if you spot any difficulties and I will edit accordingly. Anything else you want to know, ask in the comments.
The Scenario …
The PCs are on a Journey
The party are travelling to receive a special inheritance, believed to be a magic ring (!) from a PC’s uncle. [GM chooses the PC who this applies to.]
The uncle lives at the PC’s childhood home of Potricalle, a small village in the eastern reaches of the Trantine Hills (half-way between the Via Nano and the Stretto Pass).
As the adventure begins the PCs are 10 leagues (approx. 30 miles) away from Potricalle, having left the Via Nano, now travelling on a little road leading to, then through, the village of Gruttina. (The inheritor PC remembers passing through this village in the past, but they never stayed here.)
Another PC remembers they have a cousin (Liberio) who became a novice monk at the Morrite Monastery of Novalazia in the hills above Gruttina. In days gone by, the monastery was very famous, as one of the old Reman arch-lectors (Albino Cerrito) was abbot there before being elevated to the become head of the church.
Scenario Background and Starting Situation
The Morrite monastery of Novalazia has been taken over by the necromancer Garimberto Raffo, who wants to gain possession of the ashes of a legendary vampire (Barone Oddone) which are hidden in the dungeons beneath. He has yet to decide what he will do with the ashes – either attempt to raise the vampire back to undeath or perhaps use them as an ingredient in a spell to greatly increase his own power.
History of the Ashes:
Led by the famous abbot Albino, the monks of old defeated the vampire Barone Oddone, then burned him. Albino would not risk scattering ashes or otherwise carelessly disposing of them, as he believed that doing so might allow Oddone’s spirit to manifest in the world again in some way – he could feel the magic of the curse which still lingered in the ashes. So, instead, the monks carefully gathered the ashes and put them in a blessed container, protected by magical wards, which they entombed deep and secretly beneath the monastery so that it would be both hidden as well as always guarded by the religious community above.
Recent Events at the Monastery:
Garimberto employed a band of hired thugs, an outlawed bravi band infamous in area, called the ‘Rasoi Notturni‘ (Razors of the Night, I think), whose leader recently died when fighting a convoy’s guards. Garimberto intended the thugs to masquerade as the monks to keep the illusion of continuity, while he searched for the ashes, and overcame any magical wards.
Garimberto then poisoned the monastery’s water supply (a well – from which the water is still dangerous), which led to the sickness and death of most of the Morrite brothers. He later raised them as zombies – see below.
When Garimberto got into the dungeons he realised there was much work to do to find the ashes. He required labourers to cut through various spots in the old dungeon stone walls in hope of locating hidden chamber with the ashes. And so he sent the Rasoi to kidnap a bunch of the villagers from Gruttina, with orders to kill the rest of the populace so that no witnesses were left alive. Some did, however, escape, which the Rasoi did not report to Garimberto. The hostages that were captured are now working in the dungeons searching for the ashes.
To ensure his hostages cannot escape, Garimberto had his thugs bring several of the monks’ corpses to the church, which he resurrected as zombies, commanding them into the dungeon’s antechamber to act as guards. His evil acolyte apprentice, Mastrianni, and some Rasoi thugs are with the labourers to ensure they perform their work satisfactorily. Garimberto himself is lodged in the abbot’s chamber – an upstairs room in one of the buildings, where he is studying his own books and those taken from the monastery library, to decide what to do with the ashes, and learn how to do it!
One monk, Brother Giovanni (a favourer of wine rather than water!) survived the poisoning and is hiding in the monastery. He is very weak from the illness as he did take a little water. He believes a pestilent curse struck down the other brethren, and presumes that Garimberto cast it. He watched as the outlaws took possession of the monastery; later dragging the bodies off into the church; later still bringing the captured villagers in and ushering them also into the church. Note: As a fellow monk, he knows the PC’s cousin, Liberio.
Scenario Progression
Approaching Gruttina
The PCs approach the village on a road through the woods.
Children & Wolves
They spot two children up ahead, near an abandoned wagon (& a corpse).
One of the children says: “Oh no, more of them!”, then both of them run off into the trees.
Two boys – Guido Alberti & Olimpio ‘Olly’ Di Leo
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | |
Gui | 4 | 25 | 26 | 2 | 2 | 5 | 28 | 1 | 29 | 20 | 25 | 25 | 25 | 22 |
Oli | 3 | 14 | 15 | 1 | 2 | 3 | 16 | 1 | 21 | 12 | 19 | 18 | 19 | 30 |
Skills: (Guido) Scale Sheer Surface
Trappings: A bag of hard biscuits.
Appearance: As per figures
Personalities and Motivation: To find and rescue their families, and to avoid capture. Of course, their second motive is preventing them achieve the first.
If the PCs pursue the boys through the trees, before they reach them will hear growling, then encounter the children cowering before 4 pack wolves! If they save the boys, the boys should talk freely about what they know: How a band of bad men captured or killed everyone else in the village. If asked about the monastery, they could say the monks have fallen ill.
4 Pack Wolves
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
9 | 33 | 0 | 2 | 2 | 5 | 30 | 1 | – | 10 | 10 | 14 | 14 | – |
Whenever one of these is badly hurt or wounded, take one Cl test for the rest. If this if failed, they flee.
IF the PCs do not pursue the children, then they will hear the wolves growling and a child screaming. If the PCs then do investigate then will encounter the wolves as above.
IF the PCs do not save the children, then they can later meet other survivors from the village, who will presume the PCs are more of the Rasoi outlaws and flee. If the PCs do not make chase, have one of villagers trip and fall in panic, badly spraining ankle so cannot flee. This will provide another way to learn the following information.
Information learned …
From any of above encounters (the boys or a villager), the PCs can learn of recent events at the village:
A band of outlaws (possibly the Rasoi?) came two days ago and attacked the village, killing some and taking nearly everyone else way along the road. (They also took some food and wine.) Two outlaws are still in the village alehouse. If asked about the monastery, they could say that most of the monks are ill, being tended to by those who are still fit.
At the village
Abandoned houses and hovels, with a handful of corpses thrown on a cart, and evidence of a thorough ransacking.
Two Drunken Outlaws in the Alehouse
They are asleep at a table, but one will wake up when PCs’ walk in (unless thet happen to make an effort to do so very quietly). This could lead to an argument or confusion, and as the situation becomes clear, a fight.
Outlaws: Banduci & Arminio (The lower stats apply when drunk.)
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 40 [25] | 42 [20] | 3 | 4 | 7 | 32 [15] | 1 | 32 [20] | 29 | 29 [25] | 34 | 28 | 22 [18] |
Skills: Concealment Rural (+20% Hide or +5% if moving), Follow Trail (+10%), Silent Move Rural (-10% to others’ Hearing test)
If one or both thugs are defeated but survive the encounter then the PCs could learn from them that the other villagers gave been taken to the monastery. If they question well, then they could learn about Garimberto – that he is a wizard who has hired the band. They might even learn he is able to raise the dead and that he wants to take something from beneath the monastery.
To be honest, however, it is unlikely that the vicious, drunk thugs will survive the encounter. Once they are dispatched, however, and it is clear the PCs are not also part of the Rasoi, one or two adult villagers should emerge and then the PCs can learn from them which way the rest of the Rasoi went with their prisoners – up track towards monastery. If the PCs don’t think to ask, have a villager or the one of the boys ask them to help save the other villagers. And it the PCs are still not keen, a reward could be promised (some secret stash one or more of the villagers have hidden away).
At the Monastery
The track emerges from the trees to cross an open area and lead up to the gate in the wall.
Two Guards
At the monastery, two ‘clerics’ with spears are outside, guarding the (only) gate. The gate is barred on the inside, and will be opened by the brute in the courtyard if either guard shouts.
These fake monks will attempt to convince the PCs that nothing is awry, and that the PCs should leave, and now.
Note: A passed Initiative test means a PC will spot blood stains and tears on their habits.
If the PC’s argue, the guards will get angry and not very monk-like. Then, even if the PC’s do not initiate combat, the guards will. If a guard survives &/or escapes this fight, he might shout to warn the others inside.
2 Rasoi Outlaws: Adelfo & Evasio
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 31 | 25 | 3 | 4 | 7 | 30 | 1 | 29 | 29 | 29 | 29 | 29 | 29 |
Spears, swords.
Streetfighting: Cancel normal -20% To Hit & -2 Damage when fighting without weapons
Set Trap; Silent Move Rural
If the gate remains closed, then the PCs will have to find a way in by forcing the gate, or tricking the brute inside, or perhaps one could climb a wall to open it from the inside? [My players climbed onto the lower roof of the building marked ‘crossbowman’ and went through the door into the upper room there – whilst being shot at.]
The Yard Brute
In the yard there is a brute, who used to be the outlaw leader’s ‘enforcer’. He might say something along the lines of,
“You ain’t goin’ no further. Not without the boss’s say so.”
The ogre will attempt to drive off the PCs, &/or kill them. If either of the guards on the gate escaped, they will be behind the brute with their spear(s) but might run off to hide in a building if the ogre is struggling. Also, another outlaw (in clerical robes) can appear to shoot a crossbow from a window or rooftop at the PCs! (You can see on the map which building the crossbowman is in.)
Ogre ‘Brute’: Giunto
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
6 | 33 | 17 | 4 | 5 | 17 | 30 | 2 | 18 | 18 | 14 | 18 | 29 | 10 |
Cause Fear in all those under 10’ tall
Weapons: As figures (club or axe or sword)
Rasoi Outlaw Crossbowman: Acilio
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 28 | 31 | 3 | 3 | 7 | 32 | 1 | 29 | 29 | 29 | 29 | 29 | 29 |
Crossbow, knife. Streetfighting: Cancel normal -20% To Hit & -2 Damage when fighting without weapons
Note: Garimberto will most likely become aware of commotion below, but will probably decide to stay hidden, waiting for zombies and/or his other thugs to deal with the PCs. He has no wish to risk himself against unknown quantities and is pretty sure his employees and zombies will do the dirty work for him.
Now, or later, if things look like they are not going to go his way, he might look for opportunities to escape, but because he really wants the ashes he will most likely stick around, if at all possible, in the hope he can get away with them. [If he escapes, he could become an arch enemy of the PCs.]
The Sick Cleric, Brother Giovanni
If the PCs explore the monastery a bit before going into the church and down below, they will find the sick cleric Giovanni, and thus learn where the other monks’ bodies were taken, as well as where villagers were taken. He believes a pestilence struck down the other brethren. (As it is a small community, he knows the PC’s cousin, Liberio.)
Information he can give: Giovanni watched as the outlaws took possession of the monastery; later dragging the bodies off into the church; then later still bringing the captured villagers in and ushering them into the church.
Brother Giovanni
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 28 | 24 | 3 | 3 | 6 | 37 | 1 | 34 | 25 | 32 | 34 | 29 | 32 |
Villager prisoners chosen for the work
These are held, tied up, in a large cellar beneath one of the corner buildings. Afraid, and weak, they are being very quiet as they have been punished whenever they make a noise. There are 13 of them – women, older men, older children.
Old Men
Aristarco di Leo (Olly’s grandad), Venturo Colello (Fleano’s father), Gregorio Bramante (Delia’s brother)
Women
Griselda Nardelli (Lorella’s mother), Delia Bramante (Gregorio’s sister), Ermenegilda Alberti (Guido’s mother), Melania Petroni (Angelo & Amanzio’s mother)
Old Boys
Fleano Colello (Venturo’s son), Eliano Corrao, Angelo Petroni (Melania’s child), Amanzio Petroni (Melania’s child)
Older Girls
Lorella Nardelli (Griselda’s daughter), Nerea Café (orphan)
The Church
The PCs will immediately notice a bad smell in building – something has died in here! The building seems abandoned, mind you, no-one would want to stay inside with such a stomach-wrenching stench!
A passed Initiative test (specifically a Hearing test) means the PCs can hear distant chinking noises, like a pickaxe against stone, apparently from under building. They should easily spot the open hatch behind the altar, simply by walking around, and thus see the steps going down. From the top the clinking is louder, obviously coming from there, and they can hear distant gargling, growling noises. The smell is coming from the open hatch, and gets worse as they descend.
Underground Summary …
(I forgot to put the furniture in before photographing. I had even modelled the piles of stones at the holes!)
Stairs down.
Corridor.
Guard Room (Note: There are two doors, which could allow the zombies to be tricked – if the PCs work out how).
Main Chamber: Big central table, 8 zombies
Cold store: Lots of ‘stuff’ (salted meats, barrels, etc). I wish I had put the furniture on the picture!
Inner Sanctum: Tomb of Arch-Lector Albino & three holes broken through the walls. Several of the hostages are resting here, trapped by zombies, while ‘heated’ voices can be heard from within big hidden cave.
Big Hidden Cave: This contains Garimberto’s apprentice, Rinaldo Conte, a razoi thug & two labourers, all fearful of potential trap before the urn.
The Main Chamber
Eight zombies are trapped here, placed to discourage the labourers from attempting to escape, and prevent interferers coming in. They are enchanted so that they do not suffer instability while within the chamber. These can be directed by the necromancer or his apprentice. One zombie is the PC’s cousin, Liberio!
8 Zombie monks p.251
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 25 | 0 | 3 | 3 | 5 | 10 | 1 | 10 | 14 | 14 | 14 | 14 | X |
Cause Fear: p.68)
Instability: If outside of the main chamber, where they have been animated and directed to serve, they become subject to instability – if roll 6 on D6, consult table on p.215. Note: If no controller is present when they roll 6, they automatically collapse if unstable.
Stupidity: Normally, if not controlled, these are stupid (p.71), but within the main chamber they have been magically bound to attack any who enter.
Losing Combat: If a zombie loses a combat, they must pass a Ld test to continue fight. If fail, stagger away.
Diseased: Hits = 20% → tomb rot (p.83); & if not, 50% →infected wounds (p.83)
The Challenge
How will the PCs get past zombies, or instead lure them away? Note that there are two doors to the guard room, which could be used by cunning PCs to draw all or some of the zombies out into the corridor while the PCs slip past, after which the door into the main chamber could be shut so that the zombies outside cannot come back in.
The Inner Sanctum
A large, altar-like, stone sarcophagus is positioned centrally at the far end, inscribed:
“His Holiness Albino Cerrito, Beloved Arch Lector of Morr and Abbot of Novalazia”
Three holes have been cut into wall, with piles of stones laying beneath them. One leads nowhere, another goes into to a small hidden cave, another accesses a large hidden cave. The PC’s can hear raised voices from one of the holes.
Three labourers are sitting by the hole that goes nowhere, resting after their work. They had nowhere to go, because of the zombies, but if they learnt the zombies are gone, they will be keen to leave immediately.
If asked (and through a Fellowship test, threat, or the PCs revealing they are here to help) these villagers will say they were ordered to cut into the walls in different places, looking for something. ‘Master Garimberto’ daubed red crosses on the walls where they were to cut through, while the zombies made sure they could not escape and Rinaldo and one of the Rasoi outlaws made sure they worked.
They know that Rinaldo, the Rasoi and two more villagers are the source of the noise, being through the hole in the other long wall.
Depending on how confident the PCs make them feel they may say that if the zombies are gone, then they want to leave. If the PCs ask them to help ‘get’ the bad guys, they may be keen, after all that has been done to them and their family and friends.
Three labourers – 2 men: Lamberto Renaldi & Alfonso Aquilino & 1 woman Ella De Bartolo
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 31 | 25 | 3 | 4 | 6 | 30 | 1 | 29 | 29 | 29 | 29 | 29 | 29 |
Skills: Animal Care; Drive Cart. Ella also has cook.
Possessions: Hammers, chisels &/or pick axes.
The Big Cave
The urn with the ashes is at the far end, beyond the narrowing. Rinaldo and the Rasoi thug Adamo have not yet picked them up, as they are worried there must be some sort of trap. They are ordered one of the two villagers ahead to bring the urn back. However, there is no trap. The PC’s will enter as Rinaldo is ordering,
“Now, pick it up and bring it here.”
Two labourers –Valfredo Polimeni & Palatino Polimeni (brothers)
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 29 | 25 | 3 | 4 | 5 | 30 | 1 | 29 | 29 | 29 | 29 | 29 | 29 |
Razoi thug Rinaldo
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 35 | 30 | 4(5) | 4 | 8 | 28 | 1 | 29 | 31 | 29 | 34 | 29 | 29 |
Disarm (Need two successful rolls instead of one) Strike Mighty Blow (+1 damage)
Possessions (as figure). Sword, pistol.
Apprentice Rinaldo
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 29 | 25 | 3 | 4 | 8 | 30 | 1 | 39 | 29 | 29 | 29 | 39 | 29 |
Arcane Language, Magick; Cast Spells – Petty Magic only; Read/Write; Secret Language – Classical
Magic Points: 5
Spells: (Petty)
Magic Flame: (Palm of hand, like bluish candle flame) MP 1; Lasts until extinguished.
Sleep: Touch or unarmed combat hit. Victim WP test or sleep D6 turns. MP 2.
Possessions: Sword, dagger.
Resolution: If there is a fight (which is likely), the labourers, including the Polimeni brothers in the cave, will most probably help, using their tools as weapons, especially if they know that they can get away without the zombies stopping them. They might well want revenge against their torturers, the same thugs who killed their family members and neighbours!
BUT, as they are plainly outnumbered, Rinaldo and the thug might try to surrender, or beg for mercy, or attempt a trick or just make a run for it! The GM should (as always) see what transpires during play, and what opportunities the villains spot.
Important: The labourer with the urn will say it has an evil feeling about it, some sort of eerie wickedness.
The Exit
As the PC’s leave, the necromancer Garimberto will likely attempt to steal the ashes from them. He will have worked out that things are going wrong, perhaps when distracted zombies come stumbling up the stairs, or when the labouring villagers escape, or just by listening from the stairs.
This is to be the final fight of the scenari, and much depends on what has happened up until now. The main thing to keep in mind is that Garimberto really wants to ashes, but really wants to stay alive and free too!
Gameplay options include …
Garimerto might attack the PCs, using the (re-animated?) ogre and razoi guards (dead or now undead), plus whatever zombies did not collapse due to instability, and whoever else in the razoi gang who is alive (if they haven’t yet scarpered). Remember he has some magic he can use too.
Or Garimberto may threaten to kill a villager he or his servants have (re)captured if PCs don’t hand the urn over. (maybe one who escaped from the inner sanctum or from the room above?)
The PCs may have the help of the escaped villagers, possibly armed with weapons taken from dead or defeated thugs. Even the sick monk might lend a hand (throw a rock or the like)?
In the end, the PCs may or may not retain the ashes and may or may not defeat NPC (unlikely) but should rescue villagers. If Garimberto survives and escapes without the ashes (which is what happened in our gameplay) then the PCs have a new enemy.
Garimberto Magic Pts: 20
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 31 | 25 | 3 | 4 | 8 | 40 | 1 | 49 | 39 | 49 | 39 | 45 | 26 |
Skills (All the usual apprentice skills plus …) Arcane Language – Magick; Demon Lore; ID Plants; Arcane Language – Necromancy; Evaluate; ID undead; Herb Lore; Magic Sense; Magical Awareness; Meditation; Prepare poison; Rune Lore; Scroll Lore; Cast Spells – Petty magic/Battle magic (1,2)/Necromantic (1,2,3)
Spells: Petty magic
Glowing Light (p.153), Magic Flame (p.153), Open (p.154), Sleep (p.154)
Battle Magic Level 1
Fire Ball (p.155) [Could be used to scare off enemies]
Battle Magic Level 2
Mystic Mist (p.157) [Could be used to escape]
Necromantic Level 1
Destroy Undead (p.176), Hand of Death (p.176), Summon Skeletons (p.176), Zone of Life (p.176)
Summon Skeleton Champion (p.176) [Could be used to animate an available corpse to vs enemies]
Necromantic Level 2
Control Undead (p.176), Hand of Dust (p.177),
Necromantic Level 3
Raise Dead (p.178) [Used to raise the zombie monks]
Ogre Zombie
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | |
6 | 30 | 0 | 4 | 5 | 12 | 10 | 1 | 10 | 13 | 14 | 18 | 14 | X |
Cause Fear (p.68)
Zombies p.251
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 25 | 0 | 3 | 3 | 5 | 10 | 1 | 10 | 14 | 14 | 14 | 14 | X |
Cause Fear: p.68
Instability: If no controller is present when they roll 6, they automatically collapse if unstable.
Stupidity: Normally, if not controlled, these are stupid (p.71), but while Garimberti directs them, they are not.
Losing Combat: If a zombie loses a combat, they must pass a Ld test to continue fight. If they fail, they stagger away.
Diseased: Hits = 20% → tomb rot (p.83); & if not, 50% →infected wounds (p.83)
Possibly also involved in the ‘Exit’ fight, if still alive…
Baddies:
The drunk outlaws, anduci & Arminio. The two outlaw Guards Adelfo & Evasio. The Ogre ‘Brute’. The Rasoi crossbowman. The Rasoi Adamo & the Apprentice Rinaldo
Goodies:
Brother Giovanni. Labourers Lamberto Renaldi & Alfonso Aquilino, Ella De Bartolo, Valfredo & Palatino Polimeni (brothers)
Editing notes:
I am afraid I do not know enough about the editing to shape the above text exactly as I would like. It is all more spaced out than I wanted, for example, (while strangely this bit isn’t) but I will get there.
Continue reading on the Big Small Worlds blog