Bloodmaw's Marauders, Warhammer Fantasy Roleplay
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Bloodmaw's Marauders
By Richard Iorio II
Convention Adventure
Ran at Gen Con 2001 for
Hogshead Publishing
Updated for WFRP 2
nd
edition by Mikko Savolainen
Bloodmaw's Marauders
even run afoul of the elves in the Laurelorn Forest. Glow
Eyes has dreams of being a major power, and wants to
rise above his gobbo stature. His work has proven his
worth and his master has rewarded him with power and
mutations.
Based out of Drak Wald forest, Bloodmaw's
Marauders are a feared presence in the northwestern
region of the Empire. For ten summers Bloodmaw
Nozrunner has led the Marauders in numerous raids
against the pansy elveses and humies. Many have died
while trying to collect the bounty on his head. For some
just mentioning the name Bloodmaw is enough to turn a
person's knees to jelly. The Marauders are unlike other
orcs, because of their small numbers and their rather
intelligent boss. Bloodmaw, beside his constant running
nose, is gifted with a keen intellect (well keen for an
orc). His grasp of tactics and organization is unmatched
by the majority of his race. Unlike most bosses,
Bloodmaw steers clear from direct confrontations, and
relies on his 'sneaky tactics.' He has endlessly drilled
his boyz in the art of hit and run ambushes, which is
dubbed 'The Green Wave.' That is not to say that
Bloodmaw's boyz are a bunch of pansy elfs. They are
able to slaughter and maim with the best, but Bloodmaw
recognizes the benefits of his 'sneaky tactics.'
Seeing the limited brain capacity of Horntooth, Glow
Eyes began playing to Horntooth's ego and slowly
manipulating him. Craving power Glow Eyes saw the
potential of the Marauders being led by Horntooth.
Slowly the gobbo filled Horntooth's head with visions of
grandeur, and feed his ego. The orc has been fed a
steady diet of being told how great he is, and how he
would make be a better boss than his father. Glow Eyes'
words have been effective, and Horntooth believes he
should be the Marauders' boss. Sensing that the time is
right Glow Eyes put the final part of his plan into
motion.
Bloodmaw possesses a banner, which is not only the
symbol of the tribe, but a powerful magic item as well.
With the banner Bloodmaw has led the Marauders to
numerous victories, and more importantly have not
experienced defeat in years. Glow Eyes realized that if
the banner was missing, the rule of Bloodmaw could be
subverted. The orcs would feel that they were cursed,
and begin to speak out against their boss. If the
Marauders were forced to fight without the banner they
would lose, which would anger the tribe even more,
because after all boyz like to win. This would give
Horntooth the perfect opportunity to take control of the
Marauders. If Horntooth also happened to have the
banner, his leadership would be cemented. The plan
was perfect and, with the aid of a nearby tribe of
beastmen, would succeed. All Glow Eyes had to do was
convince Horntooth to steal the banner and flee.
The major benefit is that the boyz don't die as quickly.
By fighting from the shadows and ambushing their
enemies the boyz live to enjoy the spoils. As Bloodmaw
likes to say, 'wins breeds wins,' and this is the second
major benefit of 'sneaky tactics.' The enemy never sees
them coming. By springing attacks using the cover of
the woods, Bloodmaw and the boyz quickly overwhelm
their enemies and win the battle. These tactics also
prove helpful when fighting other boyz. Where other's
blindly charge in, Bloodmaw's Marauders stay at the
rear and harass the advancing enemy with steady bow
fire. When when the enemy breaks, the boyz grab their
weapons and start the killing. Though the success rate is
high, many orc bosses have begun whispering that the
Marauders are nothing more then overgrown gobbos.
Bloodmaw has ignored this, but his son hasn't.
At first Bloodmaw did not realize the banner was
missing. Then he began hearing reports of beastmen
roaming the area. To head off the trouble, Bloodmaw
went to assemble the boyz and lead them against the
enemy. It was then that he realized the banner was
missing. To make matters worse, his rock for brains son
and his ten followers were missing as well. Not wanting
to let on what was wrong, Bloodmaw called his most
trusted bodyguards. He told them of the missing banner,
and about Horntooth's disappearance. Ordering the six
to find the banner, he told them that they had two days
to find it and return with it. Swearing them to secrecy,
Bloodmaw told them that if they failed, they would be
fed to the snotlings.
Horntooth the Marked is Bloodmaw's only son. Unlike
his father Horntooth is not that bright. No matter how
hard Bloodmaw pounds his son in the head Horntooth
has not gotten any smarter. Despite his father's success,
Horntooth feels that his father is a weak coward. He, and
his loyal toadies, have begun to plot against Bloodmaw.
It is Horntooth's desire to replace his father as boss of
the Marauders. Lacking the necessary brainpower to
devise a plan himself, Horntooth has been aided by a
gobbo known as Glow Eyes.
Glow Eyes is unlike other gobbos, and this is due to his
cunning intellect, command of magick, and his devotion
to Tzeentch. For the past few years has been working in
the Drak Wald Forest spreading the seeds of Chaos. He
has turned beastmen against beastmen, and has fueled
inner tribal conflicts among the orcs and gobbos.
Bloodmaw's Marauders is a one round tournament
adventure designed for six orc PCs. The players must
recover the missing banner and return it back to
Bloodmaw. The PCs have two days to find the banner,
and if they fail, face certain death. The adventure is set
in the Drak Wald Forest near the southern edge of the
Schadensumpf.
He has caused much mischief along the roads, and has
Introduction
Bloodmaw Nozrunner
Read or paraphrase the following to the players, before
passing out the character sheets.
”You were called into the tent of the boss. When
Bloodmaw calls, you answer. Those who fail, never fail
again. Unlike most, you are lucky that you serve
Bloodmaw as his bodyguards. You are his most trusted in
the Marauders and your position is relatively stress free.
As bodyguards you get the second choice of plunder and
the best choice of food. Your loyalty is rewarded and the
job is not that hard, due to the boyz generally being
happy with Bloodmaw as the boss.”
Things have been tense for the past few days. Beastmen
are advancing into your territory, and there has been
increased fighting with them. Adding to this, Bloodmaw's
son Horntooth has disappeared. He and his lackeys have
not been seen in three days. Though he is dumber then a
rock, Horntooth is not that dumb to get lost. All of this
has made the Marauders edgy and restless.
You approach the tent of Bloodmaw and are surprised to
see that the flaps are down. Entering, you sense the
tension in the air, and see numerous snotlings tossed
about. It appears they have suffered the wrath of the
bosses' anger. Bloodmaw sits brooding on his throne and
his eyes glow red in anger.
Bloodmaw is a large powerfully built orc whose
constant running nose is the reason for his last name.
Bloodmaw is a careful leader and thinks everything
through before he acts.
Main Profile
WS BS
Bloodmaw has been the boss for close to ten summers,
and is the smartest orc there is. Some of you helped him
gain control of the tribe. It was you who helped convince
the Marauders about Bloodmaw's 'sneaky tactics.'
Under Bloodmaw's leadership the tribe has become
feared and rich off their victories. In all your time you
have never seen Bloodmaw this angry.
S
T
Ag
Int
WP
Fel
63
55
47
58
50
38
49
18
Secondary Profile
Seeing you, Bloodmaw violently kicks the snotling he was
using as a footstool. The snotling flies through the air
and lands with a sickening thud at your feet. Before you
can laugh, or say anything, Bloodmaw yells.
A
W
SB
TB
M Mag IP
FP
3
19
4
5
4
0
?
0
Skills: Academic Knowledge (Strategy/Tactics),
Command, Common Knowledge (Greenskins) +10%,
Dodge Blow, Intimidate +10%, Outdoor Survival,
Perception, Swim, Scale Sheer Surface, Speak
Language (Goblin Tongue)
Talents: Lightning Parry, Menacing, Night Vision,
Quick Draw, Sixth Sense, Street Fighting, Strike Mighty
Blow
Special Rules:
Animosity:
See rulebook page 230
Choppas:
See rulebook page 230
Armour: Leather Jack, Chain shirt, Plate Helmet
Armour Points: Head 2, Arms, 1, Body 3, Legs 0
Weapons: Choppa, Shield
Trappings: Bloodmaw's Banner (Once per day the
banner can create an effect similar to Beacon of
Courage divine spell found on rulebook page 166)
'About time you come. I called you here because you are
needed. If you six were doing your jobs none of this
would have happened. Someone has stolen the banner!”
Updater's Note: In WFRP2 there are no such things as
halforcs, so how the Orcs reproduce remains a
mystery. If you don't like that Horntooth is Bloodmaw's
son, replace that relationship with anything else you
can come up with.
The Missing Banner
A successful Very Easy (+30%) Intelligence test has
the PC remember that Horntooth is not known for being
a good scout and in fact can not find his way out of a
tent!
Bloodmaw is angry over the banner's theft and is yelling
at the PCs about this. Talking with him the PCs learn
that after returning from a raid against a humie village,
Bloodmaw threw it in a chest and locked it. Only one
person has the key, and it hangs around Bloodmaw's
neck. He was going to assemble the boyz this morning
and lead them in a raid against the beastmen. When he
went to the chest, and though it was still locked, the
banner was gone. Bloodmaw has had the banner many
years and the PCs know that with the banner the
Marauders have not lost a battle since Bloodmaw has
been boss.
Examining the area and making a successful Follow
Trail test, the PCs discover a set of orc tracks near the
East end of the camp. The area is well traveled and a
half hour away from the camp the PCs discover
another set of about twenty tracks leading away from the
camp. The tracks head east, and another successful
Follow Trail test reveals about ten separate sets of orc
tracks, as well as close to eight sets of snotling tracks.
Mutie Humies
At first Bloodmaw thought one of the snotlings stole it,
but questioning them turned up nothing. One of them
did state that they saw an orc sneak into the tent a few
days ago. The orc was Horntooth and he had with him a
piece of glowing metal. Horntooth touched the chest
and the lid opened. He then took the banner, closed the
chest and ran. Bloodmaw yells again and kicks one of
the snotlings who is trying to get up. The snotling flies
through the air and lands with a wet thump on the
ground. Bloodmaw knows about Horntooth's
disappearance, and thinks it is more than a coincidence
that he and the banner are gone. Bloodmaw states that
he heard Horntooth and his boyz were last seen heading
east.
Two hours away from the Marauders' camp, the trail
turns and continues NorthEast. A successful Follow
Trail test has them notice that another set of tracks is
mixed among the orcs and snotlings. These tracks
appear to be animal tracks, and by looks of them the
animal was stalking after the Horntooth and his boyz. A
PC with the Follow Trail skill can make an unmodified
Intelligence test, and success reveals that it appears to
be a large snake. The tracks continue NorthEast for an
hour and as the PCs make their way through the woods
they notice the area is quiet. A Sixth Sense test tells the
PCs something is not right, and they have a feeling of
being watched.
Bloodmaw tells the PCs that they have two days to find
the banner and return with it. The banner is needed if
the Marauders are going to fight the beastman.
Bloodmaw knows nothing else. Before the PCs leave he
warns them not to say a word about what has happened.
If any of the boyz find out that the banner is missing
there will be trouble. He warns the PCs that if they fail
in getting the banner, they will be fed to the snotlings.
Bloodmaw's last words to the PCs are that there is no
excuse for failure.
Close to noon the PCs see a small clearing up ahead.
The tracks led into the clearing, but the PCs may notice
on a successful Perception test that there appears to be
more animal tracks scattered among the orc ones. A
Follow Trail test reveals that there are a total of five
animal tracks. Soon the PCs come to a clearing about 50
yards in diameter. If they are not being cautious the PCs
barge in on a group of muties feeding on the remains of
six dead humies. Since both the PCs and the muties are
surprised, no one has an advantage. One round after
combat has started four more muties emerges from the
woods and join in the battle. PCs who proceed with
caution do not blunder into the ambush and can observe
the clearing from hiding.
Asking around the camp about Horntooth, the PCs learn
that three days ago he and his ten lackeys were heading
east. The group said they were scouting the enemy and
that Bloodmaw sent them personally. No one doubts
this, but a few of the boyz laugh that perhaps Horntooth
misunderstood the orders. After all, everyone knows that
a snotling has more brains than Horntooth. A successful
Easy (+20%) Gossip test has one of the orcs
mentioning that Horntooth was carrying a large bundle.
When asked about it, Horntooth said it was nothing.
Looking into the clearing the PCs see eight muties
fighting over the remains of six dead humies. One of
them, who appears to be the leader, has a mane of black
hair and a bone crest on top of her head. Her long claws
slash at an albino hunchback who is attempting to steal
some of the remains. On the edge of the clearing is a
headless creature covered in blue and green fur. One
mutie, resembling a humielike bird, is fighting with a
pointed head woman with extremely long legs. Off to
the one side the PCs can see what appears to a walking
humie head. Meanwhile resting in the sun is another
humie, with a head of an ant. The final figure in the
clearing is a one eyed man whose arms stretch.
A successful test has the PCs also learn that Horntooth
has been spending a lot of time alone in the woods. For
the past three months he has gone into the woods in the
morning and not returning until dusk. Every time
someone questioned him about this, Horntooth said he
was scouting.
The PCs can attempt moving away from the clearing.
PCs who specify that they are alert can make a hearing
based Perception or Sixth Sense test, with success
indicating that they hear some one approaching from
behind. Because of this PCs are not surprised by the
muties who are trying to ambush them. If the PCs are
not being alert and attempt to walk around they are
surprised by four muties who ambush them from
behind. One of the muties looks to be normal expect for
his pitchblack skin. Another has tentacles instead of
arms, and a cloud of flies follows his every move. The
third mutie is a woman, and her skin is transparent,
showing her internal organs and muscles. In addition her
eyes dangle from two eyestalks and spines grow from
her body. The last mutant looks to be a living statue of a
pansy elf woman, who cries out alerting the other
muties in the clearing. The muties in the clearing stop
what they are doing and move to kill another meal.
Mutie #2 (Big Head)
Main Profile
WS BS
S
T
Ag
Int
WP Fel
31
31
31
31
31
31
31
31
Secondary Profile
A
W
SB
TB
M Mag IP
FP
1
11
3
3
4
0
0
0
Skills: Concealment, Outdoor Survival, Perception,
Silent Move, Speak Language (Reikspiel)
Talents: Flee!, Unsettling
Mutations: Walking Head (Treat all Body hits as head
hits instead), Fangs (Damage: SB2, Precise quality)
Updater's Note: Please note at this point that Mutie #11
causes
fear.
Mutie #3 (Whitey)
Main Profile
Combat proceeds until either half of the muties are
killed, or their leader is slain. Killing half the muties
forces the rest to test versus Will Power among the
survivors. Any, who fail the test, panic and flee off into
the woods. Killing the mutie leader also forces the
Willpower test as well. PCs can try to pursue, but soon
lose them in the woods.
WS BS
S
T
Ag
Int
WP Fel
31
31
31
23
31
31
31
31
Secondary Profile
A
W
SB
TB
M Mag IP
FP
Searching the remains of the dead humies the PCs see
that the bodies have been stripped of anything valuable,
are torn apart and partly eaten. If the orcs were pansy
elveses or humies, the scene would disturb them. For
them, they have done much worse on the battlefield, and
the scene has no affect on the orcs. Searching the
ground in the clearing with a successful Follow Trail
test has the PCs notice a set of threedayold tracks,
which are of Horntooth and his lackeys. Another
unmodified Intelligence check has the PCs notice that
the snake track is still among them.
1
11
3
2
4
0
0
0
Skills: Concealment, Outdoor Survival, Perception,
Silent Move, Speak Language (Reikspiel)
Talents: Flee!, Menacing
Mutations: Hunchback, Albino (d10% Toughness loss
(adjusted, 5% penalty to vision based tests in areas of
bright light)
Weapons: Sword (Hand Weapon)
Mutie #4 (No Head)
Main Profile
Mutie #1 (Leader)
Main Profile
WS BS
S
T
Ag
Int
WP Fel
31
31
31
31
31
31
31
31
Secondary Profile
A
WS BS
S
T
Ag
Int
WP
Fel
W
SB
TB
M Mag IP
FP
31
31
41
31
31
31
31
31
1
11
3
3
4
0
0
0
Secondary Profile
Skills: Concealment, Outdoor Survival, Perception,
Silent Move, Speak Language (Reikspiel)
Talents: Flee!, Menacing
Mutations: Headless (Treat all head hits as body hits
instead, 10% to all vision based tests), Furry
(blue&green fur)
Weapons: Club (Hand Weapon)
A
W
SB
TB
M Mag IP
FP
1
11
4
3
4
0
0
0
Skills: Concealment, Outdoor Survival, Perception,
Silent Move, Speak Language (Reikspiel)
Talents: Flee!
Mutations: Cloven Hooves, Head Crest, Mane of Hair,
Razor Sharp Claws (Treat as Natural Weapons Talent
with Armor Piercing quality)
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