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WFRP - Old World Adventures - Skarok and a Hard Place

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Published by Capn_Ragnar, 2022-10-01 10:01:22

WFRP - Old World Adventures - Skarok and a Hard Place

WFRP - Old World Adventures - Skarok and a Hard Place

Keywords: WFRP,Warhammer

SKAROK AND THE 'ARD FACE I

®
TM

THE EMPAE’SROR’S
WRATH

• SKAROK AND A HARD PLACE•

1

I

CREDITS CONTENTS

Writer: Dylan Owen Getting started......................................................... 3
Enlistment................................................................ 4
Editor: Brian Johnson The Old Crow.......................................................... 4
A morning visitor..................................................... 5
Producers: Dave Allen, Pádraig Murphy Audience with the mayor......................................... 5
Denizens of Vergessendorf....................................... 5
Cover: Tom Ventre Mayor Maximillian Schmaling................................. 6
Planning Ahead........................................................ 7
Illustration: Runeaseal Flynn, Ralph Horsley, Tom Ventre Emil Hartmann........................................................ 7
Betrayal..................................................................... 8
Layout: Dylan Owen, Pádraig Murphy Hiring the Wild Tuskers.......................................... 8
Command & Control............................................... 9
Proofreader: Lynne M. Meyer Promotion.............................................................. 10
The mercenaries in Combat.................................... 11
Cubicle 7 Business Support: Tracey Bourke, Anthony Burke, Into the forest......................................................... 12
Elaine Connolly, Jennifer Crispin, Andrena Hogan, The Ambush........................................................... 12
Donna King, Kieran Murphy, and Cian Whelan The Bonecracker Tribe............................................ 13
Skarok Gnawrock................................................... 14
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Von Maggot........................................................... 15
David F Chapman, Walt Ciechanowski, A Deal with A Green Devil................................... 16
Zak Dale-Clutterbuck, Runesael Flynn, The Map................................................................. 17
Reconnaissance....................................................... 17
Elaine Lithgow, TS Luikart, Dominic McDowall, 'Gork's Gap' - The Ravine...................................... 18
Sam Manley, Pádraig Murphy, The Caves............................................................... 18
The Wyvern Trap ................................................... 19
Ceíre O’Donoghue, and JG O’Donoghue The Mud Pits.......................................................... 20
Goading the 'Ard Face........................................... 21
Creative Director: Emmet Byrne The 'Ard Face......................................................... 22
Fighting the 'Ard Face........................................... 22
Publisher: Dominic McDowall Aftermath............................................................... 23
Victory Feast.......................................................... 23
Special thanks to Games Workshop

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.

Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2022. Warhammer Fantasy Roleplay 4th
Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles,
the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
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Entertainment Limited. All rights reserved.

Last Updated, 22 June 2022

2

I

• SKAROK AND A HARD PLACE •

Orc politics is brutish, nasty, and short. In this scenario, GETTING STARTED
the adventurers are drawn into a schism between two rival
Greenskin factions, and are impelled to forge an alliance The adventure starts in the remote settlement of
with one side in order to destroy their stronger enemies. Vergessendorf, situated in any area of the Empire
surrounded by sprawling, forested wilderness. The
Disaster strikes the insignificant and remote settlement adventurers are drawn here for various reasons, for example:
of Vergessendorf, when the son of its mayor, Maximillian
Schmaling, is seized by some of the Greenskins that infest 0 They might chance upon the place following a
the surrounding wilds. The kidnappers are a motley band previous adventure in the forest, or during a long
of Orcs and Goblins who follow Skarok Gnawrock, former journey to elsewhere, glad of the rest they hope its
Orc warlord of the Bonecracker Tribe, ousted by his bitter inhabitants offer.
rival, known as the 'Ard Face. Skarok has too few followers
to recover power, but his advisor, a cunning old Goblin 0 They might be directed to the mayor by a mutual
called Von Maggot, has concocted a plan. By kidnapping acquaintance. This person has pledged to the mayor
the son of the local human magistrate, he hopes to gain that he will find suitable individuals to resolve the
some leverage over whoever they send to rescue him. The problem of his missing son — the adventurers are
rescue party can be pressured into doing Skarok’s dirty ideal candidates.
work for him — luring the 'Ard Face out from the confines
of his encampment and into an ambush, enabling Skarok 0 A faithful servant of the mayor has travelled to the
and his few Boyz to waylay and assassinate him. Skarok nearest city to seek help. Unfamiliar with citylife,
can then reclaim his lost leadership with virtually no losses perhaps he falls prey to thugs, and the PCs have
among his own Ladz. an opportunity to rescue him from the criminals.
His rescuers prove the perfect recruits for the task
To secure the life of the mayor’s son, the adventurers must at hand.
allow themselves to be used as the pawns in Skarok’s plan.
Skarok pledges he will release his captive once the 'Ard Arrival at Vergessendorf takes place at nightfall and the
Face is dead, but can the adventurers trust him to keep PCs’ first port of call on a cold and wet night should be
his word? Will the adventurers turn the situation to the the town’s only tavern, The Old Crow. Here they will
Empire’s advantage, and slay Skarok once the 'Ard Face discover that they are not the only strangers in town — a
is despatched, scattering the Bonecracker Tribe into small band of ruffian mercenaries is resting at the tavern,
leaderless, interwarring factions? eager for trouble.

The adventure should take about three sessions — one
session to introduce the PCs to the task set by the mayor,
and to prepare for that task, which may include the
hiring of mercenaries; one session to hunt down Skarok’s
lair, be compromised into working for Skarok, and then
scout out ways to overcome The 'Ard Face; and a final
session to face off against The 'Ard Face, and deal with
the aftermath of Skarok returning to power.

3

I WARHAMMER FANTASY ROLEPLAY

ENLISTMENT VERGESSENDORF

In this initial part of the adventure, the PCs will spend Vergessendorf is a collection of ramshackle timber houses orbiting
their first night in Vergessendorf at The Old Crow tavern, a mansion of crumbling brick. At the edge of civilisation, the
and experience a chaotic introduction to the other strangers inhabitants eke a living from the dark forest that surrounds them
in town — a band of rowdy mercenaries. The following day, on three sides, protected from the terrors of the wild only by
the PCs will be approached by a minion of Mayor Schmaling, a high palisade. The skulls of savage beasts and greenskins are
inviting them to have an audience with him at his mansion. staked to the spikes in a pathetic attempt to ward off the danger.
Schmaling volunteers his chief forester, Emil Hartmann, as The township is entered via a single gate, guarded by crossbowmen
their guide into the forest, but before they begin their quest, in tattered military uniform, wary of strangers. It always seems
they might want to bolster their equipment for the job, or cold and wet in the village, and the ground underfoot is thick with
increase their fighting strength by hiring the mercenaries they sucking mud. A damp, musky smell hangs heavy in the air, as
encountered at the tavern. does the smoke from the chimney stacks of the town’s decrepit
houses, wreathing the atmosphere in a perpetual grey gloom.
The Old Crow
The folk here are pallid, lean, and listless, as though all their
From the outside, the timber-framed tavern leans at an energy is sapped by the mere act of day-to-day survival. The only
alarming angle, seemingly ready to topple at any moment. two places of interest are the tavern — The Old Crow — and the
Light streams from the narrow windows, raucous laughter mansion, guarded by fierce spearmen in black coats of chain, and
and drunken singing emanate from within — it’s the only which can only be entered by invitation of the resident mayor.
lively place in the town. At the door, a young soldier lies
face-down, spreadeagled in the mud, an empty tankard The statistics for a typical Vergessendorfer are detailed opposite.
in his right fist. Another soldier is on his kness, spitting
blood and vomit. Each wears a tabard emblazoned with a When a PC interacts with a Vergessendorfer, because of the
snarling boar’s head over their leather armour. villagers' aloof nature and distrust of outsiders, any Charm or
Gossip Tests count as Hard (–20). However, they are easily
Inside the tavern, through the fug of pipesmoke, a dozen cowed, and Intimidate Tests are Easy (+40).
soldiers, similarly attired, all bearing the emblem of the
snarling boar, run riot — swigging frothing brew, dancing Due to their abject poverty (Status: Brass 1), Bribery Tests are Very
on tables, and hurling bottles to shatter against the walls. Easy (+60).
A gaggle of locals cower behind a table in one corner.
The terrified proprietor and his servants hide beneath the Coversations with Commoners
bar, allowing the drunken louts to serve themselves beer.
A raven-haired man with one eye, evidently the leader PCs might learn the following snippets of information over
judging by the superiority of his arms and armour, stands the course of the evening. A PC can do this by interacting
by the roaring hearth, juggling firebrands. socially with the villagers or soldiers, using one of the
following Skills: Gossip, Charm, Bribery or Intimidation.
The revellers are members of the Wild Tuskers Free Remember to take account of the rules on interacting with
Company, a mercenary band recently discharged from Vergessendorfers, given on the opposite page.
the service of a local lord, who have descended on the
town while heading east looking for work. Their leader A PC who scores an Astounding Failure for an
is Vesbastian Kurz, and he and his company might prove Intimidation Test against a soldier will be aggressively
useful to the PCs later on. flung out of the tavern by the aggrieved soldier and his
mates, as will anyone else attempting to defend the PC.
The PCs are welcomed as comrades by the drunken soldiers
and encouraged to join the revelry. Their only chance of a A PC can attempt to eavesdrop on a conversation
room at the tavern that night depends on whether they at a neighbouring table by taking a Perception Test
amuse the mercenaries with their antics — the revelry will (Challenging (+0) due to the hubbub of the tavern).
last into the early hours but food, drink, and a shared room
will be granted for free. If they prove to be sober-headed A musical PC can try to win over the folk in the
killjoys, Kurz and his men will attempt to turf them out tavern using the Play Skill. It's a tough crowd, so
roughly, and if they are ejected their only recourse will be this is Challenging (+0) and any Failure will result in
a draughty barn at the edge of town, from which they’ll be taunts and humiliation. Rewards of Success will occur
kicked out in the morning by an angry townsman. following the performance.

4

SKAROK AND THE 'ARD FACE I

Whichever of the above Tests they attempt, for each SL of A MORNING VISITOR
Success achieved, the PC gleans one of the three pieces of
information detailed below. The following morning, the PCs are approached by a
servant of the mayor, Herr Hoffmann, a haggard, balding
A PC can also try to loosen tongues with alcohol, by man dressed neatly in manservant’s clothes. Their arrival
making an Opposed Consume Alcohol Test with a in town has reached the ears of Schmaling. He is eager to
target individual. In this case, each Opposed Test lost by recruit them to rescue his son, and has sent Hoffmann to
the target results in him or her giving out one piece of request an audience at his mansion.
information. However, the PC should be careful not to get
the target stinking drunk! Schmaling is aware of the presence of the mercenaries, but
does not trust them to perform the task he requires. He
0 The forest surrounding the town swarms with knows that they are likely to demand payment upfront and
Greenskins. When they grow too troublesome, the simply take off with the money, leaving his son to his doom.
elector count sends troops to cull them, but this has The PCs, however, are a different prospect. The mayor is an
not happened for several years. avid reader of Morr’s oracle cards, and a recent reading in
regard to the arrival of the adventurers proved extremely
0 If not already aware, the Characters learn that Mayor positive. He is eager, therefore, to meet them and recruit
Schmaling lost his only son in the woods a week them to rescue his son.
back. He went out hunting and never returned. The
mayor has sunk into deep depression and neglects Audience with the mayor
his duties.
Assuming that the PCs want to meet the mayor (if
0 There is talk that the Greenskins are fighting among necessary, Herr Hoffmann has been instructed to promise
themselves.This would be an ideal time for the elector them whatever enticements are necessary to encourage
count to make war with them, but he has forgotten them to come), Hoffmann ushers them to the mansion to
the people of Vergessendorf, and leaves them to sink meet Schmaling — see the box below for a description of
into suffering. the mayor and his mansion.

Denizens of Vergessendorf During the meeting, the PCs will learn the following:

Vergessendorfers are typical denizens of the Empire in 0 A few days ago, the mayor’s son Gaius had been out
almost every way — poor, fearful of outsiders (but not hunting with Schmaling’s servants, including his
their coin), and bearing the unshakeable conviction that chief forester, Emil Hartmann. Gaius hated such
everywhere outside their village is both wealthier and sport, but his father believed that such experience
somehow also worse than Vergessendorf. Most manage was necessary as the mark of a noble gentleman.
to put aside their prejudice where money is concerned, Schmaling regrets his decision deeply. Gaius, prone
but Characters will otherwise find it difficult to win over to daydreaming at inopportune moments, managed
any of the obstinate villagers. to get himself separated from his guardians. He has
not been seen since.

TYPICAL VERGESSENDORFER 0 Hartmann organised a search which detected
HUMAN PEASANT (BRASS 1) Greenskin activity near where Gaius was last seen.
M WS BS S T I Ag Dex Int WP Fel W
4 25 25 25 25 25 25 25 25 25 25 12 0 Searches have been organised daily since Gaius’s
disappearance, but there is no one in Vergessendorf
Traits: Prejudice (non-Vergessendorfers), Weapon brave enough to venture too far into the forest, and
(Improvised) +7 Schmaling is desperate for volunteers with courage
Skills: Trade 30 and audacity to hunt down his missing son.
Talents: Beneath Notice, Stone Soup
Trappings: Ragged Clothes (Ugly), Tools of their If Schmaling can get the PCs to volunteer by persuasion
Trade (Shoddy) alone, all the better, but he can promise any suitable reward,
within reason, to entice them to help him. His translation
of the oracle cards has indicated (rightly or wrongly) that
he can trust the PCs to carry out this task.

5

I WARHAMMER FANTASY ROLEPLAY

Mayor Maximillian Schmaling half-hidden by a mess of parchment piled high on the oak
desk in front of him.
Schmaling is a thin, dour man, sad-eyed with a drooping
moustache. As befits his elevated station, he wears a suit Schmaling speaks softly, a man of few words, his voice
of expensive silk and satin, though it is threadbare and heavy with sadness. Humour is unknown to him. He
patched in places. A tired ruff hangs around his throat. A neglects his work: his sole purpose in life has become
battered periwig perches on his scalp, grey hairs trailing the rescue of his beloved son, his only child — Gaius.
from beneath it. Schmaling constantly cradles a small gold-framed portrait
of his boy. This depicts a young man in his late teens, too
His mansion, in the centre of the town, is an imposing, sickly-looking to be called handsome, with long, overly-
three-storey brickbuilt pile; impressive at first glance, but coiffured blond hair, dressed in elegant aristocratic attire.
at closer inspection the brickwork is cracked, windows are
grimed with dirt, and several slate tiles are missing from the MAYOR MAXIMILLIAN SCHMALING
roof. Entry is via a series of stone steps leading to the main HUMAN VILLAGE ELDER (SILVER 5)
door, raised above the ground, and guarded by a couple M WS BS S T I Agi Dex Int WP Fel W
of diligent spearmen clad in black breastplates and helms. 4 42 35 43 41 39 36 33 52 43 54 16
They will only allow entry to strangers with an official Skills: Animal Care 45, Charm 47,
invite, or accompanied by one of the mayor’s servants. Haggle 51, Language (Bretonnian) 100,
Leadership 54, Trade (Vintner) 56
Within, the mansion is dimly-lit, and cluttered with Talents: Craftsman (Vintner), Dealmaker 2,
antique furniture. From the wood-panelled walls hang Master Tradesman (Vintner), Public Speaker,
faded paintings and stuffed heads of animals with glassy Read/Write, Savvy
eyes and patchy, moth-eaten fur. Visitors are met by a
decrepit butler, who shuffles them to the mayor’s reception
room, where Schmaling sits slumped in a rickety chair,

6

SKAROK AND THE 'ARD FACE I

Despite the poverty of his village, Schmaling has a Emil Hartmann
considerable amount of wealth stashed away in a secret
vault beneath his mansion. As a cash incentive, he will Short, lean, and dark, Hartmann has a beak-like nose and
initially offer the party 30 shillings each, but can be pushed wears green and russet outdoorsman's clothes. He's curt of
to 40 or even 50 shillings by greedy PCs — he is a desperate speech, and difficult to befriend. Armed with a bow and
man. He has a few family heirlooms he is willing to part long dagger, he's known the forest paths since he was a
with too, if the PCs are not content with mere money. child. However, he has a healthy regard for his own safety
(some would say he's an abject coward). He'll lead the PCs
0 An old sword from the era of the Three Emperors, to the site of Gaius's abduction, and partway into the forest,
engraved with the word 'Malum' on its sharp but he has an uncanny ability to sniff out potential trouble
blade. It is a Hand Weapon with the Accurate and before it happens, and shortly before Skarok's warband
Penetrating Weapon Qualities, and is of Fine and launches its ambush, he'll slip away quietly, leaving the
Durable Craftsmanship. PCs in the lurch.

0 A gold amulet containing the tooth of St Demetra, a EMIL HARTMANN
holy Priestess of Shallya who lived over two hundred HUMAN HUNTER (BRASS 4)
years ago. The Craftsmanship is Fine. The bearer M WS BS S T I Ag Dex Int WP Fel W
gains +20 to Heal Tests. The amulet glows hot in the 4 30 35 35 35 30 30 35 35 30 30 12
presence of Daemons, and the bearer adds +20 to his
or her Initiative when in combat against Daemonic Skills: Climb 40, Cool 35, Endurance 40, Evaluate
foes. 38, Gossip 33, Haggle 33, Lore (Beasts) 40, Melee
(Basic) 35, Outdoor Survival 45, Perception 45,
0 A ring fashioned from obsidian. Rubbing the ring, Ranged (Bow) 45, Stealth (Rural) 35
the wearer automatically casts the Shadowstep Lore of
Shadows spell on him- or herself, although a roll on Talents: Doomed, Hunter's Eye, Night Vision,
the Minor Miscast table is required with each use. This Orientation, Rover, Savvy, Sixth Sense
ability can be used once a day, and not in direct sunlight.
Trappings: Sturdy Boots & Cloak, Bow, Dagger,
Pouch (10 Brass Pennies)

Schmaling is less willing to part with these, but will do so
if the PCs are reluctant to help him.

Planning Ahead

The mayor is eager to help the PCs in any way to
successfully perform their task.

0 He will send his chief forester, Emil Hartmann,
to guide the PCs to the location where his son
disappeared, and to accompany them elsewhere,
where required.

0 He offers them access to the village store, allowing
them to requisition any equipment or provisions
they need for the mission. However, such is the state
of Vergessendorf 's economy that only Common
items of poor quality can be gathered.

0 The mayor can open his coffers to allow the PCs to
hire the mercenaries in town if they want to boost
their fighting strength. Hopefully, the PCs will be
on good terms with the Free Company…

7

I WARHAMMER FANTASY ROLEPLAY

HIRING THE WILD TUSKERS

If the PCs need a better chance to survive venturing into Betrayal
the forest, they will need back-up. The Wild Tuskers
Free Company offers such reinforcements. The Free The PCs will need to keep an eye on Kurz — he and his
Company consists of the wild and charismatic Vesbastian men will attempt to abscond with the downpayment at
Kurz, the leader, and his unruly band of mercenaries: four the first opportunity. The PCs will easily be able to catch
swordsmen, four spearmen, and four crossbowmen. They up with the band, and must confront Kurz to cow the
wear black uniforms — the shields of the swordsmen and mercenaries into submission: he will challenge one of the
spearmen are emblazoned with a fierce boar's head design. PCs to a duel — should he fall, he and his mercenaries will
Profiles for the mercenaries are detailed below. honour their agreement and follow the PCs into the trees,
otherwise they are free of their obligation and can leave
Kurz is the man to approach. His price is extortionate — with the mayor's money.
50 Gold Crowns — but the mayor is willing to empty his
treasury if it means the return of his son, either alive or Kurz is a stubborn fighter, and will fight to the death —
dead, so that the corpse might be given the appropriate he will also try to cheat his way to victory. However, if his
rites of Morr. The PCs can try to haggle down the price, opponent submits, he will spare their life and claim victory.
and if they manage to do this, Mayor Schmaling will have If anyone other than the duelling PC involves themself in
another reason to be grateful to them. Kurz demands half the combat, Kurz's men will act in unison to coerce that
payment immediately, and the rest on completion of the PC to cease on pain of death, but will allow the duel to
mission. continue.

8

SKAROK AND THE 'ARD FACE I

The only way to victory for the duelling PC is to kill Kurz. Wild Tusker Swords (4)
Even at death's door he will try to win. Upon Kurz's demise,
there is a tense moment as the distraught mercenaries Swords are usually reserved for the best soldiers in a
decide what to do — holding the PCs at swordpoint until unit, but this is not the case for The Wild Tuskers. The
consensus is reached. The soldiers decide to honour their company's reputation as spearmen has led to Kurz being
late leader's wishes, and lower their weapons, pledging somewhat relaxed about drilling and training with a
their service to the PCs. Thus honourbound, with oaths to blade. Still, the company's swordarms are often thrust into
Myrmidia and Verena, they will carry out the mission to combat in towns, villages, or forests, where a long spear
the best of their ability. might be a hindrance. Casulties in such engagements are
inevitably very high, and most Tusker swordarms either
If Kurz wins, he and the mercenaries will depart with the quickly seek the right to swap their sword for a spear,
downpayment. The only way to retrieve the money in this drink heavily to drown their worries, or both.
case is to defeat the mercenaries in combat.
WILD TUSKER SWORDARM
Command & Control HUMAN SOLDIER (SILVER 3)
M WS BS S T I Ag Dex Int WP Fel W
The PCs are the mercenaries' paymasters, and they will 4 40 30 35 35 35 30 30 35 35 30 15
heed the Characters' commands. Commands can be made
using Leadership, to impress the men with strength of Traits: Armour 3, Weapon (Sword) +7
character, or Intimidate, to cow them into submission.
Only one PC at a time can issue an order (though he or Skills: Animal Care 40, Athletics 35, Climb
she can be assisted as normal). 40, Consume Alcohol 65, Cool 40, Dodge 40,
Endurance 45, Evaluate 38, Gamble 40, Gossip 35,
Adjust the difficulty of the Test according to how Haggle 33, Language (Battle) 40, Melee (Basic 55,
dangerous the order is. A failed order usually means the Polearm 45), Outdoor Survival 40
order is simply not carried out (though see below if the
slippery Fuchs is the leader). Talents: Drilled, Hardy, Savvy, Sharp, Strong
Back, Very Strong, Warrior Born
Wild Tusker Spearman (4)
Trappings: Breastplate, Dagger, Helmet,
The Wild Tuskers wield the spear in combat far more
often than any other weapon. This is both because it is Pouch (15/-), Shield, Sword, Uniform
a cheap weapon to provision a solider with, and because
the Tuskers have a reputation for standing firm against Wild Tusker Arbalist (4)
cavalry charges. Indeed, several of the mercenaries claim
that the tusks on the unit's heraldry refer to the many The Tuskers' arbalists carry heavy crossbows painted to
spears they carry into battle. resemble a boar's tusk-filled mouth, dripping with blood.
This is done specifically to intimidate their enemies,
WILD TUSKER SPEAR BEARER which works far better when threatening peasants in
HUMAN SOLDIER (SILVER 3) occupied villages than it does on the battlefield. Still, the
M WS BS S T I Ag Dex Int WP Fel W mercenaries are decent shots, and the arbalists regularly
4 40 30 30 35 35 30 30 35 35 30 15 opine that their bolts spill more enemy blood than sword
and spear combined.
Traits: Armour 1, Weapon (Spear) +7
WILD TUSKER ARBALIST
Skills: Animal Care 40, Athletics 35, Climb HUMAN SOLDIER (SILVER 3)
40, Consume Alcohol 40, Cool 50, Dodge 35, M WS BS S T I Ag Dex Int WP Fel W
Endurance 45, Evaluate 38, Gamble 40, Gossip 35, 4 30 40 30 35 35 30 30 35 35 30 12
Haggle 33, Language (Battle) 40, Melee (Basic 45,
Polearm 55), Outdoor Survival 40 Traits: Armour 1, Ranged (H. Crossbow) +9

Talents: Fearless (Cavalry), Hardy, Sharp, Skills: Consume Alcohol 45, Cool 45, Endurance
Shieldsman, Strong Back, Warrior Born 45, Evaluate 38, Gamble 40, Gossip 35, Haggle 33,
Language (Battle) 40, Melee (Basic) 38, Outdoor
Trappings: Breastplate, Dagger, Helmet, Survival 40, Ranged (Crossbow) 50

Pouch (15/-), Shield, Spear, Uniform Talents: Flee!, Marksman, Rapid Reload, Savvy

Trappings: Crossbow & 20 Quarrels, Dagger,
Helmet, Leather Armour, Pouch (15/-), Uniform

9

I WARHAMMER FANTASY ROLEPLAY

Promotion Kurz

If Kurz is slain,the PCs will have to choose a new lieutenant Under his leadership, The Wild Tuskers have declined in
to lead the band. Three candidates step forward: Artemius, both moral standing and fortunes.Their former reputation
a burly swordsman, gruff of speech and taciturn; Oder, as a reliable mercenary unit is slowly being lost, and the
a lanky spear bearer, heavily scarred, her shield battered, group has fled from at least two major battles during the
quick of wit and quick to smile; and finally Fuchs, an turmoil in Talabecland. However, word of this has not
arbalist, lean and hungry-looking, who talks in whispers. spread far, and Kurz is inclined to keep ahead of it.

A PC might want to make an Intuition Test to evaluate KURZ
each candidate's demeanour. A separate Test is made HUMAN OFFICER (GOLD 1)
for each soldier. Fuchs will try to obfuscate, and so only M WS BS S T I Ag Dex Int WP Fel W
a Test made against her is Opposed. A PC performing a 4 55 40 35 45 55 30 30 35 50 45 16
successful test can glean the following:
Traits: Armour 3, Weapon (Sword) +7
0 For Artemius, he is feared as much as respected by
his fellows, but is quick to anger. It is quickly evident Skills: Athletics 40, Climb 35, Consume Alcohol
that he has an unbridled hatred of greenskins. 55, Cool 65, Dodge 40, Endurance 60, Evaluate
48, Gamble 40, Gossip 50, Haggle 58, Heal 45,
0 For Oder, she is a brave and stalwart woman, well- Intuition 70, Language (Battle) 45, Leadership
liked by the soliders, but with an air of caution, and 60, Lore (Warfare) 50, Melee (Basic) 75, Outdoor
seems reticent to place herself in danger needlessly. Survival 50, Perception 70

0 For Fuchs, she has much influence among the Talents: Doomed, Drilled, Inspiring, Savvy, Sharp,
troops, particularly the other arbalists, but she is Strong Back, Very Strong, Warleader, Warrior Born
secretive, difficult to read, her mannerisms are sly,
and her smile false. Trappings: Breastplate, Clothing, Dagger, Helmet,
Pouch (5 Gold Crowns), Sword or Spear, Uniform
The new leader will have an impact on the mercenaries
depending on who is chosen. In addition, if Fuchs is not Artemius
chosen, she will slip away in secret. One PC must make
a single Fellowship Test (but don't tell the Player why Artemius has been on the edge of mutiny for weeks,
the Test is being made) — for each SL of Failure, Fuchs sick and tired of Kurz's slow but ceaseless degradation
persuades one crossbowman to join her. of the Tuskers' former reputation. Though brave and well
regarded by the other soldiers, Artemius is considered a
0 If Artemius is chosen as leader, he will grant dangerous leader, as he expectes those he commands to
assistance to any PC making an Intimidate Test, share his stoic approach to mortal peril.
adding +15 instead of +10. However, he is prone to
leading his men into combat at any opportunity, and ARTEMIUS
one PC must pass an Opposed Leadership Test to HUMAN SERGEANT (SILVER 5)
stop him doing so. M WS BS S T I Ag Dex Int WP Fel W
4 50 40 35 40 40 30 30 35 40 30 15
0 If Oder is chosen as leader, she will grant assistance
to any PC making a Leadership Test, adding +15 Traits: Armour 3, Weapon (Sword) +7
instead of +10. However, she can be overcautious,
preferring the enemy to come to her, and one PC Skills: Athletics 40, Climb 35, Consume Alcohol
must pass an Opposed Intimidate Test to browbeat 50, Cool 65, Dodge 40, Endurance 50, Evaluate 43,
her into issuing an order to charge. Gamble 40, Gossip 35, Haggle 38, Heal 45, Intuition
50, Language (Battle) 45, Leadership 40, Melee
0 If Fuchs is chosen as leader, she will not assist (Basic) 65, Outdoor Survival 45, Perception 50
any Tests the PCs make. Also, any impressive
or astounding Failure by a PC while making Talents: Combat Aware, Doomed, Drilled, Hatred
a Leadership or Intimidate Test to order the (Greenskins), Savvy, Sharp, Strong Back, Very
mercenaries means that Fuchs will flee, taking the Strong, Warrior Born

Trappings: Breastplate, Clothing, Dagger, Helmet,
Pouch (25 Silver Shillings), Sword or Spear,
Uniform

10

SKAROK AND THE 'ARD FACE I

Oder THE MERCENARIES
IN COMBAT
A cautious woman by nature, Oder has a reputation for
cowardice that is not quite deserved. While she has held It's up to you how you field the mercenaries in the game. However,
back her troops from a charge that would have provided a it'll take too long to fight out each individual combat involving
tactical advantage, this was done out of concern for their NPCs, so here's one option to speed things up.
lives, not her own. She is very uncomfortable with Kurz's
leadership, and intends to desert at the next opportunity. Treat each element of the Free Company as a single combatant
or combatant group — so you have the leader as one combatant,
ODER and three combatant groups: the spear bearers, the swordarms,
HUMAN SERGEANT (SILVER 5) and the arbalists.
M WS BS S T I Ag Dex Int WP Fel W
4 50 40 30 40 40 30 30 35 40 30 15 The leader acts as a normal allied NPC. Artemius acts belligerently,
Oder is brave but cautious, Fuchs thinks only of herself.
Traits: Armour 3, Weapon (Sword) +7
Treat each combatant group as a separate, single entity. Each group
Skills: Athletics 40, Climb 35, Consume Alcohol acts as one and the members of each group stay together.
50, Cool 50, Dodge 40, Endurance 50, Evaluate 43,
Gamble 40, Gossip 35, Haggle 38, Heal 45, Intuition To determine combat results for a group, simply make one Test
50, Language (Battle) 45, Leadership 40, Melee for the group using a relevant Skill (Opposed by the target if
(Basic) 65, Outdoor Survival 45, Perception 50 appropriate) — a nearby PC or the mercenary leader can use
Leadership or Intimidate to assist that combat, representing them
Talents: Doomed, Hardy, Sharp, Shieldsman, urging their soldiers on with words of encouragement or threats, and
Strong Back, Unshakeable, Warrior Born can do this as a Free Action.

Trappings: Breastplate, Clothing, Dagger, Helmet, This Test has the following additional modifiers in close combat:
Pouch (25 Silver Shillings), Sword or Spear, 0 Opponents outnumber the group by 3 to 1: –40
Uniform 0 Opponents outnumber the group by 2 to 1: –20

Fuchs Interpret the overall outcome on that Test, for example:

In a previous life, Fuchs was an agitator who espoused the 0 Astounding Success: The group routs their opponents.
need for better working conditions in a mining colony in
the Grey Mountains. Wrapped up in a worker revolt that 0 Impressive Success: The group kills the majority of their opponents.
was suppressed by hired swords, Fuchs was surprised to
learn that her moral convictions were far more flexible 0 Success: The group kills one of their opponents, without
than she had imagined. Fuchs joined up with the Tuskers suffering casualties.
to avoid the gallows, and has not looked back since.
0 Marginal Success/Failure: The combat hangs in the balance.
FUCHS Perhaps one of each opposing side is killed or badly wounded.
HUMAN SERGEANT (SILVER 5)
M WS BS S T I Ag Dex Int WP Fel W 0 Failure: The enemy kill one of the group, without suffering casualties.
4 40 45 30 40 40 30 30 35 40 50 15
0 Impressive Failure: The enemy kill the majority of the group.
Traits: Armour 3, Weapon (Sword) +7
0 Astounding Failure: The enemy rout the group.
Skills: Athletics 40, Climb 35, Consume Alcohol
50, Cool 50, Dodge 40, Endurance 50, Evaluate
43, Gamble 40, Gossip 55, Haggle 58, Heal 45,
Intuition 50, Language (Battle) 45, Leadership 60,
Melee (Basic) 48, Outdoor Survival 45, Perception
50, Ranged (Crossbow) 55

Talents: Combat Aware, Doomed, Flee!, Savvy,
Marksman, Rapid Reload, Sharp, Strong Back

Trappings: Breastplate, Clothing, Crossbow &
20 Quarrels, Dagger, Helmet, Pouch (15 Silver
Shillings), Uniform

11

I WARHAMMER FANTASY ROLEPLAY

INTO THE FOREST If the PCs decide to backtrack, the wily Skarok has
prepared for this eventuality. While the PCs are examining
The PCs, hopefully fully equipped and accompanied by the site of Gaius's capture, a handful of Goblins have snuck
a band of loyal mercenaries, now venture into the forest behind them to cut off any exit (though Hartmann, wise in
in search of the missing son. Bringing him home, alive or woodcraft, can and will evade them).
dead, is their task. However, an unexpected turn of events
forces the PCs to perform a quest for an unlikely 'ally'. Four Goblin spearmen with shields will bar any retreat —
screaming shrill battlecries and holding on long enough
At daybreak, the PCs and any accompanying soldiers are for their comrades waiting in ambush down the trail to
guided through the trees by the mayor's chief forester, hear them and come running to their aid within a matter
Emil Hartmann (see page 19 for his stats). of minutes.

The path leading to where Gaius was captured wends The Ambush
its way through the dark forest, flanked by impenetrable
thornbushes and clinging brambles. The canopy shrouds The ambush takes place either further down the trail, or at
the forest floor in gloom. The forest is eerily still — no the point where the four rearguard Goblins hold the line.
birdsong, not even the croak of a crow — can be heard.
The main ambushing force comprises one Orc and one
The scene of Gaius's disappearance still shows signs of a Goblin per PC and friendly NPC. The Orcs wield brutish
struggle on the forest floor. The ground is churned, and cudgels and shields, and the Goblins are each armed with
low-hanging branches have been snapped off. A cursory a spear and a net.
search of the area reveals a bronze buckle, crudely formed
into the shape of a leering Greenskin face. An obvious trail The nets have the Entangling Quality, and the Goblins
leads through the forest eastwards, with drag marks on target opponents with entanglement rather than their
the ground and foliage hacked away. The prints of large weapons. Entangled opponents cannot do anything other
hobnailed boots can be seen in the mud, as well as much than try to break free of the entanglement.
smaller footprints — the taloned prints of Goblin feet.
The Orcs will try to knock out the PCs, preferably when
Hartmann shows the PCs a silver-hilted dagger engraved they are entangled. Their clubs have the Pummel Quality.
with the initial G, which he found when he first explored (see page 15 for the stats of the Orcs of the Bonecracker
this area. Schmaling, when shown it, confirmed with grief Tribe).
that it belonged to his son.
Remember that Hartmann will sneak off, saving his own
A player passing an Easy (+40) Track Test can determine skin, at the start of the combat.
that about two or three booted individuals and the same
number of Goblins were dragging a human-sized person After a few rounds of combat, whenever you feel is most
through the foliage. dramatic, the four rearguard Goblins will run into the
scene to attack the PCs from behind.

If the PCs blunder along the trail, they will soon fall If the PCs are getting the better of the Greenskins, Skarok
foul of a Greenskin ambush as detailed below — Skarok himself and the rest of his gang appear from the forest
has detailed Orcs and Goblins from his band to capture depths. They surround the PCs and Skarok calls a parley.
Gaius's would-be rescuers. Von Maggot is lurking in the bushes, with a trussed-up
Gaius, a blade at his throat.
Sensible PCs might be suspicious that it all seems too
easy thus far — and indeed they are right. The Greenskins If even Skarok is having trouble, Von Maggot steps out with
deliberately left clues to their involvement in Gaius's Gaius, and threatens to kill the young nobleman unless the
capture, and ensured that the trail is easy to follow, so as PCs' side lay down their arms. If Von Maggot is forced to
to entice the human rescuers into their trap. However, slay Gaius, a furious Skarok calls the retreat, taking Gaius's
there is little room for the PCs to plan any sort of crafty warm corpse with him as an act of petty revenge.
manoeuvre, for the forest is so dense here that the only way
forward is along the trail itself.

12

SKAROK AND THE 'ARD FACE I

THE BONECRACKER TRIBE

The Bonecracker Tribe are a band of Orcs steeped in the Skarok’s Band
traditions that have made their kind the bane of the Empire
for millennia. They are brutal combatants, occasionally The few Orcs and Goblins who have joined Skarok in
cunning tacticians, and terrifying when gathered in any exile, their loyalty to him is stronger than their fear of
significant number. The only reason they have yet to the 'Ard Face. They are a tough bunch, but no match for
conquer the entire Empire is that they enjoy fighting each those of the tribe who now follow the usurping Black Orc.
other more or less as much as they enjoy fighting others. They number only about a dozen Orcs and about as many
Goblins (fidgety things which are difficult to count), and
Greenskins of the Bonecracker Tribe are far outnumbered by the Boyz loyal to the 'Ard Face.

The vast majority of the tribe follow the 'Ard Face — as is BONECRACKER ORC
the custom among Greenskins, they respect the authority M WS BS S T I Ag Dex Int WP Fel W
of the strongest leader. If the 'Ard Face can be killed, their 4 35 30 35 45 20 25 20 25 35 20 14
loyalty will switch back to their old Big Boss, Skarok. They
live a nomadic lifestyle, roaming the forest to wherever Traits: Animosity (rival Bonecracker Greenskins),
loot and battle goads them, but are currently holed up in Armour 3, Belligerent, Die Hard, Infected, Night
a makeshift camp deep among the trees, where their new Vision, Painless, Size (Large), Weapon (Club with
leader asserts his authority over them through wanton Pummel quality) +8
violence and brutal intimidation.
Trappings: Club, Crude Armour

13

I WARHAMMER FANTASY ROLEPLAY

Skarok Gnawrock Recently ousted by his arch-enemy within the tribe, the
Black Orc known only as the 'Ard Face, Skarok spends his
Skarok is the former Big Boss of the Bonecracker time in exile plotting his return to power.
Greenskin tribe. His body is a hulking mass of iron sinew,
bound in rusting, battle-worn armour. A single massive Skarok plays the role of the adventurers’ ‘employer’, using
fang juts from his maw. A single yellow eye gleams evilly them to weaken the 'Ard Face, following a plan invented
from his brutish face. A false eye, carved from rock and by Von Maggot, so that he can reassume control of the
crudely painted, is rammed into his left socket. His head Bonecracker Tribe.
is covered with deep scars. A tattoo of the Bonecracker
tribal emblem is etched across his chest. His left arm ends SKAROK GNAWROCK
in a crude metal claw strapped to the stump. He carries a BONECRACKER ORC BOSS
spiked mace, rows of Greenskin teeth hammered into the M WS BS S T I Ag Dex Int WP Fel W
wooden haft — trophies of his fallen enemies. 4 55 30 45 55 20 20 20 25 65 30 20

He is unemotional for an Orc, with an icy demeanour — Traits: Animosity (rival Bonecracker Greenskins),
he tempers his violent instincts, channelling his natural Armour 4, Belligerent, Big, Champion, Die Hard,
rage only when he needs it. He has a rudimentary cunning, Elite, Infected, Leader, Night Vision, Painless,
his many years in power teaching him that brains as well Weapon (Spiked Mace with Impact quality) +10
as brawn are needed to successfully rule a Greenskin tribe. Trappings: Crude Armour, Spiked Mace
He certainly has the brawn, but for the brains, he turns to Injury: Severed left hand
his "trusted" Goblin advisor, Von Maggot.

14

SKAROK AND THE 'ARD FACE I

Von Maggot Captured during a raid on Imperial territory many years
ago, he was kept alive by the unit of Imperial halberdiers
Goblin advisor to Skarok. Lean and hungry-looking, that captured him,and used as their lucky mascot — trussed
his deep-set orange eyes gleam with intelligence, to their standard when they marched into battle. Caged in
uncharacteristic for his species. The Bonecracker tribal their barracks for several years before his escape, he learnt
symbol is carved onto his forehead. He dresses in a ragged much about the ways of men, and acquired knowledge of
child-sized Imperial greatcoat, black with filth, its tail Reikspiel (hence his appellation ‘Von’).
dragging in the dirt behind him. A heavy metal Imperial
skull medal hangs on a chain around his neck — stolen Returning to his tribe, he used his knowledge of the
from a captain of the Reiksguard. Empire to help Skarok in raid after successful raid deep
into Imperial territory. Now that Skarok has been ousted
VON MAGGOT by the 'Ard Face, he has come up with a plan to reinstate
BONECRACKER GOBLIN his Boss, one that involves men of the Empire to do all the
M WS BS S T I Ag Dex Int WP Fel W dirty work, seeing as Skarok now has so few greenskins
5 25 35 30 30 40 45 30 60 20 30 11 under his command.

Traits: Animosity (rival Bonecracker Greenskins), He has organised the kidnapping of the son of a local
Armour 1, Afraid (Elves), Clever, Cunning, human 'chief ', knowing that humans will do anything
Distracting (Cutting Insults), Fast, Infected, Night to protect their offspring, and that the human 'Big Boss'
Vision, Skittish, Weapon (Dagger) +7 will send competent and hardy mercenaries to rescue the
captured boy. Von Maggot plans to ambush the rescuers,
Skills: Language (Broken Reikspiel) 64 and offer them a bargain they will not refuse — trade the
boy in return for the 'Ard Face’s head. With the 'Ard Face
Talents: Read/Write dead, the Bonecracker Boyz should typically shift their
loyalty back to Skarok.
Trappings: Dagger, Ragged Stirlander Uniform,
Scraps of Armour

15

I WARHAMMER FANTASY ROLEPLAY

A DEAL WITH A GREEN DEVIL 0 Skarok, through treachery and no fault of his own,
has been deposed as leader of his tribe by his bitter
This next part assumes the PCs were captured by Skarok in rival, the Black Orc known as the 'Ard Face.The Orcs
the ambush (see page 19 if the PCs managed to triumph and Goblins present are the only ones who remained
over their attackers). loyal to Skarok.

The overwhelmed PCs and any accompanying mercenaries 0 Von Maggot has formed a plan to get Skarok back
will be rendered helpless by his warriors, stripped of any on top where he belongs. In return for the young
weaponry, and forced to kneel before the huge Orc Boss. humie's life, the PCs must get the 'Ard Face away
from his main tribe, and into a position where he can
Skarok does not like to talk much.Von Maggot clambers onto be easily killed.
his head and does all the talking in squeaky, broken Reikspiel,
with a touch of a Stirland accent, picked up from his time 0 With the 'Ard Face dead, Skarok will return as leader
'serving' with the Third Stirlander Imperial Regiment. of his tribe — all thanks to the wise Von Maggot, his
most loyal servant.
He introduces himself to the PCs: "'Allo, scum! I iz Von
Maggot, former mascot o' da Third Stirlanders, now loyal 0 The PCs can work out how to overcome the 'Ard Face
speaker fer me Boss, da great Skarok Gnawrok — 'im bein' in any way they like.However,Skarok has one demand
Lord of the Bonecracker Tribe, and on whose giant shoulders I — he greatly desires to be present at the kill, so he can
iz just now standin." carve the still-alive 'Ard Face's features from his skull.

He then relays the following points to the PCs: Thus, Von Maggot insists that the PCs work out
how to time their assassination of the 'Ard Face with
FIGHTIN' FOR GREENSKINS?! Skarok's arrival at the scene of battle. If Skarok does
not enjoy personally witnessing the downfall of his
The reaction of the mercenaries to working for an Orc depends rival, Gaius will end up as Goblin-fodder.
on which individual the PCs chose to lead the Free Company.
0 When their task is done, and Skarok is reinstated as
Artemius Big Boss, he will allow them to leave unharmed with
the young humie. If they fail, the humie lad will be
His hatred of Greenskins means he and his men will desert the eaten.
PCs as soon as possible. The PCs must use all their powers of
persuasion to make him stay — Artemius will be calmed if the During his speech, he is interrupted by a couple of
PCs mention that they plan to backstab Skarok. The mercenary Goblin archers emerging from the forest. One of them
leader might even come to blows with the PCs over this issue — carries Hartmann's severed head, a black-fletched arrow
though a severe beating will cudgel him into submission. If the piercing his forehead. They cheer excitedly, waving
PCs allow him to lead the mercenaries away, they will be ambushed their trophy around. Annoyed at the disturbance, Von
by Skarok's Greenskins. Despite killing a few of the Orcs, they are Maggot leans over to whisper in Skarok's ear, and the
overwhelmed. Next time the PCs encounter Skarok's Orcs, they Orc casually stamps on each Goblin, crushing them
will be carrying the mercenaries' heads as trophies. underfoot. He picks up Hartmann's head and cracks
open the skull with his jaw, slurping out the insides and
Oder chewing on the cranium, all the while fixing the PCs
with an icy stare.
Ever practical, Oder accepts fate and goes along with the PCs'
plans. She just wants to get the job done, get paid, and then get If any PC tries to interrupt Von Maggot, or if they bravely
the hell out of this Sigmar-forsaken area. stand their ground and refuse to work for Greenskins,
Skarok impassively swings his axe, cleaving the head off
Fuchs one of the mercenaries, and stares at the PC unblinkingly.
Hopefully, the PCs will get the message, otherwise it
Fuchs pretends to go along with the PCs, but secretly hatches might take a few more hirelings to slump headless to the
her own plan with the Tuskers to betray the PCs once they've ground before they learn to shut up and agree to whatever
rescued Gaius, and capture the young noble herself, ransoming the Greenskins tell them.
him to his father for a tidy sum.

16

SKAROK AND THE 'ARD FACE I

The Map of the scouting parties sent by the 'Ard Face to scour the
woods for Skarok and his gang.
Assuming the PCs agree to the deal, Von Maggot slides off
Skarok's head, landing deftly before the PCs, whips out a 0 Marginal Failure: 1d10 Goblins
set of crude maps from beneath his coat. These have clearly 0 Failure: 1 Orc and 1d10+1 Goblins
been created by the goblin, haphazardly scrawled on a 0 Impressive Failure: 1d10+1 Orcs and 2d10 Goblins
handful of torn pages. They show the location of where the 0 Astounding Failure: 2d10 Orcs and 2d10+2 Goblins
'Ard Face and his warband are currently encamped.

The PCs can use this map to plan their attack. Apart from FOILED AMBUSH
the 'Ard Face's camp, there are several locations of potential
interest to the PCs, ideal for staging an assassination.These If the PCs managed to slay Skarok during the ambush, or if
are detailed below. he and his Orcs retreated, or if the PCs ran away, there are
still opportunities for the party to continue with the adventure.

RECONNAISSANCE If Skarok was forced to murder Gaius and then escaped, the PCs
might be tasked by Schmaling to recover his son's body for burial
The PCs have time to scout out two of these places all — Schmaling is terrified that the Orcs will eat his son, thus denying
together, or more if they split up — Von Maggot insists his soul passage to Morr's realm. When Skarok (or more likely
that the 'Ard Face must die before dusk (there are small Von Maggot) realises that he can still use Gaius's corpse as a
hunting parties sent out from the Bonecracker camp to bargaining chip, he'll try again to force the PCs to take down the
track down and kill those who joined Skarok, so time is of 'Ard Face in return for Gaius's body (hopefully not much of him
the essence). will have been eaten by the time the PCs re-encounter Skarok).

Note that any parties of mercenaries sent to scout an area If the PCs retreated, they can try again to rescue Gaius of
without a PC accompanying them will abscond — stuff course. However, if they somehow extricated the lad from
that for a game of soldiers! Skarok's grasp in this first encounter, Skarok is in trouble and
his followers murder him and join the 'Ard Face — which they
Reaching each area requires whoever is out at front to also do if Skarok is killed in the ambush. The 'Ard Face, his
make an Average (+20) Tracking or Outdoor Survival rank secure, feels confident enough to raid Imperial territory,
Test. On any Failure, the PCs blunder into the path of one and initiates a Waaagh!, starting with Vergessendorf. The PCs
must lead the mercenaries in defence of the village, and train the
villagers to hold the palisades against the relentless Orc attack.

GORKS GAP

'Umpieilslafgeirng DA CAMP MUD PITS
DA TRAP
DA CAVES

I WARHAMMER FANTASY ROLEPLAY

'Gork's Gap' - The Ravine GORK'S
GAP
Like a scar carved through the forest, the ravine plunges into
seemingly bottomless darkness. About a mile in length, and
a thousand feet wide at its widest point, it winds like a snake,
its cliffs plunging over 400 feet into gloom.

On the north-western and eastern edges of the ravine, Steps
steep and treacherous natural steps allow those with a head Jagged Roks
for heights to clamber down to the rocky base far below.
Sinkhole
There are many opportunities for canny PCs to use the Boulder Pile
treacherous terrain to their advantage if they decide to Fallen Tree
confront the 'Ard Face here,and these are described as follows.

Steps

Going up or down the steps requires an Average (+20)
Climb Test, otherwise a Failing PC will slip and fall.

Fallen Tree

An ancient oak has toppled across the narrow southern
end of the ravine. It stretches 150 feet across the dizzying
drop below. Its trunk is ten feet in diameter. An Easy
(+40) Climb Test is required to span it, otherwise certain
death awaits, following a long fall.

Boulder Pile The Caves

On the western side, a pile of large boulders is stacked A spidery network of caves descends beneath the trees.
precariously close to the ravine's edge. Two or more Pitch black and icy cold within, the only sound is the
Characters can, with effort (a successful Assisted constant splash of water dripping from the stalactites
Difficult (–10) Strength Test), dislodge the huge rocks festooning the low ceiling.
and send them avalanching into the ravine's depths,
killing anything standing beneath them.

Jagged Rocks Entrance

On the floor directly below the ravine's eastern cliff, sword- Like a yawning maw, the cave entrance is a great black
sharp, jagged rocks jut like fangs from the surrounding hole in the forest. Anyone taking time to investigate the
rock. Anyone fighting near here must keep their balance surroundings of the cave entrance notices that the roof
on the uneven ground — a failed Easy (+40) Agility of the cave is crumbling in places — any loud noise, and
Test made at the end of a combat Action means that the certainly an explosion, will cause the roof to collapse,
character falls, and slices him- or herself on a razor rock, injuring anyone standing at the cave mouth, and trapping
suffering a Damage 1d10+4 hit with the Penetrating and those within the cave (the fallen rocks can be removed
Impale Qualities (the Impale rule takes effect if the Agility with effort, providing a small gap to allow entry or exit).
Test scores any number divisible by 10 or any double).
Ice Lake
Sinkhole
A sheet of black ice covers an underground lake, so vast
Near the centre of the ravine, the ground disappears that it disappears into the gloom. A Challenging (+0)
into an unfathomable sinkhole, its sides smooth and its Agility Test is required to walk on the lake without
darkness impenetrable. Anyone pushed into this vanishes slipping. An individual who fails the Test not only skids
for good, their screams taking a full ten minutes to fade onto their back but risks cracking the ice beneath and
into silence. sinking into the murky, freezing depths below.

18

SKAROK AND THE 'ARD FACE I

A Goblin-sized individual will crack the ice on an Ice DA CAVES
Astounding Failure, a human-sized character will do so Lake
on an Impressive Failure, a character the size of a Black Squig
Orc will break through on a Failure, and larger characters Cave
on a Marginal Failure.
Whistlin' Tunnel
A character in the icy water suffers the Fatigued
Condition, and remains in this Condition until they get Entrance
dry. While in the water, their only action is to make a
Hard (–20) Agility Test to pull themself ashore. If they
fail this they must make an Average (+20) Swim Test to
avoid drowning.

The eastern edge of the ice lake is solid, rocky ground,
which can be traversed safely.

Squig Cave

A stream of sluggish black water flows from the ice lake
north-westwards into a large circular, waterlogged cave.
A successful Hard (–20) Perception Test allows those
who venture into this cave to notice two beady yellow
eyes glinting in the darkness, poking from the water.

The water can be waded into about halfway through The Wyvern Trap
the cave, at which point the ground quickly disappears
underfoot. In this part of the cave dwells a huge Cave This clearing, 30 feet in diameter, was set up with a trap
Squig, adapted to live underwater (it has the Amphibious to capture a rampant Wyvern, on the orders of Skarok
Trait). It attacks anyone entering its lair. when he was leader of the Bonecracker Tribe. Skarok was
ultimately laid low by the beast when he was hunting it
Clever PCs might find a way of encouraging the Squig (the trap never actually worked — the beast simply mauled
to leave its lair, to attack any Greenskins they have lured the Orc half to death in the forest). It was this event hat
into the cave… lead to the tribe's current conflict —— The 'Ard Face took
advantage of Skarok's weakened state to usurp him.
The Whistling Tunnel
Since the 'Ard Face took over, the Wyvern has roamed free,
Turning a corner into this tunnel, the PCs are suddenly but recently fell into the trap set for it, its wings ruined
aware of an eery whistling echoing towards them. The preventing it from simply flying out. It struggles in the trap,
source of this spinechilling noise is the wind whistling raked badly by the spiked log, but is still alive — anyone
down a narrow shaft in the centre of a small cave at appraoching the trap area will hear its bloodcurdling
the end of the tunnel. The shaft disappears up through screams as it tries to wrench itself free from the spikes. The
the roof of the cave, where (by day) a pinprick of light PCs should easily be able to kill it (though will its screams
can be seen far above. It vanishes downwards into attract Greenskin patrols?). A player who passes an Easy
darkness — dropping a stone down the shaft, there is (+40) Set Trap Test can reset the trap and perhaps use it to
no sound of it clattering to the bottom. The shaft is capture the 'Ard Face, using the great beast as bait.
unclimbable, up or down. Anyone falling into the shaft
will never be seen again.

The opening of the shaft on the ground can be disguised
by a large blanket or other such ruse, or the PCs might
try to entice an enemy into the cave and trick them into
falling into the shaft. The 'Ard Face is too big to fall into
the shaft, but will get stuck up to his midriff if tricked
into stepping into it.

19

I WARHAMMER FANTASY ROLEPLAY

Stake MUD PITS MUD

A tranche of meat is tied to the stake. Either side of the DA GEYSER
stake is a wide, deep pit, with steep sides and sharpened
stakes. When the trap is set, if anything tries to pull the moar mud
meat from the stake, a spiked log attached by ropes to a
nearby tree swings down and hits whoever is at the stake. S'all mud
Make an attack roll to see if the log hits, assuming a Melee
Skill of 60. The spiked log counts as causing +11 Damage,
and has the Damaging and Impale Traits.

Pits

The pits are designed to stop the target jumping out of the
way of the spiked log. If the target of the trap successfully
dodges, they will automatically fall into the pit. Each pit is ten
feet deep. The sharpened stakes at the bottom cause anyone
falling in an extra 7 Damage, with the Impale Trait (use the
result of the Dodge Test to see if the Impale effect is triggered).

Surrounding Forest

Characters can lie in wait, hiding in the dense undergrowth
surrounding the clearing. This is perfect terrain for a party
to spring an ambush from.

DA TRAP SMASH! The Mud Pits

WDHGAEOBRTOESEST Here we have an area clear of trees, about half a mile across,
stinking of sulphur. The land underfoot is heavy with
clinging mud, and noxious steam rises from the ground.
Here and there, hot water bubbles to the surface, and small
geysers hiss and spit boiling liquid.

Bubbling Mud

Walking in the mud slows down characters — they can
only trudge at half pace. They might be caught by the
spitting geysers — any character taking a physical action in
this area who scores a double on their Test suffers a scald,
taking a +8 Damage hit which ignores Armour, but not
Toughness Bonus.

Giant Geyser

Every so often, a huge geyser shoots out from the ground,
from the hole in the centre of the area, spraying the place in
hot mud as boiling water jets into the air. When the water
falls, anyone under the deluge receives a scalding shower.

At a dramatic point in any encounter taking place here,
release the giant geyser. Everyone within 10 feet of
the geyser hole is scalded by flying hot mud, taking a
Damage +7 hit, ignoring Armour. Everyone rolls a D100,
re-rolling ties. Whoever rolls the lowest is struck by the
full force of the descending water, and suffers an additional
+10 Damage, ignoring Armour.

20

SKAROK AND THE 'ARD FACE I

GOADING THE 'ARD FACE The 'Ard Face has a bullish personality, trusting in his
mighty strength to win the day, and his overconfidence
Once the PCs have decided where they want to encounter might be his undoing. He believes that the PCs are weak
the 'Ard Face, they have to try to work out how to get and feeble, and no match for him. This can be used by
him there, without also attracting a horde of his minions wily PCs to their advantage.
on his tail. 'Ard Face, as a new leader of his tribe, is
determined to prove his strength to the Bonecrackers. He Skarok Arrives
will not, therefore, back down from any challenge.
At some point, Skarok will want to arrive on the scene
The 'Ard Face can be located in his camp, with most of to deal the final death blow against his mortal enemy
his warriors, numbering a handful of Black Orcs, several (which disturbingly involves him peeling the 'Ard Face's
dozen Orcs, and many dozen Goblins. A dozen or so of skin from his skull — not a sight for the faint-hearted).
these Greenskins are out and about in the forest, scouring
the area for Skarok and his renegade followers. This should have been arranged earlier by the PCs as
some sort of pre-arranged signal. Whether Skarok
The key to luring the 'Ard Face out of his camp are the arrives too early or too late is up to you — bring him
scouting groups and his obsession to track down and on to inspire the best dramatic effect. He'll have his
finally destroy Skarok. No doubt the PCs will probably minions with him, who now hopefully outnumber the
come up with their own scheme to get the 'Ard Face to 'Ard Face's immediate followers.
chase after them, but one sure-fire way is to capture one
of the scouts alive, and send them scurrying back to the
'Ard Face with the message that the PCs are working for
Skarok, and that they are boasting of helping the Orc
chief back to power.

The 'Ard Face will be intent on capturing them and
torturing them to learn if their boasts are true, and if so
where Skarok can be located. He will emerge to capture
them in person — arrogant in the belief that puny
humans/elves/dwarfs will soon bow to his will.

I WARHAMMER FANTASY ROLEPLAY

The 'Ard Face Fighting the 'Ard Face

Once Skarok’s trusted second-in-command, the 'Ard Face The ultimate battle is the conflict between the 'Ard Face and
usurped power over the Bonecracker Tribe while Skarok the PCs. To win this, the PCs will have to have a scheme
was recovering from a severe injury sustained while hunting that is well-planned and well-executed, otherwise they'll risk
a Wyvern that had invaded his forest territory. Now he is being overwhelmed by the 'Ard Face's superior numbers.
Skarok’s arch-enemy. A massive Black Orc, towering seven They can use ruses or the terrain to separate the 'Ard Face
feet tall, he is like a wall of muscle encased in crude spiky from the majority of his followers (there will always be a
black armour. hard core of bodyguards who never leave his side).

He carries a huge cleaver engraved with Orcish sigils, and THE 'ARD FACE
around his neck hangs a necklace of the shrunken heads BLACK ORC BOSS
of his greatest opponents. He is eager to add Skarok’s to M WS BS S T I Ag Dex Int WP Fel W
the collection. Should the 'Ard Face be killed, it will be 3 55 30 55 75 20 10 20 25 75 30 33
easy for Skarok to return to power, but the Black Orc is
a formidable foe, and Skarok, exiled with only a handful Traits: Animosity (rival Bonecracker Greenskins),
of loyal Boyz who survived the coup, no longer has the Armour 4, Big, Brute, Die Hard, Elite, Fear (1),
strength to match him in battle. Fury, Hardy, Horns Rating (Horned Helmet),
Infected, Leader, Night Vision, Painless, Size
(Large), Tough, Weapon (Cleaver with Penetrating
Quality) +11

Trappings: Cleaver, Crude Armour,
Horned Helmet

22

SKAROK AND THE 'ARD FACE I

AFTERMATH Victory Feast

If all goes well, and The 'Ard Face dies (and Skarok Schmaling will of course be delighted if his son is returned
performed his face-removing ritual on his enemy), Von safely.The PCs will receive any reward they were promised,
Maggot and a clutch of Goblins will arrive at the end of and Schmaling will, reluctantly and shedding a few tears,
the battle, pushing along Gaius, still bound in rope. With empty his coffers to pay any surviving mercenaries what
a deft flick of his knife, Von Maggot cuts the bindings, and they are owed. If the players want to add another PC to
Gaius is allowed to go free, stumbling towards the PCs, their party, one of the mercenaries might decide to step
pallid with fear. forward with the desire to join their group.

Skarok is so pleased with being back in control, he Schmaling immediately commissions a feast to be held
momentairly forgets that he inteded to betray the in honour of the return of his son — a desultory meal
Characters as soon as they were of no use to him! They may consisting of watered-down beer, boiled vegetables, and
(and should) take this opportunity to leave. If they fail to chewy goat meat.
do so, some of the other Orcs will begin to quite obviously
size them up for a fight. If they chose to remain, Skarok Gaius proves to be a pompous fool, elevating his own part
will thank them before ordering his Ladz to kill the lot of in events, while denigrating the PCs to maximise his own
them — h is in a good mood, after all. role in the story. He even manages to mortally insult the
leader of the mercenaries, if present, accusing him or her of
If the mercenaries are present,they need to such enticement cowardice in the face of the enemy.
to flee, and will start to back away as soon as it appears
possible to escape. Whether the PCs decide to pull the enraged mercenaries
off Schmaling's son or not is up to them, but Gaius and
On the other hand, Skarok will not be pleased if he was his father will be mincemeat if nothing is done, and things
deined the opportunity to slice off the 'Ard Face's face, will escalate, resulting in the burning and looting of the
for any reason. Gaius will be sentenced to death unless the manorhouse and ultimately the entire township.
Characters intervene. While Skarok is preoccupied with
this, the Characters will have a chance to escape, though if By the end of the feast, the PCs will be wondering whether
they take it Gaius is certain to die. it was all worth it.

If Skarok dies, whether or not the 'Ard Face perishes too,
Von Maggot refuses to release Gaius. If he regards himself
in danger, Von Maggot will try to use Gaius as a human
shield to escape to safety. Out of vindictiveness, he'll slice
Gaius's throat at the first safe opportunity.

23

I WARHAMMER FANTASY ROLEPLAY

One of the most highly regarded roleplaying campaigns ever written,
Every Gamer should play the Enemy Within

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