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Exigencias básicas de ahorro de energía (HE)

[06] Ahorro de energía

Artículo 15. Exigencias básicas de ahorro de energía (HE)

T

here are three beginnings here, depending on which path the PCs chose.

p AtH o nE : s LEEping WitH tHE E nEmy

If the PCs have remained in the camp, then an hour after midnight, call for Hard (–20) Perception Tests if they’re asleep or Challenging (–10) Perception Tests if they’re awake and alert. If they pass their tests, they are the first to notice the Zombies shuffling into camp, and they can raise the general alarm. If they fail, they wake to screaming and the clash of weapons.

From here, use the fight from Path Three, minus the Elves, and have it take place within the encampment instead of in the woods. While fighting the Zombies, have the PCs overhear one of the Ghouls say, “The diversion

is complete. Signal the master.” They can do with that information as they see fit—tell the other Crusaders and keep fighting the Zombies, bring the warning to Karl themselves, or not deliver the warning at all.

p AtH t Wo : u ndEr g uArd

Three hours before midnight, Eisenbach has the PCs lead 10 spearmen and 10 archers to where they think the Elves will attack. Krieger orders the soldiers to hide, and puts the PCs under guard in a filthy tent commandeered from a Crusader. He is friendly with them but brusque, telling them that if they have tricked him, he won’t hesitate to kill them. They settle in to wait.

An hour after midnight, there is still no sign of the Elves, and Eisenbach gets impatient, growling at the PCs. But then Zombies and Ghouls start coming out of the woods.

From here, use the fight from Path Three, minus the Elves and the perimeter guards. Krieger thinks the PCs have betrayed him somehow, but he’s too busy fighting Zombies to kill them. As more come out of the woods, the PCs are unguarded and can join the fight or run.

Either way, they hear a Ghoul say, “It is even better than we hoped. Half the boy’s guard is here. Signal the master.”

p AtH t HrEE : W itH t HE E LVEs

If the PCs are with the Elves, Lorinoc waits until after midnight when the camp has quietened down, then asks the PCs to lead his warriors to the edge of the woods with the easiest access to the Child’s compound. The Elves bring Johannes as well. When they can see the camp, Lorinoc asks the PCs to point out Karl’s tent and the other defences, and then he and four picked scouts make ready to sneak into the camp.

Before they can begin, it becomes apparent that the Elves are not alone in the woods. Any Elves or Dwarfs among the PCs can make Routine (+10) Perception Tests to notice strange sounds or horrible smells coming from nearby. If the PCs are all Human, then the Wood Elves notice first.

The woods are crawling with Zombies and Ghouls, all moving towards the Crusade’s camp. This detail should be revealed in a spooky, “who goes there?” sort of way; a shadowy movement in the trees, another movement to the other side of the party, a decaying face appearing in a patch of moonlight, the reek of death assaulting the PCs from all sides.

At the first signs, the Elves draw weapons and pull the PCs into cover, but Johannes is their downfall; terrified by the noises and shadows, he trips and crashes noisily into a bush. He and the PCs and the Elves are seen.

The Zombies are on course for the camp and don’t stop, but the Ghouls who lead them recognise the threat and command the Zombies to attack. There should be three times as many Zombies as PCs and Elves combined, and a Ghoul for each PC. (There are ten Zombies and half the Ghouls at the start, and then five new Zombies and one new Ghoul every 2 rounds until they run out. The Strigoi who is the ultimate leader isn’t here. He is on the other side of the camp, waiting for the Zombies to create a diversion so he and his shock troops can sweep in from behind and take Karl alive.

Ghouls

Scrawny, hunchbacked Humans with wild stares, Ghouls attack with vicious talons. Sane people fear their twisted humanity, perhaps because they are a reminder of the depravities to which people can sink.

Insanities: The Beast Within

WS BS S T Ag Int WP Fel

32 0 37 (3) 45 (4) 34 18 31 5

Skills: Concealment (Ag), Outdoor Survival (Int), Perception (Int), Scale Sheer Surface (S), Search (Int), Shadowing (Ag), Silent Move (Ag), Speak Language (Reikspiel) (Int)

Talents: Rover

Traits: Fearless, Frightening, Natural Weapons (Claws), Night Vision, Poisoned Attack

Combat

Attacks: 2; Movement: 4; Wounds: 11 Weapons: Claws (1d10+3)

t HE p oWEr of tHE c HiLd

Karl’s aura causes people affected by it to love him, protect him, and help him any way they can. Once under his spell, any request by him, or by his agents, that doesn’t go directly against the character’s normal moral judgement or sense of self-preservation, is not tested. The character does what is asked.

A dangerous or morally troubling request grants the character a Hard (–20) Will Power Test to refuse the request. Likewise, a clearly suicidal test allows the character to attempt a

Challenging (–10) Will Power Test to refuse the action. Passing a test breaks Karl’s hold over the character until re-exposure.

The Child’s aura has limits. In order to be exposed, a subject must be within 20 yards of him and be able to see and hear him.

Elves, Vampires and characters with the Magical Sense Skill can sense him from 40 yards away. Dwarfs can only sense him from 10 yards away.

Whenever a mortal looks upon the boy and is within his effective range, a character must make a Will Power Test.

Generally, the test is Very Hard (–30) for Humans, but it’s Routine (+10) for Elves and Easy (+20) for Dwarfs.

If a character fails his test, the effects of the Child’s power lasts four days, but any re-exposure resets the clock, and re-exposure whilst still under the Child’s influence is not retested. Also, a character doesn’t automatically stop liking or being loyal to the Child after a week of non-exposure, but will then be able to listen to argument and can be convinced that they have been charmed.

Any time a character passes their Will Power Test against the Child’s power, any re-exposure is easier to defend against. Each successful test makes the next one a difficulty step easier. But any failed test makes the next test Very Hard once more.

Poisoned Attack

A living creature that loses at least 1 Wound from a Ghoul’s claws must succeed on a Challenging (–10) Toughness Test or lose an additional 2 Wounds.

Zombies

A mob of decaying Humans, these Undead horrors shuffle through the woods, soft moans spilling from their oozing mouths. Many sport terrible wounds, leaking foul ichor on the ground. Others are missing limbs, jaws, eyes, and other body parts. They are unimpeded by their appalling injuries.

WS BS S T Ag Int WP Fel

25 0 35 (3) 35 (3) 10 — — —

Traits: Frightening, Mindless, Night Vision, Shambling, Undead Combat

Attacks: 1; Movement: 3; Wounds: 12 Armour (Light): Leather Jack (Arms 1, Body 1) Weapons: Hand Weapon (varies) (1d10+3) Mindless

Zombies cannot take or fail tests based on Intelligence, Will Power, or Fellowship.

Shambling

Zombies cannot take the run action.

Developments

After 4 rounds, the fight draws the attention of three of Eisenbach’s spearmen, and six poorly armed cultists on the perimeter of the camp, and they come to help. After 2 rounds, three more spearmen show up but no more. The others are busy fighting at other points on the perimeter, but poorly armed cult militia keep coming, three every 4 rounds.

When the spearmen arrive, the Elves realise with the camp roused, they will not find a chance to kill Karl tonight. They slip away into the woods, leaving the PCs behind.

After 10 rounds, one of the Ghouls should say, within earshot of the PCs,

“This diversion is enough. Signal the master.” A Ghoul blows a silver whistle that appears to make no noise.

If the PCs are astute, they realise what this dialogue means. They can warn the Crusaders someone is attempting to attack Karl and using the Zombies as a distraction, or they can try to reach Karl and save him (or kill him) on their own. Or, if they have been intending to kill Karl, they may think that “the master” might do their work for them. But they can’t be sure, can they?

If they don’t warn the Crusaders, then one of Eisenbach’s spearmen has heard too and figured it out for himself. He sends a spearman into the camp to warn Karl’s personal guard.

There are once again, three paths from here: the Boring Path, the Exciting Path, and the Crooked Path.

t HE B oring p AtH

If the PCs let the spearman bring the warning, and instead continue fighting Zombies, then Karl’s personal guards chase away the Vampire off-stage, and when the Zombies are defeated, the PCs are thanked by the Crusaders and asked to come receive the thanks of Karl for their brave attempt to foil the attack. Any refusal to meet the Child is met with suspicion. Why wouldn’t they want to meet the saviour? And if they weren’t helping to defend the camp, what were they doing sneaking about in the woods in the middle of the night? And who were those tall strangers?

And where did they go? The PCs are brought by force into the camp or killed if they persist in refusing to meet Karl.

t HE E Xciting p AtH

If they stop fighting Zombies and instead go to warn the compound guards, things get interesting.

Running through the camp is difficult. Confusion reigns. People strike torches, gather weapons, run everywhere, screaming, challenging each other, calling for loved ones, tripping over each other. The various factions are defending their own patch of ground. Eisenbach’s knights and the other guards are nowhere to be seen.

When the PCs finally reach Karl’s Compound, it is in uproar. A few soldiers tear down all the linen walls whilst a pitifully few archers try to watch all approaches. Krieger is at the entrance, shouting at four entrance guards. He has five men at his back.

“Why are there so few of you? Every man should be here!”

“Sorry sir! The attacks came while you were on patrol, sir. Undead, pouring out of the woods on all sides. Father Helmut sent half of us off to the north edge, and Eisenbach took his knights south. Father Helmut and his six temple guards are in the tent with the Child.”

“And where are Vanderpeer’s men?”

“Guarding Vanderpeer.”

Or, if the PCs were with Eisenbach

“Sorry sir! The attacks came while you were on patrol, sir.

Undead, pouring out of the woods on all sides. Father Helmut sent half of us off to the north edge, and Eisenbach’s knights went south.

Lord Eisenbach hasn’t returned from watching for Elves. Father Helmut and his six temple guards are in the tent with The Child.”

“And where are Vanderpeer’s men?”

“Guarding Vanderpeer.”

Krieger is furious. Everyone should be guarding Karl, not spread all over the place. He sends a soldier to get the others back and starts ordering the remaining guards to guard the approaches from the woods, leaving the west side of the compound almost completely unguarded.

If the PCs give their warning, Krieger shifts all his men around to the field side of the tent, and just in time too. Out of the churning, terrified mob comes a phalanx of ten Ghouls, dressed in cloaks with blue belts to blend in with the Crusaders. The guards ready themselves just in time. The Ghouls throw themselves on the guards in a frenzy trying to push past to Karl’s tent. If the PCs hadn’t warned them, the guards would have been caught unawares and overwhelmed by the disguised Ghouls.

This fight should be crazed and vicious, fought in the midst of a sea of screaming, panicked Crusaders. The PCs’ biggest difficulty should be that it’s hard to tell who’s a Crusader and who’s a Ghoul until their claws shoot out of their long sleeves and slash at their faces.

After 5 rounds, a Vampire Bat flies overhead, heading towards Karl’s tent.

It takes a Routine (+10) Perception Test to notice it in the middle of all the fighting.

If the PCs don’t notice, one of Krieger’s men does. The guards break off from the Ghouls as best they can and chase it to the tent. It rips through the fabric of the roof, and sounds of fighting come from within, as well as the shrieks of a frightened young boy, and Helmut’s voice raised in invocation. Two temple guards fly out of the tent flap, ripped to shreds, armour clawed open.

As Krieger’s men run, so do the Ghouls, disengaging from the PCs to race for the tent. If the PCs give chase, they hear a roar and a snapping of ropes, and Karl’s tent rises and twists, then swoops around in a wild arc.

Something immense is using the tent pole as a weapon. As it knocks back Krieger’s men, the PCs get a look at it. It is a Strigoi Vampire—about 8 feet tall and as thin and corded with muscles as his Ghoul followers. Its fingers are as long as its forearms and its eyes glow like red fire. It shrieks like a banshee. Four temple guards form a ring around Karl and Helmut, while Krieger and the rest swing at the Strigoi.

The Ghouls try to assist the Strigoi. Krieger’s men fight both. If the PCs join the fight, you might like to let one of their strikes turn the tide. If not, Krieger gets a solid chop to the Strigoi’s hip, cutting it deeply.

It staggers back, roaring, throws the tent pole at its attackers, then leaps into the air and turns into a Vampire Bat again. It flaps off into the night, followed by a few shaky arrows. The Ghouls, if any remain, run.

Jan hurries up, eyes frightened. “Is he safe? Is Karl safe?”

Krieger nods wearily. “Aye. Safe.”

Jan seems confused. “Why would a Vampire want to kill the Holy One?”

Helmut speaks up. “It wasn’t trying to kill him. It was trying to take him.”

Mad Orlock

Male Strigoi Vampire

Mad Orlock is a disturbing Vampire of bestial appearance.

WS BS S T Ag Int WP Fel

59 28 59 (5) 63 (6) 63 43 62 25

Skills: Command (Fel), Common Knowledge (the Empire) (Int), Concealment (Ag +10), Dodge Blow (Ag), Magical Sense (WP), Perception (Int +10), Search (Int), Speak Language (Reikspiel, Strigany) (Int), Torture (Fel)

Talents: Frenzy, Rover, Strike Mighty Blow

Traits: Blood Gift (Bat Form, Blood Drain, Natural Necromancer, Vampires’ Curse), Frightening, Keen Senses, Natural Weapons (Claws, Fangs), Night Vision, Undead (See Appendix for details on new traits.) Combat

Attacks: 2; Movement: 5; Wounds: 24 Magic: 1

Weapons: Claws (1d10+6), Fangs (1d10+6) Trappings

Mad Orlock has nothing but his furry hide.

Bat Form

WS BS S T Ag Int WP Fel

33 0 31 (3) 30 (3) 34 43 62 25

Skills: Dodge Blow (Ag), Perception (Int +20) Talents: Strike Mighty Blow

Traits: Enhanced Senses*, Flier, Frightening, Keen Senses, Natural Weapons (Teeth), Undead

* Vampire Bats can “see” in complete darkness, up to a range of 30 yards, using a form of echolocation. This process is not silent; any character within range of the echolocation may make a Perception Test to hear its high-pitched squeals.

Attacks: 2; Movement: 4; fly 8; Wounds: 24 Magic: 1

Weapons: Teeth (1d10+4)

t HE c rookEd p AtH

If the PCs mean to take advantage of the confusion and kill Karl, or perhaps prevent his guards from protecting him, or do something else entirely, use your best judgement. The defenders are detailed above, as are the Ghouls and Vampires. Neither welcomes the PCs interference, so they may be attacked by both sides.

In the end, whatever the PCs do, the cultists drive off the Vampire, though their losses are worse without the PCs’ help. If the PCs reach Karl, they must make a Very Hard (–30) Will Power Test or fall under his spell.

If the PCs fight the defenders, Krieger’s men try to arrest them. If they run, Helmut calls to the mob, saying “Stop them! They tried to kill Karl!” The PCs are overwhelmed and pinned.

W Hos g uArding k ArL ?

Krieger, Twelve of Krieger’s Halberdiers , Ten of Eisenbach’s bowmen, Helmut, Helmut’s temple guards. Jan’s guards are busy guarding Jan’s tent

— o utcomEs

H

ow the PCs involved themselves during the attack on the encampment determines what happens next. In every case, they should catch a glimpse of the boy and in the best circumstances, deal with him directly. Should the characters act in a manner not described in this chapter, simply have the boy run to the PCs in the thick of the fight, begging for their protecti0n. Whenever a mortal looks upon the boy and is within his effective range, a character must make a Will Power Test. Generally, the test is Very Hard (–30) for Humans, but it’s Routine (+10) for Elves and Easy (+20) for Dwarfs.

Characters that fought on the boy’s behalf in the fight against the Undead find themselves being rewarded for their services by being introduced to

the boy. It’s possible that Krieger or some other leader speaks on their behalf, saying something like “We would have been sunk if it wasn’t for these men. They learned that the Zombies were just a diversion and told us to watch out for the real attack. Might not have survived otherwise,” or, “These fellows acquitted themselves very well against those horrors. They would make fine replacements for the men we lost.” After this, a high, pure voice comes from behind the wall of guards. “Who are they? I would meet the brave souls who saved my life.” Karl comes out of hiding and steps up to the PCs. He is a handsome boy of nine, dressed in a nightgown of finest quality, with a sweet face and bright, inquisitive eyes. He looks at each of the PCs in turn, then bows deeply and says, “I thank you, gentles. I am forever in your debt.”

Characters following the Crooked Path have a slightly different outcome.

They are disarmed and brought before Helmut. If they acquitted themselves well in the fight a soldier or leader speaks up, saying “They can fight, at least, and we need fighters. Let them speak to Karl. If they see the light, they can be replacements for those we lost. If they remain unconverted, then we will kill them.” Helmut nods. “Very well. But observe them for a few days. There have been some who have lapsed.” He calls Karl forth. “Come and show these ignorant heathens the light of your countenance and make new men of them.”

If any of the PCs try anything foolish before Karl manages to speak, such as attacking him, or covering his mouth, they won’t live to regret it. His guards attack mercilessly. And, as mentioned before, if threatened, Karl throws up his hands and says “No!” requiring the Will Power Test as described above.

PCs that run away before Karl speaks are hunted down, disarmed, and

PCs that run away before Karl speaks are hunted down, disarmed, and

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