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4. EVOLUCIÓN DEL DEFICIT Y DE LA DEUDA. MEDIDAS DE LIQUIDEZ

4.3 Mecanismos Adicionales de Financiación de las CC.AA

This encounter is described in The Empire at War (pp15-17). There it is intended for the PCs’ return journey from Kislev. However, it can equally be used in this leg of the journey.

Something Less Rotten

GMs who wish to run Something Rotten in Kislev may wish to consider the following modifications, which are intended to address that adventure’s straightforward, episode in the campaign.

Death Takes a Holiday

If the GM wishes to run a version of The Last Days of the Empire (see Phase Five, below), this adventure should be omitted. The Last Days of the Empire makes use of this scenario’s backdrop in a different context.

If, however, the GM does wish to use this adventure, the following modifications should be considered:

1. The mapped area of Chernozavtra (Map 8, p63) is not of a realistic size. This error can be rectified if the GM assumes the mapped area is a fortified central keep, which is surrounded by the ruins of the town’s other buildings. The adventurers will thus need to pass through the outer ruins before reaching the keep. Fleeting glimpses of undead in the shadows of the ruins can help build tension.

2. Annandil occupies a different physical form from that expected by the adventurers. While this is in itself an interesting twist, it is immediately repeated in the next adventure, The Champions of Death. Such repetition is deeply unsatisfactory. GMs may, therefore, prefer to make Annandil of the race expected by the players. This can be achieved by making Annandil an elf, changing the name Gurthgano Gorthaudh to a dwarven one or changing both the name and race to another altogether.

3. The showdown with Annandil is anticlimactic. The following modifications attempt to provide a more significant climax.

The long years of isolation in Chernozavtra have taken their toll on Annandil’s mental health. Although this will not be apparent immediately, over time the adventurers will come to realise how disturbed and dangerous Annandil has become. He will initially insistent, the facade of politeness will fall and he will not hesitate to prevent his guests from leaving. He will continue to consider the adventurers as guests and treat them well as long as they do not attempt to leave.

Eventually, however, he will tire of them and attempt to drug them over a meal. He will then seek to use them for his research into death and reanimation. The PCs have no choice but to defeat or escape Annandil.

4. Although no statistics are provided for Annandil in Something Rotten in Kislev, it is clear he is an enormously powerful wizard.

This creates two problems. First, his level of power is not commensurate with that seen in other parts of the campaign, creating an strength is reduced. He should be a powerful and dangerous foe, but not impossible to overcome

5. In preparation for The Champions of Death (as modified below), Annandil should make mention that Sulring Durgul’s researches into immortality took him to Lustria and that he claimed to have found a solution involving a magical totem from the continent.

6. As written, the adventurers’ escape from Chernozavtra relies on the deus ex machina of Annandil’s undead mounts. This is an unsatisfactorily simplistic resolution of a complex situation and does not take advantage of the many role-playing possibilities. Something Rotten in Kislev (p72) does contain some discussion of alternative scenarios, though for the most part dismisses them. It is suggested that the GM takes a less restrictive approach. Some of the options are discussed below.

- Full Frontal. A direct attack on the vastly superior numbers of the Dolgans and hobgoblins is extremely foolish. At best it should result in the PCs’ capture (see further below).

- Sneak Away. Another option is for the PCs to make their way stealthily through the Dolgan and hobgoblin camps. It is up to the GM to decide how effective the besiegers’

lookouts (p72) are, but realistically the PCs’

chance of evading capture should be low.

- Run for It. If the PCs are able to secure Chernozavtra lies directly on the Zapadryeka river. Here there are no Dolgan or hobgoblin forces. If the adventurers descend the short cliffs on this side and search effectively among the abandoned jetties, they will find a decaying rowing boat. This can be used to effect an escape by river, albeit a risky one,

as the vessel is far from watertight after years of neglect.

- Look Over There! The most effective tactic is likely to be to create a diversion. One option is to provoke battle between Dolgans and hobgoblins and escape in the confusion.

A volley of arrows fired over the Dolgans circumstances of the PCs’ departure, Annandil’s zombies may be in pursuit. This can play to their advantage. The appearance of the zombies will send the Dolgans into panic and flight. This will in turn cause chaos among the hobgoblins. This situation provides the adventurers with the perfect opportunity to slip away.

- Bluffing. Silver-tongued PCs may try to talk their way past the besiegers. They are likely to have to be very persuasive for this to be successful. Failure will probably result in capture (see below).

- Capture. The PCs’ failed attempts to pass the Dolgans or hobgoblins may result in their capture. In such an event the PCs may succeed on effecting their own escape.

However, if they do not, an attack by the other besieging force should create the opportunity for them to escape.

The Champions of Death

1. The deities Zuvassin and Necoho embody a very different conception of Chaos from the other WFRP deities. It is suggested here that they are replaced with Malal (WFRP, p210).

2. The oath curse causes creates difficulties not only for this adventure, but also the rest of the campaign. GMs are strongly advised to remove the oath curse from the adventure altogether. It should be assumed that Julius Olvaga’s condition has been triggered by a more conventional curse.

3. Similarly, the undeath plague poses major problems for the continuity of the campaign.

Either the adventurers should not be exposed to it, or it should be deleted completely.

4. Attempts to infiltrate the temple of the Ancient Allies by means of subterfuge are heavily discouraged in Something Rotten in

Kislev (pp90-92). This significantly reduces the opportunities for inventive play. It is recommended that the GM removes some of these obstacles and allows the PCs to infiltrate the cult.

5. The catacombs beneath the temple of the Ancient Allies contain elements out of keeping with the tone of The Enemy Within.

It is suggested the GM remove these elements, such as the bizarre demonic furniture in Durgul’s office (p106).

6. In the climax of the adventure the PCs are forced into surrender and are unable to achieve their objectives. This provides a disappointing conclusion to their adventures in Kislev. The following changes may

The totem is, of course, very well protected, and so gaining access to it will be very difficult. The following notes suggest approaches to ease the adventurers’

challenge, should that be necessary.

- No One at Home. In the published text Sulring Durgul is not present in the catacombs when the PCs arrive. This provides them with an opportunity to locate and gain access to the totem relatively and the totem are vulnerable. Durgul will, of course, ensure other protections are in place.

- No Pain, No Gain. Alternatively maintaining the bond with the totem might require regular blood sacrifice. The burden of this falls on cult members, who must offer some of their blood daily. The PCs could follow cult members engaged in this ritual or, if they have infiltrated the cult, be called on to offer sacrifice themselves.

‡‡ There did exist a draft adventure also titled The Horned Rat, which was rejected by Flame Publications. It appears to have had no

- With a Little Help From My Friends. A third party could provide valuable intelligence on the totem. This information could come from Julius Olvaga’s notes or from a disaffected cult member, for example.

7. Sulring Durgul’s magical powers are grossly disproportionate and inconsistent with the low-magic tone of The Enemy Within. It is here recommended that his strength is very significantly reduced.

The Horned Rat

This adventure was intended to follow Power Behind the Throne, but was never published.‡‡

Phil Gallagher briefly described his conception of the adventure as follows:

I had this idea that a bunch of Skaven were developing a means of bringing Morrslieb down to earth… and/or they had created a portal to enable them to teleport to the surface to mine it…

Chaos-mutations a-plenty!

The Horned Rat Rises

The following adventure outline is intended to stand in stead of the original version of The Horned Rat and serve as a replacement for Something Rotten in Kislev.