Thursday, August 18, 2011

Tracked by a Witch Hunter

My Warhammer Quest campaign kicked off a few weeks ago, and I'm busy prepping for the next session.  I'm running the game as a light RPG, using many of the suggested rules in the Roleplay section of the Roleplay Book.  With one session under our belt, I'm thinking now about how I can make the next session interesting, playing off events that happened in the previous session.

When we left off, we had a lone Barbarian surviving the dungeon, after two failed attempts at locating the Dwarf King's Tomb Chamber.  Along the way, he thrust his sword into a Warpfire Forge, and it was infused with Chaos power, turning a brilliant green and dealing an extra 1D6 damage.

When the Barbarian returns to town, I'm going to throw a special, customized Settlement Event at him at my first opportunity.

Tracked by a Witch Hunter

As you wind your way down the dimly lit alleyways on your way back to the inn, you notice two figures trailing you from a distance, but approaching rapidly.  You are soon confronted with a stern looking man dressed in a black brimmed hat and cape.  At his side is a shriveled old crone whose eyes are a glazed grey.  The crone raises a long, thin finger at you and utters, "yes, he is the tainted one".  At that, the man draws a pistol and utters, "By the righteous wrath of Sigmar, surrender yourself, you heathen servant of Chaos!"

It's obvious that this man is a Witch Hunter.  At this point you can decide to surrender, fight, or run, as this Witch Hunter is in no mood for discussions!  Roll on one of the following tables:

Surrender

1. You are arrested and eventually tried and found guilty of possessing an illegal implement of Chaos.  You are burned in a pyre that evening in the public square.
2. You are arrested and eventually tried for possessing an illegal implement of Chaos.  You are able to bribe the officials using all of your Gold and the tainted Sword, at which point you are thrown out of the Settlement and told to go back to Norsca.
3. You are arrested and given a trial date, with a possible death sentence to follow.  The night before your trial you manage to find a weak spot in the bars, crack the skulls of a few guards, recover half your Gold and the Sword, and escape into the Sticks.
4. Somehow you are able to convince this pair that you are not aware of the Chaotic origins of the Sword. They confiscate the weapon and send you off with a stern warning.
5. The crone mumbles an incantation and flashes her hands around you, then whispers something to the Witch Hunter.  The pair mysteriously turn and leave you alone in the alleyway, scratching your head.
6. You provide all of the information you have about the Warpfire Forge, and hand the Chaos-tainted Sword to the Witch Hunter for disposal.  He is so grateful that he rewards you with a sealed document that entitles you to one free visit to the Witch Hunter's Guild and a complimentary roll on the Benefits table.

Fight

1. You are trounced in the fight and the Witch Hunter promptly places you under arrest.  Roll 1D3 on the Surrender table to determine your fate.
2. After a lengthy battle the Witch Hunter gets the best of you with. He confiscates half your Gold, and the Sword, but admires your spirit and for that reason spares your life. You begin the next adventure less 2D6 Wounds.
3. The fight is a stalemate for quite a long time, but eventually you land a devastating blow against the Witch Hunter. He is forced to retreat, but vows that this will not be the last time that you meet.
4. You best the Witch Hunter after a short but brutal battle, and he crumples dead to the ground. What do you do about the cowering crone who witnessed the incident?
5. Your green sword glows a brilliant yellow as it slices through the Witch Hunter's flesh. At that point the crone hits the ground, victim of an apparent death by shock. You look to your left and right, but cannot spot any witnesses in the dark alleys.
6. You deftly defeat the Witch Hunter with non-lethal blows, as the crone looks on in horror, hissing curses at you.

Run



1. As you break to run, you are so nervous that you trip and land flat on your face in a puddle in the alley.  You are promptly arrested by the Witch Hunter.  Roll 1D3 on the Surrender table above to determine your fate.
2. After a lengthy pursuit you take a shot to the inner thigh, then fall off of a rooftop and manage to roll down into a cellar.  You've evaded the Witch Hunter for now, but the wound leaves you permanently hobbled, and at -1 Movement.
3. You manage to evade the Witch Hunter after a long chase, but as you broke to run the crone extended her arm at you, casting a Spell of some sort.  The next time you see your reflection you notice a mark engraved on your forehead - the 8-pronged Mark of Chaos!
4. If you pass an Initiative Check you are able to get away, otherwise roll on the Fight table above to determine your outcome.
5. You nimbly avoid the Witch Hunter, but he manages to get a shot at you which hits home as you escape.  You begin the next adventure at minus 1D6+5 Wounds.
6. You easily make your escape as the Witch Hunter gets off several wide shots.

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