Heinrich's Dungeon or Wuzzit's Dunshn Boyz

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    Heinrichs Dungeonor

    Wuzzits Dunshn BoyzAn old-fashioned Dungeon-Crawl with a Magical Weapon Reward at the End

    by PzVIE

    Based on the Maps of Dungeon Crawl Classics #1: Die Idyllen des Rattenknigs

    This dungeon crawl was created to reward a player of mine for his outstanding portrayal ofhis Knight Panther character. I know that he always wanted a magic sword, and I plannedto give him one. We were in the middle of the Path of the Damned campaign. If you haveplayed that, you surely remember poor Dwarf Grunbar, who forged the swords and wasthrown into the Iron Tower in Nuln because of his little side-business. He promised my PCthat he will give away the secret of the resting place of Heinrich Thorsteiner and his magicsword, a secret he learned from a descendant of a follower of Heinrich Thorsteiner, aSigmarite Warrior priest who needed the aid of a weapon smith. After the work was done,

    both went to the pub and got totally drunk. Here the priest told Grunbar the secret, but heeventually forgot about it the next morning, having a huge hangover. Grunbar planned tovisit this dungeon, but his business kept him always too busy for such an enterprise. Whenthe PCs visited him in the Iron Tower, he was willing to trade the secret for his freedom.With all the contacts the players should have at the end of the Path of the Damnedcampaign, it should be easy for them to free the poor Dwarf. He will keep his word and sothe PCs can go on the quest to find the resting place and the magic sword of HeinrichThorsteiner. More about the story of Heinrich Thorsteiner and his sword can be found inthe appendix.

    The Dungeon is located in the Grey Mountains. Dunbar knows the following: Follow the

    River Felsenwasser upstream from Auggen into the Grey Mountains, move always leftwhenever the river separates, after 20 miles or so you will discover the entrance of an old,abandoned silver mine. In there, you should find the tomb of Heinrich Thorsteiner.

    This mine was in use until 1993 when it became depleted and deserted. From that time on,various Goblin clans used the mine as their home. At the moment, it is the headquarters ofthe Dunshn Boyz, a Goblin clan lead by a Gobbo named Whuzzit.

    All corridors in the dungeon have a width of 2 metres and are 2 metres high. Using 2-handed weapons should impose a WS-Penalty of 20%. All doors are wooden, have TB5, 16 Wounds and are considered helpless(1d10 extra Damage). When you describe thevarious corridors and rooms to your players, dont be as exact as the map is. This was a

    silver mine, so a room is in fact a chamber, where they worked the walls and extractedthe precious metals. So the walls arent that fair and straight as the maps show. From timeto time, there are wooden supports in the corridors. Destroying such a support has a 5%chance of a cave-in. Destroying 2 consecutive supports has a 20% chance, 3 a 40%chance, 4 a 60% chance and so on. Just for the case your players come up with wondrousideas (they are adventurers, of course). A Dwarf in your group should be speechless bysuch shoddy work a dwarfen mine would have been much better constructed, you know!

    And one final word: Im not a native English speaker, so this document is surely full ofgrammatical errors and strange wording Im sorry for this! Coming from a small countryin the eastern Alps, my native language is German and even the German think that we

    Austrians do not speak German (which is total nonsense the Germans are the ones whoarent able to speak proper German!). However, hereby I apologize! Have fun!

    PzVIE

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    Level 1: Home of the Goblin Warriors

    Not all Goblins are here. Two groups are out, scouting; each group consisting of 12Goblins and one Lieutenant. You can use one of these groups for an ambush against theplayers on their way to the dungeon, if you enjoy a little action. If you think your PCs aredoing too well in the dungeon, you may always have the other group come back andinvestigate the missing or dead watchmen.

    1-1 Watch Room:2 Goblins, both are distracted by a fight over a bottle of booze

    1-2 Outer Barracks:Garbage, Table with chairs, 4 sleeping Goblins

    1-3 Main Barracks:Empty; table with chairs; sleeping berths for 8 Goblins

    1-4 Kitchen:Large cauldron, a chimney leads the smoke outwards; food (not verypalatable (if your PCs want to taste it, let them do a Routine Toughness Test;failure means they catch the Galloping Trots), cheap Beer (but ok). 1 Goblin isbusy with cooking a meat soup (kind of).

    1-5 Inner Sentry Room:Empty

    1-6 Secret Chamber:The Goblins havent found that chamber yet. If you find thesecret opening mechanism, a poisoned needle will sting the PC fumbling withthe lock the poison is, after > 200 years, without effect, but the player mustnot know (tell him simply he was stung by a small needle). In the room is an

    old chest with more than 200 years old clothing (then of Best Quality), 12 gc,18/4 coins. Furthermore, there are 5 rusty lanterns with candles. .

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    1-7 Pantry:Food storage, kegs with beer, flour, sausages and all that stuff. Ifsomeone tries to eat from it, see room 14.

    1-8 Command Room:Here is Wuzzit Bordak and two of his Lieutenants. On thetable is food and beer; they have an intense discussion going on and aresomewhat distracted. If the PCs didnt make too much noise, they are able tosurprise them.

    1-9 Privy. Very simple, just a deep hole in the floor. If Goblins smell bad, thisrooms smells awful!

    1-10 Rat Nest. In this room is a rat nest. The room is not used by the Goblins. Theyonly attack if the players disturb their nest.

    1-11 Refectory:A big table with 14 chairs; rotten food all over the room. Some ratswho try to salvage them.

    1-12 Commanders Room:Private room of Wuzzit Bordak; bed, chest with nick-

    nack and 12 gc, 11/34 coins.

    1-13 Privy:See 19.

    1-14 Shamans Room:Surrak is here, asleep.

    1-15 Shrine for Gork & Mork:Suffl is praying here at the moment.

    1-16 Private Rooms for the Lieutenants:4 beds, personal things (mostly useless).

    1-17 Sleeping Room for 12 Goblins

    1-18 Sleeping Room for 16 Gobins & Downstairs to Level 2. The stairs are prettyeasy to climb, so that a squig can easily go up and downstairs.

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    Level 2: Home of the Goblin Females, Kids, and Squigs

    2-1 Watch Room:2 Goblins are at watch here. They are both bored.

    2-2 Store Room:Useless stuff only Goblins would find a need for

    2-3 Kitchen & Pantry

    2-4 Refectory for females & kids

    2-62-72-82-9

    Females and Kids: every room contains 2 females und 6 kids. Obviously somekind of kindergarten. What will our PC-Heroes do with them?

    2-5 Privy.

    2-10

    2-11Female Bedrooms. Every room contains 3 sleeping females.

    2-12 Torture Chamber:Tools, iron rings on walls, 1 Goblin (the torturer), busy with

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    maintaining his tools. If you like, you may add some corpses, maybe even aliving Human or Dwarf, recently captured..

    2-13 Private Chamber of the Torturer

    2-14 Dungeon:Dead Humans and Dwarfs in various states of decay..

    2-15 Squigmasters Quarters:Lashes, harnesses and blankets for squigs. Bedrollsfor 2 Goblins (the Squigmaster and the Animal Caretaker (see 218))

    2-16 Squig-Stables:10 Squigs chained. One saddle and harness for each squig..

    2-17 Squig-Stables:like abovle

    2-18 Squig-Stables:like above, but only for 6 suigs. 1 Goblin is busy with feedingand removing excrements..

    2-19 Tomb of the mine workers I:Graves with workers who died between 1982 to1984. To find this, the PCs must discover the secret door. There is nothing ofvalue here.

    2-20 Tomb of the mine workers II:Graves with workers who died between 1985 to1987. To find this, the PCs must discover the secret door. There is nothing ofvalue here.

    2-21 Squig Food Storage: Stolen horsefood and rotten food.

    2-222-23

    Empty

    2-24 Empty:In front of the door is a bored Goblin sentry which watches theentrance to level 3. This entrance is just a huge manhole with an iron ladder toclimb down. The hole is still too small for the giant spider to fit through, still, thesentrys job is to ensure that no thingies surprise the clan from below.

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    Level 3: Realm of the Spider

    any There are no doors on this level. In room 33 is a Giant Spider, which movestowards the noise, the PCs create. This creature was born here and will diehere, because it is now too big to fit through the openings. Sometimes, theGoblins throw rotten food through the manhole in room 31 to feed the beast.It keeps the rat population under control. In room 35 is a similar opening as inroom 221/31 which leads down to level 4.

    Well, if you wonder how that spider grew here, just image a Goblin or anyother creature having a spider egg stuck to their clothes. They lost the egg atlevel 3 and out there, voila, hatched a spider. He fed on small insects, then onrats, grew big and fat and only waits for our heroes to make a noise

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    Level 4: The Mother Lode

    any Heinrich Thorsteiners vault is in room 412. He lies in a sarcophagus, thesword in his hands. This sarcophagus is entirely made of stone; its lid hasengraved a short story of Heinrich Thorsteiner (see appendix below).

    Through the halls and rooms floats the Banshee Gina Godtgraf. Many yearsago, when the mine was still operated, she betrayed her husband (a mineworker) with another man, and to get rid of her old husband, she murdered himin cold blood, in this very level of the mine. Shortly after that her lover left herfor another woman and she died of grief and guilt. Since then, she wandersthe halls of level 4 and tries to kill every Goblin (or other living thing) whichenters this level.

    All the rooms are empty and show traces of mining activities.

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    Profiles:

    Wuzzit Bordak: Goblin Chieftain

    Main Profile

    WS BS S T Ag Int WP Fel

    55 50 50 55 60 40 50 40Secondary Profile

    A W SB TB M Mag IP FP

    3 16 5 5 4 0 0 0

    Skills: Academic Knowledge (Strategy/Tactics), Common Knowledge (Greenskins), Command +10%, Concealment,Dodge Blow +10%, Intimidate +10%, Outdoor Survival +10%, Perception +20%, Ride, Swim, Silent Move, Scale

    Sheer Surface +10%, Speak Language (Goblin Tongue, Reikspiel (well, very bad))Talents: Disarm, Quick Draw, Lightning Parry, Menacing, Very Resilient, Night Vision, Street Fighting, Strike MightyBlow, Strike to Injure

    Special Rules:

    Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves or

    mix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attackthe offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.

    Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity betweenthe two races, or simply because of the Elves superior mannerisms and smell of cleanliness, a Goblin must make a Fear

    Test if it and its allies do not outnumber the Elves present by at least two to one.Armour: Light Armour (Leather Jerkin)Armour Points: Head 0, Arms 0, Body 1, Legs 0Weapons: Hand Weapon, Short Bow or Spear, ShieldSlaughter Margin: Easy

    Snurkel Totrik and Burruf Schmutt: Goblin Leutnants

    Main Profile

    WS BS S T Ag Int WP Fel

    45 40 45 45 40 25 45 30

    Secondary Profile

    A W SB TB M Mag IP FP

    2 14 4 4 4 0 0 0

    Skills: Common Knowledge (Greenskins), Command, Concealment, Outdoor Survival, Dodge Blow, Perception +10%,Strike Mighty Blow, Ride or Swim, Silent Move, Scale Sheer Surface, Speak Language (Goblin Tongue and a very,

    very bad Reikspiel)Talents: Night Vision

    Special Rules:Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves ormix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attackthe offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.

    Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity betweenthe two races, or simply because of the Elves superior mannerisms and smell of cleanliness, a Goblin must make a FearTest if it and its allies do not outnumber the Elves present by at least two to one.Armour: Light Armour (Leather Jerkin)Armour Points: Head 0, Arms 0, Body 1, Legs 0Weapons: Hand Weapon, Short Bow or Spear, ShieldSlaughter Margin: Easy

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    Surrak Wargraz and Suffl Prutzk: Goblin Priests

    Main Profile

    WS BS S T Ag Int WP Fel

    35 40 35 40 35 40 50 35

    Secondary Profile

    A W SB TB M Mag IP FP

    1 12 3 4 4 2 0 0

    Skills: Common Knowledge (Greenskins), Academic Knowledge (Theology), Charm, Common Knowledge (Humans),

    Heal, Magical Sense, Concealment, Outdoor Survival, Perception +10%, Ride or Swim, Speak Arcane Language(Magick), Silent Move, Scale Sheer Surface, Speak Language (Goblin Tongue, Reikspiel or Khazalid)Talents: Aethyric Attunement, Fast Hands, Night Vision, Master Orator, Divine Lore (Lore of the Greenskins)

    Special Rules:

    Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves ormix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attackthe offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.

    Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity between

    the two races, or simply because of the Elves superior mannerisms and smell of cleanliness, a Goblin must make a FearTest if it and its allies do not outnumber the Elves present by at least two to one.Armour: NoneArmour Points: 0Weapons: DaggerSlaughter Margin: Easy

    A typical, stupid Goblin

    Main Profile

    WS BS S T Ag Int WP Fel

    25 30 30 30 25 25 30 20

    Secondary Profile

    A W SB TB M Mag IP FP

    1 8 3 3 4 0 0 0

    Skills: Common Knowledge (Greenskins), Concealment, Outdoor Survival, Perception, Ride or Swim, Silent Move,Scale Sheer Surface, Speak Language (Goblin Tongue)Talents: Night Vision

    Special Rules:

    Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves ormix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attackthe offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.

    Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity betweenthe two races, or simply because of the Elves superior mannerisms and smell of cleanliness, a Goblin must make a FearTest if it and its allies do not outnumber the Elves present by at least two to one.Armour: Light Armour (Leather Jerkin)Armour Points: Head 0, Arms 0, Body 1, Legs 0Weapons: Hand Weapon, Short Bow or Spear, ShieldSlaughter Margin: Easy

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    Squig

    Main Profile

    WS BS S T Ag Int WP Fel

    42 0 53 35 56 5 22 5

    Secondary Profile

    A W SB TB M Mag IP FP

    2 10 5 3 6 0 0 0

    Skills: Dodge Blow

    Talents: Natural Weapons, Night Vision, Unsettling, Will of Iron + a few MutationsArmour: None

    Armour Points: 0Weapons: Claws & Teeth

    Slaughter Margin: Very Easy

    Giant Spider Main Profile

    WS BS S T Ag Int WP Fel

    40 0 41 44 66 15 35 5

    Secondary Profile

    A W SB TB M Mag IP FP

    2 25 4 4 6 0 0 0

    Skills: Concealment +10%, Perception +10%, Silent Move +10%

    Talents: Armoured Skin (2), Frightening, Keen Senses, Natural Weapons, Night Vision, Wall

    ClimberArmour: None

    Armour Points: 2 on all LocationsWeapons: Mandibles

    Slaughter Margin: Hard

    Rats

    Main Profile

    WS BS S T Ag Int WP Fel

    16/36 0 10 10 14 10 10 0Secondary Profile

    A W SB TB M Mag IP FP

    1 2 1 1 6 0 0 0

    Skills: Perception (WS = 36 because they outnumber the PCs at least 3:1)Talents: Rover

    Armour: None

    Armour Points: 0

    Weapons: TeethSlaughter Margin: Very Easy

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    Gina Godtgraf: Banshee

    Main Profile

    WS BS S T Ag Int WP Fel

    31 0 31 31 46 25 48 32

    Secondary Profile

    A W SB TB M Mag IP FP2 18 3 3 6 0 0 0

    Skills: Concealment +20%, Perception +20%, Speak Language (Reikspiel)

    Talents: Ethereal, Frightening, Night Vision, Undead

    Special Rules:

    Ghostly Howl: Once per round, as a half action, a Banshee may emit a terrifying howl of pure

    evil against a single opponent who is within 16 yards. She and her opponent make opposed Will

    Power Tests. If the opponent wins, he is unaffected. If the Banshee wins, she inflicts 1d10 Woundson her victim, ignoring Toughness Bonus and armour. Those killed by a Banshees wail appear to

    have been frightened to death. Creatures immune to Fear and Terror Tests are also immune to the

    ghostly howl. A character who is injured by a Banshees howl, but lives to tell the tale, must make aWill Power Test at the end of the encounter or gain 1 Insanity Point. Many survivors convince

    themselves that they are doomed to die, and are unable to shake off the feeling.

    Armour: None

    Armour Points: 0

    Weapons: Hand Weapon

    Slaughter Margin: Challenging (Impossible without a magic weapon or spells)

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    Lore of the Greenskins (an excerpt):

    You may find these spells useful for Surrak and Suffl.

    Gaze of Mork

    Casting Number: 8Casting Time: half action

    Ingredient: A pair of eyes - +1Description: Green fire pours from your eyes, counting as a Magic Missile with a range of 24

    yards, inflicting one Strength 4 hit.

    Die yer Git

    Casting Number: 13

    Casting Time: Full ActionDuration: Instant

    Range: 48 yardsIngredient: A handful of charcoal (+2)

    Description: Balls of dirty sooty fire fly from the casters hands, acting as a magical missile. A

    number of fire balls are created equal to the casters Magic Characteristic, and have Damage 4.

    Face of Gork

    Casting Number: 21

    Casting Time: half actionIngredient: A sacrificed Orc (at least) - +3

    Description: You are filled with the bestial fury of the twin Orc gods. Your eyes blaze with green

    eldritch energy and you seem to grow to twice your size. For one minute you cause Terror.

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    The Sword of Heinrich Thorsteiner

    Magic Object: Greenskinner

    A Best Quality Sword, with a Twin Tailed Comet engraved at both sides at the start of theshaft, which glows with an eerie green light when wielded.

    Academic Knowledge: Theology

    Powers: Apart from the +5% Weapon Skill Bonus being of Best Quality, it gives anadditional +5% to Weapon Skill and +1 to Damage against Greenskins and counts as amagical weapon, imbued with Sigmarite Divine Magic.

    Side Effects: A Greenskin touching the sword will burn its hand, suffering 1 Wound perturn holding it.

    History: The sword was forged by the Dwarfen blacksmith Gorki Tunningson from KhazidGrimaz in the year 2009 as a present to his human friend, the Sigmarite Warrior PriestHeinrich Thorsteiner. At the beginning, it was a normal sword, without any magiccapabilities. But Heinrich was a true and devout Sigmarite, who dedicated his life battlingthe Greenskin menace. He and his small party consisting of other warrior priests, some

    Dwarfs and a number of fanatic flagellants searched the Grey Mountains for any traces ofGreenskin activity and fought many battles against this age-old foe of Mankind andDwarfenhood. The miracle happened during a particularly brutal battle. Heinrich and hisparty were entrapped by a tribe of Orcs, and things looked bad for them. They wereoutnumbered three to one, and the Orcs closed in. Heinrich, on his knees, prayed toSigmar, not to spare his life, but to help destroying the Greenskins and save his followers.His prayers were answered. In the upcoming battle, he fought furiously, slaying Orc afterOrc, the sword in his hand glowing green where the icon of the twin-tailed comet was, andhis followers, be it Dwarf or Human, followed his path of destruction and the battle wasfinally won. Heinrich, bleeding from several mortal wounds, collapsed after the last Orcwas slain and was buried by his followers in a now unknown spot in the Grey Mountains.

    They built him a sarcophagus in an abandoned silver mine, laid his body in it with theSword on his breast and left the Grey Mountains forever.