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Lake District, Northern Fells Cumbria, England

SK 02

Lake District, Northern Fells Cumbria, England


Date: Tues, October 21, 1600
Bandit Camp Fells 5 days south west of Hutton Roof
Weather: Cloudy, high winds in fells.
The heroes have slain Die Zwei after his escape attempt. Kyle has been sent on his
way with the fell sheep and supplies. New heroes will encounter Kyle and he will
guide them back to the bandit camp. He will not attempt to rejoin the group.
The hike from the bandit camp leads down into a valley, and then starts toward
Blencathra (hill chair) to Crennel Pass will take 2 days if the trail is followed without
trouble.

Crennel Pass Bass of Blencathra 2 day from Bandit Camp


Weather: Cloudy, chance of rain (d6)
A small stone fort, with 10 walls and a wooden gate blocks the path. The fort is
manned by The Bears bandits. The bandits will want to know if the heroes have
brought another girl. If the heroes are clever they can talk their way around fighting
the bandits. If the heroes are wearing the wolf pelts the bandits will start as
Uncooperative, otherwise they start at Hostile.
1 Bandit+ per hero (-2 from the total)
The bandits have murder holes, providing: Heavy Cover (-4 to hit).
The bandits are armed with crossbows and fire every other round.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d6, Notice d6, Shooting d8,
Stealth d6, Throwing d6
Charisma: 2
Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Greedy, Mean.
Edges:
Gear: Leather armor (+1), Crossbows, 20 bolts each, Short Sword,
Knife,
4 shillings ( 0.20), 2 weeks rations

Blencathra Summit 1 Day from Crennel Pass


Weather: Cloudy, chance of snow (d6)
The summit of Blencathra forms the shape of a rounded chair. The vista looks down
over the woods to the east of Deepdale. Derwentwater, a small sized lake, lies to
the west of Deepdale. Four small islands are also in the lake. To the north of the
woods a large clearing is evident. Very sharp eyed heroes can make out some sort
of circular structure in the clearing (Notice check with 2 raises). The path down
toward the woods traverses a scree field.
Natural Hazard
Characters must make an Agility or Climbing Roll to cross the scree
field. Agility rolls are made at -2, Climbing Rolls at -1. On a failure, the
character slides down the field for 5 + 2d10, suffering 1d6 damage

Lake District, Northern Fells Cumbria, England


SK 02
per 5. A roll of 1 (regardless of the Wild Die) means the character
slides 10 + 2d10.

Derwent Forest 1 Day South West from Blencathra Summit, Day South
from Castlerigg
Weather: Cloudy, chance of rain (d4), chance of fog (d6 (+2 if it snowed at
Blencathra Summit))
The howls of wolves can be heard in the depths of the woods. The wolf pack is lead
by a pair of dire wolves. The wolves will catch the trail of the heroes once they have
traveled a few hours in the woods.
The Hunt:
If it is raining the wolves have a -2 to their track rolls. For each hour
traveled the heroes may attempt to hide their trail.
Opposed roll Stealth vs Track.
The wolves start 3 hours away from the heroes. Each success
either increases or decreases the distance by 1 hour.
The Pack: 1 wolf per hero, 2 dire wolves
Wolf, Dire
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d8
Skills: Guts d8, Fighting d8, Intimidation d8, Notice d6, Tracking d6
Pace: 10; Parry: 6; Toughness: 6
Special Abilities:
Bite: Str+d6.
Go for the Throat: Wolves instinctively go for an opponents soft
spots. With a raise on its attack roll, it hits the targets most
weakly-armored location.
Fleet-Footed: Dire wolves roll d10s instead of d6s when running.
Wolf
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d6, Intimidation d6, Notice d10, Tracking d8
Pace: 8; Parry: 5; Toughness: 4
Special Abilities:
Bite: Str+d4.
Fleet Footed: Wolves roll a d10 when running instead of a d6.
Go for the Throat: Wolves instinctively go for an opponents soft
spots. With a raise on its attack roll, it hits the targets most
weakly-armored location.
Size 1: A wolf is relatively small.

Lake District, Northern Fells Cumbria, England


SK 02

Castlerigg Stone Cirlce 1 Day West from Blencathra Summit, Day North
from Derwent Forest
Weather: Cloudy, chance of rain (d4)

Alroy (WC) Old Irishman with salted red hair. Starts as Uncooperative but is
easily swayed to Friendly .
Attributes: Agility d6, Smarts d8, Spirit d8,Strength d6, Vigor d6
Skills: Fighting d6, Guts d8, Intimidation d8, Knowledge (Occult) d6,
Knowledge (Spirits) d10, Notice d6, Shamanism d8.
Stealth d6, Survival d8, Tracking d8
Charisma: +0
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Outsider(Minor), Illiterate
Edges: Arcane Background (Shamanism),Woodsman
Gear: Dagger (Str+d4), fetish bag
Powers: Boost/lower trait, curse, deflection, fear, obscure, smite, spirit
servant, spirit ward, summon beast, vision quest.
What Alroy knows
Friendly
Some of the people of Deepdale moved to the islands of Derwent
about 2 months ago. Supposedly evil spirits were attacking people in
their beds.
The group of Germans moved into Deepdale after the villagers left.
Sometimes groups of men come down from Blencathra into Deepdale.
Helpful
He tried to help the people find out what was wrong but they thought
he was the cause.
He thinks there might be souls that need putting to rest.

Lake District, Northern Fells Cumbria, England


SK 02

Deepdale Day South West from Derwent Forest


Weather: Cloudy, chance of rain (d4), chance of fog (d6 (+2 if foggy in
Derwent Forest))
Deepdale is deserted. The only inhabitants are The Bear and his corrupted
followers. The Bear has taken up residence in the church. The church is a grizzly
scene.
As you enter the church rows of wooden pews flank the entry way. The pews
are littered with debris and garbage. The stench of decay is nearly
overwhelming. Beyond the pews lies a wooden altar, defiled by diabolic
symbols. The floor around the altar is covered in dry and fresh blood. Large
steel bowls near the altar look to contain chunks of flesh. Standing behind
the altar is a behemoth of a man, wearing tattered vestments. His skin is
covered by thick black hair except for his face, which is has a milky white
complexion.
Elizbeth has been shacked to the back side of the altar. Next to her is the
bloody remnant of the previous girl.
Note: The Bear has just finished his rite of offering and only needs to
consume one of the offered organs to cast Armor w/o casting modifier.
The Bear (WC)
Attributes:Agility d8, Smarts d10, Spirit d10, Strength d10, Vigor d8
Skills: Fighting d8, Guts d10, Intimidation d10, Knowledge (Anatomy)
d10, Magick d10,
Notice d8, Shooting d4, Stealth d4, Tracking d8
Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances:
Edges: Arcane Background (Sorcery), Combat Reflexes, Command,
Frenzy, Improved Strong Caster, Level Headed, Natural Leader, New
Powers
Gear: Vestments of The Flaying Bear, Key to shackles, 2.0
Special Abilities:
Armor +1: Thick skin.
Claw: Str+d6.
Powerful Strike: When The Bear hits with both claws (on the same
target), while frenzied, regardless of damage resolution. The target is
knocked prone.
Powers: Armor (hardened skin), beast friend (bears only), puppet
(rocking
motion), smite (glowing claws), summon beast (bear only).
Fanatics of the Flaying Bear
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d10, Intimidation d8, Notice d8,
Shooting d4,
Stealth d8, Survival d6, Tracking d8
Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances:

Lake District, Northern Fells Cumbria, England


SK 02
Edges: Combat Reflexes, Frenzy,
Gear: Vestments of The Flaying Bear
Special Abilities:
Armor +1: Thick Skin.
Claw: Str+d6.
Powerful Strike: When The Fanatics hit with both claws (on the
same target), while frenzied and causing the target to be shaken. Then
the target is knocked prone.

After half of the fanatics of the Flaying Bear have been slain a high pitch keening
noise can be heard. After one round of the noise the Flaying Bear fanatic corpse that
is closest to Lemuel will animate with the aspect of Lamen'charon.
Aspect of Lamencharon (WC)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d8, Stealth d10,
Tracking d8
Pace: 6; Parry: 5; Toughness: 8
Special Abilities:
Slam: Str + d6
Fear: Anyone seeing the creature must make a Guts roll.
If the heroes search the church they will find that most of the valuables have
been removed. There are still a few minor trinkets but
total worth is less that
0.20.

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