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Gullin Oakbreaker The pygmy troll tribe Gullin leads was hit The White Maw Tribe
by Morrgs raiding farrow. The farrow overwhelmed his village
Later in the adventure, Galbar and a group of warriors
with massive force and took everything of worth they could from the White Maw tribe arrive to assist the PCs. These
carry. They also abducted several tribe members for use as Tharn were persuaded by Zocha's arguments and set
laborers to handle the dangerous explosives needed for Morrgs out to find her. They have marched hard to catch up to
plan. Gullin is on a quest to rescue his tribe members and the PCs, tracking them deep into Morrgs territory.
retaliate against the warlord. Some members of his tribe want
to leave the valleyabandoning their abducted kinto live If the Game Master wants to preserve the surprise, the
among trollkin to the north. Gullin knows the larger trollkin White Maw show up in scene 4 exactly as written. To
kriels would offer protection if asked, but approaching them
foreshadow this, consider having a wounded group of
farrow scouts or a solitary survivor come from the north
would indicate that pygs must rely on trollkin for rescue. That
as the PCs travel. These wounded farrow are survivors
might be satisfactory for other pyg leaders, but not for Gullin.
of an attack by the White Maw and can tell the warriors
To prove his own worth as a leader as well as the worth of his
that they are near. The wounded farrow are reluctant
people, he is determined to recover his lost tribe members.
to offer much information but can be convinced to
Longchops The ebbing of the Arrowhead River is affecting talk with a promise of their freedom. If the PCs attack
Longchops home within the valley; with water levels instead, they later recognize wounds from Tharn-made
receding, prey in his territory is moving off. He could abandon weapons on the farrows bodies.
his home for wetter pastures, but Zocha the Outcast promised The adventure should showcase the PCs, not their Tharn
him access to the White Maws northern hunting grounds if allies. If the group wants to turn back to meet with the
he helpsa tall order for her, but the gatorman is unaware of Tharn, gently remind the players that they do not know
that. Additionally, his traveling and hunting companion Lurk exactly where or how near the tribe is and that time
encouraged him to join the group. is short before Morrgs plan comes to fruition. Hours
spent searching for potential allies in the twisted Gnarls
Lurk Lurks swamp home is also vanishing due to the ebbing
is time lost from stopping the warlords nefarious plan.
of the river, but more immediate to him is his bitter rivalry with
Morrgs bone grinder Knor. Years ago, the two were members of
a hunting party of bone grinders and fell into an argument over
the most valuable component of a rare kill. Lurk bushwhacked
Knor, incapacitating him and stealing the valuable components.
He barely escaped the farrows retribution. Knor promised to
claim the bog trogs life and soul by grinding Lurks bones for
what he had done. With the others helping him, Lurk has a
chance to get close to Knor, perhaps even turning one of the war
bands powerful razor boars into an asset he can use to defeat
his old rival once and for all.
Combat Encounter #1
If the PCs surprise the farrow,
read or paraphrase
Game Masters Note:
Scrabbling to recover from your surprise attack, the farrow
Surprise! dive for cover, tripping over the pile of loot and hurling
Whenever one group has the drop on another, there is a themselves behind barricades with distressed squeals.
surprise round. A group with surprise gets to act before
the opposing side has a chance to respond. Surprise Once the farrow are aware of the PCs, a combat encounter
represents ambushes, sneak attacks, and similar events. begins. When an encounter begins, the PCs are typically placed
on the bottom edge of the map. However, at the Game Masters
During the surprise round, before rolling Initiative,
discretion they may start the encounter on one of the maps
Gullin can use his battle plan to let his allies move into
cover. This gives them a bonus of +2DEF against ranged other edges. All parties then roll 2d6 + Initiative to determine
attacks once the battle begins. the order of turns in the encounter. Starting with the highest
total, each character takes a turn. To save time, the Game Master
To resolve the surprise round: can make a single initiative roll for all the farrow.
1. Have Gullin decide if he wants to use Battle Plan: Take Cover.
2. Have the PCs roll 2d6 + Initiative. The highest roll gets
to act first, followed by the next highest, and so on. This
is an initiative roll.
3. Each PC gets to take a turn until the farrow notice they
are there (when a PC takes definitive action, such as
if Longchops fires his rifle or Zocha leaps among the
farrow with her blade).
4. Once the farrow notice the PCs, start over as if it
were the start of a new round. Roll for initiative, this
time including the farrow. Now youre in a fight! (See
Combat Encounter #1.)
Encounter Setup
HW Board a01 HW Board a03
When the encounter begins, place
the figures on the tiles as shown.
Tiles needed: A01, A02, A03, A08, A09, A10,
HW a01
A28, B15, BOARD A01, BOARD A03,
S BOARD A04, BOARD A06
B HW a28 HW a08
B Antagonists
B
HW a02 B
B HW a03
HW a10
S
HW b15
HW a09 4 FARROW BRIGANDS, 1 SLAUGHTERHOUSER
HW Board a04 HW Board a06
Striking out from the derelict village, the PCs can follow the trail
of the brigands back into Warlord Morrgs territory. Periodically Option 1:
as they travel, the PCs spot gnawed bones hanging from the
branches overhead. These are used to mark the perimeter of the The Right Path
warlords land. These grisly markers taken from the farrows
defeated enemies are similar to warning markers used by the When the PCs enter the hollow,
Tharn. Zocha knows these markers are intended to intimidate read or paraphrase
enemies, but she has seen her own tribe display far worse.
A short journey down the path leads into a swampy hollow
The foul odor from the tar on the farrows bodies helps the PCs sheltered by a wooded hill. Overhead, the trees grow together
follow the trail. The route winds south through trackless forest so thickly they block the sky, casting the area into shadow.
for about three miles, weaving across game trails and earthen Sinking into the muck are the remains of a long-abandoned
paths as it leads to a narrow path forking through the trees. mining or logging camp, built by human hands but now little
The PCs should reach the fork in the trail about an hour after more than rotting wood and scraps of rusted iron buried under
they leave the ruined village, though it might take them longer a thick blanket of moss. The whole region reeks of musky
depending on how many Tracking rolls or side encounters swamp smells mingled with the strange odor of the tar that
occur along the way. clung to the farrow brigands.
Traveling from the fork in the path to the hollow takes thirty
When the PCs reach the fork in minutes if the PCs follow the trail directly, but they might take
the path, read or paraphrase more time if they choose to move off the path into the woods
to avoid being noticed. The Game Master should adjust the
Ahead the tracks break off in two directions, following rough-
cut trails through the woods. The tracks heading right lead amount of time required to reach the hollow based on the speed
down into a shaded hollow shrouded by low-hanging trees. To of the party.
the left, the tracks move southeast into the wooded foothills The PCs have come across an abandoned Cygnaran camp. Years
of the Watcher Peaks. Both trails have seen extensive use; ago, it was used by surveyors looking to exploit the natural
tracks both old and new converge on these trails, made by the resources of Blackmarsh Valley. Morrgs farrow discovered the
passing of hundreds of hooved feet. derelict camp as they expanded their territory into the north
and stripped it of any useful gear left behind. This is one of
A cursory examination of the two paths reveals a mixture of
several similar failed mining sites in the area that belong to
farrow hoofprints and those of some kind of larger hoofed
Aiden Byrne.
creatures. A successful INT + Lore (extraordinary zoology)
roll against a target number of 10 identifies them as razor boar
tracks made by an extremely large specimen. When the PCs move to explore
A PC who spends a moment examining the tracks can make a
the camp, read or paraphrase
PER + Tracking roll against a target number of 13. If he succeeds, Hot, stale air rises off the muddy ground and murky pool of
he notices a series of long drag marks in the dirt of the path to swamp water. Other than the drone of black flies, the hollow
the right, partially obscured by the tracks of farrow. The path is quiet. Beneath the stench, you smell the sour stink of fresh
to the left has a greater number of fresh farrow tracks, heading farrow sweat. At least some of the brigands you faced in the
into the foothills. village to the north must have come this way. There might be
a path that will lead you to Morrgs camp.
The strange odor is present on both branches of the path, though
the odor is faintly stronger to the right. When the PCs move closer they see ample sign of recent activity
Depending on which branch of the path the PCs choose, they in the derelict camp. The drag marks spotted at the fork in the
encounter one of two different scenes. Along either path, they path are much clearer here due to the soft soil. They lead to a
see plenty of signs they are headed the right way: older markers storage shack built against the hill to the south, which houses
designating the previous boundaries of Morrgs territory, one of the razor boars (see next page).
fresher farrow tracks in the soil, and occasionally a curing lump
of tar smeared on the ground.
10
Encounter Setup
HW Board a04
HW B01
HW Board a01 When the encounter
begins, place the figures
HW A11
HW B04
on the tiles as shown.
HW A12 Tiles needed: A11, A12, A13, A18,
HW B05
A19, A20, A21, A22, B01, B02,
B04, B05, BOARD A01,
R BOARD A03, BOARD A04,
R BOARD A06
HW B02
Antagonists
HW A22
HW A20 HW A21
R
HW A18 HW A19
HW A13
2 razor boars
11
Aftermath Alchemy
Once the PCs deal with the razor boars, they can investigate the ROLL RESULT INFORMATION GATHERED
surrounding buildings. The farrow clearly left the boars here to
The compound is an element of human
protect something. alchemy that has been rendered
13 or lower
effectively inert by prolonged
The Camp exposure to water.
Searching the camp turns up a few items of interest. Many recent
The compound is a kind of alchemical
tracks pass through here, including those of pygmy trolls. The explosive, more volatile than the
farrow swept through the camp and effectively picked it clean, 14+ blasting powder used in firearms.
leaving only the pair of razor boars to dissuade interlopers from Humans frequently use this
discovering the hidden path to their camp (see next page). compound in mining.
Several of the buildings contain human remains that have been The Fallen Totem
here for years, if not longer. They clearly died violently and were
In the ruins of the camp, the PCs find a territory marker similar
left where they fell. The farrow stripped the bodies of armor,
to those used by the farrow. It is old and scattered, but markings
belts, weapons, and equipment. A PC who makes a PER +
on the bones and skulls are clearly Tharn in origin. This region
Detection roll of 14 or higher finds a cracked pocket watch worth
was controlled by the White Maw prior to Morrgs intrusion
25gc on one of the bodies, which can be used as trade (or a bribe).
into the valley.
Javelins that Zocha recognizes as Tharn-made impale several
Zocha can reassemble the marker by spending a full action and
of the corpses. She can recover d3 + 1 javelins from the bodies.
making an INT roll against a target number of 10. She gains a +1
These men worked for Byrne, trying to establish a permanent
bonus for each ally who assists her.
mine in the region. They were killed several years ago by the
White Maw tribe for intruding on the Tharns territory, when
the tribe still controlled the majority of the Blackmarsh. If Zocha reassembles the totem,
read or paraphrase
A PC can make an INT roll against a target number of 10 to
recognize the men as Cygnaran from what scraps remain of With a few minutes work, you restore the marker, once again
their clothing. The Blackmarsh contains many such small claiming the land for the White Maw. All who pass this way
human encampments, and the PCs know that humans from the will recognize that it belongs to the Tharn, and all White Maw
south have been trying to establish settlements in the region for who lay eyes upon it know that, fighting here, they fight to
many years. Typically when one is discovered, one of the tribes defend their home.
in the area either drives the humans off or wipes them out in
an effort to protect its territory. Some of the clothing bears a
symbol, identical to the one the PCs might have found on the
strange weapons carried by the farrow.
The east shack reeks of the foul odor the PCs discovered earlier.
There are dozens of drag marks just outside the shacks door
leading out. Inside, several large wooden boxes have been
SCENT MASK
ransacked for their contents, but one still contains something. A Description: Either brewed naturally from plant and
PC who examines the box sees several stinking barrels carefully animal matter or refined alchemically, scent masking is a
packed inside. The box sits beneath a hole in the wooden roof way to confound animals that rely on scent for tracking
and has partially filled with water. The barrels contain an and detection. Hunters who wish to conceal themselves
alchemical compound that has mixed with water leaking in and their equipment from wary animals often employ a
through the staves. scent mask.
Special Rules: A dose of scent masking lasts for d3
A symbol charred into the wooden crates matches the one
hours. PER rolls that rely on scent suffer a 2 penalty to
carved into the grips of the farrow brigands weapons in scene
detect a character under the effect of the scent mask.
1 and the clothing on the corpses here, which the PCs recognize
with an INT roll against a target of 10. If the PCs looted those Alchemical Formula: Brewing a scent mask requires
weapons, they recognize the symbol without a roll. Oddly, an apothecary kit and two hours of labor spent mixing,
these crates have been here for some time, judging by their cooking, and stabilizing the ingredients. At the end of
worn condition and the overgrowth of the Gnarls, while the this time, the alchemist makes an INT + Alchemy roll
weapons were recently manufactured. against a target number of 12. If the roll succeeds, the
character creates one dose of scent mask. If the roll
Lurk can make an INT + Alchemy roll to identify the alchemical fails, he creates a useless, reeking mess.
compound. He learns everything up to his roll result.
12
It takes the PCs about half an hour to reach the foothills of the This bonus does not apply if the PCs have caused a general
Watcher Peaks, where they first spot the tents. This is the main alert in the camp. At the start of each round, have the nearest
territory of Morrgs war band. Due to the irregular terrain, the farrow make a PER + Detection roll to see if he spots a
camp is split into a dozen or so smaller encampments built on sneaking PC. If the farrow succeeds, he and d3 companions
suitably flat areas of ground among the trees. The camp is laid move to investigate.
out in a loose semicircle about a mile across, standing on both
13
14
Once the PCs either move through the scattered campsites of the A large pile of barrels sits a short distance away from everything
farrow or make their way up the trail from the abandoned mining else in the area, stacked near a large cauldron set above a small
operation, they spot a massive tent set away from those of the campfire. Tar heated in the cauldron covers the barrels.
other farrow, near the base of the cliff described in scene 2. This is
Knor is supervising the loading of Morrgs personal riches from
Morrgs personal tent, and his belongings are being hauled out by
his tent in preparation for the opening of the dam. Morrg is at
captured pygmy trolls.
the dam overseeing the final arrangements, but the players may
think he might still be in his tent. Knor keeps checking the large
WHEN the PCs arrive at the cliff, shelter to ensure he has not forgotten anything of value, which
read or paraphrase the PCs might misinterpret as the bone grinder consulting with
his warlord.
The forest thins near the base of a high cliff face, crisscrossed
with narrow, dangerous trails. Atop the cliff, a crude dam The pathways leading to the dam require the PCs to pass near
blocks the once-great waterfall. The dam looks like a pair of Morrgs tent. Dozens of farrow and pygmy trolls went this way
enormous doors made of scavenged metal scraps, with steam recently, hauling salvage from the camp up to the cliff top. Knor
pipes venting into the air above it. North of the cliff, moving and a small force of warriors block the way up to the dam. They
down the foothills and into the valley, the tents of the farrow will not permit the PCs passage without a fight. The PCs can make
camp spread out like a handful of scattered stones. a PER + Survival roll against a target number of 10 to realize that
At the edge of the war bands encampment on the west side of even if they manage to sneak around to an alternate path, they will
the river, you see a huge, ostentatious tent. Scavenged cloth be exposed and visible to the entire encampment below.
taken in dozens of raids has been stitched together in a motley
If the PCs move to attack, Knor and his warriors respond with
of faded colors. The tent commands an impressive view of the
violence immediately. They cannot risk anything interfering
forested hills below and the dozens of smaller and poorer
with Morrgs plan this close to its culmination.
farrow structures dotting the area.
If the PCs remain hidden, Knor keeps sniffing the air and
Bolts of fine cloth, casks of wine, and other items of plunder
eventually sends his slaughterhousers to investigate the nearby
piled outside of the tent are in the process of being transferred
into a crude wagon by a small group of pygmy trolls. The area. The bone grinder is familiar with Lurks scent and the
pygmies labor under the watchful eyes of a pair of heavily strange odor of a scent mask; he and Lurk worked together closely
armored farrow who occasionally lash out with a kick when in the past, and he is familiar with the bog trogs particular
one of their prisoners struggles with his load. The pygmy trolls recipe, despite how effectively it works against other farrow.
haul their burden up the treacherous paths cut into the rocky The bone grinder is on edge and instructs the others to keep
face of the cliff, headed for the dam above.
alert, so the PCs cannot gain surprise. If they want to reach
New figures emerge from the tent. Two brigands with rifles Morrg, rescue Gullins tribe, and discover what is really going
flank a third farrow. He is taller by far than the other farrow on, they will have to fight their way through.
youve seen, his heavy body covered in muscles and scars. As
he turns to speak to his slaughterhousers, you see his face, a
crude brass patch covering one of his eyes, and you recognize
him as Knor, Morrgs right hand. The farrow bone grinder
begins to grunt orders at the two warriors beside him, but he
stops suddenly. He holds up a gnarled hand to silence them
and begins to sniff at the air.
15
Knor, 2 Farrow BrigandS, 2 Slaughterhousers New brigands arrive at full strength and activate on
the initiative of the other brigands.
16
17
Sets of numbers in Morrgs crude handwriting appear alongside Interrogation Target Number 14: Morrg plans to use the
each of the major settlements. These calculations show how long dam as a weapon against Blackmarsh Valley. The PCs realize
it takes for barrels carried by the floodwaters of the Arrowhead this is a ridiculous plan: the dam on the Arrowhead River
to arrive at each location and a rough estimate of the number of is not capable of holding back enough water to significantly
barrels required to kill a significant portion of the population flood the valley. Communities would be damaged and
there. The floodwaters will distribute explosives across a wide some lives might be lost, but the consequences would be
area in the valley, but the warlord clearly requires a massive little worse than that.
number of them to have any hope of affecting their intended Interrogation Target Number 15: The dam is essentially
targets. Many will snag on obstacles or break open against a giant gate powered by a steam engine salvaged from a
stones long before reaching their destinations, and others human encampment. When opened, the gate will unleash
will be destroyed by early detonation. The warlord must have the reservoir of water behind it. Gradually opening the
prepared at least sixty to ensure damage to significant villages. gates will return the Arrowhead to its normal level without
To successfully decipher the meaning of these numbers, a PC causing the river to flood.
must make an INT roll against a target number of 13. If the
roll fails, the PCs can try again after spending another minute
examining the map. PCs gain a +2 bonus to this roll if they have
already discovered the purpose of the clockwork detonator.
18
As the PCs head up one of the a trap. If the roll succeeds, they spot a trap. If the roll fails, a
rockslide is triggered, and a group of farrow ambushers emerge
paths, read or paraphrase
and attack.
The steep paths wind upward toward the rocky edifice of the
If the PCs set off one of the traps, it looses a large section of the
falls. Farrow-built scaffolds, bridges, and platforms line the
path, remnants of the construction of the dam. Jets of water cliff wall, which collapses onto the path, cutting it off. A PC who
spraying from the dam overhead coat the stones, making them triggers a rockslide trap must make an AGL or STRroll against a
slick and difficult to traverse. target number of 12 to leap clear of the falling debris. If the roll
succeeds, the PC avoids the falling stones. If the roll fails, the
PC suffers a POW10 damage roll and is made stationary for one
The pathways wind through rough and rocky hills to the cliff
round as he extricates himself from the rocks.
wall, where they proceed in switchbacks to ascend its face. The
combination of the steep path and slick stones makes passage If the PCs make it to the top without triggering one of the traps,
difficult and tiresome. It takes fifteen minutes to reach the top of farrow waiting in ambush there emerge and attack, trying to
the falls. prevent them from reaching the top.
In addition to the slick stones, other hazards await. The farrow Once a trap is triggered, a few things happen in quick succession:
placed numerous rockslide traps along the paths to prevent enemy
Rocks fall, noisily blocking the path in a cloud of dust.
forces from attacking the dam, starting about sixty feet from the
bottom of each path. Each trap is a simple construction, typically The PCs hear whoops and squeals from a group of farrow
triggered when someone walks across one of the bridges or brigands who emerge from hiding in rocky fissures flanking
scaffolds. The farrow have subtly marked the location of each trap the path. Gullin can use his Battle Plan to let his allies move
to avoid accidentally setting it off. Since the trigger mechanisms into cover at this time.
are hidden beneath objects, the traps are particularly difficult
to spot unless a PC notices these markings (twisted branches The brigands open fire at the PCs.
pointed at the trigger, three small stones alongside the path With the brigands behind them and the way ahead blocked, the
arranged in a straight line, and other similar methods). A PC PCs must make a difficult choice. They can turn around and deal
must make a PER + Detection skill roll against a target number with the farrow, or they can attempt the treacherous climb up the
of 14 to detect one of the traps on the way up. Every five minutes rock face. In both cases, the farrow shoot at the PCs whenever they
of walking, roll for the PCs in secret to determine if they notice present viable targets.
ENCOUNTER Setup
HW B18 When the encounter
HW B21
B begins, place the
HW A05
figures on the tiles
S
PC HW a07 B as shown.
HW B22 START
HW B20 Tiles needed: A04, A05,
HW B19
A06, A07, B18, B19, B20,
B B21, B22, BOARD A07,
S BOARD A09, BOARD B04,
HW a04 HW a06
BOARD B06
HW Board b06 HW Board a07 HW Board a09 HW Board b04
Antagonists
B S
19
After the PCs break away, the fighting continues to rage, pushing
If the PCs climb the rocks, to the base of the path by the large tent below. When it looks like
read or paraphrase the Tharn have the battle nearly won, the shrill sound of a steam
engine at the top of the cliff causes White Maw and farrow alike
Bullets crack all around you, blasting stinging chips of stone to stop fighting and look up. The farrows eyes widen and they
from the cliff wall. Below you, constant rifle flashes flare amid immediately try to run, ignoring Galbars warriors.
a gradually spreading fog of blasting powder smoke. Its only
a matter of time before one of the shots finds its mark.
Read or Paraphrase
Climbing the rocks requires four successful Climbing skill rolls
With a metallic grinding of gears, the dam overhead opens
against a target number of 13 to reach the top. Each round, the
at the middle, unleashing a high-pressure spray of water. The
farrow below take d3 + 1 shots at the PCs with their rifles. If a shot dam parts only a fraction of its total width. Within the stream,
hits a climbing PC, he makes a PHY roll against a target number you can see the dark shapes of objects as they shoot out.
of 10. If the roll succeeds, nothing happens. If the roll fails, the PC The farrow and White Maw warriors below turn to escape the
loses his grip and slips down the wall, canceling out one of his sudden torrent, but they cannot flee in time.
successful Climbing rolls.
Farrow and Tharn alike are smashed to the ground, battered
A Friend In Need against the rocks, and forced down the banks of the Arrowhead
on a surge of water. The barrels in the water then explode like
Let the PCs spend a round or two climbing the rock face or fighting thunderclaps, blinding you in a flash of brilliant light. Some
the farrow, but make it clear the odds are against them. There are
detonate in huge blasts, while others bobbing on the surface
explode into a sheet of fire that roars across the water. The
too many farrow for the PCs to effectively fight them off or escape.
deafening noise of the explosions makes the earth shudder,
When things seem at their worst, aid comes from an unexpected loosing stones from the cliff wall that smash into the rockslide
source. below you, breaking it free of the path.
As your hearing gradually returns, you hear a ragged chorus
Read or paraphrase of farrow cheering from above. The gateway of the dam grinds
back into place to build up pressure for another release.
There are too many farrow for you to face or flee. Suddenly
you hear howling and snarling coming from the foothills In the aftermath of the explosions, Morrg and his farrow
below. First one and then dozens of Tharn warriors emerge
believe they have eliminated the threat and return to making
from between the trees, their transformed features predatory,
preparations for the attack on the Blackmarsh. The PCs are no
their fangs bared.
longer under attack and can press on to the top of the falls while
Shortly after Zocha left to battle Morrg, a group of White Maw Morrgs guard is down. Depending on how much damage the
warriors led by Galbar set out after her. Unwilling to leave her PCs have suffered, they might spend a moment seeing to their
to face the warlords army alone, they followed the trail the PCs wounds before continuing to the top.
20
In the final scene, the PCs confront Warlord Morrg before he opens
the dam again and unleashes explosives on Blackmarsh Valley Combat Encounter
below. The PCs now know he plans to wipe out the valley, seeking
nothing less than the total annihilation of their tribes and allies. #3A: Full Steam
Morrg is aware of the attack on the encampment below from This encounter begins as soon as the farrow notice the PCs.
the sounds of combat and the reports of survivors who made Farrow on both sides of the river do not hesitate to attack, but
their way to him, but he believes he wiped the enemy out when Morrg commands them to keep loading the bombs into the
he tested the dam. Now he has relaxed his guard and turned water while he works the steam engine to open the dams gates.
his attention to the final stages of his plan. His farrow busily
work to arm the last explosive barrels and push them into the When combat begins,
reservoir. They do not immediately notice the PCs entering the read or paraphrase
fringes of the camp unless the characters charge in aggressively.
Warlord Morrg bellows at you, eerily echoed by the two boars
flanking him. Eyes wild with rage, he screams in farrow to his
When the PCs reach Morrgs warriors, Weve got visitors. Keep them entertained. I have a
camp atop the cliff, valley to destroy!
read or paraphrase With that, the warlord steps toward the controls of his steam
Morrgs makeshift dam has created a small lake at the top engine and activates it.
of the cliff. Tents hauled up from the foothills below ring its
Morrgs soldiers move into position as the warlock activates the
edges. Morrgs elite forces work at a feverish pace, readying
the last steps of the warlords mad plan. engine powering his destructive weapon. With a shriek, the
engine begins to slowly churn the great gates of the dam open.
On both sides of the basin, pygmy trolls drag tar-covered If the PCs want to stop him, they will have to fight their way
barrels to the waters edge. A member of the war band sets a through his forces.
clockwork detonator on each barrel before kicking it into the
basin, where the current pulls it away from the shore.
Morrg
Morrg oversees the operation with pride. In one hand he Morrg is a powerful combatant. He is well armed and skilled
wields a massive blunderbuss with a wicked chopping blade with his weapons as well as being a gifted spellcaster. He
mounted to the barrel. Two enormous boars stand beside him: commands his pair of warbeasts with aggressive shrewdness.
his notorious warbeasts Caldon and Crommen, snapping their Throughout the final encounter, Morrg focuses primarily on
tusked maws at anyone who draws too near. activating the steam engine to open his dam. He relies on the
capabilities of his warbeasts and warriors to deal with the
The pygmy trolls work in teams to push the explosives into the
threat the PCs pose to his plan.
reservoir to join the large number of bombs already floating in it.
Standing on the bridge over the river and on either bank, the pygs Caldon and Crommen: Morrgs warbeasts are a pair of
continue to drop barrels into the river until they are liberated by massive razor boars, much hardier and stronger than their
the PCs or combat begins, at which point their farrow handlers common cousins. In addition to having access to their animus
become distracted by the fight and they can slip away. (p.28), both razor boars have +2ARM, FURY, and Threshold,
and the Tough benefit.
The pygs flee the camp once combat commences. They are
unarmed and cant directly aid the PCs in a fight. The pygs If one of the razor boars is incapacitated or killed, the surviving
scatter in random directions away from the camp unless boar gains +2 on attack and damage rolls against any characters
Gullin makes an INT + Command roll against a target who dealt damage to its companion.
number of 10 to rally them to a safe place. If Gullin succeeds,
he can instruct his tribe to provide assistance in the form of
destroying equipment, disarming bombs on the riverbank, or
other similar non-combat actions.
If the PCs choose to take a direct approach, the farrow are ready
to meet them in combat and prepared to repel them.
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Encounter Setup
HW Board a03 HW Board a02 HW Board B01
HW A02 S HW B16
HW B25
HW A15 b
HW B26
HW B09
b b
HW B08 HW B12
HW B27
b
HW Board a04 HW Board a05 HW Board A06
HW B11 S
R
HW B13
HW B28
HW B14
M
HW B23 R
HW Board a07 HW Board a08 HW Board A09
When the encounter begins, place the figures on the tiles as shown.
Tiles needed: A02, A15, B08, B09, B11, B12, B13, B14, B16, B23, B25, B26, B27, B28, BOARD A02, BOARD A03,
BOARD A04, BOARD A05, BOARD A06, BOARD A07, BOARD A08, BOARD A09, BOARD B01
Antagonists
M R b S
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Combat Encounter #3B: A character pushed to the dam can attempt a STR roll against a
target number of 13 to grab onto something to keep from being
Morrgs Last Stand forced out by the water. If the roll succeeds, the PC stops and
can haul himself onto the top of the dam. If the roll fails, the
If the PCs destroy the steam engine or otherwise prevent Morrg
waterfall shoots the PC off the cliff to the pool below, where he
from opening the gates, the warlord is forced to try a dangerous
suffers a POW10 damage roll with 2 additional dice of damage!
gambit. Running across the top of the dam, he tries to grab one
of the floating bombs nearest to the gates and wedge it between
the partially opened doors. He hopes to blow the doors wide
open with his thunderaxe.
Aftermath
When Morrg is defeated,
Encounter Setup read or paraphrase
The setup of the second part of the encounter remains the same
as before. Replace any missing brigands or slaughterhousers at With a disbelieving howl of pain, the warlock stumbles
the top edge of the map as members of the war band move to toward the dam, arm outstretched as if to will it open. Blood
join the battle. seeps from his many wounds as Morrg takes a final step and
plummets over the edge to the rocks far below.
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The PCs can free the remaining pyg captives, who can assist them
in disabling bombs and will eventually lead them to Morrgs tent
Continuing
on the cliff top. Inside, they make an alarming discovery.
the Adventure
Morrg has a stockpile of weapons, medical supplies, and four
The PCs discovered that Morrg was working in service to a
bags of Cygnaran gold containing 50gc each. A PC who searches
human with his sights set on their valley home. If you would
the tent also discovers a folded piece of white vellum with
like to continue adventuring in Blackmarsh Valley, consider the
an official-looking blue wax seal. A PC can make an INT roll
following options.
against a target number of 8 to identify the seal as Cygnaran.
A roll of 10 or higher identifies it as the kind of symbol used
by those with influence: lords, knights, and others of similar
Rally the Valley
The PCs return home to warn of Byrnes designs on the valley.
station.
Tales of their experiences might convince others to join them
If the missive is opened, the PCs see a message written in a in resisting a potential invasion by Byrnes forces. The valley is
neat script in Cygnaran, addressed to Morrg. Longchops has inhabited by dozens of smaller communities that could repel an
the most familiarity with the human language and can puzzle attack if they join together. Drawing such disparate peoples to a
out its meaning after a few minutes of study. single cause would be extremely difficult, requiring the PCs to
perform a series of tasks to secure the loyalty of the many tribes.
The message reads:
This option best suits a group interested in multiple small
My men told me your plan. See that it does not fail. I want every threat
adventures with a climactic finale. Each new territory and
to my operations in that valley dealt with before the dawn of the new
tribe presents the PCs with a short adventure of three or more
month or the next mercenary I pay comes for you, Morrg. This will be
sessions, allowing the Game Master to present a wide variety of
your last delivery before the job is done.
challenges and threats. At the finale, the gathered tribes rally
A. Byrne under the PCs leadership to combat Byrnes mercenaries and
The full ramifications of the message might not be immediately drive them from the valley.
clear, but the PCs should realize that a human from the nation
of Cygnar is involved in Morrgs plan to destroy Blackmarsh Exodus
Valley. They might recognize Byrnes name from speaking with Though the PCs fought hard to preserve their homes, the players
Kugga, but the PCs are not likely to know who the human is. might determine that Byrne will not relent in his effort to take
control of Blackmarsh Valley. With the technology of the Iron
Swag Kingdoms and plentiful resources at his command, Byrne could
Looting the war bands encampment requires the PCs to present an insurmountable threat to the region. To preserve their
collectively spend an hour gathering, sorting, and appraising way of life, the PCs might choose to lead their tribes out of the
items. All the tents on the cliff top are abandoned, and those Blackmarsh in search of a new home.
in the valley had been picked clean of valuable items by farrow An exodus campaign could be very rewarding for Game Master
now on the run. and players alike. The challenges of heading out into the
Collecting supplies from the tents yields the following: unknown provide many sessions of conflict, as the PCs confront
rivals opposed to the migration as well as escalating tensions
Blasting powder, casings, and bullets for 30 shots among their people when patience and supplies run short.
Dried meat, grains, and other foodstuffs able to feed fifty This kind of campaign would be suitable for players interested
individuals for one week in playing out the struggle of the wilds. Finding a place in the
wilderness willing to accept a group of landless Tharn, pygmy
100 gc in miscellaneous coins, mostly Cygnaran gold trolls, and others will be a challenge; wilderness communities
crowns are protective of their land, and the cities of the Iron Kingdoms
are not always welcoming to wild races. The PCs and their tribes
Experience Points face hostilities from other tribes, predatory beasts, and the
At the end of the adventure, each player earns a number of military forces of humans who view them as a menace.
experience points, which are used to advance a PC by assigning
him or her new skills, abilities, stat increases, and so on. Each
PC gains the following XP:
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Observing the human mercenaries should let the PCs The PCs eventually find themselves turned away from every
know that the threat to their homes, while forestalled, is potential contact and safe haven, struggling to survive as a
not yet over. band of outlaws on the run. They will constantly be looking
over their shoulders, awaiting another group of heroes that
bands together to confront the traitors who sold out Blackmarsh
Valley for a handful of gold crowns.
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Alchemical Explosive Tough When this character is disabled, roll a d6. On a 5 or 6 he is no longer disabled, heals 1 vitality point, and is knocked down.
RAT RNG AOE POW Warlock Bond This character is a harnesser (Adventure Kit Rulebook, p.25) and can bond to warbeasts. He is bound to a pair
4 6 4 14 of razor boars.
Willpower Wil 11
For several years, the farrow him ample opportunity to interact with the humans of the Iron
2 warlord Morrg has led a Kingdoms. Morrg took a liking to the weapons and technology
1 AGILITY
sizable band of farrow in the of mankind and constantly seeks opportunities to enhance his
Blackmarsh Valley region of armory with firearms.
3 the southern Gnarls. Morrg
PHYS
E wrath of the White Maw Tharn tribe. Morrg and the White Maw
U
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Razor Boars
Physique PHY 8 Abilities:
Speed SPD 6 Native Beast The creature is considered to be a beast native to the wilds of Immoren.
Farrow Warbeast This creature can be bonded to a warlock with the Resonance: Farrow ability.
Strength STR 6
Olfaction The creature gains a +2 bonus to PER rolls related to scent.
Agility AGL 4
Prowess PRW 3 Skills:
Poise POI 1 Name Stat Rank Stat + Rank
Intellect INT 2 Detection PER 1 4
Sneak AGL 1 5
Arcane aRC
Tracking PER 1 4
Perception PER 3
Animus:
Tusks Animus Name Cost RNG AOE POW UP OFF
MAT POW P+S
H 5 2 8 Vicious 2 6 No No
Target friendly warbeast gains Hyper Aggressive for one round. (When a character with Hyper Aggressive suffers damage from
Abilities: Brutal Charge The creature gains an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly
+2 to charge attack damage rolls with this toward the attacking character.)
weapon.
ECT
E
it plunges through thorns
U
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ECT
E
U
29
Slaughterhousers
Physique PHY 7 Abilities:
Fearless The character is utterly fearless and automatically passes Willpower rolls to resist Terror.
Speed SPD 5
Feat Points This character starts each encounter with 1 feat point. He is allocated 1 feat point at the start of each of his turns. He
Strength STR 6 can have up to 1 feat point at a time.
Agility AGL 3 Olfaction The creature gains a +2 bonus to PER rolls related to scent.
Prowess PRW 5 Relentless Charge This character ignores penalties for rough terrain while charging.
Poise POI 3 Skills:
Intellect INT 3 Name Stat Rank Stat + Rank
Arcane aRC Command SOC 1 *
Perception PER 3 Great Weapon PRW 2 7
Detection PER 2 5
Pole Cleaver Intimidation SOC 2 *
MAT POW P+S Unarmed Combat PRW 1 6
7 5 11
Abilities: This weapon has Reach and gains Slaughterhousers are the vicious heavy infantry of farrow war bands. Rooted in the warrior
+2 on charge attack damage rolls. traditions of the farrow, the slaughterhousers embrace battle enthusiastically and wear the
Initiative Init 13 heaviest armor their war bands can scavenge or manufacture. Slaughterhousers wade into combat
armed with long polearms designed to hack apart their enemies. They train regularly in crudely
Defense DEF 8
(Full Plate 3) orchestrated drills to exploit the weakness of wounded foes and cut them down with sure and
brutal strikes. Individual slaughterhousers are chosen for their size, skill in battle, and vicious
Armor ARM 15
(Full Plate +8) demeanor. Slaughterhousers are uniquely merciless and never take prisoners. They indulge their
taste for bloodshed and mayhem with unrestrained fervor.
Willpower Wil 10
Vitality: 12 Morrgs cohort of slaughterhousers form the heart of his war bands forces, acting as
Command Range: 4 cruel frontline troops and keeping the rest of the war band under control through brute
Base Size: Small force and intimidation. They are unquestioningly loyal to Morrg, thanks in no small part
to the frequency of blood-drenched conflicts he leads them into. Two slaughterhousers
Encounter Points: 8
serve as Morrgs personal bodyguard and are never far from his side.
Equipment: Any threats to the warlord are dealt with swiftly and brutally,
Full plate, pole cleaver, d6+3 gc which minimizes dissidence in the war band.
SLAUGHTERHOUSER FIGURES
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Concealment: +2 DEF to concealed targets Sprint Make a full advance at the end of his turn if he incapacitated
one or more enemy characters with a melee attack that turn.
Elevated: When a character is at least six feet (1) higher than other
characters, he is elevated in relation to their level. Elevated characters Walk It Off Immediately regain d3 + 1 vitality points unless
and characters targeting them ignore intervening characters more incapacitated. Damage a character suffers during his turn must be
than six feet away for determining LOS. +2DEF to elevated targets. resolved before using this feat.