Download Here (47.1 MB) - Liber Fanatica
Download Here (47.1 MB) - Liber Fanatica
Download Here (47.1 MB) - Liber Fanatica
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Clock of Doom<br />
By Captain Cutlass<br />
Overview: The heroes are hired to apprehend a rogue<br />
priestess. The wanted woman fled to one of the most<br />
dangerous places in the empire: Mordheim! After a<br />
dangerous journey the heroes finally find her but all<br />
is not as it seems and they’ll have to make a tough<br />
decision.<br />
try to manipulate the heroes’ minds with<br />
visions and whispered thoughts while<br />
they are under attack from your favorite<br />
group of monsters. Just when everything<br />
seems lost, a band of Mercenaries from<br />
Mariënburg join the fray and relieve the<br />
heroes. This is an ideal moment to use<br />
dangerous adversaries you would normally reserve<br />
for occasions when your PCs have a better chance of<br />
beating them. The idea here is to make their ends seem<br />
nigh.<br />
Act 1: A Missing Book.<br />
Liza Zauber is an accomplished priest of your<br />
preferred order. She was sent to Morheim by her<br />
college in order to help a platoon of Reikland soldiers<br />
to seek Wyrdstone for study purposes. However,<br />
neither she nor the war band was heard from again.<br />
The Masters of her order fear she might have<br />
succumbed to the Ruinous Powers. More importantly,<br />
she left with a tome that has great value to the order.<br />
Enter the heroes, who are sent to seek out Lady<br />
Zauber and determine her fate. Her last<br />
known location was in the vicinity of the<br />
Clock Tower, a most dangerous location<br />
because of its closeness to The Pit (the<br />
comet impact crater).<br />
Act 2: The end is nigh!<br />
Once the heroes arrive in Mordheim<br />
they will want to enter trough the<br />
East Gate, making their way past the<br />
Wizards Mansions towards the<br />
Clock Tower. Especially the<br />
Mansions area will be fraught<br />
with danger and all kinds of<br />
magical effects gone wild.<br />
In this act they will have to<br />
overcome the perils and<br />
temptations of a city gone<br />
mad. The streets here are<br />
almost alive with magic<br />
and corruption.<br />
Malign spirits will<br />
42<br />
The Mercs are able to inform the PCs of the location<br />
of the missing priestess.<br />
Act 3: Sisters in trouble.<br />
Liza Zauber has not gone rogue but has been obliged<br />
to join forces with the Sisters of Sigmar after being<br />
ambushed by a horde of Chaos cultists. Only 10% of<br />
her platoon survived and the band is holed up in the<br />
tower while under siege by the cultists. The heroes,<br />
perhaps with the help of the Mariënburger Mercs,<br />
should be able to sneak in or break trough and finally<br />
confront the missing priestess.<br />
The trouble is now that none of the women wishes to<br />
leave the wounded soldiers behind but there is no way<br />
out of the tower with a band of wounded men slowing<br />
them down.<br />
There are only two possible solutions to this dilemma:<br />
either the PCs attempt to kidnap the priestess (or at the<br />
very least steal her book), gaining the enmity of the<br />
Sisters for life and thereby a powerful and vengeful<br />
enemy. Or, the PCs can just give up and try to escape<br />
the tower without Liza.<br />
It should be clear the situation in the tower is dire,<br />
the longer the heroes stay, the more perilous it will<br />
become to escape, up to the point where it becomes<br />
impossible.<br />
Possible Complications<br />
Complicating things is hardly necessary but should