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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

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