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NIGHTS IN THE DRAKWALD

A Forest Survival Supplement for the Old World.

‘You’re right to fear the forest, lad. But you’ve


got your reasons wrong. Aye, the beastmen will DAYTIME
likely chop your head off if they get the chance, but
it's the woods that’ll do you in. Before you know it, During the daytime, the party will have up to 8
you’ll be lost, wandering in circles with naught to hours to spread throughout the activities in the
drink. You’ll come across a stream that flows following sections. Each activity requires at least
dangerously close to a mutant encampment. And 2 hours invested in it. For each additional hour
then you’ll have to make and choice. And that's what spent in it, grants a +10 bonus to the Test.
survival is all about: Choices. Do you drink the
water and risk contamination? Or do you go thirsty? All activities can only be undertaken once per day.
It matters not, in the end the forest claims all who You cannot travel twice for example and assign 2
wander too deep.’ hours to each travel. Instead, it would be a single travel
- Helmut Lankdorf, Master Woodsman with 4 hours.

At some point during your adventures you may find yourself For simplicity's sake, and to avoid getting separated, it is
traversing the thick woods of the empire. When this assumed the party undertakes these activities together.
happens, you will find that they are not a welcoming place. Characters can provide assistance in these tests using the
This is a fan supplement for Warhammer Fantasy Roleplay 4 th normal rules.
Edition, which intends to make travelling through the forests
of the empire a grim and perilous experience.
TRAVELLING
‘If you want to survive out here, you gotta know where your
First of all, each full day is split into two shifts: Daytime &
cloak is.’
Nighttime. During the day, the party will decide on how best to
- Fjord, Adventurer
split their time amongst different activities, such as travelling,
hunting, foraging, resting, and setting up camp. During the
night, you can curl into a ball and pray to Ranald that nothing To begin, the GM will decide on a target distance for the
happens. journey. Each day the party spends at least an hour travelling
will allow one party member to perform a Challenging (+0)
Navigation Test. Depending on whether the party succeeds or
Each full day will have a randomized weather and temperature,
fails, the target distance will decrease or increase respectively
along with an event for each shift. To combat the elements,
by the amount of SL scored.
you should prepare yourself with proper clothing and a strong
drink.
Owning a map of the area, provided you know how to read, or
There is also a new career available: The Woodsman. Made for having the Orientation Talent will decrease the difficulty of
those poor souls destined to spend their days in the forest. the test to an Average (+20) Navigation Test.

These rules can, and should, be deadly for characters without


any survival skills, talents, or gear.
Whatever defenses were left from the night before will stack
HUNTING & FORAGING with your new one; however, staying in the same place will
Rations are expensive and even those who can afford them become more dangerous as time passes.
might find themselves running low during a long journey.
When that happens, it's time to live off the forest.
OVERTIME
The sun is a few hours from the horizon, your belly aches with
The party can go hunting, trapping, or fishing if they are hunger, and your camp is shoddy and bare. Sometimes the only
properly equipped. Otherwise they can attempt to forage. In choice you have is to endure and carry on.
either case, the party must pass a Challenging (+0) Outdoor
Survival Test. If the party is foraging, they gather rations
equal to the SL scored. If hunting, twice that amount. Should the party choose to, they can add up to 6 hours to their
day and spread them amongst all daytime activities. These
extra hours can only be assigned to tasks that have not been
Foraged rations last for several days while rations gained by tested already. They work exactly as regular hours do, but at
other means only last for that day. In a successful test of either, the end of the day each party member must succeed at an
a water source is also found. It allows for refilling of all Endurance Test or gain Fatigue according to the table below.
containers. (See page 181 for Thirst and Starvation)

Extra Hours 1 2 3 4 5 6
Fishing, hunting, trapping, and foraging all count as different
activities. Fisherman and Hunter’s Eye Talents automatically Test Modifier +40 +20 +0 -10 -20 -30
earn rations equal to their level as long as the activity is Fatigue Gained 1 1 2 2 3 3
undertaken.

BUILDING A SHELTER
‘I don’t care what you think anymore. I’m tired of being
ordered around by a lowly peasant! I will not spend a single
night more sleeping outside under the rain. Look, this is a
perfectly safe cave.’
- Lord Oberholtzer, Nobleman,
killed in his sleep by a wild bear.

As night falls and the cold sets in, unnatural howls can be
heard in the distance. A shelter can provide protection from
both the elements and whatever danger lurks between the trees.
RESTING
The party can, and for their wellbeing should, attempt to build The trials of the woods can take quite a toll on the untrained
an improvised camp. This is a Challenging (+0) Outdoor explorer. Should you find yourself fatigued for any reason,
Survival Test. In a successful test, the party has managed to stopping to rest for two hours will remove 1 fatigue condition.
shelter themselves from the rain and gain +10 to all Exposure
Tests. If you own a tent, you automatically get these benefits These hours are taken from the daily 8 daytime hours and
without having to pass the test. cannot be substituted by nighttime hours or for extra unused
daytime hours. It is assumed that you are normally resting in
If the test is successful, you also provide basic protection to those hours. For obvious reasons you cannot use overtime to
your camp using ditches, palisades, and other defensive gain extra hours in which to rest.
measures. Any enemy attempting to enter the camp will be
delayed one round for each SL scored as they struggle to get
past your defenses. OPTIONS: LIGHT
A standard day will have about 12 hours of light, which covers
While enemies are delayed they may not be engaged in melee the entire day except the last 2 hours of overtime. During this
combat unless you have a Very Long or Massive weapon, in period, characters without the Night Vision Talent cannot
which case you gain +10 as normal weapon length rules apply. undertake or assist in activities. This penalty can be avoided if
Otherwise they can be engaged in Ranged combat as normal, a light source such as a torch, lamp, or campfire is available. If
but be sure to count those arrows! neither of these conditions is met, these extra hours cannot be
used.
If every character undertaking the activity is equipped with
either a Hammer, Pick, Saw, Spade, or a similar tool, the test The amount of daylight hours can be modified due to seasonal
becomes an Average (+20) Outdoor Survival Test. changes. In winter it could be reduced to 8. And in summer it
could be increased up to 16. Feel free to modify these values as
If for any reason you wish to stay at the same camp for more you see fit.
than one night, you can forfeit traveling for that day.
NIGHTTIME WEATHER PREDICTION
The weather for the next day can be predicted by passing a
‘Wolf howls and owl hoots might scare you for a night or two, Challenging (+0) Outdoor Survival Test.
but you will soon come to welcome their sound. It’s when
everything goes silent that you must be wary.’ RANDOM WEATHER
- Helmut Lankdorf, Master Woodsman Use the following table to roll for the weather & temperature
each day. In Winter or Summer, add a modifier of ±30 to the
During the night, you won’t have much to do other than huddle first table.
around the campfire and hope to catch some sleep.
It is assumed that party members will either do shifts during
Temperature Weather
the night, or have some sort of mechanism to wake them up in
case of an emergency. 1-40 Warm 1-60 Clear
41-70 Chilly 61-70 Fog
CAMPFIRES 71-00 Cold 71-90 Light Rain/Snow
Before retiring for the day, the party must decide whether to
light a campfire or not. After all, even though the fire brings +100 Freezing 91-00 Heavy Rain/Snow
much welcomed warmth, the light might draw unwanted
attention. The fire will also ward off beasts that fear the flames. Fog: Your visibility is reduced; suffer a -10 penalty to all Tests
The party can choose to start a campfire earlier during the day, influenced by sight, such as Navigation & Hunting/Foraging.
if they won’t do any more traveling or hunting.
Light Rain/Snow: Your visibility is reduced; suffer a -10
Campfire Size Effects penalty to all Tests influenced by sight. You also count as wet
unless you own a Cloak or remain in camp the entire shift.
Small Campfire Add +10 to Exposure Tests.
Increase night encounter roll by 10.
Heavy Rain/Snow: Your visibility is reduced; suffer a -20
Large Campfire Add +20 to Exposure Tests. penalty to all Tests influenced by sight. You also count as wet
Increase night encounter roll by 20. unless you remain in camp the entire shift.
Bonfire Add +30 to Exposure Tests.
Increase night encounter roll by 30.
Wet: You are drenched and count as being one degree of
temperature lower when testing for exposure.

CLIMATE EQUIPMENT
Having the right clothes and equipment can make the
‘The clouds are moving fast. We should find shelter soon, or difference between freezing to death and making it out alive.
we’ll be soaked to the bone.’ Here you will find several items that can help you survive the
- Greta Nachtmann, Scout forest.

Nature can be cruel and harsh. Exposure to the cold can Cloak: Provides cover from light rain.
weaken your resolve, and in the worst of cases be lethal.
Fur Cloak: Provides cover from light rain and a +10 bonus to
If the temperature is low, characters are required to take an all Exposure Tests. Stacks with other similar bonuses.
Endurance Test every day. If they fail, they suffer exposure as
normal (page 181). Fur Clothes: Provides a +10 bonus to all Exposure Tests.
Stacks with other similar bonuses.
Climate Conditions Test Modifier
Bedroll: Provides a +10 bonus to all Exposure Tests when
Warm No Test Required sleeping. Stacks with other similar bonuses.
Chilly Average (+20)
Spirits, pint: You ignore the effects of exposure for one day.
Cold Challenging (+0)
Freezing Hard (-20) Item Cost Enc Availability
Fur Cloak 2GC 1 Scarce
If you pass the Exposure Test or if the climate is warm, you no
longer suffer any penalties due to Exposure. Fur Clothes 1GC 1 Scarce
GM SECTION
DAYTIME EVENTS NIGHTTIME EVENTS
Start everyday by rolling a 1d100 on this table. If an activity End every night by rolling a 1d100 on this table. Remember to
that matches the result is undertaken and is successful, apply apply modifiers based on campfire size. Also add a cumulative
the effect before, during or after the test, depending on the modifier of +20 per day the party remains in the same camp.
result. Feel free to modify or add your own events. Feel free to adjust the difficulty of the encounters according to
the party.
01-05 Infected Water Source: (Hunting & Foraging)
Each party member must test to avoid catching The Bloody 01-70 The night passes calmly without incident.
Flux. (Page 186)
71-75 Two Giant Spiders, Size (Average), ambush the party
06-20 Too Good to be True: (Hunting & Foraging) from above. Roll Opposed Perception/Stealth Test. All
Half your rations are either rotten or have very little meat. defenses are ignored.
Reduce your gained rations by half.
76-80 A Large Bear comes back to its lair to find its path
21-30 The Prey becomes the Hunter: (Hunting & Foraging) blocked by your camp.
You miss the shot and now the beast is charging towards
you. Use any reasonable beast from the bestiary. Once 81-85 Turns out that hole in the ground was a Snake nest. A
combat is over, gain rations as normal. swarm comes out during the night and attacks the party.
All defenses are ignored.
31-45 Instructions Unclear: (Building a Shelter)
One of the party members has been doing everything 86-90 A hungry pack of three Wolves led by a Large female
backwards. Remove 2 SL from the final result. attempt to steal away rations.

46-55 Can You Feel That?: (Building a Shelter) 91-00 Five Ungors eager to prove their worth, attack the camp.
The party has set up camp on top or near an abandoned
Chaos Ritual site. They must pass a Challenging (+0) Cool 100-110 Six Goblins spot the camp and attempt to ambush the
Test or gain a corruption point. party. Roll Opposed Perception/Stealth Test.

56-60 Watch Out!: (Building a Shelter) 111-120 A Gor leading 3 Ungors will try to take the party alive
A random party member has a tree, tool, or structure fall on for a ritual.
him. Roll a 1d100 - 20 for a critical wound in a random 121-130 A group of five Orcs find the adventurers to be an easy
location. target.
61-75 Thick Underbrush: (Travelling) 131-140 Four deranged Mutants assault the camp.
Your path is made difficult; remove 2 SL from final result,
to a minimum of 1. 141-150 A Bray-Shaman and four Gors attack the camp.
76-85 Trap!: (Travelling) 151-160 Three bickering Trolls stumble across the camp and
Each party member must pass on an Average (+20) Dodge intend to make away with an adventurer each.
Test to avoid falling into a trap and taking
6 + 1d10 damage. +161 A pack of five Gors following a Minotaur lay siege to
the camp.
86-90 I’m sure it's Harmless: (Travelling)
The party has come into contact with poisonous plants.
Everyone gains 2 poisoned conditions which take effect
immediately and must be resolved before they can continue.
ESCAPE!
Should the camp be overrun and death imminent, there is
91-00 Ant Nest: (Resting) always the option of running away. Use the standard Pursuit
Each party member must pass an Average (+20) Cool Test rules on page 166 with the following added rules:
or lose their rest scratching and complaining.
 After each round of pursuit, add 1 to the target
distance the party must cover to get out of the forest.
GM CHEAT SHEET Or 2 if they have no light source.
1. Roll Temperature & Weather for the day.
 Once the pursuit is over each party member must pass
2. Roll Daytime Event.
a Challenging (+0) Endurance Test or gain 1
3. Roll Nighttime Event.
Fatigue.
4. Ask players to start their activities.
- Take into account climate modifiers.
- Apply Daytime event. DISCOVERY TRACK
5. Ask players about building a campfire. As the party advances in their navigation, milestones can add
6. Test for Exposure. interesting encounters in their journey. Here are a few
7. Apply Nighttime Event. examples:

 A wood elf camp willing to deal with the party.


 An abandoned tower from ages ago.
 A cave with an unwilling host.
 A smugglers cache filled with contraband.
CLASS AND CAREERS – PEASANT

‘Yes it was a great play but the ending was terrible. The
WOODSMAN Marienburg Bay Killer gets away and becomes a lumberjack
Dwarf, Halfling, Human in Averland? They need to throw their writers in a Troll
infested swamp!’
With a strong arm and a good axe you stake your claim in the - Waldred Schaffer, Art Critic
forest, chopping down trees for lumber.

In an Empire surrounded by forests, the woodsman is a much ‘Keep your axe sharp, and your wits sharper.’
needed workforce. There are those that live in small towns at - Helmut Lankdorf, Master Woodsman
the edges of civilization, working as Lumberjacks and
providing them with much needed firewood. Experienced
Woodsmen however are known to delve deep into the woods,
clearing entire sections for new settlements. When risking the With few willing to brave the forest, Woodsmen can easily
journey, they seldom go alone and instead travel in a group led travel and get employment almost anywhere. Accustomed to
by a Master Woodsman. In all these cases, a Woodsman must the rural lifestyle, a group of adventurers will find their
be ready to fight. Whether it be beasts, creatures of chaos, or knowledge and skills to be quite handy. Woodsmen live a life
Wood Elves not too keen on having their trees chopped. filled with adventure and danger, and they can certainly hold
their own.
ADVANCE SCHEME
WS BS S T I Agi Dex Int WP Fel

1 1 2 3 1 4

CAREER PATH
1. Lumberjack - Brass 2
Skills: Athletics, Cool, Consume Alcohol, Dodge, Gossip,
Endurance, Melee (Two-Handed), Perception
Talents: Hardy!, Strike Mighty Blow, Sturdy, Tenacious
Trappings: Lumberjack Axe (Great Axe), Leather Gloves, Hat

2. Woodsman - Brass 4
Skills: Climb, Navigation, Outdoor Survival, Play (Horn),
Ranged (Crossbow),
Talents: Catfall, Orientation, Scale Sheer Surface, Strong Legs
Trappings: Leather Jack, Walking Stick, Crossbow with 10
bolts.

3. Master Woodsman - Silver 1


Skills: Lore (Woodlands), Stealth (Rural), Track
Talents: Fearless (Beastmen), Rover, Savant (Woodlands),
Strider (Woodlands)
Trappings: Camping Kit, Tent, Grappling Hook

4. Overseer - Silver 4
Skills: Leadership, Intimidate
Talents: Hatred (Beastmen), Menacing, Nose for Trouble,
Read/Write
Trappings: Saw Mill, Crew of Lumberjacks

Credits
Nights in the Drakwald is a fan supplement for Warhammer Fantasy Roleplay 4 Edition created by Rodrigo Peralta (@Roders)
th

Artwork by Nicolás Alvarez (avenger3886@gmail.com).

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