The Burning Plague History
I have this idea to slowly share my converted adventure of The Burning Plague. I have already altered it from D&D to WarHammer Fantasy Roleplay, but now I'm altering it more to switch the baddies from goblinoids to Skaven. It seems like a large task, but if I split it up into sections I might be able to realize it. Then, if I post a section of the map with each room description, it might be even cooler. As I said, it's a large task for the middle of a college semester.
Introduction
DUVIK’S PASS: A HISTORY
Duvik’s Pass is a small town nestled within one of the few valleys that cross through the Grey Mountains. It has long been a waystop for travelers and adventurers seeking to rest aching limbs and drown painful memories within her gates. Moreover, it has also gained attention recently as a potential power in the area’s commerce, due to a discovery of substantial silver deposits buried in the mountains nearby. Over the past three years, the men of Duvik’s Pass have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighboring villages flocked to the town, hoping to lend their strength within the mines and garner some share of the prize.
Hope and industry turned to despair and potential ruin with the advent of the Burning Plague four months ago. It began quietly enough, with the miners returning home from their work at nightfall complaining of blistering sores and an unbearable thirst. Shortly thereafter, the town’s livestock was decimated by an unknown illness and her crops began to wither. The elders of Duvik’s Pass declared that the well water had been soured by an unknown disease, but by then the Burning Plague had already begun claiming the young and the sickly. To make matters worse, the last few men still strong enough to plumb the wealth of the mine fell prey to a savage attack staged by a warband of orcs just over half a month past. This fact is not known to the townspeople (but is known to one of the pregenerated PCs), who continue to await the return of their missing sons and husbands, while praying for an end to the sickness that continues to spread within their home.
Skaven have claimed the majority of the mine from their human foes but are getting bored enough to start fighting amongst themselves. The Grey Seer heading this scheme has had to separate the forces from different clans. The clans in the various caverns have stopped intermingling.
The source of the disease is Grey Seer Tiklisp, with the aid of a few Clan Pestilens priests. His prayers to the Horned Rat (and a generous task appointed by the Council of Thirteen) led him to seek the skaven followers of Nurgle. He bullied them to revealed to him the secret of the Burning Plague. Tiklisp used his newfound power to infect the springs feeding the town’s wells as well as the other creatures dwelling within the mines. He has watched from the shadows as his plans have come to fruition.
Yet, like any good Skaven plot, all has not gone as planned. Clan Skryre rats grow impatient as they sit around waiting day after day. Clan Eshin assassins are hiding something in their secluded cavern. The Clan Pestilens priests are only happy because the will of their putrid deity is foremost in this task. Tiklisp, and his bodyguard, maintains his encampment by the springs below the earth, continuing to reinforce their corruption and awaiting an attempt to kill the weakening humans outside. It is at this point that the adventurers enter the story.
Introduction
DUVIK’S PASS: A HISTORY
Duvik’s Pass is a small town nestled within one of the few valleys that cross through the Grey Mountains. It has long been a waystop for travelers and adventurers seeking to rest aching limbs and drown painful memories within her gates. Moreover, it has also gained attention recently as a potential power in the area’s commerce, due to a discovery of substantial silver deposits buried in the mountains nearby. Over the past three years, the men of Duvik’s Pass have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighboring villages flocked to the town, hoping to lend their strength within the mines and garner some share of the prize.
Hope and industry turned to despair and potential ruin with the advent of the Burning Plague four months ago. It began quietly enough, with the miners returning home from their work at nightfall complaining of blistering sores and an unbearable thirst. Shortly thereafter, the town’s livestock was decimated by an unknown illness and her crops began to wither. The elders of Duvik’s Pass declared that the well water had been soured by an unknown disease, but by then the Burning Plague had already begun claiming the young and the sickly. To make matters worse, the last few men still strong enough to plumb the wealth of the mine fell prey to a savage attack staged by a warband of orcs just over half a month past. This fact is not known to the townspeople (but is known to one of the pregenerated PCs), who continue to await the return of their missing sons and husbands, while praying for an end to the sickness that continues to spread within their home.
Skaven have claimed the majority of the mine from their human foes but are getting bored enough to start fighting amongst themselves. The Grey Seer heading this scheme has had to separate the forces from different clans. The clans in the various caverns have stopped intermingling.
The source of the disease is Grey Seer Tiklisp, with the aid of a few Clan Pestilens priests. His prayers to the Horned Rat (and a generous task appointed by the Council of Thirteen) led him to seek the skaven followers of Nurgle. He bullied them to revealed to him the secret of the Burning Plague. Tiklisp used his newfound power to infect the springs feeding the town’s wells as well as the other creatures dwelling within the mines. He has watched from the shadows as his plans have come to fruition.
Yet, like any good Skaven plot, all has not gone as planned. Clan Skryre rats grow impatient as they sit around waiting day after day. Clan Eshin assassins are hiding something in their secluded cavern. The Clan Pestilens priests are only happy because the will of their putrid deity is foremost in this task. Tiklisp, and his bodyguard, maintains his encampment by the springs below the earth, continuing to reinforce their corruption and awaiting an attempt to kill the weakening humans outside. It is at this point that the adventurers enter the story.