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Frankenstern's Marvel Print E-mail
Thursday, 22 November 2007 00:00

Kapitan Erik van Stein way knocked the ash from his pipe and returned his gaze to Castle Frankenstern. He could barely discern the outline of the ancient fortress through the pouring rain. Suddenly, a flash of eerie blue light illuminated the high tower windows. Steinway felt his scalp tingle in the presence of the unholy energy...

Flintloque - Frankenstern's Marvel - Castle Picture

Scenario

This scenario depicts Kapitan Steinway's infamous raid on Castle Frankenstern and the horrors he found therein. The scenario is designed to be played by four players and a Game Master. Alternately it could be played with two players (one of whom plays the Landwehr and the mob, one of whom plays the Doktor's minions) and a Game Master (who also plays the Monster).

Landwehr Player

With the coming of the Mordredian Wars you, Kapitan Erik van Steinway, have picked up your sword and formed a band of Landwehr to aid Krautia in her valiant struggle against the Amoricans. Your small force has found billets in the tiny village of Oregsenstein. Whilst there, you have heard rumours of grave robbing, kidnapping and other atrocities that have offended your sensibilities. The villagers all point to Castle Frankenstern as the source of their troubles. Gathering your men, you are determined to investigate the castle.

Kaptain Von Steinway: An Experienced officer armed with sword and pistol. Von Steinway counts as a Regular for firing and hand to hand combat purposes.

Oberschutze Schultz: An Average militia armed with a Dwarf Musket and bayonet. Schultz has eaten too much of the local schnitzel and strudel and is unable to run during this scenario.

Schutze Schmidtt: An Average militia armed with a Dwarf Musket, bayonet and an axe.

Schutze Dunn: A Raw militia armed with a Dwarf Musket and bayonet.

Schutze Bismarck: A Raw militia man armed with a Dwarf Musket and bayonet. Bismarck wants nothing more than to get out of the militia alive so he can invent the jelly-filled pastry. As a result, he receives a -1 to any morale check.

Mob Player

The people of your village have been terrorized for months by mysterious kidnappings and foul grave robbery. You, Otto Withalzewerks, Burgher of Oregsenstein intend to do something about it. The madness began shortly after Herr Frankenstern returned from university. You were powerless to do anything until Steinway's small group of Landwehr billeted themselves in your village. After plying the good Kapitan with bier and schnapps you were finally able to convince him to have a look at the castle. A group of stalwart citizens has decided to accompany the Landwehrto the castle.

Burgher Withalzewerks: An Average civilian armed with a sword. Although you are scared witless by the prospect of entering the evil castle, you must put on a good face in front of the Landwehr and villagers. As a result you receive a +1 to any morale check.

Manfred Lienenkugel: A hunter by profession, Manfred counts as an Average guerrilla. He is armed with a Dwarf Jager Rifle and a boar spear.

Gretta Duseldorf: A Raw civilian armed with a torch (treat as a small improvised weapon). Gretta is a large, ham-fisted woman who gets a +1 bonus in hand to hand combat.

Fritz Bergmann: A Raw civilian armed with a torch (treat as a small improvised weapon) and pitchfork (treat as a spear).

Karl Hoffendergutz: A Raw civilian armed with an ax. Karl is gifted with Magical Ability (roll for spells).

Frankenstern Player

You, Doktor Viktor von Frankenstem, are the greatest scientist of Krautia if not all Valon. They laughed at you at University, but after years of experimentation you have finally achieved your most noble work: The Creation of Life. Unlike the crude sorcery-animated constructs you experimented with in youryouth, you have created a living, breathing creature sewn together from the pieces of corpses. But now, in the moment of your triumph, you spy the approaching mob from your tower window. You can not let the ignorant savages destroy your scientific marvel!

Doktor Frankenstern: An Experienced Dwarf Civilian armed with a scalpel (treat as knife). In addition, while in the Laboratory he may throw potions (treat as a small improvised weapon for "to hit" purposes, effects are listed on the potion table. The Doktor is hardened to the site of blood and death and receives a +2 morale bonus. He is also gifted with Magical Ability (roll for spells).

Eye-Gore: An Experienced Dwarf Regular armed with a standard blunderbuss and a knife. A murderer and thief, he eventually fell in with the Doktor and performs unsavory services such as grave robbing. Eye-Gore survived hanging and his crooked neck gives him a -5% chance to hit with missile weapons.

Frau Sauer: A Raw Dwarf Civilian armed with a cleaver (treat as a sword). Frau Sauer is the Doktor's housekeeper. Her duties include cooking sausages for the Doktor and cleaning up after the undead (who are always leaving body parts lying around). She is always prepared for the "wurst" and receives a +1 morale bonus.

Frederick Femurstein: An Average Liche armed with two pistols. Femurstein was the Doktor's first success in creating a creature which did not rot and fall apart in a few weeks. He is intensely jealous of the Monster. If Femurstein is out of the line of sight of the Doktor, he will attack the monster in preference to any other troops.

Kraig Kartilagemann: An Average Zombie armed with an ax.

Oskar Osteostein: An Average Skeleton armed with a Dwarf Musket.

Wilhelm Vertabratz: A Raw Skeleton armed with a Fowl Gun.

Stephen Sternumhoff: A Raw Skeleton armed with a spear.

The Monster Player

Arrr. Light hurt eyes. Machines make bad noise. Arrr. Evil place. Must go, must go.

The Monster: The Monster is a powerful golem. He is treated as an Average Veteran character. His hands count as claws (+0 in hand to hand) and he will use no weapons other than improvised ones. The Monster is unaffected by normal Morale Checks, however he fears fire and must make a Morale Check equal to a Pushed Back event whenever confronted by flame. He will not attack the Doktor or Eye-Gore unless they attack him first.

His statistics are listed below:

Crawl 4
Walk 16
Run -
Def 4
Wounds 8
HTH +3

Set Up

The landwehr and the mob should be positioned at the castle gate. They have an improvised battering ram and will be able to break in the castle doors in two turns. The Doktor, Eye-Gore and the Monster should be in the Laboratory. Frau Sauer,should be in the kitchen. The Undead should be placed randomly about the interior of the castle. The Monster should not stir from his table for the first 1D3 turns of the battle.

Terrain & Conditions

Flintloque - Frankenstern's Marvel - Castle Plan

The scenario takes place mainly within the confines of Castle Frankenstern. The Game Master may map the castle on a square or hex grid or set up scenery to represent the walls and buildings. Note: construction toys like LEGO@ are excellent for improvised castle walls. An example castle map is provided, but the GM is free to create his own castle with available resources.

Outside it is night and a torrential rain storm rages. The inside of the castle is lit by torches (-25% to firing) and is 'relatively' dry. Remember to apply the 50% penalty for moving indoors.

The Castle: The inside of the castle should be littered with items which can be used as improvised weapons. Frankenstern even has a variety of serviceable antique swords and axes displayed on his walls The GM is also encouraged to expand upon the scenario map by placing secret passages, stashes ofloot and even a wine cellar for the players to explore/ exploit.

The Laboratory: Frankenstern's laboratory is crammed with arcane machinery, electrical apparatus and experimental potions. Any character moving at a speed greater than a walk or forced back in hand to hand combat will have an accident unless they can make Improbable Action roll

Level / Roll D10
Raw / 8+
Average / 6+
Experienced / 4+
Veteran / 2+

Failure mean a roll on the Catastrophe Table below. Clever GM's should expand upon it and/or alter it to fit their particular realization of the castle.

Catastrophe Table (roll 1D6):

1: Attacked by Limbs: The Doktor is one of those people who can never throw anything away, including limbs which have fallen off his undead creations. The character is attacked by an animated arm or leg.

Limb Statistics:
Crawl 2
Walk -
Run -
Def 1
Wounds 1
HtH +0

2: Caught in Machinery: The character becomes entangled in an arcane device. He will not be able to extricate himself unless he makes an Improbable Action roll. Each character attempting to assist him adds 25% to his chance of success. If he is attacked while so entangled treat him as being attacked in the rear.

3: Clocked: The character is hit by a spinning governor on one of the Doktor's machines. He takes Id3 wounds.

4: Electrocuted: The character collides with a Jacob's Ladder taking Id3-1 wounds.

5: Small Fire: The character knocks over a Bunsen Burner and starts a small fire. The fire will spread by one square/hex per turn unless a character tries to douse it. Character's moving through the fire will take 1d3-1 wounds.

6: Spill Tray: The character knocks over a tray of medical instruments. This will enrage the Doktor who gains a + 1 bonus in hand to hand combat for Id3 turns.

7: Spilled Potion: Roll on the Potions Table below and apply the effects to the character. S: Tentacle Vat: The character disturbs the lid on a vat and is immediately seized by a flurry of tentacles. The character must roll under his Defense Factor on 1 d6 or be draw

Potion Table (Roll 1D10)

1: Acid: The character is splattered by a powerful acid. His uniform/clothes will be ruined and in addition he will take 1D3 wounds.

2: Berserker Potion: The character is covered with a berserker potion which gives him a + 1 bonus to morale and hand to hand combat. This potion has no effect on the undead.

3: Depilatory Formulae: The character is splattered with Eniagor, the Doktor's new hair-removing tonic. This has no effect on un dead or the Monster, but Dwarves who lose their precious beards suffer a -1 morale for the rest of the battle.

4: Ether: This potion will cause the character to pass out for Id6 turns unless he can make an Improbable Action roll (to represent holding his breath). Undead and the Monster are unaffected.

5: Formaldehyde: The character is covered with a noxious liquid. This causes no damage to living troops, but undead benefit from it's preservative effects by healing one wound.

6: Healing Potion: The character is splattered by a potion which causes him to heal one wound. It has no effect on unwounded or undead characters.

7: Jar of Eyes: The character spills a jar of eyes at his feet. The eyes have hardened to the consistency of marbles while in their preservative and make for treacherous footing. Any character moving through this square/hex must make an Improbable Action roll or fall down.

8: Nitrous Oxide: This potion will cause the character to begin to laugh uncontrollably for 1D6 turns unless he can make an Improbable Action roll (to represent holding his breath). Characters can do nothing but move at a crawl rate until the potion wears off. Undead are unaffected by this potion.

9: Sneezing Powder: The character inhales grainy powder which starts a fit of sneezing which lasts 1D3 turns. He receives a -50% penalty to missile fire and can not reload until the effects wear off. Undead are unaffected.

10: Tear Gas: This potion will cause the character to sob uncontrollably for 1D3 turns unless he can make an Improbable Action roll (to represent holding his breath). Crying character's will receive a -50% firing penalty and a -1 morale until the effects wear off. Undead are unaffected.

Special Rules

Aimed Fire: The aimed fire rule should not be allowed in order to preserve the confused nature of room to room fighting within the castle (suggested by "I was Wheeling-Turn' s Double").

Capturing Opponents: A character can be taken prisoner only if his opponent states, before entering hand to hand combat, that he is attempting capture him. Should the opponent then be defeated he is deemed taken prisoner. A captured opponent must be guarded by at least one character armed with a loaded gun (adapted from Grapeshotte).

Civilians: Several of the characters are considered civilians. Civilians are treated as Militia for firing purposes and misfire modifiers. In addition, they receive a -5% to hit in missile combat except with improvised weapons. In hand to hand combat they get a ¬2 modifier. They receive a -I morale modifier. Finally, it takes civilians twice as long to load gunpowder weapons.

Initiative: A system of alternate movement should be used when fighting within the castle. This avoids the problems of enemies running past each other without stopping to melee, etc. Wet Gunnes: Although the inside of the castle is dry (for firing purposes), the landwehr and mob forces have marched through a torrential rain to reach it. The first shot of these forces should receive a -50% penalty to firing even when fired within the castle. Optionally, the players may choose to have the locks of their muskets wrapped to avoid this penalty. It takes one turn to unwrap a musket's lock to prepare it for firing.

Victory Conditions

Victory conditions are not hard and fast in this scenario. As with all Flintloque scenarios the purpose is for all players to have fun. The different factors have different goals to accomplish, as listed below, which will help players run their characters.

Landwehr: The Landwehr player wants to destroy the Monster, capture the Doktor and defeat his undead minions.

The Mob: The Mob wants to destroy the Doktor, his minions and the Monster. Doktor Frankenstern: The Doktor wants to capture the Monster and repel the Landwehr and the Mob.

The Monster: The Monster seeks to escape the castle and will attack anyone who gets in his way

Webmaster's Notes

This was originally published in Mars, Issue 5 in the Summer of 1998.

If you're looking for the Flintloque Reloaded version including troop breakdowns, points costs and set objectives then click here.

 

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