Tales From Sylvania II

August 14, 2016 | Author: Rubicondo80 | Category: Topics, Books - Fiction
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TALES FROM SYLVANIA II This WFRP scenario is made for the three pre generated PCs in the end-section, feel free to develop other PCs, but if they are really good and interesting, please post them to me! The scenario's Bad-girl is build around the real person Elizabeth Bathoy - converted for the Warhammer world. The scenario takes place in the year 2413 which is several years before normal campaigns (typically 2512). In a campaign the scenario can be introduced through a minstrel or story teller (like Orfeo). The players might get 1/4 of the normal Experience points, or something like that (They learn a little from the history). Otherwise you can change the history a little, making the PC's have to meet an old friend (a NPC from earlier in the campaign) in Nuln. The scenario uses several sources (I had only a little less than two days to make a playable version of the scenario for my groups next gaming meeting, and I had to use methods like that). First the converted historic person Countess Elizabeth Bathoy which the scenario is based upon. A friend of mine is making some material about Sylvania, and as I helped him collecting information about Romania, I found some interesting information about this person. The next thing is the monastery's layout, which was taken from 'The name of the rose' including the library (some of my players had seen the movie, but haven't read the book, and in the book the library's mystery is totally different!). -- Maps aviable for download

This WFRP scenario is made for the three pre generated PCs in the end-section, feel free to develop other PCs, but if they are really good and interesting, please post them to me! The scenario's Bad-girl is build around the real person Elizabeth Bathoy - converted for the Warhammer world. The scenario takes place in the year 2413 which is several years before normal campaigns (typically 2512). In a campaign the scenario can be introduced through a minstrel or story teller (like Orfeo). The players might get 1/4 of the normal Experience points, or something like that (They learn a little from the history). Otherwise you can change the history a little, making the PC's have to meet an old friend (a NPC from earlier in the campaign) in Nuln. The scenario uses several sources (I had only a little less than two days to make a playable version of the scenario for my groups next gaming meeting, and I had to use methods like that). First the converted historic person Countess Elizabeth Bathoy which the scenario is based upon. A friend of mine is making some material about Sylvania, and as I helped him collecting information about Romania, I found some interesting information about this person. The next thing is the monastery's layout, which was taken from 'The name of the rose' including the library (some of my players had seen the movie, but haven't read the book, and in the book the library's mystery is totally different!). Prolog The story teller had offered to tell a story for a portion of food and a mug of ale. The traveling group of adventures in the inn had much gold at the time, and was looking for opportunities to use it. The story teller had finished eating and looked on the group of adventures.

I will tell a story about the southern Sylvania in the year 2413, an isolated place with much superstition. This story is actualy about one of these superstitions. The question about wether it is true or not, I will leave for you to decide. Before I start I will introduce the story's three main persons, 3 close friends. The first was a priest by the name Bernhard Hartvig, he was a priest of the Verena-cult of learning and justice. When he wasn't at the temple, he spend his time with his friends, or teached Theology, history, and old languages at Nuln's university. The next also represented the law, but not in a religious manner. He was Adolf Hüddermeier a successful lawyer. The last one was born as the youngest noble-son of a baron south of Nuln. His name was Berthold von Klingenhof. After his days at the university he settled down in Nuln, since he had nothing to return to. His dad sent him money, and he had nothing special to do, besides discussing various subject with his friends. He thought a lot about life and its small complications and was named 'The philosopher' by his friends. The four friends, well the last one will wait a little to be introduced, met eachother at the university of Nuln. They were always together and they had decided to travel away from Nuln to explore the Old Worlds cultures and history. But as you might have guessed, they ended up stuck in Nuln, Adolf was even married! The fourth friend Herpin Hildenbrandt Meier, decided to leave Nuln and travel to Sylvania to a isolated monastery. He was going to write a book about Sylvanian Folklore and the monastery was renowned for its huge collection of books. Herpin agreed to meet the others again at the Nuln carnival starting the day before Sonstill the 33. Sommerzeit. When the time came for the carnival, the three friends waited all through the carnival, but their was no sign of their friend. This worried them a lot because they knew Herpin was a man who kept his promises. Sylvania Sylvania is a province in Stirland. It actually belongs to Stirlands Noble elector-family of Haupt-Anderssen, but it has aalways had some kind of independence within Stirlands area - as long as taxes are paid. On most WFRP and WFB maps, Sylvania's borders stops before The Worlds Edge Mountains. Because of the real Trans-sylvania highland the borders should be considered to stretch into the mountains, actually to the Northern shores of Black Waters. The mountain area is however only sparsely populated, and villages normally have

a maximum of 70 villagers. In the area near Black Waters small Fisher-villagers can be found. Sylvania consists of small villagers and huge deserted areas (unpopulated!). The southern Sylvania is high land and mountain land, while the northern is dominated by forests mostly Beech and pine trees. The area around the villages and towns is cleared for trees and huge fields surrounds the villages. The more sophisticated villages which is seen in the rest of the Empire, like wine or boat producing, is rare in Sylvania. Typically villages produces agriculture, but in the mountains several mining communities can be found - these are mostly Dwarven. Dwarfs in Sylvania Dwarfs is to be found on the border of Sylvania and the Border Princes. They havent very much contact with the Sylvanians, except for trading to food and livestock. A few mining communities consisting of both Humans and Dwarfs can, however, be found (typically coal mines), and Dwarven craftsmen and engineers have often to been hired to build the great old castles in Sylvanias highland. The Dwarfs have the following big communities in the southern mountain land (The Worlds edge mountains).: Karak Varn: Karag Varn is located in the middle of a metoerite crater, and it is here the strange mineral Gromril was mined. Today its lower levels are flooded by a mining disaster many years ago. The levels above has been sealed because of great numbers of Skaven and things far more horrible. It is the nature of Gromril that it is always found together with the dreaded warpstone. The warpstone meteorites is almost always surrounded by fragments of the mineral, which seems to be immune to the chaotic effects of warpstone (perhaps even have a neutralizing effect). But the amount of warpstone in the crater attracted the attention of the Skavens, and the horrors below are results from the warping power of the warpstone. Dwarf expedition are occasionally dispatched to venture below in search of Gromril, which has becomed even more rare. Zhufbar: Zhufbar is Khazalid for 'Torrent Gate'. It is located in the deep chasm down the mountainside of the lake varn. High above the city a waterfall cascades from the lake and runs fiercely down the chasm. Here the Dwarfs have constructed thousands of waterwheels to power their drop

hammers, ore crushers, and washing pans. The chasm resounds to the noise of mining operations, creaking wheels and the roar of the running water. The city is the central home of the Dwarven Engineers guild and because of this the city is also the centre of any kind of industry and metalworking. It is also here the mined Gromril is melted. In the time of Sigmar, Zhufbar was besieged by all sides, when the lake was almost drained for water and the wells cracked to a halt. The Dwarfs were driven out, by the smith Alaric the mad was sent out to find aid. He had heard the rumors of the mighty warlord to the west known by the name Sigmar. In exchange for twelve swords of the fabled Gromril, Sigmar dispatched his best troops and joined the Dwarfs to wipe out the Goblin horde. As the Dwarfs returned to Zhufbar, Alaric began the work of the twelve swords. When they were finished Sigmar has long passed his worldy form. But as a Dwarf, Alaric keept his promise, and returned the swords to the Empire's emperor. Blackwater: the great leak of Blackwater ('Varn Drazh' in Khazalid), was made of the hugest known meteorite ever known to hit the world. The prescence of warpstone is not so great (perhaps used by the Old Slann), but dark monsters are rumored to inhabit the dark depths. There are however a great presence of Gromril in the area, which is mined by the Dwarfs of Karak Varn. It is this lakes raging waters that run the great water wheels of Zhufbar. Plot One of the players near friends has vanished without a trace at a monastery in Sylvania. The players where going to meet him at the Summer-Carnival in Nuln, but the friend doesn't show up. This is very confusing, since the friend is knowned to keep his promises. Their friend has been involved in a Vampires, and its slaves, fight for power in a little monastery community in the southern Sylvania. The vampire used to be countess of the area. She has enslaved and drained people in the last 14 days or so. The players Know that their friend lived in a Verena monastery in the southern Sylvania, where he studied for material for his book about the area (the players most likely destination). This monastery consists of a community with a little village attached (like 'the name of the rose'. For floor plans use the map from the book). What the players doesn't know, but will eventually learn, is

that the monastery was build on the ruins (typically for buildings in the middle ages) of the old countess-vampires castle. The countess herself lives beneath the monastery in the old ruins of the castles catacombs, which isn't accessible, or known, from the monastery. The countess was awoken from her sleep a month ago when some of the monasteries monks, secretly, discovered the catacombs by studying various books about the areas history (books the players will also discover). They found the sleeping countess and realised her nature. Rather than killing her they feed her with blood in hope that she could reveal old history or informations about life as a undead. A powerful vampire, however, ain't easily kept at bay, and the monks wasn't really aware of her powers. She enslaved the group of monks and got to work - She is going to need some feeding to restrengthen herself. One of the countess' methods to gain power over the monks and villagers is to weaken their souls, by having them eating human flesh. All victims who has been drained and killed (mysteriously disappeared!) ends up in the butchers (also enslaved) cellar, to be used to make smoking sausages. In the areas history and folk lore, the Countess was known as a ruthless, cruel woman, who bathed in blood, practiced black magic, and, with her assailants made bloody Khaine rituals. The journey to Averheim The players can't get a coach all the way to the monastery. Instead they will have to get a coach to a village in the Mootland, passing through Averheim on the way. From the Moot they will have to find a coach to Sylvania. This makes water travel very much easier, since the river Aver goes all the way to Buchresti. Below are description for road travel, if you players want's to use the more expensive river travel you should reefer to the DoTR expanding River life in the Empire. There are two coach companies located in Nuln. They both have routes to the Moot. The players will be able to get a coach at the Imperial Expressway for a price of 17 gc and the Cannonball expressway charge 15 gc for the same route. The players should be encouraged to prepare for their travel, buying any equipment, assistance (it will however be far more cheaper to by eventually assistance on arrival), finish any buisness, etc. If the Nuln's Verena temple is contacted the players will be

able to get a basic briefing of the monastery and the land of Sylvania and its cultures. The players will also be asked a favour: To deliver confidental post to the monastery. The post consist of a few letters and a lot of heavy books sealed in a travel bag. The players will get 10 gc for this task (and they must swear to Verena that the package will be delivered). If you play with pre-generated PC's the Verena priest will be charged with this task in order to get to leave the city (and no money change hands!). The first part of the journey to Averheim will take 3 days. On the second day the Coach reaches a independent coaching inn for the night. When the Coach enters the yard the players can see another coach from the other company than the one they have chosen. The two coachmen Alfred and Werner knows the coachmen of the other coach. There names are Hugo and Bengt. The two pairs of coachmen travels the same routes but at different coach companies. They know each other perfectly well and they have developed a kind of love/hate relationship to eachother, always mocking and challenging eachother. As the players enter the inn, the coachman Werner will turn his attention to the two other coachmen sitting at a table. Werner: 'Oh my! Look Alfred, if it isn't the low down dirty rats, Hugo and Bengt. What a coincidence'. Hugo: 'Oi Bengt, can you smell something?'. Bengt: 'Yes, wonder... Hey look what the cat dragged in!'. After this they greet eachother and joins the table, the players are invited too. Alfred and Werner will introduce the players. Throughout the evening the players may note signs of hidden hostility among the coachmen. Mean insults followed by the occasional 'HA HA', countered by an even meaner insult and then they all laugh and slaps backs and so on. The coachmen will also challenge eachother to all sort of things (cards, armwrestling, beer swallowing) and the players are welcomed to join. In these contests the players may notice how the coachmen struggle with eachother quickly forgetting the PC's . (If you like you could have the two coachmen Hugo and Bengt try to persuade the players to switch coach - price is up to GM.) The four coachmen will also draw the attention of the beautiful barmaid Catarina. Both Alfred and Bengt seems very interested in her and makes several inquirers. During the evening Alfred and Werner will loose a lot of money in card game to Hugo and Bengt. You can have Hugo and Bengt cheat. This will obviously make Alfred very frustrated as his last money passes to Hugo's or Bengt's

hands. Later this evening Alfred will draw one of the PC's aside, and ask them a favor. He want's the player to buy a small barrel of beer from the landlord (Alfred pays of course) and then go into the stables and empty the barrel in one of the water containers where one of Hugo and Bengts horses are. Alfred hasn't any money but will offer any appropriate service to the PC (eg. 'I know sweet girls in Averheim, and I could introduce you!?'). The PC might have lost quite some money himself. If the player refuse, Alfred will do it himself later with the excuse that he have to go to the toilet. When Alfred comes back it seems that the barmaid Catarina has fallen for his charming personality and when Catarina finally decides to retire, Alfred escorts her to her room and doesn't return! On their way to their rooms Werner will mock Bengt for his bad luck with Catarina. It doesn't require a lot of skill at psychology to discover that Bengt doesn't like this situation. During the night Bengt will sneak down to Werner and Alfred's coach with a saw, if he believe he is unnoticed he will cut halfway through one of the coach's axles. If the players discover this you should improvise according to what they do. On the next day Werner and Alfred's coach drives first (Alfred gives Catarina a goodbye kiss, making sure Bengt sees it). As Alfreds' and Werner's coach drives off, Bengt and Hugo is trying to pull a horse out of the stables - who would rather lay down or wander some other way. Several hours later on the road, Bengt and Hugo's coach approach Alfred and Werner's coach rapidly from behind. They drive up beside the other coach and Hugo speaks: 'Hello again! Isn't it odd that someone had emptied a hole barrel of ale in one of our horses water container?'. Alfred's reply: 'Why yes! People does the strangest things, huh?!'. Bengt whips his horses and increase speed. Alfred and Werner looks at eachother and Alfred does the same. This continue until SNAP! Alfred's and Werner's coach suddenly looses one of its axles. The players will discover (by looking out the windows) that the two front wheels flies off in the woods. The coach scrapes hard again the road and the players bump into eachother (S 2 hit on random locations). Alfred and Werner quickly halts the horses. Hugo and Bengt is now long gone! What does the players do now? There are at least 3 miles to the nearest building (a coaching inn). The players will definitely suggest that they should use the six horses as riding mounts. Alfred and Werner says ok for this idea, but

riding a horse without saddle and harness should be very difficult , and when one of the players fall off and hit himself badly, this will maybe make them think twice. The players cold improvise Harness by ropes (if they have any experience with horses and/or knots). But another problem is that if the players need their baggage transported on the horses, then where are they going sit? There are two coachmen and the players and only six players. The solution might in the end be: Using the horses as draft animal s and travel on foot. What happens in the forest? Beastmen and mutants? wild animal? Bandits? No matter what you should be kind at last and make a group of six roadwardens (one sergeant) come to their rescue(maybe in the middle of difficult combat). The players can ride together with the roadwardens, and the coach horses can be used as draft horses. When the players come to the next coaching inn, they can get saddle and harness' and ride, the less than a day ride, to Averheim, instead of waiting for the next coach (players choice, Werner and Alfred is just trying to please the travelers). Averheim As far as I know no description of Averheim has ever been officially printed, but you can consider it a town like Bögenhafen (about 4.500 people or so - in 2413 the population might have been lower in the cities!). In Averheim the players will be able to travel with a spare coach the next morning. Wether the coachmen will be Werner and Alfred is entirely up to GM, they have some explanation to do. If you play with the pre-generated PC's, and the players know that Hugo and Bengt are the saboteurs, the lawyer will know that Werner and Alfred will be able to win in court against Hugo and Bengt and gain some money for pain and suffering. Hugo and Bengt can also do the same because of what Alfred did to their horse. The coach company won't need the help of the PC, they have their own Lawyers. Perhaps Alfred and Werner doesn't have any interest in going to court, they would rather get even. They might even try to get the PC's with them into their feud. Other city events is entirely up to GM (see The Enemy Within campaign or other.). The route to the Moot goes without any incidents, and takes two days.

Mootland In the village ??? in Mootland the players will be able to find a Halfling coaching company called The pot and pan Coachlines which have a route to a village in the southern Sylvania some miles from the monastery. The village has 93 citizens (4 humans, 89 Halflings). Most buildings are Hobbit-Barrows but inns, stores, and some other buildings are in human-standards. The citizens are generally fond of travelers and the players will finally have the chance of felling welcome in a new village (there last chance of comfort!!!). The price on inns (two in this village) are normal standard prices, expect bed with full board which is more expensive than normal, since it involves 8 meals a day. Their coachman Hildenbrandt Furfoot is a happy little fellow who will do anything to make their stay and travel a pleasure. Even on the road he is able to put real food together. The travel to Buchresti The journey takes a little over 2 days On the first day you could throw some bandits at them or just leave the poor things alone. On the second days journey some 7 miles before reaching Buchresti. the coach reaches a point where a small forest is located down below the road which runs across a landscape of hills. A clearing can be seen with a little wooden cabin and Hildebrandt explains that they will have to camp here for the night (no coaching inn is located outhere, but instead this small cabin - the pre generated PCs might have a serious problem with this). Hildebrandt leads the horses down to the clearing, the coach is leaved on the road. Hildebrandt is, however, able to make the encampment comfortable with his good cooking. As dark closes in the players will hear sounds of howling wolves. Hildebrandt looks calm at them and says 'Don't worry my friends! I know this area and the wolves Only attacks when being threatened'. At some point Hildebrandt will have to get something from the coach (Food for a late night snack, etc.), he won't be needing any assistance but if some players follow him you can easily improvise on the events below. The players suddenly her a ROAF and something hits the road (the halfling has been attacked by a "peaceful" wolf, dead is instant. His head is teared of - more odd sounds). The next thing the players hear is a repeating bump...bump

bump...bump bump bump. Down towards the cabin, and then something hits the door hard with a 'THUD'. A player opening the door will stare in chock at the Halflings severed head (2 insanity points). The next thing heard is the howling of a wolf, this time closer. These Wolfs are not quite normal, The vampiress knows about the players and the Wolfs are under her command. There are 6 Wolfs. The players can fight it out, remember that Humans and Halflings have poor vision in the outside at night. Other options might be to barricade themselves. The wolves will disappear before dawn - Elizabeth hopes that this encounter will stop the players. Without a coachman the players will properly be unable to drive the coach. They might want to ride the horses, but they haven't got any saddles and harness. Maybe they will have to walk. As GM you should decide weather the players are able to drive the coach or not. Buchresti Buchresti is the largest town in Sylvania and considered its capital. It is located in the lowland at the River Aver before it reaches The Worlds Edge Mountain. Buchresti has about 3.500 citizens. The players will have to travel on foot from here into the lower parts of the Worlds Edge Mountains to the location of the monastery. The players can hire guides and assistance in the town which is a very good idea, since the terrain is treacherous for the unwary. They will perhaps also need to buy other equiptments for mountain traveling and/or draft animals. Although there is a road from the mountains to the monastery, it cannot be guaranteed that a rockfall hasn't blocked the road or other incidents have occurred. Mountain travel The journey to the monastery will take about three days. Events on the days are described below: Day 1 The players reach the small hills below the mountains without any incidents. As they wander, looking for a place to make camp, they see a large encampment further on. There are about 12 wagons and a fire has been lit. Any guide can explain that these a gypsies, nomadic people and advise to try to join their camp. The Gypsies will happily invite the players in to their camp. Remember that without a guide, communication can be

difficult with the older gypsies. Careful players will properly insist on watching their purse and baggage from these 'thieving' people, but the Gypsies have no need for steeling from their guests (or has they? GM's choice, if none of the players watch their goods then just maybe...). The players can also visit the Gypsies Seer who can read the players fortune. The players will be showed into one of the wagons to a woman of about 50 years of age ('Cross my hand with silver' etc. etc.). Weather the fortune reading will be: 'Yes! I see your fate is crossing with a tall dark man from Kislev,' or 'Yes! Your looking for an old friend... mmm... I feal your friend is in great trouble. He has meddled to deep in things that should have been secretive... And now the jealous brother has his mark upon him..' Is entirely up to the GM. Inquiries about 'the Jealous brother' will make the Gypsy make religious signs and quick prayers and she will command the PC to do the same. The players will also be able to buy lucky-charms. The charms are leather necklaces with a piece of bone bound with herbs (Garlic if you prefer). The players will be offered wine served together with music , singing and dancing at the fire. The music and the dances are very unusual - it almost hypnotically gets the PCs attention, nothing the PCs have seen before. A story teller might tell local folklore - maybe even histories about blood drinking creatures among the nobility, who terrorize the poor local peasantry. A handsome player might be invited to dance by a beautiful young girl (as she sits on the PCs lab, a purse might change hand - discrete of course). If the PC gets to intimate her big brother, and maybe some others, shows up to defend his younger sister. At last the Gypsies will go to sleep, and drunk PCs will pass out. In the morning the PCs journey continue, the Gypsies are going the other way. If the Gypsies stole something from the PCs and the PCs got real drunk you might have them awake discovering that the Gypsies are long gone, together with their valuables. Day 2 As the players descend into the mountains, they discover a big wolf with a little creature on its back. The rider is constantly watching them. The rider is a Goblin, and he is trying to lure the players into a trap. The PCs guide can explain that it is a Goblin rider, and others might be nearby, as Goblins live together in big flocks - he will strongly suggest moving on. If the players walk towards the rider he

will begin to back up. As the players reach the place where he just stood, a hail of 5 arrows flies towards them. The shooters are 5 other Goblins (on wolves if your players can handle it). As the players draw their weapons the Goblins charge into combat, dropping their bows to draw hand weapon. As soon as two Goblins or more are dead each Goblin must pass a Ld test or flee from combat. Day 3 The players reach the monastery at dusk. As they walk into the small village a nice smell (especially if the players have been forced to live on Iron rations) of Smoked sausage reaches their nostrils. The smell comes from a butchers building and a woman standing in front of the building greets the players: 'Welcome travelers to the monastery of the order of the learned. Would you care for one of the village renowned smoked sausages? After traveling the mountains it tastes even better!'. The sausage costs 2 Silver Shillings and actually tastes very good. As described in the introduction these sausages have been made from human flesh. They have a very sweet taste and the meet is soft. For 48 hours after eating a sausage the player will be more vulnerable to the hypnotic effects of the vampire, which has a more powerful effect (should it be neccesary). This woman is under the control of the vampiress Elizabeth being unable to stop the players she will instead try to enslave them. The players might discover that the woman is a little bit slow, and talks without any emotion in her voice. The monastery of the order of the learned Please read carefully through this section to get a overview of events and knowledge. The players actions can be numerious as they try to investigate. The players are very likely to travel to this monastery since their friend lived there. This monastery was build in 2230 on the fundament of some old castle ruins in The Worlds Edge Mountain south-east of Buchresti. The monastery is build around a great library and is devoted to Verena, especially in her aspect as Goddess of learning. The monastery is located in a area in Sylvanias southern mountain land. In front of the monastery is a little unnamed village with 54 poor inhabitants. The village is excepted from paying taxes to Stirland, since the village is considered a part of the monastery (Monasteries doesn't pay taxes!). The villagers however is expected to donate valuables to the monastery, but in

practice it is the monastery who supports the poor villagers. Both the monastery and the village acts like a little independent community. The monks of the monastery do not get to keep their surnames. They are typically called by their first name, like Brother Mathias. Instead they get the surname of their place of origin or from the temple they originally came from. Some monks have originally choosen to belong to other orders but have then been stationed in the order of the learned (typically by own request). Thus Bruther Markus of Giseroux. A typical day in the monastery.: 1. The monks get op at 5 a.m. and gets ready for the morning prayer. 2. Efter the morning prayer, a little past 6 a.m. breakfast is prepared and eaten. 3. At 7.30 a.m. the monasterys inhabitants goes to work with their apointed tasks. The gates are opened. 4. At 12.00 The work is stopped and lunch is eaten. 5. At 12.30 the inhabitans return to their work. 6. At 5.00 p.m. Work is stopped and supper is eaten. 7. At 6.00 P.m. The gates are closed and after prayer in the temple the monks return to their chambers. The monks must obey the following rules and guests are strongly encouraged also to do so.: * No lies. This doesnt mean that a question have to be answered. Woves of silence is highly respected and practiced in the Verena cult. * Only Monks of the order of the learned assosiated with the library is permitted entrance to it. This rule is enforced by the monastery guard. * Books may not be removed from the monastery. * No gambling is allowed. The monastery guard isnt excepted from this rule, they just dont give a damn. * No one may raise his hand in anger against another, within the walls of the monastery. * As long as a persons own life isnt put in danger, everything must be done to save the books of the library. * All other Verena restrictions also counts! The players can get the following information from the temple, Through different monks and so on. Let the players do a lot of interaction with the monasteries inhabitants to get the different pieces of information, flavored with the NPC's

motive and personality. * The monks has a lot to do, with some unknown epidemi in the village - which has resulted in 3 deaths so far (heavy blood loss without any open wounds!!). A few villagers have left the village proparbly because of the epidemi (They have vanished, as victims for the vampire!) * The players friend left the monastery some days before he was going to leave for Nuln and was never seen return. * Some of the monks believe that the friend headed for Nuln and expects that he will come back, since he left some of his equiptment in his room at the monastery. Other thinks he has been eaten by wolfs. * A small search party, consisting of peasants, wasn't able to find the friend. * The players may be able to enter this room by making a successful Fel test when talking to the monastery's priest. * Herpin was very talkative until the last days before his disappearance where he generally kept to himself. * From the guards or animal keeper: "Wolves has been seen outside the monastery late at night. Mighty unususal for them to come this close" * From the Scholars: "Brother Aldbrecht has been acting rather strangely recently. He stares off into space, like his mind is wandering in some other realm. You have to shake him to get his attention." * From Brother Heinrich of Grunburg: "mm.. Hasn't got the opportunity to study my great passion recently, Brother Aldbrecht says he has mislaid the books on local folklore. Hrmph, and he is supposed to watch out for our library!" * A little red heering from Brother Josef: "I was talking to Brother Mathias the other day, when I noticed him shying away from me. I asked him what seemed to be the matter, and he said it was my 'stinking garlic breath'. Can you believe that? Apperantly the man doesn't know of the virtues of garlic!". (Well, who wouldn't turn away from a stinking garlic breath!). Other information, relevant as irrelevant, can be added at GM's discretion. Generally if the players seems to be catching clues up quickly, you should use some red heerings or everyday talk to add some more roleplaying and NPC interaction. The friends equipment consists of the following: Spare clothes, blankets, Writing equipment, papers, a blank notebook a, sorted tools, a walking stick, a diary, and a used notebook.

The notebook contains notes about Herpins book. All entries have been dated, and the players will notice that Herpin stops writing notes for his book, about 14 days before his disappearance, as if something else has taken his attention. A lose sheet of paper has been inserted between the pages at the last entry. The note is written by Herpin and reads 'Noble families of Sylvania, CLXV, 1. Empire'. This is a name on a book in the library, its page number (165), and its location (see the Monastery's library). Since access to the library is restricted, the players will have to sneak into the library, properly by night. In this book there will also be a description of Elizabeth's family and the players will discover that it is a sinister family with insane persons and praticioners of Black magic. A circle has been marked around Elizabeth's Buttler Johan Huydermann's name, on the page number 165, which is about Elizabeth von Trauptheim. In the same room as the 'Noble families of Sylvania' is located a book about sylvania's history can be found (or you can just let this books passage be contained in the 'Noble families of Sylvania' book) which describes Eliazbeth. This page is represented by handout 1. Some of the diary's pages is represented in the handout section. The players might note that Herpin suddenly starts to talk about plots and great threats at the same date as the notebooks last entry. If the players examine some of the sick villagers, they can find some puncture marks on their necks, Characters with heal wounds skill can explain the diagnose as bloodloss. The players can become lay-brother in the temple as described in The unofficial realm of divine magick (The sampler version is located in the warhammer archives). The players might try this approach to be able to enter the library. This will however involve an interview with father Maynard about the persons intentions ("Access to the library!" is not considered a good intention). To make it even more complicated the person will have to go through a half years testing time before being initiated as a lay-brother. The monastery's library: The library contains many informations and may easily draw the players attention away from their original goal (especially the pre-generated academics!), but the following relevant informations is contained within the mysteriously library (its secret will have to be revealed first!):

* Background information about Elizabeth can be found both under her name (takes time!) or in history about the area (Takes even more time!). See handout 1 * Information about vampires and how they are killed. Essentially spread over different volumes, with different killing methods (You know them all! If you are mean - like I am, all the methods should be used in order to kill the countess) * Information about Khaine and its connection with vampires and undeads can be found by searching after matches of the mysterious symbol in the ruins. The players can also learn that Khaine is sometimes reefered as the 'Jealous brother'. * An old map of the area indicating the Trauptheim castle where the monastery is located today. * Later refferences to the castle states that it was demolished and nothing is mentioned about a woman being entrapped in a room by walling the doorway. Access to the library is restricted to all others than the monks of the monastery (and some monks doesn't even get into the library). This means that the players will have to sneak or rather break into the library, which stands unused at night (GM may of course have a sleepless monk enter the library for some bed time reading, the night the players break in). Some monks of the monastery has a skill, available to the monks of the monastery. It is a special Library Use skill which enable the monk to find books in the complicated system. Remember, however, that finding a book without description of the specific land, requires that the monk has knowledge of the author. The players automatically gain this skill when they discovered the secret of the library. The library has a very special system for storing its book (as seen in 'The name of the rose"). Books are not stored by the authors name, but instead by the authors place of birth, or sometimes area concerned by the book. The players shouldn't know this, but should instead figure it out. When the players first enters the library they should be presented with the description of the first room they enter. Each room is furnished with shelf's of books, scrolls, maps, and drawings, and somewhere on the walls are a metal plate engraved with the appropriate letter for the room (see figure 1 - the complete map of the temple!). At first the players will believe that the library is alphabetically sorted, and when they ventures into the next few rooms, they will discover that the letters are not following the alphabetical order. Later when they discovers

more of the same letters they should figure out that something is wrong. Also the books in each room doesn't seem to have anything in common (author, time period, type of book, etc.) except of course place of birth of the authors and/or areas concerned. But this will only be discovered if some one has a great knowledge of the history of the books authors. Though it shouldn't be necessary to mention, the library is too big and complicated for the players to find any specific book without knowing the secret of the library. When the players have completed a map, or received one from their generous GM, with the letters of the room, they should e able to puzzle the system together. The system is itself should be understandable by looking on the complete map on (fig.1) but a reference is given here.: The library is designed to represent the world(or at least the known world at the time). The north tower represent the uttermost north and the other towers represents whatever they are facing! Each room has a letter assigned to it and when traveling a special route, the name of the appropriate land is formed. That means that saying a book is located in the 2. Albion it means that the book is located in the room with the letter 'L' in the Albion route (the second letter in Albion, right!). Some rooms, however, is a mixture of two lands. The books in these rooms can forexample be books by authors from the one land, about the other land, or someone born on or near the lands borders, or perhaps someone who was born in one land but lived most of his lives in the other. Within many of the rooms the books is sorted by topics. This may first lead the players to believe that the books in the library is sorted just like that, but again, when they explore the other rooms, they will find other places with the same topic. Here follows a guideline for books found in the different locations.: For inspiration of book reefer to my literature list (can be found at the archives) for rolling up random books. Do not roll of course, but choose instead relevant books to be found in the different areas of the rooms. If a land is renowned for some special skill and trade (e.g. Norse: Navigating) it will possible to find books about these subjects in the relevant rooms. Norsca: These rooms does not contain so many books. Books about Norsca folklore/sagas, maps, bestiaries, and theology can be found. Some of them aren't written by authors of Norsca origin. To make matters more complicated the south eastern rooms also contains information about Kislev

nobility. The reason is because Kislev nobility mainly is build up of Norscans (see SRiK) and since Kislev and Norsca doesn't have any linked room as Ex. Norsca and Albion, the books are placed here. The linked rooms of Norsca and Albion contains mostly seamaps of the area between Norsca and Albion and information about the Norscans in Albion. Most of them are written in the Reikspiel and Classical language, but some old texts from Norsca and book examples are written in the Futharken. Albion: Albion rooms contains books about Albion folklore/sagas, maps, bestiaries, herbs, The druids and the bards, Poems and songs by the bards, and theology. The language used are typically the Old Worlder version of Albion, Classical, Some in Futharken, and the Arcane Druidic language Empire: Empire rooms contains books about the Empires different counties and its folklore, history (take a look at the timeline), maps, bestiaries, herbs, Art and theatre, Poems and songs, and theology Tilea: Tilean rooms contains books about folklore, history (take a look at the timeline. Ex.: Religious war with Araby), maps, bestiaries (maybe about Skavens), herbs, Art and theatre, government, Poems and songs, and theology. Language will typically be Old-Worlder Tilean, Classical, and Arcane - Latinic. Estalia: Estalian rooms contains books about folklore, history (take a look at the timeline), maps, herbs, Art and theatre, government, Poems and songs, and theology. Language will typically be Old Worlder - Estalian, Classical, and Arcane Latinic. Remas: Remas rooms contains books about history, Art, government, Poems and songs, and theology (Solkan is to be found here). Language will typically be Classical, and Arcane - Latinic. Kislev: Kislev rooms contains books about folklore (e.g. the nature spirits etc.), history (take a look at the SRiK timeline), maps, herbs, government, The tribes, Poems and songs, and theology. Language will typically be Old Worlder - Kislev, Classical, Dolgan, and Futharken. Like the rooms of nNorsca (see above) information about Norsca will be found in the north western rooms which doesn't link with any Norsca rooms. Brettonia: Brettonian rooms contains books about Brettonias different counties and its folklore, history (take a look at the timeline. E.g. Red pox outbreak), maps, herbs, Art and theatre, Government, Poems and songs, and theology (ex.: Shallya and the Kardinal).

Cathay: Cathayan rooms are very sparse in books. The books are written mostly in the Cathayan iconic language and it is very unlikely that the players will be able to understand them. A few are written by Old Worlder. The demonic language, and dark tongue (should it be appropriate) are the same languages and may be used in the more sinister books. Note that the chaos gods have different names in Cathay (Ex.: Tzeentch is called Tzen Tzen). Topics are mostly Herbs, Government, History, Folklore, Beastiaries (Those snake like Oriental Dragons), Theology (the monastery orders of the warrior monks etc.) typically together with information about martial arts, art, music, and poems. Ulthuan: There are very few books in these rooms, and most of the books here are written in Târ -Eltharin. Information covered are Elven history, maps, herbs, magick, Lustria, Dreaded land of Naggaroth, Sparse information about the Old Slann and world creation, Beastiary, Government, Art, music, songs, and epic poems. Araby: Arabian rooms contains books about the lands of Araby and its folklore/culture, history (take a look at the timeline. Ex.: Religious war), maps, bestiaries, Magick (some necromantic), Art, Poems and songs, and theology (Ormazd the one god). Perhaps also books from the pirate kingdom, the secret assassin sects, and the ancient evil necromancers in the desert land. Dolgan: The people of Dolgan aren't known by their writters and the books aren't numerous in these room. The books may contain information about both the Dolgans of Kislev and Dolgany in the border princes (GM's choice). Languages will be the Dolgan language or the language of the author who have written about the Dolgans. Information can be folklore (e.g. the nature spirits etc.) and superstition, history (take a look at SRiK), Culture, Poems and songs, and theology. Events The players will be able to get shelter and food in the monastery. At evening the monastery doors are closed. If the players aren't careful about the information they gives to monastery, the vampire salves might go into action, or the countess might pay them a night visit. The catacombs where the vampiress lies is accessed by removing the tombstone to Johan Huydermanns grave, which no longer contains his body, but instead a false grave

with entrance to the catacombs. Down there the vampire rests by day, and wether she awakes when the players approach her coffin with their stakes or not, is entirely up to GM's desire for drama. Since Vampires are generally big and mean in regular WFRP fights, the GM is incouraged to play this showdown in a more dramatic matter, where generally roleplaying is considered. The areas old ruins How many ruins there is located in the area is entirely up to GM, the players friend only made it to one ruin, the Kransburg ruins. The ruins is located abot 11/2 hours walk away from the monastery. On the way to the ruins the players pass a crack with a rope bridge across. In the ruins largest room a stone altar is located, and it has dried speckles of blood on it. This ruin is used by the vampire slaves for Khaine whorship. Khaines symbol will also be found drawed with dried blood. Use of undeads by night is entirely up to GM. When the players return to the rope bridge, and is halfway across, 4 figures approach, from behind a rock, on the other side. These are peasants under the influence of the vampire. The three of them puts their knives on the bridge's ropes, and the last yells 'Stop! Throw down you r weapons and step back on the other side!'. The peasants plan to kill the players no matter what they do, but considers it an easier task if the players are unarmed and the bridge to their shrine is kept intact. If the players do as they are told, two of the peasants goes out to pick up the weapons. They then walk back, and the four sorts the weapon between them (if they are better than their knives). After this they will try to get across the bridge to slay the players. The players can do the same trick (if they hid a knife) as the peasants did, only the peasants wont throw down their weapons. If they cut the bridge they will have to find another way to cross the crack. If the players try anything drastic while on the bridge, the peasants will begin to cut the ropes, while the forth keeps players at bay on the bridge. The front player can try to reach the peasant, and the back player can try to make it back. If anybody runs on the bridge it will begin to shake heavily and everybody on the bridge must make a +10 I test (-10 for each additional person running) to stay on the bridge. If a player is thrown off the bridge he can make another I test to grab the bridge's rope - He will now be hanging prone on

the bridge and a +10 Strength test will be needed to pull himself up (-10 for each person running, or fighting on the bridge). If he just tries to hang on the test is at +20. If a character is unable to hang on to the bridge or fail an attempt to pull himself up its 'AAAAAAaaaaaaarrrrggghhhhhh'. There is an -10 WS-fighting modifier for each person running, fighting, etc. On the bridge. If a player attacking the peasants, who blocks exit from the bridge, and wins a round of combat, the peasant is pushed back and the player has reached the other side of the crack. The ropes has T2 and D5, All ropes doesn't need to be cutted in order to make the bridge tip. The peasants first takes the ropes in one of the sides, making the bridge tip 90 degrees. The number of ropes (4 in each side) which needs to be cutted depends on weight (number of people, modify at your will) on the bridge. Halflings counts as 1 person. One person All 4 ropes 2-3 Persons 3 ropes, the last will snap 4+ persons 2 ropes, the last will snap The peasants fights to their deaths, but if pacified and taken prisoner it can be discovered (with hypnotise skill) that they are under the influence of strong hypnosis. They cant tell anything usefull apart from that the players desecrated their 'holy place' and must die for it. A late message for the players The next day, the players will be asked if they have talked to the peasant Reinhold who delivered a message for them. The players will properly look very confused, and the monk in question will ask them if they didn't get the message. The message was to be delivered by Brother Markus of Giseroux (a vampire slave) - which the monk can tell the players, about Brother Heinrich of Grünburgs need to see the players at Reiholds place, because he made a frightening discovery about the villages many smoked sausages. Since he has realised that the monastery ain't safe he went to the peasant Reinhold. The poor peasant and the brother is now killed by the vampire. The peasant Reinholds house In the peasants house the players will find Reinhold and Brother Heinrich dead with the mysterious disease in the communtity. Reinhold is lying on the floor in a position as if he were making it for the door. Heinrich lies dead over a

table, and the tables obvious contents is scattered on the floor below. The contents are: A smoked sausage cut in half, a letter (hand out 5), a quill, an ink container (the ink has been spilled on the floor), a gold ring - one of the players will have the feeling of knowing the ring, which is Herpins ring, which can also be discovered by its inside inscription. If this inscription is read the player will be close eneough to smell a strong odour of smoked sausage. Time for some cool checks as they realise what has happened with Herpin, and if they have eaten a sausage - Yup! Herpin has been used as sausage meat. Another idea of introducing the ring could be as the players eat a sausage themselves (he he! - but not to early in the scenario), perhaps in the monastery which serves a lot of smoked sausages! Brother Markus If the players wants to get their hands on Markus, they will discover that he has barricaded himself in his cell. Attempts at breaking the door in will result in monks appearing after D6+4 rounds. When the players enter the room, Markus will be found dead with a completely blue face. He has taken an extremely effective poison to prevent him from revealing anything. This event will make the monks very uneasy and rumours will start circulating. Perhaps even rumours of doom and destruction, which might make father Maynard call for the Inquisition (see complicating the scenario below). The butcher store The players should be able to understand that the sausage is the reason for poor Brother Heinrich's worries, and they will be able to trace their production to the butcher store. When the players arrive, they will quickly learn that the lady they first met, has gone to Bucharesti to her new Smoked sausage customer in the town!!!! The players will have to break in, and they will find the front door unlocked (logic as there is someone home!). The door leads into the front room which is the buthcer shop itself. Their are many sausages, actually to many when you consider the number of pigs in the small village. An opening leads to the backroom, which has two doors, one to the bedroom (double bed if the players ask!), and one to a small living room. A staircase leads down to a colled cellar. The first cellar room has some drawers and cabins and in front of the staircase is a door leading to another room - the meat store. When the players opens this door, they will see a horrific sight. Dead humans is hanging on meat hooks, all opened and butchered. They are missing several limbs

(especially the tights). They are all missing people in the village. The sight call for a Cl test (-20 if the players have eaten any sausages). Failure means d6+1 insanity points, and the player have stomach seizures and must get fresh air. In the cabin the Butcher Franz Sleischer is hiding with his butcher cleaver. If the player who open the cabin has first discovered the bodies in the meat store, he will have to make an Int test. Failure: The player turns to the others 'Oof! There's another one overh...' and he then gets the cleaver right in his head (the player isnt prone, but unprepared and the attack hits automatically and has a +2 damage modifier). After this normal combat begins with Franz. Franz' face looks like a dead corpse, starring eyes, pale and shows no sign of emotions. Franz Sleicher M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 4 3 8 22 1 33 28 14 53 23 19 Skills: None to talk of Trappings: Cleavere (-10 to hit, +1 D, -20 parry, -10 to parry) In a chest in the room the players can find the victims trappings. Herpins bag doesnt contain anything the players doesn't knew. Complicating the scenario The players freedom of action can be complicated when disturbing things starts to take place and no logical explanation can be given, or supernatural rumours starts (see brother Markus' death). Father Maynard decides to call for the cults specialists in ocultism, supernatural events, and the elimination of it. Yes! The Verenean inquisition will be summoned (either from Bucharesti or Averheim. The last will give the players more time). When the message is received (two peasants, and a monk is sent to deliver the message by horse), three templars and an inquisitor will leave immediately to examine the events - a mysterious disease, and mysterious deaths. They will not reveal anything, but certainly burn someone and generally make the players very nerveous and cautious about what they do. NPCs Most of the NPCs use standard profiles of their race with the relevant career advance scheme, skills, and trappings. I haven't written anything about the different peoples

personality. Generally you should think in stereotypes when roleplaying the different NPCs. Almost all of the monks (at least the ones who are connected with the library) are real bookworms, and literate persons. The peasants are opposite. Many of them aren't very talkative, and generally suspicious of strangers. Since they are poor, some coins in there direction might help break the ice. The vampires Slaves are controlled by the vampire, and generally share the same mentality and ambitions The monk slaves do not show many signs of enslaving but use of hypnotist skill might reveal the truth. Human M WS BS S T W I A Dex Ld Int Cl WP Fel 4 25 34 3 3 6 38 1 38 24 29 24 36 36 The monks Father Maynard - level 2 Verena priest/ Scholar - Abbot Father Phillipe Maynard is 62 years old. He was originally born in Parravon, but moved to Altdorf to study at the Altdorf university. After this he became an initiate of Verena and later he teached Bretonnian history, and languages at the university and the Verena-temple. At an age of 37 he was moved to the monastery of the order of the learned, at his own request. 12 years later, when the former abbot died, he was chosen as to become the new abbot. Father Maynard only has a slight trace of Bretonnian accent. Father Maynard has a strong passion for literature, and he has chosen the wisdom as first priority rather than justice. this is typical for all the inhabitants of the monastery, since crime in this almost abandoned area, is a rare incident. Father Maynard feels mostly interested in other people with literate backgrounds. He seems to overhear the non-literate people - or at least thinks them as less important. Reading is his passion and he can spend hours talking about it. Father Maynard is, in spite of his knowledge, a rather superstitious man, and he will not hesitate to call for the church's investigators (the Verenan inquisition) when things seems to get out of hand. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 38 3 3 7 61 1 43 28 64 34 63 46 MP: 22 Skills: Arcane Language - Magick, Read/Write, Secret Language - Classical, History, Speak Old Worlder - Reikspiel

G3 and Sylvanian dialect G4 - Tilean , Identify Plants, Sense Magick, Cult Doctrine - Verena, Theology, Invoke Prayer level 1+2, Meditate, Public Speaking, Ceremony, Identify Undead, Astronomy, Numismatics, Cartography, Identify Plants, Rune Lore, Theology, Modern Arcane Language, Arcane Language - Latin (I have introduced this language in my newest version of 'literature of the Old World' - in short it is an arcane language from Remas), Library use (special for the monastery of the order of the learned!), Literacy Prayers: Cure light Injury, Magic Alarm, Aura of Resistance, Zone of Sanctuary, Zone of Steadfastness Trappings : Robe, Holy emblem, Glasses Brother Mathias, of Hochlof, Artisan - Brewer Brother Mathias is 41 years old and was born by a brewer in Hochlof. He moved to the monastery preefering a silent undisturbed life. His craft has been learned from his father, which is a kind of family tradition. Mathias hasn't got the same kid of passion for literatre as the other monks, though he will be very interested in books about the art of brewing. Mathias devotion to Verena, is more in her aspect of justice. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 6 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Brewing, Secret signs -Artisan Trappings: Robe, Holy emblem *Brother Aldbrecht of Sprinthof, Librarian Brother Aldbrecht is 52 years old, and was born in Sprinthofen. He moved to Nuln and studied at the university. He became a librarian assistant at the Verena temple, but was later transfered to The monastery of the learned after an incident about missing books. Today Aldbrecht is the head librarian of the monastery a job which suits Aldbrecht well. Albrecht always had a burning desire for knowledge and to him Verena stands primarily as the goddess of learning. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 5 42 1 33 28 44 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Library use (special for the monastery of the order of the learned!), Literacy, History, Modern Arcane Language, Arcane Language - Latin Trappings: Robe, Holy emblem, poison capsule-

Brother Josef of Steche, Gardener & Kitchen help Josef is 43 years old and a rather quite man. Josef has been put in charge for the monastery's garden as Josef has much knowledge in the area of plants and herbs. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 5 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Identify Plants, Herb Lore, Cook Trappings: Robe, Holy emblem Brother Berthold of Pfungzig, Cook & Expert in drama and culture Brother Berthold was born in Pfungzig by a merchant. He went to Nuln to study Drama, hoping to become a famous playwright. Instead he joined the cult of Verena. In spite of this, Berthold still works on plays, hoping to make a famous religious play someday. Berthold is 38 years old. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 5 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Cook, Story telling, Art, Act Trappings: Robe, Holy emblem Brother Ferdinand of Nuln, Artisan - Smith Brother Ferdinand is 35 years old, and a rather stout man. He has a passion for his craft, which he originally laid behind him when he joined the cult of Verena. Even though, he returned to this craft when he learned that the monastery was in need for a smith. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 4 4 7 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine, Smithing, Metallurgy Trappings: Robe, Holy emblem *Brother Markus of Giseroux, Librarian assistant Brother Markus is 29 years old, and originally from a Verena temple in Giseroux. He have traveled along way to join the monastery. He is Aldbrecht's assistant and appointed to succeed Aldbrecht as the monasteries head librarian. In spite of his young age - when considering the other monks, Markus is a very talented man, and the monastery was happy to receive him. Markus has a strong passion for learning, a passion which has got him involved in the vampire incident. He spends a lot of time together with Aldbrecht.

M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 5 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Library use (special for the monastery of the order of the learned!), Modern Arcane Language, Arcane Language - Latin Trappings: Robe, Holy emblem Brother Gerhardt of Schlaffenbild, Responsible for the animals M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 4 6 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine, Animal Care Trappings: Robe, Holy emblem Brother Heinrich of Grünburg, Expert in areas folklore Brother Heinrich was born in Grünburg, and he is 52 years old. He moved to the monastery because of his interest in Sylvanian folklore. This has given him the opportunity to further studies of the subject. Heinrich is a real bookworm, and he doesn't talk much to the monastery's other inhabitants. Heinrich is often known to use half of the night in the monastery's library. His interest in the library could make him a good librarian. Heinrich however isn't interested, and his passion for the library only concerns the books about Sylvania. Heinrich knows about the old stories of Elizabeth, but he hasn't figured out that Elizabeth's castle was located at the position of the monastery. Heinrich isn't a superstitious man, and he always seems to find some logical explanations to the different superstitions encountered in the areas folklore. The players will have a very hard time, eventually trying to convince Heinrich of the incidents at the monastery. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 5 42 1 33 28 34 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Library use (special for the monastery of the order of the learned!), Literacy, History Sylvania, Modern Arcane Language, Arcane Language - Latin Trappings: Robe, Holy emblem, reading glasses Brother Gerhrig of Dreschler, Guisepe of Miragliano, Fernado

of Remas, Rodrigues of Magrita, Monk Scribes Gerhrig is 32 years old, Guisepe 37 years old, Fernando 29 years old, and Rodrigues is 48 years old and the head scribe. The monastery's scribes all have a strong passion for literature and their background is also conected to literate professions. Their job is usually to rewrite or translate existing works from the library. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 28 3 3 5 42 1 33 28 41 43 43 39 Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Library use (special for the monastery of the order of the learned!), Modern Arcane Language, Arcane Language - Magick, Arcane Language Latin, other language. Trappings: Robe, Holy emblem Hans, Günther, Konrad, Erwin, Moldaue, and Ivan, Monastery guards The monastery guards at the monastery doesn't show any signs of real Verena devotion. They are known to gamble in the guard house. Even though, they know how to behave in front of the monks. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 53 43 4 3 9 45 2 40 31 30 33 20 34 Skills: Disarm, Dodge Blow, Read/Write, Scroll Lore, Secret Language- Classical, Cult Doctrine - Verena Trappings: Sleeved mail coat, helmet and shield (2 AP overall) armour bears the Heraldry of the Monastery, Sword, Crossbow, Quiver of 15 bolts, guard Clothes, 9 gc. Frederico Vanderez of Remas, Monastery captain of the guard Frederico has served the cult of Verena for 18 years. He is 55 years old and originally a temple guard from the Verena temple in Remas. Frederico is a harsh militant man, who believes in Verena in her aspect as Goddess of justice. He expects his orders to be fulfilled without any questions. Frederico speaks with rapid Tilean accent. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 60 40 5 4 10 53 2 43 55 38 50 45 40 Skills: Disarm, Dodge Blow, Gamble, Read/Write, Secret Language - Battle tongue, Secret Language - Classical, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to

Stun, Cult Doctrine - Verena, History - warfare. Trappings: Sleeved mail coat, helmet and shield (2 AP overall) armour bears the Heraldry of the Monastery, Sword, Horse, Crossbow, Quiver of 15 bolts, guard cpt. Clothes, 23 gc. NPC's with *'s indicate the monks under the influence of the vampire. GM should remember that what they learn, the vampire also learns - and GM should consider the vampires actions. Also these characters might appear a bit 'zombie-like' but they generally do not follow the same restrictions as vampires (eg. Holy symbols, water, etc.). Epilog It is possible that the players doesn't discover the vampire. If the inquisition is called for, the chances will be even greater that she wont be discovered. The inquisitor is quite likely to solve the problem, by inventing some story about dark forbidden rituals and burn some people - preferably villagers, as monks will typically be pardoned with a minor sentence. The players might be satisfired with the explanation that their friend was sacrificed by a cult, and that they have been burned now. After some time the vampire will have restrengthen herself, and she will settle down more openly in the area - getting slaves to build her a new castle. She will then terrorize and dominate the area completely, and after some time news might reach the more civilized areas of the empire. Even other dark creatures might be attracted by the countess' evilness (necromancers, undeads, Dire wolfs, etc.), and she might even get herself a coven of vampires. If you used the idea as introducing the scenario as a story told to the player characters, you might let the news of the reign of the vampire reach the players a few weeks after they heard the history - and then the players could realise the terrible mistake the persons in the history (actually themselves) did (he he). EP Awards: 0-100 for good roleplay during the journey 0-40 For dealing (or not) with the feud between the coachmen and/or dealing with the sabotages. 0-5 For fighting off the Gobbo ambush, clever fight is awarded not lucky dices or strong characters. 30 - for discover the secret of the library 5 - for each continent found in the secret of the library (to

the discovering player). 100 - for miraculously discovering a continent or area not mentioned in the GM explanation of the library. You don't know, I haven't bothered to look. 75 if it isn't geographically correct (more likely than the 100). 20 for finding, reading and understanding the book about Elizabeth. 0-100 for good roleplay in the Monastery and area. 20 for discovering the fake grave leading to the catacombs 10 for discovering that a vampire has to be dealt with. Of course before the characters actually meet her 0-40 for information found on vampires 0-20 for information found about Khaine 0-50 for killing the vampire. Again cleverness although hack'n'slash is doomed to fail!!!!

Excerpt about Elizabeth von Trauptheim. Elizabeth is based upon the real historic person Elizabeth Bathoy, a real historic figure who was also used as an inspiration for the bloodthirsty part of Bram Stokers Vlad "Dracula" Tepes Handout 1: Countess Elizabeth von Trauptheim (1660.1720) was born in 1660 in one of Sylvania's richest families. As a child she lived in her family's isolated castle, without contact to other children. She was very beautiful and used much of her time looking at herself in her mirror. When she reached the age of 15 she was married with the 25 years old Count Ferencz. They went to live in an isolated castle in the southern Sylvania. The count went to war on the Emperors command, and in the 25 years they were married , he spent the most of his time in the army far from home. Back in the castle Elizabeth sat, looking in her mirror again, constantly trying out new clothes and jewelry's. It was normal for her to change clothes up to six time at a day. Elizabeth started to torture her maids, and together with a few choosen people, like her butler Johan Huydermann, they terrorized the castles servants and maids. A broken plate or similar meant a stay in the dungeons. Here the girls was whipped until the blood flew, or beaten with staffs in the palms. One day the countess was in a bad mood, she bite off a piece of a maids cheek. Another time she put her finger

into a maids mouth a pulled until the corner of her mouth sprang. One of the countess' favourite acts was to, stick needles in a maids fingers and hiss: 'If it hurts, then pull them out!'. But if the maid as much as dared to do it, the countess ordered her beaten and her fingers cutted with a razor blade. In 1700 her husband died during war. The first thing she did was to chase her mother in law away from the castle. She couldn't stand her and she wanted more undisturbed time to her baths. Short before the husband died she had discovered something which changed her life. Elizabeth had rounded the age of 40 an the age was beginning to show on her skin. She tried different salves, but nithing helped. One day when a maid combed her hair to hard, the countess turned and punched her in the face. The maids nose bled and the countess thought that the young maidens blood has made her own skin look younger. Elizabeth ordered the maids wrists to be cut and her blood to be filled in a bath tub she could bath in. She had found a key to eternal beauty and youth. Her loyal servants was busy getting new donors and travelled the country in search of new maids for the castle. Many peasant daughters was fooled, and in ten years Elizabeth killed 650 girls. She drank their blood and bathed in it. In 1710 members of the Reiksguard stormed the castle on the Emperors command. In the big hall lay a pale girl completely emptied for blood, and another one was still alive thought her body was covered in small wounds. In the dungeons sat more girls and waited. Some had been tortured and in the ground below the castle a half hundred bodies was burried. At the following trial all of Elizabeth's assistants was sentenced to death. As a member of the nobility, Elizabeth was pardoned, but shortly after the trial she was imprisoned in a room in her castle which was sealed with a brick wall, by orders of the Emperor. She received food through a small gap in the wall and in 1720 she died. Handout 2: The monasteries official list of graves List of Graves: I. Adelbert Pieterson II. Adolphus Zimmerman III. Alex Reinald Wurtbart IV. Alfricht von der Grünburg V. Anders Ente

VI. Bengt Burgermeister VII. Berhnard de Malific VIII. Diehl Münster IX. Eberhardt von Schüssel X. Edgar Jäger XI. Ehrmann Sigmarson XII. Ernst Bauer XIII. Felix Brechttol XIV. Fernando XV. Fritz Bücker XVI. Gabriella Schneider XVII. Gerda Handler XVIII. Gottfried Jürgen XIX. Gotthardt Grünig XX. Hans Bäck XXI. Johan Huydermann XXII. Kurt Walden XXIII. Lorenz Brauer XXIV. Ludwig Schmidt XXV. Regina Schiffbauer XXVI. Reinhardt Bootmann XXVII. Reinhold Topfer XXVIII. Theophilus Drucker XXIX. Veronica Graveur Handout 3: The brothers note Note: C:100 L:50 X:10 V:5 Noble Families of Sylvania - CLXV 1. Empire Handout 4: The Diary 8. Vorhexen 2412 I have now reached Sylvania in the southern Empire. Sylvania is a poor country and seems independent from the empire. But it is also a place of much superstition and folklore. Even though the people are very superstitious they are friendly towards travelers. I look forward to learn more about the province. 12. Vorhexen 2412 I meat a group of traveling people the other day, there are many of them in this province and they call themselves Gypsies. They are very learned about the Histories, folklore, and superstitions, and they almost got me to buy a lucky

charm. Thanks to these gypsies, I already have some interesting subjects for my book. I am going toreach the monastery tomorrow. 13. Vorhexen 2412 I have reached the monastery and gotten a room, small though. They are devoted to Verena and collects information about the area in their huge library (and it is HUGE). Unfortunately access to the library is restricted to the orders monks only. This does not affect me as I preefer to get my information first handed by talking to the population instead and looking on the places of interest. 32. Sigmarzeit 2413 I have decided to enter the library, since I need written proofs of my studies. I hope Verena will forgive me for this minor offense. The library is deserted at night and I think I might be able to pick the lock without causing any visual signs of break in. 12. Sommerzeit 2413 My researches have unraveled some weird and unexplainable results. I cant put my finger on it, but something is quite wrong here. Im getting worried but yet I have to find out more about the sinister events which might have been done, or maybe is yet to come. The answer may lie in the book. Handout 5: The Brothers death note for the players If I should die of unatural and to early reasons, I have hereby written my horrific discovery. In that case I pray to Verena that the right people will find this note. Next to me I have the terrible evidence of a cruel act, and I know now what happened to the honored Herr Herpin, may Verena bless his unfortunate soul. Should anyone find this letter I pray that th.... . . . . TALES FROM SYLVANIA: PCs Bernhard Hartvig - Cleric of Verena, ex. Scholar, ex. Student, ex. Initiate M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 38 3 3 7 61 1 43 28 64 34 63 46 MP: 15

Skills: Scroll Lore, Arcane Language - Magick, Read/Write, Secret Language - Classical, History, Astronomy, Numismatics, Speak ??+?? , Astronomy, Cartography, Identify Plants, Sense Magick, Rune Lore, Cult Doctrine Verena, Theology, Invoke Prayer - level 1, Meditate, Public Speaking Prayers: Cure light Injury, Magic Alarm, Aura of Resistance Skills: Fine Priest robe, Holy Verena symbol, 25 GC. Adolf Hüddermeier - Lawyer, ex. Student. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 37 33 3 4 8 44 1 45 63 72 54 61 45 Skills: Arcane Language - Magick, Read/Write, Secret Language - Classical, Etiquette, Law, Public Speaking, Secret signs - Lawyer, Specialist weapon - fencing. Trappings: Lawyers wig and gaunt, Law book, 53 GC (more in deposit!), Dagger, Rapier. Berthold von Klinkenhof - Noble - Philosopher, ex. Student M WS BS S T W I A Dex Ld Int Cl WP Fel 4 44 46 3 3 8 61 1 43 57 65 49 49 51 Skills: Arcane Language - Magick, Read/Write, Secret Language - Classical, Blather, Charm, Etiquette, Heraldry, Luck, Read/Write, Ride - Horse, Wit, Specialist weapon Fencing sword, Musicianship - Hapsichord, specialist weapon - parry, Philosophy, Story telling, Theology. Trappings: 2 story town house Expensive clothes, 50 gc (more in deposit!), Fencing sword, Left handed dagger. Maps 1: Map of the monasteries library Map 2: Map of Sylvania Map 3: The monastery DOWNLOAD

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