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TALES FROM SYLVANIA Written by Michael Andersen Some suggestions added from Noel Welsh This WFRP scenario has been made primarily for the three pre-generated PCs in the end-section, and was used as one of many one-offs in my gaming group, ideal when we where missing players for our campaign. Feel free to develop other PCs, or incorporate it into your own campaign. The scenario takes place in the year 2413 which is several years before normal campaigns which is typically set around 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). You could also change the story a little, making the PC's have to meet an old friend of theirs in Nuln - Perhaps an NPC from earlier in your campaign. The scenario uses some ideas from the Book the Name of the Rose. There is no need to having read the book though. Primarily the monastery's layout and the library puzzle. Also the Background inspiration for the Vampire is shamelessly stolen from Elizabeth Bathory. · Prologue · The storyteller at the inn had offered to tell a story for a meal and a mug of ale. The traveling group of adventures in the inn had money to spare at the time, and was looking for opportunities to use it, this being a cheap investment. The storyteller had finished eating and looked up at 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 about one of these superstitions of the area. The question about whether it is true or not, I will leave for you to decide, I will just speak the story the way I heard it myself. First I will introduce the story's three main characters, 3 close friends. The first was a priest of the Verena- cult of learning and justice, by the name Bernhard Hartvig. When he wasn't at the temple, he either spend his time with his close friends, or teached Theology, history, and languages of Old at Nuln's university. The next also represented the law, but not in a religious manner like his friend. He was Adolf Hüddermeier a successful lawyer working in Nuln. The third friend 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 debating with his friends. He thought a lot about life and its small complications and was named 'The philosopher' by the others. Originally they where four close friends in Nuln, having known each other since the years at the Nuln university. They were always together and back in the 1

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Warhammer Fantasy Roleplay Adventure scenario (WFRP).Three friends set out to investigate what has happened to a friend gone missing at an abbey in the highland of Sylvania. They must face a dangerous travel, a Sinister plot, the truth kept hidden from them, the puzzle of a Library, the risk of Inquisitors spoiling it all, and the lurking shadow of something far far worse than all that.http://rpgcuro.blogspot.dk/

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Page 1: Tales From Sylvania (WFRP)

TALES FROM SYLVANIA

Written by Michael Andersen Some suggestions added from Noel Welsh

This WFRP scenario has been made primarily for thethree pre-generated PCs in the end-section, and was used as one of many one-offs in my gaming group, ideal when we where missing players for our campaign. Feel free to develop other PCs, or incorporate it into your own campaign.

The scenario takes place in the year 2413 which is several years before normal campaigns which is typically set around 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). You could also change the story a little, making the PC's have to meet an old friend of theirs in Nuln - Perhaps an NPC from earlier in yourcampaign.

The scenario uses some ideas from the Book the Name of the Rose. There is no need to having read the book though. Primarily the monastery's layout and the library puzzle.Also the Background inspiration for the Vampire is shamelessly stolen from Elizabeth Bathory.

· Prologue ·

The storyteller at the inn had offered to tell a story for a meal and a mug of ale. The traveling group of adventures in the inn had money to spare at the time, and was looking for opportunities to use it, this beinga cheap investment. The storyteller had finished eating and looked up at 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 about one of these superstitions of the area. The question about whether it is true or not, I will leave for you to decide, I will just speak the story the way I heard it myself.

First I will introduce the story's three main characters,3 close friends. The first was a priest of the Verena-cult of learning and justice, by the name Bernhard Hartvig. When he wasn't at the temple, he either spend his time with his close friends, or teached Theology, history, and languages of Old at Nuln's university.

The next also represented the law, but not in a religious manner like his friend. He was Adolf Hüddermeier a successful lawyer working in Nuln.

The third friend 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 debating with his friends. He thought a lot about life and its small complications and was named 'The philosopher' by the others.

Originally they where four close friends in Nuln, having known each other since the years at the Nuln university. They were always together and back in the

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days they had actually 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 even got married.

The fourth friend was Herpin Hildenbrandt Meier, a passionate writer. He was set to fulfill the dream anddecided to leave Nuln and travel to Sylvania to an isolated monastery. Here he was going to write a book about Sylvanian Folklore and the monastery was renowned for its huge collection of books. Before leaving Herpin had agreed to meet the othersagain at the Nuln carnival starting the day before Sonstill the 33. Sommerzeit, and tell all about his travels.

When the time came, the three friends waited all through the carnival, but their was no sign of their dear 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 always had some kind of independence within Stirlands area - as long as taxes are paid Stirland tolerates this. On most WFRP and WFB maps, Sylvania's borders stops before The Worlds Edge Mountains. Like the real Trans-sylvaniahighland the borders should be considered to stretchinto 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 large unpopulated areas. 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 fields surrounds them. The more sophisticated villages which is seen in the rest of the Empire, with wine or boat producing, is a rare sight in Sylvania. Typically villages produces agriculture, but in the mountains several mining communities can be found – most of them Dwarven.

· Dwarfs in Sylvania ·

Dwarfs are to be found on the border of Sylvania andthe Border Princes. They do not have very much contact with the Sylvanians, except for trading for food and livestock.

A few mining communities – typically coal mines - consisting of both Humans and Dwarfs can, however,be found, and Dwarven craftsmen and engineers haveoften 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: 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 have been sealed because of great numbers of Skaven and thingsfar 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 seemsto be immune to the chaotic effects of warpstone. 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 is occasionally dispatched to venture below in search of Gromril, which has become 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 cascadesfrom the lake and runs fiercely down the chasm. Herethe 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 thecentre of any kind of industry and metalworking. It is also here mined Gromril is melted.

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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, but the smith Alaric the mad was sent outto 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 thework of the twelve swords, the Runefangs. When they were finished Sigmar has long passed his worldyform. But as a Dwarf, Alaric keept his promise, and returned the swords to the Empire's emperor.

Blackwater: The great lake 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, 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 lake's raging waters that run the great water wheels of Zhufbar.

· The storyline ·

· Plot ·

One of the PCs dear friends has vanished without a trace at a monastery in Sylvania. The PCs where going to meet him at the Summer-Carnival in Nuln, but the friend never shows up. This is very confusing, since the friend is known for punctuality and keeping his promises.

Instead their friend has been involved in an awoken Vampire's, and its slaves, fight for power in a little monastery community in the southern Sylvania.

The PCs know that their friend stayed at a Verena monastery in the southern Sylvania, where he studiedfor material for his book about the area (the PCs most likely destination). This monastery consists of acommunity with a little village attached (like 'the name of the rose'. For floor plans use the map from the book).

What the PCs doesn't know, but will eventually learn, is that the monastery was build on the ruins of the oldcountess-vampires castle. The countess herself lives beneath the monastery in the old ruins of the castle's catacombs, which isn't accessible, or known, from themonastery.

She has enslaved and drained people in the last 14 days or so.

The vampire countess was originally thought killed. But in reality having laid dormant for ages not being able to regain her strength. The countess was however awoken from her sleep a month before the adventure starts, when a select few of the monasteriesmonks, secretly, discovered the catacombs by studying various books about the areas history (booksthe PCs will also have to discover). They found the sleeping countess and realized who she was. Rather than killing her off in her weakened state, they fed herwith blood in hope that she could regain enough strength to communicate and reveal old history, lore or even informations about life as an undead. A powerful vampire, however, isn't easily kept at bay, and the monks weren't really aware of her powers. She easily tricked and enslaved the group of monks and got to work - She is however going to need some feeding and time to restrengthen herself, before she can leave the catacombs.

One of the countess' methods to gain power over the monks and villagers minds is to weaken their souls, byhaving them defile themselves by eating human flesh. All victims who has been drained and killed (mysteriously disappeared!) ends up in the enslaved butchers cellar, to be used to make smoked sausages.

In the area's 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 characters can't get a coach all the way to the monastery. Instead they will have to get a coach to one of the larger villages in the Mootland, passing through Averheim on the way. From the Moot they will have to find a means of further travel to Sylvania.

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This makes water travel very much easier, since the river Aver goes all the way to Buchresti. Below are description for road travel, if your characters 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 characters 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 characters 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 Verena temple of Nuln is visited the characterswill be able to get a basic briefing of the monastery and the land of Sylvania and its cultures. The characters will also be asked the favour of delivering confidential post to the monastery. The post consistsof a few personal letters and a lot of heavy books sealed in a travel bag. The PCs will get 10 gc for this task and 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 a leave from his tasks in the city, and no money changes hands!

The first part of the journey to Averheim will take 3 days. On the second day the Coach reaches an independent coaching inn for the night. When the Coach enters the yard the PCs can see another coachfrom the other company than the one they have chosen. The two coachmen Alfred and Werner knowthe other coachmen. Their names are Hugo and Bengt. The two pairs of coachmen travels the same routes but with different coach companies. They know each other perfectly well and they have developed a kind of love/hate relationship to each other, always mocking and challenging each other.

As the PCs 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 thelow 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 each other

and joins at the table, the PCs are invited too.

Alfred and Werner will introduce the characters and 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 each other to all sort of things (cards, arm wrestling, beer swallowing) and the PCs are welcomed to join. In these contests the players may notice how the coachmen struggle with each other quickly forgetting the PC's .

The four coachmen will also try to draw the attention of the beautiful barmaid Catarina. Both Alfred and Bengt seem very interested in her and make several inquirers.

During the evening Alfred and Werner will loose a lotof money in card game to Hugo and Bengt. You can have Hugo and Bengt cheat. This will obviously makeAlfred 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 (preferably a player which has also lost money to the two other coachmen) aside, and ask them a favor. He want's the player to buy some cheap alcohol from the landlord, which will be put on Alfred tab, and then gointo the stables and empty it in one of the water containers where one of Hugo and Bengts horses are.Alfred hasn't any extra 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

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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 alcohol 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 each other and Alfred does the same. This continue until Alfred's and Werner's coach suddenly looses one of its axles as it snaps under the sabotage.By looking out of the windows, the players will discover that the two front wheels fly off into the woods. The coach scrapes hard again the road and the characters bump into each other (S 2 hit on random locations). Alfred and Werner quickly halt the horses. Hugo and Bengt are now long gone!What does the players do now? There are at least 3 miles to the nearest building (a coaching inn). The players might suggest that they should use the six horses as riding mounts. Alfred and Werner will be ok with this idea, but riding a horse without saddle and harness should be very difficult, and when one of the PCs fall off and hit himself badly, this will maybe make them think twice. The PCs could improvise Harness by ropes (if they have any experience with horses and/or knots). But another problem is that if the PCs need their baggage transported on the horses, then where are they goingsit? There are two coachmen and the PCs and only six horses. The solution might in the end be to use the horses as draft animals and travel on foot. What happens in the forest? Beastmen and mutants? wild animal? Bandits? No matter what, in the end you should be kind at last and make a group of 5 roadwardens and their sergeant come to their rescue (maybe in the middle of difficult combat). The PCs can ride together with the roadwardens, and the coach horses can be used as draft horses.

When the PCs 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 tryingto please the travelers at this point).

· Averheim ·

As far as I know no description of Averheim has everbeen 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 PCs will be able to travel with a spare coach the next morning. Whether the coachmen will be Werner and Alfred is entirely up to GM, after all they have some explanation to do at their coaching company.

If you play with the pre-generated PC's, and the PCs 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 helpof 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 Mootland goes without any incidents, and takes two days.

· Mootland ·

In the village Oakville in Mootland the PCs will be able to find a Halfling coaching company called "The pot and pan Coach-lines" which have a route to a village in the southern Sylvania some miles from the monastery.

The village of Oakville 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 PCs will finally have the chance of felling

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welcome in a new village (their last chance of comfort!!!). The price on inns, of which there are two, are normal standard prices, except 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 foodtogether.

· The travel to Buchresti ·

This part of 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 out here, but instead this small cabin - the pre generated PCs might have a problem with the living standards). Hildebrandt leads the horses down to the clearing, the coach is left on the road. Hildebrandt is, however, able to make up for the uncomfortable encampment with his good cooking.

As dark closes in the PCswill hear sounds of howlingwolves. Hildebrandt lookscalm at them and says'Don't worry my friends! Iknow this area and thewolves only attacks whenbeing threatened'. At somepoint Hildebrandt will haveto get something from thecoach (Food for a late nightsnack, etc.), he won't beneeding any assistance butif some PC follow him youcan easily improvise on the events below.

The PCs suddenly her a roar and something hits the road (the halfling has been attacked by a "peaceful" wolf, death is instant. His head is teared off - more odd sounds). The next thing the PCs hear is a

repeating thumbling bumps down towards the cabin, and then something hits the door with a '**THUD**'.A player opening the door will stare in chock at the Halfling's 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 PCs and the Wolfs are under her command. There are 6 Wolfs. The PCs 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 PCs. Without a coachman the PCs will properly be unable to drive the coach. They might want to ride the horses, but might not have any saddles and harness. Maybe they will have to walk. AsGM you should decide if the PCs are able to drive thecoach or not. After all, this event is meant to set the atmosphere for the rest of the adventure (this is the point where the nice stuff ends). It should, however, not prevent the players from moving on.

· 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 PCs will have to travel on foot from here into the lower parts of the Worlds Edge Mountains to the location of the monastery.

The PCs 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 equipment 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:

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· Day 1 ·

The PCs 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 are gypsies,nomadic people and advise to try to join their camp.

The Gypsies will happily invite the PCs into their camp. Remember that without a guide, communication can be difficult with the older gypsies. Careful players will probably 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 PCs can also visit the Gypsies Seer who can readthe PCs fortune. The PCs will be showed into one ofthe wagons to a woman of about 50 years of age ('Cross my hand with silver' etc. etc.).

Whether 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 feel 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 PCs 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 PCs 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 storyteller 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

bigger brother, and maybe some others, shows up to defend his younger sister. At last the Gypsies will go to sleep, and drunk PCs will fall into a heavy sleep, due to the wine.

In the morning the PCs journey continue, the Gypsiesare 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 PCs descend into the mountains, they discovera 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 PCs into a trap. The PCs guide can explain that it is a Goblin rider, and others might be nearby, as Goblins live together in bigger flocks - he will strongly suggest moving on. If the PCswalk towards the rider he will begin to back up. As the PCs 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 PCs can handle it, otherwise on foot). As the PCs 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 fleefrom combat.

· Day 3 ·

The characters reach the monastery at dusk. As they walk into the small village in front of the monastery a nice smell (especially if the PCs have been forced to live on traveling rations) of Smoked sausage reaches their nostrils. The smell comes from a butcher's building and a woman standing in front of the building greets the PCs: 'Welcome travelers - to the monastery of the order of Wisdom. Would you care for one of the village's 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 necessary).

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This woman is under the control of the vampire Countess Elizabeth - being unable to stop the playersshe 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 Wisdom

Please read carefully through this section to get an overview of events and knowledge. The players actions can be numerous as they try to investigate.

The PCs 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 thearea of Sylvania's 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 are expected to donate valuables to the monastery, but in practice it is the monastery that supports the poor villagers.

Both the monastery and the village act like a little independent community.

The monks of the monastery do not get to keep theirsurnames. 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 chosen to belong to other orders but have then been stationed in the order of Wisdom (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. After the morning prayer, a little past 6 a.m. breakfast is prepared and eaten.

3. At 7.30 a.m. the monasteries inhabitants goes to work with their appointed tasks. The gates are opened.

4. At 12.00 The work is stopped and lunch is eaten.

5. At 12.30 the inhabitants 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 theirchambers.

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 practised in the Verena cult.

• Only Monks of the order of Wisdom associated 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 guardisn't excepted from this rule, they just don't give a damn.

• No one may raise his hand in anger against another, within the walls of the monastery.

• As long as a person's own life isn't put in danger, everything must be done to save the books of the library.

• All other Verena restrictions also count!

The PCs 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 epidemic in the village - which has resulted in 3 deaths so far (heavy blood loss without any open wounds!!). Some villagers have left the village probably because of the epidemic (They have vanished, as victims for the vampire!)

• The PCs friend left the monastery some days before he was going to leave for Nuln and has

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never returned again.• Some of the monks believe that the friend

headed for Nuln and expect that he will come back, since he left some of his equipment in his room at the monastery. Others think wolves have eaten him.

• A small search party, consisting of peasants, wasn't able to find the friend.

• The players may be able to enter the friends old 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 unusual 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 herring 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, andhe said it was my 'stinking garlic breath'. Can you believe that? Apparently the man doesn'tknow of the virtues of garlic!". (Well, who wouldn't turn away from a stinking garlic breath!).

Other information, relevant as irrelevant, should be added at GM's discretion. This scenario should focuson role-playing, investigation and interaction with NPCs. Generally if the players seem to be catching clues up quickly, you should use some red herrings or everyday talk to add some more role-playing and NPC interaction.

The equipment left by the PCs friend consists of the following: Spare clothes, blankets, Writing equipment, papers, a notebook, assorted tools, a walking stick, a diary, and a used notebook.

The notebook contains notes about Herpin's book. All entries have been dated, and the players will noticethat Herpin stops writing notes for his book, about 14 days before his disappearance, as if something else has taken his attention. The pages are represented in Handout 4. A lose sheet of paper has been inserted between the pages at the last entry, represented by Handout 3, which the GM may want to slip into the collections of Handout 4. The note is written by Herpin and reads 'Noble families of Sylvania, CLXV, 1. Empire'. This is a name of a book in the library, its page number (165), and its location (see the Monastery's library), which the players will have to figure out.

Since access to the library is restricted, the players willhave to sneak into the library, probably by night. In the book Herpin describes there will also be a description of Elizabeth's family and the players will discover that it is a sinister family with insane personalities and practitioners of Black magic. A circle has been marked around Elizabeth's Butler Johan Huydermann's name, on the page number 165, which is about Elizabeth von Trauptheim.

In the same room of the library, where the 'Noble families of Sylvania' is located, a book about sylvania'shistory can be found (or you can just let this books passage be contained in the 'Noble families of Sylvania' book) which describes Elizabeth. 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 PCs 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. But medical knowledge of the Warhammer world should be up to the GM (one could always read my article in Warpstone *plug*). It could be very likely that a doctor would issue a leech treatment as the cure of this disease, to remove the sick blood.

The PCs can become lay-brother in the temple as described in The unofficial realm of divine magick (Located in the Warhammer archives). The players might try this approach to be able to enter the library.

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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 information and may easily draw the PCs attention away from their original goal (especially the pre-generated academics!), but the following relevant information iscontained within the mysteriously library (its secret will have to be revealed first!):

• Background information about Elizabeth canbe found both under her name (takes time!) or in history about the area (Takes even moretime!). See handout 1

• Information about vampires and how they are killed. Essentially spread over different volumes, with different killing methods (Youknow them all! If you are mean - like I am, allthe methods should be used in order to kill the countess)

• Information about Khaine and its connectionwith vampires and undeads can be found by searching after matches of the mysterious symbol in the ruins. The PCs 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 references 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 don't even get into the library). This means that the playerswill 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 bedtime reading, the night the players break in - Andno, the pre-generated Verena monk does not have authority over the Verena monestary, even though most players automatically believe they have got superior rights!

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 have 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 author's name, but instead by the author's place of birth, or sometimes area concerned by the book. The players shouldn't know this, but should instead figure it out - if one or more players already know this from 'The name of the rose' then just carry on, this is just one interesting puzzle of the scenario, and you can instead use some more time on other events.

Library Figure 1

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When the PCs 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 might well believe that the library is alphabetically sorted, and when they venture into the next few rooms, they will discover that the lettersare 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/orareas concerned. But this will only be discovered if some one has a great knowledge of the history of thebooks 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 receivedone from their generous GM, with the letters of the room, they should be able to puzzle the system together. The system in 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 representthe 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 for instance be books by authors from one land, about the topic of 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 books reefer to my literature rules 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 be possible to find books about these subjects in the relevant rooms.

Norsca: These rooms do 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 mattersmore complicated the south eastern rooms also contains information about Kislev nobility. The reason for this is that Kislev nobility is mainly 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 (which does not put them in a good light). 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 runes.

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 is typically the Old Worlder version of Albion, Classical, Some in Futharken runes, and the Arcane Druidic language.

Empire: Empire rooms contain 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 contain numerous 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.

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Estalia: Estalian rooms contain 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 contain 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 theSRiK 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 Norsca (see above) information about Norsca will be found in the north western rooms which doesn't link with any Norsca rooms.

Bretonnia: Bretonnian rooms contain books about Bretonnias 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).

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 Worlders. 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, Bestiaries (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 contain 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 Dolgan people aren't known by their number of writters, and the books aren't numerous inthese 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 PCs 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 give away to the inhabitants of the monastery, the vampire slaves might go into action, or the countess might pay them a night visit when strong enough.

The catacombs where the vampire-countess 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. Preferably you can have Johan resurrectedas a Ghoulish being (Use Ghoul profile), forever damned to serve his Dark Mistress. In that case, he will be lurking around in the catacombs, feeding on rats and insects, and at first hide away from strangers, but try to protect the sleeping Countess from any harm.If the PC's shows any interest in examining the graveyard, handout 2 represents an accessible list of graves that the PC's can acquire.

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Down in the catacombs the vampire rests by day, and whether she awakes when the PCs 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 encouraged to play this showdown in a more dramatic matter, where generally role-playing is considered.

· The area's old ruins ·

The players might want to go and check "Old ruins" since Herpin supposedly did just that.

How many ruins is located in the area is entirely up to GM, the PCs friend only made it to one ruin, the Kransburg ruins. The ruins are located about one and a half hour's 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, andit has dried speckles of blood on it. This ruin is used by the vampire slaves for Khaine whorship. Khaine'ssymbol will also be found drawn with dried blood. Use of undeads by night is entirely up to GM.

When the PCs return to the rope bridge, and is halfway across, 4 figures approach, from behind a rock, on the other side. These are peasants under theinfluence of the vampire. The three of them puts their knives on the bridge's ropes, and the last yells 'Stop! Throw down your weapons and step back on the other side!'. The peasants plan to kill the PCs no matter what they do, but consider it an easier task if the PCs are unarmed and the bridge to their shrine iskept intact.

If the PCs 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 PCs. The players can do the same trick (if they hide a knife) as the peasants did, only the peasants won't throw downtheir weapons. If they cut the bridge they will have to find another way to cross the crack.

If the PCs try anything drastic while on the bridge, the peasants will begin to cut the ropes, while the fourth keeps PCs at bay on the bridge. The front PC can try to reach the peasant, and the back PC 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 PC is thrown off the bridge hecan make another I test to grab the bridge's rope - Hewill 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). Ifhe 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 a -10 WS-fighting modifier for each person running, fighting, etc. On the bridge.If a PC attacking the peasants, who blocks exit from the bridge, wins a round of combat, the peasant is pushed back and the PC has reached the other side ofthe crack.

The ropes has T2 and D5, All ropes doesn't need to be cut in order to make the bridge tip. The peasants first takes the ropes on one of the sides, making the bridge tip 90 degrees. The number of ropes (4 in each

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side) which needs to be cut depends on weight (number of people, modify at your will) on the bridge. Halflings counts as 1/2 person.

People on bridge Ropes to cutOne person All 4 ropes2-3 Persons 3 ropes, the last will snap4+ persons 2 ropes, the last will snap

The peasants fights to their deaths, but if pacified and taken prisoner successful use of hypnotise skill can reveal that they are under the influence of very strong hypnosis. They can't tell anything useful apart from that the players desecrated their 'holy place' andmust die for it.

· A late message for the PCs ·

The next day, the PCs will learn that the peasant Reinhold has been asking and looking for them, supposedly to deliverer a personal message for them.Reinhold, however, will be nowhere to be found, buthas left a message with Brother Markus of Giseroux (Vampire Slave) for the PCs. The monk can tell the players that, it was something about Brother Heinrich of Grünburg urgently wanting to see them at Reinholds place.Brother Markus will deliver this message to the PCs when asked, but he has ofcourse been in no hurry to find them, giving the Vampire time to slay Brother Heinrich and Reinhold.

Unknown to the monk and the PCs, the reason is that Brother Heinrich has made a frightening discovery about the villages many smoked sausages. Since he has realized that the monastery isn't safe he went to the peasant Reinhold. Reinhold however wasfoolish enough to trust Brother Markus with the information. The poor peasant and the brother are now killed by the vampire.

· The Peasant Reinholds House ·

In the peasants house the PCs will find Reinhold andBrother Heinrich dead, showing the same symptoms of the mysterious bloodloss disease in the community. 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 table's contents are scattered on the floor below. These are:

A smoked sausage cut in half, a letter (handout 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 PC will be close enough to smell a strong odour of smoked sausage. It is time for some cool checks when they finally realise what has happened with Herpin, especially if they have eaten any sausages - Yes! Herpin has been used as sausage meat. Another idea of introducing the ring could be as the players eat a sausage themselves (but not too early in the scenario), perhaps in the monastery which serves a lot of smoked sausages!

· Brother Markus ·

If the PCs 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 enterthe 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 uneasyand rumors will start circulating. Perhaps even rumorsof doom and destruction, which might make father Maynard call for the Inquisition (see complicating the scenario below).

· The Butchers 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 its 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!

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The players will have to break in, but will find the front door unlocked anyway (there is someone home!). The door leads into the front room, which isthe butchers shop itself. There are many sausages, actually too many when you consider the small number of pigs raised in the small village.

An opening leads to the backroom, which has two doors, one to the bedroom (double bed if the playersask!), and one to a small living room. A staircase leads down to a cooled cellar. The first cellar room has some drawers and large cabinets and in front of the staircase is a door leading to another room - the meat store. When the PCs opens this door, they will see a horrific sight. Dead humans are hanging on meat hooks, all opened and butchered. They are missing several limbs (especially the thighs). They areall missing people of the village. The sight call for a Cl test (-20 if the PC have eaten any sausages). Failure will result in d6+1 insanity points, and the PC have a stomach seizure and must get immidiatefresh air.

In the cabinet 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. If failed the player wrongly assumes there's another poor victim in the cabinet, as he turns to the others and goes 'Urgh! There's another one overh...' he gets the cleaver right in his head (the PC isn't 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 skin and shows no sign of emotions. He cannot be reasoned with, and will fightto the death.

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 ofTrappings: Cleaver (-10 to hit, +1 D, -20 parry, -10 to parry)

In a chest in the room the PCs can find the victims trappings. Herpin's bag doesn't contain anything the players didn't know about, but the fact the bag is here should make it evident what happened to him.

· 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 rumors starts (see brother Markus' death). Father Maynard decides to call for the cult's specialists in occultism, 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).

As a GM it is up to you to decide how good reasoning the PCs use, if they try to delay Maynard's actions, or prevent it.

If a message is received by the inquisition (two peasants, and a monk is sent to deliver the message byhorse), three templars and an inquisitor will leave immediately to examine the events - a mysterious disease, and mysterious deaths. They will not be able to reveal anything of the actual events taking place, but rather complicate things a lot, and certainly burn someone and generally make the PCs feel very nervous 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 much about the different peoples personality. Generally you should think in stereotypeswhen 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 their 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.

NPC's with *'s indicate the monks under the

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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 restrictionsas vampires (eg. Holy symbols, water, etc.).

Standard 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 Bretonnianhistory, and languages at the university and the Verena-temple. At an age of 37 he was moved to the monastery of the order of Wisdom, at his own request. 12 years later, when the former abbot died, he was chosen to become the new abbot.

Father Maynard only has a slight trace of Bretonnian accent. He has a strong passion for literature, and has chosen the aspect of 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 oversee iliterate 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 rathersuperstitious 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 38 64 34 63 46

MP: 22Skills: 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 ArcaneLanguage, 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 Wisdom!), LiteracyPrayers: Cure light Injury, Magic Alarm, Aura of Resistance, Zone of Sanctuary, Zone of SteadfastnessTrappings : 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 preferring a silent undisturbed life.

His craft has been learned from his father, which is kind of a family tradition. Mathias hasn't got the samekind of passion for literature 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 -ArtisanTrappings: 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 transferred to The monastery after an incident about missing books. Today Aldbrecht is the head librarian of the monastery, a job which suits Aldbrecht well. Albrechtalways had a burning desire for knowledge and to himVerena stands primarily as the goddess of learning.

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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 (specialfor the monastery of the order of Wisdom!), Literacy, History, Modern Arcane Language, Arcane Language - LatinTrappings: Robe, Holy emblem, poison capsule-

Brother Josef of Steche, Gardener & Kitchen help

Josef is 43 years old and a rather quite man. Josef hasbeen put in charge of the monastery's garden as Josefhas 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, CookTrappings: 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. It didn't really work out and instead he ended up joining the cult of Verena. In spite of this, Berthold still works on plays,hoping to at least make a famous religious play someday.

Talking with Brother Berthold can prove difficult as he often breaks out in some dramatisation in the middle of a conversation.

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 left 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 of 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, MetallurgyTrappings: Robe, Holy emblem

* Brother Markus of Giseroux, Librarian assistant

Brother Markus is 29 years old, and originally from a Verena temple in Giseroux. He has traveled a long 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 othermonks, 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 22 34 43 43 33

Skills: Read/Write, Scroll Lore, Secret Language - Classical, Cult Doctrine - Verena, Library use (special for the monastery of the order of Wisdom!), Modern Arcane Language, Arcane Language - LatinTrappings: 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 29 31 39 43 35

Skills: Read/Write, Scroll Lore, Secret Language -

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Classical, Cult Doctrine, Animal CareTrappings: Robe, Holy emblem

Brother Heinrich of Grünburg, Expert in Sylvanian 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 his studies on 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 area's folklore. Discussions about superstitious folklore willonly amuse him, and he will go on with rational explanations and examples about how such stories takes form.

The players will have a very hard time, eventually trying to convince Heinrich of the incidents at the monastery, but if they manage to do so, Heinrich could be a valuable help.

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 (specialfor the monastery of the order of Wisdom!), 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 backgrounds are also connected toliterate professions. Their job is usually to rewrite or translate existing works from the library, and also restore old and damaged books.

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 Wisdom!), 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 don't show any signs of real Verena devotion. They are known to gamble in the guardhouse. Even though, they know how to behave in front of the monks.

Although hired by the Church of Verena, the guards are not monks or initiated into the church.

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 - VerenaTrappings: Sleeved mail coat, helmet and shield (2 APoverall) armour bears the Heraldry of the Monastery, Sword, Crossbow, Quiver of 15 bolts, guard Clothes, 9 gc.

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Page 19: Tales From Sylvania (WFRP)

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 fromthe Verena temple in Remas. Frederico is a harsh militant man, who believes in Verena in her aspect asGoddess of justice. He expects his orders to be fulfilled without any questions.

Frederico speaks with rapid Tilean accent, and is known for his lack of patience with other people. Healso has a very bad temper.

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.

· Epilogue ·

It is possible that the players won't discover the vampire. If the inquisition is called for, the chances will be even greater that she won't 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 given a less severere sentence.

The PCs might be satisfied with the explanation that their friend was sacrificed by a cult, and that they have been burned now. After some time the vampirewill 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' aura of evil (necromancers, undeads, Dire wolfs, etc.), and she might even get herself a coven of vampires.

If you used the idea about introducing the scenario asa story told to the PCs, you might let the news of the reign of the vampire reach the players a few weeks after they heard the history. Then the players could realize the terrible mistake the persons in the history made (actually themselves).

· EP Awards ·

0-100 for good roleplay during the journey0-40 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 library5 - 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 catacombs10 for discovering that a vampire has to be dealt with.Of course before the characters actually meet her0-40 for information found on vampires0-20 for information found about Khaine0-50 for killing the vampire. Again cleverness although hack'n'slash is doomed to fail!!!!

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Page 20: Tales From Sylvania (WFRP)

Handout 1: Excerpt about Elizabeth von Trauptheim.

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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 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 times at a day.

Elizabeth started to torture her maids out of boredom, and together with a few chosen 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 bit off a piece of a maid's cheek. Another time she put her finger into a maid's 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 cut 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 that changed her life. Elizabeth had rounded the age of 40 and the age was beginning to show on her skin. She tried different salves, but nothing helped. One day when a maid combed her hair too 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 bathtub so she could bath in. She had found a key to eternal beauty and youth. Her loyal servants were busy getting new donors and travelled the country in search of new maids for the castle. Many peasant daughters were 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 buried.

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.

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Handout 2: The monasteries official list of graves

Handout 3: The note

Handout 4: The Diary

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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

8. Vorhexen 2412I 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 2412I met a group of traveling people the other day, there are many of them in this province and they call themselves Gypsies. They have a great knowledge about the Histories, folklore, and superstitions of the area, 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 to reach the monastery tomorrow.

13. Vorhexen 2412I have reached the monastery and got a room – very small though. They are devoted to Verena and collects information about the area in their huge library. Unfortunately access to the library is restricted to the orders monks only. This does not affect me as I prefer to get my information first hand by talking to the population instead and looking on the places of interest.

32. Sigmarzeit 2413I 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.

Noble Families of Sylvania - CLXV1. Empire

Page 22: Tales From Sylvania (WFRP)

Map 1: Blank Library with rooms

Map 2: Blank Library without rooms

Map 3: Library with Inscriptions

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12. Sommerzeit 2413My researches have unraveled some weird and unexplainable results. I can't put my finger on it, but something is quite wrong here. I'm 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.

Page 23: Tales From Sylvania (WFRP)

Handout 5: The Brothers death note

Monastery MapFrom the Name of The Rose

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If I should die of unnatural causes, 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 now know what happened to the honored Herr Herpin, may Verena bless his unfortunate soul. Should anyone find this letter I pray that

Page 24: Tales From Sylvania (WFRP)

TALES FROM SYLVANIA PCs

Bernhard Hartvig - Cleric of Verena, ex. Scholar, ex. Student, ex. Initiate

Bernhard is an easygoing character. Coming from a family with great devotion to the Verenan church, it was already decided quite early in his life, that he where to become a priest. He graduated at the University of Nuln with fine results, and got approved for Theology studies at the church of Verena in Nuln, and thus entered the church as an initiate.

At present his duty as a priest is education. He teaches in his areas of expertise at the church and at the University of Nuln.

Bernhard is an honest man, with great passion for literature. He might even be considered naive, as he usually believes others to be as honest as himself.

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: 15Skills: Scroll Lore, Arcane Language - Magick, Read/Write, Secret Language - Classical, History, Astronomy, Numismatics, Speak ??+?? (Let the player choose two languages), Astronomy, Cartography, Identify Plants, Sense Magick, Rune Lore, Cult Doctrine - Verena, Theology, Invoke Prayer - level 1, Meditate, Public SpeakingPrayers: Cure light Injury, Magic Alarm, Aura of ResistanceSkills: Fine Priest robe, Holy Verena symbol, 25 GC.

Adolf Hüddermeier - Lawyer, ex. Student.

Adolf is born and raised in Nuln in a middle-class family. His father had great ambitions about his sonsfuture, and through savings, they got Adolf in at the University of Nuln for Law studies. During his studies, Adolf and the three friends he met at the university, had more interests in traveling the world after they graduated - a fact which would have brought down his fathers anger upon him. But Adolfgraduated and got a job as a lawyer in a small lawyer company in Nuln. He married his childhood girl

friend Martha, which is now expecting their first child. He has almost abandoned his dreams about travel.

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

Berthold von Klinkenhof is the youngest son of a baron in the small Klinkenhof barony south of Nuln. After his time at the university he settled down in Nuln, since he had nothing to return to. His father keeps sending him money, and Berthold doesn't have much to do. Lacking a meaning with his life Berthold uses his time reading various books on philosophical topics, and showing off at every party that he can get his foot into.Though he has the arrogance of a typical noble son, he is, however, a stand-up guy. Having experienced his family "turning their back" on him, he treasures his friends very high, and he had been looking forward to the return of Herpin.

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-stoery town house Expensive clothes, 50gc (more in deposit!), Fencing sword, Left handed dagger.

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