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TALES FROM SYLVANIA

Written by Michael Andersen


Some suggestions added from Noel Welsh

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 Verenacult 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.

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 next also represented the law, but not in a


religious manner like his friend. He was Adolf
Hddermeier a successful lawyer working in Nuln.

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 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.

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

The fourth friend was Herpin Hildenbrandt Meier, a


passionate writer. He was set to fulfill the dream and
decided 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 others
again at the Nuln carnival starting the day before
Sonstill the 33. Sommerzeit, and tell all about his
travels.

A few mining communities typically coal mines consisting of both Humans and Dwarfs can, however,
be found, and Dwarven craftsmen and engineers have
often 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).:

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.

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 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.
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.

Sylvania
Sylvania is a province in Stirland. It actually belongs
to Stirlands Noble elector-family of HauptAnderssen, 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-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.

Dwarf expedition is occasionally dispatched to


venture below in search of Gromril, which has
become even more rare.

In the area near Black Waters small Fisher-villagers


can be found.

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.

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.

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 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, but 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.

What the PCs doesn't know, but will eventually learn,


is that the monastery was build on the ruins of the old
countess-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 the
monastery.

As the Dwarfs returned to Zhufbar, Alaric began the


work of the twelve swords, the Runefangs. 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.

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 monasteries
monks, secretly, discovered the catacombs by
studying various books about the areas history (books
the 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 her
with 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.

She has enslaved and drained people in the last 14


days or so.

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 countess' methods to gain power over the


monks and villagers minds is to weaken their souls, by
having 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.

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.

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.

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 journey to Averheim

The PCs know that their friend stayed at a Verena


monastery in the southern Sylvania, where he studied
for material for his book about the area (the PCs
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).

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.

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.

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 .

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.

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.

If the Verena temple of Nuln is visited the characters


will 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 consists
of 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!

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
(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 go
into 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.

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 coach
from the other company than the one they have
chosen. The two coachmen Alfred and Werner know
the 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.

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.

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 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 each other

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.

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 at this point).

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.

Averheim
As far as I know no description of Averheim has ever
been officially printed, but you can consider it a town
like Bgenhafen (about 4.500 people or so - in 2413
the population might have been lower in the cities!).

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 going
sit? 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.

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 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 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 humanstandards. The citizens are generally fond of travelers
and the PCs will finally have the chance of felling

When the PCs come to the next coaching inn, they


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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 food
together.

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. As
GM you should decide if the PCs are able to drive the
coach 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.

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.

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.

As dark closes in the PCs


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 PC follow him you
can easily improvise on the events below.

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:

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
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Day 1

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.

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.

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.

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...).

Day 2
As the PCs 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 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 PCs
walk 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 flee
from combat.

The PCs can also visit the Gypsies Seer who can read
the PCs fortune. The PCs will be showed into one of
the 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.

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).

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
7

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 their
chambers.

This woman is under the control of the vampire


Countess 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 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 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 guard
isn'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 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 the
area 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 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 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 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.

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

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, and
he said it was my 'stinking garlic breath'. Can
you believe that? Apparently the man doesn't
know of the virtues of garlic!". (Well, who
wouldn't turn away from a stinking garlic
breath!).

The notebook contains notes about Herpin's 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. 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 will
have 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's
history 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.

Other information, relevant as irrelevant, should be


added at GM's discretion. This scenario should focus
on 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.

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 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 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.
9

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.

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 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 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 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.

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.

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 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
bedtime reading, the night the players break in - And
no, the pre-generated Verena monk does not have
authority over the Verena monestary, even though
most players automatically believe they have got
superior rights!

Library Figure 1
10

when they explore the other rooms, they will find


other places with the same topic.

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!).

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.

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 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.

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 matters
more 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.

When the players have completed a map, or received


one 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 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!).

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

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,

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.

11

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.

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.

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.

Dolgan: The Dolgan people aren't known by their


number of 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.

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

Events

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).

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.

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.

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 resurrected
as 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.

Ulthuan: There are very few books in these rooms,


and most of the books here are written in TrEltharin. 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.

12

(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 down
their weapons. If they cut the bridge they will have to
find another way to cross the crack.

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.

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.

The area's old ruins

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 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'.

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.

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 of
the crack.

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. Khaine's
symbol 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 the
influence 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 is
kept intact.

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

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
13

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
One person
2-3 Persons
4+ persons

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!

Ropes to cut
All 4 ropes
3 ropes, the last will snap
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' and
must die for it.

Brother Markus

A late message for the PCs

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

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, but
has 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 Grnburg 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.

The Butchers Store

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 was
foolish enough to trust Brother Markus with the
information. The poor peasant and the brother are
now killed by the vampire.

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.

The Peasant Reinholds House


In the peasants house the PCs will find Reinhold and
Brother 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:

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!

14

Complicating the Scenario

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 is
the butchers shop itself. There are many sausages,
actually too many when you consider the small
number of pigs raised in the small village.

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).

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 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 are
all 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.

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 by
horse), 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.

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 fight
to the death.

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 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.

Franz Sleicher
M WS BS S T W
4 31 28 4 3

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.

A Dex Ld Int Cl WP Fel

8 22 1

33

28

14 53

23

19

Skills: None to talk of


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

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.

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.

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


15

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.).

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 Wisdom!), Literacy
Prayers: Cure light Injury, Magic Alarm, Aura of
Resistance, Zone of Sanctuary, Zone of Steadfastness
Trappings : Robe, Holy emblem, Glasses

Standard Human
M WS BS S T W
4 25 34 3 3

A Dex Ld Int Cl WP Fel

6 38 1

38

24

29 24

36

36

The monks
Father Maynard - level 2 Verena priest/ Scholar Abbot

Brother Mathias, of Hochlof, Artisan - Brewer

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 Wisdom, at his own
request. 12 years later, when the former abbot died,
he was chosen to become the new abbot.

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 same
kind 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.

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.

M WS BS S T W
4 31 28 3 3

4 41 38 3 3

43

38

64 34

63

33

28

34 43

43

39

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. Albrecht
always had a burning desire for knowledge and to him
Verena stands primarily as the goddess of learning.

A Dex Ld Int Cl WP Fel

7 61 1

6 42 1

* Brother Aldbrecht of Sprinthof, Librarian

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.
I

A Dex Ld Int Cl WP Fel

Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Brewing, Secret
signs -Artisan
Trappings: Robe, Holy emblem

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.

M WS BS S T W

46

16

Trappings: Robe, Holy emblem


M WS BS S T W
4 31 28 3 3

Brother Ferdinand of Nuln, Artisan - Smith

A Dex Ld Int Cl WP Fel

5 42 1

33

28

44 43

43

39

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.

Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Library use (special
for the monastery of the order of Wisdom!),
Literacy, History, Modern Arcane Language, Arcane
Language - Latin
Trappings: Robe, Holy emblem, poison capsule-

M WS BS S T W
4 31 28 4 4

A Dex Ld Int Cl WP Fel

7 42 1

33

28

34 43

43

39

Brother Josef of Steche, Gardener & Kitchen help


Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine, Smithing, Metallurgy
Trappings: Robe, Holy emblem

Josef is 43 years old and a rather quite man. Josef has


been put in charge of the monastery's garden as Josef
has much knowledge in the area of plants and herbs.

* Brother Markus of Giseroux, Librarian assistant


M WS BS S T W
4 31 28 3 3

A Dex Ld Int Cl WP Fel

5 42 1

33

28

34 43

43

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.

39

Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Identify Plants,
Herb Lore, Cook
Trappings: Robe, Holy emblem

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.

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.

He spends a lot of time together with Aldbrecht.


M WS BS S T W
4 31 28 3 3

A Dex Ld Int Cl WP Fel

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 - Latin
Trappings: Robe, Holy emblem

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.

Brother Gerhardt of Schlaffenbild, Responsible for


the animals
M WS BS S T W
4 31 28 3 3

A Dex Ld Int Cl WP Fel

5 42 1

33

28

34 43

43

39

M WS BS S T W
4 31 28 3 4

Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Cook, Story telling,
Art, Act

A Dex Ld Int Cl WP Fel

6 42 1

33

29

31 39

43

Skills: Read/Write, Scroll Lore, Secret Language 17

35

Classical, Cult Doctrine, Animal Care


Trappings: Robe, Holy emblem

Brother Gerhrig of Dreschler, Guisepe of Miragliano,


Fernado of Remas, Rodrigues of Magrita, Monk
Scribes

Brother Heinrich of Grnburg, Expert in Sylvanian


folklore

Gerhrig is 32 years old, Guisepe 37 years old,


Fernando 29 years old, and Rodrigues is 48 years old
and the head scribe.

Brother Heinrich was born in Grnburg, 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.

The monastery's scribes all have a strong passion for


literature and their backgrounds are also connected to
literate professions. Their job is usually to rewrite or
translate existing works from the library, and also
restore old and damaged books.

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.

M WS BS S T W
4 31 28 3 3

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 will
only amuse him, and he will go on with rational
explanations and examples about how such stories
takes form.

4 31 28 3 3

33

28

34 43

43

33

28

41 43

43

39

Hans, Gnther, 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.

A Dex Ld Int Cl WP Fel

5 42 1

5 42 1

Trappings: Robe, Holy emblem

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.
I

A Dex Ld Int Cl WP Fel

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.

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.

M WS BS S T W

M WS BS S T W

39

4 53 43 4 3

Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Library use (special
for the monastery of the order of Wisdom!),
Literacy, History - Sylvania, Modern Arcane
Language, Arcane Language - Latin

A Dex Ld Int Cl WP Fel

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.

Trappings: Robe, Holy emblem, reading glasses

18

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.

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.

If you used the idea about introducing the scenario as


a 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).

Frederico speaks with rapid Tilean accent, and is


known for his lack of patience with other people. He
also has a very bad temper.
M WS BS S T W

EP Awards

A Dex Ld Int Cl WP Fel

4 60 40 5 4 10 53 2

43

55

38 50

45

40

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!!!!

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 vampire
will have restrengthen herself, and she will settle
down more openly in the area - getting slaves to

19

Handout 1: Excerpt about Elizabeth von Trauptheim.

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.

20

Handout 2: The monasteries


official list of graves

Handout 4: The Diary

8. Vorhexen 2412
I have now reached Sylvania in the southern
Empire. Sylvania is a poor country and seems

List of Graves:
XV. Fritz Bcker

independent from the empire. But it is also a place

I. Adelbert Pieterson

XVI. Gabriella Schneider

II. Adolphus Zimmerman

XVII. Gerda Handler

of much superstition and folklore. Even though the

III. Alex Reinald Wurtbart

XVIII. Gottfried Jrgen

IV. Alfricht von der Grnburg

XIX. Gotthardt Grnig

V. Anders Ente

XX. Hans Bck

VI. Bengt Burgermeister

XXI. Johan Huydermann

VII. Berhnard de Malific

XXII. Kurt Walden

VIII. Diehl Mnster

XXIII. Lorenz Brauer

IX. Eberhardt von Schssel

XXIV. Ludwig Schmidt

X. Edgar Jger

XXV. Regina Schiffbauer

XI. Ehrmann Sigmarson

XXVI. Reinhardt Bootmann

XII. Ernst Bauer

XXVII. Reinhold Topfer

XIII. Felix Brechttol

XXVIII. Theophilus Drucker

XIV. Fernando

XXIX. Veronica Graveur

people are very superstitious they are friendly


towards travelers. I look forward to learn more
about the province.
12. Vorhexen 2412
I 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.

Handout 3: The note


13. Vorhexen 2412
I 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

Noble Families of Sylvania

affect me as I prefer to get my information first

- CLXV

hand by talking to the population instead and

1. Empire

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.

21

Map 2: Blank Library without rooms


12. Sommerzeit 2413
My 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.

Map 3: Library with Inscriptions


Map 1: Blank Library with rooms

22

Handout 5: The Brothers death note


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

Monastery Map
From the Name of The Rose

23

TALES FROM SYLVANIA PCs

friend Martha, which is now expecting their first


child. He has almost abandoned his dreams about
travel.

Bernhard Hartvig - Cleric of Verena, ex.


Scholar, ex. Student, ex. Initiate

M WS BS S T W

A Dex Ld Int Cl WP Fel

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.

Skills: Arcane Language - Magick, Read/Write, Secret


Language - Classical, Etiquette, Law, Public Speaking,
Secret signs - Lawyer, Specialist weapon - fencing.

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.

Berthold von Klinkenhof - Noble Philosopher, ex. Student

4 37 33 3 4

4 41 38 3 3

43

28

64 34

63

63

72 54

61

45

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.

A Dex Ld Int Cl WP Fel

7 61 1

45

Trappings: Lawyers wig and gaunt, Law book, 53 GC


(more in deposit!), Dagger, Rapier.

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

8 44 1

46

MP: 15
Skills: 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 Speaking
Prayers: Cure light Injury, Magic Alarm, Aura of
Resistance
Skills: Fine Priest robe, Holy Verena symbol, 25 GC.

M WS BS S T W
4 44 46 3 3

A Dex Ld Int Cl WP Fel

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.

Adolf Hddermeier - Lawyer, ex. Student.


Adolf is born and raised in Nuln in a middle-class
family. His father had great ambitions about his sons
future, 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 Adolf
graduated and got a job as a lawyer in a small lawyer
company in Nuln. He married his childhood girl

Trappings: 2-stoery town house Expensive clothes, 50


gc (more in deposit!), Fencing sword, Left handed
dagger.

24

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