The Circle
A challenging Adventure for The Old World: Grim and Perilous
Table of Contents Foreword...............................................................................................................................................3 Aduenture summary............................................................................................................................4 What happened before...............................................................................................................4 Recent Events..............................................................................................................................5 What is about to happen.............................................................................................................6 Scenario Notes.............................................................................................................................7 Chapter 1: Wanted................................................................................................................................7 Act I: Is Bauer home?..................................................................................................................7 Act II: Run!...................................................................................................................................9 Act III: You should have said that in the first place!..............................................................10 Chapter 2: Gambits and castling........................................................................................................11 Act 1: Guests, guests…...............................................................................................................................................11 Act II: Night of blood.................................................................................................................26 Act III: A letter from a friend....................................................................................................26 Chapter 3: The Circle..........................................................................................................................28 Act I: Like a thief in the night...................................................................................................28 Act II: Confrontation................................................................................................................ 31 Act III: Aftermath...................................................................................................................... 34 Dramatis Personae............................................................................................................................. 35 Handouts.............................................................................................................................................42 Example Characters...........................................................................................................................43
Foreword We present you The Circle - a challenging adventure for The Old World: Grim and Perilous. It is our humble attempt to reconcile the old with the new - combining Genesys mechanics with a homage to the original Warhammer Fantasy adventures. You will find plenty of action, distinctive characters, difficult choices and dark forces lurking only to sow confusion and unrest in the hearts of simple people of the Old World. In the center of all this we have placed the Player Characters - after all, they are the heroes of the stories told at the table. While writing this scenario we based on our experiences and memories from the times of the first edition of Warhammer Fantasy Roleplay, so you can find here many motifs inspired by such classics as Night of Blood, A Rough Night at the “Three Feathers” or The Oldenhaller Contract. However, it is a fully original scenario, prepared and structured in a way typical for adventures written for Genesys. To play it you will need The Old World: Grim and Perilous, the current version of which you can download from our Facebook page. If you don’t have the Genesys rulebooks yet, you’ll also find there tips on how to try out the system (and our adventure) for free. Feel invited to read and play. We hope that discovering the secrets of the Circle will give you a lot of fun. NOTE: Although it does not affect the content and playability of the scenario, this version is not fully completed - some of the planned illustrations are replaced with placeholders. In future updates, we will complete the adventure with the missing elements.
Credits Written By Tomasz Szczypiński Development Mariusz Szymański Graphic Design Barbara Szymańska Art Adrianna Niewiadomska English Translation Grzegorz Karaluch Proofreading Dave Brown
Playtesting Adam Szymański Bartek „Pretor” Badura Bartosz Majcher Grzegorz Karaluch Konrad „Cored” Balcerzak Adrianna Niewiadomska Mateusz „Arateniz” Zientara Mikołaj Machura Piotr Guzowski Wiktor „Viaahtr” Banaszek Hubert Stencel January Kochański Adam Kochański Maksymilian Kochański Oktawian Nowak Michał Nonas
Warhammer Fantasy is the Intellectual Property (IP) of Games Workshop Limited. This expansion is unofficial and in no way endorsed by Games Workshop Limited therefore it cannot be used for commercial purposes, and we do not make any profit out of it. All Warhammer-related names, races, race insignia, characters, vehicles, locations are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2022, variably registered in the UK and other countries around the world. All Rights Reserved to their respective owners.
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The Circle This scenario is intended for a group of 3-5 beginner Player Characters (PC). We have prepared it as a standalone adventure, but after some changes you can use it as an introduction to a longer campaign or as a break between other adventures. Before reading the rest of the text, see the Grim World of Perilous Adventure chapter (The Old World: Grim and Perilous, page 148), where you will find
tips and additional rules that will help you play these types of one-shot adventures (pay special attention to the rules for Corruption). During the game, we will certainly use one of the mechanics described in the aforementioned chapter - Threat Indicator. If you will participate in this story as a player - stop reading here! The remainder of the text is solely for the eyes of the Game Master (GM).
Aduenture summary The story begins with the search for Lieutenant Lars Kurt Wagner. The Player Characters are on the trail of a certain man in whose company the lieutenant was recently seen. As a result, they find a trail indicating that Wagner is hiding in a roadside inn called the “Mug of Beer”. After arriving at the inn and making initial inquiries, the PCs do not learn much, but they quickly discover clues that the host is hiding a dark secret. Soon more guests are coming to the inn, and at least some of them seem to be embroiled in some kind of conspiracy - these are life and death fights organized by the innkeeper and his friend, which are to be held at night in an abandoned sawmill. The most important events will be the appearance of a mysterious ‘Baron’ and the discovery of Lieutenant Wagner’s letter, which will shed a lot of new light on the secret of the inn. This should lead the party to an arena hidden in the abandoned sawmill, where bloody games take
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place. While PCs have a chance to finish the adventure diplomatically, bloodshed tonight is more than likely. This will put the PCs in even greater danger - the terrible demon is lurking at the border of the worlds.
What happened before A few years ago, during an expedition, twelve mercenary soldiers of Albert Waldenstein’s Volunteer Foot Regiment were ambushed by goblins from the Crooked Nose clan. Initially, the prisoners were nailed to the poles of torment with large nails, but the green-skinned creatures quickly came up with a much more cruel revenge. They forced the captives to fight each other to the death at the bottom of a pit that served as an arena. In this way, three champions were selected - Hans ‘Profos’
Dressnaur, Zygfryd ‘Feldfebel’ Fleischer and Udo Humpen, known as ‘Mug’. Luckily for all three of them, the rest of the company soon arrived. Mug and his companions never revealed what really happened to them. They agreed to falsely report that it was the goblins who killed the remaining captives. Nobody had reason to question their words. Shortly after this event, Mug left the army and opened the inn. Although he has a hard time admitting it, captivity at the hands of the goblins changed him and his companions forever. Soon Profos took his own life, and Mug began to be tormented by terrible, bloody and violent dreams. Though he had struggled for a long time, the recent reunion with Feldfebel led the two of them to vent their bloodlust. Together with people trained by Feldfebel, they established the Circle - a clique that organizes illegal bloody fights of dogs and pugilists in an abandoned sawmill near the inn. However, this is not the main axis of their activity. For some time now, they have been kidnapping travelers, drugging them, and setting them up in the arena against similar degenerates, willing to pay a lot of money to kill someone in a duel without repercussions.
Recent Events To protect their activities, the members of the Circle have established a system of signs and passwords to identify initiates arriving at the inn. The other guests are usually served with an herbal preparation called “nightcap”, which causes severe sleepiness. This whole system worked flawlessly for a long time, unfortunately the Circle made a few mistakes that may soon be their downfall. First, Jacob Knoch, a bouncer also known as Skillet, who worked for Mug, also a former member of the military company, reacted very badly to the appearance of Feldfebel. The latter abused him and was the main reason behind Knoch’s leave. Soon, Skillet began to suspect the activities of the innkeeper and his friend, which quickly brought misfortune on him. Kidnapped by Feldfebel’s men, wounded and drugged, he died in the arena. His wife Ilza, heard that Skillet had set off into the world with a group of adventurers, but she does not believe it and almost every day comes to the
But who exactly is Wagner? The lieutenant’s exact identity and the reason for his search may vary - for example, Wagner may be a fugitive, a missing friend, or a relevant informant. You can determine who exactly he is and come up with reasons to look for him or ask the players themselves - it will certainly provide them with additional motivation. It is essential that Wagner has good reasons for escaping from the city and hiding in the ‘Mug of Beer’, a place that belongs to his old friend from the army. Perhaps he has fallen into debt or has committed some serious crime. This will add ambiguity to this character and make the Player Characters think twice if they really want to risk their life to save someone like that from distress.
inn to question travelers about her husband’s fate. In her search, she engaged her brother, a road warden, but he does not take his sister’s requests completely seriously. The second problem turned out to be the recent arrival at the inn of Lieutenant Wagner - Mug’s best friend from the company, who asked for shelter. In frank conversation, Mug revealed the truth about goblin captivity, as well as the existence of the Circle and its activities, possibly counting on understanding. Unfortunately, a terrified Wager threatened Mug that he would disclose everything to the authorities if he did not break contact with Feldfebel. Having no choice, Mug trapped Wagner and, like the other inconvenient captives, drugged him and set him up in the arena. However, Wagner turned out to be tougher than anyone might have expected. Despite captivity, wounds and the constantly administered drug, he has already defeated three opponents. He also managed to establish contact with Dora, the older of Mug’s daughters. Torn by remorse over her father’s activities, she was persuaded to send a letter to a man named Hans von Wrangel, who owes Wagner his life. Disguised as a nobleman, von Wrangel will come to the inn during this adventure. The third, and perhaps the greatest problem of the Circle is the growing interest from the Ruinous Powers. Although the Circle is not a cult of Khorne, the God of Blood is very pleased with its activities. The arena where the fights take place is becoming more attractive to the The Old World: Grim and Perilous
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Realms of Chaos with every new drop of gore. In addition, the nails - symbols of the torment of Mug and Feldfebel, hammered into the posts surrounding the arena after the death of each participant, gain power that will open and anchor the passage between dimensions. Already, the two planes of existence almost collide, and to the imprisoned and desperate Wagner a terrible voice from the other side spoke, offering power and vengeance on the Circle. All Wagner must do is make sure the arena is saturated with blood and say a few simple words. This is to come soon.
What is about to happen We have divided the scenario into three main chapters:
Chapter 1: Wanted Act 1: Is Bauer home? The PCs are looking for Lieutenant Wagner, last seen in one of the cities of the Empire. They learn that Wagner has run into a conflict with the law but has managed to flee the city. Bauer - the man who helped him escape, is hiding in the boarding house of Biscotto Cantuccini man who has connections with the Tilean racketeers. They must convince the host to allow them in and let them talk to Bauer.
Act 2: Run! At the sight of PCs, Bauer runs away across the roofs of the city. So, the PCs have little choice but to chase after him. They can capture Bauer or follow him to the local thieves’ pit.
Akt 3: You should have said that in the first place! The cornered Bauer reveals to the PCs that after leaving the city, Wagner went to a nearby inn that is run by his friend. The inn is called the ‘Mug of Beer’.
Chapter 2: Gambits and castling Act 1: Guests, guests… The party arrives at the ‘Mug of Beer’ inn where they are warmly welcomed by the staff. PCs can explore the inn and its adjoining areas, gaining new clues and hints. They can get to know Mug and his daughters, ask a few questions, and potentially expose themselves to the members of the Circle. They should also notice some signs of a conspiracy at the inn. In the meantime, other guests arrive at the inn - Feldfebel with his men, ‘Baron’ von Wrangel - a friend called by Wagner, participants of the arena fights, and finally Ilza Knoch - the widow of Skillet. Each of these characters can shed some light on what is happening at the inn.
Act 2: Night of blood The PCs witness the attack of Feldfebel’s people on the ‘Baron’. They can stand up for the kidnapped man or let him be taken away from the inn.
Act 3: A letter from a friend A letter from Lieutenant Wagner to his friend ‘Baron’ von Wrangel falls into the hands of the PCs. It will explain many secrets and will also foreshadow upcoming events. Talking to the ‘Baron’ (or Dora if the PCs allowed Feldfebel to kidnap the ‘Baron’) should push the PCs to go to the abandoned sawmill.
Chapter 3: The Circle Act 1: Like a thief in the night The PCs must get to the abandoned sawmill where the fights are about to begin. However, it is closely guarded by Feldfebel’s men. The PCs will have to somehow sneak through the guards or fight their way inside.
Act 2: Confrontation The PCs reach the sawmill and confront the Circle. They can try to resolve everything diplomatically or fight. If they choose the latter solution (or do nothing to stop the ongoing blood-
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shed), it will lead to the opening of the Rift and the arrival of a visitor from the Chaos realm.
Act 3: Aftermath The PCs leave the sawmill. Depending on how the adventure unfolded, they may be leaving with Wagner alive, and perhaps they will want to bring Mug and Feldfebel to justice.
Scenario Notes To make this adventure easier for you to run, we have marked all the items and events that the team should pay attention to with the note Clue. Clues should be discovered to guide players to the main plot of the story, so don’t ask for the tests when PCs have a chance to find them. On the other hand, don’t force the characters to go exactly where something is going to happen - we believe in Players’ freedom even if the story may suffer. Additional hints that may help the Players’ Characters discover what is going on in all this confusion are marked with the note Hint. These hints are optional, so the PCs must usually perform a check to discover them, but they will help Players understand what is happen-
ing and possibly affect their next steps. The complete characteristics of Non-Player Characters (NPC) are given at the end of the scenario. In the text itself you will find notes on what NPCs know and what role they play in this adventure.
Spending a and h during the adventure Genesys’ rules encourage fluidity and flexibility in the storytelling (which is very good!). Therefore, our scenario assumes a certain sequence of events, but leaves a considerable degree of freedom for both you and the Players. Story Points, as well as the results of dice rolls, will have a particularly large influence on the plot. Due to the multitude of combinations, we only suggest here and there how to use results other than simple success or failure. It is worth spending some of the symbols to reveal the motivations of individual characters, as it may be very important in the finale of this story. Nonetheless, interpretation is entirely up to you and your Players - it can lead to unusual twists and situations that we could not foresee or describe here even in the slightest. Whatever happens, have fun!
Chapter 1: Wanted This chapter begins while searching for Wagner in one of the cities of the Empire (chosen by you). The Players’ Characters find out that the lieutenant has disappeared from the city, but there is someone who might know where he went. Bauer, a petty thief and smuggler, lives in the boarding house of Biscotto Cantuccini, a man protected by Tilean racketeers. The PCs must convince Cantuccini to let them talk to Bauer. When they reach his room, it turns out that he is escaping over the city rooftops. The PCs must capture him and extract information about where Wagner has gone. To track Bauer’s escape, use the Bauer escapes! threat indicator.
Act I: Is Bauer home? Read or present in your own words the following description: Lieutenant Lars Kurt Wagner is gone, disappeared, almost as if he had dissolved into thin air. For the last two weeks you’ve searched the entire city, trodden every corner, and looked under every stone. He has disappeared not only for you, because all indications are that the city guard, who have been looking for him for months, have also not found any trace so far. As you are about to abandon your investigation, you hear an interesting rumor. You can’t find Wagner because he’s been away from the city for a long time! Bauer, a petty thief and smuggler who allegedly helped the lieutenant escape from the city, is probably hiding from the city guard in Biscotto Cantuccini’s boarding house. This of course comThe Old World: Grim and Perilous
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plicates the whole matter, because Cantuccini is a distrustful man, and known for his connections with Tilean racketeers. It may be hard to convince him to let you talk to Bauer. Before the PCs get down to business, they may want to first find out who Bauer and/or Cantuccini are. For each of these, the PCs can perform an Average (kk) Streetwise check. Bauer - success in this check will allow the PCs to find out that Bauer has repeatedly smuggled wanted criminals through the city walls. As a result, he has been wanted by the city guard for some time. The guards know perfectly well that he is hiding at the Cantuccini’s house, but they
don’t want to mess with the Tileans. aa - The PCs will learn that Bauer lives on the top floor. hhh or d - Someone tells Bauer that the PCs are asking about him. Move the threat indicator Bauer escapes! 1 point forward. Cantuccini - success in this check will allow PCs to find out that Cantuccini is very well paid by Tilean racketeers, so he is almost incorruptible, and has several thugs that protect him. aa - a rumor reaches the PCs that Cantuccini has a lover (it will reveal his weakness - Disloyalty).
Threat indicator ‘Bauer escapes!’ Prepare a 6-segment indicator and mark activators on segments 3 and 6. The status of the indicator should be visible to players. Move the indicator…
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1 point forward when during the inquiry about Bauer the PCs get hhh or d.
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2 points forward if the PCs fail to convince Cantuccini to let them into Bauer’s room (or, for example, there was a fight with the thugs)
The indicator will be relevant during Act II. Reaching the activators has the following (onetime) effects:
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2 points forward in each round of pursuit of Bauer in which no PC scored more successes than Bauer in the Athletics or Coordination check (see the Pursuit section, Act II).
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1 point forward if, during the pursuit of Bauer, Athletics or Coordination checks of one of the PCs generates h. You can use up to 2 h during this chapter.
Segment 3: Bauer jumps through a window into an abandoned building. After landing, he presses against the crumbling wall, knocking it over on the PCs chasing him. All the PCs taking part in the pursuit must perform a Hard (kkk) Coordination check jas an Out of Turn Incidental or suffer 3 wounds. Segment 6: Bauer opens the roof hatch and slides into the building. This will end the pursuit. Go to the section What goes around.
0 1 2 3 4 5 Cantuccini’s boarding house You can find it in one of the poorer districts of the city. It is a tall, three-story building in terrible condition. Boarded up windows, barely hinged doors and a group of thugs al-
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1 point back if, during the pursuit of Bauer, the Athletics or Coordination check of one of the PCs generates t. The PCs can only use 1 t during this chapter.
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ways standing in front of the entrance do not encourage visitors. When the PCs go inside, they will see 3 thugs and a thin, bald and wrinkled Tilean - Cantuccini. The whole group is sitting at the table next to the stairs, playing cards. Cantuccini stands up and grumpily asks what they want.
The PCs now have a few options: •
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Try to convince or trick Cantuccini into letting them into Bauer - go to the section The easy way. Try to break through by force. Cantuccini will run upstairs and his goons will block the stairs. The PCs must break through this group. In the next round, two more groups of two thugs will join the fight - one will run from the yard, the other will run down the stairs. Bauer will hear the commotion and flee out of the window. Move the threat indicator Bauer escapes! 2 points forward. Watch the boarding house. This is a rather bad idea. Neither Bauer nor Cantuccini will poke their noses out of the building. There will always be at least a few thugs with them. If the PCs were very stubborn, the city guard or local thugs might be interested in them.
The easy way It is quite simple to convince Cantuccini. He doesn’t really care about Bauer, especially if the PCs really reassure him that they just want to
talk. It will be good to use the rules of social encounters in this scene (see Structuring Social Encounter, Genesys Core Rulebook, page 118). Objective: Only Cantuccini will be actively involved in this scene. He will try to convince the PCs that their little investigation may not be to the liking of the underworld and they’d better let it go. Compromise: Not possible in this scene. Capitulation: When Cantuccini’s strain exceeds the threshold, he will agree to let the PCs upstairs to Bauer’s room. However, he will send two thugs with them as he must be sure that they will not hurt Bauer. Modifiers: Remember that Cantuccini is very difficult to bribe – the PCs add jj to Negotiation checks. Cantuccini is also extremely sensitive to the point of his weakness - Disloyalty. Using it during this encounter not only adds j to the PCs check, but also increases the strain suffered by Cantuccini by the value of the rating of the characteristic used by the PC in that check.
Act II: Run! When the PCs enter Bauer’s room, they will find only four empty walls and an open window. Bauer is running over the rooftops!
Pursuit If the PCs decide to go after him, the pursuit will last 3 rounds. In each round, both Bauer and the PCs must perform an Average (kk) Athletics or Coordination check. Compare the number of successes achieved by each PC with that of Bauer. If no one gets more successes than Bauer, move the threat indicator Bauer escapes! 2 points forward. If the indicator reaches segment 6, end the pursuit and proceed to the What goes around section. If the indicator is not full after 3 rounds, the PCs manage to capture Bauer.
What goes around If Bauer escapes from the PCs, they can follow him to the building where he is hiding. In this situation, they will find Bauer with a group of thugs. There will be two opponents The Old World: Grim and Perilous
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for each PC. Bauer himself will not take part in the fight and will surrender as soon as his buddies are defeated. Alternatively, if the PCs are reluctant to get inside (or, for example, they did not chase Bauer at all), he will try to ambush them with his thugs.
What if the PCs are defeated? The fight should be fairly easy, but if the PCs are defeated, Bauer would be happy to find out the reason he was chased. Play Act III as planned.
Act III: You should have said that in the first place! When the PCs can finally have a word with Bauer and reveal that they are looking for Lieutenant Wagner, he will be surprised at first, and after a while he will laugh and say: You should have said that in the first place. Ye, I helped Wagner sneak out of town. And you know what? I’ll tell you where he is. Not because I want to help you, but because he deceived me. He was supposed to send a man with the
Threat indicator ‘Staff reluctance’ Prepare a 12-segment indicator and mark the activators on segments 4, 6 and 12. The status of the indicator should be visible to players. Move the indicator… • • • • • • • • • • • •
2 points forward whenever intervention of the bouncer Jurgen is required. 4 points forward if the PCs openly admit that they are looking for Wagner. 1 point forward if the PCs insist that they want to buy Kemperbad brandy. 2 points forward, if the PCs will undermine the words of Dora or Mug. 2 points forward if the PCs don’t accept Greta’s poisoned beer. 3 points forward if the PCs notice the poison in the meal and advise the staff about it. 2 points forward if Mug asks Feldfebel to talk with the PCs and he finds them dangerous. (see Segment 6 and A couple questions…). 3 points forward if the PCs find an abandoned sawmill on their own and someone notices them there. 1 point forward, if the PCs ask about the waste pit. 1 point forward, if the PCs invite Ilza to their table. 1 point forward for h generated on a PC’s check. You may spend up to 3 h in this chapter 3 points backward, if the PCs show compassion and understanding to Mug when
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he tells about captivity in the hands of the goblins. • 1 point backward for t generated by a PC’s check. The PCs can spend a total of up to 3 t in this chapter. The indicator remains active until the end of chapter 2. Reaching the activators has the following (one-time) effects: Segment 4: Greta will bring the PCs a meal or beer with a drug, the so-called ‘nightcap’ (page 21). It is ideal to link this with the PCs’ conflict with Stallion and Nordi (page 18). Greta will then explain that the beer is at the inn’s expense as an apology. If this scene already happened, Greta might just serve regular beer or meals ordered by the PCs or (if they didn’t order anything) bring them ‘by mistake’. Segment 6: Mug concerned about PCs’ actions will ask Feldfebel to ‘check’ them. Feldfebel would do this in his usual manner, asking the PCs bluntly and unpleasantly who they are and for what purpose they have come to the inn. Someone from the PCs party can perform an opposed Hard (lkk) Charm check, to calm him down. A failed check means that Feldfebel considers the PCs to be potentially dangerous. Segment 12: The Circle realizes the threat the PCs pose and decides to deal with them in the morning. During the kidnapping of the ‘Baron’ (Act II: Night of blood) an additional assassin, Valka, is sent to deal with the Player Characters if they cause any problems.
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money to me within a week, but of course, for almost a month, no one has shown up. Let Ranald kick my ass for trusting him! He’s holed up in a roadside inn that belongs to his friend from the army, I think they
called him Mug. And the name of the inn something like that, the ... ‘Mug of Ale’ or ‘Mug of Beer’... You got what you wanted, now bust off.
Chapter 2: Gambits and castling In this chapter, the PCs come to the ‘Mug of Beer’ inn in search of Wagner. Although the inn’s staff are friendly and hospitable, they hide a dark secret in which Lieutenant Wagner is also involved. The job of the PCs in this chapter is to learn as much as possible without drawing too much attention to themselves - if the Circle members find out that the PCs may be a threat to their interests, they will try to react appropriately. Use the Staff Reluctance threat indicator to track the threat that PCs pose to the Circle.
wood. The floor is clean and there is a fire in the fireplace. There is a pleasant smell of food in the air. On a small table sits a basin and a jug of water with a clean towel hanging next to it. There are several heavy tables in the central part of the room. Around them are benches and low, three-legged stools. Some of them are already occupied by a group of travelers quietly eating a meal.
Act 1: Guests, guests… Read or present in your own words the following description: Gray clouds glide low, rolling across the sky with strong gusts of autumn wind. It is early afternoon when you reach the ‘Mug of Beer’ inn. It is a magnificent two-story building with a whitewashed facade. There are several farm buildings around the main yard, including a coach house and a stable. The whole area is surrounded by a high wooden palisade. If your information is correct, Wagner is here, hiding at his old friend’s place. A pleasant smell of home-made food wafts out of the inn. At the entrance, sitting on a large chest, is a young ogre who keeps an eye on customers. He jumps up when he sees you and looks you over from top to bottom. He has a deadly serious face, flexes his muscles and tries very hard to look threatening. A large brass key hangs from a string around his neck. - Welcome to the ‘Mug of Beer’! There is a coat rack he says pointing to the niche to the left of the entrance - If you want to rent a room, talk to Mug... You’ll always find him behind the bar, but... he isn’t there now. That’s weird, he’s usually there. Never mind, his daughters are there. Talk to them, best with Dora...
The “Mug of Beer” Inn Main hall [1]
Jurgen: ogre guard Keywords: huge, slow, vigilant, wordy (for an ogre!) Available information: Jurgen knows nothing about the Circle, and he hasn’t heard of Wagner. Clues: The PCs’ attention may be drawn to Jurgen’s storage chest and the large key around his neck. Unfortunately for them, there are merely a few shillings in the chest and clothes that only fit the ogre. Role in the adventure: Jurgen takes his job very seriously and keeps the peace at the inn diligently. He made it a point of honor to watch over the girls working here - any harassment from customers is met with his immediate and decisive reaction. Remember that any intervention by Jurgen moves the Staff Reluctance indicator 2 points forward.
the interior makes a pleasant impression. It’s warm and dry. The walls are paneled with dark The Old World: Grim and Perilous
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Other guests There are two coachmen and four travelers who arrived on the same stagecoach. They have not noticed anything suspicious so far, and when the PCs arrive at the inn they are already under the influence of the ‘nightcap’. (see Nightcap page 21). If nothing stops them, they will go to bed early. They will serve as a background, but you can use them to draw attention to clues if the PCs have overlooked them. Gunnar and Hunz - coachmen. They are already very tipsy and in a good mood. They are happy to play cards, betting up to 4 shillings. They’re pretty good players, so you’ll need an opposed Cool vs Cool (lk) check to defeat them. Estella Callo - artist from Estalia. She speaks very poor Reikspiel, so when asked she will try to make up for it with gesticulation. Rawi Loudfoot - the halfling, deals with the protection of property, as he may say himself. On the way to the elders’ rally in the Moot. Maria and Adolf Bolger - simple craftsmen from a small town. For the first time on a trip to a big city, they are heading to Adolf’s aunt’s funeral. They are clearly nervous and not very eager to talk.
Hint: If someone from the PCs decides to look behind the bar, a successful Average (kk) Perception check will reveal a bottle of Kemperbad brandy. a will help to remind the PC that it has a reputation for being the best in the world. If someone from the party wants to buy it, the staff will refuse to sell it the drink is very expensive and the host keeps it for only one special guest - a former friend from the company (Lieutenant Wagner). If the PCs insist, move the Staff reluctance indicator 1 point forward.
Dora, Greta and Dora’s stall Behind the counter are two young women, too similar to one another to dispel any doubt that they are sisters. One, probably the older, polishes a pewter cup with enthusiasm and reverence. The other lazily wipes the bar with a cloth. On the top there is a large wicker basket full of various small items.
Bar [2]
Clue: A card with the words ‘Dora’s stall’ is pinned to the basket. ‘All for a shilling’ The PCs will quickly notice that all items are used and slightly worn. Useful things can be found here: a razor, a bone comb, a folding knife with a jagged blade, a tin snuff box or a flask. However, the jewelry is what can be found the most: copper signets and earrings, bracelets woven from a coloured string, pendants with arrowheads and boar’s fangs.
The bar is a solid, heavy piece of furniture made of dark boards. Above it in a place of honor, hands a black and white military penance with the symbol of an eight pointed star.
Hint: A successful Average (kk) Crafts check shows that the items are of rather poor quality. a - that they are almost exclusively intended for men.
Clue: When talking to anyone in this group, a successful Average (kk) Vigilance check will reveal that they appear sleepy and that their speech is somewhat slow. When asked about it, they claim it is due to their long journey.
Clue: Among these trinkets, there is one thing that stands out - the only one with such a characteristic feature as initials. You can see that it was made by a complete amateur. It is a heart-shaped pendant cut from a piece of dark wood. Letters are engraved on it: IM+JK. Hint: A successful Hard (kkk) Knowledge (Academic) check (or Average (kk) if the character has Expert Knowledge for History, Heraldry, Military or similar) will reveal that it is a symbol of the elite mercenary unit of Albert von Waldenstein’s Volunteer Foot Regiment, which is famous for bravery, discipline and ruthlessness. aa lets PCs recall the squad’s motto: One array! One line! One circle!
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Conversation with Dora If none of the PCs spoke to the girls, Dora herself will approach to greet the new guests. She will ask about the room and the meal, and will verify the PCs (see Dora, CLUES section). She can also answer a few questions, and if the PCs are not interested in her stall, she will suggest that they see it (see Dora’s Stall).
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When asked about her father, she replies: Papa went outside. He’ll be back soon. He loves the guests, so he will definitely greet you.
•
When asked about the pennant above the bar: it is a memento of my father from the army. Papa served as a youth in an elite regiment under the orders of the famous Albert von Waldenstein. This pennant is their sign. It’s from the pike papa used for fighting. If you want to know more, please ask my father. He loves to tell stories from the army.
•
When asked about Wagner: I’ve never heard of someone like this, but we have a lot of guests. Remember that openly asking for Wagner moves the Staff reluctance indicator 4 points forward.
•
When asked about the items in the stall: These are the things that broke travelers have left as a pledge in exchange for a mug of beer. My father laughed at this idea, but it works. Few actually return after a few days to pay the amount due and recover the property. Most of
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called him Skillet. Jacob made it himself many years ago. Although if you think about it now, someone had to help him, because I don’t think Skillet can write. •
Dora Humpen: maid, human Keywords: Hardworking, polite, loyal, good soul Role in the adventure: Dora will probably be the first person the PCs will talk to after entering the inn. In addition to verifying whether the PCs are initiated into the circle, she will offer them a meal and a room. She is pleasant and polite. In a crisis, she will protect her father at all costs. Available informations: Dora knows perfectly well what her father does, but she won’t even say a word until she realizes that the PCs can help her family. She knows where Lieutenant Wagner is imprisoned and tries to care for him. It was she who sent Wagner’s letter to the ‘Baron’. She can also answer a few questions, and if the PCs are not interested in her stall themselves, she will suggest that they see it (see Dora’s stall) Clues: Dora verifies whether the customers coming to the inn are initiates of the Circle. When talking to each new visitor she makes a secret gesture, and if she receives a reply, also gives the password while waiting for a response (see Circle, Gesture and Password). The PCs can observe this several times (when the PCs, the ‘Baron’, and Richard and his companions arrive respectively). Hints: If someone from the PCs responds with the right gesture but does not provide the password, Dora will be surprised. A successful Average (kk) Vigilance check will let the PCs see this. Dora will dodge all questions about this.
our customers, however, never come back to us. Out of decency I wait a few days, before I put them up for sale. In fact, at least some of these items are sundries that fallen pit-fighters had with them at the time of their death. •
14
When asked about the pendant with initials: Oh, you noticed. Skillet… I mean Jacob left it with us. He didn’t have one ear, so we all The Circle
When asked about Skillet: Skillet was our bouncer until recently. Last month he decided to leave looking for adventure and riches. Papa advised him against it, but Skillet would not listen to him. He exchanged this pendant for a pint of ale... Eh, that’s a shame. In fact, like the other unfortunates, Skillet was stuffed with drugs and put in an arena where he was killed by some bloodthirsty customer.
Kitchen [3] The entrance to the kitchen is closely guarded by the staff of the inn. Getting there will require you to find an excuse (Hard (lkk) Deception check) or wait for the right moment to slip inside (Hard (kkk) Stealth check). In the kitchen you can find many delicacies and kitchen utensils: pots, pans, knives, etc. There is a hatch in the floor leading to the basement, locked with a large padlock (Daunting (kkkk) Skulduggery check). There is a door leading from the kitchen to the court - it’s locked. (Average (kk) Skulduggery check). The keys to both are on the Mug. Stealing the keys is very difficult (Daunting (kkkk) Skulduggery check).
Stairs to the First Floor [4] Simple, wooden stairs leading to the rooms on the first floor.
Chamber [5] Here the Humpen family keeps their belongings. The chests and wardrobes contain the clothes of the whole family. Wooden stairs lead from here to the attic where Greta and Dora sleep (1st Floor, rooms 8 and 9).
Basement The basement consists of two chambers. In the first of the chambers [1] there are supplies, barrels with wine, beer, bags of porridge, potatoes, etc. Hint: A successful Hard (kkk) Perception check will reveal the second chamber of the basement hidden behind empty barrels [2].
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they themselves will be far from the demon, the Circle and all the associated dangers.
Greta Humpen: maid, human Keywords: Tired, apathetic, forcefully polite Role in the Adventure: Greta’s role is small. Most of the time, the girl wanders around the inn, serving customers and acting busy. However, she has one larger role to play (see Events - Save Greta). Available information: Like Dora, Greta knows very well what her father does and handles it even worse than her sister. To kill her remorse, she constantly takes the ‘nightcap’. It makes her sleepy and apathetic - she only talks to clients when she has to. Clues: The first time the PCs meet Greta (probably when she’s serving them dinner or showing them the rooms), they will notice that she looks confused, as if pulled out of a deep sleep. Hints: A successful Hard (kkk) Medicine check will let the PCs realize that it is probably an effect of intoxication. If you ask Greta about it, she will try to change the subject.
During the day: In the second chamber, closed with a solid, very complicated lock (Formidable (kkkkk) Skulduggery check) lieutenant Wagner is imprisoned. He is badly injured and intoxicated with the constantly administered ‘nightcap’ and doesn’t want to be moved from his cell. In case the PCs confront the innkeeper after finding Wagner, he will understand that he has nothing to lose and will rush into the fight, calling everyone present at the inn for help. If the PCs are defeated, go to the chapter In Chains (Act III: The Circle). If the PCs managed to free Wagner and lead him out of the inn at this stage of the adventure, they deserve their success! In this situation, they will soon hear rumors of a terrible massacre that happened at the inn. However,
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By night: JIf the PCs find the basement at night, Wagner will be gone (he has already been taken to the arena). However, the handcuffs, chamberpot, and food scraps will remain - clear signs that someone has been held here. There are some strange marks on the walls, freshly scratched. A successful Hard (kkk) Knowledge (Chaos) check (lower the difficulty by 1 if the character has the Expert Knowledge talent for demons) will allow the PCs to find out that this is most likely a transcription of a demonic language. The characters form the unpronounceable word Myaeh’Tec.
Rooms on the first floor On the first floor there are four private rooms [3-6] and a common room [7] where the passengers from the stagecoach and the coachmen are staying. One of the rooms (you decide which one) is rented by Nordi and Stallion (their descriptions can be found on page 20), the other one will be taken by the ‘Baron’ and the final two are vacant. If the PCs decide to eavesdrop on Nordi and Stallion through the door, all they will hear is Stallion’s chatter about his beloved Andrea, their plans for marriage, a bunch of children, etc.
Other buildings Outside in the yard, there are a goat pen [5], a rick [6] and a chicken coom [7]. At the back of the inn next to the vegetable garden [9] there is an outhouse [10] and then a small shed made of boards [11]. There are some garden tools inside and a barrel full of lime. Behind the vegetable garden there is a long flowerbed and at its end a hole has recently been dug. The shovel is stuck in the pile of soil next to it. Clue: The hole is quite deep but empty. If the PCs ask someone from the staff about it, they will hear that it is a garbage pit. This will also result in moving the Staff reluctance indicator by one segment forward. Similarly, if the PCs’ suspicions are raised by a barrel of lime standing in the shed. Lime is used to whitewash the walls, poured inside the outhouse and into the waste pits to alleviate the stench. In fact, the pit is a mass grave prepared in advance, and the lime accelerates the decomposition pro-
cess and dries the corpses. If the PCs had taken the trouble to dig up the flowerbed and the vegetable garden, they would have found the remains of a dozen or so humans, dwarves, as well as green-skins and dogs. Mug buries the bodies of those that die in the arena here, as he fears that burying them outside the inn could attract wild animals.
Coach house [2] This is a wide and tall building covered with shingles. Inside is a stagecoach belonging to a local coaching line.
Forge [3] A shed attached to the wall of the coach house. The furnace with a high chimney has long since gone out and the anvil, hammers and tongs are covered with rust. Hint: There are several large, empty cages in the corner of the room. In each of them there is a wooden bowl and a lot of animal excrement.
Stables [4] Two-storey shingled building. There is a space under the roof where the hay is stored. Downstairs there are stalls for horses. At the moment, there are four horses (five if the ‘Baron’ has already arrived - see the rest of the adventure). You can also find here the tools necessary for horse care: combs, saddlebags, oats, rugs, etc. From the stable there is a passage to the coach house.
Woodshed [8] A lean-to woodshed connected to the wall of the stable. A lot of firewood has been stored here. In addition, there is a stump with an axe stuck in it and several saws of different sizes.
L.K. Wagner: a mercenary lieutenant, human Keywords: Skinny, shaky, on the verge of madness. Role in the Adventure: The whole story revolves around the search for Wagner! Besides being able to find him in the basement, Wagner reappears in Act III, where he is once again forced to fight in the arena. However, this time he can get his revenge by summoning a demon. Available information: Wagner knows exactly what is happening in the inn and in the arena. He is the only one who is also aware of the demon and his plans lurking on the border of the worlds, but he will not reveal anything to anyone. He is counting on the fact that he will take revenge on the Circle through the demon. Clues: Once found, Wagner is shaken and distressed, but doesn’t want to leave his cell until evening. He will explain to the PCs that he has something very important to do and that the best thing for them is to wait in their room until the inn is closed and then go to the sawmill hidden in the forest. Wagner is afraid that the PCs could thwart his revenge plan, so he will try to disclose as little as possible to them.
Rear gate [12]
Events
Padlocked (Hard (kkk) Skulduggery check to open). It opens onto the path leading to the sawmill (page 28). Clue: You can see that it is used very often.
This section describes the events that will happen at the inn during chapter two. It is best to introduce them in the order described below, but nothing prevents you from adjusting the chronology of events to better fit with the actions of the Player Characters. The PCs should participate in, (or at least witness) most of the situations described here. However, if for some reason this is not possible, these situations will
Hint: Average (kk) Crafts check will show that hinges are freshly oiled.
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Circle, Gesture and Password The Circle is the general name of all initiates, both organizers and participants of the fights. A characteristic feature of all members of the Circle is great respect for the pennant. Everyone salutes it with their right hand as they enter or exit the inn. The PCs may observe this gesture and start imitating it, but it may be perceived as disrespectful from those who did not serve with the company. People can join the Circle only by invitation from another of its members. The inn’s staff recognizes new invitees through two-step verification. First, they must show the circle symbol formed by the index fingers and thumb. The password and response are the second step in customer verification. They are used on people who have passed through the first step. The four key words (Stilwoche, Kemperbad, Schaffenfest, Bögenhafen) should be woven carefully into each reply, so that it resembles a normal conversation. Staff: Don’t we know each other by any chance? Have you been here before? Customer: I suppose we met last year during the Stilwoche in Kemperbad? Staff: Impossible. I have never been there. Customer: Maybe at the Schaffenfest in Bögenhafen. Throughout this adventure, the PCs may encounter the following members of the Circle: Udo “Mug” Humpen – innkeeper and organizer Zygfryd „Feldfebel” Fleischer (and all his people) the second organizer Nordi Sudiden - a merchant Robert “Ogier” Weppner - a pugilist Valka - an assassin Richard and his comrades - new members, therefore they do not salute the pennant. Note! Although Dora and Greta are privy to the activities of the Circle, they are not considered members.
still happen, and the PCs will simply be confronted with their consequences. You will find a table summarizing the events at the end of this scenario (page 35).
They call me ‘Mug’! When? Ideally, right after the PCs conversation with Dora. What? PCs meet Mug, the innkeeper and one of the antagonists of the story. Description: Udo ‘Mug’ Humpen will enter through the kitchen and will be happy to see new guests. Before he comes to their table, he will stop for a moment in front of the bar, look at the pennant and salute it by raising his right hand to his temple. ‘It’s a pleasure to welcome you’ he exclaims cheerfully, bowing to the characters. ‘I hope my daughters have looked after you in my absence. Let me sit down!’ Mug will happily take a few moments to meet the PCs, exchange rumors and stories. When the topics are exhausted, he will apologize and head into the kitchen. He will come back several times, welcoming new guests and looking after things at the inn.
Misunderstanding When? Soon after the conversation with Mug. However, you can postpone this event any time you feel that your PCs need a little bit of variety. What? PCs have a small dispute with Stallion and Nordi - two members of the Circle. Description: Two men are coming down the stairs, stomping loudly - a red-haired dwarf and a black-haired young man with the appearance of a bully. As they pass the PCs table they glance indifferently. They will turn to the bar and nod their heads in front of the pennant. After a while, the young man will turn back towards the PCs and will start ostentatiously looking at one of them - the biggest and/or strongest - while pushing his jaw forward. ‘Hey, is that you?’ he will ask, mumbling. ‘So, I’m seeing you tonight, right? Hey, I’m talking to you! Are you deaf?! What? You can’t see me? Get up! Come on, let’s go outside and fix this right now.’ ‘Come on, Stallion,’ the dwarf interrupts.’ Save your strength for the evening. Pardon me, my friend is a bit boozed up today.’
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Available information: Mug is one of the two organizers of the Circle and is responsible for the bloody battles in the sawmill. It is also he who imprisons Wagner in the basement of the inn. Clues: During the conversation with Mug, the PCs should notice large, oval scars on the hands of the innkeeper. When asked about it, Mug will answer: It’s because those damn, green-skinned devils! Goblins, I mean, from the Crooked Nose clan. When I was young, I fought these scavengers under the orders of Colonel Albert von Waldenstein himself. In a war, they say, three things are needed: money, money, and more money. Luck is also useful, and I ran out of it one day. Eh, I’ll tell you about it another time.
Udo ‘Mug’ Humpen: innkeeper, human Keywords: Joyful, jovial, hearty, good soul Role in the Adventure: Mug is one of the two main antagonists of the story. However, you should present him as a cheerful, hearty and jovial man, always willing to talk and an excellent confidant. He will be happy to entertain the PCs with stories, especially from the army times. He will tell you how in his youth he served in the Albert Waldenstein Volunteer Regiment - an elite unit of mercenaries, famous for its bravery and discipline. The pennant hanging over the bar is a memento of those times. Mug carried it on his pike and he will gladly tell you what it means: it is a symbol called the Circle. It refers to the coat of arms of the von Waldenstein family - an eight-pointed star on a black and white chessboard. He claims that the military was a forge of character and a wonderful adventure that every man should experience.
‘Okay, okay’ Stallion hesitates for a moment, waiting for the PCs’ reaction. He will let it go if the PCs don’t behave provocatively ‘You’re right, Nordi. I’ll do it for Andrea.’ ‘Come on Stallion, let’s have a beer.’ If the PCs won’t be provoked by Stallion’s behavior, the matter will blow over. If they seek confrontation, Nordi will act as a mediator, but his patience is limited. In the event of a fight, the PCs will have two experienced fighters against them, backed by the bouncer Jurgen and the rest of the staff - of course, they too will insist on a friendly end to the feud. As a last resort, Mug himself will enter the action, and he will tell everyone to calm down or threaten to throw them out of the inn. Remember that Jurgen’s intervention moves the Staff reluctance indicator by 2 segments.
If PCs kindly press on, Mug will reveal that he was once - together with a few companions - in goblin captivity. The creatures ambushed them while they were on patrol. Most of the soldiers were killed on the spot, but the survivors were dragged to a goblin camp, where... When the conversation turns to this topic, the innkeeper’s face will change abruptly. He will pale, his forehead will be wet with cold sweat, and his eyes will go blank and distant. This state will last only a moment, Mug will shake off it soon, but he will noticeably lose his humor and his timbre of voice will become gloomy: - These green-skinned devils decided to sacrifice us to their bloodthirsty gods. They nailed us to the poles of torment and wanted to tear our hearts out of our chests... but there is nothing to talk about. The bottom line was that we were rescued quickly and everyone went home. Well, almost everyone… Hints: Average (kk) Medicine check will reveal that the scars look like his hands have been pierced right through with nails.
It’s as an apology! When? When the threat indicator Staff reluctance reaches segment 4. Ideally, this event should occur shortly after the Misunderstanding event. What? PCs are given a beer or a meal that is seasoned with the nightcap drug. Description: Greta approaches the PCs carrying a tray in her hand with a few glasses of foamed, light beer on it. The girl places the mugs in front of the PCs, trying to smile encouragingly - unfortunately, she does not do it well. ‘Dear guests’ she will say sluggishly ‘please also accept our apologies for this fuss... we would be terribly ashamed if something happened to you under our roof. This is for you, from my father. Drink to his health’.
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Nordi: a merchant, dwarf Keywords: Serious, strict, good negotiator Role in the adventure: Nordi is the promotor of Stallion and has been working with the Circle for a long time, inviting new members and bringing slaves to the arena. He is an ex-soldier and has been longing for bloodshed for some time. That night, he himself is to fight in the arena and, if not stopped, he will kill Lieutenant Wagner. Available information: He was invited to the Circle by Feldfebel. He knows the organizational structure of the Circle and all its members. However, he comes to the inn almost only on the nights of the bloody games, so he knows nothing about Wagner or the fact that he will have to fight him in the arena. Hints: If the PCs try to eavesdrop on Nordi’s conversation at the bar, an Average (kk) Perception check + j will let them hear Nordi reassure Stallion that his opponent is a complete amateur, and both of them are earning easy money, which will finally allow Stallion to propose to Andrea.
Each PC receives one dose of nightcap, but extremely inquisitive or rowdy characters, even three or four! In a situation where the Misunderstanding has not yet happened or it has been a long time since it has passed, the ‘nightcap’ will be added to any order, and if the PCs have not ordered anything, Greta will pretend to have served the PCs beer by mistake and insist on them drinking it. ‘I’m sorry, I guess it was supposed to be for another client... But since I made the mistake, it will be at our expense. Please help yourself’ If the PCs refuse the beer, move the Staff reluctance indicator 2 points forward, and if they see traces of the drug and complain to the staff, 3 points forward.
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Robert ‘Stallion’ Weppner: a pugilist, human Keywords: ple-hearted
Short-fused, hot-blooded, sim-
Role in the adventure: Stallion works with Nordi, who helps him develop his career as a pugilist and thus earn the money he needs to marry his beloved Andrea. Apart from a single dispute, he will not interact with the PCs on his own initiative. In the finale of the adventure, the PCs can witness his fight with another pugilist. Available information: He was invited to the Circle by Feldfebel. He is not particularly interested in anything other than money and beating his opponents to a pulp in the arena, but he knows the organizers by sight. He has no idea who Wagner is.
Feldfebel enters When? At any time between the conversation with the innkeeper (They call me Mug!), and the arrival of Ilza Knoch (In search of Skillet). What? The PCs will meet the second of the antagonists - Feldfebel. They can also get a look at his people. Description: Through the window the PCs can see a stagecoach driving towards the inn. An Average (kk) Perception check will let them notice that the carriage is loaded with people and its windows are barred. Upon arrival, four people disembark and shortly enter the inn. Among the group is a fat, bald man in an expensive coat with a large fur collar and
a large hat decorated with white feathers (this is a Feldfebel) and three thugs in black overalls. Jurgen takes a bow and asks no questions. Feldfebel goes to the bar and salutes the pennant. At the sight of him, the innkeeper smiles, shouting ‘Feldfebel!’ Finally, you came, you old bastard!’ They greet each other with a strong handshake and quietly exchange a few words. Hint: Hard (kkk) Perception check will let PCs hear how Mug says that almost everything is ready for the evening. At these words, Feldfebel makes a gesture towards one of his men who immediately leaves the inn, gets into the carriage and drives away. Regardless of the success achieved, aa will let them hear Feldfebel reply that he feel sorry for Wagner, but it’s his own fault. Then Feldfebel turns towards the entrance and sits down heavily at the table with his bodyguards. He snaps his fingers nonchalantly - in an instant, Dora appears next to him. The girl humbly listens to the order and rushes to the kitchen. ‘Oh, it’s started’ Greta sighs heavily. ‘Guests, guests... eight days a week.’
A couple questions… When? After the event Feldfebel enters, when the Staff reluctance indicator reaches segment 6.
Nightcap The ‘nightcap’ is an herbal sleeping aid with a delicate smell and taste. A single dose is undetectable in the food, and after taking it the character must perform an Average (kk) Resilience check or they will feel sleepy and receive j for all checks by the end of the day. hhh or d means additionally lowering the strain threshold by 2 until the end of the adventure. Feeling sleepy is very natural and it is easily attributed to the result of a long journey. Larger doses can be detected, starting with Formidable (kkkkk) Vigilance check for two doses minus k for each subsequent dose. But it takes aa to realize that it is a drug. Consecutive doses also increase the strength of the ‘nightcap’ increase the difficulty of the Resilience check by k for each dose beyond the first. The innkeeper does not want to poison anyone, the ‘nightcap’ works slowly and is to ensure that troublesome guests go to bed politely and do not hang around the common areas on the night of the games. It also helps Feldfebel’s men kidnap some lonely or inquisitive travelers to be later put in the arena.
Zygfryd „Feldfebel” Fleischer: a mercenary sergeant, human Keywords: Mean, sadistic, charismatic Role in the adventure: Feldfebel is the second antagonist of this adventure. He is the main inspirer of the Circle, and at the same time a sadist in love with the power he has over human life. After leaving the army, he recruited a group of young people who, thanks to violence and strict discipline, were trained to become fanatically devoted warriors. The only life that Feldfebel values is his own, so he will not hesitate to sacrifice everyone (including Mug) just to save himself. He understands the actions of the Circle can attract law enforcement and even witch hunters. Naive Mug is a perfect cover for him. Available information: Feldfebel knows everything about the Circle (except maybe how close it has come to the cult of Khorne). It was on his order that Mug has imprisoned Wagner and had previously kidnapped Skillet. Feldfebel’s men watch over the course of the fights in the arena and sometimes kidnap lonely travelers. Clues: Feldfebel has wounds on his hands identical to those of Mug. Hints: Average (kk) Medicine check will reveal that the scars look like the hands have been pierced right through with nails. However, Feldfebel will say nothing about them.
What? Feldfebel is asked by Mug to have a look at the PCs. Description: Mug will ask Feldfebel to have a look at the PCs. The latter will do it in his own style, saying to the PCs, ‘I don’t like you. Who are you anyway?’. He will try to interrogate in a very unpleasant way, trying to provoke the characters and judge whether they are dangerous. End the conversation with an Hard (llk) Charm or Deception check of one of The Old World: Grim and Perilous
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Feldfebel’s men Keywords: Quiet, vigilant, threatening, anonymous Role in the adventure: These people are Feldfebel’s protection and service. They also prepare the arena and secure it during the fights. Available information: Most of them know the rest of the Circle. They have seen Wagner in the arena but do not know his identity. Hints: If the PCs look closely at Feldfebel’s people, they can attempt an Average (kk) Perception check. A successful test will show that most of them have atypical scars and old wounds - cut ears, traces of cigar burns on the face, etc. These are traces of the disciplinary punishments imposed by Feldfebel. If asked about these injuries, the bodyguards will react with verbal aggression.
the characters (the one who talked the most), modifying the test depending on how the conversation proceeded and the difference in the characters’ social levels (Feldfebel’s social status is Middle Class). A failed test means that Feldfebel considers the PCs to be potentially dangerous - move the Staff reluctance indicator forward by 2 segments.
Follow that carriage! When? After the event Feldfebel enters. What? The PCs follow Feldfebel’s carriage. Perhaps they will discover the location of the sawmill. Description: Following the tracks left by the Feldfebel’s stagecoach will require a Average (kk) Survival check with a j for bad weather. A successful check will allow the PCs to follow the tracks to the sawmill. You will find a detailed description of the sawmill later in this adventure. Hint: There are several Feldfebel bodyguards on site preparing the arena and dogs, and a pugilist known as ‘Punder’, today’s rival for ‘Stallion’. He is sitting in the gatehouse in front of the sawmill gate, eating a sausage. If the PCs manage to talk to him, he cheerfully says, ‘I’m eating while I still have all my teeth. Ha! Ha!’, and when questioned he will quickly admit that he is a cattle thief, but Mr. Fleischer saved him
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The Circle
from death and gave him a perfect job - beating some fools. He knows nothing more and is here for the first time. The PCs can try to look inside - since there are a lot of people in the area, it will require Daunting (kkkk) Stealth check. A successful check will allow the PCs to see the arena, cages with dogs and ongoing preparations - Feldfebel’s people set up tables and chairs, roll in a huge beer barrel and pour fresh sand into the arena. If the test is unsuccessful and at this stage of the adventure, someone finds the PCs wandering near the sawmill, they will be politely but firmly asked to leave this place. Additionally, move the Staff reluctance indicator forward by 4 segments.
Save Greta! When? Anytime you see fit. You can skip this event entirely if the PCs are busy or do not need additional guidance.
What? Greta faints after taking too much of the “nightcap”. Description: With a long sigh, Greta falls to the inn’s floor, dropping the tray she is carrying. Clue: If the ‘Baron’ is already at the inn, he will be the first to help the girl - this creates a kind of crack in his guise as an arrogant nobleman. Hint: Greta will get up after a while, she didn’t take much damage. Instead, she lost her personal vial with the ‘nightcap’. Average (kk) Vigilance check will help noticing a small bottle rolling out of the girl’s pocket. Someone from the PC’s can pick it up unnoticed.
The ‘Baron’ arrives When? At any time between the conversation with the innkeeper (They call me Mug!), and the arrival of Ilza Knoch (In search of Skillet). What? ‘Baron’ Hans Sigmarion von Wrangel arrives at the inn. Description: Baron von Wrangel, because this is how he introduces himself immediately after entering the inn, surrounds himself with an unbearable aura of arrogance. He gives the impression of a blasé and mannered fop - a motley outfit, a monstrous curled wig, a powdered face with painted blushes and an inseparable lace handkerchief soaked in perfume, which the ‘Baron’ holds in his left hand so as not
ne. If questioned on this, he will explain it away by claiming he wanted to taste ‘adventurous life on the trail’. •
When Dora welcomes Hans and makes a secret gesture with her hand (see Circle, Gesture and Password), Hans will comment on it with a laugh, “What’s that?! Some kind of conspiracy? What are you showing me here? Or are they some secret signs of the dark gods? Ha! Ha! Ha!”. Although he pretends to be joking, he knows exactly what the gesture is for, and he wants to scare the members of the Circle by doing this.
•
In the book of poetry by Dietlef Sierck, which the ‘Baron’ carries with him all the time, Wagner’s letter is hidden, folded and repeatedly read (player’s handout No. 1). The chances that the PCs will find it at this stage of the adventure are small - the letter will return in Act III.
Hans Sigmarion von Wrangel: ‘Baron’, human Keywords: Loud, exalted, spoiled, nosy Role in the Adventure: The ‘‘Baron’s” job is to add color to the adventure. He will also be a fuse that should prompt the PCs to act - at night he will be kidnapped by Feldfebel’s men. Until then he will play the role of a spoiled nobleman, hoping that it will force the members of the Circle to act, and at the same time keep him safe. However, he will fail greatly! Available information: About a week ago, Hans received a letter from Wagner pleading for help. Because of this, he knows that illegal fights are taking place in the inn, that the customers are poisoned with drugs, and at least some of them end up in the arena. He also has some suspicions of unclean forces that may be involved in all of this. Clues: • When Hans arrives at the inn, the PCs will easily notice that he has come on horseback alo-
Hints: •
The PCs may perform a Hard (kkk) Knowledge (Academic) check (kk if the character has Expert Knowledge in Heraldry or Geography) to realize that they have never heard of the von Wrangel estates. ‘Baron’ might explain that these are vast lands ‘very far away.’
•
The PCs with Elite status or those with at least one rank in the Proper Upbringing talent can perform a Daunting (lkkk) Vigilance check. A successful check will make them realize that the ‘Baron’ is actually a very good impostor. If the PCs accuse him of cheating, he will laugh at them or ignore them, and as a last resort, he will ask for silence because “the matter does not concern you at all”. At this stage he will not confess the truth.
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Richard and his companions Keywords: Loud, depraved, naive Role in the adventure: Richard is to show the PCs what the introduction of new Circle members looks like, and that the ‘fame’ of the organization has come a little too far as even such people can join. Together with his company, he will also be used to introduce a bit of humor.
loud laughs. After a while, four, well-dressed, young people ente - three men and a woman. They are very amused and clearly tipsy. Clue: As Dora comes over to greet them and makes the secret gesture (see Circle, Gesture, and Password), one of them - Richard - turns to his companions with a triumphant smile, then gestures back. Dora smiles at him and says:
Available information: Richard knows very little - he got information about the Circle from a distant friend who convinced him that such an experience would make him a man. Richard finds all of this fun and doesn’t know what’s in store for him.
‘Maybe I can get you something to drink for starters? We have a great wine that Papa bought at the Shaffenfest in Bögenhafen.’
to smell the stench of the common people (By all gods, can a man stink like that?). He speaks - gives a speech actually - with a nasal accent, in a very exalted way. He is arrogant, but also charming in his own way. Often, he does not even realize that he offends someone - in his opinion, upstarts do not have feelings that an aristocrat can offend. From the threshold, he will announce to all those present that he has come here ‘to experience the life of an adventurer,’ and then he will sit down at one of the tables.
‘Forgive me, but I only drink Kemperbad! Preferably, one made during Stillwoche.’
Throughout his stay he will be loud and obnoxious, asking uncomfortable questions in a blunt manner, trying to enter forbidden places and expressing aloud any suspicions that were not directly expressed by the PCs. He will not eat or drink anything other than the Kemperbad brandy, the taste of which he knows perfectly well. If the staff refuse to sell it to him, he will demand it very loudly. ‘A delicious joke, miss, would I have something to eat here?! Ha! Ha! Ha! Then I would like a deer saddle with a roasted pumpkin. In cranberry sauce. You don’t have? What a surprise. A bottle of brandy, please. Not just any, Kemperbad! I saw a bottle under the bar. Nothing else here is fit to take in the mouth!’
Show your bravery When? At any time between the conversation with the innkeeper (They call me Mug!) and the arrival of Ilza Knoch (In search of Skillet). What? Richard and three of his companions arrive at the inn. Description: Horses can be heard neighing outside; the PCs will also hear dirty jokes and
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Richard will turn around again and wink at his company:
Dora nods and goes to inform her father of the initiates’ arrival. Meanwhile, Richard and his company are drinking and throwing around jokes. If asked, they will only give their first names. If the PCs (or the ‘Baron’) press, they will pretend to be drunk more than they really are and babble terrible nonsense. ‘We are Schmidt and we are siblings. We’re not alike? Our mommy was really slutty. Where are we from? From Kemperbad, of course! What do we do? We produce brandy. The best in the world, Kemperbad brandy. We do tasting, of course. Ha! Ha! That’s why we’re drinking beer today because we’re not at work!’
Feldfebel leaves When? After the event Feldfebel enters (and related events), and before the arrival of Ilza Knoch (In search of Skillet). What? Feldfebel finishes his meal and heads to the sawmill Description: This short event should ensure that Feldfebel will not meet Ilza Knoch. After finishing his meal, the man gets up and, assisted by his men, leaves the inn. Everything seems to be carefully planned because after a while his carriage arrives for him. The vehicle will take him and his men to the sawmill.
he admitted to her, only after the wedding, that his ear had been cut off by order of the commander - the man whom they called Feldfebel. It was a punishment for disobedience. Older soldiers told him later that he got away with only slight injuries. Jacob disappeared about a month ago. Mug claims that last month a group of travelers, the so-called adventurers, visited the inn. Apparently, they promised Jacob the moon if he went with them. He agreed, although everyone advised him against it. Ilza has no reason to disbelieve Mug’s words (she considers him a good man), but she has a hard time believing Jacob would be stupid enough. In fact, unlike Jurgen, Jacob had seen and heard far too much. Nor did he like the more frequent visits from Feldfebel, whom he hated. He naively shared his fears with Mug and ended up in the arena dazed by drugs. Now his body rests under the vegetable garden.
Ilza Knoch (née Meyer): a desperate widow, human Keywords: Determined, fearful, in mourning Role in the Adventure: Ilza’s main role is to reassure the PCs that something very, very bad is going on at the inn. She can also confirm Wagner’s presence at the inn.
Ilza often visits the inn, so when asked about Wagner, she will answer:: Yes! I saw him. Lieutenant Wagner, another of Mug’s friends from the company. He was here about two weeks ago. It seems they had a terrible fight about something, and soon after that he left.
available Information: Ilza knows that Feldfebel is a cruel tyrant who mistreated her husband in the company. She also knows that Feldfebel is friends with Mug, although he has appeared at the inn rather recently (several weeks ago).
Hints: If someone from the PCs is watching Ilza, they will notice that she has an almost identical pendant around her neck as the one from Dora’s stall (if the PCs looked there). If the PCs show Ilza the pendant, she will go pale and speechless. A sudden shock will flicker over her face, and when she regains clarity of mind, she whispers: Jacob could have abandoned me, but he would never have left this! His beloved grandmother made them for us. These Feldfebel’s people are more dangerous than I thought. You’d better lock yourselves up in a room and don’t stick your nose out. My brother is a road warden, I will return here in the morning with his company. He’s not going to tell me anymore that I’m crazy.
Clues: During the conversation (with the PCs or overheard), Ilza will mention that she is looking for her husband. Jacob „Skillet” Knoch worked here - in the „Mug of Beer” - as a bouncer. In his youth, before they got engaged, he enlisted in the Waldenstein regiment. He believed that he would come back as rich as Mug. Unfortunately, he came back changed, gloomy, aggressive and mutilated. First he claimed to have lost his ear in a fight. Then
In search of Skillet When? It should be the last event of this act. What? Ilza Knoch sneaks in just before the inn’s gates close. Despite the objections of the bouncer, she tries to ask the guests about her husband’s fate. Description: Jurgen announces that it is almost night time - they will soon be closing the gates and suggests the guests retire to bed. At this point, the last of today’s guests - Ilza - will pass by him. From the entrance she will start asking all the guests whether they have seen her husband Jacob Knoch, known as Skillet. The bouncer Jurgen will try to show her out, saying aloud: ‘You come here every day and bug the customers! Go home, we’re closing now!’ The PCs can stand up to Jurgen and invite Ilza to
the table. Jurgen will object, but eventually he will sigh: ‘You’ll regret it but as you wish. I’m closing in 10 minutes and she’d better be gone by then.’ In this situation move the Staff reluctance indicator by 1 segment. If the PCs do not react, Ilza will be invited by the ‘Baron’ - he would be surprisingly polite to her, although he will not lose his pompous tone even a little. In the meantime, Richard’s laughing company will finish their beers and go to the exit, loudly announcing that it’s time to go back to town. In fact they all headed for an abandoned sawmill where the fights would take place. Ilza has only a few minutes to talk to the PCs and other guests because Jurgen will soon come to ask her to leave. He will close the door behind her and ask everyone to go to bed, because the inn is shutting up for the night.
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Act II: Night of blood Act III: A letter from The PCs should be in their room now, perhaps a friend wondering what is going on or considering whether it is better to wait until morning or act now. Meanwhile, the ‘Baron’, also in his room, waits for the right moment to leave and wander around the inn. He hopes to find the place where Wagner is being held and escape with him before anyone notices. He doesn’t know yet that Feldfebel sent his men to drag him by force into the arena. From the beginning of Act II, the Staff reluctance indicator can no longer be modified.
Night attack Clue: If someone from the PCs party looks out of the window, they will notice the glow of a lantern and three silhouettes moving away from the inn and heading towards the forest. One of them is clearly limping - these are two bodyguards, leading Lieutenant Wagner to the sawmill. At the same time, four of Feldfebel’s men enter the inn from the kitchen, walking silently towards the ‘Baron’s’ room. Two of them are armed with swords, the other two are armed with crossbows. They want to take von Wrangel by surprise to make as little noise as possible. They will unlock the door with the key, fall in and tie up the ‘Baron’. They are very quiet, but nevertheless the PCs will hear muffled noises in the corridor. If the Staff reluctance indicator has reached the 12th segment, Feldfebel also sends a fifth, so far hidden person – a highly trained assassin, Valka - to secure the area during the ‘Baron’s’ abduction. Valka lurks at the PCs door and will remain there until the ‘Baron’ is taken downstairs. She will attack the first person leaving the PCs room. This character must perform a Hard (lkk) Vigilance check or count as an unaware target, which gives Valka an opportunity to use the Backstab talent. After this attack, perform initiative checks as normal (Simple (-) Vigilance check for the PCs, Simple (-) Cool check for Valka and the bodyguards) and proceed to structured combat. From now on, the Staff reluctance threat indicator no longer affects gameplay, and you can remove it from the game.
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If the ‘Baron’ was not saved If the PCs fail to save the ‘Baron’ from being kidnapped, he will be taken to the sawmill. In this situation, Dora will come to the Player Characters at night. She assumes that the PCs came in response to Lieutenant Wagner’s letter and will immediately say that the lieutenant and ‘that vulgar nobleman’ were recently taken to the arena. She can explain what happened to Wagner and out of concern she will explain what is going on in the inn, but she will defend her father’s innocence. She believes that Feldfebel is behind everything and somehow blackmails Mug: ‘Papa is a dear, warm man, he would never do something like that!’ She will let the PCs into the ‘‘Baron’’s’ room, where Wagner’s letter lies among the scattered pages of a book of poetry. They should realize that it was the ‘Baron’ who came to the lieutenant’s rescue! When confronted with the letter, Dora will admit that she has not heard the goblin stories, but will still sincerely deny everything, believing that her father is too good to allow for such a thing of his own free will, let alone be a ringleader. Dora will show the PCs the way to the sawmill, but she will beg them to spare Mug.
If the ‘Baron’ was saved The story would go a bit differently if the PCs managed to save the ‘Baron’ from being kidnapped. After releasing him from bondage, he will straighten up and his posture, tone and manner will be completely different from what they have experienced before. ‘Thank you, friends! I was afraid you belonged to this gang as well. We don’t have much time, or rather my friend has little time. I saw them take him somewhere, probably to the arena. And while I was wondering what to do next, these people stormed in and tied me up like a ham’. The ‘Baron’ will introduce himself as Hans, an actor and adventurer. He would also show the letter from Lieutenant Wagner and beg for
help. If the PCs do not agree, he will surely go to the sawmill alone, where he will die quickly or run away into the night, realizing that he won’t do much alone. If the PCs decide to help Hans, the whole group will encounter Dora as they go downstairs. She will behave in the same way as described earlier - she will defend her father and ask for mercy for him. She will also show them the way to the sawmill if the PCs didn’t find it earlier.
If the PCs stay in the inn If the PCs do nothing at all and stay at the inn, they will be attacked in the morning by possesed Circle members and the demon in its full strength. If the PCs have shown the pendant to Ilza, the road wardens will arrive soon after (at the beginning of the second round of the combat encounter) and help the PCs. After the fight, the PCs can check the sawmill, where they will discover massacred bodies, including that of Wagner, and the Rift, still open. Assuming the demon was defeated, no one will stop them from closing it.
Wagner’s letter My dear friend, I have had enough! What is happening here is beyond my strength, I must get away from here, and you have to help me! At first it seemed to me, forgive the term, funny. It felt like the old days on the battlefield with the blood boiling in my veins, but now I’m terrified. When I enter the arena, I only feel fear because I lose myself in combat and completely lose control of myself! I must have lost my mind, but I have the impression that some otherworldly, inhuman consciousness is trying to penetrate my soul. I hear some foreign voice echoing inside my head. You won’t believe it, but I can hear the nails singing! When they speak to me, I fall into a battle rage that I am unable to control. There is a terrible and sinister power in these nails. But no one else knows. They can’t hear His voice! I’ve killed three people since I’ve been here. In the last fight, last week, I easily disarmed and knocked down my opponent. I saw a plea for mercy in his eyes, and I even wanted to show it to him. Believe me, I didn’t mean to kill him! Still, I smashed his head, though I really didn’t want to! If you can’t help me, I’ll have to try to escape on my own. This Voice told me how to do it. I already know what words and gestures to use, but my soul shrinks at the mere thought of it. It’s filthy and despicable, but I will do it if I have no other choice! May He devour their black souls! Please, come get me as soon as possible and be sure to take a group of bodyguards with you. Maybe then they’ll let me out of here. Now that I’m alone here, I’m afraid to even mention that I want to leave. I’d probably end up in the pit with the lime they dug in the garden. The mastermind of this gang is my old friend Feldfebel, and he is helped by Mug, the man I thought was my friend. You won’t believe what I found out about them. Mug confessed to me. I told you once that they were in goblin captivity, right? But it wasn’t the goblins who killed the other captives, at least not directly. The green-skinned freaks staged a knife fight tournament for them. They slaughtered the other nine! To the delight of the goblins! Now they poison the passers-by themselves and, to their own delight, force them to fight in the arena! I hope we will be able to meet and talk face to face soon. Over a glass of good drink. I am waiting for you. Your friend Lieutenant L.K. Wagner PS The Voice that speaks to me through the nails of the arena has finally revealed its name to me. He is called Myaeh’Tec.
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Chapter 3: The Circle The last chapter begins when the PCs go to an abandoned sawmill where bloody battles are about to begin. They must save Lieutenant Wagner from certain death in the arena, and possibly save their own lifes from the bloodthirsty daemon as well.
Act I: Like a thief in the night The old sawmill stands in the middle of a forest clearing, surrounded by a high, sharpened fence and a circle of trees. Next to the main gate [1] there is an empty gatehouse [2]. An old wooden shelter is right behind the entrance [3]. As the area is lit by torches, it is easy to get there when you know which way to go. Rotten wood piles [4] and untreated logs litter the yard [6]. The sawmill [7] itself is a large and tall building resembling a barn, but little has been left of its original use. In front of the building there is a well-known carriage and 4 horses. The inside of the sawmill can be accessed by a large, almost three-meter-long double-leaf door in which there is a smaller door that allows for getting inside without opening the main gate. The smaller door is open and is guarded by two of Feldfebel’s men armed with crossbows. The flickering light of oil lamps spills out through the door and large windows in the dormers. The furious growling of dogs and hoarse shouts come from the inside. The sawmill can be accessed from the front or through a dormer in the roof (the rear doors are closed and barred). If Hans accompanies the team, he will advise the latter option.
Front entrance It is not possible to approach silently from the front, the yard in front of the building is well cleared and the guards have a great view of it. A frontal attack will cause the guards to fire their crossbows and then take refuge inside the building, alerting everyone.
Dormer entrance Alternatively, the PCs may choose to sneak through the destroyed fence [5], climb onto the
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roof, and get in through the dormer opening these are large enough for an adult human to pass through easily. It will also allow you to see the situation inside while remaining hidden. If Hans is with the PCs, he will strongly advise it. The PCs who decide to sneak must perform an Average (lk) Stealth check + j due to darkness. If one of the PCs fails the check, it means that he has withdrawn from the idea or is stuck somewhere hidden at the edge of the bodyguards’ field of vision, not that he was caught! Only characters whose check reults in d are captured. They will be tied up and taken inside. (see In chains, page 31). When all the checks are done, calculate the total difference between the PCs achieved a and h (also count the a and h of the characters that failed the check - even those who did not succeed, may still be able to assist (or hinder) the party achieving their goal!). The result will determine the time in which the PCs reached the roof, and compare it with the When will the heroes arrive? sidebar. If Hans is with the PCs, you can assume that he managed to sneak inside, unless all the PCs failed the check.
When will the heroes arrive? By default, the PCs arrive at the end of a pugilists fight. However, they can end up in the sawmill later or earlier, depending on the total a and h generated on the Stealth checks. aaa: The PCs will arrive very early, at the end of the preparation for the fights. aa: The PCs will arrive early when the dog fights start. hh: The PCs will arrive later, during Richard’s fight. hhh: The PCs will arrive near the end, during Nordi’s fight.
Sawmill Once the PCs get inside the sawmill, they will realize that there is not even a trace left of the original use of this site. To the left of the entrance are dog kennels [3], while to the right is a huge cage [4]. In the very center of the room there is a circular arena with a diameter of 8
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meters, covered with fine sand [5]. The arena itself is one meter below ground level and surrounded by a solid framework about half a meter higher than floor level. The entire structure is reinforced with 9 pillars [2] that connect to the rafters. Each pillar has a tallow lamp made of a metal tin. There are two entrances to the arena, located on the opposite edges of the circle. On the internal faces of the formwork, symbols can be seen painted with red paint (or blood!) resembling the Circle from the pennant of von Waldenstein’s regiment. Large nails with flat heads have been hammered into the outer faces of each post. If the fights have already started, spectators and organizers crowd around the arena. Mug and Feldfebel can be seen here sitting at the table. Richard and his companions, Nordi, Stallion, Brawn, as well as four Feldfebel’s bodyguards that have not been seen before, plus four more who took care of the “Baron’s” kidnapping (if they survived this escapade) can also be seen here. Everyone cheers loudly on their favorites. A little further there is a table with a hammer and a strange nail with a large head. Next to it there is a barrel full of beer and two tall cages against the wall. Inside is Lieutenant Wagner and a captured wild orc (or Hans if he has been kidnapped).
Valka If a possible skirmish turns out to be too easy for the PCs and Valka was not introduced in chapter two (or escaped during its events), you can introduce her in this chapter by moving 2 Story Points to the Player’s pool. Then add a new initiative slot at the end of the initiative track. Similarly to the encounter in chapter 2, she will try to use Backstab to inflict heavy wounds on one of the PCs.
The course of the games If the PCs do not interfere with the conduct of the games in any way, they will proceed as follows: 1. At the beginning, to warm the atmosphere, two dogs will be released - Moloch and Gorget, two powerful beasts. The duel will be bloody and will end in a draw due to the death of both dogs. If the PCs arrive after this stage - the bloodied dogs’ carcasses have been thrown against the wall.
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2. A fistfight duel begins between Stallion and Pounder. Both pugilists are fighting well, the fight is fast and brutal - it’s a brawl with no rules. After a few minutes, the brutalized Stallion will knock out his opponent. After the victory is announced, he will call - ‘Andrea! Andrea! Andrea!’ - if the PCs arrive after this stage, they will see Pounder dying against the wall, along with the dead dogs. 3. Time for Richard’s fight. The man goes out into the arena, he is clearly scared and he looks like he regrets his decision. His companions are trying to cheer him on, but they seem to understand the seriousness of the situation as well. A large, wounded orc stands in front of him (or a drug-stunned ‘Baron’ if he has been captured). Richard rushes into the fight, swinging his weapon clumsily, but the clumsy block from his opponent, and slow counter is enough to make the young merchant lose all will to fight. He tries to escape by climbing out of the arena, but one of the bodyguards kicks him back. Richard tries to beg for his life - if he is fighting an orc, he will happily slaughter the merchant and be killed himself with a crossbow bolt. The ‘Baron’, in turn, will refuse to kill the defenseless, so the bodyguards will shoot Richard and throw the body to the side of the arena. The ‘Baron’ will be thrown back into a cage. Richard’s companions try to protest for a moment, but one look from Feldfebel is enough to keep them silent. When the blood begins to penetrate the arena, one of the PCs (preferably the most combative), or the one who received the most Corruption during the adventure will hear a call - a pulsating voice somewhere inside the skull - Blood for the Blood God! This is a good time to use the Dark Whispers mechanics (see the Corruption chapter in The Old World: Grim and Perilous, page 116). Offer the player that if their character enters the arena and stands alone to fight to the death, 1 corruption point will be deducted. 4. Nordi goes down to the arena. He is visibly excited, reassuring himself and roaring furiously. Lieutenant Wagner is pushed out of the cage into the arena. He looks very weak and is clearly injured, but when he
gets a sword in his hand, his eyes glow with an unusual light. If the team is accompanied by Hans, he will insist that the fight between Wagner and Nordi be stopped. If the PCs won’t do anything, the fight will start. Unfortunately, the wounds do their job and after a few minutes of fighting the lieutenant falls to the sand. However, before Nordi cuts his head off, Wagner says the words summoning the demon – the latter will appear when a nail is hammered into one of the arena’s posts, or when more blood speeds into the arena. Mug with solemnity gives Nordi a nail and a hammer, and with some focus, Nordi will hammer the nail into one of the posts. Here again you can try to entice any of the players to make their character come down and challenge the dwarf in exchange for subtracting 2 corruption points. If this happens, Mug and the Feldfebel will not mind uninvited guests, and if a PC kills Nordi, he will also receive a nail. As soon as the PCs (or Hans) enter inside the sawmill (or in some other way attracts the attention of those inside), Act II will begin.
In chains The vicissitudes of fate may have gone so far that the PCs have already clashed with Feldfebel’s people, perhaps supported by Feldfebel himself, Mug or Jurgen. If the PCs are defeated, they will wake up tied up in the corner of the sawmill, somewhere during Richard’s fight with Hans (or an orc). They will probably try to free themselves from their bonds; this will require a Hard (kkk) Athletics, Coordination or Skulduggery check. If, however, all of the PCs checks completely fail, one of Richard’s companions may untie them. Terrified of what is happening, he will look for his chances of survival in the PCs. Remember the players should pay at least one Story Point for this. As soon as they’re free, go to Act II.
Act II: Confrontation As soon as the PCs get inside the sawmill, one of two things is likely to happen - they will try to talk to the members of the Circle or they can decide straight away to use force.
Parley? The party may try to negotiate, and if they do, this is the perfect time to take advantage of the rules of social encounters (see Structuring Social Encounter, Genesys Core Rulebook, page 118). Due to the social abilities and position of the Circle’s leaders, this encounter should be very difficult for a group that does not consist mostly of socially skilled characters. Objective: Only Feldfebel and Mug will be actively involved in the scene. Together, they will try to convince the PCs that the matter does not concern them at all and that they should let it go, return to the inn, be quiet, and nobody gets hurt. Mug will try to convince them by using Charm and Negotiation. Feldfebel will openly threaten the PCs. Compromise: If the Mug’s or Feldfebel’s strain reaches half their threshold, they will offer to release Wagner, but only if someone from the PCs stands in the arena instead. capitulation: When Mug exceeds his strain threshold, he will start to cry, regretting his sins aloud. He will say that he wants The Old World: Grim and Perilous
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to free himself from the lust that is burning his body. Feldfebel will just tell him to shut up. If Feldfebel is the first to exceed his strain threshold, he will only fall silent, waiting for what Mug says. Total surrender only occurs when both exceed their strain thresholds then they will let Wagner go. If the PCs want to bring them to justice, Feldfebel orders his men to attack, and he runs away. On the other hand, Mug will give up without hesitation. Modifiers: If Hans is with the party, add j to each social check performed by the PCs. the ‘Baron’ will certainly have a few things to add during this scene, but he doesn’t perform tests himself, nor can he be targeted by the checks directly. However, he will surrender as soon as the last of the PCs capitulates. Notes: If during the adventure the motivations of the PCs or any of the current NPCs have been discovered, this is a good time to take advantage of it. Also remember that Feldfebel’s strain threshold is raised by 1 for each of his people present in this scene. Also, do not forget about test modifiers resulting from differences in the social status of individual characters (see the Social Status chapter in The Old World: Grim and Perilous, page 119).
Time to bleed! It is possible that during the verbal confrontation with the PCs Feldfebel and Mug will capitulate, but most likely blood will be shed. Although unaware of it, the members of the Circle have been branded with the stigma of the Chaos God Khorne and are now carrying out his plans. Every drop of blood that soaks into the sands of the arena blurs the line between the mortal world and the realm of the Blood God. Each nail driven into the pole serves as an anchor that will fix the newly opened passage to the material of reality. By the time the PCs reach this point, the line is very, very thin, and it only takes a few drops of blood and the right words coming from Wagner for the first fracture to appear.
The Rift appears When the Rift appears, darkness falls for a moment. After a moment, the lamps shoot with unnaturally high, red flames that flood the in-
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The Rift The Rift will open in one of the following situations: •
If the PCs have entered the sawmill before the first fight and try to rescue Wagner by force the breach will start to open after defeating any three characters (each minion counts as a separate character).
•
If the PCs have entered the sawmill during the fights - defeating one character is enough to open the breach.
•
If one of the PCs challenges Nordi - the rift will start opening only after the defeat of PC or Nordi, and if the PC decides to hammer the nail after hammering the nail.
•
If the PCs allow the games to take place and Wagner dies - the breach will open suddenly when Mug and Feldfebel congratulate the winners of a good fight.
•
If Hans enters the arena without the PCs, he and Wagner will defeat Nordi - the breach will open a moment later.
•
If the story turned out completely different, decide for yourself how and when to open the breach (or don’t open it at all!). However, it should be related to the blood falling on the inside of the arena.
side of the sawmill with a bloody glow. Streaks of red light shoot from the nails driven into the poles, crossing over the center of the arena. At the point of their intersection, reality breaks and a vertical tear appears. A choral groan can be heard from within, and a pair of hungry golden eyes glisten in the undisturbed darkness. The breach slowly widens as two clawed talons grasp its edge and try to widen it, while human skulls begin to spill from within into the arena. The demon will pass through the Rift after the Arrival indicator is full. If Wagner is alive his mad laugh can be heard despite all the roars and wails coming from the Rift. After a while the lieutenant falls to the ground, passing out. The eyes of Feldfebel and Mug, like the eyes of Feldfebel’s people (now called the Possessed), turn black - they are like wells, large, black and empty. They look hypnotized. Feldfebel and Mug rush towards the Rift, trying to expand it, while the Possessed attack the Player Characters. All characters participating in this encounter should perform a Simple (-) Vigilance check to determine initiative.
Threat indicator “Arrival” Prepare a new threat indicator - Arrival and divide it into 8 segments. When the indicator is full, the Rift will open and Myaeh’Tec, Khorne’s minor demon, will fall into the arena - then add a new NPC initiative slot at the end of the initiative order. Additionally, all PCs receive 1 corruption. Moving the threat indicator: •
At the end of each turn, move forward the indicator by 1 point.
•
Mug and Feldfebel will try at all costs to widen the Rift by performing maneuvers for this purpose.
0 1 2 3 4 The remaining characters that are still alive will try to escape from this place, and eventually hide somewhere in the sawmill. If attacked, Nordi and Stallion will defend themselves, Richard and his companions will only run away. Hans will focus primarily on getting the semiconscious Wagner out of this place (if he is still alive). Upon arrival, the demon will attack the PCs, and the only sure way to get rid of him is to close the Rift by pulling the nails from the posts. The number of nails depends on the number of Player Characters and is as follows: 3 PCs - 4 nails 4 PCs - 6 nails 5 PCs - 8 nails Removing a nail is simple but requires spending an action to resist the demon’s mind (see the description of Myaeh’Tec).
Closing of the Rift When the last nail is removed (or the demon is defeated within short range of the Rift), a powerful wave of energy will roll through the sawmill, which will catch fire moments after. Everyone inside will be knocked down. The
Each maneuver performed moves the indicator by one segment. When attacked, both will defend themselves, but each of them will always try to use at least one maneuver to expand the Rift. •
h and t generated by pulling the nails can be spent according to the Table 3.1: Spending a and h when fending off the demon’s mind to move the indicator forward or backward. As the indicator is only used in this encounter, there is no limit to how many h or t can be used to change the indicator value. However, a maximum of one h and one t may be used per check
5 6 7 8 breach closes with a terrible whistle, pulling in the skulls and the roaring demon beforehand. The confused Possessed regain their senses and run out of the building as quickly as possible. At this point, the encounter ends and all participants can make checks to recover strain.
If the PCs don’t close the Rift For various reasons, the PCs may not be able to close the Rift. Perhaps they have missed the importance of the nails, or perhaps they have dealt with the daemon and the Possessed with more “traditional” methods and do not want to risk contact with objects imbued with the power of Chaos. Getting rid of the nails after the demon’s death is not dangerous in any way, as the PCs can determine by performing a Hard (kkk) Knowledge (Chaos) check (kk if the character has the Expert Knowledge talent in the subject of daemons or Chaos realm). If Hans is still alive, he may try to encourage PCs to act or try to close the Rift personally. In a situation where PCs consciously leave the Rift open, you can “reward” them with 2 corruption. Soon after leaving the inn, they will also hear about the slaughter that bloodthirsty demonic creatures committed in the area.
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Table 3.1: Spending a and h when fending off the daemon’s mind Cost
Result Options
a
The character recovers 1 strain or adds j to the next character’s check.
aa
One of the Possessed runs out of the sawmill, howling madly. Remove one minion from the Possessed group.
aaa
One of the Possessed groups, the Demon or Valka, becomes Staggered until the end of its next round.
t
A wave of energy shakes the Rift. Move the Arrival indicator back one segment. All PCs receive j on the next check to fend off the demons mind.
h
The demon expands the rift with furious resolve. Move the Arrival indicator by one segment.
hh
One of the Possessed goes into a battle rage and rushes into the fight. Return one previously defeated minion to the Possessed group. If none of the Possessed has been defeated so far, one of the groups (of the GMs choice) gains j to their next check.
hhh
A lamp hanging on the pole from which a nail was pulled out, explodes, flooding everything around it with burning oil. All characters in close range take 3 wounds. A fire breaks out at the sawmill - from the start of the next round, the entire building is treated as a hazardous area (see Fire, Acid, and Corrosive Atmosphere, Genesys Core Rulebook, page 111) with a rating of 2. At the beginning of each subsequent round, the rating is increased by 1.
d
The Possessed, Feldfebel and Mug become imbued with demonic power. They get one free maneuver to use in their next round. This maneuver may take them over the usually two maneuver limit per turn.
Act III: Aftermath When the PCs flee the burning building, they will encounter survivors of the fight. Despite what has happened, Feldfebel will continue threatening the PCs and trying to intimidate them. Mug does not have as much confidence anymore, but he is afraid for his daughters and what will happen to them if witch hunters take care of him, and adopts a more pleading tone. Start a social encounter as outlined in the Parley? section (chapter 2, act II) except that the goal of the members of the Circle is now to shut the PCs’ mouths, and preferably also blame Wagner (after all, it was he who summoned a demon!). The acceptable compromise is to pay a certain sum in exchange for silence. Remember that Feldfebel and Mug are still suffering strain (unless they managed to reduce it all after the previous encounter), and Feldfebel’s strain threshold is lower, as certainly at least some of his men have been defeated. Also, if either of them were Incapacitated in the previous act, their strain threshold is lowered by 4 in that act. If the PCs have shown the pendant to Ilza, the road wardens will arrive shortly after this encounter, accompanied by Dora. They will listen to the story of the PCs and Mug (remember that if the PCs lost a social encounter, they
34
The Circle
should protect the members of the Circle, or at least remain silent!) and Dora (who will still try to protect her father and blame Feldfebel). They’ll also take care of the dead. If you want to finish the story here, the PCs will be let go, warned that seeking adventure is always asking for trouble. However, the PCs may also be taken to the closest town for further investigation. This may open many possibilities for new adventures.
Table 3.2: Summary of Events in Chapter 2, Act I. Name
When?
What?
Who?
They call me „Mug”!
Ideally, right after the PCs conversation with Dora.
PCs meet Mug, the innkeeper and one of the antagonists of the story.
Mug
Misunderstanding As you wish, after talking with Mug PCs have a small dispute with Stallion and Nordi - two members of the Circle.
Nordi, Stallion. Possibly Jurgen and Mug.
It’s as an apology!
Staff reluctance, activator 4. Ideally PCs are given a beer or a meal that after the Misunderstanding is seasoned with drugs.
Greta
Feldfebel enters
Between They call me Mug!, a In search of Skillet
Feldfebel, Mug, Feldfebel’s men
A couple questions...
Following the even Feldfebel enters, Feldfebel is asked by Mug to have a Staff Resentment activator 6. look at the PCs
Feldfebel
Follow that carriage!
After Feldfebel enters
PCs follow Feldfebel’s carriage and find the sawmill
Feldfebel’s men, Pounder
Save Greta!
Anytime you see fit.
Greta faints and loses the vial of the Greta, the ‘Baron’ „nightcap”
PCs meet Feldfebel.
The ‘Baron’ arrives Between They call me Mug!, and In Do gospody przybywa baron Hans search of Skillet Sigmarion von Wrangel
The ‘Baron’, Dora
Show your bravery Between They call me Mug!, and In Richard and his companions arrive. Richard, Dora search of Skillet Feldfebel leaves
After Feldfebel enters (and related), and before In search of Skillet.
In search of Skillet The last event
Feldfebel finishes his meal and heads to the sawmill.
Feldfebel, Feldfebel’s men
Ilza Knoch tries to ask the guests about her husband’s fate.
Ilza Knoch, Jurgen, ‘Baron’
Dramatis Personae Thugs (Minions) Classic, nameless thugs. Stupid, brutal and violent. Brave only in a group.
3
2
2
2
2
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
3
W. Threshold
Skills: Brawl +, Cool+, Melee (Light) + Talents: None Abilities: None Social Status: Commoner
4
M/R Defense
1 0
Equipment: Baton (Melee [Light]; Damage 6; Critical 4; Range [Engaged]; Disorient 2)
The Old World: Grim and Perilous
35
Biscotto Cantuccini (Nemesis) The owner of the rent house is an old, sly fox. He is bald, thin, and there is a grimace of irritation and slight disgust on his face. He has guaranteed protection from the Tilean racketeers, so he does not lack self-confidence.
1
1
2
3
3
3
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
1
W.Threshold
S.Threshold
12
C. Threshold
10
Skills: Charm 1, Coercion 1, Cool 2, Negotiation 2, Vigilance 1 Talents: None Abilities: Strong backing (add jj to Negotiation checks which target Cantuccini), Unwavering reputation (add j dto social checks where Cantuccini’s Flaw will be used. In addition, a suc-
1
M/R Defense
1 0
cessful check inflicts an additional strain on Cantuccini to the rating of characteristic used in the check). Social Status: Middle Class Equipment: None Strength: Conscientious Flaw: Disloyal
Bauer (Rival) A thief and a trickster with a sharp tongue. He has recently run into serious problems with the law - the city guard is chasing him for helping wanted criminals to escape.
3
3
2
2
2
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
W. Threshold
3
M/R Defense
1 0
10
Equipment: Baton (Melee [Light]; Damage 6; Critical 4; Range [Engaged]; Disorient 2)
Skills: Athletics 1, Coordination 1 Talents: None Abilities: None Social Status: Commoner
Jurgen (Rival) He is a young ogre with short, fair hair. He is wearing a linen shirt and a vest made of thick leather and studded bracers on the wrists. - I don’t have time to talk now, I’m working! - that’s his motto.
5
2
1
2
2
1
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
6
W. Threshold
17
M/R Defense
0 0
Skills: Brawl 3, Melee (Light) 2, Vigi- Equipment: Knife (Melee [Light]; Damlance 2 age 5; Critical 3; Range [Engaged], Accurate 1), Club (Melee [Light]; Damage 6; Talents: None Critical 4; Range [Engaged], Disorient Abilities: None 2), Leather Vest (+1 soak), Key, Chest Social Status: Commoner (inside clothes, warm coat, toiletries, blanket, 3ss).
36
The Circle
Dora and Greta Humpen (Rivals) Both girls are the daughters of the innkeeper, Udo (better known as Mug), and Truda, who died years ago. They are very similar to each other - a slender figure, a ruddy complexion and black straight hair - but they differ in temperament and character.
2
2
2
3
2
3
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
W. Threshold
2
M/R Defense
0 0
5
Social Status: Commoner Strength: Loyalty Flaw: Dependence on the father
Skills: Charm 1, Deception 1 Talents: None Abilities: None
Udo „Mug” Humpen (Nemesis) The owner is a big man with a broad back and strong shoulders. He has just turned forty years old, and his black hair was flecked with noble gray hair. He wears a bushy black mustache under his prominent nose. The innkeeper spends most of the day standing behind the bar, filling the glass to thirsty travelers and telling them anecdotes. Mug gives the impression of a hearty, jovial gentleman. His customers love him - he’s a great confidant and an even better storyteller.
3
3
2
3
2
3
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
5
W.Threshold
S.Threshold
14
18
Skills: Charm 3, Cool 2, Deception 2, Melee (Light) 3, Negotiation 2 Talents: Adversary 2 (upgrade combat checks targeting this character twice) Abilities: None Social Status: Middle Class
C. Threshold
1
M/R Defense
1 0
Equipment: Sword (Melee [Light]; Damage 7; Critical 2; Range [Engaged], Defensive 1) Strength: Friendly Flaw: Bad-tempered Fear: Revealing the Secret Desire: Protect Daughters
Robert „Stallion” Weppner (Rival) A swarthy young man with black hair and watery, slightly bulging eyes. Broad, muscular and strong. There is something strange about his face, as if his left cheek is a little down and paralyzed. He speaks mumbling. He started out as a construction worker, then he became a racketeer’s enforcer - he collected debts. He has been fighting professionally for a year. Has a fiancée whom he loves very much - Andrea.
4
2
2
2
2
1
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
4
W. Threshold
14
M/R Defense
0 0
Skills: Brawl 3, Melee (Light) 2, Vigi- Equipment: Brass knuckles (Brawl; Damage 5; Critical 3; Range [Engaged], lance 2 Disorient 3) Talents: None Strength: Good-natured Abilities: None Flaw: Bad-tempered Social Status: Commoner
The Old World: Grim and Perilous
37
Nordi Sudiden (Rival) A stocky dwarf with red hair and a long beard in two plaits. In his youth, he served as an infantryman. When asked, he will say that he is a merchant, but the truth is that his main goods are people. Nordi has a long history of an interest in illegal fistfights - without rules and very bloody. Today he came here with his champion - Stallion. He also plans to fight at the arena himself, because he longs for the joy that comes from taking life.
3
3
2
2
2
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
3
W. Threshold
M/R Defense
1 0
10
Skills: Brawl 1, Melee (Light) 2, Negotiation 2, Vigilance 1 Talents: Adversary 1 (upgrade combat checks targeting this character once) Abilities: None Social Status: Middle Class Strength: Trustworthy
Flaw: Selfish Equipment: Knife (Melee [Light]; Damage 6; Critical 3; Range [Engaged], Accurate 1), Axe (Melee [Light]; Damage 7; Critical 3; Range [Engaged], Vicious 1), Leather Vest (+1 soak), 4GC
Zygfryd „Feldfebel” Fleischer (Nemesis) Fat, balding man in his 40s. A mullet of greasy gray hair falls over his shoulders. He has a puffy red face and two chins. He is arrogant, repulsive and unmanageable. He is dressed in velvets and poured profusely with perfume - there is a heavy scent of musk around him - but nothing can mask his vulgarity and sadism. He considers himself a businessman but is just a plain bastard. In his youth, he served with Mug in the army; he was one of three prisoners recaptured from the hands of goblins. Since then, like the innkeeper, he suffers from bloodlust and has been organizing dogs, pugilists and kidnapping victims to be butchered in the arena.
3
1
2
3
3
3
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
4
W.Threshold
17
S.Threshold
12
Skills: Coercion 2, Cool 2, Melee (Light) 2, Vigilance 2 Talents: Adversary 2 (upgrade combat checks targeting this character twice) Abilities: Leader (Increase Feldfebel’s Strain Threshold by 1 for each Feldfebel’s man within medium range) Social Status: Middle Class
38
The Circle
C. Threshold
2
M/R Defense
1 0
Equipment: Sword (Melee [Light]; Damage 6; Critical 2; Range [Engaged], Defensive 1), 34ss Strength: Disciplined Flaw: Sadist Fear: Bondage Desire: Feed the bloodlust
Feldfebel’s men (Minions) A group of young people - men and women, well-built and in great shape. They seem very similar to each other, but this is just an illusion caused by their similar posture, hair cut to the bare skin and identical clothes - leather jackets and dark green hoods. They obey Feldfebel blindly and are incorruptible.
3
2
2
2
4
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
W. Threshold
4
M/R Defense
1 0
7
Skills: Brawl +, Cool+, Discipline+, Melee (Light) +, Vigilance+ Talents: None Abilities: None Social Status: Commoner
Equipment: Sword (Melee [Light]; Damage 6; Critical 2; Range [Engaged], Defensive 1), Crossbow (Ranged; Damage 8; Critical 2; Range [Medium], Pierce 2, Prepare 1), Leather Jacket (+1 soak)
“Baron” Hans von Wrangel (Rival) 30-year-old man who gives the impression of a spoiled brat. In fact, he is a faithful friend of Wagner and a great actor. He has much more courage than wits, so he came alone, hoping that his talent for improvising would get him out of any trouble.
3
3
2
4
2
3
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
3
W. Threshold
12
Skills: Charm 2, Cool 2, Deception 2, Melee (Light) 2 Talents: None Abilities: None Social Status: Middle Class (thanks to the disguise, he performs checks as if he had Elite status)
M/R Defense
1 0
Equipment: Rapier (Melee [Light]; Damage 6; Critical 2; Range [Engaged], Accurate 1, Pierce 1), 40ss Strength: Brave Flaw: Daredevil
Ilza Knoch nee Mayer (Rival) Ilza is a young woman (25) with fair hair and blue eyes. Modestly but neatly dressed. If you need to use her characteristics, use the same as for the Humpen sisters.
The Old World: Grim and Perilous
39
Richard (Rywal) Richard is a young merchant who wants to prove his masculinity to himself and his companions. Hearing from a friend about the possibility of killing someone in the arena, he got very excited, and when it turned out that the opponent would be overwhelmed with drugs, Richard decided this was his chance. After gathering his companions (Dietrich, Otto and Franziska) who would be witnesses of the day of his glory, he came to the inn. All four are so depraved that they treat it as great fun. At the moment of arrival they are laughing and already a bit tipsy.
2
2
2
2
2
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
W. Threshold
2
M/R Defense
0 0
8
Skills: Brawl 1, Melee (Light) 1, Negotiation 2 Talents: None Abilities: None Social Status: Middle Class
Strength: Witty Flaw: Depraved Equipment: Knife (Melee [Light]; Damage 6; Critical 3; Range [Engaged], Accurate 1).
Richard’s Friends (Minions) 2
2
2
2
2
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
2
W. Threshold
6
M/R Defense
0 0
Skills: Brawl +, Melee (Light) +, Ne- Equipment: Knife (Melee [Light]; Dagotiation + mage 6; Critical 3; Range [Engaged], Accurate 1). Talents: None Abilities: None Social Status: Middle Class
Paul „Pounder” Amboss (Rival) A young stud, whom Feldfebel decided to train as a pugilist. The man is 21 years old and was previously a shepherd and cattle stealer. He was caught red-handed once. Before he was captured he laid down three guards with his bare hands. Feldfebel got him out of trouble and decided to put him in the arena. He has reddish hair, green eyes and a flat nose. He has a wide neck and shoulders and big fists. He’s a poor conspirator - he keeps confusing his own nickname and introduces himself as „Hammer”. If you need to use its characteristics, use the same ones as for Stallion.
40
The Circle
Valka (Rival) Though slim and relatively small, Valka is Feldfebel’s best soldier. Hard training and long brainwashing made her the perfect killer. She is absolutely loyal to Feldfebel.
2
3
2
3
4
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
2
W. Threshold
M/R Defense
0 0
6
Skills: Cool 2, Discipline 2, Melee (Light) 2, Skulduggery 3, Stealth 3 Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character once), Backstab (Valka may target an unaware target with a combat check using a Melee (Light) weapon and the Skulduggery skill instead of the Melee (Light) skill. If successful, the attack deals +2 damage per s, instead of +1), Dual Wielder (Valka may perform
a maneuver to reduce the difficulty of the next combined check to attack with two weapons during her turn by one.) Abilities: Dramatic Escape (spend a Story Point to immediately retreat Valka from the current encounter) Social Status: Commoner Equipment: Two knives (Melee [Light]; Damage 4; Critical 3; Range [Engaged], Accurate 1)
Myaeh’Tec (Rival) Coming straight from the Chaos realm, Myaeh’Tec is eager to serve his god anyway he can. This usually means bloodshed, but Myaeh’Tec is not a common bloodthirster - he can speak to the hidden desires of mortals when necessary.
4
3
2
2
3
2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Soak Value
4
W. Threshold
18
Skills: Brawl 3, Coercion 1, Charm 1, Cool 3, Vigilance 3 Talents: None Abilities: Chaos creature (may spend aaafrom a combat check to inflict 1 corruption to the target), Daemon (decrease the damage dealt to this adversary by two, unless the attack came from a magical source), Feast of corruption (when suffering corruption, Myaeh’Tec heals 5 wounds per corruption suffered), Soul-binded (Myaeh’Tec’s essence is tied to nails stuck in poles. When a nail is removed, the demon automatically speaks to the PC as an Out of Turn Incidental, threatening the character or promising power. To resist the demon’s mind PC has to perform an opposed Cool vs Charm check or opposed Discipline vs Coercion check. For each s
M/R Defense
0 0
achieved by a PC in this check, the demon suffers one wound [also if it has not yet passed through the Rift]. However, if the check fails, a PC gains 3 strain. If any of the PCs exceeds the strain threshold this way, they suffer 3 Corruption points. To determine additional check’s effects, refer to Table 3.1. Note that successful check is not required to remove nails. Also, a PC does not have to spend action to resist the demon, however, they suffer 5 strain if they chose not to (or can’t if they already performed an action this turn). Social Status: Resident of Hell (Outcast) Equipment: Razor-sharp claws (Brawl; Damage 7; Critical 2; Range [Engaged], Vicious 2)
The Old World: Grim and Perilous
41
Handouts Wagner’s Letter
Maps without descriptions Maps can be downloaded from here: Link
Example Characters
The Old World: Grim and Perilous
43
CRafTsman
Merchant
Starting Gear
Most of the goods of the Old World pass through the hands of merchants. A lot of them are simple traders and peddlers, trying to make ends meet by trading in the streets of towns and villages. Some, especially those born into wealthy families or those who are extremely lucky in business, trade fortunes comparable to the budgets of principalities or even entire states. They have a great influence on politics through merchant guilds or by sitting on city councils themselves, and sometimes they even maintain their own armies and fleets.
1d10 +10 Silver Shillings, a Backpack, Goods worth about 30 Silver Shillings, a Staff
Additional Career Skills Charm, Negotiation, Riding, Survival
Specialization Progression Profession
Pedler
None
Your character may spend 15XP to purchase the Herbalism talent.
Merchant
Increase ranks in Negotiation to 3. Purchase two ranks in the Know Somebody talent. Accumulate wealth worth at least 50GC.
Your character can change their social status to Middle Class OR your character may spend 10XP to purchase the Fence specialization.
Increase ranks in Negotiation and Charm to 4. Purchase three ranks in the Know Somebody talent. Purchase the Connected talent. Accumulate wealth worth at least 200GC.
Your character may change their social status to Elite. Your character can use the Connected talent on an NPC of the Elite social status.
Master Merchant
Social Class: Commoner
Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree Know Somebody
� EXP
Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody [IncIdenTAl] GCRB #74
a
KnacK for it
�� EXP
Select one skill. Your character removes jj from checks they make using that skill.
GCRB #73
P
natural
�� EXP
When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [IncIdenTAl] a GCRB #79
connected
bought info
When making any knowledge skill check, can instead spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the check with one s [AcTIOn] a GCRB #72
counteroffer
Once per session, choose 1 non-nemesis adversary within medium range; make an opposed Negotiation vs Discipline check. The target is staggered for one turn. t: the target is now ally. [AcTIOn] P GCRB #75
Know Somebody
grit
each rank of Grit increases your character’s strain threshold by one.
GCRB #73
P
blacK marKet contactS
heightened awareneSS
GCRB #76
P
defenSive driving
�� EXP
When making a social skill check in polite company, suffer a number of strain up to the ranks in Proper Upbringing to add an equal number of a to the check. [IncIdenTAl]
Increase the defense of any vehicle your character pilots by one per rank of defensive driving.
TOW
GCRB #74
GCRB #81
maSter
Know Somebody
P
dedication
�� EXP
choose one skill. Once per round, suffer 2 strain to reduce the difficulty of the next check you make using that skill by two, to a minimum of easy (k). [IncIdenTAl]
Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody [IncIdenTAl]
each rank of dedication increases one of your character's characteristics by one.
GCRB #81
GCRB #74
GCRB #81
a
a
Silver tongued
TOW
a
GCRB #74
a
P
TOW
Once per in-game week, ask one nPc of the commoner or Middle class social status for a big favor. You may use a negotiation check to determine the outcome of the favor. [IncIdenTAl]
a
TOW
Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [IncIdenTAl]
Allies within short range of your character add j to their Perception and Vigilance checks. Allies engaged with your character add jj instead.
ProPer uPbringing
Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market contacts. [IncIdenTAl]
Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody [IncIdenTAl]
a
well organized
each rank of Well Organized increases your character’s encumbrance threshold by two.
P
a
tough negotiator
When your character inflicts a critical remark in a negotiation check, they inflict additional strain to the target equal to your character's ranks in negotiation.
TOW
P
lucKy StriKe
When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [IncIdenTAl] GCRB #76
let'S talK thiS over
a
Once per game session, when a combat encounter is about to begin, make a Daunting (kkkk) Charm check. If successful, the combat encounter becomes a social encounter instead. [IncIdenTAl, OOT] a ROT #91
Character
Sheet
Character Name: Species: Human Hair: Eyes: Notable feat.:
2
Brawn
oa alue
2
Defense
Characteriſtics
2
Agility
O
2
Intellect
Cunning
Att瑩ributes
1
ranged
Wounds
melee
12
thresh.
current
2 Strain
Skills Rank
General Skills Career? Alchemy (Int) Athletics (Br) Cool (Pr) Coordination (Ag) Crafts (Int) Discipline (Will) Engineering (Int) Medicine (Int) Perception (Cun) Resilience (Br) Riding (Ag) Sailing (Int) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will) Magic Skills Career? Arcana (Int) Divine (Will)
Rank
Specialization: Merchant
Career: Craftsman Profeſſion: Pedler Strength: Deſire:
ge: Height: Commoner
Gender: Social claſs:
Deſcription
Flaw: Fear:
Willpower
12
thresh.
2
current
4
Presence
Corruption
1O 7
thresh.
current
Abiliies & Add. Talents
Combat Skills Brawl (Br) Firearms (Ag) Gunnery (Int) Melee - Heavy (Br) Melee - Light (Br) Ranged (Ag) Social Skills Charm (Pr) Coercion (Wp) Deception (Cun) Leadership (Pr) Negotiation (Pr) Knowledge Skills Academic (Int) Chaos (Int) Cuſtom Skills
Career?
Rank
Mark of Chaos NAME ___________________________________ Once per session, after your check, DESC___________________________________ you may reroll any 1 die not displaying d ________________________________________
NAME ___________________________________ DESC___________________________________
________________________________________
Career?
Rank
NAME ___________________________________ DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
Career?
Rank
________________________________________ NAME ___________________________________
Career?
Rank
______________________ ______________________ ______________________ ______________________
DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
________________________________________
Weapons Weapon
Knife ________________ Staff ________________
Skill
Dmg. Crit Range Encum.
Melee (L) ______ +2 ______ 3 ______ Melee (H) ______ +2 ______ 4 ______
Special
1 Engag. 1 Accurate _____ _______ __________________________________________________ Defensive 1 Engag. 2 __________________________________________________ _____ _______
________________ ______ ______ ______ _____ _______ __________________________________________________ ________________ ______ ______ ______ _____ _______ __________________________________________________
Perſonal Gear Artisan’s Tools ____________________ Tool Bag ____________________ Backpack ____________________ Goods worth about 3o Silver Shillings ____________________ ____________________
Critical Injuries
Encum. On you?
2 ____________________ +2 ____________________ +4 ____________________ 4 ____________________ ____________________
Money
____________________ ____________________ ____________________ ____________________
Encumbrance
Current
Encum. On you?
____________________ ____________________ ____________________ ____________________
Maximum 9 Mutations
© Barbara Szymańska 2021. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
Gold Crowns Silver Shillings Braſs Pennies
Exp.
15
Total exp. Available exp.
o 15 o
sOldieR
Mercenary
Starting Gear
War never ends in the Old World which means there is always a need for fighting men. While the empire does maintain a standing army, its strength is bolstered with hired swords. Mercenaries range from wild youths with a taste for an adventure to grizzled professional soldiers who’ve seen a dozen battles or more; but all have one thing in common - a dream of untold riches. Unfortunately, for most of them, the reality is an early death and an unmarked grave.
3D10 Silver Shillings, a Crossbow (Inferior quality) and a Mace or a Pike and a Sword or a Halberd, Padded Armor
Additional Career Skills Melee (Heavy), Negotiation, Ranged, Resilience
Specialization Progression Profession
Mercenary
Join the mercenary company.
None
Mercenary Veteran
Purchase one rank in the Intimidating talent. Increase ranks in Melee (Heavy) to 3. Take part in a military expedition or campaign.
When using a Melee (Heavy) weapon, your character adds j to melee combat checks targeting mounted adversaries.
Increase ranks in Negotiation to 2. Increase ranks in Melee (Heavy) to 4.
Your character may change their social class to the Middle Class. When your character makes a Negotiation check to negotiate a contract, they increase the base offer by 20% per each s beyond the first.
Elite Mercenary
Social Class: Commoner
Species: Hu, Ha, Dw, HE, WE, Og, Gn
Specialization Tree recKleSS charge
� EXP
After using a maneuver to move to engage an adversary, suffer 2 strain to add sshh to the results of the next melee combat check made this turn. [IncIdenTAl] ROT #89
a
intimidating
�� EXP
during the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent. TOW
P
Second wind
�� EXP
Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. [IncIdenTAl] GCRB #74
a
breaKthrough
breaKthrough
With Melee (Heavy) weapon, suffer strain no greater than ranks in the talent. decrease def of engaged enemy by the strain suffered until the end of your character's next turn. [MAneUVeR] a TOW
imPaling StriKe
When your character inflicts a critical Injury with a melee weapon, they may use this talent to immobilize the target until the end of the target’s next turn. [IncIdenTAl] a ROT #88
toughened
each rank of Toughened increases your character’s wound threshold by two.
GCRB #75
P
intimidating
�� EXP
With Melee (Heavy) weapon, suffer strain no greater than ranks in the talent. decrease def of engaged enemy by the strain suffered until the end of your character's next turn. [MAneUVeR]
during the first round of a combat encounter, your character increases their melee defense a number of times equal to their ranks in Intimidating talent.
TOW
TOW
a
enduring
cruShing blow
�� EXP
each rank of enduring increases your character’s soak value by one.
GCRB #80
P
P
Second wind
Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.
[IncIdenTAl] GCRB #74
a
Parry
When suffering a hit from a melee combat check, after damage is calculated but before soak is applied, suffer 3 strain to reduce the damage of the hit by two plus ranks in Parry. [IncIdenTAl, OOT] a GCRB #74
ShocKwave
Your character treats Melee (Heavy) weapons as possessing the Blast item quality with a rating equal to your character’s ranks in Melee (Heavy). The Blast quality affects allies. ROT #90
P
bacK to bacK
While engaged with allies, your character and the allies add j to combat checks. If one or more allies engaged with your character also have the talent, add up to a maximum of jj ROT #91
P
toughened
Once per session while resolving a melee combat check, suffer 4 strain. The weapon gains the Breach 1 and Knockdown item qualities, and destroys one of the target's items. [IncIdenTAl]
each rank of Toughened increases your character’s wound threshold by two.
ROT #91
GCRB #75
a
P
toughened
each rank of Toughened increases your character’s wound threshold by two.
GCRB #75
P
Power through
If your character suffered wounds during an encounter, they may use Resilience instead of cool or discipline to make a check to recover strain at the end of the encounter. [IncIdenTAl] a TOW
faSt healer
When your character heals wounds via natural rest, they heal one additional wound.
TOW
P
defenSive Stance
Suffer a number of strain up to the talent ranks. Until the end of your char’s next turn, upgrade the diff of melee checks targeting your char a number of times equal to the strain suffered. [MAneUVeR] GCRB #75
a
dedication
each rank of dedication increases one of your character's characteristics by one.
GCRB #81
P
Character
Sheet
Character Name: Species: Human Hair: Eyes: Notable feat.:
3
Brawn
oa alue
4
Defense
Characteriſtics
3
Agility
O
2
Intellect
Cunning
Att瑩ributes
1
ranged
melee
Wounds
13
thresh.
current
2 Strain
Rank
Rank
Flaw: Fear:
Willpower
13
thresh.
Skills General Skills Career? Alchemy (Int) Athletics (Br) Cool (Pr) Coordination (Ag) Crafts (Int) Discipline (Will) Engineering (Int) Medicine (Int) Perception (Cun) Resilience (Br) Riding (Ag) Sailing (Int) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will) Magic Skills Career? Arcana (Int) Divine (Will)
Specialization: Mercenary
Career: Soldier Profeſſion: Mercenary Strength: Deſire:
ge: Height: Commoner
Gender: Social claſs:
Deſcription
3
current
2
Presence
Corruption
8 6
thresh.
current
Abiliies & Add. Talents
Combat Skills Brawl (Br) Firearms (Ag) Gunnery (Int) Melee - Heavy (Br) Melee - Light (Br) Ranged (Ag) Social Skills Charm (Pr) Coercion (Wp) Deception (Cun) Leadership (Pr) Negotiation (Pr) Knowledge Skills Academic (Int) Chaos (Int) Cuſtom Skills
Career?
Rank
Mark of Chaos NAME ___________________________________ Once per session, after your check, DESC___________________________________ you may reroll any 1 die not displaying d ________________________________________
NAME ___________________________________ DESC___________________________________
________________________________________
Career?
Rank
NAME ___________________________________ DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
Career?
Rank
________________________________________ NAME ___________________________________
Career?
Rank
______________________ ______________________ ______________________ ______________________
DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
________________________________________
Weapons Weapon
Skill
Dmg. Crit Range Encum.
Special
1 Engag. 1 Accurate _____ _______ __________________________________________________ Defensive 1, Pierce 3, Unwieldy 3 Engag. 5 __________________________________________________ _____ _______ ________________ ______ ______ ______ ._____ _______ __________________________________________________ Knife ________________ Halberd ________________
Melee (L) ______ +2 ______ 3 ______ Melee (H) ______ +3 ______ 3 ______
________________ ______ ______ ______ _____ _______ __________________________________________________
Perſonal Gear Padded Armor (Soak +1) ____________________ Flint and Steel ____________________ Bedroll ____________________ Flask ____________________ ____________________
Critical Injuries
Encum. On you?
2/o ____________________ o ____________________ 1 ____________________ o ____________________ ____________________
Money
____________________ ____________________ ____________________ ____________________
Encumbrance
Current
7
Encum. On you?
____________________ ____________________ ____________________ ____________________
Maximum
Mutations
© Barbara Szymańska 2021. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
Gold Crowns Silver Shillings Braſs Pennies
Exp.
8
Total exp. Available exp.
o 12 o
WandeReR
Rat Catcher
Starting Gear
The Rat catcher is a common sight everywhere in villages, towns, and cities, making a living by disposing of the vermin which infest all dwellings in this unsanitary age. Rat catchers are often traveling folk, although in a large town or city settled these 'vermin soldiers' may actually be employed by the authorities. So called exterminators - the toughest of Rat catchers, can deal with every creature lurking in the city sewers including giant rats, mutants and sometimes vile ratlike beastmen - too big and too smart even for brave sewer jacks.
a Crossbow (Inferior quality), a Pole, a Lantern, 1D10 Silver Shillings
Additional Career Skills Ranged, Resilience, Stealth, Streetwise
Specialization Progression Profession
Ratcatcher
None
None
Sewer Jack
Purchase at least one rank in the Dark Street talent. Increase ranks in Streetwise to 3
Your character removes jj imposed by darkness.
Learn the terrible truth about ratlike mutants. Increase ranks in Resilience to 3. Increase ranks in Streetwise to 4.
Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting Skavens.
Exterminator
Social Class: Commoner
Species: Hu, Ha, Dw, WE, Gn
Specialization Tree PreciSion
� EXP
When making a Brawl or Ranged check, your character may use cunning instead of Brawn and Agility. [IncIdenTAl] ROT #84
a
warning barK
�� EXP
Your character may make a Perception and Vigilance checks using dog's ranks in those skills, as long as the dog is within hearing and visual range of your character. TOW
P
haraSS
�� EXP
When animal companion makes a successful combat check, it may upgrade the difficulty of the target's next check instead of inflicting damage. [IncIdenTAl] TOW
a
guard dog
Small, but viciouS dog
Your character gains mid-sized dog. Once per round, they may spend maneuver to direct the dog in performing one action and one maneuver during your character’s turn.
TOW
P
animal exPertiSe
Add j per rank of the talent to all checks when interacting with animals. When dealing critical Injury to an animal increase the result by 10 per rank of the talent. TOW
P
Share Pain
When animal companion suffers wounds, reduce wounds by half. Then your character suffers wounds equal to the number reduced. [IncIdenTAl, OOT] a TOW
animal exPertiSe
�� EXP
Once per round, guide the dog to perform a maneuver. Until the end of your character's next turn, target character within dog's short range increases their melee defense by one. [IncIdenTAl]
Add j per rank of the talent to all checks when interacting with animals. When dealing critical Injury to an animal increase the result by 10 per rank of the talent.
TOW
TOW
man’S beSt friend
a
�� EXP
Once per session, after suffering a critical Injury, suffer 1 corruption to guide the dog to make a Hard (kkk) Coordination check. If successful, do not suffer the Injury, but the dog dies. [IncIdenTAl, OOT] a TOW
P
enduring
each rank of enduring increases your character’s soak value by one.
GCRB #80
P
Swift
Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). GCRB #75
P
durable
Your character reduces any critical Injury result they suffer by 10 per rank of durable, to a minimum of 01.
GCRB #73
P
darK Street
For each rank of the talent, remove one uncanceled h from Perception, Vigilance, Streetwise, or Knowledge checks when in the sewers or in similar location. TOW
P
Snare
darK Street
For each rank of the talent, remove one uncanceled h from Perception, Vigilance, Streetwise, or Knowledge checks when in the sewers or in similar location. TOW
P
toughened
each rank of Toughened increases your character’s wound threshold by two.
GCRB #75
P
dodge
When targeted by a combat check, suffer a number of strain up to ranks in dodge. Upgrade the difficulty of the combat check a number of times equal to the strain suffered. [IncIdenTAl, OOT] a GCRB #78
eaSy Prey
Once until the end of the encounter, spend a Story Point to force one character to make a Vigilance vs Survival or Streetwise check or suffer stagger until the end of their next turn, + one round per hh [MAneUVeR]
Suffer 3 strain to use this talent. Until the start of your character’s next turn, your character and allies within short range add jj to combat checks against immobilized targets. [MAneUVeR]
TOW
ROT #90
urban combatant
a
When your character is targeted by a combat check in an urban setting, you may spend a Story Point to substitute all j in opponent's pool to f before the roll is made. [IncIdenTAl, OOT] a TOW
a
dedication
each rank of dedication increases one of your character's characteristics by one.
GCRB #81
P
Character
Sheet
Character Name: Species: Halfling Hair: Eyes: Notable feat.:
2
Brawn
oa alue
2
Defense
Characteriſtics
3
Agility
O
2
Intellect
Cunning
Att瑩ributes
O
ranged
Wounds
melee
1O
thresh.
current
3 Strain
Skills Rank
General Skills Career? Alchemy (Int) Athletics (Br) Cool (Pr) Coordination (Ag) Crafts (Int) Discipline (Will) Engineering (Int) Medicine (Int) Perception (Cun) Resilience (Br) Riding (Ag) Sailing (Int) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will) Magic Skills Career? Arcana (Int) Divine (Will)
Rank
Specialization: Ratcatcher
Career: Wanderer Profeſſion: Ratcatcher Strength: Deſire:
ge: Height: Commoner
Gender: Social claſs:
Deſcription
Flaw: Fear:
Willpower
15
thresh.
3
current
2
Presence
Corruption
12 8
thresh.
current
Abiliies & Add. Talents
Combat Skills Brawl (Br) Firearms (Ag) Gunnery (Int) Melee - Heavy (Br) Melee - Light (Br) Ranged (Ag) Social Skills Charm (Pr) Coercion (Wp) Deception (Cun) Leadership (Pr) Negotiation (Pr) Knowledge Skills Academic (Int) Chaos (Int) Cuſtom Skills
Career?
Rank
Small NAME ___________________________________ Silhouette O DESC___________________________________
________________________________________
Small NAME ___________________________________
Adds j to melee combat checks when DESC___________________________________ targeting larger characters ________________________________________
Career?
Rank
NAME ___________________________________ DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
Career?
Rank
________________________________________ NAME ___________________________________
Career?
Rank
______________________ ______________________ ______________________ ______________________
DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
________________________________________
Weapons Weapon
Knife ________________ Crossbow ________________
Skill
Dmg. Crit Range Encum.
Melee (L) ______ +2 ______ 3 ______ Ranged 7 ______ 2 ______ ______
Special
1 Engag. 1 Accurate _____ _______ __________________________________________________ Inferior, Pierce 2, Prepare 1 Medium 3 __________________________________________________ _____ _______
________________ ______ ______ ______ _____ _______ __________________________________________________ ________________ ______ ______ ______ _____ _______ __________________________________________________
Perſonal Gear Flint and Steel ____________________ Bedroll ____________________ Waterskin ____________________ Backpack ____________________ Pole ____________________
Critical Injuries
Encum. On you?
o ____________________ 1 ____________________ 1 ____________________ +4 ____________________ 2 ____________________
Money
Lantern ____________________ ____________________ ____________________ ____________________
Encumbrance
Current
Encum. On you?
1 ____________________ ____________________ ____________________ ____________________
Maximum 9 Mutations
© Barbara Szymańska 2021. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
Gold Crowns Silver Shillings Braſs Pennies
Exp.
11
Total exp. Available exp.
o 5 o
ROGue
Fence
Starting Gear
Fences are experts in liquidating stolen goods. For a percentage of the profit, they take a thief’s bounty and move it to another town, city, or even country where it can be more safely disposed of.
2D10+10 Silver Shillings, a Cloak With Hidden Pockets
Fences are experts at evaluating the worth of any given item and therefore exactly how hot it is likely to be. The greater the risk, the greater cut they demand. Most of them are no better than thieves they make deals with, yet those most resourceful can be as rich as prominent merchants.
Charm, Deception, Negotiation, Streetwise
Additional Career Skills
Specialization Progression Profession
Fence
None
Black Marketeer*
Increase ranks in Streetwise and Negotiation to 3. Purchase two ranks of the Black Market Contacts talent. Sell a single stolen item worth of minimum 500 shillings.
Crime Lord*
None
Increase ranks in Streetwise and Charm to 4. Purchase two ranks of the Street Slang talent. Found a new gang with at least 20 people.
Social Class: Commoner
Your character may change their social class to Middle Class. Your character may spend 20XP to purchase the Tough Negotiator talent.
Leadership is now a career skill for your character. Your character may spend 10XP to purchase The Boss talent.
Species: Hu, Ha, Dw, WE, Og, Gn
Specialization Tree blacK marKet contactS
bought info
� EXP
Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market contacts. [IncIdenTAl]
When making any knowledge skill check, can instead spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the check with one s [AcTIOn]
TOW
GCRB #72
a
unremarKable
�� EXP
Other characters add f to any checks made to find or identify your character in a crowd.
GCRB #75
P
Snuggery
�� EXP
Your character gains a hidden compartment or storage with capacity equal to your character’s ranks in Streetwise (compartment) or five times ranks in Streetwise (storage). TOW
P
SneaKy baStard
a
deeP PocKetS
Once per session, produce small (encuwmbrance 0 or 1) item worth no more than 5 shillings. [IncIdenTAl] TOW
a
blacK marKet contactS
Once per session, when purchasing an illegal item, your character may use this talent to reduce its rarity by one per rank of Black Market contacts. [IncIdenTAl] a TOW
grit
�� EXP
Once per encounter, when your character makes a negotiation check, they may use this talent to add a number of a equal to their ranks in deception to the result. [IncIdenTAl]
each rank of Grit increases your character’s strain threshold by one.
TOW
GCRB #73
Street Slang
a
�� EXP
When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [IncIdenTAl] a TOW
P
dedication
each rank of dedication increases one of your character's characteristics by one.
GCRB #81
P
Street Slang
When making a social skill check in dubious company, suffer a number of strain no greater than ranks in the talent. Add a equal to the strain suffered. [IncIdenTAl]
TOW
a
KnacK for it
Select one skill. Your character removes jj from checks they make using that skill.
Deception
GCRB #73
P
Silver tongued
Once per session, when resolving a social skill check, you may spend one Story Point to use this talent to replace uncanceled aa with s. [IncIdenTAl]
TOW
a
natural
thoughened
each rank of Toughened increases your character’s wound threshold by two.
GCRB #75
P
lucKy StriKe Cunning
When purchased, choose one characteristic. After a successful combat check, spend one Story Point to add damage equal to ranks in that characteristic to one hit of the attack. [IncIdenTAl] a GCRB #76
bacKStab
May attack an unaware adversary with a Melee (light) weapon using the character’s Skulduggery skill instead of Melee (light). If the check succeeds, each s adds +2 damage. [AcTIOn] a ROT #89
defenSive
When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. [IncIdenTAl]
each rank of defensive increases your character’s melee defense and ranged defense by one.
GCRB #79
GCRB #80
let’S talK thiS over
a
Once per session, when a combat encounter is about to begin, make a daunting (kkkk) charm check. If successful, the combat encounter becomes a social encounter instead. [IncIdenTAl, OOT] a ROT #91
P
grit
each rank of Grit increases your character’s strain threshold by one.
GCRB #73
P
Character
Sheet
Character Name: Species: Dwarf Hair: Eyes: Notable feat.:
3
Brawn
oa alue
3
Defense
Characteriſtics
1
Agility
O
2
Intellect
Cunning
Att瑩ributes
O
ranged
melee
Wounds
16
thresh.
current
4 Strain
Skills Rank
General Skills Career? Alchemy (Int) Athletics (Br) Cool (Pr) Coordination (Ag) Crafts (Int) Discipline (Will) Engineering (Int) Medicine (Int) Perception (Cun) Resilience (Br) Riding (Ag) Sailing (Int) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will) Magic Skills Career? Arcana (Int) Divine (Will)
Rank
Specialization: Fence
Career: Rogue Profeſſion: Fence Strength: Deſire:
ge: Height: Commoner
Gender: Social claſs:
Deſcription
Flaw: Fear:
Willpower
11
thresh.
2
current
2
Presence
Corruption
1O 7
thresh.
current
Abiliies & Add. Talents
Combat Skills Brawl (Br) Firearms (Ag) Gunnery (Int) Melee - Heavy (Br) Melee - Light (Br) Ranged (Ag) Social Skills Charm (Pr) Coercion (Wp) Deception (Cun) Leadership (Pr) Negotiation (Pr) Knowledge Skills Academic (Int) Chaos (Int) Cuſtom Skills
Career?
Rank
Magic resistance NAME ___________________________________ When a Magic check targets a Dwarf, DESC___________________________________ upgrade the difficulty of the check once. ________________________________________
NAME ___________________________________ DESC___________________________________
________________________________________
Career?
Rank
NAME ___________________________________ DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
Career?
Rank
________________________________________ NAME ___________________________________
Career?
Rank
______________________ ______________________ ______________________ ______________________
DESC___________________________________
________________________________________ NAME ___________________________________ DESC___________________________________
________________________________________
Weapons Weapon
Skill
Dmg. Crit Range Encum.
Special
Melee (L) ______ Knife 1 +2 ______ 3 Engag. 1 Accurate ________________ ______ _____ _______ __________________________________________________
________________ ______ ______ ______ _____ _______ __________________________________________________ ________________ ______ ______ ______ _____ _______ __________________________________________________ ________________ ______ ______ ______ _____ _______ __________________________________________________
Perſonal Gear Cloak With Hidden Pockets ____________________ ____________________ ____________________ ____________________ ____________________
Critical Injuries
Encum. On you?
+2 ____________________ ____________________ ____________________ ____________________ ____________________
Money
____________________ ____________________ ____________________ ____________________
Encumbrance
Current
Encum. On you?
____________________ ____________________ ____________________ ____________________
Maximum 1 Mutations
© Barbara Szymańska 2021. Permission for personal use only. Good luck and have fun! May the Chaos be with you... or not.
Gold Crowns Silver Shillings Braſs Pennies
Exp.
1o
Total exp. Available exp.
o 2o o