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T Tale of

he
Rose
RedW & Snow
hite
It's A Grim World & A Perilous Adventure

Mathias Ståhle
A Scenario By:
A Grim World Awaits
Credits This is an adventure for Warhammer Fantasy Roleplay introducing
elements of the classic fairy tales into the Old World and allowing
your players to visit the world of the Brothers Grimm. The adven-

Written by: ture is intended for experienced gamers, and can be very demanding
for an inexperienced Game Master.
If you are going to be a player in the adventure, you should stop
reading now.
If you are the Game Master you should read the entire book
from cover to cover, before you sit down and try to picture the
whole story. The adventure may seem linear from start, with very
little background information given concerning the world around
the Player Characters. This is intentional.
The story is pretty straight forward and most of it should be
familiar to your players. The adventure may divert along many dif-
Mathias Ståhle
mathiasstahle@mathiasstahle.se
ferent paths once you reach chapter five. Pay extra attention to the
adventure flowcharts that appear on some pages. These flowcharts
Artwork: Miguel Co- give you an overview of how the adventure will evolve, if your
imbra, Thomas Den- players do everything according to plan. Since players seldom do
mark, Vincent Dutrait, that, you must be prepared to improvise around the framework of
Carl Dyas, David Gal- the adventure at several points.
lagher, Randy Gallegos, An extensive background with motivations and agendas for all
Jon Hodgson, Jean-Bap- major Non-Player Characters is given in chapter five and six.
tiste Monge, Mathias The bulk of the adventure takes place in the village of Teufelf-
Ståhle, Franz Vohwin- euer and several full color maps are provided to make this backwa-
kel, Kieran Yanner and ter village come alive.
others.

Maps: Andreas Blicher,


Mathias Ståhle. How To Use This Book
In order to use The tale of Rose Red & Snow White yo need a copy
Play Testers: Andreas of the Warhammer Fantasy Roleplay rule book. A copy of Realms
Engström, Emil Eriks- of Magic will also come in handy, as will the Old World Beastiary.
son, Peter Geerhold, Only the core rules are essential, though. You will also need ten
Finn Ljunggren, Niklas sided dice, pencils and some scrap paper. Everything else is included
Sporr and Lasse V.
in this book. Enjoy!
Editing: Mathias Ståhle Mathias Ståhle, March, 2008
Legal Disclaimer
This scenario is completely unofficial and in no way endorsed by Games Workshop Ltd. All illustrations used in the scenario,
have been released by their respective owners as free downloads, to be used by the gaming communities of various role playing
games. Yet they remain the intellectual property of their rightful owners. No challenge to their status is intended by including
them in this document. Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WHFRP, Games Workshop, the
Games Workshop logo, GW, Warhammer, the Warhammer World logo and all associated marks, names, races, race insignia,
characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either ®, TM and/or ©
Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. No challenge to
their status intended. All Rights Reserved to their respective owners.
Table of Contents
Prologue ................................................... 4 Chapter V: The Doomed Village ..... 18
The Mourning Father .................. 4 The Boy Who Cried Wolf ....... 18
The Lost Princess ........................ 5 Behind Locked Doors .............. 20
The Wicked Stepmother ........... 5 Once Upon A Time .................. 20
The Grim Hunter ........................ 5 Guide To Teufelfeuer ............... 22
The Hidden Truth ....................... 6 Chapter VI: Day-by-Day .................... 32
Hansel & Gretel ........................... 6 Events Calendar .......................... 32
Wanted: Bold Adventurers ........ 6 Completing The Adventure ..... 38
Running The Adventure ............. 7 Chapter VII: The Dark Forest ........... 40
Chapter I: Castle Grauenburg ............. 8 Path of Pebbles ............................ 41
A Cautionary Tale ....................... 8 Gretel's Fairy Tale ...................... 42
The Mirror on the Wall ............. 9 The Sleeping Beauty .................. 43
Chapter II: To Weissbruck ................ 10 The Wolves' Attack .................. 44
Arriving in Weissbruck ............ 10 A Princess Lost & Found ........... 44
Meeting Wilhelm ...................... 10 Witches' Cove ............................ 45
The Silent Hunter ................... 11 The Final Confrontation .......... 46
Grimm's Tale .............................. 12 Epilogue ....................................... 47
Chapter III: Rechtlich ......................... 14 Appendix I: Sorcery .............................. 48
Bring Out Your Dead ................. 14 Lycanthropy ................................ 48
O' Brother, Where Art Thou? ... 15 Witches & Witchcraft ............... 49
Wolf in Sheep's Clothing ......... 15 Appendix II: Maps & Handouts ......... 50
Chapter IV: To Teufelfeuer ............... 16 Streichholz' Last Words ........... 51
The Road to Nowhere ................ 16 A Letter from Mother ............... 51
Enter: The Werewolf ................ 17 The Fairy Tale ............................. 53
Color Map Posters: Three large poster maps are included in the adventure. They come in A3 size and looks
best if printed on paperboard in full color. Permission is hereby given to reproduce them for use with the adventure.
Map: 1 Gazetteer of Western Reikland Map: 2 The Village of Teufelfeuer Map: 3 The Barrow of Witches' Cove
Map Key
Gazetteer of Village of Wit  Land Marks
B
the arrow of
Witches' cove
1. Roadwarden's Gate

Western reikland Teufelfeuer


SeTTlerS & inhaBiTanTS che 2. Public Well
A selection of prominent villag-
The Old Mill
s' C 3. Main Street
ers from the village of Teufelf- ove 4. Hangman's Tree
A crude map of the euer and it's surroundings:
6
Western Reik land,
with it’s towns
& cities
► The land between Castle Grauenburg and Altdorf lies ► The town is 50 miles away from the castle, as the raven
within the Reikwald Forest and there are two ways to reach fly. A river barge will take you there in two days for 30
Weissbruck from the castle: The Weissbruck Canal or The shillings. A coach will cover the distance in 16 hours for 42
Emperors Road. Gold Crowns. 9 8 10
Establishments
5. Temple of Sigmar
6. The Old Mill
Battle Map
7. Three Witches Inn
night Watchman
Zealot of Sigmar

0 1 2 3 4 Squares
8. Stables
Scale
ds

oo

Autler Teufelfeuer 9. Great Barn 0 2 4 6 8 Yards


W

he fishermen of this village runs the only ferry urnt down by a witchhunter in 2511, the village
T B
led

between Altdorf and Kemperbad. Hence it’s was resettled four years later. It’s current popu- Father Lembke niels Licht
16 Private Residences
ng

chosen by many who wishes to cross The Reik with- lation is 45, not counting the ghosts of the innocents 10. Hansel's Hovel
Ta

out passing the toll gates of the major cities. The vil- who were burnt ten years ago. The village is impov- 11. Kaufman's Warehouse
lage has about 80 permanent residents, according to erished.
15c 7 12. Fassbinder's Workshop
Alchemist

the imperial census. 13. Pumpernick's House


Klas Pumpernick 11 14. Stumpf's House
15. Labourer's Homes
Gluckshalt
amed by it’s first settlers, this small village is a 12 16. Bauer's Farm
Village Fools

N gathering point for many who have run out of


luck and failed to set up business in Altdorf. The in-
habitants are mostly poor farmers. Population: 72. Main Street & 3
5
The Pumpernicks
The Hangman's Tree
Hartsklein
A lock house on the Weissbruck Canal, built on a
4
Seamstress

Carpenter

mud bank. The village is famous for it’s pottery.


It houses 65 inhabitants and is extremely poor.
Waterfront Housesal
Birgitta Jaeger Wilmar Jaeger
15b 2 1
Heiligen Weissbruck by the Can Roadwarden's Gate
Peasants Wife
Poor Peasant

Road to T his is a popular coaching stop on the road to Alt-


dorf. Only 15 miles from the city walls, but far M ain lock house on the Weissbruck Canal. The entire
town, with it’s 272 inhabitants, is under the control of 13
Bretonnia away from the toll keepers. The agricultural village The Gruber family. Their merchant house owns the harbour Udo Bauer Isa Bauer
has less than 60 inhabitants. and all major establishments.
Priestess of Sigmar

Gr
az
ing 14

Rechtlich Fie
Merchant

Souther S ituated away from the main road this poor village ld
Cooper

s
Then roEadmpire & 15a
is in the middle of the dark forest. It’s 42 inhabit- Karl Kauffman Kurt Fassbinder Eva Traum
ants can barely produce subsistence for themselves.
to Nuln
Wood Cutter

Washwoman

Schlafebild
Inn Keeper
Shepherd

rapes from this little village is the main ingridi-


G ent in the famous Schlafebild wine, that’s sold
for 12 Gold Crowns per bottle in the imperial capital.
Peter Stumpf Hansel Rosenrot Herlinde Hertz Frau Trude Temple of Sigmar 24 ydS /12sq 48 ydS /24sq 72 ydS /36sq
The 38 inhabitants of Schlafebild is poor beyond be-
The lunar CyCle
MOOn IS

lief though. Their profits end up in the pockets of the A day-by-day chart, of Blood dark

An Altdorf Street
WiTChing full
Gruber family in Weissbruck, who controls the trade Mannliebs growth from Waxing Moon
full Moon Moon
Waning
along the canal. crescent to full moon. Each

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪
square represents one day.
Day: 1 Day: 2 Day: 3 Day: 4 Day: 5 Day: 6 Day: 7 Day: 8 Day: 9 Day: 10 Day: 11 Day: 12 Day: 13 Day: 14 Day: 15 Day: 16 Day: 17

© 2008 Mathias Ståhle. Based on a map by Andreas Blicher. Used in © 2008 Mathias Ståhle. Based on various free sources. Used without © 2006 Games Workshop. Adapted and used according to license
accordance with license agreement. explicit permission. agreement for fan material.
Mother seek repentance and abjure thy evil art
Cease this wretched wickedness and cleanse thy foolish heart
Lest the evil that has served you will make of you a slave
And transform your bed of roses to a premature grave
Ilse's Prayer

Prologue
O
nce upon a time there was a young princess Meanwhile the princess’ parents searched far and
who became entangled in a disturbingly near for the missing child, and so our story begins to
familiar story. Running from her wicked unfold. Admit that it sounds familiar. Let’s introduce
stepmother, she wandered into a dark forest; where the main characters of the tale, before this gets out of
the poor girl would have frozen to death, if it weren’t hand. They include:
for a chance meeting with Hansel and Gretel.
The siblings, who seemed to have walked the woods ►A mourning father
forever, showed her a path through the undergrowth. ►A wicked stepmother
But unfortunately they also gave the girl a riding hood ►A lost princess
to keep warm, not knowing that it’s red color would ►A hunter
attract wolves. If it weren’t for the seven dwarfs our ►A poor woodcutter
young princess would have been eaten. ►A wolf, three witches and seven dwarfs

The Mourning Father


raf Wilhelm von Saponatheim, the lord of Castle a stunning beauty of the von Schneeweiß family. Un-
G Grauenburg, is supposedly struck by sorrow. He
mourns the death of his first wife, as well as the loss
fortunately she died ten years ago, giving birth to her
first and only child – princess­ Ilse.
of his only daughter. Court gossip still claims that the count chose his
Once considered to be a boisterous carouser, as well Ingrid out of true love and that Ilse was more dear to
as the patron of the best hunting feasts along the river him than the jewels of his crown.
Reik, graf Wilhelm is now neglecting his noble du- The fact that Graf Wilhelm now has no heir is an
ties in favour of a glooming depression. The graf’s often debated subject in noble courts all around the
first wife, Ingrid Schneeweiß von Saponatheim, was Reikland.
4
The Lost Princess
icknamed Schneeweiß after the tragic events at regarding the shadowy depths of the
N her birth, the girl was the joy of her father until
her mysterious disappearance one year ago. Not only
deep woods. The girl was gone.
All the counts horses and all
would the young girl inherit her fathers noble title and the counts men were sent into the
fief one day, she had also retained the beauty of the forest, but they returned empty
von Schneeweiß’s: “Skin as light as snow, hair dark handed. A commoner brought the
as ebony and lips red as blood.” dreadful news back to court. He
But when Ilse’s ninth birthday came, the princess had found blood trails near a
was suddenly gone. The servants found an abandoned pond, not far from the gar-
spinning wheel in the garden, where young Ilse had den gate where Ilse had
last been seen playing. It seemed as if she had wan- presumably wandered
dered through one of the garden gates, into Reikwald off, to meet her doom
forest, despite all warnings that her father had issued under the old trees.

The Wicked Stepmother


ountess Frieda Neufrau von Others say that Frieda is a witch.
C Saponatheim did not shed any
tears when Ilse disappeared, it is
It’s only whispered in huddled voic-
es between the elders, but everyone
said. She is the graf’s new wife. knows that the Neufrau family had
Forced to remarry in order to sorcery running in their veins in
secure an heir, Graf Wilhelm sur- the past.
prised everybody when he chose With a husband moping in his
a girl from the comparably poor private chambers, unable to ful-
Neufrau family; a noble line be- fil his noble duties, Frieda is also
lieved to be almost extinct since said to be the true ruler of Grauen-
the Age of Three Emperors. burg. She has selected a council of
Frieda has never bestowed her trusted chamberlains as her advi-
spouse with any children, though. sors, and not much is known about
She is too afraid to lose her youth- her in the other
ful appearance bearing a child, people noble courts of
say. She lavishly continues to spend Reikland.
her dowry on expensive perfumes and Frieda is very
extravagant garments. secretive.

The Grim Hunter


t was Wilhelm Grimm who returned to court with change for a hefty
I the mournful news following Ilse’s disappearance.
He was already the most respected of the counts for-
reward. He was offered
30 shillings of
esters, since he had once slain a dire wolf with a single purest silver if he
bolt from his crossbow. returned with the
Even though he was seen as a cruel man, he was young girls heart.
also fearless and the best tracker the count could mus- The hunter
ter. Ilse’s tracks ended in a trail of blood that even he accepted the offer,
could not follow, said the hunter upon his return. As and it was he
you’ve probably guessed by now he wasn’t truthful. who lured young
That very morning, the countess had ordered Wil- Ilse into the deepest
helm to take Ilse into the woods and kill her in ex- part of Reikwald forest.
5
The Hidden Truth
hese events took place one year before our ad- Wilhelm never spoke again, afraid that he would re-
T venture begins. The PC’s task will eventually be
to find young Ilse, who did not perish in the great
veal the horrible truth of what he’d almost done if
he opened his mouth. He became known as Wilhelm
forest after all. Never-Tell, and left court the following winter.
Because in the end, Wilhelm could not fulfill his Meanwhile Jacob wandered through the woods
part of the countess’ gruesome bargain. He let Ilse go wondering what to do with the girl. He was also a
instead of killing her. wolf hunter of some renown, but had no experience
The hunter handed the princess over to his brother with children.
Jacob, and asked him to take Ilse far away. Wilhelm Eventually he left the girl outside an old woodcut-
then slaughtered a piglet near the pond and returned ters house, and thus little Schneeweiß met Hansel and
to Frieda with the animals heart. Since that day Gretel. They also play an important part in this tale.

Hansel & Gretel


ansel Rosenrot is with- The children were lured into
H out doubts the poor-
est inhabitant living in the
the woods and left with noth-
ing more than a pocketful of
impoverished village of bread crumbs to feed them-
Teufelfeuer; and he stems selves. These traumatic
from a family so poor that memories have since
his own parents once tried prevented Hansel from
to switch him for food. raising a family of his
Now frail and aged before own. Gretel remained his
his time, Hansel is a mere only trusted relative until
shadow of his former self. His cottage is a ramshack- they found Ilse at their
le hovel and that’s hardly a place for a princess to doorstep.
grow up. Hansel has one redeeming feature though, Hansel and Gretel now
a strong love for his closest kin. cares for the young princess together. Unaware of
Hansel once had a stepmother too, and she was her noble heritage, the poor siblings are trying to
equally wicked as Ilse’s, to say the least. She decided protect Ilse from all the horrors lurking in their for-
to get rid of Hansel and his baby sister Gretel dur- est. There’s a lot of things a person wandering the
ing the great plague that ravaged the entire Reikland Reikwald Forest should watch out for; witches being
some 40 years before this story begins. one of them, wolves another.

Wanted: Bold Adventurers


ur heroes will soon have to deal with all this The traditional way is to drop a hint, stating that the
O too. They are hired by countess Frieda von
Saponatheim, when the wicked stepmother learns
countess is searching for a party of bold adventurers.
Another method is to give the countess something
that young Ilse is still alive. Pretending to care for her that the PCs wants: a book or a rare grimoire that lies
husbands missing child, she will send the PCs out on hidden in the archives of Castle Grauenburg. In order
a secret mission to locate the lost princess and bring to get access to it, the PCs must do the countess a fa-
her back safely. vour: Find the lost princess.
In reality Frieda wants to finish what was left un- Whatever the circumstances, the PCs will find
done a year ago. She just needs someone that can gain themselves in the courtyard of Castle Grauenburg
the trust of Wilhelm Grimm and lead her to Ilse. As a when this adventure begins, waiting to receive audi-
GM there’s several ways to introduce this adventure ence before the court. The castle is located on the road
to the PCs. between Altdorf and Bögenhafen.

6
Running the Adventure
s the players are likely to be able to see through The flowchart sums up the first part of this adventure.
A the plot early on in the adventure, in a way their
PCs could never do, it is important for the GM to es-
The background and prehistory of these events will
not become apparent to the PCs until the final chap-
tablish a strong motive for the players beforehand. ters. But we will leave that bit for later, and get the
Even if your gaming group is made entirely out of adventure going.
simpletons, they are bound to recognize the Tale of Even though the first half of the story is linear and
Snow White almost at once. That’s why it’s so impor- straight forward, it will eventually evolve into an in-
tant to give the players a reason to play along with tricate plot. The story is both character driven and
the countess’ schemes, when she is introduced in the event based. As a GM you are advised to read through
adventure. the entire adventure in one read, and then study the
The motive must be strong enough to lure the PCs individual chapters one by one.
into doing her bidding, even though they realize she
is one of the bad guys. Mission Designer's Notes
Such a motive is best left up to a GM who knows now white & Rose Red is intended for experi-
his or her players, and their respective playing styles.
Placing an artefact that the PCs need in the count-
enced gaming groups, and works best with 4-6
characters of whom at least half has completed their
S
ess’ possession, as has been suggested, is one way to first basic career. A Priest or a Wizard is essential.
establish a motive. The monetary solution, offering a These pages only contains the necessary framework
hefty reward for the job, might work equally well in needed to run the central plot together with it’s side
other gaming groups. stories.
If your players are the kind that likes to stray off
Plot Outline their course, you might need to prepare some backup
he adventure starts when the PCs receive their as- encounters, to make the roads and villages of western
T signment in Castle Grauenburg. It then becomes Reikland come alive and bustling with events, as they
a search for three different people: First the PCs must should be.
locate Wilhelm, only to be redirected to search for his Any short adventure such as A rough Night at The
brother Jacob instead. Finally they must find princess Three Feathers will do the trick. With that much said,
Ilse. At the same time they’ll have to deal with the let’s continue with the story at hand. The adventure
wicked stepmother and her minions. Below is a flow- begins when our heroes, the PCs, arrive at Castle
chart of the how the plot is intended to evolve: Grauenburg.

Adventure Flowchart (Part: I)

 The PCs sets out to find the hunter Wilhelm


Grimm. Once found he reveals the truth, and ask
 A killer is on the loose in the village. The
locals believes it to be a werewolf and unless the
the PCs to betray the countess. If they agree to PCs deal with the wolf as well, they are unlikely
return the girl unharmed to her father, Wilhelm to gain the trust of the people of Teufelfeuer.
directs our heroes to his brother Jacob. Without help from the locals they cannot find
Ilse.
 Unfortunately Jacob cannot help the PCs.
He is dying. With his last breath Jacob explains
that he left the girl with an aged couple in the
 While investigating the murders our heroes
will realize that the werewolf has something to
nearby village of Teufelfeuer, a few weeks Village of Wit 
Map Key
Land Marks
do with Ilse’s
before the PCs’ arrival.
1. Roadwarden's Gate

Teufelfeuer
past, and that
SeTTlerS & inhaBiTanTS che 2. Public Well
A selection of prominent villag-
The Old Mill
s' C 3. Hangman's Tree
ers from the village of Teufelf- ove 4. Main Street
euer and it's surroundings:
6 Establishments
9 8 10 5. Shrine of Shallya

the key to
6. The Old Mill
7. Three Witches Inn
Zealot of Sigmar

8. Stables
ds

oo

9. Barn


W

In Teufelfeuer the PCs will end up at


ed

16 Private Residences
gl

Father Lembke
n

10. Hansel's Hovel


Ta

the mystery
11. Kaufman's Warehouse
Night Watchman Village Idiots Village Elder

15c 7 12. Fassbinder's Workshop


13. Pumpernick's House
Klas Pumpernick 11 14. Stumpf's House
15. Peasant Homes

the doorstep of Hansel Rosenrot, only to


12 16. Bauer's Farm

is also tied to
4
5
The Pumpernicks

Main Street &

find out that they are almost too late. Ilse


The Hangman's Tree
3

the scheming
Niels Licht
15b 2 1
Roadwarden's Gate
Peasants Wife
Poor Peasant

has wandered into the forest and the inhabit-


Udo Bauer Isa Bauer 13

of the evil
Priestess of Shallya

Gr
azin 14

gF
Merchant

ield
Cooper

s
15a
ants of Teufelfeuer have other problems.
Karl Kauffman Kurt Fassbinder Eva Traum

countess.
Wood Cutter

Herdsman
Innkeeper

Hans Rosenrot Frau Trude Peter Stumpf Shrine of Shallya


The lunar CyCle
MOON IS

A day-by-day chart, of Blood WiTChing dark


Mannliebs growth from Waxing  Moon
full  Moon
Waning  Moon
crescent to full moon. Each

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪
square represents one day.

7
Chapter I : Castle Grauenburg

T
he courtyard of the castle is swarming with names are then noted at the bottom of an extremely
people as the PCs arrive at the scene: peas- long list and the line is hardly moving. The time in
ants rounded up for labour, burghers waiting waiting is a good time for the PCs to catch up with
for the graf’s court to settle their disputes, criminals the latest news. The tragedy of Castle Grauenburg is
waiting for punishment and servants doing their daily a much debated subject.
chores. A successful Gossip test will reveal all events from
People are already standing in line to meet the lord Ingrid’s death until the abduction of princess Ilse, with
of the castle, and it should be clear that the PCs will one exception. No one in the castle knows that Ilse is
likely have to spend the rest of their day here. alive. The tragedy has evolved into a cautionary tale,
There’s not much else to do. After a while a valet passed on from mouth to ear. This is the version the
approaches the PCs, asking for their business. Their PCs will be told in the queue.

A Cautionary Tale
t is well known that graf Wilhelm von Saponatheim teenth witch was forgotten. Her revenge was swift.
I is an ineffectual ruler. His main interest used to be
the yearly Shaffenfest in Bögenhafen and numerous
► Lady Ingrid died giving birth, and on Ilse’s ninth
birthday an elaborate spinning wheel was sent to the
hunting feasts. castle by an unknown giver.
Since the disappearance of his daughter, the graf’s ► Ilse was playing with her gift the morning she
government has deteriorated even more. The Tragedy disappeared. Legend says she pricked her finger on
of Castle Grauenburg is indeed a grim tale. Here’s the the spindle and fell asleep before she was abducted.
local folk’s twist to the story: Most likely she was poisoned.

► Every Reikwalder knows that the Thirteen Witch- The folk tale is simply a fairy tale, that has nothing
es of the Woods must be appeased when a child is to do with reality. The PCs won’t have a chance to
born, lest ill fortune will strike the family. learn this until they have had a chance to speak to the
► This can be done with offerings, or precious gifts countess though.
placed in the forest. The girls stepmother is the only person in Castle
► Local know-it-alls claim that the graf only pre- Grauenburg who have started to suspect that Ilse is
pared twelve gifts, when Ilse was born. still alive. The PCs will be admitted to her chambers
► Twelve spindles of purest gold were taken to a after a few hours in the line, listening to courtyard
witches’ cove in the forest, but somehow the thir- rumors.

8
The Mirror on the Wall
oaring high above the castle, Countess Frieda only speaks in majestic plural – we. She
S Frieda’s chamber is located in the tall-
est tower with a stunning view of the land-
will not reveal who received the new infor-
mation or how. If asked she looks into her
scape. mirror and says that it is confident. Any
The PCs will be escorted upstairs by a va- PC with Magical Sense will find the
let when their time has come, and told to mirror very disturbing, and those who
wait outside a large ironbound door. passes an average test will see traces of
While the valet knocks, creaks the door faint images from a dark forest reflected
open and announces the PC’s arrival, a in the glass.
voice can be heard faintly from within. It can be identified as an All Seeing Mir-
It is a woman’s voice, whispering a ror, as described in Realms of Sorcery
chant: p. 203. Even the most dim-witted play-
er should be able to guess that this is
“Mirror, mirror on the wall: indeed a magical mirror though, with
Who’s the fairest of them all. Show or without the proper skills.
me how to find her, and deep in If the PCs agree to the proposal the
darkness bind her...” countess will explain what they must
do.
The chanting is interrupted and the
PCs asked to step inside. The Task at Hand
Frieda’s chamber is empty, apart from rieda suspects that the hunter she paid
a large throne in front of an equally large
and oversized mirror. She greets the PCs
F to kill Ilse betrayed her, but of course
she doesn’t put it that way to the PCs:
dressed in a splendid red gown, and will
frown visible at any visitor not wearing “The hunter who swore that Ilse was dead is a
clothes of the very best quality. man named Wilhelm Grimm. Unfortunately he
Since the countess has an agenda that requires left our service last year, but he should still be
the assistance of commoners, she will restrain herself nearby. We want you to locate him and ask him
from further remarks at this point. how he can be so sure that Ilse died in the forest.
Tell him that we, the countess, command him to
The Countess' Proposal help you locate the girl’s remains, lest he will
egardless of the circumstances that have led the lose his head.
R PCs to the countess’ chamber she has a job that
needs to be done, and she cannot do it by herself.
Wilhelm comes from the town of Weissbruck,
and his family might know where to find him. We
Frieda will ask them to find the missing princess. This also want you to keep us informed about every-
is the story she will tell the PCs: thing you discover regarding this matter.”

“For over a year we have been struck with grief With those words Frieda waves to the valet by the
over the tragic loss of princess Ilse. She walked door that the brief meeting is over. She will answer
into the Reikwald forest a year ago, and has been any remaining questions briefly, before dismissing
presumed dead until now. the PCs. Her final warning echoes down the stairs as
Her body was never found, but my lords best they leave her tower: “Don’t betray us, lest your own
hunter swore that he could read the track in the life be forfeit...”
forest like an open book: Little Ilse was most
likely consumed by wild beasts.
Since that day, we’ve been mourning her. Until
recently, when we received information suggest-
ing Ilse might be alive after all. We want you to
find her.”

9
Chapter II : To Weissbruck
T
he PCs should be able to cover the 50 miles In Weissbruck the PCs must find Wilhelm Grimm,
between Castle Grauenburg and Weissbruck but a Gossip Test or two should give them enough
in a couple of days. The journey can be as information to find the silent hunter. The difficult part
eventful, or uneventful, as the GM wishes. is getting him to talk.

Arriving in Weissbruck
shes and heavy black smoke rise up from the
A rooftops of Weissbruck. The town was rav-
aged by a fire two weeks ago and some of the embers
are still burning. Any local can explain that the fire
started in the warehouses by the river lock and spread
quickly.
Now everything is burnt and dirty, and everyone
the PCs speak to will be coughing severely from the
smoke. Business continues as usual in the harbour,
though.
The fire has nothing to do with the plot. It mainly
sets the mood for the Weissbruck episode of the ad-
venture.
When the PCs start asking about Wilhelm Grimm
they will be met with distrust:
“The Brothers Grimm? They left ages ago. Ol’
Grimm’s still here though. Lies six feet under ground
in the cemetery. Only one of his sons comes by here
now and then now’days. Wilhelm that is. Silent
Grimm they call him, ‘cause he never speaks.
Also goes by the name Wilhelm Never-
Tell.”
An Average Gossip will reveal that Wilhelm AWaWreehisosbusreuck
lives in a shanty in the forest, just outside the town According to them he
gates. He returned to his parents home a year ago, but only speaks when he fights, and since Wilhelm is an
hasn’t spoken a single word since. The townspeople adept swordsman no one cares to chat with him any-
thinks he’s mad and shuns him. more: “Young Master Grimm’s got mad...”

Meeting Wilhelm
ilhelm is chopping wood with a double edged way. The PCs are obviously going to want to speak to
W axe when the PCs arrive to his cottage. He
greets them, silently, with the axe in one hand and a
the hunter, but Wilhelm refuses to say anything, not
even his name. No matter what the PCs do, he will
loaded crossbow within reach. continue with his chores, and an angry expression on
As the PCs walk towards the hunter, he throws a his face. There’s only two things that the PCs can do
purse at their feet and spits on the ground. The purse to make him open his mouth:
contains 30 shillings. Wilhelm turns to his wood ► If the PCs tries to attack him, Wilhelm will de-
chopping again, pretending that the PCs doesn’t ex- fend himself and start talking at the same time.
ist. He doesn’t say anything, apart from the odd grunt ► If the PCs mention that they’ve just arrived from
now and then. Castle Grauenburg Wilhelm will attack them – and
This can be an amusing scene if it’s played the right talk.

10
Regardless of what method the PCs chose the effect Wilhelm will only cease his attack if the PCs are very
will be very much the same. Wilhelm is prepared to clear that they mean no harm. If they lay down their
fight even if outnumbered. And since the PCs needs weapons and pass a Charm Test the hunter might
him alive they’ve got the odds against them. This is become reasonable.
what happens: This is a question of good role playing more than
anything else, though. Wether Wilhelm feels that he
► Wilhelm concentrates his attacks on the most can trust the PCs or not is left to the GM’s judgement
able fighter among the PCs. He uses his Strike to alone. Provided that the PCs can somehow calm the
Stun skill, to take his opponents out quickly, and hunter down he will eventually recite Grimm’s Tale.
then goes for the second best fighter. This is a crucial part of the plot and you will find it on
► Each round of combat he will speak one of the the next page.
lines from the script below. If the PCs can make
the fight last long enough, they will eventually get What if Wilhelm Dies Too Soon?
Wilhelm’s story out of him. s a mission designer I’m tempted to say: Play-

Wilhelm's Speech
A
er’s must learn to live with their mistakes at this
point. But if Wilhelm dies too soon, the adventure
hen Wilhelm closes in for the first attack he will be over. Without him it’s impossible to track Ilse
W mutters between clenched teeth: any further.
This scene is intended to promote good role playing
“I’ve been silent for a year now, but I have and clever skill use over brute force. As a GM you’ll
one more thing to say: Tell your wicked count- have two options if the inevitable happens. Either you
ess that I want her blood money no more. The let the players fail and move on to another adventure,
heart I brought her came from a wild pig. Tell or you can give them a second chance even though
her that and leave me be.” they don’t deserve one.
I’d say go for the first option, but it’s your game and
Use the following two lines for the second and subse- you’ll have to decide.
quent combat rounds:
A Second Chance
“Whatever reasons you have to help that ilhelm is a simple woodsman and he cannot
wretched old witch I’m not going to stand by,
idly watching you murder an innocent child.”
W read or write. But he and his brother communi-
cates with secret ranger signs. If you feel that the PCs
deserve a push in the right direction you can let them
“Defeating me won’t do you any good. I sent find the runes that Jacob left scribbled near the fire
the princess away with my brother Jacob. place in the cottage, even though Wilhelm died.
You’re never going to pick up his trail.”

The Silent Hunter


T he adventurers aren’t the first agents that have
been sent out from Castle Grauenburg to ques-
tion Wilhelm. The hunter knows that the countess
“I ’ve been silent for a year,
but I have one last
thing to say...”
suspects him of betraying her.
In his heart he is a kind man and he regrets having Wilhelm Grimm - Wolf Hunter
been the countess’ accomplice, even if it was only for WS BS S T Ag Int WP Fel
a couple of days. Wilhelm wishes he would have had 33 65 41 43 57 38 33 29
the courage to reveal Frieda’s evil plans a year ago. A W SB TB M Mag IP FP
Now he is sure that no one would believe him even 2 14 4 4 4 0 0 0
if he did. He left court and the countess’ realm to be Armour: Head (0), Arms (0), Body (1), Legs (1)
Weapons: Axe, Crossbow, Dagger
safe from her minions. But every now and them a Skills: Concealment, Dodge Blow, Follow Trail,
couple of them comes walking into Wilhelm’s yard, Outdoor Survival (+10), Perception (+10), Search,
stirring up old memories. Wilhelm already has three Secret Signs (Ranger), Silent Move.
Talents: Mighty Shot, Rapid Reload, Sharpshooter,
unmarked graves in the back yard. Specialist Weapon (Crossbow), Strike Mighty Blow,
Strike to Stun

11
Grimm s Tale
f the PCs can gain the trust of Wilhelm, or if they
'
“The first three runes mentions a girl, and
I defeat him and force him to speak, he will reveal
the following information. Forcing Wilhelm to speak
claims that she is safe from harm. The fourth
and fifth rune says that she was carried across
requires a challenging (-10) Intimidate or Torture. a river or stream and then left at a safe house
or fortress. The last two runes is my brother’s
“Only me and my brother Jacob knows what signature and the sign for the village of Rech-
really happened the day Ilse was abducted tlich. It’s a settlement to the north east, deep
from castle Grauenburg. It was the morning within the forest.
of her birthday, and the countess called me I guess that’s where my brother is hiding
to her chamber. She said: Take the princess with Ilse. If you do not mean to harm the prin-
to the old rune stones in Reikwald forest and cess, then surely you must help us to protect
kill her there. Make sure her blood soaks the her from her wicked stepmother. Princess
ground beneath the stone and bring back her Ilse is the true heir of castle Grauenburg and
heart to prove that the deed is done. Do not should be brought back to her father.
betray me, lest thy life becomes forfeit. I would do it myself, but the countess would
I did what she ordered, but I could not harm guess my plans if I were to return. She is a
an innocent child. I released Ilse, slaughtered powerful sorceress and her magic mirror can
a pig and returned with the animals heart to see everything.
the wicked countess. I left the countess’ ser- For you it is different, if the countess still
vice with 30 pieces of silver in my pocket, but trusts you. You could find the girl and bring
I could never enjoy them out of guilt. The next her back to the castle, where young Ilse would
day I asked my brother to find the girl and take be under her father’s protection again. I’m
her somewhere safe. I have not seen any of sure that the countess keeps an eye on you, but
them since. Yet I know that they are healthy.” as long as you don’t give her a reason to sus-
pect you, then you could very well get away
Wilhelm's Secret with it...”
t this point Wilhelm goes silent again and looks
A at the PCs. If the PCs have gained his trust in
a friendly manner, he will now show them the fire Point of No Return
place in his cabin and continue the tale. Someone has opefully the PCs have realized that Wilhelm is
carved seven secret runes on the mantelpiece. Forc- H
one of the good guys by now. He will urge them
ing him to reveal the following information requires to travel to Rechtlich with great haste and warns them
another challenging (-10) Intimidate or Torture. against alerting the countess of their new plans.
According to Wilhelm her spies are everywhere, as
“My brother passed this cottage a week ago, if by magic.
and left these seven ranger signs carved into Being a mere hunter he knows nothing about the
the very stone of the mantelpiece.” workings of the countess’ magic mirror, apart from
the rumors he has heard:

eif “When she gazes into her mirror she sees, not
her own reflection, but other people. And she

hzg on the can travel everywhere, as fast as a raven can


fly. That woman is a witch. Mind my words.”
Rmuannetselpiece
b
It looks as if the runes have been carved with a single
The PCs will have much to think about during their
journey: Why does the countess want to soak the
ground with Ilse’s blood? Why near a rune stone?!?
sharp claw. They can be translated by anyone able The PCs will have to wait until chapter four for the
to understand Secret Signs (Ranger). Wilhelm inter- answers. But now we’re ahead of ourselves. Let’s see
prets them the following way: what happens en route to Rechtlich first.
12
Encounters on the Road
ere are two encounters, intended to be used as Event: A dozen ragged flagellants marches down
H the PCs travel from Weissbruck to Rechtlich. the road, whipping themselves and rolling a huge
Both give hints about things that will come later on in iron-shod wooden wheel along as they go. The wheel
the adventure. is nine feet in diameter; large enough to deal a
The first one will help the PCs figure out Strength 5 crushing hit to anyone caught
a little more about the countess real in it’s way.
plan. The second deals with a more The flagellants move at a leisure
imminent danger – plague. pace though, following their leader
– a crazed zealot named Victor
Watch The Mirror! Wahnsinnigen.
Setting: A coaching inn or Victor is a self appointed
town house where there’s a evangelist, claiming that pain
mirror on the wall. is the only salvation able to
cleanse the human soul. He
Event: One of the PCs have and his half-crazed believers
a vision while gazing into the started their painful journey
mirror. A ghostly shape can in Heiligen three days earlier.
be seen in the glass, look- They’re searching for bearers
ing over the PCs shoulder. of a terrible plague they call
There’s no ghost behind the The Beast Within. Apparently
PC though, and the apparition some refugees carrying this
is only visible in the reflection. disease showed up in Heiligen
If the PC has Magical Sense, a a couple of days ago.
whispering voice can be heard Victor has told his followers
from the reflection. The words can
l y R e fle c t ion s that anyone affected by The Beast
be perceived with a Routine (+10)
Perception. It sounds as if the ghost
Ghost Within will grow fur and fangs.
Anyone caught showing such signs
is talking to someone, but the PC can only of chaotic mutation must be treated with
hear half of the conversation: pain immediately; that’s what the wheel is for.
Therefore the flagellants will demand to inspect ev-
“Yes, I can see them mistress. I see the one ery PC’s teeth, before they are allowed to pass. A re-
with (insert insulting description of a random fusal will result in a fist fight with the fanatics. Use
PC here).” normal peasant profiles if needed.
... PCs who play along with the flagellants only have
“What? No I cannot hear them mistress. But to open their mouths and pass a Very Easy (+30) Fel-
they seem to be on their way to (insert name of lowship Test to appease these poor and frightened
nearby village here).” peasants.
... This scene will give the players a hint about the
“No mistress. I cannot see the girl nor the nature of the disease that is spreading across the
hunter. I see no signs that they have betrayed neighborhood. More details will be
you yet.“ given in the next chapter.
Use the encounter with Victor and
This is of course the countess, using her all see- his flagellants as a bizarre and humor-
ing mirror to spy on her hirelings. You may re- ous encounter. It’s not meant to put the
peat the encounter with small variations, whenever PCs in a life-or-death situation.
the PCs have access to a mirror.

The Fanatics The Zealot


Setting: On the road. Preferably within 20 miles of
Rechtlich.

13
Chapter III : Rechtlich
O
n their way to Rechtlich the PCs will re- The PCs can hear the rumor at a coaching inn or toll
ceive more disturbing news. Rumor has it station during their journey. Rechtlich lies 55 miles
that a terrible plague broke out in Rechtlich away from Weissbruck and the PCs should be able
a few weeks ago, and now most of the inhabitants are to reach it in two or three days, if they travel on foot.
dead or dying. Others have gone mad from fever and The horrors of the strange disease are described be-
live like wild beasts in the forest. low and in the Appendix of this adventure.

Bring Out Your Dead


he rumors are true. When the PCs approach Re- Lycanthropy is
T chtlich the village looks deserted. No smoke rise
from it’s chimneys and hundreds of ravens soar above
unknown to almost
everyone, except
the rooftops. A bell can be heard in the distance. Magisters practising
An old crone with a hand cart walks along the main the Lore of Beasts.
street. Her shouts is the only human voice to be heard A PC who examines
in Rechtlich: “Bring out your dead! Bring out...”
A dozen corpses are loaded on her cart and she has
the dead bodies on the
cart and passes a Very
TCheroOneld
boils and open sores all over her face. She warns the Easy (+30) Perception will discover part of the truth.
PCs from entering the village: “Lest the beast will eat Underneath the boils and sores, some of the deceased
yer souls and strip yer flesh to the bone.” have grown claws and fangs. One of them even has
The old crone seems to be the only living soul left in the yellow eyes of a predator.
Rechtlich, and if the PCs dare to speak to her she will A healer will understand that this is an infectious
tell them what happened. disease with a Routine (+10) Trade (Apothecary)
or a Challenging (-10) Heal.
► The miller was taken ill three weeks ago. First he A magister or other student of the arcane will be
lost his mind and started to behave like an animal. able to identify the disease as Lycanthropy with a
He was killed on the spot when his neighbors dis- Very Hard (-30) Academic Knowledge (Magic).
covered that he had grown fur and fangs. The test becomes Easy (+20) if the PC has acquired
► Next week several other people got sick. They the Lore of Beasts.
became beastly lunatics and barked at the moon be-
fore they died from fever and running sores. For Whom The Bell Tolls
► When the village priest, Father Lembke, exam- ur heroes run a risk of being infected while
ined the bodies he became pale as a ghost. The crone
remembers that he kept repeating a strange word
O searching for Jacob. Just passing through will
not cause them any harm, but dealing with any of the
to himself: Animagus. She does not know what it village’s inhabitants will call for a Disease Check.
means. Both the old crone and Jacob are taken ill by the dis-
► Two dozen people have perished and the rest ease. The following situations will call for a disease
have taken to the forest, under the guidance of Fa- check in this adventure:
ther Lembke. The priest promised to return within a ► Talking to the old crone, or Jacob, requires a Very
month and cleanse the village with fire. Easy (+30) Toughness to avoid catching Lycan-
thropy. Every PC that takes part in either conversa-
Playing Doctor tion must take the test.
nbeknownst to the old crone, the Plague of Re- ► Eating or drinking anything in the village calls for
U chtlich is an outbreak of Lycantrophy – a rare
disease that transforms it’s victims into werewolves.
a Routine Toughness. The same goes for handling
corpses or doing just about every act of meaningless
The details of the illness are given in the Appendix. curiosity in the village.

14
O Brother Where Art Thou?
I
'
f the PCs ask about Jacob Grimm, the old crone
frowns and cackles: “Surely he must be dead by
“The princess is no longer here brother. I
carried her to Teufelfeuer, before the wolves
now, or gone into the forest to live with the beasts.” came. She is safe. I left her at the doorstep
Jacobs house is the third one on the left, at the top of the old one... Sorry, I forgot his name. The
of the hill and finding the cottage should be easy, fol- man with the bread crumbs who always gets
lowing the crones directions. Dried wolf skins hangs lost. I can’t remember his name anymore, let
outside and the door is slightly ajar. The hunter is still alone my own. I know not what has become of
alive. me. I have this... strange urge... to hunt and
Jacob Grimm lies dying inside, covered in warm kill. Alas, my strength has withered. Leave
sheep skins, with a fever that started ten days ago. me be, lest your souls be taken by the beast
The strange disease has taken it’s toll on him and within.”
he is slowly losing his mind. The hunter is delirious
with yellow eyes, and the sheep skins are so dirty
that they seem to have grown out of the sores on his
body. He does not show any other signs of infection.
No fangs, no fur. Nothing. Role Playing Jacob
t should be impossible to get Jacob to say any-
Jacob's Speech I
thing that makes sense. Thus his role is fairly easy
he dying Jacob is beyond contact, singing a to play.You can add a few beastly growls to Jacobs
T childish lullaby to himself as the PCs enters the speech, to spice it all up. Jacob speaks the gibberish
room: “Ilse had a little lamb, little lamb...“ of a true madman and his profile is given below.
He doesn’t respond to anything the PCs do or say, It is, however, your duty as a GM to make sure that
not even violence. The only way to get Jacob’s atten- the PCs get at least two things out of him: The name
tion is to mention his brother Wilhelm. Upon hearing Teufelfeuer, and the fact that Ilse was taken to some-
his brother’s name Jacob starts ranting. He seems to one in that village.Jacob will return as the werewolf
believe that one of the PCs is Wilhelm. in the next chapter of this adventure.

Wolf in Sheep s Clothing


' ne of Jacob’s last conscious acts was to de-

“I know not what


has become of me.
O liver the secret message to his brother. He had
already brought Ilse to safety the year before. As a
Leave me be, lest your werewolf Jacob carved the ranger signs into the man-
souls be taken by the beast telpiece with his claws, but when the PCs meet him
within...” he is reduced to the rambling lunatic quoted above.
Jacob Grimm - Wolf Hunter
WS BS S T Ag Int WP Fel Now Jacob changes into a wolf almost every night,
44/64* 45 43/63* 43/53* 49/69* 27/17* 29/19* 29/9* but it won’t happen while the PCs stay in Rechtlich. If
A W SB TB M Mag IP FP the PCs wants to put an end to Jacobs misery they can
2/3* 14/19* 4/6* 4/5* 4/6* 0 0 0 kill him easily enough, though this will require some
Armour: Head (0), Arms (1*), Body (1*), Legs (1*) minor alterations to the story.
Weapons: Natural* Jacob is meant to return in the next chapter, in wolf
Skills: Concealment (+10), Dodge Blow (+20), Fol- form. Even though he is immune to normal weapons
low Trail (+10), Outdoor Survival, Perception (+10),
Search, Secret Signs (Ranger), Silent Move (+20), while being transformed, he is mortal as long as his
Swim. body remains human.
Talents: Flee, Keen Senses*, Natural Weapons*,
Night Vision*, Strike Mighty Blow*, Swashbuckler, If the PCs should kill him, Jacob needs to be substi-
Unsettling*. tuted for another werewolf in the next chapter. That’s
Special Rules: Wilhelm transforms into a Were
creature. This gives him natural armour, weapons, not a problem per se, because there’s plenty of beasts
modified characteristics and all the talents marked in the forest around Rechtlich and Teufelfeuer. They
with a * in the above profile. The werewolf can only
be harmed by blessed or magical weapons. will appear when our heroes continue their journey.
15
Chapter IV : To Teufelfeuer

T
eufelfeuer lies only ten miles away from Re- On their way to Teufelfeuer the PCs will encounter
chtlich, but the road is a beaten rack and only Jacob again, now in the shape of the werewolf. The
hampered speed is possible. It should there- journey is also a good time to remind the PCs about
fore take the PCs a minimum of six hours to go there Teufelfeuer’s recent history. The tale, quoted below,
by foot, or on horse back. should give our heroes a clue about what’s going on.

The Road to Nowhere


eufelfeuer really lies on the road to nowhere. A boars, stags and wolves. Streichholz, being
T muddy track, criss-crossed by fallen branches,
meander it’s way through the forest. An eerie, tainted
somewhat of an evangelist, tried to show the
villagers the ways of Sigmar instead, but the
light filters it’s way through the canopy ahead, and as villagers wouldn’t listen to his preaching.
the sun sets a bluish mist rises from the ground. Soon Streichholz discovered that the local
Just before sunset the PCs meet three imperial road- rituals also included human sacrifice. Every
wardens leaving Teufelfeuer. They hail the PCs and seventh year a child was selected and taken
ask for their business. Regardless what response the into the forest. They used to take the victims to
PCs give, the roadwardens’ advice is to turn back. one of the pre-historic rune stones that litter
The wardens were sent to Teufelfeuer to warn the these woods. The children were then sacrificed
inhabitants of the disease in Rechtlich, and to make by druids dressed up as wild beasts. They tore
sure that none of the refugees carried the infection them apart with their teeth and claws to ap-
away from the contaminated village. pease the sorceresses of the woods.
Although everything seemed to be alright on the Streichholz saw that the heresy was so deeply
surface, Teufelfeuer is a weird place and one that is rooted that he burned the entire village to the
best avoided, according to the roadwardens. ground and chased the villagers away. The el-
The village has a strange history. The roadwardens ders burned to death within their homes. Oth-
will gladly enlighten the PCs if one of them passes an ers fled, screaming into the night.
Easy (+20) Gossip Test. Teufelfeuer remained an empty village for
several years, and the witch hunter himself
“It was in the year 2511 that the imperial went into the woods to hunt down any survi-
witch hunter Hugo Streichholz discovered ev- vors. He never returned. Neither did the vil-
idence of heresy in Teufelfeuer. Several of the lagers. Though Teufelfeuer was resettled a
villagers were practising an old and forbidden couple of years ago, in 2514.”
faith deep within these woods. Believing that
the forest was ruled by three witches, crops Even though Teufelfeuer is a different village today it
and livestock was sacrificed every spring at is still a spooky place, according to the roadwardens:
Mitterfrühl Day by druids dressed as wild “Whatever walks these woods is best left alone.”
16
Enter: The Werewolf
ur heroes are bound to start speculating by now. opening itself for a free attack upon disengaging. If the
O It’s likely that they assume that Ilse’s abduc-
tion has got something to do with the old rituals of
PCs tries to follow the fleeing werewolf into the forest,
the wolf pack will protect their leader. The wolves of
Teufelfeuer. Before they reach the village they will the pack have
encounter the werewolf, however. the following
If anyone passes a Hard (-20) Perception or an Av- profile:
erage Sixth Sense the PCs will notice the wolf before
it attacks. Yellow eyes stares at them from within the
woods. At least a dozen wolves have sneaked up on
the PCs, and their leader is the werewolf. The next
round the beast charges out of the forest with a snarl. 12 Pack Wolves
Only those PCs alerted by their senses will be pre- WS BS S T Ag Int WP Fel
pared for the attack. Everybody else will be surprised, 30 0 30 30 40 14 25 0
and all PCs must also overcome the werewolf’s un- A W SB TB M Mag IP FP
settling appearance (see WHFRP p. 102). 1 10 3 3 6 0 0 0
The beast will attack the smallest and weakest PC Skills: Follow Trail, Perception (+20), Swim.
Talents: Keen Senses, Natural Weapons, Night Vi-
first. Have all PCs who enters into hand-to-hand com- sion.
bat with the creature make Challenging (-10) Percep- Running The Show
tion tests. If they succeed, they will recognize Jacobs ne effective way to play this scene is to draw
facial features beneath the fur and fangs. Nothing,
save the use of brute force, will stop the beast how-
O up a crude combat map, showing the road and
the PCs position. The path and the open area between
ever. the trees should only be six to eight yards wide (3-4
squares). The idea is to create a feeling of despair.
Beating The Beast Have our heroes make Perception checks every
he wolf pack does not participate in the attack, combat round. On each successful test they will spot
T but our heroes’ combat skills will nevertheless another wolf, until they realize that they are surround-
be put to a test. If the PCs lacks magical attacks, or a ed by a circle of pack wolves. Though as long as our
priest that can bless their weapons, they are in deep heroes remain on the road they will only have to face
trouble. Spells such as Blessed Weapon or Enchant the werewolf. If any of them should venture into the
Item are required to harm the beast. Any Magic Mis- woods, they will have to deal with the wolf pack as
sile will also work and, at the GM’s discretion, a Pet- well.
ty Magic (Divine) blessing might also suffice.
Without magic or blessings, blows will have no ef- Once Bitten
fect on the creature. The blades strike home, tearing ll PCs who are heavily wounded or worse by
ghastly wounds into the wolf, but the creature ignores A the werewolf run the risk of being affected by
pain as well as bleeding. It regenerates 1D10 Wounds Lycantrophy. This is also what the beast is trying to
each round. achieve. It’s increasing it’s flock.
As a GM, you should describe the effects of the hits, The PCs will likely be wounded and in need of medi-
but regenerate any wound lost by regular weaponry. cal attention when they stumble into Teufelfeuer. One
The beast thus seem impervious to harm, and it will or more of them might be affected by Lycanthropy
continue it’s onslaught until at least one PC has re- and hopefully they have all begun to realize that Ilse
ceived a Critical Hit. After that it retreats into the for- is not safe in the village, as Wilhelm assumed.
est again, protected by it’s flock. A small relief exists though: Outside of Rechtlich,
The werewolf is not suicidal. If it is reduced to less the disease does not spread like a plague anymore;
than five wounds it will try to escape, leaping away only those bitten should be worried – unless they
with it’s Flee, and Swashbuckler talents. The wolf were infected before.
may spend a Full Action and leap up to six yards (3 When the werewolves and the wolves are gone, the
squares) on a successful Strength test. PCs can continue to Teufelfeuer unhindered. They
This is enough to reach the lowest branches of the should be able to reach the village during the same
surrounding trees. Thus it can leave combat without night.

17
Chapter V : The Doomed Village
Map Key Map: 2
Village of Wi  Land Marks
1. Roadwarden's Gate Give the players
Teufelfeuer
SeTTlerS & inhaBiTanTS tch
the map of Teufelfeuer
2. Public Well
A selection of prominent villag- es'
ers from the village of Teufelf- The Old Mill Co 3. Hangman's Tree
ve 4. Main Street
euer and it's surroundings:
6
9 8 10
Establishments
5. Shrine of Shallya when they reach the village.
The map includes an illustrated
6. The Old Mill
7. Three Witches Inn
Zealot of Sigmar

8. Stables
ds

list of the major NPCs, as well as a table



oo

9. Barn
W
led

16 Private Residences

showing the lunar cycle. The position of the


Father Lembke
ng

10. Hansel's Hovel


Ta

11. Kaufman's Warehouse


Night Watchman Village Idiots Village Elder

15c 7 12. Fassbinder's Workshop

Klas Pumpernick 11 13. Pumpernick's House


14. Stumpf's House moon is important if one or more PCs has been
infected with Lycanthropy. Cross out the first
15. Peasant Homes
12 16. Bauer's Farm

The Pumpernicks

Main Street &


4
5 box in the lunar cycle when our heroes arrive
The Hangman's Tree
3 to Teufelfeuer. Check an additional box each
Niels Licht
15b 2 1
Roadwarden's Gate
subsequent night.
Peasants Wife
Poor Peasant

13
The Map Key The people and the places of the
Udo Bauer Isa Bauer
Priestess of Shallya

Gr
azi 14
map are described in the master charts, on the
ng

 F
Merchant

iel
Cooper

ds
15a
following pages. Read them carefully.
Karl Kauffman Kurt Fassbinder Eva Traum
Wood Cutter

Herdsman
Innkeeper

Hans Rosenrot Frau Trude Peter Stumpf Shrine of Shallya


The lunar CyCle
MOON IS

A day-by-day chart, of Blood WiTChing dark


Mannliebs growth from Waxing  Moon
full  Moon
Waning  Moon
crescent to full moon. Each

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪
square represents one day.

W
hen our heroes arrive to Teufelfeuer, they The PCs will not receive any help unless they gain
will be involved in another plot. The locals the trust of the Teufelfeuer villagers. But getting in-
are debating a wolf-and-witch-problem, volved with the locals will also get them involved in
and no one cares about a missing child from another the local intrigues. Our heroes arrive at night when
village – even if it’s a princess. the moon is waxing towards full.

The Boy Who Cried Wolf


ouses are barred shut and all doors are locked Lembke, before someone notices our heroes standing
H when the PCs approach the village. A watch-
man stands under the arch of the Roadwardens’s gate,
in the door. The arguing get’s louder as Frau Trude,
the land lady, hurries over to her guests: “Oh never
seeking protection from the rain. mind them. They’ve been bickering ever since Peter
This is Niels Licht, the night watchman. Shiver- cried wolf three weeks ago. Can I offer you a little
ing from cold he directs the newcomers to the Three hot something and a room, or are you just passing
Witches’ Inn, if they ask for accommodation: “Ev- through?“
eryone’s there tonight. We’re having a town meeting
about them wolves tonight. Wolves and witches...” What's All This Then?
Angry shouts and loud voices can already be heard, few hours before our heroes arrived, Father
coming from the inn. A Lembke stumbled into Teufelfeuer and started to
talk about the terrible disease that transforms men into
Angry Voices beasts. The zealot claims that the woods is already
ehind the door the arguing is even louder. All swarming with beasts and he shows his scars to prove
B the prominent inhabitants presented on the map
sleeve seems to be there. A bruised and agitated zeal-
the fact. But the villagers of Teufelfeuer doesn’t seem
to believe him. That’s why they are debating when
ot is standing on a table. He is bare breasted, waving our heroes are entering the inn.
a book in one hand and shouting angrily at the crowd The PCs will be wanting to find out where young
as the PCs enters the main room. Ilse is, but no one is interested in their story. Every-
This is Father Lembke, the priest from Rechtlich, one seated in the inn’s main room is too busy with
who has just arrived to Teufelfeuer after a brief en- debating the nature of the forests beasts. Our heroes
counter with the werewolf. The PCs will hear the final are likely to become involved in these discussions,
part of his flaming speech: “...and I tell you that it was since they just had an unpleasant encounter with the
not a hound I saw. Lest ‘tis be a hound from hell!“ werewolf themselves. The following scene is a role
A murmur of protesting voices interrupts Father playing moment.

18
Participating in the debate requires shouting, and Murmuring voices whisper that “no one really re-
the PCs will also need social skills to get the attention members what happened back then”, when an old
of the small crowd. As a GM you can handle it the peasant near the water barrel coughs and speaks. He is
following way. interrupted by his aged wife, who tries to hush him.

► Promote good role playing. Simply ignore any The Peasant speaks with a gnarled
player that does not speak in character. old voice: “Old enough to remem-
► A Charm Test is required to get the attention of ber am I. Lived in the neighbour-
the crowd [with Public Speaking +30]. hood when it happened I did. It was
Udo Bauer
a werewolf, they said, that terror-
If the PCs prefer to keep a low profile and just lis- ized these woods. Lived in Rechtlich back then, me
ten, the debate has a momentum of it’s own and will and Isa. As far as I know, the woodcutter is the only
continue anyway. In that case: Play the episode in one left from the old village. Where did he go?”
the background while the PCs are haggling with Frau Several people starts shouting at once, and the peas-
Trude. ant goes silent. He leaves the inn together with his
wife. The crowd turn to their priestess.
Debating The Beast
he following list of speakers summarize the de- The Priestess is the next speaker.
T bate, as it will flow if the PCs decides not to in-
terfere. Each speaker is presented briefly, together
She looks angry: “Werewolf. There
are no such things. These woods
with his or her statement. Use the monologues as a were haunted by the thirteen witches
basis if the PCs chose to interfere with the debate. of Witches’ Cove, and it’s obvious
Eva Traum
that they have now returned. Not all
The Shepherd slams his beer against of them were burnt. Mind my words”
the table as soon as Father Lembke The loudmouths now concern themselves with the
goes silent. Peter is drunk: “Did you number of witches. How many where they: three or
say that the wolf walked on it’s hind thirteen? The zealot climbs unto the table again.
Peter Stumpf legs, like a man? Then it’s obviously
the same wolf that I saw just about a The Zealot raises a warning finger
month ago. I tried to warn you, but none of you would into the air and says: “Forget about
listen... as usual.” the witches. Men are transformed
Peter’s speech is interrupted by protests from the into beasts in these woods. Mind my
grumpy Hans Rosenrot, who leaves the inn as a words. I saw with my own eyes how a
wealthy looking merchant demands attention. dozen of my followers were beset by
the wild wolves. Now the fallen roam
The Merchant laughs and points Father Lembke the woods with the wolf pack. This is
at Peter: “And how many times is it neither hedge magic nor witchcraft
that you’ve cried ‘Wolf’? More than we’re dealing with – we face an animagus.”
a dozen, and we ain’t seen as much
Karl Kauffman as a dog around the grazing field yet. Any Last Words?
Enough with the drunk talk. Let’s ig- nless the PCs interfere, the town meeting ends
nore the whole thing.” U
with Father Lembke’s second speech. And even
Shouts of bravo and well spoken follows. They are if the PCs do speak up, they will not change the fact
only interrupted when an aged craftsman demands at- that the villagers are frightened and worried.
tention. It’s the village cooper. The town meeting accomplishes nothing. Regard-
less of what the PCs say, nothing conclusive will be
The Cooper speaks quietly and decided in the main room of the inn. The two sigmarite
looks frightened: “It’s true that Pe- priests will start to argue wether there were three, sev-
ter sometimes exaggerates. But these en or thirteen witches to begin with, and then Frau
woods have a history and unless I’m Trude shoves everybody out with her broomstick.
Kurt Fassbinder misinformed it was because of such Not our heroes though. They’re paying customers
beasts that this village was aban- after all and Frau Trude is keen to gossip with the
doned all those years ago. Think of our children?” strangers. Very keen indeed.

19
Behind Locked Doors
rau Trude slams the door shut, double bolts it, ment. All Gossip Tests are Easy (+20) when dealing
F and gives our heroes a wryly smile: “Forgive us.
We’re all simple country folks with no manners”, she
with her. Hence it’s safe to assume that our heroes
will be able to get a lot of information, if they chose
says. As she puts dinner on the table, she asks what to spend the first evening seated at her dinner table.
the PCs are doing in Teufelfeuer. Not all the secrets, though.
She is given to gossip, but unfortunately she can-
not help them locate Ilse. Frau Trude claims that our Using The Guide
heroes must have been given erroneous information ach entry in the guide follow a similar format.
about the girl’s whereabouts, if they mention their
assignment. There’s only fifteen families living in
E The information found under First Impression
can be gained by visiting the location, talking to the
the village and: “I would’ve heard about any new ar- main NPCs or gossiping with Frau Trude. Plot spe-
rivals. I know everything about Teufelfeuer. Ev-ery- cific information is found under the heading Behind
thing...“ the scenes. These secrets must be uncovered through
active investigating. The text states what needs to be
Where is Ilse? done. If they play their cards the right way, the PCs
ocating Ilse will obviously require some inves- should be able to figure out five things during their
L tigations on behalf of the PCs, and their land la-
dy’s bold statement is not far from the truth. She can
stay in Teufelfeuer:

give them a quick overview of the entire village and ► Ilse ended up at the doorstep of Hansel Rosenrot,
it’s inhabitants, ranging from it’s dark history to the and she is now visiting Hansel’s sister Gretel.
present day. ► The werewolf is looking for Ilse, and there’s more
From now on our heroes will be free to rummage than one creature. They are multiplying.
around in Teufelfeuer as they like, and their actions ► The only way to stop the werewolves is to fin-
decide how the adventure will proceed. Two tables ish what was left undone by the witch hunter Hugo
are provided to help the GM keeping track of things: Streichholz in 2511.
► Two or three of the witches that lived in the forest
► The Guide to Teufelfeuer contains a list of all survived the great fire of 2511. One of them is the
major NPCs and locations on the map. Going around evil mastermind behind the plot.
and asking questions is the key to the mystery. ► The mastermind is none other than the countess
► The Events Calendar in the next chapter shows of Castle Grauenburg, Ilse’s wicked stepmother.
what happens in Teufelfeuer, day-by-day.
This is already becoming quite complicated. Let’s
Frau Trude might be of some assistance to the PCs. take a moment and see how it all started. The story
The village is full of intrigues, much to her amuse- starts before recorded history. Once upon a time...

Once Upon A Time


hen the trees of Reikwald forest were mere the settlers, and thus a bizarre pact was formed be-
W saplings, witches and sorcerers ruled the area
where Teufelfeuer lies today, according to legend.
tween the heretic and the righteous. The villagers
lured a young girl into the forest each Geheimnistag,
But who were they? Self taught hedge wizards and while their sigmarite priests looked the other way.
shamans. Some say that they were distant relatives The girls blood would be spilled in the stone cir-
of the elves, or simply creatures from a dark pre-his- cle, and the witches drew their dark power from the
tory. soaked ground.
The sorcerers and their witches nevertheless de- As the years went by, these rites grew into a primi-
manded a terrible prize from the first sigmarites that tive faith; a local religion that survived until young
arrived to their forest. Every year, a young girl was to Ingrid Schneeweiß was taken into the forest in the
be sacrificed in a nearby stone circle; otherwise the year 2502. The young girl belonged to one of the no-
witches would unleash the beasts of the forest upon ble families of Reikland.
20
Unaware of Ingrid’s heritage, the witches were just ed a noble identity. She found one in the still smok-
about to sink their claws into the her, when she cried ing ruins of Teufelfeuer, where the witch bride bor-
out loud: rowed a name from a tomb stone. Later that year she
“Stop this wretched wickedness, daemons of the made her first appearance at Castle Grauenburg un-
woods. For I am destined to rule these lands one der the name Neufrau; a family famous for it’s many
day.” magisters, whose last known heir had died quietly in
The witches stopped and licked their lips upon hear- Teufelfeuer in 2491. The witch pretended to be a long
ing this. For it was known to them that noble or royal lost relative – Frieda Neufrau.
blood, willingly spilt, could grant them even greater Her dark magic was enough to enchant the mourning
powers than the blood of a mere peasant. count Wilhelm, and thus our tale has almost reached
Young Ingrid was forced to swear an oath before the opening scene of this adventure. Frieda Nefrau
she was released. She had to promise to marry a lord became countess von Saponatheim in 2515. Needless
of the land, and return to the stone circle with her first to say she was a lousy stepmother from start.
daughter, once the child had reached seven years of
age. Ingrid agreed. What About The Werewolf?
Bear in mind though, that Ingrid was just a child eanwhile Teufelfeuer had been resettled on or-
herself at this time. She wasn’t married until 2511,
when count Wilhelm von Saponatheim of Castle
M
ders from the Imperial offices in Altdorf. The
first settlers arrived in 2514. So while Frieda was
Grauenburg became her spouse. busy playing countess in Castle Grauenburg, the sec-
Ingrid had no intentions to fulfill her promise. Theond witch had been busying herself with reinstating
day after her marriage she convinced the witch hunter the ways of the old faith in Teufelfeuer.
Hugo Streichholz to visit Teufelfeuer. The local witch cult does not have many human fol-
As the witch hunter wrought havoc in the village, lowers yet, but the Teufelfeuer Witch has started to
Ingrid felt assured that she was safe. But her plan build an army of beasts by infecting the forest dwell-
failed. ers with Lycanthropy. That’s where the werewolves
Three of the thirteen witches survived the flaming come from. Peter Stumpf was the first to be infected
inferno. They all play important roles in this adven- and the shepherd passed the infection on to Jacob,
ture. who in turn contaminated all of Rechtlich.
More of that later. Until now none of the remaining
Ingrid's Death & The Birth of Ilse witches are aware of the fact that Ilse is somewhere
hen Ingrid gave birth to Ilse, the surviving in Teufelfeuer. Unless our heroes have been careless
W witches plotted their revenge. A golden spin- during their conversation with their land lady. Be-
ning wheel, with a poisoned spindle, was sent to the cause the Teufelfeuer Witch is none other than Frau
castle as an anonymous gift to the countess and her Trude.
baby. It was this spindle that killed countess Ingrid The third witch who survived the witch hunter’s
Schneeweiß von Saponatheim. pyre back in 2511 didn’t survive for long. She had
The greedy witches still craved for young Ilse’s an unfortunate encounter with Hansel, Gretel and her
blood, though. The young girl had been promised to own oven later that year. She still has a major part to
them after all. But Ingrid’s death presented another play in the adventure, as her abandoned house in the
problem. woods contains important clues for the PCs.
The dark magic spells would only work if the blood
was given to the witches willingly; as when a mother
l o cal t rad i t ion
Witcheriyn iTs eaufelfeuer
gives away her child voluntarily. Therefore the three
survivors decided that one of them must become little
Ilse’s stepmother.
Their main problem was now to convince the count
to marry a witch, and under the full moon one of the
three were chosen as a witch bride.
Knowing surprisingly little about the
customs of the empire, the witches at least
realized that the lord of Castle Grauen-
burg wouldn’t accept a commoner in his
court, and hence the witch bride need-

21
Guide To Teufelfeuer
1: Roadwarden's Gate Behind the small stream ► Niels dislikes Peter Stumpf, because the shepherd
lies the main gate into the village. It is largely empty, “often sneak away into the forest during moonlit
and the main building is used as a store room by the nights”. He likes Frau Trude, because she can cure
Kauffman family. It also contains a small guard room warts and the disease known as Stench Feet.
occupied by Niels Licht, town crier and night watch-
man, who houses the imperial roadwardens during 2: Public Well The only source of clean water in
their regular visits once every second week. Teufelfeuer, since the stream contains a stagnant and
muddy fluid. It is the best place to wait if the PCs wants
Niels Licht to meet a particular person in Teufelfeuer. There’s a
First Impression: Niels is short and fat. He always 25% chance every hour that any of the main charac-
speaks in a loud voice, since it’s a professional habit. ters will turn up here during daylight hours.
His job includes several short walks along main
street every night, and an occasional 3: Main Street is a circular road, laid out with
cry of: “It’s nine o’clock and filthy cobble stones. Smelly, garbage filled water
all is well!” flows over the street and the villagers avoid it as
best they can, preferring the bridge above.
Secrets: His wander-
ings has made him an eye 4: Hangman's Tree The old willow must be hun-
witness of many strange dreds of years old. It has no leaves and stands on the
events. Gossip Tests cemetery, surrounded by overgrown graves from the
are Easy (+20) with old days.
him. Niels can reveal It’s not apparent in any way, but a PC who is active-
the following: ly investigating the old head stones might find two
familiar names here: The Schneeweiß family grave,
► He has never and the final resting place of Frieda Neufrau. Don’t
heard of Ilse, but he has give out this information unless the PCs understand

Niels Licht
seen a strange girl that the significance of the names, though.
visits the village some-
times. She usually goes into the forest, with bas- 5: Temple of Sigmar The temple is a tumbled down
kets full of bread and wine. When she returns she stone building, with broken windows. An occasional
is empty handed. He doesn’t know where she lives. candle light can be seen through it’s windows. Sis-
If asked to describe the girl, he says that she wears ter Traum’s living quarters lies inside, and Father
a read cloak. Lembke spends his days praying near the altar.

espite his knowledge of werewolves, Father

“I have a feeling that


the evil hides inside
D Lembke is, unbeknownst to himself, infected
with Lycanthropy already. He will turn into a were-
us all. We must search wolf within a few days.
deep within ourselves to Once a humble albeit stern priest, Lembke was deep-
find the beast inside...” ly traumatised by the werewolf attack that robbed him
Lucien Lembke - Zealot
WS BS S T Ag Int WP Fel of his followers. Hence his fanatic shift from Initiate
37/57* 34 33/53* 43/53* 37/57* 37/27* 38/18* 41/9* to Zealot.
A W SB TB M Mag IP FP Lembke spends his days praying and tormenting
2/3* 14/19* 4/6* 4/5* 4/6* 0 5 0 himself (he cuts himself with a sharpened wolf claw).
Armour: Head (0), Arms (1*), Body (1*), Legs (1*) Believing he has somehow offended his god, he is also
Weapons: Flail, Natural* full of regrets. His mood is constantly changing, and
Skills: Academic Knowledge (History, Theology), his speech shifts between whispering and shouting for
Heal, Speak language (Classical), Read/Write, .
Talents: Keen Senses*, Natural Weapons*, Night no apparent reason. Father Lembke’s knowledge of
Vision*, Specialist Weapon (Flail), Strike Mighty werewolves can make him an invaluable source of in-
Blow*, Unsettling*.
Trappings: Prayer Book, Wolf Claw, Loin Cloth. formation for the PCs.

22
Even though they’re both sigmarites, the two priests stand Sister Traum. The priestess, having studied the
does not approve of each other. They are to dissimi- chronicles left behind by the witch hunter Hugo St-
lar to get along, which is unfortunate. Together they reichholz, does not believe in Lembke’s werewolf
would be able to solve a large part of the mystery. theory. She is equally convinced that a witch lies be-
If they visit the temple, the PCs will most likely find hind the problem.
Father Lembke kneeling in front of the altar. A shaft
of light from the broken window makes his appear- Sister Traum
ance saintly from a distance. First Impression: The priestess can usually be found
in a dark alcove, below the temple. She sits in the old
Father Lembke archive chamber, studying the history of Teufelfeuer
First Impression: Father Lembke is ob- by candle light. She rarely leaves her parchments,
sessed with the werewolf problem, and except to get another candle. Eva Traum were sent
will bring the subject up as soon as he to Teufelfeuer with the settlers some odd seven
get’s a chance: “I do not care what they years ago, and she knew just as little about the
say. I saw the wolf and I know that an an- terrible events which took place there as ev-
imagus lies behind all this.” eryone else. Until she found some diary
An animagus is a wizard who can change notes left behind by Hugo Streichholz,
his or her shape into human form at will, that is.
the zealot explains. He believes that this
creature is responsible for everything Secrets: Sister Traum has found a
that’s happening in Teufelfeuer right disturbing document. A letter con-
now. Eva Tra taining the final words of the witch
Father Lembke knows all the basic
facts about Lycanthropy, as it’s found in the Ap-
um hunter lay forgotten in the temple archives (See
Handout: 1). It implies that Streichholz never fin-
pendix, and he came to this conclusion when he saw ished his job in Teufelfeuer back in 2511, and that one
the first victims in Rechtlich a month ago. He then or more witches were left alive.
led a dozen refugees into the wilderness to protect Hence Sister Traum believes the remaining witches
them, and managed to escape the wolves until a few to be the problem. She would like to convince the vil-
days ago. lagers to go on a witch hunt, but she does not have the
The zealot describes, in a very colorful way, how preaching charisma required to inspire them.
he and the refuges were beset by a large wolf pack, She is also very shy, and often seem angry or irri-
led by a werewolf running on it’s hind legs. All of tated. Thus it takes a Challenging (-10) Charm Test
the refugees were killed or dragged into the darkness. to reveal her secrets. If the PCs can win her over, the
Only Father Lembke managed to flee. priestess reveals her unfinished plan:
According to the runaway priest, the animagus must
be stopped in order to undo the curse that has fallen ► Someone must uncover the remaining witch.
over Teufelfeuer and Rechtlich. Sister Traum suspects Gretel Rosenrot, since the
Rosenrots are the only remaining inhabitants from
Secrets: Unknown even to himself, Father Lembke old Teufelfeuer. Gretel lives in the forest.
is turning into a werewolf. He was wounded by the ► She also has vague suspicions against Isa Bauer,
beast during the encounter in the woods, and now tries since the Bauers lived in neighboring Rechtlich back
to hide this fact by cutting himself with a sharpened in 2511. Isa Bauer has also been avoiding church
wolf claw. Thus his self punishment isn’t entirely a lately, and frowns visibly whenever she meets the
religious thing. It’s part of his psychological denial of priestess.
the truth, but the priest is unaware of this as well. ► With the witch revealed, the old altar at Witches’
If the PCs suspects Jacob Grimm of being the an- Cove must be located, and the witch brought there.
imagus, Father Lembke shakes his head. Jacob were Streichholz letter suggests that the curse can be end-
among the last to be taken ill, and hence he cannot be ed if a witch’s blood is poured on the altar.
the animagus. The zealot suspects that the creature is
hiding near the village of Teufelfeuer, and believes Sister Traum knows nothing of young Ilse and be-
this to be the real reason behind all of the village’s lieves she would have noticed if a new villager ap-
troubles – recent and historical. peared suddenly. The Fassbinder family has many
This is also the reason that Father Lembke cannot children, though. Maybe Ilse is hiding among them?

23
6: The Old Mill Only a trickle of water flows bers around the house, strange spell ingredients can
past the rotting wheel of the mill. The entire building be found lying around, and so on. Thus the PCs might
has been empty since the death of the miller, Mar- easily suspect Frau Trude of being the chief witch.
tin Waßermühle, and his family. No one knows what If confronted with such hard evidence, Frau Trude
really happened to them, but the entire village could simply shrugs her shoulders and smiles: “Strange
hear their screaming on the night of Hexenstag last things happen out here. This is not Altdorf you
year. know.“
In the morning the Waßermüles were found dead She is a grandmotherly character, and even the lo-
inside. It looked as though they’ve been attacked by cal priests will let her get away with this kind of petty
wild beasts in their own home. The inhabitants of magic, as long as it is benevolent. She will go to great
Teufelfeuer have been avoiding the mill ever since. lengths to conceal the fact that she is a capable spell
Presumably it is haunted. caster.
Frau Trude is in fact countess Frieda’s grandmoth-
7: The Three Witches' Inn It’s the only guest er. When the two witches planned their revenge, Frau
house in Teufelfeuer, and therefore the best. With a Trude stayed in Teufelfeuer to revive the witch cult,
kitchen that covers half of the ground floor, and a but she is in constant contact with her grand daugh-
common room large enough for the entire village, ter. Thus Frau Trude knows that the PCs are looking
The Witches’ also serves as the local pub. for Ilse, wether they reveal their business or not.
A handful of pennies will get you a decent meal. On the night of the PCs arrival she will contact
The beds costs one shillings each. There’s only Frieda, using a mirror. From this point on, both
three rooms, with four beds in each. witches understand that Ilse is in Teufelfeuer,
Frau Trude lives in a private quarter next to albeit they don’t know how she got there.
the guest rooms. During the day she can Within a few days the countess will
always be seen sweeping the porch, arrive, and then Frau Trude
while her pots are cooking in the kitch- will not be so grandmother-
en. At meal times she’s usually busy ly any more.
within. In the mean time, Frau Trude
will do her best to find out what
Frau Trude the PCs know, and will even pre-
First Impression: The jolly little tend to help them. If they mention
woman is almost as wide as she is Ilse, she will gladly share all her
tall, not including the pointy hat. She gossipy information about her
is the number one gossiper in the neighbors to help them find the
village, and always has a friendly girl. After all: Grandmoth-
smile on her face. ers are supposed to care
about missing children,
Secrets: Apart from aren’t they? More in-
the obvious (pointy formation about Frau
hat, broomstick and Trude’s long term
black cat) there’s plan will be given
no telling Frau Trude is a witch.
otherly Frau Trude under Peter Stumpf’s

The grandm
There are tell tale signs for the perceptive, entry, below.
though.
First of all, her household tend to itself, as if by 8: Stables Two rather mangy draft horses are kept
magic. There’s no servants. If the PCs sneak into the here and there is plenty of room for any steeds our
kitchen, they will see pots and pans moving around; heroes chose to bring along. The stable is run collec-
knives cutting meat and bread, even though there are tively, and visitors may leave their mounts here for a
no hands holding them; dishes doing themselves, and shilling each night.
so on. Needless to say, Frau Trude always keeps her
kitchen locked. 9: Great Barn Another public building. This one is
Secondly her petty household spells cause strange used as a storage area by all families living in Teufel-
side effects now and then: All milk goes sour, mirrors feuer. It mainly contain grain, turnips, hay, and other
crack, animals run away in fear or flock in great num- uninteresting things.

24
10: Hansel's Hovel The cottage near the old mill is ► The only exception is Hansels sister. In fact the
the poorest in the entire village. The roof is falling in, girl went of to visit her “granny”, as she calls Gre-
the chimney is broken and no livestock can be seen tel, a couple of days ago. She hasn’t returned, but
outside. The door is always locked. she sometimes stays with Gretel for a week.
A perceptive visitor will notice a rag doll and few ► Finding Gretel’s cottage is tricky. But Hansel
other simple toys thrown near a log pile outside. This has marked a safe path through the forest with tiny
requires a Hard (-20) Search Test. pebbles from the mill. Thus Ilse can come and go as
she likes, without getting lost.
Hansel Rosenrot ► Ilse is wearing a red cape, that Gretel made for
First Impression: A grumpy old man, aged before her. She is also carrying a basket with bread and
his time. Hansel is somewhere in his mid 50’s and the wine for her granny.
sole survivor from the original Teufelfeuer; together
with his sister who lives in a similar cottage, isolated Hansel is uninterested in the things that are going
in the woods. on in Teufelfeuer, and he hasn’t been worried about
Ilse’s safety until now. If the PCs insist that she is in
Secrets: Despite the fact that his name is on the title trouble he will be concerned. Otherwise he will shrug
page (Rosenrot means Rose Red) Hansel plays a very his shoulders and say: “Believe me, we’ve known
simple role in the adventure. He knows where Ilse is. worse times out here.“
The problem is to get him to reveal her location. Hansel is reluctant to talk about the past, but will
Hansel refuses to let anyone inside. Getting him explain how his own stepmother tried to get rid of
to open the door requires an Average Charm Test. him and his sister Gretel, by luring them into the for-
Preventing him to slam it shut again requires another est. That’s how he learned the trick with the pebbles.
one. When the witch hunters came in 2511, Hansel and
Striking up a casual conversation calls for a Chal- Gretel hid themselves in the forest again.
lenging (-10) Charm Test, and only then the PCs can Hansel has a poor memory, though. And he says
start to ask their questions. When the PCs succeed that Gretel might remember more about “them olden
Hansel will tell them what has happened: days” if the PCs are so keen to stir up memories from
the past.
► Ilse appeared at his door a year ago, and lacking Portray Hansel as a frail old man, with only one
a family of his own, Hansel invited her to stay. He thing to live for: Ilse. He leads a very simple life and
quickly grew fond of the girl. doesn’t seem to understand the world around him.
► He does not know where she came from, but he Questions of witches, counts and castles will only
suspects she has a “somewhat better background“ make him confused.
than the Rosenrots. Before our heroes leave his cottage, Hansel begs
► Since the villagers can be very judgemental, Han- them: “Tell Ilse to dress warm if you happen to meet
sel hasn’t introduced Ilse to his neighbors. They’ve her. She’s all I’ve got left in this world. Everything
probably seen her, though. else was burnt to ashes in the great Scorching.”

N aturally, Frau Trude tries to hide the fact that


she’s a witch. If the PCs should put her in a situ- “C an I offer you a
little hot some-
ation she cannot bluff her way out of, she will reveal thing? It sure is chilly out
part of the truth. Thus hoping the PCs will give her there this evening. Don’t
the benefit of the doubt; Frau Trude claims that she is you think...” Frau Trude - Witch
merely a hedge wizard about to solve the mystery. WS BS S T Ag Int WP Fel
This is her cover story: Some of the witches sur- 31 37 32 37 41 44 51 42
vived the witch hunters back in 2511, she says. They A W SB TB M Mag IP FP
are responsible for the current problems. Frau Trude 1 12 3 3 4 2* 0 0
will then offer to help the PCs against the witches. Skills: Blather, Channeling, Charm, Gossip (+20),
Her main motive is to keep our heroes away from any Heal, Read/Write, Magical Sense, Trade (Apoth-
important clues, though. ecary, Herbalist).
If she is cornered and attacked she will use her Form Talents: Hedge Magic, Lore of Beasts*, Petty
of The Soaring Raven spell to escape. She will then Magic (Hedge), Witchcraft*.
Trappings: Black Cat, Broomstick, Pointy Hat, All
have to fulfil her role in the adventure by sneaking Seeing Mirror (See Realms of Sorcery p. 203).
into the village late at night. * All spells from the Lore of Beasts derives from Frau Trude’s Witchcraft.

25
11: Kauffman's Warehouse Clothes, shoes, cut- each) and business is running very slow at the mo-
lery, candles, cloth and other mundane items fill the ment. The cooper is a widower with fourteen chil-
only store in Teufelfeuer. Karl Kauffman produces dren, seven sons and seven daughters, who helps him
cheap wares of all kinds, to maximize his profits. If in his shop. The proud father is usually seated outside,
our PCs care to do some shopping they can find items busy with his trade.
listed as Plentiful or Abundant here. Nothing else.
Prices are 10% above normal.
Kurt Fassbinder
Karl Kauffman First Impression: An aged father and master crafts-
First Impression: The richest man in Teufelfeuer is man, equally fond of his children and his tools of
a true mercantilist. Karl Kauffman has monopolized trade. Involved in a long-standing grudge with Karl
the local market, and is always looking for labour- Kauffman, the cooper has retreated to his workshop
ers to produce cheap merchandise of all kinds; goods with his children. He is very fond of his family.
that are to be sold at the more profitable markets in
Altdorf. He lives in an apartment above his shop, to- Secrets: When the PCs meet Kurt Fassbinder they
gether with his wife Katarina and two servants. will realize one thing: He only talks about his chil-
dren. “Little Lisa just got her first tooth, young master
Secrets: Kauffman isn’t interested in wolves or Andrew is almost ready to be married, Julia fell of a
witches. Rumors like that are bad for business. He ladder and hurt her knee yesterday, but she’s feeling
won’t even take the time to talk to the PCs, unless better now” and so on.
they come to spend money. Any purchase over 10 If the PCs ask the cooper about the latest events, it
Gold Crowns is enough to get his attention, though. will result in a reversed interview; one where the wor-
ried father asks the PCs questions, instead of the other
► Kauffman believes the werewolf stories to be way around. He cannot recall having seen Ilse and is
exaggerated. Hardly anyone visits the temple these terrified of the werewolf.
days, and the merchant assumes that the priests The GM should portray the man as a troubled par-
made up the wolf story to scare people into their ent. Have him express all his thoughts on parenting,
church. and upbringing, until the players feel as if they’re at-
► Kauffman doesn’t know anything about Ilse, but tending a PTA-meeting in school.
suggests she might have come with the seasonal If the PCs can put up with this for an extended period
workers, employed by the peasants every spring. of time, have them take a Challenging (-10) Charm
► He also mentions Kurt Fassbinder as a possible Test. Fassbinder then accidentally reveals that he
stepfather. The cooper has more children than knows something about Ilse, while he is complain-
anyone can count. Kauffman believes his adversary ing over how ignorant the other villagers are when it
breeds them as a cheap alternative to hired labour. comes to raising children.

Karl Kauffman’s theory about Fassbinder says more ►A few months ago Hans Rosenrot asked the
about himself, than it does about the cooper. The mer- cooper if it was normal that a ten year old girl lost
chant has tried to buy Fassbinder out on several occa- one of her infant teeth.
sions, and been rejected each time. He never misses ► The woodcutter also wanted to know how one
an opportunity to discredit his only competitor in would go about comforting children who missed
Teufelfeuer. their parents (Fassbinder shakes his head at this
ignorance).
12: Fassbinder's Workshop The liveliest house ► Earlier this year, the two fools of the Pumper-
in Teufelfeuer is surrounded by barrels of all sizes. nick family wanted to know what made young girls
Children of all ages run around outside, playing or laugh (Shakes his head again).
doing their chores, and the entire workshop resembles
a kindergarten. The cooper never investigated his neighbors reasons
Kurt Fassbinder is an old school craftsman, famous for asking these questions. As far as he knows, there
for once having invented the inverted kettle. He only aren’t any children in neither the Rosenrot’s nor the
produces barrels of the highest quality, and his crafts- Pumpernick’s home: “And besides everybody avoids
manship lasts a lifetime. Hence Fassbinder’s barrels them. The woodcutter’s grumpy and the Pumpernicks
are extremely expensive (they cost 3 Gold crowns are... well, you’ll understand when you meet them.”

26
13: Pupernick's House Dark and foreboding, this with either of the Pumpernicks, but difficult enough
impressive building stands alone. It’s inhabitants to give our heroes the impression that the family is
come and go as they like, and the other villagers shun hiding something.
them. This is the home of the village alchemist and Knocking on the front door will only result in the
his clownish twin sons. alchemist opening it. He is not happy about being dis-
turbed, and another Challenging (-10) Charm Test is
The Pumpernick Family required, lest he slams the door in his visitor’s face. If
First Impression: Klas Pumpernick is somewhat of a persuaded by gentle words, he will invite the PCs to
philosopher and keeps to himself. When he leaves the his attic laboratory.
house he’s always in deep thought, and rarely stops to
answer questions. Toys in The Attic
The alchemist doesn’t fit into Teufelfeuer. He moved The only thing Klas Pumpernick tries to hide is his
to the village, all the way from Middenheim, a year secret recipe for creating a philosopher’s stone. He
after the first settlers and has kept to himself since. will gladly show his stone though. Unfortunately he
His sons, Harry and Potter, can sometimes bee seen hasn’t been very successful so far. GMs interested in
in the garden, practicing acrobatics in their jesters’ the secrets of the philosopher’s stone will find a lot of
outfits. The other villagers believes that their father information in Realms of Sorcery (p. 44-45). The al-
used them for experiments when they were young. chemist will enlighten anyone he invites to his small
Hence they became a “little soft” as the locals put it. workshop in the attic about such matters.
In his laboratory Klas keeps a grey lump of stone in
Secrets: Klas Pumpernick is obsessed with a gift wrapped box. The stone’s shape and
discovering the secret of the Philoso- size corresponds to a chicken egg, and
pher’s Stone: A magical substance Klas claims it to be a major break-
that can transform lead to gold, through in the field of alchemy. His
among other things. So far he philosopher’s stone doesn’t have
hasn’t been successful. the power to transform lead
The old man has a labora- to gold yet, but it works
tory in the attic, where he the other way around.
spends most of his days. If the PCs lend Klas
Meanwhile his sons are a golden object, he will
left to themselves, and in transform it to useless
the absence of a caring fa- lead before their very
ther they have decided to eyes: “Everything the
become travelling acrobats. stone touches is trans-
They’re quite clumsy, though. formed” he explains proudly.
Klas Pumpernick is cut off Feel free to invent other failed ex-
from the outside world, and has periments, to illustrate Klas’ career as a
nothing to add to the PCs inves- mad scientist. It should be obvious to the
tigations. Portray him as a mys- PCs that all his knowledge is useless. But if
terious personality, flirting with the PCs are invited to the alchemist’s labora-
sorcery and forbidden arts. He tory they will get a chance to meet the twins.
thus stands a better than average
chance of being mistaken for a key The Alc
character in the plot. But it’s actually hemist
the twins that can give our heroes a helping hand.
Harry & Potter
Arriving from Middenheim, the twins soon under-
Harry and Potter know about Ilse, and have talked stood that their father would never be able to support
to her several times. Klas Pumpernick’s only function them, once the family fortune was gone. Lacking any
in the scenario is to confuse the players a little. useful skills of their own, they decided to become
Trying to speak to the twins in the back yard re- travelling acrobats. Their plan is to return to Midden-
quires a Challenging (-10) Charm Test. Failing this, heim, once they have perfected their arts.
Harry and Potter will retreat inside the house, fright- If asked about Ilse, they will tell the PCs what they
ened by the unexpected attention. know of the young girl. She is the only one in the vil-
It shouldn’t be impossible for the PCs to get in touch lage that speaks to Harry and potter.

27
Even though they are more than a little bit shy, the 14: Peter Stumpf's House The shepherds house is
two twins will be able to tell our heroes the following, almost always empty. As it should be. Peter Stumpf
about their encounter with Ilse: works in the grazing field. His small cottage is well
kept, albeit overgrown with weeds and tall grass.
► A girl matching Ilse’s description appeared in
the village one year ago. She arrived in the com- Peter Stumpf
pany of a hunter, late one evening. First Impression: Everyone in Teufelfeuer knows
► Hiding in some nearby bushes, the that Peter likes to exaggerate and make up stories. He
twins watched as the hunter left the has come running into he village on so many occa-
girl outside Hansel Rosenrots sions, crying wolf, that his neighbors has lost count
hovel. of his false alarms. Nevertheless the villagers
► Since then they met the girl has forgiven Peter. He is after all young
on several occasions. Appar- and it must be boring to spend so much
ently she’s living with Han- time alone in the grazing fields. Pe-
sel and his sister, as their ter is regarded as eccentric, rather
step daughter, and goes than dangerous. Unfortunately, he
by the name Schneeweiß. is dangerous.
► Schneeweiß claims to
be a princess from a far Secrets: Frau Trude was the only
away land and she seems to one who ever saw some potential in
have seen jesters before. Thus she Peter. He is now an important
has been advising the twins how part of her plan to revive the
to perfect their clownish perfor- witch cult in the village.
mance. Using her dark magic spells,
► Once she told them that she had Frau Trude has given Peter the ability
to run away from home, because to shape change at will. He is thus the
her stepmother was very wicked. animagus, that is responsible for
Harry and Potter found this surpris- spreading Lycanthropy in Teufelf-
ing, since Schneeweiß’s current euer and it’s surroundings.
stepmother Gretel is a nice woman The witch went to see him on a particularly bor-
living in Tangled Wood. But maybe Schneeweiß ing day in the fields, and made the shepherd an offer
had a different stepmother before, when she was a he couldn’t refuse: “Wouldn’t it be great”, the witch
real princess in a far away land? asked, “if you could show your neighbors a real wolf
for a change?”
Harry and Potter really are a bit daft, but they still Peter agreed and when he accepted Frau Trude’s
have more marbles remaining than their father. They potion he transformed into a werewolf for the first
should be portrayed as naive, overgrown children. time. But the shepherd isn’t truly evil.
eter is something as unusual as a friendly were-

“I don’t want to be the


guy who says: I told
P wolf. He never kills anyone, while in animal
form. All he ever wanted to do was to scare his neigh-
you so. But the wolves are bors a little, and maybe scratch one or two of them
really coming this time. I with his claws.
promise...”
Peter Stumpf - Shepherd The shepherd knows nothing of Lycanthropy, and
WS BS S T Ag Int WP Fel does not understand that he is the one spreading the
33/53* 41 36/56* 39/59* 41/51* 27/17* 28/8* 29/9* disease in the village. If he were to encounter one of
A W SB TB M Mag IP FP the other werewolves, he would try to kill the beast.
1/2* 11/16* 3/5* 3/5* 4/6* 0 0 2 A werewolf can harm another were creature, without
Armour: Head (0), Arms (1*), Body (1*), Legs (1*) magical weapons. Peter is also a dangerous combat-
Weapons: Slingshot, Natural* ant, despite his comparably poor fighting skills. He
Skills: Animal Care, Concealment, Outdoor Sur- may use his Fortune Points to gain extra half actions
vival, Silent Move, Swim.
Talents: Keen Senses*, Luck, Natural Weapons*, two times each day. Do not confuse his two FPs with
Night Vision*, Strike Mighty Blow*, Unsettling*. Fate Points, though. The later is something only PCs
Trappings: Prayer Book, Wolf Claw, Loin Cloth.
may acquire.

28
Frau Trude has told Peter that the beasts of old are The shepherd has several problems he’d like to
returning to the forest. Thus it would be a big mistake discuss with an older, male PC: Hair growing on his
of the villagers not to take Peter’s wolf alarms seri- chest, a voice that sometimes changes into a growl-
ously. The shepherd believes he’s doing a good deed, ing, strange urges, and so on.
when he changes shape under the eerie light of the Peter is talking about adolescence problems, but
full moon and haunts his own village. the PCs might very well interpret him in a more ly-
This is not something that Peter would speak openly canthropic way, at this point. Try to squeeze as much
about, however. If the PCs seek him out, they must comedy as possible out of the scene if that happens.
gain his trust first, and they will not find Peter at Portray Peter as a naive, ignorant teenager of the worst
home. kind. He’s insecure, yet proud of himself at the same
time; ignorant, yet eager to impress.
Finding Peter If there are any young female PCs in the group, Pe-
The small cottage in the village looks deserted and the ter will try to make clumsy attempts at flirting with
door stands slightly a jar. Dirty clothes and unwashed them.
dishes are everywhere. The shepherd is nowhere to Assuming that our heroes can put up with the ado-
be seen. lescent werewolf, and passes their charm test, Peter
A perceptive visitor might notice that the clothes are can reveal what he knows. Depending on the subject
ripped and torn, as if it’s wearer outgrew them while at hand, he has the following information about the
still wearing them. Some of the blankets are covered wolf problem:
with hair and dried blood.
To find Peter, the PCs must go to the grazing field, ► There has been savage wolves in these woods
where the shepherd has built himself a small shack. for as long as Peter can remember. He has tried to
The field lies four miles away from the village and the warn the other villagers, saying that father Lembke
path only allows hampered movement. A short side is right, but they won’t listen to him.
story is provided below, to spice up the journey. ► He also admits to having exaggerated the prob-
lem before. All with the best intents, though. The
Gaining Peter's Trust wolves are multiplying with every full moon.
In the middle of a clearing, on the top of a small hill, ► If the PCs can pass a Very Hard (-30) Charm
stands an old willow. Beneath the tree stands a small Test at this point or if they trick him with clever
shack, built for the shepherd. A handful of lazy sheep role playing, Peter will reveal his true secret and
grazes nearby. This is where Peter spends his days. what he knows of Frau Trude’s role in the adven-
He is only a teenager, 15 years old, and gaining his ture.
trust isn’t as complicated as it might seem. Spending
half a day with Peter listening to his rather childish The shepherd will not mention Frau Trude unless the
stories will do the trick, if the PCs also passes a Rou- last Charm Test is successful. If he does, he has the
tine (+10) Charm Test. following to say about her:
The Three Billy Goats: A Side Story

ollowing the path through the forest, towards the gargantuan goat. The animals glare suspiciously at
F grazing fields, the PCs will have to cross a small
stream. An old, moss-covered stone bridge crosses
any one approaching them, but they are quite harm-
less.
the water; and in the shallows beneath it’s arc a huge The fairy tale of Three Billy Goats Gruff should be
white stone lies. known well enough for the
Have the PCs make Average Perception Tests as players to be amusing.
they cross the bridge. A success means that the PC The encounter serves
notices something unusual about the rock below. no other purpose than
A closer inspection reveals the stone to be the head to maintain the fairy tale
of a giant of some kind. Most likely an ogre. Scattered atmosphere of the adventure.
around the skull is equally oversized bones from a If the players fail to
creature that once stood almost eight feet tall. recognise the scene, the
A few hundred yards after the bridge, the path GM can just sit back and
opens on a small clearing, where three wild goats are smile at any theories the
grazing idly. They look plump and come in three dis- players may have about
tinctive sizes: one small, one medium sized and one this rather pointless encounter.

29
► She is a spell caster and a survivor from the old her spells at home. Not knowing what to do about it,
village. The old woman is a good person, though. Udo has retreated to a shed in the back yard, where
► Frau Trude has warned Peer, that unless he he drinks his ale and contemplates. Isa resides in the
can scare his neighbors into dealing with the wolf kitchen, producing strange brews with recipes from
problem, the old witch cult will emerge again. an old book she got from Frau Trude.
► It was with the support from the forest beasts Isa has problems of her own. Several of her hedge
that the witches of old managed to rule Teufelf- magic spells have misfired, and Tzeentch’s dreaded
euer. curse has attracted numerous malicious devils to the
house. The uninvited guests are small daemonic ser-
The GM should treat Peter as a reluctant but possible vants, who does their best to please their new mis-
ally of the PCs and promote good role playing. Only tress. Unfortunately Isa cannot control them.
if our heros can gain his trust and convince him about Now she is terrified that the daemons shall escape
the true nature of things in Teufelfeuer, will he agree from her house and expose her as a sorceress. Isa
to help them. joined the cult only to get the upper hand in the do-
He will only share his knowledge about Frau Trude mestic fights at home and Udo is fully aware of what
if he feels that the players are likely to trust her as his wife is up to. He does not approve, but there’s not
well. The shepherd cannot imagine the grandmother- much he can do about it.
ly woman as evil.
A House Divided
15 (a-c): Labourer's Homes Only a few years old, Udo and Isa moved from Rechtlich to Teufelfeuer in
these houses have already begun to lean over, as if 2514. They arrived with the other settlers and Isa soon
they are about to fall. The houses look very poor. They became friendly with Frau Trude (who masqueraded
are the homes of Teufelfeuer’s landless labourers. as a cook from Weissbruck). Thus Isa’s studies of the
Three families live her, paying rent to the wealthy dark arts begun.
Kauffman family; in return for a small part in the Frau Trude has told her apprentice to be patient, and
common grazing field and an equally small share in only use simple spells, but patience isn’t one of Isa’s
the turnip field beyond Bauer’s farm. best characteristics.
Their names are: Rudel and Herlinde Herz (15a), Now she’s running to Frau Trude almost every day
Wilmar and Birgitta Jaeger (15b), Sebastian and Er- to get help. Meanwhile Udo is sulking in the outhouse,
ica Bauman (15c). They are all in their mid 30’s and afraid to enter his own home. This
have 1D10 children each. will create an interesting situa-
Although none of them has a real agenda of their tion, should the PCs decide to
own in the adventure, they all play minor roles in the visit the Bauer’s farm.
events that are about to take place. Their final destiny Anyone who peeks through the
is to be wolf bait, though. closed curtains can get a glimpse
about what’s going on inside.
16: Bauer's Farm With a small orchard, a garden and The house only has one room and
a private turnip field, this is the largest farm house in smoke billows from a black iron
Teufelfeuer. It is the home of the aged Udo bauer and kettle in the middle.
his wife Isa. The couple are notorious for their vio- A PC who’s been eaves-
lent quarrels, and often their shouting can be heard dropping outside might
outside. perceive any of the fol-
lowing oddities
The Bauer Family through the
First Impression: Udo is venerable indeed. Over 70 smoke
years old with no permanent teeth he spends most inside:
of his days drinking ale and avoiding his wife. Isa is
comparably young, only in her 60’s, and shares only
one interest with her husband – avoiding her spouse.

Secrets: Udo Bauer has a problem. He has just dis-


covered that his wife is a witch. Isa is the only active
member of the witch cult, and has begun to practice

30
►A dwarf sized hunchbacked daemon, clumsily Frau Trude will of course deny being a
sweeping the floor and doing simple chores in the witch if confronted. She will claim that
kitchen. Isa is crazy, or that the PCs misunder-
► A winged red daemon, causing mischief and stood something. She might also sug-
turning household items upside down just for the gest that Isa is the chief witch, to buy
fun of it. some time while she waits for her grand
► A horned daemon, poking a large iron fork into daughter to arrive.
the fire.
► Isa, cursing and complaining at the daemons; or Udo Bauer
Udo sneaking into the pantry for another keg of his The old farmer’s psychological reaction to the domes-
precious ale. tic situation can be described with one word: Denial.
Udo refuses to see what is going on. Instead he seeks
If the need should arise, use normal profiles for Dae- answers from the past. It is well known that the witch-
mon Imps (WHFRP p. 228). These daemons are es ruled Teufelfeuer before the great fire of 2511. But
more of a nuisance than a real threat. They are still some of them survived the burning. It’s they who are
Frightening though. Udo and Isa have normal peasant returning now, according to Udo.
profiles, but none of them are interested in fighting. If the PCs points out that this contradict what Udo
They just want to solve their domestic situation, with- said in the Inn’s common room the first evening, he
out causing any fuzz. apologizes and says that he’s too old to remember. He
The PCs will find this useful, if they approach the is 70 years old, after all. Instead he suggests that Han-
odd couple in the right way. Isa might lead them to sel Rosenrot might know more, since the woodcutter
Frau Trude and Udo can give them a helping hand. lived here before everyone else.
Then Udo returns to his drinking, ignoring his
Isa Bauer visitors. The key to success here is to get him really
If confronted Isa will be shocked and confess to ev- drunk.
erything. She admits being a witch and having fiddled If one of the PCs is willing to enter a drinking com-
with the dark arts. She is too afraid to reveal her mis- petition, using the alcohol rules (WHFRP p. 51), the
tress Frau Trude though. She claimed that she learned PCs might get Udo to talk. He will reveal the follow-
her spells from an old book, that she found in the tem- ing as soon as he is stinking drunk:
ple ruins on the arrival to Teufelfeuer.
This is only a part of the truth. It was Frau Trude ► Frau Trude is the chief witch. She waited in the
who salvaged the book from the temple’s archives ruins when the firs settlers arrived, and she taught
and gave it to Isa. If the PCs shadow Isa, they may Isa how to become a witch.
learn this by eavesdropping on the witch and her ap- ► They are forming a witch cult, with three witch-
prentice. es. Frau Trude is their master, Isa is her appren-
Isa visits Frau Trude every day to get advice on her tice, and a third witch is coming to join them from
domestic situation. Even though she tries to be dis- another village.
crete, she has a high pitched voice that can easily be ► The three witches are breeding an army of
heard from a distance. werewolves in the forest. At the same time they’re
A PC who follows her will hear the following con- plotting their revenge on some princess.
versation, on a successful Average Perception (mod- ► If asked about the third witch, Udo will reveal
ified for Acute Hearing). what he knows: It is Frau Trude’s daughter, who
married into some noble family a few years ago.
[I: Isa Bauer, T: Frau Trude.]
I: You must help me again. The devils are wreck- That’s all Udo knows and he will eventually pass out
ing my kitchen. from drinking too much. When he wakes up he won’t
T: Hush my dear. You must learn to handle your remember anything he said. Neither
own problems. That’s what witchcraft is all he, nor his wife, knows anything
about. about Ilse’s whereabouts. If the
I: But you gave me the book. You caused the prob- PCs wants to bring the couple to
lems when you told me to read it. justice, so be it. Such lose
T: Go home and read the spell backwards. Some- ends is left completely
times that helps. Off you go dear. to the GM.

31
Chapter VI : Day-by-Day
T
he Guide to Teufelfeuer gives the GM a frame- This is an overview of all major activities in the vil-
work (something to improvise around) as the lage, starting on the day following the PCs arrival to
PCs wanders around the village, interviewing Teufelfeuer. The exact timing of the events are left
it’s inhabitants. But the villagers are not waiting idly to the GM. All events must be adjusted to match any
for the PCs to knock at their doors. changes brought about by the PCs.
Handout: Use
The Lunar Cycle
from the village
Blood Full map to keep
Waxing Moon track of time.
The inhabitants
of Teufelfeuer
is very con-
cerned about the
Witching moon, and have
Moon
Full Dark invented colorful

Mannslieb’s Moon local names for


it’s different

visible phase lasts phases.

for 15-17 days each month. Events Calender


Day: 1 The PCs arrive and the rain fades to a drizzle received proof that he isn’t the only one of his kind,
before dawn. A bleak sun shines through overcast transforming into a wolf now and then. It was Jacob
skies, and trickling water drips from wet roof tops all he saw. Now Peter is on his way to the Grazing Field,
day long. Late sleepers will wake with a start, half where he will stay for the reminder of the adventure.
way through breakfast. He has decided to ask Frau Trude where the other
wolf came from, as soon as he gets a chance.
Main Event: “Wolf! A big, bad wooolf...” Peter
Stumpf’s screams can be heard by everyone. The vil- The Inconvenienced Husband
lagers are still holding their cutlery when they rush If the PCs take an interest in Birgitta Jaeger’s miss-
out into the street. Most of them return to their homes
ing husband, she will repeat the same story again. A
cursing, when they see who cried wolf. closer inspection of the privy reveals that her husband
Peter is agitated. The shepherd was just about to didn’t vanish without a trace though. His shoes are left
start his journey to the grazing fields, when he saw aon the floor and the toilet door stands slightly ajar.
wolf running on it’s hind legs. He says it happened an Behind the outhouse there’s a small hatch for emp-
hour before dawn behind Jaeger’s outhouse (15b), but tying the latrine pot and it has been torn to shreds. It
no one believes him. looks as if Herr Jaeger was pulled down in the latrine
A few villagers stands around the public well and from below, while relieving himself. Needless to say,
shake their heads, as Peter leaves the village. He is this was a messy affair.
blushing red and looks embarrassed, and has only just If someone cares to examine the smelly pile behind
vanished into the woods, when Frau Jaeger comes the privy and passes a Challenging (-10) Search Test,
running. they will find foot prints leading into the forest. A trail
Her Husband is missing, she says. Apparently Wil- of dirt and blood runs in the same direction, implying
mar Jaeger has got The Galloping Trots, because he’s that Wilmar Jaeger was not only inconvenienced, but
been running to the privy several times every night wounded and dragged away from the privy.
for the past three days. But this night he never came A Routine (+10) Follow Trail is required to track
back. Wilmar’s kidnapper. If the tracker receives at least
two degrees of success, the foot prints can be identi-
Behind The Scenes: Peter isn’t blushing with embar- fied as a wolf; though there is only two paws instead
rassment. He’s angry and afraid. He really saw the of the normal four. They lead into Tangle Wood, to
werewolf as he described it and for the first time he the north west.
32
PCs following the trail will find Wilmar Jaeger, south. This is Peter, who watches his rival discretely,
bruised and beaten, lying unconscious in a hawthorn hiding outside his own house (14). The Peter-were
bush, one mile from the village. He is unable to speak. then returns to the Grazing Fields with great haste.
Anyone with the ability to Heal can tell that he is se-
verely wounded, but not dying. At least not from his Main Event: Rudel Herz’ dead body will be found
wounds. first thing in the morning. His widow is weeping with
If one of the PCs passes a Hard (-10) Heal Test it Birgitta Jaeger. It turns out that Herlinde Herz had
becomes apparent that Wilmar is carrying an infec- spent the evening before at the Jaeger’s house, tend-
tious disease. He has high fever, as a result from the ing to Wilmar’s wounds.
Galloping Trots (WHFRP p. 136); and any PC who When the wolves arrived the two women locked the
touches him must make a A Routine (+10) Tough- door. Rudel became worried and went out too find his
ness Test or catch this disease as well. wife; he met a wolf pack instead.
Wilmar also has Lycanthropy. This can only be de- His tragic death will be the talk of the town for
tected with a Very Hard (-30) Academic Knowledge the rest of the day and Rudel’s body is carried to the
(Magic), as the effects of the second disease is not yet crypts below the church.
apparent.
If the PCs ignores the privy incident all together, Behind The Scenes: Peter sneaks back into the vil-
Wilmar will stumble into the village at lunch time lage to speak with Frau Trude after dawn. He comes
and collapses in his bed. Whatever the circumstances, in human form when everyone else is busying them-
Teufelfeuer will be teeming with rumors about wolves selves with the weeping widow and Rudel’s body.
and witches all day. Frau Trude tells the Shepherd that this is what will
These events will proceed in the background dur- happen, unless the villagers start to take the wolf
ing our heroes first day in the village, regardless of problem seriously. A confused Peter returns to the
wether the PCs investigate them or not. Grazing Field; only Niels Licht sees him enter and
leave the village, but the watchman doesn’t mention it
Day: 2 The rain stops after sunset. A thin mist ris- to anyone unless asked directly if he’s seen Peter.
es instead and Teufelfeuer is shrouded in white fog Wilmar Jaeger is still unconscious and his fever is
when the wolves arrive after midnight. A lot of things even higher. Now it’s obvious to anyone that he is
happen before the sun rises. carrying an infectious disease. A careful examination
A dozen wolves from Jacob’s pack arrive after dark. shows that his eyes are turning yellow and his nails
Their growling and occasional howling can be heard have started to grow.
throughout the night. Doors and windows are bolted No one but Father Lembke will understand the
shut all over Teufelfeuer. significance of these symptoms, if the PCs discover
Anyone who ventures outside must make an Easy them.
(+20) Silent Move every half hour, or face 1D10 hun-
gry wolves. Day: 3 A cold wind blows from the east during night,
But even if the PCs stay indoors, it is apparent that clearing the skies. The first rays of the sun color the
something horrible is happening in the village. Judg- moon red; the Blood Moon is rising and it seems as if
ing by the sounds, the wolves are gathering near the Rudel Herz will be buried on a sunny day.
church. They have found a victim under the bridge
that crosses Main Street. Main Event: Niels Licht digs the grave in the morn-
Anyone who is outside may witness how twelve ing, aided by the aged Udo Bauer. The funeral pro-
wolves leap upon the defenseless Rudel Herz (15a) cess walks around main Street, before Rudel Herz is
and devour him. The peasant will be killed no matter put to rest in the ground. Old bones from past burials
what the PCs do and the wolves will then turn to at- emerge with the shovels. They are scorched and bro-
tack any careless bystanders. ken, as if they’ve been burnt.
The pack roams the streets all night. At dawn Jacob Sister Traum reads a prayer over the body, to protect
arrives in wolf form. He leaps between the rooftops of it from witches and dark magic. Father Lembke tries
Kauffman’s Warehouse and Fassbinder’s Workshop. to comfort the widow and her children, pointing out
When the werewolf howls at the moon, the wolves that there are worse fates than death, now that men are
scatter, and retreat into the forest. transformed into beasts.
Though it’s not as apparent as Jacob’s arrival, an- The burial is a depressing event, and should be por-
other werewolf have crept into the village from the trayed as such. Avoid humorous quirks at all costs.

33
The ceremony lasts for an hour and after that the While Wilmar regains his strengths, Frau Trude vis-
villagers return to their homes. Only Niels Licht wan- its Herz’s widow next door. Pretending to comfort
ders around Main Street, calling out the hours as he Herlinde Herz, the witch asks a favor of her protegee:
walks: “It’s twelve O’clock, and all is lost. Surely we “Might Mistress Herlinde carry a letter to a cottage
are doomed...“ near Witches’ Cove?”
The town crier is not the only one who’s in a state Frau Trude claims that her daughter lives there all
of despair in Teufelfeuer. None of the villagers speak alone, and now she’s worried about her child’s safety.
about it openly, but all inhabitants are afraid to go Since Herlinde just moved to Teufelfeuer she does not
out on this day, because of the Blood Moon from the fear Witches’ Cove as much as the other villagers do.
previous night. She agrees. From this point on the widow keeps Frau
A Very Easy (+30) Gossip Test should suffice here. Trude’s letter (Handout: 2) hidden in her dress.
Mannslieb’s red face is a foreboding omen and if If the PCs by any chance should pay a visit to Her-
blood is spilt on such a night, then witches are abroad.linde, and send their heartfelt condolences to the wid-
According to the old legends, the witches of old used ow, they may hear this with an Easy (+20) Gossip
to come out of the forest on such days. Test. A Hard (-20) Charm is required to convince
The wind picks up speed in the afternoon, and fills the widow of letting the PCs read the letter, though.
the streets with dry, rusted leaves from the forest. Herlinde was told to follow the stream that runs
north of the village. She would find a small cottage
Behind The Scenes: The funeral is an event that at- near its source and was instructed to nail the enve-
tracts the entire village. Only three people stay away. lope to the door. She intends to leave within a day or
They are: Peter Stumpf who is supposedly in the two. She just needs someone to look after her children
Grazing Fields, Isa Bauer who has her own demons first.
to deal with (literally speaking) and Klas Pumpernick
who is working in his laboratory. Frau Trude's Plan
The letter is really intended for Frau Trude’s daugh-
Day: 4 A storm is inbound. When night falls the ter; the third witch to survive the scorching of 2511.
winds are blowing strong enough to hamper move- She goes by the name Pigsy, and as you’ve probably
ment; shingles are blown off the roofs and old trees guessed by now she’s Frieda’s mother; or maybe was
are losing their branches. The wolves can be heard in would be a more appropriate description.
the distance and a single crack of thunder echoes at Because unbeknownst to Frau Trude and Frieda,
the stroke of midnight. Pigsy was killed by Hansel and Gretel a few weeks af-
The lightning bolt sets fire to a large haystack out- ter the scorching. The surviving witches haven’t even
side Bauer’s farm (16). No one seems to bother and tried to find out what happened to Pigsy since then:
sparks fly in the wind for an hour until the fire dies. Frau Trude is afraid to blow her cover as a grand-
The strong winds continue during the day. motherly neighbor by visiting Witches’ Cove; Frieda
has been too busy keeping up her pretenses in Castle
Main Event: Life goes on in Teufelfeuer; fire or no Grauenburg.
fire. Three roadwardens arrive to Roadwarden’s Gate Hence both witches have assumed that Pigsy is still
during mid day. It’s the same patrol that the PCs met hiding somewhere near her old cottage, waiting for a
on their way to the village. letter or messenger.
The captain of the ward isn’t happy about having If the PCs pays a visit to Witches’ Cove they can
been sent back. He and his men stays with Niels Licht easily find out the truth. The details of such a venture
for an hour. They try to avoid any problems. follows in the next chapter.
If the PCs insist that the roadwardens do something,
they will decide that they have to return to Altdorf to Day: 5 Thunder, lightning and a hail storm that floods
file a report. the streets of Teufelfeuer is enough to keep almost ev-
erybody inside on the fifth night following our heroes
Behind The Scenes: Wilmar Jaeger wakes up dur- arrival. Only two of the villagers will be found out-
ing the day. Unfortunately he doesn’t remember any- side their homes this night.
thing, except sitting down, removing his shoes and Herlinde Herz leaves her children with Birgitta Jae-
waiting for his bowels to play contortionist with him. ger and follows the stream into the forest. She’s hold-
His eyes are still yellowish, his nails even longer and ing a storm lantern in one hand and clutches the letter
the peasants teeth seems to have grown as well. against her bosom with the other, as she vanish.

34
The wolf pack is lurking near the village, but none still be the one presented above. In the not unlikely
of the beasts harass the widow on her way. If the event that the PCs decide to attack both weres, the
PCs follows Herlinde, she will lead them to Witches’ Peter-were will escape and leave our heroes to defend
Cove. If they stop her or try to question her, she will women and children.
only mumble excuses and return to her home, thus As soon as the sun rises, all villager’s gather around
delaying her trip a few hours into the night. the dead body.

Main Event: As soon as Herlinde Herz Behind The Scenes: Herlinde Herz con-
leaves the village, the moon rises tinues towards Witches’ Cove;
above the tree tops and in Peter Stumpf rushes back
the house next door to the Grazing Fields
Wilmar Jaeger rises to lick his wounds;
from his sickbed. Birgitta Jaeger re-
He leaps up with treats back into
a roar, trans- her house with
formed into a all the child-
werewolf. ren, her own
The as well as
screams Herlinde’s.
from the Unless the
Jaeger’s PCs spent
place can their
be heard night out,
all over she is
the vil- the only
lage, as witness
Birgitta that saw
Jaeger flees both weres,
out into the fighting each
street, herding other.
all the children Birgitta will re-
as lambs before veal exactly what
her. Unless the PCs happened, if anyone
have been waiting out- cares to ask her. When
side her threshold they will the other villagers gather
arrive to late to stop the were- around the body, she’s still
wolf. An unexpected hero will come to cowering in her bed though.
the rescue though.
Peter Stumpf has been hiding on the roof of the Main Street Murder Mystery
Great Barn (9), to keep an eye on the village. When Let’s study the scene that meets the villagers in the
the Wilmar-were bursts out of the door, the Peter- morning. There lies the carpenter Wilmar Jaeger,
were throws itself at the other were’s throat. drowning in a pool of his own blood. Since his dead
The snarling fight is fierce. If the PCs are else- remains have reverted back to human form it simply
where, the Peter-were will be the last wolf standing. looks as if he’s been murdered.
He stumbles into the forest, bruised and beaten after His neighbors demand an explanation and if the PCs
the fight. The Wilmar-were slowly transforms back were sneaking around outside they may easily be tar-
into human form, it’s throat slit and internal organs geted as the prime suspects at this point.
hanging through ghastly wounds. If the PCs witnessed the fight or if they have talked
If the PCs are witnesses to the scene, you may play to Birgitta Jaeger, they should be able to clear their
the fight in detail. The werewolves are equally skilled, names with a Charm Test or two.
and the same profile may be used by both. Since the As long as the murder mystery remains unsolved,
PCs have no way of telling the two weres apart, it all villagers will be extremely suspicious, and all Fel-
doesn’t matter which side they join. The outcome will lowship-based tests will be modified by -20.

35
with conflicting emotions. The Lembke-were will try
it’s best to kill the PCs, and fights to the bitter end.
Father But the beast will hesitate and beg the PCs to end
Lembke it’s life during the fight. Handle the situation as fol-
will try his lows:
very best to
solve the murder ► The Lembke-were attacks the weakest charac-
mystery during the ters first, trying to take them out one by one.
day. He goes from ► Whenever the were attacks a new opponent it
door to door, asking will start with the Delay action (WHFRP p. 128),
questions, and in the and growl “Please kill me” before it attacks.
afternoon he will ► The PCs will thus be able to retreat, or strike
have discovered first, during the combat with the Lembke-were.
the truth, unless
the PCs beat him The Peter-were takes off again, as soon as Father
to it. Next he will form a Lembke takes a mortal blow. Peter will also escape if
militia, consisting of the PCs attack him with weapons that can harm him.
himself, Niels Licht and The battle with the unwilling Father Lembke should
the farmer Sebastian be a traumatic event for the PCs, if they participate.
Bauman. Armed with Portray the Lembke-were as a tormented soul, forced
crossbows, pitch forks into combat against his will, yet unable to resist the
and improvised weapons urge to kill. When the beast is slain it shrivels back
they patrol the streets from into Father Lembke’s dying shape.
dusk until dawn. Make the most of this scene, and let the zealot pass
on a vital clue to any PCs who listens to his final
Day: 6 Many things will happen words. They are whispered with Father Lembke’s last
before dawn. The storm continues dying breath:
and increases in strength. Only hampered speed is
now possible, while walking on the streets of Teufel- “Listen to me... I know now that I was wrong.
feuer. No one goes outside, save the three militiamen The Animagus isn’t responsible for this. The
mentioned above. witches are back. When the wolf’s blood ran
through my veins, I heard a voice in my head,
Main Event: As the wind picks up speed, yet another that beckoned me to go into the forest. They
scream echoes over the dark streets of Teufelfeuer. want me to find the young princess and bring
Father Lembke has turned into a werewolf and is de- her to Witches’ Cove before the witching moon
vouring Sebastian Bauman outside the Roadwarden’s rises. Her noble blood will be spilled, like the
Gate (1). prophecy in the temple said. The Animagus is
If the PCs rush out into the street, they will arrive at the only wolf they cannot control. I’ve been a
the following scene: Sebastian lies wounded near the fool...”
well (2), the Lembke-were is clawing furiously at the
bolted door of Roadwarden’s Gate, and Niels Licht These events will draw every villager out into the
has barred himself on the other side. He is shooting street at first light. Everyone gather around the well
bolts at the werewolf through an upstairs window. and if the PCs were cowering in their beds all
Since Niels is unable to wound the werewolf and the night Niels Licht will still be able to give an eye
Lembke-were can’t get through the door, their battle witness report. Father Lembkes’s and Se-
will result in a draw. The werewolf’s siege of Road- bastian’s bodies are carried to
warden’s Gate will last until the Peter-were once the temple by a silent crowd.
more arrives from the forest. The two wolves will Almost every villager takes
battle it out, as the day before, and Peter will part in the procession. Per-
again be victorious. ceptive PCs might notice
Have any witnesses make an Average Per- that Herlinde Herz is ab-
ception, to recognize the weres for who they sent from the whole cer-
really are this time. If the PCs attack the emony.
Lembke-were, they’re up against a creature
36
Herlinde sneaks into the village from the north dur- ► First they look
ing the funeral march. She has just returned from for Ilse. Be-
Witches’ Cove and hurries to her home. Herlinde ing this close,
will be cowering in her house for the reminder of the
adventure. The same goes for Frau Trude who hur-
ries home; and Peter Stumpf – who is nowhere to be
seen.

Behind The Scenes: Herlinde Herz still holds im- Frieda


portant clues for the PCs. She can now tell them can pin-
that Frau Trude sent a letter to someone in Witches point the
Cove, who lives near an abandoned cottage a days princess’
march to the north. hiding
Peter Stumpf retreats back to his grazing field, and place with
thinks the situation over again. From this point on a Finding
he’s much more suspicious of Frau Trude than he was Divination.
before. If the PCs ask Peter about the wolves, he will (See Realms of
now tell them the whole story (as he knows it), with Sorcery p. 149)
or without Charm Tests. ► Frau Trude
Unless the PCs stay near Roadwarden’s Gate then casts
they’re about to miss the most important event of the Form of The
day. As soon as the funeral party has left, a stranger Soaring Raven
walks into the village from the main road. It’s an and chases after
old woman carrying a basket full of apples and from the girl as a bird.
a distance she looks like the spitting image of Frau (Realms of Sor-
Trude. cery p. 140).
n w
aples i th
► Frieda then trans-
e wo mp
The Countess Arrives
This is none other than countess Frieda, arriving to
forms herself into Frau
Trude with another Doppel- Th the a
Teufelfeuer disguised by a Doppelganger spell. She ganger spell (Realms of Sorcery
pretends to be a walking pedlar selling apples, and p. 163) to keep up the pretenses in the village.
asks for directions to the inn if she meets anyone upon
entering the village. PCs with Magical Sense will feel If the PCs witness the arrival of the disguised countess
an unnatural aura around the apple woman, but there’s and if they can manage to eavesdrop at the witches’
no way to see through the enchanted disguise. private meeting somehow, then they should realize
Frau Trude will of course recognize her grand daugh- that the adventure is about to take an odd turn.
ter, and welcomes the stranger into her kitchen. While Ilse is no longer safe and unless the PCs act fast
the rest of the villagers mourn the death of Sebastian she will be sacrificed when the Witching Moon rises.
Bauman, the two witches arrange a private sabbath in Our heroes must hurry to Gretel’s cottage in Tangled
the kitchen. This is what they do: Wood to beat the witches.
Safeguarding The Wicked

t is of uttermost importance to the flow of the ad- But if Frau Trude is exposed as a witch she will
I venture that Frau Trude and countess Frieda is
kept alive as long as possible. Protecting the countess
have to approach Herlinde Herz with greater caution
during day 4. Frau Trude will remain hidden near the
shouldn’t be a problem to the GM, since she doesn’t village in the shape of a raven, if the PCs chase her
appear until now. Frau Trude is a much more vulner- away from the village. Thus she can still sneak into
able NPC. Teufelfeuer at night, to contact Herlinde.
A clever group of PCs should be able to uncover If Frau Trude has to chose between the letter to
Frau Trude’s heritage almost at once. Since she is Herlinde and her own well being; then the witch will
a crucial character during day 4-6, she must be al- put her own safety first. Thus the PCs might miss an
lowed to fulfil her part in the adventure. Using her important clue if they confront Frau Trude too early.
spells she should be able to escape with little effort. Stealth and cunning works. Brute force does not.

37
All this means that Frau Trude will still appear to disappears, since Frieda doesn’t power the spell any
be in the inn when the PCs return to their rooms. She more.
is distant, and spend the rest of the day sweeping the
floors of the main room. Behind The Scenes: Frau Trude finds Ilse a few
As darkness falls outside Frieda/Frau Trude retreats hours before dawn. The witch sends Jacob and his
to her room and conjures an Illusion of the land lady, wolf pack into Gretel’s cottage to collect the girl, and
doing mundane things (sleeping, cooking, sweeping the werewolf returns with it’s prey within a mere min-
floors, et cetera) before the real Frieda sneaks out ute. Gretel is left unconscious inside.
through the back door. If the PCs are awake, they Frau Trude then changes into wolf form and runs
should be able to hear her leave, though the illusion- with the pack towards Witches’ Cove; arriving there
ary Frau Trude is still in the building. just as Jacob changes back into human form at dawn.
The real Frau Trude is already outside Gretel’s cot- Meanwhile Frieda has been walking with great speed
tage in Tangled Wood. The real Frieda starts to walk through the forest and she arrives at the same time.
towards Witches’ Cove during the night. The two witches remain at Witches’ Cove with their
The daily events in Teufelfeuer have little or no ef- prey until the adventure is over. Jacob is completely
fect on the adventure after this point. From now on exhausted and sleeps all day. When the moon rises he
it’s the witches’ the PCs should be worried about. Our becomes their beastly wolf servant again. The wolf
heroes must find Ilse before the Witching Moon rises, pack remain within earshot, protecting the two witch-
if they haven’t done so already. es.

Day: 7 Reaching it’s peak at midnight the storm be- Day: 8 The storm fades and the full moon rises for
comes so terrible that anyone who ventures outside the first time since the PCs arrived outside Teufelf-
must make an Average Toughness Test each hour, or euer. It shines on a dripping wet forest, shrouded in
lose one Wound from flying debris. The hazardous thin silver mist.
weather continues all day.
Main Event: Back in Teufelfeuer Father Lembke
Main Event: The funerals of Father Lembke and and Sebastian Bauman are finally buried. Nothing
Sebastian Bauman was supposed to take place today. else happens. Howling wolves can be heard from the
Both ceremonies are cancelled due to the weather. If north.
our heroes remain in the Inn they will still hear Frau
Trude sweeping her floors all day. Behind The Scenes: The witches are now only wait-
If the PCs interact with the illusionary Frau Trude ing for the Witching Moon. When it rises above the
in any way they will find her distant and aloof. An horizon they will sacrifice Ilse and complete their an-
Average Intelligence Test is required to see through cient blood ritual.
the Illusion, as Frieda now keeps it running on over-
time.At lunchtime it should be obvious to anyone still Day: 9 The sky is clear as the Witching Moon rises,
in the Inn that there’s something fishy going on. Then casting it’s eerie glow over the forest. Mannslieb is at
the illusionary Frau Trude vanishes into thin air and it’s fullest, hanging low over the horizon and shining

Completing The Adventure


ll the PCs have to do to find Ilse before the They must sort out the few relevant clues from an
A witches is talk to Hansel Rosenrot. In the next
chapter we’re going to see what happens when the
overwhelming load of red herrings. A clever group
of adventurers should be able to figure out that Ilse
PCs goes to Gretel’s cottage and onward to Witches’ is with Gretel in a couple of days with a little luck;
Cove. That’s where the adventure will end. A few whereas an unlucky choice can have the same group
words needs to be said first. chasing after shadows and missing all the vital clues
At first glance The Tale of Rose Red and Snow until it’s too late. The key to success is being in the
White might seem to be a completely linear adventure correct place – when the time is right.
until this point; a scenario where the PCs are treated The GM’s main job is thus to adapt the pre-written
as helpless by-standers, witnessing an pre-written agenda of the NPCs, in correspondence with the PCs
drama. But in reality the PCs have multiple choices actions. Let’s take the events of day 1 as an example
when they arrive to Teufelfeuer. of play.
38
It doesn’t take a genius to figure out that Wilmar
Jaeger was most likely attacked by a werewolf when
he is found bruised and beaten in the forest.
What if the PCs kill Wilmar on sight, to prevent the
spread of the disease?
For starters: He won’t be able to turn up as the were-
wolf fighting Peter on day five. But from the villag-
ers‘ point of view Wilmar’s disappearance would still
be an unsolved mystery. The GM will thus only have
to make minor modifications to the events of day 2-4
if this should happen. The werewolf fighting Peter on
day 5 calls for more drastic adaptations. In this case
the creature would have to be replaced by one of it’s
nameless brethren from the forest.
Similar modifications must be made if the PCs
decides to confront Frau Trude with accusations of
witchcraft, as has been discussed earlier.
The GM’s job is not to provide the PCs with free
clues, but the PCs must be given a reasonable chance
to figure out what to do. The trick is to provide a
healthy mix of important and unimportant informa-
tion; giving the players more than one path to follow
every single day.
Consider the Day-by-Day Calendar and the Guide
to Teufelfeuer as frameworks to improvise around.
Neither of them are carved in stone.
The adventure flowchart below shows one pos-
sible path that may lead the PCs to success. Others
are equally possible. In the next chapter we’ll look at
Gretel’s cottage and Witches’ Cove in detail.
That’s the final chapter of the adventure.

Adventure Flowchart (Part: II)


 The PCs arrive in Teufelfeuer and start ask-
ing the villagers about Ilse. This will eventually
 Following the directions of Hansel Rosen-
rot, the PCs may find Gretel in her cottage after
lead them to Hansel Rosenrot. At the same time, day: 4. She can only help our heroes to fill in
the wolf attacks presents a clear and present dan- gaps in the story at this point, but after day: 6
ger to our heroes’ investigations. Father Lembke the PCs may also find Ilse with Gretel – for a
advises the PCs to find the werewolves’ leader. while.

 Following the trail of the werewolves will


lead the PCs to Herlinde Herz. The letter she
 When the witches abduct Ilse on the seventh
day, the PCs should have plenty of time to snatch
carries (Handout: 2) reveals the witches plan to the girl back again; provided that they know Ilse
kill Ilse at full moon. If the PCs have also read is at Witches’ Cove. If the PCs have played ev-
Streichholz’ letter (Handout: 3), they’ll know ery card right, they may already be on their way
what they must do to stop the ritual. to castle Grauenburg with the girl at this point.

 The werewolf trail may also lead the PCs to


Peter Stumpf. He may reveal the true identity of
 The final battle between PCs, witches and
werewolves should be fierce, wether it takes
Frau Trude. Peter may also prove to be a valu- place at Witches’ Cove or some other location.
able ally, if the PCs can convince him to join Our heroes may then return to Graf Wilhelm von
their cause. Saponatheim with his missing daughter.

39
Chapter VII : Witching Moon

W
hen the PCs leave Teufelfeuer and head Tangled Wood and Witches’ Cove in order to com-
into the forest this adventure draws to- plete their task. Only then will they be able to rescue
wards it’s end. Our heroes must visit both Ilse and return to Castle Grauenburg.

The Dark Forest


oing into the forest surrounding Teufelfeuer is ghosts will do no good. They are unable to respond.
G an adventure in it’s own right. This is the way to
Gretel’s cottage, as well as to Witches’ Cove; but all
There’s also a chance that wanderers in the woods
will attract the attention of the wolf pack every hour
paths are so twisted that a Hard (-20) Follow Trail is spent under the trees. During the day the probability
required, lest the PCs stray of their course. Lost PCs is 20% every hour. It rises to 35% at night.
must spend 1D10 hours to find their way back to the If you feel that the PCs needs an extra challenge, you
village. can have them encounter a werewolf as well. This can
Anyone wandering these woods will find them- be Jacob or any one of the refugees from Rechtlich.
selves surrounded by twisted and leafless trees. The The total number of wolves/werewolves is not limited
canopy overhead is so thick that the lowest branches in the adventure.
have died from lack of sun. Only an eerie gloom fills With that much said it should be obvious that the
the forest during the day, with swirling mist rising PCs better stay out of the forest, unless they really
from numerous bogs and sink holes. have to go there.
Strange ghostly shapes can be seen in the fog, and There’s two paths through the forest that will be
the villagers of Teufelfeuer believes that these are the easier to follow. These are:
ghosts of the original settlers; those who died in the
Scorching of 2511. ► Hansel Rosenrot’s trail of pebbles, that will
PCs with Sense Magic will see these ghostly figures guide the PCs on a safe path to Gretel’s cottage.
clearly upon entering the forest. The ghosts always This trail is 7 miles long, and can be trekked with
keeps their distance and whisper faint accusations at hampered speed only.
anyone disturbing them: “Murderers, you shall all ► The path following the stream to Witches’ Cove.
burn with us. Traitors, join us in our cold graves...” Herlinde Herz can show the PCs this way through
Such disturbing sights call for a Willpower Test, or the forest. It’s 10 miles long, and can be travelled
the loss of one Insanity Point. Trying to speak to the at normal speed.
40
Path of Pebbles
hen the PCs start to follow the trail of pebbles The PCs will find Gretel’s cottage a few miles fur-
W from The Old Mill in Teufelfeuer, they’ll find
themselves on a small winding path, cutting through
ther down the trail. The time of their arrival is impor-
tant, when we’re deciding what happens there. Most
the forest like a dried out stream. likely the house will be deserted.
Strange mushrooms and unknown plants grow
amongst the trees, but the ghostly mist and the howl- Gretel's Cottage
ing wolves keep their distance. he small house stands in the shadow of a large
A few miles down the track there’s evidence that
someone else has been using the path recently.
T elm tree, in a clearing at the heart of the forest.
It’s a poor peasants home, albeit one kept in good
condition. All tracks disappear on the beaten soil out-
►A child sized red cape lies on the ground. A side.
closer inspection shows that it has been torn. The door is unlocked and the cottage consists of one
► A basket with a broken bottle of wine and a loaf large room with a fireplace, two beds and a kitchen
of bread lies next to the cape. table. Toys and clothes of small sizes shows that a
child lives here now and then.
Ilse lost her cape and basket when she was attacked A leather bound book lies open on the kitchen table.
by a wolf. Her lost possessions should alert the PCs It’s title page reads: Fairy Tales from Teufelfeuer.
that she is indeed in grave danger, and an Average Give the players Handout: 3, if they examine the
Follow Trail will reveal wolf tracks all around the book while they wait for the inhabitants of the cottage
tossed trappings. to return. The handout shows the page that lies open
If the test is passed by at least two degrees, the PCs as our heroes arrive. Use the table below to decide if
also find footprints from a human child. They con- Gretel or Ilse will show up while our heroes are read-
tinue down the trail, as if the child was running away ing the book. As you can see, the PCs may have to
from something. The wolves paws point in the same wait for several days be-
direction. fore anyone arrives.
The tracks thus left by Ilse and the wolf ends abrupt- The book
ly another mile down the path. There the carcass from should Gretel’s
a large wolf lies on the ground, with a crossbow bolt
sticking out of it’s neck. Ilse’s tracks vanishes and
provide
several
house
other footprints cover the ground instead. hours of
A Challenging (-10) Follow Trail shows that these read-
new foot prints have been made by dwarves wearing ing,
heavy boots; seven dwarves to be precise. They seem though.
to have followed the child all the way to Gretel’s cot-
tage from this point.
Anybody Home?

ether anyone will be at home to greet the Day 3-5 Gretel returns, but Ilse is still out there
W PCs depends on when they arrive to the somewhere. Presumably she’s with the seven
cottage. Use the following table to decide: dwarves. The PCs will have to wait for Ilse.

Day 1-2 This is the days following the wolf at- Day 6 Ilse returns at sunset. She falls asleep im-
tack against Ilse. No one is at home, and a sign on mediately and the PCs must wait until morning to
the door, scribbled in surprisingly beautiful hand before she wakes up again.
writing, explains that:
Day 7 The witches finds Ilse’s hiding place one
We’re visiting the seven dwarves. hour before dawn and the wolves attacks the cot-
Will be back again within a few days. tage, as has been described elsewhere. Only a
Gretel & Ilse bruised and beaten Gretel will be left after this
event.

41
Gretel s Fairy Tale
S ooner or later Gretel will show up.
She is a cautious woman, approach-
' pease the thirteen witches of
the woods, led by the wicked Frau
ing carefully and asking what the PCs Gertrude, lest her tame creatures
are doing in her house. Portray her as an would overrun our village.
over protective grand mother; kind I believe that the old witch
but wary of the PCs. If our heroes cult is rising again and that
mention Hansel and that they fol- Ilse is their next victim. I also
lowed his trail of Pebbles, she will believe that I have seen Ilse
relax and invite them inside. somewhere before.”
Gretel’s main concern is to keep
Ilse out of harms way and she At this point Gretel shows the PCs
will gladly help the PCs to deliver the Fairy Tale from the book, if
Ilse back to her father in Castle they haven’t seen it already. She
Grauenburg. also explains how the stories in the
Ilse is not in the cottage though. book was collected, and why she
The girl will be away for a couple believes them to be true. See the
of days, because Gretel suspects boxed entry called A Grim Tale
that someone wants to harm her young
protégée: “There’s witches abroad you
Gretel Rosenrot below. When the PCs have read
the story, Gretel continues:
see...” Gretel will now share her knowledge with the
PCs. This is her story: “I remember two of the girls that were offered
to the witches. The first one was Frieda Neu-
“These are troublesome times, but here in frau. She was a naughty child, with fiery red
Teufelfeuer we’ve been through worse. My hair and thus she became the Rose Red of the
earliest memory is from the day our father fairy tale. She was sacrificed in 2495.
sent me and my brother into the forest, after Seven years later a girl named Ingrid
our mother had starved to death during the Schneeweiβ was chosen. She was the daugh-
great famine of 2483. Father and his new wife ter of a local nobleman, and the elders
couldn’t afford to feed us all. abducted her from her parents late at night. I
But there were worse fates than starvation remember her too: Skin as white as the snow.
going on here back then; other parents com- No wonder she
mitted crimes that were even more wicked. was named Handout: 3
Every seventh year the elders of our village Snow White in
would chose a young girl and take her into
the forest, where she was murdered by men
the tale. She
later became O nce upon a time there was
girl named Rose Red who
strong willed and forwar
whenever her parents said
a small
was
d, and
anything
With that she turned to
and threw her it into the
oughly aglow she sat down
herself by it, saying: “It
girl into a block of wood
fire. When it was thor-
next to it, and warmed

A
to her, she disobeyed them.

dressed up as wild beasts. It was done to ap- Ilse’s mother.”


How could anything go gives such a bright light!”
well with her?
One day Rosenrot said few days later another
to her parents: “I have girl arrived
heard so much about Frau at the witches’ doorstep.
Getrude. Someday I want Her name
to go to her place. People was Snow White, and she
say such amazing things was the
are seen there, and such complete opposite of Rose
strange things happen Red:
A Grim Tale

airy Tales of Teufelfeuer was written by J.W they want to read


there, lenient and obedien

F
that I have become very t. Everyo ne assumed it woud go
curious.”
Rose Red’s parents strictly well with her.
forbade her, saying:
“Frau Gertrude is a wicked But one day Snow White
got lost in the forest.

Grimm, who was the priest of Teufelfeuer be- every story in the
woman. If you go there,
you will no longer be our That’s how she ended up
child.” at Frau Gertrudes Cot-
But the girl paid no attent tage.
ion to her parents and
went to Frau Gertrude’s When she arrived there,

fore the scorching of 2511. He was also the father book you can eas-
place anyway. Frau Gertrude asked:
When she arrived there, “Why are you so pale?
Frau Gertrude asked: Did you see something
frightened you” that
“Why are you so pale?”

of Jacob and Wilhelm Grimm, who appears in the ily feed them any
“Oh,” Rose Red answer “No,” Snow White answer
ed, trembling all over, “I ed, “I did not see anythin
saw that frightened g
something that frighte me.”
ned me.”
“What did you see?” “Did you not see the black
man outside?” Frau

adventure. number of fairy


“I saw a black man on your Gertrude asked?
steps.”
“That was a charcoal burner “Yes, but that was just
.” a charcoal burner.”
“Then I saw a green man.” “Didn’t you see the green
man?”

The sigmarite priest recorded all the legends he tales written by “That was a huntsman.”
“Then I saw a blood-red
man.”
“Yes, but that was just
“Did you not see the bloo-re
“Yes, but that was just
a hunter?“
d man?”

heard and transformed them into fairy tales. But the real Brother’s
“That was a butcher.” a butcher.“
“Oh, Frau Gertrude, it “Tell mer girl, can you
frightened me when I looked not see the daemon with
into your mirror and could the fiery head, when you
not see myself, but in- look into the mirror?”

Gretel is convinced that the entire book is based Grimm. A com-


stead saw a daemon with “No!” Snow White answer
a fiery head.” ed. “But if you can see
“Aha!” Frau Gertrude cried such things, looking upon
out. “So you saw the your own reflection, then
witch properly outfitted. surely you are going to
I have been waiting for burn.”

on true stories J.W Grimm died in the flames of prehensive col-


and wanting you for a you Upon hearing those words,
long time. Light the way Frau Trude burst into
me now!” for flames. Snow White sat
down next to the fire and
warmed herself, saying:
“It gives such a bright light!”

the great scorching in 2511. lection is avail-


His infant sons fled with their mother to Rech- able online:
tlich and Weissbruck where they both became http://www.pitt.edu/~dash/grimmtales.html
great hunters of renown. If the PCs insists that

42
“You see, Ingrid did not die in the forest and I know for a fact that at least one escaped,
Ilse is her spitting image. Somehow Ingrid because Hansel and I found her house in the
fooled the witches and escaped. One would forest near Witches Cove when we were hid-
have expected the elders to select another ing from the witch hunter.
child instead, but that never happened. It was Maybe some of her wicked witch sisters sur-
as if the witch cult had withered away. vived too. I believe that is what’s happening
For seven years we waited, but Frau Ger- now. The witches have returned to claim their
trude and her minions were nowhere to be price – Ilse.
seen. They are already breeding an army of beasts
Then, after nine years, came the witch hunt- to serve them, just like in the old days; and
er. He turned every stone in the forest, interro- unless they can be stopped, Ilse will never be
gated every villager and eventually he burned safe again. No matter where she hides. Right
every house. But he did not find all witches. now she’s with the seven dwarves.”

The Sleeping Beauty & The Seven Dwarves


retel took Ilse to the Dwarves when she Any PC witnessing the arrival of the
G realized that the girl was in danger.
That’s where Ilse will be hiding during
dwarves can identify them as a clan from
the Grey Mountains with a Challeng-
most of the adventure. ing (-10) Common Knowledge
The dwarves are friends of Gretel (Dwarves); if the test is passed with
and they live in an underground at least two degrees the PCs may
cavern, carefully hidden beneath also recognize that the dwarven
the forest. leader is a noble.
The exact location of their The dwarves bows silently to
underground lair is a well kept Gretel and returns to the forest,
secret and Gretel doesn’t know without uttering one word.
how to find Ilse until the dwarves Gretel immediately sends Ilse
bring her back. Therefore the off to bed and says that the girl
PCs will have to wait until the must stay inside until morning.
final days of the adventure be- The forest is a dangerous place
fore they can meet the missing and howling wolves can already
princess in person. be heard in the distance.
Just before sunset on the sixth day As we’ve seen in the previous
following our heroes arrival to Teufel- chapter, Ilse will not be safe inside ei-
feuer, the seven dwarves arrive outside ther. If the PCs are anxious to move her
Gretel’s cottage. Ilse is sound asleep and too soon, the upcoming wolf attack may
the dwarves carry her inside without a word be played a bit earlier. Otherwise it starts one
to Gretel or anyone else present. hour before dawn the next morning.
Seven Dwarves

he seven dwarves are a mysterious lot: silent Portray them as a mysterious people from the
T and stern, they work their mine all day long.
Gretel can’t tell the PCs much more about them.
deep forest. If the PCs try to inter-
act with the miners, all they
Led by the dwarven prince Thirnabor, the seven will receive is shy and
dwarves came to Reikwald forest in search of a mumbled answers.
lost dwarf mine 25 years ago. They haven’t found They speak the
it yet and now the dark forest is beginning to take dwarven tongue:
it’s toll on them.
Prince Thirnabor and his followers are naught “Don’t have time
but shadows of their former selves. A life below to speak, duty calls
ground has left them pale and meager. The seven again. Back to the
dwarves serves no other purpose in the adventure hole we go. Hey
than to keep Ilse safe until day six. ho, hey ho...”

43
The Wolves Attack
A s we’ve mentioned before, Frau Trude and her
wolves will arrive outside Gretel’s cottage on
'
witches red handed at Witches’ Cove, in order to spill
the witches’ blood on the altar stones.
the sixth day, according to the plan. The timing of If the PCs somehow manage to hold the wolves at
the attack is scheduled to take place one hour before bay and escape with Ilse at this point, they will have
dawn on the seventh day, but this may be altered if the to deal with the remaining witches on their way back
PCs are trying to bring Ilse back earlier. to Castle Grauenburg instead.
If the PCs are in the cottage when the attack occurs, The GM will then have to set up the final battle
they’re up for a tough fight. Here’s the opposition: along the road back. The epic fight described in the
next chapter can be used as a guideline. The final bat-
► Frau Trude is hiding outside with her spells. tle described on the following pages only assumes
► The Jacob-were breaks the door and rushes in to that Ilse is taken to a rune stone.
grab Ilse. 1D10 wolves swarm in behind him.
► Another D10 wolves surrounds the cottage to A Minor Force Majeure
prevent anyone from escaping. lse is without doubt one of the main NPCs of the

There’s three things to keep in mind here for PCs


I adventure. Her role shouldn’t require very much
acting though. From a dramaturgical point of view
caught between the witch and her prey. First, she’s she only has one purpose in the adventure: As Force
not after the PCs. As soon as Ilse is captured, the Majeure.
werewolf and the witch will retreat in an orderly fash- The princess is a bait to be used by
ion, protected by the remaining wolves. the GM, in order to lure the PCs deeper
Secondly, there should be enough wolves present and deeper into the adventure. Thus our
for the PCs to realize that resistance is futile. If they heroes will not get many chances to
have conducted a thorough investigation they will speak to Ilse until the adventure is
also know that the show won’t be over until the fat almost over.
lady sings. If the PCs fail to understand
Ilse will not be sacrificed until the witching moon where Ilse is taken after the
rises on day: 9. The ritual will then take place at wolf attack, Gretel may
Witches’ Cove, and therefore there should still be point out the obvious
enough time left to save her. facts to them. Now it’s
Thirdly, if the PCs have read Hugo Streichholz fi- time to see what hap-
nal letter (Handout: 1) they might want to catch the pens at Witches’ Cove.

A Princess Lost & Found (and lost again)


Y oung mistress Ilse is a child, ten years of age.
She is well mannered and educated for her age, “H ave you seen my father?
I miss him so much, yet
and behaves as a true noble woman. Because of her I’m afraid to return to his castle
low age she has not yet learned to scorn the lower and my wicked stepmother...”
classes of imperial society. Ilse von Saponatheim - Princess
Ilse will be sad if she learns that she must leave her WS BS S T Ag Int WP Fel
aunt Gretel and uncle Hansel; she will also be hesitant 17 21 18 16 27 33 29 35
to return to Castle Grauenburg because of her wicked A W SB TB M Mag IP FP
stepmother. In the end, the love of her real father will 1 7 1 1 3 0 0 1
convince Ilse to accompany the PCs back. Armour: Head (0), Arms (0), Body (0), Legs (0)
Weapons: None
Play Ilse as a lenient yet craving child. She will Skills: Charm (+20), Concealment, Etiquette, Per-
obey the PCs and go wherever they tell her to go, but ception, Read/Write, Silent Move, Trade (Spinning).
at the same time she demands that our heroes take Talents: Luck
care of her and protect her against any dangers; be Trappings: Bread crumbs, Ragdoll, Pebbles, Peas-
they witches or wolves. ant’s Clothes

44
Witches Cove
ollowing the small stream against the current, our
'
kettle stands in the middle of the only room, and a
F heroes will eventually reach the dark and fore-
boding Witches’ Cove. There the trees of the forest
huge fireplace with an iron grated oven takes up an
entire wall.
are old and twisted, covered in thick moss and sprout- Forgotten and aged trappings shows that a witch
ing a plethora of mushrooms. once lived here. There’s a broomstick, a pointy hat
Withered stone age monoliths litter the landscape and a rotten unreadable grimoire on the floor. A rusty
and anyone who passes an Average Magical Sense child sized cage hangs from a broken beam and the
will recognize them as elven Wyrd Stones. The winds skeleton of a cat lies on the mantelpiece.
of magic are strong in the area and all casting rolls If anyone opens the oven they will find the black-
receive a bonus of up to +2D10. Spell casting is more ened bones of a human inside. This is the remains of
, 2511
or less automatic here.
Teufelf euer, 9th Vorgeheim
Pigsy, who was pushed into the oven by Hansel and
rch of Sig-
ple Court of The Chu
Here be a At
humblenight
request, sentbeastly growls, howling and grunts can be Gretel back in 2511. Nothing of real interest can be
unto the High Tem
ant Hugo Streichh olz:
mar, by it’s loyal serv
heard in the forest. If thecticPCs dare
dark arts
to venture all the found in her old cottage, save for the letter stapled to
H of thirteen witcheWits, pra ing the beli
way
avin up the
g unc ove red
at a nearby groveevil
a
goinstream
cult
g by the namethey of will eventually
che s’ Cov e, I eve I
witches
er Teufelfeuer. The. seI intend to
find an aban- the door.
, that burrow undrem
have doned
found the roothouse.
s of
ftly , and only thr ee ains to this day it’s prob-
eue r of
much be dealt with swi fortnight. It will not rid Teufelf
hin a s to be
’s tradition
judge them all, wit have found evidenc e showing the cult to local
lems, however. I ong ages many hedgedar wizards. According
am the vill k woo ds since before the
deeply root ed
belief, the thirteen
coming of Sigmar. Eve
wit che s hav e rule
Pigsy's Home
d the
n the beasts of the hfore
are rew ard ed wit
se
st obey them, and
beast like features. The
thos e who
y become The Harbinger Drums
he house is in ruins. It’s roof has fallen in and
remain loyal to the cult hen the PCs leave they can hear drumbeats in
TT W
like wolves. the gods
witches as they do tose these
weeds grow all the way up to the top of the chim-
he locals pay as mu and
ch homage to thebloo
hen ce hum an the distance. The sound seems to emanate from
d is spilled to plea the for-
of our ancestors, seventh year. Young girls are taken eve that the into
ney. Yet the walls and the front door are intact. This
wretched crones eve
est, and slain upoenthe
ry
an altar of stone. Thu
rs in peace for ano
a nearby barrow hill. It’s monoliths are pointing to the
s their followers beli
ther seven years.girl The most
named
vill age gedly was a young
is where Herlinde Herz will bring the letter from Frausky. This is the old stone altar at Witches Cove and
witches will leav s her esy alle girl
blas phe mou ak of a poor
recent victim of this family, though othe r sour ces spe
evil runs
Frieda of the Neufrau it may. The roots of
neeweiß’. Be that as to burn Teufelfeuer
Trude on day: 5-6. the drums are beaten by three beastmen serving the
abducted from theds,Schand I therefore request permissionant
deep in these woo ther with all of it’s heretical inhabit
s. All, of course,
Herlinde then sticks the envelope to the door with
to the ground, toge cy.
in the name of mer witches. They are preparing for the upcoming ritual.
blood fro
magic requires ne in the for-
m a Hugo Streichholz
Witches’ dark
an iron nail and hurries back home, trembling withsto
Approaching the beastmen unnoticed requires
P.S Ending the rt to be spilled on the altar end this foul
witches’ own heais waxing. I’m going there to full moon. If
Witch hunter
of The 7th Circle
est. Mannslieb for all. Will return before the e. T.S
fear.
rei gn, once and ter, you will know it is don
ieve this let
stealth. Have all PCs take Silent Move Tests opposed
you rec
by the Beastmen’s Perception and Keen Senses (To-
¢
Pigsy,
come out of your
Handout: 2 tal: 49%). One of them is beating on the drum outside
hiding, will you?
The Witch Hunte
and Schneeweiß
r is long
heir is returnin
g
be a dear and The blood
A letter from the barrow, the other two are busy cooking a human
y for pluc king bur g.
lings are read Grauen
gone. The man on her way from soak the hallowe
d
hnig ht. Fri eda is already eiß bloo d will
within a fort it`s prey, Schneew •
the wolf finds
- Mother
mother.
moon is lit. If shines upo n us.
grounds as the
Wiching Moon
prisoner into stew.
il, and I suggest
you get your-

speed of a sna have made me


wonder
lett ers travel with the so many years . T.S
Give the players Handout: 4 and let them study the
The se
P.S
ror. Not hear ing from you for self into a toad again I hope
self a mir
you. You have n`t turned your
to
what happened

If the PCs map in advance, if they manage to sneak up on the


arrive here before Herlinde, all they will find is an guards. If the PCs are spotted the three beastmen will
empty house. Inside everything is a mess. A rusty attack and fight to the death.

utated into beastly shapes, these servants of


M the witches are neither men, nor animals. The
creatures are guarding Witches’ Cove, where they
Guthraug

are allowed to feast upon those unfortunate refugees


who survived the plague in Rechtlich.
Guthraug, Khornaur & Thrym - Chaos Beastmen
WS BS S T Ag Int WP Fel Khornaur
45/55* 25 40 45 35 29 19 25
A W SB TB M Mag IP FP
1/2* 12/16* 4 4 6 0 0 0
Armour: Head (1), Arms (1), Body (2), Legs (1)
Weapons: Great Weapon
Skills: Concealment, Follow Trail, Outdoor Sur-
vival, Perception, Silent Move.
Talents: Keen Senses, Menacing, Natural Weapons,
Specialist Weapon Group (Two Handed). Thrym
Mutations: Animalistic Legs, Horns, Thick Fur. * Guthraug is the leader of the beastmen. He has a
Trappings: Weapons and Leather Armor. better profile than his two followers.

45
The Final Confrontation
egardless of when the PCs find the barrow at As with the rest of this adventure, the exact details
R Witches’ Cove, the beastmen will be busy mak- of the final confrontation may have to be modified in
ing noise at the top of the hill. One of them is beating accordance with the PCs actions. Below you’ll find
the drum, another is tormenting a handful of bruised the witches preferred outcome of the evening.
prisoners while the third one is going in and out of the
barrow door, preparing their meal for the evening. The Ritual
lse will be taken from her holding cell (5) as the
t Barrow of
he

Witches' cove
The
I
Witching moon rises, just after the sunset of day: 9.
beastmen keeps watch in the main room (2) when
Battle Map
Scale
0

0
1

2
2

4
3

6
4

8
Squares

Yards the witches escort their victim into the altar room (8).
There they tie Ilse down on the huge stone slab with
rusty chains and starts the incantation of their ritual.
Their spell casting takes 1d10+10 Combat Rounds to
complete. Then Frieda produces a long curved knife
from her robes and cuts the girls heart out.

► Magical energy surges through the air, and both


witches raises their MP-characteristic with +1
Map: 3 Show the Barrow Map to the players when permanently.
they climb the hill. Hide the interior with a piece of ► The long term effect of the ritual is that both
cardboard until the PCs are inside. witches delays their aging with 1D100 years.

If the PCs visit Witches’ Cove before day: 6, no one Unless the PCs interferes, of course. To successfully
but the beastmen will be in or around the barrow. Frie- complete this adventure the witches must be stopped
da will be the first witch to arrive. She comes before and as the old legends says, this requires that a witch-
the dawning of day: 7; again disguised as the woman es blood is spilled in the altar room. If the PCs can
with the apples. deliver a killing blow to any of the witches inside the
Frau Trude arrives just as the sun rises above the altar room, the magical energy will be reversed.
tree tops, and Jacob changes back to human form
again. The beastmen will tie him up and drag him into ►A strong wind sucks smoke and dust into the
the barrow together with Ilse. Jacob is locked away in altar itself, and PCs with Magical Sense can actu-
one holding cell, and Ilse in another. The witches only ally see how the stone draws magical power from
lets Jacob out as a werewolf. the surrounding like a magnet.
The situation at the barrows thus depends on the time ► All Casting Roll bonuses are lost immediately
of the PCs arrival. The description below will have to and the witches withers away and dies before the
be modified if the PCs visit the barrow early in the very eyes of the PCs. It is as if they suddenly ages
adventure. Below you’ll find a map key that is valid hundreds of years. After a few minutes only their
for day: 7-9 until the rise of the Witching Moon. dry bones will remain.
The Barrow: Map Key

 The runes on the ancient monoliths shows that


this is a burial mound dating back to the days of
 Jacob Grimm is locked away behind this
locked door while he is in human form. The beast-
Sigmar. men drags him out into the moonlight every night.
 Dried and broken bones from the graves origi-
nal inhabitant litter the passage into the mound.
 This is Ilse’s cell. It's an old burial chamber,
with skulls stacked against the walls.
 A boiling, man-sized pot hangs over the smok-
ing fire. Limbs and body parts can be seen in the
 This chamber is used as a food storage by
the beastmen. A closer inspection reveal that they
bubbling pot. mainly eat human flesh.
 These former burial chambers are now being
used as sleeping quarters by the beastmen. Dirty
 This room holds an ancient altar stone. It is
now the witches’ sacrificial chamber. Originally it
rags and straw litter the rooms. was a temple of a pagan god, long since forgotten.

46
The final confrontation with the witches is meant The ideal situation is one enemy for every PC, not
to be a dramatic event. Hence the number of enemies counting the witches. The odds can be evened out
is a crucial detail. The minimum number of enemy with common pack wolves, if there are too many PCs
combatants include the witches, the werewolf and the running around on the battle map.
three beastmen.

Epilogue
ing dong, the witch is dead. Which old witch? Game wise this letter may be used to enter new
D The wicked witch. And thus endeth this adven-
ture. If the PCs have rescued Ilse, they should now be
career paths, since it provide a free passage into the
higher strata of imperial society. If you are running a
allowed to collect a hefty reward for a job well done. long term campaign the PCs can also look forward to
Ilse’s return will cause a lot of commotion in Castle Ilse inheriting the keys to Castle Grauenburg some
Grauenburg and the PCs are silently ushered away to day. This event lies half a dozen years into the future
a private chamber, awaiting their just reward. They though.
will get it the following day.
A gaunt chamberlain will then enter the PCs cham- What About Teufelfeuer?
ber with a haggard look upon his face. In a stern and ith the witches gone, life will return to normal
bureaucratic tone, he will explain that the graf is very
pleased with our heroes. But the von Saponatheim
W in Teufelfeuer. The curse of Lycanthropy will
be lifted and anyone affected by it return to their true
family wants to ask yet another favour of the PCs. form, as soon as the blood pours over on the altar in
The graf’s counselors have advised their liege lord the forest.
not to reveal the true story behind Ilse’s disappear- Teufelfeuer becomes a regular boring village again,
ance. The countess background and her role in the much to the relief of it’s ill-fortunate inhabitants.
kidnapping would lead to a gargantuan scandal, if Our heroes will always receive a warm welcome
these facts were publicly known. (no pun intended) in the village and Teufelfeuer may
The Graf and his family therefore offers to buy the be used as a base for future adventures, if the GM
PCs silence. This is what they offer in return: desires.
There are a number of stones that has been left un-
► Any agreement Frieda has made when hiring the turned in this adventure. The (alledgedly true) stories
PCs will still be honored. from Fairy tales of Teufelfeuer, the dwarven treasure
► A monetary reward of 1.000 Gold Crowns will and the whereabouts of the witch hunter Hugo St-
be paid on top of the original deal. reichholz, for instance. They can all be used as em-
► The PCs will also earn the eternal gratitude of bryos of future adventures.
the von Saponatheim family. With that much said we’ll close the book on Teufel-
feuer.
The PCs will receive a letter of introduction, bearing Lights.
the seal of castle Grauenburg. It proclaims that the Music.
bearer of the letter is a friend of the graf’s family and Curtain.
should be treated accordingly.

47
Appendix I: Sorcery
I
n this section you will find details about the dis- But catching Lycanthropy might actually help our
ease known as Lycanthropy, and rules to be used heroes against the powerful villains of the adventure.
for PCs falling ill with the beastly plague. Being The Appendix also contains an extended profile for
infected might seem as a curse to most players. countess Frieda.

Lycanthropy
ightfully dreaded the disease known as Lycan- ► If the Willpower Test is failed by more than
R thropy transforms it’s victims into wild beasts,
when the moon shines upon them. It’s a magical curse
30%, the victim will transform into a wolf and
become a mindless animal. This is a permanent
as much as an infection and no cure is known. change and the characters Profile is immediately
changed to that of a Wolf (WHFRP p. 233).
Description: Lycanthropy is a blood disease spread ► If the Willpower Test is simply failed the
by carriers known as Lycanthropes. Anyone who is victim changes form into a were creature for one
Heavily or Critically Wounded by a Lycanthrope’s night. Usually a werewolf. The transformation lasts
natural weapons runs the risk of being infected. In se- until next dawn and until then the victim suffers
vere cases, breathing the same air may also suffice. A from an unsatiable blood lust. A Challenging (-10)
Toughness Test must be made to avoid the disease. Willpower Test is required to regain control of
ones actions.
► The test is Average if the victim is Heavily
Wounded. During the transformation the werewolf’s Profile is
► It Becomes Challenging (-10) if a Critical modified as follows:
Wound is sustained. WS BS S T Ag Int WP Fel
► Avoiding airborne infection is Very Easy (+30). +10 - +10 +10 +20 -10 -10 -20
A W SB TB M Mag IP FP
The illness starts with burning fever and rapid growth +1 +5 - - +1 - - -
of hair, nails and teeth. The unnatural growth causes The werewolf gains the talent Natural Weapons, to
open running sores on the victim. This continues un- represent his claws and fangs. On top of that were
til the infected character dies or is struck by the rays creatures are virtually immune to normal weapons.
of the Mannslieb moon. Moonlight can be a bless- They regenerate 1D10 Wounds every Combat Round,
ing providing sweet relief, as well as a curse causing unless injured by silver, blessed weapons or magical
painful transformations to an infected Lycanthrope. weapons. The regeneration stops if the creature re-
ceives a Critical Hit, though.
Duration: Until the Mannslieb moon rises (usually
within 2D10 days). The Influence of The Moon
ollowing it’s first transformation, a werewolf must
Effects: An infected character must make a Tough- F continue to take additional Willpower Tests, ev-
ness Test every night or suffer a -1D10% penalty to ery night that the light of the mannslieb moon shines
Strength, Toughness and Agility. If any characteris- upon the victim. Modify these tests as follows:
tic reach zero, the victim dies. When the Lycanthrope
is struck by moonlight something else happens. +10 Waxing moon (Mannslieb’s waxing phase
An infected character must make an Average Will- lasts for seven days).
power Test on the first moonlit night following the -20 Full moon (Mannslieb is full 3 days every
infection. If the test is passed the character is cured, month).
and lost characteristics are restored with +1D10% +20 Waning moon (Mannslieb’s waning phase
each subsequent day. lasts another 7 days).
If the test is failed a horrible transformation will +10 The victim is in a house, avoiding the moon.
take place within 1D10 Combat Rounds. +30 The victim is below ground.

48
There’s no foolproof cure for Lycanthropy. Treat- ► If the test is failed the Lycanthrope will trans-
ment with a herb known as Wolvesbane is believed to form into mindless animal, as can happen during
help the victims, but in reality it only gives him or her the first transformation. This is a permanent effect
a +20% modifier to the Willpower Test. One dose of and any PC so affected would be removed from the
Wolvesbane is Very Rare and costs 3 Gold Crowns. game.
It should be ingested in the evening before moonrise ► If the test succeeds the Lycanthrope becomes a
in order to work. full fledged animagus, with the ability to change
shape at will. Only an average Willpower Test is
Controlling The Beast Within required and the transformation then takes 1D10
lesser known aspect of Lycanthropy is that some Combat Rounds. This metamorphosis can be made
A shape changers can learn to master their new-
found ability to transform. They are known as anima-
in broad daylight if desired and the animagus also
becomes free from the influence of the moon.
gi (the singular form is animagus) within the church
of Ulric and the Amber College in Altdorf. The existence of animagi are a well kept secret within
To control the transformation the Lycanthrope must the ulrician church. There the shape changers are re-
take a great risk. When he or she feels that the change ferred to as Children of Ulric. There’s also rumors
is about to begin, the Lycanthrope must make a Very of kislevite animagi able to transform into bear form.
Hard (-30) Willpower Test to take control of the pro- Most people, including the imperial witch hunters,
cess. No other modifiers apply. view werewolves as creatures of chaos though.

Witches and Witchcraft


he witches of this adventure are nothing more ► Frieda has access to all spells from the Lore of
T than mere Hedge Wizards; self-taught spell cast-
ers and dabblers of the dark arts. Albeit Frieda and
Death. If you are using Realms of Sorcery she
has every spell from all three spell lists: Elemen-
Frau Trude are highly potent Hedge Wizards. tal, Mystical and Cardinal. She also knows several
Career opportunities for such successful Hedge Wiz- divination spells from the Lore of Heavens and
ards can be found in Realms of Sorcery, in the careers illusions from the Lore of Shadows.
Witch and Warlock. Both witches in this adventure ► Frau Trude knows all spells from the Lore of
have thus mastered the Witchcraft Talent (see RoS Beasts; Elemental, Mystical and Cardinal. Her
p. 128) and learned a great number of spells. apprentice Isa is studying spells from the Lore of
The two witches’ secret weapon is their great age. Chaos. The witches considers the Dark Lores to be
They have been able to stall their aging for centuries, too dangerous to try themselves.
using their dark rituals and thus they have gathered
vast powers during their comparably long lives.

“M irror, mirror
on the wall. Tell
me: Who’s the mistress
Trappings: Basket with 10 poisoned apples (coated
with Heartkill Poison, WHFRP p. 122), Dagger
(coated with Black Lotus Poison, WHFRP p. 122),
of them all? Who will Spell Ingredients.
cause their downfall...” Magical Lore:* Lore of Death.
Frau Trude - Witch Extra Spells:* Cloak Activity (162), Finding Divi-
WS BS S T Ag Int WP Fel nation (149), Doppelganger (163), Illusion (163),
31 37 27 31 41 57 59 42 Shadow Knives (164).
A W SB TB M Mag IP FP Favoured Combat Spells: Listed in order of pref-
1 15 2 3 4 3 0 0 erence.
Armour: Head (0), Arms (0), Body (0), Legs (0) ► Limbwither (143), Casting Roll: 11
Weapons: Poisoned Dagger ► Steal Life (144), Casting Roll: 16
Skills: Academic Knowledge (Magic), Channeling ► Icy Grip of Death (143), Casting Roll: 16
(+30†), Charm, Etiquette, Magical Sense (+20†), ► Shadow Knives (164), Casting Roll: 22
Read/Write, Trade (Apothecary, Herbalist). ► Wind of Death (144), Casting Roll: 27
Talents: Aethyric Attunement†, Mighty Missile, ► Life’s End (143), Casting Roll: 31
Petty Magic (Hedge), Witchcraft*.
† All modifiers from this talent is included in the profile. * Spells from the Witchcraft talent. Page numbers from Realms of Sorcery.

49
Appendix II: Maps & Handouts
S
everal maps and handouts are included in this To print a color page in monochrome it’s a good
adventure. They come in the standardized Eu- idea to increase contrast and raise the light-setting of
ropean formats A4 and A3. Although in full the printer. Permission is hereby granted to reproduce
color, all handouts can be printed as monochromes. any part of this adventure for non-commercial use.

Handout Overview
Handout: 3
Handout: 1
Streichholz Last Words The Fairy Tale
ound in the Temple of aiting to be found in
F W
Teufelfeuer, 9th Vorgeheim, 2511
Here be a humble request, sent unto the High Temple Court of The Church of Sig-
mar, by it’s loyal servant Hugo Streichholz:
Sigmar, in the old ar- O nce upon a time there was a small With that she turned to girl into a block of wood
Gretel’s cottage dur-
H aving uncovered a cult of thirteen witches, practicing the dark arts
girl named Rose Red who was and threw her it into the fire. When it was thor-

chive of Eva Traum, this ing the entire adventure, this


strong willed and forward, and oughly aglow she sat down next to it, and warmed
at a nearby grove going by the name of Witches’ Cove, I believe I whenever her parents said anything herself by it, saying: “It gives such a bright light!”

A
have found the roots of evil, that burrow under Teufelfeuer. These witches to her, she disobeyed them. How could anything go
much be dealt with swiftly, and only three remains to this day. I intend to well with her? few days later another girl arrived
judge them all, within a fortnight. ItTeufelfeuer, will not rid9th Teufelfeuer
Vorgeheim, of it’s
2511prob-

is the most cryptic of the pro-


One day Rosenrot said to her parents: “I have at the witches’ doorstep. Her name

letter will give the PCs sev-


lems, however. I have found evidence showing the cult’s traditions to be heard so much about Frau Getrude. Someday I want was Snow White, and she was the
deeplybe rooted
Here a humble among the sent
request, villages
unto many
the High hedge
Temple wizards.
Court ofAccording
The Church to oflocal
Sig- to go to her place. People say such amazing things complete opposite of Rose Red:
belief,bythe
mar,
thirteen witches have ruled these dark woods since before the
coming it’s loyal servant
of Sigmar. EvenHugo
the Streichholz:
beasts of the forest obey them, and those who are seen there, and such strange things happen there, lenient and obedient. Everyone assumed it woud go
remain loyal to the cult are rewarded with beast like features. They become that I have become very curious.” well with her.

H
like wolves.
eral necessary clues. Among vided handouts. Only Gretel
Rose Red’s parents strictly forbade her, saying: But one day Snow White got lost in the forest.

T
aving uncovered a cult of thirteen witches, practicing the dark arts “Frau Gertrude is a wicked woman. If you go there, That’s how she ended up at Frau Gertrudes Cot-
at alocals
he nearby pay grove goinghomage
as much by thetoname of Witches’
the witches Cove,
as they do Itobelieve
the gods I you will no longer be our child.” tage.
have foundof ourthe roots of and
ancestors, evil,hence
that burrow
human underblood isTeufelfeuer. Thesethese
spilled to please witches But the girl paid no attention to her parents and When she arrived there, Frau Gertrude asked:

them a clear hint explaining will be able to explain it’s


much
wretched be dealt
croneswith everyswiftly,
seventh andyear.only Young
three remains
girls aretotaken
this day. I intend
into the for- to went to Frau Gertrude’s place anyway. “Why are you so pale? Did you see something that
judge
est, and themslain all,uponwithin a fortnight.
an altar of stone. It Thus
will nottheirridfollowers
Teufelfeuer of it’s
believe thatprob-
the When she arrived there, Frau Gertrude asked: frightened you”
lems, however. I have found evidence showing the
witches will leave the villagers in peace for another seven years. The most cult’s traditions to be “Why are you so pale?” “No,” Snow White answered, “I did not see anything
deeply rooted among
recent victim of this the villages many
blasphemous heresyhedge wizards.
allegedly was According
a young girl to named
local “Oh,” Rose Red answered, trembling all over, “I saw that frightened me.”
belief,
Frieda the thirteen witches have ruled other
thesesources
dark woodsspeaksince
of a before the

how to deal with the witches meaning to the PCs. She can
of the Neufrau family, though poor girl something that frightened me.” “Did you not see the black man outside?” Frau
coming
abductedoffrom Sigmar. Even the beasts
the Schneeweiß’. Be ofthattheasforest
it may.obeyThethem,
rootsand thoseruns
of evil who
remain “What did you see?” Gertrude asked?
deep in loyalthese towoods,the cultandare rewardedrequest
I therefore with beast like features.
permission to burnThey become
Teufelfeuer
like wolves.
to the ground, together with all of it’s heretical inhabitants. All, of course, “I saw a black man on your steps.” “Yes, but that was just a charcoal burner.”

T
in the name of mercy. “That was a charcoal burner.” “Didn’t you see the green man?”

once and for all. be found in her home from


he locals
the
pay as dark
Witches’ muchmagichomage to the
requires witches
blood from aas they Hugo
do to Streichholz
the gods “Then I saw a green man.” “Yes, but that was just a hunter?“
P.S Endingofown
ourheart
ancestors, and hence
witches’ to be spilled on the human
altar stoneblood is spilled
in the for- to please these “That was a huntsman.” “Did you not see the bloo-red man?”
wretched crones every
is waxing. seventh
I’m goingyear.there Young
to end thisgirlsfoul
are taken intoWitch the for- hunter “Then I saw a blood-red man.” “Yes, but that was just a butcher.“
est, Mannslieb
est. and slainandleave
upon
for all.an altar
Will of stone.
return Thus
before the fulltheir
moon.followers
If believe
of The that the
7th Circle “That was a butcher.” “Tell mer girl, can you not see the daemon with
reign, once

day 3 and onward.


witches willthis ofletter,theyouvillagers
will knowinitpeace
is done.forT.Sanother seven years. The most “Oh, Frau Gertrude, it frightened me when I looked the fiery head, when you look into the mirror?”
you
recentrecieve
victim this blasphemous heresy allegedly was a young girl named into your mirror and could not see myself, but in- “No!” Snow White answered. “But if you can see
Frieda of the Neufrau family, though other sources speak of a poor girl stead saw a daemon with a fiery head.” such things, looking upon your own reflection, then
abducted from the Schneeweiß’. Be that as it may. The roots of evil runs ¢ “Aha!” Frau Gertrude cried out. “So you saw the surely you are going to burn.”
deep in these woods, and I therefore request permission to burn Teufelfeuer
Pigsy,
be the
a dear and come out of yourallhiding, witch properly outfitted. I have been waiting for you Upon hearing those words, Frau Trude burst into
to ground, together with of it’swill you? The
heretical
gone. The manlings are ready for plucking and Schneeweiß heir is returning
Witch Hunter
inhabitants. All, isof long
course,
in the name of mercy. and wanting you for a long time. Light the way for flames. Snow White sat down next to the fire and

Handout: 2
within a forthnight. Frieda is already on her way from Grauenburg. The blood me now!” warmed herself, saying: “It gives such a bright light!”
is lit.the If Witches’ findsmagic
the wolf dark requires blood from a HugotheStreichholz
P.S
moon Ending it`s prey, Schneeweiß blood will soak hallowed
groundsown
witches’ heart
as the Wiching Moon on
to be spilled the altar
shines
stone in the for-
upon us. •
foul - Mother Witch hunter
est. Mannslieb is waxing. I’m going there to end this If I suggest
P.S These
reign, all. Will
and for travel
once letters return
with before of
the speed theafull moon.
snail, and of The 7thyour-
you get Circle

you
A Letter From Mother
self recieve
a mirror.
this Not you will
hearing
letter, from is done.
you itfor
know so manyT.Syears have made me wonder
what happened to you. You haven`t turned yourself into a toad again I hope. T.S

o be found either with


T
Pigsy,
be a dear and come out of your hiding, will you? The Witch Hunter is long
¢
gone. The manlings are ready for plucking and Schneeweiß heir is returning
within a forthnight. Frieda is already on her way from Grauenburg. The blood

Herlinde Herz (day 4-5) Every second page in the handout section
moon is lit. If the wolf finds it`s prey, Schneeweiß blood will soak the hallowed
grounds as the Wiching Moon shines upon us. •
- Mother
P.S These letters travel with the speed of a snail, and I suggest you get your-

is intentionally left blank, to ease double


self a mirror. Not hearing from you for so many years have made me wonder

or at the abandoned cottage


what happened to you. You haven`t turned yourself into a toad again I hope. T.S

near Witches’ Cove (day 6+); the letter ties the name sided printing.
Frieda directly to the events in Teufelfeuer and gives
the PCs a hint regarding the importance of the Witch-
ing Moon.

Map Overview
Map: 1 Gazetteer of Western Reikland Map: 2 The Village of Teufelfeuer Map: 3 The Barrow of Witches' Cove
Map Key
Gazetteer of Village of Wit  Land Marks
B
the arrow of
Witches' cove
1. Roadwarden's Gate

Western reikland Teufelfeuer


SeTTlerS & inhaBiTanTS che 2. Public Well
A selection of prominent villag-
The Old Mill
s' C 3. Main Street
ers from the village of Teufelf- ove 4. Hangman's Tree
A crude map of the euer and it's surroundings:
6
Western Reik land,
with it’s towns
& cities
► The land between Castle Grauenburg and Altdorf lies ► The town is 50 miles away from the castle, as the raven
within the Reikwald Forest and there are two ways to reach fly. A river barge will take you there in two days for 30
Weissbruck from the castle: The Weissbruck Canal or The shillings. A coach will cover the distance in 16 hours for 42
Emperors Road. Gold Crowns. 9 8 10
Establishments
5. Temple of Sigmar
6. The Old Mill
Battle Map
7. Three Witches Inn
night Watchman
Zealot of Sigmar

0 1 2 3 4 Squares
8. Stables
Scale
ds

oo

Autler Teufelfeuer 9. Great Barn 0 2 4 6 8 Yards


W

he fishermen of this village runs the only ferry urnt down by a witchhunter in 2511, the village
T B
led

between Altdorf and Kemperbad. Hence it’s was resettled four years later. It’s current popu- Father Lembke niels Licht
16 Private Residences
ng

chosen by many who wishes to cross The Reik with- lation is 45, not counting the ghosts of the innocents 10. Hansel's Hovel
Ta

out passing the toll gates of the major cities. The vil- who were burnt ten years ago. The village is impov- 11. Kaufman's Warehouse
lage has about 80 permanent residents, according to erished.
15c 7 12. Fassbinder's Workshop
Alchemist

the imperial census. 13. Pumpernick's House


Klas Pumpernick 11 14. Stumpf's House
15. Labourer's Homes
Gluckshalt
amed by it’s first settlers, this small village is a 12 16. Bauer's Farm
Village Fools

N gathering point for many who have run out of


luck and failed to set up business in Altdorf. The in-
habitants are mostly poor farmers. Population: 72. Main Street & 3
5
The Pumpernicks
The Hangman's Tree
Hartsklein
A lock house on the Weissbruck Canal, built on a
4
Seamstress

Carpenter

mud bank. The village is famous for it’s pottery.


It houses 65 inhabitants and is extremely poor.
Waterfront Housesal
Birgitta Jaeger Wilmar Jaeger
15b 2 1
Heiligen Weissbruck by the Can Roadwarden's Gate
Peasants Wife
Poor Peasant

Road to T his is a popular coaching stop on the road to Alt-


dorf. Only 15 miles from the city walls, but far M ain lock house on the Weissbruck Canal. The entire
town, with it’s 272 inhabitants, is under the control of 13
Bretonnia away from the toll keepers. The agricultural village The Gruber family. Their merchant house owns the harbour Udo Bauer Isa Bauer
has less than 60 inhabitants. and all major establishments.
Priestess of Sigmar

Gr
az
ing 14

Rechtlich Fie
Merchant

Souther S ituated away from the main road this poor village ld
Cooper

s
Then roEadmpire & 15a
is in the middle of the dark forest. It’s 42 inhabit- Karl Kauffman Kurt Fassbinder Eva Traum
ants can barely produce subsistence for themselves.
to Nuln
Wood Cutter

Washwoman

Schlafebild
Inn Keeper
Shepherd

rapes from this little village is the main ingridi-


G ent in the famous Schlafebild wine, that’s sold
for 12 Gold Crowns per bottle in the imperial capital.
Peter Stumpf Hansel Rosenrot Herlinde Hertz Frau Trude Temple of Sigmar 24 ydS /12sq 48 ydS /24sq 72 ydS /36sq
The 38 inhabitants of Schlafebild is poor beyond be-
The lunar CyCle
MOOn IS

lief though. Their profits end up in the pockets of the A day-by-day chart, of Blood dark

An Altdorf Street
WiTChing full
Gruber family in Weissbruck, who controls the trade Mannliebs growth from Waxing Moon
full Moon Moon
Waning
along the canal. crescent to full moon. Each

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪
square represents one day.
Day: 1 Day: 2 Day: 3 Day: 4 Day: 5 Day: 6 Day: 7 Day: 8 Day: 9 Day: 10 Day: 11 Day: 12 Day: 13 Day: 14 Day: 15 Day: 16 Day: 17

Give this map to the players when Show this map to the players This is the least useful map in the
the PCs leave Castle Grauenburg. when they arrive in Teufelfeuer. adventure. Print it if you use metal
There’s also GM’s version of this It will help both GM and players miniatures in your game. Ignore it
map provided on the inside of the to keep track of everything hap- if you want to save printing costs.
back cover-page. pening in the village. The lunar
chart becomes important if one or
more PCs have been infected with
Lycanthropy.
Teufelfeuer, 9th Vorgeheim, 2511

Here be a humble request, sent unto the High Temple Court of The Church of Sig-
mar, by it’s loyal servant Hugo Streichholz:

H aving uncovered a cult of thirteen witches, practicing the dark arts


at a nearby grove going by the name of Witches’ Cove, I believe I
have found the roots of evil, that burrow under Teufelfeuer. These witches
much be dealt with swiftly, and only three remains to this day. I intend to
judge them all, within a fortnight. It will not rid Teufelfeuer of it’s prob-
lems, however. I have found evidence showing the cult’s traditions to be
deeply rooted among the villages many hedge wizards. According to local
belief, the thirteen witches have ruled these dark woods since before the
coming of Sigmar. Even the beasts of the forest obey them, and those who
remain loyal to the cult are rewarded with beast like features. They become
like wolves.

T he locals pay as much homage to the witches as they do to the gods


of our ancestors, and hence human blood is spilled to please these
wretched crones every seventh year. Young girls are taken into the for-
est, and slain upon an altar of stone. Thus their followers believe that the
witches will leave the villagers in peace for another seven years. The most
recent victim of this blasphemous heresy allegedly was a young girl named
Frieda of the Neufrau family, though other sources speak of a poor girl
abducted from the Schneeweiß’. Be that as it may. The roots of evil runs
deep in these woods, and I therefore request permission to burn Teufelfeuer
to the ground, together with all of it’s heretical inhabitants. All, of course,
in the name of mercy.
a Hugo Streichholz
P.S Ending the Witches’ dark magic requires blood from the for-
witches’ own heart to be spilled on the altar stone in foul
est. Mannslieb is waxing. I’m going there to end this n. If Witch hunter
reign, once and for all. Will return before the full moo of The 7th Circle
you receive this letter, you will know it is done. T.S

Pigsy,
be a dear and come out of your hiding, will you? The Witch Hunter is long
¢
gone. The manlings are ready for plucking and Schneeweiß heir is returning
within a fortnight. Frieda is already on her way from Grauenburg. The blood
moon is lit. If the wolf finds it`s prey, Schneeweiß blood will soak the hallowed
grounds as the Witching Moon shines upon us. •
- Mother
P.S These letters travel with the speed of a snail, and I suggest you get your-

self a mirror. Not hearing from you for so many years have made me wonder
what happened to you. You haven`t turned yourself into a toad again I hope. T.S
he T Tale of
Rose
RedW & Snow
Handout: 1
Streichholtz’ Last Words
hite

Rose
T he Tale of Handout: 2

Red
A Letter
& Snow From mother

White
O nce upon a time there was a small
girl named Rose Red who was
strong willed and forward, and
whenever her parents said anything
With that she turned to girl into a block of wood
and threw her it into the fire. When it was thor-
oughly aglow she sat down next to it, and warmed
herself by it, saying: “It gives such a bright light!”

A
to her, she disobeyed them. How could anything go
well with her? few days later another girl arrived
One day Rosenrot said to her parents: “I have at the witches’ doorstep. Her name
heard so much about Frau Getrude. Someday I want was Snow White, and she was the
to go to her place. People say such amazing things complete opposite of Rose Red:
are seen there, and such strange things happen there, lenient and obedient. Everyone assumed it would go
that I have become very curious.” well with her.
Rose Red’s parents strictly forbade her, saying: But one day Snow White got lost in the forest.
“Frau Gertrude is a wicked woman. If you go there, That’s how she ended up at Frau Gertrude’s Cot-
you will no longer be our child.” tage.
But the girl paid no attention to her parents and When she arrived there, Frau Gertrude asked:
went to Frau Gertrude’s place anyway. “Why are you so pale? Did you see something that
When she arrived there, Frau Gertrude asked: frightened you”
“Why are you so pale?” “No,” Snow White answered, “I did not see anything
“Oh,” Rose Red answered, trembling all over, “I saw that frightened me.”
something that frightened me.” “Did you not see the black man outside?” Frau
“What did you see?” Gertrude asked?
“I saw a black man on your steps.” “Yes, but that was just a charcoal burner.”
“That was a charcoal burner.” “Didn’t you see the green man?”
“Then I saw a green man.” “Yes, but that was just a hunter?“
“That was a huntsman.” “Did you not see the blood-red man?”
“Then I saw a blood-red man.” “Yes, but that was just a butcher.“
“That was a butcher.” “Tell me girl, can you not see the daemon with the
“Oh, Frau Gertrude, it frightened me when I looked fiery head, when you look into the mirror?”
into your mirror and could not see myself, but in- “No!” Snow White answered. “But if you can see
stead saw a daemon with a fiery head.” such things, looking upon your own reflection, then
“Aha!” Frau Gertrude cried out. “So you saw the surely you are going to burn.”
witch properly outfitted. I have been waiting for you Upon hearing those words, Frau Trude burst into
and wanting you for a long time. Light the way for flames. Snow White sat down next to the fire and
me now!” warmed herself, saying: “It gives such a bright light!”
Rose
T Tale of
he

RedW & Snow


Handout: 3
The Fairy Tale
hite
Game Master s Map
'
The Grim Tale of
Rose Red & Snow White
D o Y ou D are T o E nter T he D ark F orest ?

Where Even Witches Fear To Thread!


The Mourning Father
It is said that Count Wilhelm von
Saponatheim lost half his heart when
his beloved wife Ingrid died several
years ago. Now the lord has lost the
other half as well. His daughter Ilse
wandered into the Reikwald forest
last autumn, and has not been seen
since. But there are those who say
that the young girl is still out there
somewhere.
The Lost Princess
When our heroes are hired to inves-
tigate what happened to the poor
child, they will discover that the
Reikwald Forest hold many secrets.
Following in the footsteps of the
lost princess they will face witches,
wolves, wicked stepmothers and
maybe even seven dwarves in this
warhammeresque version of a clas-
sic fairy tale.
W arning : A ssuming that this adventure is identical to the
fairy tale may be dangerous to your character 's health

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