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Great Mysteries of Übel Staal

 Credits 
Author
Theodore Bergqvist

Additional Writers and Helpers


Magnus Malmberg, Dan Slottner,
Mattias Berglin and Luca Cherstich.

Translation
Wilhelm Hoffstedt

Editing
John Marron

Art Direction
Theodore Bergqvist

Layout and Typesetting


Magnus Malmberg

Cover Art
2 Peter Bergting

Interior Art
Peter Bergting

Additional Kudos
Thanks to all the Kickstarter pledgers and to all the backers
who made this project come to life.

Our style is to use “they” as a singular gender-neutral pronoun when


possible. This usage continues to gain m
­ ainstream acceptance, including
among major style guides such as The Associated Press Stylebook
and The Chicago Manual of Style. We believe it is appropriate and
practical, not just to reflect common usage but to accommodate a more
inclusive view of gender identity. The LexOccultum books also use
“he” or “she” when helpful for added clarity.

isbn: 978-91-984759-2-0
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Table of Contents

Table of Contents

PREPARATIONS 6 The Town That Cried Wolf............................................................40


Stalked in the Night..........................................................................40
Background...........................................................................................6 Encounter With the Wisdom.........................................................41
Emma is Found Dead.......................................................................43
INTRODUCTION 9 Visit at Johann Elk’s, in Koblenz...................................................43
The Legless Beggar..........................................................................45
Enter the Characters......................................................................... 11
THE CONCLUSION AND NPC’S 46
KOBLENSTADT 13
Back at Madam Holbach’s establishment.....................................46
Map of Koblenstadt...........................................................................15 The Settlement...................................................................................47
1. Manfred’s Gasthaus......................................................................15 Reward and Adventure Points........................................................48
2. Übel Staal’s house......................................................................... 17 What Comes Next?...........................................................................48
3. The Mayor’s Estate....................................................................... 21 The mayor, Herr Herman Blück....................................................49
4. The scene of Übel Staal’s accident............................................23 Kirsten Blück......................................................................................50
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5. The Vagabond Camp....................................................................24 The Captain of the Guard, Hans Blück......................................... 51
6. The doctor’s office.........................................................................26 Herr Jarman Felde, the Official......................................................52
7. The Office of the Imperial administrator................................28 Regina Felde.......................................................................................53
8. The Circus......................................................................................29 Doctor Stefan von Hertzenblach....................................................54
9. The Women’ Stairs.......................................................................30 Katarina von Hertzenblach..............................................................55
10. The Wine Shop Visbaum.......................................................... 31 Klara von Hertzenblach...................................................................55
11. Town Jail and the Town Guard............................................... 31 Edmundo.............................................................................................56
12. The Church and the Cemetery................................................ 31 Emma...................................................................................................58
13. Übel’s Family Grave...................................................................32 Kristian Dragel..................................................................................59
14. The Lion Relief and the Sewer System..................................34 The Military Students, Luc, Mano and Julius............................60
16. The Thieves’ Guild Gideout.....................................................36 Nikolaj Volkov....................................................................................62
17. The Vicarage................................................................................36 Nina Volkov........................................................................................62
18. Herbert Herberger’s House.......................................................36 Johan Karlsdorf, the Priest..............................................................64
Herbert Herberger.............................................................................64
ENCOUNTERS AND EVENTS 38 Professor Johann Elk........................................................................65
Père Immanuel Lavotte....................................................................66
A Warning..........................................................................................38 Herr Carl-Johan Grecke..................................................................67
Werewolf Rumours...........................................................................39 Monsieur Laurent Burgont.............................................................68
The Drunk Who Cried Wolf..........................................................39 Monsieur Xavier du Palles..............................................................69
Thieves Guild Members..................................................................69
 Preparations 

“Great Mysteries of Übel Staal” is the think is the key to making the players’ The object’s current buyer is
name of this story. It is the first official experience a good one. Antonio Calvino, an old friend of
adventure for LexOccultum, and is The mission takes place by the end of Übel’s who lived in Rome, willing to
designed to be beginner-friendly, for 1743, but the game master may alter the pay a hefty sum for it. Übel Staal and
3-5 characters. If the players are more date with a few minor changes. Antonio Calvino, his friend, had been
experienced, the mission can be easily corresponding about the deal but the
modified to accommodate them, the Church of Rome intercepted several
game master, however, must be ready to Background of their letters. Monsignor Angelo
read up on the different sections before Six months ago, Übel Staal decided to Quirini, cardinal and chief librarian
they start rearranging. sell an object he acquired almost twenty of the Vatican, had sent his agents to
Certain situations will have a specific years ago and had kept secret until now. spy Calvino for ten years due to his
Fear Factor to be used against the He knew from the beginning that the dealings with the occult, and now he
characters, inflicting mental damage. item could endanger his life. The seller had enough information to bring him
The Game Master is off course had been an old Jew and Kabbalist who down, circumstantial evidence was not
encouraged to use assign Fear Factor to had to flee the Palatinate and was in dire enough for a man of his stature. Since
other situations as he sees fit. need of money. At first, Übel did not the letters never mentioned what kind
The mission is mainly constructed believe the Jew when he told him that of item was involved in the transaction,
around encounters and people the the object in his possession actually Monsignor Quirini sent three men to
characters meet, who they will have to existed. He had heard of it, several Koblenstadt to find out.
get to know and extract information times, but the general consensus was Unfortunately for Monsignor
from. It is, therefore, important that that it was a myth. In exchange for a Quirini, he too had been observed by
the game master has read through the large sum of ducats, Übel had received members of a secret society called
material more than once. Familiarization the little wooden box which contained “SAPIENTIA”, and who passed on this
with, and knowing how, the various a coin, but not a normal one. This is the information to their own organization.
non-player characters behave and Coin of Judas. Sebastien Aigion, a high-ranking
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member of the Sapientia order, had more beast than man. He tortured and artefacts like that are best kept safe,
long suspected the Coin of Judas to be mutilated Übel Staal to learn where deep in the domains of the Vatican.
in the Palatinate and the possession of he kept the Coin of Judas, but to no The Coin of Judas is controversial,
Übel, although, he was not sure enough avail as Übel died without revealing its since it is rumoured to be a key to a
to send his men to claim it. When he location. In his anger, Edmundo turned well-kept secret about Jesus. He was said
heard of the correspondence between into a werewolf and tore the body to to have revealed a truth to Judas, a truth
Übel Staal and Antonio Calvino, he pieces. The men of the Church arrived so hard for him to bear that it caused
was convinced and sent the disfigured in the city at about the same time as the disciple to reject him and ultimately
Edmundo to acquire the Coin. Edmundo, but were not able to make betray him. With that, Judas was the first
Edmundo got to Koblenstadt before contact with Übel. The three of them Gnostician. The truth Jesus had told him,
the Church agents and followed and became frustrated as they could not Judas wrote down it the so-called Letters
attacked Übel. It is important to interrogate him about the item, but of Rejection. The letters have been hidden
know that Edmundo is not a normal they understood that they were dealing since the First Crusade, when they were
scoundrel, but rather somebody with a powerful artefact, as there were last mentioned. Since then, no one has any
bearing a terrible curse who makes him more parties invested in the search, and idea of where they might be.

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 Introduction 

The characters are, for one reason not yet know the existence of. In an other, with rhetorical experiments and
or another, at Madame Holbach’s atmosphere of exhilarated madness, the philosophical word-plays, while also
establishment in the French town of most remarkable and noteworthy ideas trying to maintain their popularity with
Farschviller, on the Palatine border. are bandied about, eagerly accompanied talent and unblemished judgement.
The exact reason is for the game by shrill laughter and false accusations. The three duellists are no less than:
master to decide, and it is not required It is here, at, or around, Madame Père Immanuel Lavotte, the
for the characters to know each other Holbach’s establishment, that the preacher, whose life has been plagued
beforehand. Instead, they will be chosen characters find themselves at the with constant adversity but bolstered
“at random” (see below). beginning of this story. They are with the tireless conviction of God’s
Madame Holbach’s establishment surrounded by men and women who greatness and power. He argues that
for ideas and pleasure is located in the all see conversation as an art form, and every attempt to alter that which God
French town of Farschviller, at the amusement in itself a reward for an has created is an abomination. Père
Palatine border. While not as renowned evening’s worth of eloquence. Lavotte despises the scientists and all
as Madame Geoffrin’s in Paris, which is Those who wish may completely they stand for and claims that everybody,
frequented by Jean-Jacques Rousseau avoid the, often drawn-out, discussions even the nobility, must submit to God’s
and Jean Baptiste Le Rond d’Alembert, and instead withdraw to the more divine power.
it is still a centre for important secluded rooms, that smell of soap, The enlightened philosopher Herr
and successful aristocrats, mystics perfume, oils and French pomade, to Carl-Johan Grecke, whose ideas, that
and literary critics. A salon where sate their aching hunger for love. God’s sanction of absolute ruler ship
conversation is practised as a fine art and This very weekend the establishment has been fabricated by those hungry
when the night comes, one may indulge has some rather distinguished guests, for power, have been gathering some
oneself with fleshly pleasures. This is an a trio of gentlemen who have time and attention in Paris itself. Accused of
arena for not-yet-famous philosophers, again sat at the same table, duelling having donated large sums to alchemists
scientists, theologians, administrators, verbally, for almost a decade. They have and supporting their experiments, he
and members of orders which Paris does made a career out of convincing each has gathered quite a crowd of enemies,
especially from the Church. Belief
in God is ridiculous, he says, and he
believes that even the aristocrats are
more reasonable than the men of the
Church.
Former wealthy official and aristocrat
Monsieur Laurent Burgont, who saw his
life’s work demolished by the common
people who had risen from the shit-filled
gutters. Monsieur Burgont believes that
God had granted power to a select few
and that the common masses should
know their place in society.
Tonight, the discussion at Madame
Holbach’s establishment, is neither
about the aristocracy’s right to
power, God’s grace, nor is it about
the progression of science, but
the conversations are nonetheless
condescending and fascinating, same
as always. The philosopher Herr
Carl-Johan Grecke, in his eagerness
to debate and gesticulate, has put his
wig aslant, which inevitably leads to
bubbling laughter and jollification.
The preacher Père Immanuel Lavotte,
10 who is by his side, has a bible in
his hand and claims, with absolute
seriousness, that he can produce facts
that werewolves, demons and vampires
are the Devil’s work, and not natural
in any way. That they exist is as
obvious as God the Father is almighty,
he says. If possible, the aristocrat
Monsieur Laurent Burgont is even
more upset and claims with certainty
that this is the alchemists’ work, they
are the creators of these beasts! Herr
Grecke counters that Père Lavotte’s
argument is based on postulates that
are not believable to begin with, and
while he, with great scepticism may
agree to their existence, they are no
more than unfortunate freaks and
human monsters, products of nature’s sweeps over the billowy silk sea of Suddenly, Monsieur Xavier du Palles,
capriciousness. That they would belong women with sinful desires to figure out a famous explorer whose travels to
to a specific race, or breed as claimed who will be his company for the night, Africa are both talked and written
by Mr Burgont’s friends, is laughable. when the armistice sets in at twelve. about, joins the discussion. In his hand,
As is customary, Ms Burgont and Père With a nod and a smile, he lets one of he waves a brown envelope with a
Immanuel have joined up against the the ladies know that she may be his broken seal and claims to have followed
philosopher Ms. Grecke, who keeps mistress tonight. Herr Gecke pursues the trio’s struggle for quite a while
them at bay with his brilliant intellect, hard the thesis that “reason is the sole now. He asks if they would take part in
complicated, and sometimes, fabricated measure of all things, and with its help, a small test, entirely funded by him, of
arguments. At the same time, his gaze all problems can be solved”. course, to once and for all end this trial
of strength and maybe select a winner. but have yet to receive it. The Option 1: The characters do
Off course only with Madame Holbach’s friend’s name is Herr Übel Staal, not know each other
blessing. and if Your journeys would take
Ms. Xavier du Palles gathers the you to Koblenstadt, outside of The three bickering combatants will
three combatants along with Madame Koblenz, please see if You could each point out their representatives “at
Holbach and explains that he has visit him. Send him my regards. random” from the audience. The chosen
received a letter from a close friend of Since what I will soon possess ones are, naturally, the characters,
his. A friend who, by the way, met a will draw unwanted attention, and if there are more characters than
sudden and unexpected death in Rome. especially here in Rome, I will three, the others will be chosen too, as
In the letter, he mentions a man have to be careful about what I if in their company, and are offered the
named “Übel Staal”, and that Monsieur say and write. I will tell You more option to join in as well.
du Palles’ friend paid for something he when next we meet, which will be
bought from this Übel Staal, something soon, I hope.
he has not received yet. After some Your friend, Antonio Calvino Option 2: The characters
research, Monsieur du Palles has just know each other
found out that this Übel Staal also died The three bickering combatants sweep
in a sudden manner, some time ago. Enter the characters their gaze across the audience for
He suspects that these two deaths are How the three combatants will someone who may represent them and
connected. It is rumoured that Übel choose their representatives is up their answer to the issue. When they
Staal was murdered by a monstrous to the game master to decide. Two do not find what they are looking for,
beast, and that the solution of the options are presented here that Monsieur Xavier du Palles will point
murder would possibly also be the take into consideration whether the out the characters for them, who sit or
solution to the discussion. Monsieur characters know each other from stand on the side-lines.
du Palles also says that, should the before, or not. Characters from the Unless the game master decides so,
gentlemen be so inclined as to choose upper classes may have been accepted No mention of rumours and beasts will
a person each at, or around, the into the salon, possibly because officially be made, Monsieur du Palles
establishment to find out what actually they are frequent guests of Madame will instead ask them if they would like 11
happened to Herr Staal and whether or Holbach,especially if they are French to investigate the death of an occultist
not it was some monstrous beast which or German. Characters from most of Koblenstadt and, if possible, also find
killed him, he would finance the entire distant lands, (e.g. England, Spain, out what kind of object Antonio Calvino
endeavour. But, he says, only if the trio Scandinavia, Russia, Italy, etc..) may paid for but never received.
would accept the appointees’ findings be occasional guests which travel Upon the mission’s success, he is
and announce the one closest to the for their own reasons, maybe even ready to pay each character a hundred
truth the winner of their eight-year- as part of the Grand Tour. On the ducats and, for the object and proof of
long dispute. other hand characters hailing from its origins, another hundred, for a total
Additionally, he may show the the lower classes will not have been of two hundred ducats to each character.
characters the letter he received, if they admitted to the establishment on He makes sure to mention, however, that
so wish. their own but they need a Patron. The this is a private matter and that they
perfect candidate for such a role is will not be able to expect any assistance
My dear Xavier, Monsieur Xavier du Palles, who will from the local guards. He also asks them
I am pleased to hear You are back have dressed them up and brought to not reveal his involvement.
in civilized lands again. It is my them in as his companions. For their
sincerest hops that You have not troubles, they have received a small
brought with You the habits of the sum of money. The money as well From Farschviller to
African savage, for I have heard as the food, booze, and women, that Koblenstadt
they are all cannibals. they know are of utmost quality, The route between Farschviller and
My friend, I want to mention ought to entice them to agree to what Koblenstadt is about 136 miles and will
to You that I am involved in a Monsieur du Palles asks of them. He take approximately five days of travel
great project. A dear old friend of has told them he wants to pull a little with horse and carriage, which could be
mine, who lives in the Palatinate, prank on some friends and prove that cut down to four days if the characters
has finally convinced me to buy even folk of their class can fit it very are ready to arrive tired and with aching
from him an object that I know well at a place like Madame Holbach’ limbs.
will make me very successful and salon. The following two options can Since time is of great importance, if
powerful. I have paid for the item, be chosen to start the story. not for the mission itself then due to
his impatience, Xavier du Palles insists There are, of course, plenty of other lengthen the number of gaming sessions,
that they travel by horse or carriage. If ways to get to Koblenstadt, but it is a creative game master may very well
they say that they will travel by foot, he suggested that the characters cross the add events that occur along the road or at
will quickly intervene and say that the Moselle, go to Saarbrucken and onwards some of the overnight accommodations.
matter is too pressing and walking is to Koblenz via Neunkirchen, Nohfelden, Maybe a wheel will break on the cart, the
not an option. Idar-Oberstein, Kirn and Kastellaun, drunk coachman takes a wrong turn and
Should they ask, he is more than and then from Koblenz north-eastward they end up in Kaiserslautern late during
willing to pay for a coachman to drive to Koblenstadt. If all goes well during the second night, one of the characters
them. If anyone in the party knows how the trip, the characters may spend the ends up in a fight at an inn and has to
to drive a carriage or a stagecoach, he nights in Neunkirchen, Idar-Oberstein, spend the night in jail, or perhaps rain
may rent them one instead, and if they Kastellaun and Koblenz to arrive at turns the roads to mud forcing the
have horses on their own and want to Koblenstadt on the fifth day. characters to spend the night in the
ride for the entire tiresome trip, that is Nothing of importance will happen carriage, if they cannot find a helpful soul
also an alternative. during the trip but, in case one wants to that lets them spend the night in a barn.

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 Koblenstadt 

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A little more than a hundred and twenty little river that flows from the Rhine and the game master is free to come up
miles from the French border and a to the small lake of Glibsee. To the with their own.
swift ride northeast of Koblenz lies a northeast and northwest are two large First and foremost, the development
sleepy town, whose history has never and beautiful deciduous forests where of the story is ruled by how the
been written down in either atlases people hunt. The road that goes along characters behave and who they make
nor history books, and whose treasures the river down to Koblenz is lined contact with.
were all too small to attract raiders with magnificent ash trees that form a The characters will, naturally, start
and conquerors. The name of the town beautiful avenue, a source of great pride gathering information and get both
is Koblenstadt, and it is here that the for the citizens. good, and less good, ideas of what they
majority of the story will take place. There will not be a detailed, should do next. One thing is certain;
Koblenstadt is run by a small comprehensive guide of the city, instead, everyone will say that the doctor ruled
administration that consists of Herr a briefer overview will be presented, that Übel Staal died from falling off his
Herman Blück (the mayor), Herr Hans as well as a few in-depth guides of the horse and hitting his head on a rock.
Blück (the Captain of the Town Guard places, people, and events that will be
and son of the mayor) and Herr Jarman important to the characters.
Felde (the Prince-Elector’s official and The places covered below are
treasurer ). Additionally, there is a locations that the characters may visit
village council in which, among others, and that contain vital information for
Doctor Stefan von Hertzenblach sits, as the mission. Important events that are
did the priest Johan Karlsdorf before he tied to these places are also presented.
left town. Encounters and events are a little
Koblenstadt has around 6,000 less fixed and are meant as tools for the
inhabitants, with most of its workforce game master to add extra spice to the
employed at the town’s foundry. It is story, depending on how the characters
built along the river Glib, a tranquil act. It is not necessary to use all of them
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Map of Koblenstadt he does. Since he knows he will one day a baby, to take care of instead of dealing
Place take over the inn, he has great plans for with a whole lot of guests. Despite her
1. Manfred’s Gasthaus
it, thus performing his duties with the age, she is in full search of someone who
same care as his mother. would want to marry her. Her sometimes
2. Übel Staal’s house
Miriam is fourteen years old and childish attempts at seduction can lead
3. The mayor’s estate not at all as pleased with her life as her to great embarrassment for the guests,
4. The scene of Übel’s accident mother and brother. She dreams, like especially because she does not care if
5. The vagabond camp many other girls her age, of marrying anyone, not even Matilda, understands
6. The doctor’s office
someone rich and having a family, and or sees what she does.
7. Herr Jarman Felde’s office
8. The circus
9. The Women’ Stairs
10. The wine shop Visbaum
11. Town jail and the Town Guard
12. The church and the cemetery
13. Übel’s family grave
14. The lion relief and sewer system
15. Tibelda Rhoos’ house
16. The thieves’ guild hideout
17. The vicarage
18. Herbert Herberger’s house
W. Where the werewolf was sighted

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1. Manfred’s Gasthaus
Manfred’s Gasthaus is a cosy, three-story
tavern. On the ground floor is a nice dining
hall, a reception area and a small beer and
wine shop.. A wide, impressive staircase
leads up to the first floor where the private
guest rooms are located. Two great
dormitories are located on the second floor
and offer accommodations for those who
cannot afford their own room.
Manfred, who built the inn, died eight
years ago and today his wife Matilda
runs the place. Her children, Karl and
Miriam, help her out together with
several employees that work under her
watchful eyes.

Matilda, Karl and Miriam


Matilda is a hoary woman in her fifties
who lives to run the inn with the
same energy as her husband did. She
is ingratiating and goes by the “the
customer is always right” motto .
Karl is a twenty-years-old young
man who helps his mother run the inn.
He is the right-hand man and likes what
Ground Floor First Floor Second Floor
1. The entrance 1. Room, class 1 1. Storage
A reception area is opposite the A top-quality room for two, that costs Chairs, tables, beds, couches and
entrance and welcomes whoever enters three ducats per night, and a room for one everything else that is needed to run an
the inn. Behind the counter is a door costs two ducats. The room has two large inn is found here.
that leads to an office. To the right, an and very comfortable beds, a bathtub, a
open doorway leads to the dining area. large storage locker, a desk with a chair and 2 & 3. Dormitory
To the left, a grand staircase leads up to a coffee table with two fancy armchairs. A Simple accommodation for twenty
the second floor. Behind the staircase, hot bath per day is included in the price. pieces per night. In front of every bed
another open doorway leads the guests is a chest nailed to the floor, where
into the inn’s beer and wine shop. 2. Room, class 2 belongings may be put. The key to the
A high-quality room for two, that costs chest is rented out for the entire stay, for
2. The dining hall two ducats per night, and a room for one an item left as a pledge and five pieces.
A small passage, built so that the guests costs one to three ducats. The room has
will not be disturbed by new arrivals, two comfortable beds, a large storage
leads to the dining hall that opens up locker, a desk with a chair and a coffee The performance Magneticus
behind a piece of thick drapery. Some ten table with two armchairs. Fludiculus
tables of various sizes provide seats for One night, when the characters gather
the hungry guests. In one corner, there 3. Room, class 3 to eat in the dining hall, they find the
is a small stage where musicians and Basic rooms cost one ducat per night for place crowded for the first time during
other entertainers sometimes perform, two people, and sixty-five pieces for one. their stay at the inn. People from the
and in front of it, a small area has been The room has two comfortable beds and working class are gently, albeit firmly,
cleared for people to dance. A swing a storage locker. pushed aside to make room for paying
door leads onwards to the kitchen. guests. Judging from the number of
4. Room, class 4 people, something out of the ordinary is
16 3. Beer and wine shop Low-quality rooms without windows planned for tonight. It is not until some
Upon entering, one can see decades that cost thirty pieces per night and ten minutes have passed, and a table has
worth of hunting trophies that decorate person, and have two uncomfortable been arranged for the characters, that
the walls in the dark and sultry room, beds and a storage locker. they are allowed to enter the dining hall.
in which comfortable leather armchairs When they pull the drapery aside,
and sofas offer a pleasant stay. 5. Bathroom they are led to a table next to the
The bathroom is, apart from the food, the kitchen. They notice that it is mostly
4. The office inn’s pride. Guests can come here for a hot people from higher social classes that
Here is kept all sorts of administrative bath, a shave or haircut, and a massage. An are present. At a table right next to the
documents, and all the ducats the inn opening in the floor in the left corner lets stage, the mayor sits with his family,
makes are in a safe, built into the wall a bucket of hot water be pulled up from and Jarman Felde and doctor Stefan
under the stairs. The stairs lead up to the kitchen with a rope, that otherwise is von Hertzenblach can be seen with their
the family’s rooms, where Matilda lives covered to keep out the smell of cooking. families as well. Employees are at the
together with her son and daughter. The room has four bathtubs, two massage moment putting a claw foot bathtub on
tables and a chair for shaving and haircuts. the stage. Miriam runs back and forth
5. The kitchen A hot bath costs eight pieces, a shave to the kitchen with buckets of water that
This is the domain of Wigert Schröder. or a haircut costs five pieces, half an she carefully pours into the bathtub.
Those who enter the kitchen soon meet hour of massage costs ten pieces and an A heavy man in his fifties, with short,
a raging giant, with a shaved head and hour costs fifteen pieces. A set of one brown hair, dressed in a white robe
face, who will curse and force out the bath, shave, haircut and half an hour of observes the customers with great care
uninvited. Even Matilda sometimes massage costs twenty-two pieces. from the corner of the stage. By his side
hesitates before going in there. His are two trunks equipped with two heavy
cooking skills, however, more than 6. The owner’s rooms padlocks.
outweigh his otherwise rough ways, This is where the family lives. Room 6 As guests are pouring into the hall,
without his food, their profits would is the common room that is also used as and the characters get their food, the
soon plummet. a storeroom (10) for bed linen and the man opens his trunks and starts to
like. Room 9 is Matilda’s chambers, Karl carefully take out whatever is in there.
lives in room 8 and Miriam in room 9. The rattle of metal pieces and pipes of
different kinds and sizes can be heard, Three men and four women raise appropriate to have the mayor invite the
and he, with utmost care, puts together their hands. Anton runs up to them and characters for dinner (see “The mayor’s
a strange apparatus. A rusty metal plate, asks for payment before he leads them estate” and “Dinner at the mayor’s”).
which is the last object he pulls out, he one by one to the stage. Meanwhile, Nothing out of the ordinary happens
places at the bottom of the bathtub while Mesmer speaks excitedly of the powers during the night.
he slowly dips one finger in the water. He of the universe, the so-called Fluidum, The characters, although, get the
calls for Miriam, who, startled, runs into that will soon enter the sick and opportunity to speak to the town’s
the kitchen and soon comes back with rebalance their force fields. The speech elite about everything from rumours of
a bucket of scalding hot water of which is long and some of the audience look werewolves to Übel Staal’s death and
the man pours some into the tub. He visibly convinced. the Prince-Elector’s visit next summer.
then calls for Karl, who helps him lift his The first to stand in the bathtub is
construction of pipes and metal pieces a woman, some forty years old. Slowly
and puts it in the tub as well. The man and carefully, she grips the frame, as 2. Übel Staal’s House
then goes to the corner, and lets Karl instructed by Herr Mesmer, first with The grey house consists of a cellar,
stay on the stage for the presentation. one and then the other hand. As the bottom floor, and a top floor. A 2-meter
- second hand grips the frame, her body tall wall surrounds the house from all
‘Ladies and gentlemen! Let me proudly starts to shake. She screams. sides but the front, while the back is
present, a man who with the powers of the ‘Behold the healing power of the almost completely camouflaged by thick
universe may cure the incurable,’ Karl says, universe!’ Mesmer yells before he leads shrubbery. The ground floor is a little
obviously not used to speaking in front the woman from the tub and to her seat. higher than street level, and three steps
of people. With shaking voice, he adds: The others go through the same lead up from the street to a gate in the
‘Ladies and gentlemen, let me present to procedure, but they do not make such middle of the wall, on the front of the
you: Herr Mesmer of Swabia.’ a scene as the first woman. The last of house. The gate is never locked and
The man steps forward with his the men even threatens Herr Mesmer opens inwards to the yard that is only
hands behind his back, bows in an with a beating unless he gets his money a few-meters wide and goes around the
experienced manner towards the mayor back. Mesmer, however, claims that his house. A gravel path connects the gate
and the others in the front row before he ailments should be cured and that the to the house. 17
begins to speak: effects might not be immediate. He asks Behind the house, the backyard is
‘Honoured guests. Before I begin, let the man to wait a few days to make sure. significantly larger, with a few bushes
me erase these looks of disbelief that I see Doctor van Hertzenblach mocks the and trees planted on the lawn. In the
mirrored in your faces.’ charlatan openly and gets up, along northern corner, there is a small gazebo
‘Anton!’ He then yells, loudly, and a with his wife and daughter, and leaves. and some furniture.
ten-year-old boy runs up on the stage. - There is also an elevated, wooden
‘Behold the powers of the universe,’ Herr If they want, the characters may pay terrace on the back of the house. In one
Mesmer says and moves a gloved hand and get in the tub as well, to be radiated corner of the terrace, there is an exotic
over the boy’s head and hair (what no by the Fluidum. Naturally, it is all an tree in a large pot, and in the other
one sees is that the man has a large piece invention, but those who got into the tub corner, next to a big window, there is a
of amber in his cupped hand that he had may have experienced placebo effects door that leads into the house.
just rubbed long and hard against the and actually thought that energy ran
skin of a cat). The hair immediately through them. When everyone who paid
stands up and the audience gasps as has had their turn in the bathtub, Herr A visit to Übel Staal’s house
they see it. Mesmer and his son thank everyone for Sooner or later, the characters will
‘My honoured guests, for only seventy-five their time and ask Karl to help them probably want to visit Übel Staal’s
pieces, I will let the universe’s Fluidum, the dismantle the expensive frame. house. It is, naturally, in the game
rays of the healing powers, wander through master’s hands how they want to play
your sick bodies. This installation is built to out the first encounter with Nikolaj and
collect the Fluidum that is present around Dance Nina. A suggestion, however, is that
us, and when somebody stands in its centre, One night, there will be a dance in Nina opens the door, surprised to see
the immense power of the universe will the dining hall. The day the mayor guests as the characters knock on the
travel from the feet, through the body, and up took office is annually celebrated and door (conversation is in either Russian
through the head. On its way, the energy will everyone from the cream of society are or German).
synchronize with that which resides within invited to attend. The characters too A woman in her forties opens the
us, for it is when our own energy does not are invited for a bite and to dance a door and looks seemingly surprised
work correctly that we become ill and sore.’ little. During this evening, it would be at the arrival of guests. She makes a
gloomy impression and looks haunted by The man lets go of the stick, picks up He tells them that Nina and he have
something. Her dark eyes are sunken into a stack of books from a pile of probably worked for Herr Übel Staal for almost
her Slavic face and she has her mouse- a hundred more that await their fate. 20 years, and his sudden departure came
coloured hair tied into a thick braid. One by one, he tosses them into the fire as a great shock to both of them. Should
She introduces herself as Nina, Herr without even looking at the title. The anyone ask why he burns the books, he
Übel Staal’s maid. Before you have time crackling sound from the fire seems to will say that he carries out one of Herr
to introduce yourselves, she regretfully drown the sound of your arrival and you Staal’s last wishes by burning all of his
tells you that Herr Staal died in a riding realize that you must somehow call for books, according to his will. He will
accident, a little more than twenty days the man’s attention. also say that they are packing up Übel
ago, and then begins to close the door. When the characters have managed Staal’s belongings that are to be sent to
If they ask if they may enter, or to to get his attention, he will turn towards his sister Gretchen Staal, in Neuwied,
whom they may speak to about matters them (conversation is in either Russian also according to his will. If asked about
concerning Herr Übel Staal, Nina or German). Herr Übel Staal’s death, he will, just as
eventually directs them to Nikolaj The man is around seventy years old, everyone else has, that it had to do with
(after passing a Communication skill and just like Nina, he seems surprised some kind of accident further up in the
roll with the Persuasion specialization to see you. He is fit, despite his age, and forest and that Herr Übel fell from his
or the Rhetoric discipline, if the game sports a waxed, large, bushy moustache horse and died.
master deems it necessary). Nikolaj can and almost as bushy eye-brows, Apart from these answers, he has
be found in the backyard. When the covering most of his brown eyes. The nothing else to add and asks the
conversation is over, Nina quickly shuts nose is crooked as if once broken and characters to leave so that he may
the door and bolts it. improperly healed. He takes a few steps continue with his duties.
If they go to the back, they will find back and stands beside the fire, still
Nikolaj stoking a fire. As they come tossing books into it, one by one, before
closer, they see that he is burning books he asks what you are doing here. The ground floor
and parchments, in accordance with Nikolaj is also surprised to see the The ground floor is the centre of the
Übel’s will. characters and treats them with great house, consisting of an impressive
18 Just before you round the corner scepticism. It appears as if he does stairway that leads up to the top floor,
of the old building, you smell smoke. not want to answer any question. If three large living rooms, a dining room,
Behind it, you see a tall man, almost two they insist, however, they may learn and a kitchen worthy of a noble. Most
meters, stripped to the waist with long, the following from him (after passing impressive are Übel Staal’s library and
black hair in a pony-tail, with his back a Communication skill roll with the study, that would have been even more
toward you, poking a long stick in a Rhetoric discipline or the Persuasion impressive a few weeks ago, before his
fire, the cause of the smell and the black specialization, if the game master deems servants began to put away most of the
smoke that snakes its way to the sky. it necessary): books. Two shelves remain, however,
stacked with thick volumes with their 6. Kitchen Breaking into Übel Staal’s
spines towards the visitor. The library is A kitchen worktop is placed below a house
covered in oak panelling and a wooden giant window. A pantry, cupboards with
throne rises up behind a huge desk. A household utensils, and a stove are also The only way to get access to Übel
secret trapdoor in the floor leads down in the room. Staal’s house is by breaking into it when
to Übel Staal’s basement. Nina and Nikolaj are either asleep or
7. Dining hall are away (assuming they do not use
1. The hallway Underneath three white sheets is a table some kind of violence to get inside). It
An impressive staircase, that leads up to with eight chairs. A large but empty is rare, however, that the two servants
the first floor is the first thing you see shelf stands against one wall. Boxes are away at the same time, something
when you enter the gate. On its left and are stacked upon each other with Übel the characters will soon find out if they
right, two archways open up. Staal’s belongings, that are to be sent choose to observe their daily routines.
to his sister in Neuwied, labelled in The characters ought to reach the
2. Lounge the fashion of ‘porcelain’, ‘clothes’ and conclusion that the easiest way to get
The room is mostly made up of a ‘cutlery’. inside is by breaking in, under cover of
table, covered in white sheets, with darkness, when the servants have gone
accompanying chairs. Two empty 8. Terrace to bed.
shelves are placed on either side of the A table and some metal chairs stand on Since no windows are open, they
door that leads on to the next room. A a large terrace. In the corner towards should try to come through one of the
few boxes are stacked upon each other the yard, there is a large pot with an two doors. The door at the back of the
on the floor, labelled ‘tea and coffee set’, exotic tree. house requires 4 passed Stealth skills
‘cutlery’, and so on. rolls with the Lock picking specialization
(the lock has a difficulty level of -4 to
3. Drawing-room The first floor the SV) to be opened, and the one on the
Four sheet-covered, comfortable leather The top floor consists of one large front required 5 (difficulty level -6 to the
armchairs, each with a small table by and two smaller bedrooms. Today, the SV). Should they decide to break one of
their side, surround a well-polished large room, that was once Übel Staal’s the windows, there is a 60% chance that 19
table, also covered in a white sheet. A bedroom, is completely empty. The they wake someone on the top floor.
wall full of liquor and wine tells of smaller rooms belong to Nikolaj and Roll 1d10 but hide the result from the
another interest of Übel Staal, apart Nina, which, if searched, contain only players’ eyes: 1-2 Nikolaj heard them,
from his occult delving’s, he collected their belongings. The rest of the rooms 3-4 Nina Heard them, 5-6 both servants
spirits from all around the world that he are used as storage rooms. heard them, 7-10 nobody heard them.
sampled here in this room. Empty boxes
are placed in front of the shelf. A door 1. Guest room The black cat
leads to the terrace. The only things in this room are a If no one in the party knows that the
double bed, a small table, a chair and a black cat is, in fact, Edmundo, you, as
4. Reading room wardrobe. the game master, may let the cat follow
Two comfortable armchairs and a sofa them all the way through the city to the
are placed around an oblong table, upon 2 & 3. Storage house.
which a few books lie. Everything from winter and summer As they set off for Übel Staal’s house,
clothes to old furniture is stored here. they soon notice a black cat that seems
5. Library to be following them. It always keeps
A large chair is placed by the wall, 4. Nina’s bedroom a respectful distance, but none of the
between the two windows of the room. This is where Nina lives and where she characters can shake the feeling that
In front of the chair is a large, oak desk. keeps her things. something is odd about its behaviour.
The walls are made up of bookshelves. The way it studies the party sends chills
By pressing down a plank in one of 5. Nikolaj’s bedroom through their spines. However, even if
the corners (which is found by actively This is where Nikolaj lives and where he they may try, they cannot get the cat to
searching for hidden objects, and keeps his things. leave them for more than a few minutes,
passing a Stealth skill roll with the before it comes back. Edmundo is very
Detect Hidden specialization), a well- 6. Übel’s bedroom curious as to what the characters might
hidden trapdoor opens in the floor. The The only thing remaining in this room find in the house, and does not want
opening reveals stairs leading down to is a bed, the rest is packed up waiting to to miss anything. Just like the military
the basement. be sent to Neuwied and his sister. students and the characters, Edmundo
is also interested in all information that (see “The Women’ Stairs” and “Emma”, of bold wizardry, chloroauric incense,
might lead him to the Coin of Judas. the non-player character), who says she bittersweet extracts, and calculations
Because of this uncanny feeling, the has seen Übel Staal hide an object in it. of the planetary conjunctions, tried to
party must face a minor Fear Factor When you reach the basement, lure something out, something trapped
which inflicts only 1 point without you are met with a sulphurous tang, in the ocean of time, or maniacally
rolling the damage. Remember that his hanging in the air. By a large and heavy sought to demand truths from a God
is an age of superstition and darkness. table, filled with vessels, sieves, flasks, not even he believed existed.
The vision of such a smart black cat and distilling-apparatuses, someone Übel wrote a letter to Antonio
following them could maybe even has navigated through a sea of occult Calvino he never got to send. Still
bother more rational characters. When sunken rocks. The room conveys an sealed, it rests against a candle on the
they get to Übel Staal’s house, the cat image of someone who, with the aid table.
climbs up the exotic tree to get a better
vantage point, and to have an escape
route over the rail of the terrace if the
party tries to shoo it away.

Inside the house


Once inside, the characters may move
relatively freely, as long as they keep
quiet and do not make too much noise.
To add some feeling of suspense,
Nikolaj may choose to grab something
to eat during the night. If so, one of
the characters will hear the creaking
of a door from the floor above,
followed by the shuffling of feet down
20 the stairs. They have about 10 seconds
to hide, or get out of the house if they
so wish. Being very tired, Nikolaj is
almost sleep walking and will only
notice their presence if somebody
actually hid in the pantry (which may
be avoided by blocking the door from
the inside with a chair). The situation,
however, bothers the characters to
such a degree that they must face a
minor Fear Factor inflicting 1 point of
mental damage.
The cat may very well be used as a
tool to scare the party inside the house
as well. Let Edmundo jump out in front
of one or several of the characters as if
they had just frightened him. Normally,
a startled cat would have made a sound,
but the black cat only shows its fangs
in a threatening grimace before it jumps
past their heads (1 point of mental
damage to whomever is involved).

The basement
From the outside, there is no telling that
the house has a basement, and the only
way the party may know of its existence
is if they have talked to Emma, the harlot
Sapentia
the game master must take this into
Antonio, my friend! Diff. Result consideration when they decide what
0 The character recognize the word Edmundo or the three Church agents
I am glad You want to buy from to have esoteric meanings, but he is will do.
me the burden that has deprived not sure what they may be.
me of my sleep for more than 1-12 The character recognizes the word
ten years. Unfortunately, I am and connects it to a society with The military students break
afraid it was not some lowly letter the same name. into Übel Staal’s house
carrier that opened the letter, I >12: The character knows that Sometime during the mission, the
fear it is worse than that. It seems SAPIENTIA is a society whose three military students (which are secret
that others know of our secret, members are known for their Church agents), Luc, Mano and Julius,
ruthlessness and fanaticism. They
plenty of people have been turning will attempt to break into Übel Staal’s
have sworn to destroy the Church.
up in the town, most with harmless They are rumoured to be based in house to hunt for information that will
intentions, probably, but the others France. lead them to the Coin of Judas. It is
I’m not sure about. entirely up to the game master to decide
You know that I mentioned Progenitorum Sepulchrum when this happens. It may happen either
the “Progenitorum Sepulchrum”, “Progenitorum Sepulchrum” is Latin for before or after the characters have tried
there You will find the key to “Grave of the Ancestors.” A successful to break in, it may even happen at the
“the king’s guardian”, in case Communication skill roll with the same time. If it does, the characters
something would happen to me. Languages Discipline or the Foreign may either hear whispers from within
Language (Latin) specialization is the house as they sneak past an open
Übel Staal required to realize that he is talking window, or see shadows moving inside
about his family grave. If they ask that warn them that they are not the
PS: What do You know of around town for progenitorum first to arrive. If it has just happened,
SAPIENTIA? I think I will ask sepulchrum, most will shake their heads they may see shadows moving from the
our friend Johann Elk, in Koblenz. indifferently. Someone will say that they house to the bushes and disappearing.
Maybe he knows something too. believe they saw the word “sepulchrum” Regardless of when it happens, the 21
over by the church. There is no one else military students will not find anything
Underneath the letter, there is a note in Koblenstadt who knows Latin, thus, to help them on their way.
written by Übel. It says: the party will have to travel to Koblenz
to find somebody who can help them,
Do not forget the wolf powder. Johann Elk, for instance. If they ask 3. The Mayor’s Estate
Clean the pistols. about Übel Staal’ s family grave, they The mayor and his son, the Captain
Tell Nikolaj to get the coat from will be directed to the old ruins in the of the Town Guard, have much to
Madam Braun. forest and be told that: lose as the vicious rumours start
Übel, the loony, claimed to be the circulating in the town. They do not
The answers to the questions descendant of some old knight and that want Koblenstadt’s reputation to be
from Übel’s basement his ancestors were buried somewhere soiled, since they have just learned that
near the ruin. the Prince-Elector of the Palatinate has
Sapientia decided to spend the next summer in
A successful Communication skill roll The king’s guardian town. The mayor Herman Blück has
with the Languages Discipline or the By “the king’s guardian”, Übel means no plans to let some weird occultist
Foreign Language (Latin) specialization the relief that can be seen opposite ruin this. If the characters do not tread
with a modification +2 is required to the baker’s store (see “The lion relief ” carefully, they may incur Herman’s
know that “Sapientia” means “Wisdom” and “sewer system”). This is a hard wrath as he believes that the well-being
in Latin. nut for the party to crack, and it may of his citizens is more important than
If any of the characters would take several hours of playing before Übel Staal’s “accident”.
succeed in a Esotericism skill roll with the characters go to the relief to find
the De Sodalociorum discipline and the answers. A successful Culture skill roll
Sub Rosa Doctus specialization, they with the Heraldry specialization let Dinner at the Mayor’s
may learn the following information. them know that it might entail a lion. If the party has not already made
The less is the result compared to the If the roll fails, the characters may enemies with the mayor in an earlier
SV (difference = SV - dice result), the seek the help of someone else. This will stage of the mission, he will invite them
more information are remembered: take, however, at least three days, and for dinner at his estate (most probably
on the anniversary of him taking The Dinner Furthermore, the Battle of Dettingen
office, see Manfred’s Gasthaus, Dance). The party will head up to the top floor, (27th May 1743) is discussed, during
Jarman Felde, as well as the doctor, will to the great dining hall. Cut-glass which an alliance of Austrians and
also be present, along with their wives. chandeliers hang from the ceiling over a British, led by King George II, defeated
Additionally, the doctor will bring his table almost ten meters long, lined with a French army. What do the characters
very beautiful daughter Klara, who is beautiful chairs. At one end, there is an think of a British ruler leading his
fifteen years old. open fireplace, where a fire is crackling. troops in battle? Being a Palatine, the
The mayor is interested in inviting Above the fireplace hangs a portrait of mayor thinks that everything that is
elegant, well-educated strangers whose a man in beautiful attire. The picture is bad for France is good for him. Besides,
company seem decent, although the from the first half of the 17th century, he believes that a ruler should focus on
game master is encouraged to find and a golden plaque notifies the reader ruling and let the warriors command
personal reasons which fit with the that it portrays Count Christian III the troops.
nature of every character. Noble or rich of the Pfalz-Birkenfeld dynasty. The The discussions may very well be
characters (Businessmen, Officials) will mayor claims kinship with the Count. roleplayed, but should require some
be invited, as also those who clearly Should the characters ask him about the dice rolling to see how well-versed the
appear as intellectuals, scholars or painting, Herman will be very proud characters are in politics, war, and the
religious (Clergy, Scientists). Should and happy. art of making conversation. The game
any of the characters be a Vagabond The dinner is wildly excessive. master decides which skills are involved
or Malefactor, or in any other way give Characters other than those of higher according to how the conversation
the impression of being less fortunate, status have never seen so much food evolve, although disciplines of the
uncomfortable, or lacking in manners, all at once, and are almost paralysed Communication and Culture skills are
they will not be invited. They will have by sucha vision. To eat in the proper those who should be most probably
to stay at home. order, a successful Communication used.
The dinner is divided into three roll is required, but only if one has the
parts: reception, dinner, and socializing. Etiquette discipline. Those who fail, or Socializing
do not possess the Etiquette discipline, After the dinner, the mayor’s wife
22 will give an uncouth and slovenly Kirsten will play a few piano pieces.
Reception impression. If there is any consolation, This is when Klara contacts one of the
The guests are taken to the estate’s Hans, the mayor’s son and captain of the characters. With a look, she lets the
grand drawing room. There a servant Town Guard, does not seem to have any character who best behaved during
offers drinks and the characters are manners either. dinner know that she wants to speak
introduced to the other guests. Now The guests are served swan, a whole outside, in private. The one who manages
the characters have the opportunity to lamb, venison, five kinds of fish, pâtés, to speak with her on the terrace outside,
make an impression. The non-player sausages, cheese, leek soup, fruit, berries, and also tells her what she wants to
characters will give, among others, the and a wide array of accompaniments know about the big cities, will be able
following impression (please read about and sauces. Five kinds of wine in great to get some information from her. This,
each respective non-player character for abundance complement the food. of course, requires the character to ask
additional impressions): some questions themselves.
The doctor will give a resolute but Two things are vividly discussed Klara knows that the priest left town
reserved impression, as will his wife. during the dinner: after Übel had been buried. The priest
Klara will give a flirtatious That Adolf Frederick has been elected had believed that a crime had been
impression. Her eyes say she wants heir to the Swedish throne by the committed, that ought to have be sorted
more than that. Riksdag in June, under the pression
The mayor will give a welcoming and of Empress Elizabeth of Russia. What
caring impression. do the characters think of this? Is
The mayor’s son and captain of the this a good thing for Sweden? Adolf
Town Guard, Hans, will give an eager Frederick was born in Lübeck, and
and unintelligent impression. the mayor, who is a devoted supporter
Jarman Felde will give a reserved and of a greater German empire ruled by
proud impression. Prussia, naturally sees that the Swedes
During the reception, the characters should have a German king. Everybody
will get to tell the others why they are knows, the mayor says, that Sweden has
visiting Koblenstadt and for how long lost its former glory and power, and
they intend to stay. ought to join the German community.
out, and opposed a funeral. When the A visit to the site of the DISCOVERIES AT THE SITE
mayor and his son refused his request, accident Diff. Result
he promptly left the town. She says that 0-2 The character finds blood on a
it was her father who examined the body Most of the citizens will be able to point rock by the side of the road.
and the belongings found on it. Klara out the place where Übel Staal was
3-7 A bit further up the hillside, on the
also mentions that a bundle with Übel’s found. right, it seems that something, or
clothes is still at the doctor’s house. The accident happened up by the someone, spent some time as the
What she does not know is that forest to the north, just by the side of grass is somewhat flattened. If
the Captain of the Town Guard, Hans the road, right where the great oak fell they keep searching, they will find
Blück, threatened to kill the priest if some time ago and left a giant stump. (after another passed Stealth skill
he did not leave Koblenstadt, which he If the characters search the place, they roll with the Detection discipline)
quickly did. may find the following after passing a tracks that lead further up the hill
Stealth skill roll with the Detection and to the vagabond camp.
discipline. The less one rolls compared >7 The character finds a broken claw
4. The scene of Übel to the total SV (difference = SV - dice by one of the tree trunks next to
Staal’s Accident result), the more discoveries one finds. the scene of the “accident”. The
claw seems to have belonged to a
The road that winds through the forest If the party is unable to find anything, rather large predator. Anything
slowly climbs a hill, covered in thickets or chooses not to look for, the game more than that is hard to tell.
and trees. The characters soon find the master may let them hear a twig snap
large stump on the left side of the road, somewhere uphill. Should the party
provided that they come from the town. choose to investigate the sound, they able to speak to them, unless someone
On the right side the hillside rises, and will soon catch Michail spying on them speaks Polish. If someone does, and asks
on the left it slopes abruptly downwards. from up on the hill. Michail is the son him questions, he will still not answer
It is here that Übel Staal is said to have of a vagabond who has set up camp them but will instead lead them to speak
fallen off his horse and down the slope, a few hundred meters up in the forest with his father. If no one speaks Polish,
to meet his death against a rock or tree (see below “The Vagabond Camp”). If Michail will point to the hill and gesture
further down. Michail is confronted, he will not be to follow him. 23
5. The Vagabond Camp him, Ludwig was nearly dead. Camille other four look curiously at the guests,
A gathering of vagabonds and vagrants let her injured friend sleep in her cart and Michail turns to his father:
have set up camp a little further up in where he has been lying ever since. The (Polish) ‘I found them snooping about
the forest. Their temporary settlement vagabonds have chosen to stay to keep by the road, and they asked me a bunch of
has turned into a tent village where their battered friend company until questions I couldn’t understand. I thought it
canvas covers protect them from wind they believe he is well enough to keep might be best if you answered them.’
and weather. They can tell from all the travelling. When the father translates this
rubbish that is scattered around that the to broken German, it becomes quiet
six tents have been here for some time. around the fire and something painful
In the outskirts there is a wagon which Visit to the camp washes over the previously merry faces.
is close to falling apart and a donkey Depending on how the characters (Passing a successful Stealth skill roll
grazing on the lush grass. arrive at the camp, there are two with the Detection discipline allows one
The camp’s inhabitants are seven courses of events (see “To the Camp”, of the characters to notice that one of
rootless individuals whose souls do with and without Michail) that are the men worriedly looks over towards
not seem to belong anywhere but on later interwoven (see “At the camp”). the wagon, and passing another check
the constant, open roads, on their The characters’ language proficiencies lets them notice that Michail’s father
way to new horizons. There are three will matter, too, since the vagabonds seems uneasy in a way that neither his
Germans, two Poles (father and son), constantly shift between languages. This face nor his words show. The father’s
two Frenchmen and a Frenchwoman, is clarified in the text below by adding words become harsh, and he tells the
and a Swede, all of whom have for the spoken language in parentheses. If boy in their mother tongue:
various reasons beyond comprehension the characters cannot understand what (Polish) ‘What have we told you
managed to come across each other at is being said, you will have to describe about that place? You promised not to go
this very spot. For some time, they have how they interpret the speakers’ tones there again, that place is evil. Look what
stayed together to share stories from and gestures. happened to Ludwig. Now, off with you. Go
distant lands and warned each other get some wood for the fire, Ludwig needs to
of places to avoid. Everyone, except for stay warm.’ After he sends his son away,
24 Camille, the Frenchwoman, travel by To the camp, with Michail he turns smiling towards the character
foot, and it is her wagon and donkey If the characters arrive in Michail’s and asks:
that the characters can see behind the company, read the following: (German) ‘My name is Lech, and what
camp. As Michail leads you over the top may a simple vagabond like myself and my
After crossing paths on an afternoon of the hill, you hear mirthful voices friends here by the fire do for you?’
fifteen days ago, and a few pleasant and laughter, echoing between the (The chain of events continues below.)
evenings of story-telling, they soon took trees to your right. Surprised, you
a liking to each other as only wandering look to the forest to find the source; in
tramps may. One night, when Ludwig, between the trees, two patched canvas To the camp, without Michail
the German vagabond, sat by the side tarpaulins hang stretched out between If the characters arrive at the camp
of the road, right where Übel Staal had the trunks. Michail smiles and points without Michail, read the following:
died, and waited for Lech (the Polish in the direction of the tents. After As you reach the top of the hill,
vagabond) who had mustered up the passing by them, you see a large fire you hear mirthful voices and laughter,
courage to head over to the town to buy around which four men and a woman echoing between the trees to your
something to drink, he encountered the sit in ragged clothes, conversing. right. Surprised, you look to the forest
Captain of the Town Guard Hans Blück. Behind them, you see four additional to find the source; in between the
The Captain of the Town Guard, tents arranged in the same manner trees, two patched canvas tarpaulins
Herr Hans Blück, who naturally as the first two. You soon notice that hang stretched out between the
thought the vagabond Ludvwig the camp, which you thought had trunks. After passing by them, you
was examining the scene, took the been a temporary rest stop for weary see a large fire around which four men
opportunity, as defender of the town, to vagabonds, have been in this place for and a woman sit in ragged clothes,
take all of his anger towards everything quite some time. conversing. You soon notice that the
out on the poor bastard. After being (German) ‘Well, look what Michail camp, which you thought had been
so badly beaten by the Captain of the brought back,’ one of the men says. a temporary rest stop for weary
Town Guard, the last thing Ludwig Lech, Michail’s father, speaks vagabonds, have been in this place for
remembers is Herr Blück telling him German, but if anyone in the party quite some time.
that examining the place was not a speaks German too, they immediately A tall man turns around and looks in
vagabond’ business. When Lech found hear that he is not very used to it. The surprise towards to as he gets up.
(Passing a successful Stealth skill roll SOCIAL CLASS MODIFIERS now offers it to the characters. Just like
with the Detection discipline allows one Social class Modifier he insisted you sit down by the fire, he
of the characters to notice that one of High nobility -14
now insists you take a swig each from
the men worriedly looks over towards the bottle.
Nobility -10
the wagon, and passing another check The vagabonds only pretend to drink
lets them notice that the man seems Low nobility -5 from the bottle, which is laced with a
uneasy in a way that neither his face nor Middle class ±0 hallucinogenic drug (this only applies
his broken German show. Lower class +2 if all characters drink from the bottle).
(German) ‘Well, my friends, look what Pauper +4
Should not all characters drink, the
we have here! What a marvellous place bottle then only contains spirits and
Drifter +6
this is. First, our paths cross without any Lech tosses another piece of wood onto
reasonable or logical cause, and now our the fire. As he does this, he also tosses
numbers are bolstered yet again. It’s peculiar, To give the right impression, at least a small bag of a similar hallucinogenic
think of how mystical this place must be for half of the characters must pass their drug onto the fire as well, in order to
wanderers like us. My name is Lech, and Impression roll. make the victim inhale the hallucinogen.
what may a simple vagabond like myself If any of the characters is a vagabond The vagabonds will then drink an
and my friends here by the fire do for you?’ themselves, they automatically convince antidote the next time the bottle is
(The chain of events continues down the vagabonds by the fire that their passed, which is right after Lech tosses
below.) thirst for information is theirs and the bag onto the fire.
theirs alone, and no Impression checks There are two reasons why the
are necessary. vagabonds want to drug the characters.
At the camp If the characters do not state their One is that Camille is a clairvoyant,
During a possible visit to the tent business Lech will just say that they and the vagabonds want revenge on
camp, the vagabonds will try to act came to the place about a week ago and the one that almost killed their friend
like nothing has happened. They are have not seen a thing. Not even a purse by delivering a message from the spirit
too afraid of being subject to another full of ducats will change his statement. world, something that can only be done
investigation by the town guards, which If the characters make a good if the characters are drugged. What Lech 25
is why they act as if they were unaware impression, the following will happen. and Camille were discussing was whether
of anything. Depending on how the The vagabonds seem content with or not to tell the characters about the
characters play out their meeting with your answers, and Lech takes Camille drug, something they did not think the
the vagabonds, the events that follow away from the fire. You see that they are characters would agree to. Additionally,
might be a little different. To be able to discussing something, before both appear they came to the second conclusion that
get anything useful out of the meeting, to be in agreement. Lech turns and sits made them agree on that. They realised
the characters have to make clear down by the fire and Camille walks over that things are becoming complicated and
that their investigation of the scene to the wagon and enters. Lech looks over that it might not take long before the town
by the road is not at all on behalf of to the wagon before sadness overcomes guard find out about the camp through
Koblenstadt’s town guard. his face and says to you: the characters. By drugging them, they
If they manage to convince them that (German) ‘Please, sit.’ He does not seem can break camp without having to answer
they are there on their own mission, to want to continue until you do. ‘It was to where they are going.
the vagabonds are cooperative, and about a week and a half ago, maybe even After being handed the bottle back
for 1 ducat each, and 5 pieces extra two weeks, that I went down to town to get and tossing another piece of wood into
for Michail, Lech will tell them of something to drink. Ludwig, who doesn’t the fire, Lech continues.
something strange that happened a few think much of towns, chose to stay behind at (German) ‘Camille watched over him
days ago. the spot you’re talking about.’ constantly, and several times it appeared as
To convince the vagabonds of their (German) ‘When I came back, I found if Ludwig had given up. We didn’t know
intentions, the characters must pass him bleeding by the side of the road. He what had happened, or if we too were in
an Impression check, based on their was almost beaten to death, and if it hadn’t danger. In spite of that, we chose to stay
knowledge in Rhetoric, modified by been for Camille’s care, he would’ve died until Ludwig had recovered. As you can see,
their social class (see table below). then and there. We tucked him in Camille’s we haven’t come very far...’
wagon over there, where he still is.’ With those words, the world around
He turns over and points towards the you seem to disappear. The colourful
wagon, then takes a large swig from the forest is suddenly filled with dark
bottle that he passes on. After everyone shadows. You cannot really understand
around the fire has had their share, he what is happening to you, but your hearts
suddenly pound in your chests, as panic What the spirit world message means
fills your bodies. You gasp in terror but is the following.
soon you cannot muster any resistance ‘The lily is not what you think.’
and feel as if you are enveloped by a Refers to the fleur-de-lis symbol and
heavy, warm calm. You are content with that it actually symbolizes a bee.
what you have accomplished in your ‘Two more hide in what killed the
lives and are ready for the next. occultist. The black cat is one of the two.’
What happens next is that Camille Refers to Edmundo, the werebeast
contacts them in the dream world. As sent by the Sapientia secret society.
the game master, you can choose which ‘She who saw will float in the river.’
characters that receive the message: it Refers to Emma, the harlot (see
may be one, several, or all. Those who are Non-Player characters below), and that
not contacted will wake up the same as the she will die unless something stops the
others, but will not remember anything. chain of events.
Just as you think you are dying, your How the characters interpret what
eyes flicker open and you find yourselves they heard, and how they use the
in a dream. You are alone, walking along information that Camille gave them is for
a road. It does not take long before you them to decide. Maybe they manage to
realise where you are, and a horrible roar figure out that Camille refers to Emma,
confirms your suspicions. You take a and in some way convince her to run for
step into the forest, but the man quickly her life before she is murdered. There
comes for you, with a cudgel in his fist. are many ways to use the information.
You immediately recognize him as the Eventually, all falls silent and you
captain of the guard Hans Blück. Fear lose all track of time. A day, a minute, a
courses through your veins and you turn year, or an eternity seems to pass before
to run. Before you manage to take a step you open your eyes again. The morning
26 something heavy hits you in the back and sun sparkles in the dew. The fire you
you fall to the ground in terrible pain. sat around has gone out, but not too
Herman kicks you on your back and pulls long ago, as the ashes are still warm.
your head up by the hair. You get up, still dazed from what has
‘Look who’s snooping about! This is just happened, but you realise that you
no place for snooping. I’ll show you what are alone. The tents and the wagon are
happens when you snoop about where you gone, as are the vagabonds.
shouldn’t.’ Regardless of when they arrived at
After spitting out the last words, the vagabond camp, it is the morning of
Hans begins to beat you in the face with the day after when they wake up.
his fists. It does not take long before
everything turns black and you are on
your way to what has to be the afterlife. 6. The Doctor’s Office
Somewhere from inside you, you hear The doctor’s office and home is on
a woman’s voice: the outskirts of the town. The doctor,
‘The lily is not what you think.’ Stefan von Hertzenblach, has much
‘Two more hide in what killed the to do at the moment, since many of
occultist. The black cat is one of the two.’ the town’s inhabitants have caught a
‘She who saw will float in the river.’ cold and a fever recently. Additionally,
‘Now sleep, my curious friends. Rest, he tends to sick animals. In the little
for the road you’ve chosen is not easy, and spare time that he has, he locks himself
dangers lurk where you least expect them.’ in his study and delves deeply into the
It is Camille who is speaking through mysteries of science. The doctor has Floor 1
the veil of dreams. She is unaware of a small, but relatively well-stocked
what she has told them, but she is dearly library. While there are no secret books 1. Reception
hoping that it is something that can that hide hidden truths, he has spent a A long bench is placed against the outer
make whoever hurt her friend answer small fortune on books from Paris with wall, and is the only furniture in the
for their crimes. the latest scientific discoveries. room.
2. The secretary’s room Visit at the doctor’s let a character notice that the doctor is
Here sits Sabine, the nurse, behind a The doctor is a very busy man. When hiding something, but not what.
desk, and registers and charges those he is not working, he wants to take it If they manage to make a good
who require the doctor’s services. easy in his library, with a glass of wine impression on Doctor von Hertzenblach,
or sometimes even spirits. Depending he will give them whatever belongings
3. Examination room on when they try to arrange a meeting, Übel Staal had with him when he died.
In the room’s centre is a bench and in the characters will be treated differently.
shelves along the walls are flasks and If the characters should choose to Übel Staal’s belongings
boxes of all sorts, together with some visit him via the private entrance during The belongings Übel Staal kept with him
strange instruments. daytime, a servant will answer the door when he was attacked in the forest and
and tell them that the doctor is working subsequently killed are at the moment
4. Office and, if they want a meeting, they will in doctor Stefan von Hertzenblach’s
This is the doctor’s office. A large oak have to go around and enter through possession. In a bloodied diary, missing
desk with a chair, and two shelves the reception. a few pages, two things of importance
stocked with folders and medical If the characters should choose to can be found. The night before Übel was
literature comprise the furniture. visit the doctor via the private entrance murdered, there is a note in the diary that
during night hours, a servant will answer Übel met with Emma (see “the Women’
5. Hallway the door and tell them that the doctor is Stairs”, below), which can lead the
A hallway that leads to the kitchen, tired and does not want to receive any characters to her. The second is two letters
dining room, drawing-room, and the guest. If, however, the characters have from a man called “Antonio Calvino”, the
reception. made a good impression, Doctor von supposed buyer of the Coin of Judas.
Hertzenblach can be bothered to answer
6. Kitchen a few of their questions. In either case, The letters
A simple kitchen with a worktop, the servant will take some convincing to
pantry, and shelves with kitchen call for the doctor.
utensils. If the characters choose to visit the Dear Herr Übel.
doctor’s office (and not the private 27
7. Dining room entrance) during the day, they will have I’d like to thank You for Your last
A beautiful table with chairs provides to make a good case to get to meet Doctor letter that I received today.
room for twelve guests. Against one von Hertzenblach, unless they really are I understand now that it may
wall, there is a shelf filled with sets of injured or seriously ill. He simply does very well be as You say, and
plates and utensils for different meals. not have the time to meet with them. In that Your sources must be highly
the reception area, there are a number trustworthy. What I mean is, it is
8. Drawing-room of people, both children and adults, not often, nowadays, that stories
Six comfortable armchairs are placed waiting to be examined by the doctor. of this magnitude leak out from
around a round table. Fancy bottles, an An old woman sits in the corner of the God’s library. If it is like that, the
assortment of glasses, and tea and coffee room with a lamb in her lap, petting it truth is all the more frightening,
sets are found on a shelf. constantly. Sabine, the nurse, will ask and might explain many of the
the characters what ailments they suffer rumours that have reached me
9. Entrance from. If they say that they have to meet from elsewhere.
This is the family’s private entrance. A with Doctor von Hertzenblach, she will Well then, after considering
staircase can be found here, that leads to tell them that the doctor does not have Your offer relating to Matthew
the second floor, along with wardrobes. time for personal meetings, since all his 26:15, I have decided that I want
time is devoted to patients. to purchase It.
I finish this letter wishing You
Floor 2 and our brothers all the best, and
If the characters insist on going to the Concerning Übel Staal yet again urge You to be careful.
second floor (albeit, without the doctor’s It does not matter how much the
permission), they will find the following characters ask about Übel Staal’s death, Faithfully, Your friend Antonio
rooms: 1. Library, 2 & 3. Storage, 4. Doctor von Hertzenblach will not
Doctor von Hertzenblach’s and his wife deviate from the story he, the mayor, Calvino.
Katarina’s bedroom, 5. The bedroom of and the mayor’s son have come up with.
Klara (the doctor’s daughter), 6. Guest Passing a Stealth skill roll with the
room. Detection discipline modified by -4 will
steal many of the writings, which 7. The Office of the
Dear Herr Übel. they later hid. Considering all of Imperial Administrator
this, this information that I have Herr Jarman Felde, the Emperor’s local
I must start off by saying how acquired from an independent administrator, has become a good friend
awful our mail service is. Not only source, I am more than obsessed of the Mayor, Herr Herman Blück’s,
does it take long for the letters to with buying this item from You. despite the fact that he hates the town
arrive but Your last letter was The price is steep but, as You of Koblenstadt and its inhabitants.
opened as well! It was probably know, I have managed to collect Herr Felde has spent time in all of the
just some lowly letter carrier who a fair amount of wealth over the greatest cities of Europe, and even
couldn’t keep their hands in their years. managed an incredible tour across
pockets. various Spanish and English colonies in
I also regret that I have delayed Faithfully, America, something which makes him
answering Your last letter. I Your friend Antonio Calvino. an unusual and well-travelled man. In
must say that Your friend’s thesis comparison to what he has experienced,
concerning the werewolves is In one of the pockets of Übel Staal’s he thinks of Koblenstadt as a miserable
indeed interesting, but let me bloody coat, there is a little bundle of place. The only thing to put him in a
tell You of something, perhaps paper. A red powder can be found inside, good mood is news from the big cities.
even more sensational, that I got so-called “wolf powder”. Consuming it
to hear about only a week ago. will render the affected forever invisible
Jewish Kabbalists, who lived to wolves and werewolves. Should the Visit at Herr Jarman Felde’s
in and around the Temple of characters show the powder to Johann office
Jerusalem at the time of Jesus’ Elk, he will tell them what it is and how Should the characters visit Herr Felde’s
birth, had spent a hundred years it works. He will also ask them if he office and tell him they can provide
taking notes of this oral tradition could buy it from them, for five hundred evidence that Übel Staal was killed in an
that descended from Merkavan ducats. unnatural way, he will answer that they
mysticism. They collected this oral Proper equipment and a successful will have to return the day after, as he is
28 tradition in something that came Science skill roll with the Alchemy just on his way to meet with the mayor. A
to be called “Sefer Yetzira”, the specialization, modified by -10, are representative from the Prince-Elector
“Book of Creation”. In reality, required to understand the powder’s is supposed to have arrived at the town
this was simply an enormous properties. to discuss the Prince-Elector’s visit the
key to the knowledge God had next summer. A successful Stealth skill
given Moses and was not meant Concerning the werewolf ’s second roll with the Detection discipline lets
for any other human being. The victim (The town that cried wolf) a character notice that Herr Felde is
decrypted version was called “Al If the characters choose to visit discernibly concerned with their claim
Cosheck Merkava” , “The Dark the doctor and inquire about the and that the meeting must be made up
Chariot”. As You may already second bestial werewolf murder, since Herr Felde’s words did not seem
know, the Hasidism took root in Doctor von Hertzenblach will be believable.
parts of Europe around this time, more forthcoming than if they come If the characters, despite their
and can be, in many regards, tied inquiring into Übel Staal’s death. The suspicions, decide to return the next
to this tradition, even though I doctor and the mayor are keen on day, one of the party may notice
highly doubt that they managed to having as many as possible see that it (following a successful Stealth skill roll
decrypt the Sefer Yetzira. is not the work of a werewolf, but of with the Detection discipline) a shadow
The Al Cosheck Merkava gave a bestial, savage man, something they of something that could be a rifle behind
these Kabbalists the power to were less reasonable with regarding the pulled-down curtain in Herr Felde’s
create and awaken creatures that Übel Staal’s death. office window. It is the Captain of the
weren’t meant to walk upon this The characters will see, if they ask Town Guard, Herr Hans Blück, that
Earth. In the writings I have to examine the body, obvious signs that they see. Herr Felde went straight to
come across, there are mentions of they are dealing with a human murderer. the mayor to tell him that the characters
blood-suckers with eternal life, of Choke marks from fingers and knuckle- have discovered the truth about what
men in the shape of wolves, and of shaped bruises can be seen all over the happened to Übel Staal. Thus, the mayor
ghosts, filled with wrath. Rumour body, and the characters cannot help is there, together with Hans and a few
has it, however, that Jesus and but wonder what kind of deranged men from the town guard to make sure
some of his followers managed to individual may have committed this the characters have meddled enough
break into the temple grounds and heinous act. in their businesses and that they never
return to Koblenstadt again, if they 8. The Circus Visit at the circus
want to live to see the next day. Hans South of town, by the little lake of Glibsee, If the characters decide to visit the
Blück will then convince the characters, a small circus has made camp, waiting for circus and ask to meet the director,
with fists and kicks, that these are not winter to pass. This is the official version, they will be told to come back the next
empty threats. at least. Edmundo, the freak werewolf, day, as the director is a little under the
If the characters choose not to who is sent by the Sapientia Order weather. This is an instruction given
return, or if they spot the shadow joined the circus as it headed for Paris. by Edmundo to the director that he
before it is too late, they will now be He hypnotized and poisoned the director tells everyone who wants to meet with
hunted. The mayor will declare that one and made him dance to his tune, and him. The circus people that receive the
of the characters is now wanted, under they set off for Koblenstadt. Now, he acts characters will ask them about their
suspicion of being a werewolf. All tips in the dark and uses all of his power to names and reason for the meeting.
that may lead to their arrest will be blend in and make others do his bidding. That way, Edmundo can prepare. If the
rewarded with 5 ducats. This ought to The director is still under the freak’s characters refuse to state their names or
start a witch-hunt and will make it very spell and no decisions are made without business, they will not be granted the
difficult to move around town. Edmundo’s influence. meeting.

29
When they return the following day,
they will be greeted by August, the
Swedish strongman, who leads them
through cages and carts to the director’s
wagon, where the director waits with
Edmundo by his side.
In front of you is a small, pale
gentleman in a tight coat and worn
hat. His eyes are dim and blank.
Behind this little creature there is a
giant freak whose hunched posture can
almost be likened to that of a gorilla’s.
The arms are so long that he could use
them as an extra pair of legs. The most
grotesque part of his body, however,
is his back; an enormous hump juts
like a tower behind his malformed
head. You can clearly see a deformed
spine which, like a cockscomb, is still
visible through the grey woollen
sweater. The face is as misshapen as
the body. It is covered with boils and
open wounds, the lips are cracked and
lacerated, one eye is on its way out of
the socket and looks largely unusable.
The man moans something, to which
30 the director hums calmingly.
The director does not say much, he
does not have much to say at all, since
Edmundo is completely in charge. He
will repeat that their only business here
is to await springtime and that they
will leave as soon as it arrives. Should
the party become too pushy, he will back street that runs between the market services. To deny them, or to not
ask them if they would like a tour and and the bath houses, Koblenstadt’s five offer any compensation can drastically
to see the animals. If so, he will ask prostitutes spend their days. During reduce their chances of getting
one of the zookeepers to show them daytime, the street is quiet and dim, anything useful out of them (see the
around. They can see lions and a few during the nights, the women stand in non-player character Emma below).
monkeys in different cages, and chained the middle of the stair outside Visbaum, If they arrive sometimes during the
behind a cart is an elephant. All these the wine shop, and tempt the guests night, when the girls are working, the
beasts are very unusual visions for with their bodies. The women are poor game master may read the following text:
most Europeans in the 18th century. and neglected, and have to endure scorn
Please make the players understand and derision from most of Koblenstadt’s The narrow alley, with its cracked
how looking at such animals should citizens. The few customers they have cobblestones, is wedged between two
be a very unusual experience for most are shady characters. buildings with facades that ought to have
of their characters, unless they have been repaired ages ago. Far from the finer
very unusual backgrounds, linked with establishments’ linen and pearl necklaces, a
Africa or Asia. Visit at The Women’ Stairs group of women stands beneath the rough
One of the women is 16-year-old oil lamps. They are looking for buyers of
Emma. If the characters visit the their questionable services. You quickly see,
9. The Women’ Stairs prostitutes and meet with Emma, or that since the foundation of the town, apart
The nickname “the Women’ Stairs” if they in some other way have found from the gonorrhoea, this type of woman has
refers to one of the less respectable out that the harlots may have some been the most stationary element in this part
places in this small town. On a narrow information, they will offer their of Koblenstadt.
10. The Wine Shop Visbaum Hans Blück, and his six armed guards. characters of what service he might be;
Visbaum is the hub for Koblenstadt’s Eight lamplighters, two gravediggers maybe there is a crime that needs to be
less fortunate people. It is a filthy, and one executioner round out the force. taken care of, he says. The characters
run-down wine shop right in the middle The executioner is a man feared by most can clearly see that the captain is excited
of what is called “the Women’s Stairs” citizens and therefore lives a distance and finds pleasure in torturing people.
(see “the Women’s Stairs”, above). from the town, and only appears
A simple bar, six tables with chairs, and whenever he imposes a sentence. The
a bench along one of the walls make up six guards often patrol the town streets 12. The Church and the
the furnishing. A wooden stair leads up to in pairs, during both night and day, on Cemetery
the top floor, where there are three rooms a schedule. If the characters are out A fashionably simple church building,
that may be rented by the hour, and a during the nights, there is a great risk with an adjoining cemetery, is situated
dormitory where the harlots live together. that they run into a pair of patrolmen. right outside the town. Nowadays the
The only person of interest at the The guards are suspicious of those who church is empty, and characters who
establishment, apart from Emma spend the nights outside and ask what want to attend Sunday Mass will realize
the harlot, is Kristian Dragel. If the the characters’ business is. If they are this. Depending on who the characters
characters are curious to find someone caught several times, they will become ask about the church (whether or not
who can help them with their mission, so suspicious that they will inform their they know it is empty or not), they will
and ask around town or the owner of the Captain, Herr Hans Blück, that the get different answers.
wine shop, Herr Lars Hanner, they will strangers are probably up to no good. If they ask anyone involved (that is to
be directed to Kristian Dragel (see the The town jail itself has three parts: say, the people of high status) they will
non-player characters). the prison cells; the spinning mill, say that the priest’s period of service
where six convicted women spend their was over and that they chose to not
days and nights chained to the spinning prolong it, since the priest could not
Visit at the wine shop wheels; and the office itself, where Hans keep himself from the holy wine. A new
A visit at the wine shop would imply Blück and his guards can be found. priest from Bonn is to arrive any day
unpleasantries for any character who now.
does not belong to the lower social strata, If the characters ask someone from 31
as a fight will break out soon after the Visit at the town jail among the ordinary citizens, they will
characters have arrived. The fight does If, for any reason, the characters would cross themselves and say:
not directly involve the characters and like to visit the town jail on their own ‘We live in a town of sin, and that is why
seems to be about a quarrels between two accord, they will find Captain Hans Blück the church stands empty.’
local bullies. However, since the characters in the middle of prying a confession out To live without a priest is something
are clearly possible targets for local of a man. The armed guards stand on the citizens are very worried about. A
thieves and thugs, they may risk to get each side of a chair on which a bloodied town without a priest and God’s allies
involved into the fight. Maybe the local man sits, crying, stripped to the waist, will not make it long before something
bullies are just pretending to quarrel, in arms bound. On his back, large bruises bad happens to it. If anyone asks for
order to bump into a character and maybe can be seen. The captain of the town how long this has been, the answer
rob them. This is an excellent moment to guard stands, dribbling from the side of will seem to correspond with the days
introduce Kristian who, having noticed his mouth, in front of the man and calmly around Übel Staal’s accident.
the character’s discomfort, will step in asks the man if, by any happenstance, he
between the belligerents to stop the was not guilty of the crime. When he
brawl, for a few ducats, of course. denies the fact once again, the captain The priest’s last words
On the other hand, if most of the clenches his already bloody fist and beats The church offers two hints that the
characters clearly belong to lower the man a couple of times about the body priest, Johan, planted before he left.
social classes, , the risk of stepping on and face before he wipes his mouth with In the left corner, behind the altar, is a
someone’s toes is not that great. All the other hand and asks the question statue of Moses carrying the two tablets
tables will be full, except for one, where again. This procedure is repeated twice upon which the ten commandments can
Kristian Dragel sits alone. more before the man finally confesses to be read. One of these commandments,
the crime, which he most probably did Thou shalt not bear false witness against
not commit. The man is taken away to thy neighbour, is faintly filled with red
11. Town Jail and the a prison cell by the two guardsmen to be paint.
Town Guard sentenced. On the great crucifix, Johan has
At the town jail, the characters may Hans Blück will then wipe his hands bound Jesus’ eyes to keep him from
find the captain of the town guard, Herr and mouth clean, before he asks the seeing the congregation living in sin.
A visit to the cemetery the game master may let the cat visit the of a larger building that has been
The cemetery is set apart from the rest of party as they are busy digging up the demolished a long time ago to provide
the church grounds with a stone wall, a corpse or anytime during their visit at material for other constructions. Over
meter tall. There are two entrances, one the cemetery. Edmundo wants to make toward the north-east, there is a wall
with an iron gate. Above the gate, the sure that the coin or any lead to where covered in vines, shrubbery and trees.
word “Sepulchrum” can be read. Naturally, it may have gone is not buried with Übel The wall reveals that it might have been
there should be a ghostly atmosphere over Staal. The cat sits atop a crypt near the a larger building, maybe even a castle.
the cemetery, if the characters visit during party and observes them with weirdly A successful Stealth skill roll with
the night. The full moon shines its bleak intelligent eyes. As they notice the cat, the Detection discipline, modified by
light. Sounds can be heard that would not the characters cannot shake the feeling -5, lets a character notice the black cat,
have been picked up during the day, that that something is not right. The notion following them from a safe distance.
now seem to be caused by both ghosts that a large predator is in the vicinity
and werewolves (causing 1 single point and the increasingly threatening sounds
of mental damage when heard). Übel of the night impose 1 point of mental The crypt
Staal’s body is buried on the outskirts of damage on each character. Should Stairs down, covered with leaves and
the cemetery. He lies between two smaller anyone try to shoo the cat away, with dirt, lead into the dark where the smell
crypts and the only indication is a simple, means that usually would scare off a of old, damp earth becomes stronger
wooden cross saying ‘Here lies Herr Übel cat, they see that their efforts have no with every step. At the bottom, they
Staal, the occultist’, Born in AD 1690, Dead apparent effect on the animal, which find a tunnel whose floor is covered
in AD 1743.’ calmly stays where it is, observing. It with rotten twigs, dirt, and leaves.
Exhuming the corpse is a criminal only moves if the characters come too Cobwebs stick to their faces as they
offence that may lead to severe close, or start shooting at it and, even move onwards. The tunnel leads some
punishment. The patrolling town guard then, it only moves to a safe distance, ten steps forward into the underground
visit the cemetery at 2-hour intervals, from where it continues its observations. before they arrive at a square room with
and if they notice a light source, they a sarcophagus in its center. By pulling
will most probably sound their whistles the giant stone lid aside, they will find
32 for reinforcements before they go to The military students the key to the sewer system that lies on
investigate what is going on. If the characters chose to examine Übel the ribcage of a skeleton inside.
If the characters manage to exhume Staal’s body, they will be visited by the The key is made of iron, approximately
the body, they will see that it has been military students after they are done. twenty centimetres long, with one side
violently maimed and is in very poor They have snuck up on the party as looking like a branding iron with a loop
shape. Both the smell and the sight of the they were busy filling the grave. The and the other looking like the letter “R”.
mutilated body should pose a frightening military students will threaten the The loop is the bow while the letter “R”
experience (treat is as a Fear Factor of party one last time: if they have not left is the blade (see “The lion relief and the
1d10). The decomposition is already the city by noon tomorrow, there will sewer system” for its use).
started but most of the damage of the be open war between them. A fight will
body is rather clearly linked with the break out during their next encounter
violent way in which Übel Staal died. One (if this happens, the students will flee as Encounter with Edmundo,
eye seems to have been punctured, he has soon as one of them becomes injured, as the werewolf
suffered two large bites to the stomach they are important elements in the final If they have not yet been confronted
and one to the leg, and the right arm is scene down in the sewers). by Edmundo, the werewolf, they will
torn straight off and lies beside the body. encounter him here. Edmundo has
This proves that Übel Staal was killed in followed the party and, when they exit
a very different manner than by hitting 13. Übel’s Family Grave the crypt, he will be waiting behind a
his head on a rock. A successful Science Übel Staal was the descendant of a rock with a musket. He tells them to
skill roll with the Healthcare discipline German knight, who erected a smaller toss him “the item”. Edmundo is not
lets the character notice that the body has castle in the woods north of Koblenstadt. sure of what, exactly, they have found in
been tortured, too. Someone has pushed A glade makes way for something that the crypt, but he thinks it is a key that
an awl-like object in its back several times. appears to be an old ruin. The only thing leads somewhere. Best case scenario is
that seems intact, but roughly treated that they have found the Coin of Judas.
by time, is a small crypt with its gate Edmundo will not leave without it and
The black cat open, leading down into the darkness. will become aggressive should they not
If no one in the party knows that the black By its side lie boulders covered in moss hand the item over. If a fight breaks out,
cat in fact is Edmundo the werebeast, that seem to have been the foundation he will fire his musket and then, against
33
his will, turn into a werewolf. He will is somewhat more worn out than the sewer and wash away the filth. Initially,
not fight to the death, but will flee if other letters. Naturally, a crafty player another tunnel was planned that would
he is taken to the Vulnus Grave status who wants to try to insert the key in the draw off the sewage, but fortunately,
(Health Level 3). letter does not have to roll. this would not be necessary as a natural,
To hide his identity, the game By inserting the key found in Übel underground stream was found.
master may already have let Edmundo Staal’s family grave into the letter “R” of Even though the sewer system still
transform and attack the characters as the word “Regis”, the hidden door below works, it has been a long since it was
they leave the crypt. the relief is unlocked. If the characters used. Water has been flowing through
(or someone else, for that matter) do the system ever since, but after a fire
this, they will hear a loud click and then that ravaged the town, the system
14. The Lion Relief and the sound of two heavy stones that are was forgotten as new buildings were
the S ewer S ystem pulled against each other. A crack in the constructed on top of the old ruins. The
Opposite the baker’s shop, in the western foundation of the house becomes visible, only building still connected to the old
parts of the town, there is a giant relief and by pushing aside a 10-centimetres sewers is the one with the lion relief.
on the gable of a building. The building thick stone slab, a stair is revealed, that
is one of the oldest in all of Koblenstadt, leads down into the darkness. 1. The hidden entrance
and the relief is impressive, to say the A stair leads down to what was once a
least. It is of a lion that rests on top of a clever attempt at something as modern
pile of bones and skulls. Above the lion The sewer system as a sewer system. The stairs are steep,
is a family crest that is hard to discern. Long ago, a mayor who lived in town got and great care is necessary to not fall
A successful Culture skill roll with the idea that if everybody threw their down them.
the Civics discipline (the Heraldry sewage down a hole in their basements,
specialization is advantageous) modified you would avoid the smell that was in 2. The landing with the warning
by -5, reveals that it has to be a French the town’s streets. Additionally, you The stairs end at a small landing, where
family crest. Anything more than that could walk down the streets without a door leads to the sewers. On the
is hard to tell since the characters the risk of having someone’s garbage door, Übel Staal has carved a warning
34 knowledge of local history should be or excrement poured over you. Two in Greek. Everyone who passes a
limited. Below the lion relief, at eye long tunnels make up the system, that Communication skill roll with the
level, the inscription: was dug out below what was then the Reading and Writing (Greek) discipline,
- Rex Regis - (meaning “King of a town’s ten to twenty houses. After a lot modified by +6, can read the following:
King” in Latin) is carved directly on a of bother, the tunnels were completed. “Death awaits between the second and
wall. One was situated slightly above the third ramp.”
A successful Stealth skill roll with the other as to create a natural drop. Water Übel has set a trap here, and since he
Detection discipline, modified by -5, lets from the river was fed into both tunnels knew Antonio Calvino knew Greek, he
them see that the letter “R” in “Regis” to allow water to run through the left a warning for him there.
3. The sewers The underground stream rapidly flows the sewers could be controlled. The
The smell of damp earth and mould under an arched ceiling and to swim or underground stream that was discovered
hits the visitors when they step into wade across is impossible. There is a was meant to be used for more sewer
one of the two tunnels that together shelf carved out on the far side along the systems under the town. Unfortunately,
make up the sewers. The tunnels are stream, allowing for passage back and the mayor and the big driver behind this
some 4-meters tall and almost 1 and forth. To access the shelf, two planks are project died in the fire, and with him the
a half meters wide, and in the far end laid across the stream from the tunnel plans for the larger sewer system.
water can be heard running down to the to the shelf, with a rope tied between the A ladder leads up through a hole in the
sewer floor. A rickety bridge, that time walls for stability. ceiling. Above, the way is blocked, but if
has left even more rickety, is built some a character succeeds with a Situation roll
2 meters above the floor. In the lower Returning with the Coin of Judas with a Situation value of 7 (± possible
sewer, between the second and third When the characters have found the modifiers from the Constitution trait),
ramp, there is a trap that Übel has set. Coin of Judas in the control room, they manage to break through the
The characters can see the basic the three military students will try trapdoor that has been placed there when
trapdoor with a successful Stealth to coerce the characters into handing the new house was built.
skill roll with the Detection discipline, over the Coin. They have followed the In the middle of the room, placed on a
modified by -10 (mostly because of the characters and awaited the opportune table, is a cloth bundle. In it is a beautiful
lack of light, but also because of Übel’s moment, which, obviously, is here (if wooden box of the highest quality. The
handiwork),. the characters have posted guards, lid opens smoothly, and on a bed of blue
If someone sets off the trap, the the game master will have to choose silk lies a shining golden coin: the Coin
trapdoor opens and everyone who is another, fitting, place for the ambush). of Judas.
within 5 meters of the one who set off They have removed the planks and cut
the trap fall to the floor where Übel has down the rope that now is only fastened
placed sharpened stakes. The fall inflicts on the characters’ side. They promise, 15. Tibelda Rhoos’ house
1d10 (OR 10) Health Points of damage and swear by the cross of Jesus Christ, The widow Tibelda Rhoos’ house is a
and there is a chance of being impaled. that if the characters toss the Coin over, basic, two-storey building. To help with
Roll a d20 for each character which fell. they will tell someone in the town that her poor finances, she has had a stair 35
If someone is unfortunate enough to they are down here. If the characters do built that goes to the second floor, which
roll 1-5 on a d20, they will be impaled not toss it over, they are willing to wait she rents out. Right now, she rents it
by one or several stakes that together them out. The characters lack food, and to the three military students, who she
cause 1d10 (OP 8-10) Health Points of will soon starve, and the students are in really likes, despite the fact that they are
damage in addition to the damage dealt no hurry. The only thing the characters out carousing during the nights. She has
by the fall. may threaten with is to throw the Coin warned them that nothing good ever
into the water, to which the students comes from a place like the Women’
4 & 5. Ramps will answer: Stairs, and that the three should find
Wooden ramps are placed across the ‘Please do; you will only be doing us their sweethearts in any other place than
water that runs from one level to the a favour. The Coin’s destiny is to be put the “desire alley”, as the widow calls it.
next. These are in very bad condition somewhere far from ordinary people, never Two rooms make up the top floor: a
from the constant flow of water. The to be found again. If you cast it into the living room with a couch, armchairs and
characters will notice this as soon as water, it will never surface, and you will a table, and a bedroom with two beds
they take the first step and ought to only give the Coin the fate it deserves.’ and a mattress on the floor.
cross them with great care. Roll 1d20 When the characters get here, the
for any group of persons which is 7. The path three military students have already
crossing the ramps at the same time. If A path leads to a massive iron door, left, since they have heard that they are
one person crosses at a time, the ramp that is locked with a heavy padlock. being sought after, and have set up camp
will break on a result of 1-2. For every The lock requires 5 successful Stealth in the woods. If, against all odds, the
additional person, the risk increases by skill rolls with the Lock Picking characters find the flat before they have
a factor of 2. If two people try to cross at specialization in a row or may be moved out, the party will find coats and
the same time, the ramps will break on a destroyed by causing it 100 points of weapons in the room, but nothing that
result of 1-4; if three people try to cross damage. will tell them who they are or whom
the breakage will happen at a result of they work for.
1-6, and so on. 8. The control room
The original idea was that this was
6. Underground stream supposed to be where the flow of 16. The Thieves’ Guild
the vicarage. A beaten path leads from
the vicarage down to the church.
If the characters break into the house
to see if the priest had something to
hide, they will find a bunch of keys on
one of the sheet-covered tables next
to an open bible. The keys are for
the church, and in the open bible the
following can be read (assuming the
reader passes a Communication skill roll
with the Reading and writing (Latin)
specialization, modified by +6):

✦✦ Exodus 23:1 - You must not give a


false report. Do not join your hand
with the wicked to be a malicious
witness.
✦✦ Exodus 23:2 - You must not follow
the masses to do evil, and do not
testify in a dispute that agrees with
the crowd to pervert justice.
✦✦ Exodus 23:3 - You must not show
partiality to a poor man in his dispute.
✦✦ Exodus 23:4 - If you meet your
enemy’s ox or his donkey going
Hideout committed. The reason is that Herman astray, you shall surely return it to
36 The local thieves’ guild has its hideout is the natural father of one of the guild’s him.
in an abandoned building north-east of younger members. Naturally, he would ✦✦ Exodus 23:5 - If you see the donkey
the town. The surroundings are under deny it fervently, if the truth came out. of someone who hates you lying
constant watch. The characters will be The boy is now 11 years old and has no under its burden, you must not ignore
immediately discovered if they come idea of who his father is. The mother was it; you must surely help with him.
closer than 50 meters (or 10 meters an unfortunate soul who spent her days ✦✦ Exodus 23:6 - You shall not turn
during the night). at the Women’ Stairs and disappeared justice away from your poor in his
In the town, there are a group of less under mysterious circumstances shortly dispute.
fortunate juveniles that make a living off after the boy turned 6. No one knows ✦✦ Exodus 23:7 - Keep far away from
of pickpocketing and burglaries. They that the disappearance has to do with a a false charge, and do not kill the
have their seat in an abandoned building letter the mayor received. In the letter, innocent and the righteous, for I will
right outside Koblenstadt, and consist of Herman read that the small amount of not justify the wicked.
fourteen boys and nine girls whose ages money the woman had received to keep ✦✦ Exodus 23:8 - You shall not take
are between seven to eighteen. It is a quiet had run out and that she and the a bribe, for a bribe blinds those who
fairly peaceful guild that seldom resorts son needed more to survive. see and subverts the words of the
to violence. Sometimes, however, a guild Depending on how much time you righteous.
member has been cornered and found have to spare, the game master may
themselves forced to pull out a knife, but it make use of the thieves’ guild. If you do
is usually only as a threat. The guild finds so, please read the part called “Theft”
it necessary to exclude members who do below.
so, albeit unwillingly, as the town guard
does not seem to care much about them as
long as they refrain from violence. 17. The Vicarage
That the town guard does not care The vicarage lies deserted on the
is due to the fact that captain Hans outskirts of the town. Furniture awaits a
Blück has been ordered by his father, new owner under white sheets. The priest
the mayor Herman Blück, not to do so could only take with him his personal
unless any violent crimes have been belongings, since the rest belonged to
18. Herbert Herberger’s visit him late at night or early in the ‘It came quickly over the fence by
House morning). He seems hesitant to answer, Wilmert’s house and stopped as it saw
A simple and ramshackle house in which at first, and blames what he saw that me (marked with a W on the map if
Herbert Herberger, the drunkard, lives. night on too many bottles of too strong asked where this happened). It stared at
Herbert’s life and greatest passion lies liquor in his saddlebags. The reasoning me with wrathful eyes and I felt terror
in a stable next to the house, which is behind this charade is that the mayor has paralyze me.’
kept considerably better than the house personally threatened to put Herbert He spits in the straw.
itself, the man loves horses and is more behind bars in he continues to spread ‘Fortunately, I was on Sorrel, a very
friends with them than he is with people. these kinds of lies. ‘Do you really think fast horse,’ he says as he pats the giant
If the characters have horses of Prince-Elector Charles Theodore will visit horse on the neck, ‘and when I came to
their own, and need to house them Koblenstadt if he hears of such rumours?,’ my senses again, I rode as fast as I could
somewhere, this is where they are he had told Herbert with his son Hans to the market. Despite my fear, I couldn’t
taken. Herbert charges 20 pieces per in the background. help but look over my shoulder, and to my
horse per day. Included in the price is To convince Herbert, a successful great relief, I saw the monster pass into the
a little exercise for the horse, as well as Communication skill roll with the woods beyond the farmyard. That was the
food and care. Herbert might, however, Rhetoric discipline is required. The skill last I saw of it. I could swear by my stable
accept 15 pieces per day and horse for value is modified by +2 for every ducat and all of the horses inside that it wore
the entire stay if he is offered two bottles they slip him, and if the deal includes grey wolf ’s fur and the scornful eyes that
of schnapps. Any character who clearly a jug of schnapps, it is modified by an stared at me sat in a wolf ’s skull, with
seems to belong to the aristocracy, will additional +1. fangs and all. But what really sent shivers
instead be charged 30 pieces per day. Herbert does not like the aristocracy, down my spine was that it stood on two
especially not after the mayor’s threat, legs as if it was human. I can still scarcely
or anyone from the higher social classes, believe it, to see this beast in a man’s
Herbert and the rumours that is to say, anyone who is richer than shape, so bestial yet still so humanlike.
an honest worker. If anyone from these Mark my words,’ he adds in a warning
about a werewolf. social classes is present during the and takes a swig from a bottle, hidden
If the characters visit Herbert while questioning, the roll is modified by -4. in the straw. 37
inquiring into the werewolf rumours, If the characters manage to convince For some extra coin or liquor, he will
they will find him grooming a large, Herbert, in any way, to tell them what also tell them that the mayor threatened
black horse (unless, of course, they he saw, he will tell them the following: him.
 Encounters and Events 

38

Events that happen during the light the street anew. You walk slumped, street carry weapons, too, that they hide
characters’ stay at Koblenstadt are watching the ground to not step in under their coats. Luc is the one who
found below. The game master is invited someone’s trash or the excrement that confronts the characters, Mano stands
to consider them all and organize them runs between the cobbles. A shadow behind them, and Julius lies on the roof.
according to how the story goes with breaks off from one of the buildings. If the party does not leave town, the
the characters and which actions they From a dark gate, a silhouette takes a military students will try to capture one
do, before choosing if and when all of few hurried steps out onto the street, of the characters as soon as they are alone.
these events and encounters happen. blocking your path. He hides his arms If they succeed, they will cut a large gash
under a long coat and most of his face in the character’s right cheek (1 point
is covered by a black mask. Soon after, of physical damage) and tell them that
A warning another man comes up from behind you. next time, it will be their throat. Should
It does not take many days before The man in the front says: no opportunity arise to kidnap anyone,
the military students learn that ‘Brothers, we don’t intend to scare you, they will instead set an ambush and fire a
the characters are in town to solve but we wish for you to leave town as soon warning shot, or rather, they will try to
Übel Staal’s murder. As soon as the as possible. Leave now, and leave the past shoot one of the characters in the leg, but
opportunity arises, they will confront behind. Don’t dig deeper for the truth; you the shot narrowly misses and instead hits
the characters, preferably during the won’t be any wiser. If you haven’t left by the gutter, thereafter they will escape
night, in a narrow, dark alley, to warn noon tomorrow, we will take action.’ over the rooftops to their hideout. This
them. After that, the men disappear into the will only happen sometimes at night,
The darkness envelops the night darkness. never during the day.
and covers the town with its cold The third military student has hidden If the characters manage to discover
coat. The light of the few oil lamps himself on a roof nearby. He has an the identities of the three military
flickers ominously in the heavy wind. excellent vantage point and can easily students (they will cover their faces
Momentarily, it seems as though they fire at any of the characters without during the confrontation, or try to
will die out, only to come back to life and hitting his friends. The two down on the escape if they believe they might get
unmasked) there will be open war. In that
case, they will return to their shelter,
recover all their weapons, and try to
kill the characters. Still, they will never
make such an attempt during daytime,
only under the cover of darkness.

Werewolf Rumours
One night, soon after the characters
have arrived at Koblenstadt, they will
hear that a werebeast has been spotted
right outside of town.

The Drunk Who Cried


Wolf
The following episode takes place on an
evening when one or several characters
are at the reception of Manfred’s Gasthaus,
after the characters have stayed at the
inn a few nights. The language spoken
is German, and if none of the characters
speak German, the game master will
instead have to describe to the characters
what they see. Also, if no one is proficient
in German, Matilda will not mention 39
Herbert’s drinking habits.
The heavy wooden door is
suddenly slammed open, and Nina,
the innkeeper’s daughter, storms in.
Her voice is shrill and she sounds very
frightened as she, without regard for
the characters’ presence, begins to tell
her mother Matilda, who is behind the
desk, that a werewolf has been sighted
outside of town. Matilda replies quickly
that such a thing does not exist other
than in stories to scare small girls, and
that she shouldn’t pay any attention to
what the drunks in the square tell her.
Nina frowns and says that it’s the truth.
She says that she heard it from Herbert
Herberger who just came to the square,
loudly telling everyone what he saw.
Matilda explains to the characters (if
they understand German) that Herbert
usually brings with him a bottle or two
when he rides out to exercise the horses
left in his care. Nina sours and storms
up the stairs to her room.
If the characters decide to pay Herbert
a visit, see the “Herbert Herberger’s
house” part.
The rumour’s effect had just attacked him. It is not until the currently examining the body and finds
At first, people get suspicious after unfortunate soul is lying bleeding on no similarities between the wounds
Herbert’s announcement. Some believe the ground with a cracked skull, that and those on Übel’s body. Doctor von
in the rumour, others do not. It is mostly Hans realises what he has done, and that Hertzenblach soon realises that the man
people from the lower classes that it does not have to do with a werewolf was beaten to death by a very natural,
believe the story, some from the upper attack at all. Hurriedly, he scrambles off human, monster. This is also what the
classes too, but they refrain from telling without looking back, letting the man mayor half-heartedly tries to convey
anybody. People become more and more die from his injuries. to the citizens. Despite his attempts to
careful, and stay indoors as soon as the During the next day, when the dismiss the werewolf rumours, there is
night comes knocking. To be out on the characters pass by the square no longer any doubt among the town’s
streets at night is seen as foolish, even (sometimes during the afternoon), they inhabitants of what killed the man.
by those who do not believe in Herbert’s notice an angry mob, brandishing their
assertion. fists, yelling obscenities at the mayor
Even so, it does not take long before who desperately tries to calm them from Further effects of the
fear spreads through Koblenstadt like his carriage (if the characters do not werewolf rumours
a chain reaction as neighbour tells to pass by the square, they hear the tumult The consequences of this bestial, albeit
neighbour. Soon, several witnesses which ought to lure them there). By his human-committed, murder is that the
claim to have sighted a hideous beast, side, his son Hans firmly grips a musket, people are on the verge of total panic.
late at night. Its appearance varies threatening the mob with a look that They dare not go outside after dark
from case to case, and even the most shows his displeasure. and even during the days, people are
easily scared realise that the accounts If the characters close on the angry scarcely seen wandering on their own.
are nothing but make-believe, sprung mob, they hear men and women They stick to smaller groups, wherever
from someone’s desire to be heard. Even shouting at the mayor. They will hear they are headed. People from the higher
though most rumours can be dismissed, the following, before Hans shoots his social classes are hardly seen at all, and
there is a tension, affecting everyone gun into the air and tells the crowd when they are, they are accompanied by
in Koblenstadt. This tension will soon to disperse, now, and picks up another armed bodyguards. Citizens, regardless
40 escalate into a manifestation at the cartridge from his cartridge box. of social status, are more suspicious
Koblenstadt square (see “the town that ‘What will you do about this?’ towards strangers, and if the characters
cried wolf ”). ‘How many more will have to die?’ are careless, they may very well be the
‘You have to find it, and kill it!’ target of another angry mob, accused
‘Herbert was right!’ of being man wolves, especially if they
The Town That Cried ‘The werewolf could be anyone in town!’ have been seen out at night.
Wolf Hans pulls up his musket and shoots
Late at night, three days after the into the sky, the shot echoing between
characters first hear of the werewolf the buildings, which causes the crowd to Stalked in T he N ight
encounter, something happens that fall silent. He says, without raising his Sometimes when the party is out, late
will alter the lives of many a citizen voice, that it is time to go home lest the at night, wandering the streets, they
of Koblenstadt (the game master may next shot will be aimed at them. suddenly feel like someone is following
freely rearrange the time for this event, Upon investigation, the characters them. This will occur some three to four
so that it fits their game better). Many, will find out that a man was found dead, times during the mission. The first two
maybe even everyone, will blame what early this morning. His injuries were so or three times, the characters will not
happened on the werewolf. The only bad that at first, they could not tell who be able to see who the stalker is. They
one, however, that knows the truth is it was. It was not until noon that they will only feel watched, and every time
Hans Blück, the captain of the guard. found out, as a heartbroken wife came it happens, they get the feeling that a
After a night of carousing at looking for her husband. No one living predator is eyeing its prey (The fear will
Visbaum, Hans had wobbled home in in the area has seen or heard anything make the characters suffer 1 point of
a drunken stupor through the more during the previous night. mental damage for every occasion).
run-down districts when a man on a The body is now waiting to be The last time it happens, it does not
similar mission, to get home and sleep examined at doctor Stefan von take long before the stalker makes himself
off his drink, happens to round the same Hertzenblach’s clinic. If the characters go known as Edmundo, the malformed
corner as Hans, whereupon they ran to visit the doctor, his assistant, Sabine, circus-worker. At the moment the
into each other. Hans, in a haze, and will send them away since the doctor characters notice that they are yet again
obviously influenced by all the stories, is very busy with his work, and does being followed, Edmundo realises he
begins to pummel the “werewolf ” that not want to be disturbed. The doctor is is discovered and quickly disappears
into an alley. This time, however, the on the SAPIENTIA brooch (the game Theft
uneasy feeling, that of being stalked by master has to find some other way for At one occasion, as the characters
a predator, is absent. The reason for this them to acquire it). are strolling around the streets of
is that Edmundo, the previous times, Koblenstadt, one of them will come
followed them in cat-shape. Arrogantly, across one or several of the older and
he chose to not to, which also led to him Encounter With the more talented members of the thieves’
being discovered. The characters do not Wisdom guild. You, as the game master, must
necessarily connect the previous times On a small plate, no bigger than a small decide how this encounter will impact
with this one, since the eerie feeling was coin, a golden wasp is fastened. On the the rest of the mission. The easiest
not present this time. back of the plate, it reads “SAPIENTIA”, option is to let one of the characters
If the party decides to hurry after which is also the name of the secret order be robbed of a personal effect they
Edmundo to confront him, he has the misshapen man belongs to. How the are carrying with them (for instance:
disappeared into the alley. Judging by the characters treat this new information a purse, a snuff box, a ring, a dagger,
length of it, the malformed man cannot will greatly influence the mission. a pistol, or anything else of value). A
have made it to the next junction, and Any character who knows Latin more advanced, and perhaps more
has to be hiding somewhere. The only (Communication skill and the Reading entertaining option is to let the thieves
living things that seem to be around, and Writing Latin specialization) get their hands on the SAPIENTIA
however, are the all-too-common rats will automatically understand that brooch (see the “stalked in the night”
and a black cat (Edmundo) tripping “Sapientia” means “Wisdom” in Latin. part) that the party has found (granted,
away in the opposite direction. The game master may automatically of course, that they have already found
A few paces into the alley, next to give the information also to people who it). If they do not carry the brooch with
some rubbish, something glistens. It is have clerical backgrounds, especially them, you can let someone from the
a brooch Edmundo dropped when he Catholics (since the word is quite spread guild pay them a visit during the night
had to quickly shift into a cat (for details in Latin bibles) or to those whose where they keep the brooch. Since
about what the brooch looks like see the mother tongue still uses the same word the thieves are quite skilled, they will
“Encounter with Wisdom” part below). from the Latin roots (e.g. Italian which succeed in stealing it. To give them
If they look behind the pile of garbage, say “Sapienza”). some sort of hint, some characters 41
they will find Edmundo’s clothes, too. If any of the characters would make might catch a glimpse of the thieves
It was too dark, however, to be sure a successful Esotericism skill roll with but be unable to stop them. The thieves
of what he wore when they saw him the De Sodaliciorum discipline, they run down the street and will soon lose
slink into the alley. Only a thorough may learn the following information on any pursuer.
examination of the clothing can hint a successful roll. The characters will make a single
that they probably belong to an oddly If the character also possesses the Stealth skill roll with the Detection
shaped individual, since the sleeves Esoteric Symbolism specialization, they Discipline for the whole group, using
seem too long and the fabric on the can put together the wasp with the the rule below described.
back hangs loose. Normally Edmundo word, thus adding both modifiers on The character with the highest
would never shapeshift so hastily, but their roll. Stealth skill value may add their
he figured that the characters would Information about societies. The friends’ highest modifiers from their
otherwise have been able to catch up less one roll compared to the total SV in the Detection discipline and the
with him. (Difference = SV – dice result), the more Observation specialization.
If the party does not choose to follow information one gets: If more than one player has Detection
Edmundo, next time they are out at and Observation modifier, only the
night, they will once more get the INFORMATION highest Detection and Observation
feeling that something is after them. Diff. Result modifier will be added.
The feeling that something is panting 0 - 12 The character recognizes the word
The others with Detection or
down their necks gives each character 1 and connects it to a society with Observation modifier will only add just
point of mental damage, but they cannot the same name. a +1 per character.
find any pursuer. This will happen once >12 The character knows that
Depending on the result of such a
more, and again, they will discover SAPIENTIA is a society whose single roll, they will see more or less
Edmundo trying to follow them. If members are known for their of the actual theft. The actual dice is
they do not follow him this time either, ruthlessness and fanaticism. They cast after they have lost the thieves,
they will not catch him off guard again, have sworn to destroy the Church. and try to recall what they have seen.
and not be able to connect the cat to They are rumoured to be based in The results are shown below according
the malformed man, or get their hands France. to what the dice result was, compared
to the total SV (Difference = SV – dice believes he knows who they are. One failed roll means that the
result). Each lower result includes also Without any information, it will take thief discovers their stalker and will
all the previous results. Kristian three days before finding out do anything to get rid of them. The
who the thieves are. pursuing character will then have
WITNESSING THE THEFT He knows that they have their to make a Stealth skill roll with the
Diff. Result hideout outside of town, but no matter Detection discipline, modified by -4, to
0 The thief/thieves are 14 to 18
how much they insist or offer to pay him not lose the trail.
years old. for the information, he will not disclose If they succeed, they may continue
its whereabouts. He might, however, be sneaking the thief. However, the thief is
1-2 They are three thieves that work
together.
able to mediate between the parties. It now aware that they are being followed,
all depends on what has been stolen. and the pursuing character only has
3-4 The character would recognize
If it is a purse, the characters have to to make one Stealth skill roll with the
one of their faces if they saw them
again. accept the loss, Kristian does not care Avoidance discipline, albeit modified by
for that. If it is an item, the characters -6, to remain undiscovered.
5-6 The character would recognize
are offered to buy it back for half of its The character will have found the
two of their faces if they saw them
again. price. If it is the SAPIENTIA brooch, hideout after successfully make three
the guild offers to sell it back to them Stealth skill rolls with the Avoidance
7-10 The character would recognize
for 8 ducats. discipline.
all of their faces if they saw them
again.
11-15 One of the thieves had a tattoo on Personal investigation Visit at the guild’s hideout
one hand.
If the characters should choose to As the characters come walking,
>15 At least two of the thieves had the personally go after the thieves, they or sneaking, up to the house, a bell
same tattoo on their hands.
will have to be able to recognize at suddenly sounds an alarm. A few
least one of the thieves. For every day seconds later, four of the older thieves
In search of the thieves the characters spend at least four hours appears on top of the stairs leading up
42 Depending on what they do to find looking for the thieves, every character to the house. The characters recognize
the thieves, they will learn different which is actively looking for them for a one of them as one who stole from
things. Some of the alternatives whole day may make a Stealth skill roll them, and the one to the right begins
below presuppose that the characters with the Detection discipline and the to speak:
have noticed some detail from their Observation specialization. Depending ‘Know this, that at this moment, three
observation. on how many thieves the character muskets are pointed at you, ready to fire at
would be able to recognize, a Situational the slightest mistake from your end. But
Modifier is received, in accordance to enough with the speeches; who are you and
The town guard the table below: what are you doing here?’
If the characters report the incident to It is the guild’s leader, Knut,
the town guard, they will receive no SITUATION MODIFIERS who is talking, and he is somewhat
help whatsoever. Hans blames it on the Number Modifier exaggerating when he says there are
fact that all their resources are allocated 1 thief -8
three guns pointed at the party. In
to tone down the fallout from the truth, there is only one, the other two
2 thieves -6
werewolf rumours. This is some truth are simply decoys. If the characters,
to that, but the chief reason is that one 3 thieves -4 without threatening the guild, tell
of the younger guild members is Hans’ them about their problem, they will
half-brother. A successful roll means that the agree to sell back the items for a third
character spots one of the thieves, of their original cost. If it is about the
somewhere in the streets of Koblenstadt. SAPIENTIA brooch, they are willing
Kristian Dragel They may then decide if they want to to part from it for 6 ducats. The reason
Asking around Visbaum is their best try to catch the thief or if they want to they are so generous (in comparison
bet for getting back what was stolen. follow them to their hideout. to the prices they got from Kristian)
They will, if they manage to make To successfully sneak a thief, the is that they do not want a fight to
a good impression on the clientele, pursuing character needs to make three break out between them. If a character
be introduced to Kristian Dragel. successful Stealth skill rolls with the makes a successful Communication
Upon telling him that they were 14 Avoidance discipline and the Sneaking skill roll with the Rhetoric discipline,
to 18 years old, Kristian immediately specialization. and succeeds rolling at least 10 points
less than the total SV (SV - dice result), As he turns the body around, the knows his master’s friends, he also
they manage to convince the thieves to party see that it is Emma, the harlot. knows that Übel is a frequent visitor.
turn over the item without payment. Someone has pierced her heart with a Thus, he will ask the characters to
If, however, they would threaten dagger. People become more suspicious wait outside while he asks his master
with violence or other threats, the towards the characters from now on, whether or not he has time to meet
thieves will turn over the item for half and will be careful in their interactions with them. After some five minutes,
of its original cost, and 8 ducats for the with them. the door opens again and Heinz asks
SAPIENTIA brooch. Emma was murdered by Hans Blück, them to come inside but to wait in the
In case a fight breaks out, the thief the mayor’s son and town guard captain, hall, as his master does not want his
on guard duty will immediately fire at as he feared that more rumour-spreading books to get wet.
the characters. The four thieves on the would hurt the town. His father, mayor Peeking inside, they can see a room
stairs are armed with daggers, and an Herman Blück, will not find out until and stairs, and everywhere, books are
additional four will rush out from the later on. He will get angry with his stacked in heaps. Everywhere they
gate, also armed with daggers. It is son and send him off to Stockholm would turn, they see books piled upon
the eight oldest thieves that fight with indefinitely, or until he has calmed books, on tables, shelves and the floor.
daggers and a 14-year-old who mans down. Hans Blück leaves town four days The only room that is less filled with
the gun. They will give up as soon as after the murder, and the mayor will do books is Heinz’ bedroom. If anyone tries
one of them dies and surrender the all in his power to point fingers at either to find some kind of pattern in how the
stolen item. If the characters are not the characters or someone at the circus. books are strewn about, they would find
satisfied and continue to fight, the none. The books cover many different
thieves will run out into the woods. subjects and are written in as many
By doing so, the characters will have Visit at Johann Elk’s, in languages. Professor Johann Elk knows
created for themselves a powerful, Koblenz exactly where his books are, and could
yet young, enemy, that will visit them There are several reasons as to why the without blinking walk over to the right
every night from here on out (the characters would like to pay Professor pile and find what he is looking for.
thieves will not stop until at least two Johann Elk, the historian in Koblenz, a After a while, a small, slim, balding
of the characters have been killed). If visit. He will probably be the one to tell man with long, thin hair and a clean- 43
the characters enter the building, they them anything about the brooch with shaven face appears. He asks, without
will soon stare down the muzzle of the bee and the word SAPIENTIA. introducing himself or any noticeable
a flintlock musket. It trembles in the When in Koblenz, Professor Johann care for who they are, what they can tell
hands of a 14-year-old girl. She fires Elk is most easily found by asking him about his friend, Übel Staal. Last he
a shot at them if they move closer, around libraries and establishments, heard, he was apparently in some sort
after which she will toss the rifle aside where people discuss anything from of trouble.
and huddle up in a corner, crying. All engineering to literature and divinities. If they tell him that Übel Staal is
around the house, they will find the Everyone who is even somewhat dead and that they are investigating
rest of the terrified children. They interested in books and the occult his death, Professor Elk will suddenly
will face no resistance if they confront knows who Professor Elk is and where become friendly and offers for them
them. he lives. to sit down in the drawing-room for a
At the time the party arrives at cup of tea. He asks Heinz to take care
Professor Elk’s two-storeys building, of their wet coats and put them in the
Emma is F ound D ead it is raining. Answering the door is heating room to dry.
If the characters visit Emma (see a man in his thirties, it is Professor Professor Elk has no clue as to what
“the Women’ Stairs” part, above) and Elk’s servant, Heinz, and since there his friend had gotten himself into or
if they get her to tell them what she is no scheduled appointment that day, what powers may be responsible for
knows, the word will spread quickly. he is sceptical towards the characters, his death. Before they start asking him
Two days later, Emma is found dead even before they state their business. questions, he wants them to account
by the river. Heinz is all too used to people who for what they already know and what
The characters hear someone calling come to disturb the most intelligent they suspect might be going on.
for help and something about a woman man in Koblenz and being bawled for Depending on how much they want
floating in the river. If they hurry, letting in people he should not have. to tell him and which questions they
they can see a woman’s body floating To convince him that their matter is ask, they will receive different answers.
downstream, with her face submerged. important, they will have to mention Two very important details that they
A man wades out in the cold water to that it concerns a friend of Professor will have to tell him to learn anything
bring her in. Elk’s, a certain Übel Staal. Since Heinz useful are the letter they found at the
doctor’s clinic, that mentions Matthew and you’re not alone in your quest for it; order used the original symbol again. This
26:15 (see “The letters”, in “Visit at the the powerful SAPIENTIA Order is also didn’t mean, however, that the order lost
doctor’s”), and the assertion that “the searching for it. Please, let me explain! power. The Valois and Bourbon dynasties
lily is not what you think” (see “at the When the Romans occupied Jerusalem had kings who were devout followers and
camp”). around AD 20 they aimed to fortify wore the symbol because of its connections to
If they only ask him about the brooch, the defences of the Holy City. To avoid the order. Sometimes after the middle of the
he will say that the bee symbolizes quarrying new rocks, they combed the 16th century, the order went underground
wisdom. The word SAPIENTIA, on the area around Jerusalem for old building and began to act in the dark.
brooch’s back, also means wisdom in material which can be reused for making SAPIENTIA is a society whose members
Latin, but nothing else. new structures. During this task, it is are known for their ruthlessness and
If all three important factors (that believed that they came across Judas’ field, fanaticism. They have sworn to destroy the
the lily is something else, Matthew where Judas was paid the blood-money Church.
26:15 and SAPIENTIA) are mentioned, and where he had erected a polished rock, A rumour spread during the 16th century
Johann asks them to give him one day engraved with a bee. The rock is supposed to that Hugo Capet hid the scroll that the first
to investigate a few things. He is not be his tombstone. The soldiers never found a members had brought back to Rome, and
certain and does not want to provide skeleton, however, but they did find a purse later France, and that the key to the chamber
any false facts. containing thirty pieces of silver and a scroll wherein it lies is a silver coin, one of the
The next day, he will show them a inside a goat skin roll. When a selected Coins of Judas.’
picture of the fleur-de-lis, the French number of Roman legionary officers read Professor Elk does not know where
lily that is strongly connected to the what it said, they immediately returned to this place is, but he knows people that
French royalty (at this time Professor Rome where they founded the SAPIENTIA he is sure have information of where it
Elk only shows them the French lily, Order. The followers of SAPIENTIA might be.
not the transformation in the image were among the worst persecutors of the He is puzzled and worried, and asks
below). He asks the characters if Christians during that period. Its power the characters, honestly, to abort their
they know what it is, and provided diminished, however, as the power of the mission. If it is true, that SAPIENTIA
they successfully make a Culture skill Christians grew stronger. The hunters in one way or another has come back,
44 roll with the Civics discipline and became the hunted, and soon most followers he says, they stand against a powerful
Heraldry Specialization, modified by fled to Europe’s westernmost parts. and merciless enemy. They cannot rule
+10, they do. French king Hugo Capet was known out that someone of the French royalty
If they are aware of the symbol, he to be a grandmaster of the order and the is involved, or worse, that they are
will tell them the following: one who allowed it to grow powerful and personally behind the hunt for the silver
strong. Hugo Capet was initially deeply coin.
religious and pious, in fact, he was an If the characters ask about Übel
amateur abbot and on good terms with the Staal’s cryptic reference to a “king’s
Church. Something changed, however, and guardian” in the letter to Antonio
it is believed that it was when he learned Calvino, he explains that it could mean
of an ancient secret concerning Judas. several things, but that most probably
The bishop of Lyon, Odo of Blois, tried to Übel refers to a lion, since it has
assassinate the king, in 993. Hugo Capet always been a symbol for just that. He
turned against the Church, eventually encourages them to look for a lion.
rejecting the Christian faith and swore to After explaining the situation, he
‘Yes, that’s correct, it’s the French lily. do all in his power to destroy it. Contrary tells them to be extremely careful if they
However, it’s actually an optical illusion and to his final requests, he was buried among choose to continue their search. Their
not a lily at all,’ Johann says and unfolds the other French kings, in the Basilica of best bet, he says, is to leave Koblenstadt
the entire picture that transforms the Saint-Denis. The members of the Order and forget about Übel Staal and his fate,
bee to the lily. have sworn to someday recover the casket for the forces they are dealing with are
‘The bee is an old Gnostic symbol.’ and move it to a burial site of their own, overpowering.
He then takes a deep breath, before he with no connection to the Christian religion.
continues: Hugo Capet was the first who began to use
‘After putting together the clues you gave the stylized version of the bee. He had it on
me, I have come to the following conclusion. his banners and shields. When the Capetian
The item that Übel sold was one of the dynasty lost the French crown, the flower had
30 Judas’ coins. I realized this when he become a symbol of the crown, and not just
mentioned Matthew 26:15 in his letter, of the SAPIENTIA order, which is why the
The legless beggar
Within a stone’s throw from Manfred’s
Gasthaus the legless beggar sits, collecting
alms from passers-by. He is dressed in rags
with one-leg trouser, strategically torn to
show his stump. What nobody knows is
that the beggar possesses a rare gift; he is
able to see a person’s future. Although, he
has no control whatsoever over his ability,
he does not even know he has it, and it
will only work once during the mission,
sometimes when he is in contact with the
characters. He will not be able to do it
again, no matter how much they beg him.
If a character should at any time choose
to put a coin in the beggar’s outstretched
hand as they pass him by, he will first
thank them and then take a hold of their
hand. His grip is firm, despite his slender
arms. The character can see how his eyes
roll back in their sockets, showing only
white. At the same time this is happening,
reality disappears around them and the
character is suddenly somewhere else (in
one of the visions written below).
The vision does not necessarily have to
reflect anything that has to happen. Fate is 45
not yet sealed, and the vision only shows a
version of what might happen. Everything Choose one, or let the dice decide, have already occurred, you may either not
depends on how the characters act and the which of the following events the beggar give them a vision at all, or make up your
vision may never come true. shows the character (if all events below own).

THE VISIONS
1d10 Vision
1. The character finds themselves in a glade in the woods, where a huge beast, a werewolf, attacks them (see the “Übel Staal’s family
grave” part).
2. The character finds themselves in a street. They turn around to see a misshapen man who seems to follow them (see the “stalked in
the night” part). If the party has encountered Edmundo before, they recognize him).
3. The character finds themselves in a dimly lit street, where they are confronted by two masked men (see the “a warning” part).
4. The character finds themselves by a river, where they can see a woman’s body, floating face down in the water. A man walks out to
pull the dark-haired woman in (see the “Emma is found dead” part).
5. The character finds themselves in a dark alley. A black cat runs off to the far side of the alley (see the “stalked in the night” part).
6. The character finds themselves by a campfire in a small glade in the forest. A happy man takes a big swig from a bottle before he offers
them to do the same (see the “at the camp” part).
7. The character sees a dug-up grave in a cemetery (see the “visit at the cemetery” part).
8. The character finds themselves in a cemetery. Two men (the military students) threaten them with drawn pistols next to a dug-up
grave (see the “visit at the cemetery” part).
9. The character finds themselves sitting in a chair. Next to it are two guards, and in front, Hans Blück. Just as Hans is about to take a swing
at the character, the vision disappears (if the characters are not careful, they may very well end up at the town jail).
10. The character finds themselves in a house, late at night. Sounds from the floor above indicate that someone is on their way down (see
the “breaking into Übel Staal’s house” part).
 The Conclusion and NPC's 

46

There are many ways to play this story. is against their characters’ morality or so, was it a creation of God or Satan,
It could be fast and painless or take sense of honour. Do not be afraid to or that of crazed alchemists? They
time and be arduous. The game master inflict them 1 point of mental damage, will not have received any answers to
may toss the players several clues that if you see it fit, just to remind them how these questions, and can only come
will lead them in the wrong direction stressful certain situations can be for to their own conclusions. Sure, there
as soon as they think they have found bourgeois or normal-type characters of actually was a werewolf, so far they
something. In that way, they will feel the 18th century. have an answer, but who created it is
lost and suspicious to what is going on impossible to tell. If they never saw
in the town. Edmundo turn to a beast, they do not
The mission itself is quite simple, but Back at Madam know that werewolves are humans
since the characters will probably have Holbach’s Establishment either, even if many make that claim.
to commit some criminal acts (digging If the characters manage to find They also do not know whether or not
up the body, breaking into Übel Staal’s the Coin of Judas, they ought to ask only misshapen individuals possess
house, threatening the doctor, and so on) themselves what they should do with that ability, or if anyone could become
to solve the riddle, it may prove difficult such a powerful artefact. Are they going a werewolf. It would greatly aid them
after all. The game master should make it to give the coin to Monsieur Xavier if they could present some sort of
clear whenever the characters are about du Palles, or keep it for themselves, or evidence of the werewolf ’s existence. A
to commit a crime, or when they plan maybe even try to find a buyer of their claw, perhaps, a tooth, or even a hairy
to, just to make them more hesitant. If own to sell it to? Whatever they choose arm, which requires that they managed
the players seem to be non-conscious of to do, they will be under scrutiny by to slay Edmundo in werewolf shape.
the severity of criminal acts, just remind both the Vatican and the SAPIENTIA. On the other hand the claw could have
them that, unless they belong to very The party should also consider been found by the scene of the ambush,
specific character types (malefactors, what their verdict is going to be, but whether it can believed to belong
certain types of occultists, etc..) they regarding the ten-year-old dispute. to a monster, or just to an animal, it’s
are probably doing something which Was it a werewolf they saw, and if totally up to the game master.
The trip back to Farschviller could coin, Monsieur du Palles will become, ‘To keep this special event from ending
easily be fast-forwarded, but there is an without it showing, suspicious towards too soon, why don’t we let the three account
opportunity to add mysterious people them. Afterwards, he will hire people to for each thesis again, so that we may,
who seem to follow them there to build dig out the truth about where the coin without any semblance of a doubt, choose the
up an atmosphere for the next story. actually is. If the characters are proven proper winner.
The characters may have created some guilty of lying to him, and kept the coin Père Lavotte stands, like so many
powerful enemies for themselves. They for themselves, Monsieur du Palles will times before, with a bible in his hand,
may also have spot some people who do everything to get it. and claims honestly that he can prove
seem to study them, some of which they When he is satisfied with the that werewolves, demons, and vampires
may even recognize from places they answers, he lets the characters return to are all spawn of the Devil, and not a
have not been to for a while. their rooms. It is going to be a long day product of nature. That they exist is as
When they arrive at Madam tomorrow, he smiles. obvious as God the Father is almighty,
Holbach’s, they should tell the Madam he says.
that they have just arrived and desire to Monsieur Burgont, on the other hand,
speak to Monsieur Xavier du Palles. She The Settlement is a firm believer that the alchemists
has arranged rooms for each character, Early the next morning, the are the originators of such beasts. He
stocked with fancy food and drink, establishment at which the mission once says that he, himself, has heard of how
and tells them to get some rest, for began is bustling with guests, food and these alchemists in their dark halls have
tomorrow is to be a celebration. Finally, drinks are passed around, and people created everything from dogs with three
the dispute will be settled. are debating wildly who of the three eyes to fish with fur. If they are capable
combatants has won the seemingly of such things, then surely everybody
unending argument. The day goes by in must see that they are able create these
Monsieur Xavier du Palles an orgy of food and wine. The characters fearsome beasts, too.
Later in the evening, the characters are seated at a table of honour, right next Herr Grecke still refuses to believe
will hear a knock on the door. A to the three desks behind which the three that they exist in the first place. But
servant will invite them over to a more intellectuals will soon stand together if, and only if, such a beast exists, it
exclusive establishment. They are for the last time, at least concerning must be some sort of ill-fortuned, 47
brought upstairs to a giant room, where this issue. Monsieur Xavier du Palles malformed freak of a human wonder
Monsieur du Palles sits comfortably in has already come by and said hello, but that is only made possible through the
an armchair. In front of him is a table, nothing more than that. capriciousness of nature.
filled to the brim with food and wine. Around ten o’clock, the three It does not take long before the three
Monsieur du Palles eats grapes straight combatants enter the stage: Père have completely forgotten that their
from the cluster. When the characters Immanuel Lavotte, the preacher; Herr dispute will soon be over. They wave
enter, he asks them to sit down around Carl-Johan Grecke, the enlightened about and gesticulate with all their
the table, and motions them to eat and philosopher; and Monsieur Laurent extremities and it even comes to the
drink. Burgont, the aristocrat. Xavier also point that Père Lavotte and Herr Grecke
He is very eager and immediately asks enters the stage, and is the first to speak. both lose their wigs, to the audience’s
them if they acquired Antonio Calvino’s ‘Ladies and gentlemen! It is with great great entertainment.
item. If the characters give him the coin, anticipation that we have followed these three After some debating, Monsieur du
he will give it a look of disinterest while gentlemen’s verbal battle, for almost a decade. Palles enters the circle anew. He raises
he says something along the lines of ‘so I would lie if I said that it doesn’t bother me his arms to silence the now agitated
much trouble for something so small’, much, tonight, it will be over! Tonight, we gentlemen before he begins to speak.
upon which he puts it in his breast will crown one of these gentlemen the winner ‘There, my friends; now we know what
pocket. He is then curious as to what of this battle that they have fought against your beliefs are. Isn’t it time to learn what
actually occurred in the town (he is still each other. Like soldiers on the battlefield, really happened over in the small town of
curious even if they do not hand him they have slashed and they have parried with Koblenstadt? Was it a werewolf created by
the coin) and whether there really was no other armament than their sharp wits and God, the Devil, mad alchemists, or was it
a werewolf or not. cutting tongues.’ really a werewolf and not some product of a
Monsieur du Palles always knew The three are seemingly nervous. truly lost individual? Only our friends here
what kind of item they were after, and They believe that only one of them will by the table know the answer,’ he says, and
truth is, he actually killed Antonio leave tonight with their honour intact. points to you. Would one of you please come
Calvino as soon as he heard about the They keep glancing over at you, as if up here and tell us what your thoughts are
transaction between Übel Staal and him. you were contagious. on the matter, and who you choose to be the
If the characters do not give him the Monsieur Xavier du Palles continues. winner of this dispute?
Space will be made behind a desk for hat that they take off before they enter a What comes next ?
one of the characters to declare their waiting carriage that quickly disappears Whatever happens next is up to the
conclusions. This episode should also out of town and into the night. It is game master to decide.
be role-played, and should be justly Monsieur du Palles that leaves. What If the characters chose to keep the
rewarded with Adventure Points if the shady dealings he is up to, nobody coin for themselves, it will not take long
player can present a proper thesis and knows. before Monsieur du Palles’s goons, the
a good answer. A winner may only be Since the characters may provide a men of the Vatican, or agents of the
crowned if the character chooses to lie variety of answers, the game master has SAPIENTIA Order, or maybe all at
about the origins of the werewolf. The to figure out some alternative endings. once, in one way or another try to get in
only one that will feel like a loser is Maybe the characters lie and make contact with them to retrieve the coin.
Herr Grecke, who has been presented one of the gentlemen the winner. It is If they chose to hand over the coin,
with evidence of the existence of such entirely up to the game master to decide the SAPIENTIA Order or the Vatican
beasts. If the characters cannot produce what happens. might hire their services to get it. They
physical evidence, he will simply claim might even be taken prisoner and get
that it is words against words, and no locked up until their captors get the
one can be sure that the characters have Reward and Adventure answers they want.
not been paid off. Even if they do have Points Monsieur Xavier du Palles might
proof, he will still try to defame them Just as promised, the characters receive contact them again, when he has a
as charlatans. As he does so, the debate 100 ducats to share among each other new mission, this time to retrieve
fires up again. The answers are deemed for accounting for what happened to information on how to actually use the
too vague and since no evidence could Übel Staal. They receive an additional coin.
back up their claim, the battle between 100 ducats if they turn over the coin and It is easy to see that “Death and
the gentlemen is not over yet. the letters that Übel Staal and Antonio precipitous secrets concerning the
When the dust settles at last, anyone Calvino sent to each other. occultist Übel Staal” is only the
who is outside of the establishment can Depending on how well the beginning of something far larger.
spot a figure come around the back of characters solved the various problems, Something for which the Coin of Judas
48 the building. The figure wears a wide they receive different amounts of AP. is a central part.

ADVENTURE POINTS
AP Description
40 For a correct account of Übel Staal’s death.
30 For saving Emma’s life.
25 For the recovery of the Coin of Judas.
10 For getting all the facts Professor Johann Elk was able to give them.
10 For learning the truth about the werewolf Edmundo.
10 For learning the truth about the three military students.
1-20 For great acting in general and for great immersion.
1-10 For the character who, in a good way, put forward the final appeal at Madam
Holbach’s establishment.
The mayor, Herr
Herman Blück
In his glorious days, Herman Blück had an
impressive persona, with an enlightened
intellect and pathos that made people
flock around him. With great effort,
this is something he strives to maintain,
however, with diminishing results.
Once, he was slender and rather good-
looking. After too many nice suppers and
too little exercise, his body bloated up
into less pleasant shapes. Three double-
chins and puffy cheeks now cover his
previously well-defined face.
The mayor has also suffered from
syphilis for a very long time, and will
most likely die within the year. He is,
of course, completely unaware of this.
His body, and large parts of his neck, is
mostly covered with lesions, something
Herman tries to cover up as well as
he can. The syphilis has rendered his
balance unreliable which causes him to
stagger when he walks, as if drunk. A
Science skill roll with the Healthcare
discipline modified by +4 reveals that
Herman is ill, probably with syphilis. 49
Herman is very impressed by HERMAN BLÜCK
administration and order and he Age: 56; PHP: 32; MHP: 33; Movement: 2 CP per 1 m (Max 10 m)
will think highly of those who make Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
the impression of belonging to an Mental Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
administrative institution. Character Traits: Constitution -2, Psyche +1
Herman will always try to suppress the Power Spheres: Administrative 42
characters’ investigation of Übel Staal’s
case. To propose that they would exhume Skills: Esotericism SV 1, Professions SV 2, Science SV 7, Theology SV 8
the body will cause Herman to flare up and Agility SV 7 Body Control 1, Horsemanship 2
declare that outsiders cannot, with neither Culture SV 8 Civics 3 (Administration 3, Bribery 1, Economics 2, Healdry 2, Law 3);
recommendations nor authorization, Humanities 2 (History 1)
come here and ask questions like that. Communication SV 8 Etiquette 2 (Social Intercourse: [Lower Nobility 2, Middle Class 1], Vogue
The characters that succeed in making a [Lower Nobility 2, Middle Class 1]), Languages 2 (Reading and Writing
good impression on several occasions can [Latin 3], Native Language [German 3]), Rethoric 3 (Bartering 2,
learn, however (off the record, of course), Persuasion 3)
that Übel must have been killed, or at least Entertainment SV 6 Acting and Dancing 2 (Dance [Lower Nobility 1, Middle Class 1],
attacked by a large wolf, and that the mayor Gambling 2
does not want them to dig deeper into it. Fighting SV 8 Battle Experience 1, Close-Combat Weapons 1 (1h Weapons [L] 2),
Unarmed Fighting 1, Ranged Weapons 1 (Pistols [L] 1, Rifles [2])
✦✦ Positive impressions on Herman: Stealth SV 7 Detection 2 (Observation 2)
✦✦ Knowledge in medicine Well-Travelled SV 8 Social Studies 2 (Geography [Europe 1, Germany 2], Knowledge of
✦✦ Administration and order Cultures/People [Germany 2], Power Spheres [Administrative 2])
✦✦ Urbanity
✦✦ Negative impressions on Herman: Clothing: Vogue 4 (F 2, Q 2); Equipment: Light Pistol (d), Rapier (d)
✦✦ Opportunists, thieves, and rabble Sample of Attacks: [Free CP 8+1]; Pistol [CP 9+3] SV12; Rifle [CP 9+5] SV 14; Close-
✦✦ Philosophers, poets, and other woolly Combat Weapons [CP 9+5] SV 14, Unarmed Fighting [CP 9+1] SV 10.
characters
Kirsten Blück
Kirsten is originally from Holland,
and was married into the Blück family
to repay an old debt. Kirsten never
objected, however, and looked forward
to meeting her soon-to-be husband.
Herman was, back then, a great and
renowned man, and many claimed that
he was both tall and handsome. For
many years, they lived together in a
50 good relationship, but when Herman
got fed up with his wife and sought to
find more fleeting love in other places,
Kirsten chose to ignore his new-found
interests. Still, she moved into another
room and would never share her
husband’s bed again. KIRSTEN BLÜCK
Kirsten is a beautiful lady, with red Age: 44; PHP: 34; MHP: 34; Movement: 2 CP per 1 m (Max 11 m)
hair, who cares much for her, and others’, Physical Damage levels: 1-14 (0) / 15-22 (-1) / 23-28 (-3) / 29-32 (-5) /33-34 (-7)
appearances. Herman’s looks she has Mental Damage levels: 1-14 (0) / 15-22 (-1) / 23-28 (-3) / 29-32 (-5) /33-34 (-7)
long given up on, as she has on her only Character Traits: Dexterity +1, Intelligence +1
son’s. She has thought many times of Power Spheres: Entertainment 36
poisoning her husband, but when his
syphilis became apparent, she chose to Skills: Esotericism SV 1, Fighting SV 7, Professions SV 4, Science SV 5,
wait out his natural death instead. A year Stealth SV 8, Theology SV 8
or so, she could endure. Agility SV 8 Horsemanship 2
Kirsten loves music, and music has Culture SV 8 Humanities 2 (History 2, Literature & Arts 2, Philosophy 1)
helped her to survive. She is a very Communication SV 9 Etiquette 2 (Social Intercourse: [Lower Nobility 2], Vogue [Lower Nobility
skilled pianist who can sit for hours at 3]), Languages 2 (Reading and Writing [Latin 3], Foreign Language
her grand piano. [German 1], Native Language [Dutch 3]), Rethoric 3 (Persuasion 3)
Entertainment SV 10 Acting and Dancing 2 (Dance [Lower Nobility 2]), Music 3 (Playing
✦✦ Positive impressions on Kirsten: Instruments [Piano 4], Singing 3)
✦✦ People who care about their looks Theology SV 8 De Religionibus 2 (Iconography 2, Religious Literature [Christianity 1])
✦✦ Musicians Well-Travelled SV 8 Social Studies 2 (Geography [Europe 1, Netherlands 2])
✦✦ Negative impressions on Kirsten:
✦✦ People who cannot contain their Clothing: Vogue 4 (F 2, Q 2); Equipment: -
desires Sample of Attacks: -
✦✦ Vulgarity
The captain of the guard,
Hans Blück
Hans Blück is the son of Herman Blück,
and is in many regards much like his
father. They both have a dark side, with
desires for sex, spirits, and pain. The big
difference, however, is that Herman has
been able to control his needs, and in
many ways came to make positive use of
them, while Hans has been devoured by
them. He is unpredictable and impulsive
and his greatest joy is to torture the
prisoners that serve long sentences at the
town jail. He is also a regular customer at
the Women’ Stairs, often without paying.
His shifty eyes radiate emptiness, and
deep inside, he is scared and insecure.
Abandonment is his greatest fear. His
long, unshaven face is framed by almost
fiery-red hair. The greasy hair sticks to the
sides of his face, and he only washes when
his mother or father tells him. Wigs are
something he refuses to wear, and at finer
parties his mother insists on tying up his
hair in a queue with a black silk ribbon.
Herman and Kirsten tried early on to
educate their son in the natural philosophies HANS BLÜCK 51
and humanities. Even though Hans did Age: 28; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10 m)
not show any signs of actually learning Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
anything, his parents attempted to teach Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
him for eight years before they gave up and Character Traits: Intelligence+1, Charisma -4
sent the teacher home. Over the years, he Power Spheres: Military 39, Lawless 26
had had many teachers to come and go,
since he found it more enjoyable to fight Skills: Esotericism SV 1, Science SV 7, Theology SV 6
them rather than listen to them. Agility SV 7 Body Control 2 (Evade 1, Parkour 2), Horsemanship 2 (Riding 2)
Hans has claimed several lives. Among Culture SV 8 Civics 1 (Administration 1, Bribery 1, Law 1); Humanities 1
these, we find the priest Johan Karlsdorf, Communication SV 7 Etiquette 1 (Social Intercourse: [Lower Nobility 1, Middle Class 1], Vogue
and, during this story, also the drunk man [Lower Nobility 1, Middle Class 1]); Languages 1 (Reading and Writing
that will fall victim to Hans’ violence (see [Latin 1], Native Language [German 3]); Rethoric 1 (Persuasion 3)
“the town that cried wolf ”), and Emma Entertainment SV 8 Acting and Dancing 1, Gambling 2 (Cheating 2, Games [Cards 2, Dice 2],
too, most likely. A great many more Illicit Gaming 2)
lives will probably be cut off during this Fighting SV 10 Battle Experience 1 (Combat Actions 2), Close-Combat Weapons 2
sadistic man’s life. If a character in any way (1h Weapons [L] 4), Unarmed Fighting 1 (Brawling 3, Wrestling 1),
commits a crime, or get on Hans’ bad side, Ranged Weapons 2 (Pistols [L] 1, Rifles [2])
they will be taken care of at the town jail, Professions SV 7 Hunting and Fishing 2 (Hunting 1, Fishing 1, Tracking 1)
an experience far from pleasant. Here, they Stealth SV 9 Avoidance 2 (Disguises 1, Hide and Camouflague 2, Sneaking 2, Veild
will encounter Hans’ darkest side. Strike 2), Detection 2 (Detect Hidden 1, Observation 2); Sleight of Hand
(Arm/Disarm Traps 1, Concealing 2, Lock Picking 2)
✦✦ Positive impressions on Hans: Well-Travelled SV 8 Social Studies 2
✦✦ People who can provide him what he
likes the most: sex, spirits, and pain Clothing: Vogue 2 (F 1, Q 1); Equipment: Dagger (d), Light Pistol (d), Light Rifle (d), Rapier (d)
✦✦ Negative impressions on Hans: Sample of Attacks: [Free CP 10+1]; Pistol [CP 11+4] SV15; Rifle [CP 11+6] SV 17; Close-
✦✦ Grandeur Combat Weapons [CP 11+10] SV 14|7; Brawling [CP 11+7] SV 10|8; Wrestling [CP 11+3] SV 14.
✦✦ The poor, thieves, harlots, and vagabonds
Herr Jarman Felde, the
official
Jarman is from Berlin, and schooled in
classical politics, economy, and law. He
is Prince-Elector Charles Theodore’s
representative in Koblenstadt. Jarman
has completed the Grand Tour and
has visited virtually all the great cities
52 around Europe. He has even found time
to visit Boston, in America. JARMAN FELDE
Jarman dresses in the latest fashion and Age: 49; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10 m)
this might be the most prominent feature Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
in his otherwise pretty bland appearance. Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
He does nothing to hide the little scar he Character Traits: Intelligence +4
has on his cheek. Vain as he is, he gladly Power Spheres: Administrative 38
explains that he got it from fighting
natives in America. In fact, he never was Skills: Esotericism SV 4, Professions SV 6, Stealth SV 7,
involved in any fight with natives in Theology SV 7
America, he got hurt falling off a cart. Agility SV 8 Body Control 1, Horsemanship 1 (Riding 2)
Jarman is also a member of a Culture SV 9 Civics 3 (Administration 3, Bribery 2, Economics 2, Healdry 2, Law 1);
Freemason lodge in Koblenz, something Humanities 2 (History 2, Literature and Arts 2, Philosophy 3)
he likes to tell people “in confidence”. He Communication SV 8 Etiquette 2 (Social Intercourse: [Lower Nobility 3, Middle Class 2], Vogue
is not, however, a very influential member. [Lower Nobility 3, Middle Class 2]), Languages 2 (Foreign Language
[Latin 1], Reading and Writing [Latin 3], Native Language [German 3]),
✦✦ Positive impressions on Jarman: Rethoric 3 (Bartering 1, Persuasion 2)
✦✦ Well-travelled people Entertainment SV 7 Acting and Dancing 1 (Dance [Lower Nobility 2], Gambling 1 (Games
✦✦ People who dress well [cards 1, dice 1], Illicit Gaming 2)
✦✦ People who care to listen to his Fighting SV 7 Close-Combat Weapons 1 (1h Weapons [R] 1), Unarmed Fighting 1
travel-stories (Brawling 1), Ranged Weapons 1 (Pistols [R] 1)
✦✦ Negative impressions on Jarman: Science SV 7 Applied Science 1, Natural Philosophy 2(Mathematics 2)
✦✦ People who brag about their Well-Travelled SV 7 Social Studies 1 (Geography [Germany 2])
escapades (especially if they are
grander than his own) Clothing: Vogue 4 (F 2, Q 2); Equipment: Light Pistol (d), Rapier (d)
✦✦ People who have no interest for his Sample of Attacks: [Free CP 7]; Pistol [CP 7+3] SV 10; Close-Combat Weapons [CP 7+3]
travels SV 10; Brawling [CP 7+3] SV 10.
✦✦ People who cannot properly dress
Regina Felde 53
Regina is Jarman’s wife and companion
through life. They are still in love even
though they have been married for
almost 20 years. Just like Jarman, Regina
is from Berlin and loves to travel. When
Jarman had to follow the Prince-Elector’s REGINA FELDE
orders and move to Koblenstadt, she was Age: 36; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 12 m)
naturally disappointed. They both had Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
long dreamt of moving to Paris. But, as Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
the good wife she is, she was there for her Character Traits: Dexterity +2
husband, not that there was any other Power Spheres: -
option, and did not want to let this come
between them. Skills: Esotericism SV 4, Figting SV 6, Professions SV 6, Theology SV 6,
Regina is short and cute, with Well-Travelled SV 3
blonde, almost white, hair. Many men Agility SV 9 Body Control 1, Horsemanship 1 (Riding 2)
believe she is seductive, something she Culture SV 6 Civics 1, Humanities 1 (History 2, Literature and Arts 2)
is absolutely not. Jarman knows this, Communication SV 9 Etiquette 1 (Social Intercourse: [Lower Nobility 1], Vogue [Lower Nobility
but lets them believe that as he enjoys 1]), Languages 1 (Reading and Writing [Latin 1], Native Language
seeing her among the bachelors, as he is [German 3]), Rethoric 2
certain of her loyalty. Entertainment SV 8 Acting and Dancing 2 (Acting 1, Dance [Lower Nobility 2]), Music
(Singing 2, Play Intrument [Piano 2]),
✦✦ Positive impressions on Regina: Esotericism SV 5 Supernational Beings 1
✦✦ Well-travelled people Stealth SV 7 Avoidance 1, Detection 1(Detect hidden 1, Observation 2)
✦✦ Beautiful people who dress well
✦✦ Negative impressions on Regina: Clothing: Vogue 4 (F 2, Q 2) Equipment: -
✦✦ People who take too much space Sample of Attacks: -
✦✦ Beautiful women
54

STEFAN VON HERTZENBLACH


Age: 42; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10 m)
Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Doctor Stefan von
Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Hertzenblach Character Traits: Intelligence +1, Perception +1
Doctor Stefan was born and raised in Power Spheres: Scientific 42
Koblenstadt, but worked his first years
as a doctor in Koblenz. He is married Skills: Esotericism SV 4, Figting SV 8, Professions SV 6, Stealth SV 6,
to Katarina, and together they have a Theology SV 8, Well-Travelled SV 5
daughter, Klara. Stefan is the son of Agility SV 9 Body Control 1, Horsemanship 1 (Riding 2)
Hugo von Hertzenblach, who was once Culture SV 9 Civics 1 (Administration 2), Humanities 2 (History 1, Philiosophy 2)
the priest of Koblenstadt. He is deeply Communication SV 8 Etiquette 2 (Social Intercourse: [Lower Nobility 2], Vogue [Lower Nobility 2]),
religious, but still chose to help people Languages 2 (Foreign Languages [Latin 2], Reading and Writing [Latin 2],
through medicine. Stefan is an open and Native Language [German 3]), Rethoric 3
pleasant person who enjoys the simple, Entertainment SV 8 Acting and Dancing 1
calm life. Fighting SV 6 Close-Combat Weapons 1 (1h Weapons [R] 1), Unarmed Fighting 1,
Ranged Weapons 1 (Pistols [R] 1)
✦✦ Positive impressions on Stefan: Science SV 9 Applied Science 1 (Pharmaceutics 2), Healthcare 2 (Healing 3, Mental
✦✦ Scientific people Care 2)
✦✦ Calm and reserved people Well-Travelled SV 6 Social Studies 1 (Geography [Germany 1])
✦✦ The simple in life
✦✦ Negative impressions on Stefan: Clothing: Vogue 4 (F 2, Q 2); Equipment: Light Pistol (d), Rapier (d)
✦✦ Pushy people Sample of Attacks: [Free CP 6]; Pistol [CP 6+3] SV 9; Close-Combat Weapons [CP 6+3]
✦✦ Judgemental people SV 9; Unarmed Fighting [CP 6+1] SV 7.
✦✦ Threats and violence
Klara von she is Koblenstadt’s most beautiful
Hertzenblach woman, and she is not even 16 yet.
Klara dreams of the big cities, of the
salons, the shops, but most of all of the ✦✦ Positive impressions on Klara:
courts and the glamourous halls. She ✦✦ Well-travelled people who can tell
is 15 years old, but looks like she is her of their adventures
around 20, she has curves and is very ✦✦ French aristocrats
beautiful. The citizens of Koblenstadt ✦✦ Negative impressions on Klara:
say her face is like a doll’s, which fits ✦✦ The simple in life
her description. Without exaggeration, ✦✦ Senseless people without etiquette

KATARINA VON HERTZENBLACH


Age: 31; PHP: 32; MHP: 33; Movement: 2 CP per 1 m (Max 12 m)
Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Mental Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
Character Traits: Dexterity +2, Psyche +1
Power Spheres: Administrative 49

Skills: Esotericisn SV 4, Figting SV 6, Professions SV 4, Well-Travelled


SV 3
Agility SV 9 Body Control 1, Horsemanship 1 (Riding 2)
Culture SV 8 Civics 1, Humanities 1 (Literature and Arts 1)
Communication SV 10 Etiquette 1 (Social Intercourse: [Lower Nobility 2], Vogue [Lower Nobility 2]),
Languages 1 (Reading and Writing [Latin 1], Native Language [German 3]),
Rethoric 2
Entertainment SV 8 Acting and Dancing 2 (Acting 1, Dance [Lower Nobility 2]),
Science SV 5 Applied Science 1 55
Stealth SV 7 Avoidance 1, Detection 1(Detect hidden 1, Observation 2)
Theology SV 5 De Religionibus 1

Clothing: Vogue 3 (F 1, Q 2)Equipment: -
Sample of Attacks: -

KLARA VON HERTZENBLACH


Katarina von Age: 15; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 11 m)
Hertzenblach Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Katarina is married to Stefan and Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
is from a small village outside of Character Traits: Charisma +1, Dexterity +1, Perception +1
Koblenstadt. Like Stefan’s, her father Power Spheres: -
was also a priest, and it was long
decided that as soon as she was Skills: Esotericisn SV 4, Figting SV 6, Professions SV 4, Science SV 3,
mature, the two would marry. She is Theology SV 6, Well-Travelled SV 4
content with her life and her family’s Agility SV 7 Body Control 1, Horsemanship 1 (Riding 1)
status in the town. She is a fairly Culture SV 6 Civics 1, Humanities 1
proud character who believes that the Communication SV 7 Etiquette 1 (Social Intercourse: [Lower Nobility 1], Vogue [Lower Nobility 1]),
different social classes should keep to Languages 1 (Reading and Writing [Latin 1], Native Language [German 3]),
their own and not mix. Rethoric 1
Entertainment SV 8 Acting and Dancing 1 (Acting 1, Dance [Lower Nobility 2]),
✦✦ Positive impressions on Katarina: Science SV 5 Applied Science 1
✦✦ People from the higher social classes Stealth SV 7 Avoidance 1
✦✦ People with great ambition
✦✦ Negative impressions on Katarina: Clothing: Vogue 4 (F 2, Q 2) Equipment: -
✦✦ People from the lower social classes Sample of Attacks: -
✦✦ People without ambition
Edmundo
Edmundo is a lycanthrope with several
shapes and abilities. Most lycanthropes can
only turn into werewolves or man-beasts
in wolf ’s shape. Edmundo is more capable
than that, and may turn into a black cat,
as well. He hates his own werewolf shape,
and avoids turning as much as he can.
Sometimes, when angered or impatient,
he cannot hold it back however.
Edmundo was caught by a group of
French shepherds when he was only five
years old, after killing several sheep in
wolf ’s shape. The shepherds turned him
in to the town’s mayor and the guard,
and hoped that they would make short
work of him. However, instead of killing
him, the mayor trained and taught him,
and today he is a worthy servant of the
underground SAPIENTIA Order.
When Edmundo was tasked with
finding the Coin of Judas, he joined
up with a circus. Soon, he was able to
poison and hypnotize the director to
make him obey his every command.
On Edmundo’s request, the circus member of the SAPIENTIA Order, ✦✦ Positive impressions on Edmundo:
56 travelled to Koblenstadt to wait out Sebastien Aigion. While Edmundo ✦✦ Everything and everyone who does
the winter. Once in town, he found was indeed born with his supernatural not submit to the Catholic faith
Übel Staal’s house and began to stalk abilities, it was Sebastien who taught ✦✦ Perfection
him. Only a few days after his arrival, Edmundo how to use them in a more ✦✦ Negative impressions on Edmundo:
Edmundo found Übel riding in the controlled manner. ✦✦ Church power and Catholic priests
woods. He forced him off his horse In his human shape, Edmundo is a ✦✦ Everyone that keeps him from
and began torturing him with an awl. malformed creature, his body disfigured performing his duties
Übel refused to tell him where he had and tortured by nature. He has a giant
hidden the Coin of Judas, however. hunch on his back, and his spine is four
Edmundo became more and more times as thick as a normal person’s. Abilities and Powers
violent and eventually, Übel died His face completely lacks proportions. Since Edmundo is a gemino lycanthrope
without revealing anything of value. One eye is almost on its way out of the (a lycanthrope with several shapes), he
This made Edmundo so mad that in socket, and the other is crammed in may turn into both a werewolf and a cat.
his anger, he turned. Despite the fact behind a large callus that hangs in front He hates turning into a werewolf
that he was already dead, Edmundo of it. Between two meaty lips are three and will only do so if he is cornered, or
went wild on the body. He bit and tore rows of misshapen teeth in both upper made very angry. In the latter case, it
until he severed Übel’s right arm right and lower jaw. The roof of his mouth happens automatically, without control.
off the body, eventually giving up and was parted from birth and a hideous His werewolf shape does not follow
taking off into the forest. scar runs from his lip to the nose, the the phases of the moon, something
Edmundo wears a golden brooch. On nose being the one thing that is not Sebastien was able to train him to
its back, it says “SAPIENTIA”, which completely malformed. His arms are control. Shifting into werewolf shape
means wisdom in Latin. almost twice the length of an ordinary takes Edmundo five action rounds. He
Edmundo, or the “Phantom”, as human’s, covered in thick hair. On the can also turn into a cat, which he does
he is called by his kin in the order, is one hand, he has eight fingers and on considerably more often. This takes
the creation of an elder and esteemed the other, only three. him only two action rounds.
EDMUNDO
Age: 28; PHP: 36; MHP: 30; Movement: 2 CP per 1 m (Max 6 m)
Physical Damage levels: 1-16 (0) / 17-24 (-1) / 25-30 (-3) / 31-34 (-5) /35-36 (-7)
Mental Damage levels: 1-10 (0) / 11-18 (-1) / 19-25 (-3) / 26-29 (-5) /30-31 (-7)
Character Traits: Constitution +4, Intelligence +1, Dexterity -4, Perception -1, Psyche -2
Power Spheres: Entertainment 12, Holy 25
Abilities and Powers: Gemino Lycanthrope

Skills: Agility SV 3, Culture SV 4, Esotericism SV 3, Professions SV 3,


Science SV 2, Well-Travelled SV 7
Communication SV 4 Etiquette 1 (Social Intercourse: [Lower class 1, Middle Class 1]),
Languages 1 (Reading and Writing [Latin 1], Native Language [French 2])
Entertainment SV 5 Gambling 1
Fighting SV 8 Battle Experience 1, Close-Combat Weapons 1 (1h Weapons [R] 1),
Unarmed Fighting 2 (Brawling3, Wrestling 2), Ranged Weapons 1(Rifles [1])
Professions SV 3 Hunting and Fishing 2 (Hunting 1, Fishing 1, Tracking 1)
Stealth SV 8 Avoidance 2 (Disguises 1, Hide and Camouflague 3, Sneaking 2, Veild
Strike 1), Detection 1 (Detect Hidden 2, Observation 2)
Theology SV 7 De Religionibus 1 (De sub rosa religione [Sapientia 2]), Religious 57
Literature [Christianity 1])

Clothing: Vogue -5 (F -2, Q -3); Equipment: Dagger (d), Heavy Rifle (d)
Sample of Attacks: [Free CP 8+1]; Rifle [CP 8+3] SV 11; Close-Combat Weapons [CP
8+3] SV 11; Brawling [CP 8+8] SV 16; Wrestling [CP 8+6] SV 14.

EDMUNDO, THE WAREWOLF


PHP: 60; MHP: 32; Movement: 2 CP per 1 m (Max 14m)
Physical Damage levels: 1-20 (0) / 21-36 (-1) / 37-49 (-3) / 50-57 (-5) /58-80 (-7)
Mental Damage levels: 1-10 (0) / 11-18 (-1) / 19-25 (-3) / 26-29 (-5) /30-31 (-7)
Character Traits: Constitution +4, Intelligence -4, Dexterity +4, Perception +2, Psyche -2

Skills:
Agility SV 10 Body Control 2 (Evade 2, Parkour 3)
Fighting SV 10 Battle Experience 1 (Combat Actions 3), Unarmed Fighting 3 (Brawling 4)

Sample of Attacks: [Free CP 10+1]; Brawling [CP 10+11] SV 14|7.


Emma
Ill-fortunate, orphaned Emma is 16
years old and is one of the people the
characters can help significantly during
their search for the truth. There are
people in the town that believe Emma to
be the bastard child of Herman Blück,
but few dare say so out loud. It may
honestly be that way, but she has most
likely been fathered by someone else.
Behind the dirty exterior, a
malnourished body, and a pair of clear, blue
eyes, a young woman hides that would
have been beautiful to behold. Too much
alcohol, however, and the life she lives
have caused her to become weathered.

✦✦ Emma knows two important things:


✦✦ That Übel Staal had something in his
basement that he wanted sold.
58 ✦✦ That Übel Staal’s body was badly
mutilated, almost unidentifiable.

Emma was the one who found Übel


Staal’s body in the woods. Her silence ✦✦ Positive impressions on Emma: ✦✦ Negative impressions on Emma:
has been enforced by the captain of the ✦✦ Kind, generous people who ✦✦ Aristocrats and pride
guard who has promised to send her understand her situation Threats and violence
off to a madhouse if she tells anyone ✦✦ People in the same situation: thieves,
what she has seen or heard. Officially, vagabonds, and paupers
Übel’s body was found in the woods and
the doctor says that he probably died
from hitting his head on a rock. Emma EMMA
can, however, reveal that his body was Age: 16; PHP: 32; MHP: 33; Movement: 2 CP per 1 m (Max 12m)
mutilated and missing some parts. Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
She is doomed as soon as the Mental Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
characters are seen talking to Emma. Character Traits: Charisma +2, Psyche +1
Hans Blück will murder her in a few Power Spheres: Entertainment 27
days. If the characters realize that her
life is in danger, they may, with a couple Skills: Agility SV 7, Culture SV 6, Esotericisn SV 2, Fighting SV 5,
of ducats and some convincing words, Professions SV 4, Science SV 2, Theology SV 4, Well-Travelled SV 3
convince her to flee the town to start Communication SV 7 Etiquette 1 (Social Intercourse: [Lower Class 2], Vogue [Lower Class 2]),
a new life in Koblenz, or better yet, in Languages 1 (Native Language [German 3]), Rethoric 1 (Persuasion 1)
Bonn, or some other town far away from Entertainment SV 8 Acting and Dancing 1 (Acting 1, Dance [Lower Class 2])
Koblenstadt. Emma will tell them that Stealth SV 7 Avoidance 1
she is scared, and that Hans has already
visited and threatened her several times Clothing: Vogue -3 (F -2, Q -2); Equipment: -
with a knife, and next time he comes, Sample of Attacks: -
she thinks, he will kill her.
Kristian Dragel The characters have to wait about
Kristian is a man with a dark past. After two to four days before their questions
having murdered a nobleman outside of are answered, this entails things that
Paris, he is now a wanted man. Kristian, Kristian already knows. When they come
who really does not care much that he back to learn the answers, Kristian will
is wanted, is bothered that he let the tell them that it was a tough nut to crack,
servant, who caught him, live. But as he and that he had to spend some money
once again thinks back on that night, on himself to get the information. Thus, he
that unbelievably beautiful woman, who will ask for some additional money to tell
in her almost transparent nightgown them what he knows.
stood there with a candle, watching him Since Kristian serves only himself, the
as he ran the knife through the heart of military students will soon learn that the
that fat nobleman, he knows why that is. characters have asked about them, since
He had never laid eyes on a more beautiful they too pay Kristian for his services.
woman. That, when he got older, he What Kristian has not told them, however,
developed lovesick pangs of conscience is that Emma might know something
was odd to him. Before, he was ready to about Übel Staal’s death, simply because
kill the young, the old, the lovely, and he does not like their supercilious attitude.
the unsightly just to get his hands on Koblenstadt’s underworld belongs to
something valuable or a fistful of ducats. Kristian, and no one else.
Today, Kristian is a changed man. He is
closing in on fifty years old and has long, ✦✦ Positive impressions on Kristian: ✦✦ Negative impressions on Kristian:
dark, greasy hair. Only his face reveals his ✦✦ Determination and straight- ✦✦ The authorities
age, as his body is well-maintained and forwardness ✦✦ Threats
could pass for a thirty-year-old’s. It has ✦✦ Vagabonds and ill-doers
been years since he killed someone; he has
realized that stealing is possible without 59
death. He lives in Koblenstadt, but he does KRISTIAN DRAGEL
not work here. The town is too small for Age: 52; PHP: 36; MHP: 34; Movement: 2 CP per 1 m (Max 11m)
his kind, and his line of work. It is better Physical Damage levels: 1-16 (0) / 17-24 (-1) / 25-30 (-3) / 31-34 (-5) /35-36 (-7)
to go to nearby towns and cities to practice Mental Damage levels: 1-14 (0) / 15-22 (-1) / 23-28 (-3) / 29-32 (-5) /33-34 (-7)
his craft. He does, however, know all the Character Traits: Constitution +4, Dexterity +1, Psyche +2
ins and outs of the town’s underworld. Power Spheres: Lawless 43
Thieves come often to Kristian to ask for
advice, whether it be about burglary or Skills: Culture SV 6, Esotericisn SV 4, Figting SV 6, Professions SV 6,
dealing opium. Science SV 4, Theology SV 5, Well-Travelled SV 3
If the characters want to see Kristian Agility SV 9 Body Control 2 (Evade 2, Parkour 2), Horsemanship 1 (Driving
for some reason, they will have to be Wagon 2, Riding 2)
ready to pay for his services. Communication SV 9 Etiquette 1 (Social Intercourse: [Middle Class2, Lower Class 2], Vogue
[Middle Class 1, Lower Class 2]), Languages 1 (Native Language
✦✦ Kristian knows four important [German 2]), Rethoric 1 (Bartering 3, Persuasion 3)
things: Entertainment SV 5 Acting and Dancing 1, Gambling (Cheating 1,Games 2 Illicit Gaming 2)
✦✦ That Übel met with Emma, the Fighting SV 10 Battle Experience 1 (Combat Action 1), Close-Combat Weapons 1 (1h
harlot, on a regular basis. The last Weapons [R] 3), Unarmed Fighting 1 (Brawling 2, Wrestling 1), Ranged
time a day or so before he died Weapons 1 (Pistols [R] 2, Rifles 2, Throwing Weapons 1)
✦✦ That there was something to do with Stealth SV 10 Avoidance 1 (Disguises 2, Hiding and Camouflage 3, Sneaking 3, Veild Strike
Übel’s funeral that made the priest 2), Detection 2 (Detect hidden 3, Observation 3), Sleight of Hands 1 (Arm/
leave town Disarm Traps 2, Concealing 1, Lockpicketing 2, Pick Pocketing 1, Thief
✦✦ That three individuals posing as military Signs 3)
students have inquired a great deal about
Übel. They have been spotted snooping Clothing: Vogue 3 (F 1, Q 2); Equipment: Dagger (d), Light Pistol (d)
around his house and the church Sample of Attacks: [Free CP 10+1]; Pistol [CP 11+5] SV16; Rifle [CP 11+5] SV 16; Close-
✦✦ He knows that they stay at Tibelda Combat Weapons [CP 11+7] SV 12|6; Brawling [CP 11+5] SV 16; Wrestling [CP 11+3] SV 14.
Rhoos’
60

The military students, an accident. A riding accident, or so they a member of the circus would be so
Luc, Mano and Julius say, but the three soon realize that it did interested in Übel Staal.
Officially, the students arrived in not happen the way the town authorities The students are boarded at the
Koblenstadt a month ago to rest and claim and it is suspicious indeed that the home of the old widow Tibelda Rhoos.
recover, to later return to Paris in the priest refused to bury the body. When They have the entire top floor to
spring. This is only a cover to spend the priest left town a couple of days themselves, and their own entrance via
some time in the town, however. They later, they followed. A few kilometers an exterior stair.
are actually sent by the Catholic Church from the town, they caught up with him, Tibelda is very satisfied with her
to investigate what kind of item Antonio who, since it appears that even priests new boarders, but she thinks there is an
Calvino was so interested in buying. are in need of such worldly things as awful lot of activity during the nights.
The three have not been informed what money, told them that the body had been She believes that the three “boys” are
kind of item it is, but their orders are viciously attacked and that a violent out visiting the Women’ Stairs.
clear: do not return until you have got it. crime had been committed. That the Naturally, Luc, Mano, and Julius
Their names are Luc, Mano and Julius. authorities and village council seemed have personalities and preferences of
They had just finished staking out to look the other way was too much for their own, and like and dislike different
Übel’s house, and all the preparations the priest who immediately resigned things, but during this mission, they act
for a night-time visit were made. The and was now on his way to Bonn. professionally and their agenda is what
plan was to sneak inside one night The three have no idea of what caused is most important to them. It is not very
and first neutralize the two servants Übel’s death, or if the killer came across likely that the characters will be able to
and then have a serious talk with Herr the item that the Church seeks. During develop any close bonds with them. For
Staal. Serious talks are their speciality, their stay, they have done their research that reason, only their traits and skills
and they seldom leave without getting and now, their suspicions are directed are listed here. How they act in different
to know what they want. This day, towards the circus. They do not know situations is documented for each place
however, Übel happened to be victim to who may be behind all of this or why and encounter.
LUC
Age: 24; PHP: 33; MHP: 33; Movement: 2 CP per 1 m (Max 11m)
Physical Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
Mental Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
Character Traits: Constitution +1, Dexterity +4, Psyche +1
Power Spheres: Military 31

MANU
Age: 29; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 12m)
Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Character Traits: Dexterity +2
Power Spheres: Holy 31, Military 22

JULIUS
Age: 27; PHP: 33; MHP: 32; Movement: 2 CP per 1 m (Max 11m)
Physical Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7) 61
Character Traits: Constitution +1, Perception +1
Power Spheres: Military 35,

Skills: Esotericism SV 4, Culture SV 7, Professions SV 6, Science SV 4


Agility SV 9 Body Control 2 (Evade 1, Parkour 2), Horsemanship 1 (Riding 2)
Communication SV 8 Etiquette 1 (Social Intercourse: [Middle Class 2], Vogue [Middle Class 1]),
Languages 1 (Foreign Language [French 1]), Reading and Writing
[Latin 1], Native Language [Iatlian 3]), Rethoric 2
Entertainment SV 8 Acting and Dancing 2 (Acting 1), Gambling 1 (Cheating 1, Games 1)
Fighting SV 10 Battle Experience 1 (Combat Action 2), Close-Combat Weapons 1 (1h
Weapons [R] 4), Unarmed Fighting 1 (Brawling 2, Wrestling 2), Ranged
Weapons (Pistols [R] 1, Rifles 2)
Stealth SV 8 Avoidance 1 (Disguises 2, Hide and Camouflague 2, Sneaking 3), Detection 1,
(Detect hidden 1, Observation 2)
Theology SV 9 De Religionibus 1 (De Sub Rosa Religione 1, Religious Literature
[Christianity 1], Religio [Christianity 2])
Well-Travelled SV 8 Social Studies 1 (Geography [Europe 2, Italy 2]), Survival 2 (Camping 2,
Travelling 2)

Clothing: Vogue 2 (F 1, Q 1); Equipment: Dagger (d), Light Pistol (d), Light Rifle (d), Rapier (d)
Sample of Attacks: [Free CP 10+1]; Pistol [CP 11+5] SV16; Rifle [CP 11+5] SV 16; Close-
Combat Weapons [CP 11+9] SV 12|8; Brawling [CP 11+5] SV 16; Wrestling [CP 11+5] SV 15.
62

Nikolaj Volkov First impressions of Nikolaj is that the house. Like Nikolaj, she is quiet and
Nikolaj is 68 years old, and Übel Staal’s he is quiet and intelligent. He is very quite insignificant. Beneath the surface,
servant and butler. He has been in tall, over two meters, and quite fit for though, she is melancholic and sad due to
Übel’s service for almost 20 years, and is his age. He has a waxed, large, bushy never having met her mother. Nina does
originally from Saint Petersburg. He is moustache, and his black hair is tied not say much, and mostly lets her father
quiet and reserved, and thoroughly enjoys back in a pigtail. do the talking. She keeps to the house
the silent life in Übel’s service. Much like most of the time and does not care much
him, Nikolaj likes to read, which is why ✦✦ Positive impressions on Nikolaj: for the other residents of Koblenstadt.
they have made such a good match. Even ✦✦ Order First impressions of Nina are that
though Nikolaj did not like Übel’s occult ✦✦ Authority she is quiet and sad. Her black eyes
interests much, he has never interfered in ✦✦ Negative impressions on Nikolaj: are sunken deep into the sockets, and
his master’s dealings. Naturally, he knows ✦✦ Nosy people despite not looking past 40, she seems
about the secret chamber underneath the ✦✦ Russians, since he thinks they are worn down. She has Slavic features, and
library, but he has never been down there. after him her black hair is bound in a long braid.
Before Nikolaj was employed by
Übel, he was a promising young officer ✦✦ Positive impressions on Nina:
in the Russian army, but after a schism Nina Volkov ✦✦ Nice and pleasant people
between him and a general, he decided Nina, 35 years old, is Nikolaj’s only ✦✦ Social and expressive people
to desert and go west with his new-born child. She was Übel’s maid and was ✦✦ Negative impressions on Nina:
daughter Nina. responsible for cooking and cleaning ✦✦ Quiet and sullen people
NIKOLAJ VOLKOV
Age: 68; PHP: 34; MHP: 32; Movement: 2 CP per 1 m (Max 10m)
Physical Damage levels: 1-14 (0) / 15-22 (-1) / 23-28 (-3) / 29-32 (-5) /33-34 (-7)
Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Character Traits: Constitution +2
Power Spheres: Military 41

Skills: Entertainment SV 8, Esotericism SV 3,


Agility SV 8 Body Control 1, Horsemanship 2 (Driving Wagon 2, Riding 1)
Culture SV 8 Civics 1; Humanities 1
Communication SV 9 Etiquette 1 (Social Intercourse: [Lower Class 1], Vogue [Lower Class 1]);
Languages 1 (Foreign Language [French 1, German 2], Reading and
Writing [Latin 1, Cyrillic 2], Native Language [Russian 3]); Rethoric 2
Fighting SV 10 Battle Experience 2 (Combat Actions 2), Close-Combat Weapons 1 (1h
Weapons [L] 3), Unarmed Fighting 1 (Brawling 2), Ranged Weapons 1
(Rifles 2)
Professions SV 7 Hunting and Fishing 1 (Hunting 2, Fishing 1)
Science SV 5 Applied Science 1
Stealth SV 7 Avoidance 1 (Hide and Camouflague 1, Sneaking 2), Detection 1 (Detect
Hidden 1, Observation 2)
Theology SV 9 De Religionibus 1
Well-Travelled SV 8 Social Studies 1 (Geography [Russia 2, Europe 1, Germany 1])

Clothing: Vogue 0 (F 0, Q 0); Equipment: Dagger (d), Light Rifle (d) 63


Sample of Attacks: [Free CP 10+2]; Rifle [CP 12+5] SV 17; Close-Combat Weapons [CP 12+7]
SV 11|8; Brawling [CP 12+3] SV 15.

NINA VOLKOV
Age: 35; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10m)
Physical Damage levels:1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Character Traits: Perception +2
Power Spheres: -

Skills: Entertainment SV 8, Esotericism SV 3, Fighting SV 6, Professions SV


5, Theology SV 6
Agility SV 8 Body Control 1, Horsemanship 2 (Driving Wagon 2, Riding 1)
Culture SV 8 Civics 1; Humanities 1
Communication SV 8 Etiquette 1 (Social Intercourse: [Lower Class 1]; Languages 1 (Foreign
Language [German 2], Reading and Writing [Latin 1, Cyrillic 2], Native
Language [Russian 3]); Rethoric 2
Science SV 5 Healthcare 1 (Healing 1, Mental Care 1)
Stealth SV 7 Detection 1 (Detect Hidden 1, Observation 3)
Well-Travelled SV 8 Social Studies 1 (Geography [Russia 2, Germany 1])

Clothing: Vogue 0 (F 0, Q 0); Equipment: -


Sample of Attacks: -
Johan Karlsdorf, the
priest
Only a few days after Übel Staal’s murder,
Johan lived in the town vicarage. He chose
to leave his congregation, however, since
he could not live with what the mayor and
the village council had made him do. The
council, led by the mayor, had let Übel’s
mutilated body be buried despite the fact,
which Johan had learned since he had
been a member of the council up until
then, that a crime had been committed,
and Johan refused to bury him before it
had been solved. Since the council did not
want an investigation, they had buried the
body themselves. Johan had then decided
to leave the sinful town.
The characters will not be able to meet
Johan, unfortunately, as he is dead. The
sadistic Hans Blück, on his own accord,
set after Johan as he fled the town, and
slew him some twenty kilometers outside
of town (after the priest has spoken with
the military students) where he buried
the body next to a tree.

64 ✦✦ Johan leaves a few clues behind:


✦✦ On a table in the vicarage lie the keys
to the church, next to an open bible HERBERT HERBERGER
referencing the ten commandments: Age: 16; PHP: 31; MHP: 31; Movement: 2 CP per 1 m (Max 10m)
“Thou shalt not bear false witness Physical Damage levels: 1-11 (0) / 12-19 (-1) / 20-25 (-3) / 26-29 (-5) /30-31 (-7))
against thy neighbour.” Mental Damage levels: 1-11 (0) / 12-19 (-1) / 20-25 (-3) / 26-29 (-5) /30-31 (-7))
✦✦ In the church, he has also lined the Character Traits: Constitution -1, Psyche -1
same commandment with red paint, Power Spheres: -
as well as covered the eyes of Jesus on
the crucifix. Skills: Science SV 2, Theology SV 6, Well-Travelled SV 4
Agility SV 7 Body Control 2 (Evade 1, Parkour 2), Horsemanship 2 (Riding 2)
Culture SV 8 Civics 1 (Heraldry 2); Humanities 1 (History 1, Literature and Arts 2,
Herbert Herberger Philosophy 1)
Herbert is a man of few words, forty-five Communication SV 7 Etiquette 1 (Social Intercourse: [Lower Class 1], Languages 1 (Foreign
years old and a life-long alcoholic. His Languages Latin1], Reading and Writing [Latin 1], Native Language
hair is long and greasy and his clothes [German 3]); Rethoric 1
ragged. In the middle of his face sits a Entertainment SV 5 Gambling 1 (Cheating 1, Games 1)
big, red nose, stealing all attention. Esotericism SV 5 Supernational Beings 1
Herbert is welcoming towards people Fighting SV 8 Close-Combat Weapons 1 (1h Weapons [L] 2), Unarmed Fighting 1,
of the working class and cocky towards Ranged Weapons 1 (Rifles [2])
the wealthy, albeit tactfully. Professions SV 7 Animal Handling 1 (Animal Care 1, Animal Training [Horses 2, Dogs 2], Hunt
with Animals 2), Hunting and Fishing 1 (Hunting 2, Fishing 2, Tracking 2)
✦✦ Positive impressions on Herbert: Stealth SV 9 Avoidance 1 (Hide and Camouflague 2, Sneaking 2,), Detection 1
✦✦ People who can hold their drink
✦✦ People of the working class Clothing: Vogue -4 (F -2, Q -2); Equipment: Dagger (d), Rifle (m)
✦✦ Negative impressions on Herbert: Sample of Attacks: [Free CP 8]; Rifle [CP 8+5] SV 13; Close-Combat Weapons [CP 8+5] SV 13;
✦✦ Aristocrats Unarmed Fighting [CP 8+1] SV 9.
✦✦ Threats
Professor Johann Elk
Professor Johann Elk is an old librarian,
who one day came across a collection
of books that he was able to sell for a
small fortune to an affluent English
nobleman. Even though the collection
belonged to the library he worked for, 65
he has not yet regretted his crime. The JOHANN ELK
books were only collecting dust in the Age: 64 PHP: 32; MHP: 33; Movement: 2 CP per 1 m (Max 10m)
basement, and he was not sure that Physical Damage levels:1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
anyone even knew they were there. Mental Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
Carefully, he smuggled them out, all Character Traits: Intelligence +4, Psyche +1
13 volumes, during the course of one Power Spheres: Scientific 52
month. The books were about some
kind of Satanism, something that was Skills: Agility SV 7, Entertainment SV 7, Fighting SV 7, Professions SV 6,
call the power of the All-Seeing Eye and Stealth SV 5
contained 13 rituals that would grant Culture SV 10 Civics 1 (Administration 2, Law 2); Humanities 1 (Archaeilogy 1, History 4,
influence and wealth. Even though it Literature and Arts 4, Philiosophy 3)
might be a good read, Johann never Communication SV 7 Etiquette 1 (Social Intercourse: [Lower Nobility 2, Middle Class 1], Vogue
believed that sort of thing, to sell one’s [Lower Nobility 2, Middle Class 1]); Languages 1 (Foreign Language
soul for power and might. For all he [French 2, Greek 2, Latin 3], Reading and Writing [Greek 2, Latin 3],
cared, the rituals could actually work; Native Language [German 4]); Rethoric 2 (Bartering 2, Persuasion 3)
for him, the power was never worth the Esotericism SV 10 De Sodoliciorum 1 (Esoteric Symbols 4, Occult Literature 3, Sub Rosa
sacrifice he would have to make. Doctus 2), Supernational Beings 1 (Beastiology 2)
Johann is a small man in his sixties, Science SV 8 Applied Science 1 (Pharmaceutics 2), Health Care 1 (Healing 2,
the top of his head is bald and thin, Mental Care 3), Natural Philiosopy 1 (Biology 2, Chemistry 1, Geology 1,
mouse-coloured hair runs long from Mathematics 2, Physics 2)
the sides and the back. He is a Gnostic Theology SV 10 De Religionibus 1 (De Sub Rosa Religione 1, Iconography 2, Knowledge of
who lives to reveal as many truths as Miracles [Christianity 1], Religio [Christianity 1])
possible. He seldom leaves the house Well-Travelled SV 7 Social Studies 1
and instead lets his servant do all his
errands. He is also very absent-minded, Clothing: Vogue 4 (F 2, Q 2); Equipment: -
as if there is too much information in his Sample of Attacks: -
head and his mind easily wanders.
Père Immanuel Lavotte
The entire life of Immanuel Lavotte
has been unfortunate. He lost his
parents, forced to live as an attendant
in the church his father brother
worked at. The priest who succeeded
his father’s brother was everything
but Christianly and lost to all sense of
shame. Immanuel was beaten at least
once a day, regardless of whether he
had been naughty or not. For ten years,
he lived in misery, until he turned 16,
when a servant girl killed the priest
after he had been too violent.
Immanuel’s adult life is also lined
with unpleasantness. If it was not for
his unwavering faith in God, he would
have ended his life long ago, if not
by immediate action, then through
unhealthy living. During all his life, he
has faced adversity with great courage.
He knows, after all, that it is all God’s
great test. When God realizes that his
faith is unyielding and strong, things
will change and if they do not, well,
then his reward is in Heaven, when he ✦✦ Positive impressions on Immanuel: ✦✦ Negative impressions on Immanuel:
66 finally gets there. ✦✦ Deeply religious people ✦✦ Scientists
As a 19-year-old, Immanuel saw ✦✦ People who overtly look down on ✦✦ Non-religious people or those who
science on the advance. He then set out science are not religious enough
on a mission of his own, to destroy all
science that opposed God. He despises
the scientists with all that entails and IMMANUEL LAVOTTE
claim that everybody, even the nobility, Age: 39; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10m)
must submit to God’s divine power. Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
For five years, he has worked hard to Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
oppress and remove the life and work Character Traits: Intelligence +2, Perception +2
of all scientists. Letters to popes and Power Spheres: Holy 46
bishops caused the unlucky men, that
were investigated by Immanuel, to be Skills: Entertainment SV 5, Esotericism SV 7, Fighting SV 8, Professions SV 7
visited by holy men that interrogated Science SV 4, Stealth SV 6
them, and sometimes more than that. Agility SV 7 Horsemanship 1 (Riding 1)
Today, Immanuel is 39 years old, Culture SV 10 Civics 1 (Administration 2, Heraldry 3, Law 2); Humanities 1 (History 3,
and his life has started to become a Literature and Arts 3, Philiosophy 2)
little brighter. His call to bring down Communication SV 10 Etiquette 1 (Social Intercourse: [Nobility 2] Vogue [Nobility 1]);
the scientists was soon noticed by the Languages 1 (Foreign Languages [Latin 3], Reading and Writing
Church, who then welcomed him into [Latin 3], Native Language [French 4]); Rethoric 1 (Persuasion 3)
their fold. He is now a member of a Theology SV 10 De Religionibus 1 (De Sub Rosa Religione 1, Religio 2, Knowledge of
secret organization within the Church, Miracles [Christianity 2], Religious Literature [Christianity 3])), Divine
who act in the dark and whose sole Arts 1 (Holy Power 1, Incite Courage 2, Mysticism 1, Pastoral Care 2)
mission is to cause irreparable damage Well-Travelled SV 8 Social Studies 1 (Geography [France 2]
to scientists all over Europe. His latest
task is to monitor Carl-Johan Grecke’s Clothing: Vogue 6 (F 2, Q 4); Equipment: -
activities, something that he has done Sample of Attacks: -
for the last 10 years.
Herr Carl-Johan Grecke ✦✦ Negative impressions on Carl-Johan:
The 34-year-old enlightened philosopher ✦✦ People who despise science
Carl-Johan Grecke, is an atheist to his ✦✦ People who speak of God’s power and
fingertips. Belief in God is ridiculous, strength
he says, and he believes that even the ✦✦ Religious people
aristocrats are more reasonable than
the men of the Church. He claims that
religion and the persistent harping on
an absolute God are but tools, created by
rulers, hungry for power. He is accused of
having donated large sums to alchemists
and of supporting their experiments.
Despite this, he continues to openly
criticise the Church and, maybe not so
openly, donate money to alchemists.
He sincerely hopes that his alchemist
friends will soon find proof that “God”
is just a made-up idea, by managing to
create matter by themselves, or even life.
If they manage to do so, it could prove
to the rest of humankind that God is
nothing but make-believe. In spite of his
open critique, no one has tried to silence
him. They know that if they did, the
spark would set aflame a much larger
fire. It is better, therefore, to control the
spark so that it does not spread, and that 67
is what Immanuel is trying to do.
Carl-Johan is clever, very clever. He
has already figured out the Church’s CARL-JOHAN GRECKE
attempt to control him. He knows Age: 34; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10m)
he is watched, but not by Immanuel, Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
and thus, he is very careful and keeps Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
his dealings with scientists and Character Traits: Charisma +2, Intelligence +4
alchemists in utmost secrecy. Carl- Power Spheres: Scientific 46
Johan is involved in a great many
projects, everything from alchemical Skills: Esotericism SV 8, Stealth SV 5, Theology SV 9, Professions SV 6
experiments to turn lead to gold to Agility SV 6 Horsemanship 1 (Riding 3)
attempts to create, or even alter, a Culture SV 10 Civics 1 (Administration 3, Bribery 1, Heraldry 2, Law 2); Humanities 1
creature’s attributes and abilities. (Archaeology 2, History 4, Literature and Arts 3, Philiosophy 4)
He honestly believes that alchemy is Communication SV 7 Etiquette 1 (Social Intercourse: [Nobility 3], Vogue [Nobility 2]);
man’s salvation. The great alchemical Languages 1 (Foreign Langurages [English 2, French 3, Latin 2]),Reading
breakthrough that is just around the and Writing [Latin 1], Native Language [German 4]); Rethoric 1
corner now, will make people open (Persuasion 4)
their eyes and see the world they live Entertainment SV 7 Acting and Dancing 1 (Acting 1)
in. Anyone can realize that a good Fighting SV 6 Close-Combat Weapons 1, Ranged Weapons 1
and omnipotent God would never Science SV 5 Applied Science 1 (Pharmaceutics 2), Health Care 1 (Healing 1, Mental
let their creations suffer as humans Care 2), Natural Philiosophy 1 (Biology 2, Chemistry 3, Mathematics 3),
suffer. Transmutation 2 (Alchemy 3)
Well-Travelled SV 8 Social Studies 1 (Geography [Europe 1, France 1, Germany 2])
✦✦ Positive impressions on Carl-Johan:
✦✦ People who openly criticize the Clothing: Vogue 6 (F 3, Q 3); Equipment: -
Church Sample of Attacks: -
✦✦ People thirsting for knowledge
Monsieur Laurent
Burgont
It is now five years since 42-year-old
Laurent Burgont saw his and his father’s
life’s work demolished by common
people who had risen from the shit-
filled gutters. Ever since, Laurent has
rejected these individuals and compared
them to thralls who should know their
place, instead of taking for themselves
what was given to him by God. Laurent
believes that God had granted power to
a select few and that the common masses
should know their place in society.
Laurent Burgont is constantly seen,
in spite of his lack of money, at the fancy
parties around France. Many think and
claim that Laurent was able to tuck
away his fortune before his enterprise
blew up. Just as many claim that he, like
prostitutes, is paid to attend these parties,
to speak and be seen. His sarcasm and
unbelievable ability to converse attracts
many to the parties they know he will
attend. He is liked by many for openly
looking down upon those of lower status.
68 Since most people of noble birth think,
but might not dare express, exactly what
he says, he is a welcome man at their LAURENT BURGONT
parties. Some of his enemies claim that Age: 42; PHP: 34; MHP: 32; Movement: 2 CP per 1 m (Max 10m)
he is so poor, that he is forced to live in a Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
two-room apartment together with two Mental Damage levels: 1-14 (0) / 15-22 (-1) / 23-28 (-3) / 29-32 (-5) /33-34 (-7)
thieves between the festivities. Character Traits: Intelligence +2, Psyche +2
Just like Immanuel, Laurent is deeply Power Spheres: Holy 46
religious, maybe not as much, but
almost. However, he does not despise
scientists, as he believes they are a part Skills: Agility SV 7, Entertainment SV 7, Fighting SV 7, Professions SV 6,
of God’s great plan to bring order to Stealth SV 5
the chaos that humankind has wrought Culture SV 10 Civics 2 (Administration 3, Law 2); Humanities 1 (Archaeilogy 2, History 3,
upon themselves. He does, however, Literature and Arts 4, Philiosophy 4)
hate alchemists, who he claims are the Communication SV 7 Etiquette 1 (Social Intercourse: [Lower Nobility 3], Vogue [Lower Nobility 4]);
scientists of the Devil. He claims that Languages 1 (Foreign Language [German 2, Latin 3], Reading and
only worshippers of the Devil dare try to Writing [Latin 3], Native Language [French 4]); Rethoric 2 (Bartering 2,
change God’s creations with magic. Persuasion 3)
Esotericism SV 5 De Sodoliciorum 1 (Esoteric Symbols 1, Occult Literature 1, Sub Rosa
✦✦ Positive impressions on Laurent: Doctus 1)
✦✦ People who despise alchemy and Science SV 7 Natural Philiosopy 1 (Biology 1, Geology 1, Mathematics 2, Physics 1)
magic Theology SV 10 De Religionibus 1 (De Sub Rosa Religione 2, Iconography 2, Knowledge of
✦✦ People who like parties and luxury Miracles 2, Religio 3)
✦✦ People of noble birth and status Well-Travelled SV 7 Social Studies 1 (Geogrphy [Europa 1, Germany 2])
✦✦ Negative impressions on Laurent:
✦✦ Working-class people and paupers Clothing: Vogue 5 (F 2, Q 3); Equipment:
✦✦ People who think highly of alchemists Sample of Attacks:
and their doings
Monsieur Xavier du ✦✦ Positive impressions on Xavier:
Palles ✦✦ People who seek adventure and thrill
The 27-year-old adventurer Xavier du ✦✦ People who look up to him
Palles is the son of a very wealthy family ✦✦ Strong people who stand up for
from the south-west of France. Already themselves
at 17, he went on his first expedition to ✦✦ Negative impressions on Xavier:
Constantinople to seek the mystery of the ✦✦ People who stand in his way
Orient. Soon after, he travelled to North ✦✦ People who do not look up to him
Africa, and then kept traveling until now.
Xavier has really lived after the motto “the
world is my home”. He is arrogant and
proud, stuck-up and self-absorbed. People
hate him as much as they adore and envy
him. Everybody knows that everything he
says is based on truth, even though some
details are tweaked to tell a better story.
His rivals have delved deeply into his past
in search of lies or inconsistencies in his
stories, but have found nothing. Instead,
they have found themselves on the wrong XAVIER DU PALLES
end of his rapier. Up until now, Xavier Age: 27; PHP: 33; MHP: 32; Movement: 2 CP per 1 m (Max 12m)
has left these duels without as much as Physical Damage levels: 1-13 (0) / 14-21 (-1) / 22-27 (-3) / 28-31 (-5) /32-33 (-7)
a scratch, something that cannot be said Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
about his opponents. Character Traits: Constitution +1, Dexterity +2, Intelligence +1,
Xavier is tall and always groomed Power Spheres: Scientific 49, Underworld 31
and well-dressed. He loves hats of all
kinds, and some nights, when he is in a Skills: 69
particularly good mood, he can be seen Agility SV 7 Body Control 2 (Evade 1, Parkour 2), Horsemanship 2 (Riding 2)
wearing up to seven different hats. He Culture SV 10 Civics 1 (Administration 3, Bribery 3, Heraldry 1, Law 2); Humanities 1
has long, deep-brown hair that when (Archaeology 2, History 2, Literature and Arts 1, Philosophy 2)
untied flows beneath his hats. Communication SV 10 Etiquette 1 (Social Intercourse: [Nobility 2, Middle Class 1], Vogue
In later years, Xavier has had other things [Nobility 2, Middle Class 1]); Languages 1 (Foreign Languages [Latin 3,
on his mind than long and exotic travels, German 2, Turkish 1],Reading and Writing [Latin 1], Native Language
that with time actually have become rather [French 4]); Rethoric 1 (Bartering 2, Persuasion 4)
dull. He has found an interest in the occult. Entertainment SV 8 Acting and Dancing 1, Gambling 1 (Cheating 1, Games [Board Games 3,
Xavier reads all he can about the occult, it Cards 2, Dice 1], Illicit Gaming 1)
does not matter what the subject is. He has Esotericism SV 6 Supernational Beings 1 (Beastiology 1)
Antonio Calvino to thank for this. Their Fighting SV 9 Combat Experience 1 (Combat Actions 2), Close-Combat Weapons 1 (1h
ways crossed on one of Xavier’s travels Weapons [L] 3), Unarmed Fighting 1 (Brawling 2), Ranged Weapons 2
to Italy, and they both felt invigorated in (Pistols [L] 2, Rifles [1])
each other’s company. He was together Professions SV 7 Hunting and Fishing 1 (Hunting 1, Fishing 1, Tracking 1)
with Antonio Calvino, when the latter Science SV 5 Applied Science 1 (Pharmaceutics 1), Health Care 1 (Healing 1, Mental
was offered the chance to buy Übel’s Coin Care 1), Natural Philiosophy 1 (Biology 1, Chemistry 3, Mathematics 1,
of Judas, and after some research, Xavier Physics 1), Transmutation 1 (Alchemy 2)
realized that this was a treasure too good Stealth SV 9 Avoidance 1 (Disguises 1, Hide and Camouflague 2, Sneaking 2), Detection 1
to pass up. When Übel did not reply, he (Detect Hidden 1, Observation 2); Sleight of Hand (Arm/Disarm Traps 1,
killed his new-found friend and set off for Concealing 1, Lock Picking 1, Thief Signs 1)
Koblenstadt to fetch the coin himself. Xavier Theology SV 8 De Religionibus 1 (Iconography 2, Religious Literature [Christianity 2])
was too late, however, as Übel had already Well-Travelled SV 8 Social Studies 1 (Geography [Europe 1, France 2, Ottoman Empire 2]
been killed. Since he now realized that the
players of this game were dangerous, he Clothing: Vogue 7 (F 3, Q 4); Equipment: Light Pistol (d), Light Rifle (d), Rapier (d)
continued on to Farschviller, where he got Sample of Attacks: [Free CP 9+1]; Pistol [CP 10+6] SV16; Rifle [CP 10+4] SV 14; Close-Combat
the splendid idea to let someone else get him Weapons [CP 9+7] SV 10|7; Brawling [CP 9+5] SV 14.
the coin under false pretences.
Thieves Guild

THIEVES [OLDER ONES]


Age: 15+; PHP: 32; MHP: 32; Movement: 2 CP per 1 m (Max 10m)
Physical Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Mental Damage levels: 1-12 (0) / 13-20 (-1) / 21-26 (-3) / 27-30 (-5) /31-32 (-7)
Character Traits: -
Power Spheres: Underworld 31

Skills: Culture SV 3, Entertainment SV 5, Esotericism SV 2, Professions SV 3,


Science SV 1, Theology SV 4. Well-Travelled SV 6
Communication SV 7 Etiquette 1 (Social Intercourse: [Pauper 3], Languages 1 (Native Language
[German 2]); Rethoric 1 (Bartering 1)
Fighting SV 7 Close-Combat Weapons 1 (1h Weapons [R] 2), Unarmed Fighting 1
(Brawling 2, Wrestling 1), Ranged Weapons 1 (Rifles 1)
Stealth SV 8 Avoidance 1 (Disguises 1, Hide and Camouflague 2, Sneaking 3), Detection 1,
(Detect hidden 1, Observation 2), Sleight of Hands 1 (Arm/Disarm Traps 1,
Concealing 2, Lock Picking 2, Pickpocketing 3, Thief Signs 2)
70
Clothing: Vogue -5 (F -4, Q -2); Equipment: Dagger (d), Light Rifle (m)
Sample of Attacks: [Free CP 7]; Rifle [CP 7+3] SV 10; Close-Combat Weapons [CP 7+5] SV 12;
Brawling [CP 7+5] SV 12, Wrestling [CP 7+3] SV 10.

THIEVES [YOUNGER ONES]


Age: 7-15; PHP: 22; MHP: 22; Movement: 2 CP per 1 m (Max 8m)
Physical Damage levels: 1-7 (0) / 8-13 (-1) / 14-18 (-3) / 19-21 (-5) /22 (-7)
Mental Damage levels: 1-7 (0) / 8-13 (-1) / 14-18 (-3) / 19-21 (-5) /22 (-7)
Character Traits: -
Power Spheres: Underworld 18

Skills: Culture SV 1, Entertainment SV 3, Esotericism SV 1, Professions SV 2,


Science SV 1, Theology SV 2. Well-Travelled SV 2
Communication SV 4 Etiquette 1 (Social Intercourse: [Pauper 1], Languages 1 (Native Language
[German 1])
Fighting SV 5 Close-Combat Weapons 1, Unarmed Fighting 1, Ranged Weapons 1
Stealth SV 6 Avoidance 1 (Sneaking 1), Detection 1, Sleight of Hands 1 (Concealing 2,
Lock Picking 1, Pickpocketing 1, Thief Signs 1)

Clothing: Vogue -5 (F -4, Q -2); Equipment: Dagger (d), Light Rifle (m)
Sample of Attacks: [Free CP 5]; Rifle [CP 5+1] SV 6; Close-Combat Weapons [CP 5+1] SV 6;
Unarmed Fighting [CP 5+1] SV 6.
 Notes 
 Notes 

72

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