Tales From Sylvania (WFRP)
Tales From Sylvania (WFRP)
Tales From Sylvania (WFRP)
Prologue
The storyteller at the inn had offered to tell a story
for a meal and a mug of ale. The traveling group of
adventures in the inn had money to spare at the time,
and was looking for opportunities to use it, this being
a cheap investment. The storyteller had finished
eating and looked up at the group of adventures.
I will tell a story about the southern Sylvania in the
year 2413, an isolated place with much superstition.
This story is about one of these superstitions of the
area. The question about whether it is true or not, I
will leave for you to decide, I will just speak the story
the way I heard it myself.
First I will introduce the story's three main characters,
3 close friends. The first was a priest of the Verenacult of learning and justice, by the name Bernhard
Hartvig. When he wasn't at the temple, he either
spend his time with his close friends, or teached
Theology, history, and languages of Old at Nuln's
university.
Dwarfs in Sylvania
Dwarfs are to be found on the border of Sylvania and
the Border Princes. They do not have very much
contact with the Sylvanians, except for trading for
food and livestock.
A few mining communities typically coal mines consisting of both Humans and Dwarfs can, however,
be found, and Dwarven craftsmen and engineers have
often been hired to build the great old castles in
Sylvanias highland.
The Dwarfs have the following big communities in
the southern mountain land (The Worlds edge
mountains).:
Sylvania
Sylvania is a province in Stirland. It actually belongs
to Stirlands Noble elector-family of HauptAnderssen, but it has always had some kind of
independence within Stirlands area - as long as taxes
are paid Stirland tolerates this. On most WFRP and
WFB maps, Sylvania's borders stops before The
Worlds Edge Mountains. Like the real Trans-sylvania
highland the borders should be considered to stretch
into the mountains, actually to the Northern shores
of Black Waters. The mountain area is however only
sparsely populated, and villages normally have a
maximum of 70 villagers.
The storyline
Plot
can get saddle and harness' and ride the less than a
day ride to Averheim, instead of waiting for the next
coach (players choice, Werner and Alfred is just trying
to please the travelers at this point).
Averheim
As far as I know no description of Averheim has ever
been officially printed, but you can consider it a town
like Bgenhafen (about 4.500 people or so - in 2413
the population might have been lower in the cities!).
Mootland
In the village Oakville in Mootland the PCs will be
able to find a Halfling coaching company called "The
pot and pan Coach-lines" which have a route to a
village in the southern Sylvania some miles from the
monastery.
The village of Oakville has 93 citizens (4 humans, 89
Halflings). Most buildings are Hobbit-Barrows, but
inns, stores, and some other buildings are in humanstandards. The citizens are generally fond of travelers
and the PCs will finally have the chance of felling
Buchresti
Buchresti is the largest town in Sylvania and
considered its capital. It is located in the lowland at
the River Aver before it reaches The Worlds Edge
Mountain. Buchresti has about 3.500 citizens. The
PCs will have to travel on foot from here into the
lower parts of the Worlds Edge Mountains to the
location of the monastery.
Mountain travel
The journey to the monastery will take about three
days. Events on the days are described below:
Day 1
Day 2
As the PCs descend into the mountains, they discover
a big wolf with a little creature on its back. The rider
is constantly watching them. The rider is a Goblin,
and he is trying to lure the PCs into a trap. The PCs
guide can explain that it is a Goblin rider, and others
might be nearby, as Goblins live together in bigger
flocks - he will strongly suggest moving on. If the PCs
walk towards the rider he will begin to back up. As
the PCs reach the place where he just stood, a hail of
5 arrows flies towards them. The shooters are 5 other
Goblins (on wolves if your PCs can handle it,
otherwise on foot). As the PCs draw their weapons
the Goblins charge into combat, dropping their bows
to draw hand weapon. As soon as two Goblins or
more are dead each Goblin must pass a Ld test or flee
from combat.
The PCs can also visit the Gypsies Seer who can read
the PCs fortune. The PCs will be showed into one of
the wagons to a woman of about 50 years of age
('Cross my hand with silver' etc. etc.).
Whether the fortune reading will be: 'Yes! I see your
fate is crossing with a tall dark man from Kislev,' or
'Yes! Your looking for an old friend... mmm... I feel
your friend is in great trouble. He has meddled to
deep in things that should have been secretive... And
now the jealous brother has his mark upon him..' Is
entirely up to the GM. Inquiries about 'the Jealous
brother' will make the Gypsy make religious signs
and quick prayers and she will command the PC to
do the same.
Day 3
The characters reach the monastery at dusk. As they
walk into the small village in front of the monastery a
nice smell (especially if the PCs have been forced to
live on traveling rations) of Smoked sausage reaches
their nostrils. The smell comes from a butcher's
building and a woman standing in front of the
building greets the PCs: 'Welcome travelers - to the
monastery of the order of Wisdom. Would you care
for one of the village's renowned smoked sausages?
After traveling the mountains it tastes even better!'.
The sausage costs 2 Silver Shillings and actually tastes
very good. As described in the introduction these
sausages have been made from human flesh. They
have a very sweet taste and the meet is soft. For 48
hours after eating a sausage the player will be more
vulnerable to the hypnotic effects of the vampire,
which has a more powerful effect (should it be
necessary).
The Monastery of
the Order of Wisdom
Please read carefully through this section to get an
overview of events and knowledge. The players
actions can be numerous as they try to investigate.
Library Figure 1
10
11
Events
12
(if they are better than their knives). After this they
will try to get across the bridge to slay the PCs. The
players can do the same trick (if they hide a knife) as
the peasants did, only the peasants won't throw down
their weapons. If they cut the bridge they will have to
find another way to cross the crack.
Ropes to cut
All 4 ropes
3 ropes, the last will snap
2 ropes, the last will snap
Brother Markus
The next day, the PCs will learn that the peasant
Reinhold has been asking and looking for them,
supposedly to deliverer a personal message for them.
Reinhold, however, will be nowhere to be found, but
has left a message with Brother Markus of Giseroux
(Vampire Slave) for the PCs. The monk can tell the
players that, it was something about Brother
Heinrich of Grnburg urgently wanting to see them
at Reinholds place.
Brother Markus will deliver this message to the PCs
when asked, but he has ofcourse been in no hurry to
find them, giving the Vampire time to slay Brother
Heinrich and Reinhold.
14
The players will have to break in, but will find the
front door unlocked anyway (there is someone
home!). The door leads into the front room, which is
the butchers shop itself. There are many sausages,
actually too many when you consider the small
number of pigs raised in the small village.
NPCs
Most of the NPCs use standard profiles of their race
with the relevant career advance scheme, skills, and
trappings.
I haven't written much about the different peoples
personality. Generally you should think in stereotypes
when roleplaying the different NPCs. Almost all of
the monks (at least the ones who are connected with
the library) are real bookworms, and literate persons.
Franz Sleicher
M WS BS S T W
4 31 28 4 3
8 22 1
33
28
14 53
23
19
MP: 22
Skills: Arcane Language - Magick, Read/Write, Secret
Language - Classical, History, Speak Old Worlder Reikspiel G3 and Sylvanian dialect G4 - Tilean ,
Identify Plants, Sense Magick, Cult Doctrine Verena, Theology, Invoke Prayer - level 1+2,
Meditate, Public Speaking, Ceremony, Identify
Undead, Astronomy, Numismatics, Cartography,
Identify Plants, Rune Lore, Theology, Modern Arcane
Language, Arcane Language - Latin (I have
introduced this language in my newest version of
'literature of the Old World' - in short it is an arcane
language from Remas), Library use (special for the
monastery of the order of Wisdom!), Literacy
Prayers: Cure light Injury, Magic Alarm, Aura of
Resistance, Zone of Sanctuary, Zone of Steadfastness
Trappings : Robe, Holy emblem, Glasses
Standard Human
M WS BS S T W
4 25 34 3 3
6 38 1
38
24
29 24
36
36
The monks
Father Maynard - level 2 Verena priest/ Scholar Abbot
M WS BS S T W
4 31 28 3 3
4 41 38 3 3
43
38
64 34
63
33
28
34 43
43
39
7 61 1
6 42 1
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Brewing, Secret
signs -Artisan
Trappings: Robe, Holy emblem
M WS BS S T W
46
16
5 42 1
33
28
44 43
43
39
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Library use (special
for the monastery of the order of Wisdom!),
Literacy, History, Modern Arcane Language, Arcane
Language - Latin
Trappings: Robe, Holy emblem, poison capsule-
M WS BS S T W
4 31 28 4 4
7 42 1
33
28
34 43
43
39
5 42 1
33
28
34 43
43
39
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Identify Plants,
Herb Lore, Cook
Trappings: Robe, Holy emblem
5 42 1
33
22
34 43
43
33
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Library use (special
for the monastery of the order of Wisdom!), Modern
Arcane Language, Arcane Language - Latin
Trappings: Robe, Holy emblem
5 42 1
33
28
34 43
43
39
M WS BS S T W
4 31 28 3 4
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Cook, Story telling,
Art, Act
6 42 1
33
29
31 39
43
35
M WS BS S T W
4 31 28 3 3
4 31 28 3 3
33
28
34 43
43
33
28
41 43
43
39
5 42 1
5 42 1
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Library use (special
for the monastery of the order of Wisdom!), Modern
Arcane Language, Arcane Language - Magick, Arcane
Language - Latin, other language.
M WS BS S T W
M WS BS S T W
39
4 53 43 4 3
Skills: Read/Write, Scroll Lore, Secret Language Classical, Cult Doctrine - Verena, Library use (special
for the monastery of the order of Wisdom!),
Literacy, History - Sylvania, Modern Arcane
Language, Arcane Language - Latin
9 45 2
40
31
30 33
20
34
18
EP Awards
4 60 40 5 4 10 53 2
43
55
38 50
45
40
Epilogue
It is possible that the players won't discover the
vampire. If the inquisition is called for, the chances
will be even greater that she won't be discovered.
The inquisitor is quite likely to solve the problem, by
inventing some story about dark forbidden rituals
and burn some people - preferably villagers, as
monks will typically be given a less severere sentence.
The PCs might be satisfied with the explanation that
their friend was sacrificed by a cult, and that they
have been burned now. After some time the vampire
will have restrengthen herself, and she will settle
down more openly in the area - getting slaves to
19
20
8. Vorhexen 2412
I have now reached Sylvania in the southern
Empire. Sylvania is a poor country and seems
List of Graves:
XV. Fritz Bcker
I. Adelbert Pieterson
V. Anders Ente
X. Edgar Jger
XIV. Fernando
- CLXV
1. Empire
21
22
Monastery Map
From the Name of The Rose
23
M WS BS S T W
4 37 33 3 4
4 41 38 3 3
43
28
64 34
63
63
72 54
61
45
7 61 1
45
8 44 1
46
MP: 15
Skills: Scroll Lore, Arcane Language - Magick,
Read/Write, Secret Language - Classical, History,
Astronomy, Numismatics, Speak ??+?? (Let the
player choose two languages), Astronomy,
Cartography, Identify Plants, Sense Magick, Rune
Lore, Cult Doctrine - Verena, Theology, Invoke
Prayer - level 1, Meditate, Public Speaking
Prayers: Cure light Injury, Magic Alarm, Aura of
Resistance
Skills: Fine Priest robe, Holy Verena symbol, 25 GC.
M WS BS S T W
4 44 46 3 3
8 61 1
43
57
65 49
49
51
24