"Trespass of Drachenfels": Hofsstorstrasse
- Kastor
- Feb 24
- 42 min read
Updated: May 9
Quest Start: Trespass of Drachenfels When still at the "Juggling Swine" Albrecht approaches the party with an explanation that his long time acquaintance has just got himself moved up into the ranks of a retinue of a newly moved in merchant in the snobby Obereik district. He explains that he's seeking an adventuring party to take up a little odd job for him. If you agree to listen to his companion Rupert the steward visits the "Juggling Swine." When seated by one of the tables with the party, the richly dressed man with a working class accent explains that the newly moved in nouveau riche employer of his hell-bent on impressing his neighbours of nobile station and old money by organising a Geheimnisnacht ball, such events are always a difficult to organise on account of the unpredictibility of the cursed moon Morrslieb, however the rich merchant commissioned a certain independent freelance astrologer and Astrometeorological Thaumaturgist of the Imperial college of magic, he claims to have predicted this years' chaotic moon to be full on the 3rd of Nachgeheim. The main attraction of this event is supposed to be some grizzly reminder of the foreboding history of the region, something trully dread inspiring on the night of chills and fright, he desires a peace of genuine Drachenfels stonework to put fear into his neighbours, a sculpture more precisely, one to awe the Altdorf society with at the Geheimnisnacht ball.

He insists that the sculpture be brought in the best possible condition before or on the day of the ball. He explains that the payment on the statue to be based on the condition in which it arrives to the manor, but he explains that the party shouldn't expect less than a 1oo gc for a high quality peace of stonework. The payment will be issued only on the day of delivery.
Faced with stern conditions by Rupert the Steward the party is forced to find a way to transport the statue with, the vegetable cart left by the halflings ought to suffice for now. When the name of the accursed castle is mentioned Albrecht only ruffles his moustache and explains that expeditions into the castle never end well, many parties have perished trying to reach the wretched place torn apart by the malicious forces bound within the castle, luckily he knows of a place where you could ask after proper protection, thanks to his extensive network of frendships and acquaintances the party knows that they ought to ask after Morric the innkeeper, at Hofsstorstrasse in the Morrwies district, the only favour Albrecht asks in return is that you bring him a sovuenir from your venture into the castle to display to his clients...
Hofsstorstrasse is the street in Morrwies district directly neighbouring one of the Great Morr Garden gates. Rooftops of the neighbourhood are covered in a thick layer of bat guano and in the distance great thick plumes of smoke rise from the great city crematorium. Immense hollownes gapes in the centre of the district where the Morr’s Garden stands, a grand necropolis, a city within a city. Its low gravestones and family mausoleums clashing against the tall townhouses and spires of the district. The streets themselves stand dilapidated, old, cobwebbed and slightly dead. The tall towers of the empty ruin of the Amethyst college standing ajar before the whole gloomy neighbourhood letting the draught of Shyish in.
A signboard showing a dancing skeleton with a tankard in his hand raised over his skull hangs over the dilapidated street. The "Merry Grim" tavern is the place Innkeeper Albrecht recommended as a good place to start seeking protective amulets for the venture into the dark Drachenfels. Here is a place where after a tough days work the hard working craftsmen and priests and amethyst wizards get to rest and revel in their own grotesque company, renowned for its dark humour. The clientèle tends to be very picked, the times the place opens playing into the nocturnal scheudles of the Morrwies locals, being closed during daylight hours. The establishment itself used to be an embalmer’s workshop, so part of the tables in the establishment are actually stony autopsy tables with blood gutters now fashioned into tables surrounded by benches and topped with skulls covered with candles. The bar is run by the former embalmer, great jars of pickled limbs stand on the same shelves as garlic and sausage, and taxidermy creations. Dusty barrels pour forth ale for the cracked pinkish pale lips of the clients in their great elegiac hoods with grim creepy smiles joking about things in hushed whispers, as guano trickles down from the roof of the establishment. A small back alley enclosed with a doorless arch, leads into a place where the neighbouring artisans workshops store their coffins and tombstones, at the end of the alley stands an outhouse, also the entrance to the cellar is located here, in it the corpses left here by the Morrites await to be interned at the temple, but due to high mortality the Temple had to rent cellars of neighbouring businesses in order to maintain the rising amount of Morr’s flock. Outside the hillocks of the cemetery grow with the great eerie necropolis to one side, and the tall tower of the madhouse rising to the West. Four characters of interest are present in the tavern; The bald, clean shaven tall agelastic owner whom used to be an embalmer and now is a simple tavern keeper. A pair of troubled looking cowled Morrite priests. A ginger amethyst wizard’s apprentice studying in the corner, enjoying an evening free from the scrubbing of the wizard’s tower and a black clad mountain of plate armour in a closed sallet pouring mechanically pints into its mouth, a knight of Morr, a silent sullen figure, bound by a vow of silence.
Concerning the party's purpose here, once the players decide which quest they prefer to undertake in order to gain a protective charm, the party from which they did not take the quest leaves or is uninterested in giving the quest out anymore. Both of the quests use the same map but we pretend as if they're different locations about the grand Morr's Garden.

"Merry Grim" Tavern (D 6 to 10, E 6 to 10, F 6 to 10, G 6 to 10)
The owner of the tavern used to be an embalmer, taking the bodies of the dead prepared and interned in the depth of his cellar, now he has put his mournful trade aside, and converted his establishment into a drinking hole. As the locals would often come down anyway to gossip and chat. Stone dissection tables used by the patrons for to rest their tankards atop of. The embalmer is a tall agilastic bald man of a sour demeanour. Skulls adorning the walls and support-columns as well as a morbid mural. The shelves behind the innkeeper contain as much decorative beer mugs, garlic bulbs hanging off and drafted beer barrels as limbs in jars and taxidermied beasts. The inn offers its own adventurous cocktail, the Morr’s Key. A schnapps with a tiny diluted amount of soporific poison in it. Drinking it demands a -1o% WP, failure causes the drinker to fall into deep sleep for 2d6 hours.
Dissection tables (F-6/G-9)- These stone tables are surrounded by a guttering that was used to drain the blood from the dissected bodies. The one remianing table at E-9 is madeshift of a coffin lid.
Barrels- The barrels by the entrance are the empty ones, waiting to be taken back to be refilled at the brewery. Hollowed out of their souls by the ever thristy patrons.
Cellar Pit (F-8)- The midst of the tavern sports an unapoligetic gaping hole leading deep into the darkness of the cellar, reeking of moist earth and mold, there is no sign of a ladder but a great metal hook hanging above the heads of the patrons in the attic above (F-8). It looks like an entrance into the underworld simply manifested here. The fall from the tavern floor into the cellar is 6 yards long.
Bar- It's fashioned of dark wood. There’s a taxidermied mummified snotling squatting on the counter with a small tin cup with a small sign around his neck saying ”Tips.” The beer currently tapped is a "Leichenhaft's Special."
Wall Painting- Inside of the tavern the wall on the left is marked by a huge wall painting on white plaster (G;8 to 9). It depicts a group of grinning figures, prancing in a circle. Wearing the mitra of a wizard, a cowl of a Morrite priest, one in a electoral crown, one carrying a farmer's pitchfork and one bearing a soldier zweihander, however all are reduced to mere bone. This fellowship of skeletons dances around a ditch. A tankard in their hands. (There's something written beneath the painting in bold letters and Imperial font; Read and write -1o% due to coke that covers the walls) A text written beneath the painting proclaims "Leichenhaft's Special; we can't get enough of the stuff" Apparently it's an advertisement of a local ale. (Fail; You can only imagine what the dark and twisted doleful text proclaims, but you are sure it's something morbid and eldritch, a mystery of death...)
Dark Alleyway- Here the neighbouring coffin maker’s workshop stores some of its good, three full ash coffins. There is also the shared outhouse. The coffin maker is said to be renting his upstairs room to some strange character, the innkeeper hastens to inform the players. There is also the hatch into the cellar, which is open.

Innkeeper (Morric of the "Merry Grim") An old driking buddy of innkeeper Albrecht, formerly an embalmer.
WS | BS | S | T | Ag | Int | WP | Fel 28 25 33 32 31 42 41 39 A | W | SB | TB | M | Mag | IP | FP
1 13 2 3 4 0 0 0 Skills: Academic Knowledge (Necromancy, Science), Common Knowledge (the Empire), Consume Alcohol, Drive, Evaluate, Gossip, Haggle, Heal, Perception, Read/Write, Search, Speak Language (Kislevarin, Reikspiel +1o%, Classical), Trade (Apothecary) Talents: Acute Hearing, Dealmaker, Savvy, Suave, Surgery. Equipment: Leather Jerkin (Body 1), Hand Weapon (Cudgel), Abacus, Ether soaked apron, Trade Tools (Barber-surgeon). The innkeeper is a rather humourless fellow, when asked about the magical protection the party seeks for their venture into Drachenfels he tells them to speak with either the Morrites or the young wizard's apprentice, depending if they wish to seek divine or magical aid. When gossiped with he has this to say; "They say some odd fellow is renting out a space at the attic of the coffin maker’s workshop. A secretive type. Goes out at night, sledom stops for a drink. Sullen fellow even for our standards." If the players decide they wish to have a few drinkes before getting down to mischief the innkeeper will approach them with the following;
"Now that you’re all in good moods, would you mind helping me with a certain matter? The thing is, it is somewhat delicate, could you perhaps follow me to the cellar? I’ll explain everything there."
If the players follow this morbid call to adventure, the innkeeper opens the cellar door for them and takes them into the damp innards of the inn, there they find the three stiffs;
"Meet my cold patrons. Don’t worry, they don’t bite! The thing is, I’ve been renting out this space to the Morr’s temple as the city council disallowed any movement of corpses beyond the Morrwies district following the green pox epidemic, blocking all the bridges out of the district and cutting off the local parish from the High Temple of Morr on the other side of the river. Meaning the local priests must tend to interning of all the corpses as usual, as well as all the plague related deaths. Regular, non-plague related cases are kept in the proper rites. And the local morgues can allow for only so much space, now, the Morrites have opened their coffers to rent out the local cellars to store some of the corpses for the time as they’re waiting their turn to be interned. They say the sanitary pit in the midst of the cemetery is already a sacrilege enough, but no one wants to see the plague spread. So the matter is simple, I need you to carry these three off to the temple of Morr. The issue is, it will be difficult since city watch patrols Morrwies to ensure the plague law is being obeyed. No one is allowed into the cemetery and so on."
The innkeeper asks of you to move some of the corpses from the cellar to the nearby Morrite Morticians, as their cellar was overcrowded the innkeeper rented them a space to keep the corpses in the cold of the cellar so they won’t spoil so quickly. Covered in shrouds they are to be carried to a coffin placed in the Morrite temple (E-2), he gives you 6 pence for to cover the payment which is intended to be placed on the eyes of the deceased, it's either that or a shilling or a crown placed on the tongue if one desires a premium option. The owner is a a little busy, and it would be a good deed. ”You ought to watch out for the Morrwies guards” the innkeeper adds “Since the plague restrictions they got a little more than jumpy, and they were issued weapons... they’re good lads, but finding strangers walking lugging corpses through the streets might cause them to ask some question. It’s not legal to carry the dead about since the plague and all, but it’s a good deed...”
You can dress the corpses up as living and pretend you’re delivering drunks home or other such thing with a test of disguise or ventriloquism (For once the skill saves the day). If caught you need explain yourself with either with raw Fellowship, blather or other such skill test. Failure means the corpse is taken away presumed a drunkard or in the worse case scenario if you really fumble your explaining you’re taken in for questioning at the pillory and spending the night there losing a day out of the run for the Grey Mountains.
-Side Quest ; Plague Tavern (100xp)
The innkeeper asks of the players if they could help the local community in taking care of the plague, there is an abandoned tavern, he says, in the part of the Morrwiess most claimed by the plague that is said to be the origin of the green pox epidemic (Some claiming even that the tavern is the source of the plague) with whole barrels of ale left to enjoy a drink, no sole to disturb you. A promise of a free drink sure seems nice, if the only thing you need to do is burn the place to the ground when you’re done with it. You get a mission to burn down corpses and other nests of contagion along the way, a fine noble gesture. In order to reach the plague tavern the adventurers need to destroy the barricade blocking the street (B-1)
The Three Morbid guests- "Merry Grim" tavern has three guests, a knight of Morr in his full sable plate and a wreath of flowers, he's downing one ale after the other, without taking off his helmet. Sorrowed Morrite priests. And a young apprentice wizard of Shyish reading up on his lore from a grimoire (History +0%; Classical; Secret histories of the magisters of Shyish) with a tankard of ale.

Morrite Priests They follow the lore of Twilight and they intern the dead in Morrwies and the great necropolis. Right now they sip of the dark ale in the tavern brooding over the desacration of their holiest of gardens. One of the priests has sawn his mouth shut in a vow of Morr's silence.
WS | BS | S | T | Ag | Int | WP | Fel
32 30 25 33 27 30 41 35
A | W | SB | TB | M | Mag | IP | FP
1 14 2 3 4 1 0 0
Skills: Academic Knowledge (History, Theology, Necromancy), Channeling, Charm, Common Knowledge (the Empire, Sylvania), Gossip, Heal, Magical Sense, Perception, Read/Write, Swim, Speak Aracane Language (Magick), Speak Language (Classical, Tilean)
Talents: Master Orator, Pety Magic (Divine), Strike to Stun.
Equipment: Hooded robes, Writing Kit, Pendant of Morr.
"This is our preferred place for silent contemplation after the days work of internment. I like it more than "Raven and Portal"! Or maybe I should say, I like it Morr! Hahaha. You know, because of our patron god and... yes...""Mphh... ...phmmm mphphmy... ....phym!"
If asked about pendant of protection for the journey into the Grey Mountains they explain that they're very willing to aid the adventurers but currently they have problems of their own. A band of heartless and foolhardy grave robbers has taken advantage of the green pox epidemic and took up residence in one of the mausoleums of the Morr's Garden, and the authorities refuse the priests entry into their own holy grounds on account of the plague! The Morrites offer a quest of preserving the dead in the Morr's Garden, they want the adventurers to get rid of the grave robbers. If the adventurers agree to stopping the blatant blasphemy the priests give them a blessing;
"We’ll pray for your dreams to be peaceful champions of Morr!"
If the party succeeds at ridding the mausoleum of the squatting band of grave robbers they are given an reliquary each, to protect them on their way into the Grey Mountains. This should suffice as magical protection. If there are dwarves in the party the priests offer them a rune stone of Gazul, with exactly the same protective powers but borrowed from the patriarch of the dwarf district, a friend of the priest.

Black Guard The dour member of the order keeping the Morr's gardens. He's sworn a vow of silence and he's taking it seriously. Only his scowling mouth can be seen under his sullen sallet. He's currently enjoying some quite time at the tavern and is currently stinking drunk.
WS | BS | S | T | Ag | Int | WP | Fel
45 35 30 35 35 25 40 20
A | W | SB | TB | M | Mag | IP | FP
2 15 3 3 4 0 0 0
Skills: Academic Knowledge (Necromancy, Theology), Dodge Blow, Intimidate, Perception, Ride, Secret Language (Battle Tongue), Speak Language (Classical, Reikspiel)
Talents: Menacing, Strike Mighty Blow, Sharpshooter, Specialist Weapon Group (Cavalry, Crossbow, Two-handed) Stout-Hearted.
Equipment: Blessed Water, Hand weapon (Sword), Full plate armour (5 whole body), Medallion of the raven.

Apprentice Wizard of Shyish Mortimer Two young apprentices, both in a long lasting feud. Mortimer and Felix hate each others' guts. Either was trying to best the other in their apprenticeship for years, but finally it would seem that Felix got the better of his rival, getting to attempt his finals, to become a Journeyman Wizard. However Mortimer is willing to stoop quite low to stop his rival from winning.
WS | BS | S | T | Ag | Int | WP | Fel 20 20 25 20 25 30 35 25 A | W | SB | TB | M | Mag | IP | FP 1 13 2 2 4 1 0 0 Skills: Academic Knowledge (Magic), Channeling, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical, Reikspiel) Talents: Aethyric Attunment, Petty Magic (Arcane), Very Resilient. Equipment: Quarter Staff, Backpack, Printed Book, Pince-nez, Pouch (34 Brass Pence), Robes. The young apprentice has much to say about the college of Shyish and the bats and how rigorous and unfair the faculty is. He also offers the players a mission, if they divulge the fact that they're seeking protective amulets for their venture into Drachenfels;
"To become a journeyman wizard and enter your Wanderjahre you're required to face an arduous test before three examiner magisters of Shyish, that's our tradition. But these pompous old fools decided to overlook me for that wretched idiot Hans! I cannot let him become a journeyman before me! The very thought sends me mad. Me on all fours still scrubing the stones of my master's tower and him questing about the Empire, learning of the world, meeting fine maidens of all the provinces... By Shyish I won't stand for this! I must have this wrong righted and you'd prove a fine instrument of it! Now that the cemetery has been abandoned due to the plague scare the finals are conducted in a mausoleum of a certain merchant family, long forgotten and run down. You see plenty of secret pathways leads into the cemetery from the Amethyst college so that now we have a free reign of the place. As it's very unlikely anyone will bother them during the ritual which requires utmost concentration from the examined. If you manage to sneak into the plague infested cemetery and locate the mausoleum it should be relatively easy to mess up his ritual. Move symbols about, break up chalk drawn hexes, put out black wax candles until his ritual is a wreck! But be weary... the masters will not take kindly to those who trespass against their secret rituals. I myself am beyond such superstitions, but they take the secrecy of our order seriously. And they wield powerful curses of Shyish... When asked about the ritual or the mausoleum the young apprentice has this to say; "So there is this old spirit of a merchant, he signed a deal with the college saying that we're allowed to visit upon his grave and have the journeymen ask him questions, to which an answer is a number, if the ritual goes as it should, the spirit answers the petitioner with a number from the other side. This was the magisters ensure the telethaumaturgic connection is well established and the ritual is fully convened. I do not know the exact formula of the ritual, it's secret, and taught only to those about to undertake the graduation ritual. I know one thing, if you get in there, and find a way to mess it up for him, I'll be the one to get my journeyman status first!" In case things do not go as planned during the attempt to mess up the ritual and one of the player characters suffers a curse, young Mortimer has this advice to give; "As to your friends terrible affliction, I think I know just the right person to help! I myself am not advanced enough in the art to aid you just now. Even with the most powerful and expensive ingredients this spell goes beyond my abilities... I know just the right person, Maister Ignatius is a mercenary wizard of the lore of Death, he is at odds with most of the faculty, he'd be glat to help you! Let me fetch him for ya, it's the least I can do for this poor wretch. But realize that Maister Ignatius counts his time as quite precious... from what I gather he has a steady rate of 3 gold crowns." Mortimer brings Master Ignatius after quarter of the day to the "Juggling Swine Tavern" to help the party release the soul of their friend. He is a magister, purple robes, white moustache and a mundane scythe on himself. He casts the counter spell of Animus Imprisoned requiring a 29 casting roll, he says you can help him by finding a ribcage of a jailor, to make the spell easier. He prepares in the meantime. You pay him for a day of service so you can spend a quarter day at Morr's Garden rolling for search adding +1o% for every quarter day you spend looking. You must later extract it, you can also ask the priests with gossip if any jailors are burried there. They give you three names, one of a real jailor, one apprentice jailor and one of a man who kidnapped women and kept them in his cellar. For every roll of his however, no matter if he succeeds at his Aetheric Attunment or not, if he uses the ribcage or not, you must roll for Fel to make him attempt it again. You gain +2o% to the first attempt, you can pay a bonus to gain additional +3o% of a double the rate he requested (6 gold crowns), it never goes beyond +3o% but subsequent rolls do not decrease it. If you fail your fellowship roll, maister Ignatius sees no reason to attempt the rescue anymore, this is a lost cause he declares. You can attempt to hire maister Ignatius at any point in the game, with -3o% Fel test spending quarter day trying to locate him. If you explain that you cannot afford the aid of master Ignatius, Mortimer has this to say; "If you're not in the market for wizard master, you can always try relying on luck, maybe the soul will find its way if you break the bottle? The worst thing that can happen is your friend will remain like that forever and his tormented spirit will curse you for eternity lost in this plane, unable to find rest. (If you do so you hear an aetherial scream, the cursed character suffers a loss of a fate point, but regains his character, however still suffering the 1d10/2 IP penalty. If the adventurers manage to kill the journeyman-to-be; "What have you done! I'm finished! Finished! Never contact me again... I'm in so much trouble. I did not say anything about killing the poor bugger! They're saying Magister Patriarch Viggo Hexensohn is going to look into the matter personally! I'm so screwed! Maybe I should go into hiding? (Next time you come to the Merry Grim tavern the innkeeper tells you a sullen fellow came back the other day, and said that he has something for you. It's a mundane bottle with an ominous aura about it. The label written by hand reads "Herr Mortimer Gratz" if asked about Mortimer the apprentice wizard the innkeeper answers "The ginger lad? Haven't seen him since the last time you were here. Proper odd, but you never know with these wizard types." You can sell the bottle to the curio shop at the Ludwigsplatz for 25 gc, you can do the same with your friends soul as well.) Magister of Shyish (Master Ignatius) The creepy chaps overcome by the winds of Shyish. Powerful mages that hold sway over the winds of death. Their fish like unblinking eyes soaked through with the winds of Shyish, their frames like those of withered skeletons, their breath smelling of tomb. Skin tightly woven about their skulls, clamy skin bound with an otherworldy palor. Speaking in dark whispers.
WS | BS | S | T | Ag | Int | WP | Fel 32 35 21 30 35 50 55 35 A | W | SB | TB | M | Mag | IP | FP 1 14 2 3 4 4 0 0 Skills: Academic Knowledge (Magick, Science, Theology), Arcane lore (Shyish), Channeling, Indimidate, Common Knowledge (the Empire) Gossip, Ride, Magical Sense, Read/Write, Speak Arcane Language (Magick, Daemonic), Speak Language (Classical, Reikspiel, Eltharin) Talents: Aethyric Attunment, Strong Minded, Fast Hands, Lesser Magic (Silence, Blessed Weapon) Petty Magic (Arcane) Equipment: Trade tools (Apothecary), Hooded robes, Scythe. Street Morr Temple- Thick low patch of belladona grows at the Morr's Temple wall C-1/2/3. A memento mori planted by the priests, a plant that takes you to Morr’s kingdom. When you ring the bell in the temple it brings forth two attending priests in mortuary masks, and a hollow Morrite song in classical can be heard sung from afar. They enter the chamber from the portals of utter blackness. If there's a corpse upon the dais with at least two pence on it they'd take the body, otherwise they leave. (If you ring the bell thrice without a reason the priest curses you with the curse of sleeplessness "May you find no rest in the realm of Morr! For the disturbing of the rest of those who dram forever!" 3d6 days of not recovering wounds when sleeping)

Plague Barricade- There’s a pile of furniture studded with nails baring an entrance to this neighbourhood. A plaque on a pole proclaiming in bold white letters ”PLAGUE!” (12 wounds; TB 3) Once cleared the path to the nighbouring street is opened (See Plague Tavern quest)
Medicine Show- A doctor from the strasse offers you a variety of Cure-All draughts to buy from him, to stop the plague from spreading. As well as mundane healing goods. Behind him a great tapestry worth 15 gc spelling out "MEDICINE OF DR KLAUS" in classical with a huge smiling wound man on it. He’s set up himself on a small improvised stage on the street before the cemetery. He’s wearing a plague doctor’s mask. The impromptu stage is adorned with little festoons and candles light it up. Doctor claims that his cure all, of which he has a whole few crates, heals everything and gives strength and all sorts of things. The figure hidden under the plague mask is no other than Doctor Klaus of Ludwigsplatz, but the players will not know it immediately.

The doctor plays up the theatrics to a crowd of two labourers;
"Come and see good folk, defend yourselves and your beloved with Doctor Klaus' Cure for Green Pox and Baldness! A fine elixir, not only does it defend you from the plague, it grows your hair right back if applied unto the skin!”
”It smells like piss!” Calls out one of the labourers from the audience.
”It is the smell that keeps the miasma away good fellow, tis not wise to presume it ill! It’s no perfume! But if you wish I offer scented face masks and rags”
If you begin breaking the barricade down the doctor runs towards the party screaming and carrying a burning torch.
”Good folk if you’re heading out into the danger of the plague stricken part of town you might want to take a look at my wares!”
The doctor offers the adventuring part a quest to burn out the infestation.
"A tavern at the heart of that barricaded off dead end alley is said to be the place of origin of that vile plague. Folks who went drinking there right before the tavern closed were the first taken ill. It might give us a clue what started this whole ordeal in the first place if you go and give it a look. It can’t be the ale, that tavern shared the brewery with many other local drinking holes. And as you’re going that a way. He hands one of the player characters a torch. "Make sure to destroy all the nests of plague you encounter on the way, it will ensure the plague will spread much slower."
The doctor goes on to explain the rules of the plague;
"Do not touch any contagion, the affliction spreads through the miasma rising from various infestations. All things affected by the plague. The diseased corpses and their belongings being an obvious host of the plague. Do not breath about them, keep at least two yards from each plague source. Each of the houses affected by the plague was marked with an X, entering them puts you in danger of being affected by the plague. But if you’re quick enough about it you may leave without harm, I’ve got some goods on offer that can stave off the plague..."
The party has 6o turns to run about the plague stricken region before the plague starts getting to them, every turn spent in the plagued alley takes a roll of Toughness +0 or suffer a point of the plague (Suffering an amount of plague points equal to the character's TB causes them to suffer the diseas)
"If you spend too much time in the plagued neighbourhood, your immunity will begin to wane and the plague will assault you from the very air. Each moment spent beyond the time I’ve set is a peril to your health...
Doctor Klaus has some things he wants to tell you about contagions and effects of the Green Pox;
"Animals spread the plague as much as humans, along with various foodstuffs, it’s the green pox. A common enough affliction which pops up every once in a while about the Empire. However somewhat lethal, it usually manifests in the slums in few and far between cases and disappears. I’ve seldom seen a epidemic of this magnitude pop up without a cause. Victims begin to manifest the slight effects of a flue, after a while green boils begin to scar their face and back. Oozing a greenish bile. Very painful and distressing. Weakening the victim every day, for about a fortnight. Those affected need rest lest they are overcome and die. There were surprisingly many casualties about the Morrwies.
If you gossip with Doctor Klaus by the plague barricade;
"There used to be a small apothecary shop close to the tavern. Old Griselda was a no good quack but you might find something useful in her shop. Smash it good and proper while you’re at it. I’m not sure what became of her. But as you see, her remedies were little good to the locals..."
Doctor Klaus goes on to comment if any of the player carry Shallyan reliquaries or devotional goods increasing their disease immunity;
"Goddess of healing tends to be very envious of our layman aid to the ill. Those talismans and religious trinkets tend to not work when you aid yourself with mundane effects. Or at least, they don’t work in pair very effectively." Your toughness bonus to resist diseases from Shallyan trinkets and medical aids do not stack up, you use the highest bonus.
These are the items on offer at Doctor Klaus' little stall;
Timer candle; (12 s) "The candle measures how long you can spend in a plague affected areas, I did venture into the plague stricken areas myself, with all the necessary precautions of course. This ensures you do not linger. If the candle melts through. Half of the candle should be enough to make it into the tavern and the rest for to linger inside. (It burns for 60 turns)
Fragrant Herbs; (1 ss) You hang them about your neck like a pendant, a small posy of flowers and garlic +5 Toughness to disease rolls.
Thick Gloves; (3 gc) Thick gloves originally used by the doctor to pluck poisonous herbs from his garden. +5 Toughness to disease rolls.
Perfumed Rag; (6 gc) +5 Toughness to disease rolls. Covers the mouth and nose.
Perfumed Mask; (9 gc) +10 Toughness to disease rolls. Covers the whole face.
Plague Mask; (12gc) +15 Toughness to disease rolls. He has only one and gives you his if you pay for it, swap out the model for the brass-nosed Doctor Klaus.
Sigmar’s Blood; (80 gc) ”My last dose!” Grants immunity to disease for 24 hours but deals 2 IP upon failing a +0% toughness test.
Green Pox Cure and a Hair Tonic; (11 gc) A roll on the cure-all table determines the effects.
Healing Draught; (5 gc) If drunk it clears the current TB damage dealt by a plague as well as recovers hit points.
Healing Poultice; (5 gc) In case you get into a scrap with the looters or whoever still dwells in that plagued slum.

Cemetery Gate (A-4/A-5)- A great cemetery gate. Ready to withstand a siege. Seemingly protecting the dead from the living as much as the living from the dead. The gates are barred from inside and the cemetery is off bounds as the diseased are dumped into the cemetery. Hole in the Wall (A-6)- There is a significant damage sustained by the wall, obviously an effect of clumsy use of the crane. The wall is shortened there and the nasty spikes have been removed as well, a +1o% Scale Sheer Surface roll is enough to clear it in time, every degree of failure is equal to amount of turns the character spends climbering over the wall, as the city watch is making its rounds. Natrually they'll try to apprehand and question anyone trying to scale the wall. In case of a fumble the character in question gets their clothes caught on the metal spike of the wall, getting stuck, which requires addtional Ag roll in order to get free, which also opens the character to being spotted by the guards. Coffin (A-1)- Cracked open with its lid resting next to it at A-2, it must have been the container in which the corpse of the man was brought here. Crane (A-3)- Once they're done gawking at the medicine show the two dumpy labourers stand about a diseased plague victim, they're scratching their heads and deliberating on how to dump him over the wall without touching him. One can operate the machine from A-4 and it could easily lift a horse over the wall, so it is a useful mode of transporting the less acrobatic player characters (Dwarves and the like) over the cemetery wall. Moving the crane 4 yards lower takes a half-action, turning it from side to side takes another half-action. Human Corpse (B-4)- There's a human corpse laying in the front of the cemetery gate. The poor fellow seems thoroughly stiff. He is dressed in common clothes and looks like an ordinary Altdorf burgher but his body is covered in greenish boils (Heal +1o%; He is a victim of the Green Pox). Stockyard (I-1 and 2/J-1 and 2)- Here those accused of drunken misdemeanours end up. A grassy yard with a pillory pole. Breaking the old rusted shackles requires a Pick Lock roll with a +1o% bonus, or violence (TB 3; 10 Wounds) which naturally brings the attention of the nearby guards. With a successful Strength -1o% roll you can deal damage to the shackles by twisting them. Failure means you harm your wrists or you alert a guard who strikes you with a club.

The Patrol- A unit of three town’s watchmen, two goons and a captain, are making rounds about the Hofstorstrasse, making sure everything is in order and that the folk respect the plague time laws. They make a few rounds about the place with their weapons raised. When the sun goes down they make their last round through the streets hollaring that the night is come, and retire to the Merry Grim tavern themselves. If they apprehend any wrongdoers they strap them to the pillory and release them in the morning. When they leave the map they can spend up to 3+1d6 turns. If they catch the player characters, they leave them with two options, pay a fine (10 pence), fight or bribe them to be deputized so that they don't bother you no more for a day. (6 silver shilling a head on a success, failure means it's more expensive, critical failure means they attempt to put the adventurers in fetters). City Watchman These terrible party poopers strut about Altdorf catching drunks and telling people not to bathe in the fountains, true fascist oppressors.
WS | BS | S | T | Ag | Int | WP | Fel 31 31 33 41 30 38 28 30 A | W | SB | TB | M | Mag | IP | FP 1 12 3 4 4 0 0 0 Skills: Academic Knowledge (Law), Common Knowledge (the Empire), Dodge Blow, Follow Trail, Gossip +1o%, Intimidate, Perception, Search, Speak Language (Reikspiel) Talents: Coolheaded, Disarm, Savvy, Strike Mighty Blow, Strike to Stun, Very Resilient. Equipment: Helmet (3 AP Head), Leather Jack (1 AP Body, Arms), Hand Weapon (Cudgel), Dagger, Lantern on a Halberd, Uniform. Special rules: Without the skill to use the halberds they pose more threat to themselves than to anyone present. These were handed out to them by the city to impose the plague laws. Mourner's Guild (A-8 to 10/B-8 to 10) They haven't seen much work since the cemetery got closed down, they've got a hearse wagon with a black horse, wearing a Morrite themed barding with a purple plume, it's feeding on a sack of oats wrapped around its muzzle. There's a sign outside declaring the hourly rates; "Sobbing - 2 pence an hour; Weeping- 4 pence an hour; Crying - 6 pence an hour" The two workers are sturdy labourers who'd normally take care of flowers, candles and the coffin as well as the tomb stone during the obsequies. Now they were ordered by the militia captain in charge of Morrwies to dump diseased corpses over the cemetery wall so the grave warden trapped inside of the cemetery may take care of them. But at the start of the scene they're caught up in the demagoguery of the plague doctor.

Inside of the guild you can find musical instruments displayed upon a ricketty stage; a ramshackle viol, recorder {shawm}, drum and a mandolin. There is also some rope used for moving the coffins about, and a spare wheel for the hearse. You can hire out the mourners to the players as labourers or musicians during the quest. There are dried up wreaths as well as urns to pick from upon the shelves along with a great collection of wax and tallow candles. There are some example tombstones as well. A little wooden signboard proclaims that the payment is by word.

Mourners of the Mourners' Guild Common labourers hired out to do menial labour at the Morr's Garden during obsequis, such as driving the hearse, playing dirges or carrying the casket.
WS | BS | S | T | Ag | Int | WP | Fel
25 25 35 30 20 20 30 20
A | W | SB | TB | M | Mag | IP | FP
1 13 3 3 4 0 0 0
Skills: Animal Care, Academic knowledge (Theology), Common Knowledge (the Empire), Dodge Blow, Drive +1o%, Evaluate, Perception, Perform (Play instrument), Outdoor Survival, Search.
Talents: Resistance to Disease, Stout-Hearted, Very Strong.
Equipment: Grave soil stained mourner's clothes, Black rose, Instruments.

Ruined Tower of the Death Knell (G-1/2 and H-1/2) The peculiarity of the Hoffstorstrasse is a grand vertical tower by the temple of Morr, which the players may attempt to scale. The tower is ruined and it is adjacent to the temple of Morr. The tower is rectangular and composed of stone, its insides lined with wooden walkways. Some rotten through, some collapsed. At the very top, the death knell resides. The innkeeper will ask you to ring it, or the Morrites will, to frighten off the bats that roost in the tower, and since they hate loud sounds they run away. The blood drinker bat swarm attacks anyone trying to enter the top of the tower. At the very top is a pouch containing 3 gold crowns, 6 silver shillings, and 9 pennies. There are some planks and nails at the base of the tower, it was used to build the impromptu scene in front of the tower. The Death Knell is magical, whenever its rung the gates to the cemetery open. The Climb; Walking the plank requires an Ag -1o% roll or an acrobatics test. Failure means falling down three yards. Leaping to the door takes a 2 yard jump, jumping only a single yard means falling down 9 yards. Climbing the old rickety ladder +2o% scale sheer surface, failure causes the old ladder to fall off of the wall and break apart. If one tries to climb after the ladder has fallen one has to roll for scale sheer surface at -1o% for each 3 yards of the 6 yards of ascent. Top of the ladder jump threatens a fall from 12 yards- 9 damage + 1d10; When one get to the top of the tower one must roll for Perception -1o% in the dark of the bellfry (Modified by sources of light), success allows the character to spot the vamprie bats sleeping upside down on the tower, one requires Silent Move +1o% in order not to wake them, otherwise they wake up and swarm the character; the swarm attacks the character to enter their space and in the second turn of combat use manouvre to make the character fall; one can climb up the rope with -1o% Scale Sheer Surface to get to the very pinackle of the tower or to ring the bell one must succeed on a Str +1o% test.

Bat Swarm
They swarm in the dark roofs and abandoned belfries, feeding on the blood of the sleeping.
WS | BS | S | T | Ag | Int | WP | Fel
23 0 31 30 34 18 25 10
A | W | SB | TB | M | Mag | IP | FP
1 16 3 3 2/8 0 0 0
Skills: Perception 20%
Talents: Flier, Keen Senses, Swarm, Natural Weapons.
Special rules: Can see even in absolute dark up to 30 yards.
Swarm- If a swarm successfully deals damage to its opponent, it automatically moves into its space. Each round thereafter, the swarm gains a +20% bonus to Weapon Skill Tests against that target. The target also takes a –20% penalty to all Tests while so covered.

Cellar The Morrite temple has come to the old embalmer with a request, they are not managing the amount of dead that has to be interned at the temple, and the house of Morr over the river is not responding to their pleas under pressure from the Shallyans who claim that the plague will spread had it been done. Thus with transfers of bodies over the river for internment blocked the Morrwies Morrites decided to spend some money from the cult coffers and rent out cellars and basements of the district from private owners. There are three corpses downstairs, non of them dead from the plague, they need be delivered to the Morrite temple. Ale Barrels (C-8/9, D-8/9, E8/9)- The barrels here are all full of ales, as they are much more delicate than beer, they need to be chilled to keep longer, all sorts of ales, mostly Imperial bitters, browns and pales. Each barrel holds 10 gallons. Most of the expensive stuff is under lock and key. It takes -1o% Lockpicking to get it opened, or stealing the key from the innkeeper. Ale Barrel Rack (A-3/4)- There are four barrels of ale awaiting transport up into the bar room on a wooden rack. Dissection room- Here the great art of popping someone open was carried out for untold years, in the squalid murk of this stuffy cellar. There is a set of trade tools of a barber surgeon displayed upon one of the counters. Three Cold Subjects- Each one naked, wrapped in a white linen shroud, with a little board over his neck spelling the name. -Hans the butcher (F-3); (Encumberance 500) Poor Hans decided to repair the shingles on his abattoir after a night of heavy rain on a crooked old ladder... -Gunther the scrapper (F-5); (Encumberance 500) Gunther started a bar brawl in the seedy part of Morrowies, and lost. -Rudolf the headless (F-7); (Encumberance 450;50) The head of poor Rudolf got separated from the rest of his body, but you'll have to bring it along somehow. Attic Regions The Winch (B-5); You can winch it down a level through a half-action. It was used for the hauling of the corpses from the morgue into the workroom, now it is used for winching beer barrels. Boxes: Each of the boxes contains pewter tankards, two are full to the brim with 20 pewter tankards and one has only eight. There are inititals burned into the boxes, by recognizing the double letter logo with knowledge Empire +0% a character may realise that these were shipped from the Nuln forges. Barrels: All the barrels in the attic are full of beer. Each barrel holds 10 gallons, and each rundlet holds 4 gallons. There are dusty 11 barrels and 5 rundlets total in the attic, all marked "Leichenhaft's Special." Support Beams: In order to walk the support beams one has to succeed on an Ag roll +1o% to inch one's way across them, or Acrobatics roll if one wishes to walk and balance on them, which allows for normal movement. Private Room: The door to the room is locked (+1o% Picking Lock) There is a closed chest inside of the room along four barrels of beer, the chest is locked with a -1o% Picking Lock, and it contains four folded moth eaten blankets a pair of shoes and common clothes, there is also a set of weighted bone dice with skulls instead of pips.

A character can jump over to the neighbouring house roof through a broken window at F-4. The smaller maps are set in a normal scale of 2 yards by 2 yards, rather than 4 by 4. Thus to jump over to the other side a character has to clear a 6 yard jump.

Neighbouring roof window- One can attempt to jump through the window to reach the neighbouring building, its second story window being open. Inside there's a room rented by a vampire hunter, full of various trinkets of the trade.
Neigbouring house roof- The rooftop of the neighbouring home is covered in planks filled with rows of nails turned up side down (Ag roll or 1d6+3 wounds). They are used to keep off the flying pest of the city. And the thieves’ guild roof runners too.
Foreshadowing nailed to a wall of a vampire hunter’s room- Upon entering the room one is welcomed by an unhinged wall of sacred scrolls, pages torn from defiled necromantic grimoires and books borrowed from the Verenan library nailed to the walls. Read and write test +0% to discover an interesting first page torn out of a book;
"Drachenfels. The Great Enchanter. A devil in human form, who cheated Death for centuries unknown; a man with appetites so base they lay beyond satiation; a necromancer, torturer of the dead, dismemberer of spirits; a vileness made flesh; a wizard, a scholar, a monster. Untold are the reaches of his barbarities, uncounted the number of his treacheries, beyond belief the depravities of his practices. Was ever such a vileness born of mortal flesh?"
—Lives of the Depraved by Konrad Steinhoff (Talabheim, Schnuffler & Son Publishers, 2099 IC) Doors- The door leading into the dark alley is closed with a key -1o% Lockpicking (TB;4 Wounds; 12), the door on the top of the staircase is open, the door leading into the rented room is closed with a simple wooden latch +3o% to Lockpicking (TB;4 Wounds; 12). Room- The room is rented to a peculiar stranger, the room’s simple, beyond the wall of unhinged scrolls and pages torn from books. A bed, night stand and a heavy chest by the bed, containing a few wooden stakes, silver looking glass, a vampire hunter’s crossbow with a bunch of prayer parchments nailed to it, and silver a studded leather jack. A vampire’s skull with a stake through it’s head rests on the table, there is also a comely hat with a feather of a black stork resting on a hook by the door, and a bunch of garlic hanging off of a nail in the doorway. A simple Search +1o% allows the party to find the vampire hunter’s journal hidden in the straw bedding. One can use the read write +1o% skill to find a few choicy bits in the thick little annotated tome, drawings of slain vampires and their dissections, stories and tales of ghosts. (Each roll means scrolling through the book and pouring over the hard to read scribbled text.
Vampire Hunter’s Journal- (Lore; Reikspiel 15xp) -Introduction; "My name plays no role. This great hunt upon which I spent my life is something that defines me to the very essence of my undying soul. I am a vampire hunter, destroyer of the vile undead. And this here is the memoir of my exploits. To recount my commission for the sake of those who’d take into my steps and would face against the undying host of the dark night’s masters and their horrendous minions. Personal vengeance against the noble of the Carstein bloodline whom wooed and brought about the terrible destruction of my beloved Joseline being what spurned me to join the ranks of this sombre and lonely brotherhood. My hunt for Kuno von Carstein nearing with every dispatched vampire and each slaughtered thrall, I am coming upon the very end of my journey, I can feel it, thus I commit my story to paper were he to best me." -Ghost story; "It was a dark night out there in the Shadensumpf in the wanderings of my youth... I fought against cannibalistic ghouls, I was besieged by hosts of living dead townsmen in their own city and took to battle against ossified legions marching under torn banners of Sylvania, but this encounter I shall never forget. An ery chill came over me as I was forced to spend the night in a ruin of a monastery. The winds can truly turn cold in that unerring land of Ulric. The Mannslieb was full and it shone right bright. When thus from my camp site encircled by stone walls I spied a great hovering presence. A glowing spirit of a weeping damsel. She hovered in the air high right next to the ruin in which I encamped. I left to, in my stunned senses, gawk upon her. She raised her head from her hands in which she concealed her crying and looked towards me, to suddenly disappear into a thin fog. Gone from my sight, that lambent entity. I stood there still trying to make sense of this encounter. Just before her ghastly visage contorted by death manifested right before me in its glowing blue hue, her hand outstretched out towards my neck as cold as death. Dark unspeakable chill took over my heart, and despite my years of training and endured horror, I admit I took to flight like never before. Thankfully in my recollection of the hard tutoring of Catechist Florianus the fateful of Morr I was no stranger to the nature of the spirit. The ethereal undead, in the common tongue of the Empire known as ghosts, can solely inhabit the place of their death, unless conjured and enslaved by the dark sorcerous compulsion of a necromancer. The soul can inhibit, genius loci in the corporeal world bound with that of an ethereal, without the command of its body, being its locus from which said presence can be manifested, three to the powers of three theorise the theologians of Morr; for there are three things certainly given to any man by Morr tis the great unknown dark from which the soul is conjured, the material body living the material world and the death and afterlife in his garden. The size of a genius loci being 27 thus it is the only available space to a spontaneously trapped spirit, 27 yards. The very next morn, having forsaken my camp site and horse, I returned to purview the landscape, having searched the ruin from the spot of my encounter with the spirit a skeleton of a maiden, hidden in the rubble. I was sure to gather all the remnant parts of the skeleton, which I bound in my cape which was used for an impromptu shroud, I dug a grave in the ruins and buried the skeleton there. Having made the sign of Morr over the fresh grave I departed the place with hope of having delivered the ghost of that maiden to the Morr’s realm. This was the only time I felt a kinship, or any sort of remorse for the undead." -Strigany Necrarch; The entry details how the nameless author butchered a vile vampire and his servants operating on the river Talabec. Folk disappeared along the ferry line operated by a large Strigany family. Their whole life dependant on the river. They turned out to be feeding their passengers to their dark undead Necrarch overlord dwelling in the bowels of their great river boat. The vampire hunter slew the thralls on board to the man during the day with the help of bribed party of wreckers, and took to feed a stake into the heart of the undead vampire in the storeroom, a fine willow of the Morr’s garden especially selected by the Morrite priests to do the god’s bidding. Thus pierced the beast died a fiery death splashed also with holy water. Its coffin tied with heavy chains and left on the ship committed to the miry deep of the river. The boat moored in the wild and set alight in the bend of the river. Dark sludge of the river their eternal rest. -Fallen Brettonian knight of the Lady’s Pass invitation to a castle to dine; "Upon my first arrival in Brettonia I was bewildered by the friendly and amiable nature of the local nobility. The very first day I came to the village of Sangrlac, despite my low born station, my father being a mere Talabheim carpenter, I was invited to feast in the castle of the local lady. There I travelled in the company of Brettonian knights that escorted me, and so they did in great friendship as we took together to slay the undead in the vicinity of their liege’s fief, whom were a great plight upon this region, which I may retell some other time. In our journey towards the castle of the lady we were come upon a red knight, who hailed us in the proper knightly fashion unashamed of his origin as a knight of the blood dragon, a knightly order fallen to vampirism. He took thus to challenge all the knights in the retinue one by one. Hewing them with strikes faster than the human eyes perceive. Riding upon knights with a lance broken off through the very midriff of his as if it were no more than a splinter. I saw him lift a knight, in his full outfit, by the neck from his saddle and snap his spine by the mere turn of his wrist. Finally it was sir Roderick who rode against him with his crest of a bull verdant ore, and he slew the vampire's bestial mount but himself was disembowelled on foot. The bloodied knight in his red armour rose from the ground turned to us with a jeer of a victor clunking in his crimson armour, his visor up, surely hoping to feed on the blood of the squires and retainers now that their masters were but plated viscera. But it was the last thing he did for I fired upon his head with my blunderbuss, depriving him of his head and wrecking his helmet in a hail of jagged scrap metal and nails. War against undeath knows no chivalry and I feel no shame for having thus slain the monster of the dragon bloodline." -Lahmian temptress; "At first, despite my suspicions and due to my inexperience the lady passed for a human and not a temptress of the Lahmian sisterhood that she was. Her face seemed lush and of living hue, her nails and fangs of normal and natural proportion. Her domain, however dreary and despaired I took it to be simply Brettonian in nature. She spoke with the squires in the Brettonian tongue of which I have very shallow understanding, and thus I came to make my introduction, she gazed upon me as the story of the slaying of the vampire knight and the death of the knights who were to be her guests was related to her. We were thus lead to feast. Drink of wine and eat of fine meats. I was swift to realise with that ragtag company of vengeful knightless squires that the cold but beautiful secretive eyes of the lady were binding me in place. The authority of her will growing like a great shadow over my soul. I could not turn away for I felt her will keeping my head in place where it was... but through a great feat of will I rose upon my shaking legs and from my belt I procured a looking glass and shown her visage to the Roderick’s squire, whom rose up in disgust, and all the men of the party were thus alerted, to which our sepulchral hostess smiled. With strength no lesser than that of her crimson knight I saw her slaughter the retinue of the youths so willing to avenge their masters, and thus they fell to a man, to the last churlish groom, till it was just me and Roderick’s squire whom charged unto her with his masters two handed sword. I saw her effortlessly dodge the strikes that could have cleft her suple body in twain and grab into her grasp Roderick’s squire, she gulped of his blood hungrily biting out a huge chunk out of his neck in the ecstatic process. I saw the strength seeped slowly from his body. The brightly liveried fellow fell unto the crimson rug of the keep pale and dead. And thus I was left alone in the palace of a vampire temptress. She whispered to me promises of lordship, now that I made her a widow in unlife, she promised to make me her consort. She praised my strength and came upon me as her will struggled against mine. I broke the enchantment but not before long she was upon me and her strength was immense. She charged upon me and I took up the cloth of the dining table, and wrapped it about her as she charged against me, blinding her in her charge in which she flew through a great coroutined window of her castle falling to the courtyard incapable of turning into a bat like other breeds, doomed in her fall. Where weeping and bloodied upon a white sheet of linen, in amongst rose bushes of her garden she suffered the weakening brightness of the setting sun. I came down into the courtyard to deliver my coup da grace, she tried her enchantment upon me for the last time resting upon her forearm, looking right upon me, and in those deep blue eyes of this blood daemon temptress I saw it, fear. In those moments you realise that vampire hunting, however a life time commitment has its advantages for that lurid scene had a sublime quality to it all bound into one morbid picture. But I was swift to cleave her head from her neck with my sword. Casting her body into a mountain ravine, still wrapped in the tablecloth linen." -First attack on the Haggercrybs hideout of the Strigoi; "I came upon the vile beast hidden in the ancient kurgan’s of the Haggercrybs, ancient mausolea defiled by the vile necrotic touch of the long fiendish nails. Having battled my way through his servants, I wounded the dark vampire shooting through its side a blessed bullet dipped in sanctified funerary ungents. Its side torn open by my gun it fled its dark masoleum to disappear into the dark Reikwald, with me in hot pursuit in North-Westerly direction. More akin to a wretched ghoul in its appearance it took up its bat form as I travelled for many days as it tried escaping my pursuit." -Strigoi hunt in the abbandoned mineshafts of the Skaag hills; "I took to hunt the beast down, and it was an easy feat for the beast, unable to cross running water was forced to subject itself to various clever ploys and modes of going about this handicap. I hoped to lull the beast into a false sense of security and thus a founding of a new lair in which, weakened, I could run it down. The bestial vampire in the last act of fearful defiance and its ultimate death slit its veins and allowed its ghoul servants to feed from its veins, feasting upon the arms and its vampiric blood. A practice considered foul even amongst their deranged necrotic kind. I was lucky enough to gather a party of willing volunteers and Morrite priest who took upon them the brunt of the brutal onslaught of the horrors of the crypt. Whilst the vampire took to feast on the local brigands taken captive in the abandoned mines of the Skaag Hills. In spiked chains of silver I caught it, dragged it out into the sunlight and watched it starve, hung from a withered tree. And observed it and studied it and its disastrous hunger, documenting it as it went about its course. And it wasn’t just my hatred of the creature and wish for vengeance and what they did to my beloved that drove me to watch the creature hiss and cry out pitifully. However I’d lie if I said it gave me no pleasure. Before a week of camping was out the withered corpse hung from the silver chain on that withered tree. And with every day the beast grew weaker, and weaker as ectoplasmic ptomaine dripped from the vile fangs of the beast. And plants withered were it fell. But the beast was slain by its very hunger." -Dissection of a vampire; "Priests of Morr would rather destroy the withered brute, accusing me of heresy in my search of enlightened insight, but I opposed them wagering that breaking the covenant of the God of the dead as his warrior and not his cleric would be worth the deeper understanding and exploiting the weaknesses of my enemies. Thus with the help of a friendly and trusted surgeon whose identity I shall purposefully keep secret I took to the bloody work in a well secluded Altdorf morgue. Hereby I took the liberty of drawing out the peculiar morphology and nature of the interior of an undead vampire. Its swollen and peculiar liver and bloated endocrine glands. The size and mechanism of their jaw which the surgeon scrupulously shown to me by cutting of the pale tissue flesh into appropriate layered flaps I had flipped through like a morbid book. The surgeon had to be assured of the dead beast being so, as it laid there, stomach lining outstretched and innards entombed into jars. Each of the gooey and half rotted organs bound in a poisonous bile an ectoplasmic ptomaine of vile and putrid stench. Finally disposing of the greatly overgrown heart, which took up most of the space in the ribcage of the beast, its lungs but a withered artefact of their former life." Hoffstor Strasse Quests (1oo xp) Role play- For roleplaying ideas. (5 xp) Ring the Death Knell- For the ringing of the Death Knell. (15 xp) Minor Trespassing- For breaking into the vampire hunter's room. (1o xp) Drunken Obsequies- For each successfully delivered corpse. (15 xp) Vow Breakers- For making the Black Guard break his vows. (15 xp) Upstairs bats- For destroying the bat swarm. (2o xp) Beer or Ale?- Down 5 drinks (5 xp) Local Flavour- Try the "Morr’s Key" (5 xp) Pilloried- Suffer the pillory for breaking the law. (1o xp) Quaff Quest; Another companion- You feel lonely, and you thought of a right joke to go with the spirit of the place, bring a corpse to your drinking table. Bring a corpse to one of the tables at the tavern to liven the place up. (1o xp) To the Afterlife- The darkness beneath, calls. Make someone fall into the hole. (1o xp) Knock and Bolt- Ring the Morrite bell at the temple 3 times and run away (Ag roll for initiative; if you fail the priests catch you). (1o xp) Welfare check- You suddenly feel an urge to check up on the odd rentee of the coffin maker's worskshop. Mayhaps the fellow fell dead in his room and that's why no one heard from him since? It would be fitting for the Morrowies district. (1o xp) Vow Breakers- Make the knight of Morr break his vow of silence. (25 xp)



Comments