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"Trespass of Drachenfels": Hühnerbein Family Mausoleum

Mar 11

13 min read

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Catacomb It is a catacomb belonging to a respectable but now extinct merchant family, the Hühnerbeins. The party arrives through the stairs at C-9. Quest chosen by the party defines who is encountered within. During the Thaumaturgy finals the three magisters and apprentice wizard can be found in the Morrite Sanctum and the viewing balcony. During Memento Mori the party encounters a band of three grave robbers.

Entrance Metal gates (A-4/E-4): These are all open, they have TB 4 and 12 wounds. Main chamber: The stale air of this old forgotten catacomb of a merchant family stands still, a dark and deserted place, the catacomb seems to have been abandoned midst renovations. B-9.4/4 marks a pile of damaged urns, they count as difficult terrain and would contain gifts one would put into the tomb of the interned. D-9.3/4 marks a stack of heaped up urns, one cannot stand here but only pick up urns to throw or use, or destroy the pile (TB 1 Wounds 6). If one spends a half action winding the winch one can raise it or lower it at any level one pleases. Hitting someone with the platform this way counts as an automatic improvised weapon hit.

Scaffold: In the midst of the room a great hole gapes, with a scaffold that spans the two levels of the catacomb going through it. There the workers responsible for the building of the tomb left their tools and scaffolds when the money dried up, and the family died out. The tomb was never trully finished. The old scaffolding however would allow you to easily access the lower part of the catacomb. C-7.2/4 has a working winch, which would allow the workers to easily move stone bricks up and down the build site. The scattered stone bricks make for rather useful improvised projectiles. Viewing Gallery; This viewing gallery allowed the mourners to spectate the obsequies conducted at the private shire. Now it used as a viewing gallery for the magisters of Shyish watching their student hard at work. It's 6 yards from the viewing gallery to the floor of the shrine. The urns are empty but can be used to drop on someone's head. Tombs; There are fourteen tombs in this chamber. Each belonging to a member of the family. -A 1 3/4 This female skeleton was burried in a chemice, there is a tiny urn with 24 silver shillings inside.

-A 2.3/4 Empty grave, a virgin tomb. -A 3.3/4 This skeleton is wearing a deathmask moulded to look like his face during his life. There are two small cages inside with skeletons of birds. -A 6.1/4 There are only a few ribs in this one. -A 7.1/4 Empty grave, it almost smells of freshness. -A 8.1/4 There is a full skeleton in this tomb. -B 5.2/4 The carcass in this tomb has three red nails embeded in its skull, there are three small cages with poultry bones scattered about them. -D 5.1/4 Empty grave, never used before. -E 1.4/4 There is a full skeleton in this tomb. -E 2.4/4 An empty grave. -E 3.4/4 There is a full skeleton with a broken coach horn in this tomb. It still works but it's in poor condition, and when blown it sounds like a death rattle. -E 6.2/4 Empty grave, a spot left for the remaining family members that never came to be. -E 7.2/4 The carcass in this tomb has a silver snuff box. -E 8.2/4 You see a single tarot card inside, it's that of the Tower, a bad omen.

Urns;  The urn at A-4.3/4 contains 3 pence and a bent verdigris pendant of Shallya (+5% to resist diseases). The urn at A-5.1/4 contains ashes, which used to be a loyal family pet dog.


Sanctuary Reinforced metal gate; This gate is closed if the grave robbers are here, it takes -2o% Pick Lock to open. The gate has TB-4 and 16 wounds.

Scaffold: Each peace of Scaffold has TB 4 and 18 Wounds. One can scale sheer surface through the scaffold with +1o%. There is 3 yards between each level of the scaffold. The pit at the bottom is 3 yards deep. The longest drop is that of 12 yards. Tombs: There 10 sealed and 4 opened tombs on this level. Str -2o% roll (+0% with tools). -D 3 The grave contains a mundane skeleton -B 3 There is a skeletal corpse inside, along with three small urns of gifts, these contain nothing but ash. The eye sockets hold a gold crown each. -A 1; E 5.2/4 a peculiar 10 yard short tunnel connects the two, it seems like the workers were planning a dig somewhere but they changed their plans. Perhaps a secret entrance. (Two tombs) -A 5 1/4 The grave robbers have thrown some planks and a 10 yard length of rope into this broken tomb. -A 6 1/4 This grave is full of rocks and soil from the digging. -A 7 1/4 This grave is used as a refuse pit by the grave robbers, there are bones, rocks, rag shoes, empty bottles, busted wooden bucket and slivers of a broken clay pitcher along a few busted urns. -A 3 The skeletal corpse inside has a sack over its head. -E 1 Besides a skeleton inside of this grave you can find a small bird cage with remains of a bird inside (Animal care +2o%; It used to be a pretty sizeable chicken. Common knowledge/Genealogy/Heraldry -1o%; This family is known for having made its fortune selling poultry). -E 3 You find a skeleton with a set of three dice. -E 6 2/4 Workers' stash has three bottles of rotgut hidden away next to a stiff. -E 7 2/4 Skeleton burried in rusted chainmail (rusted chain shirt 1/2 price) with a shield with the family coat of arms bought through the poultry fortune of the family. -E 8-2/4 A few bones, femur and some ribs with a few planks thrown in haphazardly. -The tomb at A-8.1/4 is a secret path to the Amethyst college those with Magical Sense roll +1o% (This here is one of the many enchanted paths to the Amethyst college, it is well masked but you can tell by the amount of purple whisps of magic swirling about this empty tomb. It will allow only the members of the college to pass through) The tomb refuses to open, once its approached by the member of the college one can use a free action to open it, upon which the tomb pops open shining with the rune of Shyish and opening a path into absolute darkness, it closes behind the user. Otherwise there doesn't seem to be any inscription upon the tomb.

Pits: At E-7.4/4, D-6.2/4 and 4/4 as well as D-8.4/4 there are shallow 3 yards pits. There are two more at B-5.1/4 and B-9.1/4. The grave robbers seem to be intent on finding something in the tombs as much as the soil of the catacomb. They've dug these 3 yard deep pit, they are full of mud and bone. They have a musty smell of mud and death. These have to be jumped over or walked around. One can be forced into one through manouvre. Characters trapped in the pits suffer -5% to their WS.

Shrine of Morr the Psychopomp: The tallest chamber of the tomb with the viewing gallery, its walls are arched and vaulted at the ceilling. The place feels ever so austere. Morr the psychopomp beholds you with his ever fixed gaze. The silent, elegiac atmosphere lends itself to the rituals of the Death magic, which makes it an often frequented hangout spot for the Shyish wizards. Tents (A-5.2/4;E-5.1/4;E-9.2/4): Some poor destitute creature seems to have set up an impromptu shelter here. There are also blanketsstretched on some of the tombs (E-6.2/4). Pile of bone and loot (B-7.1/4 and 3/4): All the digging created a huge mound of wet clay and bones. These are considered difficult terrain but grant +5% to WS when fighting enemies standing lower. There seems to be a pile of bones, tools of the trade and goods ransacked from the dead. Prosthetic glass eye, wooden wedge, sack, spare lamp, crowbar, old whetstone, bones, skulls, jaws and ribs, a nice but old pair of shoes. Urn: B 9-3/4 has the bones of chickens inside. Wheelbarrow (C-8.4/4): The wheelbarrow is full of stone blocks, but otherwise it is fully operational. THAUMATURGY FINALS: Young Mortimer requested over the ale that you ensure his mortal rival's failure, in his trials for the journeyman status. To do so, you must make sure he fails the ritual spell that he was tasked to perform. The spell being cast is that of Knocks of the Departed but it requires a more complex a ritual rather than a spell form. It takes ungents, skulls with runic inscriptions, black candles and more. Ritual of the wind of Death: The young apprentice wizard tries to commune with a spirit of a long dead merchant of the Hühnerbein family. To do so he does the following: -He fetches the skull from the open E-1 grave. (Search +0%) -He lights all the candles in the sanctuary and the nearby tunnel. (If any of the candles are blown out he goes to relight them, but if he proceeds without it, the ritual suffers another setback -1o% to casting) "Where did I put the black candless..." -He fetches the ungent from the open E-1 grave. (-1o% if the ungent is missing) -He pours the ungent unto the skull whilst gesticulating and mummbling. -He walks to the corridor nearby to read his ritual notes. (Read and Write +1o%; failure means he gets -1o% to his casting roll.) -He paints a strange hex-circle with chalk around the skull. (Full-action) -He begins to mummble the spell. (Full-action) The roll for aetheric attunment for this spell is modified by every failed aspect of the ritual. The rune bearing skull grants him a +1 Mag during the ritual, if all the candles are lit he also gains +1 Mag, if the ungent was used he gains additional +1 Mag during this roll.

The ritual commences after 5 turns have passed since the party entered the tomb. If the party fails to spoil the ritual, young Mortimer already stole the amulets and needs to offload them somewhere anyway. If Felix succeeds at his ritual he summons a portly ghost of a merchant looking bewildered and asks him a question. "How many maternal uncles have you had?" The answer is criptic, and the ghost leaves after the question is answered. After that the young apprentice wizard awaits the magisters' verdict from up above. Depending on the outcome of the ritual, he either passes or fails. After the ritual and grading is concluded, they leave through the secret magic passage at A-8.1/4. Combat with the magisters: If you're spotted by the magisters you have either 6 rounds to escape the catacomb upon being noticed or you suffer the curse of the tomb robber as cast by the magisters (Casting number 10, with +2 as they gather up some dust from the floor of the tomb). The party may take the diplomatic option, which is to engage in talks with them, they cease casting the curse but the party is at their mercy as the Magister Disciplinarian aims his magical scythe at the party like a shotgun. If you attempt to attack them physically the one with the magical artefact scythe gesture-reaps (needs successful WS hit) at you and your soul ends up in an empty bottle tied to the top of the scythe (Automatically casts Animus Imprisoned; the artifact has limited uses so its used only in self defence) if the party still continues the hostilities, the wizard lifts the bottle up with fear in his eyes exclaiming that he will smash it if you do not concede defeat. After they finish viewing the ritual or cursing the party they leave through a tomb into which they walk but you can't see the bottom of. You can't use this exit. It's magical, and the confounding darkness has you lost in the Morr's Garden for half-a-day, spat out from one of the tombs. If the conflict is resolved, the party is given the glowing bottle with the soul of their friend, and the wizards depart. Getting your soul uncursed -"Herr Markus, I believe we have more tomb robbers on our hands. If you'd be so kind as to treat them to a little curse of the wind of Death..." -"With pleasure..." You may ask Mortimer the apprentice wizard help (Vide Hofsstorstrasse), he brings Master Ignatius after quarter of the day to the "Juggling Swine" to help you release the soul. He has counts as 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, it never goes beyond +3o% but subsequent rolls do not decrease it. If you fail your fellowship roll, maister Ignatius sees no reason to continue the attempts, this is a lost cause he declares. You can attempt to later hire maister Ignatius at any point in the game, with -3o% Fel test spending quarter day trying to locate him. You may also break the bottle, the cursed soul finds its way back but at a cost of a Fate Point. The victim still suffers the 1d10/2 IP. MEMENTO MORI: The priests of Morr at the "Merry Grim" requested that the mausoleum be cleared of all squatters, so now the business of the party is getting them to leave somehow.

During the Memento Mori quest the catacombs hold the squatters at A-6.4/4, D-5.2/4, E-6.3/4. They are rummaging about the catacombs, digging up clayish mud. Whenever confronted they have this to say: ”We’re just... urm... renovating!” One of them carries a shovel with a tip sharpened to such sheen that it's curved inwards, like a sort of very broad improvised crooked spear. During combat Fritz and Volker will attack with their improvised weapons, as Horst will throw bottles and bones at the oncoming enemies. He'll resort to using a dagger when engaged in melee. They will fight untill two of them run out of wounds or until one of them is seriously injured or killed. Those seriously injured cease to fight. Naturally they are open to diplomacy and coercion. However intimidation will work on one of them per degree of success. They are resolute and all tests concerning interactions with them are done with +0%. When asked about their purpose, they are unwilling to divulge, unless it is done after combat where you gain +1o% to finding out. It turns out they were told about a great treasure burried at the Hühnerbein mausoleum.

(Left to Right: Magister Disciplinarian, High Magister, Magister Perceptor)
(Left to Right: Magister Disciplinarian, High Magister, Magister Perceptor)

Magister of Shyish (High Magister, Magister Preceptor, Magister disciplinarian) The creepy chaps overcome by the winds of Shyish. Powerful mages that hold sway over the winds of death. Their dead 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, clammy skin bound with an otherworldy pallor. 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 High Magister: Trade tools (Apothecary), Hooded robes, Skull and bones rack. Magister Preceptor: Trade tools (Apothecary), Hooded robes, Magister Disciplinarian: Trade tools (Apothecary), Hooded robes, Empty bottle, Magical artefact scythe of Shyish Soul Reaper (If you perform the spell Animus Imprisoned over this scythe, the weapon holds the spell for a week, harvesting the target soul automatically upon hitting an enemy with the scythe, on a critical failure however the scythe crumbles to dust due to its brittle ancientness caused by the wind of death storred inside). The artefact is currently "loaded".

Apprentice Wizard of Shyish, Felix 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      2 5      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, Ritual Scroll, Enchanted Skull, Arcane Oil, 9 Black Wax Candles, Tinderbox, Chalk, Robes.


Left to Right: Fritz, Shirtless Volker and Drunk Horst.
Left to Right: Fritz, Shirtless Volker and Drunk Horst.

Grave robber Dregs that make their living robbing cemetaries and rich mausolea. Picking enough trinkets from the smashed open caskets to get a pay out at the fence for their next round of ales. Hand dirtied with soil to the elbows.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                   29          42         30       31      35       30       28         25 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP   1    12       3        3        4         0        0        0                                                                      Skills: Animal Care, Common Knowledge (the Empire), Concealment, Drive, Dodge Blow, Gossip, Perception, Scale Sheer Surface, Set Trap, Silent Move, Speak Language (Reiskpeil) Talents: Hardy, Lighting Reflexes, Rover, Sharpshooter. Equipment Fritz: Improvised Weapon (Pickaxe), Mud covered rags, Human skull and a collar bone. Volker: Improvised Weapon (Sharpened shovel), Pelvis, Empty bottle, Mud stained breeches and footwrappings. Horst: Bag of bones (Cranium, Femur and a Jaw), Dagger, Leather skullcap, Lamp, Mud covered rags, Bottle of Rotgut, Signet ring of the Hühnerbein family (20 gc). Catacomb; Cessetionary Thaumaturgy (1oo xp) Role play- For roleplaying ideas (5xp) No Journeys for you! - Successfully stopping the ritual (5o xp) Like a Shadow- For not getting noticed. (2o xp) Oh Shyish!- For talking the magisters down from cursing your immortal soul into bits. (5o xp) Overdoing it- For killing Felix the Apprentice Wizard. (25 xp) Tomb knocker- For each ravaged tomb of the catacomb (Personal 1 xp; max 5 xp) Catacomb; Memento Mori (1oo xp) Role play- For roleplaying ideas (5xp) Defeating the grave robbers- For getting them to leave (50 xp) For each robber critically wounded/killed (Personal; 5 xp/10 xp) Grave matter- For talking it out with the grave robbers (5o xp) Spooks- For scaring the grave robbers out (6o xp)

Mar 11

13 min read

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