
MORR’S GARDEN
The party makes their way into the doom bound necropolis of Altdorf, following either the instructions of the Amethyst college wizard's apprentice or the troubled priests. Both quests recquire the party to locate the Hühnerbein family mausoleum, armed only with the proximity of the Necropolis milestone of DLII.
Whenever allussions are made to something being placed within a letter with a number with ?/? at the end, it means that within the square. 1/4 means top left, 2/4 means top right, 3/4 means lower left and 4/4 means lower right. These again being 4 by 4 yard squares to better give the size of the cemetery. So for instance E-9 would hold three different corpses at E-9.1/4 and E-9.2/4 and E-9.3/4 but nothing at E-9.4/4.

Morr’s Garden Road; The Morr’s garden is so great, that whilst following the mile stones marking each region of the garden you could think that all this necropolis is a true city. Spanning upon the uneven hills all around whilst you move along the main alley through graves and improvised corpse piles and withered flowers left in ancient vases. A well lit main avenue of the Morr’s glorious garden. The lamps dripping wax as if frothing maws of rabid dogs. If attacked the candles in the lamps go out. At night they attract swaths of moths. Hühnerbein Family Mausoleum (B-2): Belonging to a rich extinct family of Altdorf with plenty cadet branches. A deep catacomb stretches below this part of the Morr’s Garden. The family motto is featured over the entrance (Read and Write +0%) in Classical (+1o% "Vendimus Volucri!") along with the family crest and coat of arms a black winged talonned leg of a fowl on a checker of black and white (Heraldry -1o%: It was an ancient house of poultry merchants which were awarded their nobiltiy during the great famine of Altdorf.) There are stairs leading deep down into the family catacombs beneath Morr's Garden.

Mortcage (A-3.4/4); It has a pick lock on it to prevent people from breaking into the contents of the grave. The tombstone is marked as belonging to a family servant, a valet to the head of the family. It takes a lockpicking -1o% roll to open it. If you brought a shovel you can dig into the soft soil upon breaking the lock (TB 4; Wounds 12) breaking the lock will alert the gravewarden. One has also to be careful of not ringing the warning bell which takes an Ag roll. Inside of the grave there is a rotted through skeleton in a wooden coffin, with an urn filled to the brim with silver shilling, whole 100 silver shillings. Barricade (D-2); TB-4 and 24 wounds. Destroying it is lound, in order to pass it without destroying it one must succeed at Scale Sheer Surface -1o% two degrees of failure indicate that a loud sound was made during the scaling and the Grave Warden rolls for perception -1o%. High Garden; An older part of the cemetery, holding ancient tombs of well respected townsfolk of Altdorf.

Statue of Morr (F-3); It depicts Morr the Guide, with a crow on his shoulder and a lantern in his hand. Shepherd of the souls. With an inscription in classical at the base washed away by centuries of rain.
Ladder Tomb (G-3.4/4;G-4.4/4;H-3.3/4;H-4.1/4); This tomb has a ladder on it, allowing one to scale the roof and jump unto the neighbouring roof. The grave inside has -1o% Str lid and holds a body of a woman, long whithered. Wearing a wedding gown and a withered daisy chain. The doors into the tomb have TB 2 and 8 wounds. The ladder is old an poor quality only 5 shillings. Hidden Treasure (G-5.4/4;G-6.2/4;H-5.3/4;H-6.1/4); Inside of this tomb there is a great treasure hid. A whole 500 silver shillings in different urns. The door into the tomb is barricaded and latched from the inside, one could easily open it from this side with a full action. Jumping down from the hole in the roof is a 6 yards fall. The doors into the tomb have TB 2 and 8 wounds.
Rich Tomb (D-5.4/4;D-6.2/4;E-5.3/4;E-6.1/4); It takes a -2o% Str roll to push open his grave (+0% with a crowbar) with a puff stench of dust and a pop. Inside of this tomb a mummified cadaver of a member of the lower nobility is entombed flashing his pearly white teeth wrapped with dried skin and hollow eye sockets. The mummified carcass is bound with pretty gold and silver rings (250 enc; Uncut garnet gold ring 10 gc; Cut silver onyx ring 30 gc; Cut gilded chalcedony pendant 25 gc; nobles garb poor quality 25 gc). The doors into the tomb have TB 2 and 8 wounds. Ghost Tomb (D-3.4/4;D-4.2/4;E-3.3/4;E-4.1/4); Inside of this run down tomb is a ghost, which will emerge upon the doors being destroyed, or the treasure in the neighbouring tomb being disturbed. If it frightens a character off of the map, the character cannot return to the game until the party spends quarter of a day recovering them as they’ve lost their way running madly between the graves of the Morr’s Gardens. The doors into the tomb have TB 2 and 8 wounds. If one manages to pry open the lid (-2o% or 0% with tools) of the tomb and destroy the skeleton inside (TB 3 Wounds 10) the ghost is destroyed. Inside of the tomb there is a skeleton of a mundane man, however the stone lid was scratched from the inside violently for quite a long time. You can tell however that it was left inside with a single match which seems to have been burned out, there is soot on the lid of the tomb. If the tomb is being disturbed the ghost screams a terrible howl and rushes for the one disturbing its grave.

Gates; Each of the metal gates into the high garden is closed with a difficult -2o% lock picking skill. The key to the gates can be found on the grave warden. Or a scale sheer surface roll of -2o% due to spikes. (TB 3 and 14 wounds.) Each of the wings at F-6 has to be picked open or broken in order to move. Meaning you can open one without opening the other. Columbarium; Temple of Morr allows for the burning of corpses only in special circumstances, not solely due to the curse of undeath, this however requires a special dispensation from the residing high priest of Morr. It is a cluttered little path of stone shelves stacked with stone urns.

Ogre Urn (H-2.3/4): Common Knowledge the Empire roll +1o%; "There used to be an ogre named Tot, left behind by his tribe. He fought as a mercenary for the city of Altdorf. After his death there were non of his heathen fellows to dispose of his body in their customary manner, which is a cannibalistic feast in honour of the deceased. The temple of Morr had a tough matter to take on, and quite the dangerously bloated carcass to dispose of. To honour the dead ogre would cause them to bury a heathen in consecrated ground but they couldn't simply dispose of him like they would with the brigands and chaos worshippers. Thus a middle ground was thought up by the guile priests, and Tot was entombed in an urn, which also advanced the pragmatic view of burying such a huge chunk of bloated meat." Furnace; Currently cold, filled with ash and bones. It’s here where the corpses of the columbarium were utilised. One can hide inside of it gaining +2o% to Concealment rolls, entering from either E-2 or G-2. Mortcage (J-3); This Mortcage can be opened with a -1o% lockpiciking skill. Inside one may find the skeletal remains of a robust man burried with a silver mirror and a tiny barrel of pickled eggs, these are quite the delicacy. The inscription on the tombstone reads (2o% Read and Write ); -Cäsar Kerkermeister "Here laieth one of the Munden Keep finset geollers" <2401-2465> Grave Warden’s Shack; Tool shed with a bed of the grave warden, and a pile of the most interesting and valuable goods taken from the diseased corpses.

Mass Grave (B-7): A pit of those fallen from the plague, with a board going over the pit, requiring an Ag -1o% roll, failure means landing on the pile of corpses, soft but diseased. Flies swarm about it. "A great dark pit of gangly limbs mangled into a great heap in a soggy brew of clayish mud." Mass Grave Board (A-8.2/4): It has something written on it in crooked handwriting (Read Write +2o%; ”The victimz of the Green Pox plague of 2517 I.C.”) Warden’s Shack (A-4/A-5/A-6): Inside of the shack there are a pickaxe, shovel inside of a barrel. One wheeled wooden wheelbarrow. A bed. A chest with goods taken from the dead, and a key to the high garden. There is also a table with a piece of paper with a list of misspelled names of people interned. Thespian's Grave (C-6.4/4): Here stands a death bell trapped tomb. One could pry it open to get inside, rolling for Ag +1o% not to ring it. Inside one may find a body of a thespian in a silly colourful costume made of strips of cloth and big puffy sleeves, with a mask and a codpiece shaped like a smilling crescent moon. The thespian in question is long dead. The epitath is just a name and a short poem, Read and Write +1o%; -Georg Haukenberg "Oh muse! Thou art a strumpet! The invisible maggot that doth not heed! Cursed be thy progeny!" Pauper’s Graves; Here the impoverished graves are located, no more than a wooden plank with the name and the date of death inscribed, if at all. Death Bell (I-8); Implemented for the safety of the grave wardens, an early warning sign in case of the undead spontaneously rising. Barricade (J-7); The barricade has TB-4;24 wounds. Destroying it is lound, in order to pass it without destroying it you must roll -1o% scale sheer surface or cause a loud sound with two degrees of failure. Thieves’ Hideout (G-7.1/4): The urn is marked with marked with Secret Signs (Thief) +0%. It reads that there is a key hidden inside of the urn leading to a "Drop point". Whatever that means.
EPITAPHS; 37 tomb stones with 19 legible inscriptions, you could sprinkle them in for flavour if any of the players would like to read them. It takes a +2o% Read and Write test to read an epitaph. Name ”Epitaph” <Year I.C.> -Brandy Farbuck ”To a Mootland cook, cooked in his own kitchen...” <2461-2503> -Otto the Riverman ”Claimed by the realm of Mannan in the line of duty” <Unknown-2423> -Hans Schlechtberg ”Squished by the printing press of his own design. Best regards from the Imperial College of Enginnering.” <2457-2515> -Fritz Grettle ”Honour artillerist. Went out with a bang, of his beloved cannon.” <24??-2511> -Salazar Toreveyho ”An Estalian duellist, far from home. I’m not sure that’s how you spell it.” <...-2499> -Geoff d’Albern ”A wholesome squire, left behind by a Brettonian knight, after an impromptu tournament misshap” <2400-2417> -Hans Zumbler ”Do you charge by the letter?” <2399-2450> -Namless Vagabond ”Tomb a courtesy of a nameless benefactor” <Unknown-Unknown>-Hilda Brumm ”Brewer drowned in her own batch of ale, at least she died doing what she loved” <2468-2510> -Gretta Snopke ”Widowed, died run over by a cart on the Emperor’s bridge” <2445-2499> -Gregor Snopke ”Died due to absolutely natural, and not at all suspicious circumstances.” <2438-2499> -Gnuthus Raubinde ”A beloved steward of the family estate. A good friend. A companion.” ... -Namless Something ”Recovered from the sewers, looked enough like a person to bury it” <2402> -Gerhard Ulle ”A respected town’s watch captain. Terror of the Altdorf taverns” <2399-2450> -Uve Altmund ”Died in a bet, jumping off the Altdorf bridge, landing on a passing barge” <2488-2510> -Arvo Hermann ”A minstrel. The thing we miss least about him is his music” -Friends <2458-2498> -Knapp the beadle ”Most hated beadle of all the Altdorf College. Died in the line of duty” <2428-2508> -Adolf Schnipp ”Finest innkeeper of the Empire.” <2445-2499> -Augustus Kaufer "A cruel man" <2455-2515> -Gerhard Rabe "Suspected vampire" <?-2501> CARCASSES TO CARRY: -Dreg (E-9.1/4): A poxed carcass with a gaping open mouth (Perception +1o%) and by his diseased swollen green tongue a golden tooth shines... (Equivalent 10 s; 500 enc.) -Bone Picker (I-6.3/4): A shirtless poxed corpse of a beggar. (500 enc.) -Artisan (E-9 2/4): A poxed corpse wearing a good file set strapped to his apron, wearing low shoes (500 enc.) -Old Wench (E-9 3/4): A poxed corpse wearing a good quality green cotehardie and low shoes (1o gc; 350 enc.) -Maiden (B-9 3/4): A poxed corpse wearing a scarf over her head a grey mundane dress and sandals. (350 enc.) -Town’s Watchman (B-9 2/4): This poxed carcass has a metal kettle helmet strapped to his head, a jerkin, and a white shirt and low shoes. (500 enc.) -Fat Baker (E-8): Huge poxed carcass of a man wearing a small vest, huge shirt, and low shoes all dirties up with flour. Very, very obese. (12oo enc.) -Altdorf Fop (A-9 2/4): Pox victim wearing fine quality clothes and a great bonnet hat with a feather, gloves, handkerchief and riding boots. (500 enc.) -Gambler (J-8.1/4): A mean looking plague victim, he wore a belt with a dagger, a set of dice in a pouch, common quality clothes. (500 enc.) PLAGUE: -Plagued corpses; -1o%; 3-TB damage. -Shack +1o%; 1-TB damage. -Grave Warden -1o% or blood -2o%; 3-TB damage. -Mass Grave -3o%; 4-TB damage. CHARACTERS; Grave Warden; Sick with the pox, carries a wheelbarrow carrying the diseased corpses to the mass grave all the while, looking out for trespassers. He has a habit of talking to himself and narrating what he does. He goes to bed point 12. as he’s afraid of the ghosts that stalk the place at night. Very talkative and confrontational. "Who goes there! Oi you! You cannot be here! Be gone at once!" A +1o% Charm test is enough to reasure him about the party's good intentions. "All in all, I'm glad it's you. I thought it would be that wretched ghost again. It's been driving the dreams right out of me. Every midnight it comes. I know its out there... I just never manage to catch it! Only faint whispers and glimpses... but one day! I've been putting up barricades and bells all over to wake me in case it passes through, so I can have a proper look at the bugger. I know it's up to something, I just can't fathom what!" The gravewarden is glad to have someone living to talk to, he agrees to help the party provided they'll help him get all the corpses into the mass grave. He'll even lead them to the Hühnerbein mausoleum. He provides the party with the information on either the Thaumaturgy Finals or Memento Mori questline; Memento Mori: "A band of nasty thugs have made their way into the Hühnerbein Mausoleum. They've barricaded themselves inside, and they seem to be looking for something, I can hear them working all night long... they've threatened me with those mean shovels they carry so I had to leave them alone! I mean they paid me a little on top of that but that's besides the point! Those nasty squatters are wrecking the place and it's good someone is here to set them straight!" Thaumaturgy Finals: "Something strange has been going on in that old mausoleum! Strange murmurrings and chantings, shuffling and the like... I was worried the dead were stirring so I simply barricaded the path through the columbarium to win myself some time if worst came to worst."

Grave Warden He is the sole individual dwelling in the sombre Morr's garden. A dreg of society, speaking to the dead like they're his chums. His purpose is to keep the grave robbers and restless dead at bay. Now with the Green Pox outbreak he finds himself sick and also facing a lot of digging work.
WS | BS | S | T | Ag | Int | WP | Fel 25 25 30 30 20 20 30 20 A | W | SB | TB | M | Mag | IP | FP 1 13 3 3 4 0 0 0 Skills: Academic knowledge (Theology), Common Knowledge (the Empire), Dodge Blow, Drive, Evaluate, Perception, Outdoor Survival, Search. Talents: Resistance to Disease, Stout-Hearted. Equipment: Wheel-barrow, Lantern, Ricketty crossbow, 6 bolts. Special rules: He deals -1o% T Green Pox damage, or his blood -2o% 3 TB damage. Ghost; It appears after 30 rounds, the Grave Warden goes to bed and the ghost begins to stalk the Gardens at night. It appears from one of the tombs of the high garden. It guards the silver its family was burried with many years ago, a grand fortune. Also if the treasure is disturbed the ghost rises from its grave.

Ghost This tormented spirit of an unknown individual roams in an ectoplasmic form, whimpering in hopes of being heeded.
WS | BS | S | T | Ag | Int | WP | Fel 25 0 30 30 42 31 18 30
A | W | SB | TB | M | Mag | IP | FP 1 15 3 3 6 0 0 0 Skills: Concealment +2o%, Gossip, Perception 2o%, Speak Language (Reikspiel) Talents: Ethereal, Frightening, Night Vision, Undread. Special rules: Fearful Touch- When it attacks it causes a Fear test. Invisible- Ghosts can become invisible as a free action, they can't be attacked when invisible. Place of Death- A ghost moves 36 yards from the spot of its burial. Cemetery (12o xp) Role play- For roleplaying ideas (5xp) It's here! - Find the catacomb of the merchant family (10 xp) Templar of Morr- Banishing the ghost (55 xp) Sneak midst the dead- For sneaking past the grave warden unnoticed (10 xp) Grave robber- For each dessecrated grave (5 xp for each max 20 xp) Tomb stroll- For each epitaph read (1 xp per epitaph; max 2o xp)