
"Trespass of Drachenfels": Plague Stricken Cul-De-Sack
Feb 28
11 min read
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This map is a part of a Trespass of Drachenfels side quest during which the party sets out into the streets claimed by the terrible Green Pox outbreak, to ransack a tavern full of barrels of unclaimed ale! A character can spend 6o turns in the plague stricken part of town before it has to roll for T every turn, suffering a TB of 1 Green Pox damage, on a success one can spend additional 1d6 turns in the plague stricken region. Each subsequent test becomes more difficult starting at -0% and moving in 1o% increments. The party enters through I-10, finding their path blocked by a barricade.

PLAGUE STREETS
The streets of this plague stricken district are all abandoned, hovels with X marking the entrance left and right. The streets are bound with corpses covered with ochre brown spots and pulsing pimples. Dead animals, clothing and men, all molten into a disgusting mush.
Stalls- Here once commerce took place amongst the dwellers of the back alleys of Morrwies. Now but half collapsed poles and piled rags amongst the rotten foodstufs they used to shelter. There’s a grain stall, a vegetable stall of huge withered turnips and a livestock stall with one of the cages is gnawed open. There are 6 empty sacks of once wheat and one full one F-1, there’s a broken barrel at G-1. H-1 is just a collapsed stand and I-1 has six small wooden fowl cages with a dead bird in each, the ground is littered with feathers.

Balcony- At the foot of the wooden balcony a bucket of white paint rests, closed with a wooden lid. It was likely used to mark all the doors in the district. In order to climb the ramshackle balcony one takes a roll of +0% Scale Sheer Surface for each 3 yards of the 6 yards of the climb. The door into the room is open, but the door leading into the building is barricaded from within.
Rented Attic- A common rent room once inhabited by a troubled painter, a ramshackle improvised workshop, nasty bed and empty bottles of spirit litter the floor. A single fine framed painting proudly hanging on the wall. There’s a nice brush laying by the canvas (2 gc)

The Painting- "You see a garish paiting full of skeletons and men in a great melee. (Roll History +1o%) This battle scene depicts one of the vampire wars. The proud warriors of the Empire facing the ever living host of depraved undead of Sylvania. Fine brave vibrant colours and strong use of space dominates the canvas, of this very vivid picture of the Nuln school. The battle contains a small historical inadequacy, besides the banner of the Order of the Knights Panther one of the banners depicted on the battlefield is the personal banner of the current ruling emperor, who did not partake in any notable major scale campaigns against the undead, as the Vampire Wars happened during the Dark Ages harking back some 400 years. But now, what’s poetic license for?"

Private House- Both doors into the building are locked with a +2o% lockpicking or (T-3; 8 Wounds) A private home into which you may brake into. There’s a rotted carcass on the bed (Soaked bed frame; 4 gc). There’s an old battered armoire (Poor quality; 25 gc) Inside there’s a comb, soap, shaving kit, wooden cutlery, sewing needle and a kettle. There’s also a tub and a batter polished metal mirror on the wall. There’s a jug of water by the night table.
In the other room there is a bowl with six bulbs of garlic by the fireplace, and a strongbox containing three blankets. There’s a silver candelabra (12 gc) a key (It opens a lock on the storage room), and a peace of parchment with a charcoal stick writing on the oaken table. The parchment is a letter composed by the plague victim to his friend and business partner;
”Dear Johann,
This whole business is a pain in the head I tell you. I’ve been paying the local watchman for extra security as these part of town is not the safest best when in comes to burglars. I also got a few nice things at the bid organized by the river wardens. They had a Marienburger barge wreck upon the river, some freakish river troll accident they say. All the flotsam became Imperial property so the river wardens sold all the goods they got from the wreck at a river bank auction. I got some nice things I’ve secured in the storehouse, I’ll make sure to make an inventory of it soon, decent enough quality but quite miscellaneous. One of the things I got at the bid was a genuine barrel of Buggman’s dwarf ale! You won’t believe the price I got for it from the auld innkeeper. He wanted it for a special occasion and he paid for it in part by covering my tabs. Everything’s going great, since the last time I went under. I think it’s not the last the Old World has heard of Ambrosius Kaufer! They thought me ruined after that failed venture with the Teugens. But who could have predicted it! I think I might be getting on a flu. Nothing garlic and a few days at home won’t take care of.
All Best,
Signed AK”

Sump- This is an entrance into the city sewers collecting the rain water from about the place. Someone drew a caricature on the wall of the sump, depicting a sewer jack escaping frantically from a giant rat with chalk (E-5.) The metal gate is closed with a +1o% Lockpicking and the gate leading into the sewers is closed off with a -1o% Lockpicking. One has to remove the cart out of the way in order to access the door. The cart has a wheel missing and would need to be repaired in order to be operational, however one may use a successful -1o% Str roll to move it a square (With a +2o% if two people are pulling on it.) The missing wheel rests against the wall leading off into the backstreet exit (E-1), one can repair the cart using it. The hatch at C-1 and D-1 leads into the damp beer cellar of the plagued tavern, it is closed with lock and key and takes +1o% Lockpicking, alternatively a strong hand (TB-4; Wounds; 12)

Improvised Hospice- A once a home, now deprived of any furniture, which were probably used for the barricades present in the streets. The air in this room is stale and rancid, odd particles fly about the air and the windows are all barred up. A whole bunch of rag beds where the local herbalist attended her neighbours in need. Empty healing draught bottles littering the floor, amongst the stains on the wooden floor, and fragrant herbs hung up to kill the stench. A dove of Shallya painted on the wall with chalk. There’s a healing draught by the dove’s drawing and one hidden under the rags if someone searches the room or even a healing poultice upon a critical roll, used for the easing the pain of the festering pock marks. Entering the room and subsequent turns therein spent demand a +1o% T roll.

Shops- These two small stalls sticking under townhouses with openable fronts were closed due to the plague. Apothecary’s Stall (A-6/A-7); Garlic (three cords of 6 garlic bulbs), good quality spirits, dried herbs (4 Henbell bouquets, Monk’s hood bouquet, bouquet of laurel leaves with berries and Nightshade bouquet; with herbalist skill each can be made into a dose of the poison using the mortar and pestle) draught of sagekill, pestle & mortar, anti-toxin kit and scales by the counter. Potter's Stall (A-5/A-4); The shop sold clay vessels of all sorts and sizes, they are hung from wooden studs vertically over head as well as presented on the shelf behind and a counter. There’s a pouch of coin below the counter. The vessels are clay jugs, clay pitchers, oil lamps and clay cups. There’s even a funny pitcher shaped like a Mootland rooster, to pour yourself a very patriotic halfling pint of cider. Gnarly Rainwater Barrel (C-3)- A barrel filled with gnarly murky rainwater. Some odd gunk fills the bottom of the barrel.

Barricade- Barricades are found all over the street, they were used to stop the sick from loitering, looters from looting and the tourists from wandering in. A fire was lit to keep the disease at bay. (12 wounds; TB 3)
Inn Door- The entrance is barricaded over (16 wounds; TB 3), a notice nailed to the door reads;
”Heed the Pox Laws! Those affected are to be secluded, their homes marked for the authorities, main roads to the district barricaded for to stop looting and bar those unaware from entering”
Bonfire (B-3)- Built by the plague victim, to keep warm and stave off the evil vapours.
Washing Line (C-10)- Ten clothing pegs binding already dried clothing to a peace of thread strung twain two homesteads; breeches, hood of red and blue, a vest with a nasty stain, two nightshirts, and a pair of socks.

Laundry House- Inside you can find a bath, soap, washing board and a crudely sewn boiled cow leather jerkin stained with blood from multiple sewn up stabbed holes, there’s also a pile of dirty clothes. There’s also a bench. The building causes plague as the stagnant soapy water contains some of the illness soaked from the clothes of the plague victims. +2o% T test when entering.

Public Lavatory- The low stone building smells heavily of stagnant sewer. With plenty of seats to ensure the entire neighbourhood is accommodated. There are latched openings to each of the sewer holes. There’s a bucket and a barrel of stagnant water inside. There’s a pouch of coin tucked inside one of the toilets (-2o% 1-T Green Pox damage; worth 4 gold crowns, 6 silver shillings.) All of the openings drop right into the sewer line below. It would take a roll of contortionism to squeeze through the holes into the sewer line and the (-2o% 1-T Green Pox damage) roll.

Watch House- Here once a beadle resided. Now he’s dead. There’s a table, a chair, a pillory, two sets of fetters hanging on begs on the wall, a cudgel, a lantern and a set of bone dice used to kill time. The door leading into the street is open, and the one leading deepr into the watch house is barricaded from the inside.

Storage- Closed off with a heavy length of chain and a lock (-2o% Lockpicking). Inside there’s some goods stored. Barrels, a chest, and some crates. One can spend half a turn searching a square of the storage, breaking open barrels and prying boxes open, for each successful test you gain a reward; Cask of nails. Expensive cheese wheel. 3 Sacks of buckwheat, Pint of sunflower oil, sheep skin, 4 square yards of homespun fabric, keg of gunpowder 20 doses (If set on fire it explodes hitting everything about it in 3 square yeards wtih a S 6 explosion), jar of honey, 3 barrels of beer. The chest at G-7 is closed (+0% Lockpicking test) and contains a lovely and expensive hunting horn fashioned from a giant boar's tusk. It has hunting motifs engraved all over it, as well as a leather strap (2o gc.) There’s a secret door hidden under the pile of stockpiled goods, one can spot it upon entering the room with a -1o% Perception or by removing the rundlets blocking the way.

It leads into a short part of the walkable sewers eventually dumping the party in the sump doorway at E-6, which can be opened from the inside with a latch.

FIRE MECHANIC A WS attack with a torch causes the fire to spread, whenever a fire starts a marker should be placed in the appropriate square, then every next turn a roll of 1d6 would decide what happens to the fire, a roll of 1 indicates it is put out, a roll of 6 indicates it spreads. The fire consumes any items that are present in the square that its inhabiting if they're made of flammable material, or lowers their quality if they're made partially of flammable material. If 10 fires are raging in the streets the fire turns into a conflagration, the houses are consumed by the flame and spread on 3, 4 and 5's as well as 6's. If the tavern is set alight and the party makes it out the three squares at A-1 and B-1 remain set alight making them 3 perpetual fires during the party stay, they accumulate with the other fires, they can be put out with water however. The fire barrel doesn't add to the conflagration counter, just like any other controlled fires.

If a great fire is tarted Doctor Klaus will welcome the party back from the plague stricken cul-desack saying; “That looks like, a big... big conflagration you’ve just started. Hopefully it will put itself out right?”
The temple of Morr’s roof on fire as the frightened priests cry out in fear and locals run to and fro putting it out with buckets of water and ladders causing a distraction.
THE PLAGUE
Infestations/Fomites: You must roll for T crossing past the adjacent squares. Some of these have a further reach.
-Pig Carcass; D 10 2/4 A bloated pale pig carcass covered in green boils fallen in a pile of mud, it’s head swollen, purple tongue sticking out. A poor choice of a ham I tell you. 3 T damage fumes 0%.
-Human Corpse; G/H 6 A rotted through carcass of a poor plague victim perished and forgotten in his bed. The room is swarming with flies. 4 T damage fumes -1o%.
-Plagued Grain; F 2 2/4 A pile of grains, being feasted upon by a fat vermin. All of it contaminated by the raging pox. 1 T damage upon touch, +1o%.
-Boxed Fowl; H 1 4/4 Cages full of diseased animals are stacked upon this stall. Once a live stock market, now a festering ground for a vile disease and death. 1 T damage upon touch +1o%.
-Pox Rags; C 8 2/4 Pile of clothes of those killed by the plague, piled close to the improvised hospice. Along with the bandages used to cover the festering buboes of the ill. 3 T damage touch -2o%.
-Homes; The X marked homes deal a 1 T damage if you spend time inside of them with a varying T modifier.

A scabby, bubo-covered, diseased pathetic rat slowly chews on a pile of spilled oats. It is a fearful and measly weak creature, it will only bite if attacked, otherwise it will try to escape whenever attacked until it makes it into the sewer grate at E-5 upon which it escapes the map, it can run under the cart and the metal gate blocking the path, count it as difficult terrain. Standing on a bloated spilled sack. 3 T damage fumes, bite 4 T damage, as well as blood -1o%. Rat These vermin swarm every city of the Empire, and their vile kin, the weed-rats roam the forests and fields.
WS | BS | S | T | Ag | Int | WP | Fel
25 0 6 4 38 10 10 0
A | W | SB | TB | M | Mag | IP | FP
1 2 0 0 6 0 0 0
Skills: Perception +2o%
Talents: Flee! Keen Senses.
Special skills: When bearing the Green Pox; 3 T damage fumes, bite 4 T damage, as well as blood -1o%.

Wearing a simple garb with a hood, a little bell rung on a stick as he walks a little cart of valuables looted from the houses about (Pox blanket, Lamp, Roundlet of pickled turnips, Wooden tankard, Belt, Basket of stale bread). He simply mutters to himself, walks forward stumbling slowly, ringing his bell, he tries to make it out of the cull the sack towards the barricade but he falls half way through the street and dies. 3 T damage fumes, 4 T damage touch, 5 T damage blood, -2o%. Green Pox Victim The last poor survivor of the plague stricken district with his cart of looted goods mummbles and staggers his way through the street with a bell on a stick.
WS | BS | S | T | Ag | Int | WP | Fel 15 15 18 5 21 19 27 23 A | W | SB | TB | M | Mag | IP | FP 1 11 1 0 4 0 0 0 Skills: Charm, Charm Animal, Common Knowledge (the Empire), Concealment, Drive, Gossip, Outdoor Survival, Perfmormer (Singer), Row, Silent Move, Speak Language (Reikspiel), Swim. Talents: Acute Hearing, Flee! Hardy, Resistance to Disease. Equipment: Little cart on a string (Poxed blanket, Lamp, Roundlet of pickled turnips, Wooden tankard, Belt, Basket of stale bread), Large hand bell. Special rules: He actively spreads the Green Pox. 3 T damage fumes, 4 T damage touch, 5 T damage blood, -2o%. Plaguestreet (75 xp) Role play- For roleplaying ideas (5 xp) Cordon sanitare- For burning the fomites out (x/5 and 5 xp each) Quick disposal- For burning the plague victim's corpse down (10 xp) Fearless Looter- For each house searched (x/8 and 5 xp each) Inflagration- For causing a major fire in the plague district (Set 10 objects on fire; 10 xp) Time's out- For staying over time in the plague stricken district (1o xp)