Zweihander RPG A Bitter Harvest
Zweihander RPG A Bitter Harvest
Daniel Fox
Originally Written By
Ovid
Editing By
Daniel Fox & Tanner Yea
Special Thanks
All our Advance, Elite and ZWEIHÄNDER!
Tier pledged from Kickstarter & original
playtesters of A Bitter Harvest over at Strike-to-
Stun.net
Published By
Grim & Perilous Studios, LLC
Licensing
The ZWEIHÄNDER logo & all images contained within Early Access PDF are a trademark of Grim
& Perilous Studios, LLC. Please send all feedback about A Bitter Harvest and Early Access PDF over
on our web forum at GrimandPerilous.com
INTRODUCTION
A Bitter Harvest is a rural adventure you can run for new players to grim & perilous adventures. It uses
many tools you’ve learned throughout the Game Mastery chapter: Chase Scenes, Combat Encounters,
Social Intrigue and Wilderness Travel. It is meant to teach you how to use these tools during an adventure,
while providing a structured adventure to better teach players how ZWEIHÄNDER’s mechanics work.
Although most of the adventure requires players to follow the story arc, it encourages investigation and
critical thinking to put together the mystery, with a shocking resolution requiring the players to decide
the best course of action to bring the adventure to a close.
This adventure is designed for three to six Characters in the Basic Tier, although it can be changed for
groups of other sizes or Intermediate and Advanced Tier. It can be run independently or inserted into an
existing Campaign. This adventure isn’t intended to be the origin story of how the adventurers met.
Assume that this is one of their many adventures, as the Characters begin gameplay already knowing each
other. The dynamics of their relationships will be determined as they play through this adventure and
others.
A group of Characters lacking Perception-based Skills will have a very difficult time during traveling
sections of the adventure. Familiarity with Mutants and a caster with the Petty Magick called Wytchsight
would help, but are by no means necessary. Careful role-players can complete the adventure with only but
one Combat Encounter. Characters with an overwhelming hatred of Mutants (e.g. an uncontrollably
deranged Slayer) will find themselves losing Fate Points in a full-scale battle. While most Characters will
have something to contribute, very urban-focused or Characters within the Aristocratic Social Class may
find it hard to contribute in substantive ways during rural events which don’t play to their strengths.
It begins in the autumn town of Swanzi, and leads to the village of Vorberg a day away. For purposes of
this adventure, we’ve positioned the adventure in the campaign seed “Goth Moran Divided”. However,
adventure can take place in any hilly area in a town along the river, within a day’s travel of a village on a
major river where the local economy is relatively undisturbed.
The players will need to show initiative to get the most out of the adventure. The first part is somewhat
linear, but with numerous role-playing opportunities during which the Characters can learn what is going
on. What they discover during their investigations will then inform their decisions in the much more open
conclusion. Completion should roughly take three to five game sessions. Note that this adventure contains
mature themes.
called “One Eye”. In return for sparing the
PLOT SYNOPSIS village, its leadership (unbeknownst to the rest)
betrayed their womenfolk to the Mutants. The
main instigator of this agreement was
Maximilian Steiger is a very big deal in the Maximilian; two of its victims were his wife
village of Vorberg, but he has a big secret. Twelve Johanna and young daughter Katharina. The
years ago, the village was threatened by a Orxish men involved in the parley, including Brother
WAAAR! Horde. The villagers hid their Wilhelm’s brother Heinrich Treumann and the
womenfolk and infants in a cave in the hills and innkeeper Horst Angeberin, swore each other to
settled in for a siege. One of their number, a secrecy and gradually got on with life, re-
young preacher called Wilhelm “Harefoot” marrying and raising the surviving male children,
Treumann, was sent for a help to Swanzi but such as with Maximilian and Johanna’s son,
returned with the rescuing army a day too late: Waldmann. The village prospered under
although the Mutants had abandoned the siege, Maximilian’s leadership, developing a thriving
they had found the women and children and took hemp industry.
them away as slaves. Wilhelm was a broken man,
especially when he found out what had actually
happened.
The reception and festivities are held in a CHASE SCENE: THE FOOT RACE
roadside coaching station where the Characters The men compete in a foot race around the
are staying and they become involved in the village, each carrying one of the village maidens
celebrations. There’s a very good reason for on his back. Each woman carries with her three
getting involved - the booze is free! Remember cabbages, for the menfolk to toss at one another
to keep track of the Characters’ drinking (see as they race. The winner is then “married” to the
Chapter 9: Hazards and Healing), as the risk of girl until dawn the next day. There’s no shame in
Intoxication runs high at the start of the anything that happens in that time and any
adventure. As the celebrations will last for children conceived are considered blessed; a
roughly six hours, you’ll want to have the strange local custom indeed. This would be a
Characters make a Toughness Test at the bottom good opportunity to introduce Mollig "Molly"
of every hour to determine if they become Bumsen (see Minor Personalities). Characters
Intoxicated or not. are encouraged to participate in this race.
However, the menfolk of Swanzi will impress
Depending on how quickly you want to get to the upon them that drinking is not only encouraged,
meat of the story, this might be a good time to but required! This is a ruse, as they want to make
fill in details of this region’s strange marriage
sure that the Characters don’t win. They’ll likely If all Escapees are disabled and the Player
be drinking water instead, and a successful Characters are the last in the race, have them
(Challenging -10%) Awareness Test will indicate each roll a final Chase Threshold for themselves,
as such. as if they were the Escapees. Whomever
generates the highest result is the winner of the
There are three other competitors (otherwise race!
Escapees), whose Movement is 6 and Brawn
Bonus (BB) is 4. No one has a Head Start at this MAXIMILIAN’S CELEBRATION
time. This is a Long Chase, set to 6 Rounds. If Before long, Maximilian has his arm around one
any Characters are currently Intoxicated, they of the Character’s shoulders and is pressing
suffer a -1 to their Pursuit Value on the first drinks into their hands. He takes on his role as
Round. Players must disable the Escapees in man of the hour (and, of course, center of
order to win. Otherwise, the Escapee with the attention) very enthusiastically. Being a sharp
highest Chase Threshold at the end of the sixth businessman, he is using this opportunity to get
Round wins. to know people in town. The fact that the
Characters might be disreputable won’t bother
Whenever a Pursuer is afforded the ability to him, since he is well aware such people can be
Attack, they may throw cabbages. In fact, this useful. Maximilian should find the Character
sort of skulduggery (or numbskullery depending with the highest ranking Social Class and engage
who you ask) is highly encouraged! Using real them, taking a genuine interest in who they are
ranged weapons is highly discouraged, and will and what brought them to town (particularly if
result in the worst of outcomes in this adventure one of the Characters is related to him).
(likely ending it). Cabbages don’t do any
Damage, but does immediately reduce their If the Characters look for his bride - and pass a
current Escape or Pursuit Value by -3. Each (Standard +/-0%) Awareness Test - they will see
Escapee and Pursuer is given three cabbages. a heavily pregnant and much younger woman
sitting nearby, sipping occasionally from a
COMPLICATION: RAIN OF TURNIPS tankard of small beer and looking very shy and
If a Character suffers a Complication, it will be unsure of herself. Next to her is another young
as if they’re threatened to be struck by woman, apparently her maid of honor, and a very
passerbyers, throwing turnips, cabbage and other unhappy-looking older man of roughly
sundries as they run past. They must succeed a Maximilian’s age. Passing a Rumor Test with any
(Routine +10%) Coordination test, or reduce of the Order-Aligned Lowborn attendees at the
their current Escape or Pursuit Value by -3. party will get the information that the bride is
Helena and the man Franz Raffke, her father and
COMPLICATION: MOLLY BUMSEN a prominent boat-chandler (supplier of ropes,
If they end up taking Molly Bumsen on their equipment and stores). If they Critically Succeed
back, she harasses the Character during the entire the Rumor Test, they learn that the marriage is
race about inadequacies such as their club- part of a business deal between Franz and
footedness, shuffling about like a buffoon or lack Maximilian, and that both want a boy-child to
of charming appearance. The Pursuer who has inherit the business. Passing a (Routine +10%)
her on their back must succeed a (Routine +10%) Folklore Test reveals that it’s not unusual for the
Resolve Test or become irritated with her, bride to be visibly pregnant on the wedding day:
suffering 1D10+1 mental Peril. it ensures that the marriage will be fertile before
any binding commitments are made. The recent years become a significant supplier of
Characters can’t immediately find out why Franz hemp in the region and Franz hopes the marriage
looks so unhappy, however. will lock his competitors out of this supply. In
addition, they could get on Franz’s good side by
MINOR PERSONALITIES exposing Lutz as the resentful, pathetic little toad
You can deliver information either quickly he is.
through Skill Tests or can insist on role-playing.
In the latter case, here are a couple of non-player THE ALTERCATION
Characters with whom the Characters can Later in the celebrations, Franz and Maximilian
interact: get into an argument, which starts as a heated
discussion and escalates into raised voices.
Mollig "Molly" Bumsen is a pretty, plump and Succeeding a (Standard +/-0%) Awareness Test
young Order-Aligned Lowborn woman who’s (or with a successful (Standard +/-0%) Scrutinize
out for a hunky man (or, even better, a Dwarf) to Test to pick out the slurred words) will tell the
bed and one of the Characters is a candidate. Characters that the conversation is about a
She’ll pretend to be a friend of Helena’s and missing bride token. Franz and Maximilian then
although they did grow up together, Molly leave to continue the discussion somewhere in
always resented Helena for being a bit more private.
popular (and respected) among the lads. Molly
will put up a very bad facade of pity for her “dear While it’s clear that the two don’t want to be
friend for being married off to some fat, old hick followed, any who succeeds a (Routine +10%)
just to seal a silly business deal”. In truth, she is Stealth Test can follow behind or listen in for a
spitefully gleeful about it and will dish on how bit with a successful (Standard +/-0%) Eavesdrop
Franz is using his daughter to ensure his own Test. It is clear that Franz is somewhat drunk and
future because he failed to sire a male heir very angry with Maximilian. Apparently, a large
(providing a Character passes a Charm Test to delivery of hemp was supposed to have arrived by
woo her). now as the bride token from Franz to
Maximilian. The Character who followed or is
Lutz Wassertrager is a Chaos-Aligned Lowborn listening in overhears Franz say that he, “could
dogsbody for Franz, running his errands, passing have given that girl to any respectable
on messages and attending to other menial businessman in town” but that Maximilian had
services. He also carries Franz’ important promised him the best prospects, even though his
documents, including the marriage contract with friends had warned him not to deal with an
the dowry’s value and the bride token invoice uppity peasant like Maximilian. Franz declares
due. Franz pays little attention to Lutz, and the Maximilian isn’t to be trusted, threatening to sue
latter takes the opportunity to pilfer small the shirt off his back, ensures his daughter will
amounts of money. Lutz is sly, but not as sly as divorce him and that their child will grow up in
he thinks he is, so he’ll start by selling bits of an orphanage where no one can find it.
information for bronze pennies, but will quickly
get drunk and run his mouth off about how Franz Maximilian tries to calm Franz down, reassuring
wasn’t man enough to have a son and how he’d him that the bride token will be his and asking
like to get his hands on Helena. With a successful him not to spoil his daughter’s “happy day” (a
Rumor Test (or by plying Lutz with alcohol), the point about which Franz is noticeably scornful).
Characters can learn that Maximilian has in A successful (Standard +/-0%) Scrutinize Test
indicates that Maximilian doesn’t particularly above board to discuss what they wish to
care about Helena’s well-being, but wants to look accomplish and the risks associated with it before
like the good guy. they fully commit to the Social Intrigue event.
PLAYTEST NOTES
If the Characters have made a good impression,
During the wedding celebration, but before then an offer to help the next day will be
“The Altercation”, one of the Characters stole welcomed by either man. The ideal result is that
Franz’s documents. It has a recording of the the men calm down and thank the Characters for
dowry, equal to several hundred gold crowns their help. If the interaction goes unsuccessfully
(gc). The bride token is for over 150 bales - or due to particularly tactless role-playing - the
hemp, weighing roughly 75 lbs each. The men still stop arguing but part angrily, only turn
players used the documents to better to the Characters later out of a lack of other
understand how rich Franz is, and how poor mutually tolerable options.
Maximilian would be if the bride token wasn’t
received. After the incident, any Character who might
reasonably be thought to know something about
marriage rights - e.g. anyone with Education
SOCIAL INTRIGUE: (Focus: Law), Folklore (Focus: Local Lore) or a
INTERVENTION Bailiff, Reeve or someone in the Academic
Intervening in the middle of this conversation Archetype - will be approached by Maximilian
immediately triggers a Social Intrigue event. and Franz simultaneously, asked whether a
Treat both men as if they were Burghers for marriage is valid without the delivery of the
purposes of role-play. Maximilian is of a Polite promised bride token. Maximilian will leave the
Disposition, whereas Franz is of an Impolite conversation happy if the answer is yes, and
Disposition. However, the Disposition may be Franz will be happy if the answer is no. You
improved or worsened due to how the Characters should take the opportunity of putting the
had interacted with them earlier (if at all). For Characters in an awkward position, regardless of
instance, you may wish to worsen the Disposition their interest to help. The result of a Skill Test
if they were spotted sneaking around. won’t easily answer this question. Prod the player
Alternatively, you may wish to improve their to use their best judgement, but give them
Disposition if the Character had previously made enough information that both supports the
a good impression on either man. validity of the marriage and invalidates it at the
same time.
Follow the normal rules for Social Intrigue as a
Complex Exchange, but in this case, those who Helena will leave for bed fairly, but eventually the
pick Interrogation or Intimidate for their Social various guests will trickle away or pass out. The
Tactic have less effect, being unfavorable Skills. Characters are woken in the morning by
Remember, let the players speak to one another Maximilian or a not so fresh-looking Franz.
PART II: THE JOURNEY
Franz remains in Swanzi, but both he wants the Characters to go with the newlyweds Maximilian and
Helena back to Vorberg by coach (Maximilian’s village) to check on what happened to the bride token
and, if necessary, escort it back. Each is willing to pay the Characters a sum of 10 silver shillings (ss) per
day for their trouble, but individual players can attempt a Bargain Test to get more money. The Difficulty
Rating of the Bargain Test relies solely on the results of the Social Intrigue event the night before. If you
feel they left a favorable impression on either one of them, this is a Bargain Test; this Test may be more
difficult if they made a bad impression. A successful Bargain Test yields a number of additional brass
pennies (bp) equal to their Fellowship Bonus (FB), or three times that if a Critical Success. If it looks like
the Characters might turn down the deal, Maximilian or Franz mentions that there might be more work
in the future if the Character’s carry out this job well: these men are both good, local contacts to have (and
bad ones to anger).
HORNS OF A CUCKOLD
“Horned” was once a euphemism for a cuckolded man, since men who were cheated on by their wives
were said to have horns. For followers of the Martyr or the Nightfather, a successful (Standard +/-0%)
Folklore or Incantation Test, or alternatively a successful (Hard -20%) Education Test allows a Character
to recall a venerated priest of the Martyr known only as “the Horned Monk”. His legend says he was a
particularly brutal count from far away who insisted on the letter of the law being carried out without
mercy. In vengeance, the Nightfather came to him in a dream disguised as the Martyr and seduced him,
promising to be his wife and lover if he would only commit to her. The very next morning, he abdicated
his county and became a monk of the Martyr. But everything he tried went sour. Wherever he went, the
adherents shunned him since they sensed his motives weren’t pure. People he “healed” would come to
grief immediately afterwards. Criminals who were released due to his pleas for mercy went on to commit
even greater crimes. Meanwhile, the Nightfather continued to plague him with fevered, erotic dreams of
the Martyr, who seemed to promise him so much but then always favored others over him, no matter what
he did to prove his love. Finally, pursued by inquisitors and mad with despair and paranoia, the monk
found refuge in a cave under the twin peaks and became an anchorite. There, a broken man, he begged
the Martyr’s forgiveness for whatever he had done wrong. Finally, she took pity on him and lifted his
madness. Some say his heart was then so filled with love that it burst in his chest and his soul joined her
in a pure, spiritual union. But others say he left that cave and wanders the world still, kept immortally
alive and working true healing miracles by his now-genuine love for the Martyr. People pray to the Horned
Monk for help in controlling their own or their partners’ jealousy, in not acting out of selfish motivations,
to escape from criminal punishment and (unofficially) to cure impotence.
After sighting the village, the Party and the coach him arrive at the Stockade gate first, where they
quickly come out of the woods and start crossing are challenged by a watchman. When Andre
the fields. A successful (Routine +10%) Survival identifies himself, there’s an audible commotion,
Test tells the Characters that this is harvest as someone speaks “Thank the God-Emperor!
season and people normally work as long as Maximilian made it through!” and the gate opens
possible - now, at dusk, people should be packing to let everyone into the village, then is shut very
up and leaving the fields, but in this case they are quickly behind them. The coach is soon
already deserted. Andre and any Characters with
surrounded by a crowd of scared and happy victim to Fear. Andre and Waldmann will ask for
villagers. their help to remove the corpses off the
scarecrow’s roosts. Inspecting the bodies will turn
Maximilian will leave Helena behind in the up no further detail, save that they are riddled
coach to go and find out what is going on and with cruelly-barbed black arrows.
will be met first by Horst Angeberin, the village
innkeeper. Bibi will object strongly to Helena Waldmann will expresses his grief for Heinrich,
being left behind and will demand to know what Dieter and Enid Treumann. Enid is the wife of
is happening. If necessary, she will try to enlist Heinrich and mother of Dieter, who is currently
the Characters to find out for her since she will praying in the village’s shrine of the God-
stay resolutely by Helena’s side. Emperor. Waldmann will let slip that he thinks
this is a Mutant attack, but agrees with his father
WHAT’S HAPPENED IN VORBERG? that this should not become common knowledge.
The bride token shipment left in the morning A successful (Standard +/-0%) Awareness Test
two days earlier under the command of Heinrich allows a Character to notice that when
Treumann, who also took his ten-year-old son Waldmann talks of Mutants and the tragedy of a
Dieter with him. For a day, nothing seemed out mother losing her son, he fondles a talisman
of the ordinary. This morning, however, people around his neck. A successful (Challenging -
who went into the fields to work ran back when 10%) Incantation Test made by a Character who
they discovered the mutilated bodies of Heinrich has either Arcane or Divine Magick as a function
and his son Dieter, tied up in the fields where the of their Profession will recognize the talisman as
scarecrows normally roost. The villagers being potentially Magickal.
immediately withdrew beyond the Stockade, and
have not taken their bodies down. The village is THE LOCAL GOSSIP
now in a state of besiegement, although no one The Characters might decide to ask specific
has seen any possible perpetrators. Waldmann people more about the situation. Depending on
Steiger has been in charge of security in Vorberg their actions and their successes, they will get
while Andre was away in Swanzi. Immediately some spin and local gossip:
upon exiting the coach, Maximilian will
introduce the Characters to his son. Waldmann v Andre will, after speaking to Maximilian
will speak with Andre briefly as they shake hands, and Horst, be able to relay the above
and will then ask the Characters to accompany information to the Characters, but will
them outside the gates. He won’t say precisely urge them not to reveal any details about
why, but a successful (Easy +20%) Scrutinize the battlefield, especially the Mutant
Test will indicate it likely has something to do involvement - Maximilian has decided
with the Stockade’s gate being closed. He urges (and Andre agrees) that it is important for
them to gird themselves for what they’re about to the villagers’ morale to think that the
see. enemy are human bandits who can be
bought off;
He takes the Characters to where they were tied v Maximilian will make the same point if
up in the scarecrow’s place in the fields. By this asked directly;
time, night has fallen upon Vorberg. Upon v If the Characters succeed any Bargain or
witnessing this, the Characters must succeed a Leadership Tests during this time, then
(Challenging -10%) Resolve Test or be made they meet Beatte Steiger, Maximilian’s
sister. She will relay the same gossip as or Guile Tests during this time, they
before and bitterly criticize him for being meet a scruffy-looking man with stale
a cheapskate and not providing enough alcohol on his breath and dressed in the
guards - in fact Beatte uses every raiment of a preacher, who claims the
opportunity to criticize her brother, attack is punishment for the villagers’
including for leaving Helena in the coach sins; this is Brother Wilhelm “Harefoot”
if the Characters don’t take the initiative Treumann, who has come out of the
in getting her lodging; God-Emperor’s shrine to see what was
v If the Characters succeed any Bargain going on but returns to it quickly to
continue consoling Enid.
THE TALISMAN
Waldmann’s talisman is of copper and silver wire, intertwined to form a crude figure and was given to him
as a baby by his mother Johanna. She has given similar talismans to other members of her family (Gregor,
Katharina and Waldmann). The intertwining of two metals into one figure represents how love makes
two people into one (whether through kinship, family or as lovers). The maker must give the talisman to
the recipient at a significant occasion (typically a birthday or marriage) and can only ever do so once to
any given individual, who can only ever have one functioning talisman (later gifts supersede older ones).
The talisman magically protects the recipient who wears it from one life-threatening occurrence (in game
terms, gaining one Fate Point), so long as the maker and recipient love one another. Succeeding a
(Standard +/-0%) Folklore Test will reveal the symbolism of the wires intertwining. A successful (Standard
+/-0%) Incantation Test indicates that the talisman is at least supposed to have protective power,
indicating that this power works only for a specific person. A Critically Succeeded Incantation Test
indicates Waldmann’s talisman can shows remnants of his mother’s enduring love Magickally surrounding
it, functioning if both the giver is still alive (which also, incidentally, provides a hint that she’s still alive).
Eventually, Helena steps out of the coach, either After this, Horst will introduce himself to the
because the Characters have intervened to get Characters and offer to show them to their
Maximilian to attend to her or because Beatte lodgings in his inn, “The Cowardly Orx”. As they
does so, all the while insulting her brother about enter they will be met by Liselotte Angeberin his
his lack of grace, much to his embarrassment. much-younger wife in her 22nd year, who will
Conversation about the attack will suddenly note that they must be tired after their journey
cease and all eyes will be on Helena. With Bibi, and offers to make them a good, hot meal to have
Maximilian and Beatte by her side, she will be once they’ve settled in. A mentally slow young
guided through the crowd to Maximilian’s large man named Klaus Dummkopf, whose parents
house and on the way she will be greeted in a died in the last attack (and whom Horst has
friendly, if slightly pitying manner, by the village. taken in), will help them with their luggage.
The crowd then slowly disperses. Everything is paid for by Maximilian.
PART V: ASKING AROUND
For the rest of the evening, the Characters are more or less free to roam the village. By this point, they
ought to be wondering how they are going to complete their job and, more to the point, get back to Swanzi
without getting killed. They will find no support whatsoever for the idea of fetching the hemp and taking
it to Swanzi or to Vorberg - it’s far too dangerous and the wagons they had were lost to the wilderness.
Even if the Characters suggest combining this with escorting Helena back to safety, they will have no
luck: Helena is scared and Maximilian has no intention of giving Franz the chance to renege on his
arrangement. Suggesting everyone leave en masse will also be rejected: people want to stay to protect their
homes from a potential attack.
ENID
v “Maximilian is a good man. A little too
interested in money and not enough in
people, otherwise he’d have noticed how
rotten Heinrich was. But so long as my
husband was running things well, I don’t
think Maximilian wanted to see what he
did to me and Dieter.”
THE STEIGER HOUSE WHAT HAPPENED HERE BEFORE, OR
The Steiger House is the largest and fanciest WHY ARE THERE SO FEW OLDER
building in the village, fitted out with expensive, WOMEN?
carved wood paneling. It even has a fashionable
drawing room, newly-built specially to receive BEATTE
Helena, but now where Beatte is holding court. v “I wasn’t here - I’d married out to my late
Maximilian, Waldmann and Andre meanwhile father’s business partner in Swanzi. But I
have retired upstairs to the master library (in fact know my brother all too well. Do you
it is Maximilian’s parlor, although there is one really think that useless lump could parley
shelf of ornately bound - but never read - books) with the leader of the Mutants? Don’t
to consult. make me laugh! Martyr forgive me, but it
wouldn’t surprise me if he’d sold those
When the Characters talk to the women in women out in return for being left alone.
Maximilian's house (or whenever you feel it’s I heard he’d had enough of Johanna by
appropriate) have them make a (Routine +10%) the end, although I can’t imagine he
Scrutinize Test. Upon success, they notice that wanted to lose his child Katharina as well.
although the men of the village are of all different Why are the women so young? Ha! Why
ages, almost all the women except Beatte are do you think old men marry young girls?
under the age of 30 years. Succeeding a (Standard Because they can!”
+/-0%) Folklore Test reveals they are from this
general region, but not the immediate locality: FEMALE VILLAGER
they’ve clearly married in from elsewhere (likely v “It was a terrible tragedy what happened
Swanzi). then. I hear they scared the Mutants off,
but not before those creatures had taken
WHO DO YOU THINK WAS their wives and babies. It’s just too
RESPONSIBLE FOR THE ATTACK ON horrific to think about. We all made the
THE WAGONS? best marriages we could. Sure, we’d all
like someone who’s young and can
BEATTE support us, but in the real world the two
v “My idiot brother’s saying it’s bandits? don’t usually go together. These are
Don’t be ridiculous. These are Mutants, decent men, for the most part. Enid drew
you mark my words. I knew all that stuff the short straw.”
about Maximilian scaring them away last
time was nonsense. If my brother did it, WHAT DO YOU THINK OF MAX,
there was no way it was going to stick! I HEINRICH OR BROTHER WILHELM?
just hope I can help poor Helena.”
BEATTE
FEMALE VILLAGER v “Maximilian thinks he’s the center of the
v “Well, Maximilian is saying it’s bandits. world but he’s a failure, just like our father
And Andre is backing him up. That was. He’ll never amount to anything.
Beatte is just a bitter old woman. Just Trying to marry up is just the latest
because her husband died and left her pathetic attempt to put on airs. I feel sorry
penniless, that doesn’t mean she has to for the girl, Helena - she’s got proper
take it out on her brother.”
breeding and he’s just dragging her HOW ARE WE GOING TO GET OUT
down.” OF THIS SITUATION?
v “Heinrich had potential, but between that
low-born peasant girl he married on the BEATTE
one hand and my brother on the other, he v “Maybe my brother will buy them off like
never got to use it. I think he had a soft last time.”
spot for no-hopers. That’s probably why
he stayed by his drunk of a brother as FEMALE VILLAGER
well.” v “The men will come up with some plan.
v “Brother Wilhelm is a drunkard, there’s We’ll fight alongside them, if we have to.
not much else to say about him!” We’ll not let them get their hands on us
or our children - not after what they did
FEMALE VILLAGER to Dieter and his father.”
v “Maximilian is a gentleman. We’ve
always felt a bit sorry for him, what with
him losing his wife and baby daughter all LABORER'S QUARTERS &
those years ago. There had been a bit of STOCKADE
tension between him and Waldmann Flimsy structures erected as dormitories for the
over taking over the business, but he foreign laborers, the Laborer’s Quarters are set up
always respected his son, maybe for his against the side of the Stockade, away from the
mother’s sake, and Helena should solve center of the village. When not working (or on
any inheritance issues!” sentry duty), the laborers wile away their time
v “Heinrich was a vicious thug. Enid said here, drinking and gambling on small tables
nothing ’til now because she feared between the rows of cots. The Stockade is a
Heinrich would take it out on Dieter, but standard wooden affair, although poorly
everyone knew what was happening. maintained. Most parts have a walkway along the
Occasionally, if she heard Heinrich had inside, although breaks mean that it’s impossible
been drinking, she’d send Dieter to stay to walk the entire circuit without clambering
with one of us and she’d get beaten twice down one ladder and up the next.
over: once for herself and once for the
missing boy. Martyr help me, but if The Characters may inquire about the village’s
anyone deserved what was done to him, it defensive provisions at the Stockade. They
was Heinrich.” consist of little more than the local militia,
v “We don’t see much of Brother Wilhelm, comprised of both villagers and laborers,
because he’s either in the temple, in his patrolling the Stockade. In an emergency, they
cups or sleeping it off. But by all accounts, are to shout to a runner who is to ring a bell hung
he is different from Heinrich as day from up outside the door of The Cowardly Orx. The
night.” men in the village will then gather with their
weapons to be told what to do by Andre.
Characters with suggestions for improving the
system will be referred to Andre. Volunteers for
sentry duty will be welcomed with a shrug, but
they must use their own equipment.
WHO YOU THINK WAS HOW ARE WE GOING TO GET OUT
RESPONSIBLE? OF THIS SITUATION?
LABORERS LABORERS
v “They’re saying it’s bandits, but that’s v “We’ll fight on the Stockade, if it comes
nonsense. No bandit does that to a little to it. But there’s no way we’re sticking our
boy. My bet’s on Mutants.” necks out for a stranger, no matter how
fairly he’s treated us.”
WHAT HAPPENED HERE BEFORE, OR
WHY ARE THERE SO FEW OLDER
WOMEN?
LABORERS
v “I don’t believe half the things I hear
about what happened back then. If they
were so heroic, how come their women
got snatched? Still, if you had the chance
to marry over again, wouldn’t you pick a
nice young thing?”
LABORERS
v “Maximilian is a decent boss. Pays a fair
wage and sometimes even stops by to ask
how we’re doing.”
v “Good riddance to Heinrich, though:
we’re workers, not slaves, and he didn’t
treat his little boy much better. It’s just
such a shame about that kid.”
v “Brother Wilhelm’s a harmless drunk,
really, but no fun to share a pint with - he
just gets bitter and depressed and starts
crying. Seems to have sobered up today,
though. And not a moment too soon!”
PART VI: THE PLAN
As the Characters start to wind up their investigations, or earlier if they’ve strongly insisted on seeing
Maximilian or Andre, they will see Klaus running towards them. He insists they come with him to the
Steiger House, because Maximilian wants to talk to them. He doesn’t know anything more than that.
Going downstairs they see Waldmann and can search the cottage for items they might have
Andre breaking their fast together. As they enter forgotten or not have, although Waldmann will
insist they leave payment on the kitchen table.
the room, Andre says a few words to Waldmann You can make available anything you feel is
and, laying his hand on his shoulder, leaves the reasonable. Suggestions include: rope, arrows,
building. A hot, nourishing breakfast has been traps, torches, foodstuffs, smelling salts, tincture
prepared for the Characters and Klaus is an and laudanum.
attentive server, both to them and to Waldmann,
who often has a kind word for him. Characters must elect to fill the Roles required
for Wilderness Travel: Guide, Survivalist and
WILDERNESS TRAVEL: Scout. Waldmann will act as a Guide.
INTO THE WOODS It will take about half a day to reach the Horned
As soon as they’re finished eating, Waldmann Monk, which is only a Short Stretch (requiring
leads them out into the first light. After leaving one Toughness Test per Character, regardless if
the village and a short walk through the fields, they fill a Role or not). The route is considered
the Party enters the forest. Characters who pass to be Challenging Terrain. Additionally, the
an (Easy +20%) Survival Test notice that this part journey to the Horned Monk is of absolutely No
of the forest is cultivated for firewood, fruit and Danger from a Threat Level perspective. This is
for pigs to roam in. Light has dawned in earnest a Fail Forward Skill Test. Even if a Character
by the time they reach a charcoal-burner’s fails or Critically Fails their Role Check as a
cottage. The cottage is well-tended but currently Scout; instead, penalize the entire Party with
unoccupied: Waldmann goes to check on the 1D10+1 mental Peril from anxiety of the danger
owner, Old Tom and his wife Lady Ursula, but ahead.
there’s no sign of struggle so Waldmann assumes
(correctly) they just went to Swanzi. Characters
OLD TOM & HIS WIFE Athletics Test to not fatigue out as they climb.
Old Tom is not really old - that’s just a name This is a Fail Forward Skill Test. Failing this
traditionally given to whoever owns this Skill Test allows them to climb to the summit,
cottage. Old Tom’s wife was a herbalist and is but they suffer 1D10+1 physical Peril from
given the honorific title of “Lady”, named Lady hardship. Critically Failing this Test results in
Ursula. She tends to the village’s sick and climbing up to the summit, only to suffer the
delivers their babies. Lady Ursula was an aforementioned Peril and utter misfortune, as
apothecary, and the mother of Johanna. they fall 6 yards. They must try again to climb up
if so.
THE HORNED MONK
After the cottage, the forest turns wild and soon At this point, the Party needs to determine a
a natural rock wall rises to their right - the edge marching order (Waldmann goes in front) and
of the Horned Monk. They continue through the the Characters should tell you what weapons they
forest, keeping the wall on their right until, about have ready, but they will need one hand free to
two hours after they departed the village, balance themselves. It’s approaching mid-
Waldmann seems to disappear behind a rocky morning by this stage and the weather is getting
outcrop. As they follow him round, they can see warm. In addition, the slope is treacherous
a crack in the cliff face up which they can clamber underfoot. Inexperienced outdoorsmen will be
to the summit, 6 yards above. Characters with slipping and cursing their way up the hill. This
Athletics (Focus: Climb) need not make a Skill will require no additional Skill Tests.
Test. Others must succeed a (Routine +10%)
At this point, have all the Characters make a vigorous attempt to persuade him runs the risk of
(Standard +/-0%) Eavesdrop Test. Those who provoking a loud outburst of rage. Let the
succeed hear someone following them. Those Characters debate what to do with Waldmann,
who Critically Succeed notice someone following but Klaus won’t go back alone and they have no
them, and hear movement up ahead (but further one to spare to go with him, so ultimately he will
away). have to come along. The Characters should
determine where Klaus is going to be in the
If the Characters mention the noise behind marching order.
Waldmann, he nods, whispers for them to stop
and then slips away. If not, he tells them to stop Shortly after setting off again, the Characters
and slips away on his own. A few minutes later glimpse gaps in the trees ahead: the tree line
they hear someone shout in surprise and see before the ridge. The Character directly behind
Waldmann drag the dim-witted Klaus out of the Waldmann should then make a (Standard +/-
brush! Klaus has been following the Party 0%) Awareness Test, or an (Easy +20%)
because Waldmann is his hero and he wants to Awareness Test if they previously heard a noise
help. He simply refuses to go back and any more up ahead). Upon success, they see someone
release an arrow towards Waldmann, providing a
moment to react. If they push Waldmann out of
the way with a successful (Challenging -10%)
Coordination Test, the arrow still finds purchase,
but Waldmann is Grievously Wounded and
suffers from a Cerebral Contusion (reference the
Grievous Injury table in Chapter 11: Game
Mastery). Otherwise, failure results in
Waldmann being Slain! by the arrow. The
shooter then makes a break for it up the hill.
COMBAT ENCOUNTER:
FAILED TO CAPTURE!
SURPRISE TURN If the Characters fail to catch the shooter, Gregor
The shooter is a humanoid figure (a Low Orx (who is Johanna’s half Orx child) warns his
named Gregor, but do not inform players who or mother about them. Gregor’s tracks cannot be
what race this figure it yet), somewhat under found beyond the ridge, no matter what Skills or
normal human height and is 18 yards away. Magick they may possess.
Allow the Characters to take one Surprise Turn
in the Initiative Ladder. There is no need to THE SHOOTER CAPTURED!
generate Gregor’s placement on the Initiative Gregor’s talisman prevents his killing, so he will
Ladder at this time. Note that due to the amount probably end up the Characters’ captive. The
of cover, scrub and uneven land (otherwise Hard shooter looks like a powerfully-built teenager,
Terrain), any Attack Action is at a (Hard -20%) but his skin is sallow and his heavy brows are
Difficulty Rating. If they cannot manage to topped by a sloped forehead, which in turn tapers
subdue or kill Gregor on the Surprise Turn, a off into a head of sparse, greasy black hair. He
Chase Scene immediately commences. has a pronounced underbite, so that two overly
large, sharp teeth poke up over his top lip. His
CHASE SCENE: HOT PURSUIT nose is snout-like and he has deep-set, piggish
After the players all take a Surprise Turn, the eyes.
shooter begins to flee, initiating a Chase Scene.
There is only one Escapee (the Low Orx), whose Allow the players to speculate on what Gregor is.
Movement is 9, Brawn Bonus (BB) is 3, and has The description should leave open the possibility
a Head Start. This is a Short Chase, set to 3 that he’s an Orx, but something isn’t quite right.
Rounds. Succeeding a (Hard -20%) Folklore Test would
indicate that he’s likely half Orx and half human,
and young in mind despite his adult body.
COMPLICATION: UNDERGROWTH
Due to the Hard Terrain, it will snag and pull at
Gregor will have to be restrained and stopped
the Character’s boots. This is the only
from screaming somehow. If Waldmann is dead,
Complication you should introduce into the
then a devastated Klaus will have to be kept from
Chase Scene. Pursuers who meet this condition
killing him. If Gregor is searched or given
must succeed a (Routine +10%) Coordination
medical attention, then the Characters find a
Test or trip, or reduce their current Pursuit Value
talisman like Waldmann’s. A successful
by -3.
(Challenging -10%) Incantation Test made by a
Character who has either Arcane or Divine v He’s very offended if called a Mutant,
Magick as a function of their Profession will Kobold or Orx - Mother says he’s better
recognize the talisman as being potentially than them;
Magickal. v If asked where he got his talisman, he’ll
first refuse to answer. However, threats or
SOCIAL INTRIGUE: a successful (Routine +10%) Intimidate
or Interrogation Test will convince him
INTERROGATION OF GREGOR to admit that Mother gave it to him;
Attempting to interrogate Gregor immediately v He doesn’t know why they came to the
triggers a Social Intrigue event. Treat Gregor as village: Mother brought them here and
if he were of Lowborn decent for purposes of she’s always right, no matter what Gwar
role-play. Additionally, he is of a Hostile and the others say - after all, the stupid
Disposition. Characters should pull him away Orx normally fight each other all the time
from the ridge, so that any cries cannot be heard but they not when Mother’s in charge;
by wandering Mutants. v Mother has told him that the villagers
deserve to die, but he doesn’t know more
Follow the normal rules for Social Intrigue as a plans, just that they’ll “be sorry”;
Complex Exchange, but in this case, those who v He didn’t like what happened to Dieter,
pick Guile or Intimidate for their Social Tactic because he liked him, but “...Mother
will have a greater effect, being favorable Skills. knows best”;
Remember, let the players speak to one another v If the Characters reconnoiter the camp
above board to discuss what they wish to later and ask about the stew, Gregor
accomplish and the risks associated with it before doesn’t know anything about it. He says
they fully commit to the Social Intrigue event. it’s something Mother and Katharina
take care of and it’s only for the Orx.
Gregor is just a kid. He’ll be fiercely protective of
“Mother”, and also not very bright. He’ll let slip
various relevant comments if questioned, with It might occur to the Characters to use Gregor’s
more information to be given for good role- and Waldmann’s talismans to show them they’re
playing and successful use of relevant skills: linked somehow. The Characters will have to go
about this very cleverly for it to have a good
v He’ll keep threatening that Mother will outcome: even if they accept that the talismans
“zap” the Characters and that Gwar, a must be from the same person, both parties will
High Orx lieutenant, will eat them; he assume that the other has somehow robbed or
might also refer to his sister who will kill exploited their Mother and become very angry
them with lightning eyes; and upset. A successful (Challenging -10%)
v He claims there are “loads and loads” of Scrutinize Test will yield that both Gregor and
Orx in their group. A successful (Routine Waldmann share some similarities in the way
+10%) Folklore Test will tell that it’s they purse their lips before they speak, and
unusual for Orx to use numbers beyond passing features which even at a cursory glance
one, two, “loads” and “loads an’ loads”; appear akin to one another.
PART IX: RECONNAISSANCE
At some point, the Characters will have to do what they were sent for: reconnoiter the camp. They can
get a partial view from the ridge down to the base of the peaks, where the camp is set up outside a cave,
but in order to get a better look someone will have to sneak closer.
Follow the normal rules for Social Intrigue as a The most effective way of getting Katharina’s
Complex Exchange, but in this case, those who help, however, is using Waldmann’s talisman to
pick Charm or Intimidate for their Social Tactic prove he survived the original attack. (If
will have a greater effect, being favorable Skills. Waldmann is alive, he will also be willing to
Remember, let the players speak to one another believe she is his sister when he sees her talisman,
above board to discuss what they wish to and thus also begrudgingly accept Gregor.)
accomplish and the risks associated with it before Katharina has fond early memories of him and if
they fully commit to Social Intrigue. he is alive she will be eager to tell her mother and
if not then she will be horrified at what has
Katharina knows that: happened. In any case, she will be willing to act
v Her father betrayed the women and as go-between in a parley. A successful (Easy
infants twelve years ago; +20%) Scrutinize Test will yield that Katharina,
v Heinrich was part of the betrayal and Gregor and Waldmann all share many
deserved what he got; similarities in the way they purse their lips before
v The villagers are to feel the same terror they speak, and passing features which even at a
the women did before they all die; cursory glance appear akin to one another.
v The stew pacifies the Mutant host;
GREGOR AS BAIT
If the Characters have Gregor with them, this
won’t be accepted as proof and nothing he says
will be believed. Maximilian will order him
locked in a tiny cage in case they can use him as
a hostage.
KATHARINA: WILD CARD PLAYTEST NOTES
If the Characters come back with Katharina, then PARLAY was the option chosen in play
a different scenario is possible. Katharina is clever testing. One Character went with Katharina to
and will remain silent unless the Characters have parley with Johanna and became her advocate
a plan that requires her to speak. She will, after eating the stew, but Johanna was
however, take a good opportunity to kill her devastated when she discovered that one son
father Maximilian (with no care for her own life), had killed the other. She agreed to leave the
assuming she isn’t privy to some other plan. village in peace, so long as the Characters
Meanwhile, both Maximilian and Brother delivered Maximilian to her “for trial”. The
Wilhelm will recognize her and, depending on Characters returned to the village and, after
how the Characters play the situation, Brother telling a distraught Maximilian of his son’s
Wilhelm may gather the courage to expose death, persuaded him to visit the grave. Once
Maximilian. Even here, though, the village there, they notified Johanna and handed him
might split down the middle between those who over after a stand-off between the entire Orxish
believe Maximilian and those who believe WAAAR! Horde and Andre’s guards. Helena
Brother Wilhelm and internecine fighting might inherited Maximilian's property and Franz used
make it too weak to resist the Mutants. the threat of exposing the Characters as Mutant
Alternatively, you might rule that the village collaborators to get out of paying them their
turns against Maximilian, who is abandoned by reward.
Horst in fear and Andre in disgust, and is chased
into his house, where he is burnt alive by the DECAPITATION!
villagers for his crime against the womenfolk The Characters may try to assassinate Johanna,
twelve years ago. assuming that she’s the one who cares about the
village and so without her the Mutants will go
PARLEY elsewhere. There is some truth to this, but only if
This is the most obvious option if the Characters Katharina is killed (or already dead) as well. If
have captured Katharina and Gregor. They also they only kill the mother, then the tribe’s spirits
have Gregor, so they can use one as a go-between will tell Katharina that the time has come to fulfil
(or to ensure safe passage for a Character envoy) her destiny. Her first goal will be to avenge her
and another as a hostage. Any Character who mother and no parley will be possible, partly
enters the camp will be offered stew by Johanna. because of her rage and partly because she will
Again, pointing out that Waldmann is still alive have committed herself entirely to the tribe and
(or that he was until Gregor killed him) is the spirits. Killing only Johanna, in other words,
probably the best way of bringing Johanna will make the villagers’ situation worse.
around. In one point she will not give in, In any case, assassinating one or both is possible,
however: she must see Maximilian suffer and die. but difficult. It would have to be done during the
She will also demand guarantees from the day, because at night the Mutants are at virtually
Characters that any agreement will be held to, full strength and can see in the dark. But during
perhaps by holding one of the Characters the day, both Johanna and Katharina are awake
hostage. and often in the cave which has only one
entrance. Disguise - perhaps Magickally - would
likely be essential, and even then the chance of
getting away is slim. A safer option would be to
shoot one of the two from some point on the
slope above the camp (see the rules for THE forest, they eventually reach Swanzi; bruised,
APPROACH, as above). It would take some battered and perhaps fewer than they set out.
time for the Mutants to arrange a proper pursuit, Conscience-stricken Characters might try to
but on the other hand the Character would likely fetch help. Unless they’re very well connected,
only have one shot. this will take some time. In any case, they arrive
back to see carnage on the road. Driven to
TERROR AGAINST TERROR desperation, the villagers tried to break out of
Combat-hungry players might want to fight a Vorberg and make their way to Swanzi but were
guerrilla war against the Mutants. This might hacked to pieces. You may wish to let Andre
look like suicide, but it has a better chance of somehow survive and have him haunt the
succeeding than is immediately apparent. The Characters’ steps as he seeks vengeance for the
Kobolds vastly outnumber the Low Orx, and death of his beloved. A mix of guilt, shame and
aren’t terribly courageous. Remember, the frustrated professional ambition will also make
Kobolds use the Underling Rules. Things have Franz eager to avenge his daughter.
been going poorly for the warband for some time
anyway, and only the stew is keeping them loyal With luck, however, the Mutants are gone and
to Johanna. In addition, Gwar is not happy with the key question is whether Maximilian has been
the current conditions and would gladly take over exposed or not. If Maximilian is alive and neither
himself. Should the Characters manage to sow betrayed nor exposed, then he pays the
fear and terror within the tribe by selective Characters the agreed amount plus triple to
ambushes, psychological tricks etc., then escort, alongside Andre and his guards, a new
confusion would reign. Somehow interfering bride token of hemp to Swanzi. There, the
with the daily ration of Mother Knows Best Characters can collect Franz’s share of the
would break the tribe very quickly. A coup reward. Andre and his guards then bid them
against Johanna would be in the offing and farewell and return to Vorberg to complete their
Katharina, divided between loyalty to her mother contract.
and the whisperings of the spirits, would act
indecisively and too late to stop Gwar taking Blackmailing Maximilian is unlikely to work:
over, then plundering the village fields in one witnesses are either compromised (Johanna and
night’s orgy of destruction before moving on. Katharina) or a known drunk (Brother Wilhelm)
and any other evidence requires someone to
vouch for its authenticity. Only the word of
EPILOGUE
extremely well-connected Characters might be
The possible outcomes fall into three or four
believed over Maximilian's. Instead, the group
broad classes, each of which implies a different
will just make an influential enemy.
epilogue. The Characters could fail to stop the
Mutants; they could get rid of them without
If Maximilian is killed or disgraced, then Andre,
uncovering and exposing Maximilian's crime or
the guards and the Characters (along with the
they could both get rid of the Orxish WAAAR!
now unemployed laborers) escort Helena back to
Horde and expose Max. There is also the
her father, who still only pays the Characters his
question of whether Waldmann survived.
half of the reward and nothing at all if he can
leverage their parlaying with the Mutants. If both
If the Characters fail to stop the Mutants, but
Waldmann and Maximilian are dead, then
themselves survive, then they’ve probably fled.
Helena inherits Maximilian's properties. If
After a terrifying pursuit and trek through the
Waldmann is alive, then he sells them to her soon
after at Andre’s urging and he and Andre leave v Speaking to Waldmann/Beatte/Brother
Vorberg together. You may have the Characters Wilhelm: 10 RP
encounter the two of them at some later date. v Assessing the significance of
The Characters might also meet the Mutant Waldmann’s talisman: 10 RP
warband again, whoever is leading it. They might
hear wild rumors about a Bigboss who is not PART V: ASKING AROUND
really an Orx but an ordinary human woman. v Investigating on own initiative: 20 RP
This “Joan of Orx” is either said to be a tragic v Investigating at Bibi’s request: 10 RP
human serving girl who was betrayed by her v Finding out what happened twelve years
aristocratic lover or their daughter who has taken ago: 20 RP
her mother’s name in tribute. To avenge the
betrayal, “Joan” has united a hundred Orxish PART VI: THE PLAN
WAAAR! Hordes for the greatest incursion into v Assessing the significance of
settled lands in over a century. Waldmann’s talisman: 20 RP
Lastly, if the Characters parleyed with the PART VII: THE SORTIE
Mutants, this might somehow become known v Picking up something that later proves
and they’ll find themselves the target of vicious useful: 10 RP
rumors and even witch hunters.
PART VIII: AMBUSH!
REWARDS FOR COMPLETION v Hearing Klaus: 10 RP
In addition to the 100 Reward Points you give at v Hearing Gregor the first time: 10 RP
the end of a Game Session, the values below are v Saving Waldmann: 20 RP
in addition to that. Give these Reward Points v Catching Gregor: 10 RP
and Reputation Points at the conclusion of the v Finding Gregor’s talisman and realizing
adventure. its significance: 20 RP