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    The Gathering Darkness: Rising ShadowAlfred Nuñez Jr.

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    The Rising ShadowPart One the Gathering Darkness Campaign

    By Alfred Nuñez Jr.

    Edited by John Foody andJude Hornborg

    Additional Material and Assistance by Natascha Chrobok, ArneDam, Timothy Eccles and Anthony Ragan

    Map of the town of Eppiswald by Henrik Grönberg

    All other maps by Alfred Nuñez Jr.

    U.S. Playtesters: Jack Garrett, Mike Griffin, Will Lopez, Dennis McCooeyU.K. Playtesters: Rich Pingree (GM), Simon Crowe, John Harris, Tim Longdon,

    Duncan Railton, and Jake Staves.

    I also thank and acknowledge the works of Arne Dam, Tim Eccles, theServer Goddess, Ken Rolston, and Ryan Wileman whose respectivearticles were referenced in the creation of background for thisscenario.

    Obligatory Copyright Statement 

    The Gathering Darkness  (GD) campaign is intended to be a completely unofficial addition toWarhammer Fantasy RolePlay owned by Games Workshop (GW). All relevant trademarks andcopyrights are used without permission and in no way meant to challenge ownership to them by GW.GD  fully recognises said copyright and trademark ownership. Where possible, GD  conforms to the'official' nature of the Warhammer World, and does so with the full acknowledgement of theintellectual ownership and legal copyright ownership of that material.

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    Table of Contents

    Introduction............................................................................................................................................... 3 Purpose ................................................................................................................................................. 3 Sudenland Background......................................................................................................................... 3 

    Political Background ........................................................................................................................ 3 The Land........................................................................................................................................... 4 Trade ................................................................................................................................................. 5 The People ........................................................................................................................................ 5 Religion............................................................................................................................................. 6 Transportation................................................................................................................................... 7 

    Eppiswald ............................................................................................................................................. 7 Village Rule...................................................................................................................................... 8 Local Feast Days............................................................................................................................... 8 Sidebar: The Lectorial Enclave of Eppiswald.................................................................................... 8 Market Days...................................................................................................................................... 9 

    Sidebar: Common Knowledge about Eppiswald Forest................................................................. 10 Adventure ............................................................................................................................................... 10 GM Notes............................................................................................................................................ 10 

    Overview of the Scenario ............................................................................................................... 10 Starting the Adventure........................................................................................................................ 11 The Rising Shadow............................................................................................................................. 12 

    Finding Work.................................................................................................................................. 12 “You Have Been Warned…”.......................................................................................................... 15 The Election of Empress Magritta and the Wizards’ War.............................................................. 17 A Guest in the Night....................................................................................................................... 19 Into the Dark Forest........................................................................................................................ 21 Sidebar: Warding off Evil............................................................................................................... 21 

    Exploring Dergenhof ...................................................................................................................... 24 Sidebar: The Eighth Theogonist and Order of the Sacred Hammer............................................... 25 The Hills are Alive…...................................................................................................................... 26 Beware the Guardian ...................................................................................................................... 27 Sidebar: New Spell ......................................................................................................................... 30 The Dash Home .............................................................................................................................. 31 

    Experience Points ................................................................................................................................... 32 Appendix One - New Cults..................................................................................................................... 33 

    Deanosus, God of Wine, Vineyards, and Revelry.............................................................................. 33 Lacothea, River Goddess of the Söll .................................................................................................. 35 Panasia, Goddess of Music, Poetry, and the Arts............................................................................... 36 

    Phaestos, God of Crafts and Smiths ................................................................................................... 39 The Pilgrim, the Wandering Halfling God ........................................................................................ 41 Appendix Two- Medicinal Plants and Poisons of the Empire............................................................................. 45 Appendix Three- Gazetteer of Sudenland .............................................................................................. 54 Pre-Generated PCs.................................................................................................................................. 65 

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    Introduction

    Purpose

    The Gathering Darkness campaign is intendedto provide a WFRP campaign for those GMs and players who want to play in the years betweenthe Imperial Civil War of 2514 (WFRP 1e) andthe Storm of Chaos of 2521-2522 (just before thetime WFRP2e is set). With some effort, thiscampaign can be shifted to the post-SoC years, perhaps the Spring of 2523.

    For those new to WFRP, the Imperial Civil Waris covered in the final chapter of The EnemyWithin campaign for WFRP1e. There are two

    versions of TEW finale: Empire in Flames byGames Workshop and Empire at War written bymyself with assistance from others. EaW isavailable on the Strike to Stun website,www.Strike-to-Stun.com.

    Why bother with this effort? Well, this issomething I’m writing for my own playing groupsince it is my turn to GM and I need somethingoriginal for my group to play. Moreover, I believe that Black Industries concentrated its

    energies towards developing the Warhammerworld post-Storms of Chaos, leaving the yearsin-between the two wars relatively untouched.

    This campaign is written for WFRP 1st edition asmy group still plays this version of the game. Itis my hope that someone who is betteracquainted than I with 2nd edition will stepforward and volunteer to convert the campaign inorder to make it usable by those preferring theBlack Industries version. The background willalso be consistent with that established in EaW,

    which was intended to serve as a bridge linkingthe 1st edition “The Enemy Within” campaignand the 2nd edition of WFRP.

    In keeping with officially published campaigns, pre-generated Player Characters are included atthe end of this opening scenario. Thesecharacters come with their own background to

    assist the player in role-playing. As always,GMs could opt to have their players roll newcharacters rather than assigning the pre-gens.

    Sudenland Background

    The Gathering Darkness campaign begins inthe province of Sudenland (old Sölland) on 26Jahrdrung 2515, the year following the ImperialCivil War. In contrast to the background presented in Sigmar’s Heirs – and moreconsistent with the first edition background –Sudenland is still an independent Electoral

     province at the time of the scenario. Thefollowing provides background information toassist the GM in running this scenario.

    Political BackgroundSudenland and Wissenland are the southernmostof all Imperial provinces. For most of theirrespective histories, the two lands were separate provinces. Sölland and is the ancient name ofthe land between the Upper Reik and River Söll.

    Since the founding of the Empire, Sölland wasan independent Electoral province until the 18th century. At that time, the Orc warlord GorbadIronclaw invaded the Empire from the east anddestroyed the army of the Elector, laid waste tothe whole of the province and sacked Nuln, before he was defeated and killed in the Battle ofGrünburg.

    After the war, Wissenland absorbed what wasleft of Sölland and the two remained joined untilthe latter part of the 23rd century. Over two and a

    half centuries ago, the von Mecklenberg familysuccessfully separated the old province ofSölland from its more dominant westernneighbour. The split was fairly amicable, byImperial standards, and Emperor Magnus thePious made the separation official in 2306. Afterfive centuries under one ruling house, the two provinces were more akin to cousins than rivals.

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     Near the end of the 25th century, rumours begancirculation of some misfortune affecting the vonMecklenberg's. Grand Baron Johann vonMecklenburg was absent from the province forweeks on end, turning over the administration ofSudenland to his cousin, Grand Baroness EtelkaToppenheimer (The Grand Baron had no directheirs and his younger brother was rumoured tohave been spirited away). In 2510, Grand Baronvon Mecklenburg suddenly abdicated and turnedover the rule of the province to Grand BaronessToppenheimer. To ensure a proper succession,one of the grand Baroness’ first acts was to namethe adopted son of a distant relative, Baron OlafSektliebe, as her heir.

    Tensions in the northern Empire broke out into a

     brief war in 2514 that threatened to engulf theentire land. The southern provinces escaped anyinvolvement in the northern conflict other thanthe Wissenland troops who fought alongsidethose of Stirland in southern Talabecland. Oneregional consequence of the war was the politicalfallout between Grand Countess Emmanuellevon Liebewitz and her regent in Wissenland,Count Bruno Pfeifraucher. The end result wasthat the Grand Countess re-exerted her authorityas ruler of Wissenland while maintaining herCourt in the Freistadt of Nuln.

    On the heels of the war in the northern provinces, famine and economic ruin are becoming common in many parts of the Empire.With the ending of winter, a number of peopleare on the move, looking for greener pasturesand a way out of their dreary existence. Manyfind nothing more than squalor, especially in theover-crowded cities and towns in the west.Some find death on the roads and rivers of thefragile and desperate Empire.

    As a result of the fragile peace in the land,unemployed mercenaries roam the land as littlemore than armed bands of bandits, especiallythose in the war-ravaged provinces. Bands ofemboldened goblins raid and terrorize the populace from their lairs in the forests and hills.There are even rumours of more twisted and evilcreatures lurking in the remote and dark places,

    snatching unwary travellers who are never seenagain.

    On the more mundane level, the realignment of provincial borders is new and causes greatconfusion among the populace. Old prejudicesdie hard and bitter feelings lie beneath thesurface for many folk. The rumoured events thatled to the Civil War – such as the attempt on theEmperor’s life – and the recent deaths of theGrand Theogonist and Ar-Ulric have made the people of the Empire even more suspicious andworried about those “shadowy” individuals whowould seek to gain from such anarchy. Many ofthe authorities – such as the Church of Sigmarand Witch-Hunters – endeavour to root out and bring justice to such elements.

    Word has made its way to Sudenland recentlythat the Lector of Middenland was selected to become the new Grand Theogonist and adoptedthe name of Volkmar to mark his rule over theChurch of Sigmar. It is said that he has evenreached an accord with the Ar-Ulric ofMiddenheim to turn away from their religiousdifferences and re-direct their respective cult’sactivities towards hunting down the hiddenenemies of the Empire.

    The Land Natural features delineate the borders ofSudenland [Map 1]. In the west, the RiversHornberg and Söll mark the border withWissenland, while the Upper Reik separatesSudenland from Averland to the north andnortheast. The province stretches out in rollinggrasslands from these rivers – which is ideal forraising sheep for their meat and wool – until itreaches the Black Mountains in the south and

    southeast.

    There are some small hilly regions within theinterior of the province, as well as a number ofsmall woods. One of the larger woods is theEppiswald, a mixed conifer and deciduous forest,which surrounds the small town of the samename. Like many of Sudenland woodlands, the

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    Eppiswald is an ancient forest, the remnants ofthe large forest that covered this part of theEmpire long before the birth of Sigmar. It is alsorumoured to be haunted at night. Ghostly voicescan be heard in the breezes that seem to alwaysarise in the dead of the night. There is even talkthat the trees actually move about from time totime obscuring the pathways.

    Most of the Sudenland settlements are locatedalong the major rivers. Though potentiallyexpensive, travel on a river barge is consideredsafer than making one’s way on the narrow anduneven tracks that follow the River Söll or theUpper Reik. There are also poorly maintainedroads crossing the countryside, connecting thevillages and small towns in the heart of the

     province. Roadwardens patrol these roads in avain effort to reduce the threat of banditry andgoblin raids.

    As one gets closer to the Black Mountains, theland gets wilder and gives way to the foothills ofthe mountain range. Despite Dwarf claims, theregion between Karak Hirn and Khazid Hafak ishardly secure. Several small tribes of goblinseke out an existence in this wilderness and theyare known from time to time to gather into largergroups. There are also rumours circulating ofsmall wandering bands of mutants in the region, preying on the helpless and unwary.

    Moreover, there are still sad reminders of the past in the interior of Sudenland. The ruins ofmany villages and towns destroyed by Ironclawstand in silent witness to the devastation hisgreenskins horde wrought. Most people avoidthese reminders of the invasion out of respect forthe dead, or from fear of their restless ghosts.

    TradeSudenland is mostly an agricultural province,trading raw material, foodstuffs, and wine toother provinces, mostly Averland andWissenland, as well as the nearby Dwarfholdsand settlements. In exchange, Sudenland importsfinished goods and items from these locations.

    In addition, Sudenland is well known throughoutthe Empire for its high-quality wool and itsclothing industry (weavers and tailors). Trappedin the Black Mountains (or poached if the Dwarfgrievances are to be believed), Sudenland sableis highly prized in fashionable circles in Nuln,Altdorf, and beyond.

    Although Sudenland did not feel the pangs ofarmies battling over its landscape, the war didhave an impact on its economy. High demandsfor its products (some of which was based onspeculation of a longer war) resulted in higher prices and shortages across the region. This ledto as yet unfounded rumours of a soon-to-be-coming increase in taxes and possible unrest.

    The PeopleSudenlanders are mostly descendants of thesouthern Avermanni (one of the tribescomprising the Brigundian confederacy andfound on the banks of the Upper Reik),Menogoths, and eastern Uissencten tribes(along the River Hornberg and southern Söll).The name of Wissenland actually derives fromthe name of Uissencten tribe, which was thedominant tribe of the Söll river valley until they

    were defeated in battle by the more aggressiveMerogens in the decade before Sigmar’s birth.A scattering of other, smaller tribes were knownin the foothill region near the Black Mountains.By and large, Sudenlanders are simple,straightforward folk. They have little tolerancefor those who treat them like country bumpkins.In the area of clothing, Sudenlanders preferconservative and practical styles; they havelittle use for the latest fashions emanating from Nuln.

    The people of Sudenland have had historicallygood relations with the neighbouring Dwarfs, particularly the Kingdoms of Karak Hirn andKarak Gantuk (which includes the Dwarfsettlement of Khazid Hafak). The men andDwarfs of this region answered Sigmar’s call toarms in great numbers and fought with greatdistinction in the Battle of Black Fire Pass.

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    Given its position along the Black and GreyMountains, a number of Dwarfs have settled inthe Sudenland and Wissenland towns andvillages along the River Söll. Many are Dwarfswhose ancestors have lived among humanity formany generations, some as far back as Sigmar’sreign as Emperor. These Dwarfs – known asExpatriates or “Flatlander Dwarfs” by theirmountain kin – are not quite as rigid in the oldways as recent immigrants from the nearbyDwarf kingdoms.

    Elves are exceedingly rare; the few encounteredare generally Wood Elves from the Loren Forestin Bretonnia. These Elves enter the Empirefrom the Montdidier Pass – which crosses the junction of the Vaults and Grey Mountains –

    and enters the small southern Wissenland townof Kreutzhofen. The Loren Elves arewanderers, seldom staying in one place for verylong.

    Halflings are also a rare sight in the Sudenland;the majority of whom settling in the provincialcapital of Pfeildorf. There have also beenreports of a wandering Halfling clan that havetaken to a lifestyle very much like the Strigany bands that roam the Imperial roads in theircolourful caravans.

    Since the time of Emperor Wilhelm the Wisereplaced the disgraced Dieter IV, there has beena steady influx of Tileans immigrating to thelands along the Söll. The Southerners tend tosettle near one another in the larger towns andcities, particularly in the Freistadt of Nuln. Afew have also settled in farmsteads near smallervillages.

    One family, the Giacomos, brought several

    cuttings of choice grapevines from their formerlands near Trantio fifty years ago and plantedthese outside the village of Hornfurt. Thewinemaking family produced several varietiesof full-bodied crimson red wine. The mostnotable of these, Rhya’s Ruby Delight, is said to be a favourite of Grand Countess von Liebewitzof Nuln and Wissenland.

    Few Bretonnians, mostly from the Duchy ofQuenelles, have made the journey across theMontdider Pass to settle in Wissenland andSudenland. Most are simple farmers looking fora sane place to raise their families and land tofarm. Compared to the restless and warlikenobility in their native land, the Bretonnians findImperial nobility to be more tolerable, even withtheir more effective methods of collecting taxesand rent.

    Though Sudenlanders have little real problemswith individuals from foreign lands, they tend toview the two groups of aliens through a lens ofill-informed rumours and stereotypes. TheTileans are suspiciously seen as shifty thieveswho think little of stabbing someone in the back

    and rob them. In contrast, Bretonnians areviewed with some contempt as insolent and lazysimpletons who suffer from some misplacedsense of superiority.

    ReligionMost Sudenlanders are religiously devout. Likethose of Wissenland, Sudenland towns andvillages host multiple shrines, chapels, andtemples to all the recognised gods of the Empire,

    as well as local gods and spirits. Many of the people in the region take a few minutes each dayto visit a temple or shrine, working their waythrough the gods as need requires.

    The cult of Sigmar has special prominence inPfeildorf and the settlements along the UpperReik. Many local establishments lay claim thatSigmar slept, ate, or stopped for a breather on thevery site where they stand when he led the unitedtribes against the greenskin hordes in the Battleof Black Fire Pass or on his way to return his

    runic warhammer, Ghal Maraz, to the Dwarfs ofKaraz-a-Karak after his abdication.

    In the rest of the province, Taal and Rhya arethe most popular deities, followed by Mórr andUlric (more popular in the late fall and winterthan the rest of the year). The worship of otherdeities (Myrmidia, Shallya, and Verena) is

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     pretty much restricted to the larger towns, suchas Pfeildorf, Geschburg, and Steingart. Thelimited influence of Shallya is interesting asmany of the “normal” functions of her worship(childbirth, healing, and nurturing) areconsidered within the divine realm of Rhya.

    Several lesser gods from Tilea are gainingtraction in the region, particularly along theSöll river valley. The immigrants haveintroduced the worship of Deanosus (God ofWine, Vineyards, and Revelry), Panasia(Goddess of Music, Poetry, and the Arts), andPhaestos (God of Crafts and Smiths) to theSudenlanders. Not all have embraced thesenew gods, but many Sudenlanders just don’tsee the harm of adding more gods to honour.

    A number of local gods are also worshipped inSudenland. One of the better known of thesedeities, Lacothea is the goddess of the RiverSöll and is worshipped by Sudenlanders andWissenlanders whose livelihood depends uponthe river from Sonnefurt to Meissen. Anotheracknowledged river god, Teigue, is reveredalong the Rivers Oggel and Staffel in theeastern portion of the province. Many huntersand other rural folk in the interior between

    Pforzan and Erbshausen venerate Haugoth theantlered god of the forests and hills.

    In the far south of Sudenland, in the regionclosest to the Black Mountains, many stillworship the Old Faith, also called the Cult ofthe Mother. Standing stones and stone circlesare frequent in this region, some shared jointly between the Druids and cult of Taal and Rhya.There are rumours, however, of ancient darkcults that still survive in the remote areas ofSudenland, where the village folk are even

    more aloof than usual and strangers are lookedupon with deep distrust.

    Southwest of Steingart lies a vast circle ofstanding stones, with a smaller ring ofmegaliths inside it. Called “Taal’s Fangs,” thesharpness of the inner ring of stones and theirresemblance to cracked teeth. Neither the cult

    of Taal nor the few local Druids know who built it or for what purpose. Some scholarsfrom the University of Nuln have been recentlystudying it, but have not yet reached anyconclusion to date.

    TransportationThere are a few coaching lines doing businessin the Sudenland, mostly along the Upper Reikfrom Pfeildorf to Steingart (Sigmar’s Carriage)and the northern run of the River Söll fromPfeildorf to Geschburg (White Hart Coaches).These coaches charge the standard rate of 6GCs per day of travel for each passenger. If thecoach is full, limited seating (1 or2) is generallyavailable for only 4GCs each day.

    The coaches are generally sturdy enough to makethe journey, but can break down from time totime as their maintenance isn’t exactly top-notch.At the moment, the Four Seasons coaching linehasn’t yet reached the Sudenland from theReikland. There are no regular river transportson either the Upper Reik or River Söll. Anyone preferring to travel by river can do so bynegotiating with the traders and boatmen whomake their living on the rivers. The prices tend

    to be higher than coach, generally about 7-8 GCs per day travelled (though good captains are ableto negotiate higher fees), since travel by river isconsidered much safer. Boat captains usuallytake no more than 2 passengers at any one timeto ensure that any unruly fares can be quicklysubdued and tossed overboard by the captain’smen.

    Eppiswald

    The absentee Sigmarite Lector of Sudenland,Raphael von Mauchen, rules the LectorialEnclave of Eppiswald, the market town of thesame name and its neighbouring villages ofGutach, Kluftern, Lenzfeld, and Todtmooswhen he’s not at his residence in Pfeildorf. TheLector’s land also includes the forest ofEppiswald known for its hardwoods as well ashaunted reputation. Charcoalers, hunters,

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     peasants and woodsmen rarely venture alone inthe forest.

    Life in the enclave is hard for those with littlemoney or power though the land is quite fertileand the river abundant. Appointed by Lector

    von Mauchen, Abbott Klemens Dürer and hisstaff are very thorough at managing theresources; squeezing out every bit of revenuefrom the residents. A good portion of thismoney goes to maintaining the Lector’shousehold and abbey as well as a retinue ofmen-at-arms to protect the enclave. The latterhas become especially important given the paranoia of hidden enemies that has arisen inthe aftermath of the recent civil war.

    Though high in comparison with nearby countiesand baronies, the taxes of the Lector are not so

    onerous as to cause unrest in the enclave, at leastnot yet. Several guilds and the priests ofEppiswald Abbey have been given exemptionfrom the taxation, even though the former doeslevy a fee on their members for the Lector’scoffers.

    Village RuleSimilar to many villages in the province, aHeadman is selected once every two years fromamong the elders of the resident families to lead

    each village and its respective militia. TheHeadman is considered the Lector’s man andrepresents any grievances or concerns the villagemay have to the Lector (or, in his absence, theAbbott). Such audiences take place during theSonnstill (Summer Solstice) celebrations, thoughthe Headman can request a meeting at any timeof the year.

    Local Feast Days

    Like many regions in the southern Empire, the people of the Eppiswald Enclave observe theholy days of the various gods and goddesses theyworship. Most of the festivities take place in thetown of Eppiswald and is presided over by theLector or Abbott. The tone of the festivities isdependent upon which deity is being revered onthe given day. To assist the GM, the followingare the feast days observed along the River Söll

     

    Sidebar: The Lectorial Enclave ofEppiswaldIn theory, the Enclave is a land that is independentof the Grand Barons of Sudenland and owes itsallegiance to the Church of Sigmar. Still, this

     particular award of land is not one bestowed bythe Grand Theogonist to an important ally, butone that has been bequeathed to the currentLector’s ancestors (the office being hereditary) byBaron Wolf von Mecklenberg of Pfeildorf at theconclusion of the Wizards’ War (1881-1893 I.C.).

    The exact details of the circumstances that brought about this gift had been lost in time, butmany believe that the land was granted inrecognition of services in eliminating the coven ofwizards responsible for the unspeakable horrors

    ravaging the land and slaughtering the people.Whether these practitioners were Daemonologists, Necromancers, or remnants of an ancient and darkreligion depends entirely on the storyteller. Eventhe records maintained by the Church of Sigmarare rather unclear about the particulars other thanthe basic fact that the Sigmarite Witch-HunterGottfried von Mauchen saved the Grand Baronyfrom some unspeakable evil.

    It should be noted that this line of descent lies indirect contradiction of the Church’s Edict of 2197

    I.C. in which the Church decided that all Lectorsmust be celibate. The edict was intended to prevent the property and wealth of the Churchfrom being compromise by its senior membersusing their position for personal or familial gain.When the land was initially bequeathed, the position in the Church of Sigmar was that of aCapitular, which is a lesser position to a Lectorand not covered by the Edict. In time, the family became so entrenched that when it was elevatedto that of a Lector, the Grand Theogonist and his

    council decided to make the Sudenland positionan exception. This decision was contingent upontwo provisions: (1) that the Lector does not seekfurther advancement within the Church and (2)any failure to properly execute the duties of saidoffice or performing an offensive anddishonourable act would result in the immediatenullification of this exception to the 2197 Edict.

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    Calendar Day Dedicated Deity(ies) Reason for Observance/Celebrations

    Hexenstag Phaestos, Smednir Human crafters and Dwarf smiths mark the completion of old workand beginning of the new.

    17 Nachexen Lacothea First Day of Spring and marked as the beginning of the spring thaw.

    Garlands of flowers tossed in River Söll by young girls in reverenceto the goddess, while beseeching her to minimize the Springflooding.

    Mitterfrühl Deanosus, Taal andRhya, Ulric, Valaya

    Spring Equinox. Marks beginning of planting season. Feast of saltedmeats, breads, cakes, and dried fruits. Spring Queen selected.Bonfires in the hills.

    33 Pflugzeit Grungni Dedication of fields of hops and barley

    18 Sigmarzeit Sigmar First day of summer. Marks the date of both Sigmar’s coronationand abdication. Procession led by highest ranked Priest of Sigmar.

    Sonnstill Taal and Rhya Summer Solstice. Large feast marks the middle of summer.

    33 Vorgeheim Deanosus, Grungni Blessing of the wooden casks for ale and wine fermentation.Geheimnistag Panasia, Phaestos Day of Mystery. Art and Craft faire during the day, children in

    costumes gathering treats during the early evening.

    1 Nachgeheim Mórr Day of the Dead. Musicians dress as skeletons play their instrumentsand perform the Danse Macabre as they parade about the villages inhonour of the God of the Dead.

    10 Nachgeheim Deanosus Harvest (crush) of wine grapes begins. Ceremony to bless the harvest.

    17 Nachgeheim Lacothea, Rhya First day of autumn. Harvest begins and snowfall appears in the highmountains, ushering the time when the Söll turns colder. Feastingand election of a Harvest Queen mark ceremony.

    Mittherbst Taal and Rhya,

    Ulric, Valaya

    Autumnal Equinox. Marks the end of the harvest. Slaughter of

    livestock. Feasting and drinking33 Brauzeit Grungni Last of the ale barrels sealed and blessed.

    Mondstille Ulric Winter Solstice. Festivities inside the largest building in settlement(as weather permits)

    33 Vorhexen Grungni Opening of the first ale barrels of the year

    Market Days Not surprisingly, Market Day falls on Marktag.Every week on this day (except in winter), theEppiswald market is opened for the people of

    the Enclave, as well as pedlars from otherregions, gather to sell foodstuffs, livestock,crafts, and wares. This is also a time for peoplefrom the various villages to come together andshare news and gossip with one another.

    The Market Cross marks the centre of the open-air market. The Cross originates from the pre-

    Sigmar practice of local villagers gatheringtogether and holding their market at a localcrossroads. A pole would then be erected witha flag or banner marking the site during this

    time. Over the centuries, the pole evolved intoa cross-shape and became a more permanentfixture as towns grew.

    In inclement weather, coverings are used to protect the vendors and customers. Markets arecancelled whenever it gets too stormy.

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    Other stories of the Eppiswald Forest are fairlywell known. One rumour is that the trees areenchanted to come alive during the new moon phase of Mannslieb – especially if the erraticMórrslieb is full – and move about obscuringanimal trails. Other stories tell of a cave where

    ancient warriors await the calling of a longforgotten king to rise up again and combat hisimmortal enemy. There is the isolated story ofan ancient spirit residing in the forest waiting tocatch the unwary for its supper.

    Sidebar: Common Knowledge about Eppiswald Forest

    All the villagers of the Lectorial Enclave know about the haunted reputation of the surrounding

    woods. They know that the forest is relatively safe so long as no-one wanders deeper than Woodcutter’sTrack. Even local hunters and trappers do not cross over this “red line.”

     No-one knows for certain when the forest became haunted; stories about restless and vengeful spiritshave been handed down from one generation to the next long before their grandfather’s time. Manyvillagers have heard voices of the deceased on the breezes that kick up in the dead of the night. The fewoutsiders and sceptics in the Enclave claim that these “voices” are actually in the heads of thesuperstitious natives.

    There have been mysterious disappearances of those who made their way deeper into the forest. Themost recent was the infamous Highwayman, “Scarlet” Martin, who crossed over Woodcutter’s Tracknear Schaller Brook six years ago with Captain Heinz Weill of the Lector’s Guards in hot pursuit. As thetale goes, Captain Weill stopped about 100 feet past the Track when he noticed the forest going eerilysilent. The air was still and no bird could be heard uttering a sound. A piercing scream was heard fromthe deeper portion of the ancient woods. At that point, Captain Weill turned back knowing that “Scarlet”Martin met a worse fate than anyone could imagine. Few believed that the wily Highwayman simplycrossed the forest and escaped to the other side. Yet, “Scarlet” Martin was never head from again.

    Adventure

    GM Notes

    As the initial part of the Gathering Darknesscampaign, The Rising Shadow scenario isintended for characters starting out on their ownfor the first time. Pre-generated PCs areincluded at the end of this publication in the

    event that the GM and Players want to get stuckinto the scenario with minimal effort. The GM isalso provided with basic information for Playerswho would rather create their own charactersfrom scratch, including those native to this area.

    At least one character should have theRead/Write skill.

    Overview of the ScenarioThe Rising Shadow starts with the PCs beingoffered an opportunity to find meaningfulemployment with the cult of Verena. All theyhave to do is investigate the possibledisappearance of a scholar from Nuln within thehaunted Eppiswald and report their findings intwo weeks time to a Priestess in Pfeildorf

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    Starting the Adventure

    The scenario opens at the two-storied riversideInn of King Toad in Eppiswald. The inn israther large as it is the main lodging in the

    market town as well as the point of arrival anddeparture for the Lectorial Enclave. Theinnkeeper is Hilda Böhme, a woman in her late30s who took over the running of theestablishment after her husband of twenty yearsdied at the hands of a bandit about three yearsago. The King Toad is a family business andHilda has her six children assisting her in theday-to-day tasks. They are Wenzel (age 19),Hals (17), Alfrida (16), Anna (14), Käthe (13),and Gebhard (11).

    Many of the folks of Eppiswald spend some timeat King Toad gossiping with their neighboursand trying to solicit news of the wider world(well, at least from other places along the RiverSöll) from strangers passing through the smalltown. Visitors to and from the local SigmariteAbbey of Saint Ewald (commonly referred to asEppiswald Abbey) also pass through the tavern.

    The fare in King Toad is standard. Breakfastusually consists of a bowl of porridge, wedge of

    cheese, a piece of dark brown bread and a pint ofstandard (watered-down) ale for 1/6. At the costof 2/-, lunch is a bowl of vegetable stew with anoccasional piece of mutton, wedge of cheese, a piece of dark brown bread, a slice of fruit(usually apples or pears, sometimes candied) anda pint of standard ale. Supper/dinner can costanywhere from 3-6 shillings and is the samemeal as lunch with the additional a side ofvegetables (carrots, turnips, potatoes) and sliceof mutton, pork, or chicken. For another 8/-, acustomer can get a joint of meat, half a chicken,

    or three eggs.

    Like most quality taverns and inns, King Toad boasts quality ales that are costlier than a pint ofstandard ale: Söll Amber (1/- for a pint) andEppiswald Dark Bitter (1/4). In addition, KingToad is the beneficiary of the local vineyardsgrown in the Enclave. In addition to the house

    Sidebar: The Tale of King ToadThe tale of King Toad is a story well-knownto those raised in Eppiswald and theneighbouring baronies and counties on theRiver Söll.

    “Long ago there was a Merogen king namedOdocer who was so ill-mannered, ill-featured, and malodorous that many of thefolk in those days preferred to stay out of hisway. The problem was that the foul kingstrongly believed in exercising the “Lord’sRight,” the custom that allowed the king to bed any new bride on her wedding night before her husband could claim his right.Many a bride ventured to the village wise

    woman at dawn’s first light to seek an herbalremedy to ensure that the king’s seed did not bear twisted fruit.

    “One spring day the king was huntingwaterfowl with his wretched henchmen whenhe alone heard a splash nearby followed by amaidenly giggle. Not desiring to share a pleasant repast with his companions, KingOdocer made his way through the reedsalong the riverbank until he spied a beauteous sight: bathing before him was the

    goddess Lacothea.“The king could barely control his glee andtried unsuccessfully to fully stifle hischortling from his hiding place amongst thereeds whilst watching the goddess.

    “The goddess smiled. ‘Your attentiveness tomy form amuses me. The price of your soobvious pleasure will be that I shall grantthee a form more consistent with your innerself, which also should allow you to indulge

    your fancies within my true form everyspring.’

    “With the goddess’ pronouncement, the kingwas transformed into the largest and ugliesttoad ever found along the River Söll. KingOdocer had become King Toad.”

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    wine (a pinkish blend that costs 12/1 per bottle),Hilda has several cases of SudenlandGewürztraminer (25/-), the Lector’s GrünerVeltliner (24/6), and Eppiswald Zweigelt (26/-).

    Lodging at the King Toad Inn is variable. Thereare seven rooms on the top floor with enoughspace for four to sleep at a cost of 1 GC a night.Anyone wishing to stay on the cheap can pay 2/-a night to sleep on a table in the common roomand 1/- a night to get a space on the floor or inthe stables. The common room is typicallylocked at midnight and opened again at 6AM.

    The Rising Shadow

    Finding WorkAldebrand Mössbauer enters the King Toad afew hours before the PCs arrive. He has arrivedfrom Pfeildorf in search of individuals to perform a task for Priestess Gretchen Herzbergof the cult of Verena. The resources of the cultis currently stretched thin as many have beensent to the northern provinces to assist localmagistrates in settling the numerous land andother legal claims resulting from the recent war.

    The cult is seeking outside help in order to findone of their own, a missing scholar by the nameof Professor Friedermann Lessing. Over twoyears ago, Herr Doktor Lessing procured a grantto conduct a research into the events thatoccurred in the south-western Empire during thereign of Empress Magritta during late 20th century. The cult isn’t exactly sure where hedisappeared, but notes remaining in histownhouse in the Sudenland capital provided anumber of possible locations. Unfortunately, thedeteriorating situation of the last few years in the

    northern provinces have prevented the cult fromacting sooner.

    Once he arranges his lodging, Aldebrand ordersa meal and begins looking for capable people tohire, preferably those who are dependable anddiscreet as well as any who know this region ofSudenland well. Aldebrand believes himself to

     be a good judge of character and has beenauthorised to pay 1GC a day for eachindividual – twice the prevailing wage for askilled artisan. The Verenan cult expects a lotfrom those Aldebrand hires and requires themto sign a contract to ensure that they putforward their best effort.

    Whether they do so singly, in small groups, ortogether as a band of self-styled adventurers (ortransients, if they are not locals from Eppiswaldor the nearby villages), Aldebrand sizes up thePCs as they enter the inn. His efforts are fairlyobvious to any who glance in his direction. Ifthe PCs do not approach him within a fewmoments, Aldebrand will ask one of FrauBöhme’s children to pass along his invite to

    discuss a possible job offer to the individual PCs(one at a time) or to the apparent leader of thegroup. If need be, he will buy them a pint of oneof the inn’s better ales.

    It’s possible that the PCs will be distrustful ofAldebrand’s motives. This is Warhammer afterall and any who trust too easily tend to meet verya brutal and gruesome end rather quickly.Aldebrand knows that he is a stranger in these parts and viewed with suspicion by the locals.Thus, his approach is to be as open as possiblewithout giving away too much information.

    Aldebrand is prepared to tell the PCs thefollowing in his attempt to hire them:

    •  He is in the service to the Temple of Verenain Pfeildorf, representing Priestess Herzberg.

    •  The cult is searching for ProfessorFriedermann Lessing, a History Professorfrom the University of Nuln, who hasdisappeared over two years ago while

    conducting field study [Aldebrand professesnot to be quite sure what this entails].

    •  The scholar was a slight-built man of belowaverage height with medium brown hairtending towards grey, and brown eyes.

    •  Eppiswald is one of a number of locationswhere the Herr Doktor may havedisappeared.

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    •  The resources of the cult are toooverstretched to conduct the search on itsown.

    •  In the name of the cult, Aldebrand offers to pay more than the PCs are likely to getelsewhere given their apparent lack of

    experience.•  The job entails investigation, followed by a

    report of what the PCs uncover – as well asany evidence they may find.

    •  Aldebrand is authorised to give the PCs fivedays’ pay in advance and the rest upon thecompletion of their report in Pfeildorf.

    •  Aldebrand expects the PCs’ efforts will takeless than two weeks and he will arrange fortransportation to bring them to Pfeildorf atthat time.

    • 

    If the PCs agree to terms, the cult of Verenarequires the PCs to swear an oath to carry outtheir task to the best of their abilities and sign(or mark for the illiterate) a contract bindingthem to the service of the Verenan cult.

    Handout #1

    We, the undersigned, have agreed to theterms presented by Aldebrand Mössbauer,representative to Her Holiness, Priestess

    Gretchen Herzberg of the cult of Verena. In exchange for 1GC for each day’s effort,we have agreed to investigate the possibledisappearance of Herr Professor Friedermann Lessing in the Enclave of Eppiswald. We will have 16 days toinvestigate and collect evidence. At theend of this time, we are expected to board pre-arranged transportation to Pfeildorfin order to present a report on our effortsand conclusions to Priestess Herzberg.

    We acknowledge that we have received anadvance from the cult of Verena as aretainer and can expect to collect thebalance of the agreed commission upon presenting our report. In addition, weacknowledge that we have sworn an oathto put forward our best effort on behalf of

    the cult of Verena. 

    Once the PCs have signed the contract and giventheir oath, Aldebrand retrieves another documentand writes down the names of the PCs. He then presents them with a warrant verifying that theyare agents in the employ of the Pfeildorf cult ofVerena.

    Handout #2

    This warrant declares that those whosenames appear below have beenauthorised by the Cult of Verena in Pfeildorf – with the concurrence of theChurch of Sigmar – to act as ouragents in the investigation of the possible disappearance of Herr

     Professor Friedermann Lessing in the Enclave of Eppiswald. To this end, weexpect the authorities within the Enclave to give our agents the samelevel of co-operation they would grantto any other agent of the cult.

    We, the undersigned, have agreed tothe terms presented by Aldebrand Mössbauer, representative to Her Holiness, Priestess of the cult of

    Verena.

    Gretchen Herzberg Priestess of Verena in Pfeildorf

     Raphael von Mauchen Lector of Sudenland  

    The warrant may be seen by the PCs as permission to allow them to act belligerently and

    run roughshod over others. While the warrantcertainly gives their conduct more latitude, thePCs need to be more deliberate with theiractions. They are representing the cult ofVerena, but that won’t protect them from beinghung as criminals for one offence or another(especially if they are not locals).

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    The reaction of the common folk of Eppiswald tothe warrant will be mixed. Many who cannotread will not be impressed by the “piece of paperwith some sort of scratch marks.” They willreact positively to the PCs’ honest efforts, butmay turn surly if provoked by any arrogance onthe part of the PCs.

    The purpose of the warrant is to open doors tothe leading people of the village (e.g., Priest ofTaal) and the monastery. It also provides thePCs with some initial goodwill and a certainlevel of trust. After all, finding employment asrepresentatives of the cult of Verena doesn’thappen to just anyone.

    Once everything is settled (early- to mid-

    afternoon), Aldebrand informs the PCs that hehas a sealed letter to deliver to Abbott Dürer ofthe Abbey of Saint Ewald (patron saint ofhistorians and scholars). The letter explains thetask that the PCs have agreed to undertake andinforms the Abbot of the limit of co-operation

    that his Abbey is expected to provide.Aldebrand suggests that the PCs may wish toaccompany him so that the proper introductionscould be made, which should make their taskeasier. Should the PCs be hesitant, Aldebrandadvises them that he will need to leave in themorning, so this would be the best opportunity toget off to a good start.

    The Abbey is about one mile from the town ofEppiswald and takes nearly twenty minutes toreach by foot. If the PCs accompany AldebrandMössbauer, he will do what he can to answer anyfurther questions they may have. He alsosuggests to the PCs that since the day is fairlylate, they would do well to get whateverinformation they can from the Abbey this day

    and start their investigation in the morning.Moreover, Aldebrand tells the PCs that he willleave them to conduct any business they choosesince he will return to the inn after introductionsare made. Aldebrand plans on departing forPfeildorf in the early morning.

     

    Aldebrand Mössbauer, Representative of the Cult of Verena (Student, ex-Soldier)

    An earnest young man in his mid-twenties, Aldebrand Mössbauer has worked for the cult of Verena inPfeildorf for the last two years, after being discharged for sleeping at his post (among a few other

    minor infractions). Aldebrand’s tasks while in the employ of the Verenan cult have been odd jobshere and there; nothing worthy of note. This is his first big job and one that he is keen on doing well.Aldebrand also hopes to be admitted into the cult as an Initiate.

    Aldebrand arrived shortly after Professor Friedermann Lessing began his field work, but the twoevents are not connected.

    Current Profi le :

    M WS BS S T W I A Dex Ld Int Cl WP Fel

    4 43 42 3 3 8 44 2 35 41 42 45 36 47

    Skills: Animal Care, Arcane Language-Magick, Dodge Blow, Disarm, History, Read/Write(Reikspiel), Secret Language-Battle and Classical, Speak Additional Language (Breton,Tilean), Street Fighting, Strike Mighty Blow, Theology

    Equipment: Sword, Leather Jack (0/1AP body), Writing Equipment, purse (8 GCs, 12 shillings, and6 pennies), and a small locked chest of 50 GCs (to pay the five-day advance to those he hires).  

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    “You Have Been Warned…”On the approach to the Abbey, the PCs noticetwo nearby buildings (barracks and stables).Several men-at-arms wearing the livery of theLector (red with black trim with the device of ahammer and lit torch crossed) are busy practicingtheir martial skills or taking care of weapons,armour, or horses. The PCs also notice that thegates are closed as they near the Abbey walls. Ashutter in the gate opens as they near and ayoung man-at-arms peers out inquiring as totheir names and business. Aldebrand introduceshimself and any PCs accompanying him beforeinforming the guard that he has a sealed note todeliver to the Abbott. The young manscrutinises the group and tells them to wait for afew moments before closing the shutter.

    Ten minutes later, the gate opens up and theyoung soldier informs the group to follow him.Three of his companions escort the PCs toensure that they do not wander off while they arewithin the confines of the monastery.

    If the PCs don’t inquire as to their destination,Aldebrand will eventually inquire of the man-at-arms from the gate. The soldier, Robert Fischer,tells the group that since they are not priests ormonks of the Church of Sigmar, he is obliged totake them to his superior, Captain Weill.Aldebrand will state that the group’s business iswith the Abbot. Robert’s reply is that he has hisorders and the group can take up their complaintwith the Captain.

    The walk to the Refectorium takes the PCs to theother side of the church, near the kitchen andnorth wall. Robert leads them directly to themonks’ dining hall where a man in his 40sawaits the PCs. Robert marches up to CaptainWeill, stands at attention, and simply states,“Visitors, sir.” The Captain nods at his men and

    instructs them to return to their post. He thenmotions for Aldebrand and the PCs to sit.

    Once seated, Captain Weill asks the group abouttheir names and business. Aldebrand waits for amoment or two to see if any of the PCs speak up.If no-one does, Aldebrand introduces himselfand hands the sealed letter he has been carryingfor the Abbot to the Captain. “I believe it’s all

    explained within the letter,” Aldebrandcomments. “In addition, the persons in mycompany have been given a signed warrantvouching for their employment by the Priestessof Verena in Pfeildorf.” Captain Weill smiles briefly before opening the correspondence. Hereads the letter carefully, showing no emotionother than a small frown.

    Once finished, the Captain studies the group fora few moments. “So, you have been employed by the cult of Verena to investigate the possibledisappearance of a scholar from Nuln? Do anyof you have experience in this? No matter. It isnot for me to question the wisdom. The onlything required of me is to allow you into theforest. I will inform the Abbot of the contents of

    this letter.”

    “In any event, I remember the man. He arrivedtwo years ago with a warrant from the Lector tosearch in the forbidden part of the woods forsome evidence of something that occurred over500 years ago. I thought I heard he left after aweek or two, but I cannot confirm his departure.”

    If asked about the reason for part of the forest to be off-limits, Captain Weill responds that it has been the law of the Lectors over the centuries.He does not question the wisdom of this as theCaptain has heard of the ill-reputation the foresthas beyond Woodcutters’ Track. He will notelaborate if pressed, simply suggesting that thePCs meet with the Archivist Emile Furtwängler.At this point, Aldebrand excuses himself from thesuggested gathering as he must retire back to thetown so he can depart for Pfeildorf in the morning.

    Once the PCs and Aldebrand exchange any last bit of information, the Captain leads the group to

    the gate so Aldebrand can depart and then to theScriptorium near the south wall. Should the PCshave any further questions to ask of Aldebrand,this is the last opportunity they may have forsome time. As he departs, Aldebrand remindsthe PCs that the boat that will take them toPfeildorf will be at Eppiswald town in about twoweeks’ time.

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    Captain Weill leads the PCs towards the back ofa large building near the octagonal temple ofSigmar. He informs the PCs that he is escortingthem to the door leading directly to BrotherEmile’s office. In choosing this path, theCaptain believes the PCs’ presence will be lessdisruptive for the scribes and librarians at work.

    Upon reaching his destination, Captain Weillfirmly knocks on the back door announcinghimself and the guests he has brought (the PCs).After a few moments, a bolt can be heard sliding back and then the door opens. A short elderlyman appears at the door wearing a monk’s greyhabit. “Come in, come in,” he states. “I’mBrother Emile and I apologise for the mess, but Ihave been reviewing the work of our

    illuminators. The young ones just don’t have thededication of their grandfathers. Have a seat, ifyou can find one.” The small office is quite themess, but finding places to sit on the floor israther easy. The few chairs and tables in thisroom are stacked with hand-written and hand-drawn manuscripts. If the PCs damage anything(a successful I+30 test needed to avoid anymishap), they will incur Brother Emile’sdispleasure (the PC will have to pass a Fel test inorder to get a response to any questions thecharacter asks).

    Captain Weill hands the letter intended for theAbbott to Brother Emile. The monk reads theletter carefully and hands it back to the Captainonce he has finished. At that point, CaptainWeill nods his head towards Brother Emile anddeparts citing other pressing business to attend.He leaves the PCs with the old monk.Brother Emile turns his attention to the PCs.“So, you are the ones hired to find whateverevidence you can of this missing scholar?”

    Brother Emile asks rhetorically. “I had occasionto talk with the good Doktor before he enteredthe forest with three labourers. He wasconducting some research into rumoured eventsthat occurred locally around the time of the un-elected Empress Magritta of Nuln. Like you, hehad a warrant from the His Eminence, the Lectorof Sudenland, and a Priest of Verena in Nuln.

    He was under no obligation to inform the Abbeyof his findings, so naturally we assumed hefound whatever he was seeking and departed.”

    The PCs may ask Brother Emile if he recallsanything pertinent of his discussion withProfessor Friedermann Lessing. The good monkcan recall the following:

    •  While seemingly a good man, the good

    Doktor seemed to be more of a bookwormthan someone who should be leading a smallexpedition.

    •  His labourers were strangers from elsewhereand seemed suited to the work to which theywere hired.

    • 

    The scholar was keen on learning that therewere long-abandoned settlements within thedeep reaches of the forest.

    •  These settlements – one of which is knownas Dergenhof – were abandoned during thereign of Empress Magritta, around the late20th century and the Wizards’ War. Veryfew of the records of that time of strife havesurvived the various wars, plagues, and ill-fortunes in the intervening centuries. [GMNote: PCs native to Eppiswald and itssurrounding villages and farms have notheard any mention of this village or anyother settlements in local stories. Thesewere abandoned during the Wizard’s Warover 500 years in the past].

    • 

    One of these settlements, Dergenhof wassituated upriver on the River Jagen and isthe most likely place Doktor Lessing beganhis work.

    •  There was once a small temple of Sigmar inDergenhof.

    • 

     No-one knows what remains of thesesettlements since the forest was firstdeclared off-limits five centuries before byLector Gottfried von Mauchen, formerTemplar of Sigmar and first ruler of theEnclave. [If asked, Brother Emile simplysays that the woods are haunted. He willalso relate – if queried – that Gottfried vonMauchen had been involved with

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    Brother Emile Furtwängler, Archivist of the Abbey (Scholar, ex-Student, ex-Initiate)

    Brother Emile has been a member of the Abbey for the past 30 years, having made his way fromscribe to illuminator to archivist. He retains a keen and inquisitive mind though he is in his late 50s.Brother Emile is just not the adventurous sort, being too cautious to tempt fate. Moreover, he isgenerally quite friendly to those who show proper manners and respect for the work of others. Incontrast, the archivist has little time for bunglers and does not suffer fools well.

    Current Profile:

    M WS BS S T W I A Dex Ld Int Cl WP Fel3 41 38 3 3 8 61 1 42 36 69 45 66 41

    Skills: Arcane Language-Magick, Art (Calligraphy, Illuminations), Astronomy, Cartography,History, Identify Plant, Linguistics, Magical Sense, Numismatics, Read/Write (Breton,Reikspiel, Tilean), Rune Lore, Scroll Lore, Secret Language-Classical, Speak AdditionalLanguage (Breton, Khazalid, Tilean), Theology

    Equipment:   Medallion of the Hammer, Grey Monk Robes, Writing Equipment

    uncovering and executing a coven ofwitches somewhere to the east. BrotherEmile isn’t certain where the event took place.]

    •  Captain Weill and his men patrol

    Woodcutter’s Track to ensure no-oneviolates von Mauchen’s edict.

    • 

     None of the monks at the Abbey have been beyond the road demarking the boundary ofthe wilderness.

    • 

    In fact, Doktor Lessing was the first to gain permission to enter the woods since theEdict was first issued.

    Should the PCs inquire if they would be thesecond to gain permission, Brother Emile smilesat them and nods his head. “Be cautious.Sigmar knows what manner of beast have settledin the woods. You may have heard that it has anill-reputation for being haunted. I cannot vouchfor the truth of this, so you best keep your witsabout you.”

    “One more thing, if you will. I would appreciateit very much if you could stop by once you haveconcluded your investigation and share with mewhat you found on the other side ofWoodcutter’s Track. I have always been curiousand would like to record any information you are

    willing to impart.”

    Should a PC be so crass as to ask the Archivisthow much he would be willing to pay, BrotherEmile frowns as he is taken aback by theingratitude. In a cold voice, he replies, “Aboutas much coin as I have asked you to contribute tothe Abbey for the responses I have provided to

    your inquiries. I think it is time for you to leave.I have nothing further to say to you.”

    The Election of Empress Magritta andthe Wizards’ WarThe PCs might want to continue the conversation by asking Brother Emile about the rule ofEmpress Magritta or the Wizards’ War. Thefollowing information represents all BrotherEmile knows about this period in Imperialhistory. It should be noted that Brother Emile’sview tends to be shaded a bit towardantipathytowards Empress Magritta. It is up tothe GM to determine how much detail theArchivist is willing to reveal to the PCs.

    Despite vicious rumours to the contrary,Empress Magritta was not elected to ascend thethrone of the remains of what was called theGrand Empire when she was a child. Though born in Marienburg, Magritta had in fact spent

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    Captain Heinz Weill, Captain of the Lector’s Guards

    Heinz Weill has been a member of the Lector’s Guards for over 20 years and was elevated to hiscurrent rank 6 years ago. He is a watchful man and a good judge of character. While friendly after afashion, Captain Weill does not forget his duties nor is he too trusting of people he does not know(and it takes the good captain some time before he “knows” any one). He has heard rumour of hidden

    treasure in the Forest, but does not put much stock in that story. Captain Weill is loyal to both theLector and Abbot.

    Current Profile:M WS BS S T W I A Dex Ld Int Cl WP Fel

    4 65 64 5 6 13 52 3 41 75 44 74 46 52

    Skills: Disarm, Dodge Blow, Gamble, Heraldry, Ride-Horse, Secret Language- Battle, Sixth Sense,Specialist Weapon (Two-Handed, Parrying), Street Fighting, Strike Mighty Blow, Strike toInjure, Strike to Stun

    Equipment: Full Helm (1AP head), Mail Shirt (1AP body), Shield (1AP all over), Sword, Bow (R24/48/250, ES 3, 1 rnd to load and fire) and ammunition

     With the death of Emperor Konrad vonClausewitz of Stirland, the remaining Electorscould not settle on one of three candidates. Thenorthern provinces of the Old Empire have sinceseceded from the realm Sigmar once rules either by choice (Middenland and Talabecland had itsown Emperors while Nordland joined withMiddenland and Hochland leaning towardsTalabecland) or isolation (Ostland was cut offfrom the rest of the remaining Imperial provinces). Vicious rumours circulated thatGrand Theogonist Gottri – who has beenunjustly vilified by many historians asoverbearing and very ambitious – was pushinghimself as candidate for the throne. Magrittaemerged as the compromise candidate of theover-reacting and self-centred provincialElectors and was elected.

    His legitimate concerns rejected by the otherElectors, Grand Theogonist Gottri pronouncedthe Election a sham and declared that the threeSigmarite Electors would immediately withdrawfrom the clearly compromised Electoral College.This move left only five provincial Electors, thusdepriving the College of a quorum for futureElections. Empress Magritta ignored the Grand

    Theogonist’s writ and established her court in Nuln.

    War was endemic throughout the Empire duringthe Age of the Three Emperors. While the provincial rulers were vying with one another, noone saw the growing threat posed by thedemonologists and necromancers practicing theirfoul arts in the dark recesses. TheMiddenheimers uncovered a coven led by GeorgGalgoweg at the foot of the Flauschlag near thevillage of Warrenburg. The ensuing battlewitnessed the heinous death of many who soughtto bring the daemonologist to justice.

    Word quickly spread of the struggle across thefragmented Empire. Through dark sorcery, thesemalevolent wizards rose up against the rulingnobility and luckless peasantry. Empress

    Magritta reached a truce with the Emperors ofMiddenheim and Talabheim so that she and the provincial rulers could direct their forces againstthe foul wizards in her domain. Thoughconcerned about the ill-effects of Magritta’sgrowing influence, the Grand Theogonist lent hissupport to the effort. Almost as one, theEmperors outlawed wizardry, declaring its

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     practice a capital crime. Led by the Church ofSigmar and the other established Imperial cults,the war expanded from those who openlyrebelled against the fragmented Old Empire tothose suspected of harbouring treasonousaspirations.

    Sigmarite Witch-Hunter Gottfried von Mauchenand his men were sent to cleanse Wissenland ofthe taint of sorcery. The activities of vonMauchen were lost to historical archives, thoughsome of his alleged deeds made it into localfolklore. Many of these stories describe hisheroic efforts in uncovering secret covens and burning the enemies of the Grand Empire at thestake.

    The Wizard’s War lasted eight years and manywizards met a well-deserved and fiery death.From the end of this calamity and the beginningof the next, Empress Magritta’s misrule fell intoa pattern of unpopular taxes and confrontationwith the Miners’ Guilds in Ubersreik, Auerwald,and Meissen as well as the Grand Theogonist(who died shortly after the end of the Wizard’sWar).

    The destruction of Mordheim in 1999 is said tohave re-directed Empress Magritta’s attention, but it would be the last threat she met. Havingruled for 24 years, the Empress died of amysterious ailment in 2003. Her nephew,Maximilian von Liebewitz, succeeded her asElector of Nuln and Wissenland.

    A Guest in the NightThe PCs finish their conversation with BrotherEmile at dusk or early evening. The sounds ofcrickets and frogs should make clear to the PCsthat travel into the woods will have to wait until

    morning.

    A guard opens the gate for the PCs to depart.They can see Captain Weill and four men-at-arms mounted in preparation to patrol theEnclave. Lanterns on the alternate sides of thehorses produce illumination for the detachment.The PCs might take the opportunity to inquire if

    the Captain could provide one or two men toaccompany them on their investigation. Weillresponds with an unequivocal “no” and offers noexplanation. Should the PCs press the issue,Captain Weill states that he can’t spare the menand the PCs were the ones hired to do the job.Without wanting for the PCs to reply, CaptainWeill orders his men to move out. They ride past the PCs and head towards Woodcutter’sTrack.

    At this hour, the PCs may decide to retire to Innof King Toad to discuss their options and/or havedinner. The common room of the inn is fairly packed, though no more than normal. The PCscan find an empty table well enough, but not inan excluded corner where they can converse with

    some privacy. These tables are just as popular toothers for this same reason. The Inn does haveone private room on the other side of the doorleading to the stairs to the upper floor, but HildaBöhme charges 1 GC per two hours for its use.

    The PCs may also take the opportunity to castabout for Aldebrand, but they will not see him inthe common room. The man from Pfeildorf isdining alone in his room preparing for his return journey to the provincial capital in the morning.Should the PCs decide to seek a meeting withhim to renegotiate the terms of the contract,Aldebrand tells them that what they ask is anoutrage. The PCs have agreed to the terms andsworn an oath to do their best to see the taskthrough to completion. Aldebrand reminds thePCs that the cult of Verena does not reopenterms with oath breakers. Aldebrand thencounters by asking the PCs to return the advance.This leaves the PCs with the choice of giving uptheir (thus far) easy employment or backingdown and adhering to their agreement.

    The PCs could well be difficult about returningthe money while still rejecting the job. Shouldsuch a situation occur, Aldebrand will not makeany effort to recover the money. He respondswith an acerbic comment that it’s the PCs’choice to gain a reputation for being oath breakers and thieves. With that, Herr Mössbauer

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    informs the PCs that their business is concluded.Upon his return to Pfeildorf, Aldebrand willmake certain his employer knows of the PCs’duplicitous nature.

    If the PCs are residents of the Eppiswald town,they may opt to retire to their homes for theevening once their discussion has run its course.The others are likely to pay to stay at the inn toget one last night of sleep in relative comfort before starting the task for which they werehired.

    Around 2 AM, a PC who has made their livingon the River Söll (from Sonnefurt to Meissen) isawoken by the sense that he (or she) is not alone.[GM Note: If more than one PC, or none, fits

    this bill, then randomly select which one receivesthe vision.] The PC hears his name being gentlycalled, though no one else in the room will hearanything. When the PC’s eyes opens, he sees a pale skinned, light-coloured haired woman in asimple light blue dress staring at him. Thoughthe PC may feel like rising from his bed, his body is too comfortable in its reclining positionto rise. The woman then warns the PC to“beware of what lurks in the woods” beforedisappearing in the dark corner. The PC’s eyesclose again as he falls into a deep sleep.

    By morning, the PC wakes with the knowledgeof what occurred during the night, though he isunsure of whether it truly happened or was just adream. None of his companions will have heardor seen anything should the PC relate his tale tothem. In fact, the PC (or one of the companions)may conclude that the “warning” was nothingmore than the PC’s own fear of the woods takingthe form of a “vision.”

    Before heading off to the woods, the PCs maydecide to further equip themselves. Swords andmetal armour would be far too expensive for thePCs, even if these items were available in thetown. The town blacksmith (and part-timefarmer), Fritz Lang, has the following he couldsell:

    Dagger (3 GCs)Hand Axe (6 GCs)Iron Spikes (12/-)Long Knife for cutting undergrowth (5 GCs)Spear (35/-)Two-Handed Axe (12 GCs)

    The PCs could also purchase rope from the boatman/fisherman, Adolf Loeb, at a cost of 5shillings per yard. Wooden shields can beordered from Edmund Waldmann, carpenter andwoodsman, for 4 GCs [GM Note: A shield purchased from Edmund will serve the PC wellenough until an opponent scores a hit causingexceptional damage, whereupon the shieldshatters]. It will take Edmund a couple of hoursto build a shield. Illumination is a bit harder to

    find. Edmund sells torches for 1/- each, thoughhe only has ten available. Candles (6/- for adozen of the three hour burning variety) andhand-held candleholders (1 GC), as well astinderbox (30/-) can be bought from PeterAdenauer, the local candlemaker and butcher.For the cold nights, the PCs can purchase a blanket from Lotte Waldmann, weaver/tailor andEdmund’s wife, for a cost of 2 GCs. In addition,the PCs can obtain foodstuffs from the KingToad Inn for a reasonable price (assuming theyare unable to meet their needs through familyconnection – if local) or by buying from nearbyfarmers.

    If the PCs are short on money, the abovementioned individuals will accept barter ofrelatively equal value.

    As the PCs attempt to buy some supplies, thetownsfolk they encounter will naturally becurious. Most will ask the PCs – particularly ifthey are locals – where they are off to and what

    do they plan on doing when they get there.Should the PCs mention a journey into thewoods on the other side of Woodcutters’ Track,the inquirer will be taken aback and make thesign against evil. They then ask the PCs if theyknow the woods are haunted.

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    PCs may ask what stories the townsfolk mayhave heard. Since there are many, varied talesthat have circulated over time, GMs should makeup whatever fanciful anecdotes come to mind,even if these contradict from one teller toanother. Such yarns should make the PCs all themore wary when they enter the woods.

    If the PCs are outsiders, they will be shunned bythe townsfolk as word spreads of their intendedfoolishness. At some point before they leaveEppiswald, some of the PCs might want to askfor the blessing of the gods. Upriver from KingToad’s, near where the River Jagen meets theRiver Söll, is a circular building made of woodwith a conical roof made of thatch. The templeof Taal and Rhya has a single entrance facing

    east, towards the rising sun. The skull of a stagis placed over the open doorway invitingworshippers inside. A fire pit is placed in thecentre of the temple with an altar made of oak onthe other side. To the south, closest to themingling of the two rivers stands a small shrinededicated to Lacothea.

    The PCs will find the temple empty. Shortlyafter they have entered to make their offeringsand pray, the local priestess of Rhya and townherbalist, Renata Bauer, approaches the temple.She has heard about the PCs’ task from the towngossipers and wants to give them Rhya’s blessing in the hope that such will protect themfrom the woods’ evil.

    Into the Dark ForestPCs who grew up in the Enclave might be torn asthe group heads into the woods. On one hand,there is the ill reputation of the forest, whichsome say is merely superstition on the part of the

     peasantry. Such critics maintain that there aredangers in so ancient a woodlands, but they areof a more mundane nature. On the other hand,the local PCs are seeking to escape the drearinessof life in the Enclave. This, coupled with themoney Aldebrand Mössbauer offered, should beenough to motivate them to continue in theemploy of the cult of Verena despite their fears.

    Sidebar: Warding off Evil

    In many of the GW novels and short stories, anumber of folk make the sign of the hammer toward off evil or the mention of such things.

    Though there’s no description of how this isdone, I’ve always assumed the hand motion wasmuch like making the sign of a cross inChristianity.

    The sign of the hammer is clearly Sigmarite inits origin. There are other religions – though notall – in Warhammer that would also use handmotions or other items to ward off evil. In thesouthern provinces where the cult of Taal/Rhyahold sway, many people extend their index andmiddle fingers of their right hand together with

    the thumb held at a right angle. They then bringtheir right arm across their bodies from left toright with the thumb pointing to the earth. Oncethe arm reaches the right side, the hand is turnedso the thumb points left and brought down to the person’s waist in a single motion.

    In addition, many Imperials place some itemmade of iron on the lintel of the doorways totheir homes in an attempt to keep malicious ormischievous spirits from entering. In some

     places, cloves of garlic or wolfbane are also hungon windows and above doors.

    The PCs journey along the River Jagen upriver, passing the Abbey. A small foot path allowsthem to continue along the river around theAbbey’s vineyards and into the edge of theforest. The portion of the forest leading toWoodcutter’s Track has a look of beingmaintained to some degree and the undergrowthfairly thinned out. Signs of such activities aswoodcutting and charcoal burning are readilyapparent. The PCs makes good time until itreaches the other side of the Track.

    Before the PCs enter the forbidden area of theforest, they hear the sound of approachinghorses. The PCs may think they are about to beattacked by bandits or worse. The GM shouldallow the PCs a few minutes to do whatever they

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    think necessary in preparation. Despite what isseen on the map, the Woodcutter’s Track is byno means a straight path, but one that rises, dips,turns, and bends as the landscape dictates. Thereare many blind spots along the Track, so most people must exercise some degree of cautionwhen travelling upon it.

    Before long, Captain Weill and two of his mencome into view. If the PCs wait in ambush,Captain Weill calls his patrol to a halt beforereaching the PCs. He pauses, listening carefully.After a few moments, the Captain instructs thewould-be ambushers to come out of hiding.He’s not certain that it’s the PCs, so he and hismen ready themselves for combat. The PCsshould come forward to avoid making a grievous

    error in judgment.

    Captain Weill takes the opportunity to wish thePCs well on their endeavour and imparts awarning for them to exercise the utmost care. Hesuspects that there may be some truth to rumoursof the deep forest being haunted. If CaptainWeill notices that the PCs lack means of properly illuminating the night, he offers the PCsa lantern. He tells the PCs, “This will help if awind suddenly rises in the night.” The Captainthen bids them farewell and adds “May Sigmarand Taal watch over you.” He then leads hismen forward on the Track.

    The part of the forest on the far side of the Trackis thick with undergrowth, which makes thegoing for the PCs slow albeit manageable if theystay close to the river. The canopy above isfairly thick, allowing some sunlight to pierce theintertwined branches and leaves to the plants below. This produces an even grimmerappearance as the light that does get through

    only serves to make the shadows darker incomparison. The air is also noticeably coolerunder the trees.

    GMs should use this opportunity to give the PCsa feel for forest travel, especially those who havenot made their livelihood in such anenvironment. Periodic silence, punctured by

    movement in the undergrowth close enough to be threatening, but far enough to obscure thesource of such noise, can be used to make thingsunsettling for the PCs. Hunters, trappers, andwoodsmen would recognise such as normalsounds of the forest, but others should beconcerned about such events.

    Though the ruined town of Dergenhof is justover six miles from Woodcutter’s Track, it takesthe PCs all day slogging through the forest toreach it. Rough terrain and jutting roots makeany movement rate faster than cautioushazardous, as do the various streams that feedinto the River Jagen. Biting insects are a problem as well, though most cluster around theintermittent pools of the river. Once in a while,

    the PCs will come across a small section of theroad – indicated by the remaining flat stonesused in its construction – that once connectedEppiswald to Dergenhof along the river. Thesestones are generally seen for only a few paces ina clearing before the forest growth covers themagain.

    Late in the day, the PCs will hit a fairly longsection of the old road. Travelling becomes(relatively) easier for the PCs. The canopy isthinner above the road, letting in more light thanin the rest of the forest. After some time, thisroad section leads to a ford where the PCs needto cross to continue. The PCs reach the end ofthis portion near the end of the day. With thelight of the day fading and shadows lengthening,the PCs should make camp. They will not knowthat they have reached the ruins of Dergenhofsince the dim light hides what little rubble is leftof the settlement. After all, the forest has hadover five hundred years to cover the remains ofthe town in undergrowth.

    In the event the PCs walk about collecting woodfor a fire, there is a 20% chance that one of themwill find the old well hidden by creeper vinesabout 10 yards from the river. The stones of thewell have fallen in the centuries it has beenabandoned. The well is 4 yards deep and usedwhenever the river level drops, usually in yearsof drought. Unless the PC has taken precautions,

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    such as tapping the ground in front with a staff orwalking stick before stepping forward, he mustsuccessfully pass an I test (+10 for ExcellentVision) to avoid falling into the well. At thistime of year, the water is just over a yard belowground level. While the PC does not take falling

    damage, he is in danger of drowning (WFRP1e, page 74). Moreover, the creeper vines cannot bear the weight of any person weighing morethan 140 lbs or armoured person normallyweighing 110. If such a PC attempts to use thecreepers in such a fashion to pull himself up, thevines snap. The PC needs the help of his fellowsto avoid an ignoble fate.

    The sounds of the forest change during the night.Many of the animals are nocturnal and theirchittering sound and movement through the bush

    should cause concern for those who have notlingered in forests after nightfall. The hooting ofowls from unexpected directions and occasionalgrowls or grunts of beast – polecats, foxes, orsomething larger – contribute to the PCs’discomfort. GMs may wish to have these PCs pass a Cl+30 test to retain their cool during thefirst part of their first night in the woods.Just after midnight, all becomes silent in theforest and the temperature drops some 10degrees Celsius (18 Fahrenheit) around the PCs’campsite. Should the PC on watch have

    experience in a night time forest (such asGameskeepers, Hunters, or Trappers) they willknow that something is amiss. Awake PCs witheither the Magic Sense or Sixth Sense skill become aware that the PCs are not alone in this part of the forest.

    At the far edge of the light of the PCs’campfire, a luminous mist begins to rise andswirl. The PCs may believe that the mist onlyreflects their light, but the contrary evidence

    will be obvious should they put the fire out.Within moments, the haze coalesces into theshape of robed and hooded figures. Theseforms rhythmically move in a small circlearound a thick growth of thorny blackberryvines. The misty figures do not notice the PCseven if the characters shout at them.

    The tableau continues for a few moments.Suddenly, the figures stop and turn towards thedirection from which the PCs had come. PCswith the Acute Hearing  skill hear the faintsound of galloping hooves coming towardsthem. The PCs see the apparitions of mountedarmoured men appear and attack the robedfigures, scattering them before what appears to be slashing swords. The robed figures fight invain and are soon “slain.” The entire ghostlyscene then ends and the mist dissipates.

    Any PC watching this enactment need to make aCl+10 test at the end of this five minute display.A failed test means that the PC is drenched in acold sweat and has a temporary modifier of –10to their Cl and WP for the rest of the night.

    Those that fail by more than 30 also pick up oneInsanity Point.

    In addition, each PC watching should make anObserve test. A successful test means that thePC noticed the hooded robes resembled thosethat the monks at the Abbey of Saint Ewald. Ifthe PC has either the Heraldry or Theology(Sigmar) skills, then the character should roll anInt test to see if they recognise the device on the breast plate of the attackers as being the same asthat carried by the Sigmarite Order of Witch-Hunters (the PCs may have seen them passingthrough wherever they were some years before).

    As the PCs begin to relax, the sound of thedistant whinny of a horse can be heard in thedirection of the south. The PCs shouldindividually test against Cl+20 (don’t forget themodifier from the earlier failed test) in response.Those that fail get a chill down their spine fromthe sound of the horse as well as an ill feeling.

    The PCs might be inclined at this stage toinvestigate the area where the robed figuredmoved about. They should realise (with theGM’s help) that they are tired from the hardtravel as well as the interrupted spell caused bythe spectral play. In addition, any investigationwould be better served if conducted in the lightof day.

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    Exploring DergenhofThe witch-hunters of Sigmar are nothing if notthorough. Lost in history – except in a fewrecords kept by the Order of the Templars ofSigmar in Altdorf -- is the fact that the folk of

    Dergenhof were all put to the sword and torchalongside the Sigmarite priests of the town. Thevaluable items were taken from the temple andmany found their way to the Abbey, which waslater built. The town was then put to the torchand everything was destroyed. The only remainsare a few stone hearths covered by 500 years ofgrowth and parts of the temple.

    By morning, the normal sounds of the daylightforest have returned. As the PCs look about,there is no evidence of the scene played out

    during the night.

    Should the PCs search the area where the robedghosts circled, they will find a stone structure ofsome type under the blackberry vines. Asuccessful Search test finds that the structure haseight corners, indicating that it is octagonal inshape. PCs checking the south face of the ruinseasily find what remains of the entrance. Thevines here are as not as thickly grown as other parts of the temple since Professor Friedermann

    Lessing and his men had to clear it two years agoto gain entry.

    The inside of the temple measures thirty feetacross and is opened to the elements above.Should the PCs check the tops of what remainsof the walls, they easily find that the stones aredarker here than nearer the ground level. On theeast side of the temple is the ruins of a stonestructure of some kind. PCs with the Theology