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The Empire at War - le verrah rubicon - Free

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ecognize the symbol of the black eag<strong>le</strong> on the<br />

man’s tunic as belonging to the Grand Duchy of<br />

Talabecland. <strong>The</strong> sergeant of the company,<br />

Wilhelm Grudenburg, orders the PCs to st<strong>at</strong>e<br />

their name and business. Wilhelm and his<br />

company are on the lookout for Ostland raiders.<br />

<strong>The</strong> PCs can quickly establish their credentials<br />

by displaying their Knights Panther medallions.<br />

Of course, Wilhelm may suspect them of<br />

obtaining such through illicit means, though this<br />

would still mean the PCs may have abilities<br />

beyond the Sergeant’s company.<br />

If the PCs manage to win over Wilhelm – by<br />

displaying their medallions without the<br />

condescension normally associ<strong>at</strong>ed with<br />

members of such a company – then the Sergeant<br />

will invite them for a drink <strong>at</strong> the local inn.<br />

Wilhelm is a good source of news and gossip<br />

with respect to happenings along the Ostland<br />

border. Wilhelm also knows the Grand Duke is<br />

moving more troops into the area in order to stop<br />

the Ostland pred<strong>at</strong>ions.<br />

Should the PCs manage to alien<strong>at</strong>e Wilhelm by<br />

acting in some arrogant manner, the Sergeant<br />

will back off the confront<strong>at</strong>ion. He then orders<br />

several of his men to keep an eye on the PCs<br />

whi<strong>le</strong> they remain in the village. In addition,<br />

Wilhelm will not respond to any of the PCs’<br />

inquiries with anything other than vague<br />

answers.<br />

Howls in the Distance<br />

Between the Inn of Karog’s Daughter and the<br />

village of Trillheim, the “Winter’s Chill” will<br />

be moored in a cove for the night. <strong>The</strong>re are<br />

no villages nearby, but there are a few<br />

fortified homesteads where Ostlanders<br />

stubbornly eke out a livelihood amid the<br />

Forest of Shadows.<br />

An hour or two before midnight, PCs on<br />

w<strong>at</strong>ch hear howling nearby (a few hundred<br />

yards) to the north. Any PC with experience<br />

in the forested wilds of the <strong>Empire</strong> – such as<br />

hunters, scouts, trappers, woodsmen – know<br />

the howling does not come from wolves, but<br />

from men imit<strong>at</strong>ing the pred<strong>at</strong>or. If awake,<br />

Ulf will comment on the strangeness of the<br />

<strong>Empire</strong> <strong>at</strong> <strong>War</strong><br />

18<br />

situ<strong>at</strong>ion. He doesn’t know of any local<br />

custom th<strong>at</strong> would have men howling as<br />

beasts in the night. Ulf has, however, heard<br />

rumour of werewolves roaming in those parts<br />

of Ostland closest to the Midd<strong>le</strong> Mountains.<br />

Still, stories of such fell be<strong>at</strong>s tell of them<br />

being mistaken for wolves until it’s too l<strong>at</strong>e.<br />

Sounds of b<strong>at</strong>t<strong>le</strong> soon erupt and the light of a fire<br />

can be seen in the night sky above the trees. <strong>The</strong><br />

PCs may decide the skirmish is someone else’s<br />

prob<strong>le</strong>m, but the sounds of howling among the<br />

shouting of humans in panic should be enough<br />

to compel investig<strong>at</strong>ion. If not, the sounds of<br />

b<strong>at</strong>t<strong>le</strong> die down after half an hour, though the<br />

light of the fire continues for some time. <strong>The</strong><br />

f<strong>at</strong>e of those engaged in comb<strong>at</strong> remains<br />

unknown.<br />

<strong>The</strong> fortified homestead of the Schäffer family is<br />

under <strong>at</strong>tack and set aflame. A number of men<br />

wearing wolf skin surround the palisade<br />

shooting their bows, some with flaming arrows,<br />

<strong>at</strong> the defenders who are returning fire. Two<br />

pairs of <strong>at</strong>tackers, each armed with swords and<br />

wearing <strong>le</strong><strong>at</strong>her jacks under their fur, wait in the<br />

forest’s shadow with scaling ladders <strong>at</strong> hand for<br />

the opportunity to sca<strong>le</strong> the walls and kill those<br />

within. <strong>The</strong> <strong>at</strong>tackers belong to the Cult of the<br />

Howling One. Chedwic Wanner, a renegade<br />

priest of Ulric and <strong>le</strong>ader of this sect, directs the<br />

<strong>at</strong>tack.<br />

Chedwic’s goal is to terrorise Sigmarite<br />

followers in the surrounding countryside with<br />

his pred<strong>at</strong>ions on carefully chosen – and<br />

somewh<strong>at</strong> isol<strong>at</strong>ed – homesteads. This<br />

particular sett<strong>le</strong>ment is the fourth Chedwic has<br />

<strong>at</strong>tacked in the last two months. He intends to<br />

burn it to the ground whilst its inhabitants and<br />

their livestock are slaughtered. Chedwic then<br />

cuts the symbol of the cult (stylised wolf<br />

howling) into some bodies of the slain, both<br />

human and animal, as a warning to others.<br />

Un<strong>le</strong>ss the PCs’ intervene, Chedwic will succeed<br />

in claiming this next set of victims.<br />

Should the PCs decide to investig<strong>at</strong>e, the<br />

journey to the b<strong>at</strong>t<strong>le</strong> should take ten to fifteen<br />

minutes. Un<strong>le</strong>ss utterly care<strong>le</strong>ss, the PCs arrive<br />

unseen by the <strong>at</strong>tackers. <strong>The</strong> GM decides <strong>at</strong>

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