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Concordance

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0% found this document useful (0 votes)
71 views19 pages

Concordance

Uploaded by

Marco Torralba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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~ Missing in Mullensburg ~

Written by Sean Van Damme

M
issing in Mullensburg is an adventure for Zweihander, that takes place in the small town of
Mullensburg. The characters have just arrived in town, and the adventure picks up in the
town square in the middle of the day. During the adventure, the characters will lend a hand to
the town with problems they are having, discover a plot involving the ruinous powers
kidnapping people for foul rituals, all while the spark and talk of revolution is brewing under the surface of
this poor town.

~ CREDITS ~
Design: Sean Van Damme
Cover Art: Jack Holliday
Interior Art: Grim and Perilous studios stock

This game product is powered by ZWEIHANDER Grim & Perilous RPG ™, a trademark of Grim & Perilous Studios LLC, in the USA and
other countries. Used with permission. Original text content of ZWEIHÄNDER Grim & Perilous RPG is licensed under a Creative
Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. ZWEIHÄNDER Logo, content and original artwork are
copyright © 2009–2018, Grim & Perilous Studios, LLC unless otherwise specified.

1
Missing in Mullensburg

PART I: inn always has candles. Johann Linstine is the


proprietor of The Empty Stine.
MULLENSBURG OVERVIEW
He doesn’t want to run the inn anymore but is
The small town of Mullensburg sits on an tied to the place because this is where his
offshoot of the river Ronthan, near the border family is and because he swore an oath to his
between The Kingdom of Barrenburg and brother to run the family establishment for all
Duchy of Lapsburg, where Mullensburg is his years. His brother set out with the old
located. The two countries have been at war Duke and many of the able townsmen at the
for the last three years and things are not start of the war. None of them returned home.
going well for either side. Lapsburg has taken Johann has tried to bring music back into the
far more losses than Barrenburg though. large building, but it isn’t in his heart
anymore, and as such he can’t seem to carry a
The downtrodden town of Mullensburg is tune anymore. He knows everybody in town
close to death and in these grim and perilous and is a wealth of information, gladly talking
times could use a scrap of hope, a hero, or the character's ears off, as he wishes he could
both. do good like they are. There is optimism and
hope under the crushing weight of
Early in the war, during the first campaign, responsibility.
the good Duke Frederick of Lapsburg was
struck down, leaving his infant son the There is something more to Johann, though,
rightful heir. Baron Von Aspinfeld has taken and rumors pass around town about meetings
up rule of the country in the child’s name, and with strange people in the dead of night. His
rule he does with a clinched iron fist. As son is the second person to go missing.
winter starts to set in on the end of the third
year of war, it is clear to most everybody - JANDICE KEMPTOFF
except the Baron - that the war is lost. Jandice Kemptoff is the town smith. These
days she is a glorified farrier and hasn’t
Von Aspinfeld isn't just a run of the mill evil gotten to make anything interesting in years.
ruler, he has made a deal with a demon of The baron has his own smith in The Spike,
chaos for the power to crush Barrenburg. All and none of the locals can afford to give her
he must do is feed it souls. With winter much in the way of work anymore. Before the
coming and the fighting winding down that war, under good Duke Frederick she was a
means townspeople are going to start weaponsmith of great renown. Now though,
vanishing. on the outside it looks like she is just waiting
to die. She has been stocking weapons and
PEOPLE AND PLACES talking sedition with Johann Linstine. She is
biding her time and knows that the good days
JOHANN LINSTINE will never come back no matter who is on the
The Empty Stine is the town bar where the throne. Once a land’s veins have been opened
farmers gather during the evening. In better there is no closing them, that doesn’t mean
times it was filled with drink and song. Now that she isn’t going to try and save her home
there is weak beer and talk of sedition and though.
war. People come here at night because the

2
THE FARM FAMILIES PART II:
Two families the Von Eplans and the THE BOAR AND THE BUTCHER
Alkerdorfs are lowborn nobility. Their farms
are the only ones still producing crops, and Summer is starting to wane. The leaves on
the two families hate each other. They were the trees are just showing a hint of orange
never friendly but then five years ago Hanna and red. The heat has broken and the
Von Eplan and Siegfried Alkerdof were to be stench from the battlefield across the way
wed. They were going to be given a small part has started to fade. Rumor has spread
of each farm to try and bring the families throughout the village of Mullensburg that
together. Then one night their house was the hunters have returned and have
burned down under mysterious something of great value for everybody.
circumstances. It was a full moon and they
hadn’t set out the appropriate offerings. The
couple was childless and had no will. Now The small city center of Mullensburg is
both families are fighting over the plot of land, packed with 20 Peasants. They are milling
refusing to just split it back to the way it had about waiting for the return of the hunters.
been before. Both sides want to take land for Among them are the members of the party.
themselves. Even a small advantage would be This would be a good time to have the players
enough to get ahead, maybe acquire a royal introduce themselves if their characters do
contract. not already know each other. Talking to the
people assembled the players can gather
Neither side started the fire, it was started nuggets of information about the town and
because of sparks and dry conditions. One of people. Allow each player to make an
the elder sisters of the Alkerdorfs is the first Eavesdrop or rumor test (Easy +20%).
person to be abducted by the Baron’s man.
❖ “The Baron hasn’t left his chambers in the last two
This starts the families getting close to weeks I hear.”
coming to blows. ❖ “I hear Deidrick is bringing back game,” “That is
preposterous there hasn’t been wild game in these
BARON’S KEEP woods since the siege of the Spike.”
The Spike is a motte and bailey fort. In the ❖ “Went to see the Vicar about Molly’s funeral, and the
center of the raised ground is a massive shard door was locked again, dreadful strange sounds.”
❖ “Bastard is probably in his cups again; may the God
of obsidian that the keep is built around. Legend Emperor take him.”
states that the first ones used the rock as a ❖ The Alkerdof fire was the Gods
dragon trap. The stone ripped open one of those ❖ “Been hearing wolves again, sound angry.”
great creature’s chests spilling burning blood ❖ “I hear the Baron hasn’t taken a shit in the last three
that cut the ground linking the nearby lake to the years!” “Oh that is preposterous, because it spews out
river Ronthan. Fifty well-armed men and the every time he opens his mouth!”
Baron call The Spike home and it is the major
power in this 15 square mile area of forest and Once the party has mingled for a bit and
field. gotten some info from the townsfolk read the
following.

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TITLE 3

3
Missing in Mullensburg

“They are here, they are here,” voices from


the edge of the crowd call out. Turning you If they party decides to do nothing, or they are
see three hunters walking into town, with slow to move into the fray somebody from the
two things that haven’t been seen in back of the crowd throws a rock, and then one
Mullensburg in months, smiles and food. A of the Men-at-arms cuts down a villager and
whole boar draped on a spit is hoisted over the riot has started. This is the crux of how
their shoulders. people are going to view the party for the rest
of their time in Mullensburg, so choose wisely.
If there was anything that the party missed this
is a perfect time to let them learn it while people FIGHTING
are setting up the fire before reading the next
section.
If the party decides to wade in and fight, they
are coming into a situation where the Men-at-
From the western side of the square, just Arms (Deserter Soldier with a Mortuary
as the fire is getting started you hear a sword and Shield) are outnumbered and on
familiar sound, men in armor walking fast. the defensive. The villagers don’t want to die
Turning you see three of the Baron’s men but are pushing forward mostly throwing
in their yellow and black surcoats coming things into the fray. When one of the Men-at-
toward the crowd. Arms dies, is grievously wounded, or they
start to fall far down the peril track, they fall
“This crowd will break up. And the boar is back toward The Spike.
to be requisitioned for the Duke’s men.”
“This is our food!” one of the villagers If one of the party members falls or is
screams. incapacitated the villagers start to fall back,
and the Men-at-Arms move toward the Boar
“We’re hungry! My child died from the and remove it from the square.
hunger!”
Nobody wanted this to turn to bloodshed and
“Back off swine!” The Baron’s man yells. quickly back away from it, licking their
The crowd moves forward, swords, wounds, and preparing for more violence.
pitchforks and clubs are drawn, things are
very quickly going to hell.

TALKING DOWN THE BARON’S MEN


The situation is dissolving quickly, and the
party is going to have to decide if they want to
Talking down the Baron’s men is the hardest
get involved and what side they want to find
path that the party could chose to take. They
themselves on. They can make a bargain test
are fully convinced that they are right and if
(Arduous -30%) to try and talk down the
we are being honest - legally - they are within
Baron’s men and split the boar. If they party is
their right to take the boar. On the other side
more violently minded a leadership test (Easy
the villagers are pumped up and spoiling for a
+20%) can push the crowd to riot and then
fight. Thus, talking them down is going to
combat starts.
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TITLE 4

4
require doing more than just convincing the party is a group of outsiders then the villagers
Baron’s men that they should leave but also are impolite. The Baron’s men are Unfriendly.
the Villagers of Mullensburg that violence The Villagers are chaos aligned, whereas the
today is not in their best interest. Men-at-Arms are Order.

This is best run as a complex exchange using The resolution of this depends on what the
the social intrigue rules (pp?). The party party is able to come up with, but the Baron’s
needs to elect who is talking to the Baron’s men are not willing to leave without at least
men and who is talking to the villagers. half of the Boar, but with some convincing
might be willing to settle for a finger from the
bow hand of each of the offending hunters.
FAVORABLE SKILLS The Villagers just want to eat and will give in
Men-at-Arms as long as there is food involved. They know
❖ Bargain (Fellowship)
❖ Guile (Fellowship) that a fight is not in their best interest today,
❖ Leadership (Fellowship) or without ramifications for the future.

Villagers THE PARTY DOES NOTHING


❖ Bargain (Fellowship) The party can elect to stand back and watch
❖ Charm (Fellowship) as this plays out. The Villagers try to put up a
weak fight but two more are cut down, non-
fatally, and the Baron’s men manage to grab
UNFAVORABLE SKILLS
the boar and leave the village. The people of
Men-at-Arms
❖ Intimidate (Brawn) Mullensburg have nothing to eat this night but
❖ Charm (Fellowship) resentment and anger, a dish that they are all
too familiar with.
Villagers
❖ Intimidate (Brawn)
❖ Guile (Fellowship)

SOCIAL CLASS
Everybody in the Village is Lowborn and so
are the three Men-at-Arms. If there is
anybody of a higher social class in the party
this could help greatly. The villagers though
will not react as well to an aristocrat whereas
the Baron’s men are more likely to listen to a
person who has stature in the world. They
only have power because it was given to them
by their betters.

NPC DISPOSITION
The villagers are Friendly to the party as they
are probably from the town, though if the

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TITLE 5

5
Missing in Mullensburg

PART III:
A HAND AROUND TOWN “Aye with the winter passing and spring
upon us, it’s birthing season. In years past
there would be enough food for the packs,
The sun has set on the horrible incident at the
but now, I fear what they will do. Stumbled
square the day before, and people are getting
upon one of their caves up in the hills,
on with their lives because there is nothing
followed the howling. Saw human bones,
else that can be done. The world doesn’t stop
arms legs and a broken sword. Outside of
just because there was a food riot the day
their cave I saw what looked like carrion
before.
from one of the battles. Which means now
they got the taste for man flesh.
In this section the party will be presented
with three jobs, either because they have
shown that they have the town’s best interest At first the hunter is reluctant to give up the
in mind, or to absolve themselves of failing location, not wanting to get anybody killed,
the day before. Nothing short of siding with and to hog the glory himself when he bags a
the Baron’s men should prevent the party wolf. Problem is his two fellow hunters are
from doing any of the quests presented here. not at all interested in taking down man
eating wolves. Any test the party takes to turn
Presented here are the available jobs and how the hunters against their loud friend and give
to follow up on them. After the first success, a you the location is (Easy +10%) any test to
person goes missing, and the central mystery convince them to take care of this problem is
starts to unfold. That will be presented in (Hard -20%).
detail in Part IV, so in essence both parts are
running at the same time, but the party can if If the party gets the location and says that
they want to interact very little with the they will investigate it, they are approached
presented material in in this section once by Johann Linstine. He is interested in
people start to go missing. mounting the head of a wolf over his bar, and
with having the bodies being brought in at
WOLVES IN A CAVE night so that they can be butchered salted and
stored away. He quietly offers the party 2
The hunters from the day before - who silver shillings for each adult they can bring
brought in the boar - are sitting around the back and 10 brass pennies for each cub.
Empty Stine. They are talking about their Where he has gotten this money, he won’t say.
adventures in the wilderness, hunting what He is cagey about having friends with coin.
little game is left, avoiding the front lines, and
even the rumor that there is a band of rebels INTO THE WOODS
coming together in hills. What they are most Finding the cave is a navigation test
worried about though are a pack of wolves (Standard +/- 0%), if the group didn’t get a
that have taken up residence in a cave about map. (Routine +10%) if they did. If the
five miles from town. character making the test is from
Mullensburg, they may flip their results to
When the wolves come up read the following. succeed.

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TITLE 6

6
I WANT A BABY WOLF!
For the last half hour, the sound of wolves There is always a chance that players are
has been echoing in the hills. The cave up going to want to train one of the baby wolves
ahead comes into view. It is mostly just a to be a pet. If they are keen to do so it will cost
collection of rocks piled around an them 3bp a day in food and a Handle Animal
outcropping. Littered outside are bones Test (Hard -20%) every morning for the first
both human and animal. Sleeping outside week, and then (Challenging -10%) for a
are two gray wolves, and inside you can week after that. This wolf might be a baby, but
hear wolf cubs. it is still feral. After the two weeks it still costs
3bp a day to feed but is loyal enough to be
semi domestic. Beyond that dealing with the
The clearing between the cave and the forest wolf pup is up to the player and the GM.
line is 20ft, and the cave itself is 10 by 15 feet. Godspeed!
The 2 Wolves outside are (Large Animals)
the cubs inside are still too young to pose any A SHIPMENT HAS BEEN LOST
kind of threat to people. The wolves will fight
to the death to protect their young but are If the players jumped in and took the town’s
currently sleeping when the party side during the food riot, then read the quest
approaches. They can be surprised as long as hook presented below when you are ready to
the party is not making an obscene amount of let them have this quest. If they didn’t, the
noise. The predators have just recently party is going to have to prove that they are
eaten. friends of Mullensburg through odd jobs or
working on the missing persons mystery
Once the wolves have been killed, a survey of before Jandice will trust them enough to offer
the cave finds two mortuary swords in rusty the job. Once that happens read the text
condition and in a pile of excrement 10bp. below.

Upon their return under cover of darkness, While you are walking through town,
Johann takes the wolves. He has his children heading to your lodging for the night, a
get them into the tavern basement and then young man runs up to you. “Excuse me I
pays the party. From this point on he is have a message for you,” he says pressing a
friendly toward the party and will sing their small scrap of paper into your hand before
praises as do gooders for the town. Three running into the evening shadow.
days after returning, the male wolf’s head is
mounted over the bar.
The note reads “Come and see me at the smith
This is also a good time to introduce the party as soon as possible. Jandice Kemptoff.” The
to Fynn Linstine, Johann’s son who will soon handwriting is flowy like that of a person who
enough be among the missing. You can learn has been classically trained and not just a
more about him in Part IV. Berger who knows a few basic words and can
read an inventory.

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TITLE 7

7
Missing in Mullensburg

KEMPTOFF’S KRAFTS 10%). If they pass the scout can see all the
Jandice Kemptoff, the town smith is an signs that an ambush is about to happen.
imposing woman who commands a room as
soon as she walks into it. The forge is running, Ahead of you as the sun starts to fade
even if it is the dead of night. Her speech is behind the trees is a smashed cart. Three
refined and well crafted, not filled with slang. bodies, bloody, and broken are on the road,
Anybody who has been in the presence of a with very visible gunshot wounds. The
high born or is one themselves recognizes open crates are empty. On the side of every
that she doesn’t seem to fit in this town. crate is a red shield and hammer, the
Jandice isn’t quick to tell you her life story emblem of Kemptoff’s Krafts.
about how she came to be in Mullensburg. She
is far more interested in the job at hand.
If the scout succeeded in their test, roll these
Jandice hired a caravan and three strong arms two paragraphs together and avoid the sneak
to guard it, bringing her things she needed attack.
from Korridan, the capital of Lapsburg. She
lays out the route that the cart was to take In the distance you hear a snap, and the
and says she got a raven from them when sound of a musket being cocked. In the
they reached Morrisburg three days ago. woods to the side you see a man, his face
Which means they should have arrived last covered by a red bandana pointing a pistol
night. She is offering a single Gold coin and at the party.
rations for a day if the party will set out and
see if they can find her shipment. There is a
second Gold coin if they come back with her Hildagran and Broomhilda are two very well
stuff. known (Brigands). They attacked the cart
and are now just waiting for a group to come
She gives you a dire warning, the main road is and investigate. They will offer the party the
well travelled but with the war going into its chance to surrender all their valuables. If that
third year bandits are getting desperate and doesn’t happen, then the two of them have no
more brazen. Don’t fight them unless you qualms about murder.
think victory is a sure thing. She would rather
the goods be stolen than more lives lost.

THE DUKE’S ROAD


As Jandice said, the Duke’s road is mostly safe,
and a Navigation test (Routine +10%) by the
party's guide can have them follow the
directions given to find the cart. If the party is
moving at a normal pace, they reach the cart
in the late afternoon, provided they left in the
morning. If the party sends a scout forward
have them make a Stealth Test (Challenging -

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TITLE 8

8
Even if the party surrenders all their gear the “He is not from around here, so he doesn't
Brigands still might be leaning towards care about us, and any man who drinks that
violence. They do not take kindly to being much can't love God,” she says. Gretta wants
insulted or threatened. If the party is cordial, the players to check on the situation and
then they will probably survive the make sure her son finds his way into the
encounter. ground. She can't offer much but the two
silver coins she set aside for the church is
Returning alive, Jandice is distressed but theirs if they do this task.
thankful to know what happened to her cart.
If the party returns with the heads of these THE CHURCH
two notorious outlaws, they become true local The Temple to the God Emperor in
heroes. Hildagran and Broomhilda were not Mullensburg isn’t much of a building. Two
the kind of vagabonds that robbed from the stories of old moss-covered stone with a
rich and gave to the poor. Any social crumbling steeple. Around the building are
interaction with the townspeople after this is hundreds of ill-kept markers showing the
done at one level higher than the stated slow march of time. From inside, horrible
difficulty rating, maxing out still at +30% sounds can be heard.

THE DRUNK AND THE DEAD


The door to the church is unlocked. Inside the
place is a mess, and smells of death and
While the group is walking down the street drunkenness. There is no finery, nothing that
a young woman walks up to them. would show that this was once a house of god.
After a minute, the Vicar stumbles out into the
“Excuse me?” She asks in a meek voice. “My front room, a half empty jug of booze in his
son he died last week, the flux...and I...I…” hand. The moaning from the back is louder
she breaks down. until he closes the door and tries to appear as
if he isn’t drunk as a skunk.
She can be easily consoled and with very little
pressure tells her story. Give out this Gregor is cordial but doesn’t want to talk to
information in Role play as the party the characters. He tries to push them away,
questions her. saying that he will get back to the widow Hap
tomorrow with a time. If they ask about the
Gretta Hap is the woman's name. Her son moaning from the back, he tries to change the
Yurgan died five days ago from the bloody subject. If they persist, he goes so far as to
flux and his body was taken to the temple of offer them a drink, then helps himself to a nip
the God-Emperor. The Vicar said he would from his bottle. If the party pushes past him to
prepare the child for burial but so far, she examine the back room, he doesn’t stop them.
hasn't heard back from him. The Vicar, a man
named Gregor, is a drunk and Gretta is sure
that is why he hasn't gotten the grave ready
for her son.

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TITLE 9

9
Missing in Mullensburg

VICAR’S CHAMBERS FAMILY ON FIRE


The Vicar’s chambers are bland, just a
pallet on the floor, the hammer of the God- While at the bar, or anywhere in town people
Emperor on the wall. Empty wine bottles are more than willing to talk about the two
are spread across the floor like corpse after families that own the only farms still making a
a battle. There is a closed and locked closet. profit, mostly because they sell to the Baron
The moaning, along with a wet thumping is and his men. They are the Von Eplans and the
emanating from this door. Alkerdorfs. These two families have been at
each other’s throats for the last four
generations, which is outside of living
Once in his chambers the Vicar just starts to memory and written records are not a
babble about how he couldn’t help him, priority in Mullensburg. Things really come to
couldn’t find any salt. a head when a fight breaks out between two
of the lesser sons on the street.
Upon opening the closet door, a single
(Reanimated Corpse) stumbles out and
attacks the first player that it can get its hands From outside there is a commotion. Two
on. Once killed it seems the Vicar regains men are on the street. Punches are being
some of his composure, and says he found a thrown, and then a sword is drawn.
bag of salt but couldn’t get the courage to do “You burned their home down, because
what needed to be done, putting it in the you couldn’t bear to see a Von Eplan
mouth of the creature to stop it. Ducy rose happy!”
three nights ago and started roaming the
yard. He managed to get him inside but after “She was my sister you cod brained twat,
that...his mind frayed. and whatever sorcery your brother used
on her will be the death of you all!”
At this point there is no way to end the
zombie for good, and without the salt it will Townsfolk gather around to see what is going
start roaming again. The controlling device on, but people seem more interested in
must be found. With Ducy sort of taken care watching the fight than trying to break
of the Vicar asks the party for help digging a anything up. If the characters don’t do
grave so he can take care of the young boy anything then then Rudy Alkerdof - who
who the players were sent to inquire about. drew upon - Hans Von Eplan will strike the
younger man down leaving him bloody and
The creature’s soul jar is nowhere to be found dying in the street. If stat blocks are needed
in the church, and isn’t of paramount both men are (Rebellious Peasants).
importance, and as such is up to the GM as to
where they would like to put it. Probably in If the Characters decide to jump in, then they
the house of somebody who has it out for the are going to have to talk the two men down.
Vicar. This is no easy task and will require good
roleplaying as well as the deployment of some
skills, though a complex social interaction test

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TITLE 10

10
shouldn’t be required. Both are Burghers THE BURNED FARM
when it comes to social standing. There is not much left of the farmhouse,
just the stone foundation, and a burned
RUDY ALKERDOF framework. That this was once a home is
Rudy Is the youngest son of the family. His clear to see. Surrounding the burned-out
three older brothers went to war with the house are purple lilies blowing in the wind,
Good Duke Frederick and didn’t return. Now somehow spared from the carnage that
his eldest sister and mother run the farm, a they surround. Inside, there is ash and
strange set up but one that is bred by broken burned furniture, pots and pans
necessity. Recently his sister Stella fell in love dented and melted by the flames. Leaning
with a Von Eplan boy whom she married. The against the stone hearth which is still
two were given a small plot between the two standing, is a burned but mostly intact
farms. Then shortly after planting their first rocking crib.
crop, fire broke out and burned down the
home killing them both. Now the Alkerdofs
want all that land as reparation for the loss of Rummaging through the house you find with
their kinfolk. an Awareness test (Challenging -10%) that
there are scorch marks extending from the
HANS VON EPLAN fireplace into the main room, which look to be
Hans is the elder son of the family, he was too what started the fire. Inside the crib there is a
old to march off with the Duke but that didn’t small parchment that lists names for a baby,
stop two of his brothers from going and the names are split into two columns one that
getting themselves killed. His youngest says Von Eplan and one that says Alkerdof.
brother who was just sixteen, Jonah fell in This is the key bit of evidence, for drawing the
love with the Alkerdof girl and they were families together. Neither one will believe
married. Hans just wants the land that they that the fire was an accident and they both lay
gave the couple back, and more than that he claim to the whole of the farm still.
wants to know who killed his baby brother.
He is sure that the fire was foul play. It was a THE NAME’S THE THING
quiet night. There was no wind, no storm. The news that this blended family was
expecting a child comes as a shock to both the
The best way to keep these two from coming Von Eplans and the Alkerdorfs. If you show
to blows again is to volunteer to investigate Hans or Rudy the list, they both will recognize
the fire, because the Baron’s men haven’t most of the names on it as dead brothers,
done so, and they are the only real version of sisters and grandparents. There are two
law that the town has. They will both also names sitting on both sides that none of them
respond well to threats of violence, and if that recognize. Tobias and Ava. A Folklore test
is the case and the characters walk away, the (Trivial +30%) will queue in a character that
two will again come to bows with Hans naming a child after anybody, but a dead
ending up dead in the street a day later. family member is bad luck. It brings a new
name into the family and doesn’t let the
esteemed dead advise the child from the
beyond.

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TITLE 11

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Missing in Mullensburg

to any kind of reconciliation. The fighting has


Both men will blame the other family for this been going on for far too long at this point for
shunning of tradition. Also, at the GM’s anything to halt the animosity. Small victories
discretion as to who, one of them will recall are really all you can expect in a world like
that he saw the young couple at the church this and getting your hopes up for anything
graveyard a week or so ago looking at more is just setting yourself up for
headstones. disappointment.

A GRAVE INVESTIGATION
The party should be interested to follow up
on this name research. If they have taken care
of the Zombie, the Vicar he is able to help
them by pointing to the direction that the
young newlyweds went. If that quest is still
unresolved, then the party notices the place is
unnaturally quiet. If they go to try and get the
Vicar’s help then you will have to deal with
the undead, otherwise the players can figure
out the gravestones on their own. PART IV:
MISSING IN MULLENSBURG
One thing Mullensburg isn’t lacking is the
dead. The Graveyard stretches around the SETUP
church. Many of the stones are faded This section runs concurrently with Part III,
covered in moss, long ago warn away. Not so in a perfect world the party would be
every stone is a single person. There are investigating both the missing people and
three mounds that just have a single stone doing some of the other quests at the same
and a date range…. mass graves from when time. Eventually though they will acquire
the black death came through enough evidence to figure out who is
. kidnapping people and that will lead them to
Quickly the party finds the graves of Tobias the last section of the adventure.
and Ava Von Eplan, with a postscript that
HELGA HIDDELDWARF
Ava’s maiden name was Alkerdof. There are
Helga is a camp follower who lives in a small
children's names listed as well, that
hut between The Spike and town. She serves
correspond to what is on the list. Their graves
the Baron’s men but is also known to the
can be found as well. Quickly it becomes clear
townspeople. She was taken a day before the
that these families united once before, long
Boar riot, but nobody took notice because
ago and that this union was not new. Also, it
there can be spans of up to a month that she
seems clear that Stella and Jonah knew this
doesn’t show up in town.
fact. Taking this information back to the Von
Eplan and Alkerdof’s is enough to get them to
FYNN LINSTINE
stop fighting over the land and just split it
The son of the Innkeeper, he is the second to
back up, but sadly not enough to bring them
go missing, shortly after the party finishes
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12
their first quest. He vanished from his room in Nothing is out of place but burned on the
the night during a storm. His father will come window sill just outside is a small brand,
to the players and ask for their help, as belonging to the Prince of Violence. It is clear
nobody else in town is interested or able to that whoever abducted Fynn is looking to do
help him. something horrible with the boy. His father
becomes inconsolable if this piece of
MARGOT MILLER information is given to him.
Margot is an older lady who sells posies to the
families of sick children. Many in town see her
as an ill omen and when she shows up it is QUESTIONING THE TOWN
never a good sign. She appears a day before Moving around town and questioning the
she vanishes. villagers, can lead the party to a large amount
of information about the missing child, a new
THE SON ALSO RISES person in town, Margot, and even a clue about
The day after doing your first job for the Helga. Before setting out to get information
town, the party is approached by Johann from the town have each party member who
Linstine, the Innkeeper. He is ghost white and is participating pick a skill and a difficulty
looks to be on the edge of a panic. rating that they are willing to roll against. The
skills that can be used without convincing the
My son, he is missing, help me. You must GM are Eavesdrop, and rumor. Have the
help me, there is nobody else, he pleads player describe what they are doing then roll
with you. I can pay, not much but I would the test. Roll the test in secret and if they fail it
give anything to have him back. give them one of the wrong info factoids.

EAVESDROP
Calming the man down, he tells you what he ❖ Trivial: “Fynn was a good kid, never did nothing bad to
knows. That the night before he put his son to no one.”
bed above the Inn and when he went to wake ❖ Easy: “I bet it’s those people that his dad was talking
with last night.”
him up in the morning he was gone. The ❖ Routine: “There was a strange screaming sound last
window of his room had been forced open. night, not wolves but not a man that’s for sure.”
Johann offers the party 3gc if they can find his ❖ Standard: “Fynn was always running off into the
son. For the town of Mullensburg this is quite woods, probably found something there, Johann was
a sum. never good at watching him.”
❖ Challenging: Margot is back in town, never a good
sign.
FYNN’S ROOM ❖ Hard: Better to vanish now before we are all killed by
The small room on the top floor of the Barrenburg.
❖ Arduous: “I hear that whore Helga was his mother,
Empty Stine clearly belongs to a young ain’t seen her round, I’m just saying.”
child. There is a bed, the covers thrown to
the floor, a dresser, and a chest filled with RUMOR
wooden toys. The window is thrown open. ❖ Trivial: “I hear his mother was not from around here.”
“Well of course otherwise she would be here.”
❖ Easy: “Never good when kids start going missing,
A (Routine +10%) awareness test around means evil is afoot.”
the room will find the key clue to all of this.
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Missing in Mullensburg

❖ Routine: “Johann keeps meeting with strange people.” another job for the town. Let it roll out
“He runs an Inn it comes with the job.” “No Matilda organically.
these are shadowy at night people.”
❖ Standard: “Fynn liked to wander into the woods,
looking for his mother they say.” There is a strange hush in Mullensburg as
❖ Challenging: “Hear that the Barron hasn’t been coming you walk the streets this morning. People
out of his chambers, been hearing screams they say.”
❖ Hard: “Margot is back in town, Kid goes missing, I’m are looking and following their eye-line,
sure we will be seeing her selling dead flowers and pies you see a hunched over old woman
if you know what I mean.” dressed in black. She has a cane in one
❖ Arduous: “Fynn ain’t the first, have you seen Helga? hand and a basket of purple flowers in the
Of course not! Something’s taken them, and you know
what comes in the night and takes people…. witches.”
other. Everybody on the street is giving her
a wide berth.
BAD INFORMATION
❖ “Johann stole that child, right from the Baron, secret
bastard brother of the baby Duke he is.”
❖ “I hear the sorcerer Von Perkins is back, and he needs
If the players walk up to her, she is more than
children for his spells.” willing to talk and wants to sell them some
❖ “Johann and Jandice are still having their little lover’s black roses. She is sure that the party in their
spat, you know the child is hers but that doesn't fit the line of work is going to need them. To her
gruff persona she has.” credit they do have a strong pleasant yet sad
aroma.
When asked about most of these Johann will
clam up. He lies about who he is meeting at She talks about how she felt it was time to
night. They are rebels from the woods. He and come by Mullensburg again, could smell it on
Jandice are part of a nascent rebellion against the air. All around Margot gives off a strange
the Barron. For now, though it is a red vibe. She doesn’t know anything about Fynn
herring. He knows that Margot only shows up being missing but is more than happy to give
when people have started dying so she can you an opinion on the situation and
sell them her flowers to mask the scent of information that she has gleaned from her
death. She is an omen, and not a good one. advanced years. To an unobservant party she
should seem like a doddering old fool, but, she
There is nobody in town that really knows does have a good mind for these things even if
much about the Prince of Violence outside of she doesn’t have any real facts about Fynn.
hushed whispers that he is bloody minded Children going missing is always a sign that
and evil. Speaking too loudly about such evil is coming to the town. The smell of death
things is sure to bring them down upon you, is on the winds, not like it was during the
bless the God-Emperor. fighting. No, this is tinged with sadness and
malice.
It is possible to hear about Helga at this point,
and if they go check her house, run that Later in the same day read the following.
section, and then probably jump to part V.

MARGOT ARRIVES/ IS TAKEN On the street you see a basket. Spilled


This section is run after the party has had a around it like blood are purple flowers.
few days to look for Fynn, and maybe do
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TITLE 14

14
If the party looks, they can see footprints from If the party asks around, people know who
a tussle that lead down the road, but they Helga is, but they don’t have much interest or
start to become much harder to follow once respect for a woman that would work
you leave town. A Survival Test (Arduous - exclusively with the Baron and his men. Again
30%) will allow the Party to track the foot the seeds of revolt against an oppressive stop
prints to Helga’s house, which is about gap ruler are strong in the town.
halfway between the town and The Spike. If
they follow jump to Helga’s house section. HELGA’S HOUSE
Two hours on the road, and now you can
HELGA HASN’T SHOWN UP see it, a small hovel. Hanging over the
Run this section after the party has had a thatched roof are dead trees, while
chance to look for Fynn, and Margot has been everything else is lush and green. The grass
taken. Also, if the party has done three quests seems to have receded away leaving only
for the town run this after that, as they are dried mud, and footprints.
starting to gain a reputation among the small
folk.
Everything around the house seems dead,
even the wood of the walls looks dry and
“Excuse me,” a small meek woman says ready to splinter and crack.
from behind you. Turning you see a young
woman gripping her tattered shawl. She Inside is a horrible sight. The small single
looks up at you tears welling on the edges room building looks like an abator, flies and
of her tired baggy eyes. “I hear tell that you bone and blood. Sitting in the hearth is a small
are the ones to seek out for help. I don’t human foot, a bloody drag path leading to a
have nothing to offer, but my friend Helga. rug. Anybody who looks upon the home must
She is three days overdue and I’m worried make a Resolve test (Hard -20%) at the sight
about her. After Fynn, I’m afraid that of the violence and carnage. Anybody who
something...I had a dream last night…” fails moves one step down the mental peril
track.
This woman is Milenda, and she is a kind
spinster. She tells the party that her friend The bloody track leads to a rug that is also
Helga, who serves the men at The Spike, soaked through with dry blood. Lifting the rug
hasn’t been in town in the last few days. She revels a trap door. Once the party opens that
always comes into town at least once a week and heads down proceed to Part V.
to pick up bread and see friends. Milenda is
worried that she got attacked on the road or
was at first but now with people starting to go
missing she worries that whoever is taking
people might have taken Helga figuring that
nobody would miss her. Milenda can give the
party directions to Helga’s house, which is
just right off the road about two hours outside
of town on the way to The Spike.

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TITLE 15

15
Missing in Mullensburg

PART V: SHRINE OF BLOOD


The cavern quickly turns back into a larger
ALTAR OF BLOOD room as you follow the bloody trail that
Helmut left as he fled from the Castilian.
WOUNDED WITCH HUNTER
The ladder leads down twenty feet, the The sound of chanting starts to fill your
shaft turns from something dug by human ears, chanting mixed with screaming. As
hands to cavernous rock. Reaching the the larger chamber comes into view, you
bottom, you find yourselves in a dark see an altar to the ruinous powers of chaos
cavern, the trail of blood leading two ways. before you. Laying on the ground splayed
From the shadows a small pin prick of light open are two women one young the other
comes to life as a weak voice calls out to Margot. On the altar writhing in pain -
you. missing an arm - is a young child. Standing
over him drenched in blood is a middle-
Croaking from the shadows and covered in aged man dressed in the Barron’s colors.
blood is a half dead (Inquisitor) named He turns and looks at the party, madness in
Helmut. He is three steps down both the his eyes.
physical and mental peril tracks. He requests
the party help him. He offers up the “We are not finished here, but you can still
information that he knows, about what is be of use to the Prince.” Flicking the jagged
going on. ceremonial dagger to his other hand he
draws his sword.
Helmut is clearly wounded and can be healed
slightly by the party. He requests them help As soon as the party enters the room, they
him rid the world of the Castilian (Occultist) must make a Resolve Test (Hard -20%) to
and the foul magics down here. The Witch resist the horrors that they are witnessing,
Hunter can offer the party 5gc if they help. He otherwise they suffer 2d10 mental peril.
joins the party and fights without regard for
his own life. After the first two rounds of combat read the
following.
HELMUT’S STORY
We started hearing a month ago that there From the table another horrible scream
was something rotten in the Baron's court. comes from Fynn, but this is not the
I was in the area, so I was tasked with the scream of a human child, it is something
investigation, seeing the signs of demonic evil, old, otherworldly. Snapping his
corruption almost instantly. He took the restraints, Fynn sits up on the table. From
whore first because her home had the ill the stump of the severed right arm bursts
fortune of being on top of this place of fel forth a tentacle. His face is convulsing with
power. What the Castilian is doing down æther energy, his right eye bursting out of
here I am not sure. Help me to my feet we his head as it grows in size. Screaming
must stop him. again he lunges off the table into the fray.

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TITLE 16

16
Fynn attacks the closest character to him, as the plots around them become deeper and
even if that is the Castilian. Helmut turns his more insidious.
attention to his demon mutated child
screaming oaths about how the mutant must THE END….
be purged. All party members must take
another Resolve Test or suffer a level of peril. MUTATED FYNN
(Hard -20%) if they failed the first and C B A P I W F
(Challenging -10%) if they passed. 45% [5] 55% [5] 40% [4] 45% [5] 50% [4] 40% [6] 35% [3]
Int Mov DTh PTh Par Dod
Once the Castilian and Fynn have been +7 7 6 9 45% 40%
dispatched, the immediate issue of who was (12/18/24) (15/21/27)
kidnapping people has been solved. As soon Athletics +10 Education +10 Folklore +10 Intimidate
as he hits the ground the chaos energy inside +20 Resolve +20 Simple Melee +10
the Castilian starts to eat away at his body.
The flesh and cloth completely dissolve within ATTACK PROFILE
five minutes. Tentacle: 55% • Distance (melee engaged or 1 yard) •
Damage (5) • Reach • Pummeling • Vicious • Fast
Helmut, says you need to burn Fynn’s body,
TRAITS
what you tell the father is up to you. He has Foul Mutation Disease Ridden Grossly Paranoid
seen enough to know there is something Monstrous Bellow Natural Armor (1) Sanity Blasting.
horrible going on here. He will travel to
Alkerdof, the regions capitol, to rally a full-
sized inquisitorial raid. .

CONCLUSION
Upon returning to the town the characters are
free to tell Johann what happened to his son
or not. If you don’t tell him, after a few days
he starts to loudly blame the Baron and
vanishes. If you do tell him, he pays you and
falls into a depression, and is visited a few
times a day by Jandice.

The town seems to mourn for Helga and is


indifferent to Margot being killed, as she was
a strange outsider.

A calm has returned to Mullensburg, but it


isn’t one of peace but of anticipation, waiting
for the next tragedy to befall them. For now,
though, the party has done what they can.
They will soon be called upon to again step up

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TITLE 17

17 2
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