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The Wolf Within
Written by: Dawn Lewis
Artwork by: Steven Lewis
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∞ Contents ∞
Page 3
Introduction and Synopsis
While on their way to Middenheim the PCs rest over night at a small village called
Waldheim, but a quiet night is broken by the fear fuelled anger of a hunting party.
Page 4
A Warm Welcome
Page 4
A Rude Awakening
Page 5
Late Night Hunting
Page 6
Kill the She-Wolf
Page 6
Who to Heal?
Page 7
Fight or Flight
Page 8
Mix of Tracks
Page 8
Minotaurs Den
Page 9
Friend in Need
Page 10
Not Again
Page 11
Finding the Witch
Page 13
The Witches House
Page 14
Stop the Madness
Page 14
Here to Help
Page 16
One Possible Ending
Page 16
A Tail of Two Endings
Page 16
Trial by Fire
Page 18
In Defence of the Farm
Page 18
Inconsolable
Page 20
Carnage
Page 20
The Battle
Page 21
The Conclusion
Page 22
The Non Player Characters
Here are the profiles for the major human non-player characters with in the
adventure, feel free to photocopy the details and cut them out for ease of reference.
Page 23
Children of Ulric
Here are the profiles for the family of the Children of Ulric; again they have been
arranged so they can be cut out for ease of reference throughout the adventure.
Page 24
The Hunting Party
Here are the profiles for the other members of the parties hunting posy.
Page 25
Map of the Farm
To aid any fighting in the final scenes of the adventure, here is a map of the farm of
the Children of Ulric.
Page 26
Thanks, acknowledgements and dedications.
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And Finally
Introduction
or they can return to their room and go back to sleep
leaving the villagers to deal with the situation themselves.
If the PCs are not feeling very heroic and choose to go
back to sleep they will be rudely awoken within the hour
by the young girl begging for help to rescue her brethren.
If the heroic PCs decide to help the villagers in their quest
to rid the area of the nuisance wolf pack they will be put
with a small number of villagers and sent out into the
forest to search for and follow any wolf tracks.
This adventure is designed for characters in their first or
second career, and has been written in a descriptive style
that would allow a first time GM to get a feel of the
Warhammer world without having to do too much
additional work themselves. Having said that, an
experienced GM should be able to alter the adventure
without too much effort so that it presents more of a
challenge to advanced characters.
The adventure is set in the aftermath of the Storm of
Chaos and can be played during any journey to or from
Middenheim; the village involved is an inconspicuous one
and so can be placed at a suitable point along the journey.
Again, with a little work, the timing and setting can be
altered to suit a GMs needs.
While the PCs are on the trail of the wolves, they are
stopped dead in their tracks by a Minotaur charging out of
the forest. Before the PCs are able to decide whether to
run or fight a pack of wolves leap from the shadows and
attack the Minotaur drawing it away from the group.
Again the PCs are offered a choice; ignore the encounter
and continuing following the trail they were on, or follow
the fight deeper into the forest. Following the fight can
reveal a number of things, firstly that the wolves are
actually werewolves and in fact the legendary Children of
Ulric; secondly it is the Minotaur who has been taking the
villagers livestock and depleting the wildlife in the forest,
not the wolves.
The plot revolves around the youngest daughter of a
farming family who live outside the village. The family
are Children of Ulric, but the youngest girl showed none
of the werewolf signs that her brother and sister had as
babies, so her parents decided to leave her where the
villagers would find her in the hope that she could be
raised as a normal child. As anticipated, the baby girl was
discovered by the village woodsman and taken to the
village where a farming family adopted her and raised her
as one of their own; calling her Ulrica as she was found
with a pendant of Ulric round her neck. Unfortunately, 11
years on, her werewolf abilities start to manifest.
Dilemma! Do the PCs believe the story about “good
werewolves” or butcher all and burn their home to the
ground? Or do they aid the family in their hour of need?
Maybe upon discovering the truth they kill the Minotaur
but then will they be too late to stop the villagers from
making a dreadful mistake by killing the Children of
Ulric?
Synopsis
The adventure starts with the PCs arriving at the village of
Waldheim close to dusk on a night when Mannsleib is full.
They are able to find lodgings at the Felinfach Inn, which
is the only establishment in the village still open at such a
time of night. The Inn is busy and the PCs are able to
discover that the villagers believe there is a pack of wolves
in the area that keep taking their livestock. At this point it
is worth noting, however, that Waldheim is quite a
superstitious little village and the villagers’ attitudes
towards the PCs will reflect this. Although the Innkeeper,
Jorn, is welcoming and chatty to all, other villagers will
view any PCs who openly uses magic or who is dressed
oddly with suspicion. On the other hand, they will warmly
welcome any warriors or nobles, treating them with a good
deal of honour and respect after the events of the previous
months with the chaos incursion.
A Note from the Author
I have tried to cover a number of possible outcomes
depending on how the PCs react to the knowledge that
Ulrica and her blood family are werewolves. However, if
your players decide on a course of action that I have not
foreseen and not written for, there should be enough
material for you to slightly adjust one of the endings given
to suit the actions of the PCs. I hope you have fun playing
this adventure and welcome any feedback anyone wishes
to give me; I can be contacted on mogwy@talktalk.net .
During the night the PCs are woken by half the village
gathering in the street outside the Inn. The young adopted
girl has gone missing and some of the villagers have found
wolf prints within the village boundaries so believe that
the wolves have taken her.
The PCs have a choice; they can either join the rescue
mission to find the girl and kill the terrorising wolf pack,
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A Warm Welcome
neck, which can be identified as a symbol of Ulric with a
successful Intelligence Test , the difficulty of this test can
be modified by the GM depending on the PCs skills.
The PCs arrive in the village of Waldheim just before dusk
and are able to find lodgings at the Felinfach Inn, the only
place in the village still open so close to dark. The
Felinfach is run by a burley, red-faced man who looks to
be in his late forties. He will warmly welcome the PCs,
introducing himself as Jorn Reinchert, the Innkeeper. The
PCs will be shown to their room so they can store their
equipment away and Jorn will encourage them to join the
locals in the bar for some food and friendly conversation.
As the evening draws on the Inn will start to empty and
finally Jorn will lock up for the night sending the PCs to
their rented room if they have not already retired.
A Rude Awakening
The bar of the Felinfach is busy this evening, with many
locals enjoying the warmth of the fire and a good chat.
The PCs can make Easy +20 Gossip Tests to find out
what they are talking about. For each successful Gossip
Test roll once on the following table to see what rumour is
picked up, the truth of each rumour is given in parenthesis;
Just after midnight the PCs are disturbed by a raucous
outside the Inn, if they decide not to investigate they can
ignore the noise and go back to sleep (go to ‘ Not Again!’ )
If the PCs investigate the disturbance and step outside the
Inn they will nearly walk into the back of Jorn who is
engaged in a heated conversation with a balding middle
aged man. A quick look around shows that half the village
are gathered in the street listening to the exchange.
Roll
Rumour
Jorn :
“Don’t be absurd Casimir, tell everyone to go
back to their beds, Ulrica has probably found a
small dark hole to hide from her nightmares
again”.
1 Livestock has been going missing since the Chaos
Incursion. (True)
2 A pack of wolves has been terrorising the village
taking livestock at will. (False)
3 A pack of wolves has been seen prowling around
the forest in these parts. (True)
4 Meinholf Schaffer, the woodsman, believes
there’s something evil in the woods surrounding
the village. (True)
5 The youngest Mengle girl, Ulrica, has been
suffering dreadful nightmares for over a year now.
(True)
6 Father Reiner believes the young Mengle girl is
cursed and will bring misfortune to the village.
(False)
7 It is 12 years to the night since Meinholf brought
Ulrica back from the forest. (True)
8 The same thing happened to the village Kuseler,
first the livestock started disappearing; and then
one day everyone in the village vanished. (False)
9 Jorn Reinchert fought shoulder to shoulder with
the Graf at the Siege of Middenheim. (False)
10 There’s a strange, reclusive family that farm the
land about 3 miles out of the village, but they
never seem to have problems with livestock being
taken. (True)
Casimir : “I tell you there are wolf prints inside the
village. The beasts have taken her!”
Jorn :
“They’re probably just the prints of Meinolf’s
dog. After all, how are wolves going to have
got Ulrica out the village?”
Casimir : “They’re wolf prints Jorn! Now I ask you
again, will you help track the beasts and rid the
village of them once and for all?”
Jorn :
“No!”
Jorn turns to the gathered crowd and speaks with a loud
clear voice;
“And I suggest the rest of you go back home
and forget this silly idea of a hunt.”
Casimir : “My daughter is missing and I’m going to get
her back with or without your help!
Who’s with me?”
A cheer of ‘ Aye ’ ripples across the crowd.
Jorn :
“Wait ‘til morning; if Ulrica isn’t back by then
I’ll help you look for her, we’ll have a better
chance of following a trail in the light of day”.
Allow the PCs to interact comfortably with the villagers;
they can even partake in a game of chance with Jorn if
they wish. Introduce the PCs to Ulrica as she serves them
any food or ale ordered. She is a well-built young girl but
her developing figure shows a beauty in the making. She
has quite a plain face with long dark hair, but when she
smiles her dark eyes sparkle. A Routine +10 Perception
Test will reveal a silver wolf’s head pendant around her
Casimir : “Go back to bed Jorn! We’ll find Ulrica and
destroy the beasts without you help!”
Casimir turns to the crowd and shouts “Lets go!”
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Jorn shakes his head, turns and walks back into the Inn
past the PCs.
Perception Test will allow any PC with the Follow Trail
Skill to identify the path that the wolf took into the forest,
once inside the trees regular successful Challenging -10
Perception Tests are required to remain on the trail
because only a small amount of the moons light manages
to filter down to the forest floor, the torches therefore
provide the main light with which to follow the creatures
trail.
If the PCs decide to join the villagers on the hunt proceed
to ‘Late Night Hunting’ .
Should the PCs decide to leave the villagers to their hunt
and head back into the Inn, they will get no explanation of
the events outside for Jorn, who will head straight to his
private quarters. Any PC who looks back outside will see
the last of the crowd heading towards the village gates.
The PC’s can return to their room at this point and go back
to sleep if this happens then go to ‘ Not Again!’
Hugo Hofsetter is a lot more unsettled in the forest than
the rest of the villagers; use his fear and overly heightened
senses to unsettle the group with sudden comments like;
“What was that?” and “Did you hear that?”
Late Night Hunting
As the group moves deeper into the forest you can use
some or all of the following encounters to further unsettle
the would-be hunters.
The PCs find everyone gathered at the village gates with
Ulrica’s father coordinating the hunt.
Forest Encounters
Casimir :
“We will split into small groups and pick up
the wolves trail outside the village. Each
group needs an archer with them, then, if
you find the wolves den and don’t think you
can take them out alone, send up a lit arrow
as a signal and we’ll all make our way to
you. Not only will we be able to save my
daughter, we’ll also destroy the beasts who
keep taking our livestock. If everyone is
ready, let’s light the torches and get on with
the hunt!”
1 The leaves of the undergrowth around the group
rustle as if they are being tracked themselves.
2 A wolf howls in the distance and as it does a cold
wind blows through the trees parting the leaves
briefly to allow Mannsleib’s light to briefly
illuminate their path.
3 As the leading character (this can be one of the
PCs or a NPC depending on how the group has
formed along the trail) glances up ahead to see a
pair of eyes reflecting in the torch-light, it is only a
deer, but allow the PCs to believe it may be
something worse before it darts off into the
undergrowth, spooked by their presence.
4 An owl, disturbed by the PCs walking past,
swoops from the branch of a tree, squawking as it
fly’s over top of the party so low that they can feel
the air movement from the beat of its wings.
For a simple farmer, Casimir has a lot of respect from the
villagers and apart from a couple of questions of
clarification everyone quickly splits into small groups,
each with at least one archer and a number of torches.
Steadily the groups leave the village and make their way
towards the edge of the forest, heads down looking for
tracks to follow.
The PCs have ended up in a group with four other men,
two archers who have introduced themselves as brothers
Hagar and Hugo Hofstetter, who look to be in their late
twenties. And two older men, who look to be mid to late
forties, Erhl Naubhof, who is carrying a poor quality
sword and Deitlef Reiss who has a large, old, woodsman’s
axe slung over his shoulder.
Deitlef Reiss can be used to enhance the tension of the
group. Being the oldest of the villagers and an ex-
woodsman, he will talk of all the local folk tales of the
forest, of men walking like beasts and beasts like men. Of
ungodly screams echoing out over the tree tops and of
dark rituals performed by witches when the moon was full.
A successful Average Fellowship Test will allow any one
of the PCs to take charge of their small hunting party
(adjust to Routine +10 if the character has the Command
skill). However, if none the PCs are so inclined, Deitlef
Reiss will assume the roll of group leader.
Deitlef: Some folks say there’s still an old hag living
in the depths of this forest preying on anyone who
strays from the road. They say the witch makes
gruesome trophies of her victims, drinking from their
skulls and turning their flayed skin into her bedding.
Mannsleib is full so a Routine +10 Perception Test will
allow the group to pick up a wolf trail close to the edge of
the forest. There are many tracks around the village and
the other hunting parties have all disappeared into the
forest heading in different directions. An Average
Suddenly, through the restless noise of the night time
forest, a heavy clatter of hooves can be heard coming
through the undergrowth towards the party. In the fringe
of the torchlight something quickly crosses the path then a
massive creature bursts through the trees onto the track
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