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KNIGHTS OF THE BLACK CROSS 1

KNIGHTS OF THE
BLACK CROSS
An introductory adventure story for

Dark Ages: Vampire


Hello there, and thank you from White Wolf Publishing for
participating in this introductory event for our newest roleplaying
game, Dark Ages: Vampire. If youre not already familiar with us
or with our Dark Medieval setting, Dark Ages: Vampire is a core
rulebook in the tradition of our flagship production, Vampire:
The Masquerade. It uses our d10 storyteller system to help groups
of inspired individuals create interactive tales of epic horror that
take place in medieval Europe. The game itself is scheduled for
release in July of this year, but giving you this story now gives you
the chance to drum up some early interest among your friends and
customers. (Not to mention the fact that it gives us a chance to
show off this slice of a greater product were all very proud of.)
So lets get started. This packet includes everything you need
to run this story, from pre-generated character sheets to easy-to-
swallow explanations of the game systems used at each point in
the action. The bold, capitalized directions in the brackets are
addressed to the Storyteller (i.e., the person wholl be running
the game, narrating the scenes and representing the background
characters), giving him tips on how to tell the story smoothly, and
the various choices that characters might end up making over the
course of the story have been accounted for inasmuch as our
powers of prediction allow. The only things you need to provide
to get you started are pencils, perhaps some scratch paper if your
players want to take notes on the events, and enough 10-sided
dice for everyone to share.

2 DARK AGES:
DARK VAMPIRE
AGES:
VAMPIRE
The Plot in Brief castles smiths and armorers are working frantically. Even
the horses and livestock seem skittish and anxious. Over-
head, clouds are rolling in from the east, bringing the
This story, Knights of the Black Cross, is set in AD sound of faraway thunder and intermittent flashes of
1230 at Bran Castle in Kronstadt, Hungary. It details the lightning to mirror the growing anxiety on the ground.
exploits of five vampire knights who are acting at the Before you can investigate the cause of all this agitation,
behest of an older, very powerful vampire lord. He com- though, a captain of the castle guards approaches you,
mands them to trek into the dangerous forest buffer zone with several other knights at his side.
between his army and that of his ancient enemy, where Knight of the Black Cross, he says.
they will gather intelligence data vital to his war effort. In
You must come with me at once. Lord Jrgen bade
so doing, though, they are given reason to suspect treach-
me collect you and escort you to him. No questions, now,
ery against their lord, and they must play a dangerous
this is urgent. Come.
game of deciding whom to trust. Then, once all is said and
done, they must make their way back to the safety of their The captain then leads you across the castles bus-
castle and report on what theyve found. tling courtyard and into the castle proper. You follow him
through echoing stone corridors to a small, torch-lit
This story has room for two to five players, and weve
chamber where Lord Jrgen himself is waiting for you on
included five pre-made characters two of which are
the other side of a heavy wooden table. Jrgen is a tall,
vampiric wilderness scouts, the rest of whom are vampiric
powerful-looking man with blond hair, broad shoulders
men-at-arms and requires one bold, confident soul to
and striking blue eyes. He is wearing full chain armor with
take the reins of Storyteller. Once youve gathered play-
a belted white tabard over it, as well as thick leather
ers, set aside an hour and a half (maybe two) and get ready
gloves and boots. A stark black cross upon his chest
to take a glimpse into the dangerous world of the undead.
dominates the center of his tabard. An enormous and
It is a time of strife, a time of tragedy and a time of
ornate broadsword hangs at Lord Jrgens hip, and one of
sweeping change. But at the same time, it is also an era of
his hands rests on its pommel. This man radiates an aura
adventure and opportunity, when all one needs is the will
of command that makes him seem invincible, as if he
and the strength to take up arms in the darkness and seize
could never possibly fall in battle. He dismisses the
his dark, eternal birthright for himself.
captain before turning to speak to you.
Background Fellow knights of the Black Cross, he says to
you.Thank you for coming so quickly. Let me welcome
[THE FOLLOWING PASSAGE HAS ALSO you personally to Bran Castle. Lucretia von Hartz speaks
BEEN PROVIDED TO YOUR PLAYERS. highly of you in our correspondence. She feels that you
YOU DO NOT NEED TO READ IT ALOUD, will serve me well in our crusade against the demonic
BUT YOU SHOULD FAMILIARIZE fiends who oppose us here. In fact, the time has come for
YOURSELF WITH ITS CONTENTS.] you to prove to me that her faith in you is well founded.
I have chosen you to undertake a mission of critical
Meeting Lord Jrgen importance. Are you ready to prove yourselves to me and
the rest of your sword-brethren?
the Sword-Bearer Lord Jrgen does not wait for your answer, certain of
The year is AD 1230. You are a Teutonic Knight of your agreement, and you let him continue uninterrupted.
the Order of the Black Cross a secret order of vampire Excellent. Now, you may have noticed that your
knights operating within the greater Teutonic Order. fellow soldiers seem ill at ease of late. They are anxious
You have been stationed at heavily fortified Bran Castle because a great battle against our foe looms on the
located on a high hill overlooking a dark, forbidding horizon. The monstrous vampire-fiend Vladimir
forest in the wilderness of Kronstadt, Hungary. You are Rustovitch has raised an army of men, vampires and
part of an army of vampires and men, led by an old and inhuman monstrosities against us, and he means to drive
powerful vampire known as Lord Jrgen the Sword- us out once and for all.
Bearer. You are recently arrived from your orders But know this, my sword-brethren, I will not be chased
headquarters in Magdeburg, Germany, and you come out of this castle or out of this country, not by man nor king
highly praised and recommended by the orders second- nor demon-fiend. We have all worked too hard these many
in-command, Lucretia von Hartz. years to turn back now, and I say we fight for this land and
You awake night after your arrival at Bran Castle to domain we have earned by right of arms. That is why I have
find many of your fellow soldiers in a state of excited summoned you tonight. I have received word from a spy in
agitation. The castles defenses are being checked and Rustovitchs camp that preparations for a major, conclusive
double-checked, and there are more guards in evidence offensive are underway, and that Rustovitchs army plans to
on the walls than usual. Mortal scouts are being sent out attack us in one weeks time. My spy has gathered informa-
and reporting back twice as frequently as usual, and the tion on the planned assault that could prove crucial to our

KNIGHTS OF THE BLACK CROSS 3


victory perhaps even our survival. He is planning to
break away from Rustovitchs camp tomorrow night and
make his way here to report to me.
Scene One
The wilderness between Rustovitchs camp and
ours is arduous and heavily contested, and my spy does not
The Woods
trust his wilderness survival skills enough to make the [BEFORE YOU BEGIN, ASK THE PLAYERS
entire trek alone. I need you to make your way in secret to IF THEY HAVE ANY QUESTIONS THAT
a rendezvous point, meet up with my spy and guide him YOU ARE ABLE TO ANSWER. WHEN
back safely to deliver the intelligence he has gathered. I EVEYONE IS READY, HAVE EACH
know some of you are excellent scouts and all of you are PLAYER TAKE A MOMENT TO SAY HIS
able, valiant men at arms. I can spare no men to aid you, CHARACTERS NAME AND DESCRIBE
but I promise you great rewards should you succeed. So WHAT HIS CHARACTER LOOKS LIKE.
what say you? Can you be prepared to leave tomorrow THEN BEGIN THE SCENE BY READING
night, one hour after sunset? THIS ALOUD TO YOOR PLAYERS.]
This is a simple enough task, and it takes you only a The woods are thick and dark, but you know that you
moment to agree to Lord Jrgens request. must get moving quickly. The scouts are the only mem-
Very well. I will see that you are given new weapons bers of the group who have seen the map. You are relying
and armor, supplied with maps of the forest in which your on them to lead the way to the rendezvous point.
rendezvous will take place, and given your fill of fresh [GIVE THE CHARACTERS A FEW MINUTES
blood for the hard work ahead. May Gods grace be upon TO INTERACT AND GET THEMSELVES
you, my knights of the Black Cross. All of your sword- ORGRANIZED. IF THE PLAYERS NEED HELP GET-
brethren are counting on you. Do not let us down. TING STARTED, OR WHEN THE CHARACTERS
Lord Jrgen then nods gravely and raps on the table ARE READY TO ENTER THE WOODS, CONTINUE
with his knuckles. The captain of the guards who led you WITH THE STORY].
here reenters the room and escorts you out. Now, at this point, I need the scouts to make Intel-
ligence + Survival rolls in order to remember the way to
The Woods the rendezvous point and lead the way there.
The next night, you awake well rested and find the [HAVE THE PLAYERS IN QUESTION
other soldiers at Bran Castle as excited and edgy as they INDEPENDENTLY ROLL A NUMBER
were the night before. You are allowed to drink your fill of OF DICE EQUAL TO THEIR
blood in preparation for your mission, and once you have INTELLIGENCE + SURVIVAL RATINGS
finished, you are outfitted with new weapons and a suit of AGAINST A DIFFICULTY OF 6.
chain mail that is as light as leather armor, and which has
been designed to make as little noise as possible while THEN, BEFORE YOU TELL THEM WHAT
youre running through the woods. The scouts are allowed HAPPENS, SEE IF THE SCOUTS RESULTS
half an hour to commit the maps of the surrounding forest DISAGREE. IF THEY DISAGREE (IF, FOR
and the directions to the rendezvous point to memory. INSTANCE, ONE HAS ROLLED SUCCESS-
Youre not allowed to carry the maps with you because they FULLY WHILE THE OTHER HAS FAILED),
also mark important ambush sites and troop placements, HAVE THE CHARACTERS CHOOSE FOR
which could be harmful if they fell into Rustovitchs hands. THEMSELVES WHICH SCOUT WILL LEAD
The captain of the guards who led you to Lord Jrgen THEM. (FOR EASE OF GAME-PLAY EN-
last night takes you and your companions to the edge of COURAGE THEM NOT TO SPLIT UP, AS
the woods and gives you one final briefing. IT WOULD BE TOO DANGEROUS AND
Now remember, knights, he says. Lord Jrgens LESS TIME-EFFICIENT TO DO SO.)
not asking much of you. Just go to the rendezvous point REMIND THEM, THOUGH, THAT THEY
and wait there. Our spyll meet you there and show you a CANNOT CHOOSE BASED ON THE DICE
sign hes Jrgens man, loyal to the Black Cross. When ROLLS. THE ROLLS DETERMINE HOW
you find him, get him here without letting any of THINGS ARE GOING TO END UP, NOT
Rustovitchs men find him. Simple as that. Just remember HOW THEY SEEM LIKELY TO END UP
to keep quiet and try to stay hidden. These woods are full BEFORE THEY EVEN BEGIN.
of wolves and men and worse, and dont none of em want ENCOURAGE THE PLAYERS TO ROLE-
you there. Stay sharp and alert if you want to make it back PLAY THEIR WAY TO A DECISION. ONCE
here no more dead than you already are. THE CHARACTERS HAVE DECIDED, THE
RESULTS ARE AS FOLLOWS:]
With that, the captain laughs a spitefully and leaves
you and your fellow knights alone at the edge of woods, to
face whatever dangers lie within.

4 DARK AGES: VAMPIRE


Success CAN USE AUSPEX OR PROTEAN
TO SEE IN THE DARK.]
[READ THIS PART ALOUD TO
Recalling the details of Lord Jrgens maps with
YOUR PLAYERS, BUT DIRECT IT
practiced ease, you lead your comrades into the eerie and
TOWARD THE SCOUT CHARACTERS.
forbidding forest. The thick canopy of gnarled, twisted
REMIND THE PLAYERS THAT THIER
branches overhead blocks out even the scant light of the
CHARACTERS CAN USE AUSPEX OR
moon through the clouds, but your heightened vampiric
PROTEAN TO SEE IN THE DARK.]
senses penetrate the darkness handily. Your comrades
Recalling the details of Lord Jrgens maps, you lead cant see as easily or as far, but they follow you confidently.
your comrades into the eerie and forbidding forest. The After half an hour, though, you realize that you might
thick canopy of gnarled, twisted branches overhead blocks have made a mistake when you emerge from the woods
out even the scant light of the moon through the clouds, facing Bran Castle, no less than two hundred yards from
but your heightened vampiric senses penetrate the dark- where you left.
ness handily. Your comrades cant see as easily or as far,
[AT THIS POINT, ASK IF THE
but they follow you with confidence.
SCOUTS ADMIT THEIR MISTAKE
[NOW SKIP DOWN TO TO THE OTHER CHARACTERS, AND
WHERE IT SAYS NEXT...] GIVE THE PLAYERS A MOMENT TO
ROLEPLAY. TO ENCOURAGE
Failure INTERACTION, YOU MIGHT HAVE
THE OTHER PLAYERS ROLL
[READ THIS PART ALOUD TO YOUR PERCEPTION + SURVIVAL TO NOTICE
PLAYERS, BUT DIRECT IT TOWARD THEY HAVE GONE IN A CIRCLE BEFORE
THE SCOUT CHARACTERS. REMIND ALLOWING ONE OR BOTH OF THE
THE PLAYERS THAT THIER
SCOUTS TO RE-ROLL INTELLIGENCE +
CHARACTERS CAN USE AUSPEX SURVIVAL, DIFFICULTY 8. IF THIS
OR PROTEAN TO SEE IN THE DARK.] CYCLE REPEATS ITSELF, HAVE THE
The details of Lord Jrgens maps are somewhat hazy SCOUTS MAKE THE ROLL AGAIN,
to you. You remember certain landmarks and the basic INCREASING THE DIFFICULTY BY ONE
direction you should be going in, but this forest is uncom- EACH TIME (HOLDING STEADY AT 10).
fortably eerie. The thick canopy of gnarled, twisted REPEAT THIS PROCESS UNTIL THEY
branches overhead blocks out even the scant light of the ROLL SUCCESSFULLY, THEN READ THE
moon through the clouds, throwing everything into TEXT UNDER SUCCESS. REMIND YOUR
unwelcoming shadow. Maybe if you drew out a rough PLAYERS THEY CAN SPEND WILLPOWER
sketch of the map in the dirt... FOR AN AUTOMATIC SUCCESS.]
[AT THIS POINT, ALLOW ONE OR
BOTH OF THE SCOUTS TO RE-ROLL
INTELLIGENCE + SURVIVAL, BUT
Next...
AGAINST A DIFFICULTY OF 7. IF THIS [READ THIS PART ALOUD]
CYCLE REPEATS ITSELF, ALLOW THE
As youre on your way, the forest closes in around you,
SCOUTS TO MAKE THE ROLL AGAIN,
seeming to swallow you into the belly of some rough beast.
INCREASING THE DIFFICULTY BY ONE
Once youre out of earshot of Bran Castle, you begin to
EACH TIME (HOLDING STEADY AT 10).
realize just how isolated and cut off from any reinforce-
HAVE THEM REPEAT THIS PROCESS
ments you actually are. The more you think about it, the
UNTIL THEY ROLL SUCCESSFULLY,
more you notice unidentifiable sounds in the distance,
THEN READ THE TEXT UNDER
seemingly coming from all around you. It may be simple
SUCCESS. REMIND THE PLAYERS
nocturnal animals going about their business or the sound
THAT THEY CAN SPEND A WILLPOWER
of some hapless peasant whos wandered too deep into the
FOR AN AUTOMATIC SUCCESS.]
forest away from home, but it reminds you of what the
captain said about keeping quiet and staying hidden.
Botch Now, I need everyone to make a Dexterity + Stealth roll.
[READ THIS PART ALOUD TO YOUR [HAVE THE PLAYERS INDEPENDENTLY
PLAYERS, BUT DIRECT IT TOWARD THE ROLL DEXTERITY + STEALTH, DIFFI-
SCOUT CHARACTERS. REMIND THE CULTY 6. WHAT HAPPENS NEXT IS
PLAYERS THAT THIER CHARACTERS VERY MUCH AN ALL-OR-NOTHING
SITUATION. IF mALL OF THE PLAYERS

KNIGHTS OF THE BLACK CROSS 5


SUCCEED ON THIS ROLL, BEGIN YOUR Botch
NARRATION FROM THE SUCCESS
POINT. IF ANY ONE OF THEM FAILS ON [READ THIS PART ALOUD TO YOUR
THIS ROLL (EVEN IF ALL THE OTHERS PLAYERS, BUT DIRECT IT ESPECIALLY
SUCCEED), BEGIN AT THE FAILURE TO THOSE WHO BOTCHED THEIR DEX-
POINT. HOWEVER, IF ANY ONE OF THEM TERITY + STEALTH ROLLS]
BOTCHES THE ROLL (REGARDLESS OF As one, you all exchange a look and a series of
ANY OTHER SUCCESSES OR FAILURES), military hand signals then nod knowingly. With the
SKIP DOWN TO WHERE IT SAYS scouts in the lead, you proceed in single-file, trying to step
BOTCH AND START READING THERE.] only on tree roots, broad stones and hard ground. Thats
easier said than done, though, considering how dark and
Success dense the forest has grown with the setting of the sun. You
find yourself becoming separated from the group.
[READ THIS PART ALOUD
TO YOUR PLAYERS.] In your hurry to catch up so you dont lose your com-
rades entirely, you jump from a patch of hard dry ground to
As one, you all exchange a look and a series of what you think is a flat rock. That rock, however, is
military hand signals then nod knowingly. With the actually a dead, hollow log, and the rotten wood disinte-
scouts in the lead, you proceed in single-file, stepping grates beneath your feet with an echoing CRUNCH!
only on tree roots, broad stones and hard ground. The Everyone freezes momentarily, and the sound of something
strange alien sounds in the forest fade away to the rear as dashing through the underbrush in your direction suddenly
you disappear into the shadows and continue on with surrounds you. Before you can figure out exactly which way
your mission. the sound is coming from, four beasts explode from the
[NOW YOU MAY SKIP AHEAD underbrush all around your coterie. The beasts are each half
TO SCENE TWO] as large as a man and completely hairlesstheyre like no
living creatures God created. They appear to be demonic
hybrids of wolves and enormous spiders, and their battle cry
Failure is an unearthly trill. They lunge forward on too many legs,
[READ THIS PART ALOUD TO YOUR snapping wickedly fanged mandibles at you indiscriminately.
PLAYERS, BUT DIRECT IT ESPECIALLY Despite your momentary lack of grace, youre all too
TO THOSE WHO FAILED THEIR DEXTER- well trained to scatter and run away. You know that your
ITY + STEALTH ROLL] best bet is to fight.
As one, you all exchange a look and a series of [NOW SKIP DOWN TO WHERE IT SAYS
military hand signals then nod knowingly. With the COMBAT WITH THE BEASTS]
scouts in the lead, you proceed single-file, trying to step
only on tree roots, broad stones and hard ground. Thats
easier said than done, though, considering how dark and COMBAT WITH THE
dense the forest has grown with the setting of the sun.
Almost inevitably, it seems, you put a foot wrong and BEASTS
step onto a dry, dead stick. The stick breaks with a sharp
[DONT READ THIS NEXT PART ALOUD
snap! All of you freeze momentarily, and the sound of
TO YOUR PLAYERS WORD FOR WORD.
something dashing through the underbrush in your
WHAT FOLLOWS IS A QUICK PRIMER
direction catches your ears. Before you can figure out
FOR HOW THE STORYTELLER SYSTEM
exactly which way the sound is coming from, a pair of
HANDLES SMALL-SCALE COMBAT
beasts explodes from the underbrush right in the middle
SCENES. MOST OF THIS INFOMRATION
of your coterie. The beasts are each half as large as a man
IS ALSO COVERD IN THE INTRODUC-
and completely hairlesstheyre like no living creatures
TION, AND IT IS ALL DSUMMARIZED IN
God created. They appear to be demonic hybrids of
THE COMBAT CHEAR SHEET AT THE
wolves and enormous spiders. They lunge forward on too
END OF THE SECTION. THE COMPLETE
many legs, snapping wickedly fanged mandibles at you
COMBAT SYSTEM COVERED IN THE
indiscriminately.
DARK AGES: VAMPIRES CORE
Youre too well trained to scatter and run away. You RULEBOOK INTRODUCES A HOST OF
know that your best bet is to fight. POTENTIAL TRICKS AND COMPLICA-
[NOW SKIP DOWN TO WHERE IT SAYS TIONS THAT ADD MORE ELEMENTS OF
COMBAT WITH THE BEASTS] REALISM TO A COMBAT SCENE, BUT
WERE JUST USING THE BASICS FOR
THE PURPOSES OF THIS DEMO.]

6 DARK AGES: VAMPIRE


Combat When someone is hit, have him roll a number of dice
equal to his Stamina rating, plus his rating in the Forti-
Combat itself is fairly simple. First, have everyone roll tude Discipline (if he has one), plus any armor he might
a single d10 in order to determine initiative. You also roll be wearing. The chain mail armor the characters are
a d10. Now, tell the players to check their character sheets wearing adds 3 dice to this roll because the beasts inflict
and add the number they just rolled to the total of their lethal damage. This roll does not constitute an action for
Dexterity + Wits rating. (They merely add these ratings the purposes of initiative. It occurs any time a character
together for the purpose of initiative, rather than rolling is hit by an attack. The difficulty is 6, so every die that
as many dice.) In this scene, add three to your die roll. shows a 6 or higher is a success. This roll is called the soak
These initiative results determine who goes first in roll, and it reflects the characters resistance to injury.
each turn. Whoever has the highest initiative result acts
first, then everyone else proceeds in descending order. If
combat is still in progress after everyone (including you)
Hang in there....
has taken an action, start over again at the highest Now, have the attacker compare the number of
initiative number and repeat as necessary until combat is successes on his damage roll to the number of successes
over. Use the number you rolled as the initiative score for the defender rolled on his soak roll. Each success on the
all of the beasts in this scene (be it two or four). soak roll cancels out one success on the damage roll. If
Now, as each characters initiative turn comes up, he there are any damage roll successes left over after that,
has two options. First, he can wait for one of the beasts to each one inflicts one health level of damage on the
attack then try to dodge out of the way. Even if his defender. If a character sustains more levels of damage
initiative number is higher than that of an attacking beast than he has health levels available, he collapses to the
(meaning he should go first), a character can wait to ground. If another attack then inflicts one more health
dodge until the beasts initiative number comes up to level of damage on him, the vampire enters torpor or the
attack. If the characters number comes up after the beast is destroyed.
beasts, he can still attempt to dodge the beasts attack
during the beasts turn. If he does so, though, he gives up The Beasts
his later place in the initiative order until thenext time it Their important ratings are as follows:
comes around in the combat. Attack: six dice, Damage: six dice, Soak: five dice,
To dodge, a player rolls his characters Dexterity + Initiative: 1d10 + 3, Health Levels: six, Blood: three
Dodge. The difficulty of this dodge roll is 6, which means As far as tactics are concerned, the beasts that attack
that every die that comes up 6 or higher is considered a the characters in this scene arent terribly sophisticated.
success. The player whos dodging then compares his Each one picks one target and tries to bite him, thus
number of success against the number of successes his inflicting lethal damage. (Choose at random which char-
opponent achieved on his attack roll (see below). If the acter each beast attacks, but dont double up beasts on any
defender has more successes dodging, he gets safely out of individual character.) The beast will not dodge, nor will
harms way. If the attacker has more successes, the dodger it run away if it is wounded. It will only attack. It will do
isnt quite so lucky. so until either it is killed or its target falls down dead.
If the character doesnt want to dodge, he can choose Should its target fall down dead, it will try to drag the
to attack (which he can only do during his place in the incapacitated body away to devour at leisure. Remember
initiative order). To do so, have the player roll a number though, you dont want your characters to die before they
of dice equal to his Dexterity + Brawl ratings (for a punch, even get started, so if the characters are having trouble
kick or vampire bite) or his Dexterity + Melee ratings (for winning against the beasts, you can always reduce the
an attack with a weapon). The difficulty of the attack roll number of dice you are rolling.
is 6, which means that at least one of the dice has to come
up showing a 6 or higher for the attack to hit. (Or, as The Aftermath of the Combat
above, the attacker must roll more successes than the
In theory, these beasts should not prove much of a
character whos dodging rolled to dodge.)
threat for the players characters. Even in the four-on-five
If the attack hits, have the attacker then roll a battle, the characters should be able to win through with
number of dice equal to his characters Strength rating only a little effort. Now, of course, they might have gotten
plus an additional number of dice that varies according to scratched up a bit (i.e., taken a few health levels worth of
what type of attack the character is using. Refer to gear damage), but heres where its good to be a vampire.
chart for the number of dice to add. The difficulty of this Before the characters proceed, inform the players that
damage roll is 6, so any die that comes up 6 or higher is their characters can take this opportunity to heal them-
considered a success. If the character has a rating in the selves of any damage they might have taken. They can do
Potence Discipline, add a number of successes equal to so by spending oneblood point from their blood pool (at the
that rating automatically to the total he rolled. Each bottom of the character sheet). One blood point heals
success has the potential to inflict one level of damage.

KNIGHTS OF THE BLACK CROSS 7


one level of damage, and the character can spend as many ambush. If any of you want to try to identify the creatures,
blood points to heal levels of damage as he wants (pro- make an Intelligence + Occult roll. The difficulty is 7.
vided he doesnt run entirely out of blood, that is). Should [THE RESULTS ARE AS FOLLOWS.
any one of the characters be especially wounded, he can READ THE APPROPRIATE ONE AS THE
even add to his blood pool by drinking blood from one or CHARACTERS ROLL DICTATES.]
more of the dead beasts hes killed. The beasts have a
number of blood points in them equal to the rating listed
above. The beasts, however, cannot use these blood Success
points to heal themselves, since they arent vampires. This beast, you realize, was once a wolf or a mastiff
that was tortured, warped and physically reconstructed
through an awful supernatural power possessed by the
Combat Summary: The Beasts vampire fiends under Rustovitchs command. Theyve
Determine initiative: Add Wits + Dexterity + been known to create and use beasts like this as hunting
1d10 for the players. The beasts initiative is 1d10 + animals and scouts, so its good you destroyed these so
5 (roll once and use the same number for all the handily. You realize, though, that youd probably better
beasts). carry on with your mission before any more show up.
Have the players declare blood and Will-
power expenditures and Discipline activation. Give Failure
them a moment to figure out what their characters This wretched thing looks like it could once have
can do. been a wolf or hunting dog, but you have no idea what
Highest initiative acts first, then in descend- turned it into the monstrosity you see before you. Hope-
ing order. Resolve each players action before moving fully there arent any more out there prowling around. In
on to the next. A character using Celerity takes his fact, you realize youd probably better get going, rather
first action on his initiative turn; all other actions than sticking around to find out.
take place at the end of the turn.
One action/turn, except when using Celerity. Botch
Characters have the option of dodging (parrying) This can be naught but the spawn of Satan, conjured
or attacking. Bests will only attack, and they inflict to Rustovitchs dire service through some infernal pact!
lethal damage. Youve prevailed against them this time by the grace of
Rolls: the Black Cross, but you had best keep moving, lest
Dodge: Dexterity + Dodge Rustovitch send more of them after you.
Parry: Dexterity + Melee [AT THIS POINT, YOU CAN PROCEED ON
Unarmed Attack: Dexterity + Brawl TO SCENE TWO . IF, HOWEVER, YOURE
Armed Attack: Dexterity + Melee A REAL SADIST OR YOUVE STILL GOT
Resolve actions. PLENTY OF TIME ON YOUR HANDS, YOU
1. Roll for action. CAN FORCE EVERYONE TO ROLL DEX-
TERITY + STEALTH AGAIN AND
2. Roll for damage, if necessary. Include
PROCEED FROM WHERE IT SAYS
extra dice or successes from weapons or
NEXT... ABOVE. IF YOU WANT TO
Disciplines.
BE A LITTLE NICER, YOU CAN REQUIRE
3. Roll to soak damage, if necessary. THIS ROLL OF ONLY THOSE WHO
Include extra dice from armor and DIDNT SUCCEED ON THE INITIAL
Disciplines. DEXTERITY + STEALTH ROLL.
4. Record damage on Health chart. OTHERWISE, JUST GO STRAIGHT
Resolve Celerity actions, as above. TO SCENE TWO.]
Remember: Spending blood and Willpower, acti-
vating Disciplines and soaking damage are not actions!
Scene Two
Now...
[ONCE THE COMBAT SCENE IS OVER, Dark Encounter
READ THE FOLLOWING ALOUD [READ THIS PART ALOUD
TO THE PLAYERS.] TO YOUR PLAYERS.]
As the heat of combat fades, an eerie hush falls over Without further excitement, you make your way to
your immediate surroundings, letting you know that the rendezvous point. It is a clearing in the dense forest
there arent more of the hellish beasts lurking for another with an enormous stone on one side, surrounded by

8 DARK AGES: VAMPIRE


gnarled, ugly trees. Overhead, all you can see are clouds. [REGARDLESS, GIVE THE PLAYERS A
Although its taken you a little longer than expected to CHANCE TO DIGEST THIS INFORMA-
reach this place, you find the clearing deserted. The only TION. HOPEFULLY, THIS SIGN OF THE
sign of life is a large black crow perched on top of the stone BLACK CROSS WILL REMIND THEM OF
across the clearing from you. WHAT THE CAPTAIN AT BRAN CASTLE
As you enter the clearing, the crow looks up from the TOLD THEM ABOUT HOW TO RECOG-
corpse of whatever its picking at, regards you with an NIZE LORD JRGENS SPY. ONCE THEY
uncanny appearance of intelligence, then flies away into MAKE THIS CONNECTION, READ THIS
the shadows. Silence descends on the clearing and re- NEXT PART TO THEM.]
mains unbroken for several long minutes. Nagy closes his hand, and the black cross disappears.
[PAUSE HERE BRIEFLY TO GIVE THE He then looks around nervously once again and takes a
PLAYERS A CHANCE TO LET THEIR couple of steps toward you.
CHARACTERS WHISPER NERVOUSLY You recognize the black cross, he says. That makes
OR WONDER WHERE THEIR SPY you Lord Jrgens men, yes? The ones he sent to get me
CONTACT IS. DONT LET THE MOMENT back to him safely through these demon-haunted and
DRAG ON TOO LONG, BUT GIVE THEM God-forsaken woods. Thats good then. I have intelligence
A SECOND TO ROLEPLAY IF THEY SO on Rustovitchs army and his plans to use them. He intends
DESIRE. THEN CONTINUE READING.] to storm Bran Castle in one weeks time, as I last reported,
Eventually, though, you hear quiet footsteps approach- so I must warn Lord Jrgen about what forces to expect and
ing from the other side of the stone, and a slight, tentative be prepared to defend against. But we should hurry.
figure comes forward from the woods. He is dressed in the He then regards the crow perched on his shoulder,
dirty uniform of one of Rustovitchs infantrymen, but he and the two of them stare into each others eyes. The man
wears no armor and carries no weapon. On his left shoul- squawks something unintelligible, and the crow responds
der, a large black crow is perched. The man stays close to with a similar sound. It then nods once, hops from the
the stone, seemingly ready to bolt at the first opportunity. mans shoulder and flies away into the forest. When the
Stay your hands sword-knights, the man whispers crow is gone, the man turns back to you even more
urgently. My name is Nagy, and I believe we are allies. I know nervously than before.
what my clothes make you think, but Vladimir Rustovitch is All right, then, he says. Thats done with. I com-
not my master. I and my true master revere this symbol. manded him to watch for you while I waited, and now Ive
He extends a trembling hand toward you palm-up and sent him ahead to make sure our way out of here is safe.
concentrates intently for a moment. Before your eyes, the Now lets get back to Bran Castle before Rustovitchs men
image of a black cross appears in the air above his palm and realize Im gone. He pauses, fidgeting and looking around
rotates slowly in place. If anyone wants to take a guess at for a second, then says, Whats the matter? Why are you
how hes making that happen, roll Intelligence + Occult. just looking at me like that? Dont you trust me?
Now, if any of you actually have any reservations
[IF ANY OF THE PLAYERS ARE SO
about trusting Nagy, or if you arent sure if hes telling the
INCLINED, COMPARE THE RESULTS OF
truth, theres a roll you can make to try to gauge his
THEIR ROLL AGAINST A DIFFICULTY
honesty. Otherwise, we can just carry on from here.
OF 7. THE RESULTS ARE AS FOLLOWS:]
[IF THE PLAYERS JUST CHOOSE TO
CARRY ON, PROCEED TO WHERE IT
Success SAYS THEY TRUST HIM. IF THEY
The floating black cross is naught but an illusion, CHOOSE TO MAKE THE ROLL, HAVE
created by the application of a vampiric Discipline power. THEM ROLL THEIR PERCEPTION +
It is possessed by a rare minority of nomad vampires who SUBTERFUGE. THEY MUST ROLL
call themselves Clan Ravnos. INDEPENDENTLY SO THAT EACH
PLAYERS IMPRESSION IS BASED ON
Failure HIS INDIVIDUAL CHARACTERS POINT
See how it just floats there.... Sure, its just an OF VIEW. THE DIFFICULTY IS 5 BECAUSE
illusion, but thats a neat trick, isnt it? If only you knew OF THE WAY NAGY IS ACTING.
how he did it. THE RESULTS ARE AS FOLLOWS.]

Botch Success
Thats obviously some form of magical levitation and As he speaks, Nagy wont make eye contact, and just
remote manipulation. Youve heard of young cabals of a hint of bloodsweat is visible on his forehead. Plus, if he
sorcerous vampires who possess such power, but youve really sent that bird to scout ahead for trouble, it would
never met any.

KNIGHTS OF THE BLACK CROSS 9


have flown off in the other direction, not back from the WITH AN ARROW. NOW ROLL THREE DICE TO
way Nagy came. Nagy is a liar, and a poor one at that. DETERMINE DAMAGE. IF YOU ROLL FIVE SUC-
Youre certain of it. CESS ON THE ATTACK ROLL, AND THREE
SUCCESS ON THE DAMAGE ROLL, THE TARGET
Failure IS STAKED THROUGH THE HEART AND PARA-
Maybe hes lying, or maybe hes just worried about LYZED. (SEE SIDEBAR UNDER FIRE.)
being caught by Rustovitchs men, who are notorious for OTHERWISE, EACH SUCCESS ON THE DAMAGE
the hellish torture they inflict on traitors. Its so hard to ROLL INFLICTS ONE LEVEL OF AGGRAVATED
tell with vampires, especially strangers. Youll just have to DAMAGE ON THE VICTIM.
go with your gut. THE CHARACTERS ARE NOT ABLE TO MAKE
SOAK ROLLS AGAINST THIS DAMAGE, HOW-
Botch EVER. TO THE CHARACTERS PAINFUL
SURPRISE, THE ARROWS ARE ACTUALLY ON
This poor creature must be terrified. All alone out
FIRETHE BANE OF ALL VAMPIRES. THE ONLY
here in the forest with enemies all around. Hes obviously
EXCEPTION ARE THOSE CHARACTERS WHO
too scared to lie. Youre certain of that. Youd best get him
HAVE A RATING IN THE FORTITUDE DISCIPLINE.
back to Lord Jrgen as soon as possible, before this wretch
THOSE PLAYERS MAY ROLL A NUMBER OF DICE
has a nervous breakdown.
EQUAL TO THEIR STAMINA AND FORTITUDE
[NOW, ITS LIKELY THAT NOT ALL OF RATING IN ORDER TO SOAK THIS DAMAGE.
THE PLAYERS ACHIEVED THE SAME NONE OF THE CHARACTERS CAN HAVE A
RESULT ON THEIR SEPARATE ROLLS. CHANCE TO REACT TO THIS SURPRISE ATTACK
IF THEIR RESULTS DISAGREE, HAVE UNTIL YOUVE ROLLED ONCE FOR EVERYONE.
THEM DECIDE AMONGST THEMSELVES ONCE YOUVE NARRATED THIS SURPRISE
WHETHER OR NOT TO TRUST NAGY.
ROUND, SKIP DOWN TO WHERE IT SAYS FIRE!]
HAVE THEM ROLEPLAY OUT A QUICK
ARGUMENT IN HOPES OF REACHING A
GROUP DECISION. IF ALL THE MEMBERS They Confront Him
CHOOSE TO TRUST HIS WORD,
[READ THIS PART ALOUD.]
PROCEED TO WHERE IT SAYSTHEY
TRUST HIM. IF ALL (OR EVEN ONE) What? Nagy says, trying his best to look innocent,
OF THE CHARACTERS BELIEVES THAT but backing up toward the large stone behind him. S-
NAGY IS LYING AND CONFRONTS HIM Surely you jest? You cant... cant think that I... But the
ABOUT IT, PROCEED TO WHERE IT SAYS guilt and the fear is too much for Nagy. He looks at each
THEY CONFRONT HIM. IF ANY OF THE of you then into the woods like a wild, cornered animal.
CHARACTERS BELIEVES THAT NAGY Finally, he darts away into the trees shouting, Now!
IS LYING BUT CHOOSE NOT TO Now! They know youre here!
CONFRONT HIM, YOU SHOULD As soon as the little weasel disappears, bright spots of
PROCEED TO SECTION light appear in the darkness among the trees behind the
THEY TRUST HIM.] stone. You mistake them for glowing eyes for a second, but
then you realize what they really are. Theyre the tips of
They Trust Him flaming arrows aiming for each of you! You were right; its
a trap! The hidden archers take aim and fire!
[READ THIS PART ALOUD] [THE FIRST WAVE OF THE ATTACK
PROCEEDS AS IT DOES UNDER THEY
Good, Nagy says. Lets go then. The faster Im
TRUST HIM. BUT SINCE THE CHARAC-
back indoors and out of this awful place, the better. Ill
TERS WERE PREPARED FOR THE
lead the way back. Hurry.
ATTACK, GIVE THEM A CHANCE TO
So saying, he pushes between you all and rushes off DODGE THE INCOMING ARROWS. HAVE
into the woods in the direction you came from. You move EACH PLAYER ROLL HIS CHARACTERS
to hurry after him, but a sudden noise gives you pause. Its DEXTERITY + DODGE RATINGS
the sound of arrows being loosed from strings. Youve AGAINST A DIFFICULTY OF 6. (IF THE
been had. Its a trap! PLAYER SO CHOOSES, HE COULD HAVE
[THE CHARACTERS HAVE NO CHANCE TO HIS CHARACTER ATTEPMT TO PARRY
REACT TO THIS FIRST ATTACK. THEREFORE, THE INCOMING ARROW WITH HIS
ROLL FIVE DICE AT A DIFFICULTY OF 6, ONCE WEAPON INSTEAD. IF HE WANTS TO DO
FOR EACH CHARACTER. IF THE ROLL IS SUC- SO, HAVE HIM ROLL HIS CHARACTERS
CESSFUL, THE CHARACTER IS HIT IN THE BACK DEXTERITY + MELEE RATINGS AGAINST

10 DARK AGES: VAMPIRE


Combat: Flaming Arrows
They Trusted Nagy They Confronted Nagy
Begin here if the players trusted Nagy, or did not Begin here the players did not trust Nagy, or
confront him. confronted him.
The characters may not act because they have Do not roll initiative; every player gets one action and
been ambushed and do not have time to react. They may order is not important, so simply go around the table. Char-
not spend blood or activate Disciplines because they are acters may not activate Disciplines or spend blood because
surprised, but they may still spend Willpower. they have been surprised. They may still spend Willpower.
Roll five dice, difficulty 6, once for each charac- Roll five dice for the archers attack. Have the
ter to see if any are hit with a flaming arrow. For every player roll Dexterity + Dodge to dodge the arrows, or
successful roll, roll three dice, difficulty 6. Each success Dexterity + Melee to parry the arrows with her weapon.
inflicts a level of aggravated damage. Only characters The difficulty or all rolls is 6. If you roll more successes
with Fortitude may roll to soak aggravated damage. than the player, the attack is successful. Roll three dice for
If you roll all successes on both the initial roll and damage, difficulty 6. If the player rolls more successes then
the damage roll, the character is staked through the you, the attack is not successful. Do not roll for damage.
heart. Refer to the Staking sidebar for details on this Staking rules still apply, but require that you still have five
situation. successes after the player has rolled to dodge or parry, and
Once you have rolled for each player, stop the you roll three successes when rolling damage.
combat. The archers will leave, and you should pro- Once you have rolled once for each player, stop the
ceed to where is says Fire! combat. The archers will leave; proceed to where it says
Fire!

A DIFFICULTY OF 7.) IN EITHER CASE, AFTER THIS INITIAL VOLLEY, GO DOWN


YOU THEN COMPARE THE NUMBER OF TO WHERE IT SAYS FIRE!.]
SUCCESSES YOU ROLLED FOR THE
ATTACK AGAINST THE NUMBER OF
SUCCESSES THE CHARACTER ROLLED
Fire!
TO DEFEND HIMSELF. IF YOU HAVE [READ THIS PART ALOUD.]
MORE SUCCESSES, THE ARROW HITS As more arrows cut through the air, sticking into the
THE CHARACTER AND DOES DAMAGE ground at your feet and in the trees nearest you, you get an
AS ABOVE. IF THE PLAYER HAS AN all-too-close look at them. Theyre on fire, and like all
EQUAL OR GREATER NUMBER OF SUC- vampires, you have an instinctual, primal fear of fire. Your
CESSES FOR DEFENSE, THE CHARACTER Beast recoils from the flame, and you can feel the terror
DODGES OUT OF THE WAY (OR BATS taking control. I would like everyone to roll their Cour-
THE ARROW ASIDE WITH HIS WEAPON). age, difficulty 8, to see if they fall to Rtschreck.

Staking
If, during the attack, the Storyteller rolls five If the fire is put out before the character is destroyed,
success on the attack roll and three successes on the he suffers no more damage from the arrow. When, or if,
damage roll, and the defending players does not roll the arrow is removed, he must make an immediate
any success on his defense roll, the vampire is staked Rtschreck check, difficulty 6. Success means he pulls
through the heart, unable to move, speak, activate himself valiantly together and continues, failure or botch-
Disciplines or spend blood, but she is still aware of her ing leads to frenzy. Remind the players of this, in case
surroundings and able to feel pain. The character their characters decide that it would be better to take
immediately catches on fire, suffering one level of their staked comrade with them, rather than risk him
aggravated damage per turn until the fire is put out. If falling to Rtschreck and injuring himself further or
the character reaches Incapacitated and is still on fire, drawing more unwanted attention to the group.
he will die the next turn, his body turning to ash. If any knight is staked, the other characters treatment
Note: A player whose character is staked charac- of the unfortunate victim should be governed by their road.
ter may still roll to soak damage. Only characters with Remind the players to check their Hierarchy of Sins before
Fortitude may roll to soak aggravated damage. deciding how to react, and have them make a road check
if the characters act contrary to their Road rating.

KNIGHTS OF THE BLACK CROSS 11


[AFTER THE PLAYERS ROLL, APPLY THE FOL- NECESSARILY THE RIGHT OR WRONG
LOWING RESULTS, AS APPROPRIATE ONE SUCCESS ONE, BUT TIME IS OF THE ESSENCE. IF
IS ALL THEY NEED TO RESIST RTSCHRECK. RE- THEY SEEM TO BE LAGGING OR TAKING
MIND THEM THEY MAY SPEND WILLPOWER FOR TOO LONG, DESCRIBE TO THEM THE
AN AUTOMATIC SUCCESS. NARRATE FIRST FOR SOUNDS OF SEARCHERS DRAWING
THE PLAYERS WHO SUCCEED, THEN FOR THE PLAY- CLOSER AND MAKE THEM FEEL LIKE
ERS WHO FAILED OR BOTCHED.] THEY COULD GET JUMPED ANY
SECOND. WHEN THEY MAKE UP THEIR
Success MINDS, SKIP AHEAD TO EITHER BACK
You know that now is not the time for panic, so you TO BRAN CASTLE OR FNDING
fight your terror and regain control of yourself, looking NAGY AS APPROPRIATE.]
around to see that state of your companions.

Failure
Back to Bran Castle
It suddenly seems as if the fire is everywhere, and you [THE FIRST THING YOU WANT THE
begin to flee blindly back the way your frenzied minds PLAYERS TO DO IS TRY TO FIGURE OUT
thinks you came. You only run for about five minutes WHERE THEY ARE AND WHICH WAY
before your rational minds take over once again. Youre THEY MUST GO TO GET TO SAFETY. IN
well away from the clearing by this point, but youre not ORDER TO DO SO, HAVE THE PLAYERS
exactly certain where you actually are. When the instinc- OF THE SCOUT CHARACTERS MAKE
tive fear takes over like that, it subsumes your will entirely. INTELLIGENCE + SURVIVAL ROLLS IN
Luckily, though, you didnt end up too far away from the ORDER TO ORIENT THEMSELVES. IF THE
rest of the group, so youre able to regroup and decide what SCOUTS RESULTS DISAGREE, HAVE
to do next. THE PLAYERS DECIDE (AS BEFORE)
WHOSE LEAD TO FOLLOW.THEN READ
Botch THE RESULTS TO YOUR SCOUTS
PLAYERS AS FOLLOWS .
It suddenly seems as if the fire is everywhere, and you
begin to flee blindly forward. In your terror, you brush IF THE SCOUTS ARE UNABLE TO LEAD
against and arrow in the ground and catch on fire, but (THEY ARE DEAD, STAKED OR IN
luckily your flailing arms puts it out. By the time your TORPOR) HAVE ALL THE PLAYERS ROLL
rational mind takes over, youre well away from the rest of PERCEPTION + SURVIVAL TO SEE IF
the group, but you can hear them in the distance and are THEY CAN TRACK THEIR WAY BACK
able to rejoin them after a few minutes. TO THE CASTLE. USE THE SAME
[ROLL ONE D10, DIFFICULTY 5, TO SEE IF THE RESULTS AS BELOW.]
CHARACTER TAKES ANOTHER LEVEL OF AG-
GRAVATED DAMAGE FROM THE FIRE.] Success
It takes you a moment to orient yourself, but by
Scene Three judging the natural landmarks and looking at the moss on
the trees, youre able to figure out which general direction
you need to go in. You point the way and lead your sword-
Escape brethren into the forest away from the sounds of searchers
[READ THIS PART ALOUD.] behind you.
You all are quite shaken by the ambush, and it takes [THEN SKIP AHEAD TO WHERE
a few minutes to find each other and gather your wits. You IT SAYS NEXT...]
must decide what to do next. Your options seem to be
fairly cut-and-dried. You can either return to Bran Castle Failure
at once and report Nagys treachery to Lord Jrgen, or you Frankly, its tough to say how to get back to where you
can try to find and capture Nagy yourselves, in order to came from since you arent exactly sure how you got here.
bring him back to Lord Jrgen for punishment and inter- Maybe if you take another few moments to calm down
rogation. You can hear the sounds of men and beasts and get your bearings youll straighten everything out
searching through the forest some distance away, so it right.
would be well to decide quickly.
[AT THIS POINT, ALLOW THE PLAYERS
[GIVE THE PLAYERS THIS CHANCE TO ROLL INTELLIGENCE + SURVIVAL
TO DISCUSS IT. NEITHER CHOICE IS (OR PERCEPTION + SURVIVAL), BUT

12 DARK AGES: VAMPIRE


AGAINST A DIFFICULTY OF 7. IF THIS you can hear the sounds of beasts and soldiers hunting you,
CYCLE REPEATS ITSELF, ALLOW THE so you know it would be in your best interest to make your
PLAYERS TO MAKE THE ROLL AGAIN, way back quietly and carefully. That being the case, I need
INCREASING THE DIFFICULTY BY ONE each of you to make Dexterity + Stealth rolls.
EACH TIME (HOLDING STEADY AT 10). [AS BEFORE, MAKE SURE THAT EVERYONE
HAVE THEM REPEAT THIS PROCESS MAKES THIS ROLL INDEPENDENTLY AGAINST
UNTIL THEY ROLL SUCCESSFULLY A DIFFICULTY OF 8. IF EVERYONE SUCCEEDS,
(SKIP BACK TO SUCCESS) OR BOTCH CONGRATULATE THEM AND SKIP AHEAD TO
(SKIP BELOW TO BOTCH).] THE EPILOGUE. IF EVEN ONE OF THE PLAYERS
FAILS (BUT NO ONE BOTCHES), START READ-
Botch ING WHERE IT SAYS FAILURE. IF ONE OF THE
PLAYERS BOTCHES THIS ROLL, THOUGH, GO
It takes you a moment to orient yourself, but you
ON TO WHERE IT SAYSBOTCH.]
catch the vague sound of a stream in the distance, which
you remember passing earlier, and it helps you figure out
which general direction you need to go in. You point the
Failure
way and lead your sword-brethren into the forest. [READ THIS PART ALOUD TO YOUR
About ten minutes later, though, you begin to sus- PLAYERS, DIRECTED TOWARD
pect that youve made a mistake when you find yourselves WHOEVER FAILED HIS
behind a large stone that seems somehow familiar. Going DEXTERITY + STEALTH ROLL.]
around it ever-so-quietly, you find yourselves right back Tonight is not your night. Maybe its the unfamiliar
in the clearing where you met Nagy less than half an hour terrain, or maybe the sound of hunters in the distance is
ago. Fortunately, it is empty of attackers at the moment distracting you. Whatever it is, you cant concentrate on
since theyre probably out looking for you right nowbut making your way quietly. As youre making your way
thats small comfort considering youve lost ground. down a creek embankment to cross it on your way home,
[AT THIS POINT, ASK IF THE SCOUTS you step on a concealed shelf of stones, which sends leaves
ADMIT THEIR MISTAKE TO THE dirt and rocks sliding and clattering down the embank-
OTHER CHARACTERS, AND GIVE THE ment. They splash into the water loud enough to draw
PLAYERS A MOMENT TO ROLEPLAY. attention, and draw attention they do.
TO ENCOURAGE INTERACTION, You all freeze for a second, then look up just in time
YOU MIGHT HAVE THE OTHER to draw your weapons as four soldiers appear from the
PLAYERS ROLL PERCEPTION + woods across the creek from you. You look at them, they
SURVIVAL TO NOTICE THEY HAVE look at you, then they draw their own weapons and charge
GONE IN A CIRCLE BEFORE ALLOWING you.
ONE OR BOTH OF THE SCOUTS TO
[NOW SKIP DOWN TO WHERE IT SAYS
RE-ROLL INTELLIGENCE + SURVIVAL,
COMBAT WITH THE SOLDIERS]
DIFFICULTY 8. IF THIS CYCLE REPEATS
ITSELF, HAVE THE SCOUTS MAKE
THE ROLL AGAIN, INCREASING THE Botch
DIFFICULTY BY ONE EACH TIME [READ THIS PART ALOUD TO YOUR
(HOLDING STEADY AT 10). REPEAT PLAYERS, DIRECTED TOWARD
THIS PROCESS UNTIL THEY ROLL WHOEVER BOTCHED HIS
SUCCESSFULLY, THEN READ THE DEXTERITY + STEALTH ROLL.]
TEXT UNDER SUCCESS. REMIND Y
OUR PLAYERS THEY CAN SPEND Tonight is not your night. Maybe its the unfamiliar
WILLPOWER FOR AN terrain, or maybe the sound of hunters in the distance is
AUTOMATIC SUCCESS.] distracting you. Whatever it is, you cant concentrate on
making your way quietly. As youre making your way
down a creek embankment to cross it on your way, you
Next... step on a concealed shelf of stones in which some sort of
angry woodland creature had made its lair. The animal
[READ THIS PART ALOUD.] shrieks and takes off into the night, sending leaves dirt
And with that, you slip away as quietly as you can, and rocks sliding and clattering down the embankment.
hoping not to attract too much attention to yourselves. The scream and the splash are loud enough to draw
Once again, the forbidding forest closes in around you, and attention, and draw attention they do.
you realize that even though you know how to find your You all freeze for a second, then look up just in time
way home, the way will not be an easy one. All around you, to draw your weapons as four soldiers appear from the

KNIGHTS OF THE BLACK CROSS 13


woods across the creek from you. These soldiers are lead- [IF THEY CHOOSE TO LEAVE NOW,
ing awful, hairless beasts that appear to be foul mixtures of GO BACK A BIT TO WHERE IT
wolves and spiders. You look at them, they look at you, SAYSNEXT... UNDER BACK TO BRAN
then they loose their hellish hounds at you. As the beasts CASTLE. IF THEY CHOOSE TO STAY
attack, the soldiers move into positions to surround you. AND DEAL WITH NAGY (OR EVEN IF
[NOW SKIP DOWN TO WHERE IT SAYS THEY PLAN TO GRAB NAGYS BODY
COMBAT WITH THE SOLDIERS] AND TRY TO SNEAK IT BACK TO BRAN
CASTLE WITH THEM, READ ON. THE
CHARACTERS MAY ALSO TRY TO
Finding Nagy STAKE NAGY WITH A PIECVE OF WOOD,
AND TO DO THIS THE PLAYERS ROLLS
[HAVE THE PLAYERS ROLL PERCEPTION DEXTERITY +MELEE. SHE MUST ROLL
+ INVESTIGATION. FOR THE MEN- AT LEAST FIVE SUCCESSES, AND
AT-ARMS, THE DIFFICULTY IS 8. FOR INFLICT AT LEAST THREE LEVELS
THE SCOUTS, THE DIFFICULTY IS ONLY OF LETHAL DAMAGE TO
6. IF RESULTS VARY, HAVE THE SUCCESSFULLY STAKE NAGY.]
PLAYERS CHOOSE WHO WILL LEAD.
THE RESULTS ARE AS FOLLOWS:] You approach Nagys prone body and find him twisted
into a terrible wreck. His back is sharply bent at the
midpoint, and his neck is equally bent in the opposite
Success direction. As you come close, though, his eyes roll wildly,
[READ THIS PART ALOUD.] and he tries to work his jaw. After a mere moment, you
realize that hes trying to speak.
The trail has almost gone cold by the time you begin
your search for the traitorous Nagy, so you track back to You fools are all going to die, he hisses wildly, on
the clearing where he sprung his surprise attack. There are the verge of losing himself to his bestial side. My masters
no archers or other attackers in evidence there since soldiers will hunt you down and kill you all before the
theyre probably out searching for you right now so sunrise. Then, tomorrow night, our entire army will
youre able to look for signs undisturbed. descend on Bran Castle and raze it to the ground. You will
all die. All die! There will be blood! Blood! Blood!
After a few minutes, you find a scrap of cloth from
Nagys uniform and are able to make out a trail from there. In his excitement, he begins to lose himself to the
You follow this trail deeper into the forest, avoiding beast within, and every spark of intelligence or sanity
detection yourselves, until it suddenly stops. You hunt begins to gutter out. He thrashes wildly as if he intends to
around the ground for a few moments until at last youre tear you apart and drink your blood himself, but he is too
forced to conclude that the trail has abruptly ended. badly injured for such commotion. The thrashing only
Youre about to give up the search altogether in frustra- makes his grave injuries worse, and with one final sicken-
tion when youre delivered a message from above. That is, ingly wet crack, whats left of his neck and back
a bird defecates onto one of your shoulders. disintegrates. He jerks one last time, shudders and col-
lapses. Hes useless to you now just an empty husk in
You look up to see a familiar-looking crow take off
torpor. And to make matters worse, his screaming is sure
from a branch of one the trees. Before you can even tell
to have attracted beasts or soldiers of the enemy. Your
which way its going, it disappears into the night. From
only chance is to try to escape through the woods back to
where it was, though, you can also barely make out the
Bran Castle. Your own unlives notwithstanding, you
form of Nagy sitting on a branch about 30 feet up. Hes
must get word to Lord Jrgen that an attack is planned
looking down at you, and when he notices that you see
tomorrow night, rather than in one weeks time as he
him, he tries desperately to escape. He stands up on his
originally thought.
limb and leaps off, hoping to reach the safety of an even
higher limb on a tree several yards away. His leap, how- [GIVE THE PLAYERS A CHANCE TO DECIDE
ever, is ill judged. WHETHER THEY LEAVE NAGY BEHIND OR TAKE
HIS BODY ALONG. THE CHOICE HAS MANY DIF-
Nagy leaps into the air and comes down feet-first
FERENT IMPLICATIONS, SO HAVE THE PLAYERS
onto the branch hes aiming for. The branch is dry and
REFER TO THEIR HIERARHY OF SINS AND THEIR
dead, though, and it shatters beneath his feet. He falls
NATURES FOR GUIDANCE. IF THEY ACT CON-
down through the branches, breaking his back across a
TRARY TO THEIR ROAD, HAVE THEM ROLL TO
solid one near the ground, then rolling off the limb onto
SEE IF THEY LOSE ROAD RATING. ONCE THE
the ground. He lands head-first and breaks his neck across
PLAYERS HAVE DECIDED WHAT TO DO, AND
a thick root. The sound of the crash echoes through the
HAVE ROLLED FOR ROAD RATING, GO BACK TO
forest. Likely, if any soldiers are nearby looking for you,
NEXT... UNDER THE HEADING BACK TO BRAN
they heard that. You can leave now, or you can try to get
CASTLE.]
some answers out of Nagy if he hasnt fallen into torpor

14 DARK AGES: VAMPIRE


HIMSELF NAGY MIGHT HAVE
Rolling to see if a characters LEFT IS GONE FOR GOOD.]
loses Road rating
Determine the sin the character has com- Combat With the Soldiers
mitted. [YOU DO NOT HAVE TO READ
Use the corresponding number as the difficulty THIS PART ALOUD.]
for the roll. If the number is higher than the charac-
ters Road rating, no roll is necessary and the character Combat against the soldiers (or soldiers and beasts)
does not lose any Road rating. If the number is equal proceeds exactly the same way here as it did in the earlier
to or lower than the characters Road rating, having scene against the beasts. Apply the dramatic systems and
the player roll Conscience/Conviction. the appropriate dice rolls the same way. The only vari-
ables here are in the way the soldiers themselves behave.
Succeed: Do not decrease Road rating; the
character feels guilty for violating his moral code.
Fail: Decrease Road rating by one; the charac-
The Soldiers
ter does not feel remorse for violating his moral code. Their important ratings are as follows:
Botch: Decrease Road rating by two; the char- Attack: seven dice, Dodge: three dice, Damage: five
acter enjoyed violating his moral code. dice, Soak: five dice Initiative: 6+1d10, Health Levels:
six, Blood: six

[NOW, GO BACK A BIT TO WHERE IT The Beasts


SAYS NEXT... UNDER BACK TO BRAN
Their important ratings are as follows:
CASTLE.]
Attack: three dice, Damage: three dice, Soak: three
dice, Initiative: 1d10, Health Levels: three, Blood: three
Failure These soldiers are smarter and a little better trained
[READ THIS PART ALOUD.] than mere beasts. They are wearing light leather armor and
carrying cruel-looking short swords. If the characters have
You search for more than half an hour, but you find
encountered a pack of them who are leading beasts, the
no sign of Nagy. He knows this terrain better than you do,
soldiers wait until the beasts are finished off before moving
you realize, since hes been here at least since the begin-
in. As each beast falls, a soldier moves up to take its place.
ning of Lord Jrgens campaign, and youve only just
Remember, the beasts will only attack, they will not dodge.
arrived.
As for the way they fight, soldiers attack with their
[GIVE THE PLAYERS A CHANCE HERE short swords or dodge, depending on whether or not they
TO KEEP SEARCHING OR GIVE UP. have the advantage. That is to say that if a soldiers
IF THEY KEEP SEARCHING, HAVE initiative is better than his opponents initiative, he will
THEM ROLL THEIR PERCEPTION + attack. If he loses the initiative, he will attempt to dodge
INVESTIGATION AGAIN, THIS TIME his opponents attack.
INCREASING THE DIFFICULTY BY ONE.
If one of these soldiers reaches five health levels of
IF THIS CYCLE REPEATS ITSELF,
damage, he will turn and attempt to flee. He moves slowly
INCREASE THE DIFFICULTY BY ONE
and with a great deal of effort, but it still takes a characters
AGAIN AS NECESSARY, BUT HOLDING
action during his initiative turn to catch up (should he be
STEADY AT 10 UNTIL THE LEADER IS
so inclined). A fleeing soldier will not attack, but he will
EITHER SUCCESSFUL OR HE BOTCHES.
still attempt to dodge if the character attacks.
IF, ON THE OTHER HAND, THEY DECIDE
TO GIVE UP THE SEARCH, GO BACK A
BIT TO WHERE IT SAYS NEXT...
Now...
UNDER BACK TO BRAN CASTLE.] [READ THIS PART ALOUD.]
When all of your immediate enemies finally lie dead
Botch at your feet, the noise in the surrounding area dies down
[A BOTCH ON THIS ROLL IS THE SAME significantly. You cant hear any nearby sounds of pursuit
AS A BOTCH ON THE DEXTERITY + or attack, but you know that more of Rustovitchs soldiers
STEALTH ROLL UNDER NEXT..., must still be lurking. You can take this opportunity to feed
WHICH IS UNDERBACK TO BRAN from your downed victims in an effort to heal your
CASTLE. REFER TO THAT ENTRY. ON injuries, but it might just as well behoove you to hurry on
TOP OF THAT, ANY TRAIL OR TRACE OF back to Bran Castle and report to Lord Jrgen. The choice
is yours, but choose quickly.

KNIGHTS OF THE BLACK CROSS 15


[IF, HOWEVER, YOURE A REAL SADIST
Combat Summary: OR YOUVE STILL GOT PLENTY OF TIME
ON YOUR HANDS, YOU CAN FORCE
Soldiers and Beasts EVERYONE TO ROLL DEXTERITY +
STEALTH AGAIN AND PROCEED FROM
Determine initiative: Add Wits + Dexterity + WHERE IT SAYS NEXT... ABOVE. IF
1d10 for the players. The beasts initiative is just 1d10 YOU WANT TO BE A LITTLE NICER, YOU
(roll once and use the same number for all the beasts). CAN REQUIRE THIS ROLL OF ONLY
The soldiers initiative is 1d10 +6 (roll once and use THOSE WHO DIDNT SUCCEED ON THE
the same number for all the soldiers). INITIAL DEXTERITY + STEALTH ROLL.
Have the players declare blood and Willpower OTHERWISE, JUST GO STRAIGHT
expenditures and Discipline activation. Give them a TO THE EPILOGUE.]
moment to figure out what their characters can do.
Highest initiative acts first, then in descending
order. Resolve each players action before moving on
to the next. A character using Celerity takes his first
Epilogue
action on his initiative turn; all other actions take
place at the end of the turn.
Return to Bran Castle
One action/turn, except when using Celerity. [READ THIS PART ALOUD TO YOUR
Characters have the option of dodging (or parrying) PLAYERS ONLY IF THEY FOUND NAGY
or attacking. Bests will only attack, and they inflict AFTER HE BETRAYED THEM AND
lethal damage. LEARNED THE ATTACK WILL TAKE
The beasts will only attack; they will not dodge. PLACE TOMORROW NIGHT. IF THEY DID
If the soldier has a higher initiative than his oppo- NOT FIND NAGY AFTER THE AMBUSH
nent, he will attack. If he has a lower initiative than AND DO NOT KNOW WHEN THE
his opponent, then he will defend. ATTACK WILL TAKE PLACE, USE
THE SECOND EPILOGUE.]
Rolls:
Dodge: Dexterity + Dodge Your return through the woods is harrowing and
Parry: Dexterity + Melee fraught with anxiety, but eventually you regain familiar
ground and hurry to the safety of Bran Castle. The guards
Unarmed Attack: Dexterity + Brawl
usher you inside in a hurry, assailing you with questions
Armed Attack: Dexterity + Melee about what youve been through and how you fared. Their
Resolve actions. captain chases them all back to their posts, though, and
1. Roll for action. takes you to Lord Jrgen straightaway.
2. Roll for damage, if necessary. Include You make your report on what you went through in
extra dice or successes from weapons the woods, and the Sword-Bearers face grows grim and
or Disciplines. grave. He is furious that his spy, Nagy, betrayed him, but
3. Roll to soak damage, if necessary. Include he is proud of you for seeing through the deception. He is
extra dice from armor and Disciplines. also startled to learn that the attack he had been antici-
4. Record damage on Health chart. pating in a weeks time could actually take place as soon
Resolve Celerity actions, as above. as tomorrow night. He calls for the captain of his guards
Remember: Spending blood and Willpower, acti- and shares that news, then orders him to change the
vating Disciplines and soaking damage are not actions! watch schedule and concentrate his forces at the castle for
a set of new orders. The captain then hurries away to
assemble the men.
[IF THEY DECIDE TO FEED, LET THEM DO
SO, BUT PLAY UP HOW PEDESTRIAN AND Finally, Jrgen turns back to you and begins to speak.
WRETCHEDLY ANIMALISTIC THEY SEEM, Brave knights of the Black Cross, he says,
HAVING BEEN REDUCED TO LAPPING you have done me a greater service tonight than I
BLOOD UP FROM CORPSES LIKE CARRION- originally expected. You have revealed a potentially
EATERS. THE CHARACTERS COULD ALSO deadly treachery and alerted us to an attack that would
CHANGE TACTICS AND GO LOOKING FOR have taken us by surprise without your efforts. For this you
NAGY IF THEY DIDNT CHOOSE TO DO SO will be well rewarded, and your fame will spread through
BEFORE. IF THEY DO, GO BACK TO WHERE every land I call my own.
IT SAYS FINDING NAGY AND PROCEED But now, I must call upon you again. Rustovitch
FROM THERE. OTHERWISE, YOU CAN thinks to storm this castle and drive us out perhaps as early
PROCEED ON TO THE EPILOGUE.] as tomorrow night, hoping to catch us off guard. Well, I

16 DARK AGES: VAMPIRE


say let us turn his own tactic against him. Let us make You make your report on what you went through in
ready tonight and take up the offensive ourselves as the the woods, and the Sword-Bearers face grows grim and
sun sets tomorrow evening. As the fiends army rides grave. He is furious that his spy, Nagy, betrayed him, but he
forth, they will find us waiting to receive them at their is proud of you for seeing through the deception, and now
very walls. We will take the battle to their very gate, and worried that Nagy may have been sending false intelli-
we will be the ones driving them back! What say you gence. He calls for the captain of his guards and shares that
knights? Will you take up arms with your sword-brethren news, then orders him to change the watch schedule and
and prove to them what youve proven to me tonight? concentrate his forces at the castle for a set of new orders.
[LET THEM RESPOND.] The captain then hurries away to assemble the men.
Finally, Jrgen turns back to you and begins to speak.
To those that say no, he saysI understand, sword-
Brave knights of the Black Cross, he says,
brethren. Your have suffered much tonight, and have
many other duties. I have promised you reward, and so you you have done me a greater service tonight than I
shall have it. First, though, you must rest, and I must originally expected. You have revealed a
prepare for battle. We will speak again, soon.To those potentially deadly treachery. For this you will be well
that say yes, Lord Jrgen responds Excellent. Then come rewarded, and your fame will spread through every land I
with me. Let us make ready. We have much to do before call my own.
the battle can be joined. But now, I must call upon you again. Rustovitch
thinks to storm this castle and drive us out,perhaps as

Second Epilogue early as tomorrow night, hoping to catch us off guard.


Well, I say let us turn his own tactic against him. Let us
make ready tonight and take up the offensive ourselves as
[USE THIS EPILOGUE IF THE the sun sets tomorrow evening. We will take the battle to
CHARACTERS DID NOT LEARN fiends very gate, and we will be the ones driving them
THAT THE ATTACK WILL HAPPEN back! What say you knights? Will you take up arms with
TOMORROW NIGHT.] your sword-brethren and prove to them what youve
proven to me tonight?
Return to Bran Castle [LET THEM RESPOND.]
Your return through the woods is harrowing and
To those that say no, he saysI understand, sword-
fraught with anxiety, but eventually you regain familiar
brethren. Your have suffered much tonight, and have many
ground and hurry to the safety of Bran Castle. The guards
other duties. I have promised you reward, and so you shall have
usher you inside in a hurry, assailing you with questions
it. First, though, you must rest, and I must prepare for battle.
about what youve been through and how you fared. Their
Wewillspeak again, soon. To those that say yes, Lord Jrgen
captain chases them all back to their posts, though, and
responds Excellent. Then come with me. Let us make ready.
takes you to Lord Jrgen straightaway.
We have much to do before the battle can be joined.

KNIGHTS OF THE BLACK CROSS 17


Fitz Weakness: All Ventrue have a specific limitation on
their feeding habits. They are restricted to feeding off one
type of human, such as priests or virgins or Frenchmen.
You were a member of the Teutonic Knights before You do not regain Blood points when imbibing blood
your Embrace, and it was your dedicated service that first from mortals not among your selected prey. This weak-
drew your sires attention. After your Embrace you spent ness does not apply to drinking vampire blood. Fitz can
a period of time training and serving your sire, learning only feed off honorable men and women.
the ways of Cainites. A leader in your mortal life, you were
chosen by your sire to lead in your new life as well, and to
this end he taught you to follow the Road of Kings, a road Nature & Demeanor
of oaths, honor, and service. When your sire deemed you Autocrat: You were made to lead. You thrive when
ready, you joined the Order of the Black Cross as a way to you can take charge and bring order to whats been
gain experience as a leader of Cainites, a prelude to day chaotic. You do not hide your Nature your ambition
you will rise to the rank and status of lord, commanding and natural affinity for leadership is evident to all who
vampire and mortal alike. You have served with honor know you. Regain Willpower when you lead a group to
and distinction, and have won some renown for yourself some significant accomplishment.
as a knight and a leader.
Now, you are called upon by the Order to travel to
the lands of Lord Jrgen, and he has requested you escort
Disciplines
his trusted spy back safely to Bran Castle. From one of
Lord Jrgens standing, there is no difference between a Dominate
request and a command, so you readily agreed to the task. Those who do not lead must follow, and those that
The woods are treacherous, but you are not alone. Though refuse to follow must be made to obey. Dominate allows
strangers to each other, your companions are also knights a Cainites to impose his will on another, forcing the
of the Black Cross. As fellow knights, you know you can victim to obey.
trust them to be steadfast in their duties, especially since Observance of the Spoken Word
you are there to lead them. Let us hope they trust in your By making eye contact and speaking in a language
leadership as much as you trust in their diligence. the target understands, the Ventrue may issue a one-word
Roleplaying Hints: As the only knight on the Road command which the victim must obey immediately. The
of Kings, and with more status than your companions, you player rolls Manipulation + Intimidation with a difficulty
are the self-appointed leader of the group. You are certain equal to the targets Willpower.
your fellow knights will see the logic in this choice, and
if they do not, you know that explaining your status and Fortitude
qualifications will alleviate any doubts they hold. You are
Though all Cainites are tougher than mortals, some
confident, honorable, fair and aware that at all times, you
have powers of endurance that are truly supernatural.
must lead by example. Each knight brings his or her
Each dot in Fortitude adds one die to rolls when soaking
unique strengths to the group, and therefore you are
bashing and lethal damage. In addition, a player may roll
committed to helping the group work together to accom-
Stamina + Fortitude to soak damage from sunlight and
plish this task. Besides, you are bound by your word to
fire. If the character suffers aggravated damage from any
bring back the spy to Lord Jurgen, and a knight always
other source, roll only his Fortitude rating.
keeps his oath.
Gear: Fine but practical clothing, money, broad-
sword, armor
Presence
Leaders need more than skill at arms; charm and
Clan: Ventrue charisma are equally important. Presence is a tool of
persuasion, allowing a vampire to augment his talents of
Warrior kings and loyal vassals, Venture are found expression and intimidation.
among the leaders and aristocracy of Cainite society. Awe
They are knights, noble warriors, and empire builders. The use of Awe increases a characters charisma,
They often Embrace mortals who personify honor, power making him more fascinating and impressive to those
and conquest, believing nobility is a matter of both blood around him, and targets are more likely to listen to and
and deed. Warlords and knights, they gather armies and work with a vampire successfully using Awe. To activate
strike out in conquest sometimes at each other. Whether Awe, the player rolls Charisma + Expression (difficulty
leader or follower, Ventrue know their time of glory has 7). The number of successes determines the number of
come, and that still more awaits them if they only have people affected.
the courage and skills to seize it, either on the battlefield
or in the courts of great Cainite lords.

18 DARK AGES: VAMPIRE


knights operating within the greater Teutonic Order.
Successes Effectiveness You have been stationed at heavily fortified Bran Castle
1 One person located on a high hill overlooking a dark, forbidding
2 Two people forest in the wilderness of Kronstadt, Hungary. You are
3 Six people part of an army of vampires and men, led by an old and
4 20 people powerful vampire known as Lord Jrgen the Sword-
Bearer. You are recently arrived from your orders
headquarters in Magdeburg, Germany, and you come
Dread Gaze highly praised and recommended by the orders second-
By activating Dread Gaze and physically revealing in-command, Lucretia von Hartz.
his vampiric nature by baring his fangs, glaring and You awake night after your arrival at Bran Castle to
hissing, the Cainite inspires unbearable terror in his find many of your fellow soldiers in a state of excited
victims, sending them fleeing from his horrific visage. To agitation. The castles defenses are being checked and
use Dread Gaze, the player rolls Charisma + Intimidation, double-checked, and there are more guards in evidence
difficulty equal to the victims Wits + Courage. on the walls than usual. Mortal scouts are being sent out
and reporting back twice as frequently as usual, and the
Road and Virtues castles smiths and armorers are working frantically. Even
the horses and livestock seem skittish and anxious. Over-
Fitz follows the Road of Kings. Followers of this road head, clouds are rolling in from the east, bringing the
believe that there are only two roles in the world: master sound of faraway thunder and intermittent flashes of
and servant, and teach that to rule others, you must first lightning to mirror the growing anxiety on the ground.
rule yourself and your Beast. The Road of King teaches Before you can investigate the cause of all this agitation,
honor, fealty and respect as well as power, glory and skill. though, a captain of the castle guards approaches you,
After all, only those who seize power gain it; only those with several other knights at his side.
who use power keep it. The Road of Kings teaches
Knight of the Black Cross, he says.
Conviction and Self-Control.
You must come with me at once. Lord Jrgen bade
Background me collect you and escort you to him. No questions, now,
this is urgent. Come.
The captain then leads you across the castles bus-
Meeting Lord Jrgen the Sword- tling courtyard and into the castle proper. You follow him
through echoing stone corridors to a small, torch-lit
Bearer chamber where Lord Jrgen himself is waiting for you on
The year is AD 1230. You are a Teutonic Knight of the other side of a heavy wooden table. Jrgen is a tall,
the Order of the Black Cross a secret order of vampire powerful-looking man with blond hair, broad shoulders

Road of Kings
Hierarchy of Sins
Score Minimum Wrongdoing Rationale
10 Neglecting your duty Those who fail in their responsibilities
often lose them.
9 Treating a peer with disrespect A leader earns respect by acting respectfully
8 Treating an inferior as an equal Everyone should know their place,
including you
7 Breaking your word to a peer Trust is earned by being trustworthy
6 Behaving shamefully before your peers Honor and reputation are everything
5 Showing weakness in front of inferiors A leader must be seen as strong.
4 Failing to answer a challenge Honor must be maintained; challenges
to your honor cannot go unanswered
3 Treating a superior with disrespect Superiors must be given the respect they are due.
2 Breaking your word to your superiors Your word is your bond. If your word is worthless,
then so are you.
1 Breaking a sworn oath Oaths of fealty hold the world together.

KNIGHTS OF THE BLACK CROSS 19


and striking blue eyes. He is wearing full chain armor with know some of you are excellent scouts and all of you are
a belted white tabard over it, as well as thick leather able, valiant men at arms. I can spare no men to aid you,
gloves and boots. A stark black cross upon his chest but I promise you great rewards should you succeed. So
dominates the center of his tabard. An enormous and what say you? Can you be prepared to leave tomorrow
ornate broadsword hangs at Lord Jrgens hip, and one of night, one hour after sunset?
his hands rests on its pommel. This man radiates an aura This is a simple enough task, and it takes you only a
of command that makes him seem invincible, as if he moment to agree to Lord Jrgens request.
could never possibly fall in battle. He dismisses the Very well. I will see that you are given new weapons
captain before turning to speak to you. and armor, supplied with maps of the forest in which your
Fellow knights of the Black Cross, he says to rendezvous will take place, and given your fill of fresh
you.Thank you for coming so quickly. Let me welcome blood for the hard work ahead. May Gods grace be upon
you personally to Bran Castle. Lucretia von Hartz speaks you, my knights of the Black Cross. All of your sword-
highly of you in our correspondence. She feels that you brethren are counting on you. Do not let us down.
will serve me well in our crusade against the demonic Lord Jrgen then nods gravely and raps on the table
fiends who oppose us here. In fact, the time has come for with his knuckles. The captain of the guards who led you
you to prove to me that her faith in you is well founded. here reenters the room and escorts you out.
I have chosen you to undertake a mission of critical
importance. Are you ready to prove yourselves to me and
the rest of your sword-brethren?
The Woods
The next night, you awake well rested and find the
Lord Jrgen does not wait for your answer, certain of
other soldiers at Bran Castle as excited and edgy as they
your agreement, and you let him continue uninterrupted.
were the night before. You are allowed to drink your fill
Excellent. Now, you may have noticed that your of blood in preparation for your mission, and once you
fellow soldiers seem ill at ease of late. They are anxious have finished, you are outfitted with new weapons and a
because a great battle against our foe looms on the suit of chain mail that is as light as leather armor, and
horizon. The monstrous vampire-fiend Vladimir which has been designed to make as little noise as possible
Rustovitch has raised an army of men, vampires and while youre running through the woods. The scouts are
inhuman monstrosities against us, and he means to drive allowed half an hour to commit the maps of the surround-
us out once and for all. ing forest and the directions to the rendezvous point to
But know this, my sword-brethren, I will not be memory. Youre not allowed to carry the maps with you
chased out of this castle or out of this country, not by man because they also mark important ambush sites and troop
nor king nor demon-fiend. We have all worked too hard placements, which could be harmful if they fell into
these many years to turn back now, and I say we fight for Rustovitchs hands.
this land and domain we have earned by right of arms. The captain of the guards who led you to Lord Jrgen
That is why I have summoned you tonight. I have re- last night takes you and your companions to the edge of
ceived word from a spy in Rustovitchs camp that the woods and gives you one final briefing.
preparations for a major, conclusive offensive are under-
Now remember, knights, he says. Lord Jrgens
way, and that Rustovitchs army plans to attack us in one
not asking much of you. Just go to the rendezvous point
weeks time. My spy has gathered information on the
and wait there. Our spyll meet you there and show you a
planned assault that could prove crucial to our victory
sign hes Jrgens man, loyal to the Black Cross. When
perhaps even our survival. He is planning to break away
you find him, get him here without letting any of
from Rustovitchs camp tomorrow night and make his
Rustovitchs men find him. Simple as that. Just remember
way here to report to me.
to keep quiet and try to stay hidden. These woods are full
The wilderness between Rustovitchs camp and of wolves and men and worse, and dont none of em want
ours is arduous and heavily contested, and my spy does not you there. Stay sharp and alert if you want to make it back
trust his wilderness survival skills enough to make the here no more dead than you already are.
entire trek alone. I need you to make your way in secret to
With that, the captain laughs a spitefully and leaves
a rendezvous point, meet up with my spy and guide him
you and your fellow knights alone at the edge of woods, to
back safely to deliver the intelligence he has gathered. I
face whatever dangers lie within.

20 DARK AGES: VAMPIRE


KNIGHTS OF THE BLACK CROSS 21
Jacqueline tions of the civilized world. New Gangrel are generally
left on their own at first, surviving or dying. That is the
way of the wild, and the way of the Gangrel.
Your father served a noble as a Master of the Hunt, so Weakness: Gangrel are close to the beasts of the forest,
you grew up learning the ways of animals and forest creatures. and to the Beast within. Every time a Gangrel frenzies, she
You learned how to track and hunt your wild prey, as well as gains a new animal feature. Elder Gangrel or Gangrel that
how to tame and train a dog or horse. You thrived in the lack self-control soon appear more beast than man. Jaqueline
outdoors, and learned well at your fathers side. Yet the life is still young, but even she has begun to take on the traits of
of a hunt master was not the life of a woman, and as you grew her Beast, her ears resembling those of a wolf, and with short,
your father permitted you at his side less frequently, until you coarse wolf hair covering her arms and back.
were finally exiled to the duties of lady-in-waiting to the
nobles wife. Though you chafed at your new lifestyle, you
tried to please your father and perform your duties, but you Nature and Demeanor
had few skills and less enthusiasm. After one disastrous Survivor: No matter what challenges you face, you will
evening, you fled to the forest in a fit of frustration, hoping survive, or you will die. That is the only way you know to live,
the familiar woods and night air would clear your head. But and you have never thought to hide your ways behind a
the woods were not so familiar and the night was dark, and faade of pretty words. Regain Willpower whenever you
soon you were lost. Your sire came to you in the shape of wolf, survive a serious threat through determination and tenacity.
but when you woke from death, you beheld a man retreating
into the forest. You would not see him again for years, but no
matter. Experience is a swift teacher, and though some Disciplines
lessons were hard, you learned them well.
You were recruited into the Order of the Black Cross Animalism
after you attacked a group of hunters who had the misfortune A Gangrels connection to the wild is strong, and
to stumble into your territory. One of the hunters was a manifests in the Discipline of Animalism, allowing her to
knight, who convinced you that while the world of mortals communicate with the beasts of the forest, and even the
had no place for a woman with your skills, the Teutonic Beasts of vampires.
Knights would welcome them. His words proved true, and Feral Speech
that is how you find yourself at the castle of Lord Jrgen. The The Gangrel has learned to speak to the animals in their
wood does not frighten you, though you respect the danger own tongue, by looking into their eyes and using the sounds
that lurks in the shadows, and have heard whispers of the the animals makes. No roll is necessary, but the character
creatures hiding there. You agreed to Lord Jrgens request to must spend a turn getting the animals attention and looking
escort his spy because you know the knights will need a scout into its eyes. The character must make sounds that the
who can do more than read maps. The group needs your skill animal uses to communicate, such as barking or chirping,
with the trees and the beasts, for you know that once inside and to gain useful information or favors from the animal, the
the wood, getting lost might be the least of your worries. player must successfully roll Manipulation + Animal Ken.
Roleplaying Hints: You understand that predator
and prey are not mutually exclusive, and are constantly
on your guard. You prefer to be outdoors, and grow
Fortitude
irritable when confined for even a short period of time. Though all Cainites are tougher than mortals, some
Your ways are those of the wanderer and the hunter. have powers of endurance that are truly supernatural.
When scouting for a group, you are quick and efficient, Each dot in Fortitude adds one die when rolling to soak
and your fellow knights have learned the folly of disre- bashing and lethal damage. In addition, the player may
garding your reports and advice. You have little tolerance roll Stamina + Fortitude to soak damage from sunlight
for stubbornness and arrogance, since both are signs of and fire. If the character suffers aggravated damage from
weakness and weak prey is always the first to fall. any other source, roll only her Fortitude rating.
Gear: The staff is your preferred weapon, though you
also carry a hunting dagger. You often refuse to be bur-
dened with either skirts or armor, though in the latter case Protean
you will make exceptions if doing so will not interfere Vampires are predators, and Protean allows them to
with your ability to move swiftly and silently. mimic both the skills and shape of a predator.
Witness of Darkness
Clan: Gangrel A vampire with this ability can see normally in
darkness. This Discipline does not require a roll, but it
The Gangrel is a clan that shuns civilization, its takes a full turn to activate. Once activated, the characters
members drawn from those who understand the value of eyes glow red, but return to normal when she stops using
land and beast and have not succumbed to the tempta- Witness of Darkness.

22 DARK AGES: VAMPIRE


Road and Virtues on the walls than usual. Mortal scouts are being sent out
and reporting back twice as frequently as usual, and the
Jaqueline follows the Path of Humanity. Via castles smiths and armorers are working frantically. Even
Humanitatis teaches that a vampire is no different than the horses and livestock seem skittish and anxious. Over-
her fellow man or woman, and that mortal and Cainite head, clouds are rolling in from the east, bringing the
alike are measured by word, deed and heart. Only by sound of faraway thunder and intermittent flashes of
holding on to human compassion, conscience and reason lightning to mirror the growing anxiety on the ground.
can a Cainite separate herself from her Beast. The Golden Before you can investigate the cause of all this agitation,
Rule guides the Road of Humanity: Do unto others as you though, a captain of the castle guards approaches you,
would have them do unto you. Via Humanitatis upholds with several other knights at his side.
the Virtues of Conscience and Self-Control. Knight of the Black Cross, he says.
You must come with me at once. Lord Jrgen bade
Background me collect you and escort you to him. No questions, now,
this is urgent. Come.
The captain then leads you across the castles bus-
Meeting Lord Jrgen tling courtyard and into the castle proper. You follow him
the Sword-Bearer through echoing stone corridors to a small, torch-lit
The year is AD 1230. You are a Teutonic Knight of chamber where Lord Jrgen himself is waiting for you on
the Order of the Black Cross a secret order of vampire the other side of a heavy wooden table. Jrgen is a tall,
powerful-looking man with blond hair, broad shoulders
knights operating within the greater Teutonic Order.
You have been stationed at heavily fortified Bran Castle and striking blue eyes. He is wearing full chain armor with
located on a high hill overlooking a dark, forbidding a belted white tabard over it, as well as thick leather
forest in the wilderness of Kronstadt, Hungary. You are gloves and boots. A stark black cross upon his chest
part of an army of vampires and men, led by an old and dominates the center of his tabard. An enormous and
powerful vampire known as Lord Jrgen the Sword- ornate broadsword hangs at Lord Jrgens hip, and one of
his hands rests on its pommel. This man radiates an aura
Bearer. You are recently arrived from your orders
headquarters in Magdeburg, Germany, and you come of command that makes him seem invincible, as if he
highly praised and recommended by the orders second- could never possibly fall in battle. He dismisses the
in-command, Lucretia von Hartz. captain before turning to speak to you.
You awake night after your arrival at Bran Castle to Fellow knights of the Black Cross, he says to
find many of your fellow soldiers in a state of excited you.Thank you for coming so quickly. Let me welcome
you personally to Bran Castle. Lucretia von Hartz speaks
agitation. The castles defenses are being checked and
double-checked, and there are more guards in evidence highly of you in our correspondence. She feels that you

Road of Humanity
Hierarchy of Sins
Score Minimum Wrongdoing Rationale
10 Selfish thoughts Thought is as good as deed.
9 Minor selfish acts Compassion separates us from the beasts.
8 Injury to another person Follow the Golden Rule.
(deliberate or otherwise)
7 Theft and robbery Respect the property of others.
6 Accidental violation of another Ignorance does not excuse cruelty.
5 Wanton destruction Man creates; the Beast destroys.
4 Impassioned violation of another Those who act as beasts become beasts.
(e.g., killing in frenzy)
3 Planned violation of another If you surrender to the Beast, you become its slave.
(e.g., murder)
2 Casual violation of another Others are worthy of your respect.
(e.g, wanton killing, feeding past satiation)
1 The most heinous and demented acts Are you man or beast?

KNIGHTS OF THE BLACK CROSS 23


will serve me well in our crusade against the demonic Very well. I will see that you are given new weapons
fiends who oppose us here. In fact, the time has come for and armor, supplied with maps of the forest in which your
you to prove to me that her faith in you is well founded. rendezvous will take place, and given your fill of fresh
I have chosen you to undertake a mission of critical blood for the hard work ahead. May Gods grace be upon
importance. Are you ready to prove yourselves to me and you, my knights of the Black Cross. All of your sword-
the rest of your sword-brethren? brethren are counting on you. Do not let us down.
Lord Jrgen does not wait for your answer, certain of Lord Jrgen then nods gravely and raps on the table
your agreement, and you let him continue uninterrupted. with his knuckles. The captain of the guards who led you
Excellent. Now, you may have noticed that your here reenters the room and escorts you out.
fellow soldiers seem ill at ease of late. They are anxious
because a great battle against our foe looms on the
horizon. The monstrous vampire-fiend Vladimir The Woods
Rustovitch has raised an army of men, vampires and The next night, you awake well rested and find the
inhuman monstrosities against us, and he means to drive other soldiers at Bran Castle as excited and edgy as they
us out once and for all. were the night before. You are allowed to drink your fill
But know this, my sword-brethren, I will not be of blood in preparation for your mission, and once you
chased out of this castle or out of this country, not by man have finished, you are outfitted with new weapons and a
nor king nor demon-fiend. We have all worked too hard suit of chain mail that is as light as leather armor, and
these many years to turn back now, and I say we fight for which has been designed to make as little noise as possible
this land and domain we have earned by right of arms. while youre running through the woods. The scouts are
That is why I have summoned you tonight. I have re- allowed half an hour to commit the maps of the surround-
ceived word from a spy in Rustovitchs camp that ing forest and the directions to the rendezvous point to
preparations for a major, conclusive offensive are under- memory. Youre not allowed to carry the maps with you
way, and that Rustovitchs army plans to attack us in one because they also mark important ambush sites and troop
weeks time. My spy has gathered information on the placements, which could be harmful if they fell into
planned assault that could prove crucial to our victory Rustovitchs hands.
perhaps even our survival. He is planning to break away The captain of the guards who led you to Lord Jrgen
from Rustovitchs camp tomorrow night and make his last night takes you and your companions to the edge of
way here to report to me. the woods and gives you one final briefing.
The wilderness between Rustovitchs camp and Now remember, knights, he says. Lord Jrgens
ours is arduous and heavily contested, and my spy does not not asking much of you. Just go to the rendezvous point
trust his wilderness survival skills enough to make the and wait there. Our spyll meet you there and show you a
entire trek alone. I need you to make your way in secret to sign hes Jrgens man, loyal to the Black Cross. When
a rendezvous point, meet up with my spy and guide him you find him, get him here without letting any of
back safely to deliver the intelligence he has gathered. I Rustovitchs men find him. Simple as that. Just remember
know some of you are excellent scouts and all of you are to keep quiet and try to stay hidden. These woods are full
able, valiant men at arms. I can spare no men to aid you, of wolves and men and worse, and dont none of em want
but I promise you great rewards should you succeed. So you there. Stay sharp and alert if you want to make it back
what say you? Can you be prepared to leave tomorrow here no more dead than you already are.
night, one hour after sunset?
With that, the captain laughs a spitefully and leaves
This is a simple enough task, and it takes you only a you and your fellow knights alone at the edge of woods, to
moment to agree to Lord Jrgens request. face whatever dangers lie within.

24 DARK AGES: VAMPIRE


KNIGHTS OF THE BLACK CROSS 25
Joseph Weakness: The Brujah find their passion a blessing
as well as a curse, and a Brujahs temper is always just
below the surface. The difficulty of a Brujahs roll to resist
You are the younger son of a lord, and as such not were frenzy is always increased by 2.
not destined to inherit the burdens of your fathers title. You
grew up dreaming of studying at one of the new universities,
perhaps even traveling the world cataloging knowledge and Nature and Demeanor
shaping the future of the world with ideas. While studying Pedagogue: Knowledge is your passion and your
at the university, you made friends with an old and wise cause, and people must be led by the word as well as by the
instructor who taught you many things. You are now ashamed sword. Though you share your clans fierce temper, your
to admit that you dismissed some of his teachings as the eagerness and vision allows your true nature that of a
fancies of an old man, but when he Embraced you and scholar to shine through.
brought you into Cainite society, you saw the error of your
judgment. Your sire also taught you that there is balance in
all things, that a man can be both scholar and warrior, and
Disciplines
be better for it. Though never groomed for knighthood, you
entered the Order of the Black Cross to learn the ways of a Celerity
knight and to travel the world collecting knowledge. You Cainites wielding this power move with inhuman
know that one day you will trade in your sword for a quill, speed. Each level of Celerity grants one extra action in a
but at the moment you are content to learn by experience, turn, and the character must spend a blood point for each
strengthening both mind and body. level of Celerity he wishes to activate.
You were excited to be called to the land of Lord
Jrgen, and hope that while there you will have time to Potence
study the land and its secrets. You were disappointed to Some Cainites learn speed, other learn endurance. Those
learn that your duty is brief and straightforward, but who study Potence learn strength. Each dot in Potence adds
agreed to meet and escort the spy because you understand one automatic success to any roll involving Strength.
the value of knowledge. You wonder what you will en-
counter in the woods, and hope that perhaps you will
learn something new after all. However, it will not do to Road and Virtues
become too distracted by academic pursuits, for surely Joseph follows the Path of Humanity. Via Humanitatis
Lord Jrgen would not call in five knights if the woods teaches that a vampire is no different than his fellow man,
were not treacherous indeed! and that mortal and Cainite alike are measured by word,
Roleplaying Hints: Recently Embraced, you still have deed and heart. Only by holding on to human compas-
all the enthusiasm and curiosity of a young man. Friendly sion, conscience and reason can a Cainite separate himself
and genial, you look on each person as either a potential from his Beast. The Golden Rule guides the Road of
teacher or student, and you share your knowledge gener- Humanity: Do unto others as you would have them do
ously. Still, you have learned the value of the sword, and unto you. Via Humanitatis upholds the Virtues of Con-
study the skills of a knight as diligently as you study the science and Self-Control.
world. For the moment, you are content to let others lead,
trusting the skills of the scouts and the experience of the
other men at arms. You will cheerfully lend your blade and
Background
your mind to the task presented, for every task offers the
chance to increase skill, knowledge, or both. Meeting Lord Jrgen
Gear: A students clothes, quill, parchment, broad- the Sword-Bearer
sword, armor
The year is AD 1230. You are a Teutonic Knight of
the Order of the Black Cross a secret order of vampire
Clan: Brujah knights operating within the greater Teutonic Order.
Brujah are committed, intelligent and passionate. You have been stationed at heavily fortified Bran Castle
They take up their cause with strength and valor, fighting located on a high hill overlooking a dark, forbidding
to shape the world to their vision. As ideas begin to forest in the wilderness of Kronstadt, Hungary. You are
multiply and grow, many Brujah have begun to question part of an army of vampires and men, led by an old and
the visions of their clan mates. The line between passion powerful vampire known as Lord Jrgen the Sword-
and temper is a thin one indeed, and many a fight has Bearer. You are recently arrived from your orders
broken out among clan mates. Elder Brujah worry that headquarters in Magdeburg, Germany, and you come
vision and passion may tear their young progeny apart highly praised and recommended by the orders second-
from the inside out. in-command, Lucretia von Hartz.

26 DARK AGES: VAMPIRE


You awake night after your arrival at Bran Castle to Fellow knights of the Black Cross, he says to
find many of your fellow soldiers in a state of excited you.Thank you for coming so quickly. Let me welcome
agitation. The castles defenses are being checked and you personally to Bran Castle. Lucretia von Hartz speaks
double-checked, and there are more guards in evidence highly of you in our correspondence. She feels that you
on the walls than usual. Mortal scouts are being sent out will serve me well in our crusade against the demonic
and reporting back twice as frequently as usual, and the fiends who oppose us here. In fact, the time has come for
castles smiths and armorers are working frantically. Even you to prove to me that her faith in you is well founded.
the horses and livestock seem skittish and anxious. Over- I have chosen you to undertake a mission of critical
head, clouds are rolling in from the east, bringing the importance. Are you ready to prove yourselves to me and
sound of faraway thunder and intermittent flashes of the rest of your sword-brethren?
lightning to mirror the growing anxiety on the ground. Lord Jrgen does not wait for your answer, certain of
Before you can investigate the cause of all this agitation, your agreement, and you let him continue uninterrupted.
though, a captain of the castle guards approaches you, Excellent. Now, you may have noticed that your
with several other knights at his side. fellow soldiers seem ill at ease of late. They are anxious
Knight of the Black Cross, he says. because a great battle against our foe looms on the
You must come with me at once. Lord Jrgen bade horizon. The monstrous vampire-fiend Vladimir
me collect you and escort you to him. No questions, now, Rustovitch has raised an army of men, vampires and
this is urgent. Come. inhuman monstrosities against us, and he means to drive
The captain then leads you across the castles bus- us out once and for all.
tling courtyard and into the castle proper. You follow him But know this, my sword-brethren, I will not be
through echoing stone corridors to a small, torch-lit chased out of this castle or out of this country, not by man
chamber where Lord Jrgen himself is waiting for you on nor king nor demon-fiend. We have all worked too hard
the other side of a heavy wooden table. Jrgen is a tall, these many years to turn back now, and I say we fight for
powerful-looking man with blond hair, broad shoulders this land and domain we have earned by right of arms.
and striking blue eyes. He is wearing full chain armor with That is why I have summoned you tonight. I have re-
a belted white tabard over it, as well as thick leather ceived word from a spy in Rustovitchs camp that
gloves and boots. A stark black cross upon his chest preparations for a major, conclusive offensive are under-
dominates the center of his tabard. An enormous and way, and that Rustovitchs army plans to attack us in one
ornate broadsword hangs at Lord Jrgens hip, and one of weeks time. My spy has gathered information on the
his hands rests on its pommel. This man radiates an aura planned assault that could prove crucial to our victory
of command that makes him seem invincible, as if he perhaps even our survival. He is planning to break away
could never possibly fall in battle. He dismisses the from Rustovitchs camp tomorrow night and make his
captain before turning to speak to you. way here to report to me.

Road of Humanity
Hierarchy of Sins
Score Minimum Wrongdoing Rationale
10 Selfish thoughts Thought is as good as deed.
9 Minor selfish acts Compassion separates us from the beasts.
8 Injury to another person Follow the Golden Rule.
(deliberate or otherwise)
7 Theft and robbery Respect the property of others.
6 Accidental violation of another Ignorance does not excuse cruelty.
5 Wanton destruction Man creates; the Beast destroys.
4 Impassioned violation of another Those who act as beasts become beasts.
(e.g., killing in frenzy)
3 Planned violation of another If you surrender to the Beast, you become
(e.g., murder) its slave.
2 Casual violation of another Others are worthy of your respect.
(e.g, wanton killing, feeding past satiation)
1 The most heinous and demented acts Are you man or beast?

KNIGHTS OF THE BLACK CROSS 27


The wilderness between Rustovitchs camp and of blood in preparation for your mission, and once you
ours is arduous and heavily contested, and my spy does not have finished, you are outfitted with new weapons and a
trust his wilderness survival skills enough to make the suit of chain mail that is as light as leather armor, and
entire trek alone. I need you to make your way in secret to which has been designed to make as little noise as possible
a rendezvous point, meet up with my spy and guide him while youre running through the woods. The scouts are
back safely to deliver the intelligence he has gathered. I allowed half an hour to commit the maps of the surround-
know some of you are excellent scouts and all of you are ing forest and the directions to the rendezvous point to
able, valiant men at arms. I can spare no men to aid you, memory. Youre not allowed to carry the maps with you
but I promise you great rewards should you succeed. So because they also mark important ambush sites and troop
what say you? Can you be prepared to leave tomorrow placements, which could be harmful if they fell into
night, one hour after sunset? Rustovitchs hands.
This is a simple enough task, and it takes you only a The captain of the guards who led you to Lord Jrgen
moment to agree to Lord Jrgens request. last night takes you and your companions to the edge of
Very well. I will see that you are given new weapons the woods and gives you one final briefing.
and armor, supplied with maps of the forest in which your Now remember, knights, he says. Lord Jrgens
rendezvous will take place, and given your fill of fresh not asking much of you. Just go to the rendezvous point
blood for the hard work ahead. May Gods grace be upon and wait there. Our spyll meet you there and show you a
you, my knights of the Black Cross. All of your sword- sign hes Jrgens man, loyal to the Black Cross. When
brethren are counting on you. Do not let us down. you find him, get him here without letting any of
Lord Jrgen then nods gravely and raps on the table Rustovitchs men find him. Simple as that. Just remember
with his knuckles. The captain of the guards who led you to keep quiet and try to stay hidden. These woods are full
here reenters the room and escorts you out. of wolves and men and worse, and donot none of em
want you there. Stay sharp and alert if you want to make
The Woods it back here no more dead than you already are.
The next night, you awake well rested and find the With that, the captain laughs a spitefully and leaves
other soldiers at Bran Castle as excited and edgy as they you and your fellow knights alone at the edge of woods, to
were the night before. You are allowed to drink your fill face whatever dangers lie within.

28 DARK AGES: VAMPIRE


KNIGHTS OF THE BLACK CROSS 29
Rachael artists. Nobility, beauty, grace and an appreciation for
what it means to be human mark members of clan Torea-
dor. Many Toreador retain ties to the mortal world,
Born to noble parents, as a child you behaved in ways striving to remember what it is to be human, pursuing
which appalled your caretakers, until they despaired of ever beauty and art in all its forms, using these as tools to
making you a lady. Forever dragging home sick and injured control the Beast within them.
animals, or giving away your expensive possessions to those Weakness: Every time a Toreador beholds a thing of
in need, most adults viewed you as careless, with no apprecia- beauty, whether object, person or idea, she becomes en-
tion for station and wealth. Your habits did not change as you tranced by it. This fascination may last for hours, and while
grew to adulthood, and your parents sent you to a convent, enraptured the Toreador is oblivious to her surroundings
hoping a life of piety would settle you down. The sisters saw and helpless against attack. When her character is con-
the value in your generous behavior and through their fronted with a thing of beauty, the player should role
example and love, you came to appreciate the simple life of Self-Control (difficulty 6) to see if the character falls victim
service and ministry that Holy Orders offered. You would to it. If the player fails, the character is entranced until the
have been content to live out your days as a nun, had your sire source leaves her sight. If attacked or harmed while en-
not Embraced you and opened your eyes to new evils in the tranced, the player should make another Self-Control roll
world. With all humanity as your charge, you left the Holy to see if the character can break the spell and defend herself.
Orders and joined the Knights of the Black Cross, to fight evil
in all its forms. Lacking the strength of body or will to wield
the sword and deliver death, you applied your keen mind and Nature and Demeanor
sound education instead. You are known as a scout of all Caretaker: You are indeed your brothers keeper, and
terrain, navigating with equal ease through foreign geogra- devote your life to providing for others needs, even in the
phy and the complex political games played at court. Your face of ingratitude. You are not jaded or cynical enough to
natural charm is rivaled only by your sharp investigative skills feel the need to hide your Nature, preferring to live openly
and attention to detail, making you very good at your job. Gods commandments to love thy neighbor and thy enemy.
Though wary of working for any lord who bears such a Regain Willpower when you put forth significant effort that
name as Sword-Bearer you have heard of the evil fiends benefits others, without any gain for yourself.
whom Lord Jrgen prepares to battle. Such evil must be
destroyed, so you did not hesitate when he asked you to help
him, though you disagree with some of his other political
Disciplines
goals. But the best defense is sound information, and what
ever intelligence Lord Jrgens spy can bring is worth the Auspex
danger of the woods. Though you do not know your compan- Auspex is a Discipline which allows a vampire to
ions, they are fellow knights and deserve the protection that sharpen her senses, at high levels even shattering the
your knowledge can bring them. limitations of the physical world, so she can see, hear and
Roleplaying Hints: You are kind and generous to all interact with the metaphysical world.
you meet, but you are not nave. You know that appear- Heightened Senses
ances are deceiving and oaths may be lies, so you are careful The most basic ability of Auspex doubles the range and
in choosing whom to trust. Your faith in God is sincere, and sensitivity of a vampires five sense: hearing, sight, smell, taste
you will always strive to show compassion and mercy: no and touch. No roll is required to activate this power and while
man or demon is beyond redemption. Those who have fallen active, the difficulty of rolls using the characters senses decrease
to evil ways may yet be saved, but those who refuse salvation by a number equal to the characters Auspex rating. A vampire
must be cast back to the hell whence they came. You are using Heightened Senses is susceptible to strong stimuli, such as
devoted to the well-being and protection of those you love bright lights or loud noises, and such stimuli can be very painful,
and trust, including your fellow knights. You know they are leaving the charatcer deaf, blind, numb or otherwise unable to
depending on you. After all, only one other knight has seen use the affected sense for a short time (10 minutes).
the maps, and getting lost could lead to failure and to the
deaths of many and the victory of evil in Lord Jrgens land. Celerity
Gear: Simple, practical clothing, rosary beads, small
Cainites wielding this power move with inhuman
pouch with herbs for healing various ailments, needle,
speed. Each level of Celerity grants one extra action in a
thread, and a dagger for self-defense
turn, and the player must spend a Blood point for each
level of Celerity he wishes to activate.
Clan: Toreador
Toreadors are the artisans of Cainite society. Drawn Presence
to beauty, Toreadors select progeny from among the Presence is a tool of persuasion, allowing a Cainite to
beautiful or the socially adept, from among scholars or augment her talents of expression and intimidation.

30 DARK AGES: VAMPIRE


Awe others as you would have them do unto you. Via Humanitatis
The use of Awe increases a characters charisma, mak- upholds the Virtues of Conscience and Self-Control.
ing her more fascinating and impressive to those around, and
targets are more likely to listen to and work with a vampire
successfully using Awe. To activate Awe, the player rolls
Charisma + Expression (difficulty 7). The number of suc-
Background
cesses determines the number of people affected.
Meeting Lord Jrgen
Successes Effectiveness the Sword-Bearer
1 One person The year is AD 1230. You are a Teutonic Knight of
2 Two people the Order of the Black Cross a secret order of vampire
3 Six people knights operating within the greater Teutonic Order.
4 20 people You have been stationed at heavily fortified Bran Castle
located on a high hill overlooking a dark, forbidding
forest in the wilderness of Kronstadt, Hungary. You are
Dread Gaze part of an army of vampires and men, led by an old and
By activating Dread Gaze and physically revealing powerful vampire known as Lord Jrgen the Sword-
her vampiric nature by baring her fangs, glaring and Bearer. You are recently arrived from your orders
hissing, the Cainite inspires unbearable terror in her headquarters in Magdeburg, Germany, and you come
victims, sending them fleeing from her horrific visage. To highly praised and recommended by the orders second-
use Dread Gaze, the player rolls Charisma + Intimidation, in-command, Lucretia von Hartz.
difficulty equal to the victims Wits + Courage. You awake night after your arrival at Bran Castle to
find many of your fellow soldiers in a state of excited
agitation. The castles defenses are being checked and
Road and Virtues double-checked, and there are more guards in evidence
on the walls than usual. Mortal scouts are being sent out
Racheal follows the Path of Humanity. and reporting back twice as frequently as usual, and the
Via Humanitatis teaches that a vampire is no different castles smiths and armorers are working frantically. Even
than her fellow man or woman, and that mortal and the horses and livestock seem skittish and anxious. Over-
Cainite alike are measured by word, deed and heart. Only head, clouds are rolling in from the east, bringing the
by holding on to human compassion, conscience and sound of faraway thunder and intermittent flashes of
reason can a Cainite separate herself from her Beast. The lightning to mirror the growing anxiety on the ground.
Golden Rule guides the Road of Humanity: Do unto Before you can investigate the cause of all this agitation,

Road of Humanity
Hierarchy of Sins
Score Minimum Wrongdoing Rationale
10 Selfish thoughts Thought is as good as deed.
9 Minor selfish acts Compassion separates us from the beasts.
8 Injury to another person Follow the Golden Rule.
(deliberate or otherwise)
7 Theft and robbery Respect the property of others.
6 Accidental violation of another Ignorance does not excuse cruelty.
5 Wanton destruction Man creates; the Beast destroys.
4 Impassioned violation of another Those who act as beasts become beasts.
(e.g., killing in frenzy)
3 Planned violation of another If you surrender to the Beast, you become
(e.g., murder) its slave.
2 Casual violation of another Others are worthy of your respect.
(e.g, wanton killing, feeding past satiation)
1 The most heinous and demented acts Are you man or beast?

KNIGHTS OF THE BLACK CROSS 31


though, a captain of the castle guards approaches you, The wilderness between Rustovitchs camp and
with several other knights at his side. ours is arduous and heavily contested, and my spy does not
Knight of the Black Cross, he says. trust his wilderness survival skills enough to make the
You must come with me at once. Lord Jrgen bade entire trek alone. I need you to make your way in secret to
me collect you and escort you to him. No questions, now, a rendezvous point, meet up with my spy and guide him
this is urgent. Come. back safely to deliver the intelligence he has gathered. I
The captain then leads you across the castles bus- know some of you are excellent scouts and all of you are
tling courtyard and into the castle proper. You follow him able, valiant men at arms. I can spare no men to aid you,
through echoing stone corridors to a small, torch-lit but I promise you great rewards should you succeed. So
chamber where Lord Jrgen himself is waiting for you on what say you? Can you be prepared to leave tomorrow
the other side of a heavy wooden table. Jrgen is a tall, night, one hour after sunset?
powerful-looking man with blond hair, broad shoulders This is a simple enough task, and it takes you only a
and striking blue eyes. He is wearing full chain armor with moment to agree to Lord Jrgens request.
a belted white tabard over it, as well as thick leather Very well. I will see that you are given new weapons
gloves and boots. A stark black cross upon his chest and armor, supplied with maps of the forest in which your
dominates the center of his tabard. An enormous and rendezvous will take place, and given your fill of fresh
ornate broadsword hangs at Lord Jrgens hip, and one of blood for the hard work ahead. May Gods grace be upon
his hands rests on its pommel. This man radiates an aura you, my knights of the Black Cross. All of your sword-
of command that makes him seem invincible, as if he brethren are counting on you. Do not let us down.
could never possibly fall in battle. He dismisses the Lord Jrgen then nods gravely and raps on the table
captain before turning to speak to you. with his knuckles. The captain of the guards who led you
Fellow knights of the Black Cross, he says to here reenters the room and escorts you out.
you.Thank you for coming so quickly. Let me welcome
you personally to Bran Castle. Lucretia von Hartz speaks
highly of you in our correspondence. She feels that you The Woods
will serve me well in our crusade against the demonic The next night, you awake well rested and find the
fiends who oppose us here. In fact, the time has come for other soldiers at Bran Castle as excited and edgy as they
you to prove to me that her faith in you is well founded. were the night before. You are allowed to drink your fill
I have chosen you to undertake a mission of critical of blood in preparation for your mission, and once you
importance. Are you ready to prove yourselves to me and have finished, you are outfitted with new weapons and a
the rest of your sword-brethren? suit of chain mail that is as light as leather armor, and
Lord Jrgen does not wait for your answer, certain of which has been designed to make as little noise as possible
your agreement, and you let him continue uninterrupted. while youre running through the woods. The scouts are
Excellent. Now, you may have noticed that your allowed half an hour to commit the maps of the surround-
fellow soldiers seem ill at ease of late. They are anxious ing forest and the directions to the rendezvous point to
because a great battle against our foe looms on the memory. Youre not allowed to carry the maps with you
horizon. The monstrous vampire-fiend Vladimir because they also mark important ambush sites and troop
Rustovitch has raised an army of men, vampires and placements, which could be harmful if they fell into
inhuman monstrosities against us, and he means to drive Rustovitchs hands.
us out once and for all. The captain of the guards who led you to Lord Jrgen
But know this, my sword-brethren, I will not be last night takes you and your companions to the edge of
chased out of this castle or out of this country, not by man the woods and gives you one final briefing.
nor king nor demon-fiend. We have all worked too hard Now remember, knights, he says. Lord Jrgens
these many years to turn back now, and I say we fight for not asking much of you. Just go to the rendezvous point
this land and domain we have earned by right of arms. and wait there. Our spyll meet you there and show you a
That is why I have summoned you tonight. I have re- sign hes Jrgens man, loyal to the Black Cross. When
ceived word from a spy in Rustovitchs camp that you find him, get him here without letting any of
preparations for a major, conclusive offensive are under- Rustovitchs men find him. Simple as that. Just remember
way, and that Rustovitchs army plans to attack us in one to keep quiet and try to stay hidden. These woods are full
weeks time. My spy has gathered information on the of wolves and men and worse, and dont none of em want
planned assault that could prove crucial to our victory you there. Stay sharp and alert if you want to make it back
perhaps even our survival. He is planning to break away here no more dead than you already are.
from Rustovitchs camp tomorrow night and make his With that, the captain laughs a spitefully and leaves
way here to report to me. you and your fellow knights alone at the edge of woods, to
face whatever dangers lie within.

32 DARK AGES: VAMPIRE


KNIGHTS OF THE BLACK CROSS 33
Ralph formed, the curse of Caine twisting his body into a truly
monstrous shape. Some Nosferatu believe their appearance is
a test; as God tested Job, so too is He testing them. Other
Born a peasant, you had a hard life, eking out a living from Nosferatu believe their appearance to be visible proof of their
the land for a lord who took more than his share and left you damnation, and abandon God as they believe He abandoned
and your family to make do with what was left. Stricken by a them. Still others do not blame God or devil for their affliction,
pox when you were young, you were never an attractive child, merely accepting it as their lot. Forced to live on the fringes of
and that only added to your pains. Though you were strong and mortal and Cainite society, Nosferatu lurk in the shadows and
good, few young women could see past your appearance. You seek out each other for company or solace. Nosferatu trade
had resigned yourself to living and dying alone. Walking home information freely among themselves, and barter it for high
late one night, you saw a young woman walking ahead of you. prices to vampires not of the clan. Masters of hiding, deception
She dressed well, and her brown curls hung freely down her and subterfuge, the Nosferatu have learned that some times
back, unseemly conduct for a woman of any station, and walls do talk, and they are always there to listen.
certain to draw unwanted attention. You approached, but hid Weakness: Nosferatu can never any dots in Appear-
your face, worried you might frighten her. When a few steps ance. Ralph was always tall and broad, but the Embrace
away, you called out to her, ready to admonish the foolish girl thickened and grew his limbs until he towered over all
for walking alone at night, but the words died when you saw men and most Cainites. It also opened old scars, turning
her face. At first you thought she was a demon, with her thin, them into fresh boils that seep with a dark, viscous fluid.
distorted face, all points and angles. It looked as if she had no Ralph wraps his body, hands and face in burlap, which
skin, her sinews showing clearly, and her body smelling of raw quickly becomes stained and foul, and he dresses in burlap
meat. Then you saw her eyes, brown and human and full of robes. Ralph smells of illness and rot, and is often sur-
sadness, shedding tears of blood and begging pity. In that rounded by flies and bugs.
instant you knew she was no monster. You never returned
home that night, and you walked many roads with Anne
before finding your own path as a Knight of the Black Cross. Nature and Demeanor
A knights life is his duty, and his duty is dictated by Defender: You stand guard over that for which you
his lord. You go where duty calls, and were prepared to care, and you do not bother to hide you devotion, the
accept Lord Jrgens request before you even knew what better to warn those that might harm that which you
it was. You must wonder, though, what strange and defend. Regain Willpower whenever you defend your
terrible dangers the wood holds, that five knights are chosen object of loyalty from some outside threat.
needed to escort one spy. What ever the danger, you will
face it with sword and with fist, defending your new
comrades, especially as some do not look capable of
Disciplines
defending themselves! Let the women worry about the
spy you are there to protect your fellow knights against Obfuscate
the dangers of the woods, for surely they will need your Masters of stealth, Obfuscate allows a Nosferatu to
strength and courage to survive the perils ahead. hide his body with shadows and his appearance with
Roleplaying Hints: You are valiant and strong in illusion.
both body and will. While most of your fellow knights are Cloak of Shadows
repulsed by your appearance, few judge you by it, for a By standing still and silent in the shadows, the Nosferatu
knight proves himself by word and deed. You have proven can conceal himself. No roll is required, but the character
to be skilled and honorable, and your courage is spoken of must have some sort of cover, and cannot move or speak.
by all who know you. Because you are ugly and speak Unseen Presence
infrequently, you are often mistaken as stupid, but your
The Nosferatu no longer relies on the shadows for
friends understand that you simply do not waste words
cover; he has learned to conceal himself even in plain
when action will suffice. You will carry out Lord Jrgens
sight, and can move unseen by others. Again, no roll is
orders because that is your duty, but you know your real
required, but the Nosferatu must begin in a concealed
purpose here is to defend your comrades from the un-
place. He can move about slowly and stealthily, but
known dangers of the wood.
speaking or interacting with his environment will break
Gear: Ralph places no value on possessions. He the concealment.
travels with only his shield and bastard sword, and a lock
of Annes hair tucked in the bandages near his heart. Potence
Clan: Nosferatu Some Cainites learn speed, other learn endurance.
Those who study Potence learn strength. Each dot in
The Nosferatu are shunned and despised by mortal and Potence adds one automatic success to any roll involving
vampire alike, for each and every member is hideously de- Strength.

34 DARK AGES: VAMPIRE


Road and Virtues on the walls than usual. Mortal scouts are being sent out
and reporting back twice as frequently as usual, and the
Ralph follows the Path of Humanity. Via Humanitatis castles smiths and armorers are working frantically. Even
teaches that a vampire is no different than his fellow man, the horses and livestock seem skittish and anxious. Over-
and that mortal and Cainite alike are measured by word, head, clouds are rolling in from the east, bringing the
deed and heart. Only by holding on to human compas- sound of faraway thunder and intermittent flashes of
sion, conscience and reason can a Cainite separate himself lightning to mirror the growing anxiety on the ground.
from his Beast. The Golden Rule guides the Road of Before you can investigate the cause of all this agitation,
Humanity: Do unto others as you would have them do though, a captain of the castle guards approaches you,
unto you. Via Humanitatis upholds the Virtues of Con- with several other knights at his side.
science and Self-Control. Knight of the Black Cross, he says. You must come
with me at once. Lord Jrgen bade me collect you and
Background escort you to him. No questions, now, this is urgent.
Come.
The captain then leads you across the castles bus-
Meeting Lord Jrgen the Sword- tling courtyard and into the castle proper. You follow him
Bearer through echoing stone corridors to a small, torch-lit
chamber where Lord Jrgen himself is waiting for you on
The year is AD 1230. You are a Teutonic Knight of
the other side of a heavy wooden table. Jrgen is a tall,
the Order of the Black Cross a secret order of vampire
powerful-looking man with blond hair, broad shoulders
knights operating within the greater Teutonic Order.
and striking blue eyes. He is wearing full chain armor with
You have been stationed at heavily fortified Bran Castle
a belted white tabard over it, as well as thick leather
located on a high hill overlooking a dark, forbidding
gloves and boots. A stark black cross upon his chest
forest in the wilderness of Kronstadt, Hungary. You are
dominates the center of his tabard. An enormous and
part of an army of vampires and men, led by an old and
ornate broadsword hangs at Lord Jrgens hip, and one of
powerful vampire known as Lord Jrgen the Sword-
his hands rests on its pommel. This man radiates an aura
Bearer. You are recently arrived from your orders
of command that makes him seem invincible, as if he
headquarters in Magdeburg, Germany, and you come
could never possibly fall in battle. He dismisses the
highly praised and recommended by the orders second-
captain before turning to speak to you.
in-command, Lucretia von Hartz.
Fellow knights of the Black Cross, he says to
You awake night after your arrival at Bran Castle to
you.Thank you for coming so quickly. Let me welcome
find many of your fellow soldiers in a state of excited
you personally to Bran Castle. Lucretia von Hartz speaks
agitation. The castles defenses are being checked and
highly of you in our correspondence. She feels that you
double-checked, and there are more guards in evidence

Road of Humanity
Hierarchy of Sins
Score Minimum Wrongdoing Rationale
10 Selfish thoughts Thought is as good as deed.
9 Minor selfish acts Compassion separates us from the beasts.
8 Injury to another person Follow the Golden Rule.
(deliberate or otherwise)
7 Theft and robbery Respect the property of others.
6 Accidental violation of another Ignorance does not excuse cruelty.
5 Wanton destruction Man creates; the Beast destroys.
4 Impassioned violation of another Those who act as beasts become beasts.
(e.g., killing in frenzy)
3 Planned violation of another If you surrender to the Beast, you become
(e.g., murder) its slave.
2 Casual violation of another Others are worthy of your respect.
(e.g, wanton killing, feeding past satiation)
1 The most heinous and demented acts Are you man or beast?

KNIGHTS OF THE BLACK CROSS 35


will serve me well in our crusade against the demonic Very well. I will see that you are given new weapons
fiends who oppose us here. In fact, the time has come for and armor, supplied with maps of the forest in which your
you to prove to me that her faith in you is well founded. rendezvous will take place, and given your fill of fresh
I have chosen you to undertake a mission of critical blood for the hard work ahead. May Gods grace be upon
importance. Are you ready to prove yourselves to me and you, my knights of the Black Cross. All of your sword-
the rest of your sword-brethren?ol brethren are counting on you. Do not let us down.
Lord Jrgen does not wait for your answer, certain of Lord Jrgen then nods gravely and raps on the table
your agreement, and you let him continue uninterrupted. with his knuckles. The captain of the guards who led you
Excellent. Now, you may have noticed that your here reenters the room and escorts you out.
fellow soldiers seem ill at ease of late. They are anxious
because a great battle against our foe looms on the
horizon. The monstrous vampire-fiend Vladimir The Woods
Rustovitch has raised an army of men, vampires and The next night, you awake well rested and find the
inhuman monstrosities against us, and he means to drive other soldiers at Bran Castle as excited and edgy as they
us out once and for all. were the night before. You are allowed to drink your fill
But know this, my sword-brethren, I will not be of blood in preparation for your mission, and once you
chased out of this castle or out of this country, not by man have finished, you are outfitted with new weapons and a
nor king nor demon-fiend. We have all worked too hard suit of chain mail that is as light as leather armor, and
these many years to turn back now, and I say we fight for which has been designed to make as little noise as possible
this land and domain we have earned by right of arms. while youre running through the woods. The scouts are
That is why I have summoned you tonight. I have re- allowed half an hour to commit the maps of the surround-
ceived word from a spy in Rustovitchs camp that ing forest and the directions to the rendezvous point to
preparations for a major, conclusive offensive are under- memory. Youre not allowed to carry the maps with you
way, and that Rustovitchs army plans to attack us in one because they also mark important ambush sites and troop
weeks time. My spy has gathered information on the placements, which could be harmful if they fell into
planned assault that could prove crucial to our victory Rustovitchs hands.
perhaps even our survival. He is planning to break away The captain of the guards who led you to Lord Jrgen
from Rustovitchs camp tomorrow night and make his last night takes you and your companions to the edge of
way here to report to me. the woods and gives you one final briefing.
The wilderness between Rustovitchs camp and Now remember, knights, he says. Lord Jrgens
ours is arduous and heavily contested, and my spy does not not asking much of you. Just go to the rendezvous point
trust his wilderness survival skills enough to make the and wait there. Our spyll meet you there and show you a
entire trek alone. I need you to make your way in secret to sign hes Jrgens man, loyal to the Black Cross. When
a rendezvous point, meet up with my spy and guide him you find him, get him here without letting any of
back safely to deliver the intelligence he has gathered. I Rustovitchs men find him. Simple as that. Just remember
know some of you are excellent scouts and all of you are to keep quiet and try to stay hidden. These woods are full
able, valiant men at arms. I can spare no men to aid you, of wolves and men and worse, and dont none of em want
but I promise you great rewards should you succeed. So you there. Stay sharp and alert if you want to make it back
what say you? Can you be prepared to leave tomorrow here no more dead than you already are.
night, one hour after sunset?
With that, the captain laughs a spitefully and leaves
This is a simple enough task, and it takes you only a you and your fellow knights alone at the edge of woods, to
moment to agree to Lord Jrgens request. face whatever dangers lie within.

36 DARK AGES: VAMPIRE


KNIGHTS OF THE BLACK CROSS 37

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