Professional Documents
Culture Documents
Avalanche Press - Vlad The Impaler - Blood Prince of Wallachia by Azamor
Avalanche Press - Vlad The Impaler - Blood Prince of Wallachia by Azamor
Avalanche Press - Vlad The Impaler - Blood Prince of Wallachia by Azamor
System' License
and
the
'020
System'
logo of this
owned
by Wizards
of the Coast
and
are used
according
to the
terms
of the
020
version Content
at www.wizards.com. and creature statistics, and similar material using the d20 System. This
Open
Game
includes
content
is denoted
by its placement
in
highlighted remaining
type
within
body
In addition,
3 and Game
Part
4 are
The
is designated
Identity. Holder
the exception
Content, forbidden.
of this
work
the written
of copyright is purely
law and
is expressly
of fiction.
Any resemblance
persons
less than
coincidental.
Avalanche
p.o. Box 4775,Virginia 1-800-564-9008
Copyright 2002
Press
Beach,VA
Ltd.
23454 USA
. www.AvalanchePress.com
Avalanche ISBN Press LTD. All rights reserved.
Printed
in the United
States
4
5 5
Part 3: Characters
Prestige Boyar H Ussar
.
27 27 27 28 29 29 31
Classes
8
9 9 9 10 Landscape
Part 2: Wallachia
The Land Land of the Vlachs Climateand The People Social Organization People without Oblige
NPC Classes
Herbalist Lautar NewFeats
33
and 34 Undead 34 34 34 Game Information Game Information 35 37 37 39 Game Information 40 41 41 41 Harm 42 42 43
Part 4:Monsters II 12
Other Horrors
Vampires Moroi and Other Game Information
15 16
17 18 19 20 22
Vukodlak Vukodlak GunpowderWeapons Arquebuse Siege Cannon Grievous Gangrene Part5: Son of the Dragon Bodily
The Economy Armata Outsiders Shining ThePeople City ona Hill Romana
22 24 25
OttomanTurks
While was
Vlad's much
dining
amid
impaled Woodcut
corpses
more
informal.
by Ambrosius
Ceausescu pursued such Vlad-like policies as executing people for possession of two or more oranges ("hoarding citrus fruit"), receiving or performing abortions, or heating their homes in winter. The current government has tried again to make Vlad a tourist attraction with restorations of his castle and palace. There's also talk of a Vlad-themed amusement park near Brasov (Kronstadt), scene of some of his greatest crimes.
VLAD
System TM supplement allowing players to explore the reality behind the legend. It is not a book for children; if anything, Vlad's legend pales beside the horror of his actual deeds. Consider yourself warned; parts of what follows are fairly disturbing. But it actually happened. All of the incidents involving the character of Vlad in this book are based on actual events. The story takes place in Wallachia in 1456, three years after the fall of Constantinopledepictedin LAST DAYS OF CONSTANTINOPLEnd two after the events of GREENLAND a SAGA (both d20 supplements also published by Avalanche Press). VLAD THE IMPALER can be combined with those two adventures in a continuous campaign, or played separately. Some non-player characters from the earlier adventures re-appear. To provide some local flavor, the book adds several new prestige classes and monsters from Balkan lore and history. Dracula's vampirism as shown in modern books and movies is a Western invention; here we present the vampire legends as people of the time saw them in all of their fear and horror. As in our other historical supplements, this is intended to show the 15th Century as its people saw it without the benefit of hindsight. Magic is very real, though not as powerful as in fantasy campaigns. The adventure is designed for characters of 8th through 10th level. Fantasy races are not appropriate for this setting; for full enjoyment players should use human characters of European origin. In addition to the special sidebar boxes and the specially demarked text, all of the material in Part 3 and Part 4 is designated Open Game Content for license purposes.
Introduction For more than five centuries, the nameof Vlad III Tepes
Kazikli, also known as Dracula (Son of the Dragon) or the Impaler, has inspired fear and loathing in people around the world. Easily history's most renowned Romanian, Vlad the Impaler set a standard for evil deeds which has been approached since but never equaled. While recent decades reek with the names of murderous lunatics like Hitler, Milosevic, Bin Laden, Karadzic, Stalin or Arkhan, there's never been another quite like Vlad. We tell our children there are no monsters, but we lie. The monsters are out there, they just wear a human face. Vlad's sheer joy in inflicting painful death seems beyond mortal capability, and, as a result, he's often been portrayed as something other than human. Rather than accept that we are capable of such things, we invent superhuman monsters to shift the blame. But Vlad was perfectly human. The first fictionalized account of the Wallachian prince's horrible crimes came in 1491, just fifteen years after his gruesome death. This early German pamphlet made no effort to show Vlad as anything other than a bloodthirsty ruler - vicious but quite human. Bram Stoker's 1897 novel Dracula launched Vlad Tepes and vampirelegendsinto lasting fame. In more recent years, Vlad has been the subject of several films, including at least one purporting to tell the true story. In Romania, the communist regime made him a nationalist hero for having fought the Turks. While Stoker's novel and films arising from it were banned for slandering a Romanian icon, the government built a number of fictional sites mentioned in the book, including Dracula'scastle and
the hotel, Golden Krone, complete down to the same dinner
No
fantasy
tale
has
ever
matched
the
reality
of
Vlad
the Impaler.
Image artist
Schloss Ambras,
Austria.
Late '400'S,
II. But Vlad fire, giving agents Vlad, Hunyadi over young
seems
his
and forced
the Hungarian-led
campaigns. the
did not execute at the Ottoman the Sultan. and probably at this time. lessons,
Both younger
boys learned
and received
in Bursa
alongside
Fatikh's
though
he appreciated
the military
it was here that he came to know and love the art of impalement. In 1444, attempt Venetians, Albanians out, began Vlad, blamed To understand at the time circumstances discussed Vlad, was. This that in Part 2. Prince of Wallachia probably Emperor into itself to fight went to Germany inducted without under of the Dragon. Vlad took as an infant his father, This feudal rest and a dragon or in Romanian. known one first section has to look examines him. at who he was, climate is life and the Wallachia general defeat. murdered installed Dan, throne. Mircea how he came to be in his station, helped create and what the political Vlad's His native the Christian to throw Genoese, nations out Serbs, made their last concerted A coalition the Ottomans Christian army. The of and on luck ran generals
the Turks
Hungarians,
won repeated
victories
the run. But at the Bulgarian and the Turks to bicker, probably with annihilated reason, and the elder
and Hunyadi
fell out.
Part
One:
Vlad,
the Impaler
the Hungarian for the Christian Angered, Vlad's Hunyadi cousin, him and
on the Wallachian Pro-Hunyadi nobles capital tortured him alive his father. the pretender their Dracula, two Hungarian fled Hunyadi. crusader Janos His minions killed the rival again Vlad less than Vlad before The by overdragged city of him, back to the
Blood
when society without banner
Wallachian Born in 143 I, Vlad Holy Roman Vlad, also named Sigismund the Turks He rode "the Wallachian Targoviste, then Turks buried alongside throwing hostage, months Danesti seized Stephen, At this 1430's he
the Order
pledged surrender,
very seriously
"the dragon,"~ As the younger as "The Little
responded
and thus
which
he became
Dragon,"'
Vlad had two younger Mircea, known as Vlad, also named at the court (elder brother Mircea.
brother,
At least
of Byzantine during
to the court
of the Byzantine
of LAST DAYS OF
All agree
that
Vlad Janos
had to
after a palace coup briefly overthrew him alongside and fighting the Turks.
Most
alongside
Sultan
learning
impale but
people.
Mircea's
would
be the
to suffer, reign
they were far from lasted for six years, Radu Vlad took
of terror Vlad
a Turkish role in
army
Playing
Vlad Tepes is the central
Vlad
character of the adventure
and put
included in this book and may also feature, prominently in further stories you craft yourself. Though he has committed unspeakable crimes, Vlad should come across as an extremely charming, friendly nobleman. A bad accent out of a B-movie would not be appropriate; Vlad is an educated and cosmopolitan man, at home in many situations. It should be very easy to like this man, thus making his acts that much more horrible.
of Poles, and sent Hungary much age's military Danube fortresses responded to retreat. Unable peasants. enraged harbored military authority. sight. almost most
his Wallachians,
to King
from
and a skilled
engineers.
Wallachians towns
Vlad is aware that others find his hobbies disgusting, and this only encourages him. He draws amusement from the discomfort of others and rarely shows anger; he will order a peasant impaled with the same expression and tone of voice he'd use to inquire after a guest's preference in wine. Insecure at heart, Vlad will answer anything he sees as a challenge impalement Though to his authority with the immediate of the offender.
and villages.
The
of Wallachia,
to stand Intended
battle, these
Vlad instead
resorted of
impalements
corpses. none
the prince is unquestionably evilone of the most evil beings in human history - he does not consider himself so and would be truly surprised to find himself counted thusly. Vlad believes in God, and considers himself a righteous upholder of God's will. God has placed Vlad in
the high
Wallachians
dominion over the lesser beings of Wallachia, who are there for Vlad's enjoyment. To fail to exploit this opportunity would be a rejection of God's gift, and the prince would never be so ungracious as to reject such a fine reward. While Vlad does not make too great a show of religion it goes against his arrogant nature to acknowledge any being as supreme over him he would certainly call himself a good Christian.
chances
of escape
and threw
Vlad Hunyadi
grudge
of his father
of Mircea.
have unhinged his younger the Turkish alongside and this prince,
is the premise
CONSTANTINOPLE. Vladislav
In 1456,
II November,
The
chronicles young
do not
the prince
He threw
himself responded
on Matthias' by tossing
Playing
at later. and the
Some may later suffer historians from some
Vlad
will come sort with
(cont.)
to believe that Vlad He dysfunction.
Hungarian Visegrad known During seems king retake control Old, After
Bosnia, horrors
a city which
of sexual female
of its own five centuries Vlad came to know ruler. troops named places him would Radu Basarab several Matthias to his
sexuality,
especially
In 1474,
children
daughter,
his throne.
lure strange
to seduce
to a rival Danesti and the two men fighting alongside convinced mercenaries re-entered troops control quickly Most 200
to advance on him
to a point or her. the but men It's homothere beyond more during
on an anti-Turkish that the Turks. Hungarian His again. and supporters left behind Vlad again, Backed coalition
Vlad depictions
turns
in Croatia,
Vlad
emphasize mythos,
the man to lead the fight Hungarian-paid troops, defeated and Vlad Things deserted, Vlad's Less than new Turkish Turks throne. Vlad took Radu's
vampire
Vlad of was
Freudian
molested
in Turkish
Moldavians
then by faced the heads flanking not of the players the janissary Just several into what sites the Bosphorus, ground, became the arm of the sea and the head was lost is (and tourist parade a
stayed Once
by the prince.
on the Wallachian who had Vlad had to levies power, several prince. Vlad,
been the backbone call on the highly to resist nobles Moldavians Wallachian Despite attackers point, head's kickball Turks. the attack. and their fought turncoat the mortal before either identity a Turk
of his former
of the rest of the Impaler grave. for another 200 years, his
Wallachian
turned
Wallachia Little
well. Princes
of his line included and Mihnea, them the Islamised, replaced with favor
through
a lance.
Impaler") finally
the Bad
collapsing
loss of blood.
or a Wallachian
the Sultan.
it for a few days, Mehmet it to play with the of polo kick sent
One
it sailing
over the
Impalement More people. Turks, this often Done than The anything practice else, Vlad when is remembered for impaling out by the pole into blades. leave victim kill have the time, feet deep, rather
Vlad instill
prides "The
a good is about
father family
to
son with
righteous
though
the victim's
It is then
bonding creatures
and other
it will not kill the victim, in excruciating their skills internal of this days to die. Drinking passers-by
his eldest's
him or her to dangle can take several the victim victims them water. by rupturing The
display
his son's
remembered
will implore
impalement,
less renowned
medical
forced
the rest of the clan to eat the result. slice off the breasts and force in atrocities. horrible his her lover The fry them,
is also
with thin,
cavalryman's metallurgy and strong The a vital organ As proper impaling victim through post-hole. disdains technique, also noted mothers: first bare breast A later sexual children mutilated vagina women never directs business, bleed Vlad pets horses pets, method,
lance
especially
of making a human
rarely
and oiled,
to avoid penetrating
he has others
the victim
acts in his name reinforces impalement large numbers to the ground their This chest. usually takes time and skill, and lances Vlad's on their They then men often take a shortcut. of people, they will hold the stake outright. on proper with impaling impaled nailed quite authority. to come by in quantity, exercise of power he obtains from the as he does it. commit as
He enjoys
the living
satisfaction
angry with his men impalement Vlad nursing by the to their is impaled.
if he believes
for a particular they are uniformly and the infant and secured
in place Vlad
say that
He bears
for women
Yet he fathered him ordering impaled mutilated. He also enjoys for centuries. a person
of mistresses
besides.
and their
is one that
himself;
his servants profusely. hates all living humans. and cattle and farm
act. It is a messy
and is not
content
impaling
His
to impale probably
and small
barnyard
if they could
for Vlad
up in a neat
Part
This called
Two:
section home. deals
Wallachia
with Wallachia, on the land the land itself, that VIad people, its native
Southeastern
Europe
in the 15th century. National 13th Century, Mongols and often from a new invader engaged anyone the lower
Museum stormed
of Bucharest.
out of slaughter way. a
A primer
in wholesale Danube
and their
customs
follows.
valley to elect
The Land
Located hard Land The in the mountains populated Vlachs to the 21 st Century Roman Dacia than retreated Called settlers had been a thousand into language their but retained Vlachs Roman more as Romanians of the region lost years to waves before mountain neighbors, else of heavily character. of Vlad's claim of Eastern by a tough Europe, people. Wallachia is a country of the people from
new Great depopulated Descendants now mingled Greek, groups empty Land
Roman
farmers - their Roman ancestry Bulgarian, Avar, Mongol, Gothic, regained and other mountains lands south flocks Century. still looked to the ethnic to settle Wallachia, in nearby of sheep villages in could into the of their their
Tartar, plains.
Slavic,
known
the ancient
They
wandered as "Vlachs"
farmers
by their
area, their
became
migrations,
the Wallachians
by their
its Latin
Farmers Danube
as their good
crop, The
and the rich technology made by a horse). while and stack even of grain. 40 miles for about hills, deep reds). its over a century the other
yield
they use is rather way here despite ago. Plowing husband-wife prods Adults children them. this The Harvesting
Europe
is a two-person team: is done one guides by hand, behind can turn pulling
job usually
and no one possesses national beholden language, Grammar but many a Romance could truly entered identity.
the animal
it (an ox, mule, as is true with long-handled to tie it into and other over good begin
see themselves Romanian has diverged words words much Before The
to the King of Hungary. but over the centuries and structure Slavic and Hungarian it
is a Romance from
cut the ripe wheat follow When along system left alone
and many
by raiders
the vocabulary.
It is also pronounced language. establish southern political Serbian ethic, control Europe. order, Empire the than
primitive lower
like a Slavic
the Wallachian new lands, Turks both of Islam are fearsome invaders. the Turks of survival Wallachia
settlers smashed
north
of the Danube
over their destroying religion Turks earlier against path Now The their leaders.
a new invader
these
Ottoman
the growing Byzantine and kept By turns, in these stands kingdoms opponents and as their
and many
farmers
strong
by a warrior
with allies,
mountains.
here, and the forests and people forests than the mountain
as their
at a key moment to the north troops or money. have strong, to resist the Turks,
among
Carpathians.
as home.
of Moldavia they choose defense. Landscape which hot, Where hangs land.
the Turks,
to be alive. It's
is
a very pleasant
In summer,
are lush
are many
10
A peasant's a home. sleepers filled with long Wallachian loose bedclothes; is reserved The hearth together same usually couples indulge much by the people who live in it. Wallachia is typical
most This
important
is a bed, the symbol frame to hold (and the the frame frame then nothing is a strawmost is simply complete of sheets.
of
households
Wallachians
for a down-filled
for the boyars. home has two rooms: All members in poorer families a living area with the sleep all in the beds, but married to
prosperous
them
As a result, people
somehow
presence
The People
A land is defined no exception.
of the affair
act itself. Wallachians, uncomfortable Villages strong lands, of social place is overwhelmingly organization, (and these of origin. nationalists, he will impale and are very Though will there them if Turkish than
like other
they are alone. walled, Instead, topped from though few can afford stakes to build by earthen to deter Rather
Social Organization
Wallachia, rural. rare) The refer even those like all the neighboring village to their be hailed is the center village Wallachians
embankments a gate,
cavalrymen
riding
an opening
in the embankment
chevaux-des-frise,
VI ad and his cousin, someday is no Romanian Boyar and peasant they do not. The typical village build
of Moldavia,
attackers some
will be a poorly-armed Boyars do not allow serfs and will issue In many villages, if Both of sparing their homes. while though
national
consciousness
implements.
during than
so many of mud
In normal
As a result,
many
by day. Such
or Moslem) they"
church,
and a tavern. which is used by some consists fire burns the room out the
even in villages
is lead by its headman. to one another, The headman this man has little
Since power
most
in their
estates,
home The
is often
and spring,
keeping putting
disputes
up off the
by a foot earth
because
she is expected
of the floor. Wallachians Even in front being know the importance dwellings which of a have at
and the boyars Typically, are vacant, This hold terrifies great
also have a priest. their churches for the undead can make While the common
Many
parishes empty. to
the most
wretched
standing
a small waste
is typically prevents
the inhabitants
are known
buildings 11
priests
supposed religion. With priests in low supply, many villages have come to rely on earthier spiritual leaders. The lautar is a Wallachian folk singer reputed to have great magical powers (see Part 3, page 3 I). Similarly, herbalists use the powers of plants to achieve their ends, which are sometimes medical but just as often inflicting pain and suffering on others. Wallachians like seeing their enemies brought low. See page 29 for more on herbalists. The Church does not approve of lautars or herbalists, but in most villages even the priest seeks their aid occasionally. For all other questions, the village must look to the local boyar, or noble. The boyar is usually responsible for several villages. He owns the land and everything on it including the people. These serfs may not leave the land without the boyar's permission. They are not strictly slaves in a legal sense- he cannot sell them off the land or kill them outright - but the line between slave and serf is very thin. Boyars prefer their serfs to make cash payments but few ever see currency. Serfs therefore contribute a large proportion of their crop to the local noble. In return, the boyar is expected to protect them from raiders, though few even make weak gestures toward doing so. A Wallachian boyar is more likely to draw his sword to enforce peasant obligations than against a foreign enemy. The boyar also oversees local justice, though this is becoming an ever-more dangerous occupation. Vlad the Impaler sees himself as a great lawgiver, and a boyar who renders a decision with which the prince disagrees may find himself riding a long wooden pole. Vlad randomly reviews cases from all over Wallachia, both for his own amusement and to reinforce his position of supreme authority. The boyar rarely resides in one of the smelly villages, instead setting up an independent estate at some location with easy access to all of his lands. Income from the peasants' labors is supposed to fund full equipment for the boyar (or his sons if he is an older man) to ride alongside his prince as an armored cavalryman. While outwardly similar in appearance to Western knights, Wallachian boyars spend little time honing their skills in the tournaments and other knightly events which obsess their French, English, and German counterparts. In practice, what little money can be raised from selling the produce of a boyar's lands goes to improving the estate and paying its garrison. Many boyars breed horses, which are major consumers of Wallachia's grain. If ignorant of arms, literature, science, and just about everything else, the typical Wallachian boyar's knowledge of horseflesh is without peer. Serfs are employed on these farms but are forbidden to ride. They perform the dirty work of feeding the animals, mucking out their stalls, and other hard labor. Only a well-born posterior may occupy a saddle. Wallachians ride Asiatic style, bending low over the horse's neck and spurring the mount forward in a straight line. Stronger boyars build their own castles, fortified stone places intended first and foremost to defend the noble from 12
to work in fields, but, since the Wallachianslose most battles, the typical slave is Wallachian by birth. SomeWallachians fall into slavery through debt, and, in some villages, life is so
miserable that people actually volunteer for slavery, selling themselves in order to spare their families a slow death by starvation. A slave's child is not considered the owner's property; slavestatus ends with the slave's death.
Wallachian boyars are the only ones allowed to own slaves, and they are also known to capture and enslavegypsies, a practice that will remain legal in Wallachia for another 400 years. The gypsy love of freedom makesthem very poor slavesindeed, and they will often sit down and refuse to work, glad to die rather than be a slave. Their status as
social outcasts makes them relatively easy to throw into bondage. Wallachian slaveryis of the chattel variety: slaves
are property, and their masters are allowed to do with them as they wish, including raping, beating, and killing them for sport. Giventhe hardlife many lead as free men and women, it takesseverecruelty to oppress a slave. The boyars manage.
Everyday
People
Wallachia is a desperately poor country, though it has great potential (as has been the case for hundreds of yearsin the past, and will be for hundreds of years in the future). In the lowlands north of the Danube River, fertile soil produces bumper crops of wheat - if the farmers can manage to bring
armies is used
destroy
it. Oats
Campaigns National
oj
Vlad,
and
Hunyadi
against
the Turks.
crop,
to help feed the region's a constant from battlefield. raids. have marched Turkish
Museum
Wallachian
troops
at times
alongside despite breeding, Most broken Beyond raiders result, their where often show The their but genetic differences and are sometimes dispositions used be for they have nasty and cannot
miserable once
existence. rarely
to the saddle. the fine horseflesh, to take when they seize children, pretty forced promise they the villagers' boys there's strike most not much valuable prized. service; as court other infantry most boys of value village. possession: slave markets Such lads are who some for the As a
villages Unlike
have been
sacked
Wallachians
The national on special can afford this down is to court Most They plant carved people
dish is mush,
made from coarse wheat and flavored cucumbers and garlic. when Those to drink they can. They
who are led off to Ottoman young into are especially or harem and trained hundred his elite of children prostitution several draft
to the land on which rights: the serf decides his own tools most of the country
Sultan
do have some
limited
and animals.
troops. In a
Few Wallachians
are landowners;
will begin
held by the boyars. stud raiders boyars farms farms, where fine riding primary the Danube horses and to horse the
are taken by raiders export far more Adults uses leading raiding usually are rarely them them parties ignored.
from Wallachia.
is home
are raised.
a heavyweight horse,
and riding
similar
to the modern
women
by a Wallachian
For those also run horse, have larger with free in the country, of the Carpathians. a primitive heads zebra relative stripes and thicker horses 13 can expect Women
children,
life is brutal,
nasty,
and short.
A man
known
to bear many
birth. Infant
usually in small family groups are similar than of the domestic on their variety.
in the foothills
often
while
is enormous: The
less than
domestic
and often
feature
birthday. numbers
peasantry
makes
and consequently
legs. They
are interfertile
domestic
children. Family life usually means the absence of love. The deaths of so many have given the people a fatalistic indifference to life; some believe this is what drove Vlad to impale them: simple death held no terror. It takes a lot to shock the typical Wallachian, and their monsters are frightening indeed. Because of the short lifespan, people are expected to take on adult roles far earlier than will be the case in . another 500 years. Girls are often hired out as maids at age six, and married at age 12. Puberty, however, generally hits later than will be true in the 21 st Century with 16 being .' the typical age of sexual maturity.
.
noble peasants. They do still retain the rights of the nobility: to assemble and advise the prince, to bear arms, and to render verdicts in disputes on their domain. No one takes these rights very seriously, though, and the higher boyars react quickly and decisively to crush attempts by their lesser kin to put on airs. The remainder of the boyars style themselves after Western knights and, during wartime, fit themselves and their retainers as armored horsemen. Only a select few can afford the
makes
riding
to war in full armor a social distinction, and, thus, the heavy horse remain in the Wallachian order of battle even as they have become less useful on the battlefield. the boyars rule Wallachia with one of their number serving as voivode, or chief This has not always been an hereditary title and, until the advent of Vlad Dracul, many saw their voivode as merely the first among equals. Vlad Dracul, impressed by his brief time at the Imperial Court, beganusing the German hereditary title, prinz, instead of voivode, implying their equivalence.Many boyars Traditionally, did not appreciate the imposition of hereditary rule by Vlad's dynasty and supported the rival Danesti clan.These were the men who conspired with Hunyadi to murder the elder Vlad and Mircea.
Vlad Tepes considers from his father. his father's on wooden murder,
poles, and
He massacred
at Mircea's Vlad
connect
to
a handful of renegades he believes had a role in the murder. Otherwise, Vlad sees the boyars as a service class that should devote itself to administering and defending Wallachia under his unquestioned leadership. The surviving nobility mouth the
right radical
words of acquiescence, ut b
new idea. Most status consider
they Vlad's
do not
accept not
this
Noblesse
without . Oblige Wallachia sports a much larger noble class than in Western Europe. Perhaps as
'
rule illegitimate,
for
and he does
give them
impales
a few to emphasize
that he holds
over all Wallachians both common and noble. Those most likely to resist the prince havelong since been killed, but the
Danesti pretender Basarab
still lurk in the Carpathians. Vlad has never managed to dig them out of their mountain hideouts, and he knows that boyars at his court are in league with his rival. Vlad considers
Therefore,
himself an excellentjudge of character ith some justification. w he makes sure all powerful boyars spend at least some time at court in Targoviste everyyear,so that he can
judge their loyalty to their prince. To the Wallachian boyar, heredity means little, but family ties are paramount. The head of a family holds the boyar title, but he is not necessarily the eldest member or the son of 14
the last patriarch. seize leadership. lot who value rely. They Wallachian payment The mean boyars engage boyars much speak
Rather, The
the man who can and untrustworthy on which they can but for peoples,
with
boyars
in
boyars
blood
in blood
to show
in Byzantine as out a
faster
neighbors.
be overlooked
often
of childish
ego. Otherwise,
men and women though infrequently, the peasants, boxers, vest over blows worn
and, unlike peasants for men, halfway wear the typical a long-tailed down homespun homespun flowers flax from but they (so that garb of the rural buttoning dyed their rough East in white shirt, usually with long wear silken a padded and help soften during frequently and In non-military originally
and often
it is in fact a pullover) brown. clothing linen sleeves designs. of cotton. as these skin.
over close-fitting wear long high necks. Wallachians raise sheep keeping which scratchy Rashes The with makes
Prosperous grow
peasants
battle.
embroidered
for wool,
as well because give the owner muscular Women the cover with This fabric keeps prefer
the times,
appearance.
fabrics
are common. still lies four does centuries not lend in the future; itself where Among women's ladies to be the
much like that shown on illustration the scratchy clothing to adventuring. is held lace decoration. of their skin. a long robe with (as
brassiere
clothing Corsets disgusting peasantry, voluptuous split; themselves prosperous A peasant and, thus, washing than once unhealthy. rub
time
off their Vlad little shown much greatcoat closes hangs rarely outside. wearing pieces: his father. not
calls for a large, is similarly feel the and is a failure). to lend they
prefers
body type. The perception of noble athletic, man, a more soldierly however,
of male beauty
Turkish-style decoration
a handful
on the cover), like the modern it will someHe usually and the collar
is seen as successful
one set of clothing, also bathe considered the skin, peasants but leads to infrequently; more face, and hands
day become.
they rarely wash them. other body should briefly The a year is unusual secretes with
They
his jewelry the same piece twice On the cover, he's one of his favorite the dragon Because the boyars him; if the with robe sigil of Vlad
its oils to protect sticks a fastidious event, (a name Westerners stinks cut hair after
and so people themselves rashes. otherwise terrible themselves "shit-asses" Romanians typical nothing it into Men Boyars clothes
do nothing after from and of soap. a ponytail will hack each this
his style
with showing
call the Wallachians in general). hair, a long, often it with single length. fashions; relations 15
have learned
like Vlad's
Wallachian
rarley their
is angry
sometimes at about
the Sultan.
in a bewildering
mish-mash statement.
of foreign When
are considered
a political
Gender
Wallachia, such as it is, is a man's world. A peasant woman is expected to marry early, serve her husband faithfully, bear many children, and then die quietly. A fatmet whose wife performs heavy labor is considered a failure; while most peasant women do such work, their husbands try to keep it from the prying eyes of neighbors. Nobles usually keep their women secluded, and they rarely appear even on social occasions. At home things are different: noble women can of course appear in front of serfs or slaves. All Wallachians are obsessed with prestige and their standing with their neighbors. Jealousy is rampant at all levels of society, and both men and women play this destructive game with equal abandon. A Wallachian delights in seeing a rival brought low: it is less important to win than to see others lose. They therefore seduce one another's spouses fairl y regularly. Noblemen have relations with common women, but this is considered an embarrassment best kept secret. A common man engaged in a sexual affair with a noblewoman risks death or worse. The victims of repeated foreign attacks, Wallachians dislike outsiders and consider them bizarre in any case. Adventuring women, therefore, will be seen as just that much more evidence of the strange ways of foreigners. If Wallachians meet a party of foreign adventurers that contains women, they are likely
to see this as an indictment of their husband or father's ability to maintain them and will offer at least veiled insults to male members of the party as a result. More sympathetic Wallachians may take pity on these unwanted women, perhaps offering their assistance in locating a suitable husband. In the time of Vlad Dracul, women participated in court functions just as in the rest of Europe. Women are rare at his son's court. The boyars do not know how to read Vlad's views on women, and so they keep their wives and daughters away from the voivode's palace. Vlad has never seemed to notice, and his own wife never appears in public. Whether Vlad wants women kept awayfrom public functions is unknown. As Vlad spent his formative years at the Sultan's court where women are sequestered in the harem, he may not have noticed anything peculiar. No one has ever mustered the courage to ask. Noble women take a stronger role away from Targoviste, often taking the lead in managing their husbands' estates. Officially such women have no legal standing, but, since boyars typically have no education and little skill in running an estate, no one makes an issue of it when a woman who is more or less competent at the job wields such power. Wallachian serfs believe female nobles to be far harsher than their male counterparts and dread events that leave the local boyar's wife in charge. A woman cannot manage an estate on her own account; she cannot by law own property at all. Marriages are usually arranged, at all levels of society. Clergy rarely officiate at these ceremonies. Instead, the bride and groom repeat promises of fealty in front of witnesses. Each family then pledges to treat the new in-law as they would their own son or daughter. Once the ceremony is complete, the woman passes from her father to her husband, literally as his property. Tradition holds that a husband may kill his wife for adultery without legal process - in effect, disposing of his property as he sees fit. Vlad has overturned this rule, though not out of kindness' sake: only the voivode has the power of life and death. Vlad hands down all death sentences, including those for adultery. However, if a man petitions the prince asking that his unfaithful wife be put to death, Vlad almost always agrees simply on the man's testimony. Vlad is known to believe women capable of most any treacherous act, and he has little trust in them. Rape is a crime in Wallachia, but here practice follows the rest of Europe. Unlike 21 st Century Western legal theory, rape is not seen as a form of assault. It is a property crime, and the victim is the woman's closest male kin. He is entitled to monetary compensation just as would be the case if a miscreant had damaged any other of his possessions. Since a serf owns no property, a peasant woman by definition cannot be raped. A slave, however, can be raped - her owner being the victim. 16
and enforce
his laws in military of scribes efficient. is of a location. a expose Vlad on his than than his his the makes and no
service. A small collection but they are not especially In essence, absolute more day's authority outside within his sight his current to avoid might
of government,
professionals
rare in Wallachia.
Probably confrontation short people. no more neighboring on mercenary father purchase there peasant removes no excuse armed little Justice effective voivode. into and makes with reach surprisingly
did, preferring is less of a burden for military a potential sure that to go about everyday life.
on both
of resistance
surrounded
retainers.
Government
Vlad
his vision
government manner.
ultimately
flow from
hear cases as they have they now do so as the rather than of their own. Vlad he will overby imposing mercy. miscreants swift the the of and
The
tricky
State
State is a complex one. Navigating it can be the nobles turn in Wallachia power things boyars power the hills flows from its prince That, his sight, since been with boyars or or the death at his pleasure. to be. Within willing to join boyar only have long at least, challenge is how the Vlad a finding for outsiders.
The Wallachian
Government All authority holding less true. voivode's their Vlad imagines Those absolute
to assert where
his authority,
with
and impales and thorough prince's criminals Vlad simply madness. authority
the guilty
with
to openly
to impale however,
wives of poorly-dressed desires (even to amuse chance, The killing in a land has been
assembled
Through in forcing
by random
structure
in which
has known
Few of them
long to see the Impaler's lost prestige. To replace bureaucrats the boyars,
end so that
may reclaim
square,
the Impaler's
as well as soldiers.
Faith
Orthodox separation the state. religion of their Orthodox Christianity Metropolitan Orthodox Metropolitan's Orthodox though for quite advantage potentially Church Dracula appointed Many power conquest Religion institution anarchic kingdoms, of authority The that skilled power Vlad that right that intrigue the office politics. has accomplished has broken to name his legitimacy Church. far more Church something powerful rulers: the unquestioned This from assures the pulpit use of to his own not exist officials in Wallachia. of a Pope does Europe Under sorry of the 15th Century The conditions has no concept is a branch of of of church has a powerful faith; and state. Church
the lack of authority, their own foothold is but already bordering a small exist both into go, that
papal price
hope means
to Vlad
the terrible
of life in Wallachia, seek an explanation follow the brought looked them to the church of the
Catholicism
on fanaticism. of a strong is much praying of saints idolatry. that prayer. standard priests saint, deeds merely
Catholic
and place
ago. Their
in Constantinople Emperor The authority fall of the over been Vlad shattered faith.
as the head
of their
in Byzantine Orthodox
with the aid of these paintings clergy in Wallachia that saint the icon maintain
the icon only helps However, believe and this is so low that
even many
to disrupt
can perform rather God. imams as an successes came in There, a in also than with
To the south, the religious Empire. powerful the see the religious opportunity Some making Bosnia struggle factions frenzy heretics sect) In Wallachia, his hands. The wants Wallachia efforts Catholics Vlad firmly under Turkish Turkish Mehmet the ruler holds the church's fate in of Islam's
outsiders vacuum
recognize created
by the Turkish
of the Byzantine is by far the most in Europe: feudal system churches behind
converts two
unlike
in the century.
as each labeled
many Bogomils
in the ruthless
feel, Wallachia
will not be questioned to the wealth More importantly, and propaganda to state
and gives him access Orthodox the Church's ends. Religious in Wallachia. The Roman Catholic
as the protector
technique
intelligence opposition
to heel. Christianity is a thin Almost of formal and would veneer there over a is a
Most
Wallachians them.
believe
Church Though
trend
dangerous. ruler
and lack any sort of the liturgy between believe themselves their
faith, establish
it important Constantine
they mumble to explain Some those league favors They known of them with hold
the difference
the mass
and a magic
Dragases,
to papal Church:
authority it is but
are in
By that Catholic
the Pope's
advisors
Priests
Orthodox
be chosen
very loose
and in small
by the Pope. 18
for drinking
and philandering.
heinous their
clergy)
Tradition contributions almost request their annual no right more inform of There Vlad
holds exclusively,
that from
may ask for voluntary of crisis consider (meaning, this to assist pay an have he will items. boyars then
beards.
to marry, some
authority
and vote a levy of money chief. head money, Vlad however, voivode grain, tax for himself horses,
centuries
Greek
in a handful authority,
If he requires wartime,
Vlad has weeded out most of those impaling The vast majority
the needed
will be no discussion. doesn't need the money are trivial. from Again, Failure word. Vlad's the head tax, and the a regular in swift the
learning
it is concentrated These usually control monks oppress held. by religious than those the usual They come adults fortified speak cruelties
of
amounts reminder impalement: miscreant cities What Vlad's to pull good will find Other market went this rulers
involved
as fiercely
as any boyar.
the Saxon
expenses. is the levy of horses the beasts to mount light enough by any army no trouble his mercenary who supplies makes
on boyars'
lands;
he makes
contemplation. of local events Most monks leave. Few the monasteries' population. many also form
copy holy writings interaction into to the monastery are accepted walls reside and read Latin at this of pagan-like and ask them relief Wallachians of the solstice, the sun's another most symbol notable
and keep chronicles with outside as children the orders. and never But within
to the prince
the bulk of Walla chi a's literate here is Greek, There though and Slavonic. time. beliefs remain among
than
horses,
Wallachia
grain.
The language of Romanian Remnants as saints) sexual enemies. holidays a rabbit, Wallachia's Western The
of learning
conquests
Byzantine fruit
is no written
Byzantine links
outposts,
the Turkish
to propitiate from
yet been
established,
for their
have the Wallachians for new partners. What trade exists part thrown finished Vlad
to look
to the north
in the hands
of
Transylvanian
Germans
(known
here as Saxons) and a tiny handful and sell tools. hardware, caravans call the land
to welcome
of fertility. contribution
the Impaler
especially
weapons
and iron
a fair amount
and is well-respected as a fair dealer. of gypsies, themselves, which 500 use cash, trade stud occurs "surplus" own
A modern Romanian
by the arms merchants In recent as they trade. the capital, It is no overgrown garrison. It fairs by is
or Rom some
Wallachia feudal
have entered
agricultural
and conduct
years. Very few people subsisting when gather to support there arrangements all. Boyars surpluses farms whether
.
at
Only called
(a gathering
the markets
and trade
is any actual
at all, of course),
homage
to the Impaler.
19
mark
cities
"Stores" Instead
Frederick
the Great
most
troops
merchants
conscripts Europe,
occasions,
extracting
a percentage
field
cattle,
peasant always.
are sometimes and farm fit out a mail tools, foot over it. this at least
armed, of their
Armata
Vlad rulers time. from makes
Romana
himself either useful or dangerous He is first the fearsome learned to neighboring and foremost generals the military view of of the arts discipline through his military strength. comes from
pad under
and is considered of his legend from than tutors, other his troops.
far more men are killed by the trauma of a heavy blow than by being pierced by a weapon. The tails of the mail shirt are designed These weapon They straps, hot to flop down well below men often usually carry also sport for these though infantrymen a round would hands move the waist, an iron shield weapon. to protect the crotch. preferred ed sword. with extra iron cap. The reinforced this kit is array. of This of
the Sultan's
Christian feudal
wooden
system, among
is not with
some
nobles of the
weight
on their summer,
in the Wallachian
and a mob
yet still be a loyal another the will of the noble rules supreme
subject class.
infantry
fast or far in full battle the Wallachians of the infantry Professional are unusual because
who can
the Turks
only act in concert Among in effect While during taken the Turks, all Turks Turkish campaign from Orders most
cavalry, to ward
that
horsemen. force
the Sultan's only with fierce question. shames Vlad from utterly
like those
in Wallachia. charge.
and cohesion
to stand
are to be obeyed
Cowardice
On campaign, cavalrymen. rapidly. countryside inhabitants. European ranks from charge. Turks They
all Turks. drank in these years. and alien. What to on have but on is seen in
from
impressionable find
his troops
the fringes
armored
flinging them.
acceptable
resistance bordering
their
they usually
come to view obedience they still do not enforcing as a form by the horrible the power of insanity. European (burning, Austria's fashion 1700's
understand In this
have a hardened
professional
own in the Sultan's Like other to counter of Europe's some 20 Eastern finest men
Vlad
European light
armies,
the Turkish
horsemen.
drawing Theresa,
cavalry, known
on a wheel).
Louis
of these
light cavalry
of his own from are organized Calarasi, lower chance become with fiercer Rosiori respond A typical in this sword to swing handful Hussars, nobility. to regain no assets battle close
Wallachians
with
skills.
make use of heavier The direct them outside distance) cannon enemy paid cannon their march,
of their
siege cannon
guns
for attacking
which down
mixed. from
stone
age were built (the intended not extended siege guns into Unlike with
to resist
only accept
volunteers
assault. because
on their
and small
the main
can set up and pound in a matter who cast of who are very well fresh drag their days
a
by origin scout
or fortresses
he keeps
are mostly
He considers fighters
more reliable
quickly. or Wallachian, is uniformly are found the hussar A are curved on horseback. hussars
Though
time
to begin
than
siege operations
well-mounted:
finest
Turkish
relief
force
could
easily
sweep
down
on the
scimitar. moving
besiegers. like to employ army The such Saxon mines, a corps uses cities of professional to tunnel are not under allowed miners enemy to work mining have refused
would
A lightweight not armored, mail shirts. Boyars as fully Mercenary knight sword power knight's
complete horse,
the weaponry.
are unusual.
of Transylvania
so as not
to slow their
a few wear
Wallachians
in the Transylvanian to show heavy does help up for three These not rely much The months of service are an knights, who
and there
are no local
in Wallachia.
cavalry.
stiffen
mail skirt;
a lance
aside Turkish
To remedy Europe.
With
Italian
city-states
off the best soldiers the dregs Some foot considered serve as soldiers: to protect are terribly weapons, through serve Vlad
or unruly.
A number enjoy
of them
in the hands
of his Wallachians. as the professionals ignorance and their heavily wizards employed
Mercenaries loyalty
to destroy
can be bought. hiring specialists the peasantry Turkish impressed just as to on in Europe mounted but His men also siege greatly in the
techniques,
and as a result
Modern
to make his war machine is the first cannon damage, lightweight do little Vlad's
solid blocks
are highly
in demoralizing
opponents.
21
Fortresses National
in Romanian Museum
lands,
late
15th
century.
of Bucharest.
Outsiders
Despite isolated. and Turks its almost Its position inherent poverty, struggles Wallachia between is far from stop the Christians woes. Things claims as their Within are very similar that much however, sovereign. German The Seven setders Cities have founded are mining gold output. towns towns, To keep here, looking and the Prince owes him of Wallachia The locals of Hungary on the map has made the poor it a frequent country's of the region fealty. for invaders, and the current have only heightened do not agree, lawful to King Matthias
Shining
region
City
on a Hill
of Walla chi a lies Transylvania, by Romanian-speaking a mountainous people.
Cities,"
giving domestic
Transylvania
its German
also inhabited
of Europe's
22
these
mines
out
hands,
and Vlad's
the argument: would binding regularly. claim to finance Carpathians and Dracula Those Their walls Saxons towns that
Saxon considers
a subsidy he holds
the Sultan
his wars with relationship, A wartime does not and can cite
war machine:
on the meager
are due
Transylvanians of rhem Saxons themselves to create in search across Europe among actually
and well-ordered; of ancient cities. with local granite; a brick platform A Saxon
as new settlements, buildings city is protected the area around The walls are and are of less On the dot the and their women attack
they lack the clutter mark wall of well-dressed gate will be decorated thick with stone solid (unlike towns). farthest
tumbledown often
so did these
facade.
the mountains
a wide fighting
very act of moving are immigrants a high jealous. standard The seeing
the rubble-filled Watchtowers from These city gates, are open from stone that
or first-generation of vigor. This has made are seen as greedy of contempt as backward
Saxons
they have a fair degree the people colonists standard justification). higher
children
separate
besieging
are paved class districts and many with miners discreetly regularly streets.
with
well-cut sections
gray There
Romanians,
cobblestones. of prosperity are boom do a brisk prostitutes establishments. and crews horses
Buildings
are brick
of casual
sex with
a Romanian.
are wooden.
as a matter rarely
and happiness
the few who understand Seeking never this to keep the gold paid much attention alliance, burghers.
Vlad pay
has
their
operate of convicts
their protection
is through to the Saxon The made defense Here fealty their exact
whether
City police
is of no concern
on the paved
legal relationship cities claims Tepes' Vlad is vague upon claim inherited
prince father
of each city is the town stone sporting rooms, a tall clock an archive, and enforces poorly
and the Saxon the first of them lies Vlad protector. cities
and undefined. allegiance, the Order Sigismund this to Vlad. are many nobles driving settlers
hall - a large building tower. This building for officials, A small by a militia paid list of of free by
and his stout of the Dragon. Germans Vlad Therefore, owed Dracul
meeting
offices
brought
weapons.
to lordship:
these made
the lengthy
to Emperor
relationship.
who are invariably businessmen. hall, usually Saxons obtained their there
and officered
the Saxon Saxon things Pecheneg Hungarian with them Saxons nothing relationship are subject Vlad, from
lawyers
Hungarian Century,
see of them conquered the land by out the Cuman the east. The 300 years This later released The owing their which and
Near
the town
facing
it across Catholic
an open The
square, to are
is a cathedral. have recently well-made society. Most Saxons age that alone than
the sword
the showpiece
of a wealthy
apartment better,
to Vlad. model
of Hungary,
not put
To live frequently
nobles. cities
of Western
Europe,
of course,
has a powerful
card
and do so in
Outside instantly Saxons functions pillage separate cluster Living language themselves Szekely intermarry neighbors, landed farms to their warrior knights Europe nobles
the cities, recognizable live in large, of barn and rape farmsteads together nearby, closely often
some
Saxons
farms.
These Rural
crafts
have
appearance.
discarded for profit, businessmen Foreign mineral economic monopoly cousins Obuda there, Holy gold
old German-Christian
prohibitions
With people
menace,
traders wealth.
here sweeping
rarely,
the helps
region's power hold German trade crosses of From of the Saxon-mined the a
can afford
to their
not needing
permits, speak
are a
the people
known
in caravans
to the beknighted
Renaissance,
the Romanian success, with the Saxon cavalry They consider from
communicate in Germany
gentry
of Szekely
and they
have formed
are pledged
descendants
Christianity
are landowners,
own their
land as well. Those the respect However, Szekely As with inspire The direct to become dignity, high the Turks fantasy strongly
who do not but work with horses a simple best and Saxons, writers support local ruler gold paying into 500 farmhand is far beneath
of their peers for this is a very honorable a station left to the pitiable so will the Szekely years later. stand
Szekely
on Transylvania's because they do them. Vlad As long himself status and Ottoman Originally southern smashed Serbian Five years Turks a Central Europe knights the Christian ago, Sultan Asian people, 70 years Polje, the Turks ago. They of Serbia, the Field surged quickly the slaughtering into
to the King
of Hungary
not want will escape appears has made For their freely fruits Roman common needs rare, but respects difference prevented splits There imported land,
with coffers,
as the Saxons
the Szekely
taxes
to the Szekely
pay well for Szekely entry to their have little arrogance bonds. towns they feel the need.
allow
these
kingdom Mehmet
in common
of the Blackbirds. the Conqueror Empire. using for them have served in as Part
the German-speaking
("Fatikh"), led his troops in the conquest of Constantinople, capital of the Eastern Roman of the Turkish Christian against Serbs After the Turkish their genius fellow ranks for conquest Christians. for years, includes peoples to do most of the fighting Wallachians though not
subject
in European
the rural
and culture
as commonly
generated
a society
and Bulgars. a dramatic it their outside final battle (see LAST DAYS OF took Constantinople infantrymen probably served and Vlad and sent did as conscript
between
city and country. The Saxons them have to own allies. Jews on fine
are very few Jews in Transylvania. their German strongly ghettoes prejudices supported within a stance by their
and forbid
Szekely
II November capital,
in the trench
live in small
the cities,
concentrating
24
well. The
Christian
outpost
the
are all hardened While given numbers cavalry "crazy them Islamic Turkish, converts Mehmet for the side: are Serbs choice called heads," from but
professionals,
veterans them.
campaigns. are huge or allots by are Most are also and light
Christians
as the herald
the sipahis
of the Last Mehmet forcibly quarters centers. constant through these absolute continued Sultan Janos wars
of programs
to remake
Constantinople,
peasants
of the city and building But the war to expand the Sultan Many seized there funds conquest. booty ruler, has been Hunyadi. most men but
pay no taxes;
his government
crusading among
are a handful
of Arabs
are very popular. war. Since After fought Hunyadi died plunged
vassals
Christian
the fall of Constantinople the Hungarian fighting, in 1454 Tens and crusaders Mehmet 1455. assault heavy
men also
fighting of Serbia
draw no pay but appear who in turn precedence the a bond Behind impressed Wagons equipment, engineering deal with
and his troops In 1456 on Belgrade, of Turks preacher that followed. a serious personally suffered the next year
conquered Hunyadi's great perished, St. John Mehmet lopping arrow as he still Over last
At least without huge driving stockpiles is highly supply herds of food implements skilled
fortress
on the Danube.
of thousands Catholic
Christians carry
and sheep.
wound
to the thigh
and to bridge
could
sit on a horse.
The People
the next Byzantine in these horsetail In 1461, areas In more few years, outposts wars. the Sultan's in Greece Anatolia. Serbs but armies conquered Empire constant under the Wallachian the of About crossed from Mongol there. across In most have armies. to build conquered recent by Turkish years, Mehmet of his is to arms, has settlers These nomads their word call themselves for "man" origin is only the Rom, The but Rom India through of coincidental. many a corruption The from from similarity or "people." is unknown, "Gypsies," followed in the wake of the advancing this practice up the population Just as Serbia the to a Turkish so does to keep under its but a since he is trying fifty years ago, a few caravans into Wallachia. they entered these people the locals, of wagons and mules descending in settling fairly aimlessly left by the the Danube the mountains, raids, Trading but with Like the Vlachs the vacuum had no interest they wandered and the Greek found summon fought
in eastern
banner, he turned
his attention
to Wallachia.
the landscape.
discouraged new capital. be converted client Sultan Wallachia cooperative choosing. No civilians state, plan
own voivode
one of his
distinguished officially the Turkish the march, there are a number followers. include guard, plus cavalry. the tens These of The s Mehmet' local population dark swarthy extremely partially outsiders, them Roma
the
by their young
hair and eyes and skin. Their attractive, due to their They distrust with interacting are often
of sipahi
as possible.
do not intermarry
25
with disdain
others.
developed
a strong
and household frequently seasonal horse work thieves, organize societal that caravans place puts
tools
also often
come skills
from
the favorite
farms.
and hesitate
to employ
in the 15 th. There of them their totally into insight talent their charge
fraudulent. future
It is a furiously
male-dominated usually
and women
have an undeniable knowledge Another dogs, entirely for their as a treat. others Roma to help common one that unfounded.
in a caravan, trying
horse-drawn in one
in random from
steal They
stay in anyone place Roma Related young drinking There their with can bring culture clans
for long.
will still be heard Gypsies some adore the result of the dogs
emphasis
on constant once
on bread
in gatherings and
men and women and dancing. is no "King the myth but own courses them,
mates,
and goods which clans is they all Roma own, for stealing
can be traded,
for eating,
false. With
though
do not shy away from from a Wallachian are also accused which their is patently their
spreading
are independent,
and so they can rationalize to the entire children gypsies for other gypsy people.
Tradition
to no one outside
Despite the Roma They feudal infuriates finds do not horses cash, villages Roma
society, seized power. by the stand when They in most the greatly caravans he also
The
have had a very hard acknowledge themselves Vlad, who not engage for their
own bloodlines,
contempt
and would
sovereign,
not dilute Their from in front performing prostitutes where with rules hard
proclaiming
people borders.
women
or by any national
vigor,
the Roma
of men for pay. And some in private than don't cash. sure of the religious to Islam They any other apply, European
them
typically or grain
their encampments
an atmosphere
treasure
No one is really Roma. Moslem practices themselves of their While people. lands, with
out by a mere
yet they did not bring to Europe. Catholic, though does little
as Roman
conscripted
of years, they are not a pacifist their own people - preferably fight on foot with sword, carry weapons so that so as Over the now they wander. to disarm,
will fight,
only if they can fight the men of their shield, years, anyone provide and short governments wishing weapons. not to alarm
own clan. They bow but often among have forced to hire them
the peoples
as soldiers
Roma boyars
specialty, find
to sharpen
26
Part
This Classes designated
Three:
to flesh Open out
Characters
two new Prestige the Wallachian Content. Classes and two NPC setting. in this It also features Part of the book is
Class
Balance, Animal,
Bluff.
Climb, Ride,
Intimidate,
section
introduces
are proficient
and Medium
Prestige Classes
Boyar
The middling to their to extort nobility they hold their At least use their and goods bandits of Prince princes prince status that's steel from by providing weapons, military in and These service theory. armor knights While sovereign. money how it works horses, the peasantry.
Restrictions:A
the position. built, or stole
before important
attaining is the
Whether
is one he or she purchased, over a fief and the character have no can take this accomplished
isn't a landowner, and those who don't own land legitimate claim to rule. Thus, before a character class, he or she must a coup, none get a castle. This is often by staging Until then, slaughtering of the benefits the current of this
preying
on the weak.
lord and his soldiers, for the character. class are available.
Boyars benefit
of Walla chi a and uses the in truth more crime his position under families the than right. in common now uniting has much
the castle
of Western to that
royalty,
of Russian
Class Features:
from indicated
In addition
to bonus
Feats,
Class 3-1.
Features,
which
of 21 st Century
organized monarch
by divine it is not
Income(Ex):
noble
of being
generates.
Peasants
impossible
for lesser
the In
land and are taxed on the food and very rarely generate Income Every an income
a fief away
month, below:
tax collectors
commensurate
the character's
and more
a warlord.
Requirements:
13 +, Intimidate
Skill: 8 Ranks Hit Die: d10 Skill Points per Level: 2 + Int Modifier
. . .
Level as indicated
Attack
+1 +2 +3 +4 +5 +6/+ +7/+2 + 8/ + 3 +9/+4
+ 10/ + 5
Ref
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Will
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Class Features Income 1 Bonus Feat Overtaxing Income 2 Bonus Feat Overtaxing Income 3 Bonus Feat
Overtaxing 3
Bonus Feat
27
This money is available as cash or as its equivalency in foodstuffs or equipment, and it's key to maintaining one's position since it pays for the soldiers and the upkeep necessary to maintain the Boyar's operation. As the character gains in levels, his or her fiefdom increases. His or her power and majesty enable the Boyar to command others as vassals and to conquer those who resist.
can, or they'll seek help from one of the character's rivals. The former is easy enough to put down (though it does take time and expenses). The latter can be very dangerous. The peasantry usually agrees to serve the new lord if he or she can conquer the current one. Since this is a prime opportunity to expand their holdings, most lords agree if they have the resources to bring to bear.
Overtaxing (Ex): Sometimes, an operation is simply too expensive to be funded by the Boyar's regular income. In such cases,a tried and true solution is to overtax the peasants. This is a tricky tactic that must be used sparingly because it can backfire. You can't get blood from a turnip, as they say, and if you try too many times, the turnip gets angry.
Once every three months, the character can send out a gang of enforcers to wring more resources out of the peasantry. This mission yields funds in addition to the usual monthly income commensurate with the level of Overtaxing as indicated below: ~ Level,:
2,000
Hussar
These hardy fighters represent the elite soldiers in Vlad's army. They are much more reliable than the conscripts he drafts for his campaigns and more loyal than the mercenaries he buys and the soldiers committed by his boyars. They come in two classes: the Calarasi or Black Hussars, and the Rosiori or Red Hussars. Both are formidable on the field of battle but each is a little different. The Black Hussars act primarily as scouts. They come from the lower nobility and are used as advance units to bring intelligence back and on the forward lines of battle. Red Hussars are common by birth and act as Vlad's personal bodyguard. Both groups are skilled horsemen, representing the elite of Wallachian cavalry. Requirements: BaseAttack Bonus: + 3, Mounted Combat Feat, Handle Animal Skill: 4 Ranks, Ride Skill: 8 Ranks, Black Hussars: Nobility (see below), Red Hussars: Common (see below) Hit Die: Black Hussars: dIO, Red Hussars: dI2 Skill Points per Level: Black Hussars: 4 + Int Modifier, Hussars: 2 + Int Modifier Red
gold
~ Level 2: 5,000 gold ~ Level3: 7,000 gold It's important to realize that Overtaxing literally takes food out of the mouths of the peasants who grow it. This practice taxes the people to the level of extreme poverty. Some will starve since there simply won't be enough to go around. Naturally, that creates resentment in the unfortunates who are persecuted solely for reason of their being common. A Boyar who Overtaxes three times in a year can expect a revoIr. Either the peasantry will take up arms as best they
Class Skills: Animal Empathy, Balance,Craft (Red only), Handle Animal, Intimidate, Intuit Direction (Black only), Ride, Spot
Table 3-2:
Level
I 2
Attack
3 4 5 6 7
+1 +2 +3 +4 +5 + 6/+ I +7/+2
+2
+3 +3 +4 +4 +5 +5
Will +0 +0 +1 +1 +1 +2 +2
ClassFeatures
8
9
10
+ 8/+ 3
+9/+4 + 10/+ 5
+6
+6 +7
+6
+6 +7
+2
+3 +3
GracefulFall Courser'sFury 3
28
Weapon lances,
are proficient and light to become character Only Class. character Class. Prestige Class
with
Hit
Die: d4
Skill Points at 1stLevel: (2 + Int Modifier) x 4 Skill Points at EachAdditional Level: 2 + Int Modifier Class Skills: Alchemy,
Craft, Search, at Weapon or armor Gather (Arcana), Knowledge Spellcraft, and Armor proficiencies. Animal (Nature), Spot, Empathy, Handle Use Magic Concentration, Heal, Knowledge Lore (Apothecary), Wilderness Information, Animal, Device,
may only
if they
The The
a Boyar or Aristocrat
Profession
Features:
Features
Proficiency:
Herbalists
have no weapon
Attack,
mounts
on Table 3 - 3. Specific
Cure Minor Wounds
descriptions
are listed
below.
the
(Sp): By
applying
attack
rolls,
but
otherwise without
fights causing
as any
character can seal minor cuts and abrasions. This ability works exactly like the Divine Spell of the same name. The Herbalist can use this ability a number of times per day
equal ability The and, have become character or her. in touch gain a with can whistle 100 if it is within Brew lagers
(Sp):This
ability
mounts.
Herbalist.
Employing
call for his or her horse, and come character that to him
is how this
it will respond
individual stays
Poultices Moderate, how quickly
in business. into three basic classes: Minor, and effective 3 3 designates has earned a a Table
Speed: The
mounted, Bonus
almost
as one with
+2
that to
the brewing
GracefulFall: The
land softly
Each time the chart indicates succeeds may ignore fall. at a Riding the first
he or she now automatically if his or her mount the character from a standard Additionally, of damage
is dropped
new Brew Poultice ability, he or she selects one of the appropriate level. The individual poultices and their abilities
are listed There below. Poultices. Each is simple to concoct are four Minor
NPC
The
Classes
character characters adventurers. campaigns. classes GM's are best left to NPC's. but to fill out They their in and of themselves, may use them generally
following
are interesting make poor Wallachian Herbalist Wallachians refuse they plants sexual friendly
~ Blessing: While often purchased for their own use, Wallachians do sometimes buy this as a gift for others. The person who consumes it benefits as though the Divine Spell,
Bless,had
been
cast upon
spell of the same name. It is, in essence, a Potion of Cure Level is the Herbalist's class level. potion to have no knowledge that Herbalists, potions are used there of medicine is such who use their Most to repel and stubbornly Instead, of are a ~ Curse: While desired has effect. Thus, the requested
a science.
health-related;
promote
otherwise
Like the Lautar Song of Power of the same name (seebelow), this poultice grants men greater sexual prowess.
~ Prowess:
to witches strange
Those
to achieve
However,
He or she at a distance.
who can't complete the act now can. Those who could have twice their former stamina. The target must apply the poultice to his body. The effects last for four hours. The Moderate Poultices are a little more powerful. Many of these
is a master
brewer
who concocts
to be consumed.
least
Class
Ref
Features
Will +2
+3 +3 +4 +4 +5 +5 +6 +6 Brew Minor Poultice Poultice Brew Minor Poultice Poultice Class Features Cure Minor Wounds, Brew Minor Poultice Brew Minor Poultice
Attack +0
+1 +1 +2 +3 +3 +4 +4 +5
Fort. +0
+0 +1 +1 +1 +2 +2 +2 +3 '
+0
+0 +1 +1 +1 +2 +2 +2 +3
Brew Moderate
Brew Moderate
+5
+ 6/ +
+7/+2 +7/+2 + 8/ + 3 + 8/ + 3 +9/+4 +9/+4
+ 10/ + 5 + 10/ + 5
I
+3
+3 +4 +4 +4 +5 +5 +5 +6 +6
+3
+3 +4 +4 +4 +5 +5 +5 +6 +6
+7
+7 +8 +8 +9 +9 +10 +10 +1 +II
Brew Moderate
Poultice
+ 6/ + I
Poultice Poultice
Brew Moderate
Poultice
+6
+6
+12
or herself
in business Spell
as a potion. if rubbed
character
to fall hopelessly
in love with
~ Love Potion: Another enables Song poultice the user to force trickier of Power her. It's a little
to fall in love with the Lautar's A key ingredient it must a potion. the skin
is permanent. ~ Protection from Evil: This character from poultice works like the spell to use it
employing
(see below),
name.
The
who wishes
it and benefits
its effects
~ Remove Disease: A very beneficial cures ability Spell diseases in about sought. name. special 8 hours' The time. poultice are highly of the same
are two ways to accomplish and rub it into This but effects it does much make tougher. gets a Will
Herbalists
is by brewing
~ Repel Minor Undead:This the person poultice monsters who uses it from
blend emits
the undead.
By spreading
or consumed, The DC
the target
Save to
the effects.
is 10 + the Caster
Level of the 30
the poultice sometimes has a similar effect on the living. Finally, Major Poultices have truly profound effects. There are only two of these, though the GM could easily create more. ~ Cure Serious Wounds:This poultice works exactly like the Divine Spell of the same name. Caster level is equal to the Herbalist's class level. ~ RepelMajor Undead: As Repel Minor Undead except that undead of 6 to 10 Hit Dice are affected. Those of higher Hit Dice get a Will Save at DC 5 + the Caster Level of the Herbalist who created the poultice. An Herbalist can brew a number of Minor Poultices equal to his or her class level per day. The number of Moderate Poultices per day is equal to half the character's class level. rounding up. Herbalists can brew one Major Poultice per five class levels they have.
Lautar
A Lautar, literally" singer," is a Romanian village storyteller who remembers great deeds, lineage, and other important information. He or she entertains at public occasions and is a crucial element at weddings and funerals. At these, the Lautar composes special songs for the event, commemorating the lives of the deceasedor giving special wishes to the newlyweds. The Lautar is also called upon to protect the village from evil and drive away dark forces, including the undead. Romanian villages also often have herbalists, who use the power of plants toward very similar ends. Lautar often also become herbalists themselves. Both men and women are Lautar,
in roughly equal proportions
of
Wallachian society in which women hold an equal place. Lautar rarely use spells in the traditional sense, as their
Table
3-4:
Lautar
Class Features
Forl. +0
+0
Level
1
2
Attack +0 +1 +1 +2 +3 +3 +4 +4 +5
+5
Ref +0
+0
ClassFeatures
Protection from Evil
I/Day/3Levels Turn/Rebuke Undead Songof Power Songof Power Songof Power Songof Power Songof Power
Create Standard Talisman
3 4 5 6 7 8 9
10
11
12
13 14 15 16 17 18 19
20
+1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Songof Power
31
power below) some Though Lautar their Hit Skill Skill Class Craft,
songs. results
Singing in many
a Song A Song
of Power of Power
raising Thus,
the DC
song
ways similar
to spells,
a Charisma
they rarely
the DC
to 23 song another.
DC of 20 + Charisma
can be reversed
to make a person
similar
or use weapons,
request a gentle
a master.
Die: d4 Points Points at 1st Level: (2 + Int Modifier) at Each Additional Animal (Local x 4
but not
floods rainfall
or other lasts
of heavy
Level: 2 + Int Modifier Empathy, Handle History), Concentration, Heal, Knowledge Use Knowledge Spellcraft,
for 2d 1 0 hours. is a much after more forceful this song, mile storm version a violent area with
~ Call the Storm: This of Bring storm torrential There force. the Rain. moves front
Information,
Animal, Perform,
singing This
(Undead),
Device and Armor Proficiency: or armor. gold receive the following Class Features at Lautar are not proficient in
a Thunderstorm There
the winds
is an additional
also produce direction. hail from per day for every three Spell, were a Cleric the character levels character summoned. rains of song
reaching 2nd Level, the
hail. For every Class for stronger a 5th Level Lautar greater storm severe hired control lasts damage for
she can alter the chance Class Features: a rate designated Protection the Lautar Protection equal from from Thus, having The is usually on Table Evil 3-4.
or hail 2% in either the chance he or she Hail a whole and heavy This type village. or, any with the experienced
reflects hours.
(Sp): Once
can cause
and fields.
(Sp):
whether
~ Call theHerd: After more animal Animals. that rarely, The another effect subject having lasts as though the song. This
to Turn be altered
is the
or Rebuke later.
for
Undead.
The
song,
or Rebuke,
the Divine
one hour
of Power
known,
(Sp):
ability
which
the
Lautar
sang
are best sought spell-like power, intended can easily Singing requires makes song There gains Lautar
song
that must
enraged,
animal
who hear it can often give away just Lautar however. process. rounds, completed, Another
to the site of the disturbance. the beast under of what is going to likeable lasts for 2d6 the panic Otherwise, on around rounds,
successfully can be
of the same
of Power
Doing during
to sing check
if the stimulus
he or she cannot
be interrupted.
the character
to that
at DC 20. The
character
~ Prowess: A popular request, Upon usual women. this hearing stamina. song this There from benefits song,
embarrassing sexually twice climax. who their achieve they can. Those no song that to benefit see no need
If not,
Songs
were already
do not believe
women
~ Allure: This of Power a Lautar). designated The target (at least The
is by far one of the most in terms of those falls hopelessly Thus, Charisma often
popular
who seek the services in love with can use the song this is a hired
subject
~ The Well Runs Dry: This that this causes song a nursing is tantamount their mother infants.
service.
acts as an additional
to murder
the Wallachians
only breast-feed 32
cannot
Prerequisites: Benefit:
families with too many mouths to feed already will invite this curse upon themselves so as to retroactively prevent the addition of another child to the family.
CreateTalisman
and handy when you need one. For such times, customers often purchase Talismans. These minor magical devices are designed to replicate the effects of a Song of Power. They are small trinkets into which a Lautar may place any Song of Power he or she knows. When activated, the effects of the song are invoked. The problem is, Songs of Power are difficult to transfer, and that has the unfortunate side effect of making the devices somewhat unreliable. A Talisman has 25 charges when it is created. To use a charge, though, the wielder must make a Reliability Roll. He or she rolls a percentile die (d%) and then checks the result against the Talisman's general reliability. If the roll exceeds that number, the Talisman works like it is designed. If it is equal or lower, it fails to operate. A Standard Talisman fails to operate 30% of the time. A Reliable Talisman only has a 15% chance for failure. Dependable Talismans only fail 7% of the time. Creating a Talisman requires eight hours of the Lautar's time, during which he or she can take no strenuous action. The character can pause to eat or rest, but otherwise cannot engage in exertions. The raw materials are not expensive, but they are a little rare. Perfect wood, unflawed jewels, or finely polished metal are required to accept the Song of Power, but they are not the exceptional quality of materials typically required for the creation of magic items. This may be one of the reasons they fail so easily. Talismans are difficult to recharge. Doing so causes the item to regress one level in quality. Thus, a Dependable Talisman becomes a Reliable one. A Reliable Talisman becomes Standard, and Standard Talismans simply cannot be recharged. While it's possible that this is due to the crudeness of the raw materials, it's more likely that Lautar wish to keep their customers coming back for more services.
The character can attempt an amputation with a relative degree of success. This requires a Heal Skill check at DC 25. If successful, the limb is successfully removed and the wound cauterized to prevent further infection. If it fails, the patient bleeds to death.
Normal: Characters attempting an amputation without benefit of this Feat suffer a -4 Penalty the Skill check. Those to
who do not have the Heal Skill double that penalty to -8. For more information on when amputation is necessary, ee s "Grievous Bodily Harm" in Part 4.
Behead[General]
Prerequisites:Power Attack,
Weapon, Base Attack Bonus Weapon of +4 Focus with a Slashing
Benefit: Characters with opponents in a fight for foes with a single stroke character rolls a potential usual to determine if the a third time. If the third
hit, the target
this Feat are extremely dangerous they are skilled at decapitating their
of their weapons. Whenever the
critical strike
result would
a weapon
of the strike
Damage, and it only works on creatures the same size or smaller opponents and those that are
immune Firearms
to critical
without a head.
Proficiency
Normal:
being proficient
Gunnery [General]
The character
Prerequisite:
New
Feats
The
rolls with
in the proper
Listed below are some new Feats for the Wallachian setting.
Additionally, maintenance,
A character
[General]
but often necessary task
penalty
is the brutal
of removing a
shattered or severely injured limb either because it is ruined or to prevent the onset of gangrene.Amputation is a tricky business since it does harm to the patient. Anyone can do it, but performing the operation in such a way as to enable the victim to survive requiressomeskill. Characters with this Feat have some practice at it, thereby granting them a better chance of success. 33
on all attack rolls with such weapons. One without the Firearms Proficiency Feat suffers a -8 penalty. Note that a character can serve on a gunnery crew without this Feat with no penalty. So long as the characteris not in chargeof the aiming or the firing of the weapon, the penalty for untrained use of this Feat does not apply.
Part Four:
Monsters
This myth. horrific section Here,
Even undead
Egyptians
had tales
of blood-sucking
and
introduces you'll find
Other
some
Horrors
new monsters There combat. from Romanian saw it, in for the Content. as the Romanians are also rules Open Game
a strigoi
after
death
or dies excommunicated An Eastern (converts to a strigoi's not decay. Orthodox fate. The strigoi to another
the vampire
not the Hollywood nature this portion Vampires Romanian or moroi. evil, but become condemned Moroi
versions.
an apostate
of gunpowder
Of course,
is also seen as a pre-requisite to the undead, and are always person will not always Orthodox Many belief: the very good to cross dark believe that it vital
in traditional rot. sex any or the initiating so that prostitute becoming of the cross
blood.
both partners
results Even carefree such
child strigoi. most under Strigoi buried harm. those strigoi strigoi, they
of undeath. roam only cannot at night They fire or them moroi. most thus and will take a large eyes, the fearsome
all fear the light shadows as in some in pain. animals cannot furiously dog, paint during
and thus
will make
them
to catch
have no fear of religious in consecrated In fact, villagers ground if a strigoi of its parish will instantly Thus, not must
iconography.
They churches
the strigoi
(see below)
of all. Horses
themselves. make
Peasants seems
holy buildings
on its head
to resemble
homes.
however, Strigoi
of the night. dogs are the enemy their of the undead, Cats are often owners when cats are evil creatures found fearing in their company a strigoi. such treachery. assisting
is the milk
of nursing
in league with the moroi. and will even betray Wallachians Moroi Moroi standard Constitution sleep, effects, ability undead Each detailed will harm the damage the fiend. creatures. paralysis, damage, creatures, must along with
as a rule do not like cats, Information Romanian are immune disease, effects, drain, moroi in some
Game
class of undead to the effects death critical cannot special effects, hits, drain.
monsters. no of poison,
Like
mind-influencing though,
subdual
and energy
be dispatched it, but done Fast They all moroi Healing simply
the creature's
have Fast
even past
heal damage
again.
version Drinking
legends
the Romanians.
34
into
of such
women neck
by night but
to suckle show
Hit Dice:
Speed:
Increase to d 12. as the base creature. armor creature improves retains to + 6. all of its attacks from its previous and one Bite below:
of vampires of farm
Same Natural
AC:
Attacks: The
life. In addition, Attack
by a strigoi. milk
it gains
the mother's given Women provable major Blaming secrets enormous starvation, that deny convenient them to babies stop factor), strigoi
as indicated
by the table
rare in Wallachia
Size
Small Medium Large
Bite
1d2 1d3 1d4
Claw
1d 1d4 1d6
attacks
sound,
reasons
of Wallachians
of such
the Wallachians
it uses
also helps
to a family creature
to die. Claiming
an undead
to explain
away a conscious
sustenance. is killed for good and into They or just by a stake driven through by burning; a strigoi's either its heart, wood either head for good. severed act. for' recovered and must The of his or her of his or
in life. They also gain all of the abilities listed below. Unless otherwise noted, the Saving Throw against these abilities has a DC of 10 + half the strigoi's Hit Dice + its Charisma Bonus.
A strigoi
out of its body, for strigoi-killing. the entire to the earth Theoretically, make Strigoi seven strigoi reborn mother become There believe often been known fresh
creature
it insensible, it would
be staked
on a Bite Attack, it can make a Grapple Check to attempt to drain blood from the target. If the Grapple Check succeeds,it sucksblood from the victim, inflicting 1d4 points of permanent Constitution Damage for every round that the hold is maintained. The strigoi may convert this Constitution to Hit Points at a rate of 1d6 hit points per point of Constitution so drained. The strigoi's Hit Points cannot exceed its maximum total in this fashion.
Cat's Grace (Sp): Once per day,strigoi can cast the Cat's Grace spell. Command Cats (Su): Cats are evil creaturesin leaguewith
head to be re-attached no mention can find years, cannot human tongue strigoi
of anyone redemption:
they can regain bear to remain land where cannot but after stand
human
form.
country
live in another
the sounds
the moroi. They will servethese creatureswillingly. Three times per day,strigoi can summon a number of cats to come
to the their
her lifespan.
Any children
will themselves
Strigoi speak the language of their feline servants and can command them to perform any task they like. Additionally, strigoi may ask for the assistanceof any cat they encounter. If the fiend succeeds at a Charisma Check, the cat will cooperate. All cats are favorably disposed towards the strigoi for purposes of modifiers to this roll.
Create
creatures
how he could
surroundings, of a nearby
the prince
are most reviled. They can murder whole villages names of their residents. To Create Spawn, a strigoi must ascend to the bell tower of a church on a moonless night. From this site, the beast need only speak the name of a church parishioner. That unfortunate must make a Fortitude Save or immediately fall over dead and rise as a strigoi under the command of the one who
slew
exceeds
it enhanced
his meal.
until
strigoi
its sire in level or the one that created By means of this ability,
it is destroyed.
can
Domination
35
strip
creature makes a gaze attack except that employing this ability requires a Standard Action and those simply looking at the strigoi are unaffected. The target of the attack must make a Will Save or fall under the spell of the strigoi as though the fiend had cast Dominate Person. The range of this ability is 30 feet. Milk Drain (Ex): Like Blood Drain, if the strigoi succeeds on a Bite Attack, it may make a Grapple Check to drain the milk from the breast of a nursing mother. Success on the Grapple Check allows the strigoi to drain Id3 points of temporary Constitution for every round that it can maintain the hold. The creature can convert this Constitution to Hit Points at a rate of Id8 per point of Constitution drained. The strigoi's Hit Points cannot exceed its maximum total in this manner.
Summon Vukodlak (Sp):
Skills: Strigoi receivea + 8 Racial Bonus to the following Skills: Balance,Hide, Intimidate, Jump, Listen, Move
Silently, Feats: base Combat Search, Strigoi creature Reflexes,
Reflexes.
and Spot.
have them:
Lightning
Strigoi Solitary,
anywhere.
or troop (1-2
3-5
obru,
and
4-7
vukodlak).
CR
Rating:
Base Creature's
+ 4.
By character
Weaknesses:
of strigoi. Three times per day, strigoi may summon 1d6 of these dread birds to serve and assist them. Special Qualities: In addition to any Special Qualities they may have had in life, strigoi gain the Undead Subtype and the following abilities listed below. Damage Reduction (Su): The forces of darknesshavemade the body of a strigoi very tough. It has Damage Reduction of 10/ + 1.
Darkvision (Su): 60 feet in range.
to kill,
said of strigoi is that they do have some natural weaknesses. can be used to preserve one's self in the face of these dread creatures. on Blood or Milk: Strigoi must feed regularly
They must drink blood at least nights to once themselves.
Dependence
preserve every three not
A starving
strigoi takes 2d6 points of damageevery night that it does feed. Human breast milk is a more powerful sustainer. A strigoi need only feed once a week if it can suckle at the breast of a nursing mother. Animal blood and milk suffices to sustain strigoi, but it is not as potent as human blood or milk. Strigoi drinking the blood of beasts must feed every night. Those drinking animal milk must feed every three days. Keep in mind that, once a strigoi drinks the milk of a nursing mother, she loses the ability to produce milk. Not only do any offspring starve to death, the strigoi must find a new source of food. Repelling
strongly
and
they are reduced to fewer than 0 hit points, to heal. Fire damage is unaffected Resistance strigoi The rating (Ex): Further enhancing
are resistant
to damage
from
Cold
Electricity.
is 20.
moroi, holds
strigoi
hate
fire. Any
Turn Resistance (Su): Like all moroi, the clergy. Owing to their ability
have a Turn
them
for their
make a Will
fell
purposes,
strigoi
of
+ 5.
stunning,
of the character
to poison, necromantic
mind-influencing
are their allies, dogs hate them and will bark furiously at any strigoi. The fiend must make a Will Save at DC 12 to approach a dog or someone protected by one.
Sunlight
drain. Can only be killed by certain means "Killing Strigoi" below). Can be repelled by fire and
and energy same as the creature they
Strigoi hate the sun as much as other moroi, but, unlike traditional vampires, they cannot be destroyed by
Allergy:
barking dogs.
it. Strigoi
damage
exposed
per round
to direct sunlight suffer Id6 points of and suffer from being Staggered.They
Abilities: Upon becoming strigoi, increase the base creature's Ability scores as follows: Strength +4, Dexterity +6, Wisdom +2, and Charisma +4. Strigoi get no bonus for Intelligence. They are as smart or as dumb as they were in
life.
Because they
return to normal one round after escaping the sun. Strigoi can move about during the day with no penalties so long as they stay indoors or in the shadows. Tied to the Crave: Strigoi are tied to the graves in which they are buried and must return there every night. Those that do not suffer IdI2 points of damage per Hit Die each night that they do not return. They are also wracked with pain that
Constitution
score.
36
leaves them
Strigoi those that
until
their
would
kick in, allowing is a fine first it may be safely strigoi Decapitating on page 3 3. requires
come
cannot
in this until
the strigoi
to less than
0 hit points
burned no attack
or staked. requires
Beheading
themselves nourishment To circumvent themselves long sort coffin their Killing that they they in which
a waking
strigoi
the Behead
many
strigoi
build of their
for So a in
store
the dirt
as they are sleeping they were buried, home. day. The The of mobile (wherever graves every
on the soil of the grave the coffin return of not must to the sleeping
it is) to avoid
Strigoi:
worst though.
aspect
of these
foul
creatures
is
are virtually
immortal.
There
a few means
by which
can be destroyed,
seems
a + 1 Circumstance
to
grisly
ritual
a -4 Circumstance is unconscious, so that of damage it can't be done from the heart Damage and out
defend into
itself
is 1d4. in the creature, attack roll. The can check thus far. A done and -4
hit, the stake be hit again imposed. the stake staking that blow with out.
On its action,
up immediately
Obru
Where the strigoi nourishment reeks feeds from of rotting on breast dung. milk or blood, and enjoys the obru creature terrifying of gains This disgusting
Fire: Strigoi attack that A strigoi burning out burning A strigoi's the monster Decapitation: beast, though to the ground insensate that
to fire. It is the only to the effects to death of their is destroyed one might but, to destroy
form Fast
of Healing. by be done,
excrement,
Interestingly,
effect heart.
rarer
than
become flung
deaths
of the body
is a good
question,
if it could
will suffice
the number
and exceptionally
If they were particularly banal attorneys, writers among Disbarred found would
Beheading as though
a strigoi
doesn't
evil was of the petty, as obru. failed commonly Later times free-lance
they may walk the earth accountants, reviewers undead. and even see it as a are
it is the next best thing. they had been purposes, for all practical
and spiteful
and,
were to reattach
the creature's
use dung
37
resource. instead
use of animal piles heaps, at the and large them. their household
shoveling villages
edge of their
A powerful about
feasting
laid before
+ 5 (+
30 feet
I Dex,
+ 4 Improved
Initiative)
hovels
the village Obru strigoi, buried, wander dung their them. indulge
18 (+ I Dex,
hate the living, they would the Earth nightly misery, They
their
misery.
Unlike
Attacks:
+2 ranged
Slam + 3 melee
(see below)
had they been Neither They are they may eat and sprang. pangs.
not have become from as they choose. intolerable dung known spite that
obru.
Attacks: Qualities:
However,
Reduction
To spread
5, Fire Resistance
Saves: Fort
5, Turn Resistance
+ 2, Moroi
II, Wis Listen
at the homes
will chase
living
in an attempt they
+ I,
Str
Ref
+ 2,
Will + 5
-, Int +7, 14, Cha +4, Lore 17
to
in the petty
their
Hide +6,
Move +9
misbegotten Killing through immense themselves heart remedies The buried it into enough together suffice, obru require An obru process anyone to feast frenzied, As with Wallachia value their food even while Horses grains their horse waste, prejudice obru
+ 5, Wilderness
is difficult
at best.
Simply their
Feats:
Improved
Initiative
a sword
or other
weapon
but will not kill it. With to dung, the heart, running two traditional
Climate/Terrain:
Any
turned
Organization:
Challenge Treasure: None.
or Pack (5-12)
or burning
Rating:
to kill vampires,
will have no effect. pieces stuffed unless which must under with with the chunks garlic. Hacking is insane back will also As an would this
will die if it is cut into and its mouth the parts, time. corpse mess is sufficient enough by itself
Alignment: Advancement:
Always CE
5-6 HD (Medium)
attack without moroi, they provocation are afraid any living to inflict thing
someone
to re-assemble
Combat: Obru
they
Burning
be consumed.
retreat from them, but otherwise they attempt their pain on any creature they meet.
dung
waste
this of desire
can apparently
and no records
to dispose need
of such
they go without,
They begin by hurling dung (see below) at their opponents until they close the distance and attack with their Slam Attack. They have no compunction about killing those they are attempting to humiliate. So great is their misery and fury, they will continue attacking anyone who fights back.
Disease
(Ex): Opponents hit by the obru's
on feces. Their
Slam
make
Attack
or
Hurl Dung ability (seebelow) may become Feverfrom the refuse. The character must
Fortitude Save at DC 12. The incubation
infected
Filth a successful
with
is Id3
is lacking,
the horses
Dexterity Damage and Id3 Temporary Constitution Damage. Recovery follows the standard rules for disease.
feed. Inevitably, within fall on fresh and eat them. actually eating
some
disgusting
ability
involves
the obru
pass through
the horse
actually throwing dung at its opponents. Targets of this ability must make a Reflex Saveat DC I 3. Failure indicates the
This the
to pick out
the grains
instincts
to
and it remains
as an insult.
However, in class
it is one ultimately
based
dodge this attack. The character must spend the round as though he or she were making a Full-Attack Action but does not get to actually attack. The character does get a + 2
bonus to AC as though
38
The
obru
makes
attack
the character's as., a result no damage, Throw Dung of but to avoid has a range
hate
(with
of
Reflex
Saving
Throw, must
adding
in any bonuses
and will flee or panic do not masters at their Allergy: them. They of damage
presence.
to the obru's
panicking Sunlight
Obru Obru
Stench (Ex):
stink a Fortitude
are in dung
and refuse,
does points
harm
unimaginably.
within
all dice
Save at DC
15 or become
one round
-2
Circumstance
can move
the daytime
Reduction combined
(Ex): with
The their
soft, tough
spongy skin
nature make
stay indoors
or keep to the shadows. other moroi, The parts obru them must Obru must cannot be killed by
obru.
they
have a DR
of 10/+
An obru separately
Fast Healing hit points even if they The only Fire damage Fire Resistance innards result, Moroi disease, effects, "Killing make they
to pieces.
to less than
ways to permanently
destroy partially
to such
have Fire Resistance Immune effects, Can hits, subdual only below). (Su):
necromantic
and energy
drain.
via special
Turn Resistance are not as though or Rebuking Skills: Wilderness Obru easily
to leave them
an obru of Turning
for purposes
Because Lore
must
constantly Racial
search Bonus
of and
nourishment,
get a +4
checks. Despite the terror weaknesses dung not they can inflict on Vukodlak In Romanian night. only times swarm Vukodlak many to plague empathic the strigoi Obru shunned A large, by night, whole eats the flesh legend, horrible of humans usually flocks the vukodlak black singly villages. usually Strigoi appear together; among the flying and drinks terrible is the demon creature, their blood. although bird They of the fly to
Weaknesses:
the living, Obru Dung-Eating: not, that points Penalty never they passes
from
horrible
hunger
It also is afflicted
as it does
or in pairs,
Circumstance
Penalties
are not cumulative than -2 penalty moroi, presenting Save at DC holding a barking a Will protected obru
of these
creatures
are known
Repelling
religious however. forces Bonus obru foul
Like
are terrified
powers
to call the vukodlak share an affinity sort of of the are a primitive this consists
a torch
and vukodlak
for evil and can communicate telepathy. transmitting cannot by all other the target undead.
dog is cause
of its hatred
to the vukodlak.
call vukodlak,
however;
the dung-eaters
any dog
39
The corpse
vukodlak
is an undead
creature,
Always
CE (Small) ravens that range in size from adult human. both animals smarter link with
Ravens strigoi
who would
have otherwise are giant on living beings animals, are much of a child to nearly as large as a small
existence,
vukodlak
they once were. living They humans, enjoy assaults but farm a strigoi but through those animals are
and enjoy
and human Vukodlak their will gladly Like strigoi, by it. They thought determine eliminate than strigoi Vukodlak is dead transforms to a servant of its kind, primary killing for its own sake, and asks of them. destroyed the heart to vukodlak ends are not difficult who wish
they share
out whatever
a normal creature
of a This it
human
have become
as well. As this
is more
seek out
others
the corpse
of a downed effectively
will flock
it encounters,
to make sure. As with the vukodlak's theoretically Vampires . not without the Earth especially night. vampire possible. turning some by night, a raven. into basis
and it will respond Combat: is that other sharp by the when flying The
to a summons thing
from
resuscitation
remains
that can be said about Attacks at them known prefers to use its Flyby
have any of the Special demon-bird Attack). They in combat pecking have been to blind pecking
bats
is a much
later legend.
invention, The
though
devil walks
to zip past
opponents (Bite
an opponent savagely
However,
European
bat is a creature
and mouth. (Su): Vukodlaks' They have Damage to harm. heal 5 points of damage per even is evil protects Reduction them 5/+ from I, making
Vlad's time. Strigoi are often accompanied by vukodlak, though, thus creating the connection between the vampire and the evil flying Romanian vukodlak. name, than but, creature. the only tradition a vukodlak to feature a creature the by the same rather
more
legends raven.
also include
this ability
continues
the Serbs,
is a werewolf
0 hit points.
an un dead
sleep, effects,
paralysis,
damage,
ability
be killed
+I
(Dex,)
(see "Killing
Vukodlak"
Can be repelled
by fire and
14 (+ I Size, + I Dex, + 2 Natural) Bite +2 melee (1d4) 5 feet by 5 feet/5 None. Damage Reduction 5/+ I, Fast Healing feet
Vukodlak Weaknesses: Like other supernatural at bay. Repelling undead Charisma protected Vukodlak: dogs. Bonus by one. Allergy: Vukodlak other moroi. suffers bird Because A strongly weaknesses that
moroi, make
vukodlak it possible
Attacks:
Face/Reach: Special
they
are moroi,
vukodlak causes
Attacks:
and barking
presented Likewise,
torch
Save at DC vukodlak
10 + the
Fort +0, Ref + I, Will +4 Str 10, Dex 12, Con -, Int 4, Wis 13, Cha 14
make a Will
12 to approach
Sunlight
direct
sunlight
no bet-
Intuit
Direction
If exposed after
rays of the and is Staggered. that keep to the daytime. easy. Like by
(6-13)
Vukodlak: they
creatures must
is not
all moroi,
die. They
be vanquished
below.
Wooden Stake through the Heart: Like strigoi, creatures fly. The attempt pinned vukodlak person only attempting and destroy Immolation: entire difficult people corpse settle to the earth since Circumstance is -6 owing to the ground, stake dispatches the target Penalty them. is smaller This to do, though,
staking
Arquebuse Firing character roll. When check given rolls an arquebuse suffers shooting quality with any hope of accuracy Proficiency requires the it,
is much
and vukodlak
Feat. Without
roll for a stake to flit around Grappled and following on the need
the character
Penalty to the attack a -4 Untrained the weapon, the character must first This is extremely dangerous player of the firearms of the age. The
for a misfire.
is a "1" or a "2," the gun misfires damage to the wielder. It essentially arquebuse misfire, Because is useless thereafter. subtracts of it's
up in his or her face. The the weapon Accuracy 1 d 1 0 points doesn't attack
the staking
character
do 8 points
of damage
the character
roll. This
it's a clumsy
the weapon
of damage,
to reload.
be killed by beheading, From there, it's a short enough the foul it. foolhardy reviving
but step
it to
Siege
Despite
insensate. this
of the
or immolation. before
to reattach creature's
will cause
Healing
and stone
the velocity
Gunpowder
Gunpowder century they they their There of the Cannon now, but
Weapons
weapons they 19th have been in use in Europe Centuries. They for over a devices time as have yet to become and 20th instruments. however. types of firearms gun that that on the field of battle cannon. The former to the musket. ages. Like to the refined At this
explosion employing
Feat to be able to do so accurately. to hit is -6. If that Feat, requires adds the penalty is -8. Also, to estimate Bonus for Bonus
have the Firearms the weapon the gunner roll instead curve,
crude
can be as deadly
of the usual
and siege
a cannon burst
to misfire. When
In this
are much
the results
is typically occurs,
are somewhat
clumsy
cannonball everyone
Table
4--1:
Gunpowder
Misfire
Chance
Weapons
Accuracy
Range
Incr.
2 N/A
(after the slash),
-3 N/A
represents the percentage
by which
in the event
of a
Critical
Hit.
Note
Hit
Points.
41
of his or her full total actual from Harm. Hit combat of firearms Hit Bodily
of Hit Points,
or whenever
Table
4-2:
Grievous Location
where the wound Location Right Right Left Hand Arm Hand occurred.
character
suffers
a firearm,
he or she may
Wound
Roll IdS to determine
successful,
Die Roll
I 2 3 4 5 6 7 S
of gangrene
If the Reflex a devastating and consult determine Left Arm Right Right Left Left Foot Leg Foot Leg part as deep is either gashes,
his or her life. Roll Location" affected degree Harm out wounds
where
occurred. fracture,
completely
or has serious
A character at a Will she simply Moreover, character's Fifteenth infection, death from
that
Bodily or passes
must from
20 to continue
acting.
Otherwise,
be amputated
to save the
gangrene
has no answer
will get him or her. Failed The sustains amputation rules for for the an additional Permanent of
Amputation 10 feet of the weapon burst result occurs of" whenever suffers 6d4 points character of damage. rolls A breech attempts amputating Amputate does damage under the of unless This and it IdS points deals 3 d4 points is halved. Dexterity Dexterity arm, the firing roll. It always within from radius Hit but a natural
though. outright.
can kill the character can be found 3. The from Feat in Part of damage Damage if a hand
its target
is a leg or
the ground,
the Dexterity
If the result
Gangrene Gangrene answer. science and causes almost spreads 500 is a serious It results doesn't from yet grasp the flesh years infection bacteria for which growing Because the age has no in traumatic 15th always before and antibiotics limb wounds Century are fatal. Once to the disease
in the blast
take double
has its integrity Points Shots that nearby. are not loose
off harmlessly,
they shake
away, gangrene
on any characters
of the affected
Grievous
Medical power damage small when
Bodily
science
way known
Harm
up with the destructive collateral who are hit by of a cannonball Those that do or lose limbs powder. combat, is the serious nasty takes objects damage we cannon, and the devastating unfortunates don't survive.
Characters wounds that gangrene affected enough Harm damage. Characters that 42 inflicts that survives
from
Harm
and
A character will contract if the who take Bodily still the it must taking
of receiving blow
generally
the incident
in a single
to sustain
in the age of black nature Bodily of gunpowder Harm. This and other a character
make a Fortitude
Save at DC
for Grievous
projectiles Whenever
infected
I d4 points
of Temporary
two days. As the skin becomes to smell character what foul. These are telltale can make an Intelligence
more signs
infected,
that
of the disease,
not know
when
check at DC
princess,
is happening. day, the skin 1d6 points the disease Characters rot begins of Permanent is fatal to kill the character. Constitution the affected afflicted spread to a has spread becoming to the fatal, limb. Damage limb in the to
On the third every day until is amputated. hand their torso or foot
He or she takes
or until
but
is known
Hence,
Marcello
Some weeks
to Wallachia Franciscan linguistic bles Marcello
dispatched friar
an operative
princess. The troufor his informant
noted This
the affected
is a reliable
Part
This Vlad
Five:
last part himself.
Son
of tbe Dragon
contains an adventure Press books featuring products to play the for characters to the Avalanche either of those
who would have found a means to send some word. At last report, sent by an Orthodox priest, Charles had entered
Targoviste, has learned Vlad capital but, since, of Wallachia. he would prince considers the city's refuses Whether he met the prince known then what alone. he the friar is not known, had the monsignor
LAST DAYS OF CONSTANTINOPLE However, scenario of 8th you do not herein. through "Son 10th
of the Dragon"
The
XI accepted
before
supposedly papal
Chapter
The Many that story western
1: A Papal
begins shore in Varna,
Summons
a small and very dirty from port on the of Constantinople. the battle patron "factory" of the state and is of of the of spymaster,
Orthodox
Christian,
di San Dimas,
has summoned
trading of Varna's
buildings, of Sphinx
is clean
surrounded by a pair
lone gate
All of the adventurers before Though dangerous, Inside, troubled his august has a vital somber. course Elisabeth Marcello against Danube House wartime There and know a mission that
is always
the Church
well.
the party
will quickly
to the monsignor, is clearly to risk He for him his mood they will of crony, If not, earlier, The months of Sphinx. up the
over a large
meeting
It is highly
he relates,
If the characters recall fills River of Padova, the monsignor's of Sphinx profiteering. have been messages
to Greenland,
in on who she is. Some wishes, been she journeyed known a constant
war zone.
since,
trouble. and 43
Elisabeth
Vlad
Tepes,
Impaler,
of dead.
disease John
spread
to the
holding
now offers
Akinjis
(6th
Turkish
Size:
Level
Warriors)
Horsemen
Medium 5d8 + 24 43 +4 3 (Dex)
feet
and prevented as a saint. his heroism stranger. that both Satan, Marcello
surrender.
are already
Humanoid
he'll receive it, but he'll be remembered visit his name As the siege ground on, his messages
Unholy Chief
walked the land, he claimed, and fed on the dead them The was Vlad Turks Dracula, might
monsters
accounts
even human.
be the agents
Capistrano does
was his very incarnation. of this. that It's possible of battle his life, and took
Attacks:
that but
Capistrano
the strain
at the end or been feet Marcello The +8, Reflex +6, The cannot
wild statements,
dismiss
mission party
one.
of Targoviste
Will + 2
Abilities: Skills:
Str 14, Dex 18, Con 16, Int 1o, Wis II, Cha 14 Climb +4, Animal +4, Handle Intimidate
of Capistrano's they
Is Dracula of is this
If Vlad with
through
they should
the
Ride + 8
Feats: Mounted Ride-by Alignment: Neutral Combat, Attack Good Warhorses, 14, and can for Id4+ 3 for Id3 + I attack wit also attac 1O. Trample,
Hungary,
northwest The
at Varna
after
The akinjis are mounted on Light which have 25 Hit Points, an AC of attack with two hooves at +4 melee points of damage or bite at -I melee points of damage. These horses can no penalty, but the rider cannot then without making a Ride Skill check
evil hellspawn, the Church that that work. evil beings to roam word if they to walk the Earth.
freely. gets
DC
to the monsignor
will also quietly the pope's 10,000 more spymaster. gold if Elisabeth
Vlad's
murderous,
impaling
as annoying backwards. problem. have Mere the rout the Sultan, lands. sure
important. ducats
to displease
In all, the characters if they is especially At this shape powerful Romanian before 44 point, grateful. you'll
and any of his possible As long armies out of Roman will relate, ambush that
to make
that a
will a
is Vlad
human,
would
of Belgrade.
Marcello's
to be sure,
in a Turkish
hour,
encounters
the adventure.
an encounter
occurs patrol
real and imagined. in nature, and some progresses, question adventure about is, is Play up the fact The
an encounter
are supernatural human be a vampire. that explanation Keep your is coming. scare
chance
to 1 in 6. Patrols
beings.
that Vlad may indeed it will become is there definitely from where an otherworldly
he is a monster.
roll a d6. If the result Otherwise, are not Among to be found. the Turks
guessing
Chapter
Whether
bother to
2:
provided
ask
The
Road
to
Wallachia
of Sphinx or papal the player
have
by the House
should
gold characters
been
patrols light.
encountered They
and will see an armed in this but will issue the party's decide
horses
and
other
equipment
post
use. These
are
if at all possible This challenge demand Should encounter, their business them, to know
of a rather
in Turkish
any Turks
will suggest
to speak
Varna's
gates
have long no the party, known (he was Vlad and The has not if
and give the characters will warn swarm this It's not year raids patrols guarded. certainly over the
trouble.
Marcello
a patrol that
and any of the Turks the next one simply chance on the with by 20 percent day after the party without
countryside. the Sultan wounded an active constantly monsignor's been charged Wallachia The from broad,
will campaign at Belgrade), enemy. make final with as quickly slimy-green follows They their
in Europe
the Turks
consider
on the fourth
a skirmish,
will simply
warning).
the Turks
to get into
to their operate
separates from
Turkish-ruled in Tutrakan,
The
Varna
at anyone about,
An unusual
of dogs
and many
Wallachian of Varna,
village
dog tied outside. The polite are of course, Osman him that if the which Disguise Lying commander here is a janissary officer named soldier. Osman Osman of is
the handful
on guard
a lazy wave as they leave. they are almost patrols. These number serve
professional
to Tutrakan, Turkish
and will ask the party to tread on his lands. they are properly to see papers
of running cavalrymen
multiple as akinjis.
and, unless
fighters
they don't.
without
pay, however.
may be amenable
make a Diplomacy
Skill
cbaracters will need to 25. They may add tbeir Circumstance Bonus.
adventurers.
Skill Ranks to
will anger cages kept
as an additional
and he will have the party These ten feet deep, with wooden
to encounter without
into
tiger
are narrow
an encounter,
45
over the top. Escaping from a tiger cage is difficult. The wooden gratings on top are the only way out. Thegratings have a Hardness of 5 and 10Hit Points. Smashingthrough them is a
noisy process that will alert the guards, bringing one running in Id3
Black Hussars
rounds. A charader who bas not escapedby tbe time the guard arrives will receive the butt of a spear to the headfor Id6 points of
New
waves of
to Osman, sympathy. he will each or raiders
its broad
will question
Turks
only
great
in solemn
and swear
request
these.
Characters
questions
Thosewbo were
Osman
Karabegh
has
reason
to
hate
Wallachians; for them, the borders although sometimes patrolling have captured
his learning,
he uses the Turkish a thankless it. The his job seriously, from
epithet duty on
of the Danube
the party
has no love for Vlad what form The their advice Greeks male
to the prince,
he will offer
Abilities:
Str 14, Dex 17, Con 13, Int 11, Wis 10, Cha 13 Balance+ 8, Handle Animal +8, Intimidate +4, Intuit Direction + 6,
he learned
monster, them.
her death
life force
the party
Ride + 10
Feats: Cleave,Mounted Combat, PowerAttack, Ride-by Attack Alignment: Neutral Courser's Fury(Ex):The Hussarsaremounted on Light Warhorses. These creatures have 27 Hit Points, + 1 Initiative, a Speedof 60 feet, AC of 13, and can attack with 2 hoovesat + 2 melee, dealing Id4+ 1 points of damage. Once per round, the rider may choose to have his moUnt make an extra attack at -2 to its attack roll and the rider's.
the river, he will assure can feel it. Osman to the ferry
they actually
Chapter
Eventually, The barge Turkish landing easiest
3: Over
the party place
the River
will cross the Danube These bank. cursory booty into Wallachia. a flat-bottomed men are Bulgarian A squad near from to their questions of the ferry as long a raid. leisure. If
to do so is at the ferry, oarsmen. a ramshackle carrying on the southern ask the most escort,
powered soldiers
by a dozen occupies
peasants,
house
are under
will exchange
Crossing with
rates
are fixed,
garrison issue:
enforcing
the Sultan's
on this
The Turks
boats
to carry
raiders
across The
is certainly to swim.
an option
river
riverbank
have one or two boats this is a far chancier ferry. docks though on the only Holger
(5th
Size:
Level
Fighter)
It is very late afternoon Wallachian boat side. There one is in use. The
stone
German
ferrymen
will hustle
the party
off their
and leave quickly. stands Ayertes. guard. there the small A single, collection of rude ruts
+ 25
At the crossing known hussar quickly for some challenge they party There leading as Tirgu stands
Speed: AC:
30 feet 19 (+4 Chain Shirt, + I Small Wooden Shield, +4 Dex) Heavy Lance + 8 melee (ld8+ 3 [x 2 when mounted]), Scimitar +8 melee (ld6+3) 5 feet by 5 feet/5
feet with lance
are but one or two adventurers, and demand him at all will cause
are Turks.
laws, and the teen will then evident on the lone mud
Attacks:
the town,
of disrepair.
cat lolling on the dockside If the characters building wooden another out more The but badly woman. elect
Face/Reach:
to investigate about the largest in the village with a thatched building, most 40 feet by 20 feet and
feet, 10
roof is an inn. Should they try will be abandoned. Let them check before encountering an angry old to try the inn and then have nothing
Special Special
one or two of these She will tell them to do with nameless maintained places inn
Will + I
Str 16, Dex 18, Con 16, Int II, Wis 10, Cha 12 Animal Empathy +4, Handle Animal + 8, Ride + 8
Mounted Combat, Ride-by Attack, Spirited Charge, Trample
the strangers. (there with are fittings appears whitewash and sheep the door, The building has painted where rather a sign once hung, and is walls. down in
it is nowhere
to be seen) stained
battered
Skills:
A split-rail in several and out tied white there Inside, he once tables Tirgu The their answer a good grain long couple north of them,
Feats:
an extra
of garlic,
Alignment:
Neutral
on a peg on the door. is terrified behind to see visitors. a counter under in hall. where wooden one Not wanting to fuel his enemy's the sale of grain traders the prince's Their raiders leave Tirgu the Danube, destruction. creatures four stole dare not order, trading Ayertes but war machine, and horses the Turks then Someday According the Impaler punishment Wallachia's if asked, the to cause that for
A fat man
in his late
as it has a large will cautiously Any intelligible introduce as best of trade south
has forbidden Wallachian flouting Turkish Turks across terrible fine horses.
come out and ask the characters words himself, will satisfy offer Ayertes him, once Those and he and handled and days are A few refreshment, horses
will visibly
relax,
the animals.
to Ion,
too much
stubborn
a living Turkish
Ion sees a
of travelers
mercenary the
through
spotted
47
party
whose name is Holger, will thank him sarcastically (since there is no one else present), and then tell Ion to stop spreading foolish lies. Holger will put some questions to the party. He will want them to swear they are not servants of the Sultan and asks what business they have in Wallachia. Just about any answer will satisfy him. Holger will explain that he has strict orders from Prince Vlad. His men are to repel any Turks or gypsies, or any traders acting on behalf of the Turks. Initiative is a dangerous thing in Vlad's army, and these troopers have no desire to show any. So long as the party does not attack them, they will not fight. At least until they are ordered otherwise. If it Joes come to blows with them, this is a Challenge Rating 9 Encounter. Ion's wife, Mariya, emerges from the kitchen if there is no fight. She appears middle-aged, though she is probably only in her early 30's. Once beautiful, the years of work have left their mark. Holger will order wine, she will demand payment first, and finally give him a jug and several cups. It is apparently an old argument. Should the party tell Holger they plan to kill Vlad, the soldiers will stir and advise that such an attempt would be foolish. They will not be particularly offended, though. If the party says they want to meet Vlad, the troopers will advise against this as well but volunteer that they believe the prince is at his palace in Targoviste. Following their orders, they will encourage the party to ride to Targoviste and enlist as mercenaries in Vlad's army. They will gladly provide directions. They have little other information to give the characters; none has ever actually met Vlad, though Holger will claim to have seen him during a muster. Dracula is imposing - a powerful man and an excellent horseman. This last will draw mutters of approval from the hussars. If asked about the tales of evil creatures, the soldiers will claim to have seen none. The villagers believe in monsters, they will note with scorn, but the hussars appear to truly believe that Turkish raiders are the cause of their fear. The soldiers will try to subtly suggest the party should buy them wine, though they are not very subtle men. They will also want to play dice with the strangers, pulling out the carved sheep knuckles that soldiers have tossed for thousands of years. They have little to offer in the way of stakes. Assuming there has been no fight, after a while they will either drink their wine or give up and leave. If the party fights the soldiers, they will flee as soon as two or more have been killed or incapacitated. The Hussars will scatter, each using his knowledge of the back paths to seek reinforcements. Several collections of hussars will then be trailing the party within a few days. Increasethe number of
have the party remain. The hussars sleep in a large house about a mile up the road from Tirgu Ayertes, once the estate of a would-be boyar. Months ago the villagers gave up asking them for protection. The hussars simply don't believe them. The inn's rooms are furnished with bedsteads and straw-filled mattresses. They do not have their own hearths, but the weather is not cold. Ion will attempt to charge the party one ducat per night per room but will back downquickly if the party objects to paying for the privilege of guarding the tavern.
Night
Soil Stalkers
Holger's scolding may frighten Ion, but Mariya doesn't mind telling the party what is wrong with her village. The source of the terror is the dung-eating vampire of the southern Balkans known as the obru. For months the foul beings have plagued the village - ever since Vlad took the throne. The obru have killed several villagers and smeared others with dung. There seem to be two of the evil creatures, which appear late at night accompanied by a horrible smell and awaken people by screeching bizarre and semi-coherent insults at them. They steal a few items of no particular importance and vanish small bits of clothing or farm implements into the night. Those who pursue them have been attacked and sometimes killed, though more than once the obru have been content to force their victims to eat dung. The thievery appears intended to lure victims into the night.
several have had liaisons with If a hussar is in the village the obru never appear.Mariya will admit local women that she once thought them in league with one another but considers the soldiers too stupid to keep up the charade this long. Unmarried couples making love in haylofts or fields, people in their beds, small children, and old people have all been attacked, but the soldiers are never harmed.
While some humiliated victims claim to have faced hordes of obru, Mariya is sure there are only two, which Ion confirms. Ion is not willing to pay to ask the party to remove these . foul creatures, nor is any of his neighbors. In typical Wallachian fashion, no one wants to be played for a fool by coughing up gold to benefit anyone else. They will not even be particularly grateful if the party slays or drives off the monsters. Wherever the characters bed down for the night, it is dark and moonless. Bring on the obru on this first night; the cats on the dockside and in the inn have alerted them. A cat or two may appear first to scout the location. If the party occupies rooms in the inn, Ion's dog will bark furiously to herald the approach of the evil beings as will any dog the characters have with them. If they spend the night elsewhere, any nearby dogs will give their warning. Any horses will react very nervously. A powerful stink precedes the obru. As soon as characters
within Stench 10 feet ability. of the monsters, shrieks, they must Save against get the obru's
any breakable
48
but
dart
through
doorways
to break
items
if
see an opportunity.
They quickly move to attack the party their Dung-Hurling ability first
when they spot them, employing before closing in. If the obru Should dead, they are obviously
Koprostes (5th
ana
Robert
losing
Level
Obru) Epicures
one of the party, the victim dung obru on the corpse. will turn
Undead
Size: Dice: Points:
Medium 3d12
Undead
his plump
29 (Koprostes), 17 (William)
to let his companion Should once eunuch. the party bore. The
if it aids his escape. obru, it will give the name once a Byzantine Greek Speed: AC: Attacks: during the Robert, will taunt Wringing the obru ' carry
capture
either
Initiative:
+ 5 (+
Improved 30 feet
1 Dex,
+4
Initiative)
If any
of the characters was at Constantinople calls itself among many by various them. labels. names: Both dung The deaths. creatures under into Under the party to Vlad, The obru is working obru
siege, they will recognize him on a successful Wisdom check at DC 20. Its companion William, he spreads information same traits and David In death, as he did in life, at them. of these
18 (+ 1 Dex, +7
Natural)
the adventurers
and attempt did when liars before feel pain, between some
to fling
Slam +3 melee (ld6+2 and Disease) or Dung + 2 ranged (see below) 5 feet by 5 feet/5 Disease, Damage Hurl Dung, feet Stench 10/ + 1,
is difficult. their
undead
were pathological Obru They Vlad ordered obru obru already into vukodlak can still will make is aware explain the obru that brought
Reduction
had not
a flicker
of moral
courage
before
undead. pressure. and he has duress, alerted the or the they group 12 Feats: Alignment: Saves: Abilities: ravens
confessions
Fast Healing 5, Fire Resistance 5, Turn Resistance +2, Moroi Subtype Fort + 1, Ref + 2, Will + 5
who then
Str 14, Dex 13, Con -, Int 11, Wis 14, Cha 17 Hide + 5, Intuit +7, Listen +4, Direction Move +9,
Skills:
spymaster
for sending
Any character may make a Wisdom check at DC Brother Charles or of Vlad, the portrays for advice to figure himself contain out as an intimate Anything enough
to infer that this means Vlad has interrogated Elisabeth. who relies undead to allow and lies. What eager this these this interlude their should speed. as quickly tell the party The obru Koprostes on him the party eunuch in all things.
Improved Chaotic
says should
inconsistencies he exaggerates
how grossly
is that
Vlad that
is for even
investigation
with
what though
are on their
a Fortitude Save at DC 12 to avoid becoming infected with Filth Fever. The incubation time is Id3 days and failure inflicts Id3 points of Temporary Dexterity Damage and Id3 points of Temporary Constitution Damage. Fast Healing (Su): While they do heal 5 points of damage per round, this ability does no work against Fire Damage.
Wringing
Chapter
If the party heads tributary dotted along with
4: The
decides the north small
Second
bank
Village
the main River, is pleasant, narrows road and as it a small
to press The
49
closer
the party
Ayertes
as dusk huts
Koprostes
and Robert
(cont.)
in this
there
abandoned
if
Koprostes and his companion love to share their misery with others, and they accomplish this most readily by hurling dung. Targets must make a Reflex Save at DC 13. Failure indicates the character has fallen prey to his or her natural instincts to dodge this attack. The. character must spend the round as though he or she were making a Full-Attack Action but does not get to actually attack. The character does get a + 2 bonus to AC as though he or she were, Fighting Defensively.
the characters choose to spend the night here. The village church even appears to be abandoned. Decaying food inside the homes indicates that whatever occurred here happened
no more than several days ago. There or looting. is no sign of burning
inside dead
them
Close inspection will find a handful of corpses left unattended, buildings and out of sight in gardens. They've been
only a few days. Someone has made an effort to drag plus a
to bury them.
There
handful of
of dogs. No
Stench
certain measure of renown. Koprostes and his companion are no exception. Those within 10 feet of them must make a Fortitude Save at DC 15 or become Nauseated, suffering a -2 Circumstance Penalty to all dice rolls for 1d6+4 minutes. Moroi Subtype: Immune to poison, sleep,' paralysis, stunning, disease, death effects, necromantic effects, mind-influencing effects, critical' hits, subdual damage, ability damage, ability drain, and energy drain. Can only be killed via special: means (see below). Can be repelled by fire and barking dogs.
Dung-Eating: Koprostes and Robert must eat dung
Inside the church, the body of a priest lies sprawled over the altar. He clutches an icon in both hands as though he had been holding it in front of him. It is a small church with an altar, rough benches, and a small office/sleeping area off to one side. This last has been tossed about, and the late
father's belongings are strewn
all over.
woman
and
clothing
is
disheveled
her
breasts
exposed.
expression. These
cause of
wound for
of their
death: usually a broken neck, but perhaps variety if the party locates several.
As darkness
a stab
nightly or suffer 1d6 points of damageand a-2 Circumstance Penalty to all rolls until they feed. Repelling: Any character that presents a torch or other flame to Koprostes or William forces the disgusting monsters to make a Will Saveat DC 10 + the presenting character's Charisma Bonus. If failed, the fiends cannot approach.
falls, the characters are approached by a young woman, who appears very frightened. She begs them for help has been wiped out by strigoi, the
Romanian vampire. They came the night before several of them accompanied by their evil companions, the
They Spiros. killed the village priest, a Greek named registry, and read
One of them seized the parish birth into the church's onion-topped bell tower,
Those named immediately
the names.
Killing Koprostes:The
breathy, quiet voice; she is somewhat A black cat with arms, and she continually
Any dog with the party will bark furiously, and the cat will hiss back at it. Genevieve will try to comfort her pet and explain that dogs never like her sweet Schredney. Genevieve
50
Initiative:
Speed: AC: Attacks:
Face/Reach: 5 feet by 5 feet/5 feet Special Attacks: BloodDrain, Cat's Grace,CommandCats,CreateSpawn, Omination, ilk Drain, D M
Summon Vukodlak, RebukeUndead
Special Qualities:
Damage Resistance 10/+ I, Darkvision60', FastHealing 5 (Fire Damage Unaffected), Cold and Electricity Resistance20, Turn Resistance+ 5, Moroi Subtype, Protection from Evil 2/Day, Songsof Power Fortitude +1, Reflex+7, Will +6
Str 14, Dex 22, Con -, lnt 14, Wis 15, Cha 20 Alchemy +4, Animal Empathy +4, Balance+8, Concentration +6, Gather Information +6, Heal +6, Hide +6, Intimidate +8, Jump +8, Knowledge (Undead) +4, Listen +8, Move Silently +8, Search +8, Spot +8, Use Magic Device +6 Alertness, Combat Reflexes,Dodge, Great Fortitude, Improved Initiative,
Lightning Reflexes, Run Chaotic Evil
Saves:
Abilities: Skills:
Feats: Alignment:
Blood Drain (Ex): If Genevieve succeeds on a Bite attack, she can attempt a Grapple check. If successful, she may inflict I d4 + I points of Temporary Constitution Damage. Genevieve may convert this Constitution to Hit Points at a rate of Id6 Hit Points gained per one point of Constitution Damage inflicted. She may not exceed her normal maximum number of Hit Points in this fashion. Characters whose Constitution scores fall to 0 or less are killed. Cat's Grace (Sp): Once per day, Genevievemay cast the Arcane Spell, Cat's Grace, gaining I d4 + I points of Dexterity for 6 hours.
Command Cats (Su): Genevieve may summon Id4+1 cats three times per day to do her bidding. Additionally, any cat she encounters may be bidden to serve her. She need only succeed at a Charisma check to do so. Her pet cat, Schredney, is on permanent retainer, requiring no die roll. Create Spawn (Su): If Genevieve climbs the bell tower of any church and utters the name of a parishioner, thati
individual must make a Fortitude Save at DC 18 or fall over dead immediately. The following night, the unfortunate will rise as a strigoi under her command.
Domination (Su): By making a Gaze Attack (a Standard Action, subjects are not affected just by looking at her), Genevieve can strip their will as though she had cast Dominate Person. The Saving Throw to negate this ability is Will at DC 18. Milk Drain (Ex): If Genevieve suckles
at the breast of a nursing mother, she can inflict Id3 points of Temporary Constitution Damage. She can convert this damageto HitPoints at a rate of I d8 Hit Points for everypoint of damage inflicted. She cannot exceed her usual total number of Hit Points in this fashion. Women and animals
victimized
51
Genevieve(cont.)
Fast Healing (Ex):
unaffected by her Fast Genevieve Healing. heals 5 Hit Points per round unless the damage comes from Fire. Fire Damage is Moroi Subtype: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mindinfluencing effects, critical hits, subdual damage, ability damage, ability drain, and energy drain. Can only be killed by certain means (see below). Can be repelled by fire and barking dogs. Dependence nightly, human that inflict
on Blood or Milk:
breast points of damage
Genevieve must feed on human blood once every three days, milk once a week, or animal milk every three days. If she does not, she suffers per night until she does feed.
animal hunger
blood pangs
2d6
Repelling: Modifier
As a strigoi, Genevieve can be repelled by fire if she fails to make a Will Save at DC 10 + the Charisma of the character presenting the flame. She also must succeed at a Will Save of DC 12 to approach a dog. cannot tolerate direct sunlight. She takes 1 d6 points of damage to it. She recovers when she gets out of the sun. She can move to the shadows. must have the soil of her grave with her so that she can return and is Staggered about during the
Sunlight Allergy: Genevieve for every round she is exposed day by covering up or keeping
Genevieve
to it once
a day. If
she does not, she suffers 7d12 points of damage and is Staggered until she can do so. She cannot be killed this way, but she can become stranded if she falls to 0 Hit Points or less. She keeps this dirt in a pouch hidden in her dress.
woman, characters must completely burn destroyed. She can also be vanquished
has 11 Hit
Alternatively, a wooden stake through her heart will dispatch her. The stake must be driven through the heart, out her back, and into the ground for this to be successful. Hitting the heart imposes a -4 Circumstance Penalty on the attack roll. Once hit, this penalty can be ignored unless she manages to pull out the stake. The DC to pull it out is 10+ delivers the amount Id4 points beheading of damage of damage. Genevieve done. 12 points Fir wood grants render of damage must be done to complete the ritual. a + 1 Circumstance Bonus to attack and damage She cannot act without her head. A wooden stake
rolls.
this does not be staked or
Finally,
will
her insensate.
her Fast
However,
kill her perm anently. If her head burned to finish the job.
is reattached,
will beg the party Her lautar abilities knowledge has great wholly subject
to protect could
a pitiable including
of Wallachian
of fighting monsters.
truthful. at odds Wallachian
but will not be have knowledge understanding them. Work to correct this of the you, use
plead
prevent
with subtlety;
the opportunity Genevieve Vlad's
if a know-it-all playertries
to string the monster
will tearfully beg not to be left behind. She does have other weapons at her disposal, though. Sbe sings ber
Calm Animal Song of Power to quiet tbe cbaracters' borses. Song of Once sbe bas infiltrated tbe party, sbe will sing ber Allure
is not
creature.
Power to make one of tbe cbaracters fall uses ber Domination one. She'll drink
a vampire, it was he who ravaged the village. A true misogynist, he turned the pitiful creature into a strigoi by speaking her
name from the bell tower of the church. the characters. If Vlad He then left her is human, everything here to intercept
ability to pick off tbe otber cbaracters one by hypnotize a character, lead him or her off, and counting on the character who loves
fie simply
arrive. can.
If she Schredney
she
defends and
herself
as
defense,
vukodlak defend
escape.
Guards Warriors)
Medium d8 +2 10 +2 (Dex) Humanoid
it can be proven Save by her party to Vlad and them then at DC side. and to alert shadows night reach
If
can make
a Will
of her
to infiltrate to Targoviste.
every
30 feet 15 (+ 2 Leather Armor, + I Small Wooden Shield, + 2 Dex) Shortspear + I melee or +1 ranged (ld6+2), Longsword + I melee (ld8+ I)
5 feet by 5 feet/5 None. None. Fortitude Will + I +4, Reflex +2, feet
until side
Targoviste,
Genevieve
at Kronstadt.
Defeating
to summon
is a Challenge
7 Encounter.
If
she is able
the vukodlak
to fight
by
her side,
the Encounter
Level is 9.
Attacks:
Chapter
No more fought The They they'll Once alert The look heads Guards than closely a dozen Under in their confused weapons other knives The that Wallachian
5:
ruined groups the hussars
Targoviste
villages will be encountered. Ayertes troopers than If the party in Tirgu move they and any got away, there now in pursuit. they may laugh to ride by night. and case, In that troops. riders to
will only
at the villagers' fear Vlad unless shadow the party the garrison Impaler's will attack
confronted
by hopeless
and send
Targoviste,
Str 15, Dex 14, Con 14, 1nt 13, Wis 12, Cha II Climb +4, Handle Intimidate +4,
capital more
is a small walled a place are under and downcast, with Gate route passing (the business these drunken
city on a low rise, built construction. rarely raising strangers. south, more There are The people Feats: Alignment:
than buildings
subdued
Neutral
eye contact
at the Dambova likely the approach as to the characters' mercenary soldiers duties than custody weapons.
one facing
in the capital.
men-at-arms
men and all other are far more determined hussars. or other weapons They The will seem soldiers If the party them offered. but or rather escorted Being asks to see Vlad, to the palace career military for their soldiers the officers as long men, lower will agree to have excuse truth officer One there. In the center a large the is as a plausible extremities. the heroes square.
as to what (bows
or crossbows),
coverage
will escort
will not be confiscated. officers will try to soothe will be returned or when they resists. after angry protests, promising enter soldiers turns a dozen as you the The
of the square golden covered escorts them characters' tell them goblet
on its flat top. A tiny roof keeps construction, workers Here, swarming
rain off the goblet. in scaffolding will hand into names to wait. a waiting
will summon
to a guard, business
area. The soldiers are 1/2 CR creatures each. Use as many to offer your players a worthy
53
ring together
the room,
which
is floored
with with
an is little
on another must
day after
scheduling
an appointment. today, a squad he tells them. and see the herald of soldiers Should into
It is
on the benches, a herald enters a name. hall. If side. Vlad, Finally, to follow. The office herald full of
will
to arrest
the palace.
person
follows
to Kronstadt,
No one in the room Charles, after The large or Elisabeth. hall contains past books. Behind a wait of hours,
will have any information The supplicants but never the herald a throne, a desk the audience
them.
information
can be for the herald screams. all of the Vincenz. containing has been doing He
will call the party it is empty. in papers to Vlad hall to a dusty covered
If for some
will lead them account von Langweilig, A cat perches Langweilig he just dead; under Vlad,
(accountant) stack
passionately
of account
will turn
man; bitter.
shriveled, always
over
embezzling
on the side. in the palace there are well aware of strict reveal Vlad's They know
lemons.
as they
he has never had the will to act out his fantasies, resents not want north adventurers. to yield several up any information, situation has a deep his position he will incorrect, Everyone will reel off Not only does is in days ago with Vincenz his new
but he will loudly the palace. business dislike at Vlad's he claims, should lists
complain
about
the changed
of Padova.
for Elisabeth,
resenting calculations
and, if pressed
on this point,
of staggeringly incorrect
her handwriting
no advancement
Play the accountant Once again. insight ramblings The dispute are cheating mines, Vincenz, have Vlad he starts, However, is not is buried that
bore, character
is almost
Elisabeth
of Vincenz's
has never
is actually control
plot:
Vlad that the Saxon to Wallachia's the Saxons in his world fathom
of Kronstadt aims to
Transylvania's
and give her the concession. of detail, beyond sees that her figures accounting errors. to delay to 54
any plot
the party
in Targoviste
as long
Chapter
With the news to head Carpathian The forest the edge
6: On
that Vlad up the road Mountains, is dark of the road.
the Trail
has gone, winding There This between
of the Impaler
the party will likely want enters down along the peaks. to the quickly
has been
by the side of the road. vaguely to expose pole. road. Artur's The children, mother. enraged but never His be alive. As with name
and in her mid-30's, and appears to the foot him along him trousers, her blouse spotted
Humanoid 3dI0 + 3
has been
and Vlad
Seeing prince
punished
+5
I)
melee
(Id8+
feet
evidence
Special
are impaled
neat row. All are dead; A sign around he allowed and suffered A day's camped trophy the lad's his animals
Reflex
+ I,
Will + 6
Str 12, Dex II, Con 9, Int 10, Wis I I, Cha 13 Appraise + 2, Diplomacy +6, Handle Animal +4, Intimidate Sense Feats: Alignment: Sugar pouch ground Action +4, Ride +4 Trample +8, Motive
Vlad's
baggage
the consequences. of Targoviste, They from They a company of hussars is a grisly he keeps courtesy Skills:
have orders
to stop named
any riders Codriescu, at his belt He is jumpy and paranoid Vlad road, stake large The shakes impaled thrust Vlad wants
the capital.
who continually and nervous, delusions all travelers a papal about mule appears nearby; Vlad.
Mounted Lawful
Combat, Neutral
in Wallachia).
between
According
on the
Obsession: Codriescu always carries a full of sugar. If this pouch falls to the during battle, he must use his next to retrieve it.
and angered
the air. On it are impaled the man moans or so. A hussar that will show him. a work himself to hold sliding softly is a sword
feebly close
though of art, hit on the down thinner mule to The him The that 55
his flesh
appeared
soft,
he has "ridden
the pole,"
as
call it, for two days already the mule last night, him. Charles. Seeing to fall during someone snuck
and Codriescu the notion mule stake stake. the ground. that in place
allowed
the stake
and keep its great friar was then men fitted is amazed
on a separate,
victim
Charles
Codriescu
toughness;
he is sorry
Elisabeth
(16th
J)
Level
Expert Ruthless
he laps at his sugar, which makes him even more excitable. If he can be offered a solution that allows him to follow orders and avoidfighting, he will grasp it happily. If there is fighting, the hussars will not pursue the party - that would bring them closer to Vlad. Use the stats for the hussars from Tirgu Ayertes for this group but replace Holger with Codriescu. Beyond the hussar camp, however the party manages to get by them, there is more evidence of Vlad's passage. Most have placards around their necks explaining their crimes: failure to salute the prince promptly, driving on the wrong side of the road, too much embroidery on their clothing. Men, women, and children are all represented. As with Tamara, the young women have had their blouses ripped and torn. There is even an impaled squirrel. Most of the victims are still alive and begging for death. The grisly trail continues through the mountains and down the opposite side for several days' ride. As they draw nearer to the encampment, they are attacked by vukodlak nightly. Six of the dread ravens attack the characters two nights out from the camp. On the night before they reach the Impaler,
Princess
3a feet
14 (Dex) Dagger + 16/ + 11/ + 6 meleeor ranged (Id4+ 1) 5 feet by 5 feet/5 feet None. None. Fortitude +9, Reflex + II, Will + I 3 Str 12, Dex 18, Con 14, Int 18, Wis 16, Cha 20 Diplomacy + 22, Forgery + 12, Gather Information + 20, Innuendo + 20, Intimidate + 25, Profession (Merchant) + 30, Sense Motive + 25, Speak Language(Italian, French, English, Greek, Latin, German, Norwegian, Romanian)
Rating 7 and 8
will not allow the friar to be killed; they have no wish to join him should they disobey their prince. Codriescu is a coward at heart, but he fears Vlad more than he fears the adventurers. Bribing him is difficult but not impossible. The boyar is not very bright, and he easily becomes confused. The more agitated he becomes, the more 56
Chapter
Finally, Saxon Vlad plus mercenary they
7: Camp
come upon
of the Impaler
Dracula's A patrol camp just outside the field present of hussars outside 20,000 Cats seem led by a Danish the large troops with the for and
the adventurers for his tents. appear followers. will show to be about
Sphinx
Guards
Warriors)
Humanoid Medium 5d8+14 40 + 1 (Dex) 30 feet 18 (+ 5 Chainmail, + 1 Small Steel Shield, +2 Dex) +4 (ld10) feet
for Holger
(6th Level
Size: Hit Hit Dice: Points: Speed: AC:
of camp look
to swarm
over the area. A close impaled mercenary, the service If greeted stop but victims assumes
Initiative:
pay is good,
He enjoys
attention.
who anger
the prince
Arquebuse ranged
not like any challenge to whatever should hand woman be even more
+ 6, Reflex
+ 3,
black-haired a roving
Will + 2
Abilities: Skills:
Str Int 16, Dex 11, Wis +4, +4, +4, 13, Con 11, Cha Handle Intimidate Ride +4 13, 12
or even an eye now rides deep into The with tent. change the camp officer a tent
to another
They
+6,
a few minutes
assignment
appear
Feats:
If the adventurers will tell them They need will not be them. Vlad
do receive
soldiers
a summons which
entourage
from is guarded
as she
to her tent,
by she cites her claims. quite She She tells the characters them Vlad, thinking or is just she's plain little sold mad. of this, though. out, is under She only wants them what packing. to do next. They No as it On the of human? could one such She doesn't the influence to assure them need of his or her prior service to the papacy as proof of
her
likes to call them. demands sternly control bids The man. to know if they that them truth even angrier
is vexed to see the party here. their purpose. what She tells
and
she is doing,
them
whatsoever.
to leave her alone. is a vampire that power. hosts them to interfere. along of his that or a
is fine and send will have to decide at her word if they offer them plausible, has sent while them vaguely
doesn't fool,
It doesn't
of stories
to increase
to close
the Saxons
to waylay tactic
is one key component is Vlad telling a monster. him everything Any devout
to kill him.
to win more
could
57
character should want to know if his sadism serves the Lord or Lucifer.
Vlad, Blood
(2nd
Level
Aristocrat/9th
Assuming they stay for dinner, the party gets its first look at the dread Impaler at the torch-lit banquet. He cuts an impressive figure and clearly dominates all those around him. Vlad sits at a table on a raised platform with Elisabeth at his side. Though he is said to be married, his wife is nowhere to be seen. Vlad is entertaining the leading citizens of Kronstadt as his guests of honor. These are four well-fed Saxon merchants, who are talkative and fairly arrogant. They condescend to all, including the Prince of Wallachia. There are a number of Wallachian boyars in attendance as well, though they are clearly intimidated and say little. The Saxons do not speak Romanian, and Elisabeth translates for them. If any PC's speak both languages, they will notice that she is putting words into the mouths of the merchants, making their statements far more insulting to Vlad than intended. As the meal winds down, the prince turns his attention to the PC's. He's irritated by the "insults" of the Saxons and wishes to distract himself with more amusing business. Casually, he asks the characters how much Monsignor Marcello is offering for his head. Elisabeth glowers at them scornfully. Vlad is not offended by whatever answer they give. He enjoys playing mind games, and he's doing so right now. He attempts to manipulate them into admitting that they are here to kill him. He assures them that he will take no offense, and, if they do admit it, he is true to his word. It doesn't matter to him anyway. He has no intention of letting them leave his camp alive. He tells the characters that the Roman Catholics need to learn that he is stalwart in his Orthodox Faith, and that he will remain a bulwark against the Turks. After this exchange, Elisabeth grows irritated and interjects that there is unfinished business with the Saxons. Vlad sighs, clearly unhappy that he must deal with the boorish burghers, but he relents. He snaps his fingers, and a servant brings out a large pole. If the characters did not kill him earlier in the adventure, it is Koprostes who does so. He takes great pleasure in slowly strutting by the Saxons and the characters, watching each recoil at the smell of him. Much to his delight, one of the burghers vomits from the stench. He cozies up to Vlad and attempts to counsel him on what he should do next, but the prince simply slaps him away, a humiliating sign that he is not the confidante of the Impaler he claimed to be. As if to add insult to injury, Genevieve, if the PC's were unable to kill her, also appears and then drapes herself over the voivode after shooing the foul creature away. Vlad tells the Saxons that they have displeased him. He is canceling their mining monopoly and handing it over to the House of Sphinx. Elisabeth beams at this pronouncement. The Saxons protest that he cannot do this. For the first time, Vlad becomes truly angry. He rages at them that he 58
5 feetby 5 feet/5 feet RebukeUndead Income 3, Overtax 3 Fortitude + 8, Reflex + 6, Will +10
Str 16, Dex 16, Con 15, Int 13, Wis 12, Cha 18 Handle Animal + 4, Intimidate + 12, Listen + 8, Ride + 12, Sense Motive + 12
Alignment:
Lawful Evil
Note that Vlad's Armor Class assumes he is only wearing his customary Turkish robes. This is how the PC's will find him at the end of the adventure. If encountered on the field of battle, the prince fits himself out in a breastplate, thereby increasing his AC to 18. Rebuke Undead (Sp): Because he has the power
(2nd
Level Boyar/Strigoi)
Dex)
Bite +11/+6
melee (ld3+5
SpecialAttacks:
Special Qualities:
Saves: Abilities: Skills:
5 feet by 5 feet/5 feet Blood Drain, Cat's Grace, Command Cats, Create Spawn,Domination, Milk Drain, Summon Vukodlak
Damage Resistance0/+ I, Darkvision60', FastHealing5 (Fire Damage 1 Unaffected),Cold and Electricity Resistance20, Turn Resistance+ 5, Moroi Subtype, Income 2, Overtax 1
Fortitude + 5, Reflex + 10/ + 11*, Will + 6 Str 20, Dex 22/25 *, Con -, Int 13, Wis 15, Cha 22 Balance+ 8, Bluff + 8, Diplomacy + 9, Handle Animal +4, Hide + 8, Intimidate + 16, Jump + 8, Listen + 10, Move Silently, + 8, Search + 8,SPot + 10, Ride + 8, Sense Motive + 10 Alertness, Behead,Combat Reflexes,Dodge, Improved Initiative, Leadership,Lightning
Reflexes, Mounted Combat, Skill Focus (Diplomacy), Skill Focus (Sense Motive) Chaotic Evil
Feats:
Alignment:
* While the PC's are fighting his minions, Vlad takes the opportunity to use his Cat's Grace ability, adding 3 extra points of Dexterity. These improved numbers are reflected after the slash on all stats marked with an asterisk (*) The number before the slash is his normal, unmodified Dexterity and the stats dependent from it. Blood Drain (Ex): If Vlad succeeds on a Bite attack, he can attempt a Grapple check. If successful, he may inflict Id4+ 1 points of Temporary Constitution Damage. Dracula may convert this Constitution to Hit Points at a rate of Id6 Hit Points gained per one point of Constitution Damage inflicted. Vlad may not exceed his normal maximum number of Hit Points in this fashion. Characters whose Constitution scores fall to 0 or less are killed. Cat's Grace (Sp): Once per day,the blood prince may cast the Arcane Spell, Cat's Grace,gaining 1d4 + 1 points of Dexterity for 6 hours.
Command Cats (Su): Dracula may summon Id4+1 cats three times per day to do his bidding. Additionally, any cat he encounters may be bidden to serve him. He need only succeed at a Charisma check to do so.
Create Spawn (Su): If Vlad climbs the bell tower of any church and utters the name of a parishioner, that individual must make a Fortitude Save at DC 19 or fall over dead immediately. The following night, the unfortunate will rise as a strigoi under Vlad's command.
Domination (Su): By making a Gaze Attack (a Standard Action, subjects are not affected just by looking at him), Vlad can strip their will as though he had cast Dominate Person. The Saving Throw to negate this ability is Will at DC 19.
Milk Drain (Ex): If Vlad suckles at the breast of a nursing mother, he can inflict Id3 points of Temporary Constitution Damage. He can convert this damage to Hit Points at a rate of 1d8 Hit Points for every point of damage inflicted. Vlad cannot exceed his usual total number of Hit Points in this fashion. Women and animals victimized in this manner lose the ability to lactate.
59
Fast
Healing (Ex): Draculaheals5 Hit Points per round unless the damage comes from Fire. Fire Damage is
unaffected by his Fast Healing. Moroi Subtype: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mindinfluencing effects, critical hits, subdual damage, ability damage, ability drain, and energy drain. Can only be killed by certain means ( see below). Can be repelled by fire and barking dogs. Dependence on Blood or Milk: Vlad must feed on human blood once every three days, animal blood nightly, human breast milk once a week, or animal milk every three days. If he does not, he suffers hunger pangs that inflict 2d6 points of damage per night until he does feed.
Repelling:
Modifier
As a strigoi, Vlad can be repelled by fire if he fails to make a Will Save at DC 10 + the Charisma of the character presenting the flame. He also must succeed at a Will Save of DC 12 to approach a dog.
Sunlight Allergy: Dracula cannot tolerate direct sunlight. He takes 1d6 points of damage and is Staggered for every round he is exposed to it. He recovers when he gets out of the sun. He can move about during the day by covering up or keeping to the shadows.
Tied to the Grave: Vlad must havethe soil of his grave with him so that he can return to it once a day. If he
does not, he suffers 7d12 points of damage and is Staggered until he can do so. He cannot be killed this way, but he can become stranded if he falls to 0 Hit Points or less.
Killing
Vlad: To kill Dracula, charactersmust completely burn him. Vlad must take a full
61
points of Fire
his heart. Vlad's
Damage to be completely destroyed. He can also be vanquished simply by completely immolating heart has 15 Hit Points.
Alternatively, a wooden stake through his heart will dispatch him. The stake must be driven through his heart, out his back, and into the ground for this to be successful. Hitting the heart imposes a -4 Circumstance Penalty on the attack roll. Once hit, this penalty can be ignored unless Vlad manages to pull out the stake. The DC to pull it out is 10+ the amount of damage done. 12 points of damage must be done to complete the ritual. A wooden stake delivers I d4 points of damage. Fir wood grants a + I Circumstance Bonus to attack and damage rolls. Finally, beheading Vlad will render him insensate. He cannot act without his head. However, this does not kill him permanently. If his head is reattached, his Fast Healing will kick in and revive him. He must be staked or burned to finish the job.
can do whatever he wants here. He is the supreme ruler of Wallachia. Since they have angered him further by defying his authority, he commands them to choose one of their number to be impaled. If Koprostes is present, he returns to bootlicking mode, taking up the pole and waving it menacingly at the terrified burghers. The Saxons refuse to name someone, and this enrages Vlad further. What he does next depends on which ending you are taking. If he is human, he snaps his fingers again, and a guard quickly moves forward and beheads one of them. If he is strigoi, he leaps upon the closest one with cat-like speed and savagely rips the man's throat out with his fangs. He drinks deeply of the victim's blood. Either way, he tells the surviving three that they have one minute to choose one amongst them, or he will impale them all. If he is strigoi and if Genevieve is present, when he returns to his seat, she quietly laps the blood off of his face and clothes. She does so in the most supplicating manner possible, and Vlad appears not to notice as he gazes imperiously at the poor
Saxons. Koprostes attempts to hide his jealousy. Any interference by the PC's will cause Vlad to turn on them as well. He is busy imposing his will on the sheep-like burghers, and interruption is a further defiance of his supremacy. He intends to kill these papal agents anyway, and he will instruct his soldiers to do so if they interfere with him now. Eventually, the Saxons choose one of their number, and Vlad's men impale the poor fool. Koprostes rubs dung on him after the impalement. Dracula then asks Elisabeth what he should do with the other two. "Spare the miners," she'll say with a mad gleam in her eye. "Let the leaders die." Vlad will motion one of the officers over. "Let it be as the lady says,"~he will order. The surviving burghers are quickly snatched up and impaled as well despite their protests, and sounds of troops quickly mounting and riding off toward Kronstadt are heard shortly thereafter. Finally, Vlad turns to the party. "Now," he says, "I need to send a message to your monsignor. I believe I'll tell him that assassins do not faze me and that he should keephis 60
into him,
the
should
to kill
characters. point, your PC's need have some to fight parameters mission tough choices to make. Vlad's
At this
they'll
should
Medium
+ 29
Dracula their
and it wants
30 feet 16 (+ 3 Studded Leather, + I Small Wooden Shield, +2 Dex) Arquebuse +6 ranged (1d10) Heavy Lance + 10/+ 5 melee (1d8+ 3 [x 2 when mounted]), Scimitar + 10/ + 5 melee (1d6+3)
5 feet feet by 5 feet/5 lance feet, 10 with
the attack
Additionally,
Marcello
charged
them
isn't give
with
tbem
rescuing
a Wisdom
Elisabeth.
cbeck at
if it
Attacks:
DC 5 to figure it out) tbat sbe is not in need of rescue. The merchant princess is in control, and any outside observer can see that other it is she who is pulling That said, they Vlad's could strings, try to carry not to the way around. this. her off
She will not go quietly accomplish them under Killing with characters second, most There as simpletons control, sure that
it off, she will berate She had everything cruel, she had
Face/Reach:
Special Special Attacks: Qualities: Saves:
to make
Wi!! + 3
Abilities: Skills:
Str 16, Dex 14, Con 16, Int 12, Wis 13, Cha II Animal Balance Animal Empathy +7, +7, Handle, +7, Intimidate +8,
wi!! be unlikely
wi!! be
displeased. is enough if that first, but confusion is their they with the orders need manage to ride on that the characters to defeat slipping the out.
Kronstadt can escape Hussars Kidnapping first, Ki!!ing him, they them. lord but
Ride + 8
Feats: Firearms Proficiency, Mounted Combat, Power Attack, Ride-by Attack, Spirited Alignment: Lawful Charge Neutral
Elisabeth
it can also be done. is a near apocalyptic the Hussars, that Vlad undertaking. through of which can bring this but there To get to After any If her and He in only are four, the PC's. defending before.
Vlad
his minions.
supernatural Genevieve
Courser's Fury (Ex): The Hussars, if they get to their steeds, have Light Warhorses. These creatures
have 25 Hit Points,
summons a savagery
to attack displayed
+I
Initiative,
a Speed
of 60 feet,
Koprostes
he is a coward charging
too well the thrashing to stay back and hurl off any weakened stays back dung
AC of I 3, and can attack with 2 hooves at + 2 melee, dealing Id4+ I points of damage. Once per round, the rider may choose to have his mount make an extra attack at -2 to its attack roll and his.
Summon
Mount
(Ex):
The Hussars
can call
simply
the party
if they are within 100 feet. The riders' horses are in range during the fight with the PC's at the climax of the adventure.
defeat
Then
ki!! him,
the
camp.
is an the do
down
about
characters into
aforementioned
Rating
whether Rating
he is 7. Adding
doesn't
He's
to the villains,
requires
to go through 8 Encounter
her and so is
Defeating Elisabeth.
them is a Challenge
62