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“Those who would trade liberty for
security deserve neither.”
— Benjamin Franklin
An adventure for Scion using
Written by Ric Connely and Drew Backer Developed by Eddy Webb Edited by Genevieve Podleski
Layout by Jessica Mullins Art: Abrar Ajmal, Sam Araya, Clint Langley, Brian LeBlanc,
Pat Loboyko, Adrian Majkrazk, Britt Martin, Dave Rapoza, Doug Stambaugh, and Rich Thomas
StOrytelling Adventure SySteM
MentAl OOOOO
PhySicAl OOOOO
SOciAl
OOOOO
WHITE WOLF PUBLISHING, INC.
2075 WEST PARK PLACE
BLVD SUITE G
STONE MOUNTAIN, GA 30087
251994394.011.png 251994394.012.png 251994394.013.png 251994394.014.png 251994394.001.png
“Those who would trade liberty for
security deserve neither.”
— Benjamin Franklin
An adventure for Scion using
the Storytelling Adventure System
Written by Ric Connely and Drew Backer Developed by Eddy Webb Edited by Genevieve Podleski
Layout by Jessica Mullins Art: Abrar Ajmal, Sam Araya, Clint Langley, Brian LeBlanc,
Pat Loboyko, Adrian Majkrazk, Britt Martin, Dave Rapoza, Doug Stambaugh, and Rich Thomas
StOrytelling Adventure SySteM
SceneS
10
MentAl OOOOO
PhySicAl OOOOO
SOciAl
XP level
hero
OOOOO
WHITE WOLF PUBLISHING, INC.
2075 WEST PARK PLACE
BLVD SUITE G
STONE MOUNTAIN, GA 30087
© 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of
Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Scion, Storytelling System and Wolfsheim are trademarks of CCP hf.
All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark
or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are iction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
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“Run,” Christof said, “run home! I’ll… I’ll… just run!” It was the last
thing he had said to Gertie. Despite how much she loved him, she ran. She ran
as hard as she could, stray branches tearing at her clothes and whipping her
face, galloping over roots and rocks and through dips and hollows, not once
pausing to look behind her or slow her pace for any reason. She heard what
came after Christof’s inal words – the growling that overcome the horrid, wet
sound of lesh being torn over and over, the strangled scream that didn’t quite
make it out of Christof’s throat and the disturbing “shlurp” that accompanied
a spray of warmth on her back. Her vision had narrowed to the point where
she barely recognized her surroundings – all she knew is that she was running
away from the hairy thing that had ripped apart her boyfriend.
As if through a tunnel, a new noise started to break through to Gertie.
Though she couldn’t quite make it out, she instinctively followed it, ducking
under low-hanging limbs as she pushed through the brush. Slowly, her focus
seemed to expand as she realized she was only a few dozen meters from
town – the bright lanterns signaling her home. She rushed forward, a mix of
cheers and plaintive cries assailing her, growing stronger as she approached.
She felt rather than saw her father and threw herself forward, not daring to
slow her pace even when she was within his arms, nearly bowling him over.
He collapsed around her, crying, whispering her name over and over and
praising the Gods that she had come home safe.
She had made it. She had survived. But even though the shock of realization
had not fully set in, Gertie knew that she would never, ever feel safe again.
introduction
“May you live in interesting times” is a paraphrasing of an ancient
curse. Unfortunately it seems to hold more weight in the modern age
than ever. Over the last few decades, countries have fallen and economies
collapsed. Multiple disasters, both natural and man-made, rocked the
very foundation of numerous societies. Cowards of all sorts try to impose
their beliefs on others through terror and intimidation. These things and
more have left the average citizen wondering how safe and secure they
really are at any given moment. In some cases, this has led many to shore
up their defenses in the quest for peace of mind. The problem with this
lies in the delicate balancing act of freedom versus safety. When exactly
does the need for security begin to trample over liberty?
This was the root of the problem that initially faced the humble
inhabitants of the small German town, Wolfsheim. This town long
ago sold its independence to an iron-fisted tyrant in exchange for his
horrific protection. Wolfsheim literally traded one evil for another,
one that had disguised itself behind a veneer of civility and order. This
town has become a tragic example of a population giving into those
fears and of the price they must pay for doing so.
In Wolfsheim, the citizens are literally caught in the middle of a
supernatural turf war between the fae monsters known as goblins and
the Titan-serving werewolves of one Werner Krieger (originally seen
in Scion: Demigod , pp. 288-289, though he is reprinted within for
convenience). For untold years the citizens were forced by the goblins
to participate in a yearly ritual, a macabre version of trick or treat
called Kindernacht. When Werner Krieger came to the town’s mayor
with the promise to end the goblin’s reign of terror in exchange for
exclusive mining and industrial rights to the rich ore deposits nearby,
it seemed the perfect solution. What the mayor (or the townsfolk) did
not expect was to be dealing with yet another supernatural threat in
the form of werewolves. The werewolves partially upheld their promise,
only to steal the Kindernacht ritual and twist it into a yearly hunt of
the children of Wolfsheim. Now the two inhuman forces fight each
other for control of the town and its people, not caring who gets in
their way. The story of Wolfsheim can be utilized as a side adventure
in a long-running cycle, or as a stand-alone undertaking that can eas-
ily be modified from a modern setting to a WWII-era period piece (as
detailed in “The World at War” section of the Scion Companion ).
ABOUT THE STORYTELLING
ADVENTURE SYSTEM
If this is your irst Storytelling Adventure System (SAS) product, you’ve
chosen a ine place to start. To keep this story kit lean and focused, though,
we haven’t included a lot of the core premises and Storyteller suggestions
that are at the heart of the SAS. Whether you’re a new Storyteller or an old
hand, be sure to read the free SAS Guide , found at the SAS website:
Here are some of the features available in Wolfsheim :
Interactive links. Clicking on anything in gold will take you directly
to the section referenced or to an appropriate character sheet or prop. It
may also take you to an external website that could be useful.
Scenes. Clicking on a scene name in the scene lowchart or the
page number in the scene card will take you to the full write-up of the
scene.
Bookmarks. This PDF is fully bookmarked, so you can jump to major
sections at any time when the ile is open.
1
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treatment
Wolfsheim is an adventure geared for hero-level Scion characters. The
Band travels to the town of Wolfsheim in the Black Forest area of Germany,
where an ancient battle between werewolves and goblins has led to the
humans becoming victims of a horrific tradition – the Kindernacht. The
sacrifice of several youths every year to the conflict between the werewolves
and the goblins keeps their village alive in the midst of a supernatural land
war. The Scions arrive in Wolfsheim the day before Kindernacht, encoun-
tering a goblin raid en route to the village, then discovering the werewolves
that run the town. Both the goblins and the werewolves see the Band as a
weapon to be used against the other side and will actively court the Scions.
However, the Scions should realize that supporting either side will likely
lead to the destruction of the human village, whereas doing nothing will
leave the barbaric traditions of Kindernacht firmly in place as the only way
for the village to survive. The Band is left with the unenviable choice of
leaving the village worse than when they entered or finding some way to
inspire the downtrodden populace to rise up against their oppressors.
Wolfsheim can be run as either a stand-alone story or as an en-
hancement to an existing chronicle. The scenes of this story include
hard-hitting conflict, difficult choices and the need to find solutions
others might overlook. It offers many opportunities for the players to
examine the roles of their characters not just as heroic children of the
gods but also as free-thinking individuals and sources for inspiration
to others, a prerequisite on their journey to divinity. The atmosphere
of Wolfsheim was inspired by movies such as The Prophecy and The
Untouchables and the short story “The Lottery” by Shirley Jackson.
theme: turning desperation
into hope
There are no easy choices in Wolfsheim . The people of the village are
xenophobic, afraid more of the false hope that outsiders bring than the
horror which threatens to overrun their homes. In the beginning of the
story, the Band will likely see this in simpler terms – if they can drive out
the werewolves, they can stop the Kindernacht and liberate the town.
After a few interactions with the residents, they’ll learn that the town
has grown quite accustomed to being the stomping ground of supernatu-
ral powers and see little difference between the Scions and the various
monsters that plague them. The people are resigned to the thought that
removing one oppressor will just allow another to rise in its stead.
The challenges for the Band need not just be physical; they may also
try to find some way to restore the confidence of the people of Wolf-
sheim so that they will no longer need tyranny to feel secure. Simply
upsetting the balance will not be enough to prevent the village from
falling into ruin as the conflict escalates – only driving both factions
out or steeling the populace against future takeovers will ensure suc-
cess. Tradition is a hard thing to break, and only through the hope
and inspiration that the characters bring can the town truly liberate
its people.
Mood: the cost of Security
The isolation of the village of Wolfsheim has effectively cut it
off from modern thinking, and many villagers understand nothing
other than their traditions. The townspeople long ago gave up self-
determination in order to protect themselves from what they per-
ceived as a greater threat, and their way of life became irrevocably
changed as a result.
A chapter in your chronicle
Wolfsheim was initially designed to be part of a larger story, a
waypoint on the Band’s road to divinity. A simple way to incorporate
this story into your cycle is to have an oracle (such as the one in “The
Ragnarok Gambit” in Scion: Demigod ) owed protection by a God,
who is repaying the debt by having the Band assist her. The Oracle’s
daughter might even be a Scion herself and a member of the Band is
obligated to protect their kin. Optionally, the Band might not even
know about the Oracle at all, instead being in town to acquire some
artifact or relic when the Oracle approaches them for help.
A Story By itself
As a stand-alone story, Wolfsheim works best with heroes that
have around sixty experience points, although the story can be easily
scaled. There are a few possible scenarios for running this adventure
as a standalone story.
The Band receives a series of messages concerning an Oracle in
Germany who has had visions about the characters which she needs
to share with them in person. The visions actually relate to the Band’s
activities in Wolfsheim, and the message is the lure to draw them in so
that she can convince them to save her daughter. Alternatively, one of
the Band’s patrons may have given the visions to the Oracle specifically
to force their Scion to face the threat of Werner Krieger.
2
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Backstory
In 1778, the War of Bavarian Succession saw the Prussian and
Austrian nations at war in and around the areas of the Bavarian Forest
and Bohemia. In a struggle to prevent the enemy from resupplying
and fortifying, both countries trod over the small hamlets and cities
which occupied the region, provisioning even the most meager of
supplies from the residents. Although the conflict only lasted through
1779, the number of dispossessed people grew exponentially due to
the frequent military incursions during that time. A small group of
refugees escaped into the deeper regions of the Black Forest, seeking
shelter from the political machinations of kings. Led by a man named
Otto Wolfsheim, the refugees led a nomadic existence, not able to
trust remaining in any one location for too long. Eventually, their
wandering brought them to the realm of another ruler: Der Koenig
Puck, The Goblin King.
Der Koenig Puck was a shrewd sort and saw a great deal of potential
to having his own “herd” of humans. In a show of force, Der Koenig
Puck appeared with hundreds of goblins but instead of a massacre, he
offered a bargain. In exchange for providing security and seclusion,
the people would establish their homes in goblin territory and pay a
yearly tribute to their goblin “protectors” – a tradition that became
known as the Kindernacht. The Kindernacht originally began much
like Halloween, where the children of Wolfsheim would go from door
to door, gathering tribute to present to Der Koenig Puck in the form
of sweets and small trinkets. Throughout the evening, goblins would
approach the children. If the child had a sufficient amount of tribute,
the goblins would escort the child home. Those who did not gather
enough tribute simply disappeared and the goblins acquired another
recruit for their ranks. For a while, the village was so thankful for the
protection offered by the goblins that the loss of one or two children
was seen almost as a fair trade by a silent majority.
Time went on and the goblins held to their end of the bargain,
creating rituals that kept the village of Wolfsheim out of the sight
of ordinary people, even preventing it from appearing on maps and
causing those few who were actually able to leave Wolfsheim for long
durations to have their knowledge of the town and its location fade
from memory. Most would eventually regard tales of a village in the
Black Forest to be little more than ignorant folklore, although every
now and then someone would stumble upon the village. This relative
idyll would be shattered during World War II, when groups of people
found the city in greater numbers as they fled the Nazi regime. It was
not much longer before someone with less altruistic purposes at heart
– the werewolf Werner Krieger – found the city.
3
Another scenario for this adventure is to set it during the World War
II setting detailed in the Scion Companion (pp. 199-271), with the
Band working for the Allied cause against the Axis powers. Intelligence
gathered by one of the Band’s patrons has revealed that an Oracle
sympathetic to the Allied powers has been trapped behind enemy
lines. This adds the element of a covert rescue mission complicated
by the Oracle’s refusal to leave without her daughter, who has been
chosen for the Kindernacht. In this case, remember to eliminate the
more modern references in the scenes.
If using “The Ragnarok Gambit” from Scion: Demigod as the back-
ground setting, the Gods are nowhere to be found, cut off from the
mortal world by the machinations of their enemies. Rumors reach the
Band that there is an Oracle who is still able to communicate with
the Overworld and is in desperate need of help. Following the trail of
rumors leads the Band to the German state of Baden-Wuttenburg and
the small town of Wolfsheim.
Backstory and Set - up
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