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Witch Hunt
Witch Hunt
A scenario for Warhammer Fantasy Role-Play by Markus Widmer
Introduction
This scenario was inspired by the Salem witch-hunts of 1692. It is set in a small town
of my own design on the banks of the Iron River in Kislev. I have played it as an
intermediary adventure between the first and the second part of Something Rotten in
Kislev , but it can be used as a one-off adventure for travelling characters in any
campaign, even – with some adaptation – outside Kislev.
GM's Summary
The players arrive at a small Kislevite town called Brestislava, where the crowd is
presently cheering the burning of a witch. Shortly after this event, a young girl is
accused of witchcraft and arrested. Her father, a wealthy citizen, begs the players to
prove the innocence of his little girl, or free her with force. As the players are
investigating more seemingly innocent people are being arrested, all accused by a
girl afflicted by demons and evil spirits. Meanwhile, the High Priest of Taal arrives
from Kislev to hold court, protected by a force of the Taal-Templars. How can the
players convince the authorities that the whole thing is nothing but an intrigue of a
teenage girl whose feelings have been hurt?
The City: Brestislava
Geography
Brestislava lies on the eastern bank
of the Iron River, about 80 miles
south-east of Kislev. Much of the
dense forest typical for this region
has been cleared around
Brestislava to make room for
extensive wheat fields. Thus
Brestislava gained its wealth, and
has become one of the main
providers of wheat for the capital. A
few miles north of the town lies a
mine, which used to be a rich source of iron ore – hence the river's name. However,
the dwarven miners have depleted and left the site more than thirty years ago.
Populace
Almost 3000 people live in Brestislava. Most of them belong to the Gospodar people;
lowly peasants, who are characteristically bad-tempered, suspicious, and extremely
superstitious. The town's elite, however, consists of Norse noblemen. An exception to
this rule is the guarding force of Brestislava. The watch's captain belongs to the fierce
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tribe of the Ungols, and he has collected an assortment of fellow Ungols around him,
building more of a small army than a town watch. Relations between the Norse city
council and the watch are therefore always tense, but to this day, both parties always
ended up concluding that they need each other ever so slightly more than they hate
each other.
Religion
The state cult of Taal and Rhya dominate religious affairs in Brestislava, but Ulric is
also widely revered, even rivalling Taal in times of war. Only very few citizens know
that there actually is a temple to Verena in Brestislava, consisting of a library and a
priest, whose studies are rarely ever disturbed by worshippers.
Guilds
The Merchants' Guild is dominated by the Norse land-owners, who export their wheat
to Kislev and farther. The Stevedores' Guild is quite powerful and wealthy, as well,
profiting from the heavy traffic of trading barges carrying wheat. Surprisingly, there is
still a Miners' Guild in Brestislava, apparently busy maintaining the welfare of miners'
widows, but this is only a cover for a very well-organised Thieves' Guild. There is
neither a Wizards', nor an Alchemists' Guild in Brestislava – the town's citizens are
much too superstitious to allow such sinister practises. Should a magic-wielding
character happen to stay in Brestislava for a night or two, showing off his or her
talents would certainly not be a good idea.
Places of Interest
Temple of Taal and Rhya
Set in the north-east of the town square, this is a huge, round, wooden construction,
built out of entire trunks, magically embalmed to resist fire. The inside consists of a
huge dome filled with smoke from the many ritual fires, and features a larger-than-life
statue of Taal carved out of wood. The head priest of the temple is Juri Naschtarin.
He is assisted by two more priests and four initiates.
Temple of Verena
This temple is hidden inside a run-down lower middle-class house in the dock district,
a surprisingly poor area for a temple of Verena. Yet the temple has only very few
visitors and even fewer donations – in fact, hardly any Brestislavan knows that it
exists. The temple consists of a small, but well-sorted library maintained by the priest
and librarian Miroslav Loskov.
Temple of Ulric
This temple features the castle-like construction typical for temples to the God of
War.
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Town Hall
A richly adorned two-wing affair, protected by an iron fence.
The Red Crescent
This is an upper middle-class inn set right at the town square.
GM's Background Information
This scenario is not linear. Apart from the opening events, much of the plot will be
directly influenced by the action of the player characters, and thus the story can, will,
and should take turns which cannot be expected by the GM. Hence the text following
describes, firstly, the events which have led up to the present situation, then the
events which will happen one way or another irrespective of the players' actions, a
few probable courses the plot could take, and some ideas for the GM. On the other
hand, much of the information the GM needs to run the game is contained in the NPC
descriptions at the end of the scenario.
These are the events that led to the present situation: Elisabeta, the ward of citizen
Ishtan Aitmatov, notices that Olga Tschechova, their servant, is dabbling in magic.
Being of Dolgan origin, she uses her Divination skill to foretell the future to her
'clients', but is also known to put a curse on a rejected lover of a well-paying youth, or
mix more or less wholesome potions. Since both Elisabeta and Olga are rather
dominant personalities, they don't get along very well. When Olga refused to mix a
love potion for her, to be applied to Orin, the man of her dreams, Elisabeta seeks
revenge. Using all her charm and charisma, she violently accuses Olga of witchcraft.
As the watch finds every proof they need, Olga is arrested and soon sentenced to
death. Realising how much power she can wield playing with people's superstitions,
Elisabeta decides to use this possibility. Drawing along her stepsisters, she accuses
Edina, who she thinks has 'stolen' her beloved Orin. Since hysteria is already in full
swing, no proof is needed other than Elisabeta's and her friend's faked cramps and
accusations. The next victim will be Natasha Klitshkova, the herbalist, who has
caught Elisabeta stealing in her shop. If Elisabeta is allowed to go on, nobody is safe
from her, and she might actually end up believing her own lies.
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The Arrival
The PCs arrive at Brestislava in the evening. Funnily enough, the town’s docks lack
the usual flock of yelling children, bustling merchants, beggar, drunkards, and even
stevedores eager to unload some cargo. Yet from the centre of the town come the
muffled noise of a huge cheering crowd, and the smell of burning. Could that have
anything to do with that huge column of black smoke issuing from the town centre?
Following the Praag Strasse, the players will arrive at the town square, where more
or less the entire population of Brestislava has gathered to watch the spectacle of a
witch being burned at the stake. Indeed, in front of the huge round wooden
construction that is the town's temple to Taal und Rhya burns a pyre in which the
charred remains of a human can still be perceived. Asking around, the PCs will be
told that the witch was a certain Olga Tschechova, a servant in the house of Ischtvan
Aitmatov.
A Strange Apprehension
Later that night, while most people still drink to the death of the evil witch, a teenage
girl is arrested by four members of the town watch. Some people, perhaps the
players, hear her scream as she is dragged to the watch barracks. Anyone trying to
interfere with her apprehension will have to face the town watch. The news spreads
quickly that another witch has been accused and apprehended; strangely enough
this is Edina Eristova, the daughter of a well-known and rather wealthy citizen.
The Assignment
Early the next morning, when the PCs are probably getting ready to leave this place
as quickly as possible, a messenger asks them to meet his master, Igor Eristov, in a
back alley. The man is desperate, and he will go as far as dropping on his knees and
pleading to the players. When the PCs meet Eristov himself, he looks even more
wretched than his servant. He begs the players to help him: "You are my only hope.
You are strangers, and you can see the truth, which is hidden to all the narrow-
minded, frenzied citizens of Brestislava. My Edina is an innocent child. Save her!
Prove her innocence! She must live!" Of course, the PCs will be rewarded, money
doesn't matter. Eristov doesn't know much about the case, only that his daughter's
accuser is a friend of hers, a certain Elisabeta, who is Ishtvan Aitmatov's ward.
Forces from the Capital
Around noon that day a richly adorned sailing ship arrives from Kislev. All Brestislava
runs to the docks, as the High Priest of the Taal cult, Vitali Dedkov, gets off his vessel
in the most pompous manner. He has been sent for by the head of the town council
to investigate further witchcraft activities following the apprehension of Olga
Tchechova. His entourage features 20 templars, members of the Brotherhood of the
Bear, dressed in imposing bearskins. Not wasting any time, the High Priest promises
the crowd at the docks to eradicate witchcraft and chaotic magic from Brestislava
with all the force needed.
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Courtroom Drama
Later that day, Edina is brought before the court set up in the Town Hall. Needless to
say, she is bound and heavily guarded by four templars. The trial is public, and the
PCs will have trouble finding a seat unless they arrive an hour before its beginning.
Shortly before the hearing starts, eight templars lead four teenage girls into the hall.
According to the whispering Gospodars in the audience, these are the three
daughters of Aitmatov and his ward, Elisabeta. Enter the High Priest. He has some
trouble ruling order in the house, and then asks Elisabeta what her accusations
against Edina are. Elisabeta begins to tell a horrific tale of spirits and demons
torturing her, all whispering Edina's name. Then suddenly, she collapses in pain, and,
writhing on the floor, shouts: "Edina, what are you doing to me? Please, call back
your demons! Ah, stop! I am dying!" The three other girls join her after a few
seconds. The whole hall turns into a huge riot, the High Priest interrupts the trial and
states that the verdict will be read early the next day. An observant PC might notice a
young man, who seems to be the only one not to be shouting in joy, but in horror.
Another Apprehension
The same day, at any time you feel is right, Natasha Klitshkova is arrested in her
herb shop by the templars under a charge of witchcraft.
Lynch Mob
Towards midnight, a group of 15 Gospodar drunks gathers, lights some torches,
gathers some improvised weapons and walks towards Eristov's house to "burn out
the witch-father". The watch will not stop them. The PCs better do something, or they
might lose their employer. This should not be too difficult, however, if they can use
the particular dynamic of a lynch mob in their favour. For instance, they simply shout,
"he ran away, that way!", and the crowd will be hunting for Eristov in the wrong
direction while the PCs can take him to a secure place, like the Temple of Verena.
The Verdict
On the third day, Edina will be sentenced to die at the stake, the execution being set
for three days later. Unless, of course, the players have done something to avoid this.
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