TEXT: 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
  An adventure for Scion using 
  the Storytelling Adventure System
  White Wolf Publishing, Inc.
  2075 West Park Place 
  Blvd Suite G
  Stone Mountain, GA 30087
  “Those who would trade liberty for 
  security deserve neither.” 
  — Benjamin Franklin
  MentAl 
  OOOOO
  PhySicAl OOOOO
  SOciAl 
  OOOOO
  StOrytelling Adventure  SySteM
  XP LeveL
  Hero
  SceneS
  10
  
  © 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 fiction 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
  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
  “Those who would trade liberty for 
  security deserve neither.” 
  — Benjamin Franklin
  White Wolf Publishing, Inc.
  2075 West Park Place 
  Blvd Suite G
  Stone Mountain, GA 30087
  MentAl 
  OOOOO
  PhySicAl OOOOO
  SOciAl 
  OOOOO
  XP level
  hero
  SceneS
  10
  StOrytelling Adventure  SySteM
  An adventure for Scion using 
  the Storytelling Adventure System
  
  1
  “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 final words – the growling that overcome the horrid, wet 
  sound of flesh 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 first Storytelling Adventure System (SAS) product, you’ve 
  chosen a fine 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:
  www.white-wolf.com/sas
  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 flowchart 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 file is open.
  
  2
  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.
  
  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
  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.
  
  4
  Werner Krieger discovered some significant deposits of iron in the 
  area and decided to exploit its people as his own resource. Setting up 
  shop and establishing a munitions factory outside of the city, Werner 
  Krieger subverted the real power away from the humans of the village 
  and changed the Kindernacht from the tradition the goblins made to 
  one even more barbaric – it was now a hunt, with the lucky ones being 
  bitten to become werewolves and the unfortunate ones being mauled 
  and slain. The goblins did not take this lying down. After threats 
  and negotiations failed, the goblins resorted to outright war and have 
  been waging battle with the werewolves loyal to Werner Krieger for 
  over half a century. Neither side has been able to eradicate the other 
  as both sides reinforce their ranks from the beleaguered population 
  of the city. This war of attrition has had a heavy cost on all sides and 
  the rival forces are looking for any advantage to shatter the balance 
  and claim victory.
  Set-up
  The village of Wolfsheim is out of touch with the modern world. 
  Snugly nestled into a corner of the Bavarian Black Forest region of 
  Germany, local superstitions are treated with the utmost solemnity. 
  Few realize that this quaint settlement of thirty thousand souls would 
  be the staging ground for the bitter fighting between the forces of 
  the werewolves and the indigenous goblins. Fate occasionally draws 
  people here, though whether to end the conflict or to further it is 
  unknown.
  Wolfsheim feels secluded for many reasons – tucked back into the 
  German state of Baden-Württemberg, there are no cell phone towers or 
  carriers in the area. Unmarred by the glut of multinational corporations, 
  the only sign of technological advancement is the Krieger Munitions 
  Factory located outside of town, the economic backbone of the city. 
  Modern amenities such as Internet access can be found only in a few 
  dedicated cafes, and even the number of television sets remains rela-
  tively small, as not many residents care to know much of the outside 
  world – in fact, only a few residents speak any language other than an 
  antiquated and provincial dialect of German. The two schools, one 
  elementary and one secondary, serve the needs of the population quite 
  well, especially in light of the Kindernacht as the barbaric tradition 
  claims their children. Many mortals who try to leave find themselves 
  unable to do so, inevitably becoming lost and then, by Fate’s decree, 
  returning to Wolfsheim against their will.
  This is the stage the Band enters as they are thrust into the center 
  of a conflict where choosing to fight one side will lead to victory for 
  the other and decimation to all who call Wolfsheim home. Scions 
  have to negotiate a complex web of the relationships and traditions 
  which haunt this city in order to not only achieve their objective but 
  to leave the town of Wolfsheim better than when they entered it… 
  or at the very least, no worse.
  the ruleS of the KindernAcht
  At first glance, the Kindernacht seems heinous – the villagers of 
  Wolfsheim allow some of their own to be slaughtered by werewolves in 
  a trade for the relative security of the town. This barbaric rite does have 
  some guidelines that are followed, however. (Naturally, the “game” is 
  rigged in favor of the werewolves, and they will sometimes ignore any 
  or all of the guidelines below in the throes of blood lust).
  Two days prior to the Kindernacht, seven children between the ages 
  of 13 and 17 are chosen at random, their birth certificates marked with 
  a red ink stamp to prevent repeat selections. The families are notified 
  that their child has been chosen for the Kindernacht and are warned 
  that any attempt to leave the town will result in devastation for the 
  entire family.
  Just before dusk on the evening of the Kindernacht, Helmut Steiner 
  leads a group of werewolves to the town square. As the chosen are 
  gathered, the remains of any who attempted escape are publicly 
  displayed and Helmut Steiner calls out to see if any wish to invoke the 
  Right of Exemption. The Right of Exemption allows one person over the 
  age of 13 to replace one of the chosen, so long as the person invoking 
  the Right of Exemption is in no way related to the person they are 
  replacing. The werewolves allow this as a way of gauging those who 
  might be brave enough to be selected for “the wolf’s kiss” during the 
  Kindernacht itself. 
  Then the hunt begins, lasting from dusk until dawn. Shortly after 
  nightfall, the chosen are released into the woods miles from Wolfsheim. 
  If one of the children is able to make it to Wolfsheim, he is safe and 
  becomes immune to future Kindernachts. Likewise, if one of the chosen 
  is somehow able to elude the werewolves until the break of dawn, she 
  is also considered safe. The werewolves have hidden some of their 
  number in the woods earlier in the evening, so accomplishing either of 
  the above is extraordinarily difficult. The werewolves hound the chosen 
  mercilessly, toying with them as much as possible before swooping in 
  for the kill. Those few who prove themselves either smart enough or 
  brave enough to hold their own against a werewolf for fifteen ticks of 
  direct combat get singled out as potential recipients of “the werewolf’s 
  kiss,” receiving the bite either from Helmut Steiner or (in rare cases) from 
  Werner Krieger himself.
  
  5
  Description: An overweight, balding man with grey hair and 
  a thick mustache, Wilhelm is in his early sixties but moves as if 
  he was much older. He is typically dressed in a brown suit and 
  bow tie that is consistently wrinkled and looks slept-in. His most 
  distinguishing features are his jowls and the sad, resigned eyes of a 
  pathetic bulldog. His shoulders are stooped with the weight of his 
  responsibilities and failures.
  Storytelling Hints: Wilhelm is an odd challenge for the Scions. He 
  is a good man who genuinely cares about the town, but the werewolves 
  have beaten him into submission. He will do everything he can (in the 
  most respectful way) to ward off the Band’s involvement. Having been 
  around the supernatural the majority of his life, the Scions’ obvious 
  power causes him great anxiety. Fearful of upsetting the delicate balance 
  of the town, he believes the best course of action is to not rile the Band 
  but send them on their way as soon as possible. Part of him recognizes 
  the potential aid the characters could offer and he might (through some 
  serious cajoling) be convinced to turn a blind eye to their doings. He 
  should be played as a scared and sullen man who is resigned to the status 
  quo, seeing no way out of the situation he and the town are in. Wilhelm 
  must be assured of an outcome before he is willing to take a risk.
  Annaleisa Watkins, Oracle 
  Quotes: “It is good that you are here, the people 
  need... I need heroes.”
  the cast
  Wilhelm Steiner, 
  Failed Mayor
  Quotes: “The town and its 
  people want no trouble... please!” 
  “I must humbly ask you to depart 
  the premises.” 
  “God knows what I have lost, and 
  He never lets me forget it.”
  Nature: Caregiver. Wilhelm truly 
  wants what’s best for the people of 
  Wolfsheim, even if that means remaining 
  submissive to the werewolves.
  Background: Wilhelm Steiner is the son of a Nazi colonel. His father 
  deserted his post after witnessing the horror of concentration camps first-
  hand and fled to the hidden town of Wolfsheim with his wife and young 
  son. Wilhelm Steiner had a sheltered childhood where his paranoid father 
  indoctrinated him with the social mores of his new home, which included 
  the Kindernacht. 
  Wilhelm married young, having hardly ever left town, and became 
  mayor in his late twenties after the death of his father. A few years after 
  taking office, Wilhelm was approached by the werewolf followers of 
  Werner Krieger. With knowledge of his father’s past, they strong-armed 
  him into granting them zoning and mining rights to the area and the 
  promise to end the goblin’s reign of terror. Wilhelm could only watch 
  as Werner’s werewolves wrested control of the entire town and the 
  surrounding area from him over the course of a few months. 
  Since then, Wilhelm has personally lost two wives and his son to the 
  werewolves. His first wife was killed when Wilhelm refused to accept 
  the werewolves’ version of Kindernacht. His son, Helmut, was chosen 
  and survived the new Kindernacht to become a loyal werewolf follower 
  of Krieger. Helmut devoured Wilhelm’s second wife years later as he was 
  forced to watch. Wilhelm has become a shell of man who daily handles 
  his father’s old Luger, wondering if he will ever have the courage to use 
  the two silver bullets in it to end his families’ stain upon the world.
  “My daughter is the only thing that matters 
  to me!”
  “It seems that we all share a mutual 
  fate, to be pawns of the Gods, tossed 
  aside when we are of no more use. I 
  would rather be of no importance.”
  Nature: Cynic. Annaleisa has 
  come to the belief that no mat-
  ter how she tries to avoid it, 
  escaping the forces of fate is an impossible 
  task. This has led her to become rather 
  resigned and doubtful in her general attitude 
  towards most all who would approach her.
  
  6
  Background: Annaleisa was a young girl traveling abroad before 
  college. She had decided she wanted to see more of Europe in 
  an attempt to “find herself” before committing to serious study 
  at the University in her home town of Dortmund, Germany. 
  Things were going according to plan until she arrived in Paris 
  and met a boy. The young man (whose name she strangely could 
  not recall) swept her off her feet in a classic whirlwind romance 
  and then disappeared, leaving the broken-hearted Annaleisa 
  pregnant and alone. 
  This is when the Gods of old began to speak to her and through 
  her. It took some time for her to realize she had not gone crazy; what 
  was happening was all too real. After her daughter Johanna was born, 
  she tried to pursue a normal life for a few years, but found that it was 
  repeatedly interrupted by visitors claiming divine heritage with trouble 
  hot on their heels. Desiring only to protect Johanna, she began look-
  ing for a safe haven. 
  Annaleisa discovered the remote town of Wolfsheim, rumored 
  to be untouched by the war between Gods and Titans, and took 
  her daughter there in hopes of finding peace. Upon arriving 
  in early spring, she found that the simple and small town ap-
  peared to be just what she was looking for, quiet and peaceful. 
  So she used the last of her savings and bought a small cottage 
  house on the edge of town and got a job at a local tavern, tend-
  ing bar. All was fine until she learned about the Kindernacht, 
  that Wolfsheim was anything but safe. Panicked and without 
  resources, she tried her best to take her daughter and leave, but 
  to no avail. No matter what she tried, she somehow could not 
  leave the town. Time passed and Annaleisa became resigned 
  to the fact that forces beyond her control would always shape 
  her life. 
  That is until just this year, when her precious Johanna 
  turned thirteen and found herself chosen to participate in the 
  Kindernacht.
  Description: An attractive woman in her mid-thirties, Anna-
  leisa wears her wavy brown hair long in a fashionably unkempt 
  manner that frames her pretty face and desperate blue eyes. She is 
  of an average build, and is typically attired in peasant dresses and 
  simple jewelry that compliment her features. Some would consider 
  her beautiful, but her sharp tongue and pessimistic scowl are too 
  off-putting to many.
  Storyteller Hints: Annaleisa would normally be somewhat 
  dismissive of the Band and their plight, only sullenly giving in to 
  their desires after a bit of cajoling. However, with the Kindernacht 
  looming around the corner, she has become desperate and sees the 
  Scions as the only hope for her daughter. In social interactions 
  with the Scions, she visibly fights her hard-learned cynicism in the 
  urgent hope that she can convince the Band to aid her. Annaleisa is 
  extremely forthcoming with any information the Scions may want 
  or need, as long as they agree to help Johanna. In fact she holds 
  back key information in the conversation until the Band agrees 
  to her terms, or even if they seem reticent to do so. She should be 
  played as a frantic mother on the verge of desperation, crying and 
  bemoaning her fate to squeeze out every bit of sympathy she can 
  from the characters.
  hermann Mauer,  
  Secretive Policeman
  Quotes: “I will be watching, so tread lightly.”
  “They keep coming! Give me another 
  damn magazine!”
  “You intend to just rush in there, 
  without a plan? Don’t be a fool – 
  I have a map of the compound 
  and a list of their security details 
  right here.”
  Nature: Architect. 
  Mauer hates chaos and 
  disorganization. He believes 
  to succeed in anything, one must have a plan. No decision should 
  ever be taken lightly.
  Background: A Berlin native born into a military family, Hermann 
  Mauer did exactly what was expected of him and became a soldier. He 
  had excelled at his profession and had successfully completed special-
  ops training when his homosexuality was revealed. He was discharged 
  from service and sent home, only to be disowned by his traditionalist 
  family. With nothing left for him in Berlin, he left his hometown seek-
  
  7
  ing a new life. On the way to a rented cabin in the Black Forest, his car 
  broke down not far outside of secluded Wolfsheim. Feeling as if it was 
  part of God’s plan for him to be there, Mauer rented a room to survey 
  the town and ended up as entrenched in Wolfsheim as those who were 
  born there. His skill set and mentality led Wilhelm to approach and 
  offer Mauer the long-vacant position of village policeman. 
  Having been in Wolfsheim for five years now, he has been search-
  ing for a way to free the town of the werewolves’ tyranny, but he 
  hasn’t found a plan that he believes is foolproof enough to proceed. 
  He has grown quite fond of the locals, even developing a fatherly 
  relationship to Johanna, Annaleisa’s daughter. They are often seen 
  together playing chess or shopping, and Johanna is one of the very 
  few people who know the truth about Hermann’s sexuality.
  Description: Mauer has an extremely stoic and slightly preda-
  tory bearing. His tall and well-muscled frame is highlighted by 
  his sharp features, cold blue eyes and close-cropped dark hair. His 
  well-pressed uniform is always immaculate in appearance, the olive 
  and khaki tones offset by the shiny black leather gun belt that he 
  always wears. He carries himself with a strong air of authority that 
  could be confused with arrogance.
  Storytelling Hints: Hermann Mauer should be played as terse 
  and slightly abrasive in his mannerisms – he’s the typical strong 
  and silent action hero type that becomes more gregarious in the 
  heat of battle. Mauer can be used in a number of ways during the 
  course of the story. His large stature and unfriendly demeanor could 
  cause the characters to mistake him for a werewolf if they do not 
  use some divine gifts to discern otherwise. This could be used as 
  red herring to drive the interaction between the characters and 
  Hermann Mauer. 
  This being said, short of a severe act of aggression on the part of the 
  Scions, Hermann Mauer should not take on the role of an enemy. If 
  the interactions with him don’t go completely sour, he can also make 
  a steadfast and capable ally, especially in combat. His time in Wolf-
  sheim has made him hard to shock when it comes to dealing with 
  supernatural occurrences. He has in his possession a large amount of 
  information concerning the day to day operations of the werewolves, 
  goblins, mines and munitions factory that could prove a key factor to 
  any plan the characters may formulate. Basically, if he works with the 
  characters, he can provide any important tactical or strategic element 
  that they either missed or had no knowledge of previously. 
  helmut Steiner,  
  Self-Serving lieutenant
  Quotes: “Welcome to Wolfsheim. I hope you enjoy 
  your stay. I am quite sure that we shall.” 
  “Herr Mauer, there is no need to be such a 
  bore to these fine tourists. My men and I 
  shall see to any questions they have. But 
  we thank you for your diligent efforts.”
  “Excuse the interruption, your 
  honor but I shall need you to sign 
  these contracts from Herr Krieger. 
  Tiresome I know, but we all 
  must do as our superior asks. Is 
  that not correct, Father?”
  Nature: Rogue. Helmut holds little 
  regard for authority and tradition, unless he can use those 
  things to his own purposes. He bides his time, playing the roles he is 
  given, until he finds the opportunity to take everything he wants from 
  those around him.
  Background: The only son of Wilhelm Steiner and his first 
  wife, Gretchen, Helmut was born and raised in Wolfsheim. 
  Like his father before him, young Helmut’s entire worldview 
  has been shaped by the oddity of his town. Sheltered and pam-
  pered, Helmut was unprepared for the horrors that awaited him 
  as he approached adolescence. Even the goblin’s Kindernacht 
  barely touched him, as his father made sure of his security dur-
  ing the event. 
  The traumas visited upon Helmut came when he turned 
  thirteen, during the early days of his father’s dealings with the 
  werewolves of Werner Krieger. After a disagreement over the 
  werewolves’ plan for Kindernacht, Krieger killed Helmut’s mother 
  in front of Wilhelm and Helmut. But that was not enough for 
  Krieger, who demanded that Helmut be the first pick in the 
  Kindernacht. And so it was that Helmut was bitten and afflicted 
  with the curse by Krieger. 
  
  8
  Wolf Form: As a miscellaneous action and for no cost, Helmut can 
  transform himself into a wolf. The wolf has the same stats as a normal 
  wolf (see Scion: Hero, p. 332), except it retains Helmut’s Intelligence 
  and all his Epic Attributes. 
  Hybrid Form: As a miscellaneous action and for the cost of one 
  Legend Point, Helmut can transform into a large wolf-man creature. 
  He gains a +3 to his Strength, Dexterity and Stamina, and his claws 
  and bite inflict +2L damage
  Silver: Werewolves are vulnerable to silver. Any successful attack 
  with a silver weapon (silver bullets, a silver knife, etc.) inflicts ag-
  gravated damage. Furthermore, while any silver is inside a werewolf’s 
  body, such as a silver bullet, the werewolf’s regeneration powers do 
  not function.
  Werner Krieger,  
  Werewolf leader
  Quotes: “Do your... parents know 
  you’re here? Do they seriously expect 
  to see you again?”
  That was almost twenty-five years ago, and yet the anger and hatred 
  that he feels towards his father and Werner has never dimmed. Over the 
  years, Helmut has become a trusted lieutenant to Krieger, and was named 
  the head of his security force for the munitions factory and mines outside 
  of Wolfsheim. Feeling cheated by everyone and everything, Helmut has 
  taken every chance he can to gain more power, uncaring of those he has 
  hurt along the way and often finding that he enjoys the suffering itself. 
  He has very much become the traitorous, sycophantic seneschal.
  Description: Although well into his late thirties, Helmut still physically 
  appears to be in his early twenties. He stands a little over six feet tall and 
  has a well-toned physique. His blonde hair is kept long and wavy, framing 
  his angular face and hawkish nose. He carries himself with arrogance and 
  grace, making all of his movements deliberate and smooth. Always in the 
  dark brown uniform of Krieger Munitions Security Forces, he makes sure 
  that his appearance is perfect. His uniform is tailor-fitted and well-pressed. 
  The leather of his boots and belt are oiled and shined meticulously.
  Storytelling Hints: Helmut exudes self-importance. He carries 
  himself as the alpha of the town (and he is, so long as Werner isn’t 
  present). He is always sarcastically polite and finds enjoyment in the 
  wordplay that accompanies his veiled threats. Helmut possesses an 
  aura of palpable menace and he knows it. 
  Before the Scions face Helmut in combat, he should be used as a 
  slight annoyance to them while they explore the town and surrounding 
  area. He may turn up at the location they go to scout or arrive soon 
  after the Band does. Perhaps he came to inspect the site or whip his 
  men into shape, unaware of the Scions’ presence. Or he might show 
  up to interrupt conversations during the crux of something important, 
  just to reassert his authority. 
  The Band should also witness Helmut bullying random townspeople 
  in his infuriating manner. Any interactions Helmut has with his father 
  should be uncomfortable to witness. Imagine a predator toying with 
  his food repeatedly and you have the gist of their relationship. Helmut 
  is out only for himself and is an opportunist at best. While he will not 
  actively move against Krieger, Helmut will not hesitate to undercut 
  him or swoop in to assume his place should he fall. 
  Supernatural Powers:
  Regeneration: Helmut, like all werewolves, can heal himself at an 
  extremely fast rate. He heals one bashing every five ticks and one lethal 
  every ten ticks. Helmut can not accelerate the healing of aggravated 
  damage, including damage from silver.
  “I’d be happy to do that – if 
  you do something for me first.”
  “Do you know who I am? I have 
  put the fear of me in Gods.”
  Nature: Autocrat. This monster 
  uses his immense influence and 
  cunning to plot and plan the total 
  defeat of the Gods for his Titan masters.
  Background: Werner Krieger, also known as the Wolf of the Black For-
  est, is a Bavarian werewolf and a powerful leader among those werewolves 
  who serve the Titans. Werner is actually a descendent of a werewolf family 
  that has existed since the time when the Aesir walked openly in the World. 
  Descended from the original Kved-Ulf, the progenitor of all werewolves, 
  Werner’s ancestors have served as a Titan-worshiping cult for centuries. Yet 
  within each generation, only the most intelligent and cunning heirs of the 
  family received “the wolf’s kiss,” a bite from an elder that transforms the 
  recipient into a werewolf. Werner himself received the wolf’s kiss in 1843. In 
  the time since, he has risen to become the patriarch of the entire family. 
  
  9
  Furthermore, while any silver is inside a werewolf’s body, such as a silver 
  bullet, the werewolf’s regeneration powers do not function.
  Trophy: Werner typically carries a pair of pearl-handled Colt .45 pistols 
  that add an additional +3 to Accuracy. Regardless of what ammunition is put 
  into them, they always fire silver bullets. He also has a rapier enhanced with 
  the following traits: Accuracy +2, Damage +5L, Defense +2, Speed 4.
  Werewolves
  Quotes: “Run, child. 
  Make it fun for me.”
  The Krieger family is much more than mere Titan cult—Krieger Muni-
  tions has been among the most prominent weapons manufacturers in the 
  World for more than a century. While the Kriegers were heavily involved 
  with the Nazis during World War II, only a few token members (all mortal) 
  faced justice at Nuremburg. Werner and his siblings all made a great show 
  of rejecting the Third Reich, even as they secretly gave financial support to 
  the Thule Society and other fascist conspiracies. Today, Werner is “retired” 
  from actively running Krieger Munitions, as the escape of the Titans has 
  encouraged him to focus his full attention on the bidding of his masters.
  He has directed millions of dollars into finding Scions and exterminating 
  them while they are still young. He also directs the operations of dozens of hid-
  den conspiracies consisting of wealthy businessmen, intelligence operatives 
  and military officers. These conspiracies scour the World for hidden Relics 
  and doorways to lost places, all for the benefit of Werner’s Titan masters.
  Description: Werner is a giant of a man, with gray hair and a matching 
  beard, typically dressed in the finest suits when he doesn’t expect to shift 
  into his hybrid form. Although he is nearly 200 years old, he could pass 
  for a man in his sixties. In his wolfman form, he stands over seven feet tall 
  and is covered with the dark red fur associated with European wolves.
  Storytelling Hints: Of course, for all his business and social acumen, 
  Werner is first and foremost a werewolf and he is not above getting his 
  claws dirty. Werner frequently leads werewolf packs consisting of his own 
  family members against the most powerful Scions. Younger Scions fare 
  even worse. Werner often arranges for captured Scions to be transported to 
  his remote Bavarian estate, stripped of their Birthrights and then released 
  into the Black Forest for Werner and his kin to hunt down and kill.
  Supernatural Powers:
  Regeneration: Like all werewolves, Werner heals his injuries at a 
  phenomenal rate. He heals one bashing every five ticks and one lethal 
  every 10 ticks. Werner cannot accelerate his healing of aggravated 
  damage, including damage from silver.
  Wolf Form: As a miscellaneous action and for no cost, Werner can 
  transform himself into a wolf that is identical to a normal wolf (see 
  Scion: Hero, p. 332), except that he retains his normal Intelligence 
  dots and his Epic Attributes.
  Hybrid Form: By spending a Legend point, Werner can turn into a hu-
  manoid wolf-man creature. In this form, Krieger gains +3 to his Strength, 
  Dexterity and Stamina, and his claws and bite inflict +2L damage.
  Silver: Werewolves are vulnerable to silver. Any successful attack with a 
  silver weapon (silver bullets, a silver knife, etc.) inflicts aggravated damage. 
  “That would be a good 
  hiding place, if I couldn’t 
  smell your fear.”
  “Aroooooooooooooo!”
  Nature: Variable by 
  werewolf, but most are 
  Fanatics or Survivors. As Titans-
  pawn, they are wholly dedicated to both serving 
  their own needs and those of the Titans. 
  Background: Acting as Werner Krieger’s personal police force, the higher 
  ranking werewolves were trained and indoctrinated by Werner himself. These 
  villains are cult-like zealots with a mean streak. They’ve become used to be-
  ing the de facto power in Wolfsheim, and don’t even try to hide their bestial 
  natures from the townsfolk. The isolated location provides the perfect training 
  ground, allowing them to operate outside of the eyes of mainstream mortal 
  society. The war with the goblins has taken a toll on their numbers, making 
  the Kindernacht all the more important to them. No longer just a symbol of 
  their total power, the tradition provides them with much needed recruits who 
  are already aware of the supernatural world around them. 
  Description: Although diverse in human form, most are very physically fit 
  and carry themselves with confidence. Unless off-duty, they wear the dark 
  brown Krieger Security jumpsuit, the shiny black boots matching the holsters 
  of their weapons. Even in civilian attire, werewolves are easy to spot by the 
  fearful and subservient reactions of those around them. In their hybrid forms, 
  each individual grows 2-3 feet in height and gain a few hundred pounds of 
  thick muscle, covered from fangs to claws in coarse reddish-brown fur.
  Storytelling Hints: Rough and bullish, they demand obedience from 
  anyone they encounter and are unused to being questioned. The only 
  
  10
  Nature: Autocrat. It’s Puck’s way or the highway. Not really into 
  the whole checks and balances theory, Puck has ruled his people as 
  a tyrant and despot. Puck won’t willingly bend to the will of another 
  being (God or Titan), and he will very rarely deal with others when 
  he is not the one with the obvious advantage.
  Background: Der Koenig Puck has ruled over his very own dark, dank 
  pocket realm for as long as anyone can remember. In fact, no one is 
  even really sure when he carved out his own kingdom and christened 
  it Bellhollow. His origins are somewhat murky as well. Some believe 
  that he is the malformed son of the legendary Lord Oberon of the fae, 
  cast out for his appearance and viciousness, while others think that 
  he could be a forgotten lesser deity. Perhaps Puck is actually a rogue 
  titanspawn or an ancient cursed human. 
  Regardless of what the truth may be (and even if he could recall it 
  himself), he certainly wouldn’t tell anyone. Centuries have passed and he 
  has maintained his kingdom throughout all the trials and tribulations that 
  come with them. This has sometimes burdened him with heavy tolls, as 
  evidenced by the powerful curse that now prevents him from leaving his 
  kingdom at all. This makes running a war difficult, especially considering 
  the chaotic and capricious goblins that make up his army.
  Description: If it was not for the menace and power that he exudes, 
  Puck would be almost comical instead of unnerving. His stooped frame 
  is draped in a robe of royal purple, adorned by heavily-stained white fur 
  trim. Atop his large angular pointed head rests a matted cushion of stringy 
  and greasy black hair, the perch for a massive and worn theatrical crown, 
  complete with matching stained trim. As he speaks, strands of yellowish 
  spit fly forth, the drool from the jagged corners of his too-large mouth 
  making his serrated and spiky toothed maw even more repugnant. His 
  face is dominated by two burning orange eyes centered with beady black 
  pupils and the shadow of his long, warty, crooked nose just sharpens 
  the other features of his face. His skin is a mottled greenish-yellow and 
  corded muscles ripple under leathery flesh even when he is seated upon 
  his throne. The large silver breastplate and the huge two-handed silver 
  sword he wears at all times seem to glimmer and shine no matter how 
  filthy its bearer or the surrounding environment may be. 
  Storytelling Hints: Interactions with Puck should be disconcerting, 
  as well as strangely amusing. While not really scared of the Band in 
  any way, he respects the damage and trouble they could unleash upon 
  his kingdom. Besides, he thinks that there is no good reason not to 
  utilize the Scions as pawns against Werner’s werewolves. 
  time cracks in their arrogant swagger appear is when they are faced with 
  the goblins, the only true threat to their safety. They thrive on combat 
  and, given their own supernatural nature, rarely would flinch at most of 
  the deeds performed by a Scion. 
  Supernatural Powers:
  Epic Attributes: Epic Strength 1 (Holy Bound), Epic Stamina 1 
  (Holy Fortitude), Epic Perception (Predatory Focus)
  Regeneration: All werewolves can heal them self at an extremely fast 
  rate. They heal one bashing level every five ticks and 1 lethal level every 
  ten ticks. They can not accelerate the healing of aggravated damage, 
  including damage from silver.
  Wolf Form: As a miscellaneous action and for no cost, a werewolf can transform 
  them self into a wolf. The wolf has the same stats as a normal wolf (see Scion: 
  Hero p.332), except for retaining Intelligence and all Epic Attributes. 
  Hybrid Form: As a miscellaneous action and for the cost of one Legend 
  Point, a werewolf can transform into a large wolf-man creature. They 
  gains a +3 to Strength, Dexterity and Stamina, as well as claws and a 
  bite that inflict +2L damage 
  Silver: Werewolves are vulnerable to silver. Any successful attack with 
  a silver weapon (silver bullets, a silver knife, etc.) inflicts aggravated 
  damage. Furthermore, while any silver is inside a werewolf’s body, such 
  as a silver bullet, the werewolf’s regeneration powers do not function.
  der Koenig Puck,  
  goblin King
  Quotes: “Come now, surely 
  we can make an arrangement 
  of some sort?”
  “You seem not to under-
  stand that I am the defender 
  of these lands, not you.”
  “Fool! Imbecile!” (clobbers 
  goblin on the head) “Surely there 
  is one among you who can handle a 
  simple task! Who? Is it you?”
  
  11
  Puck attempts to make bargains and deals with the Band, but he 
  doesn’t believe himself to be in a position of weakness: he is the one 
  that commands a legion of goblins. In his mind, if anyone comes out 
  on the good end of this, it’s going to be him. He is extremely crafty 
  and adept at wordplay and attempts to twist and turn the Band’s own 
  words into bargaining tools. 
  Puck employs every advantage that he can in his environ-
  ment, such as using his Chaos Boons to create distractions with 
  the large insects that crawl about the earthen floor at the base 
  of his throne or random acts of violence against his own people 
  while continuing his conversation unfazed. He is also aware that 
  his appearance is unsettling to those unused to goblins, and can 
  make use of that as well by making sudden awkward movements 
  or abruptly change his position and posture in order to unnerve 
  the Scions. 
  If violence erupts between Puck and the Band, he seeks cover 
  and gauges their abilities as his elite guards and two nemean 
  wolves enter the fray on his behalf. He uses his own powers 
  to aid his followers and create advantageous circumstances for 
  himself so that he may swoop in and make grandiose strikes. If 
  at any time he starts to feel threatened, he attempts to escape 
  while sending every goblin that he can find after the Scions. 
  Since Puck can only run and hide within the boundaries of his 
  own kingdom (meaning that powerful and determined Scions 
  could eventually track him down), if he is cornered he will fight 
  to the death.
  Supernatural Powers:
  Fae Mounds: Can perform a ritual dance (as a 12-tick action) to 
  create a three-foot diameter earthen mound that acts as a temporary 
  touchstone to the goblin kingdom Bellhollow. The top of the mound 
  begins to sprout a circle of toadstools as the dance is performed. 
  Once the circle is completed, goblins are able to travel to Bellhollow 
  with no cost in Legend points or Willpower points to themselves. 
  Each goblin involved in the ritual dance decreases the time needed 
  to complete it (every goblin participating reduces the number of 
  ticks needed by 3, to a minimum time of 3 ticks). The fae mound 
  remains active for up to one hour per goblin involved in the ritual 
  dance. In a pinch, a goblin may spend one Legend point and yank a 
  tooth from their head to instantly activate the fae mound and make 
  a quick escape. 
  Bring Them With You: At the cost of one Legend point, this power 
  acts as the four dot Psychopomp Boon “Come Along” (from Scion: 
  Demigod, p. 84), but only in regards to travel via the Fae mounds.
  Cold Iron: Goblins are vulnerable to any form of iron, but Der 
  Koenig Puck is more hardened than your average goblin. Only a cold 
  iron weapon (Scion: Hero, p. 296) can affect him as normal iron does 
  the other goblins, inflicting aggravated damage to him. Furthermore, 
  while any piece of cold iron is inside Der Koenig Puck’s body, such as 
  a blade, he may not use his Epic Stamina knack of Self-Healing, nor 
  recover health levels normally.
  Feindsmond: A two handed silver greatsword with the following ad-
  ditional traits: +1 Speed increase, +1 Accuracy, +1 Damage and access 
  to the Chaos Purview.
  Herz Wache: A silver breastplate which grants access to the Animal and 
  Magic Purviews, it has two unique powers: one that allows the wearer to 
  add half of their personal aggravated soak rating to the armor itself as an 
  aggravated soak, the other grants the breastplate the ability to change shape 
  so as to fit the bearer perfectly, causing no mobility or fatigue penalties. 
  Trophy: As all goblins, Puck will leave behind a single jagged tooth 
  if he perishes. This tooth acts as a homing device to any fae mounds in 
  the region. It also allows passage through the mound to Bellhollow for 
  the expenditure of one Legend point, at which time the tooth crumbles 
  to dust. If the user of the tooth spends a Legend and a Willpower point, 
  the tooth remains intact and can be used at a later time. 
  come Along (PSychoPomP ••••)
  Dice Pool: None 
  Cost: 1 Legend per person 
  Most Psychopomp Boons that allow for supernatural travel apply 
  only to the Scion who uses them. With this supplemental Boon, 
  however, the Scion can bring other people or ghosts whose presence 
  she’s aware of along with her when she uses those Boons as if those 
  others both had and used the Boons in question themselves. She 
  need only spend one Legend per person she intends to bring along, 
  and the person for whom she spends the point must follow the Scion 
  willingly. While the effect lasts, each follower moves in whatever 
  supernatural way the psychopomp does. Only the first two Boons of 
  the Psychopomp Purview (Unerring Orientation and Where Are You?) 
  and this one cannot be conferred on others with this Boon. The others 
  are all fair game unless otherwise noted. 
  
  12
  goblins, Fae terrors
  Quotes: “Yee-ackk, godling stink, no like 
  nasty heroes in goblin wood!”
  toes that allow them to travel rapidly through forests by leaping 
  from tree to tree. Long and powerful arms end in vise-like, knotted 
  hands, which aid them in this mode of travel as well as giving them 
  a reach disproportionate to their shorter stature. These creatures 
  are usually attired in ragged children’s clothing and wear some sort 
  of red head covering: most commonly a baseball hat, bandanna 
  or long stocking cap. They also tend to have a pungent odor like 
  rotten cabbage.
  Storytelling Hints: The goblins should be portrayed as manic, spite-
  ridden beings that are driven by the need to spread malice. They cackle 
  and guffaw whenever they are encountered. Their chaotic, self-serving 
  nature is barely kept in check by their fear of their king, but they have 
  no compunction against turning their backs on their comrades and 
  fellows if it benefits them.
  Supernatural Powers:
  Fae Mounds: Can perform a ritual dance (as a 12-tick action) 
  to create a three-foot diameter earthen mound that acts as a tem-
  porary touchstone to the goblin kingdom Bellhollow. The top 
  of the mound begins to sprout a circle of toadstools as the dance 
  is performed. Once the circle is completed, goblins are able to 
  travel to Bellhollow with no cost in Legend or Willpower. Each 
  goblin involved in the ritual dance decreases the time needed to 
  complete it by 3, to a minimum time of 3 ticks. The fae mound 
  remains active for up to one hour per goblin involved in the ritual 
  dance. In a pinch, a goblin may spend one Legend point and yank 
  a tooth from his head to instantly activate the fae mound and 
  make a quick escape. For an additional Legend point, the goblin 
  can bring one person with them. A non-goblin can only activate 
  a fae mound by spending one Legend and one Willpower point 
  while performing the ritual dance.
  Iron: Goblins are vulnerable to any form of iron; a successful 
  attack with an iron weapon inflicts aggravated damage. Fur-
  thermore, while any piece of iron is inside a goblin’s body, the 
  goblin may not use his Self-Healing Knack, nor recover health 
  levels normally. 
  Trophy: If a goblin is slain, it leaves behind a single tooth. This 
  can be utilized to open a Fae mound (such as in the scene “Finding 
  the Fae”) by spending a Legend point to activate it.
  “Stupid humans no more have any 
  good treats.”
  “Bad, bad doggie, now me gots to 
  stick you.” (mad cackling)
  Nature: Variable by goblin, 
  but most are Libertine, Rogue 
  or Survivor. They are all very 
  wicked and selfish creatures.
  Background: Goblins have been 
  a part of the folklore of multiple cultures and have had just as 
  many names. This is a fact that they love to exploit, by allowing 
  misconceptions of their true natures to run rampant among the 
  human populace. The process by which they come into being 
  is unknown, but it is possible that some of the legends claim-
  ing that the fae have stolen and replaced human children have 
  their roots in the creation of goblins. Whenever children have 
  disappeared from an area where the goblins haunt, the number 
  of goblins increases. Goblins possess a mixed set of virtues: 
  They have two normal virtues (Expression and Vengeance) and 
  two Dark Virtues (Ambition and Malice). The goblins are an 
  independent faction in the War, owing no allegiances to either 
  Gods or Titans.
  Description: The typical goblin in Wolfsheim stands no taller 
  than two and a half feet in height. They have earth-toned, leath-
  ery skin ranging in hue from brown to yellow to green, as well 
  as sparse coarse black hair on their slightly pointed heads. Some 
  other common features are crooked protruding noses, overly large 
  mouths filled with lots of sharp teeth and beady eyes that seem to 
  burn orange around coal-black pupils. The goblins move about in 
  a manner similar to a chimpanzee but without walking on their 
  knuckles. Their short legs are quite strong and they have extended 
  
  13
  Automotive  
  trouble 
  [ M••   P•••   S•• ]
  welcome to krieger 
  munitions fActory 
  [ M••   P•••   S•• ]
  finding the fAe 
  [ M•••   P•   S•• ]
  the kindernAcht 
  [ M•••   P••••   S• ]
  the goblin kingdom 
  of bellhollow 
  [ M••  P••   S•• ]
  encounter  
  with the mAyor  
  [ M••   P—   S••• ] 
  confronting  
  werner krieger  
  [ M••   P••••   S•••• ] 
  found her! 
  [ M••   P—   S•• ]
  the goblin king’s 
  throneroom 
  [ M••   P••••   S•••• ] 
  Arriving  
  in wolfsheim 
  [ M••   P•  S• ]
  Scene Flowchart
  
  14
  Automotive trouble
  mentAl •• 
  PhySicAl ••• 
  SociAl ••
  Overview
  Traveling to Wolfsheim requires the Band to travel along a 
  small paved road that runs parallel to a river deep in the Black 
  Forest. From where they are, the Band can easily see the Krieger 
  Munitions Factory just off the road, located between it and the 
  river. As the Band arrives, they hear the sound of gunshots com-
  ing from down the road and around the corner. Have the Scions 
  roll (Perception + Awareness), difficulty 2. If anyone succeeds, 
  they hear the sounds of two men shouting and at least three other 
  high pitched grating voices laughing, along with the occasional 
  hollow thud of something hitting the hood of a vehicle. When 
  the Band investigates, they find a Krieger Munitions Supply truck 
  defended by two humans who have come under attack by a small 
  group of goblins (approximately one for each Scion). A large tree 
  has been cut down in front of their vehicle, purposely blocking 
  the road. The humans are in bad shape and likely to be overrun 
  without assistance.
  description
  The forest surrounds the road and the rest of the area, as fir, pine 
  and even beech trees enclose everything within view. A worn wooden 
  sign reads “Wolfsheim 16.5 km” with an arrow pointing down the 
  road. The serenity of the remote location is abruptly shattered by 
  the echoing retort of gunfire in the distance. The familiar sounds of 
  combat begin to penetrate the still air, and a chill sweeps up your spine 
  as you feel the presence of something not of this world encroaching 
  on the forest.
  Storyteller goals
  This is the characters’ introduction to the situation within Wolf-
  sheim, as they encounter both goblins and Krieger Munitions security 
  forces. The goal is to start the story off with a bang. If the Scions choose 
  not to intercede in the conflict, the goblins will savagely kill the hu-
  mans and then turn their attentions to the Band, tracking them down 
  by sensing the power of their Legend. If the Scions choose to jump in, 
  the goblins will only engage or flee, not negotiating or reasoning with 
  the Band outside of supernatural social influence (e.g. through Knacks 
  such as Charmer and Blurt It Out). If coerced into talking, the goblins 
  will give their own skewed viewpoint on the conflict. 
  character goals
  Defeat the goblins and gather information about Wolfsheim and the 
  conflict that plagues it. 
  Actions
  clobberin’ time!
  The goblins give the Band no choice, attacking them as soon as 
  they kill the humans. The goblins, whose numbers equal the Band, 
  each pick one target to engage in combat. Due to their chaotic nature, 
  the goblins randomly switch opponents during the fight, making full 
  use of their physical Epic Attributes and the Knacks that come with 
  them. The goblins also make use of the environment by jumping to 
  and fro on tree branches over and around the truck. No more than 
  two goblins will attack a single target at one time. If they do double 
  up on a Scion, one will move away after its next attack. If the Band 
  is able to defeat half of the number of goblins present, the surviving 
  goblins attempt to flee.
  consequences
  If the Band is victorious, the surviving humans thank the Band 
  profusely as they explain that the goblins are a curse that their town 
  has had to endure for decades. They also offer the Scions a ride to 
  town before immediately reporting the presence of powerful strangers 
  to Helmut Steiner. Any surviving goblins scurry to report the pres-
  ence of the Scions to Der Koenig Puck. This could allow the Band 
  to follow the goblins to a nearby fae mound, where they witness the 
  goblins escape into it by yanking out teeth (+2 to Investigation rolls 
  in the “Finding The Fae” scene).
  
  15
  Arriving in Wolfsheim
  mentAl •• 
  PhySicAl • 
  SociAl •
  Overview
  Once the Scions arrive in Wolfsheim, they find the locals un-
  impressed by the Band’s arrival. Scions bearing canine or wolf-
  based symbols or Relics will notice that villagers are more agitated 
  in their presence. Wolfsheim itself is a throwback to medieval 
  Bavarian life and architecture. The roads are mainly paved with 
  cobblestones, winding through tightly-packed buildings never 
  designed for a modern automobile. The structures themselves are 
  antiquated half-timbered structures rarely exceeding two stories. A 
  good number of the homes also display stained glass in the upper 
  windows, sometimes depicting unusual scenes involving conflict 
  with wolves. Most of the materials are simple, the kind that can 
  be easily acquired in any typical forest setting, making the nearby 
  Krieger Munitions factory appear even more like an industrial scar 
  marring what could be a scenic resort. Only a few hundred feet 
  into Wolfsheim is the town square. The center of this communal 
  gathering point contains a huge fountain encircled by various small 
  shops, benches and tables made of stone placed symmetrically at 
  the four points of the compass.
  description
  As you come into the town plaza, you notice that the town has 
  been decorated throughout with honeysuckle and lanterns, and 
  your ears catch the notes of sad, haunting traditional melodies 
  playing throughout the gloomy hamlet. The plaza is sparsely 
  populated with people eating, feeding small birds or engaging each 
  other in games such as checkers and chess. Most of the denizens 
  of Wolfsheim seem listless, although a few appear to be openly 
  mourning. The entire village is palpably somber, exuding an aura 
  of doomed inevitability.
  Storyteller goals
  This scene introduces the setting and mood of the story. Allow the 
  Band to freely interact with the people of Wolfsheim, but keep the 
  conversations short and terse. Allow a few references to the Kindernacht 
  or the werewolves to slip out in conversation, but keep the details to 
  a minimum.
  character goals
  The characters are likely to be trying to locate the Oracle and 
  attempt to gather the lay of the land around them, hopefully learn-
  ing a little more about the oppressed hamlet and the mindset of 
  its people.
  Actions
  have you Seen this Woman?
  The Band needs to obtain directions to the Oracle or otherwise 
  discover her whereabouts on their own. Either way, they should notice 
  the pervasive depression of the town and its people as they make their 
  way through the city.
  Dice Pool: Manipulation or Charisma + Investigation. Each roll 
  represents a different conversation.
  Action: Extended, target of 8 successes.
  Hindrances: The paranoid townsfolk aren’t likely to open up to 
  strangers (-2 to the Investigation rolls).
  Help: None.
  Useful Powers: The Knacks Benefit of the Doubt, Charmer, In-
  spirational Figure, God’s Honest or Blurt It Out could all be useful.
  Roll Results
  Botch: The Band has drawn way too much attention to themselves 
  and what they seek. They are detained and questioned by Krieger Se-
  curity Forces (KSF) in town – werewolves this time, who immediately 
  pick up on the Band’s divine nature and are none too happy about 
  them being here. While the Scions are dealing with that, the KSF send 
  men to detain Annaleisa.
  
  16
  Failure: The questioning has put off the townsfolk and they are 
  unwilling to offer up any more information. This includes Annaleisa’s 
  location and the traditions of Kindernacht, saying that the festival is 
  for locals only and outsiders are not welcome there. They may even 
  warn Annaleisa that some strange and overbearing intruders are look-
  ing for her.
  Success: The Scions learn the location of Annaleisa’s house, 
  as well as the name of the festival that the town is preparing 
  for and when it actually happens. They also hear that the 
  town is basically run by the Munitions Factory, and that the 
  mayor answers to the owner, a rich and powerful man named 
  Werner Krieger.
  More than Meets the eye
  Due to the long-standing history of deception surrounding this town, 
  Scions of trickster gods (or those with access to certain spells) may 
  realize that Wolfsheim is blanketed with rituals or spells designed to 
  fog one’s memory upon leaving, and the magic producing this effect 
  is neither divine nor Titan.
  Dice Pool: Perception + Occult, difficulty 4
  Action: Instant
  Hindrances: The effect covering Wolfsheim has been in place so 
  long that it has almost become part of the makeup of the town, and 
  those not used to deceit find it harder to notice (+2 difficulty for Scions 
  without the Nature of Trickster).
  Help: Scions with access to the Magic Purview can use the spell The 
  Unlidded Eye to instantly see that long-standing and potent enchant-
  ments have been placed on the town, giving them a -2 difficulty to 
  the primary roll.
  Roll Results
  Botch: The Scion believes that the town is perfectly normal, without 
  any form of supernatural presence.
  Failure: The Scion has a nagging sense that they missed something.
  Success: The Scion learns that the town is subject to a powerful 
  enchantment that makes it difficult to locate.
  consequences
  If the Scions are able to ferret out the location of Annaleisa 
  without drawing too much attention, they can go directly to “Found 
  Her!” Otherwise, detention by the KSF leads to “Confronting 
  Werner Krieger” as Helmut arrives and escorts the Band directly 
  to his leader.
  
  17
  Found her!
  mentAl •• 
  PhySicAl – 
  SociAl ••
  Overview
  Once the Scions locate Annaleisa’s home, they are hurriedly ushered 
  inside. Annaleisa draws the shades and closes the door, darkening the 
  scene considerably. She apologizes profusely to the Band right off – she 
  explains that she had been planting false seeds of information in the 
  hope that she could draw the attention of Scions to the city. Annaleisa 
  explains that she saw visions bringing her here. Earlier in the year, she 
  began having visions of her daughter, Johanna, dying in Kindernacht, 
  which she explains (see the sidebar on p. 4). She informs the Scions that 
  the werewolves are the true power behind Wolfsheim, working for Krieger 
  Munitions under the direction of the mayor’s son, Helmut Steiner, who 
  answers only to Werner Krieger, the Wolf of the Black Forest. 
  She begs the Band to stop the Kindernacht or invoke the Right of Exemp-
  tion to replace her daughter in the hunt. Annaleisa also reveals that she feels 
  the townspeople could unify to fight off the threats of both the goblins and 
  the werewolves, if only someone could show the villagers it can be done.
  description
  You enter what seems to be one of the more modern homes in Wolfsheim. 
  It possesses amenities such as a radio and television, offset by knick-knacks 
  such as a lava lamp and beaded curtains. Annaleisa rushes you into a small 
  dining room and looks around nervously as she draws the shades closed. 
  When she turns towards you, you can’t help but notice that beneath her 
  somber expression glints a small, desperate glimmer of hope.
  Storyteller goals
  This is the opportunity to reveal to the Band all of the background of 
  the city and its conflict, and give the Band a few logical hooks for moving 
  the plot forward. Try to also drop the name of Werner Krieger, giving the 
  Scions advance notice of a threat they may face later in the story. If the 
  Scions don’t seem to be interested in helping out, have her point out that 
  very few people who enter Wolfsheim have been able to leave, and breaking 
  the stalemate may be the only way to end the spell over the village.
  character goals
  The Band is likely to be moved by Annaleisa’s story and offer to work 
  towards a resolution. They’ll gain a great deal of knowledge about the 
  core conflict, and probably start to develop plans on how to deal with 
  the Kindernacht, the werewolves, the goblins or all of them at once.
  Actions
  let’s Blow this Popsicle Stand
  As an oracle, Annaleisa is a font of useful information, but she is only willing 
  to give this out to help convince the Scions to save her daughter from meeting 
  a grisly end. If the Band seems unreceptive, preferring to convince her to leave 
  without her daughter, they will come upon a mother’s stubborn refusal.
  Dice Pool: Manipulation + Empathy vs. Annaleisa’s Wits + Integrity.
  Action: Contested
  Hindrances: The Gods have long ago determined that this Oracle 
  must remain free of outside influence, and have made her immune to 
  all Knacks associated with Epic Social Attributes.
  Help: She is not immune to the automatic successes granted by Epic 
  Social Attributes, making it difficult for her to truly stand against the 
  Scions with these abilities.
  Roll Results
  Botch: Annaleisa not only remains unconvinced of a need to leave, 
  she refuses to provide the characters with any information they might 
  need from her, even going so far as to threaten her own physical safety 
  to prevent the Band from taking her by force.
  Failure: Annaleisa cannot be convinced to leave.
  Success: The Scions convince her to leave the town, but she insists 
  that they bring her daughter along when they are ready to leave. If they 
  do so, it alerts the watchful forces of Krieger Security to the escape at-
  tempt of someone chosen for the Kindernacht.
  consequences
  Agreeing to help Annaleisa leads the Band to remain in the town, leading 
  them to the scene “Encounter with the Mayor.” Attempting to leave Wolf-
  sheim brings the KSF down upon the Band, potentially allowing for their 
  capture (and perhaps the death of the mortals they escort) with an option to 
  proceed to the “Kindernacht” scene as the special guests of Helmut Steiner.
  
  18
  encounter with  
  the Mayor
  mentAl •• 
  PhySicAl – 
  SociAl •••
  Overview
  As the characters leave Annaleisa, they are met by Hermann Mauer, the local 
  policeman. He gruffly but politely requests the Band follow him immediately to 
  a meeting with Wolfsheim’s mayor, Wilhelm Steiner, at the village’s meager 
  City Hall. After entering the front door, the Band is escorted to a medium-sized 
  office, and Wilhelm requests the door be closed once they enter.
  Wilhelm has heard of the confrontation the Band had on the way into 
  town and senses their power as a threat to the delicate balance of the city. 
  Wilhelm attempts to order the Scions out of town, demanding they leave 
  right then. He does little to correct any assumptions they have about the 
  goblins, only stating that the city has the problem “well in hand.” 
  If the Band have not previously met Helmut Steiner, then in the 
  middle of this conversation he enters the office to thank the Scions 
  for their intervention during the “Arriving in Wolfsheim” scene. The 
  Band should note that he is particularly not fond of Hermann Mauer, 
  who is constantly in Helmut’s face during the entire encounter. After 
  Helmut exits, Wilhelm may be pressed into giving more information 
  about the city and its traditions, but will beg the Band to not get in-
  volved. If the Scions show a desire to help, Willhelm briefly shows hope 
  that the Band could have a positive impact, but will quickly dismiss it 
  (and them) unless the Band can convince him otherwise.
  description
  The office is almost overcome by stacks of cluttered documents, books 
  and miscellaneous office supplies. At the far wall sits a desk of dark polished 
  pine, littered with even more forms and the occasional discarded candy 
  wrapper. On the wall above the desk rests a portrait of a authoritative 
  young man, and it’s very difficult to see any resemblance between the 
  picture of Wilhelm Steiner and the sad man that now sits behind a 
  nameplate adorned with “The Honorable Mayor Steiner.”
  Storyteller goals
  At this point, the Scions have some base knowledge of the con-
  flict, but this scene allows them to see the effect it has had on the 
  residents. This also sets the stage with several of the major players 
  in the story, introducing them to both a potential ally in Hermann 
  Mauer and a primary antagonist in Helmut Steiner.
  character goals
  The characters should be looking for a plan to use against the goblins 
  and the werewolves. If they visibly show a desire to help, Hermann 
  Mauer approaches them as they leave and offer his assistance. In par-
  ticular, if they mention Johanna’s plight, Hermann Mauer will offers 
  whatever services he can.
  
  19
  Actions
  no, really – let us help
  Wilhelm is not just afraid of the fact that these strangers were 
  able to fight off some goblins. He also fears that they have their 
  own ulterior motives. Already caught between two supernatural 
  powers, he doesn’t want to add a third group of would-be tyrants 
  into the mix. Getting Wilhelm to relax his stance on the Band’s 
  immediate departure is going to require some careful wordplay 
  on their part.
  Dice Pool: Manipulation + Empathy vs. Wilhelm’s Willpower 
  + Integrity
  Action: Contested
  Hindrances: Wilhelm may use his Empathetic Demeanor ability to 
  attempt to sway the Band to his reasoning.
  Help: If they’ve shown enough desire to help with little mention 
  of personal gain, Hermann Mauer also argues on their behalf, giving 
  them a +1 to their roll.
  Useful Powers: The Knacks God’s Honest, Charmer, Inspirational 
  Figure and Benefit of the Doubt can all be useful.
  Roll Results
  Botch: Wilhelm entrenches himself against the Band, re-
  fusing to listen to their pleas. He takes a “better the devil 
  you know” standpoint and requests that Helmut intercede, 
  potentially leading to the Band being arrested and escorted to 
  Krieger Munitions.
  Failure: The Scions are unable to convince Wilhelm to al-
  low them free run of Wolfsheim. He demands that they leave 
  before evening.
  Success: Wilhelm allows the Scions to stay, begging them not to 
  draw attention to themselves or “cause problems.”
  consequences
  Meeting one of the primary antagonists and a potential ally 
  should allow the Band an opportunity to begin preparing their 
  strategy. If the Band chooses to attempt to replace Annaleisa’s 
  daughter Johanna (or even some of the other children chosen for the 
  Kindernacht), move on to the “Kindernacht” scene. If the Scions 
  choose to confront either the goblins or the werewolves, move on 
  the “Welcome to Krieger Munitions Factory” or the “Finding the 
  Fae” scenes, respectively.
  
  20
  Kindernacht
  mentAl ••• 
  PhySicAl •••• SociAl •
  Overview
  Just before dusk, Helmut Steiner and a small group of Krieger 
  Munitions security forces (all of whom are werewolves) arrive in the 
  town square. They pull up to the plaza in an old canvas-backed troop 
  transport truck, and Helmut Steiner exits from the passenger seat as 
  the truck sputters to a stop. Megaphone in hand and flanked by his 
  attendants, Helmut calls the chosen to the center of the village. Dis-
  traught families appear with their children, mothers and fathers already 
  openly weeping and mourning the very likely loss of their offspring. 
  Any who dally too long are forcibly extracted from their families, the 
  guards roughly pulling children from the embraces of their parents and 
  siblings to form a line at the back of the troop transport.
  Once all of the chosen have been gathered, Helmut Steiner asks 
  brusquely if anyone present would choose to invoke the Right of Ex-
  emption (see the sidebar on p. 4). If the Scions choose to replace any 
  of the chosen at this point (likely Johanna, if not more), it comes as 
  a surprise to Helmut Steiner, although a surprise he will soon relish. 
  Once the children and any surrogates are gathered, Helmut Steiner 
  motions to his guards, a silent order for them to place them in the back 
  of the truck. Once all are inside, the truck chokes to life, backfiring 
  once before departing the town, leaving behind the forlorn relatives.
  The Kindernacht proper begins at the Krieger Munitions Factory, 
  with the thirteen chosen being led by Helmut to a small clearing along 
  the river, still within sight of the factory. Werner Krieger waits at the 
  clearing, surrounded by werewolves in various forms who search and 
  disarm the chosen. Werner gives a short ceremonial speech to the 
  werewolves before most disappear into the forest. He then addresses 
  the chosen, informing them of the rules of the Kindernacht. 
  Once he completes this, he nods to Helmut Steiner, who issues 
  the command to the chosen to run. After a few minutes head start, 
  Werner and Helmut join in the hunt, howls permeating the night air. 
  Both the chosen and any Scion replacements begin to encounter the 
  werewolves who preceded them into the forest. 
  description
  The fading light has darkened the forest, casting long and foreboding 
  shadows everywhere. Even the descending nightfall cannot eclipse 
  the even darker shadows cast by Werner Krieger, Helmut Steiner 
  and their bestial ilk. Not a sound emanates from the woods; the only 
  thing breaking the silence is the low growl of a huge, feral wolf as 
  it paces alongside Werner. The creature’s eyes burn with a hatred 
  and intelligence far beyond that of a normal wolf, while his more 
  human-appearing brethren begin to take on a bestial appearance, 
  eyes and teeth reflecting the cold floodlights of the nearby Krieger 
  Munitions Factory.
  Storyteller goals
  This is going to be a brutal and potentially long scene, as it 
  takes course over an entire night. The werewolves hunt as a pack, 
  making it difficult for anyone to face one in single combat (not 
  to mention trying to protect the human children), which allows 
  you to heighten the drama and suspense as the story takes a turn 
  towards survival horror. Those mortals who choose to fight are 
  likely to be bitten if they last for more than fifteen ticks, turning 
  them into new recruits for Helmut Steiner. Those that make it 
  to the town are left alone and immune to future Kindernachts, 
  while all others are savagely killed. The scene at the village should 
  be one of utter terror, as the families of the chosen wait at the 
  borders of the city in the vain hope of seeing their children make 
  it home alive. 
  If by chance the Band have struck a deal with Der Koenig Puck 
  prior to the Kindernacht, they may find themselves aided both 
  covertly (small pairs of silver throwing daggers hidden in the 
  forest where the Band is likely to find them) and overtly (small 
  groups of goblins appear to aid the Band). In fact, the goblins may 
  even decide to attack outside of any treaty with the Scions, for 
  the sole purpose of trying to disrupt the werewolves’ perversion 
  of the goblins’ tradition. Also, if the Scions have gained the favor 
  of Hermann Mauer, he may also plant assistance in the forest, 
  possibly even taking a direct hand if Johanna remains involved 
  in the Kindernacht.
  
  21
  character goals
  The Band should be trying to survive and keep as many children alive 
  and unbitten as they can. If possible, the Scions should also look for 
  opportunities to show the humans that their oppressors can be beaten, 
  trying to defeat as many of the werewolves within sight of the city or 
  the chosen as possible.
  Actions
  run from the hills!
  Being placed into the Kindernacht means that 
  the Band are in for a brutal fight. Punch, kick, use 
  Knack, use Boon, bleed. Repeat as necessary until 
  either the Scions have escorted everyone to town, 
  have defeated the werewolves or have fallen before 
  their feral adversaries. 
  Hindrances: Poor lighting (+1 difficulty to Percep-
  tion rolls), rough terrain (-1 to Athletics rolls).
  Help: Scouting out the area ahead of time (-2 dif-
  ficulty to appropriate rolls).
  Useful Powers: Boons such as Night Eyes or 
  Animal Aspect can negate the effect of the darkness. 
  Knacks such as Predatory Focus or Subliminal Warn-
  ing can allow Scions to attempt to guide themselves 
  (and others) away from the werewolves. Knacks such 
  as Cat’s Grace can negate the effects of the uneven 
  terrain.
  consequences
  This is one of the most violent scenes in the game 
  and (depending on the outcome) can easily be the final chapter. The 
  risk of Fatebinding is significant, as any Scions who call upon their 
  Legend will be doing so in front of terrified mortals. Should goblins 
  arrive to also fight the werewolves, they can be followed back to a fae 
  mound and the “Finding the Fae” scene can be used as a potential 
  means of escape.
  
  22
  Finding the Fae
  mentAl ••• 
  PhySicAl • 
  SociAl ••
  Overview
  At any point that the Scions look for the goblins, they’re go-
  ing to find themselves tediously scouring the local wilderness 
  (though Scions possessing appropriate supernatural means may 
  be able to circumvent this). Although the fae mounds that lead 
  to the home of the goblins are fairly prevalent, it requires some 
  skill to track the goblins back to one of the tiny hillocks. Even 
  then, the Band needs to determine how to utilize the fae mounds 
  unaided (see the write-up for goblins on p. 12). Unfortunate 
  Scions may have to search several mounds before finding one 
  that is still viable, as inactive mounds and false trails litter the 
  countryside, all part of the goblins’ efforts to keep visitors and 
  enemies alike far away.
  description
  After what seems like hours, you’re frustrated nearly to the 
  point of giving up entirely. Every twist and turn of this forest 
  leads to more tiny hills and ancient, twisted roots – but no sign 
  of any place that could hold even a small number of the creatures 
  you spotted earlier. When all seems pretty much lost, you finally 
  hear it… a lilting, sing-song cacophony of tiny voices permeating 
  the area. 
  Pushing forward through a copse of trees, you spy a miniscule 
  hillock. Running about the mound are three of the goblins, merrily 
  singing and gyrating in a frenzied dance. As they cavort, toadstools 
  begin to push up through the top of the mound, beginning to circle 
  the perimeter of the entire crest. The entire affair is brief and the 
  foul little creatures cheer as they finish the ritual, only to be quite 
  shocked by your presence. Before you can even react, one lets out 
  a little yelp and touches the mound, disappears from view in a puff 
  of green spores and pollen.
  Storyteller goals
  Simply getting the characters to “The Goblin Kingdom of Bellhol-
  low” scene would be enough, but use this opportunity to show the 
  Band a little of the ritual and superstition that plays into the area, 
  particularly with the goblin rite for activating a fae mound. Fortunate 
  Scions (or those experiencing a great deal of hardship activating the 
  fae mounds) might even be able to stumble across a group of goblins 
  enacting their ritual dance to trigger a fae mound. Should the Band 
  startle the goblins before they can successfully complete the ritual, the 
  goblins disperse through any means possible, perhaps even yanking out 
  a tooth to instantly activate the mound for their own passage.
  character goals
  The Band needs to locate Der Koenig Puck and his kingdom, which 
  will likely take significant effort on their part. Once an entry is found, 
  it requires further action to find some way to use it.
  Actions
  On the trail
  To find and activate a fae mound for passage into Bellhollow requires 
  a (Perception + Survival) roll with a difficulty of 5 to track the goblins 
  back to one of the tiny hillocks. Even then, the Band needs to succeed 
  on an (Intelligence + Occult) roll, difficulty 3, to determine how to 
  utilize the fae mounds unaided. If the Band captures a goblin, they 
  can bully the creature into giving out the details of how someone may 
  enter the Goblin Kingdom.
  Dice Pool: Perception + Survival
  Action: Extended, difficulty 5. Each roll represents half an hour 
  of searching.
  Hindrances: None
  Help: The Predatory Focus Knack or the Animal Aspect Boon allow 
  for easier tracking of the goblins back to active mounds, subtracting 
  -1 from the difficulty.
  Useful Powers: The spells Ariadne’s Thread and The Unlidded Eye 
  can reveal the nearest mound.
  Roll Results
  Botch: The Band becomes completely turned around in the forest, 
  adding +1 to the difficulty to the next (Perception + Survival) roll.
  
  23
  Failure: Half an hour is lost 
  wandering.
  Success: A fae mound is 
  located after a search of half 
  an hour.
  how do We use 
  this thing?
  Having located an active 
  mound, the Band needs to 
  determine how to open it 
  unaided. This is made sim-
  pler if they have coerced 
  a goblin to guide them or 
  chance upon goblins activat-
  ing the mound. 
  Dice Pool: Intelligence + 
  Occult
  Action: Instant, difficulty 4
  Hindrances: If the Band 
  has never encountered a 
  Terra Incognita before, 
  this is a new experience 
  for them, adding +1 to the 
  difficulty.
  Help: Having a captive 
  goblin guide or viewing the 
  goblin rite in progress shows 
  the Scions how the entrance 
  to Bellhollow can be obtained, giving them -2 to the difficulty. A 
  tooth from a dead goblin allows a Scion to enter without spending a 
  Willpower point (just the Legend point).
  Roll Results
  Botch: The mound rejects the attempt to activate so forcefully that 
  it collapses, becoming permanently unusable and notifying the goblins 
  of the attempt.
  Failure: Nothing happens.
  Success: The mound activates, allowing the Band to enter at the 
  cost of a Willpower point and a Legend point. 
  consequences
  Failing to activate a mound results in a lot of wasted time and forces 
  the Band to have to search out another one (now with goblins actively 
  aware and upset at the intrusion). If the Scions do gain entrance, they 
  can proceed to the scene “The Goblin Kingdom of Bellhollow.”
  
  24
  the goblin Kingdom 
  of Bellhollow
  mentAl •• 
  PhySicAl •• 
  SociAl ••
  Overview
  Once the Scions have found themselves inside of the goblin 
  kingdom, the scene undergoes a drastic, almost surreal change 
  in mood. Dank and dark, this realm temporarily distorts the 
  Band’s perceptions as they enter it, their surroundings abruptly 
  changing from the fae mound the Scions had just encountered 
  to a murky grotto. The Scions find the immediate area lit by 
  a large, free standing torch composed of bone, a green flame 
  constantly flickering at its peak. A pungent, acrid smell fills 
  the air as some sort of fatty ichor drips from the fire, searing 
  the ground where it strikes. Observant Scions (perhaps those 
  with Psychopomp) should note on a successful (Perception + 
  Occult) roll at difficulty 3 roll that the torch is a touchstone for 
  this Terra Incognita. 
  A thin violet luminescence permeates the ground beneath 
  the player’s feet, seeming to emanate from the multitude of 
  toadstools which cover the entire clearing. Thick, thorny un-
  dergrowth rings in the grotto, leading back to the warped roots 
  of numerous disfigured trees. Inside these roots the Band notices 
  small, four-foot high passageways cut into the bramble walls 
  of undergrowth, leading to unknown destinations. Off in the 
  distance through the mess of trees and briars, the Scions see a 
  large hill that vaguely resembles a bell. At its summit stands a 
  gigantic tree, ancient and gnarled, with enormous roots jutting 
  out and back into the ground surrounding it. A brackish creek 
  mumbles in the distance, not easily visible from the Band’s 
  vantage point.
  The Band has to figure out how to navigate Bellhollow. Flying 
  or leaping is not much of an option, as those who try to bypass 
  the paths become disoriented and confused, not even knowing 
  which way is up. When the Scions make any movement, they 
  disturb the toadstools at their feet, awakening the source of the 
  eerie purplish light. Hundreds of miniature, vaguely female hu-
  manoids erupt from underneath the toadstools, anger over the 
  disruption causing them to glow more brightly than before. These 
  are the sylphs, guardians of the grotto, who each brandish a tiny 
  spear. Astute Scions can also notice on a successful (Perception 
  + Awareness) roll that each sylph wears a tiny collar with an 
  ephemeral golden chain trailing off towards the hill before fad-
  ing from view. 
  Speaking in rhyme, the sylphs challenge, heckle and question the 
  Band as to their purpose inside Bellhollow. After a bit of spiteful 
  fun at the player’s expense, the sylphs become more serious. They 
  pose absolutely no threat whatsoever to the Band (and vice versa, 
  as if the Scions get overly aggressive, the sylphs can simply retreat 
  back into the brambles), so no mechanics are provided for them. 
  However, they do hold a piece of very valuable knowledge to the 
  Scions. The sylphs are not just the an early warning system of 
  danger to the goblins, they also are the safe-keepers of the quick-
  est, least dangerous route to Der Koenig Puck’s castle, something 
  of which the sylphs arrogantly inform the Band – that is, if the 
  Scions can decipher the sylphs’ demands from their sing-song, 
  frantic speech patterns. 
  Regardless of whether they negotiate with the sylphs, follow their 
  chains or just wander aimlessly to find a path up the hill, on their 
  journey they pass a great many of the inhabitants of the goblin king-
  dom. Most of the goblins scurry well out of the reach of the Scions 
  upon their approach (or perhaps even occasionally confronting 
  them if the Scions act aggressively). At one point, the Band passes 
  the remains of a small silver mine, where a score of goblin miners 
  furiously work at ferreting out the few remaining nuggets of silver 
  ore the mine has to offer. 
  The path ends at the base of the tree. Many of the roots have been 
  hollowed out, and crude sets of carved stairs inside the roots descend 
  downward into the hollow of the hill. Six goblins are stationed in 
  guard positions around the roots of the trees. Two of the guards 
  break off from their positions and grudgingly acknowledge the Band, 
  beckoning for them to follow. The guards then lead the Band down 
  one of the larger sets of stairs for what seems an impossible distance, 
  continuously spiraling downward. This leads to the scene “The Goblin 
  King’s Throne Room.”
  
  25
  description
  Your senses swim about you, attempting to adjust to the disorienting 
  effect of having passed through the goblin mound. Your eyes dilate 
  to take in the dim light before focusing on a large, freestanding ivory 
  torch, its verdant flame spreading a sickly greenish pallor over your 
  surroundings. The scent of the musky spores roused by your passing 
  are scoured from your nostrils as a stingingly potent odor emanates 
  from the fatty ichor that drips from the apex of the torch, hissing as 
  it scorches the ground at its base. A fading violet luminescence clings 
  low to the damp, mossy earth, seeming to pulsate from hundreds of 
  toadstools which litter the entire clearing. A labyrinth of undergrowth 
  surrounds the grotto, thorny vines and gnarled roots occasionally 
  parting to form small passageways that disappear in every direction. As 
  your vision finally recovers, you are struck by the sight of an ominous, 
  twisted tree of ancient origin in the distance. Sitting at the top of a large 
  bell-shaped hill, it manages to be both menacing and regal.
  Storyteller goals
  The backdrop of the otherworldly realm of the goblins is your chance to 
  present a truly surreal experience to the Band, hinting at the kind of adventures 
  that await them as they progress towards Godhood. Setting the scene here not 
  only leads the Band to a meeting with Der Koenig Puck, but helps to accentu-
  ate the alien environment that would hold sway over the mortal realm in this 
  area if given half a chance, a grim display of life as a servant to the fae. 
  character goals
  Finding some way through the labyrinth of Bellhollow to reach Der 
  Koenig Puck should be the main reason to be here, although this also 
  could have been as escape route from the Kindernacht as well. While 
  here, the Band can also gain some valuable insight into the society 
  that would require such a leader.
  Actions
  you Want Me to do What?
  The sylphs are riddlers through and through, and even when they give 
  answers they tend to be long-winded and enigmatic. Understanding what 
  the sylphs really want from the Band would drive a mortal insane, but can be 
  accomplished by a Scion who is used to deciphering cryptic instructions.
  Dice Pool: Intelligence + Investigation (difficulty 5)
  Action: Reflexive
  Hindrances: If the Band come in to Bellhollow with a goblin cap-
  tive, the sylphs are less inclined to help and do all they can to make 
  their riddles indecipherable, adding +1 to the difficulty.
  Help: If the Band comes in after having recently fought a werewolf, 
  the sylphs recognize that the Scions have been fighting their enemies 
  and try to be a little less vague, subtracting -1 from the difficulty.
  Roll Results
  Botch: The sylphs react in anger and give the Band purposefully 
  incorrect directions to the tree, forcing them to lose half an hour try-
  ing to navigate through Bellhollow and possibly running into a hostile 
  group of goblins.
  Failure: The sylphs laugh at the Scion’s confused response, teasing 
  and insulting her.
  Success: The sylphs provide the directions to Bellhollow (see the 
  “The Sylph’s Demands” sidebar, p. 26).
  Push through
  Those who choose to circumvent the sylphs may attempt to navigate 
  Bellhollow without assistance, although it is treacherous. The paths 
  and scenery are designed to befuddle anyone who enters, and the Band 
  needs to spend some time determining the correct course to the tree.
  Dice Pool: Wits + Survival (difficulty 5)
  Action: Dramatic
  Roll Results
  Botch: The Band gets so turned around that they end up back in 
  the grotto, where the sylphs laugh uproariously at them. Further at-
  tempts to navigate Bellhollow without direction or guidance add +1 
  to the difficulty.
  Failure: The Scions lose thirty minutes of time and need to roll 
  again.
  Success: The Band is able to push through Bellhollow, taking about 
  thirty minutes to reach the tree.
  Follow that thread!
  The sylphs themselves can be used as a sort of guide to Der Koenig 
  Puck, as the ephemeral chains from the collars around the necks of the 
  
  26
  sylphs lead directly back to a ring on his hand. Although not the easiest 
  route through Bellhollow, it allows the Band to navigate over, under and 
  around the various roadblocks in a straight line to the goblins’ King.
  Dice Pool: Wits + Survival (difficulty 5)
  Action: Dramatic
  Hindrances: Eyeing any one individual sylph for too long will most 
  likely cause them to dart away. If the Band has agitated the sylphs, 
  their constant frenetic movement makes the threads harder to follow, 
  adding +1 to the difficulty.
  Help: The Unlidded Eye or Ariadne’s Thread spells can be used to 
  target a single thread and follow it, lowering the difficulty by -2.
  Roll Results
  Botch: The Band gets so turned around that they end up back in the grotto, 
  where the sylphs laugh at them uproariously. Further attempts to navigate 
  Bellhollow without direction or guidance add +1 to the difficulty.
  Failure: The Scions lose thirty minutes of time and need to roll again.
  Success: The Band is able to push through Bellhollow, taking about 
  thirty minutes to reach the tree.
  consequences
  Getting through Bellhollow leads the Band directly to the scene “The 
  Goblin King’s Throne Room,” although taking too long there could 
  cause them to encounter groups of belligerent goblins. Losing a fight here 
  will have the Scions dragged before Der Koenig Puck stripped of their 
  weapons and Relics. Frustrated Scions might end up leaving Bellhollow 
  entirely, which could lead them to the “Kindernacht” scene. It could 
  also result in the Band stumbling upon a Krieger Security Forces sweep 
  of the forest, who would not react pleasantly to seeing the Band appear 
  much as the goblins do – if the Scions get captured by the KSF, they are 
  taken to Werner in the “Confronting Werner Krieger” scene.
  the SylPh’S demAndS
  These tiny humanoids are an insistent and infuriating bunch. They 
  speak in a sing-song rhyming pattern that should not be overly difficult 
  for the Scions to decipher. What follows are a couple example responses 
  and prices that they might demand. 
  “Who we? Who we? It takes more than queries to buy complicity.”
  “Godlings come to Bellhollow but divinity not show which path 
  to follow.”
  “A song that’s sad, a tale of woe, to feel your grief would make 
  us glow.”
  “Precious piece of shiny to me, grant me wealth earned most 
  honestly.”
  “Please us, please me, grant me gifts of three, a song, a shiny and a 
  bit of thee.”
  “Flesh, blood, hair or seed, a gift of this is what we need.”
  The things they have asked for are like status symbols to the malicious 
  sylphs, symbolic of a victory over the Gods themselves to their warped 
  little minds. They are nasty to the core and relish the grief of others, so a 
  sad song that is performed in a heartfelt matter gives them joy. The shiny 
  is a single coin, but the sylphs only want one earned through work or 
  toil so they have taken that which they did not earn. “A bit of thee” is 
  a trophy made from the body of a Scion. If the Scions comply with the 
  sylph’s demands, they give responses similar to the ones below and then 
  completely ignore the Band.
  “You must seek the goblin king, him and his thrice-cursed ring. But 
  the visit will not be fun, a demanding tyrant will seek a bargain done. 
  That be of course, if he answers your hail and does not meet you with 
  spear and flail. Whatever it is the king may choose, all of us here really 
  hope you lose.
  “To find the one that you seek, follow your ears to the fetid creek. At 
  split in the path ignore the right hand tine, lest you find the wasted silver 
  mine. Onward through the patrols you go, of goblins and their stinging 
  bows, then up the hill to the goblin palace, resting ’neath tree grown in 
  spite and in malice.”
  
  27
  goblin King’s 
  throneroom
  mentAl •• 
  PhySicAl •••• SociAl ••••
  Overview
  After several minutes of travel, the Scions emerge into a large cavern. 
  The air here is humid, musty and thick. In the center of the cavern is a 
  massive, blocky fortress surrounded by a bulwark of black, twisted vines. 
  A single massive root penetrates from the top of the cavern through to 
  the center of the fortress. The floor is damp, with small pools of fetid 
  water scattered through the area. The Scions’ ears are assaulted by the 
  echoing sounds of life in the cavern: the constant croaking of frogs 
  and toads, the buzzing of mosquitoes and peels of maniacal laughter 
  emanating from the crooks and holes that dot the landscape in the 
  distance. Goblins of all sorts are everywhere the eye can see – fight-
  ing, frog gigging, fighting, harvesting mushrooms, planting toadstools, 
  fighting, eating, carousing, fighting, laboring and fighting. 
  As the Scions finally arrive at the gates of the fortress, the guards 
  step forward, opening the gates and motion for the characters to step 
  through into the Courtyard. They are escorted to a small antechamber 
  inside the fortress proper. On the far side of the room stands a large 
  set of thick double doors made of beech wood and bound in silver. On 
  each side of the doors stands a gargoyle-like goblin guard, so entrenched 
  in their domain that they appear to have almost become one with it, 
  their skin stony and brittle with a sandy gray tint. Armed with silver 
  tipped spears, the guards make no aggressive action other than to cross 
  their spears in front of the doors as the Scions approach. 
  One of the guards hails the characters, asking the Band why they 
  want an audience with Der Koenig Puck. After a brief exchange of 
  words, one of the guards snaps his fingers, summoning forth a smaller 
  goblin who drags a large chest through the door. The guard who first 
  addressed the Band then hands them a key to the chest and instruct 
  them that they need to remove all Relics and weapons, placing them in 
  the chest for safe keeping until they leave the throne room. The guard 
  doesn’t care if the Scions balk at this suggestion, and points to a rune 
  above the doorway. He explains that if they attempt to take these items 
  into the throne room, mystical wards are in place to prevent them from 
  entering (the 3-dot Guardian Boon Ward focused against divine Relics, 
  created at Legend 4). The guard can be mollified by a Scion remaining 
  behind to personally oversee the items, so long as the remaining Scions 
  do not attempt to take weapons into the throne room.
  As the Scions enter the room, they first notice the throne itself. The 
  base of the tree the Band saw outside of the fortress continues into the 
  top of the room, and a gnarled tangle of roots extends down to the 
  center before filling the rear portion of the room. The roots intersect 
  and merge into the form of a high-backed ornate chair, seemingly 
  grown into the position they have taken. Surrounding this throne are 
  twelve goblin guards, all brandishing spears in a formation that hints 
  at slightly more discipline than the average inhabitant of Bellhollow. 
  Lying at the foot of the throne are two nemean wolves (apply the 
  nemean template from p. 312 to the normal wolf template on p. 332, 
  both from Scion: Hero). The wolves rest laconically at their master’s 
  feet but perk up at any mention of their names (Grimmig and Fressen). 
  Above it all, lazily surveying the Scions, is Der Koenig Puck.
  description
  Even before the throne comes into view, it is obvious that this is 
  where the king of the goblins resides. Like a child’s imagining of a 
  medieval fort, the rough-hewn walls form a looming dome, broken 
  only by a system of convoluted and overgrown roots that penetrate 
  the room from the base of the giant tree that rules over the hill above. 
  As the roots tangle and combine, they entwine each other, traveling 
  down the far wall to coalesce into a resplendent and grandiose throne. 
  The man-like creature who sits upon it regards you with an unhealthy 
  interest, his ragged ears perking and his sickly yellow eyes narrowing. 
  Flanking the throne are six guards on either side, some of them abruptly 
  bringing themselves to attention after you enter, brandishing silver-
  tipped spears in your general direction. Slowly, the heads of two large 
  nemean wolves at the king’s feet rise, sniffing the air before you. As you 
  approach the throne, their tails tuck under and they stand, baring their 
  fangs silently. Stiffly moving his right arm into an upright position, your 
  eyes are drawn to a thin glow that pulses from a ring on his upraised 
  hand. “Grimmig, Fressen, heel,” barks the king. “After all, it is not 
  often that godlings come face to face with their betters.”
  
  28
  Actions
  have i got a deal for you!
  Negotiating with Der Koenig Puck is trying for even the most patient 
  souls. He attempts to turn everything into some sort of pact or deal, 
  hoping to catch the Band off guard and trap them into his service. 
  Suggesting that he not resume the Kindernacht once the werewolves 
  have been driven off is a personal insult to him, as the Band are sug-
  gesting that he “forsake his solemn vow” to the people of Wolfsheim. 
  He bristles at any attempt to correct him, and dismisses the Band al-
  together if they seem completely uncooperative. Socially adept Scions 
  can try to persuade him to leave the mortals be, although even if he 
  does it will be with great reluctance.
  Storyteller goals
  Der Koenig Puck is a creature who is bound to his word, living un-
  der his own code of honor that, while perhaps unconscionable to the 
  Band, does follow a cruel sense of logic. Although he does everything 
  to garner the sympathy of the Band and enlist them in removing the 
  threat to “his” kingdom, he is no less a tyrant than Werner Krieger, 
  and only being restricted to Bellhollow prevents him from attempting 
  to find some way to march forth and just eliminate the entire city in 
  order to prevent unwanted attention from the creatures that plague 
  this forest. Feel free to play up this dichotomy, revealing to the Scions 
  that he is no better than the other side and that should they leave the 
  humans with no way to protect themselves against Der Koenig Puck, 
  he will eventually slaughter them all.
  Puck grudgingly acknowledges the Band and offers them the chance 
  to speak their peace as to why they are disturbing him. He begins as 
  a gracious host but becomes more agitated the longer the Scions are 
  present, using some disarming social tactics to try and keep the Scions 
  in an unbalanced position. Puck views himself not just as a king but 
  as the royal protector of his subjects, whether they are the goblins 
  surrounding him or the human inhabitants of Wolfsheim itself. He 
  attempts to turn the discussion to a diatribe on the threat that the 
  werewolves pose to the area and how they have subverted the pacts 
  and bargains which kept Wolfsheim safe from outside interference. 
  That said, he recognizes the power of the Band and views them as a 
  potential tool to dispose of the werewolf incursion into “his” lands. 
  He attempts to treaty and bargain with the Band, alternating between 
  bemoaning his inability to directly involve himself in the conflict and 
  bragging about his strategic abilities, which only fail due to the lack 
  of “competent resources.”
  character goals
  There are multiple goals the Band can be trying for in this scene. 
  Obtaining weapons against the werewolves would be a great boon, but 
  eliminating the competition gives Der Koenig Puck free reign. If they 
  intend to depose the king or slay him on Werner Krieger’s behalf, they 
  find themselves pressed in a race against time to defeat enough of his 
  minions to prevent his escape. Any hostile action would also almost 
  guarantee that the Band would then have to fight every step of the 
  way out of Bellhollow.
  
  29
  Dice Pool: Charisma + Presence or Manipulation + Empathy vs. 
  Puck’s Wits + Integrity.
  Action: Contested
  Hindrances: Der Koenig Puck is the epitome of the “silver tongued 
  devil.” He takes every opportunity presented to twist the Scion’s own 
  words to his advantage. This puts the Scions on the defensive for much 
  of the encounter, causing them to subtract -1 from their roll. He’s also 
  not above using Paralyzing Confusion on one of the Scions if they seem 
  to be gaining ground.
  Help: Appealing to Puck’s ego gives Scions +1 to their social rolls.
  Useful Powers: Scions using Knacks such as Benefit of the Doubt, 
  Charmer or God’s Honest may have an opportunity to outwit the 
  clever goblin king.
  Roll Results
  Botch: Puck takes the Band’s poor negotiations as an attempt by 
  the citizens of Wolfsheim to renege on their ancient pact. Whisper-
  ing commands to the nearest goblins, he attempts to hold the Band 
  in conversation as his followers prepare to descend upon Wolfsheim 
  en masse. 
  Failure: Puck laughs at the Scions, banishing them from Bellhollow 
  until they “regain their senses.”
  Success: Puck accepts the Band’s suggestions on the condi-
  tion that they assist his forces in disrupting and destroying the 
  Kindernacht, reasoning that if he can’t do it, why should the 
  werewolves?
  give Me Back My relics!
  Facing off against the goblin king and his subjects (whether through 
  a failure of diplomacy or because they have made an agreement with 
  Werner Krieger) is almost as difficult as trying to convince him to give 
  up his claim on Wolfsheim. Puck takes great pains not to confront the 
  Band directly, instead using his goblin retainers and nemean wolves to 
  make a grandiose attack before withdrawing to a safe distance. If the 
  Scions actually succeed in defeating a majority of the various attendants 
  in the throne room, Puck brazenly flees, scampering into the thatch 
  of roots behind his throne in order to make his way out to Bellhollow. 
  Hunting Puck down after such an escape is a daunting task indeed, as 
  he throws every piece of the environment (and every goblin in it) at 
  the Band in an attempt to slow them down as he bolts for someplace 
  to hide beyond their reach.
  consequences
  Getting Puck to agree to release Wolfsheim from the pact is a major 
  victory, and also merits the Band a number of allies to use against the 
  influence of the werewolves. Should the Band fight and lose, they face 
  a foe content to capture them instead of killing them outright. At such 
  a point, Puck extracts a promise from the Scions to oppose Werner 
  Krieger and only return to Bellhollow when they have the pelts of 
  Helmut Steiner and Werner Krieger in their possession. This would lead 
  the Band to the “Welcome to Krieger Munitions Factory” scene. 
  Succeeding in killing Puck drives the cowardly and leaderless goblins 
  out of the forests surrounding Wolfsheim.
  
  30
  Welcome to Krieger 
  Munitions Factory
  mentAl •• 
  PhySicAl ••• 
  SociAl ••
  Overview
  The Krieger Munitions Factory highlights the anachronism of 
  Wolfsheim. The entrance to the factory is gated and accompanied 
  by a small guard shack, which is always manned by at least two 
  of the Krieger Munitions security forces, often one werewolf and 
  one human. This is the werewolves’ stronghold, and Scions who 
  choose a brute force route over one of diplomacy or subterfuge 
  will find themselves in a hard-pitched battle to gain the inside 
  of the compound.
  The interior of the factory is like what one would expect of a standard 
  industrial complex. A large, open space allows workers to move about 
  their tasks unhindered, with werewolf guards surveying the entire scene. 
  Overseeing it are the business offices at the top floor, with two large 
  rooms acting as Werner Krieger and Helmut Steiner’s offices.
  The lowest level of the facility is designed as a sort of barracks for 
  the werewolves, along with a more opulent apartment that serves as 
  Werner Krieger’s private sanctum while he visits the plant. Getting to 
  these barracks is not easy, as several storage areas branch off to either 
  side of the main hallways, providing a dizzying number of similar look-
  ing doors. A large machine shop sits in the northwest corner of the 
  basement, through which is the only direct path to the living quarters. 
  To complicate matters, the machine shop doesn’t just serve as a place 
  for the werewolves and human workers to repair broken equipment, 
  but a portion of it also serves as a kennel of sorts for a fenrir (Scion: 
  Hero, pp. 317-318), a personal gift from Werner to Helmut.
  The fact that Werner happens to be visiting at this time is not 
  unusual – every year he “vacations” in Wolfsheim during the Kinder-
  nacht, as the hunt amuses him. It also gives him the chance to review 
  the potential new recruits to Helmut Steiner’s pack, assuring Werner 
  Krieger that only the best and most malleable are taken in from one 
  of his personal grooming grounds.
  If the Band comes in guns blazing and Relics brandished, somehow 
  making it to this point, they encounter Werner in direct combat. 
  Werner always has two werewolf guards with him, and the fenrir would 
  not be far behind (12 to 15 ticks into combat).
  description
  Outside
  This monolith of concrete and steel juts from the otherwise pristine 
  landscape, a scab on the face of the land. The factory continuously 
  belches acrid smoke into the crisp mountain air, and the temperature 
  near the factory is noticeably warmer. A number of supply crates 
  litter portions of the factory’s exterior alongside large delivery trucks 
  and oddly antiquated canvas-backed troop transport trucks. Krieger 
  Security forces constantly patrol the grounds, surveying the land 
  through twenty-foot high chain link fencing topped with razor wire. 
  Four watchtowers dot the interior, one standing at each corner of the 
  compound, giving the factory a feel more akin to that of an industrial 
  prison than that of a thriving multinational corporation.
  inside
  Once inside the three story facility, the militaristic feel gives way 
  to the bustle of menial labor. Large open rooms are occupied by the 
  working class of Wolfsheim citizens. Some cart iron ore to the blast 
  furnaces to be smelted, while others work huge machine presses which 
  shape the raw metal into the forms for weapons of all shapes and sizes. 
  Assembly lines cart the finished products into the hands of workers, 
  who inspect and package the items into crates which are carried off 
  on forklifts to various storage rooms or onto the backs of waiting 
  delivery trucks. All of this occurs under the watchful eye of armed 
  guards looking down upon the laborers from strategically positioned 
  platforms, catwalks and mezzanines.
  Storyteller goals
  This is the opportunity to showcase the true strength of the were-
  wolves by highlighting their stronghold. This should also serve to show 
  how deeply embedded Werner Krieger’s minions have become in this 
  region, their private hunting grounds. 
  
  31
  character goals
  The Band could be here for a few purposes – to reconnoiter the facil-
  ity, to bargain with Helmut and Werner, trying to escape after being 
  detained by the KSF or even to begin a full-fledged assault against the 
  titanspawn.
  Actions
  We’ll take the Back door
  Stealthy Scions may decide to try and breach Krieger Munitions 
  Factory on the sly. They might hope to assassinate Werner or Helmut 
  or merely to arrive in a way to let the werewolves know they aren’t 
  untouchable. This scene can also be used if the Band have been cap-
  tured and are trying to sneak out of the complex.
  Dice Pool: Dexterity + Stealth, difficulty 6
  Action: Dramatic. The Band should roll this for each new area they 
  enter, such as moving from the outer grounds to the first floor or from 
  the first floor to the basement.
  Hindrances: A number of armed patrols pass through the facility 
  at all hours. Attempting to sneak in during the day or right after any 
  activity by the goblins increases the difficulty by +2.
  Help: If the Band creates a distraction, they might be able to 
  more easily enter, lowering the difficulty by -1. Also, if they have 
  gained Mauer as an ally, his detailed maps and list of patrol loca-
  tions and duty sheets are a phenomenal asset, subtracting -2 from 
  the difficulty.
  Roll Results
  Botch: The Band have been found out and all available security 
  rush to arrest them.
  Failure: Something causes the band to hesitate and they miss an 
  opportunity to move forward. The band must remain hidden for five 
  minutes before attempting to move forward again.
  Success: The Band successfully moves into the new area.
  All guns Blazing
  More militaristic Scions may choose the full frontal assault approach 
  – although not the best move, it is possible for very competent Bands 
  to take Krieger Munitions by force. This inevitably leads to conflict 
  with a full complement of KSF forces, both human and werewolf. Allow 
  about three humans and one werewolf to appear every few minutes, 
  one group for each Scion present.
  But i have An Appointment!
  If the Band chooses the diplomatic option of approaching the gates 
  and asking to speak directly to Helmut or Werner, they find themselves 
  strangely welcomed into the den of their natural enemy. Although ac-
  companied by theriothropic guards the entire way, they are escorted to 
  Werner’s business offices on the third floor mezzanine, with Helmut 
  complacently sitting at his right hand and the barely subdued fenrir at 
  his left. Alternatively, if the Scions have been detained by the KSF, 
  they are brought here and led directly to Werner.
  consequences
  Gaining entrance to the facility allows the Scions to meet the 
  most dangerous titanspawn in the area, Werner himself, leading to 
  the “Confronting Werner Krieger” scene. If the Scions arrive post-
  Kindernacht after having tried (or succeeded in attempting) to subvert 
  the traditional hunt, all bets are off. The base is on high alert and 
  actively preparing to go after the Band. Should the Scions reach the 
  basement of the compound and confront Werner Krieger there, only 
  two outcomes remain: They decisively defeat the leader of the were-
  wolves and his followers, or they fall before them.  If the Scions fail, 
  they are captured alive, stripped of all Relics and Birthrights and then 
  prepared for a new hunt – one where they are the sole prey. Capture 
  leads to the “Kindernacht” scene, with escaping to a safe haven no 
  longer one of the rules of engagement. This pursuit is to the death, and 
  the Scions are in the unenviable position of being split into groups of 
  two as Werner himself leads Helmut, the fenrir and every remaining 
  werewolf to stalk the Band until none remain.
  
  32
  confronting  
  Werner Krieger
  mentAl •• 
  PhySicAl •••• SociAl ••••
  Overview
  When the Scions meet Werner inside his bulwark, he is aggres-
  sive and condescending. Flanked by Helmut and two werewolf 
  guards, he is sure to drive home the point that the Scions are in 
  his den. Uncompromising and megalomaniacal, Werner’s inter-
  est in the Scions here is mostly one of curiosity, playing with 
  them before either sending them to battle his enemies or stalking 
  them himself.
  description
  As you enter Werner Krieger’s office, you are immediately struck 
  by how opulent the setting is. In a clash with the rest of Wolfsheim, 
  this room has all the style of a luxury penthouse apartment, leather 
  furniture accented by cutting-edge interior design and lighting. A 
  backlit display case holds what appear to be weapons from ancient 
  times: a Greek sword, a Norse shield and a beaded chain that ends 
  in a small chrome skull. You realize that these items may once have 
  been held by other Scions, and the brutish man standing in front of 
  them, grinning maliciously, may be responsible for the demise of those 
  who previously bore these items. He gestures to several posh chairs 
  which lie on the near side of a mammoth walnut desk, taking a seat 
  as he eyes you predatorily.
  Storyteller goals
  Highlight the true evil of a lifelong servant to the Titans. Werner 
  is a sadistic and willing villain, relishing every opportunity to destroy 
  the potential enemies of his masters. This is his domain, the place 
  where he is totally unafraid of declaring his monstrous nature to any 
  and all around him. Tact and compromise might lead the Band to 
  attempt to bargain with Werner – however, this ancient Wolf of the 
  Black Forest tolerates no indignities in any attempt to deal. Werner 
  attempts to direct any conversation into the areas of information 
  he most wants to glean from the Band. “Who do you think you are? 
  What brought you here?” he barks. He outright refuses to leave the 
  town alone or to suspend his operations, and any suggestion that 
  the Kindernacht be stopped is met by peals of inhuman, barking 
  laughter... unless the Band would be willing to bring the head of 
  Der Koenig Puck as a sacrifice to open such negotiations. Even if 
  the Band were to do this, there is only a small chance that Werner 
  would even consider honoring his word.
  character goals
  The Band may have several reasons to be here – attempting to 
  coerce Werner into leaving Wolfsheim or hoping to remove him 
  from the equation are both very valid options. Should the Band 
  be brought to him after having been captured, the goal shifts 
  more to learning everything they can for use against him in the 
  near future.
  Actions
  give the devil his due
  The Band can attempt to deal with Werner, but he will only 
  willingly consent to a bargain as far as it served his direct needs, 
  not believing himself truly threatened by the Scions. Convincing 
  Werner to leave Wolfsheim, to stop his war with the goblins, to 
  end the Kindernacht or anything else that prevents him from us-
  ing this hamlet as his hidden base of operations requires some very 
  smooth talking on the part of the Scions (and prodigious use of 
  their divine powers).
  Dice Pool: Charisma + Presence or Manipulation + Empathy vs. 
  Werner’s Wits + Integrity. 
  Action: Contested
  Hindrances: Werner is hardened and twisted, willing to pull out all 
  the stops to resist the Band’s social machinations. He won’t hesitate to 
  call upon his Dark Virtues, spend Willpower for automatic successes 
  or spend Legend for re-rolls.
  Help: Scions that present themselves as particularly bloodthirsty or 
  otherwise inclined toward the will of the Titans gain a small measure 
  of Werner’s respect, adding +1 to their rolls.
  
  33
  Useful Powers: Scions using Knacks such as Benefit of the Doubt, 
  Charmer or God’s Honest may have a chance to sway Werner.
  Roll Results
  Botch: Affronted by the Band’s attempts to manipulate him, Wer-
  ner demands they leave his office. As they get halfway through the 
  complex, they are met by a contingent of armed werewolves (two per 
  Scion) and then hear a victorious howl as Werner forces Helmut to 
  unleash the fenrir to hunt the Band down right then and there.
  Failure: Werner becomes more stubborn than ever, becoming shorter 
  and angrier with his responses before demanding that the Band leave 
  – or else.
  Success: Werner considers the Band’s compromises, demanding the 
  head of Der Koenig Puck before the bargain takes effect.
  Who’s Afraid of the Big Bad Wolf?
  Marching into the lair of one of the most dangerous creatures in an 
  area with the full intent of defeating them in combat is something done 
  only by fools and heroes. Scions determined to turn this into a physical 
  confrontation are met with overwhelming force as Werner throws every 
  werewolf and mortal at his disposal at the Band. He swoops in himself 
  only when it appears his forces are losing ground to the Scions. Savage 
  and ruthless, he targets the injured and weakened heroes first. He will 
  not fight to the death, preferring to continue his service to the Titans 
  rather than to die at the hands of Scions. If able to subdue them, he 
  gleefully prepares his next ritual hunt – the Scions.
  consequences
  Should the Band succeed in convincing Werner to bargain with 
  them, they need to bring him the head of Der Koenig Puck to prove 
  their sincerity, leading the Scions to the “Finding the Fae” scene. If 
  the Band is able to convince Werner to leave without securing the 
  defeat of the goblins, all seems well at first – until Helmut seizes the 
  opportunity to become the alpha wolf, treacherously striking Werner 
  from behind with silver. Helmut then turns all of the Krieger Security 
  Forces on the Band, hoping to solidify his rule over Wolfsheim with 
  their deaths. If Werner defeats the Scions, they are stripped of Relics 
  and become the sole contestants in the Kindernacht. If the Kindernacht 
  has already happened, he still performs the hunt as its own separate 
  event using the template of the “Kindernacht” scene.
  Aftermath
  If you ran Wolfsheim as a starting point for a new cycle or as part of a 
  separate story, there are several methods for continuing with elements 
  from the story presented in this SAS.
  Supernatural revenge
  If the Band caused the loss of power to either (or both of) the 
  werewolf or goblin factions vying for Wolfsheim, it would not be 
  beyond the ego of either Der Koenig Puck or Werner Krieger to send 
  minions after the Band, harassing them at inopportune moments 
  in future stories of your cycle. In particular, Werner Krieger would 
  be insulted by such a devastating loss so near to his home territory. 
  Since he commands no small amount of human minions in all man-
  ners and walks of society (everything from financial investors to 
  street thugs to government officials to beat cops), they could find 
  themselves in any number of difficulties, from suddenly seeing all 
  of their financial assets frozen and liquidated to finding their faces 
  plastered on wanted posters.
  “commando” Mauer
  Wolfsheim’s policeman, Hermann Mauer, has devoted most of 
  his life to finding some way to rid Wolfsheim of its assailants. As 
  an Architect, he had laid plans within plans to cause the downfall 
  of the werewolves and the goblins while also keeping the populace 
  safe. If the Scions caused any significant harm to the populace 
  of the city of Wolfsheim itself (such as unbalancing the two 
  sides in opposition so that one wins and begins a full out siege of 
  Wolfsheim), Mauer would become the de facto leader of any hu-
  man resistance efforts. This could lead to Mauer either going to 
  retrieve the Band to fix the mess they left behind or even move 
  in a more sinister fashion, as he makes them pay for “destroying 
  an innocent village.”
  An Oracle Scorned
  Should the Band fail in preventing the death of the Annaleisa’s 
  daughter, they will have made a potent enemy indeed. Her reputation 
  as an oracle will bring others to her (including Scions) and with a deft 
  word and a slight piece of misdirection, she could set a nearly endless 
  array of rivals in the direction of the Band.
  
  34
  A Forever home
  If the Scions not only defeat both sides but inspire the human popu-
  lace to stand up against tyranny, the townsfolk will not only throw off 
  the yoke of both the werewolves and the goblins, but will break the 
  enchantments which keep the modern world at bay. Wolfsheim will 
  become a boomtown as the significant deposits of iron and silver near 
  their village become the focal point for industrial processing. The Band 
  will reap the benefits of added notoriety whenever they travel in or 
  near Germany or any of its bordering regions.
  natures Abhors a vacuum
  The actions of the Band lead to the downfall of the werewolves 
  and the goblins, but a new threat rises to take their place. In 
  this scenario, an even larger menace (such as a Jotun or an evil 
  demigod) has decided to fill the void and install themselves in 
  the area around Wolfsheim, possibly even attracted to the area 
  by word of the Band’s deeds. However, the people are now ready 
  to fight back and don’t take this incursion lying down – but are 
  hopelessly overpowered. Once again the call goes out to their 
  former liberators, requesting aid from the Band in once more 
  deposing a petty tyrant.
  experience
  Wolfsheim can be played across two to three sessions, although 
  particularly motivated players can shorten that time somewhat. 
  Award three experience points to each player that participated 
  in a session. You may also want to consider the following op-
  tional awards:
  +1 Success: Whichever side the Scions chose, being able to 
  defeat either the werewolves or goblins should merit an experi-
  ence point.
  +1 Exceptional Success: If the Band found some way to accom-
  plish all the goals of the scenario (rescuing Johanna, inspiring the 
  populace and defeating/weakening the goblins and the werewolves), 
  the Scions should be duly rewarded.
  +1 Roleplay: In cases of exceptional roleplay that heightens the 
  mood and theme of the game for the players (or even causes much 
  needed levity at the right moment) should always be encouraged 
  with an additional experience point.
  +1 Character Growth: After the scenario is completed, discuss 
  the choices the characters made with their players and the hows 
  and whys of what they did. Those that show their characters have 
  learned and grown from the experiences should be awarded another 
  experience point.
  +1 Creative Resolutions: So the Band found a unique way to 
  force both the goblins and the werewolves out of the city without 
  a single blow being thrown. Maybe they engineered a meeting 
  between Werner Krieger and Der Koenig Puck, allowing their en-
  emies to subdue each other. Reward the players for good solutions 
  to tricky problems.
  
   
   
   mental 
  physical 
  social  
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  STs
  OTHER
   mental 
  physical 
  social  
  SCENE:
  H I N D R A N C E S
  H E L P
  OTHER
  PCs
  STs
   
   
   mental 
  physical 
  social  
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  STs
  OTHER
   mental 
  physical 
  social  
  SCENE:
  H I N D R A N C E S
  H E L P
  OTHER
  PCs
  STs
  Fight!
  Automotive trouble
  ­••­
  ••
  Fight!
  Introduce the initial conflict of story.
  Stop the goblin assault, learn about the goblins and the city.
  Arriving in Wolfsheim
  ­••­­
  •  
  ••
  ­•••
  Fight!
  The Gods have long ago 
  determined that this Oracle 
  must remain free of outside 
  influence and have made 
  her immune to all Knacks 
  associated with Epic Social 
  Attributes.
  Found her!
  She is not immune to 
  the automatic successes 
  granted by Epic Social 
  Attributes, making it 
  difficult for her to truly 
  stand against the Scions 
  with these abilities.
   Provide the Band with objectives and background on the city and its traditions.
  Receive information from Annaleisa in regards to Woflsheim and the Kindernacht.
  encounter With the Mayor
  The xenophobic and /or 
  paranoid townsfolk aren’t 
  likely to open up to strangers 
  (-2 to the Investigation rolls).
  The effect covering 
  Wolfsheim has been in 
  place so long that it has 
  almost become part of the 
  very makeup of the town 
  and those not used to deceit 
  find it harder to notice (+2 
  difficulty for Scions without 
  the Nature of Trickster.
   Introduce setting and mood of story through interactions with the townspeople.
  Locate the Oracle Annaleisa Watkins.
  Epic Charisma and Epic 
  Manipulation and the 
  respective Knacks that come 
  with those attributes (eg. 
  Benefit of the Doubt, Charmer, 
  Inspirational Figure, God’s 
  Honest or Blurt It Out) will help 
  Scions gather information.
  Scions with access to the Magic 
  Purview can use “The Unlidded 
  Eye” to see long-standing and 
  potent enchantments have been 
  placed on the town, giving them 
  a -2 difficulty to the primary roll.
  Wilhelm may use his 
  Empathetic Demeanor 
  ability to attempt to sway 
  the Band to his reasoning.
  If they’ve shown enough 
  desire to help with little 
  mention of personal gain, 
  Hermann Mauer will also 
  argue on their behalf, giving 
  them a +1 to their roll.
  Present the Band with the second side in the  
  supernatural conflict and the humans stuck in between.
  Take the measure of their opposition and potentially garner an ally in Hermann Mauer.
  The Knacks God’s Honest, 
  Charmer, Inspirational 
  Figure and Benefit of the 
  Doubt can be quite useful 
  against Wilhelm.
  ­••­­
  — 
   •••­
  ­••­
  ­— 
  ••
  14
  15
  17
  18
  
   
   
   mental 
  physical 
  social  
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  STs
  OTHER
   mental 
  physical 
  social  
  SCENE:
  H I N D R A N C E S
  H E L P
  OTHER
  PCs
  STs
   
   
   mental 
  physical 
  social  
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  STs
  OTHER
   mental 
  physical 
  social  
  SCENE:
  H I N D R A N C E S
  H E L P
  OTHER
  PCs
  STs
  goblin King’s throne room
  ­•­•­
  ­­­­••­•­• 
      •­•­••
  Der Koenig Puck is the epitome of 
  the “silver tongued devil”. He will 
  take every opportunity presented 
  to twist the Scion’s own words to 
  his advantage. This will put the 
  Scions on the defensive for much 
  of the encounter, using the tactics 
  mentioned in his character sheet 
  to disarm the characters, causing 
  them to subtract -1 from their 
  roll. He’s also not above using 
  Paralyzing Confusion on one 
  of the Scions if they seem to be 
  gaining ground.
  Players will have no relics.
  Bring players face to face with one of the leaders in the conflict,  
  contrast him to the werewolves.
  Remove Der Koenig Puck’s influence from Wolfsheim,  
  whether by bargain or violence.
  Scions using Knacks such 
  as Benefit of the Doubt, 
  Charmer or God’s Honest 
  may have an opportunity to 
  outwit the clever goblin king.
  27
  Poor Lighting: +1 difficulty 
  to Perception rolls, as this 
  does occur at night.  
  Rough Terrain: Running 
  through the forest will cause 
  a -1 to Athletics based rolls.
  If the Scions were captured, 
  could be without relics. 
  May need to also defend 
  human teenagers thrust into 
  Kindernacht.
  Kindernacht
  •­••
  •
  Access to the Boons Night 
  Eyes or Animal Aspect can 
  negate the effect of the 
  darkness. Knacks such as 
  Cat’s Grace can negate the 
  effects of the uneven terrain.
  Depending on character 
  actions, may have 
  assistance in the form of 
  weapons or goblins.
  Bring the Scions face to face with the horrific tradition of Kindernacht.
  Survive, inspire the villagers to fight back and  
  accomplish the goal of protecting Johanna.
   Finding the Fae
  ­•­••­
  • 
  ••
  •­•­••
  Knacks such as Predatory 
  Focus or Subliminal 
  Warning can allow 
  Scions to attempt to guide 
  themselves (and others) 
  away from the werewolves.
  If the Band come in to 
  Bellhollow with a goblin 
  captive, the sylphs are going to 
  be less inclined to help and will 
  do all they can to make their 
  riddles indecipherable, adding 
  +1 to the difficulty.
  Eyeing any one individual sylph 
  for too long will likely cause 
  them to dart away. If the Band 
  has agitated the sylphs, their 
  constant and frenetic movement 
  makes the threads harder to 
  follow, adding +1 difficulty.
  the goblin Kingdom of Bellhollow
  If the band comes in after 
  having recently fought a 
  werewolf, the sylphs will 
  recognize that the Scions 
  have been fighting their 
  enemies and try to be a 
  little less vague, subtracting 
  -1 from the difficulty.
  The Unlidded Eye or 
  Ariadne’s Thread spells can 
  be used to target a single 
  thread and follow it, lowering 
  the difficulty by -2.
  Submerge the players into the goblins’ home realm.
  Find passage to Der Koenig Puck.
  If the Band has never 
  encountered a Terra 
  Incognita before, this will 
  be a new experience for 
  them, adding +1 to the 
  difficulty.
  Having a captive goblin 
  guide or viewing the goblin 
  rite in progress will show the 
  Scions how the entrance to 
  Bellhollow can be obtained.  
  A tooth from a dead goblin 
  allows a Scion to enter without 
  spending a Legend point.
  The “Predatory Focus” Knack 
  or the “Animal Aspect” Boon 
  allows for easier tracking of 
  the goblins back to active 
  mounds, subtracting -1 from 
  the difficulty. 
  Provide the players with an entrance to Bellhollow.
  Seek out an entrance to Bellhollow.
  The spells “Ariadne’s 
  Thread” or “The Unlidded 
  Eye” can also reveal the 
  nearest mound.
  ­••­
  ­•• 
  ••
  20
  22
  24
  
   
   
   mental 
  physical 
  social  
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  STs
  OTHER
   mental 
  physical 
  social  
  SCENE:
  H I N D R A N C E S
  H E L P
  OTHER
  PCs
  STs
   
   
   mental 
  physical 
  social  
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  STs
  OTHER
   mental 
  physical 
  social  
  SCENE:
  H I N D R A N C E S
  H E L P
  OTHER
  PCs
  STs
  Werner is hardened 
  and twisted, willing to 
  pull out all the stops to 
  resist the Band’s social 
  machinations, not 
  hesitating to call upon 
  his Dark Virtues, spend 
  Willpower for automatic 
  successes or spend 
  Legend for re-rolls.
  confronting Werner Krieger
  •­•
  •••­
  Showcase the evil nature of a lifelong servant to the Titans,  
  potentially prod the characters into conflict with either the werewolves or the goblins.
  Stop Werner Krieger’s machinations (whether by force or compromise).
  ­••­••
  Scions using Knacks such 
  as Benefit of the Doubt, 
  Charmer or God’s Honest 
  may have a chance to 
  sway Werner.
  32
  Welcome to Krieger Munitions Factory
  A number of armed patrols 
  pass through the facility 
  at all hours. Attempting to 
  sneak in during the day or 
  right after any activity by 
  the goblins should increase 
  the difficulty by +2.
  If the Band creates a 
  distraction, they might be 
  able to more easily enter, 
  lowering the difficulty 
  by -1. Also, if they have 
  gained Mauer as an ally, 
  his detailed maps and list 
  of patrol locations and duty 
  sheets will be a phenomenal 
  asset, subtracting -2 from 
  the difficulty.
  Highlight how embedded the werewolves are in this area.
  Assess their enemies, bargain with Werner Krieger or lead an assault against him.
  ­••­
  ­­­••• 
  ••
  30
  
  name: 
  calling: 
  Pantheon:
  level: 
  nature: 
  god:
  name: 
  calling: 
  Pantheon:
  level: 
  nature: 
  god:
  ooooo
  ooooo
  ooooo
  oooo o
  ooooo
  ooooo
  ooooo
  ooooo
  nOteS
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  nOteS
  name: 
  calling: 
  Pantheon:
  level: 
  nature: 
  god:
  name: 
  calling: 
  Pantheon:
  level: 
  nature: 
  god:
  ooooo
  ooooo
  ooooo
  oooo o
  ooooo
  ooooo
  ooooo
  ooooo
  nOteS
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  nOteS
    
   Wilhelm Steiner 
  Failed Mayor 
   
  Caregiver   
   
      
  Empathic Demeanor 
  Whenever he can, Wilhelm will use this in his deal-
  ings with others to gauge their emotions and to garner 
  sympathy if needed.
  For other rolls, use the generic mortal template 
  in Scion: Hero, pp. 280-281.
    
   Annaleisa Watkins 
  Oracle 
  Special
    Hero 
  Cynic 
      
  Unbiased Opinion
  Because the Gods that speak through her want no 
  one to sway their oracle, they have granted her 
  immunity to all Epic Social Knacks. She is actually 
  is not aware of this ability or even exactly what 
  pantheon or Gods she speaks for.
  Desperate Plea  
  Annaleisa uses her better than average appear-
  ance and manipulative ability to make very 
  convincing arguments.
  For other rolls, use the generic mortal template 
  in Scion: Hero, pp. 280-281.
    
   Hermann Mauer 
  Secretive 
   
  Policeman 
   
  Architect  
   
      
  Special Ops Training 
  Mauer’s time in the military has given him exceptional 
  combat and tactical skills, which he keeps sharp by 
  practicing religiously.
  For other rolls, use the experienced soldier 
  template in Scion: Hero, p. 283.
  
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
   Helmut Steiner 
   Self-Serving 
   
   Lieutenant 
    Hero 
  Rogue 
     
  Ambition 
  Malice
  Rapacity
  Zealotry
  Animal Ken 
  Athletics 
  Awareness 
  Brawl 
  Command
  Empathy 
  Fortitude 
  Investigation
  Marksmanship 
  Melee 
  Occult
  Politics 
  Presence 
  Stealth 
  Crushing Grip, Holy Bound, Holy 
  Rampage, Hurl To The Horizon, 
  Uplifting Might, Damage Conversion, 
  Holy Fortitude, Inner Furnace, Self-
  Healing, Perfect Pitch, Predatory Focus, 
  Refined Palate, Subliminal Warning.
  Clinch: 7, Dmg 4L, Spd 6, P
  Machete: Acc 7, Dmg 8L, Prry DV 3, Spd 4
  Beretta/Glock: Acc 7, Dmg 4L, Rng 20, Clip 15, Spd 4, P
  Mossberg: Acc 6, Dmg 7L, Rng 20, Clip 8, Spd 5, P
  Soak: 5B/4L/2A
  Dodge DV: 7
  Join Battle: 8
  Weapons Unarmed:
  Unarmed, Heavy: Acc 5, Dmg 8B, Prry DV 2, Spd 5
  Unarmed, Light: Acc 7, Dmg 5B, Prry DV 4, Spd 4
  9
   Helmut Steiner Hybrid 
   Self-Serving 
   
   Lieutenant 
    Hero 
  Rogue 
      
  Ambition 
  Malice
  Rapacity
  Zealotry
  Animal Ken 
  Athletics 
  Awareness 
  Brawl 
  Command
  Empathy 
  Fortitude 
  Investigation
  Marksmanship 
  Melee 
  Occult
  Politics 
  Presence 
  Stealth 
  Crushing Grip, Holy Bound, Holy 
  Rampage, Hurl To The Horizon, 
  Uplifting Might, Damage Conversion, 
  Holy Fortitude, Inner Furnace, Self-
  Healing, Perfect Pitch, Predatory Focus, 
  Refined Palate, Subliminal Warning.
  Bite: Acc 10, Dmg 10L, Spd 6, P
  Clinch: 7, Dmg 4L, Prry DV -, Spd 6, P
  Machete: Acc 10, Dmg 11L, Prry DV 4, Spd 4
  Beretta/Glock: Acc 10, Dmg 4L, Rng 20, Clip 15, Spd 4, P
  Mossberg: Acc 9, Dmg 7L, Rng 20, Clip 8, Spd 5, P
  Soak: 8B/4L/2A
  Dodge DV: 9
  Join Battle: 8
  Weapons Unarmed:
  Unarmed, Heavy: Acc 8, Dmg 13L, Prry DV 4, Spd 5
  Unarmed, Light: Acc 10, Dmg 10L, Prry DV 5, Spd 4
  9
   0 
  0 
  0 
  0 
  0 
  4 
  i
              
   0 
  0 
  0 
  0 
  0 
  4 
  i
              
  
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
  ooooo
  ooooo
  ooooo
   Werner Krieger 
  Werewolf Leader 
    Hero 
  Autocrat 
     
  Ambition 
  Malice
  Rapacity
  Zealotry
  Academics
  Animal Ken 
  Art
  Athletics 
  Awareness 
  Brawl 
  Command
  Control
  Craft
  Empathy 
  Fortitude
  Integrity 
  Investigation
  Larceny
  Marksmanship 
  Medicine
  Melee 
  Occult
  Politics 
  Presence
  Science 
  Stealth 
  Survival
  Thrown
  Crushing Grip, Holy Bound, Holy Rampage, 
  Hurl to the Horizon, Uplifting Might, 
  Damage Conversion, Holy Fortitude, Inner 
  Furnace, Self-Healing, Perfect Pitch, Refined 
  Palate, Subliminal Warning, Predatory Focus, 
  Unfailing Recognition, Supernal Hunter.
  Clinch: Acc 10, Dmg 6L, Prry DV -, Spd 6, P
  Rapier: Acc 12, Dmg 11L, Prry DV 6, Spd 4
  Colt .45: Acc 15, Dmg 5L, Rng 20, Spd 5, P
  Unarmed, Heavy: Acc 9, Dmg 9B, Prry DV 4, Spd 5
  Unarmed, Light: Acc 11, Dmg 6B, Prry DV 6, Spd 4
  Soak: 9B/7L/3A
  Dodge DV: 7
  Join Battle: 9
  16
  nOteS
   0 
  0 
  0 
  0 
  0 
  0 
  i
              
  ooooo
  ooooo
  ooooo
   Werner Krieger Hybrid 
  Werewolf Leader 
    Hero 
  Autocrat 
     
  Ambition 
  Malice
  Rapacity
  Zealotry
  Academics
  Animal Ken 
  Art
  Athletics 
  Awareness 
  Brawl 
  Command
  Control
  Craft
  Empathy 
  Fortitude
  Integrity 
  Investigation
  Larceny
  Marksmanship 
  Medicine
  Melee 
  Occult
  Politics 
  Presence
  Science 
  Stealth 
  Survival
  Thrown
  Crushing Grip, Holy Bound, Holy Rampage, 
  Hurl to the Horizon, Uplifting Might, 
  Damage Conversion, Holy Fortitude, Inner 
  Furnace, Self-Healing, Perfect Pitch, Refined 
  Palate, Subliminal Warning, Predatory Focus, 
  Unfailing Recognition, Supernal Hunter.
  Bite: Acc 13, Dmg 11L, Prry DV -, Spd 5
  Clinch: Acc 13, Dmg 6L, Prry DV -, Spd 6, P
  Rapier: Acc 15, Dmg 14L, Prry DV 8, Spd 4
  Colt .45: Acc 18, Dmg 5L, Rng 20, Spd 5, P
  Soak: 12B/8L/3A
  Dodge DV: 9 
  Join Battle: 9
  Unarmed Weapons: 
  Unarmed, Heavy: Acc 12, Dmg 14L, Prry DV 6, Spd 5
  Unarmed, Light: Acc 14, Dmg 11L, Prry DV 7, Spd 4
  16
  nOteS
   0 
  0 
  0 
  0 
  0 
  0 
  i
              
  
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
   Werewolves 
   Monstrous Minions 
   
   of the Titans 
    Hero 
  Varies 
      
  Ambition 
  Malice
  Rapacity
  Zealotry
  Academics 
  Athletics 
  Awareness 
  Brawl 
  Command
  Control
  Empathy 
  Integrity 
  Investigation
  Larceny
  Marksmanship
  Medicine 
  Melee 
  Stealth 
  Clinch: Acc 6, Dmg 4B, Prry DV —, Spd 6, P
  Nightstick: Acc 6, Dmg 4B, Prry DV 3, Spd 4
  Beretta/Glock: Acc 7, Dmg 4L, Rng 20, Spd 4, P
  M-16 (Krieger Factory guards): Acc 6, Dmge 6L, Rng 150, Spd 5, P
  Soak: 4B/3L/1A
  Dodge DV: 3
  Join Battle: 6
  Weapons Unarmed:
  Unarmed, Heavy: Acc 5, Dmg 7B, Prry DV 2, Spd 5
  Unarmed, Light: Acc 7, Dmg 4B, Prry DV 3, Spd 4
  4
   Werewolves Hybrid 
   Monstrous Minions 
   
   of the Titans 
    Hero 
  Varies 
      
  Ambition 
  Malice
  Rapacity
  Zealotry
  Academics 
  Athletics 
  Awareness 
  Brawl 
  Command
  Control
  Empathy 
  Integrity 
  Investigation
  Larceny
  Marksmanship
  Medicine 
  Melee 
  Stealth 
  Holy Bound, Holy Fortitude, 
  Predatory Focus
  Bite: Acc 9, Dmg 9L, Prry DV -, Spd 5
  Clinch: Acc 9, Dmg 7B, Prry DV —, Spd 6, P
  Nightstick: Acc 9, Dmg 7B, Prry DV 3, Spd 4
  Beretta/Glock: Acc 10, Dmg 4L, Rng 20, Spd 4, P
  M-16 (Krieger Factory guards): Acc 9, Dmge 6L, Rng 150, Spd 5, P
  Soak: 7B/4L/1A
  Dodge DV: 3
  Join Battle: 6
  Weapons Unarmed:
  Unarmed, Heavy: Acc 8, Dmg 12L, Prry DV 2, Spd 5
  Unarmed, Light: Acc 10, Dmg 9L, Prry DV 3, Spd 4
  4
  
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
  name: 
  calling: 
  Pantheon:
  level:  
  nature: 
  god: 
   
  Strength  
  oooooooooo
  dexterity  oooooooooo
  Stamina  
  oooooooooo
  charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ABilitieS
  BirthrightS
  WeAPOnS
  KnAcKS
  legend 
  Points  
  –––– ––––
  o o o o o o 
  o o o o o o
  legend
  virtueS
  ooooo
  ooooo
  ooooo
  ooooo
  heAlth
   0 
  –1 –1 –2 –2 –4 
  i
              
  WillPOWer
  oooooooooo
  nOteS
  BOOnS
  AttriButeS
   Goblins 
   Fae Terrors
    Hero 
  Variable 
  Ambition 
  Expression
  Malice
  Vengeance
  Animal Ken 
  Art (Dancing)
  Athletics 
  Awareness 
  Brawl 
  Empathy 
  Fortitude 
  Larceny
  Melee 
  Occult
  Stealth 
  Survival 
  Thrown
  Night Eyes (does not need a 
  Relic to activate)
  Holy Bound, Holy Rampage, 
  Cat’s Grace, Monkey Climber, 
  Inner Furnace, Self-Healing
  Clinch: Acc 7, Dmg 5B, Prry DV -, Spd 6, P
  Unarmed, Heavy: Acc 6, Dmg 8B, Prry DV 3, Spd 5
  Unarmed, Light: Acc 7, Dmg 5B, Prry DV 4, Spd 4
  Silver spear as a pilum: Acc 7, Dmg 7L, Prry DV -, Rng 10, Spd 6, P
  Silver throwing knife: Acc 7, Dmg 6L, Prry DV -, Rng 15, Spd 4
  Soak: 5B/3L/1A
  Dodge DV: 7
  Join Battle: 8
  4
  0 0 0 0 –2  –2 –2 –4 –4 i
                     
   Der Koenig Puck 
  Goblin King
   
  Autocrat
  Ambition 
  Malice
  Rapacity
  Zealotry
  Animal Ken 
  Art (Dancing)
  Athletics
  Awareness 
  Brawl 
  Command
  Craft (Blacksmithing)
  Empathy 
  Fortitude 
  Integrity
  Investigation
  Larceny
  Melee 
  Occult
  Politics 
  Presence 
  Stealth 
  Survival 
  Thrown
  Relic •••• (Feindsmond), Relic •••• (Herz Wache)
  Animal Communication, Animal Command, 
  Animal Aspect, Eye of the Storm, Hornet’s 
  Nest, Paralyzing Confusion, Night Eyes, 
  Shadow Mask, Shadow Refuge, all Magic 
  Spells: Ariadne’s Thread, The Unlidded Eye, 
  Bona Fortuna, Evil Eye, Trading Fates.
  Crushing Grip, Holy Bound, Holy Rampage, Hurl to 
  Horizon, Uplifting Might, Benefit of Doubt, Blessing of 
  Importance, Never Say Die, Charmer, Inspirational Figure,  
  Cat’s Grace, Lightning Sprinter, Monkey Climber, Untouch-
  able Opponent, Overt Order, Takes One to Know One,  
  Dreadful Mien, Opening Gambit, Rabbit Reflexes.
  Clinch: Acc 9, Dmg 7B, Prry DV -, Spd 6, P
  Unarmed, Heavy: Acc 8, Dmg 10B, Prry DV 4, Spd 5
  Unarmed, Light: Acc 10, Dmg 7B, Prry DV 5, Spd 4
  Feindsmond: Acc 9, Dmg 9L, Prry DV 4, Spd 5
  Silver throwing knife: Acc 7, Dmg 6L, Prry DV -, Rng 15, Spd 4
  Soak: 8B/5L/2A
  Armor: 8B/5L/2A
  Dodge DV: 7
  Join Battle: 8
  16
  0 0 0 0 –2  –2 –2 –4 –4 i
                     
  
SOURCE: textdata/thevault/Scion (storyteller) [multi]/1st Edition/Scion - Wolfsheim.pdf