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T2k4e - Vampire

Operation Vampire: Parachute a special forces team into the mountains of Romania, rendezvous with the local resistance, and make life hell for the Soviet occupiers. It is just a shame that other, darker things than the Soviets and Partisans are lurking in the mountains and forests of Romania.

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0% found this document useful (0 votes)
116 views62 pages

T2k4e - Vampire

Operation Vampire: Parachute a special forces team into the mountains of Romania, rendezvous with the local resistance, and make life hell for the Soviet occupiers. It is just a shame that other, darker things than the Soviets and Partisans are lurking in the mountains and forests of Romania.

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sp001
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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VAMPIRE TWILIGHT 2000 HORROR

OPERATION VAMPIRE: Parachute a special forces team into the mountains

of Romania, rendezvous with the local resistance, and make life hell for

the Soviet occupiers. It is just a shame that other, darker things than the

Soviets and Partisans are lurking in the mountains and forests of Romania.

BY ROBIN WORTHY TOAD TREE

PUBLISHING
™ & © 2023 GDW and Fria Ligan AB.with permission under the Community Content Agreement for Free League Workshop. All rights reserved.
“I shall cut off her
head and fill her mouth
with garlic, and I
shall drive a stake
through her body.” It
made me shudder to
think of so mutilating
the body of the woman
whom I had loved.
Dracula by Bram
Stoker
01 02 03

INTRODUCTION A CT ONE 06 ACT TWO 09


05
PLAYERS BRIEFING 06 THE PARTISANS APPEAR 09
PLAYER VERSUS PLAYER 05 ROMANIA DURING WWIII 06 SEARCHING FOR THE PLANE 09
ACTS 05 PRE FLIGHT EVENTS 07 THE CRASH SITE 09
CHARACTERS 05 IN FLIGHT EVENTS 07 EXAMINING THE PLANE 09
STRESS 05 PARACHUTING 08 MEET THE LOCALS 10
SOVIET DESERTER 10
GATHERING OF WOLVES 10
FIELD OF THE IMPALED 10

04 05 06

ACT THREE 11 THE END GAMES 13 THE FINAL BATTLE 14

WELCOME 12 DESTROY THE BEAST IN HIS LAYER 13 THE FINAL THROW OF THE DICE 14
ROMANIAN FOOD 12 THE NUCLEAR OPTION 13 THE END 14
THE PREGNANT GIRL 12 A COWARDLY WAY OUT 13 THE NUCLEAR WARHEAD 14
FATHER COSTA 12 WHY DO SOMETHING 13 VILLAGER STATS 14
A KNOCK IN THE NIGHT 12 COUNTDOWN TO DESTRUCTION 13
THE GIRL LEAVES AT NIGHT 12
A BAT IN THE NIGHT 12
A BATTERED BOOK 12
SOVIET COMMANDER ARRIVES 12
07 08 09

NPCS 15 NEW VEHICLES 23 LOCATION MAPS & EVENTS 24

DRACULA 15 BTR-152 APC 23 CORBENI SETTLEMENT MAP 24


DRACULA ABILITIES & WEAKNESSES… 16 CORBENI EVENTS 25
VAMPIRES & DAMAGE 17 POENARI CASTLE MAP 26
DRACULA CRITICAL HIT TABLE 18 POENARI CASTLE EVENTS 27
THE THREE SISTERS 19 POENARI CASTLE CATACOMBES 28
SOPHIA HARKER 20 CATACOMBES EVENTS 29
HANNAH BELAN 20
LADY ILEANA BAIG 20
CONSTANTINE LUPU 21 =
SOVIET PARTISAN 21
VILLAGER 21
MARKIAN LOBOV 22

APPENDIX A APPENDIX B APPENDIX C

BATTLE MAPS 31 PRE GENERATED CHARACTERS 37 HANDOUTS 57

CORBENI SETTLEMENT MAP 31 CHARACTER SHEETS 37 TO 45 HANDOUT ONE 57


POENARI CASTLE MAP 33 HANDOUT TWO 59
POENARI CASTLE CATACOMBES 35 CHARACTER AGENDAS 46 TRAVEL MAP OF ROMANIA 60

CHARACTER AGENDAS 46 TO 55
01
CHAPTER INTRODUCTION
Vampire is designed to be a cinematic adventure which will take a couple of sessions to complete, depending

on your group. The Player Characters in Vampire each have agendas which evolve as the adventure unfolds.

These agendas drive the story towards its final climatic conclusion with the dark fiend, Dracula. This is a horror

adventure, and you should expect that many characters will not survive until the end.

PLAYER VERSUS PLAYER (PVP) generated characters who miraculously survived the plane
crash and has been wandering lost in the forest.
Due to the nature of this adventure, there is a high
probability of confrontation between the player characters. STRESS
If this happens, the current scene should be played
through, and the character acting against the group's will The characters in this scenario are trapped in a horror
(if they survive) should become an NPC. The player can story. They may be hardened warriors who believe they
then choose another of the pre-generated characters or have seen all the horror the world is capable of throwing
an NPC to play for the remainder of the adventure. at them, but now they are facing undead, diabolical beings,
creatures who don’t stay down when you put a bullet or
ACTS bullets in them.
To create the right atmosphere of horror, you, as the
The adventure is divided into three acts. Each act is referee, should hand out stress points whenever possible.
made up of a number of scenes which slowly lead to the As the characters reach the final scenes of the adventure,
final dramatic conclusion. The mandatory scenes are they should be on their last legs, not only physically but
essential milestones in the adventure and must occur, mentally.
whilst the other scenes are at the referee's discretion. Important: When a PC is incapacitated by stress, they
The characters each have an agenda driving their immediately roll for mental trauma, with any effects
actions for each act. Ideally, these should be printed out applied as soon as it makes sense in the narrative. Should
and handed to each player at the start of each act. These a PC have the misfortune to be reduced to zero stress
agendas are the motivations driving the characters' actions, points, their mind is broken by the horrors they have
and the players should keep them secret from the other witnessed, and they should be given the appropriate
players. dammed agenda.
Example: Kurtis, after one too many near-death
CHARACTERS experiences, is incapacitated by stress. He immediately
rolls on the mental trauma table, rolling a 9, psychosis. It
The scenario comes with nine pre-generated player makes sense in the narrative that this effect takes place
characters who are members of Task Force Vampire. It is immediately; Kurtis then fails an empathy roll and begins
suggested that the game is best played with three to four a violent rampage.
PCs and that the pre-generated characters Harry Harker As the characters accumulate long-term mental trauma,
and Charlie Clarke are used, as their agendas may well be you should try and use these to increase the horror and
at odds with the rest of the group’s. tension. For example, nightmares could foreshadow future
Character sheets for each member can be found at the events, or being nocturnal may put a character alone at
back of this document. Those PCs not selected can become night in the woods of Dracula's domain. As well as the
NPCs or disappear in Act One during the plane crash/ in-game mechanical effects of the trauma, players should
parachute jump. be encouraged to role-play these effects on their
If any of the PCs should have the misfortune to die, characters.
they can be replaced by an NPC or one of the unused pre- CHAPTER

01
5
02
CHAPTER

In Act 1, the PCs proceed to the drop point in a barely airworthy plane. Little do the PCs know that

their journey is being monitored by Dracula, who, seeing an opportunity to remove a threat, attacks

the plane, causing it to crash. The Act ends with the PCs who have survived rendezvousing with the

Romanian partisans. ROMANIA.

In many ways, Romania has


INTRODUCTION. weathered the storms of World
War III much better than its
You sit bored, cold, and damp in a tent sagging with accumulated affluent, more developed
rain; rain which seeps through the tent's fabric, trickling down to mix neighbours. After years of
with the red clay soil smeared across the floor, forming thick viscous misrule by the Communist
puddles as if the tent houses an abattoir, not the briefing room in a dictator Nicolae Ceauṣescu,
war no one wanted or needed. Romania entered the last decade of the
The figure at the front finishes the introductions no one appears twentieth century as the poorest and most
to be listening to with the ominous words, "Good hunting, ladies and undeveloped nation in Europe. Outside of the
gentlemen, congratulations, it's time for another vacation". major cities and towns, the rural landscape
of Romania remains trapped in a bygone age,
THE OFFICER WILL BRIEF THE CHARACTERS WITH where tractors and farm machinery are a
THE FOLLOWING INFORMATION. rarity, and most of the work is still carried
out by human and horsepower.
� The characters will be inserted by parachute behind enemy In the year 2000, Romania is, for the most
lines near the small settlement of Corbeni. part, a sideshow in the ongoing struggle
between NATO and Soviet forces. However, in
� They will be accompanied by Colonel Harker and are the first years of the war, Soviet forces were
ordered to provide Colonel Harker with every assistance. unable to resist the pincer of NATO as they
advanced through Poland and Hungary, as
� Prewar Colonel Harker was a key NATO adviser to the well as out of Turkey into the soft
Romanian Government and has extensive knowledge of the underbelly of Europe. The tide has now
country and the resistance movement fighting the Soviet forces turned in the Soviet's favour, as the cream of
now occupying the majority of the country. NATO forces in the east and north of the
country have been skimmed off for Operation
� The Romanian resistance has taken control of a large Reset, coupled with Turkey's reluctance to
portion of the Muntenia region. This includes the Vidraru Dam support the forces in the South. The Soviets,
hydropower station, vital in supplying electricity to the country. taking full advantage of this opportunity,
have slowly ground down the remaining NATO
��If the Romanian resistance groups can be coordinated and forces, forcing them out of the vast majority
armed, they may prove to be a thorn in the side of the Soviet of the country, leaving NATO only in control
forces. of a slip of territory near the border with
Hungary and in the south around the capital
� Operation Reset is due to commence, and the hope is that Bucharest and the Black Sea coast.
Soviet forces will be diverted to the Romanian front and, CHAPTER
therefore, not available in Poland.

02
6
02
CHAPTER

After the characters have been briefed and have had (MANDATORY) GATHERING STORM: As the journey
time to make any preparations they wish, they are loaded continues, a bank of dark black boiling storm clouds can
onto a C130 Hercules for the journey to the drop zone be seen slicing across the plane's route. As the plane
near the settlements of Corbeni. By this point in the war, closes with these clouds, lightning flares, flashing
aircraft are extremely rare, and it is a sign of the downwards, followed by the deep bass boom of thunder,
importance being placed on this mission that one has shaking the plane.
been assigned to it.
The C130 is old, battered, and dilapidated; having (MANDATORY) PREPARE TO JUMP: As the drop zone
served from the first days of the war, it’s a miracle that approaches, the storm will subside into silence, and the
it can still get airborne. sky will again be visible. It is approaching dusk, and the
sky is stained a deep red crimson as the sun slips below
PRE-FLIGHT EVENTS the horizon. The PCs are informed that they are nearing
the drop zone and instructed to prepare to jump. Once
BROKEN DOOR: The rear ramp breaks and will not the PCs have stood up in readiness, the silent night air
close; with much cursing and striking with hammers, the is broken by the sound of screams coming from the
crew try but fails to resolve the issue. A character wishing cockpit, which are abruptly cut off: the plane then lurches
to help can repair the ramp with a successful to port and, slowly, rolling onto its back, begins to dive
INTELLIGENCE: TECH roll. The flight will still leave even if Earthwards. PCs must succeed on a MOBILITY (AGILITY)
the characters fail to repair the ramp. If the ramp remains test to avoid injury due to the plane's unexpected violent
open, due to the extreme cold in the cargo hold, each movements. Failure results in 1D3 damage with a critical
character must succeed a STAMINA roll or become threshold of 3. The only escape from the doomed aircraft
hypothermic, immediately suffering 1 point of stress and is to jump: A successful COOLNESS UNDER FIRE ROLL
1 point of damage. (CUF) is needed to avoid panicking, reach the door, and
† See page 78 of the Referee’s manual. bail out into the icy cold night air.
Failure to leave the aircraft results in the character
THE CHAPLAIN: Whilst the PCs are boarding the plane, plummeting to what should be certain death. Strangely,
an army chaplain is standing a little away, mumbling the character will return the following day, spouting a
prayers, grasping a crucifix around his neck. If approached Munchhausen tale that explains their survival. The player
by any of the PCs, he describes how he has foreseen should be given their characters damned agenda for Act
them in a dream cast down into the fires of hell. Then, two.
thrusting his crucifix into their hands, he continues to
pray, beseeching God to protect his humble servants’ LOST: PCs who fail to parachute onto the drop zone
souls. become lost in the surrounding woods. To navigate back
to the rest of the party, they must succeed on a SURVIVAL
IN FLIGHT EVENTS (INTELLIGENCE) roll. This roll cannot be pushed. If they
succeed, they manage to navigate their way through the
ENGINE PROBLEM: After the plane has been in the woods and reach the rest of the party. Should they fail,
air for a while, The characters will notice black smoke they still return to the party but receive the damned
seeping from one of the engines; as they watch, the agenda for Act 2.
smoke is accompanied by curling wraiths of flame.
Whatever the characters choose to do, the issue has no
effect on the flight, but everyone should feel uneasy about
the plane's airworthiness. This situation could cause one
point of stress to each PC. All the PCs need to succeed
on a CUF (COOLNESS UNDER FIRE) roll to avoid suffering
a point of stress.

CHAPTER

02
7
02CHAPTER
CHAPTER

PARACHUTING (THE ART OF FALLING


WITHOUT DYING).

A successful MOBILITY (AGILITY) roll is


required to deploy a parachute and
gently float down to the drop zone.
Failing this test results in the
parachute deploying incorrectly and the
unfortunate PC spiralling earthwards
out of control. PCs can push this roll
and, if successful, deploy their backup
shute. If a PC unfortunately fails, both
rolls they strike the ground with a
bone-shattering thud and suffer 3D6
damage and 1D6 critical injuries.
PCs failing the parachuting MOBILITY
(AGILITY) roll, including a character who
successfully makes the pushed roll, will
miss the drop zone and become lost.

CHAPTER

02
8
03
CHAPTER

Having returned to terra-firma, the PCS can start to undertake their mission – only to realise that

it's not just the Soviets that they have to worry about. From the drop zone, the journey to Corbeni

village is an arduous, slow two-day trek, following treacherous mountain trails through the forests.

(MANDATORY) THE PARTISANS MAKE AN APPEARANCE and smell aviation fuel dripping from the ruptured fuel
Once the PCs have had a chance to catch their breath tanks. Occasionally, there is a spark from severed wiring,
and take stock of their position, the local partisan leader, which, fortunately, has not landed on the fuel up to now.
Constantine Lupu, and his followers arrive. The PCs are
greeted warmly with numerous kisses, hugs, and hearty FIRE: While the PCs explore the plane, there is a
back slaps. Constantine fears the plane could attract constant threat of fire. Each time, the PCs either examine
Soviet forces and is keen to return to his village an area of the aircraft or recover one item of equipment,
stronghold as swiftly as possible. If any PC suggests trying roll 3D6; if one is rolled, remove that die. If the final die
to search for the wreckage of the plane or any missing is removed, a spark ignites the leaking fuel, causing an
members of their team, Constantine will insist that the explosion.
PCs accompany him back to his village to meet the Explosion damage: When the aircraft explodes,
resistance/partisan leader. anyone within it may receive explosive blast damage at
blast power C and fire damage with intensity at level C.
SEARCHING FOR THE PLANE: If the PCs insist on Those outside the aircraft standing near it will receive
trying to locate the plane, Constantine will reluctantly blast damage at blast power D and fire damage with
agree to the search. He will lead the PCs on a wild goose intensity at level D.
chase through the forests, ensuring that he never goes † EXPLOSIONS: Page 78 of the Referee’s Manual.
near the location of the plane wreckage. A PC succeeding † FIRE: Page 78 of the Referee’s Manual.
on a SURVIVAL (INTELLIGENCE) test can locate the plane.
Should they achieve two successes, they will realise that
Constantine is deliberately leading them away from the EXAMINING THE PLANE: It is immediately evident to
crash site. anyone entering the aeroplane's fuselage that, strangely,
there are no bodies of the task force or aircrew who
THE CRASH SITE: The crashed plane lies in the scar failed to exit the plane before its demise.
it has gouged deep into the forest; both wings have been A PC checking the cockpit will find the body of one of
torn off, but the fuselage, although battered, is mostly the pilots still strapped into his seat. Looking closer will
intact. As the wreckage is approached the PCs can see show that he died from a traumatic neck wound. A PC
who succeeds a MEDICAL AID (EMPATHY) test
will notice that the neck wound is odd, as it
does not appear to have been caused by an
object being forced into the neck but is more
characteristic of the neck having been torn out.
A PC with the Investigator speciality examin-
ing the cockpit who succeeds a RECON (INTEL-
LIGENCE) test will discover that the windscreen
has been struck from the outside as if some-
thing or someone has broken into the cockpit
from the outside.

EQUIPMENT: The inside of the aeroplane is a CHAPTER


mess with broken equipment strewn

03
9
03
CHAPTER

MEET THE LOCALS: As the PCs accompany the A GATHERING OF WOLVES: The forest around the
Partisans back to their village base, they stumble upon a PCs appears to close in on the trail as darkness falls. In
couple on foot, making their way along the winding the distance, the howl of wolves splits the cool night air.
mountain pass in the opposite direction to the PCs. As A PC succeeding on a RECON (INTELLIGENCE) roll spots
the couple draw level with the partisans, they grip the the gleam of eyes watching the group, which immediately
crucifixes hanging from their necks and cross themselves disappear into the night. The the remainder of the night
repeatedly, mumbling prayers under their breath. The everyone feels that they are being watched, but no
couple wants nothing to do with the partisans, and eyes watcher is ever seen. Each PC must succeed on a CUF
cast down; they continue on their way as fast as possible. (COOLNESS UNDER FIRE) roll to avoid suffering a point
of stress.
SOVIET DESERTER: A Soviet soldier who has become
separated from his comrades is hiding out in the woods. FIELD OF THE IMPALED: Passing through a clearing
To spot him before he can act requires a successful in the forest, the PCs can see what appears to be the
RECON (INTELLIGENCE) roll; otherwise, one of the silhouettes of Christmas trees lining either side of the
partisans will spot him before the PCs, but the Soviet path. As they get close, the less festive reality of the trees
soldier will get to act first and receive the #1 initiative becomes apparent. Each is a wooden stake driven into
card. The partisans will be determined to capture the the ground onto which a Soviet soldier has been impaled.
soldier, who, having witnessed what happens to those of If questioned, Constantine will just shrug, saying, "This is
his comrades taken alive, will do everything he can to what happens to invaders of our lands." One of the
escape. If he is captured, he will beg the PCs to save him impaled is not quite dead, and as the PCs pass, his eyes
, anything to avoid being a prisoner of the partisans. The open, and he begins to shout in Russian, “Kill me, kill me,
PCs can either hand him over to the partisans, in which save my soul from the darkness”.
case he is led away, pleading for his life, and never seen The PCs will notice that not all the figures are Soviet
again. Alternatively, the PCs can offer him their protection; military; some are males and females dressed in civilian
should this happen, he will stay as close to the PCs as clothing, whilst a few appear far too small to be adults
possible and relay the following information. Each PC must succeed on a CUF (COOLNESS UNDER FIRE)
He is the only survivor of his unit, which was roll to avoid suffering a 1D3 points of stress..
ambushed by partisans. His unit had made camp and
posted guards; it made no difference. It was as if the
partisans walked into the camp without the guards seeing
them.
Before he can say more, one of the partisans will
interrupt, and he will fall silent. If the PCs are distracted
at any point, have them make a RECON (INTELLIGENCE)
test; on a success, nothing happens; if they fail, they will
hear a commotion, followed by a gunshot. The Soviet will
have been shot dead whilst the PCs were distracted. The
partisans, if questioned, will claim he was trying to escape.
A PC examining the body will see that he has been shot
in the face, which would tend to indicate that he was
facing his assailant. Anyone with the investigation
speciality who succeeds on a RECON (INTELLIGENCE) roll
will notice powder burns around the wound, indicating
the shot was fired from point-blank range.

CHAPTER

03
10
04
CHAPTER

Having travelled to Corbeni Village, the PCs can rest before beginning their mission. Unfortunately,

the PCs' rest will be short-lived as they are forced to face the ancient evil lurking in Romania's

mountains.

ROMANIAN FOOD.
WELCOME (MANDATORY): On arrival at the village,
the PCs will be greeted by Dracula, who will act as the SARMALE (CABBAGE ROLLS)
Minced pork or beef mixed with rice and vegetables
leader of the partisans and go by the name of The Count.
and wrapped in cabbage leaves. Then, slowly cooked in
Laughing, he will say that he chose the name as he loves
a clay pot with a little water. Served with mamaliga
the Hammer House of Horror movie Dracula, and it
and sour cream.
seemed appropriate, seeing that his base of operations
is the castle of Poenari, once home to the notorious Vlad MÄMALIGA
the Impaler. He will announce that a feast will be held A polenta made out of yellow maise flour.
that night in honour of the brave Americans. Long trestle
tables are brought out and set up in the village square. CIOBA DE BURTA (TRIPE SOUP)
The villages serve the PCs and partisans various unusually Beef tripe boiled for several hours and stirred
bland-tasting local dishes to eat. An observant PC may into a soup of carrots, bell peppers, hot peppers,
notice the following: celery and parsley. This soup delivers a velvety
texture and a robust and distinct aroma.
��The villagers avoid eye contact and, if spoken to,
reply quickly using as few words as possible, constantly MICI
glancing towards the partisans as if seeking approval. A caseless sausage created from a combination of
meats, black pepper and other spices, grilled until
��A PC who makes the effort to examine their they are dark, moist and soft.
surroundings or succeeds on a SURVIVAL
(INTELLIGENCE) test will notice that unlike the other CIHIRI
settlements that they have visited during their time in Giant meatballs made from liver, heart and lungs
Eastern Europe, there are no religious symbols or wrapped in a hog’s stomach.
imagery openly on display in the village of Corbeni.
FOR DESSERT: ALIVENCI
��What appears to have once been a small village A staple sweet dish of the rural poor. A dessert
church is now dilapidated and used as a pigsty. created from a combination of milk, sour cream,
butter, corn and wheat flour.
��Anyone Succeeding on a SURVIVAL (INTELLIGENCE)
roll will realise why the food tastes so bland is the AND TO DRINK : TUICA
complete lack of garlic from all the dishes. Romania’s national drink is a potent brandy made
from fermented plums. Legend has it that Vlad the
��A PC who pays attention to the count or achieves Impaler was partial to a glass or two of this heady
success on a RECON (INTELLIGENCE) test notices that brew.
the count does not appear to eat anything during the
feast.

CHAPTER

04
11
04
CHAPTER

At the end of the evening, the count will walk the PCs
to one of the houses where they can sleep. He is unable
to pass the threshold unless invited into the house. He
will bid the PCs a good night and leave if he is not invited
in. Should he be invited into the house, he will enter for
a short while before leaving but can now enter whenever
he wants.

THE PREGNANT GIRL: The PCs notice a heavily


pregnant villager. Due to her pregnancy, she struggles to
carry the tray of food she holds to the table. She is then
forced to pause, near at least one of the PCs, crying out
in pain due to a contraction; success on a MEDICAL AID
(EMPATHY) roll diagnoses that she is about to give birth.
If the PCs offer assistance, they can take her into one of
the houses where she will give birth to a baby boy. If the EMPATHY
PCs do not choose to assist, then one of the partisans will
roughly drag her away to one of the houses and leave
her to give birth to her son on her own.

FATHER COSTA: During the feast, the PC's attention


should be drawn towards Father Costa, who stands out
due to his priestly dress & being sat next to the Count A BATTERED BOOK: A PC who searches the rooms
(Dracula) at the head of the table. During the meal, they have been provided will find a torn page from a
Dracula will treat him as an honoured guest. Still, it is journal, yellowed with age, under one of the beds. This is
obvious Father Costa is uncomfortable being near Dracula, a page torn from Mina Harkers journal, which was later
with his eyes cast down and flinching whenever Dracula published as part of the assumed fictional novel Dracula
moves in his seat. At some point during the proceedings, (handout two)
Father Costa will be alone, and any PC wishing to do so
will have the opportunity to talk with him. His conversation SOVIET COMMANDER ARRIVES (MANDATORY): A
will be guarded, and he will constantly look around, small Soviet force consisting of three Soviet soldiers led
checking who is watching; he will start telling the PC to by Markian Lobov arrives at the village. The Partisans give
beware when the Count (Dracula) approaches and guides every appearance of preparing to defend the village
Father Costa away before he can say more. against this incursion and will encourage the PCs to join
with them. The PCs will quickly realise that the partisans
are not to be relied on, as they beat a hasty retreat as
soon as the bullets start flying. Markian Lobov has no
desire to fight the PCs and will seek a ceasefire as soon
as the opportunity presents itself. He explains that he has
only one desire, and that is the total and utter destruction
of the evil which has killed, maimed, and tortured the
THE GIRL LEAVES AT NIGHT: During the men under his command. At this point, he will reveal the
hours of darkness following the feast, the girl nuclear warhead, explaining his plan to detonate it in
who has just given birth leaves the village with Poenari Castle and, in so doing, get revenge for his men.
her child and later returns without him. Any
awake characters succeeding on a RECON
(INTELLIGENCE) CHAPTER

ALL GREY BOXED EVENTS TAKE PLACE DURING THE HOURS OF DARKNESS
04
12
05
CHAPTER

The time has come for the PCs to decide what they stand for. The detonation of the nuclear

warhead may destroy Dracula, but it will most definitely massacre the innocents who have the

misfortune of calling this region home. It could also have the unfortunate side effect of slaying the

PCs if they fail to reach a safe distance in time. With the adventure rapidly approaching its climactic

conclusion, the PCs must decide what they will do.


COUNTDOWN TO DESTRUCTION
DESTROY THE BEAST IN HIS LAYER
Should the PCs choose to assail Dracula in his
The PCs could launch a desperate assault on Poenari lair, Markian Lobov will allow them one hour to
Castle, attempting to destroy Dracula whilst he slumbers. If succeed and report their success back to him. In
they undertake this perilous mission, Markian Lobov will order to build tension, you, as the referee,
allow them one hour to succeed. Otherwise, he will detonate should remind them of the ticking clock and how
his nuclear device in the castle courtyard. much time they have left. This is especially
† SEE COUNTDOWN TO DESTRUCTION important should the PCs spend too long
preparing and planning. Once the PCs enter the
THE NUCLEAR OPTION catacombs for their final showdown with Dracula,
they should be desperately short of time. If a
Alternatively, the PCs may let Markian Lobov carry out final battle commences with Dracula, have the
his plan. If they choose this course of action, Markian players roll 10D6 each combat turn and remove
attempts to persuade the PCs to accompany him to the any sixes. Once they have no dice left, the hour
castle, as he wants to ensure the device is detonated as is up, and Markian Lobov will detonate the
close to the source of evil as possible. If they agree to nuclear warhead. If the PCs defeat Dracula, they
accompany Lobov, Dracula will assail them once they enter will have to make two more rolls to exit the
the castle: See the final battle. catacombs and tell him of their success.

A COWARDLY WAY OUT

Should the PCs choose the cowardly option of fleeing,


Dracula will butcher Lobov before he can detonate the
warhead. He will then hunt the PCs as they try to escape,
waiting for darkness and his full powers to assail them.

WHY DO SOMETHING WHEN YOU


CAN SIT AND PREVARICATE

If the PCs take too long to decide on their


course of action, Dracula will launch a pre-
emptive strike on them and Lobov whilst they
prevaricate in the village.
† SEE THE FINAL BATTLE.

CHAPTER

05
13
06
CHAPTER
FINAL BATTLE
THE FINAL THROW OF THE DICE

Whether the PCs decide to assist Markian Lobov in


delivering the nuclear warhead to Poenari Castle or are
THE NUCLEAR WARHEAD
assailed by Dracula as they prevaricate in the village, the
forces available to Dracula are the same. Dracula is no
fool, but he does not understand the modern world. As The warhead should be the perfect weapon with which to
Markina has dared to oppose him, he will prioritise his destroy Dracula. Unfortunately, as a weapon against
destruction. Markina Lobov will position his BTR-152 Dracula, it has two significant flaws. Firstly, no one knows if
armoured car in the centre of the village or castle a nuclear explosion will destroy Dracula. Second, Markian
courtyard so the ensuing battle will feel like the classic Lobov may, in his madness, have obtained a nuclear
beleaguered wagon train from the old west. warhead, but he has no idea how to detonate it. This will
Dracula will first attempt to negotiate with the PCs, become apparent after he tries to detonate it by striking it
trying to persuade them to serve him. He will offer with a hammer numerous times, becoming increasingly
incentives to achieve his goal, for example, the return of desperate with each blow. A PC may be able to figure out
Harry Harker’s wife, Sophia. how to set off the warhead, but this is a complicated task.
If his offers are refused, then Dracula will send a wave To detonate the warhead with a sufficient delay to escape
of his partisan/villager thralls to assault the PCs (3 for its blast requires a PC to pass three TECH (INTELLIGENCE)
each PC). The thralls will charge from multiple directions, tests; these tests do not have to be successful consecutively,
aiming to reach Markina Lobov and overwhelm the PCs but each attempt occupies that PC for the entirety of their
by force of numbers. They do not use sophisticated tactics turn. Alternatively, only two successes are required to
and rush Madley towards the PCs, desiring only to engage detonate the warhead immediately.
them in hand-to-hand combat. Dracula considers them
wholly expendable and does not expect them to win, but
they will allow him to assess the PCs' tactics while making
them expend their limited resources.
Once the PCs have dealt with the Thralls, Dracula will
launch his assault, using all his powers to overcome the
PCs. If it looks as if he will be defeated, he will flee the
battle, retreating to his lair in the catacombs below his
castle.
VILLAGER

THE END

If the PCs unfortunately do not manage to destroy


Dracula during the final battle and he is able to escape,
they are left with two unpalatable choices.

��Enter the catacombs to destroy him whilst he


slumbers.

��Alternatively, leave him to slumber, in which case


he will recover and seek revenge upon those who
defeated him. This is beyond the scope of this
adventure, as Dracula has eternity to enact his
vengeance. CHAPTER

06
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07
CHAPTER
NPCS
DRACULA
VAMPIRE LORD
Moral Code: I will destroy those who have invaded my lands.

Vlad Drăculea, awakening from his long hibernation, has discovered that his homeland is once more under
siege. To him, there is no difference between NATO, the Soviets and the Ottomans he once defied long ago. The
conflict being fought out in Romania has brought back
memories of when he defied the all-conquering Ottoman
Sultan. Now he knows that his time has come again, and it
will be his destiny to rule the Balkans and drive out the
infidels, whether they are Communists, Muslims,
Protestants or Catholics. To achieve this, he will destroy all
who are unwilling to accept him and sow terror in the
forces that besiege his homeland.
Dracula is a supernatural being, so the game's standard
rules do not always apply to him.
If Dracula is fully awake, he will have his full array of abilities
and power. Should he be taken unaware while he slumbers
in the earth-filled coffin, then it will take time for him to
awaken. To reflect this, Dracula has four stat boxes, and in
each round of combat, he will improve to the next level of
stat until the fourth round, when he will be fully awake. For
the PCs, defeating him quickly is essential, as once he is fully
awake, he will become a formidable opponent.

CHAPTER

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CHAPTER

DRACULA'S SPECIAL ABILITIES

MESMERISE: Dracula can mesmerise one person as a slow action. Dracula’s target must succeed on an opposed
1 PERSUASION (EMPATHY) test or become mesmerised. A mesmerised PC is under the control of Dracula. On each
subsequent round, the PC can make a PERSUASION (EMPATHY) test, and on a success, they manage to shake off
Dracula's influence and act normally. Dracula can only mesmerise a single person at a time.

REGENERATION: Dracula regenerates 1D6 points of hit capacity at the end of his second round each turn. On top
2 of this, for each critical hit he has suffered, he makes a STAMINA (STRENGTH) test; on a success, he recovers from
the critical hit.
MOBILITY: Dracula treats movement on walls and ceilings as if he were moving normally on the ground.

SPEED: Dracula gets two turns during each round of combat. He, therefore, draws two initiative cards and can take
3 a fast and slow action or two fast actions on each of his rounds.
SUMMON BATS: As a slow action, Dracula can summon a Cauldron of bats. Who arrive immediately unless it is clear
that no bats would be in the area? For example, if Dracula attempted to summon bats on an aeroplane, they would
not appear, as no bats could reasonably be expected to be present. Each PC must succeed on a CUF (COOLNESS
UNDER FIRE) roll to avoid loosing their next slow action due to the swirling bats. After this the bats have not further
effect..
SUMMON WOLVES: As a slow action, Dracula can summon 1D3 wolves, which arrive in 1D3 rounds. The summoned
wolves are under the control of Dracula. This ability will not work if Dracula is in a location where wolves would not
reasonably be located.
† WOLVES: Page 38 of the Referee’s Manual.

4 TRANSFORM: Dracula can transform into a bat, wolf, or cloud of smoke/mist as a slow action. In the form of a wolf
or bat, he can still suffer damage, and once his hit capacity is reduced to zero, he transforms back into human form.
In mist/smoke form, he cannot deal or suffer damage and must immediately return to his coffin to sleep.

DRACULA’S WEAKNESSES

CAN’T ENTER RESIDENCE: Dracula cannot pass the threshold of any premises unless invited to do so by someone
inside.
SUNLIGHT WEAKNESS: When in sunlight, Dracula uses the just awakened stat block and does not improve unless
he can move to an area of darkness/shadow.
NO REFLECTION: Dracula does not reflect in mirrors, cast a shadow, or appear on any viewing equipment, e.g.,
thermal imaging.
HOLY SYMBOL WEAKNESS: If shown a sacred symbol by someone who truly believes in that symbol's power,
Dracula will be immobilised. The person showing the symbol can take no other actions and must make an
opposing COMMAND (EMPATHY) roll against Dracula. Should they succeed, Dracula can take no actions until the
PC's next turn. The PC can repeat the roll on each of their turns. If they fail to succeed, Dracula is freed and can
act normally.
HOLY WATER: Dracula is particularly vulnerable to holy water. Dracula loses one of his turns for each success CHAPTER
achieved by the person throwing the holy water.

07
16
07
CHAPTER

VAMPIRES AND DAMAGE.

Vampires suffer damage in the same way as PCs. When they have suffered damage equal to or in excess of their
hit capacity, they are incapacitated and appear, for all intents and purposes, to be dead. Unlike PCs, it is essential to
record the negative damage a vampire suffers because they regenerate 1D6 points of hit capacity each turn. Once a
vampire’s hit capacity has recovered to positive numbers, the vampire can act normally if they choose.

EXAMPLE: Dracula has already been reduced to 2 points of hit capacity when shot and suffers a further 4 points of
damage. He is now below zero at minus two hit capacity, is incapacitated and appears dead. Unfortunately, the PCs
cannot reach him due to other combatants; it is now his second round. He can now regenerate and recover four hit
capacity, taking him to plus 2. He can act normally on his next round as he now has a positive hit capacity. On this
round, he cunningly chooses to play possum and lure the PCs towards what they believe is his incapacitated form…

VAMPIRES AND CRITICAL INJURIES.

Vampires suffer critical injuries in the same way as PCs, with one significant difference: critical injuries that result
in death have no effect. Those critical, which result in instant death instead, incapacitate the vampire for 2D6 rounds.

VAMPIRES AND HEALING FROM CRITICAL INJURIES.

Vampires recover from critical injuries at a much faster rate than humans. In game terms, all heal rates for vampires
are in rounds.

E XAMPLE : Dracula suffers a critical injury, a snapped collarbone. This results in his MOBILITY being
reduced by one. The normal heal time in days is 1D6. This is converted to rounds; he rolls a two and
will recover from this injury in two rounds.

KILLING A VAMPIRE.

The only way to permanently destroy a vampire is to drive a stake through the heart, which stops the vampire from
regenerating as long as the stake remains, or cut off the head, which destroys the vampire, causing its body to fall to
dust. If during combat, the heart-impaled critical injury is rolled as the result of an attack with an impaling melee
weapon, e.g. a knife, then the vampire is incapacitated and unable to regenerate as long as the weapon is not removed.
Should a vampire be incapacitated, then a weapon can be driven into its heart or the head severed.

CHAPTER

07
17
07
CHAPTER

ATTACKS:

If Dracula causes a critical hit, roll 1D10 and consult the following table. It may be necessary to adjust some
descriptions depending on the circumstances at the time the effect occurs.

CHAPTER

07
18
07
CHAPTER

THE THREE SISTERS


DRACULA'S CONCUBINES
Moral Code: We served and hate our Lord Dracula. We hunger for the lifeblood of others.

Dracula has corrupted each of the three


sisters, Iieana Baig, Hannah Belan, and
Sophia Harker. Although they may
remember their former lives, they are now
creatures driven by a hunger to feed on the
living. They are not as powerful as Dracula
and will seek to avoid combat if possible.

THREE SISTERS' SPECIAL ABILITIES.

REGENERATION: Each sister can regenerate 1D6 points of hit capacity at the end of her round. On top of this, for
each critical hit she has suffered, she makes a STAMINA (STRENGTH) test; on a success, she recovers from one critical
hit.
.
SEDUCTION: Although each sister is now a corrupted being of evil, they still can seduce and bewitch. As a slow
action they can seek to seduce everyone looking upon them. Each person in their presence must succeed on an opposed
PERSUASION (EMPATHY) test or become seduced. A seduced PC desires only to please the sister who has seduced
them. This effect will last until the PC suffers damage.

BEAUTY: When reduced to zero hit points or asleep, the sisters appear as they did in life. Anyone trying to kill them
at this point must deliver a killing blow and, to do so must fail an EMPATHY roll unless they have the Killer speciality.

THREE SISTERS WEAKNESSES

CAN’T ENTER RESIDENCE: The sisters cannot pass the threshold of any premises unless invited to do so by someone
inside.

SUNLIGHT WEAKNESS: The sisters cannot tolerate sunlight and, if exposed to sunlight, cannot take any actions
except to flee to an area of darkness.

NO REFLECTION: The sisters do not reflect in mirrors, cast a shadow, or appear on any viewing equipment, e.g.,
thermal imaging.

HOLY SYMBOL WEAKNESS: If shown a holy symbol by someone who truly believes in that symbol's power, the
sister will be immobilised. The person showing the symbol can take no other actions and must make an opposed
COMMAND (EMPATHY) test against the sister and should they succeed, the sister can take no actions until the PC's
next turn. The PC can repeat the roll on each of their turns until they fail to succeed or the sister is destroyed.

HOLY WATER: Vampires are particularly vulnerable to holy water. A Vampire loses one of his turns for each success CHAPTER
achieved by the person throwing the holy water.

07
19
07
CHAPTER

SOPHIA HARKER HANNAH BELAN


VAMPIRE CONCUBINE VAMPIRE CONCUBINE
Moral Code: A fragment of my soul remains. I am Moral Code: My only purpose is to serve
torn between who I once was and the hunger which Dracula.
consumes me.

Hannah had two misfortunes in her life: the first to


Intelligent, beautiful, and charming, Sophia gave the be born beautiful and the second to be born in the village
world more than she took. She met Harry whilst working of Corbeni. It was here that Dracula seduced her and
for a charity trying to improve the lives of Romanian took her life, transforming her into one of his vampire
orphans. After a short romance, they married and began concubines. Now, a hundred years later, she is totally
to plan their future lives together. With the outbreak of under his control, and her only purpose is to serve him.
war, she was due to be evacuated with Harry back to the .
United Kingdom, but before she felt she could leave, she
had to try and do what she could for the people she had LADY ILEANA BAIG
worked with. So, leaving Harry in Bucharest, she set off VAMPIRE CONCUBINE
to visit her former Romanian colleagues and bring them Moral Code: I loathe the beast that is Dracula, but I
what aid she could. This led her deep into the Caucasian must serve him.
Mountains, where she met Dracula. Charmed and a little
flattered by this handsome Romanian aristocrat, on a
whim, she accepted his invite to visit his ancestral home,
a decision she would soon regret. Now, she has become
one of Dracula’s creatures, consumed by her desire to
serve him. Deep down, a small shard of her former
humanity remains, reminding her of the person she once
was. Should Dracula be destroyed, his hold on her will
be broken. She knows she can never escape what she
has become, and the only way for her to be free is death.

The oldest of Dracula’s concubines, Ileana, was Born


in Istanbul in 1500 and married to an Ottoman noble. She
accompanied him to war, where Dracula took her as a
trophy. Over the years, she has been enslaved to Dracula.
There have been times when she has attempted to
escape his hold on her, but each time has failed. She
hates Dracula, but simultaneously, as all those he has
transformed, desires him. CHAPTER

07
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CHAPTER

SOVIET/PARTISAN
SOVIET/PARTISANS SOLDIER
Moral Code: Keep your head down and follow
orders.

CONSTANTINE LUPU The Soviet troops and the partisans are two sides of
PARTISAN LEADER the same coin. A few may be driven by patriotism, but
Moral Code: I serve Dracula because he will free the majority are just trying to make it through to another
my people. day. They have all been tempered by war, and the
atrocities they have witnessed; for them, orders are
orders, and they will carry them out as they can see no
way out of the situation they are in.

Constantine is an ardent nationalist who believes that


only a strong, powerful leader can protect his country
from those foreign powers who seek to use Romania for
their own ends. He has found such a leader in Dracula
and is completely committed to him. VILLAGER
CORBENI VILLAGER
Moral Code: I have become a vassal of Dracula and
must do his will.

The villagers are dominated by the will of Dracula.


They fear him and will follow his orders without question,
even if this results in their own deaths. They are all
dressed in tired, worn clothes and are a mixture of men,
women and a few children who have escaped the
predication of the three sisters.

CHAPTER

07
21
07
CHAPTER

MARKIAN LOBOV
Soviet General-Major.
Moral Code: The men I command have been hunted down and destroyed by the devil. God has commanded me to
revenge my men by destroying this evil, and I will do so whatever the cost.

A career soldier, Markina commanded the Soviet 24th Motorized Rifle Division, which occupied the Transylvanian area of
Romania. During the occupation, his forces were bled white by partisan attacks. Finally, in desperation to regain control of the
region, he led what remained of his men on a sweep across Transylvania in an effort to locate and destroy the partisan threat.
After months of being ambushed by an enemy who vanished as swiftly as they appeared, an enemy who mutilated and tortured
those who had the misfortune to be taken by them alive, Markina’s anti-partisan sweep swiftly descended into barbarism as his
men took out their frustration on the Rumanian civilians. During this operation, Markian finally discovered what he was facing
when he came face to face with Dracula, who slaughtered the men of Markian's headquarters. Barely escaping with his life,
Markian has been pushed to breaking point, and his only desire now is revenge and the destruction of Dracula by any means.

CHAPTER

07
22
08
CHAPTER BTR-152

First entering service in 1950, the BTR-152 is a six-wheeled armoured personnel carrier. Approximately
15000 BTR-152s were manufactured, and they not only saw service with Soviet and Warsaw pact militaries
but were extensively exported worldwide.
The BTR-152 has an enclosed cab for its two-person crew with an open-topped troop compartment at
the rear. The rear crew compartment has firing ports on each side, allowing the troops within to fire their
weapons whilst still being protected by the vehicle's armour.
With the catastrophic losses of vehicles suffered by Soviet forces in the war's early months, numerous
BTR-152s have been recommissioned from storage to equip rear echelon forces.

CHAPTER

08
23
09
CHAPTER THE SETTLEMENT OF CORBENI
3

LOCATIONS.
1 VILLAGE CENTRE 3 TRACK LEADING TO POENARI CASTLE.
FEELINGS: Cold and overcast.
SMELLS: Body odour and faeces. ON LEAVING THE VILLAGE
SOUNDS: Distant murmured conversations and weeping. FEELINGS: Claustrophobia.
. SMELLS: Pine forest and damp earth.
Surrounded by the village's homes, this is the SOUNDS: Animals, trees creaking and birdsong (during the
community's heart. Here, the village elders gather to day).
discuss important matters, hand out justice, and celebrate
marriages and successful harvests. The feast marking the APPROACHING THE CASTLE
arrival of the PCs will be held here. FEELINGS: Exposed, being watched.
SMELLS: Cold, crisp mountain air.
2 HOUSES SOUNDS: Silence punctuated by the call of a crow.
FEELINGS: Rustic, rundown, in need of repair.
SMELLS: Cooking, damp. A rough track climbs steeply from the village to the
SOUNDS: A conversation instantly stopped on PC's gates of Poenari castle. The track is wide enough for a
approach. single vehicle to navigate. Upon leaving the village, the
track enters the surrounding forest, which closes in on
Numerous wooden, thatched-roofed houses clutter all sides. Following the track, it climbs out of the forest,
the village centre. The homes range from single-room revealing the castle standing on a steep mountain
hovels to multi-roomed farmhouses. The PCs will notice outcrop.
that, unlike other eastern European village they have
seen, there are no religious articles on any of the houses. CHAPTER

09
24
09
CHAPTER
Should the PCs choose to explore either roll or pick from the events table as necessary.

CHAPTER

09
25
09
CHAPTER
POENARI CASTLE

4 3

LOCATIONS

1 MAIN ENTRANCE 3 BUILDINGS


FEELINGS: Décor and furnishing from a bygone age.
FEELINGS: Foreboding. SMELLS: Damp and decay.
SMELLS: Faint smell of butchered meat and roses. SOUNDS: Creak of a door, window-rattling, dripping
SOUNDS: Silence. water.

A set of oak, iron-studded doors once barred entry The years of Dracula’s slumber have taken their toll
into the castle. Now, time and the elements have left on the castle and its buildings. Where once fine
both doors hanging open, broken on their hinges. furnishings and grandeur predominated, now only
decay, dampness and desolation abide.
2 CENTRAL COURTYARD

FEELINGS: Being watched, unnatural silence.


SMELLS: Nearly overpowering smell of butchered meat
and sickly-sweet perfume.
SOUNDS: Wind whistling through the battlements, the
crunch of the gravel floor underfoot.

The castle's courtyard is shrouded in shadow and


silence. Anyone in the courtyard will feel uneasy about
being watched from one of the many encircling buildings. CHAPTER

09
26
09
CHAPTER
Should the PCs choose to explore either roll or pick from the events table as necessary.

CHAPTER

09
27
09
CHAPTER
POENARI CASTLE CATACOMBES

4
5

1 STAIRS LEADING INTO CATACOMBS. 3 UNDERGROUND RIVER

Feelings: Slippery, cobwebs, cold air sweeping up Feelings: Spray, icy cold, dark.
from the tunnels below, darkness. Smells: Metallic minerally.
Smells: Damp, earth, faint scent of lavender. Sounds: Echoing tumbling water.
Sounds: Faint noise of running water.
Flowing under the castle, the river is cold, dark, and
Carved into the mountain Poenari castle stands on, riddled with treacherous currents. Any PC entering the
the stairs quickly descended in to the cold dark below. river must succeed on a MOBILITY (AGILITY) roll or be
washed away into the darkness, where they will, if they
2 BRIDGE are fortunate, drown trapped in the narrow passages or,
if they are unlucky, find temporary salvation in an air
Feelings: Mist, mould, cold, fresh. pocket only to slowly suffocate as the air turns stale.
Smells: Metallic, minerally.
Sounds: Cascading water.

The carved tunnels open into a spacious cavern


carved through the rock by an underground river. The
passageway spans the river, leading on into the darkness.
Due to the build-up of centuries of moss, lichen and slime,
the bridge is dangerously slick.
CHAPTER

09
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09
CHAPTER

4 RESTING PLACE OF THE THREE SISTERS 5 DRACULA’S TOMB

Feelings: Melancholy, hunger, desire. Feelings: Darkness, hunger, lust.


Smells: Lavender. Smells: Earth and smoke.
Sounds: PCs heartbeat & breathing. Sounds: Silence.

Here, the three sisters of Dracula retreat to rest and The tomb houses the coffin where Dracula is forced
recuperate in their coffins. Any PC entering will feel an to return to restore himself. Anyone gazing upon Drac-
overwhelming sense of Loss and a desire for life. If the ula’s slumbering form must succeed on a CUF (COOLNESS
three sisters are here, each will be found slumbering in UNDER FIRE) test or be frozen to the spot as Dracula stirs
their coffin. Anyone looking upon their sleeping forms in his sleep. Dracula will then immediately awaken and
will see the beauty they had in life, not the depraved, assail any intruders in his tomb.
corrupted creatures they have become.
Trying to kill the sisters whilst they slumber is not as
easy as it sounds. Anyone attempting to do so must fail
an EMPATHY roll; otherwise, they find themselves
entranced by the sleeping beauty of the sister, remaining
in this trance-like state until the sisters awaken and
attack.

CHAPTER

Should the PCs choose to explore either roll or pick from the events table as necessary.
09
29
APPENDIX

A
BATTLE MAPS
THE SETTLEMENT OF CORBENI
POENARI CASTLE
POENARI CASTLE CATACOMBES
APPENDIX

B
P RE- GENERATED PLAYER CHARACTERS
01
CHAPTER

ACT ONE ACT TWO


HARRY HARKER
. HARRY HARKER
Your investigations have all
pointed towards your wife being Now, you are getting close to
kidnapped from the village of finding out what happened to your
Coreni, Romania. Your attempts to wife. To do so, you must reach the
travel to this village have all been village of Coreni, and it would help
thwarted by the Soviet occupation. if you did this with as much
Using what influence you have, you firepower as possible. You suspect
have convinced NATO commanders that there is something rotten and
to aid the Romanian partisans, and evil in the Coreni region. In your
you plan to use this as cover to darkest thoughts, you start to
reach the village and find your suspect that the novel Dracula was
wife. To this end, you are not fictitious.
determined that nobody questions
the mission or delays it from
starting.

ACT THREE DAMNED


HARRY HARKER HARRY HARKER

All your plotting and planning have It is clear to you that your wife
paid off, you have finally reached is lost, corrupted by the
the village of Coreni. The only malignant entity dwelling in
important thing is finding and Poenari castle. The only thing
rescuing your wife. Although you you can do for her now is free
don’t wish to harm other team her soul by destroying her
members, their fate is not your immortal body. Nothing must
problem. stop you from achieving your
goal. You must kill the creature
that your beloved wife has
become.

CHAPTER

01
46
01
CHAPTER

ACT ONE ACT TWO


CLINT M.C CLOUD CLINT M C CLOUD

You need to show everyone that Everything is going wrong, and


you are competent and in charge. events are getting out of control.
To avoid looking weak, you need to It’s now up to you to ensure the
make all the decisions whilst mission is completed, who knows,
stamping down on insubordination there may even be a medal in it for
hard. you.

ACT THREE DAMNED


CLINT M C CLOUD CLIINT M C CLOUD

You know deep down you are Your mind has finally snapped. It
totally out of your depth. To cover is obvious to you now that you
for this, don’t listen to any of the are here to serve a greater
other team members; they are just power. Dracula is real, and you
trying to undermine you. As your are now his servant. Your aim is
school coach always said, “Attack is now to do whatever you can to
the best form of defence”. lead the party to him. He can
command you to do his bidding
if you are in his presence. You
can resist with a successful
EMPATHY roll.

CHAPTER

01
47
01
CHAPTER

ACT ONE ACT TWO


RECO EASTWOOD RECO EASTWOOD
.

The army screwed up again,


putting a kid just out of diapers in Well, the shit just well and truly hit
charge. Oh well, you will have to the fan. If anyone is going to get
make the best of a bad job. You out of this alive, they will have to
need to make sure Lieutenant start listening to you. Although the
McCloud makes the right decisions chain of command is essential,
while still appearing to respect the keeping everyone in one piece is
chain of command. far more critical.

ACT THREE DAMNED


RECO EASTWOOD RECO EASTWOOD

Just when you thought things There is no escaping the doom


couldn’t get any worse. Considering that is approaching. Pick or
all that has happened, it’s time to randomly decide on one
take the chain of command and character who you now blame for
shove it. You need to get your everything that has happened.
team out of this mess alive; don’t When the time is right, your only
let anyone get in the way of this aim is to bring rightful justice
objective. down on this character before
your doom overwhelms you.

CHAPTER

01
48
01
CHAPTER

ACT ONE ACT TWO


CHARLIE CLARKE
. CHARLIE CLARKE

Being a spy wasn’t how you


imagined it would be. Since the CIA You weren't sure that your CIA
recruited you a couple of years handler wasn’t just pulling your leg
ago, all you have done is file with all the Dracula stuff, but
reports about your colleagues, things happening around you have
which are more gossip than started making you believe that it
anything else. Now your handler could just possibly be true. As you
has approached you and spun the can only complete your mission by
most fantastic fantasy tale about contacting Dracula, you must
Dracula being real and wanting to ensure the team makes it to the
work with the CIA to remove the village of Coreni.
Soviets from the Balkans, and they
have asked you to ensure he is
recruited.

ACT THREE DAMNED


CHARLIE CLARKE CHARLIE CLARKE

Your mind has finally


It turns out everything in your snapped. It is obvious to you
briefing was true. Now, you need now that you are here to serve a
to make sure Dracula is working greater power. Dracula is real,
for the CIA. Your orders state that and you are now his servant.
you can use any means necessary Your aim is now to do whatever
to achieve this. you can to lead the party to him.
He can command you to do his
bidding if you are in his
presence. You can resist with a
successful EMPATHY roll.

CHAPTER

01
49
01
CHAPTER

ACT ONE ACT TWO


DAKOTA MOORE
. DAKOTA MOORE

It’s not looking good for anyone,


Each day you survive is one more including you. If you could just get
day that you are closer to finding a a message back to HQ, this cock up
way out of this mess. All you need of a mission could be stopped and
to worry about is keeping yourself your team recalled. All you need to
in one piece. do is convince your team leader
that this is what needs to happen
and solve the minor issue that all
your communication equipment
was on the crashed plane.

ACT THREE DAMNED


DAKOTA MOORE DAKOTA MOORE

Staying with the team seemed


Things are getting desperate; one like the best plan to survive, but
way or another, you need to get now you are sure it's not. If the
hold of HQ and get help. The time shit hits the fan, then it's time to
to go through the chain of look after number one and sod
command has ended, and you need the rest. They are not your
to act on your initiative, never problem.
mind what the rest of the team
plans to do.

CHAPTER

01
50
01
CHAPTER

ACT ONE ACT TWO


KURTIS CHALLENGER
. KURTIS CHALLENGER

Nothing matters anymore; you are


just treading water, waiting for the You know you are going to die
inevitable bullet or artillery round sooner or later. It's just the
to find you. There is no point manner of your death that you can
fighting it, so go with the flow and control. Your priority now is to
enjoy the time you have left. keep your colleagues alive; the
cost to you is irrelevant.

ACT THREE DAMNED


KURTIS CHALLENGER KURTIS CHALLENGER

“Though I walk through the valley


of the shadow of death, I will fear Violence has always been your
no evil.” It's evident that you are answer to problems. Whenever
not getting out of here alive, but you are faced with a combat
you are going to take as many bad situation, make a coolness under
guys with you as you can when you fire (CUF) roll; if you fail, you go
go. berserk, attacking the nearest
person to you and not stopping
until they are dead.

CHAPTER

01
51
01
CHAPTER

ACT ONE ACT TWO


JASON PASSCO JASON PASSCO
.

It should be evident to everyone


that you are not cut out to be a
soldier. Now, you are just about
keeping things together with the With most of your stash lost in the
help of a little morphine once in a plane crash, you become
while. You know that things won’t increasingly desperate to ensure
go well for you if anyone ever your next fix.
discovers what you are up to. Your
priority is ensuring that you have
enough narcotics to last the
duration of the mission you are
about to go on.

ACT THREE
DAMNED
JASON PASSCO JASON PASSCO

It's not just the situation that is


getting desperate; it is also you. If Yo u h av e n o f u t u re , a n d
you can’t get a fix soon, you will y o u r l i fe i s a j o ke . M ay b e
lose it big time. y o u c a n re d e e m y o u rs e l f b y
m a k i n g s u re y o u r e n d i s
h e ro i c .

CHAPTER

01
52
01
CHAPTER

ACT ONE ACT TWO


BILLY BECKER
. BILLY BECKER

Logic and order are how you cope,


so you need to apply that to the The plane crashing along with most
mission. If you can make sure of the team's equipment was a bit
everything is planned, then you of a setback. You need to get
will be able to stay in one piece. things back on track, and one way
to do this is by replacing the most
critical equipment lost in the
crash.

ACT THREE DAMNED

BILLY BECKER BILLY BECKER

If you are going to defeat the


ancient darkness around you, then
you will need the modern world You are going to make the most
and all of its technological enormous, most beautiful explo-
advantages. To this end, you will sion possible, and you are going
ensure that your team have to take as many enemies with
everything they need for the task you as you can.
ahead of them.

CHAPTER

01
53
01
CHAPTER

ACT ONE ACT TWO


LOTHAR VON
.
BAER LOTHAR VON BAER

It's simple: fly the plane, drop off Slogging along on the ground is
the Americans, and get home in not for you. You need to make sure
one piece. that everyone knows this and that
they realise one of their priorities
is getting you back to NATO lines.

ACT THREE DAMNED


LOTHAR VON BAER LOTHAR VON BAER

You come from a long line of Your ancestor fought in the


German aristocracy, and honour Crusades, and you have been
has always been important to your called to follow in his footsteps.
family. You never wanted to be You feel the evil surrounding
here, but now that you are, you you, and it's time for you to do
feel honour bound to face and God’s work. When you face
overcome your fears. whatever is behind the evil you
feel, you will destroy it with
honour by challenging it to
single combat.

CHAPTER

01
54
01
CHAPTER
AGENDA CARD REAR

CHAPTER

01
55
APPENDIX

C
HANDOUTS
01
CHAPTER HANDOUT ONE

The vampire live on, and cannot die by mere passing of the time; he can
flourish when that he can fatten on the blood of the living. Even more, we have
seen amongst us that he can even grow younger; that his vital faculties grow
strenuous, and seem as though they refresh themselves when his special pabulum
is plenty. But he cannot flourish without this diet; he eat not as others. Even
friend Jonathan, who lived with him for weeks, did never see him to eat, never!
He throws no shadow; he make in the mirror no reflect, as again Jonathan
observe. He has the strength of many of his hand—witness again Jonathan
when he shut the door against the wolfs, and when he help him from the
diligence too. He can transform himself to wolf, as we gather from the ship
arrival in Whitby, when he tear open the dog; he can be as bat, as Madam
Mina saw him on the window at Whitby, and as friend John saw him fly from
this so near house, and as my friend Quincey saw him at the window of Miss
Lucy. He can come in mist which he create—that noble ship’s captain proved
him of this; but, from what we know, the distance he can make this mist is
limited, and it can only be round himself. He come on moonlight rays as
elemental dust—as again Jonathan saw those sisters in the castle of Dracula.
He become so small—we ourselves saw Miss Lucy, ere she was at peace, slip
through a hairbreadth space at the tomb door. He can, when once he find his
way, come out from anything or into anything, no matter how close it be bound
or even fused up with fire—solder you call it. He can see in the dark—no
small power this, in a world which is one half shut from the light. Ah, but hear
me through. He can do all these things, yet he is not free. Nay; he is even more
CHAPTER

01
57
01
CHAPTER

prisoner than the slave of the galley, than the madman in his cell. He cannot
go where he lists; he who is not of nature has yet to obey some of nature’s
laws—why we know not. He may not enter anywhere at the first, unless there
be some one of the household who bid him to come; though afterwards he can
come as he please. His power ceases, as does that of all evil things, at the
coming of the day. Only at certain times can he have limited freedom. If he be
not at the place whither he is bound, he can only change himself at noon or at
exact sunrise or sunset. These things are we told, and in this record of ours we
have proof by inference. Thus, whereas he can do as he will within his limit,
when he have his earth-home, his coffin-home, his hell-home, the place
unhallowed, as we saw when he went to the grave of the suicide at Whitby; still
at other time he can only change when the time come. It is said, too, that he can
only pass running water at the slack or the flood of the tide. Then there are
things which so afflict him that he has no power, as the garlic that we know of;
and as for things sacred, as this symbol, my crucifix, that was amongst us even
now when we resolve, to them he is nothing, but in their presence he take his
place far off and silent with respect. There are others, too, which I shall tell
you of, lest in our seeking we may need them. The branch of wild rose on his
coffin keep him that he move not from it; a sacred bullet fired into the coffin
kill him so that he be true dead; and as for the stake through him, we know
already of its peace; or the cut-off head that giveth rest. We have seen it with
our eyes.

CHAPTER

01
58
01
CHAPTER HANDOUT TWO

CHAPTER

01
59
TRAVEL MAP ROMANIA
FAGARAS
AVRIG
BRASOV
POENARI CASTLE
CORBENI
PLOIESTI
TIMISOARA
CURTEA DE ARGEŞ
CRAIOVA
BUCHAREST
10
KM
DESIGNER
Robin Worthy

EDITOR & PROOFREADING


Emma Worthy

PLAYTESTING
Adam Keay, Jason Taylor, Richard Trow, Adam Sykes

ART
Robin Worthy

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