T2k4e - Vampire
T2k4e - Vampire
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.
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
04 05 06
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
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
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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
02
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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
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02CHAPTER
CHAPTER
CHAPTER
02
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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.
03
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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
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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.
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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.
ALL GREY BOXED EVENTS TAKE PLACE DURING THE HOURS OF DARKNESS
04
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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
CHAPTER
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FINAL BATTLE
THE FINAL THROW OF THE DICE
THE END
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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.
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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.
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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 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 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.
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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.
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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.
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.
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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.
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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.
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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
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
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
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.
09
28
09
CHAPTER
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
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
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.
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01
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01
CHAPTER
CHAPTER
01
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01
CHAPTER
CHAPTER
01
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01
CHAPTER
CHAPTER
01
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01
CHAPTER
CHAPTER
01
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01
CHAPTER
ACT THREE
DAMNED
JASON PASSCO JASON PASSCO
CHAPTER
01
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CHAPTER
CHAPTER
01
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01
CHAPTER
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.
CHAPTER
01
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01
CHAPTER
AGENDA CARD REAR
CHAPTER
01
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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
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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
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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
PLAYTESTING
Adam Keay, Jason Taylor, Richard Trow, Adam Sykes
ART
Robin Worthy
This product contains assets that were procedurally generated with the aid of creative software(s) powered by machine learning.
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