+ All Categories
Home > Documents > Pacesetter - Chill 1st Ed- Vengeance of Dracula

Pacesetter - Chill 1st Ed- Vengeance of Dracula

Date post: 05-Apr-2018
Category:
Upload: deaddave
View: 255 times
Download: 9 times
Share this document with a friend

of 36

Transcript
  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    1/36

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    2/36

    Events of Dracula HILLINGHAM ESTATEA. The HandB. Bats on ParadeC. Murder of JamesD. Kensington at AsylumE. Undead MaidF. Mina Comes to CallG. Dracula's Nighttime VisitsH. Weatherbee's Last ResortI. The Final Contest

    19

    Flowers Flowers _'_..,.......

    iIC::=:7 Win.1111111'tairs

    c: Hedge.~ ...;,:: Road

    ~ StoneWallC Coffin(s)

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    3/36

    VENGEANCE OF DRACULA

    Adventure Design:GALl SANCHEZCartography and Graphics:STEPHEN D. SULLIVAN Production:GAYE GOLDSBERRY

    Editing and Graphic Design:ANDRIA HAYDAYCover Painting:SUSAN COLLINS Interior Art:BILL REINHOLD

    CHILL, CHILL: ADVENTURES INTO THE UNKNOWN, and ADVENTURES INTO THE UNKNOWN are trademarks owned bPacesetter Limited ofWisconsin POB 451,Delavan, WI 53115 Copyright 1984,Pacesetter, Ltd, All Rights Reserved. Printed in U.S.A.Thbook is protected under the copyright laws of the United States ofAmerica. Any reproduction or unauthorized use of the material and artworcontained herein isprohibited without the expressed written consent of Pacesetter, Ltd All characters and events presented within are fictiona

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    4/36

    . v~(~ ~hip's ~og-A.ll night I stayed.. ~'~.:.:)j and In the dlm~ess I saw IT.

    ~ , ' 1 HIM! God forgive me ...I am. - ' 1 1 : . growing weaker ...once morethe night is coming on ...But I must notleave my ship ... .Without warning, the tempest breaks.The foreign schooner tosseswildly inthe immense waves, in the black,churning sea. On the English shore,the lighthouse bells ring a warning,the searchlights sweep the reef. Thewatchmen gasp asthe schooner speedsto danger, surrendering to the fury ofsky and sea. What foolish captaincould guide this ship? The search-lights now cling to the mouth of theharbor, showing the way against allreason. The schooner speeds head-long, within inches of the reef, butthen...!The wind turns, the fog parts,and the schooner tears into the har-bor. Her sails burst under the strain,and her bow crashes against theshore.The rain-soaked onlookers rush tothewreckage,blinking fiercelyagainst

    the storm. A dead captain clings tothe helm, wrists cut by the rosary thatbinds him. The lightning flares, andin that moment, a great dog leapsfrom the deck, disappearing into thedarkness ....Count Dracula has returned. For re-venge.Good Evening. Welcome to Venge-ance of Dracula. Ifyou wish to "play"in this adventure, read no further. Ifyou wish to be the guide through thishorror-the CHILL no Master-thenyou may continue reading. But be-ware. Indeed, you are master of thegame. But Dracula is master of theDarkness. And it grows sovery dark,my friend....USING THIS SCENARIOThis introduction provides all theinformation you need to prepare forthe adventure and assure that theplayers have a frightfully good time:1. The Story: a summary of this

    chilling tale- how it all started, andwhat happens during the adventure.

    2. Skills: character skills that will bemost helpful to the S.A.V.E.envoys,plus information that can beattainedthrough Journalism, Anthopology,Investigation, and Legend/Lore.3. Dreams: images that come to acharacter using Clairvoyant/PrescientDream. Only characters with this dis-cipline receive these dreams.4. New Evil Way: Slam, a disciplinethat locks things up tight5. The Starring Role: Count Dracula.

    Everything you need to understandand play the Lord of Undead.6. Supporting Roles: NPCs whoround out the adventure.7.Ready, Set, Scare: special notes on

    how to get ready, how to start, andhow tokeep the adventure going at itsbest.1.THE STORYWhen veteran S.A.V.E. envoy LordHenry Boulton heard news of thedeath in London, he postponed histrip to Wales. He felt a great sense ofloss; Arthur Holmwood, LordGodalming by title, was a good andadmirable acquaintance. But nowHolmwood was dead. He had snap-ped his neck in the fall.At the funeral, Boulton met Dr.John Seward, a close friend ofHolm-wood. Seward was extremely dis-traught, and confided inBoulton thathe did not believe the death had beenan accident. Itwas only with greatpersuasion by Lord Boulton thatSeward agreed to elaborate. The doc-tor unfolded a story of horror, whichbegan nearly a decade past....Seven years before the funeral, Dr.Seward was in love with a vampire,although, ofcourse, he fellforher asawoman, before she became Undead.That woman was Lucy Westenra.Twoother men also loved her: QuincyMorris, an American, and ArthurHolmwood, a wealthy Englishman.Both were acquaintances of Seward.Lucy became engaged to marryHolmwood.The three men were strangely

    drawn together when LucyWestenrawas stricken ill. She became weak,and took on a bloodless palor. The

    men could not determine the sourcof her affliction.Seward called upon an old teachand friend from Holland: Dr. Abr

    ham Van Helsing (M.D., D.PH., DLIT., etc.). It was Van Helsing whdetermined that a vampire had atacked Miss Lucy-indeed, whknew that vampires might even exiUnfortunately, the diagnosis camtoo late; Lucy Westenra died shortthereafter. She became a vampirHolmwood put a stake through thcreature's heart.By a chance connection, the fomen soon learned that whoever,

    whatever, took Lucy's life, was stamongthem inLondon LucyWestenhad a dear friend named MinHarker. Some month's before Lucydeath, Mina's husband Jonathan hanarrowly escaped death at the hanof a vampire in Transylvania-a vampire who had set out for EnglandThrough Mina, the two experiencecame together.The group-five men and owoman-decided to form a pac

    They would destroy the King of Udead, the vampire they knewCount Dracula.Together, the six retraced Draula's steps, reconstructing his plan.Transylvania, Dracula had use

    Jonathan's services to purchaseLondon estate called Carfax. He hathen traveled to Whitney, Englanaboard a Russian schooner. Butdid not book normal passage on thship; he traveled in one of 50boxesearth, which he was shipping to Cafax Estate. Enroute, he murdered tcrew. He summoned a storm anwrecked the ship atWhitby. Upon arival, he took the shape of a dog andisappeared on shore. It was shortthereafter, the six determined, thatsampled the blood of LucyWestenrAs their search for Dracula gremore intense, the five men excludeMina Harker from the proceeding"for her own safety." Dracula, whwas aware of the group's schemenow had an easy target. And Minwould be more than a victim to tCount. He wished to make her hbride. As the Count began his nightvisits, Mina struggled to retain h

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    5/36

    fragile grip on the Known World. Butdaily she slipped away.Soon the five men discovered whatwas happening. The search for Drac-ula accelerated Dracula fled toTrans-ylvania. There, in a battle with gyp-sies, the group secured the black boxin which Dracula lay. They cut off thevampire's head, and plunged a bowieknife into his heartThe creature dissolved into dust.Mina Harker returned fully to theliving. Quincy Morris died of a knifewound.The years passed, and of the hor-ror, only memoriesremained. The groupvowed to keep theiractions a secret, forthey had violatedboth social and re-ligious doctrine intheir ordeal. Further-more, there was noneed to confide inothers, when theLord of Undead wasgone.After seven years,Van Helsing grew illwith old age. "It is inthe natural schemeof things," he wrotethem from Holland."Rest assured, oursecret is still safe; Ihave destroyed myrecords of Dracula."Shortly thereafter,Van Helsing passedaway.During this time,Dracula was notdead; he was gathering strength inTransylvania. His foes had made onegrave mistake: they had plungedmetal, not wood, into the vampire'sheart. And now Dracula sought re-venge.After Van Helsing's death, theCount arranged another shipwreck.and returned to England once more.He took the life of Jonathan Harker.As for Mina-she appeared to die ofconsumption, but once again, he hadmade her his bride.Dracula then had two victims left:Holmwood (Lord Godalming) and

    Dr. Seward. He went to the house ofGodalming, and snapped his neck.Seward, now the last of the sixfriends, began at last to understand.At Holmwood's funeral, Boultonlearned only bits and pieces of theinformation above, and wanted to in-vestigate more. Unfortunately, hehad his own mission in Wales to con-duct, and it would have been taste-less to press Seward any further onsuch a somber occasion. Boulton ar-ranged for other S.A.V.E. envoys tocome to London and investigate in

    struggle against the Unknown.Lord Boulton seldom usesHillingham estate himself; it is otwo city residences, and he prefercountry. He often gives reign ofingham to friends who come tocity, many of them S.A.V.E. envoneed of a place to stay.When Count Dracula returneEngland some months ago, he thoit wise to stay clear of Carfax.enemies, he knew, would look tfirst if they suspected his preseWhat bitter irony, he thought, tside in the home of Lucy Westehis first victim afoes' expense.The West

    house (Hillinghhad a new owhen Dracularived; but no maThe Count secemployment tcreating the roMortimer Weabee, estate stewaThe AdventureThe player cha

    IM\III~~ ters receive nfrom SA.v.E.their services mneeded againsvampire. Theyreceive a letterLord Boulton,plaining what hlearned fromward, and a keBoulton's Lon'estate, HillinghThe charactersrive at Hillingham in late afternSeward is scheduled to join them

    dinner.Unfortunately, Seward arrives aan hour late, in a driverless carrdead. Dracula has murdered himSome hours after Sewards' muthe Hillingham household retirethe evening. The estate becomesIt doesn't last, however. Bells rinat the nearby asylum, which waby Dr. Seward until his death. Atic has escaped.The lunatic is Kensington, a fful servant of Dracula. Kensin

    his place. He made his London estate,Hillingham, available for their use.The Hillingham EstateLucy Westenra was sole heir to Hill-ingham Estate, her family's home inLondon. When she died, the estatewas left to Holmwood, who had be-come Lord Godalming. Holmwoodhad no desire to retain such unhappymemories. He put the estate up forsale, and it was purchased by oneLord Boulton. Neither man knewhow much they had in common: a

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    6/36

    has been commanded to harass thePCs, and will do so either by bayingbeneath their window, or tacklingthem on the grounds.The next morning, the charactersawake to a day of bright sun. Boultonhas given the characters enough in-formation to start their mission with-out Seward. They can explore Carfax.What they find may be discouraging:The estate lies in ruins, dank andcrawling with vermin. A few zombiesand a vampire do Dracula's biddingthere, but the characters do not dis-cover the Count resting at Carfax.Little do they know, his selected cof-fin lies at Hillingham, right beneath

    the PCs' own place of "rest."Because Hillingham is Dracula'sbase, and because he soon discoversthe new set of foes, most of the ad-venture actually takes place at theformer Westenra mansion. The playercharacters may at first believe thatDracula has simply followed them,striking out from his base at Carfax.After a while, however, it should be-come clear that this theory is amiss ....On the second night, a body is dis-covered on the stoop of the mansion,lying in a pool of blood. The victim isJames, the estate's head grounds-keeper. A blood-smeared trail leadsto the murder weapon-a scalpelwith John Seward's initials. From thisnight on, the servants at Hillinghamdistrust the PCs.Eventually, the characters visitKensington at the asylum; if they donot seek him out, he summons them.When the PCs arrive, however, Kens-ington is distant and offers no con-versation. As the PCs leave he ex-claims, "Next time, bring me a spider!"Kensington likes to eat bugs.The next time the PCs visit theasylum, Kensington is dead. In blood,he has left them a message: the Kingrules Westenra.This should not be the first cluethat Dracula is at home at Hilling-ham: During their stay, a bat flies inthe PCs' room. A hand appears in thefireplace, then vanishes. Coffins lie inan unused room, covered with sheets.A maid is found dead in the diningroom, with twomarks upon her throatAnd last, but not least, one of the PCs

    seems to have become a vampire ....With the help of his bride, Mina,Dracula attacks the PCs at night, us-ing Sleep and Steal Memory to disguisehis actions. If females are present,Dracula begins his own blood drain.If only male envoys are present, heassists Mina in feasting upon one.Soon, the PCs may very well be feast-ing on each other. (This is not a be-ginners' adventure.)When the characters become high-ly suspicious ofWeatherbee, Draculaplays a trick hand. AsWeatherbee, heannounces that a coffin has arrived,addressed to the player characters.He has followed the carriers' instruc-tions and had it placed in the cellar.When the characters inspect the cof-fin, they find a man inside who ap-pears to be Count Dracula. Using hisdisciplines, Dracula attempts to con-vince the PCs that they have de-stroyed the Count-not an imposter-and have thus completed theirmission.In the climactic encounter, the PCshave a chance to destroy the realDracula in his resting place. But it is aslim chance indeed. Their best hopemay be to defile all of Dracula's cof-fins with a crucifix, making them use-less to him. When this occurs, he willflee to Transylvania, and the adven-ture will be over.

    2. SKILLSr i B he following skills will be1 especially useful to the en-~ voys in Vengeance ofI Dracula:

    All combat skillsAnthropology/ArchaeologyDisguiseGraphology/ForgeryHypnotismInvestigatioIiJournalismLegend/LoreLockpickingMedicineModelingPsychiatryTracking

    Anthropology/ArchaeologyResearch site: British MuseumL = Limited success. The Roma

    ians have many legends about vapires, including one about a supremor king vampire, "Dracula."M=Moderate success. Accordito the legend of Dracula, this kivampire is Undead, existing forevHe is always accompanied by thrbrides, and may take the form of a ba black stallion, or a wolf.H= High success. The legend astates that Dracula is adverselyfected by garlic, a wild rose, a sprigmountain ash, and a cross. A cruci

    in an empty coffin will prevent hfrom resting there.C =Complete success. Althougno one has yet succeeded in killihim, Dracula is not indestructiblHe can be destroyed if staked throuthe heart and decapitated. He adissolves in sunlightNote that the above results are cumlative, as described on page 17 ofCHILL no Campaign Book.Investigation and/or JournalismResearch Site: Carriers' offices, laborehangouts; London Times.L= Limited success. The charactusing the skill locates some laborewho know of a strange delivery: uidentified carriers recently traported boxes of earth to an old, abadoned estate named "Carfax."M = Moderate success. A chacter using this skill finds the infmation above, plus the following:boxes of earth originated in Whitb

    England.H = High success. The charactusing this skill discovers all theformation above, plus the followinexactly 33boxes were delivered toCarfax estate, and left in the fowith a set of keys.C = Complete success. The chacter using this skill discoversinformation contained in the oththree results, plus the following:shipwreck ocurred at Whitby Eland three months ago, on Februa1, 1892. Strangely, the ship arriv

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    7/36

    with only a dead captain, and a dogwhich quickly disappeared. The shipcarried silver, vodka, and 33 boxes ofearth. A similar incident occurredseven years earlier.If the skill being used is Journalism,only a general skill check required. Asuccessful check means the playercharacter learns the informationlisted with "C" above, but nothingmore.Legend/LoreResearch Site: British Museum.LondonL=Limited success. It is true thatDracula is the "king" of vampires inTransylvania.M = Moderate success. It is truethat characters can destroy Draculaby staking him through the heart andcutting off his head.H = High success. It is true that acrucifix, when placed in Dracula'scoffin, will prevent him from restingthere.C = Complete success. The char-acter using this skill discovers theinformation contained in the "L"

    "M," and "H" results. The charact~ralso learns that Dracula does not takethe form of a stallion, and he is notalways accompanied by three wives.In addition, he is not destroyed bysunlight, but his powers are dimin-ished in its presence. Lastly, he isunaffected by a simple cross; only acrucifix will drive him off or defile hiscoffin.The information above refers to thelegend described under "Anthro-pology/ Archeaology." Entries "L"through "H" list only truths. False-hoods are listed under the "C" resultYou may, at your discretion, includethe falsehoods in other results byfollowing the "Legend/Lore" rules onpage 21 of the Campaign Book.3. DREAMSPlayer characters who have the Clair-voyant/Prescient Dream disciplineof the Art may try to use it during the

    adventure. For each successful use ofthe discipline, you should read one ofthe dreams to the character, startingwith Dream One and ending withDream Three. Remember, characterscan only use this discipline once perweek.Dream One

    )j ou stand alone, enveloped" ' \ by darkness and silence.l r,;'i Ahead-first near, then-~ } far-an iridescent cloud offog appears. Seemingly weightless, ithovers in the black air, as a puff ofsmoke might linger in a still room.Within the cloud, a deep, slow laugharises.Women you love start appearing inthe blackness around you. Their lightclothing drifts in a wind that cannotbe felt. The flowing cloth brushesover you. As if in a trance, the womenpass by and walk slowly toward thecloud.You cry out a warning, but they donot respond; the sound dissolves as itleaves your lips. You try to move, butyou are paralyzed.As each woman passes into thecloud, she disappears, and thelaughter grows louder, echoing.The delicate membranes withinyour ears begin to throb in pain. Theystrain farther and farther, as if to tear,about to burst.... Thelaughter grows louder, louder.LOUDER. ...You awake with a startNote: if a female PC receives thisdream, tell her that one of the womenresembles her. Do not, however, sub-stitute men for women.Dream TwoThree chalk-white faces appearagainst a black background. Thefaces belong to men, but only the lipsremain in focus, being swollen andred. The faces come together, thenbegin spinning, as if mounted on atriangular merry-go-round Their scowl-ing, pale expressions come round,and round, and round, each face an-nouncing defiantly, "I am not here, I

    5

    am not here," as it makes itsthrough the foreground. Theincreases until the words run togand the lips blur to a solid streared.Dream ThreeYou are seated inside the diroom of Hillingham Estate. Byou is a table, elegantly set. Thevice bell rests near your right haYou ring the bell once, and aless male servant enters theannouncing, "Your soup."White hands place a huge ctureen before you. Although thein place, clouds of steam escapethe edges.Your mouth waters in anticipaof the warm meal. Embarrassed,raise the napkin toyour lips, stopan imaginary flow of saliva. Thevant slowly removes the lid. Acloud of vapor tumbles out, thenappears, leaving a salty odor iair.You look down slowly. The sting liquid in the bowl is a crimcolor, and obviously not your soannounced, but rather a bowblood.4. NEW EVIL WAYSlamType: DIS Column:Cost: I wpr/use Range:EWS: 125 Area: 1/4I* Column 3 applies only to theeral use of Slam in the CHILL gIn this adventure, the columnnot apply, because Count Drauses the discipline with automsuccess.A creature who uses this discipcan single out any portal-door,dow, gate, etc.-within 1/4 milecause itto slam shut. The portal hfast; no one other than the crecan open it, no matter how mforce is used. The creature breakhold simply by reaching outopening the portal, just as anwould do normally.This discipline has one impo

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    8/36

    I~,~~;~:d ~,((tt'~~O~~ ....'~!7 ,'. ~

    I~)I~~~",,--,,,~prerequisite: creature must haveshut the portal normally sometimeprior to using Slam on that portal forthe first time.Characters can use explosives toblast the door apart, or use a bull-dozer to knock it out of the wall, butthe door itself cannot be openedwhile the Slam is in effectS. THE STARRING ROLECOUNT DRACULA

    STRDEXAGLWPRPER

    110 PCN65 STA80 EWS120 ATT70 FEAR

    100150150*/95%6**

    * Number varies depending on theform taken by the creature.** Fear Checks. Under most circum-stances, characters need not make afear check when they encounterDracula as "Weatherbee." CM's dis-cretion.

    Evil Way Disciplines: Animation ofthe Dead + *, Appear Dead (self) +,Change Self + **, Change Temper-ature. Change the Weather. Create aFeast +,Darken. Dreamsend.Flight + ***, Gnarl.Halt. In-fluence. Lightning Call, Pur-ified Shell, Raise Wind. Second Light.Slam + , Sleep. Steal Memory. Swarm.Teleport. Terrorize. Wave of Fog +,White Heat.

    +Automatic success.* Dracula can control people whohave 5 or fewer Stamina points due tohis bite. The extent of control equalsthe "C" result under the disciplineInfluence.** Dracula can Change Self into thefollowing creatures at will: large bat,wolf, large Great Dane, cloud of fog.(See notes below on sunlight)*** Dracula can use Flight only dur-ing the nighttime. To fly, he assumesthe form of a cloud of sparklingmoonbeams that dance in the dark-ness, materializing when the flightends. Dracula cannot be killed in thismoonbeam form.IPs: 3300Skill Rank ScoreAnthropology/ Master 165Archaeology Master 130Art Criticism Master 165History Master 165Hypnotism Master 140Investigation Master 145Language, Master 165Contemporary (English, German,all eastern European Languages)Legend/Lore Master 165Modeling Master l35Disguise Master 123Filching Master l38

    ~ - i ; - - < ~ ount Dracula in this adven-~~l ture is closely based on the~~. vampire in Bram Stoker'snoveL Some of his char-acteristics differ from both theCHILL game's common Carpathianvampire and the Dracula often fea-tured in motion pictures. Further-more, the CHILL Dracula has grownslightly more powerful than he was in

    the mini-adventure "Castle Draculawhich comes with the CHILL Mater's Screen. As CM, you should bcome familiar with the followiqualities:L Like the common Carpathian vampire, Dracula cannot cast a reflectioHe attempts to destroy all mirrors.2. The sight of human blood excitand enrages Dracula; only rarely che resist the temptation to feast upoit3. Unlike his inferior cousins, Draula does not die when exposedsunlight; he is able to move aboduring the day. Sunlight does weakhim, however: he cannot use ChanSelf, Flight. or Animate Dead inpresence, except at noon and for a fmoments after sunrise and before tsunset4. Dracula must rest in his coffinregain Stamina and Willpower.prefers to rest by day, becausepowers are diminished then. He is nfully asleep while "resting"; his stresembles a trance. He can still hesounds near the coffin and can uhis Evil Way disciplines as usuaL5. The following items offer protetion against Count Dracula: A crucifix (but not a regular croor any item in the shape of a crosUpon touching or seeing this itethe Count cowers and withdrawleaving the area quickly. A crucifwhen placed inside his coffin durihis absence, will also prevent hfrom returning to rest there. Garlic. The odor of the buwithin 2-1/2 feet causes Draculaleave the room or immediate area.will use the Evil Way to make a suject remove the garlic, however (pticularly the discipline Influence). A Wild Rose. This flower has tsame effect as garlic. It also imobilizes the vampire whenplaced upon him. If so immobilizedthe Count can still use the Evil Waexcept for any discipline that movthe rose or his own body. Mountain Ash. When placed

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    9/36

    the Count, this leaf has the same ef-fect as a wild rose.6. In general, Dracula's attack cap-abilities match those under "Vam-pire" in Horrors from the Unknown.Exceptions are as follows:Dracula can make 4 attacks perround, not just 2.Swarm allows him to summonwolves, as well as bats, rats, insects,etc.7. Dracula's blood drain is morepowerful than that of the commonCarpathian vampire. When a vic-tim's Stamina drops to 5 or below, she(occasionally he): a) has the desireand ability to drink blood as a com-mon Carpathian, b) attains an EWSof 125, and c) can use the disciplinesSleep and Steal Memory. The victimstill has a reflection but dislikes mir-rors, and is affected by a cross.As the blood drain is in progress,the character grows weak and pale. Inthe transitional state, the character isusually bedridden. The only way to"save" a victim in the transitionalstate is to destroy Dracula or causehim to willfully release his "hold." Ifdriven far away-back to Transyl-vania, for example-he will usuallyrelease a victim; the victim is nolonger worth his attention.A "transitional vampire" that isstaked through the heart, decapi-tated, and has its mouth stuffed withgarlic becomes truly dead. A char-acter who otherwise dies in the trans-itional state becomes a full commonCarpathian vampire ldlO days afterburial.8. To destroy Dracula, a charactermust fulfill two conditions: One, heor she must drive a wooden stakethrough the vampire's heart, or burnthe heart. Two, he or she must decapi-tate the vampire. (It is not necessaryto stuff his mouth with garlic.)If a character uses the stake orburns the heart, but fails to severDracula's head, the Count turns intoa cloud of fog. This reaction occursautomatically; it does not reflect thewillful use of Change Self. Draculacan use Change Self at the next avail-able time to reassume corporeal form.

    MINAHARKER(Common Carpathian Vampire)STRDEXAGLWPRPER

    86 PCN64 STA102 EWS84 FEAR44 ATT

    9211812562/94%

    Movement: Varies according to form.Sprints in human form without Stam-ina loss. Moves as mist or fog 75' perround.Disciplines: Halt, Second Light, Sleep,Steal Memory, Change Self (to mist orfog), Wave of Fog, Swarm.Manipulation: Yes, when in - = = - - - - " - , . .. ..human form.IPs: 1750When she was alive, Mina was theclever wife ofJonathan Harker. Now,she is Dracula's devoted bride.Mina follows the exact descriptionof the common Carpathian vampire.(See Horrorsfrom the Unknown. pages29 and 30.)HILLINGHAM SERVANTSAll Hillingham servants, excludingWeatherbee, are standard NPCs.Their Ability scores are 50, and theyhave no character skills.The estate has a staff of fifteen,though most are rarely seen, as is ex-pected of good servants. Draculaposes as Weatherbee, the estate ste-ward; he oversees the staff and day-to-day financial matters. Dawes is thevalet and butler. Bridget is a chamber-maid; she works mainly upstairs andin the bedrooms. Evette is a parlour-maid; she works mainly downstairs.In this household, either maid mayanswer the door in Dawes' absence.Paul and Susan are cooks. LiuleIohn isa hall boy-basically the servants'servant Young Mary is a scullery andgeneral housemaid; she cleans up inthe kitchen, scrubs stone floors, andmay also help serve the meals. Jamesisin charge of the stables and grounds,and he has several young boys ashelpers (yard boys, foot boys, and

    stable hands). When this staffsufficient for any reason, a youngor boy may be called in for wowell.KENSINGTONSTRDEXAGLWPR

    78 PER32 PCN42 STA54

    Unskilled Melee: 60Skills: NoneKensington is the lunatic in Sewasylum who is under the controDracula. At times, he may be delful company, charming and quittelligent. But usually he is catatoor engrossed in his various "petKensington's "pets" include lflies, spiders, and birds. Somethe feeds the flies to the spiders,the spiders to the birds. Once, heceeded to eat all the birds himselfvomited feathers afterwards. Nocontents himself to eat the live spand flies, though he still hopes to

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    10/36

    cure a live cat with his birds.Dracula controls Kensington byusing Influence on the lunatic's pli-able mind.7. READY, SET, SCARERunning a CHILL game can be verydifferent from running other role-playing games. In CHILL, you musttruly become a storyteller, weaving anadventure for and by the other play-ers. Being a storyteller is much morethan memorizing information. It'sknowing how to use that informationto create a fresh, and frightening,adventure.The most important step is prepar-ation. You cannot run this adventurewell unless you prepare for it. That'snot as hard as it sounds; it's actuallyfun. First, you should read throughthe entire adventure, starting withthis introduction. Get an idea of whatthe envoys from S.AV.E. will or mayencounter. That way, you will havefull control of the atmosphere, and beable to build suspense.The adventure includes thesesections:Part 1 Introduction. You alreadyknow all about this.

    PartII TheFirstNight. The events ofthe first afternoon and evening, inchronological order. Text indentedand between two lines should be readdirectly to theplayers.Part III Events of Dracula. Thingsthat happen on or near the Hilling-ham Estate, which Dracula bringsabout These events are listed roughlyin order of occurrence, but the actualsequence will depend on the envoys'actions. Don't be surprised if the PCsstray from the storyline; just make theadjustments that Dracula himselfwould have to make. Again, text be-tween lines is meant for the players.Part IV Hillingham Estate. A key tothe rooms in Hillingham, and theminor NPCs who occupy them. Referto this section as characters exploreand move about the estate.Part V CarfaxEstate. A key to all theareas of Dracula's old home, includ-ing a few encounters. Refer to thissection as characters explore Carfax.

    After you have read through the en-tire adventure, come back to this sec-tion and really get to know CountDracula. In this adventure, Draculais the driving force, not a set of unre-lated encounters. Many events only

    have a general time-table, becausthey involve Dracula's reaction to tPCs. As the CM, you must study thcharacter inside and out Get to knohis powers and habits, almost asthey were things that you knew howdo. Then take special note of the ations that Dracula "has up his sleevin the rest of the adventure. With thpreparation, it will be easy for youreact when the envoys make a surpriing move. And of course they will!Feel free to make other smachanges as required by the needsyour players. If the players are havindifficulty finding clues or infomation, insert whatever help you fnecessary. Paul and Susan, the cookmight provide extra information,example. Likewise, if players are prgressing too quickly, you may "slodown" the clues a bit For examplPaul and Susan might be ofless asstance. As a CM, your first responibility is to see that the players haFUN. And they won't have fun if tadventure is too difficult or easy.Setting UpAfter you have read through the etire booklet, learning about Dracuand the other NPCs, you're readystart the adventure. The adventuredesigned for 3-8 players, though 3are the ideal numbers. Eight eagand suitable PCs are located on tcards in the center of this book.Get your players together, and athem ifthey want to use the charactcards or play characters of their owIf they wish to use the cards, carefubend back the staples from the centof the book, and lift out the pagThen bend the staples back and cout the cards they prefer.If the players want to use their owcharacters, you might want to rethem the list of skills that will be usful in this scenario. This way, if thhave any spare IPs to spend, theyknow what to spend them on.To start the adventure, brief the evoys, using the information on tadjacent page. You may read the tealoud, or just show them the pagkeeping other pages from view. Tenvoys all have the Standard Equiment Pack.

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    11/36

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    12/36

    1.WELCOME TO HILLINGHAM

    ; : , r r ~ l~~rou~~rr:~~e gat~a~~~~ * ~ Itarts down the long,"J straight drive to themansion. A polished lawnspreads to either side. The after-noon sun glints off the windowsof a huge two-story house ahead.The drive circles before an ex-panse of flagstone terrace, andthe carriage draws to a haltFour bold statues stand as sen-tries at the edge of the low terrace.A group of servants stands primlyby, as if cut from similar stone. Atall, stooped young man ingentleman's clothing stands nextto a large, older men dressed as abutler. The stooped man motionsfor a foot boy to open the carriagedoor. The lad snaps to his taskand stands at attention as youclimb down from the carriage."Good afternoon. My name isWeatherbee." The younger gentle-man introduces himself. "I amthe estate steward. Lord Boultontold me you were special friendsof his, and it is my greatest plea-sure to greet you. May I introduceDawes, the head butler?" he con-tinues, gesturing to his compan-ion. "He will show toyour rooms,and see that your stay is mostenjoyable."Weatherbee makes a motion tothe foot boys, who quickly beginto unload your luggage from thecarriage.

    Weatherbee is actually Count Drac-ula. He will not converse with theparty although he will answer theirquestions as best as he can. Of coursethe Count will do all that he can t~avoid detection.Dawes leads the characters up-stairs and shows them three guestsuites. See rooms 11, 12, and 13 (PartIV, "Hillingham Estate"). Charactersmay choose their own arrangements.

    Dawes states, "I hope that youfind everything in order. MasterWeatherbee has relayed LordBoulton's instructions, and I un-derstand we are to allow you thegreatest privacy possible. I assureyou, therefore, that you will seevery little of the staff.You shall befree to conduct your proceedingswithout curious observations bythe household. I pray, however,that you will let me know im-mediately if we have not met yourneeds in any way. We still remainhere to serve you."Dr. John Seward is expectedto arrive in two hours, and Imight suggest you enjoy the timeto freshen up and rest. Bridgetwill summon you at the properhour, should you choose to re-main in your room until thattime."With that, Dawes offers a deepbow and disappears down thehall.

    The characters will have ample timeto settle in and get ready for theirdinner engagement. They may alsoexplore the upstairs without interfer-ence from any of the servants, includ-ing Weatherbee. The Count is awarethat Seward will recognize the vam-pire on sight, and Weatherbee istherefore currently disposed. Beforelong, Seward will be too.All of the upstairs rooms of Wes-tenra House are elegantly furnishedand quite comfortable. The char-acters have enough space to doubleup if they choose-for that matter,

    10

    they can all stay together in the samroom, if they should happen to funsafe.2. THE CANCELLEDENGAGEMENTIf the characters remain in therooms until sunset, a knock andgentle female voice anounce, "Diner is served." Bridget, a red-headechambermaid, stands outside tdoor.Read the text below when the chaacters enter the dining room befosunset

    The table is set for the number inyour party, plus one extra setting.Three young maids scurry aroundthe dining room carrying plat-ters, pitchers, and utensils for themeal. Just before you reach thetable, a servant removes the extraplate. "Dr. Seward has rung up,"she explains, "and has been de-tained at his asylum. He will joinyou shortly, perhaps for coffee."In moments the first course ar-rives: a mock turtle soup in ahuge china tureen. Other coursesfollow immediately, creating asmorgasbord upon the table: agreat boiled beef, broasted gamehens, salmon, breads, glazed vege-tables, and boiled potatoes withherbs. A small French maidcomes round with a silver crumbplate, brushing up the debris.Once the leavings of the feast arecleared, a custard tops the meal.Coffee is served. Seward hasnot yet arrived.A shriek rings through the airoutside. At once, doors open andslam in the house, and amidst therumble of footsteps in the fronthall, men's voices clammer im-perceptibly.

    If the characters do not pursue tsource of the scream immediately, tsmall, dark-haired maid will run inthe room, tears streaming from grebrown eyes. With a French accent s

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    13/36

    sobs, "Oh, messieurs. You mustcome quickly! Is perhaps one of you adoctor?" Ifnecessary, she will take thearm of one of the characters andplead with him or her to go withher.When the characters reach the frontentranceway, read the text below:

    In the driveway stands a carriagewithout a driver. A black horsestands before it, oblivious to thecommotion. Outside of the ve-hicle, sprawled face-down uponthe drive, lies the red-headedmaid, Bridget The door to thecarriage is open, and the crump-led limb of a man hangs out.

    The maid on the ground has faintedfrom the scene inside the vehicle. Ifany characters dare to investigate thecarriage as she did, read the followingdescription:

    Inside the carriage, in the backseat, is the twisted and mangledbody of a man. His dress indi-cates that he was well-to-do, andabout to attend some formal andserious occasion-a dinner, per-haps, or a funeral.

    The dead man is Dr. Seward. Anycharacter who searches the corpsewill find identication papers in thebreast pocket of Seward's jacket. Acharacter with Medicine skill candetermine the cause of death as abroken neck. Other than bruisesabout the limbs and throat, there areno marks on the doctor.The maid who has passed out willregain consciousness in 1dlO minutes,or as soon as a character with Med-icine skill revives her. She awakens inhysterics. If anyone asks what shesaw,she explains the following throughheavy sobs:

    "I heard the carriage approach,and went outside to meet it I saw

    that the coach was without adriver. I thought it was odd, but...And then I opened the door to thecoach ...." She turns toward thecarriage and wails. "A deadman!"

    The stillness of the night airbroken by the clanging of beThe sounds come from the neigborhood of Carfax andasylum.The clanging continues asgent shouts and the sounddogs echo back and forth, direing men to some unknown poiShrill police whistles now pierthe air, making sleep all bimpossible.

    If any character should check thedoctor's wallet, the player for thatcharacter should roll a general Per-ception check. If the check is suc-cessful, the character discovers theletter below. Read the letter to theplayer.3. A NIGHT OF INSANITY If the characters are concernedthe noises, they can ask any serva

    the area for the cause of the disance. The servant will respond,the asylum, Sir [or Madam]. I faLater on that evening, when thingshave quieted down, read the textabove to the players:

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    14/36

    that a prisoner has escaped. But yneed~'t worry. We're locked up tighere.Once the characters findcause for the nocturnal activities, thmay guess that it was Kensington wescaped from the asylum. If so, thwould be right, for the poor man hclimbed out his window with the heof his master, Count Dracula. Withpromised reward of a few flies to ethe Count has commanded Kensinton to harass and scare the party mebers as best as any lunatic can.Kensington's methods of harasment may not be clever-but thshould be effective nonetheless. Iftcharacters remain inside, he babeneath their windows like a dog.the characters are outside, Kensinton sneaks up on the party and sudenly springs on the nearest man,tempting to wrestle him piggy-bastyle to the ground. The lunatic hohis hands around the victim's throaso that the latter may topple beneathe strain.If the characters attempt to wresKensington in return, he triesbreak loose and scamper off acrothe grounds, returning to the frodoor of Carfax, where attendanfrom the asylum capture him.If the characters subdue Kensinton, he collapses into a spineless heon the ground. In a drooling babbhe repeats, "I did it Master! I didMaster!" over and over again.If the characters strike or shoutKensington on the ground, he witdraws into a catatonic state and donot respond to anything the chaacters might try.If Kensington is pinned to t

    ground outside the estate, a servant-James, the groundskeeper-appearson the scene. The servant tells tcharacters that he will summoWeatherbee to ring the asylum. If tcharacters are outside with Kensington, the servant asks them to detathe lunatic until the proper authoities arrive. Weatherbee does nappear on the scene.

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    15/36

    PART III: EVENTS OF DRACULA~~~t(Icause Hillingham is Drac-ula's residence, the majorevents in Vengeance of Drac-~~ ula take place on and nearthe estate. This section describesthose events. Although the envoysmay begin their investigation atCarfax-and will probably spend timethere between some of the eventsbelow-eventually the events in thissection should help them look closerto home.How to Use These EventsMost of these events can take place inthe order listed in the text. Do not beafraid, however, to make changes ac-cording to the PCs' actions. If thestory were so inflexible that the PCscould not affect it, then the adventurewould not be fun.Here's an example of a change youmight make: in one encounter, theplayer characters discover a deadmaid in the dining room. Her neckbears the mark of a vampire. Undermost circumstances, this encountercould take place on the second orthird evening. But if the envoys arenot at Hillingham then, they couldnot find the dead maid. Wait untilthey return to run the encounter. Ifthe mood is right, you may even allowthe PCs to find her elsewhere in thehouse. Or have someone else find her,and then summon the envoys forhelp. Just be sure you are familiarenough with the event to adjust itlogically and well.A word of caution: any changesthat you make in an event should beminor; there's no need redesign thisadventure. For example, the deadmaid should not be discovered atCarfax Estate, even if the PCs spendmost of their time there. She wouldhave no reason for being at Carfax.Additional hints for running eachevent are listed before the players'text, which always falls between twoblack lines.A. THE HANDEach of the bedroom suites upstairsin Hillingham contains a fireplace,which is lit only upon request. On the

    first available evening, when a PC ortwo talk in their room, run the fol-lowing encounter. No fire shouldbum in the fireplace. If it is the firstnight, the encounter with Sewardshould already have ocurred.

    The night is black, and at last, thehouse is still. Itis the stillness thatallows a person to think deeplyon the day's events, or driftthrough sweet fantasies-fantasiesthat become dreams, leading aperson to slumber.An object flutters near the fire-place. A dove? Or a gray hand,reaching out to brush over thestones? The shock disperses anysuggestion of tranquility, but asecond glance reveals nothing onthe hearth. Investigation revealsnothing in the fireplace. The light-ing flares, then settles again.

    The object was Dracula's hand. Donot tell the PCs this, however. Theyshould doubt whether they saw any-thing at all.B. BATS ON PARADERooms 11, 12, and 13 of Hillinghamare guest suites with balconies. Eachbalcony is accessed through elegantglass doors. Select a room and anevening when the characters areasleep; a few bats are coming tocall.,.,

    Two loud thumps sound againstthe glass doors, followed by theshattering of glass. In the moon-light that streams into the room, alarge bat traces deliberate circlesin the air while flying close to theceiling.

    If the characters try to rise, the batswoops down upon them, forcing themto duck and fall back. Tell the playersthat the bat flies with strong, smoothstrokes, and it swoops in a perfectline.

    The bat is Count Dracula. Hearound attempting to scare theuntil someone pulls out a crucifanother effective "weapon." Afteand the Count have had your lathe bat flies out through the brglass pane in the balcony door.Unless the characters covebroken window, a second bat fliebit later, after things have sdown. This is an ordinary bat, wcannot find its own way out agalooks just like Count Dracula, bflight pattern is irregular, follothat of the common bat.BatSTR 1 5 PCNDEX NA STAAGL 4 5 EWSWPR 1 5 FEARPER NA ATT 1Movement: L 5' A 100' W NAIPs: 0C. THE MURDER OF JAMEJames is in charge of the Hillinggrounds. On the second nightcharacters' stay, he is murderedneck slit from ear to ear. Draculacommanded Kensington to cothe murder. If by chance the enhave killed Kensington (incitigreat deal of trouble for themseDracula has summoned anothelower to perform the deed.Shortly after midnight, theacters are disturbed by screammaid has discovered James' bodthe terrace before the front door.PCs investigate, read the followAn old man in a nightshirt liea pool of blood before the thrhold. A scarlet path is smeafrom the far edge of the terracethe red pool, as if the bodybeen dragged. Evette, in hernigclothes, lets out a gasp and rfrom the scene. Dawes, witnightshirt stuffed into his troers, covers his mouth to restrhis nausea. "I'll ring the polic

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    16/36

    he rasps weakly. and moves to-ward the phone in the hall.

    If the characters metJames the nightbefore. after subduing Kensington.they must pass a general Perceptioncheck to recognize this corpse as thesame man. Of course. the other mem-bers of the household will recognizethe victim immediately. They havelost a friend and companion.Any PC with Investigation or Med-ical skill should make a generalcheck against his or her skill score. Ifthe roll is successful. the charactercan determine that the wound is a"clean cut." the result of a surgicalblade.If a character skilled in Investi-gation searches the premises aroundthe murder scene. ask the player toroll a general skill check. If the ch~r-acter passes the check. he or she dIS-covers a bloody scalpel in the bushesbeyond the steps. The initials "J. S."are engraved on the handle. (J. S.stands for John Seward.)Characters who do not have Inves-tigation skill must pass a generalcheck against their Perception sco~eto find the weapon. if they state theirintent to search the premises.From this point forward. most ofthe household staff will believe theS.A.V.E. members are somehow re-sponsible for James' deat~. After all.everything was calm until the PCsarrived. With the exception of Pauland Susan (the cooks). the staff willremain coolly polite, but not helpful.They will avoid speaking with theplayer characters whenever theirduty as servants allows it.The Next MorningEarly in the morning, following James'murder. a policeman named Barlowarrives. He asks the PCs routine ques-tions about the event Furthermore.the policeman attempts to determinethe PCs'relationship to the asylumpatient Kensington. It seems that thelunatic told a guard at the asylum thatguests at Hillingham were conspi~ingwith him to commit murder. Kensing-

    ton claimed that he had supplied Dr.Seward's medical bag, "to make theoperation a smooth one." .The policeman discovered Seward smedical bag in the shrubbery be-neath Kensington's window. The scal-pel was missing. Guards identifiedthe bag as belonging to Dr. Seward.now deceased.The policeman may also inquire-in the interests of making the PCsnervous-as to what connection theplayer characters had with Sewardhimself. since he was murdered onthe way to meet them. If the char-acters stayed in their rooms beforedinner, the servants will verify thePCs' whereabouts during that unfor-tunate event.D. KENSINGTON AT THEASYLUMThis encounter is divided into twoparts. The first part 01. should beused the first time that the party goesto the asylum to speak with Kensing-ton. The second part of this encoun-ter, 02, should be used only after themurder of James and encounter 01have already taken place.D1. Did You Bring Me a Spider?The events on the first night andJames' death on the second shouldlead the PCs to the asylum. wherethey can question Kensington. If th:events do not'tshowthe PCs the way.an attendant tracks down the char-acters. and says that Kensington asksfor them repeatedly. "He claims hecan tell you what you need to know ....whatever that means." says theattendant.An attendant leads the way toKensington's cell, guiding youdown a long corridor. The smellsof chloroform and medicinal al-cohol crowd into the narrowspace, along with the occasionalscent of human waste.Bolted doors line both sides ofthe hall. A hand reaches out fromthe right side. trying to graspwhatever may pass by. "Help ...

    me." whimpers a voice onother side. Moans begin risechorus-horrid moans. the sounthat animals make in sdeath.

    Explain to your players that th.etally ill were often treate.d a.spn~oand animals during this nme 1tory. "Patients" were sometimestured and left to die. or becamevictims of bizarre experiments.mind your "envoys" that thiscould also await them, if theycaught in their mission and clabe killing vampires. driving sthrough bodies. or opening gand coffins.

    At last the attendant reacKensington's cell. The heavy dis bolted on the outside. likeothers in the hallway. Thetendant peeks through the obsvation window. After a few mments he turns and commen"All right. he looks tame enougHe steps back. removes the band opens the door.Inside. seated with his backthe entrance. is a man dressedwhite. His brown hair hangsan oily mass about his shouldeSlowly. he turns his head to fyou. His eyes glow. with a. wand frenzied expression, A spidleg hangs from his lower lip. ahe fetches it with his tongue.Then a gray, ashen stain seeto wash over his face, and hispression grows strangely dista"I did it." he volunteers mattof-factly. With that. he turnshead to stare at the corner ofroom.

    No matter how hard the party triwhat methods they use. Kensinrefuses to answer questions, cara conversation-even mutter a sHe simply continues to stare awall.Allow the party to stay as lothey wish. but Kensington's beh

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    17/36

    ~ b~e,~ ~.. . . . . ~ .. =f'-l= ~0~ =. o. . . . .(1) = -'-l t j s = n ~ ~ > t j ~~ s = e - O ~ t j ~ ~ ~ ~g:;~~~~~ ~~ s = e ~~~...00 0 ~ ~ = ~ ~ "1 > ~ =~ Q. = ~ ::t.::t. O < l ~ t " ' -'" ~ ::.: ~ ( D r J ) ::i. ~ 3 ~ o g . S o e. 'E . ~ t " ' -'" '"1 ~C: :~~ . .c=0;- "1 = "1 ~ ~ "1 ~ ~ ;> ;-1 "1 "1 - "1 "1 "1 "1VJ ~-- - 8 . . . . . . ~ . . . . . . . . . . . .N-W \ON \0 - O'IUl-l-l oo-OgN \000

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    18/36

    ~'". . .~~~. . .-~c ::o. . . .. . . .~z

    o ~'". . .~~~. . .-~c ::o. . . .. . . .~z

    ~'". . .. . . .ca: Is. . .-c : :o. . . .. . . .~z

    DODD

    DODD

    DODD oDODD ~oo~c : :~o. . ,. .:Q

    ~'". . .. . . .ca: I~.. .-c ::o't ;Z

    DODD oDODD

    rJ'jQZoo~

    DODD

    DODDo

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    19/36

    1010'1--" '"-

    o-

    on-

    on 1 ....00 00 ........-I ..,..... ..,.....

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    20/36

    DODDoDODD

    ZIII-. . . .o=II-qDODDoDODD

    ~~~;~( ' I > e : . : - : - . . ( ' I >'" . . , ... ..

    ~oczor . / ' Jtr !=JC l-. . . .'":r

    '":ro: : \ .0 "o~g. . . . .:: r

    s - s s - e r . 8 P i " " " ~ ; = s : : C ; w . ~ Z t : : C ~ S : 2 ' : > ~ ~ Q ~ S : : C ; W ~( 1 ) ( 1 ). . . , = = 8 :: r 0 III III p O ~ " ' O " ( 1 ) p O . . . . . g ( ' I > ( J C l . . , 0~ 8 < : : r O Q n . . . . . (1 ) I II ( ' I > ( J C l . . , - . . ,. ~ Q..::r III e . . . . . 0 " ' o : = J p O o . . ' " o.~ Q ..::r ~ c1 ) c ( 1 ) 0 : : r - < t :O (";I 1 -1 0 . . . . " " " " 0 = ~ < ;;l n ( 1 ) ~ (" ') . . . . . . . . . . . . .r: 0..::: - '0 p O III c : ( ' ) Z = ( ' I > : : :~: : : .~p: : : III c : ( ' ) Zs ;. = t :O < - , III '" I - 9 ::r III '" - 9 ::rp O . .. .. " 'p O p O . .. ," 'o 0 - '" (1 ) 8 . . 0 O " : : r : : " ' . 0. . . . ( 1 ) = ' " I 8 : : : . . . . .. / ' J - . . . . . : : : < ' " I ' " tr:; > ; " p O o ~ 0 " ( 1 ) ':': - o t : O ( ' I > : : : 8 ( 1 ) p O ~ 80 p O : : r e ; 8 lS 0.. 0 ' < p O 0 "~ .a p O '2. . p O : : r "'.'"1 8 '" : : : ( 1 )~ " ' ( 1 ) C I ) : : : p O ' " ( 1 ) ( 1 ) "'.0..'"1~ III ..... n : : r , . . . ' " I '0 < . . . . . : : : 0c : s S - : : r ~ ( 1 ) ~ p O , . . . p O ~ p O - ,: : \ . : : \ . ( t > ' " I a . . . . .:! s ;. ( 1 ) _ p . . 0 " r+ n = 8 ~ : : r : : r~ : : : > 8 ~ : : : C I ) = 0 ....." I ( 1 )c : s ' " I , . . . 0 : : r . . . . . . = p O (1 ) 0: : 1 < - '< ( 1 ) 0 " p O ' " ~ 0 . . '0 CO p O ' " < . . . . . . ( 1 ) ~~~;~ ~~~;~..... : : : I rD ~ ('D C ; ; ' " "d ~ ( ; ' < S 2- ::: " " d~ o III 0 " ' ~ 'O 0..::1. n P i" p O ( ' I > e : . : - : - . . ( ' I > tr ! 0 ' = 8 e ~ ; S ( ' I > e : . : - : - . . ( ' I > tr !c : : : ~ . ~ 2 0 8 ~ '" . . , .. : ; : : I ;'; :1 . . : ; : : I... . g : : : a 'O q ;;l~ '" V 'J C::: . ; r . / ' J o . . ~ , . . . p O 0 , . . . r . / ' J; t ; - p O 'g - < : : : '< ~ 0 ~ o ~ ~ - ' - < 0:l = . . . . .~ ~ - , < . . . . . , . . . t r ! Zo..~.o O S - o 0 ' ~ ~ ; s e ; 2 . ,= v ; . S. ' " I p O : : : : ; 0.. >t : : C - { J ) v . ; p O . . . . . . '" . . . . . t : : C O - { J ) { J ):l 8 ( 1 ) p O . . . . . : : r r- ; > ; " = ~ ~ ~ C I ) t ' " "< : : l - 5 . .r n ; C ( 1 ) . . , . . , ~ - . . j { J ) O Q _ . . , O ' I - . Q v . ;'1>,0:: O Q 0'''00:::8 C :1 l l { J ) ~~ ( 1 ) p O S : : : . :O 0 ( 1 ) ~ ~ : : : 8 t r ! n ( ' I > '< ~ 0' " I ~ : : : p O . . . . . . ( ' I > t : :C .'"1~ ~ ( 1 ) 0.. ,... : : r ~ = : -~ '8.

    . . 0 n ( 1 ) = ; > ; " ~(1) III ,... '" 0 n 8 ( 1 ) ? ' " I : : r~ : : : : : r : : : . . . . . . . . . . . = '" p O p O 0 " . g 2- >. . . .. 0.. p O . . . . . : : r o . . . . . . . . 2- 2 . , : : : = ( 1 ) 8' " ' " 0 ( 1 ) '" III . 0........

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    21/36

    does not change. When the playercharacters decide to leave. Kensing-ton cracks the slightest of smiles. Asthe player characters pass throughthe door. the patient calls out "Nexttime. bring me a spider!"If the characters decide to stay afterall, Kensington becomes static. just ashe was before. The attendant asks thePCs to leave.D2. An End to This InsanityThis event takes place after James'murder. and after the characters havemet with Kensington in his cell.Ideally. you should run this encoun-ter at midnight. just after the char-acters visit the asylum for the firsttime.Dawes seeks out the PCs at Hill-ingham, to relay the message below:

    "My apologies. sir. but someoneis calling upon you at this latehour. I believe it to be the wardenfrom next door. He says it isurgent. With respect I ask thatyou come quietly. The staff hereis shaken by the recent events.and I had hoped we might notalarm them without cause. Yourvisitor is waiting in the foyer."

    When the envoys reach the warden inthe entrance area. read the followingto the players:

    Upon your entrance. the wardensimply announces. "It's Kensing-ton. Come quickly. Follow me."Without waiting for a response.the warden takes off out thedoor.

    On the way over to the asylum. thewarden walks as quickly as possible.If the party tries to ask the reason forthe midnight visit the warden onlyreplies. "Please. we must hurry! Thepatient has called for you in a fit andwe fear he may harm himselfifwe donot comply."

    The warden leads the party to Kens-ington's cell. Itis an abnormally quietnight in the asylum. When the groupreaches Kensington's room. the doorstands open.Read the following:

    Kensington lies face-down in apool of blood. He is dead. Twoorderlies search the room. takingnotes.On the far wall of the room is alarge message in red. drippingletters. As his sticky red handswould indicate. the message waswritten by Kensington. He usedthe only tool available: his ownblood. The message reads. "Reg-nat Rex Westenram."

    Any character with skill in AncientLanguages can readily translate themessage; no die roll is necessary. Thetranslation from Latin to Englishreads. 'The King rules Westenra."After passing a general skill check.

    any PC with Investigation skildetermine that the message wadeed written by Kensington. Theacter also realizes that the ludied from two slashed wrists. Cacters with Medical skill candetermine the cause of death.making a successful skill check.The orderlies say they believedeath was a suicide. However. thnot a single sharp edge in thewith which Kensington couldcut himself. If an envoy asks fosource of the cuts. the orderliesthat they are looking for a weabut they haven't found it yet.The message on the wall mseem to indicate that Kensingtondisloyal to Count Dracula. But tfar from the truth. The lunaticmained faithful to his evil muntil the very end. Dracula kKensington because the lunatic'sfulness was dwindling. The faiservant in an effort to win bacmaster's favor. scrawled the meson the wall to pay homage tking-King of the Undead.

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    22/36

    E. THE UNDEAD MAID the touch. Her body slides awk-wardly to the floor, and her headmakes a dull "thud" as it catcheson the chair's edge. Her torsosettles. Her 'eyes stare blanklyfrom hollow sockets. Her headstrains backward, exposing twosmall, oval wounds in her neck.

    This encounter takes place in the din-ing room of Hillingham (room 4) onan evening after Sewards' death.Read the following text to the playersas they enter the dining room:

    Bridget, the red-haired maid, isseated in a chair before the table,with her back turned to the door.A tea set lies on the floor besideher. Her head and arms lie on thetabletop, as if she has chosen torest for a few moments.

    Bridget is dead-as dead as any com-mon Carpathian vampire, at least.She will spend the next day with theundertaker, and be buried the dayafter in a nearby cemetery. (Char-acters may attempt to alter this course,but not without drawing great atten-tion from the police and staff')Like all common Carpathian vam-pires, Bridget will rise from the gravein Id I0 days. The CM may use her inthis or other adventures, if he or shechooses.

    If the PCs try to speak with Bridget,she does not respond. As soon as a PCtouches her, read the following:Bridget's skin is cool and thin to

    F. MINA COMES TO CALLMina, Dracula's bride, rests in ro20 by day. By the darker hohowever, she and Dracula enjoyouting or two, sometimes just flaugh. Run these events wheneDracula's sense of humor mightfor it:Sunday morning, before dawn. Mdressed to the teeth, arrives to f"her uncle" for church. Weatherbintroduces her as his niece, "MelanIf the PCs do not go downstairs towho's come at such an early hour,them they can hear and obseWeatherbee from their window.leaves the mansion with a well-dres

    young woman on his arm. He seto stand a bit taller in her presen(Mina, of course, returns to herbefore sunrise.) A short while laDawes and Evette leave for churchwell.An evening at the theaMina arrives in the foone evening, again posas Weatherbee's niWeatherbee explains hescorting her to the theawhere a fine production

    showing. "It isDr. JekyllMr. Hyde," he says casua"If you have not yet seeor read the novel, I recomend that you do so soofind that both offer supamusement."G. DRACUlA'S NIGHTIME VISITSThere are many weaknesknown to man: liquor, gbling, lust. .. just to namfew. Dracula, a true cture of the night, hasown special weakness: bloWhen the player charactarrive at Hillingham, flfrom the night air, hecourse considers the useness of this new stock.male PCs he might enhimself Male PCs miprovide a midnight snfor Mina.Dracula begins to attthe characters after t

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    23/36

    have gone to investigate Carfax. Hethen knows they are less than in-nocent guests. If the player characterssuspect Weatherbee as Dracula be-fore they go to Carfax, Dracula be-gins his attacks out of self-defense. Inthe latter case. he may simply attemptto kill the male PCs, if it is necessaryto preserve his safety.Female VictimsIn this adventure. Dracula performsa blood drain only on female char-acters; he has no interest in maleveins. In fact, under most circum-stances, Dracula avoids sucking theblood of a man.If a female player character is par-ticipating in this adventure. Draculaattacks her at night. sucking herblood and slowly turning her into avampire. If more than one female PCis on this expedition, he picks theeasiest target. If two or more areequally accessible. he makes a ran-dom choice.Dracula approaches his victim inthe least obvious manner. He mightperch nearby as a bat. He might enterher room as a cloud of fog.Whateverit takes. he stations himself secretlynearby. and readies for the attack.If Dracula must attack his victim inthe presence of others (perhaps sheshares a room), he uses the Evil Waydiscipline Sleep to eliminate potentialinterference. If he has not put every-one in the room to sleep after two usesofthe discipline. the Count leaves. Hewill try again the following night.Ifthe Sleep discipline works. Drac-ula bites the neck of his victim. Afterhe has drained her blood for IdlO

    minutes. he uses Steal Memory to pre-vent her from recalling the event. Thedeed complete. he escapes in the mostsecretive manner possible.Dracula continues to attack his vic-tim until she becomes a vampire.Remember. Dracula is extremelypowerful. When a character's Stam-ina drops to 5or less form the Count'sblood drain, that character is capableof taking victims of her own. Thecharacter appears to "die" ld lOdaysafter the transitional state begins, andrises from the grave after burial to

    become a common Carpathianvampire.It is important to use Count Drac-ula's abundant powers to his bestadvantage during his attacks on fe-male PCs. Ifby chance someone dis-covers him. he will use all of his EvilWay disciplines to finish the task: hemust create a new vampire whilekeeping his attacks a secret. The dis-ciplines Change Self, Halt. Influence.Sleep. and Steal Memory. would proveuseful if Dracula has been discovered.Male VictimsIf no female player characters arepresent. Dracula will assist Mina inprocuring a male PC for herself. Forexample. he will use his own Sleepdiscipline in order to prepare thestage for her attack.If the male player characters sus-pect Dracula, and Mina's attacks areimpractical, Dracula will attempt tokill these PCs.

    The Vampire Player CharacterSpecial care must be taken wheplayer character becomes a vampThe first guideline is not to surpthe player. The progression of vpirism is not such that a charawould go to bed healthy one nand wake up on the next Undead.victim experiences a gradual chamore like a serious illness. Ascharacter's Stamina diminishes,player should be told that his orcharacter grows progressivelyand weak.Do not explain to the player, hever, that his or her character isvictim of vampire attacks. If the cacters are wise. they will suspecton their own. Only one thing shobaffie them: when and how thetacks take place. Be sure not toaway details when Dracula attacAfter a player character's Stamhas dropped to 5 or less from Dula's attack. take the player of

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    24/36

    character aside, and explain the sit-uation at hand. (It would be wise toschedule a break in the gaming ses-sion here, so other players are notaround.) Tell the player that his or hercharacter is no longer completelymortal, And eventually, the charactermay have to be destroyed by the otherplayer characters. But in the mean-time, the player can-and should-participate in the game, playing thecharacter as a vampire.1' . : : : : 1 ~ " ~ ~ ~ . fterthe player agrees.to help- : : : ; ; : j , by playing the vam pire, you,~ ~, may explain how he or she, , } '\, should go about it. The af-fected character should pretend togrow very sick. Roll 1dlO and tell theplayer that his or her character willappear to "die" afte the resultingnumber of days. In the remainingtime, the character should behave asfollows:

    1.During the dayligh t hours, the char-acter should remain bedridden, drift-ing in and out of sleep. The characterwill not get up and move around.Conversation will be short and tiring.When conversing with the other char-acters, the PC should try to appeal totheir sympathy, saying "I'm afraid. Idon't know what is happening to me...please help me. Don't leave me alone.If I should die, you know what youmust do." The PC should say what-ever it takes to get the other envoys tofeel sympathy and grave concern.2. If the new vampire character is leftalone with one other PC, the newvampire should use his or herEvil Way discipline Sleep on the lonecompanion. Once the character isasleep, the new vampire can suck thevictim's blood. After any attack, thenew vampire should use Steal Mem-

    ory to make sure thatvictim remembers nothof the attack.3. If the other players kthat the CM has takenplayer aside, they mayvery suspicious of the vpire Pc. The new vammust take care to throwor her companions offtrack, and account fortime spent with the CMdo so, the character mdescribe images that apwhen the character sleWith instructions fromCM, the character canscribe Dracula's attackifthey were occurring attime, instead of earlier.4. During the night, thevampire should await Dula's arrival in her roCount Dracula will atteto put all of the characpresent in the same roomsleep. Then he will athe new vampire her picthe sleeping characters.5. Once the new vampformer player charactdays are up, the charawill appear to die. After the "detakes place, the vampire will be uthe complete control of Dracplayed by the CM.

    H. WEATHERBEE'S LASTRESORTRun this encounter any time afterCount suspects that the player cacters know he is posing as Weatbee, and the adventure is nearingend. You may also run it if the envhave destroyed all of Dracula'sfins with crucifixes, excluding thein the cellar. The Count tries tohimself by convincing the player cacters that they have destroyed hThis encounter must take placnight, when the Count has compuse of his Evil Way disciplines.Weatherbee seeks out the envoyHillingham. Read this text:

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    25/36

    Weatherbee stands at the door."Please pardon my intrusion," hesays. "Did any of you order orrequest the possession of a largeblack coffin-like box? Dawes re-ports that one such box, ratherheavy I understand, arrived to-day with instructions to be storedbelow ground.

    Weatherbee offers to personally showthe PCs where the box is located. Heexplains that the instructions alsorequired that the box be hidden, soDawes complied, and had it taken tothe cellar."Please, follow me," he requests.Ifthe characters do followWeather-bee, he leads them to an undergroundstorage through a hidden door in thepantry (room 9).Once the' entire party has enteredthe pantry, continue reading:

    In the northeast comer of thepantry, Weatherbee draws for-ward a wall of shelves, revealing ahidden door. "Old estates are fullof secrets," he says. "Be careful onthese stairs; some are in need ofrepair." He draws a lantern froma nearby shelf, and lights itWeatherbee begins to descendthe stairs, each one creakingunder the strain. The light fromhis lantern dances on the earthenwalls, and the passage appearsmore like a mine shaft than thestorage space of a mansion.Finally, Weatherbee reachesthe bottom stair. He allows you topass, as is fitting to his position.After everyone has filed by, hejerks the lantern and says, "There,in the center of the room."He points to a large object cov-ered by a cloth in the center of thecellar.

    If an envoy goes over to the box andremoves the cloth, continue reading:

    The cloth cover slips away easily,exposing a large black box withthe dimensions of a coffin. Theword "Dracula" is etched in goldacross the top of the box. As theedge of the cloth hits the floor, acrash shatters the stillness of thecellar room. The door at the topof the stairs has slammed shut

    Dracula has used the discipline Slamto close the door. If any characterattempts to run up the stairs and openit, he or she discovers the door is shutfast. It feels riveted into the frame,and refuses to give.If a character attempts to open thecoffin, read the following:

    The lid resists at first, but thenraises with a groan. Inside lies thestale body of a man. His skin is adeathly white, his lips are a deepred, and his eyes stare unseeinglyat the ceiling. His hair is combedback, a coal black, and a thickmustache covers his upper lip.He wears a black tuxedo with awhite shirt and cumberbund, asif dressed for a night on the town.A medallion hangs from a redsatin ribbon around his neck.

    At this point the real Count Dracula(Weatherbee) attempts to use Sleep onall of the characters in the room.Characters will be unable to deter-mine who is using this disciplinewithout Sense Unknown. Roll to seehow many characters are affected byDracula's use of Sleep.If any characters remain awake,the Count immediately begins to useInfluence upon them. He attempts toconvince these characters that theyhave driven a stake through the heartof the corpse-perhaps. even withWeatherbee's help-and then decap-itated it The Count, they should be-lieve, has been destroyed.Next, the Count begins to use StealMemory on all of the party members

    in order to confuse their memorythe events that have transpired.After completing his uses of thEvil Way, the Count releases the dooat the top of the steps. If any characteis awake and appears to be a threathim, the Count attempts to destrothat character by direct attack. Thethe Count turns to mist and escapethrough a crevice in the wall.

    I. THE FINAL CONTEST

    IIn this, the climactic encounter, the characters attemptseek out Dracula in his cofin by day.If this is the characters' first visioof this area, describe the area to thplayers. The aging stairs disappearthe darkness below, and a cold aenvelopes the characters, though nwind or breeze is present. A rat darout of nowhere, scuttles between feeand then races downstairs into thdarkness.The characters can light torcheslanterns ifthey choose. The trip dowthe steps reveals damp earthe

    walls.Inform the first character in linthat an unseen spider web suddenlcovers his face. Ask the player to rollgeneral check against the character'Perception score. Regardless of thoutcome, tell the player that his or hcharacter cannot actually find thweb, or a spider, but the sensatioremains.At the foot of the stairs is a triggerset off the Evil Way disciplines Slaand Darken. As soon as the first chaacter reaches the floor of the cellaread the following to the players:

    Dracula's coffin lies in the centerof the cellar. As you reach thebottom stair, the door to the pan-try slams shut. All lights go out,and the room is black. Vision hasceased. Only your sense of touchwill reveal what hides in thedarkness.

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    26/36

    Allow the players a few moments todecide a course of action. Once theyhave decided, you may continuereading:

    The loud whine like that of acreaking door echoes throughthe blackness. It comes from thecenter of the room. In moments, adull thud rings out from the samelocation.

    At this point in time, Dracula isstanding at the top of the stairs, hav-ing used the discipline Teleport. Readthe following to the players beforethey investigate the contents of thecoffin, or before the characters reachthe top of the stairs.

    Suddenly the lights return, thedoor opens, and Weatherbeestands at the top of the stairs."I say, who is down there?" heinquires.

    If the PCs say nothing of their truereason for being down in the cellar,Dracula simply allows them to leave.If the PC makes reference to thecoffin, "Weatherbee" acts surprised.Then he attacks the characters usingwhatever Evil Way disciplines aresuitable. He does not wish to be ob-vious. The Evil Way discipline Darkenwould perhaps best suit the situation,since Dracula can see in the dark, andthe characters cannot

    Ifthe characters are on toWeathbee from the beginning, Dracwastes no time; immediately, he uwhatever Evil Way disciplinesavailable.No matter what turn the adventtakes at this point., there are soimportant things to remember: Dula always tries to escape if a battlnot going well. his interest., atpoint., is not in sucking blood funwilling victims. The best wayplay Dracula is to role-play an inligent creature. Use the Evil Wdisciplines that this creature psesses. Don't allow Dracula tocome cornered by the party. Amost of all, scare your players sothey think twice before ever pursuthe Unknown again.If all of Dracula's coffins arefiled by crucifixes, he returnsTransylvania, and the adventends.

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    27/36

    PART IV: HILLINGHAM ESTATE~~~~~t1. THE TERRACE'M ,_'~, s the envoys learn straightI~8t : t j away, the terrace is the scene. ~ ~ ~ \3 . ofmuch coming and going-~bA~" by both the living and thedead. Sewards' body arrives here onthe first night. James' body appearshere on the second.The long drive to the estate makes acircle at the foot of the terrace. This isthe main entrance to the house, and itserves as a reception area for guests.Here the S.A.v.E. envoys begin theirmission against the king of vampires,Count Dracula.The actual terrace runs nearly thelength of the house. Six steps lead upfrom the drive to a gray flagstonefloor, immaculately swept and washed.Four bold statues stand at the top ofthe steps. Four additional steps leadto a smaller platform before the frontdoor.2. THE LARGE DINING ROOMThe dead, red-headed maid is dis-covered in this room. Refer to "E. TheUndead Maid" in Part III.The furnishings are oppulent andvery much in the Victorian style: alarge mahagony table lies in the cen-ter of the room, modestly circled bytwelve chairs with high, archingbacks. (The table extends for formalgatherings, permitting more to beseated.) A tiered chandelier, equal tothe width of the table, hangs from thecenter of the room. Agreat buffet runsalong the east wall, adorned with asilver tea service, silver bowls, and allmanner of china.Notan inch of wood in this room isleftuncarved or plain; all surfaces areladen with curves, spindles, andfloral patterns. Entire outdoor scenesare depicted along the front of thebuffet.Oil paintings of the English coun-tryside hang on the walls, leaving fewspaces uncovered. A floral wallpaperfills in the gaps.3. THE DRAWING ROOMThis reception room is beautifullydecorated with heavy velvet furni-

    ture-enough to make It hard tomove around. The walls are coveredwith carved oak panels. Despite anabundance of Victorian bric-a-brac(photographs, statuettes, brasswork. ..),the room is in immaculate condition,with nary a speck of dust to befound.4. THE WESTENRA HALLThe hall is a large room. Copies ofGreek statues form a promenadealong the sides. Tapestries drape thewalls, and plush area rugs lie over aninlaid wood floor. The exit leads to arear terrace and the garden beyond.5. THE SMALL DINING ROOMAlthough no major events take placein this room, the PCs should find itscontents of interest. Curious and dili-gent envoys may be rewarded with aclue regarding Dracula's real where-abouts:The furniture here is covered with anumber of sheets. The sheets in themiddle of the room indicate a table.The sheets along the east wall appearto cover a buffet. And the sheets alongthe west wall indicate some sort oftall, wide cabinet.If the characters lift the sheets, theydiscover a table and a buffet; theseobjects are true to their cloaked forms.But what appears to be a cabinet isactually four coffinlike boxes stackedone atop the other. Each box containsa layer of moldy soil, but all are other-wise empty throughout the adventure.6. THE SMOKING ROOM

    This room is furnished to please theVictorian man's man. Hunting tro-phies of just about every conceivableanimal hang on the walls, amidst oldguns, swords, and assorted arms.Most of the trophies are draped withsheets, creating weird ghostly forms.A high-backed sofa with claw legsand-three leather easy chairs stand inthe room, gathered before a great tiledfireplace. In addition, several chairsand small tables are clustered in theremaining space.A stuffed wild turkey and an owl

    perch on the mantle, wings sprealeering down at the seating area.huge, authentic elephant's foot forthe base for the table beforehearth.Servants will ready this roomthe PCs' use, if the PCs make suchrequest7. THE SERVANTS' HALLThe servants' hall may be the o"simple" room in the house. Tdecor is far from elaborate. Still,room is comfortable; Lord Boulttakes pride in treating his servanbetter than many others of his claA large rectangular table takesmostofthe room's center. The floobare wood. A cot lies in the cornproviding a sleeping space forhall boy-youngest and lowliestthe servants.Victorian servants-or more imptantly, their employers-were fondsayings that concerned religion, stion, and duty. A sign on the wreads, "Whatever thy hand findethdo, do it with all thy might" A secoone states, "The Trivial Round,common task, will furnish all we neto ask: Room to deny ourselves,road to bring us daily nearerGod."Two or more servants will be in troom any time of the day, excludithe hours between 10p.m. and 5 aThey will be sipping tea, gossiping,otherwise relaxing and waiting"the bell" to indicate a summons.PC enters, all conversation will ceand the servants will snap to attentiDuring this time in history, cldistinction is extremely pronounceServants, like children, are not toheard. In fact servants are not evenbe seen unless absolutely necessa"Masters" seldom enter the svants' quarters, and servants mtake care not to stray into many livareas after noon, when the cleanishould be complete.After the death of James, the svants are particularly distant in thdealings with the player characteThey still behave as servants shouhowever, addressing PCs as "Sir" a"Madam."

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    28/36

    Weatherbee is never in this room.8. THE KITCHENBy day, the heat from the cookingarea is intense, but worth braving forthe smell of freshly baked bread,roasting meat, and other delightfulodors that linger in this section of theold house.Characters who enter the kitchenfind a huge room with an immaculateflagstone floor, and a massive blackstove along one wall. A coal fire bumsin the center of the stove, flanked bytwo ovens on either side, and a hotwater tank behind.From early morning until late atnight, Susan and Paul are in thisroom. They are somewhat differentfrom the rest of the staff in that theyare the cooks, and they consider thekitchen their own territory. In addi-tion, they do not believe that theplayer characters had anything to dowith James' death.Both Paul and Susan experiencedthe events of seven years ago. Theyknow nothing of Count Dracula him-

    self, but remember the horrid nightwhen something crashed throughLucy Westenra's window, killing herpoor mother with shock. Lucy, whowas deathly ill,

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    29/36

    guests have retired for the evening.The two return at 5:00 a.m. to begincooking for the guests and staff.9. THE PANTRYWhile the contents of many otherrooms have been covered and pro-tected, the staff and guests must al-ways eat, and this room shows clearsigns of use. The interior is clean,except for a bit of flour that hasspilled on the brick floor. The aromaof spice and herbs is prevalentShelves line the walls, holdingglassed jams, jellies, and fruits, allprepared by the cooks.Any player who states that his orher character is carefully searchingthe room should roll a specific checkagainst that character's Perceptionscore. The result is obtained by cross-indexing with column 2 on theCHILL Action Table. A "C" resultmeans that the character has discov-ered a hidden door behind a move-able wall of shelves. The door leadsdownstairs to the room containingCount Dracula's coffin.If the characters should ever be inpursuit of the Count, he will duck intothis room and "disappear" throughthe hidden door before the characterscan apprehend him. The pursuingcharacters must pass the specificcheck described above in order tofind the hidden door used by thefleeing Count Dracula.10.WEATHERBEE'S QUARTERSThe door to this room is alwayslocked. Specific instructions havebeen left for the staff never to disturbWeatherbee in his room. The onlyavailable key is kept by Weatherbee,so if the player characters wish toexplore the private quarters, theymust successfully pick the lock.According to servants, Weatherbeeis almost always in his room by day,handling the paperwork of the estate.But the truth is that after CountDracula enters the room as Weather-bee, he may change into mist formand exit through a small crack in thefloor. He proceeds to the cellar, to restin his coffin. By day, Dracula can

    only change forms at three times:sunrise, sunset, and noon. The vam-pire can change forms atwill after thethe sun has set IfWeatherbee entershis room during the day, he must waituntil the proper time before he can getto his coffin below.The room is bare and dusty, withonly a desk, chair, and an angular bedfor furniture. The walls are lined withbookshelves, all containing booksabout England. Some of the titles areforeign.If an envoy inspects the booksclosely, he or she notices that someare written in French, one is in Ital-ian, and the rest are written in alanguage with non-English script.Any character with a Modern Lang-uage skill in an eastern Europeanlanguage (Slavic, Serbo-Croation,Turkish, etc.) knows the books withnon-English script originate fromRomania. If the skilled characterwants more information, he or shecan roll a general skill check andnarrow the dialect down to Transyl-vania, 1300-1600.The books were pro-bably printed by monks from thatregion. A character without ModernLanguage skill can narrow thelanguage down to eastern Europeanby obtaining a "C" result from a spec-ific check against the character'sPerception.If any character touches the bed, bychoice or by accident, he or she dis-covers the "mattress" is hard as rock,with literally no give. This is becausethe bed is not a bed. Dracula has ar-ranged four box-shaped coffins like abed, and covered them with a bed-spread. AU four coffins are empty,except for a bed of earth along thebottom.If anyone lifts the rug to see what isunderneath, her or she finds a smallhole in the floor, about six incheslong and two inches wide. This is theescape route used by Weatherbee toget to and from the cellar below. Thedarkness of the cellar room preventsthe characters from seeing much ofanything through the hole.Dracula spends 25% of his dayshere, posing as Weatherbee. If thecharacters intrude upon him, he actsshocked that guests have violated his

    privacy-indeed, have picked tlock of his door! If characters ask whe did not respond to a knock at tdoor, he explains that he was restinand has been hard of hearing sinchildhood.If the envoys know the true identiof Weatherbee, Dracula engages tparty and attempts to destroy tcharacters. If the fight does notwell for Dracula, he attempts tocape and lose the party.11. GUEST SUITEBoth 'The Hand" and "Bat on Prade" events can take place in throom if the characters choose to shere. The hand can appear whcharacters are awake. The bshould arrive while characterssleeping.The suite features a beautiful viof the south terrace, as well as tgarden. The room isbright and cheeinspite of the "heavy" appearancethe furniture.A large double bed with a particanopy lies against the east wbetween the windows. Two couchand a day bed in the sitting arprovide additional sleeping spacshould several characters choosesleep here. Several wardrobes as was oak wall cabinets offer amproom for clothing and materials.12. GUEST SUITEThis suite is also available to tplayer characters during their stayHillingham. You may run eith"The Hand" of "Bats on Parade"this room, if characters are here.Like room 13, this suite is cofortably furnished with a large doubbed, plenty of storage space, andsitting area. Windows overlookyard and the wall of the CarfEstate. In the distance, characters csee the tower of the asylum.

    13. THE LARGE SUITELike rooms 12 and 13, this a plawhere the characters may stay if thchoose, and 'The Hand" and "Bon Parade" may take place here.

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    30/36

    The suite is larger than the others,and contains two double beds. Threelarge windows flank the glass paneldoors to the balcony. The doors openoutward. The view reveals the terracedirectly below, and the garden justbeyond the steps of the terrace.The entire party could sleep in thisroom if they so desired, though notwithout raising eyebrows among thehousehold staff.

    14. LUCY WESTENRA'S ROOMCharacters are not free to stay in thisroom; the servants have not preparedit for guests. The room contains stan-dard furniture, all cloaked withsheets.It was here that Count Draculaclaimed the lives of two women sevenyears ago. The first was Mrs. West-

    enra, mistress of the estate, who was

    sleeping with her ill daughter, LA wolf crashed through the windcausing Mrs. Westenra to dieshock.The wolf was Count Dracula.turning once more to suck the blof Lucy. On this night. his bldrain caused Lucy's death, comping her conversion to Evil. Sheburied, and became a vampire.Any member of the staff will

  • 7/31/2019 Pacesetter - Chill 1st Ed- Vengeance of Dracula

    31/36

    plain what they know of this room'shistory to the envoys. The servantsremember only that Mrs. Westenradied from a fright, and that poor Lucyslipped away later, after they tried torevive her with a bath. The entire staffwas sleeping heavily when the win-dow broke, so no one heard the crash.They do not know what came throughthe window.15. THE MASTER BEDROOMThis was the bedroom of Mrs. West-enra, Lucy's mother. Like Lucy'sroom, this room will not be madeavailable to the visiting members ofSA.v.E.The room has a musty odor to it.The furniture is covered with bed-sheets, like that of some other rooms.16. THE SEWING ROOMThis room is still in use. althoughonly by members of the staff. It con-tains a number of sitting chairs. Twopedal sewing machines are againstthe north wall. Also on the north wall,hanging between the two windows, isa shattered mirror. Its pieces liestrewn accross the floor. The room issurprisingly messy judging by thestandards Weatherbee is keeping.17.WEST GARDEN HOUSEThe west garden house is a gazebolocated on the southwestern corner ofthe estate. A single door permits en-trance. The structure has a whitewooden frame and screened walls.Two wooden benches lie inside.The view from inside the buildingis peaceful. The trees. shrubs. andflowers are all pleasing to the eye.Theestate is immaculately groomed.This is a good place for the party toget outof ear's reach and discuss theirplans for dealing with the Count Itisalso a good place to run an encounterwith a vampire-should one happento wander by.18. EAST GARDEN HOUSEThe east garden house matches itstwin to the west (17). The door hangs

    ajar, however, and a bat has flowninside. If someone steps into thegazebo and/or shuts the door, thevibrations will disturb the bat, caus-ing it to fly around looking for an exit.Of course, if the characters are seatedinside with the door shut, the bat hasno way to escape. If the door is open,the bat will fly out in IdlO minutes.BatSTRDEXAGLWPRPER

    IS PCNNA STA45 EWSIS FEARNA ATT

    ISISNA41/30%Movement: L 5' A 100' W NAIPs: 019. SERVANTS' QUARTERS" ,-,.-~ '; he servants' quarters con-; - ,~ ;~1 tain nothing of much in.ter-;;t:! .':," est to the PCs. The furnish-" - ~,,' ings are a hodgepodge ofpieces discarded from the rest of thehouse: wash basins, pitchers, andchamber pots (none of them match-ing). iron bedframes, scrappy arearugs, and spotted mirrors. A dresser isalso present, but the occupants keepmost of their belongings in tintrunks.Male servants occupy the room bythe servants' hall. Female servantsshare a room in the attic. accessed bythe back stairs. (It would not be pro-per for both sexes to reside in thesame area.) A sign on the stairwell tothe attic reads, "Never change yourplace unless the Lord clearly showsyou it will be for your sours good." Acopy of the Lord's Prayer hangs in theattic quarters.20. COAL CELLAR ANDSTOREROOMThrough a back room in the kitchen,where wash tubs and the like are ke


Recommended