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Plague Winds

Part 2 of The Ties that Bind


DP 3-06
Summer, 1690
Version 1.3

By Clint R. Blome

A call from the Apostles of the New Dawn leads to a journey across an ocean. Will
sickness and despair stop the Hunters before they can retrieve another canopic jar?
"They Sow the Wind, and Reap the Whirlwind" Hosea 8:18:1-14

Witch Hunter and Dark Providence are trademarks of Paradigm Concepts, Inc.
Adventure content is 2009 by Paradigm Concepts, Inc. All rights reserved.

Credits
Author(s): Clint Blome
Editor(s): Crystal Elmore

Background and History


Thousands of years ago, the precursors of the Witch
Hunters faced off against one of the most powerful
agents of the adversary. They defeated the creature
in battle, but could not destroy it utterly, so they split
him into pieces and sent those pieces into the
furthest reaches of the globe.
They have now found one of these. Witch Hunters,
during a stopover in Huntington, Long Island,
discovered one of the pieces as it was working its
devilish magic on the small town. It had taken
control of one of the townsfolk, using her to further
its plans. The Witch Hunters defeated the creature
and sealed the influence of the demon back into the
canopic jar, which had stored it for so many
centuries.
The Hunters brought the jar to the Apostles of the
New Dawn. The Apostles studied the jar for
months, determining it had connections within the
invisible world to many locations around the globe.
They also discovered what the jar held, a tongue,
still somehow alive and of obvious demonic origin.
In order to learn more about the possible threat, the
Apostles have gathered their resources and called in
all the local Witch Hunters they could in order to
investigate the first of the locations, somewhere in
the Portuguese held Azores.
Unknown to all, the Crusaders Inviolate have
discovered that the island of Corvo is a place of
power. Under the highest orders, they have sent an
expedition as well, who are fated to reach the island
just before the PCs do.

Plague Winds DP?-0?

Introduction
Adventure Summary
In scene 1, the Witch Hunters are invited to meet
with Michael Stanwick in order to discuss a
proposition from the Apostles of the New Dawn.
There they will be invited to take part in the
upcoming mission to the Azores.
In scene 2, the PCs board the ship to the Azores.
Along the way, they will encounter bad omens and
foul winds carrying a baleful disease.
In scene 3, the PCs reach the town of Angra on
Terceira to discover a town filled with sickness. By
asking the right questions, they can discover that the
source of the sickness was originally the island of
Corvo.
In scene 4, the PCs arrive at Corvo and discover an
abandoned Portuguese military vessel belonging to
the Crusaders Inviolate. They also find strange
zombie-like creatures infesting the island, one of the
side effects of the curse.
In scene 5, the PCs discover a cave near the center
of the island. They must delve into it in order to find
the final secrets of the second canopic jar.
In scene 6, the PCs have defeated the Islands
guardian and returned to the surface victorious.

The Plague
Throughout the module are several Plague Events
that will place the PCs at risk of acquiring a very
dangerous disease (See GM Reference 1). While the
intention in not to kill the PCs, there is a very real
chance that PCs focused on healing may become
very close to completing the Plague track. After the
defeat of the Undead Guardian at the end of the
mod, the Plague will fade away within a few hours.
Should a PC at the end of the track sleep at any of
this time, he will become a Plague Zombie. If he
does not, the disease will subside before things
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become that dire. In any case, try to make this a fun


and entertaining event. In the end, give the PCs the
benefit of the doubt.

The Ties That Bind

As you enter the small back room that serves


as an office for Michael Stanwick, you notice that
you are not alone. Several other Witch Hunters
are with you. In fact, everyone in this room is a
Witch Hunter, a rare sight in New Amsterdam.

The Ties That Bind is a series composed of 5 parts,


starting with Whispers and moving to a conclusion
in Blood Drenched Sands. It is best if the PCs play
the parts in order, though it is not necessary. Part 4,
Eat, Drink, and Be Merry was an interactive
available for Wicked Harvest in 2010.

Allow PCs that were not travelling together


previously a chance to introduce themselves to each
other. As well as the PCs, there are 3 others in the
room; Michael Stanwick, the strange Witch Hunter
who delivered the notes, and a Native American
Hunter that PCs might have met in 3-01 Whispers.

Should the PCs have played Whispers yet not


remember the details, read the following:

Sometimes you still dream about that place,


Huntington. It was there you faced a strange and
ancient evil that drove the villagers to the brink of
destruction. However with faith and skill, you were
able to defeat the spirit that had possessed Anna
von Verbeck and saved the town from the living
nightmare. The canopic jar you found there was
given to those more knowledgeable than yourself,
but still, you wonder if that is the last you have
seen of that evil.

Scene 1:
New Amsterdam
Another Witch Hunter in New Amsterdam
approaches each of the PCs. He is dressed in dark
clothing and does not show his face. He simply
hands them the message and then is gone before they
can ask any questions. If the PCs wish to be
together, the unknown Hunter will hand each of
them a letter and then disappear.
Give the PCs Players Handout 1, which will always
be in a language the PCs can read.
Give the PCs a chance to role-play their actions
before progressing to the meeting that the letter
indicates. Should the PC choose not to join, they are
essentially out of the module.
Plague Winds DP?-0?

A well-dressed middle-aged man nods at you from


behind the desk. Thank you for coming. He
studies each of you for a time before continuing.
We live in strange times. I have need for Witch
Hunters and here you come, by Gods providence
or sheer luck.
I am Michael Stanwick, of the Apostles of the
New Dawn. My silent companion, he indicates
the man who delivered the requests to each of you
is Ishmael. The young lady is a representative of
the Dream Walkers, Watches-the-Wilds.
Not long ago, a group of Witch Hunters
discovered a disturbing artifact in a cave on Long
Island, near the settlement of Huntington. It was a
simple jar with strange markings. He eyes each
of you. Markings that we have determined to be
of ancient Egyptian origin.
Needless to say, finding an artifact of that culture
so far from home is curious. The Hunters left the
jar in our possession, and we have begun to study
it. What we have discovered is disturbing.
The jar holds a piece of a creature vastly ancient
and tremendously evil; it holds the tongue of this
creature.
Attached by strings of darkness, throughout the
invisible world are dozens more of these jars. That
is why we have come to you. We need people to
investigate these other sites around the world and
determine the danger, if any. I cannot tell you
why, but I feel it is vital this begin at once. Time is
of the essence, and I cannot wait until the Apostles
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have the time to build an expedition of their own.


What say you? Will you join me on this quest, as
foolish as it may turn out to be?

At this point, the party may have some questions for


Michael Stanwick:

What do we do with the jars once we have found


them?
Hold onto them for now. Perhaps, when this quest
is over, we will be able to find a way to destroy
them.
Why would we want to put the jars together?

How did an Egyptian artifact wind up in the New


World?
Truthfully, we dont know. The jar had been there
for centuries, long before any known record of
anyone travelling here. Someone would have to be
mighty powerful or mighty desperate to have
attempted the journey in their time, perhaps both.
Why are you sending us?
You are available. My gut tells me this is
important, and I cannot spare the time to put together
a full expedition. I only hope that divine providence
has led me to you.
Where are we going?
Weve been able to divine one of the locations that
the artifact is tied to, but we cannot pinpoint it to
great accuracy. My people tell me it is somewhere
in the Portuguese islands known as the Azores.
The PCs can make a DC Trained Knowledge
(History or Geography) check to know that the
Azores were discovered in the 15th century and over
time have become a prime stopover point for many
ships with routes between the Old and New Worlds.
What can we expect to find there?
If Huntington is any clue, there will be a lot of
confused people. The artifact had an ability to
influence people through their dreams. Keep your
eye open for anything strange, as if that is not what
we do anyway. The best I can say is be on your
guard.
How long is the journey?
It should take you a little over a month to get
there.

Plague Winds DP?-0?

So that we know what we are dealing with. We


must learn more about the creature and the way that
an ancient people were able to stop such a powerful
being. It may save the lives of many Witch Hunters
some day.
Should the PCs at any point wish to see the jar, show
them Player Handout 2. Michael does not allow
them to touch the jar, but they may look at it if they
wish. Should they attempt to grab it at any point,
Ishmael will insinuate himself between the PC and
the jar.
Should the PCs wish to know about what a canopic
jar is, they can make a DC 3 Trained Knowledge
(History) check to know when the Egyptians
mummified one of their pharaohs, they would take
the organs out of the body and place them in ceramic
jars. They then would bury it with the body so they
would be preserved for the afterlife. It is very odd
that someone separated them like this.
After the Players have agreed to the journey, read
the following:

Good! I am glad you have decided to help.


Ishmael and Watches-the-Wilds have agreed to
accompany you. Watches-the-Wilds will be our
connection to each other. With her abilities, I will
be able to speak to you from time to time in order to
get reports on the journey. We are lucky to have
her assistance. Ishmael has indicated to me that he
wishes to go. An odd request, as he has not been
out of the New World in many years. He will be a
quiet, yet solid companion, I can assure you.
There is a ship at the dock waiting for you, the
Morning Jewel. The captain is expecting you
before he sets sail in the morning. I suggest you be
there early. I will send along any supplies you may
need. Thank you for your assistance and good
luck.
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If the PCs wish to check on the boat that evening,


they can find it easily enough at the dock which
Michael Stanwick had indicated flying a Spanish
flag. Captain Rios will tell them that they leave in
the morning and to make sure they are ready.

Scene 2:
Across the Ocean

The Crew
Very superstitious as are many sailors, the crew
leaves the PCs alone for the most part. They will,
however, listen to Guerra if he is talking poorly of
them. They will see each bad omen as somehow the
PCs fault, much at his insistence. After getting to
Corvo, they will not likely be willing to take the PCs
on board for the final leg to the Old World.
Watches-the-Wilds

Scene 2a: The Trip

The voyage to the Azores will be uneventful for the


most part. The PCs will have plenty of time to
interact with the crew and fellow travellers on the
Morning Jewel. How they react to the crew will
determine which ship they use to travel to their next
location at the end of the mod.
Captain Rios
Captain Rios is a very sensible man. He runs a tight
ship and expects the respect he has earned for doing
so. He is a devout Catholic, but not a very
superstitious one. When the crew begins to react to
the omens, he will take a dim view of their fears but
eventually becomes powerless to assuage them. If
the PCs have not attempted to become friendlier
with the crew, he will insist they find another means
of travel at the conclusion of the mod.
First Mate Guerra
The first mate of the ship is also Catholic, but unlike
the captain, extremely superstitious. Guerra will see
almost everything that the PCs do in a poor light.
Using any excuse to rile the crew up about them. He
secretly suspects the PCs are up to no good as the
captain does not usually take on guests. He
suspects, correctly, that Ishmael is a Muslim and
highly disapproves of the Native Barbarian on the
ship. He will constantly undermine the PCs with the
crew. Should the PCs attempt to become friendly, or
change his mind, they can make a few Charm,
Deceive, or Intimidate rolls to do so along with
some role-play. Determine the DC of this check by
what you believe to be appropriate. Should they
give Guerra a change of heart, he will stop
undermining them to the crew.
Plague Winds DP?-0?

Watches will be quiet for most of the trip, leaving


the PCs to do as they wish. She will converse
pleasantly with anyone whom she knows or who has
questions about the Dreamwalkers. She will stay
away from the crew.
Ishmael
Ishmael should remain a mystery to the PCs. He
will never speak to the PCs but will respond to any
harassment using the Pantomime skill to warn them
off. If the PCs purposely attempt to aggravate him,
he will ignore them. If they physically touch him or
attempt to make an attack, he will defend himself, in
which case use GM Reference 2 for more
information on his build. Ishmael will spend most
of the mod in a defensive position over Watches-theWilds. He will not interact with the crew other than
to keep them away from Watches-the-Wilds.
If the PCs manage to make Guerra, and thus the
crew, more sympathetic to them, the crew will not
stop them from continuing on to the mainland with
them at the end of the mod. If they do not, then they
will have to continue in the Crusaders ship. Either
decision will influence the fate of both ships.

Scene 2b: Omen

When the boat is only a few days out from Angra,


the PCs will hear the sailors talking in disturbed
tones. When they come out onto the deck to check
things out, they will discover that the ship is sailing
through a large swath of dead fish. The sailors will
be very disturbed by this sight taking it as a bad
omen, being the superstitious lot that they are.

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If the PCs want to investigate the dead fish, the


sailors will stare at them in confusion, but should
they persist, the crew brings them a single dead fish
for their inspection. A DC 3/4 Heal or Animal
Care check will tell them that the fish does not
appear to have died from any obvious cause. The
only thing that does seem different is that the fish
have taken on a pale gray color.

After the PCs have been investigating the fish for


some time and are discussing things among
themselves, the fish will start flopping around the
boat suddenly. This will horrify the sailors who will
move as far from the PCs and the fish as possible.
The rest of the fish do not seem affected by this
strange phenomenon. Once they throw the fish over
the boat it stops its movements.

Plague Event
Regardless of whether the PCs interact with the fish
at all, they have come into contact with the first
signs of the plague. Have the PCs make a DC 1/2
True Faith check. The PCs that fail the check have
contracted the Plague and are in the first stage of the
disease (see GM Reference 1).

The skies in the morning are a brilliant, beautiful


red. Captain Rios approaches you, We will arrive
in Angra today, and a good thing too. Some of the
men are becoming more and more convinced that
there is an evil about you. Complete hogwash, but
it does affect their work. I expect well all be glad
when this trip is over.
Several of the sailors are staring at the red dawn
with concern in their eyes. One of them grumbles,
Red sky at morning very bad.

Scene 3:
Angra

The boat you have been travelling on for the past


month has finally reached land. As you approach
Plague Winds DP?-0?

the island of Terceira, you notice that not all seems


to be well in the large port city.
There are several ships in port, but none of the
normal hustle and bustle of a major port. In fact,
you can see very few people moving around at all.
What ones you do see are not moving very quickly.
The Morning Jewel slips into the dock and the
sailors begin to secure the lines. As you disembark,
you receive dark looks from a few of them.
Watches-the-Wilds and Ishmael approach you,
Ishmael in a guard position behind Watches.
When they get close, she speaks with you. We
need to find out where the jar may lie. Begin your
investigations, I will be here at the ship should you
need my assistance.
Ishmael nods at you and then motions towards
Watches-the-Wilds, indicating that he will stay and
protect her. He gives a meaningful look towards
the sailors and then follows Watches back onto the
ship.

This is a fairly free-form scene in which the PCs


need to discover that the source of the Plague is the
island of Corvo. Being a major stop over point
during the trip between the New World and Europe,
most of the amenities of a large city are available to
them. However, due to the Plague that has begun to
circulate among the Azores, many of these shops
have closed as the locals have started to fall ill or
become paranoid at the sheer number of people who
are falling ill.

Scene 3a: Peasants

Wandering the streets or visiting the shops in Angra


that are still open, they will notice several of the
local peasants who will shy away from them. When
the PCs attempt to approach them, the peasant will
look at them fearfully, but allow them to approach.
The peasants only speak Portuguese, although if the
PCs try hard enough, they will find one that speaks
Spanish as well.
What is going on here?
Page 6 of 20

A sickness. People are falling ill on every island.


How many people are ill?

When the illness first falls upon them, they become


weaker in mind, body, and spirit. Some succumb to
a sleep from which they cannot awake. Only
recently have a few begun to die.

I do not know.
What is this plague?
I do not know. The people fall ill, and after a time
fall into a sleep from which they cannot awake.
They become too weak to move.
Is there anyone who unaffected by the sickness?
A few of us are still fine, but more fall ill every day.
Father Salazar at the church has not fallen ill yet,
though he tends to the sick daily.
Where did the disease come from?

How long after the first person fell ill did the others
get sick?
There is really no way to know. Not everyone
comes to the church when they fall ill. We help who
we can, but many decide to treat themselves at
home. It did not seem to take long before many
were ill, however.
Is there any way to help them?
The local physicians have been unable to determine
the source of the illness. So, they come to me,
praying for salvation. What man cannot fix, the
Lord can, should He deem it worthy.

I do not know, maybe you should ask the Father.


Can we look at some of the ill?
Scene 3b: The Church

The sick and the devout fill the church with the
praying for salvation. When the PCs arrive, they
will find the place nearly packed with people.
Several nuns move among the ill that lie on every
open surface. Men and women deep in prayer take
up any free spaces on the pews.
Father Salazar moves between both sets of groups
touching a shoulder here and offering a few words of
comfort there.
When the PCs approach, the Father will greet them
in Portuguese with a friendly smile, How can I help
you, my children? Should the PCs not be able to
understand the language, he will repeat in Spanish,
then English and finally Latin in an attempt to find a
common language.
How many sick are there?

You may, but do not bring them any distress. They


are worried and fearful people. They need hope.
When did this start?
About a week ago, a few people from one of the
outer islands came to me for help. They had fallen
ill and claimed that many there had the same
sickness. They are the ones who recently died. We
sent one of our doctors and a few nuns to the island.
We have not heard from them since.
Which island were they from?
Corvo
If any of the PCs wish to inspect the sick, they may.
If the PC makes a DC 3/4 Heal check, they can
determine that the ill have a fever but no other
physical sign of illness. Should the PC make this
roll, they may make a DC 4/5 Sorcerous Tradition
check to get a feeling that there is witchcraft of
some sort behind the disease.

There are 30 here. In the village, I hear of others,


and more fall to this illness every day.
What is wrong with them?

Plague Winds DP?-0?

Page 7 of 20

Plague Event
PCs that spend any amount of time here among the
sick will get their second chance to gain the Plague.
Have the PCs roll a DC 2/3 True Faith check to see
if they gain the disease. Those that already have the
Plague move one stage further along the Plague
track. (See GM Reference 1)

Scene 3c: Return to the Boat

When the PCs return to the ship, they will come


across a scene of recent combat:
Ishmael stands on the ramp that leads to the ship;
a silent monolith blocking a small crowd of locals
that have gathered around it. Lying near Ishmael
are several injured locals that have obviously been
beaten.
As the PCs make their way through the crowd,
several of the locals will beg piteously to let them
leave with the PCs. After they reach the gangplank,
Ishmael will nod at them and let them pass. If any
of the PCs try to attempt to get Ishmael to let any of
the crowd through, he simply shakes his head and
will point to several people in the crowd who are
showing obvious signs of the illness. He will not
budge on this issue, and the PCs would have to use
force in order to get Ishmael to let them through.
Strongly discourage the PCs from doing this.
Remind them that Ishmael is supposed to be their
ally on the mission.
The PCs may attempt to influence the crowd with a
DC 4 Charm or Intimidate check in order to get
them to disperse. A successful check with a well
role-played appeal may earn the PC a Hero Point at
the GMs discretion.
When they get on board, they will discover that the
sailors opinions of them have improved due to
Ishmaels actions. Ishmael has saved them from
having to take on the ill, and they are grateful for
that, believing it will save them from the sickness.
When the PCs ask Captain Rios to take them to
Corvo he is obviously not happy and will mention
that the crew wants to leave the area before they fall
Plague Winds DP?-0?

ill. With a gentle (or not so gentle) nudging, he will


nod, grimace, and give the order to set sail for
Corvo. The sailors look worried, but follow the
Captains orders.

Scene 4:
Corvo
The ship moves silently through the ocean as you
approach the island of Corvo. As you sail towards
the main bay of the island, you notice there is
another ship moored in the bay to which you are
heading that flies the flag of Portugal.
Getting closer to the ship, you do not notice any of
the crew. The ship seems to be completely
unmanned, and if the anchor did not hold it in
place, it would surely have drifted out to sea.
The crew becomes even more nervous than they
have been throughout the entire journey. They
prep the dinghy for launch as you study the shore.

Surveying the scene, the PCs can notice a few


things. With a DC 3/4 Notice check, the PCs can
spot the dinghy of the other vessel pulled up to the
shore. There is no movement near it. They also see
the name of the other ship is Retribution. If the
PCs look towards the other ship and make a DC 4/5
Notice check, they will see strange markings on the
ship, which they will not be able to make out. If any
of the PCs are Crusaders Inviolate, they will know
that these markings identify the ship as one of theirs.
Whenever the PCs decide to leave the ship Ishmael
will insist on coming along (without speaking).

Scene 4a: The Other Ship

If the PCs decide to investigate the other ship, they


will find it eerily silent. When they go below decks,
they will notice that there is, in fact, a crew onboard.
They have all fallen under the sickness and are
unconscious in their bunks, barely breathing. None
of those onboard are Witch Hunters.

Page 8 of 20

The PCs can tell that there were passengers on board


that are nowhere to be found, as well as the captain
and several of the crew. Searching the ship for some
sign of what has happened will only uncover the
Captains Journal. The last entry merely mentions
their arrival on the island and the fact that several of
the men have fallen ill.

interior of the island. You follow them for several


hundred feet before you notice there is something
moving up ahead.

Looking at the strange symbols on the boat will not


get the PCs any new information unless one of the
PCs is a Crusader Inviolate and had not noticed the
symbols before.

If the PCs stop here and try to determine what is


going on, allow them a DC 3/4 Notice check in
order to determine that there is someone lying on the
ground and another person seems to be moving
above him. With an additional success, the PC will
realize the moving man appears to be eating the
other.

Plague Event

When the PCs approach the creature read the


following:

There is nothing that the PCs can do at this point to


assist these unfortunate sailors. However, any time
spent there longer than a few minutes will again
expose the PCs to the Plague. Have the PCs roll a
DC 4 True Faith test to either acquire the disease or
advance their current level on the Plague track. (see
GM Reference 1)

You approach something lying in the path. As you


get nearer, you realize there are two people. One
appears to be over the other. That man turns and
looks at you, showing long strips of flesh hanging
from its teeth. It hisses at you and lurches to his
feet, moaning. You hear answering moans from
the surrounding area as more of the creatures
shamble and lope out of the bushes to move
towards you.

Scene 4b: The dinghy

Coming upon the dinghy, the PCs can tell that it was
deserted, and they seem to have been in a hurry.
Making a DC 3/4 Tracking or DC 4/5 Notice
check will allow the PCs to pick up signs of a
scuffle. Several people seem to have come from the
west and fought with those from the ship. The men
from the ship then fled towards the center of the
island, and those they fought with chased after them
at a slower pace.
Tracing where the attackers came from leads the PCs
to several small farm cottages that appear to be
deserted. Also of note is that there are no animals in
the pens. Following the tracks toward the center of
the island will lead to Scene 4c.

There are twice as many ghuls here as PCs. Ghuls


are Level 3 minions (4 at Tier 2). They appear as
decaying humans with no eyes, only points of light
where the eyes used to be. A DC 3 Myth and Lore
or Occult check will tell the PCs that many
creatures like this are usually more harmed by fire
than physical attacks.
After the PCs have defeated the ghuls, they can
investigate the corpse that the first one was eating.
The man was obviously a sailor who died with a
horrified look on his face. There are no identifying
markings on him.
Continuing to follow the trail leads the PCs to a cave
that appears to be at the center of the island. When
they enter the cave, go to Scene 5.

Scene 4c
First Contact

Following the tracks from the dinghy eventually


leads you to a small path plunging deeper into the
Plague Winds DP?-0?

Page 9 of 20

Scene 5:
The Cave
The interior of the cave is a nightmare scene.
Lying strewn about the cave are almost a dozen
corpses of sailors and warriors, which bear the
markings of the Crusaders Inviolate. As you look
around, several of the corpses begin to rise. One of
the corpses wears a tabard, brazenly showing a
Templar cross in pristine shape.

These are two zombies (four at Tier 2) that did not


have the chance to become the true Plague Zombies
that the PCs may become at the end of the disease
stages:
Zombie (Lieutenant) (415 Points)
(Page 233 of Main Book)
Fear Rating: 2
Initiative Pool: 5d
Melee Pool: Claws: 7d (DM +4)
Extras Pool: 6d / 7d movement skills
Defense Pool: 3d+3
Basic Talents:
Attack Focus (Claws)
Tough
Slam
Villainous Talents:
Brutal Charge
Grace and Speed
Powers (Prices):
Regeneration 3 (Vulnerability Fire)
Armor 3 (Damage Holy Water)
Gestalt Body 2 (Obvious to the Touch)
True Faith: 0 Damnation: 6 HP: 0
Health Track: (Toughness 4) 9/7/7/5/3
Equipment:
None

One of the zombies is wearing a Templar Tabard


(Holy Level 1) (page 27 of Orders of Solomon),
point out to the PCs that one is boldly wearing a
tabard that sports a Crusaders Cross and seems to
be in strangely pristine shape. It grants the wearer
an extra 1 defense point while worn visibly.
Checking the remaining corpses here with a DC 3
Heal check will discover that one man is still alive.

Plague Winds DP?-0?

Searching the rest of the cave with a DC 3/4 Notice


check will reveal a series of Egyptian symbols
(hieroglyphics) painted throughout the cave. With a
DC 3/4 Egyptian language check or a DC 4/5
Trained Knowledge: History check reveals marks
covering the walls in dire warnings about not
continuing deeper into the cavern.
The sole survivor is the leader of the Crusaders
Inviolates expedition that reached the island shortly
before the PCs did, Diogo Arajo. He is currently
unconscious, but with any healing, he will awaken.
If they ask, he can explain what happened:
The Crusaders Inviolate reached the island a day
ago. They disembarked their ship and were attacked
by the islands former inhabitants, now undead
beasts. They fought a retreat to this cave where they
tried to hold out, but an attack came from within.
Most of the creatures left, but whatever came from
inside the cave went back to wherever it came from.

Plague Event
From milling about all of these corpses, the PCs will
have another opportunity to gain the Plague. Have
them make a DC 5 True Faith test in order to either
gain the plague or advance them on the Plague track.
(See GM Reference 1)
When the PCs follow the path deeper into the cave,
proceed to scene 6.

Scene 6:
Confrontation
The passage is short and it does not take long until
it opens into a larger cavern. On a pedestal made
of natural rock, you can see another canopic jar,
identical to the one shown to you in New
Amsterdam. Between you and it is the bloated
corpse of what once used to be a man you think.
It lurches towards you and moans in pain and
hunger.

Page 10 of 20

Undead Guardian (Villain) (690 points)


Standard Character
Fear Rating: 3
Initiative Pool: 7d
Melee Pool: 12d DM +0
Defense Pool: N+8d+3
Basic Talents:
Greater Talent: Slam (Attack 2 targets with one
roll)
Villainous Talents: Hulking Body (1 free success
on attacks)
Powers (Prices): Armor 3 (Damage Holy Water),
Jumping 2 (Restriction Holy Ground),
Regeneration 3 (Vulnerability - Fire)
Abilities
STR
AGI
TOU

6
4
6

EDU
REA
WILL

2
2
3

COU
INT
PER

4
3
3

Background Skills: Hand to Hand 6(12), Grapple


5(11), Throw 5(11) Intimidate 3(6), Jump 5(11),
Endurance 4(10)
Elective Skills: Climb 5(11), Notice 2(5), Reflexes
4(8)
True Faith: 0
Damnation: 8
Hero Points: 0
Health Track: 12/9/6/6/3
Equipment: None

At Tier 2, use the following stats:

Undead Guardian (Villain) (800 points)


Standard Character
Fear Rating: 3
Initiative Pool: 9d
Melee Pool: 13d DM +5
Defense Pool: N+8d+3
Basic Talents: Pugilist, Attack Focus (Unarmed)
Greater Talent: Slam (Attack 2 targets with one
roll), Attack Specialization (Unarmed), Attack
Acuity (Unarmed)
Villainous Talents: Hulking Body (1 free success
on attacks), Attack Mastery (Unarmed)
Powers (Prices): Armor 3 (Damage Holy Water),
Jumping 3 (Restriction Holy Ground),
Regeneration 4 (Vulnerability - Fire)
Abilities
Plague Winds DP?-0?

STR
AGI
TOU

6
5
6

EDU
REA
WILL

2
2
3

COU
INT
PER

4
3
3

Background Skills: Hand to Hand 6(12), Grapple


5(11), Throw 5(11) Intimidate 3(6), Jump 5(11),
Endurance 4(10)
Elective Skills: Climb 5(11), Notice 2(5), Reflexes
5(10)
True Faith: 0
Damnation: 10
Hero Points: 0
Health Track: 12/9/6/6/3

Plague Event
On the first round of combat, the Guardian will
inhale deeply and let loose with a blast of fetid air
requiring a DC 6 True Faith test in order to resist
the Plague. Should the PCs fail, advance the Plague
track by 1. (See GM Reference 1) Afterwards, the
guardian will wade into melee and attack with
abandon.
When the PCs have defeated the guardian read the
following:
The creature roars in pain as you deliver the blows
that end its life. It falls upon its knees and looks
you in the eyes. For a moment, you would swear it
was trying to say Thank you as it breathes its last
breath.

Searching the cave turns up nothing new, other than


the canopic jar resting on its pedestal.

Conclusion

Returning to the shore, you find activity on the


decks of both ships. The sick on the Retribution
seem to have recovered from their illness and are
preparing to launch, as is your own ship.

Page 11 of 20

Reaching the shore, Diogo Arajo will ask the PCs


for the jar. Should the PCs give it to him he will
thank them and return to his ship. If the PCs do not
give it to him (which is more likely), he will ask
them why they wish to keep it. Should the PCs
explain their mission, he will nod and ask to join
them, Perhaps, providence has brought us together
for a reason. I think we are all on the same path.
Regardless of however the PCs handle Diogo
Arajo, he will play a major role in the future mods.

dangerous acts despite a low chance of success


should receive Hero Points. Remember that daringis relative to the skills of the character. Jumping onto
a table to fight off a group of musketeers is more
impressive when its an elderly spinster doing it.
Beyond that, reward players who contributed
something worthwhile to the game perhaps related to
their Virtues and Vices.

If the PCs became friends with the crew of the


Morning Jewel, they allow the PCs to reboard.
Otherwise, the captain will refuse to take them back
aboard and point out that the Retribution has not
yet left. Ishmael and Watches-the-Wilds will join
them in the dinghy with the PCs gear should they
have left any behind

Templar Tabard: The hero has retrieved the


Templar Tabard (Holy Level One) from the risen
zombies. The Crusaders will demand the Tabard
back after the following 2 adventures unless the PC
is a Crusader Inviolate and has the Sergeant Talent.

When the PCs board the boat, they will discover it is


ready to depart. Watches-the-Wilds will take the jar
from the PCs and return to her quarters. After a few
short minutes, she returns to the PCs and tells them
that Stanwick has given her the next location they
are to investigate, Prague.

Adventure Journals:
Mark the following numbers on the characters
Adventure Journals.

The ship will set sail for the Old World shortly
thereafter. Read the following:

Mark GB if this PC kept the Templar Tabard and is


allowed to keep it.

Setting out to sea you can see (either the


Retribution or the Morning Jewel, whichever the
PCs are not on) ahead of you, fog bank sweeps in
from the northeast, quickly swallowing the ship.
Almost as fast as it appeared the fog bank is gone,
and with it, the other ship. You see no sign of
where it might have gone. For the miles you can
see in every direction, you find only calm sea.

Mark GC if the Morning Jewel disappeared at the


end of the mod.

Other Rewards:

Mark GA on all the sheets if the heroes retrieved the


jar.

Mark GD if the Retribution disappeared at the end of


the mod.

The End

SP Rewards: Characters who survive the adventure


receive 1 SP for agreeing to go on the adventure, 1
SP for learning the source of the plague, 1 SP
finding the remains of the Crusader party, 1 SP for
defeating the Undead Guardian of the jar, and 1 SP
if they role-played well, for a possible maximum of
5 SP per character.
HP Rewards: Heroes should receive two HP for
retrieving the jar. In addition, heroes who performed
Plague Winds DP?-0?

Page 12 of 20

Player Handout 1
If this letter has reached you, it means that you are a Witch Hunter within the reach
of my power. A grave matter needs discussing which is beyond my current
resources. I have, thus, been forced to reach out to any available Hunters within the
call of my voice.
Please meet me at Stanwick Imports within the city of New Amsterdam so we can
discuss a threat to all Witch Hunters that walk this earth.

Michael Stanwick
Apostle of the New Dawn

Player Handout 2
The Jar

GM Reference 1
Plague Chart

Each time the module indicate it, the PCs will advance one step along the following path:

Stage 1: The PC begins to feel a little off. There is nothing else of note at this level of the disease than this
feeling of wrongness within them.
Stage 2: The PC begins to feel mentally weak. The PC now takes a 1 die penalty on all rolls involving their
Mental Abilities (Education, Reason, and Will).
Stage 3: The PC begins to feel physically weak, taking a 1 die penalty to all rolls involving their Physical
Abilities (Strength, Agility, and Toughness), and a 2 die penalty on rolls involving their Mental Abilities
(Education, Reason, and Will).
Stage 4: The PC begins to feel spiritually weak, taking a 1 die penalty to all rolls involving their Spiritual
Attributes (Courage, Intuition, and Personality), a 2 die penalty on all rolls involving his Physical Abilities
(Strength, Agility, and Toughness), and a 3 die penalty on rolls involving their Mental Abilities (Education,
Reason, and Will).
Stage 5: The Plague has run its course. The next time the PC falls asleep, they will pass away. After 24 hours of
death, the PC will rise again as a plague zombie. See the stats below.

Plague Zombie
Fear Rating: 2
Initiative Pool: 5d
Melee Pool: Claws: 7d (DM +4)
Extras Pool: 6d / 7d movement skills
Defense Pool: 3d+3
Basic Talents:
Attack Focus (Claws)
Tough
Slam
Villainous Talents:
Brutal Charge
Grace and Speed

Powers (Prices):
Regeneration 3 (Vulnerability Fire)
Armor 3 (Damage Holy Water)
Special
Ability:
Plague
Touch to the Touch)
Gestalt
Body
2 (Obvious
Should
an
attack
make
contact
with
True Faith: 0 Damnation: 6 HP:
0 anyone,
they
will
move
one
level
up
the
plague
Health Track: (Toughness 4) 9/7/7/5/3 track.
Equipment:
None
Special Ability: Plague Touch
Should an attack make contact with anyone, they
will move one level up the plague track.

GM Reference 2
Ishmael
The only part of Ishmael that you can see is his eyes. He wears a long sleeved white tunic with a
hood over white pants. A white shemagh covers the lower half of his face, letting only a pair of
dark eyes pierce its covering. He does not carry any weapons, at least in the open.
Ishmael will only speak through gestures and hand signals (Pantomime) with the PCs and will not
speak directly to any other Arabic character.
Background: Scout
Order: Mujahadeen
Nationality: Arab
Religion: Muslim
Initiative Pool: 12
Melee Pool: Unarmed 11 DM +2, Dagger 10 DM +1
Defense Pool: 5+1
Basic Talents: Attack Focus (Unarmed), Basic Fighting Tradition (Assassin Fighting), Basic Fighting Style
(Khanjar Yad, Dira Fulad), Expertise (Hand-to-Hand), Pugilist, Skilled (Hand-to-Hand, Subterfuge)
Greater Talent: Attack Specialization (Unarmed), Danger Sense, Greater Fighting Tradition (Assassin
Fighting), Greater Fighting Style (Dahama Whachi, Nisf Qamar), Sneaky
Heroic Talents: Heroic Fighting Tradition (Assassin Fighting), Heroic Fighting Style (Darbuko)
Abilities
STR
AGI
TOU

4
5
4

EDU
REA
WILL

2
3
2

COU
INT
PER

3
4
3

Background Skills: Archery 1(6), Hand to Hand 4(9), Climb 1(5), Stealth 5(10), Swim 1(5), Notice 4(9),
Subterfuge 5(10), Survival 1 (5)
Elective Skills: Pantomime 3(6), Jump 1(5), Parry 4(9), Reflexes 5(12), Track 1(5)
True Faith: 7
Damnation: 0
Hero Points: 5
Health Track: 8/6/4/4/2
Equipment: 4 Daggers, Fencing Jacket

Appendix 1
Combat Sheet for Scene 4c (Tier 1 and 2)
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Ghuls (Minions)

Threat Level 3/4


Skills
Hand-to-Hand +2, Grappling +2, Climb +2
Talents
Iron Fisted
Powers
None
Equipment
None

Appendix 2
Combat Sheet for Scene 5 (Tier 1 and 2)

Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Zombie (Lieutenant) (415 Points)
(Page 233 of Main Book)
Fear Rating: 2
Initiative Pool: 5d
Melee Pool: Claws: 7d (DM +4)
Extras Pool: 6d / 7d movement skills
Defense Pool: 3d+3
Basic Talents:
Attack Focus (Claws)
Tough
Slam
Villainous Talents:
Brutal Charge
Grace and Speed
Powers (Prices):
Regeneration 3 (Vulnerability Fire)
Armor 3 (Damage Holy Water)
Gestalt Body 2 (Obvious to the Touch)
True Faith: 0 Damnation: 6 HP: 0
Health Track: (Toughness 4) 9/7/7/5/3
Equipment:
None
Healthy
000000000

Light
0000000

Mod
0000000

Hvy
00000

Dying
000

Healthy
000000000

Light
0000000

Mod
0000000

Hvy
00000

Dying
000

Healthy
000000000

Light
0000000

Mod
0000000

Hvy
00000

Dying
000

Healthy
000000000

Light
0000000

Mod
0000000

Hvy
00000

Dying
000

Appendix 3
Combat Sheet for Scene 6 (Tier 1)

Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Undead Guardian (Villain) (690 points)
Standard Character
Fear Rating: 3
Initiative Pool: 7d
Melee Pool: 12d DM +0
Defense Pool: N+8d+3
Basic Talents:
Greater Talent: Slam (Attack 2 targets with one roll)
Villainous Talents: Hulking Body (1 free success on attacks)
Powers (Prices): Armor 3 (Damage Holy Water), Jumping 2 (Restriction Holy Ground), Regeneration 3
(Vulnerability - Fire)
Abilities
STR
AGI
TOU

6
4
6

EDU
REA
WILL

2
2
3

COU
INT
PER

4
3
3

Background Skills: Hand to Hand 6(12), Grapple 5(11), Throw 5(11) Intimidate 3(6), Jump 5(11), Endurance
4(10)
Elective Skills: Climb 5(11), Notice 2(5), Reflexes 4(8)
True Faith: 0
Damnation: 8
Hero Points: 0
Health Track: 12/9/6/6/3
Equipment: None
Healthy
000000000000

Light
000000000

Mod
000000

Hvy
000000

Dying
000

Appendix 4
Combat Sheet for Scene 6 (Tier 2)

Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Undead Guardian (Villain) (800 points)
Standard Character
Fear Rating: 3
Initiative Pool: 9d
Melee Pool: 13d DM +5
Defense Pool: N+8d+3
Basic Talents: Pugilist, Attack Focus (Unarmed)
Greater Talent: Slam (Attack 2 targets with one roll), Attack Specialization (Unarmed), Attack Acuity
(Unarmed)
Villainous Talents: Hulking Body (1 free success on attacks), Attack Mastery (Unarmed)
Powers (Prices): Armor 3 (Damage Holy Water), Jumping 3 (Restriction Holy Ground), Regeneration 4
(Vulnerability - Fire)
Abilities
STR
AGI
TOU

6
5
6

EDU
REA
WILL

2
2
3

COU
INT
PER

4
3
3

Background Skills: Hand to Hand 6(12), Grapple 5(11), Throw 5(11) Intimidate 3(6), Jump 5(11), Endurance
4(10)
Elective Skills: Climb 5(11), Notice 2(5), Reflexes 5(10)
True Faith: 0
Damnation: 10
Hero Points: 0
Health Track: 12/9/6/6/3
Healthy
000000000000

Light
000000000

Mod
000000

Hvy
000000

Dying
000

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