Plague Winds adventure for Witch Hunter rpg

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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 8:1 "They Sow the Wind, and Reap the Whirlwind" Hosea 8:1 "They Sow the Wind, and Reap the Whirlwind" Hosea 8:1 "They Sow the Wind, and Reap the Whirlwind" Hosea 8:1-14 14 14 14 Witch Hunter™ Witch Hunter™ Witch Hunter™ Witch Hunter™ and Dark Providence™ Dark Providence™ Dark Providence™ Dark Providence™ are trademarks of Paradigm Concepts, Inc. Adventure content is ©2009 by Paradigm Concepts, Inc. All rights reserved.

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An adventure for Witch Hunter RPG.

Transcript of Plague Winds adventure for Witch Hunter rpg

  • 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 8:1"They Sow the Wind, and Reap the Whirlwind" Hosea 8:1"They Sow the Wind, and Reap the Whirlwind" Hosea 8:1"They Sow the Wind, and Reap the Whirlwind" Hosea 8:1----14141414

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

  • Plague Winds DP?-0? Page 2 of 20

    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.

    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

    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.

    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.

    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.

    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.

    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:

    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.

    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?

    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

    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.

    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

    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-the-Wilds. 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

    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?

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    A sickness. People are falling ill on every island.

    How many people are ill?

    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?

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

    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?

    There are 30 here. In the village, I hear of others, and more fall to this illness every day.

    What is wrong with them?

    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.

    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.

    Can we look at some of the ill?

    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.

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    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

    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.

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    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.

    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.

    Plague Event

    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)

    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.

    Scene 4c First Contact

    Following the tracks from the dinghy eventually leads you to a small path plunging deeper into the

    interior of the island. You follow them for several hundred feet before you notice there is something moving up ahead.

    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.

    When the PCs approach the creature read the following:

    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.

    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.

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    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.

    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.

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    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 6 EDU 2 COU 4 AGI 4 REA 2 INT 3 TOU 6 WILL 3 PER 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

    STR 6 EDU 2 COU 4 AGI 5 REA 2 INT 3 TOU 6 WILL 3 PER 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.

  • Plague Winds DP?-0? Page 12 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.

    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

    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.

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

    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.

    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

    dangerous acts despite a low chance of success should receive Hero Points. Remember that daring- is 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.

    Other Rewards:

    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.

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

    Mark GA on all the sheets if the heroes retrieved the jar.

    Mark GB if this PC kept the Templar Tabard and is allowed to keep it.

    Mark GC if the Morning Jewel disappeared at the end of the mod.

    Mark GD if the Retribution disappeared at the end of the mod.

  • 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 Special Ability: Plague Touch Initiative Pool: 5d Should an attack make contact with anyone, Melee Pool: Claws: 7d (DM +4) they will move one level up the plague track. 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 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 4 EDU 2 COU 3 AGI 5 REA 3 INT 4 TOU 4 WILL 2 PER 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 Light Mod Hvy Dying 000000000 0000000 0000000 00000 000

    Healthy Light Mod Hvy Dying 000000000 0000000 0000000 00000 000

    Healthy Light Mod Hvy Dying 000000000 0000000 0000000 00000 000

    Healthy Light Mod Hvy Dying 000000000 0000000 0000000 00000 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 6 EDU 2 COU 4 AGI 4 REA 2 INT 3 TOU 6 WILL 3 PER 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 Light Mod Hvy Dying 000000000000 000000000 000000 000000 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 6 EDU 2 COU 4 AGI 5 REA 2 INT 3 TOU 6 WILL 3 PER 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 Light Mod Hvy Dying 000000000000 000000000 000000 000000 000