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==Next victims==
==Next victims==
===WWII===
===Roman Kingdom===
*Folies Bergère
*Shields of Mars
*Pas-de-Calais
*Temple of Laran
*Saint-Omer
*Campus Martius
*Abbey of Saint-Bertin
*Domus Regia
*Canal de Neufossé
*Naevia
*Laran
*Palus Caprae
*Thresu
*Prize of the Versipellis
<!--
<!--
==Lugers & Ballerinas==
==The First Conspiracy==
{{Era|Memories}}
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
{{Memory Infobox
|name=Lugers & Ballerinas
|name=The First Conspiracy
|image=
|image=
|description=
|description=
|type=Main {{c|The Sword of Mars}}
|type=Main {{c|The Sword of Mars}}
|fullsync=
|fullsync=
|previous=
|previous=[[Warfare at the Abbey]]
|next=[[Warfare at the Abbey]]
|next=[[Of Wolves and Men]]
|source=
|source=
|location=[[Folies Bergère]], Center of [[Paris]], [[France]]
|location=[[Temple of Laran]], Banks of the [[Tiber]] ([[Rome]])
|date=1942
|date=717 BCE
}}
}}
'''Lugers & Ballerinas''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
'''The First Conspiracy''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
 
==Chapter introduction==
;The Lost Key
In the [[Modern times|modern day]], [[the Crew]] of Descendants has gathered in [[London]] from all around the world. One of their [[British Brotherhood of Assassins|Brotherhood]] contacts in the [[United Kingdom|UK]], [[Siegmund Visser|Siegmund "Ziggy" Visser]], has reached out to each of them in turn. He has spent weeks collecting evidence concerning a lost piece of [[Isu|Precursor]] technology that might be related to some of their Ancestors.
 
If this is your first session, the players can roleplay their characters and their arrival at [[the Stardust]], along with their first contact with Ziggy.
 
Ziggy's hideout is a run-down, abandoned theater in the middle of {{Wiki|Camden Town}}, formally "The Stardust". He has set up an [[Abstergo Industries|Abstergo]] [[Animus]] device backstage, modified to connect to a number of commercial [[Brahman V.R.]] visors to allow multi-subject simulations.
 
Whenever the Crew is ready to begin their mission, Ziggy explains how they will enter a Simulation that will send them back to {{Wiki|German military administration in occupied France during World War II|German-occupied}} [[France]], in the year 1942. It will be the first in a series of memory blocks to investigate, in order to discover how their Ancestors got intertwined with the story of a previously unknown [[Piece of Eden]]. Ziggy will work as the Descendant's field technician, monitoring their performance in the Animus and keeping track of their discoveries.
 
Without further ado, the PCs gather around the Animus device, put on the visors, and the Simulation is on!


==Description==
==Description==
''In the midst of the [[Nazi Party|Nazi]] occupation, a private party is to be held at the ''[[Folies Bergère]]'', one of the most famous cabaret music halls in [[Paris]]. The organizer is [[Wilhelm Schmidt]], an ''{{Wiki|Schutzstaffel|SS}} {{Wiki|Obersturmführer}}'' and low-ranking member of the [[German Rite of the Templar Order|Templar Order]]. The night is expected to be attended by [[Wehrmacht|soldiers]], [[officer]]s, and local celebrities.<br><br>At the beginning of the Simulation, the Witnesses gather outside the ''Folies Bergère'' club, safe from prying eyes. Their mission is to infiltrate the building during the party and recover some intel regarding the recent activities of ''{{Wiki|Sturmbannführer}}'' [[Heinz Müller]], a Seneschal Templar.''
''The Witnesses are members of the [[Shields of Mars]], a secret group of freedom fighters founded by King [[Romulus]] himself to protect the [[Rome|Romans]] from the darkness that seems to edge closer to the city of the [[Seven Hills of Rome|Seven Hills]] with each passing year. A conspiracy is underway against Romulus to overthrow him and subjugate the people of Rome. The conspirators have gathered in an [[Temple of Laran|ancient temple]] to officiate the propitiatory ritual for the King's [[assassination]], to be carried out the next day, during a speech to the troops gathered on the [[Campus Martius]]. The characters must prevent an Etruscan [[Priest]] from completing the ritual and laying the foundation of "the rising [[Instruments of the First Will|Cult of Uni]]" at all costs.''


==Intro==
==Intro==
A fine drizzle wets the road in front of the ''Folies Bergère'', its lights creating colorful projections on the sidewalk. If it weren't for the German uniforms crowding the street, it might almost feel like it did before the [[World War II|war]].
The opening in the cave ceiling lets out the smoke of the flames that illuminates the [[Domus Regia]], the King's House. Flickering light plays over the image of the god [[Mars]] engraved on the [[bronze]] [[shield]] hanging over Romulus' seat. The ninth hour has passed, and you are resting around the hearth, eating [[honey]]-glazed mushrooms on the eve of the King's speech to the troops, on the Campus Martius. A [[hood]]ed woman named [[Naevia]] runs into the Domus, gasping for breath. Bending down on one knee, she reports of an assassination plan aimed at the King! Some of the {{Wiki|Senate of the Roman Kingdom|senators}}, ''pater familias'', and militia captains, unhappy with the King's politics, have been persuaded by an unknown group that Romulus has softened to such an extent that Rome risks conquest. Behind the conspiracy is a shady Etruscan man whose identity Naevia has yet to discover.
 
From your hiding place, you can see German trucks parked a short distance from the theater, and you have watched cars carrying people in evening dresses coming and going for quite some time. Whenever the theater doors open to let new guests in, the sounds of muffled music spill out.
 
One last look at your watches, one last check on your gear, one last deep breath to let the sweet petrichor fill your nostrils. Time to go, Assassins.


==Key objectives==
==Key objectives==
<tabber>
<tabber>
|-|1 - INFILTRATION=
|-|1 - LISTEN TO THE CONSPIRATORS' SPEECH=
There are a few access routes into the theater. At the back of the building, there is an entrance for waiters and theater workers. On the roof, a maintenance entrance can be easily accessed by jumping from an adjacent building. Finally, there's the theater's front door.
In the heart of the swamps north of the [[Tiber]] River stands an old temple dedicated to [[Laran]], the {{Wiki|Etruscan religion|Etruscan god}} of war. Despite this, the effigies that now decorate the temple portray the goddess [[Juno|Uni]] instead. Before putting an end to the conspiracy, the Witnesses must identify who is behind the assassination plan and what their intentions are should they successfully kill the King.
 
The Etruscan Priest is officiating an important ritual to the gods in the ancient temple of Laran, north of the Campus Martius over the Tiber River. You are the Shields of Mars—you must stop this conspiracy before it can develop any further. Once you reach the temple, you spot men and women in fine clothes, their identities concealed behind bronze masks, each accompanied by personal [[Soldier|guards]].
;Challenges
;Challenges
*''Patrol:'' A unit of 4 ''Wehrmacht'' [[soldier]]s patrols the perimeter of the theater. They will take an interest in anyone acting suspiciously and will demand a thorough explanation.
*''Entering the Temple:'' The Witnesses must find a way to enter the Temple of Laran, where the traitors will participate in the ritual. The Witnesses employ stealth, disguise, or cunning to gain access to the restricted area without raising suspicion.
*''Doorman:'' The show at the ''Folie Bergère'' is the event of the week in Paris and the guest list is long. Convincing the doorman that you are on the list or that you are working the event will require a good explanation.
*''Body Guards:'' Personal guards accompany each of the guests. Some stay close to their wards, while others remain discretely around the temple's perimeter. If the Witnesses are not disguised as guests, any Stealth check made to infiltrate the structure requires 1 Raise.
*''Flirting Officer:'' [[Oskar Fiedler]], a young German officer, is smoking outside the back door, where he is trying to seduce a young dancer, [[Juliette Merion]]. He will be a thorn in the side of anyone approaching, tormenting and mocking them in an attempt to impress Juliette.
*''Make the Traitors Talk:'' If the Witnesses are able to [[Interrogation|interrogate]] any of the participants in the ritual, they can identify most of the conspirators, as they can be recognized despite their masks by their posture or voice. As far as their motives are concerned, some seem to be here merely out of curiosity, while others are convinced of the need for betrayal and are persuading others. Before taking action against the Etruscan Priest, in order to try to gain enough information the Witnesses must make at least 3 separate Approach checks.<br><br>During the completion of this Challenge, the Witnesses discover one of the following pieces of information for each successful Approach check:
#The source of Romulus' power is the magical sword he has carried since his first battle. It is imperative to steal it from him.
#The goddess Uni (Juno) herself has ordered the Etruscan to oust the ailing Romulus to create a new order to rule and subjugate Rome.
#Senator Caius of the {{Wiki|Gens}} (Family) {{Wiki|Galeria gens|Galeria}} is the spokesman for the Etruscan within the walls of Rome and has long been operating in the shadows to recruit the traitors gathered here tonight.
;Weaknesses
;Weaknesses
*''What do you mean I'm not on the list!:'' The party has attracted a lot of uninvited guests, who crowd the main door in an attempt to get in. The confusion will make it easier to slip in with a proper ruse or disguise.
*''Dead Traitors Wear No Masks (minor):'' The characters could ambush any conspirators arriving late, posing as them to enter the temple, speak with the other guests, and get close to the Etruscan. This can overcome the ''Bodyguards'' and ''Cultists'' Challenges, or give the Witnesses a Free Raise when facing the ''Make the Traitors Talk'' Challenge.
*''A Secret Door:'' A secret access way from the {{Wiki|Paris Métro}} {{Wiki|Cadet station|Station of Cadet}} leads into the theater.
|-|2 - ASSASSINATE THE ETRUSCAN PRIEST DURING THE RITUAL=
|-|2 - RECOVER TEMPLAR INTEL=
After trying to collect information about the traitors involved and their plan to kill Romulus the next day during his speech to the troops at the [[Palus Caprae]] (Goat Marsh), the Witnesses can proceed with their own assassination. The Priest has declared that he can feel a great spiritual force in the temple's foundations and its alignment with the full [[moon]] about to rise. If the Etruscan Priest were to be "accidentally" killed during the ritual, the superstitious Romans might perceive it to be a very bad omen, casting a pall over the whole idea of a conspiracy.
Sensitive documents are kept in an area of the theater that Schmidt uses as his office. However, this area is closed for the duration of the party. Two soldiers have been posted to guard the area.


If the Witnesses gain access to the office, they will find that a number of documents clutter Schmidt's desk. Two in particular attract their attention: one concerning the movement of troops {{Wiki|Operation Fortitude|towards}} the [[Pas-de-Calais]] region in northern France, and the second the kidnapping of a French [[Lèo Dubois|professor]] of medieval history, both requested by Müller.
Apparently, [[Thresu]]—the Etruscan Priest of Uni, the mighty goddess you all know as Juno—has sensed an otherworldly force pulsating beneath the Laran temple's foundations. As the moon ascends in the dark sky, the priest narrates how it aligns with cosmic forces beyond mortal comprehension in a crescendo that guides the ritual to its final step, which needs all lights but the moon's to be extinguished. Time to [[The Creed|work in the dark to serve the light]]: a mishap or an accident during the sacred rites might cast an ominous shadow over the conspirators' designs...
 
From what they can understand from the documents, Müller is moving to the north of France, in search of technology attributed to the [[Isu|First Civilization]]: a [[Piece of Eden]], perhaps? The Witnesses must find Müller before he gets his hands on the artifact.
;Challenges
;Challenges
*''Nazi guards:'' The 2 soldiers standing guard have received specific orders that no one can enter the restricted area. Any Social check made to overcome this Challenge requires 1 Raise.
*''Move Undetected:'' Setting the plan in motion without being detected by the many guards in the temple and by the circle of cultists who guard the altar is very difficult unless the Witnesses use diversions and camouflage techniques.
*''Booby-trapped desk:'' While searching the desk for the documents, a Wits check is required to avoid an explosive trap set by Schmidt. On a failure, all Witnesses in the room must make a Reaction check. The explosion also triggers the They're Onto Us! Setback. The templar documents are burnt, but still legible.
*''Set the Trap:'' Whatever idea the Witnesses come up with to assassinate the Etruscan Priest and make it seem like the will of the gods, it requires 3 separate Approach checks.
;Weaknesses
;Weaknesses
*''Orders are Orders (minor):'' If someone with a higher rank than ''Obersturmführer'' Schmidt gives new orders to the guards, they will obey at once.
*''Whispers (minor):'' Not all of the guests are convinced by the Priest's words. The Witnesses can try to instill doubt in the minds of those present: the Priest is a foreigner, he has gathered everyone in a foreign temple, and is inviting them to enter the cult of a foreign goddess. This can lower by 1 the number of separate Approach checks required to overcome the ''Set the Trap in Motion'' Challenge.
*''Let's Have a Drink! (minor):'' The guards are not happy to be on duty instead of at the party, so will gladly chat with anyone approaching. They are easily plied with [[Alcohol|drink]] too (which could lead them to go to the bathroom earlier than expected, or allow the Witnesses to put something in their champagne...).
|-|3 - KILL SCHMIDT=
''Obersturmführer'' Wilhelm Schmidt occupies one of the central seats of the music hall, amidst a crowd of uniformed officers and bureaucrats, watched over by a dozen soldiers. He is enjoying the show and the evening in a carefree way and will hardly leave the auditorium, happy to spend time with the numerous celebrities present.
;Special
At the first sign of an attack, the ''Obersturmführer'' will take the closest guest or dancer hostage. Any Approach check made to stop him requires 1 additional Raise. On a failure, the An Innocent is Killed Setback is triggered immediately.
;Challenges
*''The Life of the Party:'' Wilhelm Schmidt is very much in the spotlight tonight—it won't be easy to isolate and stealthily kill him. A direct assault would take everyone by surprise, but it will be difficult to escape the theater unscathed—a frontal assault requires at least 3 separate Approach checks, and the Witnesses trigger the They're Onto Us! Setback immediately.
*''[[Sniper]] Hit:'' The Witnesses can find a good spot to attempt a shot with a [[rifle]] by making an Approach check with 2 Raises, due to the people crowding the auditorium. The shot triggers the They're Onto Us! Setback immediately.
;Weaknesses
*''New Recruit (major):'' Schmidt is [[Initiation into the Templar Order|new]] to the Templar Order and although he is a fierce supporter of [[New World Order|the cause]], he remains ignorant about most of the Templars' practices and traditions. He has been briefed on the existence of the [[Assassins|Assassin Brotherhood]], but does not know their abilities or intentions. Witnesses introducing themselves as Templars can deceive him with relative ease.
</tabber>
</tabber>


==Debrief==
==Notable NPCs==
Moments after completing the final objective, the simulation begins to fade. Ziggy's voice cuts through the muffled sounds of the party. He tells you that the memory block has been thoroughly explored and pulls you out of the Animus to get some rest.
;Thresu, Etruscan Priest of Uni
A great public speaker and natural charmer, Thresu is one of the most prominent members of the Cult of Uni, a shadowy collective that operates throughout the [[Italy|Italian]] peninsula. The cult worships a goddess called Uni, Juno's Etruscan counterpart, and plots to control the known world. Thresu has started infiltrating every corner of Roman, {{Wiki|Sabines|Sabine}}, and {{Wiki|Latins|Latin}} society, even bringing some prominent ''pater familias'', captains, and {{Wiki|Senate of the Roman Kingdom|senators}} into his conspiracy against Romulus. By doing this, he pulls the wool over their eyes with promises of conquest and power while slowly indoctrinating them into the cult of the ancient Isu Juno.
 
==References==
{{Reflist}}
{{ACRPGSequences}}


==Warfare at the Abbey==
==Of Wolves and Men==
{{Era|Memories}}
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
{{Memory Infobox
|name=Warfare at the Abbey
|name=Of Wolves and Men
|image=
|image=
|description=
|description=
|type=Main {{c|The Sword of Mars}}
|type=Main {{c|The Sword of Mars}}
|fullsync=
|fullsync=
|previous=[[Lugers & Ballerinas]]
|previous=[[The First Conspiracy]]
|next=[[The First Conspiracy]]
|next=[[For Benefit of All]]
|source=
|source=
|location=[[Saint-Omer]], [[Abbey of Saint-Bertin]] ([[Pas-de-Calais]], [[France]])
|location=[[Campus Martius]], [[Rome]]
|date=1943
|date=717 BCE
}}
}}
'''Warfare at the Abbey''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
'''Of Wolves and Men''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>


==Description==
==Description==
''After recovering and decoding the intel from [[Wilhelm Schmidt|Schmidt]] about a possible [[Piece of Eden]], the Witnesses leave [[Paris]] on the trail of the [[Templars|Templar]]'s Seneschal to the [[Pas-de-Calais]] region in northern [[France]]. Once in [[Saint-Omer]], the [[Nazi Party|German presence]] quickly becomes evident. The Witnesses approach the target location with the help of a local [[boat]]man navigating the [[Canal de Neufossé]] aboard his tugboat. Meanwhile, they review the plan to free the kidnapped French professor and retrieve the artifact, studying the map of the small town at the center of which a red circle surrounds the [[Abbey of Saint-Bertin|Saint-Bertin Abbey]] structure: their objective.''
''When a violent storm whips up during a speech by [[Romulus]], a handful of killers take advantage of the chaos to try to [[Assassination|assassinate]] the [[Monarchy|monarch]]. Aided by the Witnesses, the King escapes, and leads them to the [[Colosseum Vault|Temple of Uni]], where Romulus intends to hide the [[Sword of Eden]] that the conspirators want to take from him along with the crown. There, the characters enter the underground hall of an [[Isu]] [[Temple (Isu)|temple]] to face a supernatural and unexpected guardian, learning dark secrets and bitter truths.''


==Intro==
==Intro==
While the twilight starts to shroud Saint-Omer in darkness, your French boatman docks his tugboat on the muddy quay of the Canal de Neufossé. Cautiously, following your plans, you successfully pass the roadblocks and patrols to reach the [[Church|monastery]] surroundings. While regular ''[[Wehrmacht]]'' units patrol the occupied town, ''{{Wiki|Sturmbannführer}}'' [[Heinz Müller]]'s ''{{Wiki|Schutzstaffel|SS}}'' troops garrison the Abbey of Saint-Bertin. You catch a glimpse of a terrified [[Lèo Dubois]], the [[Sorbonne]] French history professor kidnapped by the Templars to help them find the artifact, as he's escorted out of the monastery. Suddenly shots ring out, missing you by no more than a couple of inches—an ambush! The boatman must have sold you out. The Professor is in extreme danger, and you, too, are caught in a deadly crossfire.
After sabotaging the [[Priest]] of [[Juno|Uni]]'s ritual, you find yourself at the [[Palus Caprae]] on [[Campus Martius]], where the King is speaking to his troops. The city's most influential {{Wiki|Patrician (ancient Rome)|patricians}} are present—you think you recognize some of them from the [[Temple of Laran|temple]]. After a while, the clouds that had been stifling the [[Seven Hills of Rome|seven hills]] over the past few days break into a sudden, violent storm above the parade ground. Everybody scatters for cover.


==Key objectives==
==Key objectives==
<tabber>
<tabber>
|-|1 - SAVE THE PROFESSOR=
|-|1 - PROTECT THE KING=
The Professor is in mortal danger: his ''SS'' escorts have orders to execute him down by the river. Although now they are focused on the Witnesses, at any moment they could decide to complete their mission.
The Witnesses must protect Romulus and avoid getting killed themselves in the attempt. The heavy rain and mist make it difficult to fight back the killers, as well as covering their escape.
 
Amidst the chaos, killers wearing dark tunics and [[bronze]] masks emerge from the mist, armed with [[bow]]s and [[Short blade|daggers]]. Their target is clearly Romulus. They approach menacingly, bowstrings taut. It looks like your actions at the temple were not enough to stamp out this conspiracy. The King of Rome is in danger!
;Challenges
*''[[Arrow]]s of Uni:'' Hissing arrows fly through the mist. All Witnesses must make a Reaction check to avoid being injured. It is necessary to make at least 2 Approach checks with 1 Raise to eliminate the [[Archer]]s.
*''Daggers of Uni:'' The killers—armed with short, vicious blades—are set on targeting Romulus, but everybody in their way instantly becomes a target. Defeating the Daggers of Uni requires at least 3 separate Approach checks.
;Weaknesses
*''Protect the King! (minor):'' There are still a number of loyal guards nearby, and a Witness might leave the combat to muster a handful to the King's side, turning the tide of battle in his favor. In this case, only 2 Approach checks are required to defeat the ''Daggers of Uni'' Challenge, and the Approach checks made to overcome the ''Arrows of Uni'' Challenge require no Raise.
|-|2 - CONFRONT THE GUARDIAN=
The [[Instruments of the First Will|Cultists of Uni]] want to end Romulus' reign and seize the [[Excalibur|Sword of Mars]]. By now, it is clear that they have poisoned the minds of many {{Wiki|Patrician (ancient Rome)|patricians}} and {{Wiki|Senate of the Roman Kingdom|senators}}, and the King has no choice than to take drastic action: Romulus leads the Witnesses to a mysterious underground temple beneath the Temple of Laran. Beyond a secret door known only to him is an Isu Vault hidden dozens of feet below the surface. However, neither the Witnesses nor the King of Rome know that a fierce beast lurks in the shadows of the vault, waiting for them.
 
The wind dies down and the mist clears, allowing you to see a few feet further than you did moments before. The rain, for its part, shows no sign of abating, your path now a veritable quagmire. Following you should at least prove impossible. The small steps of the Temple of Laran appear before you once again, leading to welcome shelter. Inside, the abandoned bronze masks still lie on the cold ground, as does the body of the Priest of Uni.
 
Under your questioning gaze, Romulus advances with a decisive step towards a wall, feeling it with his left hand until he locates a particular carving. Sighing, the King draws his [[sword]], inserting its pommel into the carving. With a resounding "click", geometric lines glow an intense yellow, a loud noise of grinding [[stone]] echoes through the temple and a secret door opens diagonally in the wall. What lies beyond is alien to Roman technology in every way. The King of Rome enters the dark, smooth tunnel behind the door and descends into the Earth's belly, down to an immense circular hall beneath a 25-foot-high dome. Perfectly square monoliths rise around the hall's perimeter, each bearing indecipherable geometric shapes and glimmering with a soft bluish glow.
 
Before you have taken in what you are witnessing, a terrible growl breaks the air. Two glowing yellow eyes blink open. A massive, snarling shape darts toward you, swift and lethal as a predator.
;Challenges
;Challenges
*Wehrmacht ''Ambush:'' A unit of 5 ''Wehrmacht'' soldiers hidden behind a nearby house attack the Witnesses with machine guns.
*''Face the Fury:'' The [[Werewolf|creature]] that attacks the Witnesses is so fast that they fail to give it a good look, before they react instinctively and try to dodge its furious attacks. On a failure, a Witness automatically triggers the Brutal Combat Setback.
*''Executioners:'' 2 ''SS'' soldiers escort Professor Lèo Dubois from the courtyard down to the river. When the ''Wehrmacht'' opened fire, the Professor was thrown to the ground while they took cover behind sandbag barricades.
*''Howl of Terror:'' The creature lets loose a deafening howl that threatens to burst the Witnesses' eardrums.
*''Crossfire:'' ''Wehrmacht'' soldiers ambush the Witnesses from behind, while the ''SS'' soldiers prepare to open fire from up ahead. Until the Witnesses overcome the ''Executioners'' or the Wehrmacht ''Ambush'' Challenges, they must make a Reaction check at the end of each Approach check.
*''Searchlight Turrets:'' The abbey is garrisoned by ''SS'' troops reporting directly to Müller. Most of them are stationed in the area of the monastery and will only become a threat if the Reinforcements Setback is triggered, but the troopers in the courtyard sweep two searchlight turrets about the town to direct fire at the Witnesses.
;Weaknesses
;Weaknesses
*''Turn Out the Lights (minor):'' Knocking out the searchlights by shooting them or disabling them would make it harder for the soldiers to see them. In this case, the Witnesses overcome the ''Searchlight Turrets'' Challenge and have 1 Free raise on any Reaction check made to face the ''Crossfire'' Challenge.
*''Animal Companion (minor):'' If a Witness has the Animal Companion Skill active, their faithful friend warns them of the ambush just before it's too late. In this case, a Witness has 1 Free Raise when facing the Face the Fury Challenge and does not automatically trigger the Brutal Combat Setback on a failure.
|-|2 - FIND THE PIECE OF EDEN=
|-|3 - DEFEAT THE GUARDIAN=
Once they have rescued Lèo Dubois, the Professor tells the Witnesses that the Templar Seneschal has found a [[Shard of Eden]] hidden in the abbey (see Appendix, page 173). It's a geometrical object the size of a small apple, vibrating with Precursor energy. The Witnesses must then enter the abbey where ''Sturmbannführer'' Heinz Müller and his ''SS'' guards have barricaded themselves in. The rest of the German troops begin to converge on the abbey, alarmed by shouts, searchlights, and gunfire. Luckily for the PCs, air raid sirens begin to sound all over Saint-Omer: the German outpost is under attack!
After the confusion of the initial attack, the Witnesses finally see what confronts them: a humanoid creature about 10 feet tall, with a massive, sinewy structure covered by dark, shaggy fur and tatters of ancient clothes. The beast's huge hands end in tremendous claws, and the head resembles that of a giant [[wolf]] with glowing yellow eyes.


The ruined monastery is huge, with multiple access routes to it, but the main entrances are all protected by sandbag barricades behind which ''SS'' soldiers ready their guns. A humming sound fills the night sky and suddenly an air raid siren begins to wail. You were unaware of any planned raid, but one thing's for sure: you're right in the target zone of the {{Wiki|Royal Air Force|RAF}}'s [[bomb]]s!
The air quivers with an eerie silence as you confront this beast that straddles the realms of myth and reality. The monstrous being, a grotesque hybrid of man and wolf, clenches its claws, ready to rend and tear once again. However, it stands still for a moment to let you look at its figure. And so you do, and your eyes stare at that beast long enough to understand it's not just a bad dream. No, you just stumbled upon one of the terrors from {{Wiki|Etruscan religion|Etruscan}} and Latin legend: the dreaded [[wikt:versipellis|Versipellis]], commonly known as a werewolf.
;Challenges
;Challenges
*SS ''Garrison:'' ''SS'' soldiers take position at the abbey's windows and doors, ready to shoot the Witnesses on sight.
*''Mighty Foe:'' The Versipellis is a formidable adversary, able to quickly regenerate its wounds. Defeating it requires at least 3 separate Approach checks with 1 Raise. Also, if a Witness fails this Challenge, they automatically trigger the Brutal Combat Setback.
*''Templar Guards:'' 4 guards guard Müller at all times. Elite soldiers of the Templar Order, they are equipped with deadly weapons and know many of the [[Assassins|Brotherhood]]'s techniques, making them formidable opponents even for an Assassin. Defeating them requires 2 separate Approach checks.
*''Lethal Blow:'' Once the ''Mighty Foe'' Challenges have been completed, it is time to inflict the coup de grace. This requires at least 2 separate Approach checks.
*Sturmbannführer ''Heinz Müller:'' Müller has already found the [[Isu|Precursor]] artifact fragment in the abbey (a Shard of Eden)—he only wants to flee Saint-Omer before it is destroyed. When the Witnesses locate him, they can see the Shard of Eden clutched in his hand.
;Special
Thanks to this Shard of Eden, the ''SS Sturmbannführer'' can inflame the emotions of his subordinates, turning them into fearless cannon fodder to cover his escape.
;Weaknesses
;Weaknesses
*''Secret Passageway (minor):'' A hidden passageway might be used to enter the abbey undetected, bypassing the soldiers guarding the doors and windows facing the courtyard. By activating the [[Eagle Vision]] skill, a Witness can find the secret entrance and overcome the SS ''Garrison'' Challenge.
*''Once Were Brothers (major):'' The monster is actually [[Remus]], the twin brother of the King. After a few moments of horrified stupor Romulus recognizes him, and he and the Witnesses can try to snap him out of his beastly curse. In this case, the Witnesses immediately achieve the Defeat the Guardian Key Objective.
</tabber>
</tabber>


==Debrief==
==Debrief==
Whether or not the characters made it to Heinz Müller and the Shard of Eden, RAF bombers hit their target area, ending the mission.
"All these years... enough! [[Mars]]! I refuse your gift! I renounce my revenge! I renounce hatred! I renounce this corrupt existence. As I finally take my last steps toward {{Wiki|Avernus}}." The voice of Remus echoes in the hall as the monster calls for surrender and falls to his knees. The creature collapses heavily on the ground. As if a ritual or a curse were breaking, his unnatural eyes change to a warm hazel color, while its feral limbs slowly return to those of a young man. A thin line of blood trickles slowly from the fallen body towards the Witnesses' feet. As the Simulation starts to fade out, you can see the Witnesses picking up the body of Remus, setting him on the altar at the center of the hall, before placing the Sword of Eden back in his arms.


When you hear the dreadful roar of the approaching bombers, it's already too late—you are standing exactly where you shouldn't be. You try to escape the falling bombs with a final effort, but it is impossible, and darkness swallows you all. Trapped amidst the rubble, smoke and dust, the noise of German trucks withdrawing leaves a worse taste than the blood that fills your mouth.
==Notable NPCs==
;Remus
Born alongside his twin brother Romulus, Remus shares a mysterious origin story shrouded in myth. In life, Remus had an undisciplined spirit, constantly challenging the status quo and questioning authority, and a deep sense of justice and a burning desire for equality, all traits that later inspired the remorseful Romulus during his reign and eventually led him to found the [[Shields of Mars]].
-->


"Sorry mates, but apparently the bloody Templar managed to escape..." Ziggy's voice sounds muffled over the crackling of the Simulation's flames and wounded soldiers' cries. "Don't worry lads, we will find it... you did good, let me pull you out..."
==Done==
<!--
{{Era|Organizations}}{{WP-REAL|German military administration in occupied France during World War II}}
'''Occupied France''', officially the '''Military Administration in France''', was an {{Wiki|Military Administration (Nazi Germany)|interim occupation government}} established by [[Nazi Party|Nazi]] [[Germany]] during [[World War II]]<ref name="Wiki">{{WP|German military administration in occupied France during World War II}}</ref> after their invasion of [[France]] in 1940 and specifically [[Paris]] in June of the same year. The Nazi administration ruled over the north of the country, while a {{Wiki|Vichy France|nominal French government}} operated from {{Wiki|Vichy}} in the south, though the Nazis would expand to control the entire country by November 1942. The [[Normandy landings]] of 1944 began the process of reclaiming France and the occupation fell in August 1944.<ref name="Unity DB">''[[Assassin's Creed: Unity]]'' – [[Database: 20. WW2]]</ref>


Despite the weariness stemming from days of grueling sessions in the Animus, the Descendants find themselves with no time to spare. With a blend of astonishment and incredulity, Ziggy uncovers traces of the Shard of Eden in the genetic memories of all the Crew's PCs. Each character appears linked to the artifact through one of their Ancestors. Regrettably, the technician cannot process the DNA of all the characters simultaneously, requiring a few additional hours to begin narrowing down the field.
==Appearances==
*''[[Assassin's Creed: Unity]]'' {{1st}}
*''[[Assassin's Creed Roleplaying Game]]''
 
==References==
{{Reflist}}
[[Category:France]]
[[Category:French governments]]
 
{{Era|Landmarks}}{{WP-REAL}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
The '''Folies Bergère''' is a {{Wiki|cabaret}} music hall in [[Paris]], [[France]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>


The first memory block displaying traces of the artifact seems to correspond to the Descendant inheriting the genetic memory of an Ancestor from the [[Roman Kingdom|Archaic Rome]] Time Frame. As Ziggy autonomously processes the data of the other subjects to cross-reference them with the trace of the Shard of Eden, the technician has already prepared the Animus to launch the next Simulation.
In 1942, during the [[Nazi Party|Nazi]] [[Occupied France|occupation]], the Folies Bergère hosted a private party organized by ''{{Wiki|Schutzstaffel|SS}}'' member and low-ranking [[Templars|Templar]] [[Wilhelm Schmidt]]. Attended by [[Wehrmacht]] [[soldier]]s, [[officer]]s, and local celebrities, the party was also infiltrated by a group of Assassins seeking to recover intel regarding the activities of Templar Seneschal [[Heinz Müller]]. The Assassins managed to uncover information about the movement of troops towards the [[Pas-de-Calais]] region and the kidnapping of a French [[Lèo Dubois|professor]] of medieval history in a makeshift office used by Schmidt. Before leaving the party, the group [[Assassination|assassinated]] Schmidt.<ref name="Lugers"/>


It's early morning and the sky over [[London]] is still gray above the rooftops. Ziggy appears triumphantly in the green room of the Stardust, wearing tinted shades and holding a cup of steaming [[coffee]]. He explains how his program has found not one, but many matches between the unknown Shard of Eden you lost track of during the World War II Simulation.
==Appearances==
*''[[Assassin's Creed Roleplaying Game]]''


"I don't think I've ever seen anything like this before. All of you lads are connected to that specific Shard of Eden through one of your Ancestors. That's a bit of a turn-up!" he exclaims, giving you just a few moments to contemplate the revelation. "Unfortunately, I cannot process all your DNA at once, and it'll take me a few more hours to start narrowing down the field, if you know what I mean." he adds, motioning for you to follow him in the Animus room.
==References==
{{Reflist}}


"I already got one ready, though. Strangely, it's not a more recent trace but an older one, much older indeed!" The Simulation that Ziggy has loaded may not be useful for discovering where the artifact ended up after 1943, although he assures you he is working on that. Instead, this Simulation could prove helpful in learning more about the artifact's origins and capabilities. There was a connection between the relic shard and one of your Ancestors in 8th century BCE [[Rome]].


"I bet that it costs less to visit the past using all this electronic equipment than it does to take a Roman holiday nowadays! You're bloody lucky, lads: the Eternal City, 717 BCE. I've never gone so far back. Come on, your fave technician will be waiting for you in the other room, as soon as you're ready."
{{Era|Locations}}{{WP-REAL}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
The '''Pas-de-Calais''' is a {{Wiki|Departments of France|department}} in northern [[France]]. Among its components feature the port city of [[Calais]] and the {{Wiki|Communes of France|commune}} of [[Saint-Omer]].<ref name="Wiki">{{WP|Pas-de-Calais}}</ref>


==Notable NPCs==
Beginning in 1942, during the [[Nazi Party|Nazi]] [[Occupied France|occupation]], [[Templars|Templar]] Seneschal and Nazi officer [[Heinz Müller]] ordered troops be deployed towards Pas-de-Calais in search of a [[Piece of Eden]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' [[Lugers & Ballerinas]]</ref> In 1943, a group of Assassins arrived at Saint-Omer, following intel retrieved from [[Wilhelm Schmidt]]. In the nightfall, they successfully managed to pass the roadblocks and ''[[Wehrmacht]]'' patrols that littered the town and eventually reached the [[Abbey of Saint-Bertin]], finding it filled with Müller's ''{{Wiki|Schutzstaffel|SS}}'' troops. Soon after, the city and abbey was attacked by {{Wiki|Royal Air Force}} bombers, with the Assassins being trapped in the rubble while Müller escaped alive.<ref name="Warfare">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Warfare at the Abbey]]</ref>
;Sturmbannführer Heinz Müller
A charismatic and ruthless commander, Heinz Müller is a high-ranking member of the ''SS'' and a Seneschal of the Templar Order. Born into a prominent aristocratic family in [[Munich]], Müller's thirst for power and urge to shape the world led him down a dark path of extremism and intrigue. He orchestrated the abduction of Professor Dubois in Paris, recognizing the potential significance of his research into the Isu and the Pieces of Eden.
;Professor Lèo Dubois
Lèo Dubois is an esteemed scholar of ancient history at the prestigious Sorbonne University in Paris. With a deep passion for uncovering the secrets of the past, the Professor has dedicated his life to studying the remnants of lost civilizations and the mysteries surrounding their existence. He caught the eye of the Templars when he published his theories about a Precursor Civilization, leading to his kidnapping in 1942.


-->
==Appearances==
===Roman Kingdom===
*''[[Assassin's Creed Roleplaying Game]]''
*Shields of Mars
*Temple of Laran
*Campus Martius
*Domus Regia
*Naevia
*Laran
*Palus Caprae
*Thresu
*Prize of the Versipellis
<!--
==The First Conspiracy==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The First Conspiracy
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[Warfare at the Abbey]]
|next=[[Of Wolves and Men]]
|source=
|location=[[Temple of Laran]], Banks of the [[Tiber]] ([[Rome]])
|date=717 BCE
}}
'''The First Conspiracy''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>


==Description==
==References==
''The Witnesses are members of the [[Shields of Mars]], a secret group of freedom fighters founded by King [[Romulus]] himself to protect the [[Rome|Romans]] from the darkness that seems to edge closer to the city of the [[Seven Hills of Rome|Seven Hills]] with each passing year. A conspiracy is underway against Romulus to overthrow him and subjugate the people of Rome. The conspirators have gathered in an [[Temple of Laran|ancient temple]] to officiate the propitiatory ritual for the King's [[assassination]], to be carried out the next day, during a speech to the troops gathered on the [[Campus Martius]]. The characters must prevent an Etruscan [[Priest]] from completing the ritual and laying the foundation of "the rising [[Instruments of the First Will|Cult of Uni]]" at all costs.''
{{Reflist}}


==Intro==
The opening in the cave ceiling lets out the smoke of the flames that illuminates the [[Domus Regia]], the King's House. Flickering light plays over the image of the god [[Mars]] engraved on the [[bronze]] [[shield]] hanging over Romulus' seat. The ninth hour has passed, and you are resting around the hearth, eating [[honey]]-glazed mushrooms on the eve of the King's speech to the troops, on the Campus Martius. A [[hood]]ed woman named [[Naevia]] runs into the Domus, gasping for breath. Bending down on one knee, she reports of an assassination plan aimed at the King! Some of the {{Wiki|Senate of the Roman Kingdom|senators}}, ''pater familias'', and militia captains, unhappy with the King's politics, have been persuaded by an unknown group that Romulus has softened to such an extent that Rome risks conquest. Behind the conspiracy is a shady Etruscan man whose identity Naevia has yet to discover.


==Key objectives==
{{Era|Locations}}{{WP-REAL}}
<tabber>
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
|-|1 - LISTEN TO THE CONSPIRATORS' SPEECH=
'''Saint-Omer''' is a {{Wiki|Communes of France|commune}} and sub-prefecture of the [[Pas-de-Calais]] {{Wiki|Departments of France|department}} in [[France]]. It is home to the ruins of the [[Abbey of Saint-Bertin]].<ref name="Wiki">{{WP|Saint-Omer}}</ref>
In the heart of the swamps north of the [[Tiber]] River stands an old temple dedicated to [[Laran]], the {{Wiki|Etruscan religion|Etruscan god}} of war. Despite this, the effigies that now decorate the temple portray the goddess [[Juno|Uni]] instead. Before putting an end to the conspiracy, the Witnesses must identify who is behind the assassination plan and what their intentions are should they successfully kill the King.
 
The Etruscan Priest is officiating an important ritual to the gods in the ancient temple of Laran, north of the Campus Martius over the Tiber River. You are the Shields of Mars—you must stop this conspiracy before it can develop any further. Once you reach the temple, you spot men and women in fine clothes, their identities concealed behind bronze masks, each accompanied by personal [[Soldier|guards]].
;Challenges
*''Entering the Temple:'' The Witnesses must find a way to enter the Temple of Laran, where the traitors will participate in the ritual. The Witnesses employ stealth, disguise, or cunning to gain access to the restricted area without raising suspicion.
*''Body Guards:'' Personal guards accompany each of the guests. Some stay close to their wards, while others remain discretely around the temple's perimeter. If the Witnesses are not disguised as guests, any Stealth check made to infiltrate the structure requires 1 Raise.
*''Make the Traitors Talk:'' If the Witnesses are able to [[Interrogation|interrogate]] any of the participants in the ritual, they can identify most of the conspirators, as they can be recognized despite their masks by their posture or voice. As far as their motives are concerned, some seem to be here merely out of curiosity, while others are convinced of the need for betrayal and are persuading others. Before taking action against the Etruscan Priest, in order to try to gain enough information the Witnesses must make at least 3 separate Approach checks.<br><br>During the completion of this Challenge, the Witnesses discover one of the following pieces of information for each successful Approach check:
#The source of Romulus' power is the magical sword he has carried since his first battle. It is imperative to steal it from him.
#The goddess Uni (Juno) herself has ordered the Etruscan to oust the ailing Romulus to create a new order to rule and subjugate Rome.
#Senator Caius of the {{Wiki|Gens}} (Family) {{Wiki|Galeria gens|Galeria}} is the spokesman for the Etruscan within the walls of Rome and has long been operating in the shadows to recruit the traitors gathered here tonight.
;Weaknesses
*''Dead Traitors Wear No Masks (minor):'' The characters could ambush any conspirators arriving late, posing as them to enter the temple, speak with the other guests, and get close to the Etruscan. This can overcome the ''Bodyguards'' and ''Cultists'' Challenges, or give the Witnesses a Free Raise when facing the ''Make the Traitors Talk'' Challenge.
|-|2 - ASSASSINATE THE ETRUSCAN PRIEST DURING THE RITUAL=
After trying to collect information about the traitors involved and their plan to kill Romulus the next day during his speech to the troops at the [[Palus Caprae]] (Goat Marsh), the Witnesses can proceed with their own assassination. The Priest has declared that he can feel a great spiritual force in the temple's foundations and its alignment with the full [[moon]] about to rise. If the Etruscan Priest were to be "accidentally" killed during the ritual, the superstitious Romans might perceive it to be a very bad omen, casting a pall over the whole idea of a conspiracy.


Apparently, [[Thresu]]—the Etruscan Priest of Uni, the mighty goddess you all know as Juno—has sensed an otherworldly force pulsating beneath the Laran temple's foundations. As the moon ascends in the dark sky, the priest narrates how it aligns with cosmic forces beyond mortal comprehension in a crescendo that guides the ritual to its final step, which needs all lights but the moon's to be extinguished. Time to [[The Creed|work in the dark to serve the light]]: a mishap or an accident during the sacred rites might cast an ominous shadow over the conspirators' designs...
Beginning in 1942, during the [[Nazi Party|Nazi]] [[Occupied France|occupation]], [[Templars|Templar]] Seneschal and Nazi officer [[Heinz Müller]] ordered troops be deployed towards Pas-de-Calais in search of a [[Piece of Eden]], while also having Professor [[Lèo Dubois]] kidnapped<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref> and taken to the city of Saint-Omer.<ref name="Warfare">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Warfare at the Abbey]]</ref> In 1943, a group of Assassins arrived at Saint-Omer, following intel retrieved from [[Wilhelm Schmidt]]. In the nightfall, they successfully managed to pass the roadblocks and ''[[Wehrmacht]]'' patrols that littered the town and eventually reached the Abbey of Saint-Bertin, finding it filled with Müller's ''{{Wiki|Schutzstaffel|SS}}'' troops. The group managed to fight off an ambush and save Dubois, though an attack on Saint-Omer by {{Wiki|Royal Air Force}} bombers ended with the Assassins being trapped in the rubble while Müller escaped alive.<ref name="Warfare"/>
;Challenges
*''Move Undetected:'' Setting the plan in motion without being detected by the many guards in the temple and by the circle of cultists who guard the altar is very difficult unless the Witnesses use diversions and camouflage techniques.
*''Set the Trap:'' Whatever idea the Witnesses come up with to assassinate the Etruscan Priest and make it seem like the will of the gods, it requires 3 separate Approach checks.
;Weaknesses
*''Whispers (minor):'' Not all of the guests are convinced by the Priest's words. The Witnesses can try to instill doubt in the minds of those present: the Priest is a foreigner, he has gathered everyone in a foreign temple, and is inviting them to enter the cult of a foreign goddess. This can lower by 1 the number of separate Approach checks required to overcome the ''Set the Trap in Motion'' Challenge.
</tabber>


==Notable NPCs==
==Appearances==
;Thresu, Etruscan Priest of Uni
*''[[Assassin's Creed Roleplaying Game]]''
A great public speaker and natural charmer, Thresu is one of the most prominent members of the Cult of Uni, a shadowy collective that operates throughout the [[Italy|Italian]] peninsula. The cult worships a goddess called Uni, Juno's Etruscan counterpart, and plots to control the known world. Thresu has started infiltrating every corner of Roman, {{Wiki|Sabines|Sabine}}, and {{Wiki|Latins|Latin}} society, even bringing some prominent ''pater familias'', captains, and {{Wiki|Senate of the Roman Kingdom|senators}} into his conspiracy against Romulus. By doing this, he pulls the wool over their eyes with promises of conquest and power while slowly indoctrinating them into the cult of the ancient Isu Juno.


==References==
==References==
{{Reflist}}
{{Reflist}}
{{ACRPGSequences}}


==Of Wolves and Men==
 
{{Era|Memories}}
{{Era|Landmarks}}{{WP-REAL}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
The '''Abbey of Saint-Bertin''' was a [[Benedictines|Benedictine]] monastic abbey in [[Saint-Omer]], [[Pas-de-Calais]], [[France]] established in the 7th century.<ref name="Wiki">{{WP|Abbey of Saint-Bertin}}</ref>
|name=Of Wolves and Men
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[The First Conspiracy]]
|next=[[For Benefit of All]]
|source=
|location=[[Campus Martius]], [[Rome]]
|date=717 BCE
}}
'''Of Wolves and Men''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>


==Description==
==History==
''When a violent storm whips up during a speech by [[Romulus]], a handful of killers take advantage of the chaos to try to [[Assassination|assassinate]] the [[Monarchy|monarch]]. Aided by the Witnesses, the King escapes, and leads them to the [[Colosseum Vault|Temple of Uni]], where Romulus intends to hide the [[Sword of Eden]] that the conspirators want to take from him along with the crown. There, the characters enter the underground hall of an [[Isu]] [[Temple (Isu)|temple]] to face a supernatural and unexpected guardian, learning dark secrets and bitter truths.''
In the 880s, [[Eivor Varinsdottir]] hid the pommel of [[Excalibur]] in the abbey while returning to [[Paris]].<ref name="Abbey">''[[Assassin's Creed Roleplaying Game]] [[Forging History]]'' – [[Big Trouble in Glastonbury Abbey]]</ref>


==Intro==
Beginning in 1942, during the [[Nazi Party|Nazi]] [[Occupied France|occupation]], [[Templars|Templar]] Seneschal and Nazi officer [[Heinz Müller]] ordered troops be deployed towards Pas-de-Calais in search of a [[Piece of Eden]], while also having Professor [[Lèo Dubois]] kidnapped<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref> and taken to the monastery.<ref name="Warfare">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Warfare at the Abbey]]</ref> In 1943, a group of Assassins arrived at Saint-Omer, following intel retrieved from [[Wilhelm Schmidt]]. In the nightfall, they successfully managed to pass the roadblocks and ''[[Wehrmacht]]'' patrols that littered the town and eventually reached the [[Abbey of Saint-Bertin]], finding it filled with [[Heinz Müller]]'s ''{{Wiki|Schutzstaffel|SS}}'' troops. Approaching the structure, they caught a glimpse of the kidnapped professor [[Lèo Dubois]] being escorted out of the monastery before a surprise ambush. The group managed to fight off the attackers and save Dubois, who informed them that Müller located a [[Shard of Eden]] hidden in the abbey, where he and his guards were now barricated in. As German troops began to converge on the abbey, air raid sirens throughout Saint-Omer warned of a {{Wiki|Royal Air Force}} attack on the outpost. The approaching planes bombed the abbey, trapping the Assassins in the rubble while allowing Müller to escape with the artifact.<ref name="Warfare"/>
After sabotaging the [[Priest]] of [[Juno|Uni]]'s ritual, you find yourself at the [[Palus Caprae]] on [[Campus Martius]], where the King is speaking to his troops. The city's most influential {{Wiki|Patrician (ancient Rome)|patricians}} are present—you think you recognize some of them from the [[Temple of Laran|temple]]. After a while, the clouds that had been stifling the [[Seven Hills of Rome|seven hills]] over the past few days break into a sudden, violent storm above the parade ground. Everybody scatters for cover.


==Key objectives==
==Appearances==
<tabber>
*''[[Assassin's Creed Roleplaying Game]]''
|-|1 - PROTECT THE KING=
The Witnesses must protect Romulus and avoid getting killed themselves in the attempt. The heavy rain and mist make it difficult to fight back the killers, as well as covering their escape.


Amidst the chaos, killers wearing dark tunics and [[bronze]] masks emerge from the mist, armed with [[bow]]s and [[Short blade|daggers]]. Their target is clearly Romulus. They approach menacingly, bowstrings taut. It looks like your actions at the temple were not enough to stamp out this conspiracy. The King of Rome is in danger!
==References==
;Challenges
{{Reflist}}
*''[[Arrow]]s of Uni:'' Hissing arrows fly through the mist. All Witnesses must make a Reaction check to avoid being injured. It is necessary to make at least 2 Approach checks with 1 Raise to eliminate the [[Archer]]s.
 
*''Daggers of Uni:'' The killers—armed with short, vicious blades—are set on targeting Romulus, but everybody in their way instantly becomes a target. Defeating the Daggers of Uni requires at least 3 separate Approach checks.
 
;Weaknesses
{{Era|Locations}}{{WP-REAL}}
*''Protect the King! (minor):'' There are still a number of loyal guards nearby, and a Witness might leave the combat to muster a handful to the King's side, turning the tide of battle in his favor. In this case, only 2 Approach checks are required to defeat the ''Daggers of Uni'' Challenge, and the Approach checks made to overcome the ''Arrows of Uni'' Challenge require no Raise.
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
|-|2 - CONFRONT THE GUARDIAN=
'''Glastonbury''' is a town in Somerset, [[England]].<ref name="Wiki">{{WP|Glastonbury}}</ref> Located in the valley of [[Avalon]], it is home to [[Glastonbury Tor]]<ref name="Chapter 07">''[[Assassin's Creed: Valhalla – Sword of the White Horse]]'' – Chapter 07</ref> and the ruins of [[Glastonbury Abbey]].<ref name="Trouble">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Big Trouble in Glastonbury Abbey]]</ref> It also hosts a yearly [[Glastonbury Festival|performing arts festival]].<ref name="Festival">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Glastonbury Festival (memory)|Glastonbury Festival]]</ref>
The [[Instruments of the First Will|Cultists of Uni]] want to end Romulus' reign and seize the [[Excalibur|Sword of Mars]]. By now, it is clear that they have poisoned the minds of many {{Wiki|Patrician (ancient Rome)|patricians}} and {{Wiki|Senate of the Roman Kingdom|senators}}, and the King has no choice than to take drastic action: Romulus leads the Witnesses to a mysterious underground temple beneath the Temple of Laran. Beyond a secret door known only to him is an Isu Vault hidden dozens of feet below the surface. However, neither the Witnesses nor the King of Rome know that a fierce beast lurks in the shadows of the vault, waiting for them.


The wind dies down and the mist clears, allowing you to see a few feet further than you did moments before. The rain, for its part, shows no sign of abating, your path now a veritable quagmire. Following you should at least prove impossible. The small steps of the Temple of Laran appear before you once again, leading to welcome shelter. Inside, the abandoned bronze masks still lie on the cold ground, as does the body of the Priest of Uni.
==Appearances==
*''[[Assassin's Creed Roleplaying Game]]''


Under your questioning gaze, Romulus advances with a decisive step towards a wall, feeling it with his left hand until he locates a particular carving. Sighing, the King draws his [[sword]], inserting its pommel into the carving. With a resounding "click", geometric lines glow an intense yellow, a loud noise of grinding [[stone]] echoes through the temple and a secret door opens diagonally in the wall. What lies beyond is alien to Roman technology in every way. The King of Rome enters the dark, smooth tunnel behind the door and descends into the Earth's belly, down to an immense circular hall beneath a 25-foot-high dome. Perfectly square monoliths rise around the hall's perimeter, each bearing indecipherable geometric shapes and glimmering with a soft bluish glow.
==References==
{{Reflist}}


Before you have taken in what you are witnessing, a terrible growl breaks the air. Two glowing yellow eyes blink open. A massive, snarling shape darts toward you, swift and lethal as a predator.
;Challenges
*''Face the Fury:'' The [[Werewolf|creature]] that attacks the Witnesses is so fast that they fail to give it a good look, before they react instinctively and try to dodge its furious attacks. On a failure, a Witness automatically triggers the Brutal Combat Setback.
*''Howl of Terror:'' The creature lets loose a deafening howl that threatens to burst the Witnesses' eardrums.
;Weaknesses
*''Animal Companion (minor):'' If a Witness has the Animal Companion Skill active, their faithful friend warns them of the ambush just before it's too late. In this case, a Witness has 1 Free Raise when facing the Face the Fury Challenge and does not automatically trigger the Brutal Combat Setback on a failure.
|-|3 - DEFEAT THE GUARDIAN=
After the confusion of the initial attack, the Witnesses finally see what confronts them: a humanoid creature about 10 feet tall, with a massive, sinewy structure covered by dark, shaggy fur and tatters of ancient clothes. The beast's huge hands end in tremendous claws, and the head resembles that of a giant [[wolf]] with glowing yellow eyes.


The air quivers with an eerie silence as you confront this beast that straddles the realms of myth and reality. The monstrous being, a grotesque hybrid of man and wolf, clenches its claws, ready to rend and tear once again. However, it stands still for a moment to let you look at its figure. And so you do, and your eyes stare at that beast long enough to understand it's not just a bad dream. No, you just stumbled upon one of the terrors from {{Wiki|Etruscan religion|Etruscan}} and Latin legend: the dreaded [[wikt:versipellis|Versipellis]], commonly known as a werewolf.
{{Era|Landmarks}}{{WP-REAL}}
;Challenges
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
*''Mighty Foe:'' The Versipellis is a formidable adversary, able to quickly regenerate its wounds. Defeating it requires at least 3 separate Approach checks with 1 Raise. Also, if a Witness fails this Challenge, they automatically trigger the Brutal Combat Setback.
'''Glastonbury Abbey''' was a monastery in [[Glastonbury]], [[England]] founded in the 8th century and {{Wiki|Dissolution of the monasteries|dissolved}} in 1539.<ref name="Wiki">{{WP|Glastonbury Abbey}}</ref>
*''Lethal Blow:'' Once the ''Mighty Foe'' Challenges have been completed, it is time to inflict the coup de grace. This requires at least 2 separate Approach checks.
;Weaknesses
*''Once Were Brothers (major):'' The monster is actually [[Remus]], the twin brother of the King. After a few moments of horrified stupor Romulus recognizes him, and he and the Witnesses can try to snap him out of his beastly curse. In this case, the Witnesses immediately achieve the Defeat the Guardian Key Objective.
</tabber>


==Debrief==
In 883, the abbey was used as the headquarters for the [[Descendants of the Round Table]] under the command of [[Elaine Pendragon]].<ref name="Mouse">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[A Game of Cat and Mouse]]</ref> That same year, [[Eivor Varinsdottir]], along with [[Niamh of Argyll]] and some allies, infiltrated the abbey and defeated Elaine, putting an end to the threat they posed to both the [[Raven Clan]] and the [[Women of the Mist]].<ref name="Trouble">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Big Trouble in Glastonbury Abbey]]</ref>
"All these years... enough! [[Mars]]! I refuse your gift! I renounce my revenge! I renounce hatred! I renounce this corrupt existence. As I finally take my last steps toward {{Wiki|Avernus}}." The voice of Remus echoes in the hall as the monster calls for surrender and falls to his knees. The creature collapses heavily on the ground. As if a ritual or a curse were breaking, his unnatural eyes change to a warm hazel color, while its feral limbs slowly return to those of a young man. A thin line of blood trickles slowly from the fallen body towards the Witnesses' feet. As the Simulation starts to fade out, you can see the Witnesses picking up the body of Remus, setting him on the altar at the center of the hall, before placing the Sword of Eden back in his arms.


==Notable NPCs==
==Appearances==
;Remus
*''[[Assassin's Creed Roleplaying Game]]''
Born alongside his twin brother Romulus, Remus shares a mysterious origin story shrouded in myth. In life, Remus had an undisciplined spirit, constantly challenging the status quo and questioning authority, and a deep sense of justice and a burning desire for equality, all traits that later inspired the remorseful Romulus during his reign and eventually led him to found the [[Shields of Mars]].
-->


===Viking Age===
==References==
*Leofwine (Descendant)
{{Reflist}}
*Glastonbury
*Glastonbury Abbey
*Alston the Black
*Elaine Pendragon
<!--
==A Game of Cat and Mouse==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=A Game of Cat and Mouse
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[Houston City Shuffle]]
|next=[[Big Trouble in Glastonbury Abbey]]
|source=
|location=[[Ravensthorpe]], [[Mercia]], [[United Kingdom|Britain]]
|date=883 CE
}}
'''A Game of Cat and Mouse''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>


==Description==
''The Witnesses are a group of old companions of [[Eivor Varinsdottir|Eivor]], ''[[jarl]]skona'' of the [[Raven Clan]], sent to help her by [[Niamh of Argyll|Niamh]], the [[Women of the Mist|Woman of the Mists]]. Eivor recently returned from [[Ireland]] when worrying rumors reached her ears: a group of [[Mercenary|mercenaries]] led by a mysterious knight have been [[raid]]ing her territories. These raiders seem to be searching for Eivor herself.<br><br>Concerned about the situation, Eivor devises a plan to gather information. She allows herself to be captured by the mercenaries in order to discover their true motives..''


==Intro==
{{Era|Individuals}}
As your eyelids slowly open, you find yourself bound to a chair, your arms tightly secured behind your back. Your vision adjusts to the dimly lit surroundings, illuminated by the flickering flames of a small fire in the corner of the room. The air is filled with a cacophony of indistinct voices, muffled by a loud buzzing sound. You notice five people rummaging through your belongings, scattered on a nearby table, their chatter blending with the crackling of the fire. Suddenly, the creaking of the [[wood]]en door draws your attention, and a man enters the room. He is clearly a knight—his attire is lavish, his garments meticulously groomed, and a finely crafted [[sword]] hangs at his side. Engaging in a brief exchange of words with the other men, the distinguished figure directs his attention towards you, approaching with an air of mockery: "Ahahaha, well, well. It seems I was correct in my assumption. I always suspected that your reputation was nothing more than embellishments and the sweat of others.
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Quote|I always suspected that your reputation was nothing more than embellishments and the sweat of others. Now, my Norse friend, do enlighten me. Where is [[Excalibur]]?|Leofwine taunting Eivor Varinsdottir, 883.|Assassin's Creed Roleplaying Game|A Game of Cat and Mouse}}
'''Leofwine''' was a member of the [[Descendants of the Round Table]], under their leader [[Elaine Pendragon|Mordred]] who operated out of their headquarters at [[Glastonbury Abbey]].<ref name="Mouse">''[[Assassin's Creed Roleplaying Game]] [[Forging History]]'' – [[A Game of Cat and Mouse]]</ref>


Now, my [[Norse people|Norse]] friend, do enlighten me. Where is [[Excalibur]]?"
In 883, Leofwine led a group of [[Mercenary|mercenaries]] in a number of raids near [[Ravensthorpe]] seeking [[Eivor Varinsdottir]], who had been travelling in [[Ireland]] at the time. Upon her return, he managed to capture her, unknowing she had allowed this in order to gather information. As he began to attempt an interrogation, he was interrupted by an attack by [[Niamh of Argyll]] and some of Eivor's companions.
Surprised, Leofwine was quickly defeated.<ref name="Mouse"/>


At that moment, the door swings open once more, revealing Niamh and your trusted companions standing at the threshold, ready to fight!
==Appearances==
 
*''[[Assassin's Creed Roleplaying Game]]''
==Key objectives==
<tabber>
|-|1 - ELIMINATE THE OPPOSITION=
The knight draws his sword, and the mercenaries immediately ready their weapons and attack!
;Special
Eivor starts the fight restrained, therefore she must make a Challenge to free herself if she wants to join her friends.
;Challenges
*''Well-Armed Mercenaries:'' The mercenaries are capable and well-armed, and despite the initial surprise, they fight with ferocity, selling their lives dearly. Therefore defeating them requires 2 separate Approach checks.
*''Knight of the Round Table:'' The mysterious knight, [[Leofwine (Descendant)|Leofwine]], fights skillfully.
;Weaknesses
*''I don't want to die! (minor):'' Leofwine, surprised by the situation, will surrender at his opponents' first sign of martial superiority. Witnesses can easily overcome the ''Knight of the Round Table'' Challenge if they prove skilled and deadly, perhaps by effortlessly defeating the mercenaries.
|-|2 - RETRIEVE INFORMATIONS=
Once the Witnesses have defeated Leofwine and the mercenaries, a thorough search or [[interrogation]] will gather the information they need.
;Challenges
*''Thorough Search:'' Leofwine is carrying a medallion bearing a symbol that is easily identified as referencing the [[Knights of the Round Table]], the loyal servitors of the legendary King [[Arthur Pendragon|Arthur]] who is believed to have reigned over Britain in the fifth century. Yet, the symbol seems to be a variant, suggesting a reference to [[Mordred]], the traitorous son of King Arthur. Moreover, Leofwine arrived here on a [[horse]], that if inspected is burdened by saddlebags containing a few [[coin]]s from the kingdom of [[Wessex]], some [[wine]], and a map showing the route from [[Glastonbury]] to [[Ravensthorpe]].
*''Interrogation:'' If questioned, Leofwine reveals that he belongs to the '[[Descendants of the Round Table]]', a group serving a leader they call '[[Mordred (Descendant)|Mordred]]', out of their headquarters at [[Glastonbury Abbey]]—their goal: recover the mythical sword Excalibur and conquer Britain.
;Weaknesses
*''[[Eagle Vision|Eagle Sense]] (major):'' If one of the Witnesses were to kill Leofwine and then use Eagle Sense (see Skill Cards), they can obtain all the necessary information, including the location of the knights at Glastonbury Abbey and their motives, as above.
</tabber>
 
==Notable NPCs==
;Niamh
Niamh of [[Argyll]] is a cunning [[Celts|Celtic]] witch-warrior from the Women of the Mist, with dark reddish hair tied back with a ribbon. She has a [[Moon|lunar]] tattoo on her forearm, a symbol of her faith in [[Avalon]]. Niamh heavily influenced the politics in [[Mercia]], initially infiltrating the [[Assassins|Hidden Ones]] to discern their objectives in Britain. She later proved her allegiance to her people by taking Excalibur from Eivor Varinsdottir. Despite this betrayal, Niamh later forged a powerful alliance between the Women of the Mist and the Hidden Ones, uniting them in a common front against the [[Order of the Ancients]] and their allies.


==References==
==References==
{{Reflist}}
{{Reflist}}
{{ACRPGSequences}}


==Big Trouble in Glastonbury Abbey==
 
{{Era|Memories}}
{{Era|Individuals}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
'''Alston''', also known as '''The Black Knight''', was a member of the [[Descendants of the Round Table]] and the husband of [[Elaine Pendragon]]. A skilled and valiant knight, Alston effectively acted as his wife's fiercest defendant.<ref name="Trouble">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Big Trouble in Glastonbury Abbey]]</ref>
|name=Big Trouble in Glastonbury Abbey
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[A Game of Cat and Mouse]]
|next=[[A Knight's Quest]]
|source=
|location=[[Glastonbury]], [[Wessex]], [[Britain]]
|date=883 CE
}}
'''Big Trouble in Glastonbury Abbey''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>


==Description==
==Appearances==
''The Witnesses are on their way to [[Glastonbury]], to thwart the plans of the [[Descendants of the Round Table|Knights]] [''sic''] that are looking for [[Excalibur]]. When they are in sight of the [[Church|abbey]], something strange happens to the Simulation—a [[Glitch]]. Once the anomaly has passed, the Witnesses must stop [[Mordred (Descendant)|Mordred]], hoping nothing else goes wrong.''
*''[[Assassin's Creed Roleplaying Game]]''


==Intro==
==References==
You leave [[Ravensthorpe]] at once, and you begin a long ride toward Glastonbury on the trail of the Descendants of the Round Table. Given how far they have come to retrieve the [[Sword of Eden|sword]], putting an end to their plots has become a priority.
{{Reflist}}


The following day, as you cross the misty countryside of Albion, you hear a worried voice in your head: "Something is wrong! I don't understand..."


==Key objectives==
{{Era|Individuals}}
<tabber>
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
|-|1 - SURVIVE THE GLITCH=
'''Elaine Pendragon''', also known as '''Mordred''', was a leader of the [[Descendants of the Round Table]] operating out of [[Glastonbury Abbey]].<ref name="Mouse">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[A Game of Cat and Mouse]]</ref> Directly descended from [[Arthur Pendragon]] through his son [[Mordred]], Elaine was driven by a thirst for power and focused on obtaining [[Excalibur]] so she could control all of [[England]]. A tall woman and a born leader, Elaine fought in full [[armor]] bearing the crests of her ancestor. She was married to [[Alston]].<ref name="Trouble">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Big Trouble in Glastonbury Abbey]]</ref>
The Witnesses find themselves caught in the middle of a Glitch. As they ride across the countryside, the sky is broken by dots of multicolored lights, and strange shapes appear among the clouds.
 
In 883, [[Eivor Varinsdottir]], along with [[Niamh of Argyll]] and some allies, infiltrated the abbey and defeated Elaine, putting an end to the threat they posed to both the [[Raven Clan]] and the [[Women of the Mist]].<ref name="Trouble"/>
 
==Appearances==
*''[[Assassin's Creed Roleplaying Game]]''


You are looking up, surprised by sudden flashes disrupting the blue sky above you. Suddenly, what can only be [[Germany|German]] {{Wiki|Luftwaffe|war planes}} from [[World War II|WWII]] burst through the clouds and start firing at you! [[Siegmund Visser|Ziggy]]'s voice fills your ears: "Bloody hell!"
==References==
;Special
{{Reflist}}
Until the Witnesses overcome the Survive the Glitch Objective, use the following Setbacks:
*FLYING BULLETS (MINOR): Bullets fly. The Witness must make a Reaction check to avoid being injured.
*[[Synchronization|DESYNC]] GLITCH (MAJOR): Something is definitely wrong with this memory block! The glitch in the simulation erodes the Witness' Synchronization, lowering the Sync level by 1.
;Challenges
*''Machine gun burst:'' German planes open fire on the Witnesses. Finding cover won't be easy and requires a Reaction with 1 Raise.
*''[[Bomb]]:'' One of the planes drops a bomb that explodes near the Witnesses, hurling shrapnel and earth in every direction.
After a brief moment of confusion, everything returns to normal. Ziggy's voice resonates with reassurance, "It seems over now. I don't understand what happened, but you shouldn't have any more problems now... I hope."


You continue riding towards Glastonbury. Finally, the majestic abbey comes into view, the ominous emblem of Mordred adorning its sides.
|-|2 - ENTER THE ABBEY=
The Witnesses must gain access to the abbey and defeat Mordred. There are many ways in. They could go straight to the front door, facing the majority of the knights right away. They could also [[Freerunning|climb]] to a window on the side or gain entry via the roof.


Outside the building, some guards patrol the perimeter. As fire lights filter from the windows of the abbey, you can spot a window on the structure's highest floor.
{{Era|Individuals}}
;Challenges
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
*''Patrols:'' The perimeter of the abbey is patrolled by three groups, each composed of a knight and a squire. The patrols fulfill their duties diligently, yet they have never had any trouble before, and are not particularly experienced. Therefore, any Stealth check made to complete this Challenge has 1 Free Raise.
'''Ian''' (died 1870) was a member of the [[Descendants of the Round Table (later incarnation)|Descendants of the Round Table]]. In 1870, Ian was murdered<ref name="Knight">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[A Knight's Quest]]</ref> as part of a [[Templars|Templar]] plot to force the group to disclose the location of [[Excalibur]].<ref name="Table">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[The Round Table]]</ref> One of Ian's last actions was to etch a [[Templar insignia|small Templar symbol]] in the mud near his hand as to leave behind a hint to the identity of his attackers.<ref name="Knight"/>
*''Guards:'' At the entrance of the abbey, a pair of lackadaisical squires stand guard. Engrossed in an animated conversation, they discuss the ongoing [[sword]] quest undertaken by the knights. However, one of the squires, unconvinced of the sword's [[Piece of Eden|purported magic]], dismisses the entire endeavor as a futile waste of the knights' time.
;Weaknesses
*''Challenge Mordred (major):'' One possibility to enter is to issue a formal challenge, appealing to the honor and reputation of Mordred. This will allow the Witnesses to enter the abbey and overcome any challenges needed. If this Weakness is exploited by the PCs, then the Reinforcements Setback is triggered and [[Alston the Black]] arrives to fight as Mordred's champion (see Notable NPCs and Setbacks, below).
|-|3 - DEFEAT MORDRED=
The Descendants of the Round Table intend to conquer all of Britain, and if they were to get hold of the Sword of Mars, they would become a truly unstoppable threat. Defeating their leader is the only way to stop them. 'Mordred' is actually a woman, Lady [[Elaine Pendragon]].


The abbey's chambers abound with supplies and materials, likely acquired through recent raids. Intricate tapestries grace the interior walls, portraying a version of the Arthurian legend where Mordred takes center stage, underscoring the significance of this enigmatic cult.
==Appearances==
;Challenges
*''[[Assassin's Creed Roleplaying Game]]'' {{Corpse}}
*''Defeat Mordred's Chosen Knights:'' These four heavily armored and highly skilled knights are Mordred's defenders. Therefore, this Challenge requires at least 2 separate Approach checks to be overcome. Also, due to their combat prowess and coordination, any Action check made to oppose them in combat requires 1 Raise.
*''Fight Mordred:'' Lady Elaine is a formidable opponent, a true heir to not just because of her training but also because [[Isu]] blood [[Hybrid|courses]] through her veins. Therefore, any check made to overcome this Challenge requires 1 Raise.
;Weaknesses
*''Flames and Smoke (minor):'' Stealthily setting fire to supplies might draw most of the knights' attention elsewhere. The building will also quickly fill up with smoke, making sneaking easier. Therefore, any Stealth check made inside the building has 1 Free Raise.
</tabber>


==Debrief==
==References==
Once Mordred is defeated, As the Witnesses make their way out of Glastonbury, Niamh intercepts Eivor with a determined look in her eyes:
{{Reflist}}


"This sword is far too potent to risk it falling into the wrong hands," she utters, her tone unwavering. "The Women of the Mists and I shall safeguard it, but I need you to aid in ensuring its protection." With that, Niamh opens her hands, revealing the pommel of her sword. "Find a suitable location to hide this piece far from here."
{{Era|Organizations}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Youmay|the group active during Victorian times|the [[Descendants of the Round Table|group]] active until the Viking Age}}
{{Quote|We are the heirs to the King's will and descendants of the Women of the Mist, the protectors of Arthur's sword.|Amelia Fairchild on the group's heritage, 1870.|Assassin's Creed Roleplaying Game|The Round Table}}
The '''Descendants of the Round Table''' were a secret organization active in [[England]] from sometime after the [[Viking expansion]] until at least the [[Victorian era]], claiming descent from the [[Women of the Mist]]. Though using the same name as [[Descendants of the Round Table|another group]], their aims were diametrically opposed: while the other group sought to to obtain and utilize [[Excalibur]] as a means to control and rule all of England while antagonizing the Women of the Mist, this incarnation knew of the weapon's location and carried on the mission of the Women of the Mist in protecting it. Their symbol was a crest with three crowns.<ref name="Table">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[The Round Table]]</ref>


Eivor's gaze locks with Niamh's, her features tense with mixed emotions. "You first snatched away my sword, and now you charge me with concealing this fragment? Bah. I plan to depart Albion soon and return to [[Paris]]. It will be a good place to find a secure hiding spot."
In 1870, the Descendants of the Round Table were the targets of a [[Templars|Templar]] attack, that led to the death of a number of their knights, such as [[Ian]].<ref name="Knight">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[A Knight's Quest]]</ref> The Templar agent responsible, along with a band of ruthless thugs, invaded their headquarters, intent on interrogating the leader of the group, [[Amelia Fairchild]]. Fairchild, though tied down, resisted the attempt bravely before being saved by a group of [[Assassins]] brought by fellow Descendant [[Chloe Taylor Cavendish]]. Threat averted, she thanked her saviors and awarded them with a prophecy about the location of the sword, seeing them as "deserving of all the honors befitting true knights".<ref name="Table"/>


==Notable NPCs==
==Appearances==
;'Mordred'
*''[[Assassin's Creed Roleplaying Game]]''
Lady Elaine Pendragon descends in direct line from Mordred, the son of King Arthur. She fights as a fully armed and armored knight, bearing the crests of her ancestor. She's a tall woman, a born leader, capable of inciting her followers to a frenzy. Driven by a thirst for power, she is focused on obtaining the legendary sword, Excalibur, at all costs.
;Alston the Black Knight
Alston is a skilled and valiant knight. He is also Mordred's husband, and once he joins the fray, he will fight to the death to defend her.
-->


===Industrial Revolution===
==References==
*Ian
{{Reflist}}
*Chloe Taylor Cavendish
*Amelia Fairchild
<!--
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=A Knight's Quest
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[Big Trouble in Glastonbury Abbey]]
|next=[[The Round Table]]
|source=
|location=[[London]], [[England]]
|date=1870
}}
'''A Knight's Quest''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>


==Chapter introduction==
;The Sword of Kings
The Descendants have made an important discovery: the Sword of Mars, the blade that laid the foundation of [[Rome]], is also the legendary [[Excalibur]]. Passing through [[Niamh of Argyll|Niamh]]'s hands to the [[shieldmaiden]] [[Eivor Varinsdottir]], the "[[wolf]]-kissed" herself, who eventually hid the pommel in the [[abbey of Saint-Bertin]], in [[Saint-Omer]], [[France]].


While the PCs absorb this newfound information, [[Siegmund Visser|Ziggy]] delves into the history of the [[Assassins]], seeking more details on Excalibur. The [[Arthur Pendragon|Arthurian]] Legend might hold crucial clues about the location where the rest of the sword now rests.
{{Era|Individuals}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Quote|I am Galahad, Knight of the Round Table. You have killed one of my peers, and you will pay. By the blood of the King, Arthur Pendragon, if I am fated to meet my end, it shall be with honor.|Chloe Taylor Cavendish confronting the suspects of a peer's murder, 1870.|Assassin's Creed Roleplaying Game|The Round Table}}
'''Chloe Taylor Cavendish''', also referred to by the title of '''Galahad''', was a member of the [[Descendants of the Round Table (later incarnation)|Descendants of the Round Table]]. Athletic and above average in height, Cavendish was a determined warrior who proudly embraced the title she had earned.<ref name="Knight">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[A Knight's Quest]]</ref>


After a few days of research, Ziggy returns triumphant. "It looks like the next step is tucked away right in the DNA of one of ya. I should have thought about it from the beginning. It can't be a bleedin' coincidence that all the breadcrumbs we've gathered so far have sprouted from your pasts. Get yourselves ready, we're off on another knight-hunting spree, but this time, we're going back to the [[Victorian era]]."
In 1870, the Descendants were the targets of a [[Templars|Templar]] attack,<ref name="Table">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[The Round Table]]</ref> leading to the death of many members. Cavendish first suspected the culprits to be part of the [[Assassins|Assassin Brotherhood]], having seen a group of them at the murder site of [[Ian]], a fellow member. Spotted by them, she escaped [[Freerunning|across the rooftops]] of London, though was eventually cornered by them. She drew her [[sword]] and removes her [[cape]], ready to confront them. Eventually, they managed to clear any misunderstanding about the murder, and Cavendish decided to take them to the headquarters of the Descendants of the Round Table so they could speak to [[Amelia Fairchild]], the leader.<ref name="Knight"/>


==Description==
Cavendish and the Assassins arrived at the headquarters and were ambushed by a group of street thugs hired by the Templars, though they were dealt with quickly and the Assassins advanced into the chamber of the leader of the Descendants. There, they found Fairchild being interrogated by a Templar agent and surrounded by their bodyguards. Dealing with the invading party, Cavendish helped Fairchild out of the binds while she thanked the Assassins for the help.<ref name="Table"/>
''The Witnesses are helping the [[London]] [[police]] to investigate a mysterious murder, when someone captures their attention, leading to a frantic pursuit through the bustling streets of London. The chase climaxes in a tense confrontation with a [[Knights of the Round Table|Knight of the Round Table]].''


==Intro==
==Appearances==
It's a gray autumn morning, traces of recent rain pooling at the alley's edges. A few streets away, the [[Thames]] lends a pervasive humidity to the air, mingling with scents of mud, burned pastry, and a metallic tang. As you round the corner, the source of the last odor becomes apparent. Sergeant [[Frederick Abberline|Abberline]] stands beside a [[Ian|lifeless body]], blood spread across half of the alley. His eyes are narrowly focused, locked onto the corpse. He raises his gaze briefly to acknowledge your arrival.
*''[[Assassin's Creed Roleplaying Game]]''


"I'm sorry to have called you out so early," he says, "but I needed your assistance here."
==References==
{{Reflist}}


==Key objectives==
<tabber>
|-|1 - INVESTIGATE THE MURDER SCENE=
The Witnesses are busy checking the scene of a brutal murder.


The lifeless body sprawled facedown is that of a middle-aged man, wearing rich clothes suggesting a life of privilege. Deep wounds inflicted by a sharp-edged weapon mar his back and abdomen, undoubtedly the cause of his demise. Even in death, an expression of panic remains etched upon his face.
{{Era|Individuals}}
;Challenges
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
*''Looking for Clues:'' The body offers several clues. Firstly, a pendant or a necklace, apparently torn away with some force, has left a visible mark where it once hung around the victim's neck. Furthermore, a conspicuous [[Templars|Templar]] symbol is etched into the mud beneath the man's right hand. This cryptic mark, possibly one of the last actions taken by the victim before his death, raises questions about his involvement with the Templar Order or the circumstances leading to his death. A walking stick is still firmly clutched in his left hand, its [[silver]] head intricately engraved with three crowns. This distinctive item adds another layer to the enigma, hinting at the man's social status or affiliation.
'''Amelia Fairchild''', also referred to by the title of '''Arthur''', was the leader of the [[Descendants of the Round Table (later incarnation)|Descendants of the Round Table]] in the late 1800s. The daughter of a [[British Army|British army]] colonel, Fairchild carried herself with regal authority, leading to her being described as embodiying "a unique amalgamation of wisdom, strength, and resilience".<ref name="Table">''[[Assassin's Creed Roleplaying Game]] [[Forging History]]'' – [[The Round Table]]</ref>
;Weaknesses
*''[[Eagle Vision]] (major):'' A Witness using the Eagle Vision skill automatically catches all clues present at the scene (see the ''Looking for Clues'' Challenge).
|-|2 - LONDON CHASE=
After [[the Crew]] has spent some time on the scene of the crime, their attention is drawn by a mysterious figure fleeing the scene. The Witnesses pursue the elusive figure [[Freerunning|across the rooftops]] of London.


As you carefully investigate the scene, a shadowy figure leans over the rooftop's edge above, causing rusted flakes to dislodge from a gutter and tumble to the ground below. As soon as they realize that they have been spotted, the figure darts away nimbly. They traverse the rooftops with astonishing finesse, effortlessly leaping from one structure to the next, showcasing a remarkable prowess at free running.
In 1870, the Descendants of the Round Table were the targets of a [[Templars|Templar]] attack, that led to the death of a number of their knights, such as [[Ian]].<ref name="Knight">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[A Knight's Quest]]</ref> The Templar agent responsible, along with a band of ruthless thugs, invaded their headquarters and interrogated Fairchild about the location of [[Excalibur]], though she did not yield any information. She was saved from further torture by group of [[Assassins]] brought by fellow Descendant [[Chloe Taylor Cavendish]]. With the threat averted, she thanked her saviors and awarded them with a prophecy about the location of the sword, seeing them as "deserving of all the honors befitting true knights".<ref name="Table"/>
;Challenges
*''Climbing fast:'' The Witnesses must rapidly climb the nearby buildings if they are to have any hope at catching the fleeing figure. Since the recent rain has made most of the holds slippery, any Approach check made to climb, requires 1 additional Raise.
*''[[Leap of Faith]]:'' As the chase continues, the elusive figure manages to maintain their lead. However, a chance for the Witnesses to close the gap presents itself when their quarry enters a construction site. By navigating the external scaffolding and leaping through a window, the Witnesses will have a golden opportunity to put an end to the figure's escape.
;Weaknesses
*''Rope Launcher (minor):'' If any of the Witnesses have a rope launcher or similar device in their Gear, they overcome the ''Climbing Fast'' Challenge.
|-|3 - FIGHT THE KNIGHT=
Once the Crew catches up with the escaping figure, they must confront them, whoever they are.


You have cornered the enigmatic figure. Their eyes dart around, frantically searching for an escape route, only to realize that there is none. The figure swiftly draws a [[sword]] and removes their [[cape]] in a single smooth motion, revealing her identity: a young woman, features carved with determination, ready to confront whatever lies ahead.
==Appearances==
*''[[Assassin's Creed Roleplaying Game]]''


With a grimace the woman raises her voice: "I am Galahad, Knight of the Round Table. You have killed one of my peers, and you will pay. By the blood of the King, Arthur Pendragon, if I am fated to meet my end, it shall be with honor."
==References==
;Challenges
{{Reflist}}
*''Swashbuckling:'' Galahad is a formidable opponent, skilled in dueling. Therefore, this Challenge requires at least 2 separate Approach checks with 1 additional Raise in order to be overcome.
*''Ending the fight:'' Galahad knows from the beginning she is no match for her opponents. Nevertheless, she remains resolute, determined to fight until the very end.
;Weaknesses
*''Dirty Fight (minor):'' Galahad is idealistic and chivalrous, no match for the tricks of a dirty fighter. Therefore, any Approach checks made to fight her that involve these kinds of tactics don't require any additional Raise.
*''Refusing to fight (major):'' If the Witnesses refuse to fight, not even drawing their weapons, a confused Galahad will lower her weapon. If the misunderstanding about the murder is cleared up, Galahad will tell them what she knows, leading to achieving the Key Objective.
</tabber>
 
==Debrief==
"Wait, so you weren't responsible for the deaths of Sir [[Ian]] and the other Knights? I had assumed it was the [[British Brotherhood of Assassins|Brotherhood]]. If not you, then who?" Galahad's tone is laced with surprise and confusion. She continues, "Come with me. I'll take you to speak with [[Amelia Fairchild|Arthur]]."
 
==Notable NPCs==
;Galahad
Galahad's real name is [[Chloe Taylor Cavendish]], but she proudly embraces the title she earned within the esteemed ranks of the [[Descendants of the Round Table]]. Above average in height, she possesses a lithe and athletic frame, a testament to her prowess as a warrior. Her raven-black hair, flowing in glossy waves, frames a face marked by steely determination and unyielding resolve.
 
==References==
{{Reflist}}
{{ACRPGSequences}}


==The Round Table==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Round Table
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[A Knight's Quest]]
|next=[[Abstergo Raid!]]
|source=
|location=[[London]], [[England]]
|date=1870
}}
'''The Round Table''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''Guided by [[Chloe Taylor Cavendish|Galahad]], the Witnesses reach the headquarters of the [[Descendants of the Round Table]], where they are supposed to meet with [[Amelia Fairchild|Arthur]]. Instead, they are greeted by a grim and unexpected sight—a [[Templars|Templar]] agent and a band of ruthless thugs have arrived ahead of them and they are intent on [[Interrogation|interrogating]] Arthur to find [[Excalibur]]'s secret resting place.''
==Intro==
As the [[Animus]] loads the new Simulation, [[Siegmund Visser|Ziggy]]'s voice breaks through, "Let's hope these bloody knights are better than the ones [[Eivor Varinsdottir|Eivor]] encountered." The streets of [[London]] begin to materialize around you, as you make your way towards a tall brick building. As Ziggy's voice fades into the background, you hear the alarmed voice of Galahad, saying "...over here, quick! There's something wrong. It's all too quiet."
You enter the building, and quickly climb to the first floor. Here, you pass a corridor adorned with elegant dark wood and paintings depicting noble knights and heroic deeds, leading to a wide room. Tapestries adorning the walls display a crest with three crowns, the same that were on the late Sir [[Ian]]'s cane. The morning [[sun]]light filters through intricately carved windows, casting an ethereal glow across the room's centerpiece: a large, round table surrounded by numerous empty chairs.
Suddenly a side door swings open, and a group of armed men steps into the room...
==Key objectives==
<tabber>
|-|1 - FIGHT THE THUGS=
A force of half a dozen street thugs hired by the Templars stands between the Witnesses and their goal.
Before you, a threatening group of half a dozen men has entered the room, brandishing a menacing arsenal—[[club]]s, [[Short blade|knives]], even a [[Firearm|gun]] or two. They stand, prepared for a confrontation. Behind them, the sound of a struggle can be heard, adding a layer of urgency to the situation.
;Challenges
*''Fighters:'' The thugs engage anyone who crosses their path. To defeat them, the Witnesses must make at least 2 separate Approach checks.
*''Gunners:'' Two thugs start shooting. To eliminate both, the Witnesses must make at least 2 separate Approach checks.
;Weaknesses
*''We are the Frye twins! (minor):'' If any of the players are playing the Frye twins and they try to intimidate the Thugs, their fame convinces half of them to leave and avoid the fight. Therefore, the Witnesses must make only one Approach check for each Challenge presented in the Fight the Thugs Key Objective.
|-|2 - ASSASSINATE THE TEMPLAR=
As soon as the thugs are defeated, the Witnesses must stop the remaining Templars and save Arthur.
As you step into Arthur's chamber, your eyes fall upon four individuals, focused on guarding a fifth. This man is brutally interrogating a woman tied to a chair. Despite her situation, the woman's gaze seems unyielding, as if supported by an unwavering resolve.
;Challenges
*''Defeat the Bodyguards:'' Four highly skilled bodyguards defend the Templar agent. Therefore, this Challenge requires at least 2 separate Approach checks to be overcome. Also, due to their prowess and coordination, any Action check made to oppose them in combat requires 1 Raise.
*''Kill the Templar Leader:'' Although intelligent and obsessed with [[Excalibur]], the Templar leader is not as capable in combat. Therefore, any Action check made to face him in combat has 1 free Raise.
;Weaknesses
*''Too Fast! (minor):'' If the Witnesses sneak into the room and promptly eliminate the Templar leader, his bodyguards will recognize defeat and flee. In this case, the Witnesses overcome the ''Defeat the Bodyguards'' Challenge.
</tabber>
==Debrief==
As the Templar falls, Arthur's gaze locks onto you. The initial surprise painted across the woman's face is now lit by a profound understanding. "The day has finally arrived," she says, "Arthur's life is saved by those who take lives by [[the Creed]]." She then continues, with a tone charged with a sense of premonition: "We are the heirs to the King's will and descendants of the [[Women of the Mist]]s, the protectors of Arthur's sword. Your arrival was foretold."
"Within the misty Vale of [[Avalon]], the Sword lies divided yet whole in purpose. From the pyramid that will one day rise on this very land, one will find the [[stone]] ring that can speak to the pommel and you will see the place where the blade lies dormant."
"It is now your duty to safeguard this secret, a secret that will only reveal its true value in your future. Galahad, assist me. They are deserving of all the honors befitting true knights."
As Galahad helps Arthur up, the simulation begins to fade. [[Anthony (Assassin)|Anthony]]'s voice chimes in, remarking, "Of course, the Vale of Avalon, [[Glastonbury]]. They have a pyramid stage at the [[Glastonbury Festival|festival]] there... it all seems so obvious now!"
==Notable NPCs==
;Arthur
Arthur, real name Amelia Fairchild, embodies a unique amalgamation of wisdom, strength, and resilience. As the daughter of a [[British Army|British army]] colonel, she carries herself with a regal authority, a testament to her innate leadership qualities. In her late forties, Amelia's silver hair frames a face marked by the passage of time, yet her demeanor exudes a timeless elegance. Her attire, both practical and refined, reflects her pragmatic approach to life.
-->
==Done==
<!--
{{Era|Timeline}}{{WP-REAL|St. Clair's defeat}}
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'''Juliette Merion''' (born c. 1921) was a French cabaret dancer who worked at the [[Folies Bergère]] in [[Paris]]. A woman with a beautiful voice and curly hair, during the city's occupation by Nazi forces, she was the subject of the flirtation of [[Germany|German]] officer [[Oskar Fiedler]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>
'''Juliette Merion''' (born c. 1921) was a French cabaret dancer who worked at the [[Folies Bergère]] in [[Paris]]. A woman with a beautiful voice and curly hair, during the city's [[Occupied France|occupation]] by [[Nazi Party|Nazi]] forces, she was the subject of the flirtation of [[Germany|German]] officer [[Oskar Fiedler]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>


==Appearances==
==Appearances==
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{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Quote|Today, only the person who no longer believes in a happy ending, only he who has consciously renounced it, is able to live. A happy century does not exist; but there are moments of happiness, and there is freedom in the moment.|Ernst Jünger|Assassin's Creed Roleplaying Game|Lugers & Ballerinas}}
{{Quote|Today, only the person who no longer believes in a happy ending, only he who has consciously renounced it, is able to live. A happy century does not exist; but there are moments of happiness, and there is freedom in the moment.|Ernst Jünger|Assassin's Creed Roleplaying Game|Lugers & Ballerinas}}
'''Ernst Jünger''' (1895 – 1998) was a German author, highly decorated soldier, philosopher, and entomologist who served as army captain, intelligence officer, and mail censor in [[Paris]] during [[World War II]]. He was known to posess strong feelings against [[Nazi Party|Nazi]] totalitarianism and its goal of world domination.<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>
'''Ernst Jünger''' (1895 – 1998) was a German author, highly decorated soldier, philosopher, and entomologist who served as army captain, intelligence officer, and mail censor in [[Paris]] during its [[Occupied France|occupation]] in [[World War II]]. He was known to posess strong feelings against [[Nazi Party|Nazi]] totalitarianism and its goal of world domination.<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>


==Appearances==
==Appearances==
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{{Era|Individuals}}{{WP-REAL}}
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{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
'''Léonie Marie Julie Bathiat''' (1898 – 1992), known professionally as '''Arletty''', was a [[France|French]] actress, singer, and fashion model. During the occupation of [[Paris]] by the [[Nazi Party|Nazi]] forces, she engaged in an affair with German Luftwaffe officer [[Hans Jürgen Soehring]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>
'''Léonie Marie Julie Bathiat''' (1898 – 1992), known professionally as '''Arletty''', was a [[France|French]] actress, singer, and fashion model. During the [[Occupied France|occupation]] of [[Paris]] by the [[Nazi Party|Nazi]] forces, she engaged in an affair with German Luftwaffe officer [[Hans Jürgen Soehring]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>


==Appearances==
==Appearances==
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{{Era|Individuals}}{{WP-REAL|fr:Hans Jürgen Soehring}}
{{Era|Individuals}}{{WP-REAL|fr:Hans Jürgen Soehring}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
'''Hans Jürgen Soehring''' (1908 – 1960) was a [[Germany|German]] Luftwaffe officer active in [[World War II]]. During the Nazi occupation of [[Paris]], he engaged in an affair with [[France|French]] actress [[Arletty]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>
'''Hans Jürgen Soehring''' (1908 – 1960) was a [[Germany|German]] Luftwaffe officer active in [[World War II]]. During the Nazi [[Occupied France|occupation]] of [[Paris]], he engaged in an affair with [[France|French]] actress [[Arletty]].<ref name="Lugers">''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' – [[Lugers & Ballerinas]]</ref>


==Appearances==
==Appearances==
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  [[George_Washington%27s_notebook]]
  [[George_Washington%27s_notebook]]
  [[Fort_Duquesne]]
  [[Fort_Duquesne]]
German_military_administration_in_occupied_France_during_World_War_II [[Assassin%27s_Creed:_Valhalla_achievements]]
[[Wilhelm_Schmidt]]           
[[Heinz_M%C3%BCller]]
[[The_Ambassador]]
-->
-->

Revision as of 19:59, 19 February 2025

Next victims

Roman Kingdom

  • Shields of Mars
  • Temple of Laran
  • Campus Martius
  • Domus Regia
  • Naevia
  • Laran
  • Palus Caprae
  • Thresu
  • Prize of the Versipellis

Done

Prep