Welcome to Assassin's Creed Wiki! Log in and join the community.

User:Soranin/Sandbox2: Difference between revisions

From the Assassin's Creed Wiki
Jump to navigation Jump to search
imported>Soranin
imported>Soranin
Line 2,581: Line 2,581:
</tabber>
</tabber>
</div>
</div>
=ACRPG=
Zixuan Long
Aleksandr Omovich
Omovich mansion
Staff of Seth
Rob
St Thomas' Hospital
Carpathian Mountains
Dracula's Castle
Transylvania
Vicente Jose Nuñez
Esteban Rodríguez Miró
Ring of Sand
Howard Carter
George Herbert, 5th Earl of Carnarvon
Ramesses VI
Apophis Project
==Animus Handbook==
<!--
==The Nanban Trade==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Nanban Trade
|image=
|description=
|type=
|fullsync=
|previous=
|next=
|source=
|location=Fukue Island, {{Wiki|Gotō Islands}}, [[Japan]]
|date=1543
}}
'''The Nanban Trade''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]''</ref>
==Description==
''One of [[Wang Zhi]]'s [[Piracy|pirate]] [[ship]]s is leaving the west coast of [[Fukue Island]] to return to [[China]]. As so often happens, the Simulation begins with a white flash and muffled sounds that quickly acquire clarity. Soon, the muted sounds become a cacophony of raised voices, gunfire, and the clanging of blades. The information was accurate. The pirates are hosting an expedition of the [[Portuguese Rite of the Templar Order|Portuguese Rite]] of the [[Templars|Templar Order]] and transporting crates of matchlock [[arquebus]]es.'' [This is the only bit that's not part of the song-and-dance pretend play]
==References==
{{Reflist}}
{{ACRPGSequences}}
==Two Friends in Need!==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Two Friends in Need!
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=
|location=Abandoned Railroad Station, [[London]], [[United Kingdom|UK]]
|date=2016
}}
'''Two Friends in Need!''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]''</ref>
==Description==
''Two Assassins from a different [[Assassin cell|cell]] from that of [[the Crew]] are currently camped in an abandoned [[train]] station in the suburbs, to spy on an [[Abstergo Industries|Abstergo]] storehouse. Their techie informs the PCs' cell that Abstergo agents are suspiciously moving toward the location, and she's not able to communicate with the two to warn them. The PCs are the closest to the station and must intervene quickly.''
==Key objectives==
<tabber>
|-|1 - WARN THE ASSASSINS=
The PCs must reach the railroad station fast, ensuring they reach their companions before the Abstergo agents.
;Challenges
*''Fast and Furious:'' The PCs are driving fast through London's traffic on their van. Given the high speed, any Approach check made to overcome this Challenge requires 1 additional Raise.
*''Brotherhood:'' The PCs must convince the two Assassins they are members of the Brotherhood too and that they must leave immediately.
;Weaknesses
*''Stealing Motorbikes (minor):'' If the PCs possess or manage to steal motorbikes or other vehicles that can move swiftly through the traffic, they overcome the ''Fast and Furious'' Challenge.
|-|2 - FREE RUN!=
The Abstergo agents surrounded the place. The Assassins must escape using their [[freerunning]] abilities.
;Challenges
*''Climb for your life:'' The PCs must rapidly climb the [[steel]] structure to escape. The [[metal]] framework is rusty and wet, and most of the holds are slippery. Any Approach check made to climb requires 1 additional Raise.
*''[[Leap of Faith]]:'' As the chase continues, a chance for the PCs to lose their pursuers presents itself when they reach a riverbank. By reaching an elevated position they can leap into the cold water ending the chase.
;Weaknesses
*''Communication disruption (minor):'' The PCs might find a way to jam communications between the approaching Abstergo agents. If they do so, they can gain a significant tactical advantage. For the rest of the Sequence, when any of the PCs makes a Reaction check in response to encounters with Abstergo agents, they can reroll up to 1 Abstergo results.
</tabber>
==References==
{{Reflist}}
{{ACRPGSequences}}
==Sabotaging the Abstergo Research Lab==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Sabotaging the Abstergo Research Lab
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=
|location=[[Abstergo Industries London facility|Abstergo research lab]], London, UK
|date=2016
}}
'''Sabotaging the Abstergo Research Lab''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]''</ref>
==Description==
''The [[Assassins]]' network has intercepted important information regarding a blood sample. [[Abstergo Industries|Abstergo]] got their hands on the DNA of one of the first Assassins, who came into contact with several unknown [[Piece of Eden|Pieces of Eden]]. The Descendants must recover the sample and replace it with a fake one. To hide the true target of your [[raid]], they must kidnap Dr. [[Kamala Khatri]], a leading scientist in genetics and bioinformatics. She's not a member of the [[Templars]] and they could convert her to their side.''
==Key objectives==
<tabber>
|-|1 - ACCESS THE STRUCTURE AND AVOID DETECTION=
Accessing the lab [[Social stealth|undetected]] is the first goal to be achieved. There are multiple ways to do this. The Descendants could enter from the front door with a solid fake ID and disguise. The same thing for the cargo area, but in that case, they need a proper vehicle, too. On the other hand, the Descendants could cut the lights and coms and rush their way into the structure by emergency exits or the heliport entrance on the roof.
;Challenges
*''Main Entrance Security:'' At the entrance to the facility, there is a sizable, guarded area with a metal detector and turnstiles accessible via biometric badges. It is possible to obtain visitor badges only by providing a valid explanation. However, visitor badges do not allow access to internal laboratories.
*''Security Guards:'' Several security guards move around the building, each monitored by radio and equipped with a [[Firearm|gun]], a taser, and a biometric badge to access the various areas of the structure. They are unlikely to stop anyone inside holding an appropriate access badge, unless acting suspiciously.
*''Control Center and Surveillance System:'' 4 security guards and the security manager monitor the entire surveillance network from the facility's control center. If they notice something wrong, they will first send some guards to check, or in the case of an obvious problem, they will activate the General Alarm Setback.
;Weaknesses
*''Inside Job (major):'' If the Descendants find a way to be accompanied by someone who works within the structure, it will be much easier to enter.
|-|2 - SWITCH THE SAMPLES=
Once they get to the laboratory, the Descendants must exchange the real sample for the corrupted sample provided by the Brotherhood. It is essential to hurry and leave no trace. Dr. Khatri will be in the laboratory with some colleagues.
;Challenges
*''Get Rid of the Scientists:'' Convincing the scientists to let the PCs work unwatched in their lab is a problem. A compelling story may not be enough, and the Descendants will need to make an Approach check with a 2 Raises to do it. Otherwise, knocking them out would be much easier, and any Approach check will have 1 free Raise.
*''Disable Lab Security:'' The laboratory has a surveillance and recording system for each system and terminal in the room.
;Weaknesses
*''Dr. Khatri Collaboration (major):'' The unconditional help of Dr. Khatri would allow the exchange to be carried out without raising any suspicion.
</tabber>
<tabber>
|-|3 - KIDNAP THE LEAD RESEARCHER AND GET OUT=
Depending on how this mission has been tackled, different types of Challenges may be necessary, such as dealing with security guards or the surveillance system. In addition to the ''Convince Dr. Khatri'' Challenge, you can add any Challenge from the first Key Objective or from the Special if the General Alarm Setback is triggered.
;Challenges
*''Convince Dr. Khatri:'' Taking her away won't be easy. Since she is unlikely to trust her captors, she will cooperate until an opportunity to get rid of the Descendants presents itself. Therefore, any Approach check made will require 1 Raise as long as she is with the Descendants.
;Weaknesses
*''Dr. Khatri Collaboration (major):'' The unconditional help of Dr. Khatri would remove any additional Raise due to her presence and possibly present a way out with her car. Special: If the General Alarm Setback is triggered, add 1 of the following Challenges to those required to complete any Key Objective during this Sequence:
**''Gunfight:'' The Descendants must face a few armed security guards, dodging their bullets.
**''Closed Security door:'' The path is blocked and the PCs have to find a way to open the security door.
</tabber>
==Notables NPCs==
;Lead researcher Kamala Khatri
A leading scientist in genetics and bioinformatics, Dr. Khatri is a pragmatic person who can keep calm in tense situations, and can think and react quickly.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Face the Writhing Dread==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Face the Writhing Dread
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Kassandra]]
|location=Town of [[Eresos]], [[Petrified Valley]], [[Lesbos]], [[Greece]]
|date=442 BCE
}}
'''Face the Writhing Dread''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]''</ref>
==Description==
''In the [[Petrified Valley]] lurks the [[Writhing Dread]], a [[gorgon]]
created by [[Juno]] and [[Aita]] as part of the [[Olympos Project]]. Mutated by the [[Prize of the Medusa]], an [[Atlantis artifact|Atlantean artifact]], the gorgon is now the guardian of the key to Atlantis itself.<br><br>In the gorgon's lair, the Witnesses first find many stone statues representing warriors, all captured in extremely realistic and dynamic poses. Then, the statues start to move towards them, weapons in hand and ready for battle.<br><br>The gorgon itself wields the [[Harpe of Perseus (Odyssey)|Harpe of Perseus]], a sword granting extraordinary powers.''
==Key objectives==
<tabber>
|-|1 - DESTROY THE STONE WARRIORS=
The Writhing Dread animates the stone warriors, all the while protecting itself with a golden barrier of impenetrable force.
;Challenges
*''Charge of the Stone Warriors:'' A group of warriors charges, swinging their stone weapons with deadly intent.
*''Throwing Spears:'' Stone [[spear]]s are thrown at the Witnesses.
;Weaknesses
*''Bludgeoning Force (minor):'' Blunt force is particularly effective against the stone warriors—destroying them this way is much easier. In this case, any Approach check has 1 Free Raise.
|-|2 - DEFEAT THE STONE CHAMPION=
Once many stone warriors lie shattered on the ground, a mighty stone champion descends into the gorgon's lair. The huge warrior is as powerful as he is fast and engages the Witnesses in frantic melee combat, while the Writhing Dread tries to target them with her gaze.
;Challenges
*''Flurry of Blows:'' The stone champion sprints towards the Witnesses, weapons in hand, with astonishing speed despite its towering size.
*''Mighty Foe:'' The stone champion is a tough adversary, apparently lacking vital points to strike. Defeating it requires at least 2 separate Approach checks with 1 Raise.
;Weaknesses
*''Bludgeoning Force (minor):'' Blunt force is particularly effective against the stone champion. In this case, any Approach check has 1 Free Raise.
*''Fragile Surroundings (major):'' The Witnesses might try to damage the lair, to let parts of it collapse on the stone champion. If they succeed, the impact destroys it and the characters overcome the ''Mighty Foe'' Challenge.
|-|3 - KILL THE WRITHING DREAD=
The Writhing Dread continues to bombard the Witnesses with energy beams and its lethal gaze as it lies protected behind the energy shield of Perseus' blade.
;Challenges
*''Force Shield:'' The shield around the gorgon is an [[Isu]] marvel, and it seems impenetrable. Overcoming it requires at least 3 separate Approach checks with 1 Raise.
*''Lethal Blow:'' Once the defenses of the gorgon have been eliminated, it is time to inflict the coup de grace. This requires at least 2 separate Approach checks.
;Weaknesses
*''Fragile Surroundings (minor):'' The Witnesses may try to collapse the fragile structure on the gorgon. If the Witnesses succeed, the impact crushes the protective shield, overcoming the ''Force Shield'' Challenge. Unfortunately, it is not sufficient to inflict the Lethal Blow on the creature, as she can teleport herself to safety.
</tabber>
==Notables NPCs==
;[[Ligeia]]
A member of the [[Daughters of Artemis]], Ligeia was considered a good [[Hunting|hunter]], but also a daredevil, for she tended to rush into battle, heedless of the danger. She is the current Writhing Dread.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Memory Glitch==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Memory Glitch
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=
|location=[[Rome]], [[Roman Kingdom]]
|date=716 BCE
}}
'''Memory Glitch''' was a glitched [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Animus Handbook]]''</ref>
==Description==
''The Witnesses are walking along the streets of ancient [[Rome]], when suddenly they all hear the field tech's alarmed voice in their ears: "[[Assassins]]! The [[Roman Kingdom]] Simulation is collapsing, You are inside a mess of broken code, if you don't get out quickly I don't know what time period you'll end in!"<br><br>As the field tech finishes speaking, the Witnesses see a red waveline starting to flow through the simulation, changing the landscape dramatically as it traverses it.''
==Key objectives==
<tabber>
|-|1 – REACH THE PANTHEON=
Suddenly everything around the Witnesses changes, as screams and chaos violently overwrite the quiet city of Rome from 716 BCE. In an instant, the PCs find themselves in one of the darkest moments of Roman history, the [[Sack of Rome (1527)|sack of 1527]], when [[Holy Roman Empire|imperial]] troops in the pay of [[Charles V, Holy Roman Emperor|Charles V]] of {{Wiki|House of Habsburg|Habsburg}} entered the city and started looting it. The Witnesses get out as soon as possible. The portal they must reach in order to escape this memory rift is situated on top of the [[Pantheon]], one of the tallest buildings in the area.
;Challenges
*''Running mob:'' Terrified [[Civilian|citizens]] are running through the area, making it extremely difficult, if not downright dangerous, to move about the city.
*[[Landsknecht]]s: [[Soldier]]s are pillaging the Eternal City, making it difficult for the PCs to reach the Pantheon. They are many and well-armed, and defeating them requires at least 3 separate Approach checks with 1 Raise. Also, since they are looting, they are very focused on their surroundings. For this reason, any Stealth check made to overcome this Challenge requires 2 Raises.
;Weaknesses
*''I'm not paid enough! (minor):'' The ''landsknechts'' are here to sack and pillage, as they haven't been paid in a while, meaning they have no interest in facing strong and deadly opponents. Witnesses can easily overcome the Landsknechts Challenge if they take a forceful and convincing stand.
|-|2 - GET THROUGH THE TIME RIFT=
When the Witnesses reach the Pantheon, they encounter many pillagers piling up their loot in the piazza. Above the Pantheon's imposing structure, the time rift is swirling high. the Witnesses must jump through it as soon as possible, as it may vanish at any moment and trap them here.
;Challenges
*''Climb:'' To reach the time rift, the Witnesses must make a tough climb.
*''Jump:'' The rift is suspended a few feet over the roof of the Pantheon. To reach it, the Witnesses need to make a perfect jump. Therefore, any Approach check made to reach the rift requires 1 Raise.
;Weaknesses
*''Scaffolding (minor):'' If the Witnesses go to the back of the Pantheon, they can find scaffolding used for some renovation work, which allows them to overcome the ''Climb'' Challenge. As the Witnesses jump across the rift, they feel a tingling sensation traveling through their bodies, and everything goes white. For a long moment they remain suspended in the void. But then, the buzz of chatter fills their ears, and as the Animus reloads the Simulation, the Witnesses realize they're back in the correct Time Frame.
</tabber>
==References==
{{Reflist}}
{{ACRPGSequences}}
-->
==Legacy of the Brotherhood==
<!--
==Adventure Hooks==
<tabber>
|-|Kassandra=
#After defending a village from a group of brutal outlaws, the Witnesses find among the [[bandit]]s' belongings a cache filled with scrolls. The writings hold crucial information about the inner workings and plans of the [[Cult of Kosmos]]—the Cult aims to manipulate a general and statesman of [[Thebes, Greece|Thebes]] to gain control over his army.
#Rumors circulate about a forbidden ritual of [[Deimos (deity)|Deimos]] and [[Phobos (deity)|Phobos]] that grants its participants the power to cast fear into the hearts of mortals. In order to prevent any attempt to perform this ritual, the Witnesses must delve into the ancient ruins of the [[Mountain Temple of Poseidon]], west of [[Mytilene]] on the island of [[Lesbos]]. Once there, they discover that the ritual is nothing but a pantomime, and the source of the dark power attributed to it is an apparently [[Trident of Eden#Fear prong|magical prong]] used as a ritual dagger instead.
#An informer reports that the Cult of Kosmos is gathering a powerful and mysterious army at [[Fort Tiryns]], near the city of [[Argos]]. The Witnesses must infiltrate the fortified stronghold and engage in an epic battle against a small but deadly troop of Cult champions who all bear an uncanny resemblance to [[Kassandra]]'s brother [[Alexios]].
#A shadowy figure recruits a team of relentless [[Mercenary|mercenaries]] to hunt down Kassandra and her allies for reasons unknown. The Witnesses must first avoid getting killed, and then uncover the truth behind the mercenaries' employer: a vengeful widow who is trying to eliminate Kassandra, who in the guise of the mercenary ''Misthios [sic]'' took her husband's life.
#While delving into the underground catacombs of [[Korinth]] in their pursuit of the Cult of Kosmos, the Witnesses discover a hidden chamber. Inside, a cryptic tablet rests on a lectern, unveiling the precise whereabouts of a concealed tomb. Amidst scattered notes, the possibility arises that this [[Agamemnon's Tomb|tomb]] might be the long-lost resting place of King [[Agamemnon]], dubbed 'the first servant of [[Kosmos]].' The records of the Cult of Kosmos also mention a [[Agamemnon Set|formidable suit]] of [[armor]] previously unearthed from the same location, hinting at the existence of other relics of immense power yet to be discovered.
|-|Bayek and Aya=
##Rumors in the bustling city of [[Memphis]] speak of a secret, ancient oasis hidden near the small village of [[Nitria]] in the middle of the [[Saqqara Nome]]. This forgotten place is said to hold a source of divine power secured there by the goddess [[Ma'at]] herself. To reach the hidden sanctuary and uncover its secrets, the Witnesses must battle through a dangerous sandstorm that protects the oasis in the middle of the rocky desert and beat rival treasure hunters too.
##A noble [[Alexandria]]n family approaches the [[Assassins|Hidden Ones]], desperate to retrieve a precious relic. The artifact was recently stolen by someone who mistook it for a lost [[Piece of Eden]]. The Witnesses must navigate the sprawling streets of the great city, and penetrate the intricate underworld of black market [[merchant]]s to find the member of the [[Order of the Ancients]] who commissioned the theft.
##Dark forces loom over the once-vibrant city of Memphis, as mysterious cultists tighten their grip on its unsuspecting inhabitants. Tasked with infiltrating the newborn [[Isfet]] cult, the Witnesses must investigate the bustling markets, shady back alleys, and opulent temples of Memphis to gather information about the cult, identify the cult's inner circle, and [[Assassination|assassinate]] them before they unleash chaos and bloodshed upon the city.
##The [[Library of Alexandria|Great Library of Alexandria]] is surely known as one of Egypt's many wonders. The Witnesses receive a mysterious plea for help from within the library halls. Tasked with protecting a valuable manuscript containing ancient [[Isu]] knowledge, they must deal with a cunning Order of the Ancients scholar who is also on the trail of the manuscript.
##A trusted affiliate of the Hidden Ones suddenly disappears, leaving behind a single clue: the words "Hidden One" written in blood on the floor of their home. The Witnesses must uncover the truth behind the disappearance: a disloyal branch of the Hidden Ones that seeks to undermine the characters' [[Assassin bureau|bureau]].
|-|Basim ibn Ishaq=
###The [[Hidden Ones of Alamut|Brotherhood]] has been keeping an eye on [[Mas'ood Al-Ya'qoob|Al Ghul]]'s excavation sites in the desert. Something important has been uncovered at one of the sites, perhaps a Precursor Artifact. The Witnesses must intercept the caravan bringing the discovery to [[Baghdad]] before it ends up in the Order's hands.
###An old relic with a long association with the Hidden Ones, thought lost for centuries, has resurfaced in Baghdad in the possession of a powerful [[Slavery|slave]] trader. The greedy man is selling the artifact for an over-inflated price and refuses to return it to the Hidden Ones. The Witnesses are tasked with retrieving the relic from the merchant's palace while seizing the opportunity to put an end to his evil network.
###A deadly plague is running rife in a Baghdad district and threatening to spread to the rest of the city. Rumors point the Witnesses to the house of a [[Persia]]n alchemist, who is seemingly immune to the disease and is trying to cure it. The Witnesses enter the afflicted district and find the alchemist's laboratory, discovering that the Persian has actually been [[poison]]ing everybody in the neighborhood instead of curing them. The Witnesses must stop this mad scheme and attempt to reproduce an antidote they find in the laboratory.
###A member of the Order appears to have met with a corrupt official known for his collection of rare artifacts. The official has recently acquired an old papyrus map that leads to an ancient [[Temple (Isu)|temple]] beneath Baghdad—an Isu Vault. The Witnesses must infiltrate the official's estate, decode the map before destroying it, and then find the Isu Vault.
###An attempt by the Hidden Ones to aid the [[Zanj Rebellion]] ends in disaster, resulting in the capture of numerous rebels. A traitor within their ranks has been selling crucial information to the Order of the Ancients. Every secret, from rebel movements and strategies to the identities of the Hidden Ones, is now at stake. The Witnesses must rescue the prisoners, identify the traitor, and turn the tables on whoever he has been leaking information to.
|-|Eivor Varinsdottir=
####The Witnesses are tasked with forging an [[Viking expansion|alliance]] with a powerful [[Vikings|Viking]] clan in a neighboring land. However, they soon discover that the clan's leader has been compromised by the Order of the Ancients. To forge an alliance, the Witnesses must prove the leader's connection with the Order of the Ancients and dispel their influence over his clan.
####The Witnesses uncover an underground network of {{Wiki|Saxons|Saxon}} [[Smuggling|smugglers]] and [[Thief|thieves]] that is unknowingly aiding the Order of the Ancients. They must infiltrate the network, gain the trust of its key members, and assassinate them, all the while remaining undetected by the Order of the Ancients agents who are using the network for their own nefarious plans.
####A series of mysterious disappearances plague a village south of [[Ravensthorpe]]. Investigations reveal that a secretive cult of [[Wales|Welsh]] [[druid]]s has been abducting people to experiment on them with an ancient artifact. The Witnesses must track down the druids' refuge in the forest, rescue the captives, and take the artifact out of the cult's dangerous hands.
####The Witnesses receive a distress call from a fellow Hidden One in a distant land. The Witnesses must set sail and start a perilous journey across freezing seas to rescue their comrade from hostile [[Piracy|pirates]] who seek to exploit the Assassin's knowledge and power.
####In the mystical lands of [[Ireland]], the Witnesses discover a [[Roman Empire|Roman]] cemetery. Inside a tomb lies a unique relic that holds the key to uncovering the lost history of the Hidden Ones. The Witnesses must decipher cryptic puzzles, ward off supernatural guardians, and protect the relic from falling into the hands of the [[Descendants of the Round Table]].
|-|Altair Ibn-La'Ahad=
#####Rumors from the mountain villages west of [[Masyaf]] tell of strange, awful barks in the night and of [[cattle]] disappearing mysteriously, leaving only trails of blood. Recently, even some children have disappeared from their beds. The few eyewitnesses tell of a humanoid demon with the head of a [[hyena]] and hypnotizing yellow eyes.
#####A high-ranking [[Templars|Templar]] is visiting Jerusalem, providing an opportunity for the Assassins to eliminate this key figure and whoever he's come to the [[Kingdom|Holy Land]] to make a deal with. However, the target is kept under strict surveillance. The Witnesses must find a way to bypass the Templar guards and complete the assassination undetected.
#####A [[Levantine Brotherhood of Assassins|fellow Assassin]] has recently gone rogue and is now working with the Templars. The Witnesses are tasked with locating and killing their former ally. However, they will soon discover that not all is what it seems. Misleading information about the supposed treachery was orchestrated by a Templar double agent within the Brotherhood's ranks.
#####The Witnesses intercept a coded message indicating the presence of a secret Templar training facility in [[Damascus]]. The Witnesses must gather intelligence and launch an audacious [[raid]] on the facility to destroy the Templar forces while they remain few in number.
#####A powerful and mysterious individual has appeared in [[Acre]], claiming he has come into possession of ancient, divine knowledge that allows him to heal the needy. The Witnesses are tasked with determining the truth behind his claims and the possible presence of a [[Shroud of Eden]].
|-|Ezio Auditore=
######An unknown artist of unparalleled genius who signs his work only as "[[The Open Eye]]" creates incredible paintings concealing hidden messages that are said to lead to an unknown Precursor vault. The Witnesses must infiltrate the artistic salons of [[Venice]], uncover the artist's true identity, and decode the paintings to find the vault before the Templars do.
######The Witnesses explore a long-forgotten sanctuary in the Roman countryside. As they prowl its ancient halls, they uncover its history, revealing the legacy of a secret circle of guardians founded by [[Romulus]]: the [[Shields of Mars]]. Intriguingly, this circle shared many principles with the Assassin Brotherhood. Empowered by this knowledge, the Witnesses embark on a quest to retrieve a Piece of Eden, fortifying the [[Italian Brotherhood of Assassins|Brotherhood]]'s foothold in the region while uncovering the truth behind Romulus and his connection to the Assassins.
######A deadly tournament is held in Rome, attracting skilled combatants from Italy—and beyond! The Witnesses are invited to participate but soon discover that the event is secretly a front for recruitment into the Templar Order. They must participate in the deadly matches to discover the Templar plot and free some of the captured fighters used as bait.
######A prominent member of the [[House of Medici|Medici]] family has gone missing in [[Florence]], and rumors suggest their abduction is linked to the Templar Order. The Medici hire the Witnesses to investigate, providing the first in a long trail of clues that will uncover a conspiracy that threatens to destabilize the ruling family and Florence itself.
######A band of thieves known as the "[[Merletti Neri]]" has stolen a Precursor Relic from the Brotherhood's [[Sanctuary|hidden vault]] in [[Monteriggioni]]. The Witnesses must track down the thieves, recover the artifact, and unravel the connection between the thieves and the Templars.
</tabber>
<tabber>
|-|Shao Jun=
#A powerful merchant, rumored to be a spy for the Order, is consolidating his power in [[China]] through the [[silver]] trade with [[Europe]]an Templar affiliates. The [[Chinese Brotherhood of Assassins|Brotherhood]] sends the Witnesses to infiltrate his palace, uncover his secret alliance to the Order, and assassinate him to prevent the western Templars from entering the region.
#A hidden sanctuary, believed to hold a legendary treasure and ancient knowledge, has been discovered in the remote [[Lingtong Temple]], in the {{Wiki|Fujian}} province. The Witnesses are tasked with exploring the sanctuary, battling an Isu guardian, and discovering a secret message left by the First Civilization.
#The Witnesses are summoned in [[Ningbo]] in north-east [[Zhejiang]] province to investigate a series of mysterious assassinations that have targeted some of their key allies. The Witnesses discover a branch of rogue Assassins who have turned against the Brotherhood to side with the [[Portuguese Rite of the Templar Order]]. They must thwart their deadly mission, while ensuring the reputation of the Brotherhood remains intact.
#A [[Sword of Eden 2|legendary sword]] said to be once wielded by [[Hülegü Khan]], and [[Genghis Khan]] before him, has resurfaced in the hands of the [[Xu brothers]]—heads of a pirate syndicate—in [[Shuangyu]]. The Witnesses must infiltrate the syndicate to steal the sword and prevent its misuse by the pirate lords, whose marauding ambitions threaten to destabilize the whole region.
#The Witnesses are sent to a war-torn province where two rival factions vie for power. Both sides seek the aid of the Assassins, and the Witnesses must carefully evaluate the political landscape, choosing which clan to support while potentially unraveling a Templar plot to exploit the chaos for their own gain.
|-|Edward Kenway & Adéwalé=
##The pirate [[Black Caesar]] is looking for help in [[Nassau]] to free a group of shipmates imprisoned in a fearsome slaver vessel. The Witnesses must board the ship, free the captives, and confront the slaver [[captain]] in a thrilling battle during a storm on the high seas.
##The Witnesses unearth a hidden network of liberated slaves active across the [[Caribbean]]. However, this newfound community is threatened by an infiltrator working for the Templars. The Witnesses must uncover the infiltrator's identity, expose their treachery, and protect the emancipated people's hard-won freedom.
##A nameless [[Bounty hunter|pirate hunter]], driven by a personal vendetta against pirates and Assassins alike, is closing in on the Witnesses' crew. The Witnesses must evade capture, outsmart the hunter's tactics, and uncover their motivations. In a high-stakes game of [[cat]] and mouse, they must protect their pirate comrades and confront the hunter before their ship is destroyed.
##The Witnesses find themselves entangled in a deadly race against rival pirate crews to locate a fabled treasure buried on a treacherous island. As they navigate dangerous waters and explore hidden caves, they must stay one step ahead to claim the treasure for the [[West Indies Brotherhood of Assassins|Brotherhood]] to support their war against the slave trade.
##The Witnesses receive a distress call from a remote [[Maroons|Maroon]] community, a refuge for escaped slaves. The community is threatened by a Templar-led expedition aiming to wipe them out. The Witnesses must rally the Maroons, fortify their defenses, and fight alongside them to fend off the Templar assault, to preserve their freedom and way of life.
|-|Ratonhnhaké:ton (Connor)=
###Subjugated by an [[Apple of Eden 3|Apple of Eden]], [[Benjamin Franklin]] is creating a weapon that could tilt the balance of power of the entire [[American Revolution|revolution]]. The Witnesses venture on a scavenger hunt taking them from [[Boston]] to [[New York City|New York]], deciphering cryptic clues left behind by Franklin's subconscious. As they discover the secret laboratory hidden beneath New York and destroy the weapon, the Witnesses must also free Benjamin Franklin from the Apple's control.
###In the port of Boston, sailors whisper of a ghost ship haunting the East Coast. The ship is said to be manned by the vengeful spirits of enslaved people who perished during the {{Wiki|Middle Passage}}. The Witnesses set sail on a perilous expedition to find the ghost ship, defying the rumors of a supernatural threat and searching for the truth behind the sinister story.
###The Witnesses discover that an important heirloom linked to the heritage and traditions of Ratonhakè:ton's [[Kanien'kehá:ka|tribe]] has been stolen by a group of [[France|French]] [[fur]] traders. Tracking down the traders will plunge the Witnesses into the seedy underbelly of colonial society across the wild [[frontier]], north-west of [[Fort Duquesne]], until they retrieve the stolen relic and restore the tribe's honor.
###One of the Witnesses' allies finds herself embroiled in a dangerous game of espionage, as she infiltrates both the Templar and [[British Empire|British]] ranks in [[Philadelphia, United States|Philadelphia]]. The Witnesses must assist their ally in maintaining her secret identity, engaging in an adventure of intrigue and deception.
###The [[American Brotherhood of Assassins|Colonial Brotherhood]] informs the Witnesses of a group of [[Loyalists]] who fled to the northern lands of [[Canada]] and are suspected to possess an [[Apple of Eden]]. As winter approaches, the Witnesses must reach the frozen territories of {{Wiki|Nova Scotia}} to find the Loyalist group in [[Port Roseway]], before they can leave for Britain.
|-|Arno Dorian=
####A hidden chamber containing a Precursor artifact is uncovered in the [[catacombs of Paris]]. The Witnesses must descend into the gloomy catacombs, outsmart the Templars also aware of its existence, and prevent the artifact from falling into the wrong hands.
####One of the wealthiest families is hosting a masquerade ball, purportedly to act as a meeting ground for influential Templars. The Witnesses must infiltrate the event, gather intelligence, and expose the Templars' plans while maintaining their cover amidst the opulence and intrigue of [[Paris]]ienne high society.
####A mysterious epidemic sweeps through Paris, and the Witnesses must investigate its causes. As they proceed with their mission, they make a shocking discovery: the epidemic is not the work of the Templar Order, as they suspected, but rather a sinister collaboration between a rogue faction within the Assassins and the [[Instruments of the First Will]]. The Witnesses must uncover the truth behind this unexpected alliance and put an end to their deadly scheme.
####[[Pauline de Lézardière]], a renowned historian, has uncovered a secret manuscript containing valuable information about ancient artifacts stolen during the [[Siege of Paris (885–886)|Viking invasions of Paris]]. This discovery has attracted the attention of the Templar Order. The Witnesses must protect Pauline from the pursuing Templars, decipher the hidden messages within the manuscript, and use the knowledge gained to cripple the Order.
####A trusted member of the [[Parisian Brotherhood of Assassins|Assassin Brotherhood]] has been captured by the Templars, and the Witnesses receive a desperate plea for help. Determined to save their comrade, they launch a daring rescue mission, only to discover that it was an elaborate trap, meticulously orchestrated by the Templars to catch the Witnesses. Now ensnared in the Templar web, the Witnesses must use their cunning, skills, and resourcefulness to escape their captors and turn the tables.
|-|Jacob & Evie Frye=
#####A new secret society known as the "[[Enlightened Circle]]" threatens to reshape [[London]]'s power dynamics. The Witnesses are hired by a wealthy benefactor to investigate the society's activities, infiltrate their ranks, and dismantle their operations before they gain too much influence.
#####A notorious [[gang]] leader has risen to power in the East End, and the [[British Brotherhood of Assassins|Brotherhood]] suspects he has been maneuvered into position by the Templars to be their pawn in the slums. The Witnesses are tasked with infiltrating his gang, gaining the leader's trust, and eventually bringing him down once they've learnt the identity of his Templar connection.
#####[[David Edward Hughes|David Hughes]], an established scientist, has just returned from America with a revolutionary device that could have potentially devastating consequences were it to fall into the wrong hands. The Witnesses must retrieve the device and safeguard it from Templar agents.
#####A mysterious ancient artifact has been exhibited at the [[British Museum]], attracting the attention of both the Brotherhood and the Templars. The Witnesses must swap the artifact for a counterfeit copy to fool the Templars and hide the real artifact in a secret location.
#####A renowned detective has gone missing while investigating a series of occult rituals taking place in the darkest corners of the city. The Witnesses are hired by his concerned wife to unravel the mystery, uncover the truth behind the rituals, and rescue the detective from the clutches of a malevolent cult inspired by a perverted version of the [[Calves' Head Club]] secret society.
</tabber>
==The Forge of Fate==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Forge of Fate
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Kassandra]]
|location=[[Epidauros]], [[Argolis]], [[Greece]]
|date=442 BCE
}}
'''The Forge of Fate''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''While walking through the market of [[Epidauros]], a blind man begging for a few [[drachma]]e delivers a cryptic message intertwined with the Witnesses' destiny. It's a prophecy that leads the characters to the forgotten [[Foundry of Hephaistos]] in the heart of a volcanic island.<br>There, the fragment of an unfinished weapon, a mighty [[Shard of Eden]] [''sic''], awaits. However, the prophecy failed to mention the indestructible guardians lying dormant within the temple—and the [[Cult of Kosmos]] hot on the trail of the Witnesses.''
==Intro==
As the late afternoon light begins to stain the tranquil town of Epidauros with an amber hue, you meander amidst the colorful canopies of the market stalls. [[Merchant]]s hawk exotic spices, gleaming trinkets, and fresh catches from the [[Aegean Sea]]. An old blind man, dressed in tattered garments resembling those of a [[priest]], begs passers by for some coin, muttering incoherently to himself. As you pass by, he suddenly jumps to his feet, imploring you to stop and listen, his voice hoarse and urgent.
"Children of fate, listen well, for the strands of destiny weave an unseen tapestry. The path to your obscured purpose lies within the gray breath of the [[Hephaistos|son]] cast off the [[Mount Olympos|mount]]. Seek his ember lair within the womb of the floating rock. There, [[iron]] and [[metal]] once toiled, shaping the glowing shard of a treasure yearning to meet with the one commanded by ancient fate." And then, as though a spell has been broken, the old man begins to mutter to himself once more. He looks at you as though it's the first time he has seen you, and begs you for a [[coin]].
The next morning, you spot a single, thin trail of smoke rising up through the clear blue sky. Climbing to a vantage point, you can see the smoke emanating from the volcano that looms at the center of an island not far off the coast. The gray breath... The floating rock... The old man's prophecy rings true, guiding you toward the island.
==Key objectives==
<tabber>
|-|1 - PROCURE SAFE PASSAGE=
Although the volcanic island is not far from Epidauros' shores, it is still too far to swim. The Witnesses must secure a vessel to make the crossing safely.
The bustling port of Epidauros unfolds before you, the air thick with the scent of salt, fish, and smoke from cooking fires. The cacophony of chattering seagulls, creaking [[ship]] masts, and distant waves envelops you as you navigate through the quays, teeming with an eclectic mix of sailors, traders, and locals, each absorbed in the rhythm of their tasks.
;Challenges
*''Petty Thieves:'' As the Witnesses move along the docks, they become the target of a band of young [[Thief|thieves]]. Any Wits check made to notice the petty thief requires 1 Raise. If the Witnesses do not catch the thief, the targeted Witness loses 1 Gear item.
*''Steal a Boat:'' Unless the characters wait until darkness to steal a [[boat]], any Stealth check made to overcome this Challenge requires 2 Raises.
*''Bargaining.:'' Obtaining the right price for a boat proves challenging for anyone unfamiliar with the local customs. Any Social check made to negotiate as a stranger requires 1 Raise.
;Weaknesses
*''Private Boat (major):'' One of the Witnesses might be in possession of their own private boat. In this case, the Witnesses achieve the current Key Objective.
|-|2 - DEFEAT THE CULT OF KOSMOS=
After procuring a boat to reach the volcanic island, the Witnesses soon realize that others are also searching for a possible [[Isu|Precursor]] relic. The Cult of Kosmos attempts to board their vessel.
The silhouette of the volcanic island looms on the horizon, its smoking peak veiled by low-hanging clouds. However, the serenity of the voyage is abruptly shattered as a volley of hissing, flaming [[arrow]]s fall short of your boat. You are not alone in your pursuit! A heavy [[trireme]] with a purple flag bearing the symbol of pale intertwined [[Snake|serpents]] approaches at high speed. The sun reflects on the shining [[bronze]] masks and [[helmet]]s of the [[archer]]s on board the ship: it's the Cult of Kosmos!
;Challenges
*''Flaming Arrows:'' The next volley of flaming arrows is in range of the Witnesses' boat. All the Witnesses on the main deck must make a Reaction check.
*''Sneak Aboard:'' Witness might try to dive into the open water to reach the enemy boat undetected, catching the rival crew by surprise. Any Stealth and Action check made to approach the enemy's boat this way requires 1 Raise.
*''Close Combat:'' If the Witnesses' boat draws close enough to their enemies, the mercenaries of the Cult of Kosmos are ready to draw their blades and fight. The Witnesses must make at least 2 separate Approach checks with 1 Raise to defeat them.
;Weaknesses
*''Ramming (minor):'' If the Witnesses have a large enough vessel, such as a trireme, it is likely equipped with one of the Greek navy's most successful weapons: a ram. The oarsmen of such a vessel are trained to hit their target with extreme accuracy before dislodging the ram just before the enemy's boat sinks. In this case, the ''Close Combat'' Challenge requires 1 Approach check only with no Raises.
|-|3 - ENTER THE VOLCANO=
The only entrance into the volcano is by climbing down into the crater from the peak. During their descent, they are attacked by an ancient Isu automaton—an [[iron]] [[eagle]].
After exploring the island, it becomes evident that the sole entrance to the "womb" referenced in the prophecy lies within the conspicuously visible opening at its summit. Following a rugged trail that climbs to the peak, you eventually arrive at the precipice of the smoldering mountain, where a breathtaking panorama of the shimmering Aegean Sea unfolds before you.
According to the blind man's cryptic message, the divine treasure purportedly lies somewhere below. However, the terrain and the ominous smoke add to the challenge of finding a safe descent. Just as you weigh your options for the [[Freerunning|best route down]], a growing buzzing noise interrupts your thoughts. Emerging from the dense smoke is an unexpected sight: an iron eagle with a single red eye fixated directly on you, spewing flames as it rapidly closes in.
;Challenges
*''Climbing Down:'' Descending the inner wall of the crater requires great skill and toughness. Any Action check made to climb down into the volcano requires 1 Raise.
*''Iron Eagle:'' The iron eagle, crafted by the Isu Hephaistos, is a heavily armored automaton guarding his laboratory entrance. It shoots flames and is highly sophisticated. Confronting the Iron Eagle requires at least 2 separate Approach checks with 1 Raise.
;Weaknesses
*''[[Leap of Faith]] (minor):'' A deep water bed lies at the bottom of the volcano. Should a character locate it, possibly through the activation of their [[Eagle Vision]] skill, they could ponder how executing a precision dive might spare them the laborious descent. A Witness leaping from the top of the volcano overcomes the ''Climbing Down'' Challenge.
</tabber>
<tabber>
|-|4 - RECOVER THE DIVINE TREASURE=
Entering the Foundry of Hephaistos, the Witnesses find a laboratory equipped with machinery designed by the Isu Hephaistos. There, the Shard of Eden lies unfinished. Two Isu automatons stand ready to attack the intruders.
Leading off from the base of the crater, a series of smoky tunnels guide you to a towering cavern. Its floor is enveloped in boiling lava, with a network of [[stone]] bridges and catwalks spanning the expanse, all converging on a circular platform at its heart. A colossal forge dominates the platform, surrounded by intricate machinery of unparalleled craftsmanship—undoubtedly the ancient handiwork of the [[Greek mythology|gods]].
There, in a stillness permeated with latent energy, your eyes are drawn to a glowing object perched upon a dark metal column. As you near it, the item begins to levitate and vibrate, as though responding to your presence. "The glowing shard of a treasure yearning to meet with the one commanded by ancient fate", said the prophecy.
With the activation of the shard, two ancient sentinels materialize from the shadows at the cavern's edge—15 feet tall metal humanoid automatons, they swiftly advance towards you. The intent of these Iron Guardians is unmistakable: to protect the divine weapon from intruders.
;Challenges
*''Take the Shard of Eden:'' The Shard of Eden is bound to the dark metal pedestal by a powerful force field. A Witness who wants to claim the artifact must make a Wits check with 2 Raises.
*''Iron Guardian:'' The automatons possess incomprehensible strength, and were crafted to endure against any intruder who dares to challenge Hephaistos's domain. Confronting them requires at least 4 separate Approach checks with 2 Raises.
;Weaknesses
*''Agents of Fate (minor):'' A Witness may opt not to engage in combat with the Iron Guardians, instead submitting themselves to the mercy of these formidable automatons. To succeed, the Witness must make a Social check to convince the Iron Guardians of their destined presence within the cave. Reciting the prophecy of the blind man of Epidauros reinforces their claim. In this case, the Iron Guardians cease their advance, allowing the Witnesses to overcome the ''Iron Guardian'' Challenge.
*''I Am the One (minor):'' If the Witness attempting to take the Shard of Eden from the pedestal is the Ancestor of the Sequence, any Wits check made to overcome the Take the ''Shard of Eden'' Challenge requires no Raises.
</tabber>
==Piece of Eden==
;SHARD OF EDEN
'''Known Owners:''' Unknown<br>'''Current Status:''' Unknown<br>The Shards of Eden are relics of Isu technology, echoing the awe-inspiring power of the original Pieces of Eden from which they were derived. Though fragmented, these artifacts remain potent, retaining a fraction of the formidable power and unique qualities that once flowed through them.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Echoes of Betrayal==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Echoes of Betrayal
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Amunet]]
|location=[[Alexandria]], [[Egypt]]
|date=30 BCE
}}
'''Echoes of Betrayal''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''It's the year 724 since the [[Roman mythology#Founding of Rome|foundation of Rome]], and the [[Roman Republic|Republic]] is facing its [[Last war of the Roman Republic|last civil war]]. Following the victory at the [[Battle of Actium]], the [[Roman army]] led by the adopted son of [[Gaius Julius Caesar|Julius Caesar]], [[Augustus|Octavian]], reaches [[Alexandria]], in pursuit of [[Marcus Antonius]] and his remaining forces. The city is swarming with Octavian' red-clad soldiers. [[Cleopatra]] and Antonius' remaining troops are deserting or being overpowered, and the walls of the [[Ptolemaic Royal Palace|Royal Palace]] will not keep Octavian at bay for much longer.''
==Intro==
Wisps of smoke drift towards the purple sky, which reflects the incandescent glow of the fires that have started burning in the city where the clashes are fiercest—the troops of Octavian are capturing Alexandria. The Queen's militia and Antonius' troops are succumbing. The sound of conflict is getting closer and closer, and you don't have much time to complete your mission. You stealthily enter the Royal Palace looking for the Queen, to put an end to her Roman lover's life.
==Key objectives==
<tabber>
|-|1 - FIND ANTONIUS=
Cleopatra has drunk her vial of [[poison]] in the great hall before she can reveal where Marcus Antonius has fled to. The Witnesses must track Antonius down, both to avenge the murder of the [[Assassins|Hidden One]] [[Marcus Junius Brutus|Brutus]], and to recover the [[Sword of Damokles]], a powerful weapon in his possession. Then, they must escape the palace.
The body of Cleopatra lies lifeless on the floor of the great hall, a poison vial lying next to her bejeweled hand. The Queen is dead, and she has taken all she knew about Antonius' escape plan to the grave. The renegade {{Wiki|Second Triumvirate|triumvir}} is your target—he has too-long escaped his fate. You can't let him go this time, or you will lose your last chance to avenge the death of Brutus and eliminate a servant of the [[Order of the Ancients]].
;Challenges
*''Cleopatra's Militia:'' Most of the Queen of [[Egypt]]'s [[Soldier|guards]] are busy watching the walls and perimeter of the Royal Palace. However, some soldiers still patrol the interior rooms to ward off unwanted intrusions. Cleopatra's militia will attack the Witnesses on sight.
*''Antonius' Tracks:'' Evidence of Antonius' hasty flight can be traced across the hall's tiled floor to [[Caesarion]]'s room, the teenage son of Caesar and Cleopatra. To do that, a Witness must make a Wits check with 2 Raises.
;Weaknesses
*''[[Eagle Vision]] (minor):'' A Witness can activate their Eagle Vision Skill to enhance their chances of following the tracks in the hall. In this case, any Wits check made to approach the ''Antonius' Tracks'' Challenge requires no Raise.
*''Eagle Sense (major):'' A Witness can activate their Eagle Sense Skill to notice that Cleopatra's heart has not quite taken its last beat. The Witness can inflict the coup de grace to peer into her last memories, thus witnessing the final dialogue between her and Antonius—he intends to reach Caesarion's room, to claim for himself Caesar's Sword of Damokles, one of the real causes of the conflict between the two triumvirs. However, exploiting this Weakness triggers the Queenslayer Setback automatically.
*''Old Friends (minor):'' If [[Bayek]] or [[Amunet|Aya]] are among the Witnesses confronting Cleopatra's Militia, the characters can exploit their renown as former allies of Cleopatra. If they do so, any Social check made to overcome the ''Cleopatra's Militia'' Challenge has 1 Free Raise.
|-|2 - ASSASSINATE ANTONIUS AND TAKE THE SWORD OF EDEN=
The Witnesses reach Antonius in Caesarion's room, as he recovers something from a hidden compartment under the bed. It's a wonderful [[sword]], a [[Piece of Eden]] that once belonged to the Greek warrior [[Deimos]], perhaps one of the most powerful weapons ever created by [[Hephaistos]]! The triumvir and Caesarion intend to escape on a [[boat]] that is waiting for them at the [[Pharos]] [[Lighthouse of Alexandria|lighthouse]].
In Caesarion's room, a delightful aroma of essential oils wafts through the air, mingling with the soft, orange glow emanating from finely crafted braziers. Marcus Antonius holds a [[Sword of Eden|peculiar sword]], its blade lacking a crossguard, swathed in a sheet of luxurious [[silk]]. Meanwhile, Caesarion is halfway out of the window, poised to flee into the courtyard.
;Challenges
*''Caesarion:'' If the Witnesses are unaware of Caesarion's presence and try to take Marcus Antonius by surprise, the boy shouts out a warning. Then, [[khopesh]] in hand, he sides with Antonius to confront the Witnesses. Caesarion's blade is a [[Viper's Tooth]], a legendary weapon coated with a powerful poison. If a Witness fails an Approach check while crossing blades with Caesarion, they are wounded by his poisonous blade—for the rest of the Sequence, any Action check requires 1 additional Raise.
*''Force Shield:'' Antonius brandishes the Sword of Damokles, a formidable weapon that generates a protective force shield around him, seemingly impenetrable. Consequently, overcoming Antonius requires a minimum of 3 distinct Approach checks.
*''Shockwave:'' Once Antonius is defeated, the Sword of Damokles releases a shockwave that knocks over everyone in the room. Each Witness must make a Reaction check.
;Weaknesses
*''Old Friends (major):'' If Bayek or Aya are among the Witnesses confronting Antonius and Caesarion, the characters can remind the boy how the two helped his mother become Queen of Egypt and how she held them in high regard. In this case, the characters overcome the ''Caesarion'' Challenge.
</tabber>
<tabber>
|-|3 - REACH THE PHAROS LIGHTHOUSE=
With his dying breath, Antonius tells the Witnesses that he respects the honorable end he has been granted. Then, he reveals that a trusted ally of Cleopatra is waiting at the Pharos lighthouse with a boat, ready to set sail to [[India]] with Caesarion. Antonius implores the Witnesses to safeguard the boy and the Sword of Damokles, ensuring they do not fall into Octavian's clutches.
The thunderous sound of Octavian's troops battering down the large doors to the great hall echoes through the chamber. Escaping to the boat waiting at the Pharos lighthouse across the Great Harbor offers the best chance of fleeing the city, provided you can reach it in time.
;Challenges
*''Crossing the City:'' Crossing the City. The Witnesses can reach the lighthouse overland, [[Freerunning|escaping over]] the palace walls. In this case, they must cross the tumultuous city, risking dangerous encounters with Octavian's soldiers along the way.
*''Reach the Palace Docks:'' If the Witnesses choose to reach the lighthouse by sea, they can head to the palace's docks to take one of the boats moored there. However, a group of Antonius' guards is watching over the boats, waiting for their general. As soon as the Witnesses are in sight, the soldiers unsheath their weapons, ready to fight. Should a Witness fail an Approach check on the docks, it triggers the Prey Setback.
;Weaknesses
*''The Traitors are Dead! (minor):'' The Witnesses can explain to Octavian's soldiers that they killed both Marcus Antonius and Cleopatra, but they need to support the claim with some evidence—for example, they may have Caesarion in custody, or be carrying Antonius' sword. In this case, any Social check made to overcome the <u>Crossing the City</u> Challenge has 1 Free Raise.
*''They're with Me (minor):'' The Witnesses can intimidate or otherwise convince Caesarion to vouch for them to Antonius' guards. In this case, any Social check made to overcome the ''Reach the Palace Docks'' Challenge has 1 Free Raise.
</tabber>
==Notables NPCs==
;Marcus Antonius
A [[Rome|Roman]] general and politician, Marcus Antonius first joined forces with Caesar's designated successor, Octavian, to hunt down the rebel senators who had plotted the [[Assassination of Julius Caesar|assassination of Caesar]] with Amunet. Marcus Antonius' troops tracked down the Hidden One Brutus in his hideout in [[Greece]], triggering a sequence of events that apparently ended with the conspirator's death.
Later, Antonius found himself entangled in a struggle for control of Rome alongside his lover, Cleopatra, against his former ally, Octavian. The pivotal naval Battle of Actium, off the west coast of Greece, saw Antonius and Cleopatra's forces defeated. They sought refuge in Alexandria, only to face the relentless advance of Octavian's forces closing in on them.
;Caesarion
Formally known as Ptolemy XV Philopator Philometor Caesar, Caesarion was the son of Queen Cleopatra and the Roman dictator Gaius Julius Caesar. Caesar didn't officially acknowledge him, but allowed him to use his name. This created conflict when Julius Caesar later adopted Octavian as his son, especially after Caesar fell victim to an assassination plot orchestrated by the Hidden Ones, a [[Roman Hidden Ones|faction]] led by Amunet, Marcus Junius Brutus, and [[Gaius Cassius Longinus]].
By the year 30 BCE, Octavian emerges victorious in the war against Cleopatra and Marcus Antonius. Ultimately convinced that self-sacrifice is the best route to safeguard Egypt's future, Cleopatra chooses to end her own life by means of poison, leaving Caesarion on his own in Alexandria.
==Piece of Eden==
;SWORD OF DAMOKLES
'''Known Owners:''' Deimos, [[Kassandra]], Marcus Antonius<br>'''Current Status:''' Unknown<br>Forged by the Isu scientist Hephaistos during the [[War of Unification]], the sword possessed extraordinary capabilities, granting formidable powers in battle and augmenting the leadership qualities of its wielder. During the late 5th century BCE, it ended in the possession of the enigmatic [[Cult of Kosmos]]. They entrusted this legendary weapon to one of their champions, Deimos, grandson of [[Sparta]]n King [[Leonidas I of Sparta|Leonidas]] and a [[Hybrid|direct descendant]] of the [[Isu|Precursors]]. Due to his unique lineage, Deimos was able to harness the sword's potential to its fullest extent. When Kassandra [[Where It All Began|defeated]] him in combat, the sword fell from the height of [[Mount Taygetos]], apparently losing parts of its immense power.
==References==
{{Reflist}}
{{ACRPGSequences}}
==The House of Folly==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The House of Folly
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Basim Ibn Ishaq]]
|location=Baghdad, Abbasid Caliphate
|date=862 CE
}}
'''The House of Folly''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''As the [[Assassins|Hidden Ones]] strive to thwart the [[Order of the Ancients]] in [[Baghdad]], a critical message reaches them from an agent sent to spy on a remote desert excavation south of the [[Round City]]. The urgent communication reveals disturbing news: the Order of the Ancients controls a mysterious machine of unknown purpose, built within a vast underground chamber. Constructed in secrecy by a master inventor of the Order, this device aims to expand upon the groundbreaking work of [[Hassan]] at the [[House of Wisdom]] in Baghdad. Much like Hassan's [[Alruh]], this machine is designed to unravel the mysteries encoded within the [[Memory Seals]] left behind by [[Isu|Those Who Came Before]].<br>The Witnesses are tasked with infiltrating the site, penetrating the depths of the underground [[Temple (Isu)|temple]], and neutralizing all threats within. However, upon entering the chamber, the machine suddenly springs to life, ensnaring them in a swirling vortex of energy. In an instant, they are thrust into a distant memory, one from which escape may prove impossible.''
==Intro==
[[Rayhan]], one of [[Alamut]]'s [[mentor]]s, enters the room with urgency, holding a note tightly in his hand. "Alert the others—you must depart at once," he declares. "A message from one of our spies has arrived. They've discovered something significant in the desert: an underground temple housing mysterious machinery, under the control of the Order of the Ancients!"
Soon after, you find yourself under the unforgiving desert [[sun]], the rhythmic footsteps of your [[camel]]s the only sound echoing across the sand. After what feels like an eternity, your mounts obediently kneel as you dismount, climbing a dune to gain a vantage point overlooking the dig site.
Hidden from the eyes of the armed [[Soldier|guards]] patrolling the area, you watch in secret. Tents flap gently in the scorching breeze, while workers go to and fro, operating pulleys and carts laden with sand and debris. As the sun begins its descent, casting an amber glow over the desert, your mission commences...
==Key objectives==
<tabber>
|-|1 - ACCESS THE EXCAVATION SITE=
The Witnesses must evade the armed guards patrolling the site's perimeter, and devise a way to enter the tunnels to locate the mysterious machine.
As the sun dips below the horizon, the silhouette of the excavation site gradually fades, blending into the surrounding rock and sand. Despite the dimming light, the sturdy [[wood]]en cranes stand out against the deep orange hue, while turrets and wooden structures mark the perimeter of the site. Amidst the fading light, the groans of laborers persist, their voices drowned out by the authoritative commands of the guards.
;Challenges
*''Patrols:'' Two patrols of 6 guards each stand watch over the perimeter of the excavation site. The rest of the large contingent of guards are resting in a tent inside the dig site.
*''Navigate the Site:'' As the Witnesses move towards the center of the camp, more and more laborers are seen carrying materials or fixing shores. The Witnesses must find their way into the depths of the excavation tunnels to reach the entrance to the underground temple.
;Weaknesses
*''Shift Change (minor):'' An influx of new laborers are expected to relieve the daytime workers retiring for the night. The Witnesses can disguise themselves as laborers to slip into the site unnoticed.
|-|2 - RELIVE THE MEMORY=
Inside the inner chambers of the Isu Vault, a complex mechanism crafted from scraps of technology left by "Those Who Came Before" hums with energy. Despite its inventor's limited understanding, the machine is operational. However, before the Witnesses can intervene, the device abruptly malfunctions, thrusting them into [[Isu Era|ancient]] memories belonging to the Precursors.
As you step into the inner chambers of the Temple, you find yourselves in an odd architectural vault. Within, members of the Order of the Ancients observe an engineer operating a complex machine assembled from unfamiliar technology, emitting an eerie, intense energy. Suddenly, a guard spots your presence and raises the alarm, prompting the drawing of blades. However, before any action can be taken, the device begins to malfunction. A piercing screech reverberates through the chamber, nearly rupturing your eardrums, followed by a potent wave of energy that sends everyone sprawling to the ground. Darkness envelops you as all fades to black. As you open your eyes again, you immediately feel out of place. You are in an enormous room of smooth [[stone]] with square columns rising high above you to the ceiling. Artificial lights reflect on the [[helmet]]s covering your heads, on your metallic and green suits and [[spear]]s. All around you, dozens of other individuals are busy completing the final procedures at their consoles. In their silver suits, the [[Æsir|eight]] that must survive the end of time sit around the [[Yggdrasil]] table. A screen behind them shows the destruction raging outside in real time, the beginning of the [[Great Catastrophe|Catastrophe]]. Soon, cracks open on the roof of the vault, and computer terminals begin to go offline. The ceiling starts to collapse. "None may follow, [[Loki]] least of all..." a [[Odin|voice]] rises from the table. "It is done. Now, to face our end..." The first of the eight leaves the table to head outside. The others follow one by one as they complete the upload of their consciousness. Suddenly a {{Wiki|Numbers in Germanic paganism|ninth}} Isu emerges from the shadows, stabbing the [[Heimdall|last]] of the eight who has yet to complete the upload process. You must stop him!
;Challenges
*''Confront the Isu:'' The Isu responds to your attacks with unbeatable skill. Weapon in hand, with astonishing speed, he treats you like nothing but an annoyance. At the end of any Approach check, the Witnesses must make an additional Reaction check to avoid being injured.
*''Mighty Foe:'' Given the skill and manifest superiority of the Isu, defeating him is a daunting task. Injuring the Isu in combat requires at least 3 separate Approach checks with 1 Raise.
;Weaknesses
*''Catastrophic Surroundings (minor):'' The Witnesses can try to use the collapse of the vault to their advantage. For example, by pushing the Isu in front of a collapsing structure. In this case, the Witnesses overcome the ''Confront the Isu'' Challenge.
You manage to land a significant blow on the Isu, but to your surprise, he remains standing. In a swift succession of strikes, you succumb to the relentless assault, your vision blurring as you teeter on the brink of death. From this weakened state, you witness the Isu calmly seated at the Yggdrasil, initiating the upload procedure. This turn of events was not supposed to occur—someone should have intervened. In the fading light, one of you holds something in their hand—a Memory Seal...
|-|3 - ESCAPE THE COLLAPSE=
The Witnesses awaken from the unsettling memory, finding themselves lying on the dusty floor, facing imminent danger. The device's malfunction persists, unleashing violent tremors that reverberate through the vault, threatening to destabilize its very foundation. With each seismic upheaval, the risk of the chamber being buried beneath the sands of time looms ever closer.
You're awake! The vault is shaking. Stones and dust fall from the ceiling, and a collapse is surely imminent. Members of the Order lie scattered around you, perhaps still ensnared in the bizarre memory. Meanwhile, the malfunctioning machinery whirs incessantly, unleashing sparkling energy bolts that lash out unpredictably. A deafening explosion nearby jolts you into action, prompting you to scramble to your feet. With blocks beginning to rain down from above, it's time to run for safety!
;Challenges
*''Crawling Out:'' The main tunnel leading out of the chamber has been partially blocked by falling debris. The Witnesses must climb through a tight passage if they want to escape this way.
*''Climbing Up:'' The Witnesses must ascend to the upper part of the excavation site to escape. However, accessing the upper level is now even more of a labyrinth than before as dangerous chasms open beneath the Witnesses' feet.
;Weaknesses
*''Toss Me That Rope! (minor):'' If the Witnesses have a rope or a similar tool in their Gear, whenever they try to overcome the ''Climbing Up'' Challenge, any Approach check they make has 1 free Raise.
The walls groan and shudder around you. Dust chokes the air, and the ground beneath your feet trembles with each step. In a desperate sprint, you find a way out of the collapsing tunnels, guided more by instinct and a blessed sense of direction. As you burst into the open, surrounded by a thick cloud of settling dust, you can finally take a moment to savor the feeling of escape under the clear, open sky and its glowing stars...
</tabber>
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Cursed Treasure==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Cursed Treasure
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Eivor Varinsdottir]]
|location=[[Warwick Burh]], [[River Avon]], [[England]]
|date=872 CE
}}
'''The Cursed Treasure''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''On the trail of a [[Shroud of Eden]], the [[Order of the Ancients]] has settled in the [[Warwick Burh]] ([[fort]]ress) on the [[River Avon]], the residence of one of the wealthiest [[merchant]] families in the area. The [[Assassin bureau|Hidden One bureau]] leader, [[Basim Ibn Ishaq|Basim]], has recently traveled to [[Bulgar]] to meet [[Sigurd]] and his companions, intending to gather a few capable allies to infiltrate the castle and recover the Piece of Eden.''
==Intro==
The cold sky turns to hues of fire and gold as the [[sun]] sets while the river flows serenely through the quiet valley. From the small village of herders on the Avon Trail, you have been studying the castle for the past few days. From there, you can admire the sturdy walls of the burh overhanging the river and the [[Soldier|warriors]] who patrol them day and night. The Order of the Ancients still occupies the place, meaning they have yet to find the artifact or perhaps the fortress has become their new base of operations in the province. There is nothing more to be learned from afar. The time to act has come.
==Key objectives==
<tabber>
|-|1 - INFILTRATE THE BURH AND AVOID DETECTION=
The first goal of the Witnesses is to enter Warwick Burh without being [[Social stealth|noticed]]. There are a few different ways to achieve this. The Witnesses could disguise themselves as traders and enter through the main gate, or pose as soldiers hired by the Order of the Ancients. Another way could be to convince a villager to let them hide in a supply [[Hiding spot|wagon full of straw]] to be brought into the burh. For a more direct approach, the Witnesses could [[Freerunning|climb]] the walls, or stealthily cross the bridge leading to the main gate and eliminate any guards stationed there.
;Challenges
*''Guards at the gate:'' 5 men guard the only gate into the burh. They are part of a contingent of two dozen [[Mercenary|mercenaries]] hired by the Order of the Ancients.
*''Guards on the walls:'' The remaining mercenaries patrol the burh's walls. The fortified location is quite extensive, and the men seem insufficient to cover it without keeping a significant distance between each other.
;Weaknesses
*''Mercenaries will be mercenaries (minor):'' The Witnesses might try to offer the mercenaries a better deal than the one they struck with the Order of the Ancients, or attempt to bribe them with [[Alcohol|spirits]]. If they do, any Social check made to try convincing the guards to let them enter the fortress and overcome the ''Guards at the gate'' Challenge has 1 Free Raise.
|-|2 - FIND THE SHROUD=
Once they enter the compound, the Witnesses must find the artifact. It is hidden in a secret garret at the top of the river-facing tower. [[Aleksi]], the local leader of the Order of the Ancients, has been locked in there for days, studying the artifact.
6 of the Order's soldiers are patrolling the courtyard, clearly bored. 2 more stand by a tall door into the main building, wherein a group of visiting merchants and the remaining members of the Order of the Ancients are enjoying a sumptuous banquet. The feast presents an excellent opportunity to spy on the affairs of the Order of the Ancients. The Witnesses might take a guard or diner away from the main hall to interrogate them, hide in the shadows to spy on a crucial conversation, or infiltrate the upper floors to search parchments left in the dormitory rooms.
;Challenges
*''Courtyard patrol:'' The soldiers in the courtyard look bored, but they've been well-paid and stand ready to fight any intruders, particularly any [[Assassins|Hidden Ones]] who might show up.
*''The Banquet:'' Merchants and off-duty soldiers are indulging in food and wine in the main hall. Confident in the safety of the burh, they are relaxed and off guard. Here it is possible to discover that Aleksi has been locked up for days in the river-facing tower, along with his "cursed treasure." Those who have brought him food describe him as intent on writing tirelessly and doing "calculations". They are sure they heard him talking to someone, even though they saw nobody else in the room.
;Weaknesses
*''[[Eagle Vision]] (minor):'' Characters exploring the upper floors who activate the Eagle Vision Skill can sense the presence of something powerful coming from "above".
*''Animal Companion (major):'' Witnesses who activate their Animal Companion Skill to explore the rooftops or the wall's walkway can sense the presence of the Shroud coming from the river-facing tower's attic.
;Special (The Voices)
Every time characters activate their Eagle Vision Skill while in range of the Shroud of Eden, they hear a cacophony of voices piling up at the back of their mind, making it difficult to concentrate and interact with others. This effect lasts as long as the characters are within the burh walls and the Shroud of Eden is in Aleksi's possession. While the effects last, each Wits and Social check made by the Witness requires 1 Raise.
|-|3 - RECOVER THE SHROUD OF EDEN=
The Shroud of Eden worn by Aleksi houses the conflicting fragments of two different copies of [[Isu]] consciousnesses: [[Juno]] and [[Consus]] (see Shroud Of Eden #Unknown_1, page 64). Both entities vie for possession of Aleksi. While Consus tries to communicate with the Descendants across the [[Animus]], asking them to destroy the Shroud of Eden, Juno seeks only the subjugation of the [[human]] race.
As the Witnesses climb towards the top of the tower, they can hear Aleksi talking to someone and a frantic, [[stone]]-scratching noise.
The room is lit by burning braziers. The floors and walls are covered entirely with symbols, numbers, and complex calculations written using charcoal or scratched into the stone. A man wearing a golden shroud over his shoulder is writing on the rock wall with blood, using what's left of his forefinger, worn down to the bone. He turns to you with eyes veiled by cataracts while his injured finger heals with unnatural vitality.
Expressionless, he speaks with a male voice that resonates as if distorted and amplified by a repeater: "Eventually, you arrived as calculated, [[Eivor Varinsdottir|Wolf-kissed]]. However, I speak to the one who's with you but is not here... this must be stopped... you mustn't let them have it! She must be sto—!"
The voice abruptly stops. Aleksi's eyes light up with an iridescent glow, and a female voice thunders, sweeping you like a storm's gust. "Hopeless you are... pawns in my hands. And you—Consus—are lost, nothing but a remnant, an error... like those who will die here, tonight!'' With these words, Aleksi takes up his weapons and lunges at you with extraordinary speed.
;Challenges
*''Call for Consus:'' A Witness can try to rally Consus, stopping Juno from possessing Aleksi. In this case, the character must make a Wits or Social check with 2 Raises. On a success, Consus invites the characters to take the Shroud of Eden from Aleksi's shoulders—Aleksi then collapses to the ground in a semi-comatose state.
*''Wake Up Aleksi:'' A Witness can try to bring Aleksi back to his senses, or to strengthen his resolve to fight off Juno's possession. In this case, the character must make a Social check with 1 Raise. On a success, Aleksi regains control of his own actions. However, the soldier's mind is already consumed by the inconsistent and fragmentary incursions of the two Isu consciousnesses, and he will try to put an end to "the voices" in any way possible. At this point, in order to take the Shroud from him, 2 or more characters must make an Action check with 1 Raise. On a failure, the Shroud of Eden triggers the Shroud's Overheating Setback.
;Special
As long as he wears the Shroud, Aleksi can't be surprised and instantly regenerates any wounds suffered meaning that he can't be injured or killed. While Juno possesses Aleksi, the soldier attacks with supernatural speed and strength. All Witnesses must make an additional Reaction check to dodge or parry and fight back at the end of each Approach check.
;Weaknesses
*''[[Apple of Eden]] (minor):'' A Witness in possession of an Apple of Eden can use it to bolster the mind of Consus. In this case, the Approach check made to overcome the ''Call for Consus'' Challenge requires no Raise. Also, the ''Wake Up Aleksi'' Challenge doesn't trigger the Shroud Overheating Setback on a failure.
*''[[Sword of Eden]] (major):'' A Witness using a Sword of Eden may be able to bypass the Shroud of Eden's protection and injure Aleksi effectively. In this case, the Witnesses can defeat Aleksi with 2 separate Action checks with 1 Raise.
</tabber>
==Notables NPCs==
;Aleksi
Tall and beefy, with scars all over his arms and face, Aleksi is a captain of the Order of the Ancients operating in England. Before losing his mind to the Shroud, he used to be a ruthless commander, taking pleasure in hunting down and executing as many Hidden Ones as possible.
==Piece of Eden==
;SHROUD OF EDEN #UNKNOWN_1
'''Known Owners:''' Unknown, Aleksi<br>'''Current Status:''' Unknown<br>The Shrouds of Eden (see page 185 of ''Assassin's Creed – Animus Handbook'') are rare artifacts with mysterious healing capabilities whose earliest appearance can be traced back to [[Greek mythology]]. This specific Shroud represents one of Juno's first failed experiments to clone the technology developed by Consus. The result is a Shroud of Eden that maintains the original's extraordinary healing properties, significantly improving the wearer's physical faculties, but retains fragments of the consciousnesses of the Isu Consus and Juno. Both consciousnesses can speak with the wearer and attempt to possess them. For this reason, wearing the Shroud of Eden can be dangerous, eventually leading to insanity and death.
==References==
{{Reflist}}
{{ACRPGSequences}}
==The "Bearing Heaven" Temple==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The "Bearing Heaven" Temple
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Altaïr Ibn-La'Ahad]]
|location=[[Pagoda of Chengtian Temple]], [[Western Xia]]
|date=1227 CE
}}
'''The "Bearing Heaven" Temple''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''[[Genghis Khan]], the [[Mongol Empire|Mongol]] warlord, [[Assassination of Genghis Khan|dies]] at the hand of the [[Levantine Brotherhood of Assassins|Brotherhood]] who correctly believed that his conquests were also due to a powerful [[Piece of Eden]] ([[Sword of Eden 2|Sword of Eden #2]]) that allowed him to enslave and conquer half the [[Earth|world]]. After the deed, [[Altaïr Ibn-La'Ahad|Altaïr]] hides in the [[Pagoda of Chengtian Temple]] (the 'Bearing Heaven' Temple), where a group of {{Wiki|Tangut people|Tangut}} [[monk]]s and a couple of former [[Assassins]] give him shelter. All the while, the formidable general [[Tolui Khan]], Genghis Khan's fourth and youngest son, dispatches [[Horseman|mounted troops]] to find his father's assassins.<br><br>Altaïr and his companions must rest before leaving the Temple at the crack of dawn, carrying the [[Sword of Eden|Sword]] with them. Unfortunately, they don't know that several of the monks are secretly spying for Genghis Khan.''
==Intro==
It's been a long and exhausting ride. You were sure that you spotted the Khan's horsemen behind you a few times, but you're confident you lost them before you reached the sanctuary of the temple. You are gathered in a warm hut at the foot of the towering pagoda, enjoying a flower-scented [[tea]] at the end of a humble but invigorating meal. The monks were more than hospitable, and you've been chatting amiably with [[Shengtong]], the beautiful Assassin who appears to be running the kitchen. You told her all about what happened in [[Xingqing]], but now fatigue begins to weigh upon your eyelids. As the sky darkens and the [[bird]]s stop singing, you all fall asleep, one by one.
==Key objectives==
<tabber>
|-|1 - EVADE THE TRAP=
Shengtong plans to capture Altaïr and his companions and hand them over to General Tolui Khan—along with the Sword of Eden. She has drugged their tea, but other monks come to their aid.
Something is wrong. The nearby voices are muffled, and your eyelids weigh like lead. All images are but blurs. The monks' robes move before you, leaving long and indefinite trails behind them, like strokes of a too-damp watercolor brush. Two monks splash your faces with cold water, shaking you and shouting in alarm, but you struggle to recover. Shengtong has taken the Sword of Eden from you and entered the Pagoda, and sent her traitorous monks back to deal with you.
;Challenges
*''Assassin Monks:'' Traitorous monks have been sent to deal with the Witnesses.
*''[[Poison]]:'' Shengtong drugged the Witnesses with a natural sedative. All Witnesses start the Sequence with their Action Approach Snagged. The Witnesses can examine the kitchen to find out what herbs they've been drugged with and prepare a common antidote. In this case, the characters must make a Wits check with 1 Raise.
;Weaknesses
*''[[Eagle Vision]] (minor):'' A Witness can activate their Eagle Vision Skill to enhance their chances of preparing an antidote. In this case, the Witness' Wits check to overcome the ''Poison'' Challenge requires no Raise.
*''Eagle Sense (minor):'' A Witness that defeats a monk can activate their Eagle Sense Skill to have a vision of that monk preparing the poison with Shengtong. In this case, the Witness immediately acquires all the knowledge needed to overcome the ''Poison'' Challenge.
|-|2 - PREVENT SHENGTONG FROM SIGNALING THE MONGOLS=
Shengtong has taken the Sword of Eden and is [[Freerunning|climbing]] to the top of the pagoda to light a large beacon. [[Soldier|Troops]] loyal to the Khans are waiting nearby for a sign. The pagoda is guarded by a group of traitorous monks trained in the arts of the Brotherhood, making them deadly opponents.
The pale [[moon]] shines in a clear sky, illuminating the temple entrance, where a few traitorous monks stand guard. A dim orange glow from Shengtong's torch can be seen climbing further up the tower. You might still have time to stop her from lighting the beacon on the top floor, but you must hurry.
;Challenges
*''More Assassin Monks:'' Monks armed with {{Wiki|Monk's spade|shaolin spades}} stand ready to engage anybody who tries to enter the temple.
*''Climbing the Pagoda:'' In order to climb the pagoda's walls before Shengtong lights up the brazier, a Witness must make an Action check with 2 Raises.
;Weaknesses
*''Surprising Shengtong (minor):'' If the Witnesses succeed in remaining undetected until they reach the top of the Temple, Shengtong has no reason to hurry. In this case, a Witness can make a Stealth check with 1 Raise to overcome the ''Climbing the Pagoda'' Challenge.
</tabber>
<tabber>
|-|3 - RECOVER THE SWORD OF EDEN=
The Witnesses might reach the top of the pagoda before or after Shengtong has lit the beacon. As soon as Shengtong notices them, she sets the entire top floor ablaze, before escaping through a window with a [[Leap of Faith]].
The wind blows harder on the top floors of the pagoda and howls as it passes from one window to another. Time is of the essence, as you do not know how many of the Khan's troops could be stationed in the surrounding territories.
;Special
Thanks to the Sword's powers, Shengtong can hurl beams of energy and teleport a short distance at will. Thanks to this last power, any Action check made to hurt her in combat requires 1 additional Raise or the joint effort of 2 or more Witnesses.
;Challenges
*''Fire Trap:'' When Shengtong sees the Witnesses, she uses the strength granted her by the Sword to overturn the beacon and set the whole floor ablaze. This hinders the Witnesses' pursuit.
*''[[Leap of Faith]]:'' In order to pursue Shengtong, a Witness must follow her by making a Leap of Faith with a successful Action check with 1 Raise.
*''Fight Shengtong:'' Shengtong is a formidable opponent and even more so with the Sword of Eden #2 in her hand.
;Weaknesses
*''No Safe Landing (minor):'' If the Witnesses notice the large [[Hiding spot|straw pile]] on the opposite side of the pagoda, they can move it, preventing Shengtong from escaping the tower with a Leap of Faith.
*''Deadly Landing (major):'' The Witnesses may decide to sabotage the straw pile. In this case, when Shengtong performs her Leap of Faith, she falls badly, possibly even killing herself in the attempt (based on how devious the Witnesses were in sabotaging it).
</tabber>
==Notables NPCs==
;Shengtong
Shengtong is a beautiful, middle-aged woman with long, dark hair, a deep scar under her left eye, and a [[Initiation into the Assassin Order|missing ring finger]] that reveals her former affiliation to the [[Mongolian Brotherhood of Assassins|Brotherhood]]. She was once a formidable Assassin, but was driven to the edge of insanity when the Brotherhood prevented her from avenging her partner's death to serve a higher purpose. She was sent to Chengtian Pagoda to train and learn from a former Assassin, a wise man named [[Wu]]. Shengtong's implacable thirst for vengeance soon turned to resentment. When the war came, she allied with the Khanate. Wu discovered her betrayal but before he could warn the Brotherhood she ruthlessly cut him down. Shengtong has been secretly training other monks in the ways of the Assassins for General Tolui Khan.
==Piece of Eden==
;SWORD OF EDEN #2
'''Known Owners:''' Genghis Khan, [[Hülegü Khan]]<br>'''Current Status:''' Unknown<br>Forged by the skilled hands of [[Hephaistos]], this Sword of Eden crafted in the shape of a saber emerged as a formidable weapon during the [[War of Unification]]. The sword found its way into the hands of renowned leaders such as Genghis Khan and his successors. Like its counterparts, this Sword of Eden granted extraordinary powers to its wielder, while also enhancing their innate charisma and leadership qualities.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Templar Raid at Ginestra Florita==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Templar Raid at Ginestra Florita
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Ezio Auditore da Firenze]]
|location=[[Ginestra Fiorita]], [[Rome]], [[Italy]]
|date=1504
}}
'''Templar Raid at Ginestra Florita''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''A few days ago, the efforts of the [[Italian Brotherhood of Assassins|Brotherhood]] in the territories bordering [[Rome]] led to the recovery of a [[Piece of Eden]]—a [[Precursor relic]] (a [[Memory Seals|Memory Seal]]) buried in a ruin of an Etruscan temple dedicated to the god [[Laran]]. The information hidden in this relic must not fall into the hands of the [[Templars]]. [[Bella (Assassin initiate)|Bella]], a young [[Assassin rank|initiate]], is transporting the Piece of Eden to Rome and has arranged a secret meeting with [[Ezio Auditore da Firenze|Ezio Auditore]] at one of the Brotherhood's hideouts. The [[Ginestra Fiorita]] is a [[brothel]] belonging to Madame [[Rosa]], and is used as a base of operations for a cell of Assassins led by Ezio Auditore himself. Before the meeting can start, the building is attacked by a group of Templars who seem to have been warned of the activities of the Brotherhood.''
==Intro==
The Ginestra Fiorita is a two-story building with a well-kept and decent appearance, located in one of the wealthiest districts of Rome. Its balconies are decorated with {{Wiki|Genisteae|ginestre}}, broom flowers, whose bright yellow elegantly matches the gooseberry color of the curtains embellishing the structure both inside and out. As soon as you enter, the scent of fruity and floral essential oils hits you, almost as much as the beauty of Madame Rosa's workers. A young, long-haired boy named [[Michele]] leads you to a sumptuous waiting room, offering you seasonal fruit and fresh water while you make yourself at home. Before you can enquire whether Bella has arrived yet, the doors of the Ginestra Fiorita are smashed open by attacking [[soldier]]s! In a matter of seconds, the calm of the brothel has been shattered.
==Key objectives==
<tabber>
|-|1 - DEFEAT THE ATTACKERS=
Swordsmen carrying torches burst through the front doors, swiftly setting alight to the curtains and carpets. You must defeat them quickly before everything burns down.
;Challenges
*''[[Sword]]smen:'' The attackers engage anyone who crosses their path, not making distinctions between you, patrons, and workers. To save anyone targeted by them, the Witnesses must make at least 2 Approach checks with 1 Raise.
*''[[Crossbowman|Crossbowmen]]:'' 2 groups of crossbowmen wait outside the building, shooting at anyone trying to escape. To eliminate them all, the Witnesses must make at least 2 separate Approach checks.
;Weaknesses
*''Weakness (minor):'' The brothel holds ample stocks of perfumes and essential oils. They are highly flammable. If the Witnesses throw them at the attackers, any Approach check to overcome the ''Swordsmen'' Challenge has 1 Free Raise.
|-|2 - BRING EVERYONE TO SAFETY=
Smoke and intense heat envelops the building. The attackers are all dead or have departed, but someone remains still trapped upstairs.
The flames are devouring the intricate [[wood]]en furniture, the precious [[silk]]s draped on the mannequins, and the majestic gooseberry-colored curtains, quickly enveloping everything. The scent of essential oils has been replaced by dense smoke that chokes and blinds you. A supporting beam collapses over the brothel's main entrance, dividing you from the remaining soldiers outside, but also cutting off your escape. You know that there is a door out onto the roof, but the flames are already licking up the stairs. As you look for an alternative way out, you hear someone calling for help from upstairs.
;Challenges
*''Debris Blocking the Way:'' The stairs are starting to collapse in the fire. You need to find a different way to reach the second floor.
*''Flash Point:'' If they don't take specific precautions, when the Witnesses open the door leading to the room whence the call for help comes, a burst of flames threatens to envelop them. In this case, the Witnesses make a Reaction check. Bella lies unconscious in a corner, the Piece of Eden held tight in her hands.
;Weaknesses
*''Wet Blanket (minor):'' If a Witness uses water to wet their clothes or wets fabric to cover themselves with, they will be protected against the intense heat. Any Approach check made to face the flames has 1 Free Raise.
</tabber>
==Notables NPCs==
;Bella
Bella is a smart and sassy young initiate, who worked as an accountant for Madame Rosa's various establishments.
==Piece of Eden==
;MEMORY SEAL
'''Known Owners:''' Unknown<br>'''Current Status:''' Unknown<br>The Memory Seal is an obscure Precursor relic, apparently capable of storing recorded memories. The small, circular object seems made of wrought [[metal]] and [[stone]], resembling ancient [[Phaistos Disk]]s, featuring symbols, stylized icons, and geometrical shapes.
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Lost Box==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Lost Box
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Shao Jun]]
|location=[[Shangchuan Island]], {{Wiki|Chuanshan Archipelago}}, China
|date=1552
}}
'''The Lost Box''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''The [[Spain|Spanish]] missionary [[Francis Xavier]] arrived in [[China]] to spread the [[Jesuits|Jesuit]] doctrine, but finds himself trapped on [[Shangchuan Island]], 14 km south of the mainland. The island serves as a refuge for Chinese [[Smuggling|smugglers]] and a hub for [[Portuguese Empire|Portuguese]] traders, offering Xavier a possible means to reach mainland China. Unfortunately, no one has been willing to assist him thus far. To complicate matters further, Xavier gets robbed, with most of his possessions taken by a smuggler who has since fled to [[Macau]].<br><br>As rumors about the event start circulating, [[Shao Jun]] receives word of a peculiar golden box that the priest fought tooth and nail to protect and was able to keep from his robbers. Believing that this might be the same [[Precursor box]] that her [[mentor]] [[Ezio Auditore da Firenze|Ezio Auditore]] entrusted her with more than [[Assassin's Creed: Embers|three decades before]], she immediately gathers a crew and sets sail for Shangchuan. But Shao Jun is not the only one seeking the relic: A small contingent of Knights from the [[Order of Saint Benedict of Aviz]], led by a prominent member of the [[Portuguese Rite of the Templar Order]], is also hot on the trail of Francis Xavier. Upon reaching the small [[Church|chapel]] where the [[priest]] had sought refuge, the Witnesses are met with a grim sight. The chapel has been ransacked, and Francis Xavier lies mortally wounded, surrounded by the lifeless bodies of his fellow missionaries. To their dismay, there is no sign of the artifact they sought; the Knights of Aviz have beaten them to it. An informant brings word that the Knights are leaving for [[Nagasaki]] at dawn, aboard a {{Wiki|Black Ships|Black Ship}}. There isn't much time—the [[Assassins]] must be quick.''
==Intro==
Underneath a sliver of [[moon]]light piercing through the cloudy winter sky, a dense mist drifts across the tranquil waters of Shangchuan's harbor. The sea lies calm and undisturbed beneath the silent glide of your rowboats. The soft glow of dawn begins to illuminate the horizon, so it won't be long before the sailors of the [[Templars]]' [[ship]] will clamber aboard their rowboats to return aboard and prepare to leave. Time slips away, and Shao Jun recalls the wisdom of her master [[Zhu Jiuyuan]]: "Pluck flowers as they bloom, wait and you will have only the twigs." Approaching the Black Ship, the only audible sounds are the gentle lapping of waves and the faint creaking of rigging.
==Key objectives==
<tabber>
|-|1 - BOARDING THE BLACK SHIP=
The Black Ship, a {{Wiki|carrack}}, is at anchor off the coast of the Shangchuan Island. The Portuguese will leave for Nagasaki, [[Japan]], soon, and so the Witnesses have little time to board it and fulfill their mission. They must decide whether to hide on the carrack's lower decks and wait for the right moment to stealthily steal the Precursor box, or to immediately engage the crew and Templars.
;Challenges
*''Deck [[Soldier|Guards]]:'' Although tired from the long watch of the night shift, a few ordinary seamen still patrol the ship's main deck. Two are equipped with loaded [[arquebus]]es.
*''Suspicious [[Boat]]s:'' If the Witnesses don't think to hide their rowboats—for example, by scuttling them before climbing onboard—they automatically trigger the We Have Company Setback when the Portuguese sailors arrive from the docks.
*''Stowaways on Board:'' If the characters prefer to sneak aboard, they will have to take care [[Social stealth|not to be spotted]] either by the crew, or by the Knights—[[João Machado]]'s three bodyguards who guard his cabin. Because of the elite training of Machado's bodyguards, all Stealth checks made to escape their surveillance require 1 Raise.
;Weaknesses
*''Portuguese Sailors (minor):'' The Witnesses could opt to change their strategy and retreat to the docks, where they [[Blending|blend]] in among the inebriated sailors still on leave. In this case, the Witnesses overcome the ''Deck Guards'' and ''Suspicious Boats'' Challenges. However, characters might have to make Social checks to keep up the charade.
|-|2 - ASSASSINATING THE TEMPLARS=
Once onboard, the Witnesses discover that below deck, hidden amongst crates of Portuguese [[wine]] and [[rapier]]s, Chinese [[silk]] and porcelain, {{Wiki|Japanese lacquerware}} and [[katana]]s [''sic''], are a dozen crates containing arquebuses, bullets, and [[gunpowder]] sacks. Nearby, João Machado sleeps in a locked cabin at the ship's stern; two of his bodyguards stand guard outside in the corridor, while a third rests on an [[India]]n sofa inside the cabin.
In the meantime, the sky has brightened and the thick fog has dissipated, allowing the Witnesses to spot an approaching vessel—a huge [[junk]] bearing down on the Black Ship. It's hard to tell if it's the Chinese navy, or a [[pirate]] ship, but either way it is clear that it is approaching with hostile intent. The crew of the Black Ship springs into action, scrambling to their posts and hastily arming themselves in preparation for the impending confrontation.
;Challenges
*''Through the window:'' A Witness can reach João Machado's room by climbing the ship's keel and railings. However, the room's windows are sealed shut, and the only way in is by crashing through them, alerting the Templar inside.
*''I don't know you:'' With sailors running to their stations, somebody might become suspicious of the Witnesses, especially if they are not in disguise. In the latter case, any Social check made to deceive the counterpart requires 2 Raises.
;Weaknesses
*''Exploiting the Chaos (minor):'' If the Witnesses act quickly enough, they can take advantage of the chaos caused by the approaching ship and surprise the knights at the door, or the third knight with João Machado inside the cabin. In this case, any Approach check made to assassinate them has 1 Free Raise.
*''[[Bomb]]ing (major):'' The [[firearm]] crates and gunpowder sacks are right below Machado's room. The Witnesses might choose to blow up the Black Ship and the Templars all in one. However, if the Witnesses use such an approach before stealing the Precursor box from the Templars, they automatically trigger both the Make it Burn and Lost Treasure Setbacks.
|-|3 - RETRIEVING THE PRECURSOR BOX=
The Precursor box currently in João Machado's possession is destined for his superior, [[Gaspar Vilela]], who awaits the artifact in Nagasaki. It is crucial that the Witnesses recover the relic and leave the ship before it is sunk during the battle.
An explosion rocks the Black Ship. The assault has begun. A cacophony of shouting voices and clanging blades combines with the sound of bullets hissing past you in the air like angry bees. The [[wood]]en planks of the main deck creak under the weight of Chinese sailors as they board the carrack. The Precursor box must be rescued from the Knights of Aviz, and you have no time to spare.
;Challenges
*''Runaway:'' Once the assault has begun, João Machado and his bodyguards block the door to the cabin with the furniture, before escaping through the window and climbing down to the captain's {{Wiki|jolly boat}}.
*''The Brotherhood Won't Have It:'' The Commander of the Knights of Aviz is willing to let the box sink to the bottom of the sea rather than let the Witnesses take it, while he's still clutching it if necessary.
;Weaknesses
*''Aye Captain (major):'' If a character successfully pretends to be a ship's [[officer]], he can offer to escort Machado to safety (see the ''Runaway'' Challenge), and then calmly take care of him once he's separated from his bodyguards. In this case, the Templar remains paralyzed by the sense of defeat and does not resist.
</tabber>
==Notables NPCs==
;João Machado
A young man dressed like a [[priest]], wearing a large, gilt cross decorated with green enamel around his neck. He's a Commander of the Knights of Aviz, and apprentice to the Templar Seneschal Gaspar Vilela (Grand Cross of the Knights of Aviz).
;The Knights of Aviz
These elite Knights of the Order of Saint Benedict of Aviz blindly serve their Commander João Machado and are ready to protect his life with their own. They are probably among the best sworders [''sic''] Aviz has ever seen, and they have mastered specific, exceptional tandem tactics to fight together against their enemies.
==Piece of Eden==
;PRECURSOR BOX
'''Known Owners:''' Ezio Auditore, Shao Jun, [[Zhang Yong]], João Machado, [[Shay Cormac]], [[William Sleeman]], [[Ulysses S. Grant]], [[Anastasia Nikolaevna]]<br>'''Current Status:''' In the possession of [[Álvaro Gramática]]
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Boarding of the Black Ivory==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Boarding of the Black Ivory
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Edward Kenway]] / [[Adéwalé]]
|location=[[Caribbean Sea]]
|date=1722
}}
'''The Boarding of the Black Ivory''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''Plowing through [[Caribbean Sea|Caribbean waters]] aboard the ''[[Jackdaw]]'', [[Edward Kenway|Edward]] and [[Adéwalé]] are in pursuit of the ''[[Black Ivory]]'', a [[ship]] of the [[Royal African Company]]. The infamous ship carries hundreds of [[Slavery|slaves]] in its cargo hold. The chase has been going on for hours, and Edward and Adéwalé await the right moment to storm the ship and free its prisoners.''
==Intro==
A spray of saltwater fills the air from the ''Jackdaw''{{'}}s mighty bow as she cuts through the sea, and one of the crew shouts, "With this wind, we should reach them lily-livered scallywags before dawn." The darkness of the night will help with the boarding.
==Key objectives==
<tabber>
|-|1 - BOARDING!=
The crew of the ''Black Ivory'' is prepared to resist boarding, and their [[captain]], [[Tom Phillips]], is on the deck, barking orders. Boarding the ship shouldn't be too difficult.
As the ''Jackdaw'' pulls alongside the enemy vessel, the men begin to [[Sea shanties|sing]] as they get into position for the assault. The [[Piracy|pirate]] song, a hymn of freedom, reaches the ship's holds, and soon, the muffled sound of the voices of dozens of slaves echoes through the ''Black Ivory''. Though superior in number, it is with terror on their faces that the hired men of the Royal African Company draw their [[rifle]]s and [[sword]]s.
;Challenges
*''[[Musket]] Shots:'' As the two vessels come alongside, the men of the Royal African Company open fire on the ''Jackdaw''. All the Witnesses on the main deck must make a Reaction check.
*''Jump from the Rigging:'' A spectacular way to board the enemy ship is to jump holding a line from the ''Jackdaw''{{'}}s masts towards the ''Black Ivory''{{'}}s main deck.
*''Gangplanks:'' As soon as the two ships are abreast, the crew throws out planks connecting the two ships.
;Weaknesses
*''Ram the Black Ivory (major):'' If the Witnesses decide to ram the ''Black Ivory'' with the ''Jackdaw'', they overcome any Challenge made to complete the Boarding! Key Objective. However, this damages the ''Black Ivory'' and from now on any Approach check made to maneuver the ship requires 1 additional Raise.
|-|2 - COMMANDEER THE BLACK IVORY=
Once the boarding of the ''Black Ivory'' has begun, the battle becomes bloody. The ferocity and experience of the pirate crew faces the numerical superiority of the Royal African Company.
Suddenly, lights illuminate the dark ocean in the distance. The unmistakable sound of a [[cannon]] volley fills the air. Plumes of water from the missed shots splash the deck of both ships. They were damned close, making it immediately clear that a new enemy is closing in!
The approaching enemy vessel is His Majesty's Hired Vessel ''[[Royal Bounty]]'', a [[British Empire|British]] [[privateer]] with tremendous firepower. Its captain, "{{Wiki|Keelhauling}}" [[Jeffrey Bloodworth|Jeff]], is a [[Templars|Templar]] who hunts down pirates threatening the British slave trade. Aware of the movements of the [[West Indies Brotherhood of Assassins|Assassin Brotherhood]] in the Caribbean Sea, he has used the ''Black Ivory'' as bait in order to eliminate Edward Kenway and Adéwalé once and for all.
The Witnesses must quickly seize the Black Ivory before the guns of the Royal Bounty shred both ships to pieces.
;Challenges
*''Revive the Crew Spirit:'' After a moment of uncertainty, the fighting resumes. The sound of swords and [[pistol]] shots, shouts of encouragement and curses fill the silence of the night again, but a sense of grim fatalism envelops all the combatants. Raising the spirits of the Witnesses' crew requires the Witnesses to make an Approach check with 1 Raise.
*''Fighting the Mariners:'' Despite a shattered morale, the sailors of the ''Black Ivory'' fight on, as they have little alternative. The Witnesses must make at least 2 separate Approach checks to break their spirit. If the Revive the ''Crew Spirit'' Challenge was successfully overcome, any Approach check made to complete this Challenge has 1 Free Raise.
;Weaknesses
*''Break the Chains (major):'' If the slaves in the hold are freed while the assault on the ''Black Ivory'' is still underway, the ship's crew will be quickly overwhelmed, leading to their surrender in short order. In this case, the Witnesses achieve the current Key Objective.
|-|3 - FACE THE ENGLISH SHIP=
Once the Witnesses have taken control of the ''Black Ivory'', dealing with the ''Royal Bounty'' becomes the pressing concern. Using both the ''Jackdaw'' and the ''Black Ivory'', it may be possible to deal with the superior firepower of the new threat.
You see the ''Black Ivory''{{'}}s captain, Tom Phillips, holding off two pirates with his [[cutlass]] and pistol, held in his [[Dual-wielding|offhand]] like a [[club]]. You watch him as he begins barking the first few words of what surely would have been a biting challenge before they choke in his throat. Behind him, one of his men hits him on the head with a {{Wiki|Fishing gaff|gaff}}, knocking him unconscious—the surviving crew members of the ''Black Ivory'' have had enough of the bloodshed. The battle is over! However, your celebrations are interrupted by yet more cannon shots, fired high, shearing away the ''Jackdaw''{{'}}s nest.
;Special
Until this Key Objective is completed, at the end of each Approach check, the Witnesses must make an additional Reaction check due to the ''Royal Bounty''{{'}}s superior firepower.
;Challenges
*''Take Position:'' It is necessary to bring the two ships into a favorable position, for example by flanking the enemy ship and moving out of the line of fire of its cannons. This requires at least 2 separate Approach checks with 1 Raise.
*''Fire Away:'' If both ships are in position, a well-aimed salvo of gunfire from both vessels may prove enough to inflict significant damage to the ''Royal Bounty''. If the previous Challenge was completed successfully, any Approach check made to complete this Challenge has 1 Free Raise.
;Weaknesses
*''[[Eagle Vision]] (minor):'' Thanks to the supernatural capabilities of the [[Assassins]], the Witnesses can anticipate where cannon volleys will hit. If they employ their Eagle Vision Skill, the Witnesses can face the ''Take Position'' Challenge with no Raise.
</tabber>
<tabber>
|-|4 - KILL CAPTAIN "KEELHAULING" JEFF=
The Witnesses have reached the enemy ship. It's time to eliminate the Templar threat once and for all.
As the vessels cut through the water and get closer and closer to the enemy ship, you see a glow. For a moment, you wonder what strange new weapon this might be. Has the ''Royal Bounty'' caught fire? But no, it's a golden glow enveloping a figure on the [[England|English]] vessel. What if the Templar Captain has got his hands on a [[Piece of Eden]]?
;Challenges
*''Jump from the Rigging:'' The only way to get aboard the ''Royal Bounty'' is to jump holding a line from the masts and launch towards the enemy deck.
*''Force Shield:'' The shield around Captain Jeff is an [[Isu]] marvel. It is seemingly impenetrable, requiring at least 3 separate Approach checks with 1 Raise.
*''Killing Blow:'' Once the force shield is eliminated, it is time to end the Templar.
;Weaknesses
*''Powder Keg (minor):'' Detonating a keg of [[gunpowder]] at the right moment can overcome the ''Force Shield'' Challenge.
</tabber>
==Notables NPCs==
;Captain Tom Phillips
Captain Tom Phillips is an old sea dog, capable and charismatic. After a career in the [[British Navy]], he decided to work in the much more lucrative business hauling [[human]] flesh. He cares little about the nature of his cargo or the safety of his crew. He only cares about putting aside enough money to live out his old age peacefully. Peacefully and with a lot of [[gold]].
;Captain "Keelhauling" Jeff
Lord Jeffrey Bloodworth is an unscrupulous English nobleman with a single-minded interest in hunting piracy to extinction and becoming as beneficial as possible to the Templar cause. He is a decent fencer and compensates for his lack of charisma and leadership with cruelty and ferocity. Captain Jeff is making a name for himself thanks to his habit of keelhauling any prisoner captured.
He recently found a marvelous item among the spoils of a pirate vessel. The treasure was a [[Ring of Eden]], and its protective power helped him defeat any enemy he faced.
==Piece of Eden==
;[[Pirate Ring of Eden|PIRATE RING OF EDEN]]
'''Known Owners:''' Unknown pirate, Captain "Keelhauling" Jeff<br>'''Current Status:''' Unknown<br>Crafted by [[Idun]], an esteemed member of the [[Æsir]] lineage of the [[Isu]], the Rings of Eden were a revolutionary invention that harnessed the power of electromagnetic fields. These remarkable rings possessed the ability to deflect projectiles with precision while also effectively neutralizing energy-based weapon discharges. However, wearing the Rings did not provide absolute immunity, and the Isu often employed them alongside shielding devices for enhanced protection and defense.
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Battle of the Wabash==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Battle of the Wabash
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Ratonhnhaké:ton]]
|location=[[Wabash River]], {{Wiki|Northwest Territory}} ({{Wiki|Fort Recovery}}, [[Ohio]])
|date=1791
}}
'''The Battle of the Wabash''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''From the mid-1770s, [[United States|American]] settlers began to push into the lands west of the Thirteen Colonies, eager to get their hands on the rich territories of Native Americans, beginning a {{Wiki|Northwest Indian War|cycle of violence}}.<br><br>In November 1791, on the eve of the Battle of the Wabash River—an event that will also be remembered in history as [[St. Clair's Defeat]], or the Battle of a Thousand Slain—the leaders of the most prominent Native American tribes of the {{Wiki|Northwest Territory}} {{Wiki|Northwestern Confederacy|gather}} to organize an attack on General [[Arthur St. Clair]]'s forces, who have established a camp on a high hill near the headwaters of the [[Wabash River]]. [[Ratonhnhaké:ton]] (Connor) and the Witnesses arrive up at the [[longhouse]] to appease the spirits and obtain permission to go to a parley with the [[United States Armed Forces|American general]] to try to avoid bloodshed.''
==Intro==
In the longhouse, the crackling of the flames is drowned out by chatter in the diverse languages of the tribes gathered here. As you enter, a breath of icy wind sneaks into the hut with a few flakes of white snow. Many people turn in your direction, some with looks of admiration, others of disdain, and others just curious to know who this young man is that everyone is staring at.
==Key objectives==
<tabber>
|-|1 - CONVINCE THE NATIVES TO PARLEY=
Almost 10 years have passed since the day Connor killed two [[Templars]]—his father, [[Haytham Kenway|Haytham]], and [[Charles Lee]]. The fate of the American nation is no longer of interest to the [[Assassins|Assassin]], who, on the contrary, often questions his previous actions. Connor's goal is to convince the three chiefs in command that a path of peace and coexistence is still possible for the Native Nations and the Americans, and he wants to prevent many brave warriors from dying in vain.
Three chiefs sit in the center of the longhouse: [[Mihšihkinaahkwa|Little Turtle]] of the {{Wiki|Miami people|Miami}}, [[Weyapiersenwah|Blue Jacket]] of the [[Shawnee]], and [[Buckongahelas]] of the [[Lenape]]. After a long silence filled with inquisitive looks, Little Turtle invites you all to sit and give the speech you clearly came to give.
;Challenges
*''Speech For Peace:'' To gain permission to visit the enemies' camp and parley with the American General, the Witnesses must convince the chiefs. However, the chiefs have come to battle the American invaders, and changing their minds will be challenging—any Social check made to convince them may require additional Raises, as explained in the descriptions of the following Challenges.
*''Little Turtle's Doubt:'' During the speech, Little Turtle declares he knows Ratonhnhaké:ton's mind. He claims that the Assassin's judgment is clouded by an old alliance, perhaps even friendship or admiration for [[George Washington]], a man who is no longer who he once was. Little Turtle insinuates that that man never really existed—if Connor or any other Witness cannot answer back with something convincing, any Social check made during the ''Speech For Peace'' Challenge requires 1 additional Raise.
*''Blue Jacket and Buckongahelas:'' Chiefs Blue Jacket and Buckongahelas don't trust Ratonhnhaké:ton's comrades and demand them to talk—if other Witnesses cannot support Connor with something convincing, any Social check made to overcome the ''Speech For Peace'' Challenge requires 1 additional Raise.
;Weaknesses
*''The Indian Prophecy:'' A story tells how, many years ago, George Washington traveled with some [[soldier]]s to reclaim the land {{Wiki|Treaty of Paris (1783)|promised}} to them by the [[British Empire|British government]] near the [[Kanawha River]] in the [[Ohio]] territories. There, they met a {{Wiki|sachem}} who began to tell the story of how Washington, on the day of the [[Battle of the Monongahela]] 15 years earlier, had shot at but was never harmed. Taking this as a sign, the sachem prophesied that Washington would become "the leader of the nations" and that an unborn people would respect him as the father of a mighty empire—if a Witness mentions the Indian Prophecy, any Social check made during the ''Speech For Peace'' Challenge have 1 Free Raise.
|-|2 - SURVIVE THE AMBUSH=
The Witnesses succeed in convincing the Northwestern Indian Confederacy to parley, they can proceed immediately to the enemy camp to speak with General St. Clair. Unfortunately for them, General St. Clair's men have a Shawnee spy and welcome the peacemakers with an ambush, surrounding them with drawn bayonets.
You move with peaceful intent towards the hill where the Americans have set camp. Blue coats quickly emerge from the bushes from all directions, surrounding your group. A myriad eyes and [[rifle]] barrels point right at you. You must have been betrayed—they knew you were coming. Safe behind his soldiers, General St. Clair addresses you all directly: "I know who you are. I met Connor's father once. It's such a pity he can't see our dream come true because of your stupid [[American Brotherhood of Assassins|Brotherhood]], and George." He pauses for effect. "It doesn't matter. Little Turtle's [[Apple of Eden]] will be mine in a few hours!" He laughs at the question on your face. "You didn't know, did you? Do not worry, Assassins, I will take good care of it." Laughing, he mounts his white [[horse]]. "But first, let's see if it will be of any use to tame these tribes and make them fight for us. It would be a pity to slay them all. You, on the other hand, must die here and now. Soldiers, take aim..." the General abruptly stops his commands as muffled gunshots and screams erupt above the sounds of the rushing water of the Wabash river. Apparently, Little Turtle chose not to wait for your return, and the Natives have attacked the Americans in the middle of their morning meal—the Battle of the Wabash has begun.
"Shoot! Shoot 'em all!" he screams to the soldiers before hurrying for the camp.
;Challenges
*''Shoot 'em all!:'' At the beginning of this Scene, all Witnesses surrounded by St. Clair's soldiers must make a Reaction check with 2 Raises.
*''Blue Coats:'' Soldiers try to shoot at any Witness that survived the first volley. Others draw their blades and attack them in close combat. Given the high number of soldiers ambushing the Witnesses, any Action check made to overcome this Challenge requires 1 Raise.
;Weaknesses
*''Backup (minor):'' Even if Connor's plan was approved and he went straight to the American camp, the Witnesses might have decided to split up. If they did, some members followed the group from a distance as a precaution, and now have an opportunity to surprise the soldiers on the river banks. In this case, Reaction checks made to overcome the ''Shoot 'em all!'' Challenge require no Raise.
*''Blue Jacket and Buckongahelas Scouts (major):'' If the Witnesses did not persuade Blue Jacket and Buckongahelas to trust them in the previous Scene, the Chiefs sent a small group of Shawnee and Lenape scouts to keep an eye on them. As soon as the bullets start flying, the scouts come out to attack the soldiers. In this case, all Approach checks made to overcome this Key Objective's Challenges have 1 Free Raise.
|-|3 - RECOVER ST. CLAIR'S RESEARCH=
Inside St. Clair's tent, a soldier is gathering the General's personal belongings to take to [[Fort Jefferson]], where he intends to retreat. The battle is not going well for his troops.
You survived the ambush. It's time to address the second part of the plan. The first place to look for information about the Templar's plans must be the General's tent. There, you're faced with a sweaty soldier hurriedly stuffing the General's papers, notes, and personal effects into a [[leather]] bag. A couple of papers show sketches of an Apple of Eden. Outside, cries of alarm suggest that the American soldiers are completely surrounded.
;Challenges
*''[[Interrogation|Interrogating]] the Soldier:'' If the Witnesses are quick enough, they can capture the soldier and interrogate him about St. Clair's plans and movements. The subordinate can reveal St. Clair is retreating to Fort Jefferson. The documents in the bag also present information about Little Turtle's Apple of Eden and rumors about a secret [[Temple (Isu)|vault]] in the [[Prophetstown]] area.
*''Following the Soldier:'' If the Witnesses are stealthy enough, they can follow the soldier instead of interrogating him—but watch as he is killed by an [[arrow]] or a bullet. Searching the documents now scattered in the snow around the fallen bag, the Witnesses discover St. Clair is headed for Fort Jefferson. The documents also present information about Little Turtle's Apple of Eden and rumors about a secret vault in the Prophetstown area.
*''Panicking Soldiers:'' The battle brings fear and chaos in the camp. American soldiers are shooting wildly at anyone not wearing a uniform. Whenever the Witnesses move without being stealthy, they must make a Reaction check.
*''Major General [[Richard Butler]]:'' The commander of the levy regiment has been tasked with covering St. Clair's retreat. Having identified and recognized Connor and his allies, he leads a cavalry charge against them.
;Weaknesses
*''Chaos Reigns (minor):'' The Witnesses can take advantage of the confusion caused by the native attack. Stealth checks made to move through the camp enjoy 1 Free Raise.
*''Blue Coats (minor):'' The Witnesses can steal uniforms from hastily abandoned tents or fallen soldiers to blend in with the American forces. In this case, they overcome the ''Panicking Soldiers'' Challenge.
</tabber>
==Notables NPCs==
;Little Turtle
Sagamore Little Turtle (Mihšihkinaahkwa), Chief of the Miami people in the Northwest Territory, is one of the most famous Native American military leaders. In the 1790s, he led a confederation of Native warriors to several significant victories against the American military forces in the so-called Northwest Indian Wars, most notably "St. Clair's Defeat" in 1791.
;Blue Jacket
Predecessor of the famous Shawnee leader {{Wiki|Tecumseh}} and war chief of the Shawnee people, Blue Jacket (Weyapiersenwah) is known as the fierce protector of the Shawnee settlements in the Northwest Territory.
;Buckongahelas
Preeminent Lenape chief, councilor, and combatant, Buckongahelas has fought in the Northwest Territory since the days of the [[Seven Years' War]] in 1754, and later took part in the Battle of the Wabash with the allied chiefs Little Turtle and Blue Jacket.
;Arthur St. Clair
[[Scotland|Scottish]]-American soldier and politician, St. Clair formerly served in the [[British Army]] during the French and Indian War (Seven Years' War). During the [[American Revolutionary War]], he became major general of the [[Continental Army]] and later served as President of the Continental Congress, before becoming governor of the Northwest Territory in 1788. In 1791, during the attempt to conquer the Northwest Territory, St. Clair and his American forces faced the worst defeat ever recorded at the hands of the Native Americans in the battle that later became known as "St. Clair's Defeat", in which he lost almost a thousand men.
==Pieces of Eden==
;[[Mihšihkinaahkwa's Apple of Eden|MIHŠIHKINAAHKWA'S APPLE OF EDEN]]
'''Known Owners:''' Little Turtle (Mihšihkinaahkwa)<br>'''Current Status:''' Unknown
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Lost Jewel==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Lost Jewel
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Arno Dorian]]
|location=[[Paris]], [[France]]
|date=1792
}}
'''The Lost Jewel''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''During the early stages of the [[Reign of Terror]], while King [[Louis XVI of France|Louis XVI]] and his family are held captive in the [[Temple, Paris|Square du Temple]], a remarkable robbery takes place when the [[Hôtel du Garde-Meuble de la Couronne]] (the Royal Storehouse) is burgled by a gang of [[Thief|thieves]]. The thieves manage to steal most of the [[French Crown Jewels|Crown Jewels]] in one of the largest thefts ever recorded, and in the following days, they organize a clandestine auction to resell their ill-gotten gains to the highest bidder.<br><br>Among the crown jewels stolen is a [[Piece of Eden]], the [[Hope Diamond]]. The gem in question has extraordinary beauty and dimensions, but these peculiarities are obscured by a curse that afflicts its owners. Legend has it that whoever wears it eventually meets an unpleasant end. Through an informant, the [[Assassins]] have learned of the auction and of the [[Templars]]' interest in certain lots. They cannot let the Piece of Eden end up in Templar hands.''
==Intro==
The mud squelches under your [[boot]]s as you enter the slums of southern [[Paris]]. The silence is broken by barking [[dog]]s and the slurred cries of some drunk dragging his sodden form off to a gutter to sleep. Among these gloomy alleys, the [[French Revolution|revolutionary]] uprisings of the city seem to belong to another [[France|nation]].
The hustle and bustle echoing around the corner signals that you have reached your destination, ''[[La Limace Noir]]'', a popular dance hall. According to an informant, a clandestine auction is being held in the cellar of the crowded [[Tavern|guinguette]], and the Hope Diamond, a Piece of Eden with unknown powers, is up for sale. You must recover the [[diamond]] and keep it out of the greedy clutches of the Templars.
==Key objectives==
<tabber>
|-|1 - JOIN THE AUCTION AT LA LIMACE NOIR=
To access the cellars beneath ''La Limace Noir'', the Witnesses might try several different approaches. At the main entrance of the guinguette, patrons are chatting and drinking, unaware of the shady activities that are unfolding below. The cellars have two entrances. The first entrance is accessible directly from the main hall, in plain sight and heavily guarded. The second is hidden in a drainage tunnel opening on the banks of the [[Seine]], known only to [[Jean le Chien]], manager of ''La Limace Noir'' and organizer of the auction. Four [[Soldier|guards]] stand watch.
;Challenges
*''Fake it Til You Make It:'' The Witnesses might trick the doorman at the entrance, convincing them that the Witnesses have every right to be at the auction. Any Approach check made requires 1 Raise.
*''Yes, I Know Them!:'' The Witnesses might also locate someone in possession of a proper invitation to the auction and persuade them to vouch for them.
*''Stealth Your Way In:'' A final possibility is to sneak inside [[Social stealth|unseen]] via the second entrance. It is imperative to distract the four thugs guarding the entrance. Any Approach check made to overcome this Challenge requires 2 Raises.
;Weaknesses
*''I'm With the [[Parisian Brotherhood of Assassins|Brotherhood]] (major):'' Secret as it is, in some circles the Assassin Brotherhood is a name whispered with awe and respect. Identifying themselves brazenly as members of the Brotherhood is a decidedly risky move, but it may work. However, Templars also are present at the event, and the fact that one or more Assassins are openly participating in the auction would immediately alert them. In this case, the Witnesses trigger the We Were Waiting for You Setback automatically.
|-|2 - STEAL THE PIECE OF EDEN=
At the end of the auction, all the precious items are placed inside a [[wood]]en crate located in a strongroom at the back of the cellars, until payment is made. Since the Assassin Brotherhood cannot afford to pay for the Hope Diamond, the Witnesses must find another way to obtain the jewel.
;Challenges
*''Jean le Chien:'' Many eyes are focused on the cellars tonight, and remaining unnoticed is even more difficult than entering. Jean le Chien is keen to get to know each person inside his lair, especially those new to him.
*''Guards:'' 4 thugs guard the entrance to the strongroom. They received specific and thorough orders: "No one is allowed to enter here". Any Social check made to overcome this Challenge requires 2 Raises.
*''Templars:'' The biggest threat is represented by the Templars led by [[Justine Delarue]]. 4 Templars accompany Justine inside the cellars, while an equal number wait outside. Should the Witnesses face them openly, they automatically trigger the We Were Waiting for You Setback.
;Weaknesses
*''Fire up! (minor):'' Using candles and oil lamps for lighting in the cellar creates a highly hazardous situation in the event of a fire. The cellar's natural dampness would swiftly lead to the space being inundated with smoke, severely limiting visibility and making breathing difficult. This would undoubtedly lead to widespread confusion. Consequently, concealing tracks and hiding within the cellars becomes relatively easy. On the other hand, all Wits checks require 1 additional Raise.
</tabber>
==Notable NPCs==
;Jean le Chien
A man of many talents, Jean has built a reputation as a reliable person within the Parisian criminal underworld. Expert in [[smuggling]], {{Wiki|Fence (criminal)|fencing}}, and the occasional burglary, he runs a guinguette called ''La Limace Noir'' as a front for his illicit activities.
;Templar Knight Justine Delarue
The youngest daughter of a disgraced French nobleman, Justine was adopted at a young age by a [[Master Templar]] who shaped her into a hammer ready to crush the Assassins. Trained to anticipate the Brotherhood's techniques and skilled at exploiting its weaknesses, she never hesitates. She is a fearsome foe for any Assassin.
==Piece of Eden==
;HOPE DIAMOND
'''Known Owners:''' [[Jean-Baptiste Tavernier]], [[Louis XIV of France|Louis XIV]], Louis XVI, [[Marie Antoinette]], Jean le Chien<br>'''Current Status:''' Unknown<br>
The history of this massive diamond is surrounded in mystery. The first known buyer was Jean-Baptiste Tavernier. The stone, also called French Blue (''Le bleu de France''), was sold to King Louis XIV of France in 1668. In 1792, during the French Revolution, the Hope Diamond was stolen from the royal treasury, alongside the other French Crown Jewels.
This Piece of Eden possesses unknown powers and abilities but is said to carry a curse, leading to an early, violent death for anyone wearing it.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Alice's Return==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Alice's Return
|image=
|description=
|type=Main
|fullsync=
|previous=
|next=
|source=[[Jacob Frye]]/[[Evie Frye]]
|location=[[London]], [[England]]
|date=1869
}}
'''Alice's Return''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Legacy of the Brotherhood]]''</ref>
==Description==
''[[Jacob Frye|Jacob]] and [[Evie Frye|Evie]] once discovered an [[Michel Reuge's Vault|underground chamber]] in a former [[bank]] vault, set up by three [[Assassins]]: [[Michel Reuge]], [[Lavinia]], and [[Alice (Assassin)|Alice]]. The chamber was used to store a sealed [[Isu]] sarcophagus containing the [[Aegis]], ancient [[armor]] that supposedly belonged to the Isu [[Minerva]]. The keys required to open the sarcophagus were found in a series of [[Secrets of London|music boxes]] scattered around London, as well as parts of a diary compiled by Michel Reuge. They discovered Alice's obsession with opening the sarcophagus eventually led her to betray her companions to the [[Templars]].<br><br>About a year after discovering the chamber, the Witnesses are contacted by Evie and Jacob's collaborator, Chief Inspector [[Frederick Abberline]] of the London [[Metropolitan Police Service|Metropolitan Police]], about a [[bomb]] that has gone off in [[Southwark]]. From eyewitness accounts, they learn that the bomb was a small box that, once opened, played a melody before exploding. This detail immediately reminds the siblings of the music boxes they found in the past. Suspecting the involvement of the Templars, they return to the chamber.''
==Key objectives==
<tabber>
|-|1 - DANGEROUS TUNNELS=
The Witnesses must enter the vault and investigate.
As soon as you reach Reuge's underground vault, you immediately realize that something is wrong. Someone is down there. The sound of a melody echoes through the tunnels.
;Challenges
*''Boobytraps:'' While navigating the tunnels a Wits check is required to avoid Alice's explosive traps. On a failure, all Witnesses must make a Reaction check.
*''Collapsed Tunnel:'' The main tunnel leading to the chamber has been partially blocked by debris caused by a collapse. The Witnesses need to climb through a very tight passage to avoid the debris.
;Weaknesses
*''Controlled Explosion (minor):'' With the use of a disarmed boobytrap, it is possible to clear the debris partially blocking the passage. In this case, the Witnesses overcome the ''Collapsed Tunnel'' Challenge.
|-|2 - KILL ALICE=
Once the Witnesses enter the underground chamber, they find Alice there, driven mad by her obsession with the sarcophagus.
The vault is filled with thick, white smoke, and a discordant tune echoes loudly throughout the chamber. A female voice hums along to the melody, unmistakably that of Alice. The smoke hides her from your view, and you hear the tinkling sound of something metallic clattering on the floor.
;Special
Visibility and hearing are severely hindered. Until this Key Objective is completed, any Approach check made requires 1 Raise.
;Challenges
*''Caltrops:'' Alice has littered the floor with small, sharp spikes. Moving in poor visibility can be very dangerous. If a Witness fails this Challenge, they trigger the Hinder Setback automatically.
*''Sharp Blades:'' After the explosions, Alice charges the Witnesses brandishing [[Short blade|knives]].
*''Killing Blow:'' Alice won't relent until she gets what she's looking for.
;Weaknesses
*''[[Eagle Vision]] (minor):'' Using the Eagle Vision Skill allows a Witness to see precisely where Alice is, canceling any Raise required due to poor visibility and hearing. It also overcomes the ''Caltrops'' Challenge.
If Alice is defeated, read the following:
:Struck by a lethal blow, Alice finally collapses on the ground, dying. She finds the strength to utter her last words, directed to someone who is not there: "See, Michel? I told you it could be done, the puzzle could be solved. I could solve it. If only you gave me the time I needed then..."
</tabber>
==Notables NPCs==
;Alice
Alice was a member of the Assassin Brotherhood. She discovered a sealed sarcophagus near [[Bath, Somerset|Bath]] along with Lavinia and Michel Reuge, and became obsessed with opening it. The obsession was such that she betrayed her companions in favor of the Templars, who imprisoned and tortured her instead. Wholly consumed by her madness, Alice continued to hum the melodies produced by the music boxes she knew were the key to open the sarcophagus.
Alice has escaped captivity and although more than twenty years have passed, her obsession has not abated, and she immediately hatches a plan to return to the vault.
==Piece of Eden==
;AEGIS OF MINERVA
'''Known Owners:''' Minerva, Evie Frye<br>'''Current Status:''' Unknown<br>As the [[Greek mythology|ancient tales]] go, the Aegis was said to have been worn in battle by the Isu Minerva herself. Many millennia passed, the skilled Assassin Michel Reuge discovered the elusive Aegis in the vicinity of Bath, England. Recognizing its significance, he stashed the artifact in an abandoned bank vault beneath London.
==References==
{{Reflist}}
{{ACRPGSequences}}
-->
==Forging History==
<!--
=The Sword of Mars=
==Lugers & Ballerinas==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Lugers & Ballerinas
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=
|next=[[Warfare at the Abbey]]
|source=
|location=[[Folies Bergère]], Center of [[Paris]], [[France]]
|date=1942
}}
'''Lugers & Ballerinas''' 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==
''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.''
==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]].
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==
<tabber>
|-|1 - INFILTRATION=
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.
;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.
*''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.
*''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.
;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.
*''A Secret Door:'' A secret access way from the {{Wiki|Paris Métro}} {{Wiki|Cadet station|Station of Cadet}} leads into the theater.
|-|2 - RECOVER TEMPLAR INTEL=
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.
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
*''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.
*''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.
;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.
*''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>
==Debrief==
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.
==Notable NPCs==
;''SS Obersturmführer'' Wilhelm Schmidt
Wilhelm Schmidt is a 35-year-old German officer and recent recruit to the Templar Order. He possesses a commanding presence with a broad-shouldered, well-built frame. His closely cropped brown hair lends a neat and disciplined appearance, while his piercing blue eyes radiate a sense of unwavering determination. Dressed in a meticulously pressed black uniform, he carries himself with military precision.
;Oskar Fiedler
Oskar Fiedler is a youthful German officer. His hair, a shade of dirty yellow, is swept to one side. A neatly shaved, strong jawline defines his face, while a slightly upturned nose adds an endearing touch to his overall countenance. His lips often curl into a playful, arrogant grin, displaying a set of perfectly white teeth.
;Juliette Merion
A 21-year-old French cabaret dancer with a beautiful voice and curly hair.
The following characters are real historical personalities who lived in Paris during the period of the Nazi occupation.<!-- Which I'm taking to mean they do not necessarily appear in the memory--
;Édith Piaf
27-year-old French singer, lyricist, and actress.
:"People say that I could sing the phone book and make it sound good." OR "I want to make people cry even when they don't understand my words."
;Ernst Jünger
47-year-old German author, highly decorated soldier, philosopher, and entomologist serving as army captain, intelligence officer, and mail censor. He possesses strong feelings against Nazi totalitarianism and its goal of world domination.
:"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."
;Arletty & Hans Jürgen Soehring
44-year-old French actress, singer, and fashion model, engaged in an affair with a 34-year-old German Luftwaffe officer, Hans Jürgen Soehring.
;Porfirio Rubirosa
33-year-old Dominican diplomat, race car driver, soldier, political assassin, and polo player. Married to Danielle Darrieux.
:"I will risk everything to avoid being bored."
;Danielle Darrieux
25-year-old French actress, singer, and dancer. Married to Porfirio Rubirosa.
:"In order to survive, you have to be alone with yourself to regenerate the spirit."
==References==
{{Reflist}}
{{ACRPGSequences}}
==Warfare at the Abbey==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Warfare at the Abbey
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[Lugers & Ballerinas]]
|next=[[The First Conspiracy]]
|source=
|location=[[Saint-Omer]], [[Abbey of Saint-Bertin]] ([[Pas-de-Calais]], [[France]])
|date=1943
}}
'''Warfare at the Abbey''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==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 {{Wiki|Neufossé Canal|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.''
==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.
==Key objectives==
<tabber>
|-|1 - SAVE THE PROFESSOR=
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.
;Challenges
*Wehrmacht ''Ambush:'' A unit of 5 ''Wehrmacht'' soldiers hidden behind a nearby house attack the Witnesses with machine guns.
*''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.
*''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
*''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.
|-|2 - FIND THE PIECE OF EDEN=
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!
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!
;Challenges
*SS ''Garrison:'' ''SS'' soldiers take position at the abbey's windows and doors, ready to shoot the Witnesses on sight.
*''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.
*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
*''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.
</tabber>
==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.
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.
"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..."
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.
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.
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.
"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.
"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."
==Notable NPCs==
;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 {{Wiki|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.
==References==
{{Reflist}}
{{ACRPGSequences}}
==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==
''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 [[Cult of Uni]]" at all costs.''
==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==
<tabber>
|-|1 - LISTEN TO THE CONSPIRATORS' SPEECH=
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 Galerius|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 {{Wiki|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...
;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==
;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}}
==Of Wolves and Men==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|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==
''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 [[Temple of Laran|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==
After sabotaging the [[Priest]] of [[Juno|Uni]]'s ritual, you find yourself at the {{Wiki|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. 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==
<tabber>
|-|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!
;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 [[Cult of Uni|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
*''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.
;Challenges
*''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.
*''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==
"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==
;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]].
==Supplementary material==
<tabber>
|-|Romulus and Remus, and the Sword of Mars=
In this Sequence, Romulus is a key character in the storyline related to the Piece of Eden that the Descendants are investigating. He is also an available Witness of the Roman Kingdom Time Frame. If a Player selected Romulus as the Witness for their Descendant, the Reader can make them aware of the following information whenever they deem it appropriate (the Reader can also decide to impart this information to the Players in another way they see fit).
:''The vault beneath the Laran Temple is where, thirty-six years earlier, the Isu Mars personified in front of the twin brothers Romulus and Remus and gave them his Sword of Eden. The two young men argued over who should bear the weapon, and their discussion quickly turned to blood, Romulus eventually stabbing his brother with the Sword of Mars.<br><br>Romulus fled from the temple with the weapon and never returned. He used its powers to conquer and build. However, he never knew that the Isu Mars manifested again to his dying brother, offering him an [[Atlantis artifact|Atlantis Artifact]], a gift that would save his mortal life, at the cost of diminishing his free will and turning him into a Versipellis, an immortal wolf man with superhuman strength.''
The cursed Remus is the Guardian of key objectives 2 and 3, still under the influence of the Atlantis Artifact. However, if the Reader wants to connect this Simulation  to the Champions of Eden Storyline (see page 86), the Isu gift to the dying Remus could instead be the Ring of Moon Piece of Eden (see page 173, the Animi Network Card deck or the Assassin's Creed RPG App).
|-|The pommel of the Sword of Mars=
In this scene, the players identify the Shard of Eden they have seen while participating in the World War II Simulation Sequence as the pommel of Romulus' sword, which he uses as a key to open the door to the Isu Vault.
</tabber>
==References==
{{Reflist}}
{{ACRPGSequences}}
==For Benefit of All==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=For Benefit of All
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[Of Wolves and Men]]
|next=[[Houston City Shuffle]]
|source=
|location=[[NASA]] [[Johnson Space Center]], [[Houston]], [[Texas]], [[United States|USA]]
|date=2016
}}
'''For Benefit of All''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
;Science and History
The Descendants have identified the [[Shard of Eden]] that they saw during the Simulation in [[France]] in 1942: the small, geometric object in [[Heinz Müller]]'s possession was the pommel of the [[Sword of Eden]] that the [[Shields of Mars]] left in the [[Isu]] [[Temple (Isu)|Vault]] beneath the [[Temple of Laran]] in 717 BCE.
Once out of the [[Animus]], the PCs have a little time to rest and consider their discovery before meeting with [[Siegmund Visser|Ziggy]] and to plan their next moves.
==Description==
''A few hours have passed since the Descendants left the gloomy swamps of ancient [[Rome]]. Ziggy gathers them in the common room; he has found something worthy of their attention. After an in-depth search and triangulation of the data gathered, the technician has found a trace of the pommel in a photograph from [[NASA]]'s [[Johnson Space Center]] in [[Houston]], [[Texas]].''
==Intro==
"The bloke in the photo is Dr. [[Samuel Smith (NASA)|Samuel Smith]], a brilliant young engineer with no evident link to our dear [[Nazi Party|Nazi]] Müller or the [[Templars]]. Pretty unexpected if you ask me. However, as you can clearly see, that object he seems to be using as a paperweight on his desk... well, it really looks like our [[Piece of Eden]] fragment to me, dunnit?" As you study the photo, Ziggy hands you an envelope containing plane tickets for the next flight to Houston. "Failure is not an option, lads!"
{{IUNote
|Title=WHAT IF DR SMITH IS A TEMPLAR?
|Text=Dr. Samuel Smith is not connected in any way to the Templars or other agents in pursuit of [[Isu]] artifacts. He is completely unaware of the origin of the pommel or its properties, and he ended up in its possession by pure chance—he works with astromaterials, materials not from our Earth, and found it at an auction for meteorites and objects made of exotic minerals.<br><br>This is his backstory, unless the Reader decides to introduce an intriguing twist: instead of having inherited the Shard of Eden by pure chance, Dr Smith could have been an active participant in the conspiracy or—why not—be the mastermind behind it all, possibly being the actual descendant of Heinz Müller...}}
==Key objectives==
<tabber>
|-|1 - INFILTRATE THE SPACE CENTER=
Unfortunately for the Descendants, Ziggy stays behind in [[London]] and can only help them remotely. He has booked a room for the PCs in a motel not far from the Johnson Space Center and tickets for an "open house" guided tour of the facility. The Descendants must find the office of Dr. Samuel Smith where the Shard of Eden could be located, and reach it without being discovered.
In the dimly lit room of the cheap motel, you huddle around a small, stained table cluttered with maps, tourist brochures, and the few high-tech gadgets that you could safely get through airport security. The heavy air, with the scent of mildew and stale [[Tobacco|cigarette]] smoke, adds to the clandestine atmosphere that fills the room. Peeking through the tattered, blue curtains, you see the blinking lights of the Johnson Space Center. Your goal is to reach Building 31, where the Astromaterials Research and Exploration Science offices are located. Time to make plans, and to make them work.
;Challenges
*''The Guided Tour:'' The PCs can enter the part of the facility that is open to the public as regular visitors during the open house tour at the Johnson Space Center, and wait for the right moment to sneak away from the group in search of Building 31.
*''Security Officers:'' As the characters move deeper into the Space Center, they encounter vigilant security officers stationed throughout the facility.
*''Security System:'' The Johnson Space Center boasts a state-of-the-art security system, including surveillance cameras, motion detectors, and latest-generation alarm systems. Any Stealth check made to remain undetected while moving in restricted access areas requires 1 Raise.
;Weaknesses
*''The Article (minor):'' The PCs might call the Johnson Space Center, posing as journalists from a local newspaper or TV, securing themselves a guest badge and gaining access to buildings that are normally off limits to the public. Therefore, the Descendants overcome the ''Security System'' Challenge and have 1 Free Raise on any Social check made to overcome the ''Security Officers'' Challenge.
*''Employee's Badge (minor):'' If the PCs can steal or fake an employee's badge, they can disguise themselves as workers who would be inconspicuous walking through the Space Center corridors. In this case, the Descendants overcome the ''Security System'' Challenge.
|-|2 - TAKE THE SHARD OF EDEN=
Dr. Samuel Smith's office in Building 31 is a busy workspace befitting a senior employee—which might look slightly in contrast with his relatively young age. Regardless of when the Descendants infiltrate the facility, they will find Dr. Smith working on legitimate NASA projects at his desk.
Looking through the open door into the office, you can see walls lined with tall bookshelves filled with volumes on astromaterials, aerospace engineering, and space exploration. At the center of the room is a spacious desk piled high with neatly stacked research papers, books, an [[Abstergo Industries|Abstergo]] laptop, and a NASA-branded mug filled with steaming black [[coffee]]. And there it is... the Shard of Eden, being used as a paperweight.
;Challenges
*''Knock Knock:'' The Descendants could try to engage in a conversation with Dr. Smith while remaining inconspicuous—maybe in disguise—to try to steal the fragment of the artifact undetected. In this case, to take possession of the Shard of Eden Fragment, the PCs must make at least a Social check to deceive Dr. Smith and a Stealth check to take the artifact without being noticed.
*''Ring Ring:'' The PCs can create a distraction by calling Dr. Smith's office phone and summoning him somewhere else in the complex. In this case, the Descendants can make a Social check to convince him to temporarily leave his office.
*''Over and Out:'' After successfully retrieving the artifact, the PCs must exit the Space Center without raising suspicion or getting caught, before returning to the motel.
;Weaknesses
*''Fire, Fire! (major):'' The PCs could trigger the fire alarm, leading to an evacuation of the facility and allowing them to access Dr. Smith's empty office. In this case, the Crew achieves the Take the Shard of Eden Key Objective. However, by doing this, they automatically trigger the Alarm Setback.
</tabber>
==Notable NPCs==
;Dr. Samuel Smith
Dr. Samuel Smith, a brilliant engineer, is the son of a US intelligence agent. He grew up in a household that valued discipline, integrity, and a strong work ethic. Deciding to follow his passion for space exploration, he excelled academically, earning a doctorate from {{Wiki|Massachusetts Institute of Technology|MIT}} at a remarkably young age and getting his first job at NASA soon after.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Houston City Shuffle==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Houston City Shuffle
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[For Benefit of All]]
|next=[[A Game of Cat and Mouse]]
|source=
|location=[[Houston]], [[Texas]], [[United States|USA]]
|date=2016
}}
'''Houston City Shuffle''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''After the Descendants retrieve the pommel of the [[Excalibur|Sword of Mars]], they return to the motel in preparation for their flight back to [[London]]. It's almost night. Moments before they leave, however, black SUVs arrive at the motel.''
==Intro==
The last light of the day vanishes behind the red horizon as you finish packing. Suddenly, five black SUVs screech into the motel parking lot. Over two dozen [[Abstergo Industries|Abstergo]] agents swarm out of them and begin a coordinated search of the place, ignoring the protestations of the motel manager.
==Key objectives==
<tabber>
|-|1 - ESCAPE FROM THE ABSTERGO AGENTS=
The Descendants must find a way to evade the Abstergo agents, who are heading towards the PCs' location, kicking down doors. The PCs have but a few moments to grab their belongings—and the [[Shard of Eden]]—and escape before getting captured.
;Challenges
*''Set traps in the room:'' The Descendants can use what they have in the motel room to build a rudimentary trap. Whether it is effective or not, it doesn't matter, so long as it delays the Abstergo agents.
*''Face the agents:'' There are too many agents to overwhelm, but a well-executed attack might lead them into a tactical retreat.
*''Disappearing:'' The PCs must leave their motel room without alerting the nearby agents. Whether they climb through the small bathroom window in the back, onto the structure's roof, or sneak through the shadows, there are so many agents that any Stealth check made to overcome this Challenge requires 1 Raise.
;Weaknesses
*''Blackout (minor):'' A character can try to create a short circuit to cause a blackout, throwing the motel into complete darkness. In this case, every Stealth check made to overcome the ''Disappearing'' and ''Face the Agents'' Challenges has 1 Free Raise.
|-|2 - ACROSS THE BORDER=
[[Anthony (Assassin)|Anthony]], an [[Assassins|Assassin]] who belonged to a local long-defunct Brotherhood [[Assassin cell|cell]], makes an unexpected appearance. He helps the characters escape the motel and reach the [[Mexico|Mexican]] frontier. There's a small plane waiting at a safe aerodrome just beyond the border, near a remote town overlooking the serene [[Laguna Madre]]: a last resort plan that Anthony always kept in working order. There, the PCs can regroup, fly back to [[England]] and safeguard the artifact.
Just as you think you've made it out, you stumble into a couple more Abstergo agents. Clad in dark suits and equipped with earpieces and flashlights, they pull up their automatic weapons and move swiftly to block your path to freedom. Before anybody can move a muscle, a loud "zzzap" fills the air. Both agents collapse to the ground, unconscious. A [[hood]]ed man [[Initiation into the Assassin Order|missing his ring finger]] and dressed in a worn-out Assassin vest stands behind the agents. Strapped to his forearm is a [[Hidden Blade|shock blade]]. He retracts the blade with a quick, calculated move. "I'm Anthony, and I'm a Brother! C'mon, we gotta move quick, those bastards arrived in numbers!" He urgently gestures for you to follow him to a nearby pickup truck.
;Challenges
*''Dusty Pursuit:'' The pickup is going full throttle, but it doesn't take long for a couple of Abstergo SUVs to catch up with them, attempting to ram the PCs' vehicle off the road. The PCs must outmaneuver the agents on the dusty [[Texas]] roads. Given the high speed, any Approach check made to overcome this Challenge requires 1 additional Raise.
*''Aim and Fire:'' Anthony's got some [[firearm]]s in the back of the pickup. The characters can open fire at the approaching vehicles.
*''Pit Stop Heist:'' Since Abstergo might have registered the model, color, and plate of Anthony's pickup, the PCs must make a pit stop to "obtain" a new vehicle. The PCs must get a new car without drawing attention.
;Weaknesses
*''[[Smoke screen bomb|Smoke Bomb]] (minor):'' A PC that has or creates a smoke bomb can throw it on the road to block the pursuers' view. They'll need to find the right materials to create the smokescreen or something similar. This could involve tampering with machinery to release steam or triggering a small chemical explosion. In this case, any Approach check made to overcome the ''Dusty Pursuit'' and ''Aim and Fire'' Challenges have 1 Free Raise.
</tabber>
==Debrief==
After hours of intense driving and heart-pounding adrenaline, you, Anthony, and the stolen pommel of the Sword of Mars finally arrive at the secluded aerodrome a few miles across the Mexican border. Anthony tells you he has been waiting for a good excuse to use his escape plan for over a decade, and now it's time. The old rusty plane is waiting in a tiny hangar. With a collective sigh of relief, you abandon the car and get ready to jump onboard. Anthony nods in silent acknowledgment of your success as he tries to start the aircraft's engines. It takes a couple of minutes, but eventually, with the grumble of an old wreck, it sets in motion. "It's alive! Alive!" yells Anthony as he drives to the dark runway.
However, while you take your seats, Anthony gives a worried look back at the empty aerodrome. "They'll come for us... they always do. But we'll be ready, right?" A mixture of excitement and concern settles over the cockpit as the plane starts to accelerate up the runaway, your minds race with questions about the next steps.
With the precious Shard of Eden securely in their grasp, the PCs and Anthony effectively reach out to [[Siegmund Visser|Ziggy]], who promptly arranges their return to the hideout in the [[United Kingdom|UK]]. Initially wary of [[the Crew]]'s newfound partner, Ziggy conducts a series of thorough background checks. Upon finding nothing suspicious, the technician cautiously accepts the unexpected assistance. Continuing with the mission, Ziggy utilizes his expertise to analyze the Shard of Eden and extract valuable information.
"Finally! I'm gathering new data from this fragment you've recovered, and it's proper incredible. I managed to locate the moment when another of your Ancestors crossed paths with the sword. That means we can skip right to that instant. Get ready, you're going to visit Britain in the ninth Century!"
==Notable NPCs==
;Anthony the Assassin
Anthony, the last Assassin of a long-defunct Brotherhood cell based in Texas, is a tall and athletic man in his late forties, with a rugged appearance that makes him effortlessly [[Blending|blend]] into a number of environments. He has a strong jawline, long brown hair, and a pair of piercing dark eyes.
Anthony is a double agent, working secretly for Abstergo. Yet, driven by a fervent desire for a world unburdened by the [[Assassin-Templar War|ancient feud]] between Assassins and Templars, he's not loyal to the [[New World Order|Templar cause]] either, and he pursues his own agenda. He has been monitoring the Crew since they landed in Houston, and plans to help them until he gains their trust and eventually exploit the secrets hidden in their genetic memories to take the Sword of Mars for himself, with which he plans to transcend the ancient feud and free the world from the factions perpetuating the clandestine conflict (this will come to pass in Chapter 3, in the Abstergo Raid! Modern Day Sequence).
==References==
{{Reflist}}
{{ACRPGSequences}}
==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==
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.
Now, my [[Norse people|Norse]] friend, do enlighten me. Where is [[Excalibur]]?"
At that moment, the door swings open once more, revealing Niamh and your trusted companions standing at the threshold, ready to fight!
==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 '[[Elaine Pendragon|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==
{{Reflist}}
{{ACRPGSequences}}
==Big Trouble in Glastonbury Abbey==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|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==
''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 [[Elaine Pendragon|Mordred]], hoping nothing else goes wrong.''
==Intro==
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.
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==
<tabber>
|-|1 - SURVIVE THE GLITCH=
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.
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!"
;Special
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.
;Challenges
*''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.
*''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.
;Challenges
*''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==
Once Mordred is defeated, As the Witnesses make their way out of Glastonbury, Niamh intercepts Eivor with a determined look in her eyes:
"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."
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."
==Notable NPCs==
;'Mordred'
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.
==References==
{{Reflist}}
{{ACRPGSequences}}
==A Knight's Quest==
{{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.
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]]."
==Description==
''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==
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.
"I'm sorry to have called you out so early," he says, "but I needed your assistance here."
==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.
;Challenges
*''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.
;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.
;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.
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."
;Challenges
*''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.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Abstergo Raid!==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Abstergo Raid!
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[The Round Table]]
|next=[[Glastonbury Festival (memory)|Glastonbury Festival]]
|source=
|location=[[The Stardust|The Stardust Theater]], {{Wiki|Camden Town|Camden Town Market}}, [[London]], [[England]]
|date=2016
}}
'''Abstergo Raid!''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''As the PCs finally discover the [[Sword of Eden|sword]]'s whereabouts, [[Anthony (Assassin)|Anthony]] is revealed to be a traitor, and makes off with the pommel. Worse yet, he has revealed the PCs' location to a force of [[Abstergo Industries|Abstergo]] agents, who now descend upon the hideout. The clock is ticking, and the PCs must swiftly escape to catch up with Anthony before he can find the rest of the sword.''
==Intro==
As you emerge from the [[Animus]], [[Siegmund Visser|Ziggy]]'s voice snaps you back to reality, filled with concern and urgency. Ziggy lets out a stream of invectives. "I have bad news... Anthony double-crossed us, and he took the bloody pommel. Abstergo agents are on their way right now, lots of them." Ziggy's eyes are glued to the surveillance screens, which show a swarm of Abstergo operatives converging on the theater.
==Key objectives==
<tabber>
|-|1 - DOWNLOAD THE DATA AND DESTROY ALL EVIDENCE=
The PCs have to find a way to buy Ziggy some more time, slowing down the arrival of the Abstergo agents.
Ziggy starts tapping away at his workstation, shouting, "Buy me at least 5 minutes, I have to transfer and cancel everything before they arrive!"
;Challenges
*''Set traps at the entrances:'' The PCs can use what they can find in the theater to build a rudimentary trap. Whether it is effective or not, it doesn't really matter, so long as it delays the agents.
*''Face the agents:'' There are too many agents to overwhelm, but a well-executed attack might force them into a tactical retreat to await reinforcements.
;Weaknesses
*''Flammable (major):'' Fire is no joke, and no one wants to rush into a building engulfed by flames, not even the Abstergo agents. Setting the theater on fire will slow the assault significantly, but it will also put the PCs in great danger. Such an action triggers the Smoked Out Setback automatically.
|-|2 - ESCAPE=
The Abstergo agents burst in, fully loaded and ready to open fire. The PCs have to run to a vehicle to escape.
A wave of Abstergo agents storm in with [[Firearm|guns]] blazing, unleashing a hail of bullets. Clearly, their primary objective is not to capture you alive.
;Challenges
*''Run for your life:'' The PCs must find their way to the nearest exit, dodging the agents' bullets.
*''Flashbang:'' As they flee, the PCs see an agent preparing to throw a flashbang grenade. If they manage to deflect the grenade, the Descendants can gain a great advantage, especially if the explosive device ends up in the vicinity of the pursuing agents instead! If the PCs fail their Approach, they must make a Reaction check.
;Weaknesses
*''Communication Disruption (major):'' The PCs might find a way to jam communications between the approaching Abstergo agents. If they do so they can gain a significant tactical advantage, forcing them into a slower and uncoordinated attack.
</tabber>
==Debrief==
As you start running, Ziggy pulls some freshly printed tickets out of his pocket: "Let's get out of here, dammit. You have to find that bastard. I do have one last magic trick for ya, lads. I just got you some passes to [[Glastonbury Festival]]. Go to the pyramid stage. Bloody hell! I {{Wiki|Mini Tour (David Bowie)|played}} on that stage something like 16 years ago. I had longer hair, then..."
==References==
{{Reflist}}
{{ACRPGSequences}}
==Glastonbury Festival==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Glastonbury Festival
|image=
|description=
|type=Main {{c|The Sword of Mars}}
|fullsync=
|previous=[[Abstergo Raid!]]
|next=
|source=
|location=Vale of [[Avalon]], {{Wiki|Somerset}}, [[England]]
|date=2016
}}
'''Glastonbury Festival''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''The journey from [[London]] to [[Glastonbury]] by car takes at least three and a half hours, but that's without factoring in any [[Glastonbury Festival|festival]]-related traffic delays. Upon the PCs' arrival at the site—invariably late into the evening—they are confronted with seemingly never-ending queues. Now, their mission is to navigate through the festival, reach the pyramid stage, find [[Anthony (Assassin)|Anthony]], and prevent the [[Sword of Eden|sword]] from falling into the hands of the [[Templars]].''
==Intro==
You feel an electrifying energy in the air as you stand amidst the vibrant chaos that is Glastonbury Festival. Queues of festival goers snake every which way through the mud. The state of the site is a testament to the wild revelry: discarded food containers, glitter, and confetti scatter the grounds, detritus from the nonstop party atmosphere. Noise envelops you from all directions, with myriad sights and sounds competing for attention at every turn, music reverberating through the fields. Stages of all sizes dot the landscape, each illuminated with dazzling lights. Music pours forth, and vibrant beams of light pierce the night sky, creating an electric, sensory show.
==Key objectives==
<tabber>
|-|1 - REACH THE PYRAMID=
After a tricky path through the sea of waiting crowds, the PCs begin their final quest for the [[Excalibur|sword]]. Their clue is the pyramid mentioned in [[Amelia Fairchild|Arthur]]'s foresight, which clearly refers to the instantly recognizable Glastonbury Pyramid Stage (see The Round Table Simulation Sequence on page 71). The stage offers a good viewpoint, however, finding Anthony amidst the huge crowd of revelers is a tough challenge.
;Challenges
*''[[Abstergo Industries|Abstergo]] Agents:'' A few Abstergo agents systematically sweep the festival grounds, hunting for Anthony and the [[Assassins]]. They are on high alert and well-armed, yet the chaotic spirit of Glastonbury acts as a formidable ally, [[Blending|hiding]] those who would prefer to remain unseen. Therefore, any Stealth check made has 1 Free Raise.
*''[[Viewpoint]]:'' Finding somewhere above the chaos of the festival is crucial for spotting Anthony and any Abstergo agents. Any elevated point, like the Pyramid Stage itself, should do.
;Weaknesses
*''Communication Device (minor):'' If the PCs obtain or hack a communication device, they can try to lure the patrols elsewhere, automatically overcoming the ''Abstergo Agents'' Challenge.
From the top of the Pyramid Stage, you perch above the festival grounds. Down below, amidst the crowds, you spot several Abstergo patrols. They move with purpose, systematically pushing their way through the revelers. They don't care much for secrecy... they wear sleek, modern uniforms subtly adorned with the Abstergo logo. But then, your attention is drawn to an odd sight. Less than a mile away in the chaos of the festival, a circle of light abruptly illuminates the sky. After a few moments, the darkness swiftly reclaims the lights. You have the strong feeling that this phenomenon is not part of the spectacle offered by the festival.
|-|2 - FIND A TRAIL AT THE STONE CIRCLE=
Searching for the strange phenomenon, the PCs reach the '[[stone]] ring' described by Arthur's prophetic words. A crowd has gathered there. By asking questions to the onlookers, they can learn that the [[sword]]'s pommel resonated with the stones, showing Anthony the way forward.
Navigating through the festival in search of the location where the lights appeared, you dodge numerous patrols of Abstergo agents. Suddenly, you realize you've arrived at the right place when a group of ancient stones arranged in a circle opens up before you. A silent crowd surrounds the stones; many are discussing the lights seen a few minutes ago, while others are busy aiming their smartphones, waiting for them to appear again.
;Challenges
*''Abstergo Agents:'' A few Abstergo agents arrive on the scene, attracted by the lights. They are asking around to understand what happened and where Anthony has gone.
*''Asking around:'' By inquiring among the onlookers, the PCs can gather valuable insights. Among the crowd, discussions abound about a man wielding something bright, possibly a torch. Some speak of strange images that manifested at the center of the stones. After conversing with several individuals, the PCs come across a guy who claims to have witnessed the event firsthand and even captured the entire occurrence on video: "A man was standing in the center of the stone circle when something in his hands lit up, and along with that, all the stones were covered in strange glowing symbols. Look, I got in on video." The man takes out his {{Wiki|IPhone|A-phone}} and shows you a video of the scene just described. The video continues, however, revealing a hologram materializing at the center of the stone circle. The hologram is clearly a map, showing a path leading to a temple submerged under the [[Avalon]] Marshes near Glastonbury.
;Weaknesses
*''A Lone Wolf (major):'' Amidst the bustling festival, a solitary Abstergo agent stands apart from the revelry close to the stone circle. This agent is trying to find Anthony and relaying his location to their colleagues. He has sophisticated devices equipped with advanced tracking and surveillance capabilities, enabling him to meticulously scan the festival crowds. If the PCs can get their hands on such a device, they can easily find Anthony, obtaining everything needed to achieve this Key Objective.
With the path ahead unveiled, you waste no time traversing the miles that separate you from the Avalon Marshes. The urgency mounts as you race against time to reach the destination before Anthony seizes possession of the sword. In the distant darkness, an inexplicable light appears in the very heart of the marsh. The music from the festival, far behind you, threatens to drown out the faint sounds of bubbling water. Before your eyes, the entrance to an [[Isu]] [[Temple (Isu)|Vault]] emerges from a seemingly ordinary patch of marsh. Water continues to cascade from the vault's entrance, suggesting that it has been recently opened.
|-|3 - STOP ANTHONY AND TAKE THE SWORD=
Anthony is entering the Vault with the pommel in his hand. With that [[Shard of Eden]] in his possession, he is close to claiming Excalibur from the mythical waters of Avalon.
From your vantage point at the top of a staircase slick with water you observe the depths of the Vault. There, at the bottom of the stairs, your eyes lock with Anthony's. In that brief moment, you catch a flicker of astonishment in his eyes, before he swiftly pivots and sprints. Chasing him, you find yourself within a colossal, dimly lit chamber. Atop a raised dais lies Excalibur—the Sword of [[Mars]]—the legendary blade of myth. Around it, streams of water flow from an unseen source within the chamber, creating a moat-like effect. The air is charged with ancient power, and a faint, ghostly mist hovers around the sword, giving it an almost ethereal presence.
;Challenges
*''Chase!:'' The PCs must try to reach Anthony before he can get his hands on Excalibur. Due to his training and favorable position, it is necessary to make at least 2 Approach checks with 1 Raise to reach him. If the PCs fail to do so, he will reach Excalibur first, immediately triggering the In the Wrong Hands Setback.
*''To Kingdom Come:'' The moment of the ultimate showdown has dawned.
;Weaknesses
*''Appeal to the Creed (minor):'' If the PCs call upon [[The Creed|the Assassin's Creed]], they can cause Anthony to have a moment of hesitation. If they do so, the next Approach check made has 1 free Raise.
</tabber>
==What's next?==
Retrieving the Sword of Mars marks the climax of this Storyline, but there are a multitude of possibilities for a Reader wishing to weave it into an ongoing campaign:
*'''Wield the Sword for the [[British Brotherhood of Assassins|Brotherhood]]''': The [[Assassins]] may use the Sword of Mars as a powerful tool to bolster [[Assassin-Templar War|their efforts]] against the Templar Order. This could lead to exciting combat scenarios as they take the battle to the Templars.
*'''Deliver the Sword to the [[Mentor|Grandmaster]]''': Alternatively, the Assassins may entrust the Sword to their Grandmaster for safekeeping or strategic planning. This could set the stage for further intrigue and political maneuvering within the Assassins' ranks.
*'''Guardians of the Sword''': The [[Descendants of the Round Table|Descendants]] might be assigned the crucial task of finding the most secure hiding place for the Sword, becoming its guardians rather than its wielders. This could lead to a quest to discover a hidden sanctuary or a secure vault to protect the powerful artifact.
==References==
{{Reflist}}
{{ACRPGSequences}}
-->
<!--
=Champions of Eden=
==The Mansion Massacre==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Mansion Massacre
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=
|next=[[From Dusk Till Dawn]]
|source=
|location={{Wiki|Holland Park}}, [[London]], [[England]]
|date=2016
}}
'''The Mansion Massacre''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
;Blood Prints
Dr. [[Zixuan Long]] is an archaeologist and researcher, who boasts extensive expertise in the [[Piece of Eden|Pieces of Eden]]. Employed by [[Abstergo Industries]], Dr. Long's fascination with [[Isu|Precursor]] relics and artifacts led him to discover a [[Staff of Eden]] probably belonging to [[Seth]], the [[Egyptian mythology|Egyptian god]] of chaos, desert, and storms (whose Isu origins have yet to be studied in any detail). In time, his interest in Seth's mythical figure grew into an obsession, leading him to believe he had been chosen to fulfill a prophecy, and that he would eventually sail across the sky on the {{Wiki|Solar barque|Boat}} of the [[Sun]] of [[Ra]] to deal with [[Apep|Apophis]], the [[Snake|serpent]] god of darkness and disorder.
Delving deeper into his research, Dr. Long uncovered how the Staff was directly connected to other Pieces of Eden: a set of [[Ring of Eden|rings]] bestowed upon Seth's so-called champions. Accessing secret archives and files, he discovered that two of these rings were already in the Order's possession, kept in the private vault of a high Templar member named [[Aleksandr Omovich]]. Dr. Long contacted Omovich to organize a meeting in his [[Omovich mansion|villa]], with the pretext of showcasing the recently discovered [[Staff of Seth]] and illustrating its connections with the two rings in Omovich's custody.
Once there, Dr. Long was able to activate a ring, and by using its powers on an assistant he brought with him, he created his own champion. The assistant underwent an illusory transformation, gained superhuman powers, and carried out a dreadful massacre under the control of the staff wielded by Dr. Long.
==Description==
''An odd incident at the private residence of Aleksandr Omovich—[[Abstergo Industries|Abstergo]] executive and suspected [[Templars|Templar]]—has raised alarm within the [[Assassins|Brotherhood]], prompting the decision to dispatch a [[The Crew|Crew]] of [[Assassins]] to investigate. An unknown assailant murdered the mansion's private security guards and several members of the staff. What's most unsettling is the manner in which some of the victims were killed: they were completely exsanguinated.<br><br>The PCs are entrusted to carry out the investigations by none other than [[Gavin Banks]], veteran Assassin and former [[Assassin leader|leader]] of the [[British Brotherhood of Assassins|Brotherhood]] in [[England]]. He tasks them with recovering the surveillance footage from the villa's security systems, in order to find out what really happened.<br><br>A message left at a drone drop point recites:''
{{IUNote
|Text=Dear Assassins,<br><br>I trust this message finds you in good health and safety, as its content is of the utmost urgency.<br><br>Recent events at the mansion of one Aleksandr Omovich in {{Wiki|Holland Park}} demand immediate investigation. He was an Abstergo high executive, doubtlessly a member of the Order. Given your proximity to the area, your cell has been  tasked with this crucial mission.<br><br>Disturbing reports refer to a nightmarish incident, with at least nine members of the house staff massacred, an unknown number of private security personnel, and Omovich himself counted among the victims. Even more unsettling is the claim of a homeless man interviewed by local news, who reported to have witnessed "the devil" leaving the villa and flying into the night.<br><br>Abstergo's intensive efforts to suppress information about the incident are of the most significant concern. Still, the [[police]] arrived before their squads for one time, and cordoned off the place to investigate the crime.<br><br>Now, I need you to recover the surveillance footage from the villa's security systems and whatever will help us understand what happened. While you proceed with the investigation, I'll reach your cell's hideout. Meet you there.<br><br>P.S.: Exercise caution but act with swiftness, and always remember:<br><br>[[The Creed|Nothing is true]]; everything is permitted.<br><br>G.B.}}
==Intro==
;Special
The Assassins must search for clues while evading Police surveillance. The following information can be found depending on their approach:
*''The Video'' The Police have already collected the footage from the mansion's security system. The Crew's only chance to get it is by stealing or copying it from the evidence repository located in the main hall of the mansion.
*''Eyewitness'' [[Rob]] is a respectable 57 year-old homeless man. Most of the time, he can be found feeding the [[Fish|koi carp]] in the Holland Park pond, night and day. The night of the assault his curiosity was aroused by the sound of gunshots and by the mansion's alarm. When he got close to the villa, he witnessed something odd:
"A monster emerged from the big house late at night. I called the police, and when they came, they asked if I had filmed something. When I said yes, they took my phone. But they didn't take this..." Rob takes out a pizza box, on which he drew a monstrous face with long, pointed teeth and red eyes—not exactly a realistic likeness...
==Key objectives==
<tabber>
|-|1 - ENTER THE VILLA=
The first goal of the Crew is to access Omovich's residence without getting caught by the Police. There are multiple approaches to achieve this: for example, the PCs could use fake officer badges or forensic investigator disguises to enter by the front door or access the evidence repository area. Alternatively, they could turn the power off and make a swift entry [[Freerunning|through the rooftop]] or windows.
A crowd of cynical reporters and morbid onlookers surrounds the crime scene. Your mission is clear: enter the mansion without alerting the Police force guarding the perimeter. The options are many, and the success of the operation rests on your decisions.
Looking at the villa, you note that you need to enter the garden first, then the building itself. The Police cordoned the place off, and Abstergo agents may be among the officers. You better keep your eyes wide open.
;Challenges
*''Do Not Cross:'' The mansion is vast. A big garden surrounds a three-story building comprising dozens of rooms, multiple lounges, bathrooms, attics, and a basement. Several Police officers with [[dog]]s and equipped with tasers guard the perimeter (only a few might carry [[Firearm|guns]]). They will stop anyone from entering the garden without a badge or permit. All Stealth checks made to cross the perimeter around the villa require 1 Raise.
*''Inside the Villa:'' Forensic investigators concentrate on their work inside the mansion. All Stealth checks made to move around the villa undetected require 2 Raises.
;Weaknesses
*''Spectators (minor):'' The importance of the owner of the villa has attracted lots of reporters and curious onlookers. Some of the Police officers are indeed busy keeping them away from the crime scene. The PCs can profit form the confusion, for example to plan a diversion allowing them to enter the garden undetected. In this case, the PCs overcome the ''Do Not Cross'' Challenge.
|-|2 - RETRIEVE THE ABSTERGO SURVEILLANCE VIDEO=
Once inside the villa, the PCs' best chance of uncovering what happened within the mansion is to make their way to the evidence repository located in the main hall. There, they can access the mansion's security footage. Most of the surveillance videos have already been transferred to the Police department, but the Crew may still be able to extract useful information from there.
As you explore the villa, you can sense the tension among the forensic investigators. Traces of a horrifying event are evident everywhere. Bloodstains splatter walls and floors, while detectives meticulously collect samples. Here and there, deep claw marks mar the walls and expensive furniture. In the main hall, two police officers stand guard over the evidence repository.
;Challenges
*''Copy the Video:'' The PCs are equipped with the tools they need to make a copy of the video. However, the procedure requires time, and they just can't do it in front of the two Police officers standing guard. Convincing them to leave the room and let the PCs work unwatched is more than problematic. A compelling story may not be enough, even with the proper badge or disguise. Any Social check made to overcome this Challenge requires 2 Raises.
*''Steal the Video:'' Attempting to steal the hardware containing the surveillance video requires a diversion.
;Weaknesses
*''Department Transfer (minor):'' With all the coming and going of officers from different departments, there are too many faces to keep track of for the two Policemen standing guard in the main hall. By successfully pretending to be in charge of transferring the evidence to the Police station, the PCs may be able to get what they want—any Social check made to overcome the ''Copy the Video'' or ''Steal the Video'' Challenges requires only 1 Raise.
</tabber>
==Debrief==
The video recording sends shivers down your spine. The chilling images would be easy to dismiss as fabricated if you hadn't witnessed the aftermath firsthand. In the footage, a humanoid figure with blood-red eyes and a face twisted in rage mercilessly dispatches innocent staff members and private security guards one by one, using monstrous claws and fangs.
==Notable NPCs==
;Gavin Banks
Gavin Banks is a former leader of the Assassin Brotherhood. Recently, he's been stationed on the [[ship]] ''[[Altaïr II]]'', closely monitoring [[Earth|global]] Assassin operations and maintaining active communication with cells worldwide. Banks possesses the [[Eagle Vision]] gift, although it requires concentrated effort to use. Gavin Banks is a natural born leader and a sharp-minded, skilled Assassin.
==Sequence Hooks==
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in [the following sequence] "From Dusk Till Dawn."
*'''More Questions (Modern Day)''': The PCs, determined to uncover more about the events that took place at the Omovich mansion, decide to interview one of the surviving staff members, currently under surveillance at [[St Thomas' Hospital]]. Upon interrogation, the staff member discloses that a few weeks prior, two new Pieces of Eden were delivered to Omovich on direct orders from the Chief Researcher.
*'''The Black Cross (Modern Day)''': As the PCs trail the tracks left by the killer, they encounter a formidable obstacle: the [[Black Cross]], [[Juhani Otso Berg]], intercepts them. This formidable adversary of the Brotherhood isn't here to engage in combat with the Descendants. Instead, he seeks to ascertain whether they are involved in the recent massacre or not.
*'''London Twilight (Simulation)''': The PCs investigate the creature captured on the surveillance footage. Their quest leads them back into the [[Animus]], transporting them to a memory block set in London, in the year 1870. Here, they are confronted by a series of gruesome murders, all attributed to a supernatural culprit. The investigation leads them to a [[Wallachia]]n nobleman, but before the Brotherhood can confront him, he manages to escape.
==References==
{{Reflist}}
{{ACRPGSequences}}
==From Dusk Till Dawn==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=From Dusk Till Dawn
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=[[The Mansion Massacre]]
|next=[[The Wolf Among Us]]
|source=
|location=[[Dracula's Castle]], [[Transylvania]]
|date=1870
}}
'''From Dusk Till Dawn''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''[[The Crew]]'s recent findings in the [[Omovich mansion|private residence]] of [[Aleksandr Omovich]] were extremely unusual. After extensive research through the [[Assassins|Brotherhood]]'s archives and genetic memories, the Crew unearths a significant series of clues dating back to 1870. At that time, the Brotherhood came across something strikingly similar to the creature captured on the surveillance video. From the mist-shrouded streets of [[London]], members of the Brotherhood journeyed to the heart of the {{Wiki|Carpathian Mountains}}, in relentless pursuit of a nightmarish creature that had been spreading fear and death in its wake.''
==Intro==
As the [[Animus]] initializes the new Simulation, your field tech's voice becomes increasingly faint, rapidly overtaken by the loud sounds of the incoming environment. Just before the Simulation fully loads, you catch this: "... and hold on tight, it's going to be one hell of a ride."
Quite literal—you find yourselves each mounted on a [[horse]], journeying along a rugged dirt road nestled amidst towering mountains. Ahead, a horse-drawn [[Wagon|carriage]] carrying the creature you are pursuing races toward a foreboding, {{Wiki|Gothic architecture|Gothic}} castle. The frantic screams of his servants reverberate in your ears as they spur the horses onward, desperately striving to put some distance between you and their master.
==Key objectives==
<tabber>
|-|1 - REACH THE CREATURE'S CARRIAGE=
As the Witnesses attempt to close the distance with the speeding carriage, they find themselves confronting the creature's servants.
;Challenges
*''Fire!:'' A mounted group of servants breaks away to assist their Master, brandishing their [[Firearm|guns]] and firing at anyone attempting to approach the carriage.
*''Ramming:'' The coachman rams the carriage into the Witnesses, knocking them from their horses. Every Witnesses must make a Reaction check.
;Weaknesses
*''Stop the Coachman (minor):'' If the Witnesses succeed in eliminating the coachman, one of the servants will grab the reins but can do little else but maintain control of the carriage. The Witnesses overcome the Ramming Challenge.
|-|2 - DEFEAT THE CREATURE=
Once the Witnesses manage to stop the carriage, they will have to face its occupant.
The carriage grinds to an abrupt halt just a short distance from the castle. In a blur of motion, the creature erupts from the vehicle with supernatural swiftness. Seething with rage, its cadaver-pale face contorted, it roars like a cornered beast. Its large grinning mouth reveals a pair of long, sharp canines. Lines of light intermittently run along its limbs, as if pulsating with a luminous and potent energy coursing through its body.
;Challenges
*''Mighty Foe:'' The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
*''Lethal Blow:'' The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
;Weaknesses
*''Bloodthirsty (minor):'' The creature, cornered and wounded, is thirsty for blood. If the Witnesses can use its bloodlust to distract it, the next Approach check made by the Witnesses has 1 Free Raise.
</tabber>
==Debrief==
As the creature crumples lifelessly to the ground, a radiant golden light envelops its form. Slowly, the monstrous visage begins to fade, revealing a normal [[human]] underneath. As the light fades completely, an unmistakably [[Isu]]-originated [[Ring of Eden|ring]] becomes visible on the dead man's finger. To your horror, the body swiftly decomposes before your eyes, dissolving into nothing but ash.
As the Simulation fades away, the voice of Gavin Banks abruptly interjects, "So, a [[Piece of Eden]] caused the creature's transformation? We must locate it and prevent [[Abstergo Industries|Abstergo]] from reclaiming it!"
==Sequence Hooks==
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in [the following sequence] "The Wolf Among Us."
*'''Dracula's Origins (Simulation)''': The Witnesses, having retrieved the ring from the vanquished creature, scour his castle for clues. Despite the continued presence of the nobleman's loyal servants, the castle's halls reveal a treasure trove of secrets. Amidst ancient tapestries and well-preserved diaries, the Witnesses unearth vital information: [[Vlad Tepes|Vlad III]], the {{Wiki|Voivode}} of [[Wallachia]], received a ring from a mysterious figure. This ring bestowed upon him otherworldly powers to fight the [[Ottoman Empire|Ottomans]].
*'''Erudito (Modern Day)''': A contact from [[Erudito]], an organization renowned for their expertise in knowledge and secrets (see page 56 of ''Assassin's Creed – Animus Handbook''), reaches out to the PCs. This contact offers valuable information regarding the recent events at the Omovich mansion. However, Erudito's assistance comes at a price—they demand that the Assassins undertake a mission on their behalf in exchange for their aid.<br><br>If the Crew accepts this deal, they will be granted access to a video showing the activities at the mansion two weeks ago. In the footage, an [[Zixuan Long|unknown individual]] wielding an [[Egypt]]ian [[Staff of Seth|staff]] is observed bestowing a mysterious ring upon a supplicant. The recipient willingly dons the ring, after which he seemingly undergoes a transformation into a vampire!
*'''Investigation (Modern Day)''': The PCs, determined to track the vampire, hack the extensive network of surveillance cameras scattered throughout the streets of London, or [[Interrogation|interrogate]] the various characters who were present in the area on the evening of the massacre. As they follow these breadcrumbs of evidence, the Descendants eventually piece together a trail leading them closer to the creature's hidden lair.
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Wolf Among Us==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Wolf Among Us
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=[[From Dusk Till Dawn]]
|next=[[Howling at the Fire]]
|source=
|location=[[London]], [[England]]
|date=2016
}}
'''The Wolf Among Us''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''The Descendants have uncovered the true nature of the creature captured in the surveillance video from the [[Omovich mansion]], and it is imperative that they locate it without delay. Following the trail leads them to an abandoned structure not far from the villa.''
==Intro==
As a gentle rain begins to fall, the aroma of fried food drifts from a restaurant kitchen on the nearby street corner. Your gaze shifts to the large derelict building that signals the culmination of the trail left by the vampire.
The structure looms large, its windows shattered, and multiple floors collapsed, conveying an aura of desolation and abandonment.
==Key objectives==
<tabber>
|-|1 - LOOKING FOR CLUES=
The PCs must venture into the abandoned building, whose ruinous state makes every movement potentially risky, to look for new clues about the vampire's activities.
In their search for new clues about the vampire's activities the PCs must brave the dilapidated interior of the abandoned building, where every step carries the risk of collapse or other dangers.
As you navigate through the treacherous interior of the structure, the pervasive scent of damp and mold permeates the air. Rain seeps in through shattered windows, creating a steady drip in various locations. Each step you take prompts a symphony of creaks, while small fragments of dislodged debris and glass shards rain down, echoing through the empty floors.
;Challenges
*''Jumping Across:'' The PCs must ascend to an upper floor to advance further into the building. Unfortunately, the access to this level has crumbled away, leaving a daunting chasm in the place of the once-sturdy staircase. To reach the top, the PCs must make daring leaps across gaps and scramble across unstable platforms, relying on debris and cables to bridge the voids.
Suddenly, an immense piece of machinery crashes down from the uppermost floors, a loud clangor echoing through the building as it falls. As the machinery plummets, there's just enough time to catch a glimpse of a silhouette lurking above, silently observing you.
*''What is That?:'' The massive piece of machinery hurtles downward, aimed precisely at the location where the PCs stand. All PCs must make a Reaction check to avoid being injured.
;Weaknesses
*''Expert (minor):'' A PC who is an expert at [[freerunning]] or climbing, and has the necessary equipment, will have no problem reaching the upper floors of the building. In this case, the PCs overcome the ''Jumping Across'' Challenge.
|-|2 - FIGHT THE WEREWOLF=
To their surprise, the Descendants find themselves facing an entirely different adversary.
As you swiftly dodge out of the path of the falling machinery, an unsettling growl resonates through the air, sending a shiver down your spine. Emerging from the shadows, a mass of fur and muscles takes shape. Standing more than seven feet tall on two legs, the creature is entirely covered in thick, dark fur. Similar to the vampire observed in the 1800s Simulation, bright, flashing symbols and lines adorn its body. With a visage bearing an uncanny resemblance to that of a [[wolf]], it becomes evident that this is not the creature you were searching for. Before you can react, the [[werewolf]] lunges in your direction with primal fury!
;Special
The werewolf hunts the PCs relentlessly, employing a hit-and-run tactic and leaping from one shadow to another. Any Approach check made to confront it requires 1 Raise.
;Challenges
*''Mighty Foe:'' The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
*''Lethal Blow:'' The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
;Weaknesses
*''[[Eagle Vision]] (minor):'' Using the Eagle Vision skill allows a Witness to see precisely where the werewolf is, canceling any Raise required due to its stealth capabilities.
*''Loud Noise (minor):'' A well-timed flash grenade or powerful firecrackers could disorient the werewolf, temporarily disrupting its heightened senses and agility. This brief moment of disorientation would allow the PCs to launch a counterattack against the creature, effectively canceling any Raise required due to its stealth capabilities. It also overcomes the ''Mighty Foe'' Challenge.
</tabber>
==Debrief==
Grievously wounded, the final strike lands upon the creature, sending it crashing to the floor. As you observe it breathing its last, the unstable floor beneath you gives way, collapsing into the void below. Both you and the fallen creature plummet into the darkness.
After the dust and rubble settle, you slowly rise to your feet. Your gaze returns to the fallen body, but it is not the werewolf that lies before you. Instead, you behold the lifeless form of a woman, her finger adorned with a strikingly familiar [[Ring of Eden|ring]].
You arrived seeking answers, only to find yourself ensnared in a labyrinth of even greater mysteries. How many more of these monsters lurk in the shadows? Who crafted these strange [[Piece of Eden|Pieces of Eden]], and to what end? Where is the vampire now? Above all, what fate awaits this newfound ring, and what secrets lie within its gleaming surface?
When you report in, [[Gavin Banks]], slightly shaken by the unexpected turn of events, remarks, "Perhaps we'll uncover some clues within the [[Animus]]. After all, the past doesn't bite—well, not as frequently, at least."
==References==
{{Reflist}}
{{ACRPGSequences}}
==Howling at the Fire==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Howling at the Fire
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=[[The Wolf Among Us]]
|next=[[Hackney Diamonds]]
|source=
|location=[[New Orleans]], [[Louisiana]], [[North America]]
|date=1788
}}
'''Howling at the Fire''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
;Painted in History
With the assistance of their [[Assassin cell]], the Descendants have uncovered that the [[Ring of Eden|ring]] found on the [[werewolf]]'s body matches with the genetic memory of a member of the [[Louisiana Brotherhood of Assassins|New Orleans Brotherhood]] from the 1700s. The field technician has narrowed the search for points of contact with the [[Isu]] artifact to the year 1788. Beginning from this point, the Descendants can enter the [[Animus]], explore the events of that era, and gather sufficient clues to guide them in the modern day. Their pursuit leads them to track down one of the Rings of [[Seth]] to the [[British Museum]] in [[London]].
==Description==
''Over the past few weeks, a wave of brutal murders has hit the city of [[New Orleans]], casting a shadow over its streets. Initially, the killer targeted traders at the city's outskirts and [[Smuggling|smugglers]] operating in the nearby [[Louisiana Bayou|swamps]]. However, the violence has since escalated dramatically. Now, entire units of [[Spanish Army|Spanish soldiers]] are discovered lifeless in the city's dimly lit alleys at dawn. The morning mist carries the echoes of screams, gunshots, and chilling howls, serving as the only witnesses to the victims' tragic demise.<br><br>Townsfolk are whispering of a nocturnal terror, a creature straight out of legend: the Loup Garou (or Rougarou). The Witnesses' investigations have unveiled unsettling truths: the killer cannot be [[human]]. The tracks they discovered suggest a [[wolf]]-like creature walking upright on two feet. However, most of its victims have connections to illicit trades, and a tenuous web links them to Don [[Vicente Jose Nuñez]], paymaster of the city army and suspected [[Templars|Templar]].''
==Intro==
It's a clear night as you approach Don Vicente Jose Nunez's private residence on Chartres Street near [[Saint Louis Cathedral|St. Louis Cathedral]], intending to investigate his suspected connections with the Templars. A strong wind blows from the south, an ominous sign over New Orleans. Exiting a narrow alley onto a wider main street, you suddenly find yourselves engulfed by smoke, and panicked screams echo in the distance.
As you reach your destination, you are met with a scene of [[Great Fire of New Orleans|utter pandemonium]]. Flames from the municipal building, barracks, and armory cast the night sky in a fiery orange hue. [[Civilian]]s flee in terror, while [[Spanish Empire|Spanish]] [[soldier]]s rush to the various locations.
A window shatters, and a hulking, shadowy figure hurtles onto the street. A grotesque, wolf-like humanoid emerges: the Loup Garou! Despite being out of breath and severely burned, the creature looks directly at you, and for a fleeting moment, you discern a distinctly human expression in its eyes. Its unspoken message is clear: it harbors no ill intent towards you. Before you can react, a group of Spanish soldiers opens fire, targeting both you and the creature! The Loup Garou reacts swiftly, but a few bullets tear through its thick hide, eliciting a pained howl as it leaps onto a nearby rooftop to escape.
==Key objectives==
<tabber>
|-|1 - TAIL THE LOUP GAROU=
The Witnesses must pursue this mysterious beast to find the answers they're looking for: is it a real monster? What lies behind the local legends surrounding it? Do its powers stem from a curse, magic, or perhaps, more likely, a Precursor artifact?
The fire spreads swiftly, casting eerie shadows across the cobblestone streets and morphing them into a hellish labyrinth. The air is thick with the acrid scent of burning [[wood]] and scorched [[stone]], while a strong wind whips up ember spirals into the air, casting an esoteric glow on the panicked civilians. Amidst the turmoil, the available soldiers attempt to maintain order, but the blaze defies their efforts. Alerted by the initial shots, additional militia swarm in, determined to hunt down "the monster" amidst the chaos.
;Challenges
*''Rooftop Chase:'' The creature's agility and speed are supernaturally astounding. It effortlessly scales the walls of buildings, leaps across rooftops, and seemingly vanishes into the swirling smoke. The Loup Garou appears impossible to catch, but the Witnesses must keep sight of it. Any Approach check made to keep track of the werewolf requires 1 additional Raise.
*''Through the Fire:'' The streets are a bedlam of flaming barriers, collapsed beams, and falling debris. The deadly dance of flames makes each step a perilous gamble. As long as they remain in the burning neighborhood, at the end of an Approach check, the Witnesses must make an additional Reaction check to navigate the treacherous terrain.
*''Militia Hunt:'' The Spanish troops hunt the beast through the panic-stricken streets. Witnesses might be forced to engage them in combat or use their stealth skills to avoid their watchful eyes and trigger-happy nature.
;Weaknesses
*''Target Locked (minor):'' Using the [[Eagle Vision]] skill, a Witness can effortlessly keep track of the Loup Garou even through the thick layer of smoke. The Witness has 1 Free Raise on any Approach check made to overcome the ''Tail the Loup Garou'' Challenge.
*''Controlled Demolition (minor):'' During the pursuit, the Witnesses may find opportunities to sabotage structures, causing them to collapse and impeding the progress of the soldiers chasing them and the Loup Garou. In this case, the Witnesses overcome the ''Militia Hunt'' Challenge.
|-|2 - SAVE THE PIECE OF EDEN=
The chase eventually guides the Witnesses to a {{Wiki|Hopewell tradition#Mound|Hopewell site's mound}} nestled between the {{Wiki|Mississippi River}} and the swamps southwest of the city. Within the cave beneath it, the illusory aspect of the Loup Garou shifts to that of a man. He lies mortally wounded, wearing a gleaming and mysterious ring: an Isu artifact, a Ring of Eden. Before the Witnesses can celebrate their discovery, a group of Templars burst into the cave.
The Hopewell site's mound, situated between the river and the swamp, is a sacred sanctuary. A hole in the exposed earth, once concealed by now-torn vegetation, leads you to a cave beneath the mound itself. The cavern walls are adorned by ancient petroglyphs. One image portrays a strange animal-headed [[Seth|figure]] with a long, arched nose offering a [[Ring of Moon|spherical object]] to a Native, who then undergoes a transformation into a wolf-headed warrior. Another scene depicts this wolf-warrior engaged in battle with Conquistador invaders, while yet another portrays it combating [[British Army|red-jacketed]] soldiers.
You discover the Loup Garou lying at the center of the cavern, mortally wounded. A radiant light engulfs the fallen figure before your eyes, causing its appearance to swiftly revert to that of a human. As the glow dissipates, a ring of unmistakable Isu origin gleams on the dead man's finger. Moments later, his body begins to disintegrate, turning to ash in mere moments.
"''Muchas gracias'', [[Assassins]]." A hand clap and a voice with a heavy Spanish accent catch you by surprise. "Once again, you have done the dirty work for us: killed the beast and found the artifact." A troop of Templar soldiers, led by a visibly burnt and injured Don Vicente Jose Nuñez, stands at the entrance of the cave with nothing but cruel intentions. "''Por favor'', hand it over—and I might decide to spare your pathetic lives."
;Challenges
*''Templar Assault:'' The Witnesses must defend themselves and the artifact from the Templar ambush. The soldiers are equipped with deadly weapons and are formidable opponents even for an Assassin. Defeating them requires at least 2 separate Approach checks.
*''The Templar Must Die:'' The army paymaster, Don Vincente Jose Nuñez, has confirmed that he's a prominent figure of the [[Louisiana Rite of the Templar Order|Templar Rite]] in New Orleans. The Witnesses cannot let him take the Ring of Eden, but must also end his vile life.
;Weaknesses
*''Secret Passageway (minor):'' There is a hidden passageway leading out of the cave, which might be used to exit the mound without going through the Templar troop. With a successful Wits check with 1 Raise or by activating the Eagle Vision skill, the Witnesses can find the secret exit and overcome the Templar Assault Challenge. However, since the Witnesses would expose their flank while escaping this way, the Flying Bullets Setback is automatically triggered, and all characters' Reaction checks require 1 additional Raise. Also, if this Weakness is exploited before overcoming the ''The Templar Must Die'' Challenge, all Witnesses lose 1 Sync level.
</tabber>
==Debrief==
With the Piece of Eden finally in your hands, you ponder its connection to the struggles in New Orleans during the turbulent days of the [[American Revolution]]. As you leave the mound, mysteries abound, and the ancient symbols adorning the cavern walls seem to whisper secrets buried in the annals of time.
"I think that's it, guys." The voice of [[Gavin Banks]] resonates in your ears as the simulation starts to disintegrate before your eyes until all you can see is the empty [[Memory Corridor]]. Once you're all disconnected from the [[Animus]], the field technician shows you an image of the simulation cave on the main screen of the workstation. "Those pictograms—pretty peculiar, right? I'll see if I can find something similar somewhere... or some-when! Until then, take a rest. Good job guys!"
==Sequence hooks==
===Prior to this memory===
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in "Painted in History."
*'''Swamps and Whispers (Simulation).''' Reports of a mysterious predator terrorizing livestock at night and grisly murders in the swamps of New Orleans have reached the Brotherhood's ears. A Voodoo Queen is spreading rumors about the presence of a Rougarou in the bayou—a creature that is part-human, part-wolf, and said to be the eternal guardian of an ancient Voodoo circle constructed from the bones of a demon. This circle is rumored to be hidden beneath the lands of the old natives. The Brotherhood must delve into the origins of these legends and ascertain whether an authentic Isu artifact is involved in the recent events.
*'''Before They Are Hanged (Simulation).''' New Orleans residents are in a frenzy over the "monster of the bayou," accusing anyone without an alibi or strong community ties of being responsible for the night's massacre. Spanish Governor [[Esteban Rodríguez Miró|Esteban Miro]] and his soldiers exacerbate the situation by carrying out summary executions of the accused in an effort to maintain calm. As a result, one or more of the Brotherhood's most trusted allies are on the brink of being hanged. The Witnesses must intervene to help them escape and uncover the true culprit behind the deaths.
*'''Templar Investigations (Simulation)'''. The Brotherhood is probing the suspected Templar ties of Don Vicente Jose Nuñez, paymaster of the city army in New Orleans. Yet, for the third time in succession, their subject of interest has been discovered deceased before they could initiate interrogation. It appears that another party is swiftly eliminating Templar affiliates before the Brotherhood can act.
===Following this memory===
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in "Hackney Diamonds."
*'''Present-day New Orleans (Modern Day).''' The PCs journey to New Orleans to witness the Hopewell mound's petroglyphs firsthand. Upon arrival, they may locate the site within a nature reserve or be directed to a local museum dedicated to preserving such relics and paintings. While exploring, they may uncover numerous references to ancient [[Egypt]]ian culture, sparking their curiosity and prompting a return visit to the British Museum in London for further investigation.
*'''Visiting Hours (Modern Day).''' The PCs visit the British Museum to inspect it firsthand: they scrutinize the sarcophagus and ring up close, survey CCTV cameras, identify access points into the building, and note other security devices. Additionally, they may attempt to stealthily infiltrate the administrative offices to search for the list of security guards, examine duty rotas, and assess security systems.
*'''Different Monsters (Simulation).''' The PCs' technician discovers records of another close encounter with a werewolf in the Brotherhood [[database]]. Although incomplete and cryptic, the entry includes a DNA sample. Intrigued, the PCs enter a simulation that transports them back to ancient times, to the lands that gave rise to the [[Roman Kingdom]]. They venture into the swamps surrounding Rome and discover an Isu [[Temple (Isu)|Vault]] hidden among the murky waters. Within the vault, they encounter a bloodthirsty lycanthrope, adding a thrilling and perilous twist to their journey. Eventually, they realize the Piece of Eden that transformed the werewolf in this case has nothing to do with the Rings of Seth they are looking for.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Hackney Diamonds==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Hackney Diamonds
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=[[Howling at the Fire]]
|next=[[The Great Egyptian Discovery]]
|source=
|location=[[British Museum]], [[London]], [[England]]
|date=2016
}}
'''Hackney Diamonds''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''Following the tracks uncovered during the events in post-[[American Revolution|revolution]] [[New Orleans]], the PCs' field technician finds a promising lead. An [[Egypt]]ian sarcophagus, unearthed in 1932 in the [[Valley of the Kings]], bears decorations strikingly similar to the first pictogram glimpsed in the mound cave in 1788. The artwork depicts the [[Egyptian mythology|god]] [[Seth]] presenting a spherical object to a person, who subsequently undergoes a transformation into a [[Mummification|mummy]]-like creature.<br><br>The sarcophagus, which has been preserved in the [[Egyptian Museum]] of [[Cairo]] for decades, has recently been loaned to the British Museum as part of a new exhibition. Upon seeing it firsthand, the PCs realize that the animal-headed humanoid depicted on the cave wall was indeed Seth, the Egyptian god of chaos. However, it remains a mystery how a representation of Seth ended up in a cave in [[North America]]. Nevertheless, this discovery proves to be a significant lead for the PCs—Sometimes, fortune smiles upon the Assassins..''
==Intro==
You can see a quarter [[moon]] peeking from behind a cloud through the large windows at the end of the hall. According to your plan, the security cameras of the British Museum have shut down, granting you at least a few minutes to move about [[Social stealth|undetected]]. The curious depiction of Seth and the mummy gazes back at you from the side of the ancient sarcophagus. In a display case in front of it stand the only two items found inside: a [[Ring of Sand|ring]] and a golden [[khopesh]].
A scream suddenly tears the silence apart as a security guard is thrown against the display case, smashing it and sending the khopesh, ring, and broken glass flying. The guard's torchlight rolls on the ground, revealing a menacing silhouette with clawed hands and vivid blood-red eyes standing ready to pounce. It's the terrible figure you have encountered before—its canines leave no doubt: it's the vampire!
==Key objectives==
<tabber>
|-|1 - HEIST WITH THE VAMPIRE=
As the Descendants attempt to get a closer look at the sarcophagus, the vampire launches a sudden attack. [[The Crew]] must defend themselves while simultaneously trying to seize the ring and make their escape.
The creature moves with tremendous speed and assaults you with merciless fury. While the security cameras remain offline, you are uncertain if breaking the display glass triggered a silent alarm. You may have even less time than you originally thought, not to mention facing a vampire in a situation you hadn't anticipated.
;Challenges
*''Mighty Foe:'' The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
*''Lethal Blow:'' The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
;Weaknesses
*''Bloodthirsty (minor):'' The creature is thirsty for blood. If the PCs can use its bloodlust to distract it, the next Approach check has 1 Free Raise.
The vampire falls to the ground, exhausted by your combined attacks. Once again, in the familiar glow, the monster's body reverts to that of a woman who lies gasping for breath at your feet. "Doc... Doctor [[Zixuan Long]]... commands us with th... the [[Staff of Eden|Staff]]... Seth... [[Apep|Apophis]]," she gasps out before taking her last breath. On her finger, the [[Ring of Blood|Ring of Eden]] glimmers in the darkness of the large room.
|-|2 - ESCAPE PLAN=
With no time to waste, the Descendants spring into action as the security cameras reactivate and the alarm begins blaring. Knowing that security guards and local [[Police|law enforcement]] are on their way, the PCs must swiftly find a discreet exit to evade capture, pursuit, or being identified.
;Challenges
*''Security Cameras:'' The newly reactivated surveillance cameras are ready to capture the PCs' every move. Escaping the structure undetected requires at least 3 separate Stealth checks with 1 Raise.
*''Security Guards:'' The alarm quickly sends armed security guards racing to the PCs' location. Engaging in combat with them is one option, however, if the Descendants want to stay true to the first tenet of [[the Creed]] ("Stay your blade from the flesh of the innocent") any Action check made to overcome this challenge requires 1 additional Raise.
;Weaknesses
*''Fire and Water (minor):'' If the PCs are quick to act and daring enough to risk damage to priceless historical artifacts, they can trigger the emergency sprinklers, thus hindering the security personnel by decreasing visibility and movement. In this case, any Approach check made to overcome the ''Security Cameras'' and ''Security Guards'' Challenges doesn't require any additional Raise.
*''The Night is Dark and Full of Terrors (minor):'' If the PCs use the [[|Rings of Seth]] to transform, the guards on site are so terrified that they would rather flee than face them. In this case, the Descendants overcome the ''Security Guards'' Challenge.
</tabber>
==Debrief==
Out of breath and no less shaken, you manage to distance yourselves from the British Museum long enough to take a break. In your hands, you hold the second Ring of Eden, an artifact seemingly linked to the murders at the [[Omovich mansion]], the monsters that have wreaked havoc in London, and the Egyptian deity Seth. Yet, there is something much larger concealed beneath a veil of mystery, beyond which lies a path barely visible.
==References==
{{Reflist}}
{{ACRPGSequences}}
==The Great Egyptian Discovery==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=The Great Egyptian Discovery
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=[[Hackney Diamonds]]
|next=[[Fulfill Your Destiny]]
|source=
|location=The [[Valley of the Kings]], [[Luxor]], [[Egypt]]
|date=1923
}}
'''The Great Egyptian Discovery''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
;Rest in Pieces
Back at the [[Assassin cell|cell]]'s hideout, the Descendants are greeted by [[Gavin Banks]], who congratulates them on the successful recovery of the third piece of what he calls the "[[Rings of Seth]]". Meanwhile, the technician meticulously examines the new artifact, cross-referencing it with the [[Assassins|Brotherhood]]'s database to identify any additional connections between these [[Rings of Eden|Rings]] and the Assassins of the past.
According to Banks, if the vampire was at the British Museum, this [[Zixuan Long]] surely knows something more than the Brotherhood, yet not so much as to have an insurmountable advantage. To maintain equilibrium or regain lost ground, the [[Assassins]] must act swiftly.
The technician eventually discovers a match: the Ring of Seth recovered at the museum (also known as the Ring of Sand) has come into contact with members of the Brotherhood back in 1923, in Egypt's [[Valley of the Kings]]—the same location where the sarcophagus was reportedly unearthed in 1932.
Gavin Banks urges the Descendants to return to the [[Animus]] promptly. This might offer them an opportunity to gain an advantage over Dr. Long.
==Description==
''In 1922, following a temporary halt in excavations due to the [[World War I|Great War]], the British archaeologist [[Howard Carter]] made a momentous discovery. He unearthed the tomb of the {{Wiki|Eighteenth Dynasty of Egypt|18th Dynasty}} [[Pharaoh]] [[Tutankhamun]] in the Valley of the Kings near [[Luxor]]. What Carter was unaware of, however, was that the patron funding his research, Lord [[George Herbert, 5th Earl of Carnarvon|Carnarvon]], held a covert allegiance to the [[British Rite of the Templar Order|British Rite]] of the [[Templars|Templar Order]].<br><br>A year later, laborers at the excavation site made an astonishing find. They discovered a secondary tunnel branching off from the main structure, delving deeper into the earth and unveiling an entirely new network of chambers and passageways. At the end of this labyrinthine complex stood a wall adorned with intricate hieroglyphs recounting tales of the [[Egyptian mythology|god]] [[Seth]] and other figures shrouded in mystery.<br><br>Much of the interior walls of the complex resembled a catacomb, with exposed burial sites and a solitary sarcophagus positioned prominently before a staircase leading to the inscribed wall. The significance of this discovery was still largely unknown to the laborers: it was an [[Isu]] [[Temple (Isu)|Vault]] housing a guardian empowered by a [[Piece of Eden]]. It was little wonder that the Templars swiftly mobilized to seize control of the site.''
==Intro==
You know that Templar agents have already infiltrated the crew of archaeologist Howard Carter to secure any Isu artifacts or secrets uncovered during the discovery of Tutankhamun's tomb last year. The rumors about a strange frieze depicting the god Seth holding items similar to Isu Artifacts found in a deeper level of the tomb seem to be confirmed by the presence on site of Lord Carnarvon, who hurried here all the way from [[England]].
Your mission is clear: infiltrate the dig site, gather intelligence on any significant discoveries, and above all, prevent the Templars from obtaining any Precursor technology.
==Key objectives==
<tabber>
|-|1 - ENTER THE TOMB=
The Witnesses must penetrate the labyrinthine tunnels of the tomb to witness the Templars' discovery firsthand. The location is inaccessible to the public and surrounded by [[British Army]] [[Soldier|guards]] at its perimeter. However, they are not alone in their endeavor. Lord Carnarvon and a substantial contingent of Templar agents arrived at the site two days ago.
As you step out of the vehicle, the warm desert breeze embraces you. It's a comforting welcome after your journey from the banks of the [[Nile]]. From your vantage point, you can survey the dig site nestled in the Valley of the Kings, keeping a safe distance. The entirety of the site has been cordoned off from the public, press, and local authorities under the guise of "safety reasons." Guards are stationed at the perimeter of the site and at the entrance to each tomb.
Suddenly, as you watch the access to Tutankhamun's tomb, you notice something unusual. Lord Carnarvon, the Templar patron behind the archaeological mission, is being dragged away, clearly bleeding from a neck wound. The air echoes with distant gunshots and anguished cries coming from within the tomb itself. The British soldiers guarding the perimeter snap into action, while Templar agents emerge from their tents, converging on the area like a swarm. A palpable sense of danger hangs in the air, tinged with an unsettling aura of the unknown. Despite the risks, one certainty remains: you must venture into the heart of the dig site and thwart the Templars' pursuit of the Pieces of Eden at all costs.
;Challenges
*''British Army:'' The Witnesses must sneak into the dig site, evading detection by the British soldiers stationed on the perimeter.
*''Templar Agents:'' The Witnesses must sneak into the tomb [[Social stealth|without being caught]] by the Templar agents actively patrolling it.
*''Alarm Traps:'' The Templars have set up traps in the secondary tunnel leading to the Isu Vault. The Witnesses will have to disarm or avoid these to proceed undetected.
;Weaknesses
*''Convenient Disguise (minor):'' Witnesses can disguise themselves as Templar agents or British soldiers to bypass patrolling guards. In this case, all Stealth and Social checks made to overcome the ''British Army'' and ''Templar Agents'' Challenge have 1 Free Raise.
*''Fireworks (minor):'' The vehicles used by the excavation team are loaded with spare petrol cans. The Witnesses can utilize the canisters to engineer an explosion, serving as a diversion, in which case they overcome either the ''British Army'' or ''Templar Agents'' Challenges, or both depending on the situation.
*''Alternative Access (minor):'' Once inside the perimeter, the Witnesses can seek information regarding the excavations. In this case, they may discover that the excavators have found a second access tunnel leading to the Isu Vault. This tunnel is unsafe—and therefore unused—but is not patrolled. It can be accessed from the nearby tomb of {{Wiki|Ramesses VI}}. If the Witnesses decide to access the tunnel from there, they overcome the ''Templar Agents'' and ''Alarm Traps'' Challenges. However, the Reader might decide to add a different Challenge related to the unsafe tunnel passage.
|-|2 - SURVIVE THE GUARDIANS=
Tracking the trail of blood and footprints left by Lord Carnarvon and his entourage, the Witnesses finally arrive at the entrance of the secondary tunnel, which descends deeper into the earth towards the hidden chambers surrounding the Isu Vault. There, a ferocious battle rages between armed Templar agents trying to access the Vault and a fantastical army of monstrous guardians.
As they make progress into the underground complex, any of the Witnesses possessing the necessary expertise discern a peculiar anomaly in the tomb's layout. Contrary to the typical Egyptian funerary provisions expected in such structures, there are no {{Wiki|canopic jar}}s and {{Wiki|ushabti}}s, essential for the deceased's journey into the afterlife. This omission suggests that, despite appearances, the complex is not a tomb.
A surreal assemblage of horrors unfolds within the main chamber, orchestrated by a living [[Mummification|mummy]] wielding a radiant, golden [[khopesh]]. Animated skeletons, armed with rusty weapons, emerge from graves embedded in the walls to encircle a group of Templars. Meanwhile, colossal [[snake]]s assail another contingent attempting to breach the wall. Swarms of carnivorous scarabs descend upon those vainly attempting to flee.
Amidst this chaotic scene, the mummy's piercing gaze locks onto your group. Its index finger ominously points in your direction as thunderous words in a long-forgotten language reverberate through the chamber. Simultaneously, several skeletons turn their empty eye sockets to fixate on your party. This cannot be good!
;Special
Following the defeat of the mummy, chaos erupts as a grenade, thrown in panic by a Templar agent, detonates near the dry, inert corpse. The explosion reverberates through the chamber, triggering a chain reaction of crumbling rock and billowing dust. With the underground structure already teetering on the verge of collapse, the tremors intensify, signaling an imminent and potentially lethal threat to all those still trapped within its confines. All Witnesses must make a Reaction check while escaping the collapse.
;Challenges
*''Templar Agents:'' Even amidst the chaos of battling unspeakable monsters, the fanatic Templar agents still perceive the Descendants as adversaries and seek to obstruct or assault them.
*''Illusions of Horror:'' Animated skeletons, swarms of carnivorous insects, sand ghosts, zombie [[hyena]]s, and a multitude of other terrifying monsters are nothing more than illusions conjured by the guardian mummy. However, the potency of these illusions is such that those who are unable to see through them remain in grave peril. The only means to confront this formidable threat is to pierce through the veil of deception and recognize the illusions for what they truly are. A Witness can make a Wits check with 1 Raise to see reality as it is and become immune to the mummy's monsters.
*''The Mummy Returns:'' The undead creature wields its khopesh with superhuman expertise and speed. Fighting it requires at least 2 separate Approach checks with 1 Raise. Also, on a failure, the Witness must make a Reaction check.
;Weaknesses
*''Turn Tail (major):'' Given the otherworldly nature of the threat they are facing, the Witnesses may indeed opt to heed their instincts and hastily retreat from the depths of the underground complex. In this case, the Witnesses achieve the Survive the Guardians Key Objective.
</tabber>
==Debrief==
As you emerge from the tunnel, a palpable tremor reverberates through the earth, signaling the impending collapse of the underground complex. Like a living entity, the entrance to Tutankhamun's tomb exhales a billowing cloud of dust and sand, within which, for a fleeting moment, the sinister visage of the mummy seems to materialize, sneering malevolently. Before you can dwell on this unnerving sight, the bright headlights of the British army's vehicles illuminate the scene from a distance, prompting you to swiftly retreat into the comforting embrace of shadows. Soon, the artificial construct of the Simulation begins to unravel, gradually dissipating, and bringing you back to reality.
Images of monsters, killers, and the harrowing events of the past few days weigh heavily upon you as you settle into your seat on the flight from London to [[Cairo]], making it a formidable struggle to find rest. Knowing that there will be no respite upon arrival, your thoughts turn to the urgent mission that lies ahead. Once you touch down in Cairo, there will be no time to waste. You will press onward, journeying south towards Luxor, eager to explore the untouched depths of the Valley of the Kings—a place you only "visited" in 1922 in the Simulation.
==Sequence hooks==
===Prior to this memory===
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in "the Great Egyptian Discovery."
*'''Mysterious Origins (Modern Day).''' The sarcophagus and the ring contained within it were loaned a few months ago to the British Museum from the Egyptian Museum in Cairo. However, from both publicly available and hacked data, there appears to be no record of the site where the sarcophagus was found. Lumped together with Tutankhamun's latest collection of relics, it is plausible that the discovery was made in the 1920s; the accompanying documentation might still physically exist in the offices of the Cairo Museum—or perhaps someone has kept the site secret on purpose. Either way, a visit to Cairo could serve the Brotherhood well.
*'''Spies in Cairo (Simulation).''' The Brotherhood has detected peculiar activities involving a Templar seneschal, Lord Carnarvon, who hastily departed for Cairo aboard a private plane, accompanied by a sizable contingent of Templar agents. It appears that significant developments are underway in Egypt. The Witnesses have been tasked with promptly reaching the Egyptian capital to track down the Templars. Their mission there is to spy on Lord Carnarvon, gathering intelligence on his activities and intentions, and intervening only if deemed essential.
*'''[[Medjay]] Guardians (Simulation).''' As the Witnesses make their journey towards the Valley of the Kings, they encounter a band of Medjays on [[horse]]back, donned in black robes and heavily armed. The Medjays confront the Assassins, delivering a stern warning: "None shall pass into the sacred confines of King Tutankhamun's Tomb. None shall uncover what lies hidden beneath its ancient [[stone]]s."
===Following this memory===
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in "Fulfill Your Destiny."
*'''A Spanner in the Works (Modern Day).''' Following the PCs' intrusion, Abstergo intervenes to stop them before they can reach the Valley of the Kings. While the Descendants head to Heathrow to catch their flight, a group of Abstergo agents, led by the formidable Black Cross, Juhani Otso Berg (see the Black Cross Sequence Hook, on page 97 [The Mansion Massacre]), intercepts them. The Descendants find themselves vastly outnumbered and outgunned. Their only viable option is to make a swift escape, utilizing every resource and skill at their disposal.
*'''Fragile Alliance (Modern Day).''' At the last moment, the Black Cross recognizes the urgencyof stopping Dr. Long. He approaches the Descendants with an offer – a temporary alliance to stop Long's plans. With his assistance, the PCs will have a smoother journey to Luxor in Egypt, significantly reducing the risk of encountering further problems with Abstergo. However, this offer is not without its own set of risks.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Fulfill Your Destiny==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Fulfill Your Destiny
|image=
|description=
|type=Main {{c|Champions of Eden}}
|fullsync=
|previous=[[The Great Egyptian Discovery]]
|next=
|source=
|location=The [[Valley of the Kings]], [[Luxor]], [[Egypt]]
|date=2016
}}
'''Fulfill Your Destiny''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''The PCs now stand at the threshold of the [[Isu]] [[Temple (Isu)|Vault]] hidden within the [[Valley of the Kings]], armed with all three of [[Seth]]'s [[Rings of Seth|rings]]. Determined to thwart Dr. [[Zixuan Long|Long]]'s schemes and prevent him from reaching [[Apep|Apophis]], they prepare to confront the challenges that lie ahead within the ancient sanctuary.''
==Intro==
You find yourself standing within a section of the ancient [[Egypt]]ian tomb, shrouded in darkness untouched by sunlight for centuries. The walls of the corridor are adorned with intricate hieroglyphics reminiscent of those seen in the [[British Museum]], weaving together the rich tapestry of history within this ancient place. Prominently featured throughout these narratives is the recurring role of Seth, bestowing his [[Rings of Eden|rings]] upon various individuals.
At the end of the corridor, a painted arch reveals the culmination of this enigmatic narrative—an astonishing revelation that sends shivers down your spine. Before your eyes, immortalized in vibrant hieroglyphs that have withstood the test of time for millennia, you behold yourselves—portrayed in stunning detail, mirroring the very events you have recently experienced in the Simulation.
Suddenly, a commanding voice resonates from ahead, cutting through the silence with chilling authority. "It took you long enough," it declares, echoing through the ancient chamber. "You may think you have vanquished my creations, but you are mistaken. You have merely assumed their mantle. Your efforts have wrought no change. I command the power of [[Staff of Seth|Seth's Staff]], and you shall bend to my will, whether you choose to defy me or not!"
A man slowly approaches from the other side of the chamber, a radiant golden light emanating from a [[Staff of Eden]].
==Key objectives==
<tabber>
|-|1 - FACE THE RED LAND=
Dr. Long calls upon Seth's powers to force the PCs into submission. With a powerful Isu [[Piece of Eden|artifact]] in his hands, he is able to manifest powers that are beyond mortal comprehension.
A vortex of crimson sand suddenly engulfs you, obscuring your vision entirely. When the sandstorm relents, you find that you are no longer in the painted halls of the tomb complex. Instead you are in a desert bathed in a crimson hue, ominous black storm clouds threatening from afar.
Dr. Long's form undergoes a startling transformation, mirroring the depictions of the Egyptian god Seth. A shadowy darkness seeps from the pores of his skin, consuming his body with unnatural speed. His eyes morph into malefic crimson orbs. The man's physique distorts, contorting into a more sinister silhouette. His skin takes on an ashen hue, and his face takes on a grotesque, elongated appearance.
As the metamorphosis progresses, tattered, blackened remnants of his clothing cling to his transformed frame.
Distorted by his new form, his voice booms across the desert sands: "You shall serve me!"
;Challenges
*''Sandstorm:'' Summoned by the Staff of Seth, a blood-red sandstorm hits the PCs. Every PCs must make a Reaction check.
*''Shadow Warriors:'' A group of shadowy figures emerges from the sand, attacking the PCs. Defeating them requires at least 2 separate Approach checks with 1 Raise.
;Weaknesses
*''Yes Master (major):'' If the PCs feign submission to the powers of Seth's Staff, Dr. Long, in his arrogance, will easily fall for their ruse. In this case, the PCs complete the Face the Red Land Key Objective and get close enough to create the opportunity to approach the Killing Blow Objective.
|-|2 - KILLING BLOW=
For the length of the confrontation Dr. Long remains safe behind the energy shield of the Staff of Seth. Yet, in time his powers start to weaken.
As the battle rages on, your adversary's powers begin to falter. He shouts to be heard over the raging storm, "You must yield to me! You do not comprehend—I am destined to lead you. Together, we shall confront Apophis, sailing through the sky aboard the {{Wiki|Solar barque|Boat of Millions of Years}}!"
;Challenges
*''Force Shield:'' The shield around Dr. Long is a marvel of Isu technology. It is seemingly impenetrable, requiring at least 3 separate Approach checks with 1 Raise.
*''Lethal Blow:'' The coup de grâce can only be delivered once Dr. Long's defenses have been overcome. This requires at least 2 separate Approach checks.
;Weaknesses
*''Exploit Dr. Long's Fears (minor):'' A PC wearing the Ring of Sand can use its illusionary powers to feign the arrival of Apophis and exploit Long's fears. In this case, any Approach check made to defeat Long has a Free Raise.
*''Fighting Fire with Fire:'' By harnessing the Ring of Sand's illusionary power, the mind-manipulating powers of the Ring of Blood, the heightened perceptions and the physical prowess gifted by the Ring of Moon, the PCs can craft a convincing avatar of Seth, deceiving their adversary and quickly taking him down. In this case, they complete the Killing Blow Key Objective.
</tabber>
==Debrief==
The final blow strikes Dr. Long, causing him to collapse to the ground. "No! This cannot be! I must prevail! It is my destiny, so it is written!"
As if pulled by a colossal whirlpool, the crimson desert starts to converge on the Staff of Seth. Within moments, the entire landscape is drawn into it. Once more you stand within the chamber. Before you is Dr. Long, still clutching the staff, but something has changed. His posture and expressions now bear the aspect of an entirely different being. As he speaks, you know without a doubt that this is no longer the doctor.
The voice resonates inside your mind, transmitted through the rings that adorn your fingers. The individual standing before you is unmistakably the Isu known as Seth.
"Well met, my champions. I have waited millennia for your arrival. Together, we can avert the [[Apophis Project]]!"
Seth raises his staff before you, and a vivid purple aura envelops the chamber, weaving a new illusion around you. [[London]] materializes, shrouded in an unending, ominous night. Lifeless bodies litter the streets, buildings stand as ruined shells. The streets are covered with debris, and the [[Thames]] lies dry and lifeless.
Seth's voice pierces through this haunting vision: "This is the fate that your world will meet if Project Apophis will be activated, should the Vault be unsealed. You are now tasked with safeguarding this place, and with bearing the weight of this knowledge. Farewell, my champions. Ensure that the eyes of the living never again fall upon these halls."
==What's next?==
Becoming Seth's champions mark the climax of this Storyline, but there are a multitude of possibilities for a Reader wishing to explore different endings and developments:
*'''The Great Dark''': Seth intends to activate the Apophis Project, a cataclysmic Isu plan that threatens to destroy [[human]]ity. He seeks to use his champions to activate it and ascend to rulership over the remnants of civilization.
*'''The [[Human-Isu War]]''': Apophis was an Isu who underwent gruesome experiments during the Human-Isu war to become an unstoppable weapon. Now, he teeters on the brink of freedom. Who will release him? Could it be the Isu [[Ra]], who has managed to survive throughout the ages?
*'''God save the Queen''': The Apophis Project takes on the form of a mechanism that allows an Isu's resurrection from the darkness of [[the Grey]]. This narrative could be connected to the plot of "Lost in Time," introducing an additional layer to that storyline (see page 134).
*'''Nothing is True''': The modern day Sequences are nothing more than simulations. The actual date is 2055, in a world where the Apophis Project has transformed most of humanity into abominable creatures. The PCs are descendants of their 2016 counterparts and must embark on a quest to find the Rings of Seth and reverse the change wrought by the Apophis Project.
==References==
{{Reflist}}
{{ACRPGSequences}}
=Lost in Time=
==Save Regina==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Save Regina
|image=
|description=
|type=Main {{c|Lost in Time}}
|fullsync=
|previous=
|next=[[Sands of War]]
|source=
|location=[[Abstergo Industries Neo-Chemical and Medical Research Lab]], {{Wiki|North Harrow}}, [[London]], [[United Kingdom|UK]]
|date=2016
}}
'''Save Regina''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
;Regina in Wonderland
The [[Instruments of the First Will]], also known as the Juno cult, have long-since infiltrated key roles in one of [[Abstergo Industries]]' recently-built facilities. In 2016, their plans are about to come to fruition. Operating undercover within the facility, they have kidnapped an actress named [[Regina Davies]] after a performance at the [[Apollo Theater]] in [[London]].
One of Regina's Ancestors was a [[Templars|Templar]] who came into contact with the [[Isu]] [[Juno]] in [[Egypt]] during [[World War I]], and the Instruments are eager to examine her [[genetic memory]]. By means of new [[Animus]] prototypes and cutting-edge equipment, the Instruments of the First Will have trapped Regina in the past to find what they are looking for.
The Instruments of the First Will that have infiltrated the facility are led by [[Kumar]], a newly awakened Sage. Kumar says that Juno has left precise instructions on how to bring her back to life and provide her with a physical body. These instructions are hidden in the memories of specific subjects that Kumar has managed to identify, ordering their abduction to allow investigation of their memories within the facility's Animi Room. Regina Davies is the most important of these subjects.
==Description==
''The Descendants are informed by their [[Assassin cell|Cell]] of the kidnapping of Regina Davies and asked to infiltrate the Abstergo Industries site to investigate and free the actress. They will be assisted by [[Anjali]], one of the Cell's field techs.''
==Intro==
You reach Anjali's mobile lab—a food truck filled with high-tech equipment, monitors, drones, and cables. The field tech tells you that his personal "TSFP" (Templar-Scum Finder Program) has detected an individual registered in the [[Assassins|Brotherhood]]'s [[database]]s as a suspected Abstergo Agent in the presence of the missing woman a week ago. A CCTV camera positioned above {{Wiki|Caffè Concerto|Café Concerto}}, facing the main entrance of the Apollo Theatre, caught the agent waiting for the actress outside the venue, before forcing her to enter a black jeep. The jeep is fitted with fake plates.
The Templars are known for this type of kidnapping. Anjali has been following the jeep's via hacked ANPR cameras. The last image is from a speed camera in {{Wiki|North Harrow}}, in the vicinity of a new Abstergo Industries facility. It's up to you to infiltrate it, find Regina, and free her from the Templars.
==Key objectives==
<tabber>
|-|1 - ENTER THE ABSTERGO FACILITY=
The Brotherhood's hideouts are usually hidden in anonymous, run-down locations. "[[The Creed|Hide in plain sight]]", right? The Assassins must live undercover, constantly on the lookout for Templar spies and from nosy [[civilian]]s alike. The Templar Order, on the other hand, has no such problems. The Abstergo facility in North Harrow is a modern marvel of function and design.
Anjali remains at a distance, safely inside his mobile lab from where he can follow the Descendants, communicating with them through earpieces and similar hardware.
Polished black walls surround a square, three-story glass building that shows an imposing, three-colored Abstergo symbol and backlit "For A Better Future" text. The plate outside the electrified gate reads "Abstergo Industries: Neo-Chemical and Medical Research Lab" and, in larger letters, "Warning: High Voltage". You can see blue-light emissions from a series of bulbs running along the top of the walls. These security measures look pretty sophisticated...
;Challenges
*''Perimeter Alarm:'' An advanced alarm system protects the facility. The PCs might obtain employee badges from Abstergo personnel, hack the alarm system or else be extremely careful. If the PCs have the right tools to hack a security system, they can make a Wits check with 1 Raise to deactivate the alarm.
*''Security Cameras:'' The whole place is filled with security cameras, watching every corridor and room.
*''Abstergo Security:'' Guards patrol the lab. Sneaking into the facility will prove challenging even if the cameras and alarms are neutralized. All Stealth checks made to move undetected require 1 additional Raise.
;Weaknesses
*''Anjali Guide (minor):'' If the Descendants can recover an Abstergo Guard's earpiece or similar device, Anjali discovers the frequency that Abstergo Security is transmitting on, as well as each guard's live location. In this case, the PCs overcome the ''Abstergo Security'' Challenge and, from now on, all Stealth checks made to move undetected in the facility have 1 Free Raise.
|-|2 - FIND REGINA DAVIES=
The main laboratory containing the Animi Room and the Control Room that overlooks it is in the basement. The Control Room is accessible with a standard badge.
Once inside the Control Room, PCs can access data about Regina Davies and her Ancestor [[Jeremiah Davies]], whose memory she is currently reliving inside the Animus. Strange messages indicate the Simulation is currently on standby. Two scientists can be seen inside the Animi Room, monitoring Regina Davies' unconscious body. The body floats in an Animus inserted in a strange containment tube.
;Challenges
*''Animi Room Access:'' It is protected by a biometric lock that can't be opened with standard badges. Such a lock might require fingerprints, retinal scans, or voice recognition to be opened. The PCs must find a way to bypass it or acquire the necessary biometric data to gain entry. Any attempt to hack the biometric lock with a Wits check requires 2 Raises and automatically triggers the Intruders! Setback with a squad of Abstergo Agents rapidly responding.
*''Scientists:'' There are two Abstergo scientists inside the Animi Room, monitoring Regina Davies' conditions. Should the PCs [[Interrogation|interrogate]] them, or examine their notes, they will discover Regina Davies' current predicament and the nature of the Simulation she is in (a memory fragment where Regina's Ancestor personally encountered a member of the Precursor Civilization). Regina has now fallen into a semi-comatose state due to an unknown malfunction and is currently stuck in the memory corridor. The scientists are unable to force her into the programmed Simulation or disconnect her from the Animus. In the Scientists' honest opinion, detaching her from the device until she's properly entered the Simulation could prove lethal.
;Weaknesses
*''Rescue Team (minor):'' If the Descendants can disguise themselves as Abstergo Agents or find another clever ruse to persuade the scientists to open the door, the PCs overcome the ''Animi Room Access'' Challenge automatically.
</tabber>
==Debrief==
Once the PCs are inside the Animi Room, Anjali contacts them, giving them instructions to hook him up to the Control Room's network so that he can hack its system and understand what's happening.
After a few minutes studying the situation remotely, Anjali briefs the Assassins on what they must do to get Regina safely out of the Animus. There are other Animus stations in the room, recent upgrades of the Animus 2.0—enough of them for each of the Descendants.
The body of Regina floats in the containment tube, lost in the Animus system—possibly for good. After a few minutes of silence, Anjali's voice rings in your ears. "Alright, as always, there's good news and bad news," he says. "The good news is we can take Regina out of there safely if she can exit the Simulation! Bad news, you'll need to help her out of the Simulation yourselves. I mean, supposing I'm right, you actually have to enter and re-live the Simulation with Regina."
Anjali then hacks the central network to link all the Animi in the room to Regina's containment tube, synchronizing her genetic memory to each of the devices. "You will be the Echoes of Regina's Ancestor in the Simulation. If I can put you in in this way, we might have a chance to restart the Simulation and release Regina from the [[Memory Corridor]] she's trapped in. Then, I should be able to pull you all out."
Suddenly, Anjali yells as if in panic. "Bloody hell! Now this is bad news! There's a military helicopter landing in the facility's courtyard! Abstergo must have sent in the cavalry! I can use the security system to delay them, but you'll have to get Regina out of there, quick!"
==Notable NPCs==
;Regina Davies
Regina Davies is a young, talented actress who is just starting to receive recognition after her captivating performances on the stage of the Apollo Theatre. Born and raised in London to a wealthy family, Regina's family has a long-standing history of service in the [[British Army]], with several siblings earning medals of honor. However, Regina's family tree also holds a secret. Many of her ancestors were Templars. Regina herself bears no personal affiliation with the Templars. Indeed, she remains ignorant of their existence, but their legacy is putting her in very real danger.
;Anjali
Anjali is a 28-year-old tech genius, exceptionally skilled with technology and computer engineering. After completing his PhD at {{Wiki|Imperial College London|Imperial College}} in London, Anjali was drawn to the underground world of the Assassin Brotherhood, where his technological expertise and keen understanding of computer systems made him an invaluable asset to the Creed.
Operating undercover in the bustling streets of London, Anjali drives a fake food truck that hides his mobile lab, fully equipped with cutting-edge technology and gadgets of his own design. While he is a skilled field operative highly adept at infiltrating secure facilities and manipulating digital networks, he prefers to operate from the safety of his van.
Unfortunately for the Descendants and their Cell, Anjali is secretly a double agent for the [[Instruments of the First Will]] (see Juno's Masterplan on page 145).
==References==
{{Reflist}}
{{ACRPGSequences}}
==Sands of War==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Sands of War
|image=
|description=
|type=Main {{c|Lost in Time}}
|fullsync=
|previous=[[Save Regina]]
|next=[[Down the Rabbit Hole]]
|source=
|location=[[Siwa]] Oasis, [[Egypt]]
|date=1917
}}
'''Sands of War''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''[[British Empire|British]] spy and [[Templars|Templar]] Agent [[Jeremiah Davies]] [Regina's great-great-grandfather] ventures into the heart of a [[World War I|war]]-torn desert to infiltrate an enemy encampment. His mission: to thwart an imminent threat of such magnitude that it compels both Templars and [[Assassins]] to set aside [[Assassin-Templar War|their differences]] and unite, if only temporarily.<br><br>Jeremiah finds himself leading an eclectic and unlikely band of allies, drawn from both Templar and Assassin ranks, along with their assorted affiliates, converging in the unforgiving desert at his command. This unprecedented alliance arises from the fracturing of Templar unity, as a faction within the Order breaks away to pursue a far more dangerous objective: the restoration of the long-lost [[Isu]] hierarchy. The [[Instruments of the First Will]] are trying to conjure the Isu [[Juno]] in a secret [[Temple (Isu)|vault]] buried under the Siwa Oasis where she's believed to be resting. A member of this faction, coming to their senses, has reached out to both Assassins and Templars begging for help to stop the plan.''
==Intro==
Two green armored cars cross the desert, kicking up a thick, chalky dust. In the distance, from {{Wiki|Djerba|Girba}} to the north-west, you hear the echoes of gunfire and explosions. The sun is just beginning to rise. Jeremiah examines a map. "We should be there by now," he says. "The point marked on the map by our informant is nearby. The camp should be right behind those rocks over there."
You climb out of the vehicles and up onto the rocks where you gain a comprehensive view of the Instruments of the First Will's encampment spread out below.
The camp is sizable, patrolled by hired [[Senussi]] [[Mercenary|mercenaries]]. There are at least five cave entrances descending into the depths of the rocks surrounding the oasis. You have no idea which one leads to the Isu Vault and you can't afford the time for trial and error. The Captain's tent will likely have information on the correct route. Time is, as always, not on your side.
==Key objectives==
<tabber>
|-|1 - REACH MEMHED DEMIR'S TENT=
Hundreds of Senussi mercenaries are stationed inside the camp, while a few units patrol its perimeter, making it extremely hard to infiltrate. As the informant said, a large tent stands in the middle of it, the tent of Ottoman Army Captain [[Memhed Demir]], the man in charge of the Instruments' mission.
;Challenges
*''Senussi Mercenaries:'' The Senussi mercenaries are capable combatants, expert desert guerrillas equipped with [[Ottoman Empire|Ottoman]] weaponry. Every Stealth check made to navigate the camp undetected requires 2 Raises. Openly facing the mercenaries in combat inside their camp requires 3 separate Approach checks.
*''Ottoman Artillery:'' If the Instruments of the First Will discover the Witnesses, they'll try to stop them at all costs, even bombarding their own lines. From the moment the Ottoman artillery starts firing at the camp, the Witnesses must make a Reaction check at the end of every Approach check.
;Weaknesses
*''Expendable Losses:'' The Ottoman artillery commanders have no qualms at killing the Senussi mercenaries to stop the Witnesses. In this case, the Witnesses might turn the tables to their advantage. If the Witnesses can convince one or more Senussi troops to switch sides, every Approach check made to face the ''Ottoman Artillery'' Challenge has 1 Free Raise.
|-|2 - FIND THE VAULT'S TUNNEL=
Once the Witnesses reach Captain Mehmed Demir's tent as indicated by their informant, they find it empty. However, it's possible to search for intelligence or traces that provide information about the location of the Isu Vault underground.
;Challenges
*''Demir's Notes:'' A booklet contains a series of encrypted notes. With a successful Wits check with 1 Raise, a Witness can read the contents of the note and learn that the right tunnel is one of the two to the north.
*''[[Interrogation]]:'' A captured mercenary might reveal information under interrogation. Nobody but Mehmed's escort knows which of the five tunnels lead to the Isu Vault, but the mercenary often heard them complain about the "extremely low ceilings." Since only three of the tunnels have really low ceilings, the tunnels to the south and east of the camp can be excluded. If the Witnesses have already deciphered Demir's encrypted notes, they can identify the leftmost tunnel to the north.
;Weaknesses
*''[[Eagle Vision]] (major):'' If one of the Witnesses uses Eagle Vision once north of the camp, they can follow the footprints left by the captain and his escort to the left tunnel with no need to overcome the ''Interrogation'' Challenge.
</tabber>
==Debrief==
As the Witnesses enter the Isu Vault in the Simulation, they unwittingly walk into a trap. Juno's hologram entangles Witnesses and Descendants in a cage that transcends time and space. From this moment on, the Descendants are trapped in a series of loops, time rifts, and [[glitch]]es from which they might never return (see Chapter 2).
As you descend into the dark, low-ceilinged tunnel beneath the Siwa Oasis, tension fills the air. Captain Demir and his unit must be down there, somewhere. Emerging from the tunnel, you enter an unexpectedly vast chamber, the Isu Vault. The massive room is illuminated by an eerie, pulsating glow emanating from the walls. Intricate, incomprehensible, geometrical symbols and engravings cover the Vault's surface, casting ethereal patterns across the room.
At the center of the chamber is the towering hologram of a female Isu, Juno. Her form shimmers with otherworldly energy, and her eyes seem to pierce your very souls with a presence that is both enchanting and intimidating. Juno's voice resonates through the chamber, "Finally, Assassins. I hope this memory finds you well".
Her words are clear. Juno is speaking to you, the Descendants, inside the Animus, and not to the Witnesses you're reliving the event through!
"It pleases me that you have willingly entered my trap." Before you can react, Demir's soldiers emerge from their hiding places. The sinister grin on the Captain's face tells you this was a well-planned ambush. A split second later, a virtual net spreads out from Juno's hologram, catching you in a shocking grip.
Electricity crackles as the net fires jolts of pain through your whole body, immobilizing you as all fades to black...
==References==
{{Reflist}}
{{ACRPGSequences}}
==Down the Rabbit Hole==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Down the Rabbit Hole
|image=
|description=
|type=Main {{c|Lost in Time}}
|fullsync=
|previous=[[Sands of War]]
|next=[[Of Isu and Men]]
|source=
|location=
|date=
}}
'''Down the Rabbit Hole''' was a glitched [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
The [[Isu]] [[Juno]] has trapped the Witnesses within the [[Animus|Animi]] network. In this chapter, the Reader presents a series of scenes representing [[glitch]]es or [[rifts]], anomalies disrupting the Sands of War memory Sequence—for example, locking the Witnesses in temporal loops, or shifting the Simulation to a different Time Frame.
These glitches can be played with the whole group of PCs as usual, or [[the Crew]] can be split into smaller groups, each of them facing a different anomaly. Be careful not to divide the party too much that it slows the game down, however.
A good rule of thumb is to end the chapter when the Crew has solved a number of glitches equal to the number of Witnesses in the Sequence.
A number of examples are provided below; however, the Reader is not restricted to these specific glitches and is encouraged to freely exploit the circumstances, incorporating fragments from any preferred Time Frame, in particular those associated with the PCs' Ancestors (for example using one or more premade Sequences or adventure hooks taken from other ''Assassin's Creed Roleplaying Game'' books).
==Example glitches==
Below are some examples of possible glitches that can be used by the Reader. All anomalies share one thing in common—they represent a disruption of the Sands of War Simulation Sequence, and thus they always start with the players' Echoes in the Siwa Oasis, in Egypt. The Simulation appears to break down: visuals display errors; scrolling lines of codes hover on the scene, too fast to be read; and sequences of nucleotides appear randomly. The effect is unsettling for the Witnesses.
===Temporal Loops===
The Witnesses become trapped in repetitive cycles, reliving the same events over and over again until they manage to break free. The Reader can make very different scenes, choosing a different scope for each cycle: it can be a single action scene (like defusing a grenade) or something more complex, like reliving an [[assassination]]. Here follows a complete example.
;DEMIR'S SCHRÖDINGER BOX
*'''Description''': The Witnesses re-experience the scene when they enter [[Memhed Demir|Demir]]'s tent, with [[Senussi]] [[Mercenary|mercenaries]] on their heels. Inside the tent there is only a modern-looking [[metal]] box, clearly out of context in 1917. There is a [[bomb]] inside the box that detonates after a short countdown, killing everybody and restarting the scene. The same happens if they leave the tent—Senussi gunfire cuts them down.
*'''Solution''': The Witnesses must move the box, revealing a black hole in the ground, with shifting lines of code (a backdoor). Jumping into the hole ends the loop.
===Shifting Environments===
Different settings and Time Frames within the Animi Network start to morph and blend together, creating surreal and disorienting scenarios. Below are two examples.
;THROUGH THE AGES
*The Witnesses are back in the [[Egypt]]ian desert, but faced with various forces that have occupied this area throughout the ages. They begin fighting the Senussi Mercenaries in 1917, then [[Napoleon Bonaparte|Napoleonic]] troops in 1799, then barbaric [[Hyksos]] on scythed [[chariot]]s in 1598 BC. The final shift brings them into a prehistoric jungle, escaping from a T-rex in the upper Cretaceous.
;THINGS FROM THE PAST AND PRESENT
*The Witnesses are in the Siwa Oasis, among the Senussi soldiers, who remain unaware of their presence. There is a time overlap and they see an enormous wave of water rushing towards them, perhaps from a prehistoric era when this area was under the sea. The wave will annihilate the camp, the only way to escape is outrunning it, by stealing an armored car or another vehicle.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Of Isu and Men==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Of Isu and Men
|image=
|description=
|type=Main {{c|Lost in Time}}
|fullsync=
|previous=[[Down the Rabbit Hole]]
|next=[[Mother of Wisdom (memory)|Mother of Wisdom]]
|source=
|location=[[Siwa]] Oasis, [[Egypt]]
|date=1917
}}
'''Of Isu and Men''' was a [[genetic memory]].<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Chapter introduction==
;The [[Mother of Wisdom]]'s Playground
[[Juno]], undeniable ruler of [[the Grey]], has just tried to keep the Descendants in the [[Animus]], trapping them in a maze of forced simulations to gain time to complete the final stages of a master plan conceived in eons past: the plan to come back to life. However, the PCs' will is strong and they are focused enough to find their way out of the goddess trap.
Once free from the Animus, however, the characters have to deal with [[Regina Davies|Regina]], now possessed by the part of Juno's conscience that the Isu managed to download from the genetic memories of the Descendants during their time trapped in the simulation. It's time for the PCs to deal with a tremendously powerful enemy and difficult moral choices.
==Description==
''As the PCs overcome the final [[glitch]], they find themselves back in the very place where Juno disrupted the Simulation during their initial attempt. The familiar surroundings serve as a stark reminder of the challenges they faced and the obstacles they overcame. It becomes clear that the only path forward, the only means of escaping the Animus, is to complete the memory.''
==Intro==
As you emerge from the final glitch, you find yourself abruptly transported back to the Isu [[Temple (Isu)|Vault]]. Before you, the familiar projection of Juno materializes, but her visage is now marked with surprise and apprehension. Her voice quivers with urgency as she declares, "This is premature! I need more time! My [[Instruments of the First Will|Instruments]]—halt them immediately!"
In that instant, urgency grips you as [[Memhed Demir|Demir]]'s [[Soldier|armed forces]] swiftly advance from the Vault's rear. [[Jeremiah Davies|Jeremiah]] pivots toward you, resolve etched on his features. "Handle them," he commands, determination ringing in his voice, "while I prepare the charges!"
==Key objectives==
<tabber>
|-|1 - STOP THE INSTRUMENTS=
The soldiers raise their weapons. They must be dealt with immediately.
;Challenges
*''Gunners:'' Two small groups of well-armed soldiers open fire. At least 2 separate Approach checks will be required to eliminate them all.
*''Charge!:'' Some of the Instruments fix bayonets and charge, fighting with savage ferocity. Defeating them requires 2 separate Approach checks with 1 Raise.
;Weaknesses
*''I'll give it back! (minor):'' A spare stick of Jeremiah's dynamite will easily deal with one group of soldiers, and thus overcome one of the two Challenges with a simple throw.
|-|2 - ESCAPE!=
As the situation grows increasingly dire, the Witnesses are forced to flee, entrusting Jeremiah with the task of collapsing the cavern.
More soldiers come to the Precursor's aid. There's no other choice but to detonate a crate of dynamite into the cavern. With a determined fatalism, Jeremiah flicks his lighter and stands by the crate. "Go! I'll handle it. I'd be lying if I said it's been a pleasure. GET THE HELL OUT, NOW!"
;Challenges
*''Under Fire:'' The pursuing soldiers open fire. All Witnesses must make a Reaction check.
*''Get to Safety:'' The Witnesses must reach the exit as quickly as possible to avoid getting caught in the explosion.
;Weaknesses
*''[[Eagle Vision]] (minor):'' If one of the Witnesses uses Eagle Vision, they can find a shortcut out of the caves, overcoming the ''Get to Safety'' Challenge.
</tabber>
==Debrief==
The explosion reverberates through the air, shaking the oasis and the desert beyond. Before you can ascertain whether you've safely evaded the blast's reach, the Simulation begins to dissolve, unraveling before your very eyes.
==References==
{{Reflist}}
{{ACRPGSequences}}
==Mother of Wisdom==
{{Era|Memories}}
{{Pre-release|[[Assassin's Creed Roleplaying Game]]}}
{{Memory Infobox
|name=Mother of Wisdom
|image=
|description=
|type=Main {{c|Lost in Time}}
|fullsync=
|previous=[[Of Isu and Men]]
|next=
|source=
|location=[[Abstergo Industries Neo-Chemical and Medical Research Lab]] ({{Wiki|North Harrow}}, [[London]], [[UK]])
|date=2016
}}
'''Mother of Wisdom''' was an [[Assassins|Assassin]] mission that took place in 2016.<ref>''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''</ref>
==Description==
''As the Descendants emerge from the Simulation, relief washes over them, but their respite is short-lived. A new threat awaits them outside the [[Animus]] in the form of the [[Instruments of the First Will]]. These fanatical followers are determined to seize their mistress' vessel and eliminate the PCs.<br><br>A glimmer of hope remains. [[Juno]], though present within [[Regina Davies|Regina]], has yet to fully possess her. There is still a window of opportunity to free Regina from the clutches of the [[Isu|Precursor]] and prevent Juno's complete domination. The fate of both Regina and the Descendants hangs in the balance.''
==Intro==
As you emerge from the Simulation, a cacophony of muffled voices and blaring alarms fills the lab. Your attention is immediately drawn to the shattered containment tube, fragments of glass, machinery and caustic-smelling liquid strewn across the lab floor.
Flashing red lights illuminate Regina crouched on the ground, her hands clasping her head in distress. Next to her stands a group of armed men. One of them is clearly in charge. "Eliminate the [[Assassins]] and take the [[Mother of Wisdom]] to safety."
==Key objectives==
<tabber>
|-|1 - DEFEAT THE INSTRUMENTS OF THE FIRST WILL=
The PCs must stop a dozen, well-armed and ready-to-fight Instruments of the First Will and prevent them from escaping with Regina. With their leader aiding Regina and preparing to leave the lab, the rest of the [[soldier]]s unleash a hail of bullets. Gunfire fills the air.
;Challenges
*''Heavy Firepower:'' The Instruments of the First Will are a formidable group of zealous individuals, armed to the teeth and unwavering in their commitment to their cause. Defeating them requires 3 separate Approach checks with 1 Raise.
*''Don't Let Them Get Away!:'' The Instruments leader is escaping with Regina.
;Weaknesses
*''Exploit the Instrument's Fanaticism (minor):'' The Descendants have just experienced direct contact with Juno, and may attempt to impress the Instruments—for example, one of them might pretend to be possessed by the Precursor, creating a moment of distraction. The required checks to face them are made without the 1 Raise indicated. This triggers the Juno Manifestation Setback.
|-|2 - FREE REGINA FROM JUNO=
The PCs must find a way to free Regina from Juno's yoke. Either of the Challenges below make it possible to resolve the situation.
;Special
Once Regina is fully possessed by Juno, she instantly regenerates any wounds suffered and can't be injured or killed.
Regina utters a piercing scream, and a profound and unsettling transformation begins to take place. Her countenance becomes a swirling canvas of emotions, shifting rapidly from agony to seething anger, from fearful grimaces to satisfied smiles. The tumultuous battle unfolding within her threatens to eclipse the chaos reigning in the lab.
;Challenges
*''Restore Regina's Will:'' It is possible to briefly return Regina to consciousness and control of her own actions. This requires a successful Social check with 1 Raise. If successful, Regina's conscience emerges, but her mind is scourged by the intrusion of the Isu's consciousness, and she begs the PCs to put an end to her suffering. If they try to kill Regina, the PCs must make 2 separate Action checks with 1 Raise due to Juno's opposition. If they fail, Juno will regain control, triggering the Juno Manifestation Setback.
*''Taunt Juno:'' Juno's hold on Regina might be disrupted by provoking her and causing her to overextend her powers. Instigating a distraction or triggering a situation that challenges Juno's control may create instability in her grasp over Regina. This can be attempted with 2 separate successful Wits or Social checks with 2 Raises, but they trigger the Juno Manifestation Setback once for each check made. If the PCs overcome this Challenge, they free Regina from Juno's control.
;Weaknesses
*''[[Piece of Eden|Pieces of Eden]] (minor):'' An [[Apples of Eden|Apple of Eden]] or a Piece of Eden capable of influencing the mind would avoid any Social checks required to call for Regina or Juno's mind.
</tabber>
==Debrief==
As the blaring alarms pierce the complex, their urgency underscored by the approaching wails of [[police]] sirens, the realization dawns upon you—it's time for a hasty retreat. Your duty is clear: inform your [[Master Assassin]] of the situation.
==What's next?==
The Descendants' mission is over, and this adventure could easily end here. However, depending on how they've handled things, and based on the Reader's plans for future sessions, several doors might be left open. Some suggestions follow.
*'''Where is [[Anjali]]?''' Should the Reader wish to continue this storyline, Anjali could have easily escaped and brought all the operation data to his mentor. Is the mentor the [[Sage]] [[Kumar]]? Or maybe the Templar [[Álvaro Gramática]], a scientist intending to [[Phoenix Project|sequence]] a full Isu genome?
*'''Has Juno's plan been stopped for good?''' This question could have numerous answers depending on how the Descendants resolved the last Sequence. If Regina survived, who knows what effects Juno's possession might have had. Will the Instruments of the First Will still be on her trail? Someone in the Assassin Brotherhood may have a say in this regard, finding its very existence too dangerous. If Regina died, could her DNA still hold the secret to bringing Juno back to life?
==References==
{{Reflist}}
{{ACRPGSequences}}
-->
<!--
=Historical Hooks=
<tabber>
|-|Roman Kingdom=
*'''The [[Assassination]] of [[Amulius]]:''' [[Romulus]] infiltrated King Amulius' residence to free his twin brother [[Remus]] from imprisonment and assassinate Amulius.
*'''The Conquest of Fidenae:''' The [[Roman army]] embarked on the conquest of the neighboring city of [[Fidenae]], a key step in the expansion of early Rome.
*'''The Trial of Romulus''' King Romulus was accused of tyranny and despotism as discontent simmered among Rome's [[Civilian|citizens]].
|-|Ancient Greece=
*'''The [[Olympic Games]] of 428 BCE:''' During the Olympic Games of 428 BCE in [[Elis]], the [[Sparta]]n contenders could not compete. A group of unknown athletes stepped in, bringing the Olympic wreath home for Sparta.
*'''The [[Peace of Nicias]]:''' In 421 BCE, the chaos of the [[Peloponnesian War]] reached a moment of relative calm when the two cities negotiated the Peace of Nicias.
*'''The {{Wiki|Trial of Socrates|Trial of Sokrates}}:''' [[Sokrates]] was accused of corrupting the youth of [[Athens]] and impiety against the city's [[Greek mythology|pantheon]].
*'''Deadly Plague:''' In 430 BC, Athens was struck by a devastating [[Plague of Athens|plague]]. The outbreak wreaked havoc in the densely populated city and ultimately played a crucial role in its eventual downfall.
|-|Ptolemaic Egypt=
*'''[[Cleopatra]] and [[Gaius Julius Caesar|Caesar]]:''' In 48 BCE, amidst the turmoil of a [[Alexandrine Civil War|power struggle]], an alliance between Cleopatra and Julius Caesar would be formed in [[Alexandria]], built on mutual political need.
*'''The [[Battle of the Nile]]:''' Caesar's forces secured a decisive victory at the Battle of the Nile. Supported by the forces of [[Mithridates I of the Bosporus|Mithridates]] of {{Wiki|Pergamum}}, Caesar's legions triumphed over the larger army of [[Ptolemy XIII]], who died on his capsized [[ship]] while fleeing.
*'''The [[Assassination of Julius Caesar]]:''' During the civil war, most of Caesar's opposition was eliminated, leading to him becoming a {{Wiki|dictator perpetuo|dictator}} and assuming sole control over [[Rome]]. [[Marcus Junius Brutus|Brutus]] and [[Gaius Cassius Longinus|Cassius]] began recruiting {{Wiki|Roman Senate|senators}} and [[Roman Hidden Ones|other allies]] to plot his assassination of him, which later came on the Ides of March in 44 BCE.
*'''The [[Battle of Actium]]:''' In 31 BCE, [[Octavian]] declared war on [[Marcus Antonius|Antony]] and Cleopatra. Their naval forces met at Actium, where the forces of [[Marcus Vipsanius Agrippa]] defeated the navy of Cleopatra and Antony.
|-|Golden Age Of Baghdad=
*'''Escape:''' [[Fuladh Al Haami|Fuladh]], [[Basim Ibn Ishaq|Basim]], and a few [[Assassins|Hidden Ones]]' allies [[Jailbreak|infiltrated]] [[Damascus Gate Prison]] and freed [[Ali ibn Muhammad]], leader of the [[Zanj Rebellion]], before the guard quarters to recover a book containing information on the [[Order of the Ancients|Ancient]]'s activities in [[Baghdad]].
*'''Assassination of Caliph [[al-Muntasir]]:''' The sudden illness and mysterious death of Caliph al-Muntasir in 862—after just one year of reign—raised suspicions of foul play orchestrated by agents loyal to [[Ahmad ibn al-Khasib]], the ambitious vizier, to clear the path for [[Al-Musta'in|Ahmad al-Musta'in]]'s ascension.
*'''The Banu Musa Brothers:''' In Baghdad's [[House of Wisdom]], [[Abu Jafar Muhammad ibn Musa|Muḥammad]], [[Ahmad ibn Musa|Aḥmad]], and [[Al-Hasan ibn Musa|al-Ḥasan ibn Musa ibn Shakir]] were [[Persia]]n scholars. They contributed substantially to mathematics, astronomy, and engineering, mainly through influential works such as the "[[Book of Ingenious Devices]]." This book detailed mechanical inventions and automata, integrating [[Greece|Greek]], Persian, and [[India]]n knowledge and setting the crucial groundwork for future scientific progress.
|-|Viking Age=
*'''The [[Siege of Paris (885–886)|Siege of Paris]]:''' The siege of Paris in 885–886 marked a significant chapter in [[Vikings|Viking]] [[raid]]s along the [[Seine]] in the [[Francia|Kingdom of the West Franks]]. This pivotal event lasted over a year and was characterized by intense warfare, including siege tactics and attempts to breach the city's defenses.
*'''The [[Battle of Chippenham]]:''' The Battle of Chippenham [[Holy Day|occurred]] in the Kingdom of [[Wessex]] in the late 9th century. It was a pivotal conflict between the [[Anglo-Saxons|Anglo-Saxon]] forces led by King [[Alfred the Great]] and the Viking invaders.
*'''Viking Settlement in [[Iceland]]:''' The settlement of Iceland by [[Norse people|Norse]] settlers began around 874, led by figures such as [[Ingólfr Arnarson]]. This marked the beginning of organized Norse colonization of the island.
</tabber>
<tabber>
|-|The Levant=
*'''The [[Siege of Acre]]:''' In 1189, as the [[Crusaders|Crusader]] forces from [[Europe]] were yet to [[Third Crusade|arrive]], the [[Kingdom of Jerusalem]] sought to seize the city of [[Acre]] with support from the [[Knights Templar]] and the [[Knights Hospitalier|Knights Hospitaller]]. Sultan [[Saladin]] attempted to relieve Acre but became ensnared in a protracted stalemate against the besiegers.
*'''The Assassination of [[Robert de Sablé]]:''' Robert IV de Sablé, a powerful leader during the Third Crusade, was the eleventh [[Grand Master of the Templar Order|Grand Master of the Knights Templar]]. When he was made Grand Master, he had been a Templar knight for less than a year, and [[Assassination II (Robert de Sablé)|died]] shortly after in 1193, on [[Kingdom|Holy Land]] soil.
*'''The [[Assassination of Genghis Khan|Death of Genghis Khan]]:''' After suffering a severe injury between 1226 and 1227, [[Genghis Khan]] became increasingly ill. Despite his sons and commanders urging him to end the [[Mongol Empire|conquest campaign]] and being outraged by the taunting of [[Western Xia|Xia]]'s leading commander, Genghis insisted on continuing. He died shortly after in August 1227.
|-|Italian Renaissance=
*'''The Assassination of [[Marco Barbarigo]]:''' After the [[Infrequent Flier|death]] of {{Wiki|Doge of Venice|Doge}} [[Giovanni Mocenigo]] and his assassin [[Carlo Grimaldi]], Marco Barbarigo was appointed Doge in 1485. After a short period of government, the Doge [[Having a Blast|passed away]] on 14 August 1486 in ambiguous circumstances.
*'''The [[Pazzi Conspiracy]]:''' The "Congiura dei Pazzi" was an unsuccessful scheme orchestrated by members of the [[House of Pazzi|Pazzi family]] and their allies to overthrow the ruling [[House of Medici|Medici family]] in [[Florence]]. In 1478, an assassination [[Wolves in Sheep's Clothing|attempt]] was made on [[Lorenzo de' Medici]] and his brother [[Giuliano de' Medici|Giuliano]]. While Lorenzo suffered injuries but survived, Giuliano tragically lost his life in the attack.
*'''The Rescue of [[Caterina Sforza]]:''' [[Cesare Borgia]] captured Caterina Sforza and took her to [[Rome]], where she was held captive in the [[Belvedere Palace]]. After an attempted escape, she was then imprisoned at [[Castel Sant'Angelo]]. To justify her imprisonment, [[Papacy|Pope]] [[Rodrigo Borgia|Alexander VI]] accused her of trying to kill him with letters impregnated with [[poison]].
|-|Ming Dynasty=
*'''Nine [[Dragon]] Wall:''' This magnificent and ornate wall is located within the [[Forbidden City]] complex. Legend has it that the wall—built at the Emperor's express request—was imbued with magical properties and that the nine dragons depicted on the [[stone]] would come to life and protect the Forbidden City in times of danger.
*'''The [[Prince of Ning Rebellion]]:''' In 1519, [[Zhu Chenhao]] sparked a rebellion, disputing the legitimacy of the [[Zhu Houzhao|Zhengde Emperor]]'s rule and marching towards [[Nanjing]]. Zhu's forces were defeated after just a 42-day rebellion due to the strategic foresight of his enemies.
*'''[[Slavery]]:''' Daily-use encyclopedias such as the Wanbao quanshu, which targeted the lower classes, contained practical information, including sample contracts, for selling relatives to outsiders. Although officially illegal, the trafficking of children, the sale of wives and daughters into domestic bondage, and the recruitment of women for the imperial household as wet nurses and entertainers were not uncommon.
|-|Golden Age Of Piracy=
*'''The [[Siege of Charles-Towne]]:''' In 1718, the [[Spanish Army|Spanish forces]] attempted to capture the [[British Empire|British]] [[Charleston|settlement]] in [[South Carolina]] but were [[The Siege of Charles-Towne|repelled]] by the well-defended colonists after a prolonged siege.
*'''The Lost Treasure:''' The [[Spanish Navy|Spanish galleon]] ''[[Nuestra Señora de Atocha]]'', sank off the coast of [[Florida]] in 1622. This [[ship]] was part of the [[Spanish Treasure Fleet]] and was loaded with [[gold]], [[silver]], jewels, and other valuable cargo destined for [[Spain]]. The ''Atocha''{{'}}s treasure sparked centuries of treasure hunting and salvaging efforts.
*'''The Treaty of Cudjoe's Town:''' Signed in 1739, the treaty marked a crucial agreement between the [[Maroons]], led by [[Cudjoe]], and British authorities in [[Jamaica]]. Cudjoe's leadership and strategic negotiation [[Cudjoe's Town|secured land]] and autonomy for the Maroons, setting a precedent for diplomatic engagement between colonial powers and marginalized communities.
|-|American Revolutionary War=
*'''The [[Boston Tea Party]]:''' In 1773, tensions between American colonists and the British government's imposition of taxes reached a boiling point when three ships arrived in Boston's [[Boston Harbor|harbor]] carrying chests of [[tea]]. On the night of December 16, [[Sons of Liberty|protesters]] boarded the ships and [[The Tea Party|proceeded]] to dump over three hundred chests of tea into the harbor's waters.
*'''The [[Battle of Bunker Hill]]:''' On June 17, 1775, the [[Continental Army|American militia]] led by Colonel [[William Prescott]] defended [[Breed's Hill]] near Boston against the British troops under General [[Thomas Gage]]. Despite running low on ammunition, the Americans [[Battle of Bunker Hill (memory)|repulsed]] two British assaults before being forced to retreat.
*'''Tignon Law:''' In 1768, a group of free women of color refused to comply with the enforcement of the {{Wiki|Tignon law}}s, which mandated that women of [[Africa]]n descent wear headscarves as a symbol of their enslaved status. Their refusal led to heavy protests and demonstrations in New Orleans.
</tabber>
<tabber>
|-|French Revolution=
*'''The [[Storming of the Bastille]]:''' During the Storming of the [[Bastille]] on July 14, 1789, a pivotal event in the [[French Revolution]], seven prisoners were [[Imprisoned|released]] from the infamous prison, which symbolized royal authority and oppression.
*'''[[The Assassination of Jean-Paul Marat|Jean-Paul Marat murder]]:''' [[Jean-Paul Marat]], a prominent figure in the French Revolution, was murdered on July 13, 1793, by [[Charlotte Corday]], a [[Girondists|Girondin]] sympathizer.
*'''[[The Fall of Robespierre]]:''' On July 27, 1794, the [[National Convention]] accused [[Maximilien de Robespierre|Maximilien Robespierre]] and several of his supporters, including [[Louis Antoine de Saint-Just]], of crimes against the [[First French Republic|state]].
|-|Industrial Revolution=
*'''The [[Regent's Canal]] Disaster:''' In July 1874, a barge carrying a large quantity of [[gunpowder]] exploded on the Regent's Canal in {{Wiki|Maida Vale}}. The explosion caused extensive damage to nearby buildings and resulted in several fatalities and injuries.
*'''Napoleon of crime''' In 1876, [[Thomas Gainsborough]]'s portrait of [[Georgiana Cavendish, Duchess of Devonshire]], disappeared from the [[Thomas Agnew & Sons]] gallery in [[London]]. Suspicions arose regarding [[Adam Worth]]'s involvement, the "Napoleon of crime."
*'''Elementary:''' In 1887, [[Arthur Conan Doyle]]'s first detective novel, "{{Wiki|A Study in Scarlet}}," debuted in {{Wiki|Beeton's Christmas Annual}} by {{Wiki|Ward, Lock & Co.}} in London. This introduced readers to the London consulting detective Sherlock Holmes and his friend and chronicler Dr. Watson.
*'''[[Jack the Ripper]]''' Jack the Ripper, a serial killer and an enigmatic figure shrouded in mystery, [[Autumn of Terror|terrorized]] the impoverished [[Whitechapel]] district of London, England, in 1888.
|-|World War I=
*'''The Curse of the Red Baron:''' [[Manfred von Richthofen]], also known as the "Red Baron", was one of the most renowned and feared fighter pilots of [[World War I]], credited with shooting down over 80 enemy aircraft. Some believed that he was protected by a supernatural force.
*'''Angels of Mons:''' British soldiers claimed to have been miraculously saved by angelic beings during the [[Battle of Mons]] in 1914. These angelic figures were said to have intervened, shielding the British troops from enemy fire and guiding them to safety.
*'''[[Grigori Rasputin]] Assassination:''' Rasputin, who held considerable influence over Tsar [[Nicholas II of Russia|Nicholas II]] and his wife, Empress [[Alexandra Feodorovna|Alexandra]], was assassinated on December 30, 1916.
|-|World War II=
*'''[[Operation Sealion]]:''' As part of Operation Sealion, a planned invasion of Britain, [[Nazi Party|Nazi]] agents scoured [[Europe]] for artifacts associated with the [[Holy Grail|Grail]], hoping to harness its supposed supernatural abilities.
*'''The Quest for the [[Spear of Destiny]]:''' The Spear was believed to be held in [[Vienna]]'s [[Hofburg|Hofburg Museum]], and it was reportedly seized by [[Adolf Hitler|Hitler]]'s forces when they {{Wiki|Anschluss|annexed}} [[Austria]] in 1938.
*'''The Theft of the Amber Room:''' The room was located in the [[Catherine Palace]] near [[Saint Petersburg|St. Petersburg]], [[Russia]], and during the [[Operation Barbarossa|German invasion]] of the [[Soviet Union]] in [[World War II]], the Nazis looted the [[Amber Room]] and transported it to [[Königsberg]].
*'''[[Reinhard Heydrich]]'s Death:''' In 1942, [[Jan Kubiš]] and [[Jozef Gabčík]] headed a team on a mission to assassinate "the man with the iron heart", a high-ranking German ''{{Wiki|Schutzstaffel|SS}}'', that led to his death in a [[Prague]]'s hospital bed.
</tabber>
-->

Revision as of 05:22, 22 February 2025

My secondary sandbox.

Le Secret de Napoléon Ier

Le Secret de Camerone

L'Armoire de Fer

Le Secret des Mines

Jade

Cover artists

Apocalypse

Bitter Conduct

Chasing the Rabbit

Seek and Do Not Destroy

Bombs Away

The Mission

Fear and Loathing in the Valley

Hold the Fort!

Another World

Snakes Get Madder

Into the Dark

The End (Brotherhood of Venice)

The Fall of Man

Database equivalent

These are taken from the WIP rulebook from the kickstarter, so they are VERY subject to change and shouldn't be used in ANY pages.

Shao Jun (born in 1505) is a famous Assassin of the Chinese Brotherhood of Assassins.

A former concubine of the Zhengde Emperor, she was rescued by the Assassins after the emperor’s death and devoted her life to the Brotherhood as a result.

During the interregnum following the Zhengde Emperor’s death, Zhang Yong—the leader of the Eight Tigers, a Templar faction—ordered a purge of all those who opposed him, which included the Assassins. Shao Jun and her Mentor, Zhu Jiuyuan, fled west to seek out the retired Mentor of the Italian Brotherhood, Ezio Auditore da Firenze. After helping Ezio fight off a Templar attack in his villa in Tuscany, he gave her a Precursor box to help her rebuild the Chinese Brotherhood.
When she heard of the troubles caused by the rogue Assassins in the Khmer Empire, she agreed to meet the four Assassins dispatched there and help them.

Measuring up to 12 feet, it is one of the most dangerous animals one can encounter in the region. It will bite and inject a potent venom that can kill an adult human in thirty minutes if no antidote is taken. Amazingly, even the very young ones can bite as dangerously as adults. It is not uncommon for expert handlers to extract their venom and use it to poison weapons.

Quick as lightning, the mongoose is the forever enemy of the cobra snake. Thanks to their incredible reflexes, they can face the venomous snakes and exploit any weakness, striking at the right time in the right spot. The mongooses found in this region have developed a resistance to the snake’s venom that allows them to continue fighting, even after a bite. They are greatly admired and revered by the inhabitants of the region, who sometimes tame and train them to help against the snakes.