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=Champions of Eden=
=Champions of Eden=
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==The Mansion Massacre==
==The Mansion Massacre==
{{Era|Memories}}
{{Era|Memories}}
{{Pre-release}}
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{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = The Mansion Massacre
| image =  
| image =  
| description =  
| description =  
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| fullsync =  
| fullsync =  
| previous =  
| previous =  
| next =  
| next = [[From Dusk Till Dawn]]
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = Holland Park, London, England
| date = XXXXXXXXXXXXX
| date = 2016
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''The Mansion Massacre''' was ?????????????????????????
 
==Chapter introduction==
;Blood Prints
Dr. Zixuan Long is an archaeologist and researcher, who boasts extensive expertise in the Pieces of Eden. Employed by Abstergo Industries, Dr. Long's fascination with Precursor relics and artifacts led him to discover a Staff of Eden probably belonging to Seth, the 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 Boat of the Sun of Ra to deal with Apophis, the 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 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 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==
==Description==
''.''
''An odd incident at the private residence of Aleksandr Omovich — Abstergo executive and suspected Templar — has raised alarm within the Brotherhood, prompting the decision to dispatch a 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 leader of the 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 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>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 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==
==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 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''<br>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 dogs and equipped with tasers guard the perimeter (only a few might carry 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''<br>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)''<br>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''<br>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''<br>Attempting to steal the hardware containing the surveillance video requires a diversion.
;Weaknesses
*''Department Transfer (minor)''<br>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 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 Wallachian nobleman, but before the Brotherhood can confront him, he manages to escape.


==References==
==References==
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{{Pre-release}}
{{Pre-release}}
{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = From Dusk Till Dawn
| image =  
| image =  
| description =  
| description =  
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| type = Main {{c|Champions of Eden}}
| type = Main {{c|Champions of Eden}}
| fullsync =  
| fullsync =  
| previous =  
| previous = [[The Mansion Massacre]]
| next =  
| next = [[The Wolf Among Us]]
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = Dracula's Castle, Transylvania
| date = XXXXXXXXXXXXX
| date = 1870
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''From Dusk Till Dawn''' was ?????????????????????????


==Description==
==Description==
''.''
''The Crew's recent findings in the private residence of Aleksandr Omovich were extremely unusual. After extensive research through the 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 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 carriage carrying the creature you are pursuing races toward a foreboding, 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==
==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!''<br>A mounted group of servants breaks away to assist their Master, brandishing their guns and firing at anyone attempting to approach the carriage.
*''Ramming''<br>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)''<br>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''<br>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''<br>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)''<br>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 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 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 III, the Voivode of Wallachia, received a ring from a mysterious figure. This ring bestowed upon him otherworldly powers to fight the 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 unknown individual wielding an Egyptian 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 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==
==References==
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{{Pre-release}}
{{Pre-release}}
{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = The Wolf Among Us
| image =  
| image =  
| description =  
| description =  
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| type = Main {{c|Champions of Eden}}
| type = Main {{c|Champions of Eden}}
| fullsync =  
| fullsync =  
| previous =  
| previous = [[From Dusk Till Dawn]]
| next =  
| next = [[Howling at the Fire]]
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = London, England
| date = XXXXXXXXXXXXX
| date = 2016
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''The Wolf Among Us''' was ?????????????????????????


==Description==
==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==
==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''<br>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?''<br>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)''<br>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''<br>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''<br>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)''<br>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)''<br>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.
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 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==
==References==
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{{Pre-release}}
{{Pre-release}}
{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = Howling at the Fire
| image =  
| image =  
| description =  
| description =  
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| type = Main {{c|Champions of Eden}}
| type = Main {{c|Champions of Eden}}
| fullsync =  
| fullsync =  
| previous =  
| previous = [[The Wolf Among Us]]
| next =  
| next = [[Hackney Diamonds]]
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = New Orleans, Louisiana, North America
| date = XXXXXXXXXXXXX
| date = 1788
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''Howling at the Fire''' was ?????????????????????????
 
==Chapter introduction==
;Painted in History
With the assistance of their Assassin cell, the Descendants have uncovered that the ring found on the werewolf's body matches with the genetic memory of a member of the 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==
==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 smugglers operating in the nearby swamps. However, the violence has since escalated dramatically. Now, entire units of 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 Nunez, paymaster of the city army and suspected Templar.''
 
==Intro==
It's a clear night as you approach Don Vicente Jose Nunez's private residence on Chartres Street near 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 utter pandemonium. Flames from the municipal building, barracks, and armory cast the night sky in a fiery orange hue. Civilians flee in terror, while Spanish soldiers 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==
==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''<br>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''<br>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''<br>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)''<br>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)''<br>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 Hopewell site's mound nestled between the 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 figure with a long, arched nose offering a 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 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 Nunez, 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''<br>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''<br>The army paymaster, Don Vincente Jose Nuñez, has confirmed that he's a prominent figure of the 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)''<br>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 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 Nunez, 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 Egyptian 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 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==
==References==
Line 1,124: Line 1,339:
{{Pre-release}}
{{Pre-release}}
{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = Hackney Diamonds
| image =  
| image =  
| description =  
| description =  
Line 1,130: Line 1,345:
| type = Main {{c|Champions of Eden}}
| type = Main {{c|Champions of Eden}}
| fullsync =  
| fullsync =  
| previous =  
| previous = [[Howling at the Fire]]
| next =  
| next = [[The Great Egyptian Discovery]]
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = British Museum, London, England
| date = XXXXXXXXXXXXX
| date = 2016
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''Hackney Diamonds''' was ?????????????????????????


==Description==
==Description==
''.''
''Following the tracks uncovered during the events in post-revolution New Orleans, the PCs' field technician finds a promising lead. An Egyptian 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 god Seth presenting a spherical object to a person, who subsequently undergoes a transformation into a 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 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 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==
==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''<br>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''<br>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)''<br>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… Seth… Apophis," he gasps out before taking his last breath. On his finger, the 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 law enforcement are on their way, the PCs must swiftly find a discreet exit to evade capture, pursuit, or being identified.
;Challenges
*''Security Cameras''<br>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''<br>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)''<br>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)''<br>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==
==References==
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{{Pre-release}}
{{Pre-release}}
{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = The Great Egyptian Discovery
| image =  
| image =  
| description =  
| description =  
Line 1,158: Line 1,408:
| type = Main {{c|Champions of Eden}}
| type = Main {{c|Champions of Eden}}
| fullsync =  
| fullsync =  
| previous =  
| previous = [[Hackney Diamonds]]
| next =  
| next = [[Fulfill Your Destiny]]
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = The Valley of the Kings, Luxor, Egypt
| date = XXXXXXXXXXXXX
| date = 1923
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''The Great Egyptian Discovery''' was ?????????????????????????
 
==Chapter introduction==
;Rest in Pieces
Back at the 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 Brotherhood's database to identify any additional connections between these 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==
==Description==
''.''
''In 1922, following a temporary halt in excavations due to the Great War, the British archaeologist Howard Carter made a momentous discovery. He unearthed the tomb of the 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 Carnarvon, held a covert allegiance to the British Rite of the 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 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 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==
==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 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''<br>The Witnesses must sneak into the dig site, evading detection by the British soldiers stationed on the perimeter.
*''Templar Agents''<br>The Witnesses must sneak into the tomb without being caught by the Templar agents actively patrolling it.
*''Alarm Traps''<br>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)''<br>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)''<br>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)''<br>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 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 canopic jars and shabtis, 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 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 snakes 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''<br>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''<br>Animated skeletons, swarms of carnivorous insects, sand ghosts, zombie hyenas, 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''<br>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)''<br>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 horseback, 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 stones."
===Following this memory===
==References==
==References==
*''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
*''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
Line 1,179: Line 1,498:
{{Pre-release}}
{{Pre-release}}
{{Memory Infobox
{{Memory Infobox
| name = xxxxxxxxxxxxxxxxxxxxx
| name = Fulfill Your Destiny
| image =  
| image =  
| description =  
| description =  
Line 1,185: Line 1,504:
| type = Main {{c|Champions of Eden}}
| type = Main {{c|Champions of Eden}}
| fullsync =  
| fullsync =  
| previous =  
| previous = [[The Great Egyptian Discovery]]
| next =  
| next =  
| source =  
| source =  
| location = XXXXXXXXXXXXX
| location = The Valley of the Kings, Luxor, Egypt
| date = XXXXXXXXXXXXX
| date = 2016
}}
}}
'''XXXXXXXXXXXXXXX''' was ?????????????????????????
'''Fulfill Your Destiny''' was ?????????????????????????


==Description==
==Description==
''.''
''The PCs now stand at the threshold of the Isu Vault hidden within the Valley of the Kings, armed with all three of Seth's rings. Determined to thwart Dr. Long's schemes and prevent him from reaching 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 Egyptian 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 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 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==
==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 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''<br>Summoned by the Staff of Seth, a blood-red sandstorm hits the PCs. Every PCs must make a Reaction check.
*''Shadow Warriors''<br>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)''<br>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 Boat of Millions of Years!"
;Challenges
*''Force Shield''<br>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''<br>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)''<br>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''<br>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 humanity. 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==
==References==
*''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
*''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
{{ACRPGSequences}}
{{ACRPGSequences}}
-->


=Lost in Time=
=Lost in Time=

Revision as of 17:46, 8 January 2025

Historical Hooks

  • 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 citizens.

  • The Olympic Games of 428 BCE During the Olympic Games of 428 BCE in Elis, the Spartan 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 Trial of Socrates Socrates was accused of corrupting the youth of Athens and impiety against the city's pantheon.
  • Deadly Plague In 430 BC, Athens was struck by a devastating plague. The outbreak wreaked havoc in the densely populated city and ultimately played a crucial role in its eventual downfall.

  • Cleopatra and Caesar In 48 BCE, amidst the turmoil of a 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 of 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 dictator and assuming sole control over Rome. Brutus and Cassius began recruiting senators and 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 Antony and Cleopatra. Their naval forces met at Actium, where the forces of Marcus Vipsanius Agrippa defeated the navy of Cleopatra and Antony.

  • Escape Fuladh, Basim, and a few Hidden Ones' allies 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 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 Ahmad al-Musta' in's ascension.
  • The Banu Musa Brothers In Baghdad's House of Wisdom, Muḥammad, Aḥmad, and al-Ḥasan ibn Musa ibn Shakir were Persian 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 Greek, Persian, and Indian knowledge and setting the crucial groundwork for future scientific progress.

  • The Siege of Paris The siege of Paris in 885–886 marked a significant chapter in Viking raids along the Seine in the 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 occurred in the Kingdom of Wessex in the late 9th century. It was a pivotal conflict between the Anglo-Saxon forces led by King Alfred the Great and the Viking invaders.
  • Viking Settlement in Iceland The settlement of Iceland by Norse settlers began around 874, led by figures such as Ingólfr Arnarson. This marked the beginning of organized Norse colonization of the island.

  • The Siege of Acre In 1189, as the Crusader forces from Europe were yet to arrive, the Kingdom of Jerusalem sought to seize the city of Acre with support from the Knights Templar and the Knights Hospitaller. Sultan Saladin attempted to relieve Acre but became ensnared in a protracted stalemate against the besiegers.
  • The Assassination of Robert de Sable Robert IV de Sablé, a powerful leader during the Third Crusade, was the eleventh Grand Master of the Knights Templar. When he was made Grand Master, he had been a Templar knight for less than a year, and died shortly after in 1193, on Holy Land soil.
  • The 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 conquest campaign and being outraged by the taunting of Xia's leading commander, Genghis insisted on continuing. He died shortly after in August 1227.

  • The Assassination of Marco Barbarigo After the death of Doge Giovanni Mocenigo and his assassin Carlo Grimaldi, Marco Barbarigo was appointed Doge in 1485. After a short period of government the Doge 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 Pazzi family and their allies to overthrow the ruling Medici family in Florence. In 1478, an assassination attempt was made on Lorenzo de' Medici and his brother 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, Pope Alexander VI accused her of trying to kill him with letters impregnated with poison.

  • 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's Rebellion In 1519, Zhu Chenhao sparked a rebellion, disputing the legitimacy of the 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.

  • The Siege of Charles Town In 1718, the Spanish forces attempted to capture the British settlement in South Carolina but were repelled by the well-defended colonists after a prolonged siege.
  • The Lost Treasure The Spanish galleon Nuestra Señora de Atocha, sank off the coast of Florida in1622. 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 secured land and autonomy for the Maroons, setting a precedent for diplomatic engagement between colonial powers and marginalized communities.

  • 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 harbor carrying chests of tea. On the night of December 16, protesters boarded the ships and proceeded to dump over three hundred chests of tea into the harbor's waters.
  • The Battle of Bunker Hill On June 17, 1775, the 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 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 Tignon laws, which mandated that women of African descent wear headscarves as a symbol of their enslaved status. Their refusal led to heavy protests and demonstrations in New Orleans.

  • 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 released from the infamous prison, which symbolized royal authority and oppression.
  • Jean-Paul Marat murder Jean-Paul Marat, a prominent figure in the French Revolution, was murdered on July 13, 1793, by Charlotte Corday, a Girondin sympathizer.
  • The Fall of Robespierre On July 27, 1794, the National Convention accused Maximilien Robespierre and several of his supporters, including Louis Antoine de Saint-Just, of crimes against the state.

  • The Regent's Canal Disaster In July 1874, a barge carrying a large quantity of gunpowder exploded on the Regent's Canal in 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, "A Study in Scarlet," debuted in Beeton's Christmas Annual by 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, terrorized the impoverished Whitechapel district of London, England, in 1888.

  • 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 and his wife, Empress Alexandra, was assassinated on December 30, 1916.

  • Operation Sealion As part of Operation Sealion, a planned invasion of Britain, Nazi agents scoured Europe for artifacts associated with the 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 Museum, and it was reportedly seized by Hitler's forces when they annexed Austria in 1938.
  • The Theft of the Amber Room The room was located in the Catherine Palace near St. Petersburg, Russia, and during the 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 SS, that led to his death in a Prague's hospital bed.

The Sword of Mars

Champions of Eden

Lost in Time

Save Regina

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom


Sands of War

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom


Demir's Schrödinger's Box

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom


Through the Ages

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom


Things from the Past and Present

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom


Of Isu and Men

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom


Mother of Wisdom

You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

XXXXXXXXXXXXXXX was ?????????????????????????

Description

.

Key objectives

References

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom