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| =Lost in Time= | | =Lost in Time= |
| | <!-- |
| ==Save Regina== | | ==Save Regina== |
| {{Era|Memories}} | | {{Era|Memories}} |
| {{Pre-release}} | | {{Pre-release}} |
| {{Memory Infobox | | {{Memory Infobox |
| | name = xxxxxxxxxxxxxxxxxxxxx | | | name = Save Regina |
| | image = | | | image = |
| | description = | | | description = |
| Line 1,596: |
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| | fullsync = | | | fullsync = |
| | previous = | | | previous = |
| | next = | | | next = [[Sands of War]] |
| | source = | | | source = |
| | location = XXXXXXXXXXXXX | | | location = Abstergo Industries Neo-Chemical and Medical Research Lab, North Harrow, London, UK |
| | date = XXXXXXXXXXXXX | | | date = 2016 |
| }} | | }} |
| '''XXXXXXXXXXXXXXX''' was ????????????????????????? | | '''Save Regina''' was ????????????????????????? |
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| ==Description== | | ==Description== |
| ''.'' | | ''The Descendants are informed by their 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 Brotherhood's databases as a suspected Abstergo Agent in the presence of the missing woman a week ago. A CCTV camera positioned above 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 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. |
|
| |
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| ==Key objectives== | | ==Key objectives== |
| | <tabber> |
| | |-|1 - ENTER THE ABSTERGO FACILITY= |
| | The Brotherhood's hideouts are usually hidden in anonymous, run-down locations. "Hide in plain sight", right? The Assassins must live undercover, constantly on the lookout for Templar spies and from nosy civilians 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''<br>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''<br>The whole place is filled with security cameras, watching every corridor and room. |
| | *''Abstergo Security''<br>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)''<br>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''<br>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''<br>There are two Abstergo scientists inside the Animi Room, monitoring Regina Davies' conditions. Should the PCs 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)''<br>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 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). |
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| ==References== | | ==References== |
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| {{Pre-release}} | | {{Pre-release}} |
| {{Memory Infobox | | {{Memory Infobox |
| | name = xxxxxxxxxxxxxxxxxxxxx | | | name = Sands of War |
| | image = | | | image = |
| | description = | | | description = |
| Line 1,622: |
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| | type = Main {{c|Lost in Time}} | | | type = Main {{c|Lost in Time}} |
| | fullsync = | | | fullsync = |
| | previous = | | | previous = [[Save Regina]] |
| | next = | | | next = [[Down the Rabbit Hole]] |
| | source = | | | source = |
| | location = XXXXXXXXXXXXX | | | location = Siwa Oasis, Egypt |
| | date = XXXXXXXXXXXXX | | | date = 1917 |
| }} | | }} |
| '''XXXXXXXXXXXXXXX''' was ????????????????????????? | | '''Sands of War''' was ????????????????????????? |
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| ==Description== | | ==Description== |
| ''.'' | | ''British spy and Templar Agent Jeremiah Davies [Regina's great-great-grandfather] ventures into the heart of a war-torn desert to infiltrate an enemy encampment. His mission: to thwart an imminent Templars and Assassins to set aside 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 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 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 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. |
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| ==Key objectives== | | ==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''<br>The Senussi mercenaries are capable combatants, expert desert guerrillas equipped with 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''<br>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''<br>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''<br>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''<br>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)''<br>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 glitches 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… |
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| ==References== | | ==References== |
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| ==Demir's Schrödinger's Box== | | ==Down the Rabbit Hole== |
| {{Era|Memories}} | | {{Era|Memories}} |
| {{Pre-release}} | | {{Pre-release}} |
| {{Memory Infobox | | {{Memory Infobox |
| | name = xxxxxxxxxxxxxxxxxxxxx | | | name = Down the Rabbit Hole |
| | image = | | | image = |
| | description = | | | description = |
| Line 1,650: |
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| | type = Main {{c|Lost in Time}} | | | type = Main {{c|Lost in Time}} |
| | fullsync = | | | fullsync = |
| | previous = | | | previous = [[Sands of War]] |
| | next = | | | next = [[Of Isu and Men]] |
| | source = | | | source = |
| | location = XXXXXXXXXXXXX | | | location = XXXXXXXXXXXXX |
| | date = XXXXXXXXXXXXX | | | date = XXXXXXXXXXXXX |
| }} | | }} |
| '''XXXXXXXXXXXXXXX''' was ????????????????????????? | | '''Down the Rabbit Hole''' was ????????????????????????? |
| | |
| | ==Chapter introduction== |
| | The Isu Juno has trapped the Witnesses within the Animi network. In this chapter, the Reader presents a series of scenes representing glitches 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. |
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| ==Description== | | 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. |
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| ==Key objectives== | | ===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. |
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| ==References==
| | ;DEMIR'S SCHRÖDINGER BOX |
| *''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' | | *'''Description''': The Witnesses re-experience the scene when they enter Demir's tent, with Senussi 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. |
| {{ACRPGSequences}}
| | *'''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. |
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| ==Through the Ages== | | ===Shifting Environments=== |
| {{Era|Memories}}
| | Different settings and Time Frames within the Animi Network start to morph and blend together, creating surreal and disorienting scenarios. Below are two examples. |
| {{Pre-release}}
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| {{Memory Infobox
| |
| | name = xxxxxxxxxxxxxxxxxxxxx
| |
| | image =
| |
| | description =
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| | appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
| |
| | type = Main {{c|Lost in Time}}
| |
| | fullsync =
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| | previous =
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| | next =
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| | source =
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| | location = XXXXXXXXXXXXX
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| | date = XXXXXXXXXXXXX
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| }}
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| '''XXXXXXXXXXXXXXX''' was ?????????????????????????
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| ==Description==
| | ;THROUGH THE AGES |
| ''.''
| | *The Witnesses are back in the Egyptian desert, but faced with various forces that have occupied this area throughout the ages. They begin fighting the Senussi Mercenaries in 1917, then Napoleonic troops in 1799, then barbaric Hyksos on scythed chariots in 1598 BC. The final shift brings them into a prehistoric jungle, escaping from a T-rex in the upper Cretaceous. |
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| ==Key objectives==
| | ;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. |
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| ==References== | | ==References== |
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| {{ACRPGSequences}} | | {{ACRPGSequences}} |
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| ==Things from the Past and Present== | | ==Of Isu and Men== |
| {{Era|Memories}} | | {{Era|Memories}} |
| {{Pre-release}} | | {{Pre-release}} |
| {{Memory Infobox | | {{Memory Infobox |
| | name = xxxxxxxxxxxxxxxxxxxxx | | | name = Of Isu and Men |
| | image = | | | image = |
| | description = | | | description = |
| Line 1,704: |
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| | type = Main {{c|Lost in Time}} | | | type = Main {{c|Lost in Time}} |
| | fullsync = | | | fullsync = |
| | previous = | | | previous = [[Down the Rabbit Hole]] |
| | next = | | | next = [[Mother of Wisdom (Roleplaying Game)|Mother of Wisdom]] |
| | source = | | | source = |
| | location = XXXXXXXXXXXXX | | | location = Siwa Oasis, Egypt |
| | date = XXXXXXXXXXXXX | | | date = 1917 |
| }} | | }} |
| '''XXXXXXXXXXXXXXX''' was ????????????????????????? | | '''Of Isu and Men''' was ????????????????????????? |
| | |
| | ==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, 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. |
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| ==Description== | | ==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 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—halt them immediately!" |
| | |
| | In that instant, urgency grips you as Demir's armed forces swiftly advance from the Vault's rear. Jeremiah pivots toward you, resolve etched on his features. "Handle them," he commands, determination ringing in his voice, "while I prepare the charges!" |
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| ==Key objectives== | | ==Key objectives== |
| | <tabber> |
| | |-|1 - STOP THE INSTRUMENTS= |
| | The soldiers raise their weapons. They must be dealt with immediately. |
| | |
| | ;Challenges |
| | *''Gunners''<br>Two small groups of well-armed soldiers open fire. At least 2 separate Approach checks will be required to eliminate them all. |
| | *''Charge!''<br>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)''<br>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. |
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| ==References== | | |-|2 - ESCAPE!= |
| *''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
| | As the situation grows increasingly dire, the Witnesses are forced to flee, entrusting Jeremiah with the task of collapsing the cavern. |
| {{ACRPGSequences}}
| |
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|
| | 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!" |
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| ==Of Isu and Men==
| | ;Challenges |
| {{Era|Memories}}
| | *''Under Fire''<br>The pursuing soldiers open fire. All Witnesses must make a Reaction check. |
| {{Pre-release}}
| | *''Get to Safety''<br>The Witnesses must reach the exit as quickly as possible to avoid getting caught in the explosion. |
| {{Memory Infobox
| |
| | name = xxxxxxxxxxxxxxxxxxxxx
| |
| | image =
| |
| | description =
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| | appearance = ''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]''
| |
| | type = Main {{c|Lost in Time}}
| |
| | fullsync =
| |
| | previous =
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| | next =
| |
| | source =
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| | location = XXXXXXXXXXXXX
| |
| | date = XXXXXXXXXXXXX
| |
| }}
| |
| '''XXXXXXXXXXXXXXX''' was ????????????????????????? | |
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| ==Description==
| | ;Weaknesses |
| ''.'' | | *''Eagle Vision (minor)''<br>If one of the Witnesses uses Eagle Vision, they can find a shortcut out of the caves, overcoming the Get to Safety Challenge. |
| | </tabber> |
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| ==Key objectives== | | ==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. |
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| ==References== | | ==References== |
| Line 1,753: |
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| {{Pre-release}} | | {{Pre-release}} |
| {{Memory Infobox | | {{Memory Infobox |
| | name = xxxxxxxxxxxxxxxxxxxxx | | | name = Mother of Wisdom |
| | image = | | | image = |
| | description = | | | description = |
| Line 1,759: |
Line 1,862: |
| | type = Main {{c|Lost in Time}} | | | type = Main {{c|Lost in Time}} |
| | fullsync = | | | fullsync = |
| | previous = | | | previous = [[Of Isu and Men]] |
| | next = | | | next = |
| | source = | | | source = |
| | location = XXXXXXXXXXXXX | | | location = Abstergo Industries Neo-Chemical and Medical Research Lab (North Harrow, London, UK) |
| | date = XXXXXXXXXXXXX | | | date = 2016 |
| }} | | }} |
| '''XXXXXXXXXXXXXXX''' was ????????????????????????? | | '''Mother of Wisdom''' was ????????????????????????? |
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| ==Description== | | ==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, has yet to fully possess her. There is still a window of opportunity to free Regina from the clutches of the Precursor and prevent Juno's complete domination. The fate of both Regina and the Descendants hangs in the balance.'' |
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| | ==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. |
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| | 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." |
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| ==Key objectives== | | ==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 soldiers unleash a hail of bullets. Gunfire fills the air. |
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| | ;Challenges |
| | *''Heavy Firepower''<br>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!''<br>The Instruments leader is escaping with Regina. |
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| | ;Weaknesses |
| | *''Exploit the Instrument's Fanaticism (minor)''<br>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. |
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| | |-|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. |
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| | '''Special'''. Once Regina is fully possessed by Juno, she instantly regenerates any wounds suffered and can't be injured or killed. |
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| | 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. |
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| | ;Challenges |
| | *''Restore Regina's Will''<br>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''<br>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. |
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| | ;Weaknesses |
| | *''Pieces of Eden (minor)''<br>An 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. |
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| | </tabber> |
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| | ==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. |
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| | ==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 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? |
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| ==References== | | ==References== |
| *''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' | | *''[[Assassin's Creed Roleplaying Game]] – [[Forging History]]'' |
| {{ACRPGSequences}} | | {{ACRPGSequences}} |
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