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Champions of Eden

The Mansion Massacre

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.

The Mansion Massacre was a genetic memory.[1]

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

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.

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.

A message left at a drone drop point recites:

Dear Assassins,

I trust this message finds you in good health and safety, as its content is of the utmost urgency.

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.

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.

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.

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.

P.S.: Exercise caution but act with swiftness, and always remember:

Nothing is true; everything is permitted.

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

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: 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: Forensic investigators concentrate on their work inside the mansion. All Stealth checks made to move around the villa undetected require 2 Raises.
Weaknesses
  • Spectators (minor): The importance of the owner of the villa has attracted lots of reporters and curious onlookers. Some of the Police officers are indeed busy keeping them away from the crime scene. The PCs can profit form the confusion, for example to plan a diversion allowing them to enter the garden undetected. In this case, the PCs overcome the Do Not Cross Challenge.

Once inside the villa, the PCs' best chance of uncovering what happened within the mansion is to make their way to the evidence repository located in the main hall. There, they can access the mansion's security footage. Most of the surveillance videos have already been transferred to the Police department, but the Crew may still be able to extract useful information from there. As you explore the villa, you can sense the tension among the forensic investigators. Traces of a horrifying event are evident everywhere. Bloodstains splatter walls and floors, while detectives meticulously collect samples. Here and there, deep claw marks mar the walls and expensive furniture. In the main hall, two police officers stand guard over the evidence repository.

Challenges
  • Copy the Video: The PCs are equipped with the tools they need to make a copy of the video. However, the procedure requires time, and they just can't do it in front of the two Police officers standing guard. Convincing them to leave the room and let the PCs work unwatched is more than problematic. A compelling story may not be enough, even with the proper badge or disguise. Any Social check made to overcome this Challenge requires 2 Raises.
  • Steal the Video: Attempting to steal the hardware containing the surveillance video requires a diversion.
Weaknesses
  • Department Transfer (minor): With all the coming and going of officers from different departments, there are too many faces to keep track of for the two Policemen standing guard in the main hall. By successfully pretending to be in charge of transferring the evidence to the Police station, the PCs may be able to get what they want—any Social check made to overcome the Copy the Video or Steal the Video Challenges requires only 1 Raise.

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

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


From Dusk Till Dawn

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.

From Dusk Till Dawn was a genetic memory.[1]

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

As the Witnesses attempt to close the distance with the speeding carriage, they find themselves confronting the creature's servants.

Challenges
  • Fire!: A mounted group of servants breaks away to assist their Master, brandishing their guns and firing at anyone attempting to approach the carriage.
  • Ramming: The coachman rams the carriage into the Witnesses, knocking them from their horses. Every Witnesses must make a Reaction check.
Weaknesses
  • Stop the Coachman (minor): If the Witnesses succeed in eliminating the coachman, one of the servants will grab the reins but can do little else but maintain control of the carriage. The Witnesses overcome the Ramming Challenge.

Once the Witnesses manage to stop the carriage, they will have to face its occupant. The carriage grinds to an abrupt halt just a short distance from the castle. In a blur of motion, the creature erupts from the vehicle with supernatural swiftness. Seething with rage, its cadaver-pale face contorted, it roars like a cornered beast. Its large grinning mouth reveals a pair of long, sharp canines. Lines of light intermittently run along its limbs, as if pulsating with a luminous and potent energy coursing through its body.

Challenges
  • Mighty Foe: The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
  • Lethal Blow: The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
Weaknesses
  • Bloodthirsty (minor): The creature, cornered and wounded, is thirsty for blood. If the Witnesses can use its bloodlust to distract it, the next Approach check made by the Witnesses has 1 Free Raise.

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.

    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

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


The Wolf Among Us

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.

The Wolf Among Us was a genetic memory.[1]

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

The PCs must venture into the abandoned building, whose ruinous state makes every movement potentially risky, to look for new clues about the vampire's activities.

In their search for new clues about the vampire's activities the PCs must brave the dilapidated interior of the abandoned building, where every step carries the risk of collapse or other dangers.

As you navigate through the treacherous interior of the structure, the pervasive scent of damp and mold permeates the air. Rain seeps in through shattered windows, creating a steady drip in various locations. Each step you take prompts a symphony of creaks, while small fragments of dislodged debris and glass shards rain down, echoing through the empty floors.

Challenges
  • Jumping Across: The PCs must ascend to an upper floor to advance further into the building. Unfortunately, the access to this level has crumbled away, leaving a daunting chasm in the place of the once-sturdy staircase. To reach the top, the PCs must make daring leaps across gaps and scramble across unstable platforms, relying on debris and cables to bridge the voids.

Suddenly, an immense piece of machinery crashes down from the uppermost floors, a loud clangor echoing through the building as it falls. As the machinery plummets, there's just enough time to catch a glimpse of a silhouette lurking above, silently observing you.

  • What is That?: The massive piece of machinery hurtles downward, aimed precisely at the location where the PCs stand. All PCs must make a Reaction check to avoid being injured.
Weaknesses
  • Expert (minor): A PC who is an expert at freerunning or climbing, and has the necessary equipment, will have no problem reaching the upper floors of the building. In this case, the PCs overcome the Jumping Across Challenge.

To their surprise, the Descendants find themselves facing an entirely different adversary. As you swiftly dodge out of the path of the falling machinery, an unsettling growl resonates through the air, sending a shiver down your spine. Emerging from the shadows, a mass of fur and muscles takes shape. Standing more than seven feet tall on two legs, the creature is entirely covered in thick, dark fur. Similar to the vampire observed in the 1800s Simulation, bright, flashing symbols and lines adorn its body. With a visage bearing an uncanny resemblance to that of a wolf, it becomes evident that this is not the creature you were searching for. Before you can react, the werewolf lunges in your direction with primal fury!

Special
The werewolf hunts the PCs relentlessly, employing a hit-and-run tactic and leaping from one shadow to another. Any Approach check made to confront it requires 1 Raise.
Challenges
  • Mighty Foe: The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
  • Lethal Blow: The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
Weaknesses
  • Eagle Vision (minor): Using the Eagle Vision skill allows a Witness to see precisely where the werewolf is, canceling any Raise required due to its stealth capabilities.
  • Loud Noise (minor): A well-timed flash grenade or powerful firecrackers could disorient the werewolf, temporarily disrupting its heightened senses and agility. This brief moment of disorientation would allow the PCs to launch a counterattack against the creature, effectively canceling any Raise required due to its stealth capabilities. It also overcomes the Mighty Foe Challenge.

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

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


Howling at the Fire

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.

Howling at the Fire was a genetic memory.[1]

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

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.

Townsfolk are whispering of a nocturnal terror, a creature straight out of legend: the Loup Garou (or Rougarou). The Witnesses' investigations have unveiled unsettling truths: the killer cannot be human. The tracks they discovered suggest a wolf-like creature walking upright on two feet. However, most of its victims have connections to illicit trades, and a tenuous web links them to Don Vicente Jose Nuñez, paymaster of the city army and suspected 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

The Witnesses must pursue this mysterious beast to find the answers they're looking for: is it a real monster? What lies behind the local legends surrounding it? Do its powers stem from a curse, magic, or perhaps, more likely, a Precursor artifact?

The fire spreads swiftly, casting eerie shadows across the cobblestone streets and morphing them into a hellish labyrinth. The air is thick with the acrid scent of burning wood and scorched stone, while a strong wind whips up ember spirals into the air, casting an esoteric glow on the panicked civilians. Amidst the turmoil, the available soldiers attempt to maintain order, but the blaze defies their efforts. Alerted by the initial shots, additional militia swarm in, determined to hunt down "the monster" amidst the chaos.

Challenges
  • Rooftop Chase: The creature's agility and speed are supernaturally astounding. It effortlessly scales the walls of buildings, leaps across rooftops, and seemingly vanishes into the swirling smoke. The Loup Garou appears impossible to catch, but the Witnesses must keep sight of it. Any Approach check made to keep track of the werewolf requires 1 additional Raise.
  • Through the Fire: The streets are a bedlam of flaming barriers, collapsed beams, and falling debris. The deadly dance of flames makes each step a perilous gamble. As long as they remain in the burning neighborhood, at the end of an Approach check, the Witnesses must make an additional Reaction check to navigate the treacherous terrain.
  • Militia Hunt: The Spanish troops hunt the beast through the panic-stricken streets. Witnesses might be forced to engage them in combat or use their stealth skills to avoid their watchful eyes and trigger-happy nature.
Weaknesses
  • Target Locked (minor): Using the Eagle Vision skill, a Witness can effortlessly keep track of the Loup Garou even through the thick layer of smoke. The Witness has 1 Free Raise on any Approach check made to overcome the Tail the Loup Garou Challenge.
  • Controlled Demolition (minor): During the pursuit, the Witnesses may find opportunities to sabotage structures, causing them to collapse and impeding the progress of the soldiers chasing them and the Loup Garou. In this case, the Witnesses overcome the Militia Hunt Challenge.

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 Nuñez, stands at the entrance of the cave with nothing but cruel intentions. "Por favor, hand it over—and I might decide to spare your pathetic lives."

Challenges
  • Templar Assault: The Witnesses must defend themselves and the artifact from the Templar ambush. The soldiers are equipped with deadly weapons and are formidable opponents even for an Assassin. Defeating them requires at least 2 separate Approach checks.
  • The Templar Must Die: The army paymaster, Don Vincente Jose Nuñez, has confirmed that he's a prominent figure of the Templar Rite in New Orleans. The Witnesses cannot let him take the Ring of Eden, but must also end his vile life.
Weaknesses
  • Secret Passageway (minor): There is a hidden passageway leading out of the cave, which might be used to exit the mound without going through the Templar troop. With a successful Wits check with 1 Raise or by activating the Eagle Vision skill, the Witnesses can find the secret exit and overcome the Templar Assault Challenge. However, since the Witnesses would expose their flank while escaping this way, the Flying Bullets Setback is automatically triggered, and all characters' Reaction checks require 1 additional Raise. Also, if this Weakness is exploited before overcoming the The Templar Must Die Challenge, all Witnesses lose 1 Sync level.

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 Nuñez, paymaster of the city army in New Orleans. Yet, for the third time in succession, their subject of interest has been discovered deceased before they could initiate interrogation. It appears that another party is swiftly eliminating Templar affiliates before the Brotherhood can act.

Following this memory

The following hooks can be used to play one or more Sequences occurring prior to the events depicted in "Hackney Diamonds."

  • Present-day New Orleans (Modern Day). The PCs journey to New Orleans to witness the Hopewell mound's petroglyphs firsthand. Upon arrival, they may locate the site within a nature reserve or be directed to a local museum dedicated to preserving such relics and paintings. While exploring, they may uncover numerous references to ancient 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

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


Hackney Diamonds

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.

Hackney Diamonds was a genetic memory.[1]

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.

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

As the Descendants attempt to get a closer look at the sarcophagus, the vampire launches a sudden attack. The Crew must defend themselves while simultaneously trying to seize the ring and make their escape.

The creature moves with tremendous speed and assaults you with merciless fury. While the security cameras remain offline, you are uncertain if breaking the display glass triggered a silent alarm. You may have even less time than you originally thought, not to mention facing a vampire in a situation you hadn't anticipated.

Challenges
  • Mighty Foe: The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
  • Lethal Blow: The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
Weaknesses
  • Bloodthirsty (minor): The creature is thirsty for blood. If the PCs can use its bloodlust to distract it, the next Approach check has 1 Free Raise.
The vampire falls to the ground, exhausted by your combined attacks. Once again, in the familiar glow, the monster's body reverts to that of a woman who lies gasping for breath at your feet. "Doc... Doctor Zixuan Long... commands us with th... the Staff... Seth... Apophis," she gasps out before taking her last breath. On her finger, the Ring of Eden glimmers in the darkness of the large room.

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: The newly reactivated surveillance cameras are ready to capture the PCs' every move. Escaping the structure undetected requires at least 3 separate Stealth checks with 1 Raise.
  • Security Guards: The alarm quickly sends armed security guards racing to the PCs' location. Engaging in combat with them is one option, however, if the Descendants want to stay true to the first tenet of the Creed ("Stay your blade from the flesh of the innocent") any Action check made to overcome this challenge requires 1 additional Raise.
Weaknesses
  • Fire and Water (minor): If the PCs are quick to act and daring enough to risk damage to priceless historical artifacts, they can trigger the emergency sprinklers, thus hindering the security personnel by decreasing visibility and movement. In this case, any Approach check made to overcome the Security Cameras and Security Guards Challenges doesn't require any additional Raise.
  • The Night is Dark and Full of Terrors (minor): If the PCs use the [[|Rings of Seth]] to transform, the guards on site are so terrified that they would rather flee than face them. In this case, the Descendants overcome the Security Guards Challenge.

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

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


The Great Egyptian Discovery

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.

The Great Egyptian Discovery was a genetic memory.[1]

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

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.

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.

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

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: The Witnesses must sneak into the dig site, evading detection by the British soldiers stationed on the perimeter.
  • Templar Agents: The Witnesses must sneak into the tomb without being caught by the Templar agents actively patrolling it.
  • Alarm Traps: The Templars have set up traps in the secondary tunnel leading to the Isu Vault. The Witnesses will have to disarm or avoid these to proceed undetected.
Weaknesses
  • Convenient Disguise (minor): Witnesses can disguise themselves as Templar agents or British soldiers to bypass patrolling guards. In this case, all Stealth and Social checks made to overcome the British Army and Templar Agents Challenge have 1 Free Raise.
  • Fireworks (minor): The vehicles used by the excavation team are loaded with spare petrol cans. The Witnesses can utilize the canisters to engineer an explosion, serving as a diversion, in which case they overcome either the British Army or Templar Agents Challenges, or both depending on the situation.
  • Alternative Access (minor): Once inside the perimeter, the Witnesses can seek information regarding the excavations. In this case, they may discover that the excavators have found a second access tunnel leading to the Isu Vault. This tunnel is unsafe—and therefore unused—but is not patrolled. It can be accessed from the nearby tomb of 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.

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 ushabtis, 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: Even amidst the chaos of battling unspeakable monsters, the fanatic Templar agents still perceive the Descendants as adversaries and seek to obstruct or assault them.
  • Illusions of Horror: Animated skeletons, swarms of carnivorous insects, sand ghosts, zombie 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: The undead creature wields its khopesh with superhuman expertise and speed. Fighting it requires at least 2 separate Approach checks with 1 Raise. Also, on a failure, the Witness must make a Reaction check.
Weaknesses
  • Turn Tail (major): Given the otherworldly nature of the threat they are facing, the Witnesses may indeed opt to heed their instincts and hastily retreat from the depths of the underground complex. In this case, the Witnesses achieve the Survive the Guardians Key Objective.

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

The following hooks can be used to play one or more Sequences occurring prior to the events depicted in "Fulfill Your Destiny."

  • A Spanner in the Works (Modern Day). Following the PCs' intrusion, Abstergo intervenes to stop them before they can reach the Valley of the Kings. While the Descendants head to Heathrow to catch their flight, a group of Abstergo agents, led by the formidable Black Cross, Juhani Otso Berg (see the Black Cross Sequence Hook, on page 97 [The Mansion Massacre]), intercepts them. The Descendants find themselves vastly outnumbered and outgunned. Their only viable option is to make a swift escape, utilizing every resource and skill at their disposal.
  • Fragile Alliance (Modern Day). At the last moment, the Black Cross recognizes the urgencyof stopping Dr. Long. He approaches the Descendants with an offer – a temporary alliance to stop Long's plans. With his assistance, the PCs will have a smoother journey to Luxor in Egypt, significantly reducing the risk of encountering further problems with Abstergo. However, this offer is not without its own set of risks.

References

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


Fulfill Your Destiny

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.

Fulfill Your Destiny was a genetic memory.[1]

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

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: Summoned by the Staff of Seth, a blood-red sandstorm hits the PCs. Every PCs must make a Reaction check.
  • Shadow Warriors: A group of shadowy figures emerges from the sand, attacking the PCs. Defeating them requires at least 2 separate Approach checks with 1 Raise.
Weaknesses
  • Yes Master (major): If the PCs feign submission to the powers of Seth's Staff, Dr. Long, in his arrogance, will easily fall for their ruse. In this case, the PCs complete the Face the Red Land Key Objective and get close enough to create the opportunity to approach the Killing Blow Objective.

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: The shield around Dr. Long is a marvel of Isu technology. It is seemingly impenetrable, requiring at least 3 separate Approach checks with 1 Raise.
  • Lethal Blow: The coup de grâce can only be delivered once Dr. Long's defenses have been overcome. This requires at least 2 separate Approach checks.
Weaknesses
  • Exploit Dr. Long's Fears (minor): A PC wearing the Ring of Sand can use its illusionary powers to feign the arrival of Apophis and exploit Long's fears. In this case, any Approach check made to defeat Long has a Free Raise.
  • Fighting Fire with Fire: By harnessing the Ring of Sand's illusionary power, the mind-manipulating powers of the Ring of Blood, the heightened perceptions and the physical prowess gifted by the Ring of Moon, the PCs can craft a convincing avatar of Seth, deceiving their adversary and quickly taking him down. In this case, they complete the Killing Blow Key Objective.

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

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


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.

Save Regina was a genetic memory.[1]

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.

Key objectives

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: An advanced alarm system protects the facility. The PCs might obtain employee badges from Abstergo personnel, hack the alarm system or else be extremely careful. If the PCs have the right tools to hack a security system, they can make a Wits check with 1 Raise to deactivate the alarm.
  • Security Cameras: The whole place is filled with security cameras, watching every corridor and room.
  • Abstergo Security: Guards patrol the lab. Sneaking into the facility will prove challenging even if the cameras and alarms are neutralized. All Stealth checks made to move undetected require 1 additional Raise.
Weaknesses
  • Anjali Guide (minor): If the Descendants can recover an Abstergo Guard's earpiece or similar device, Anjali discovers the frequency that Abstergo Security is transmitting on, as well as each guard's live location. In this case, the PCs overcome the Abstergo Security Challenge and, from now on, all Stealth checks made to move undetected in the facility have 1 Free Raise.

The main laboratory containing the Animi Room and the Control Room that overlooks it is in the basement. The Control Room is accessible with a standard badge. Once inside the Control Room, PCs can access data about Regina Davies and her Ancestor Jeremiah Davies, whose memory she is currently reliving inside the Animus. Strange messages indicate the Simulation is currently on standby. Two scientists can be seen inside the Animi Room, monitoring Regina Davies' unconscious body. The body floats in an Animus inserted in a strange containment tube.

Challenges
  • Animi Room Access: It is protected by a biometric lock that can't be opened with standard badges. Such a lock might require fingerprints, retinal scans, or voice recognition to be opened. The PCs must find a way to bypass it or acquire the necessary biometric data to gain entry. Any attempt to hack the biometric lock with a Wits check requires 2 Raises and automatically triggers the Intruders! Setback with a squad of Abstergo Agents rapidly responding.
  • Scientists: There are two Abstergo scientists inside the Animi Room, monitoring Regina Davies' conditions. Should the PCs interrogate them, or examine their notes, they will discover Regina Davies' current predicament and the nature of the Simulation she is in (a memory fragment where Regina's Ancestor personally encountered a member of the Precursor Civilization). Regina has now fallen into a semi-comatose state due to an unknown malfunction and is currently stuck in the memory corridor. The scientists are unable to force her into the programmed Simulation or disconnect her from the Animus. In the Scientists' honest opinion, detaching her from the device until she's properly entered the Simulation could prove lethal.
Weaknesses
  • Rescue Team (minor): If the Descendants can disguise themselves as Abstergo Agents or find another clever ruse to persuade the scientists to open the door, the PCs overcome the Animi Room Access Challenge automatically.

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).

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.

Sands of War was a genetic memory.[1]

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.

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.

Key objectives

Hundreds of Senussi mercenaries are stationed inside the camp, while a few units patrol its perimeter, making it extremely hard to infiltrate. As the informant said, a large tent stands in the middle of it, the tent of Ottoman Army Captain Memhed Demir, the man in charge of the Instruments' mission.

Challenges
  • Senussi Mercenaries: The Senussi mercenaries are capable combatants, expert desert guerrillas equipped with Ottoman weaponry. Every Stealth check made to navigate the camp undetected requires 2 Raises. Openly facing the mercenaries in combat inside their camp requires 3 separate Approach checks.
  • Ottoman Artillery: If the Instruments of the First Will discover the Witnesses, they'll try to stop them at all costs, even bombarding their own lines. From the moment the Ottoman artillery starts firing at the camp, the Witnesses must make a Reaction check at the end of every Approach check.
Weaknesses
  • Expendable Losses: The Ottoman artillery commanders have no qualms at killing the Senussi mercenaries to stop the Witnesses. In this case, the Witnesses might turn the tables to their advantage. If the Witnesses can convince one or more Senussi troops to switch sides, every Approach check made to face the Ottoman Artillery Challenge has 1 Free Raise.

Once the Witnesses reach Captain Mehmed Demir's tent as indicated by their informant, they find it empty. However, it's possible to search for intelligence or traces that provide information about the location of the Isu Vault underground.

Challenges
  • Demir's Notes: A booklet contains a series of encrypted notes. With a successful Wits check with 1 Raise, a Witness can read the contents of the note and learn that the right tunnel is one of the two to the north.
  • Interrogation: A captured mercenary might reveal information under interrogation. Nobody but Mehmed's escort knows which of the five tunnels lead to the Isu Vault, but the mercenary often heard them complain about the "extremely low ceilings." Since only three of the tunnels have really low ceilings, the tunnels to the south and east of the camp can be excluded. If the Witnesses have already deciphered Demir's encrypted notes, they can identify the leftmost tunnel to the north.
Weaknesses
  • Eagle Vision (major): If one of the Witnesses uses Eagle Vision once north of the camp, they can follow the footprints left by the captain and his escort to the left tunnel with no need to overcome the Interrogation Challenge.

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...

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


Down the Rabbit Hole

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.

Down the Rabbit Hole was a genetic memory.[1]

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.

A number of examples are provided below; however, the Reader is not restricted to these specific glitches and is encouraged to freely exploit the circumstances, incorporating fragments from any preferred Time Frame, in particular those associated with the PCs' Ancestors (for example using one or more premade Sequences or adventure hooks taken from other Assassin's Creed Roleplaying Game books).

Example glitches

Below are some examples of possible glitches that can be used by the Reader. All anomalies share one thing in common—they represent a disruption of the Sands of War Simulation Sequence, and thus they always start with the players' Echoes in the Siwa Oasis, in Egypt. The Simulation appears to break down: visuals display errors; scrolling lines of codes hover on the scene, too fast to be read; and sequences of nucleotides appear randomly. The effect is unsettling for the Witnesses.

Temporal Loops

The Witnesses become trapped in repetitive cycles, reliving the same events over and over again until they manage to break free. The Reader can make very different scenes, choosing a different scope for each cycle: it can be a single action scene (like defusing a grenade) or something more complex, like reliving an assassination. Here follows a complete example.

DEMIR'S SCHRÖDINGER BOX
  • Description: The Witnesses re-experience the scene when they enter 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.
  • Solution: The Witnesses must move the box, revealing a black hole in the ground, with shifting lines of code (a backdoor). Jumping into the hole ends the loop.

Shifting Environments

Different settings and Time Frames within the Animi Network start to morph and blend together, creating surreal and disorienting scenarios. Below are two examples.

THROUGH THE AGES
  • The Witnesses are back in the 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.
THINGS FROM THE PAST AND PRESENT
  • The Witnesses are in the Siwa Oasis, among the Senussi soldiers, who remain unaware of their presence. There is a time overlap and they see an enormous wave of water rushing towards them, perhaps from a prehistoric era when this area was under the sea. The wave will annihilate the camp, the only way to escape is outrunning it, by stealing an armored car or another vehicle.

References

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.

Of Isu and Men was a genetic memory.[1]

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.

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!"

Key objectives

The soldiers raise their weapons. They must be dealt with immediately.

Challenges
  • Gunners: Two small groups of well-armed soldiers open fire. At least 2 separate Approach checks will be required to eliminate them all.
  • Charge!: Some of the Instruments fix bayonets and charge, fighting with savage ferocity. Defeating them requires 2 separate Approach checks with 1 Raise.
Weaknesses
  • I'll give it back! (minor): A spare stick of Jeremiah's dynamite will easily deal with one group of soldiers, and thus overcome one of the two Challenges with a simple throw.

As the situation grows increasingly dire, the Witnesses are forced to flee, entrusting Jeremiah with the task of collapsing the cavern. More soldiers come to the Precursor's aid. There's no other choice but to detonate a crate of dynamite into the cavern. With a determined fatalism, Jeremiah flicks his lighter and stands by the crate. "Go! I'll handle it. I'd be lying if I said it's been a pleasure. GET THE HELL OUT, NOW!"

Challenges
  • Under Fire: The pursuing soldiers open fire. All Witnesses must make a Reaction check.
  • Get to Safety: The Witnesses must reach the exit as quickly as possible to avoid getting caught in the explosion.
Weaknesses
  • Eagle Vision (minor): If one of the Witnesses uses Eagle Vision, they can find a shortcut out of the caves, overcoming the Get to Safety Challenge.

Debrief

The explosion reverberates through the air, shaking the oasis and the desert beyond. Before you can ascertain whether you've safely evaded the blast's reach, the Simulation begins to dissolve, unraveling before your very eyes.

References

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.

Mother of Wisdom was a genetic memory.[1]

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.

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.

Intro

As you emerge from the Simulation, a cacophony of muffled voices and blaring alarms fills the lab. Your attention is immediately drawn to the shattered containment tube, fragments of glass, machinery and caustic-smelling liquid strewn across the lab floor.

Flashing red lights illuminate Regina crouched on the ground, her hands clasping her head in distress. Next to her stands a group of armed men. One of them is clearly in charge. "Eliminate the Assassins and take the Mother of Wisdom to safety."

Key objectives

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.

Challenges
  • Heavy Firepower: The Instruments of the First Will are a formidable group of zealous individuals, armed to the teeth and unwavering in their commitment to their cause. Defeating them requires 3 separate Approach checks with 1 Raise.
  • Don't Let Them Get Away!: The Instruments leader is escaping with Regina.
Weaknesses
  • Exploit the Instrument's Fanaticism (minor): The Descendants have just experienced direct contact with Juno, and may attempt to impress the Instruments—for example, one of them might pretend to be possessed by the Precursor, creating a moment of distraction. The required checks to face them are made without the 1 Raise indicated. This triggers the Juno Manifestation Setback.

The PCs must find a way to free Regina from Juno's yoke. Either of the Challenges below make it possible to resolve the situation.

Special
Once Regina is fully possessed by Juno, she instantly regenerates any wounds suffered and can't be injured or killed. Regina utters a piercing scream, and a profound and unsettling transformation begins to take place. Her countenance becomes a swirling canvas of emotions, shifting rapidly from agony to seething anger, from fearful grimaces to satisfied smiles. The tumultuous battle unfolding within her threatens to eclipse the chaos reigning in the lab.
Challenges
  • Restore Regina's Will: It is possible to briefly return Regina to consciousness and control of her own actions. This requires a successful Social check with 1 Raise. If successful, Regina's conscience emerges, but her mind is scourged by the intrusion of the Isu's consciousness, and she begs the PCs to put an end to her suffering. If they try to kill Regina, the PCs must make 2 separate Action checks with 1 Raise due to Juno's opposition. If they fail, Juno will regain control, triggering the Juno Manifestation Setback.
  • Taunt Juno: Juno's hold on Regina might be disrupted by provoking her and causing her to overextend her powers. Instigating a distraction or triggering a situation that challenges Juno's control may create instability in her grasp over Regina. This can be attempted with 2 separate successful Wits or Social checks with 2 Raises, but they trigger the Juno Manifestation Setback once for each check made. If the PCs overcome this Challenge, they free Regina from Juno's control.
Weaknesses
  • Pieces of Eden (minor): 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.

Debrief

As the blaring alarms pierce the complex, their urgency underscored by the approaching wails of police sirens, the realization dawns upon you—it's time for a hasty retreat. Your duty is clear: inform your Master Assassin of the situation.

What's next?

The Descendants' mission is over, and this adventure could easily end here. However, depending on how they've handled things, and based on the Reader's plans for future sessions, several doors might be left open. Some suggestions follow.

  • Where is Anjali? Should the Reader wish to continue this storyline, Anjali could have easily escaped and brought all the operation data to his mentor. Is the mentor the Sage Kumar? Or maybe the Templar Álvaro Gramática, a scientist intending to sequence a full Isu genome?
  • Has Juno's plan been stopped for good? This question could have numerous answers depending on how the Descendants resolved the last Sequence. If Regina survived, who knows what effects Juno's possession might have had. Will the Instruments of the First Will still be on her trail? Someone in the Assassin Brotherhood may have a say in this regard, finding its very existence too dangerous. If Regina died, could her DNA still hold the secret to bringing Juno back to life?

References

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

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