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Howling at the Fire

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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