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Enter the Animus to follow the trail of a legendary sword from European folklore. In the Modern Day, Templars and Assassins are competing to find a lost Piece of Eden and its missing shard. Your Descendants will travel from the German-occupied streets of Paris during World War II to the mythical dawn of the Roman Kingdom, where the Artifact’s origins are buried. From there, they will have to piece together clues scattered throughout Britain from the Viking invasion to the foggy alleyways of the Industrial Revolution. Get ready to discover the story of the Sword of Mars, unravel its deepest secrets, and keep it from falling into the wrong hands.
Prepare to descend into horror as you confront some of the most iconic monsters of movies and literature. Mummies, vampires, and more await your Descendants in this high-stakes adventure. The discovery of three previously unknown Pieces of Eden threatens to plunge the modern world into eternal darkness. Armed with the weapons hidden in their own DNA and tasked with recovering the awakened Rings of Eden, the PCs must face horrific foes to protect humanity from impending doom.
Dive into a conspiracy that goes deeper into the Templars’ agenda, embarking on the rescue of a potential ally of the Brotherhood, kidnapped and trapped within a Simulation. Using cutting-edge Abstergo technology, the Descendants will enter the Animus as Echoes to follow the treacherous mission of a Templar seeking to reach an Isu Vault in North Africa during World War I. Meanwhile, a potent Precursor lurks behind the scenes, waiting for the Descendants to make their moves through the Simulation’s rifts. ‘Lost in Time’ is a modular campaign adventure that will put your players’ nerves to the test at every turn.
In Chapter 1, the Descendants journey to 1942, where one of their Ancestors has been tracking down a Piece of Eden (actually a Shard of Eden) in Nazi-occupied France. By following that lead, the PCs relive some of the oldest genetic memories ever uploaded into the Animus, allowing them to investigate events that took place in the last days of the reign of King Romulus, events that can explain the origins of an Isu Artifact, the Sword of Eden.
The adventure takes an unexpected twist in Chapter 2, when Ziggy, the Crew’s field tech, discovers a recent photo of the pommel of the Sword of Mars at the offices at Johnson Space Center in Houston, Texas. The Descendants must infiltrate this heavily guarded NASA facility to pilfer the sword’s pommel and whisk it back to London. Their escape is fraught with peril, but they are aided by a lone Assassin named Anthony. Back to London, the Descendants must once again enter the Animus, this time to visit the Viking Age, where they unravel the history of the sword’s breaking and glean vital clues about its whereabouts in the Modern Day.
In Chapter 3, a Simulation Sequence follows a group of Witnesses in the Victorian Age through the slums of London and beyond, revealing the current resting place of the sword. With Glastonbury Festival as a backdrop, the Assassins must race against time and their Templar adversaries to secure the sword. The storyline culminates in a climactic showdown against the vibrant tapestry of the festival’s music and lights.
In the modern day, the Crew of Descendants has gathered in London from all around the world. One of their Brotherhood contacts in the UK, Siegmund “Ziggy” Visser, has reached out to each of them in turn. He has spent weeks collecting evidence concerning a lost piece of Precursor technology that might be related to some of their Ancestors.
If this is your first session, the players can roleplay their characters and their arrival at the Stardust, along with their first contact with Ziggy.
Ziggy’s hideout is a run-down, abandoned theater in the middle of Camden Town, formally “The Stardust”. He has set up an Abstergo Animus device backstage, modified to connect to a number of commercial Brahman VR visors to allow multi-subject simulations.
Whenever the Crew is ready to begin their mission, Ziggy explains how they will enter a Simulation that will send them back to German-occupied France, in the year 1942. It will be the first in a series of memory blocks to investigate, in order to discover how their Ancestors got intertwined with the story of a previously unknown Piece of Eden. Ziggy will work as the Descendant’s field technician, monitoring their performance in the Animus and keeping track of their discoveries.
Without further ado, the PCs gather around the Animus device, put on the visors, and the Simulation is on!
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Wilhelm Schmidt is a 35-year-old German officer and recent recruit to the Templar Order. He possesses a commanding presence with a broad-shouldered, wellbuilt frame. His closely cropped brown hair lends a neat and disciplined appearance, while his piercing blue eyes radiate a sense of unwavering determination. Dressed in a meticulously pressed black uniform, he carries himself with military precision.
Oskar Fiedler is a youthful German officer. His hair, a shade of dirty yellow, is swept to one side. A neatly shaved, strong jawline defines his face, while a slightly upturned nose adds an endearing touch to his overall countenance. His lips often curl into a playful, arrogant grin, displaying a set of perfectly white teeth.
A 21-year-old French cabaret dancer with a beautiful voice and curly hair.
27-year-old French singer, lyricist, and actress. :“People say that I could sing the phone book and make it sound good.” OR “I want to make people cry even when they don’t understand my words.”
47-year-old German author, highly decorated soldier, philosopher, and entomologist serving as army captain, intelligence officer, and mail censor. He possesses strong feelings against Nazi totalitarianism and its goal of world domination.
44-year-old French actress, singer, and fashion model, engaged in an affair with a 34-year-old German Luftwaffe officer, Hans Jürgen Soehring.
33-year-old Dominican diplomat, race car driver, soldier, political assassin, and polo player. Married to Danielle Darrieux.
25-year-old French actress, singer, and dancer. Married to Porfirio Rubirosa.
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A charismatic and ruthless commander, Heinz Müller is a high-ranking member of the SS and a Seneschal of the Templar Order. Born into a prominent aristocratic family in Munich, Müller’s thirst for power and urge to shape the world led him down a dark path of extremism and intrigue. He orchestrated the abduction of Professor Dubois in Paris, recognizing the potential significance of his research into the Isu and the Pieces of Eden.
Lèo Dubois is an esteemed scholar of ancient history at the prestigious Sorbonne University in Paris. With a deep passion for uncovering the secrets of the past, the Professor has dedicated his life to studying the remnants of lost civilizations and the mysteries surrounding their existence. He caught the eye of the Templars when he published his theories about a Precursor Civilization, leading to his kidnapping in 1942.
Despite the weariness stemming from days of grueling sessions in the Animus, the Descendants find themselves with no time to spare. With a blend of astonishment and incredulity, Ziggy uncovers traces of the Shard of Eden in the genetic memories of all the Crew’s PCs. Each character appears linked to the artifact through one of their Ancestors. Regrettably, the technician cannot process the DNA of all the characters simultaneously, requiring a few additional hours to begin narrowing down the field.
The first memory block displaying traces of the artifact seems to correspond to the Descendant inheriting the genetic memory of an Ancestor from the Archaic Rome Time Frame. As Ziggy autonomously processes the data of the other subjects to cross-reference them with the trace of the Shard of Eden, the technician has already prepared the Animus to launch the next Simulation.
It’s early morning and the sky over London is still gray above the rooftops. Ziggy appears triumphantly in the green room of the Stardust, wearing tinted shades and holding a cup of steaming coffee. He explains how his program has found not one, but many matches between the unknown Shard of Eden you lost track of during the World War II Simulation.
”I don’t think I’ve ever seen anything like this before. All of you lads are connected to that specific Shard of Eden through one of your Ancestors. That’s a bit of a turn-up!” he exclaims, giving you just a few moments to contemplate the revelation. “Unfortunately, I cannot process all your DNAs at once, and it’ll take me a few more hours to start narrowing down the field if you know what I mean.” he adds, motioning for you to follow him in the Animus room.
”I already got one ready, though. Strangely, it’s not a more recent trace but an older one, much older indeed!” The Simulation that Ziggy has loaded may not be useful for discovering where the artifact ended up after 1943, although he assures you he is working on that. Instead, this Simulation could prove helpful in learning more about the artifact’s origins and capabilities. There was a connection between the relic shard and one of your Ancestors in 8th century BCE Rome.
”I bet that it costs less to visit the past using all this electronic equipment than it does to take a Roman holiday nowadays! You’re bloody lucky, lads: the Eternal City, 717 BCE. I’ve never gone so far back. Come on, your fave technician will be waiting for you in the other room, as soon as you’re ready.”
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A great public speaker and natural charmer, Thresu is one of the most prominent members of the Cult of Uni, a shadowy collective that operates throughout the Italian peninsula. The cult worships a goddess called Uni, Juno’s Etruscan counterpart, and plots to control the known world. Thresu has started infiltrating every corner of Roman, Sabine, and Latin society, even bringing some prominent pater familias, captains, and senators into his conspiracy against Romulus. By doing this, he pulls the wool over their eyes with promises of conquest and power while slowly indoctrinating them into the cult of the ancient Isu Juno.
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Born alongside his twin brother Romulus, Remus shares a mysterious origin story shrouded in myth. In life, Remus had an undisciplined spirit, constantly challenging the status quo and questioning authority, and a deep sense of justice and a burning desire for equality, all traits that later inspired the remorseful Romulus during his reign and eventually led him to found the Shields of Mars.
The Descendants have identified the Shard of Eden that they saw during the Simulation in France in 1942: the small, geometric object in Heinz Müller’s possession was the pommel of the Sword of Eden that the Shields of Mars left in the Isu Vault beneath the Temple of Laran in 717 BCE.
Once out of the Animus, the PCs have a little time to rest and consider their discovery before meeting with Ziggy and to plan their next moves.
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Dr Samuel Smith, a brilliant engineer, is the son of a US intelligence agent. He grew up in a household that valued discipline, integrity, and a strong work ethic. Deciding to follow his passion for space exploration, he excelled academically, earning a doctorate from MIT at a remarkably young age and getting his first job at NASA soon after.
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Anthony, the last Assassin of a long-defunct Brotherhood cell based in Texas, is a tall and athletic man in his late forties, with a rugged appearance that makes him effortlessly blend into a number of environments. He has a strong jawline, long brown hair, and a pair of piercing dark eyes.
Anthony is a double agent, working secretly for Abstergo. Yet, driven by a fervent desire for a world unburdened by the ancient feud between Assassins and Templars, he’s not loyal to the Templar cause either, and he pursues his own agenda. He has been monitoring the Crew since they landed in Houston, and plans to help them until he gains their trust and eventually exploit the secrets hidden in their genetic memories to take the Sword of Mars for himself, with which he plans to transcend the ancient feud and free the world from the factions perpetuating the clandestine conflict (this will come to pass in Chapter 3, in the Abstergo Raid! Modern Day Sequence).
With the precious Shard of Eden securely in their grasp, the PCs and Anthony effectively reach out to Ziggy, who promptly arranges their return to the hideout in the UK. Initially wary of the Crew’s newfound partner, Ziggy conducts a series of thorough background checks. Upon finding nothing suspicious, the technician cautiously accepts the unexpected assistance. Continuing with the mission, Ziggy utilizes his expertise to analyze the Shard of Eden and extract valuable information.
”Finally! I’m gathering new data from this fragment you’ve recovered, and it’s proper incredible. I managed to locate the moment when another of your Ancestors crossed paths with the sword. That means we can skip right to that instant. Get ready, you’re going to visit Britain in the ninth Century!”
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Niamh of Argyll is a cunning Celtic witch-warrior from the Women of the Mist, with dark reddish hair tied back with a ribbon. She has a lunar tattoo on her forearm, a symbol of her faith in Avalon. Niamh heavily influenced the politics in Mercia, initially infiltrating the Hidden Ones to discern their objectives in Britain. She later proved her allegiance to her people by taking Excalibur from Eivor Varinsdottir. Despite this betrayal, Niamh later forged a powerful alliance between the Women of the Mist and the Hidden Ones, uniting them in a common front against the Order of the Ancients and their allies.
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Alston is a skilled and valiant knight. He is also Mordred’s husband, and once he joins the fray, he will fight to the death to defend her.
The Descendants have made an important discovery: the Sword of Mars, the blade that laid the foundation of Rome, is also the legendary Excalibur. Passing through Niamh’s hands to the shieldmaiden Eivor Varinsdottir, the “wolf-kissed” herself, who eventually hid the pommel in the abbey of Saint-Bertin, in Saint-Omer, France.
While the PCs absorb this newfound information, Ziggy delves into the history of the Assassins, seeking more details on Excalibur. The Arthurian Legend might hold crucial clues about the location where the rest of the sword now rests.
After a few days of research, Ziggy returns triumphant. “It looks like the next step is tucked away right in the DNA of one of ya. I should have thought about it from the beginning. It can’t be a bleedin’ coincidence that all the breadcrumbs we’ve gathered so far have sprouted from your pasts. Get yourselves ready, we’re off on another knight-hunting spree, but this time, we’re going back to the Victorian Era.”
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Galahad’s real name is Chloe Taylor Cavendish, but she proudly embraces the title she earned within the esteemed ranks of the Descendants of the Round Table. Above average in height, she possesses a lithe and athletic frame, a testament to her prowess as a warrior. Her raven-black hair, flowing in glossy waves, frames a face marked by steely determination and unyielding resolve.
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Arthur, real name Amelia Fairchild, embodies a unique amalgamation of wisdom, strength, and resilience. As the daughter of a British army colonel, she carries herself with a regal authority, a testament to her innate leadership qualities. In her late forties, Amelia’s silver hair frames a face marked by the passage of time, yet her demeanor exudes a timeless elegance. Her attire, both practical and refined, reflects her pragmatic approach to life.
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Retrieving the Sword of Mars marks the climax of this Storyline, but there are a multitude of possibilities for a Reader wishing to weave it into an ongoing campaign:
A bloody trail of investigation leads the Descendants to a disturbing discovery: someone has taken possession of a powerful artifact attributed to Seth, the Egyptian god of violence and disorder — a powerful Isu of the First Civilization. Using the Piece of Eden, the villain has brought nightmares to life, similar to those created in the past by Seth himself: creatures of shadow that inspired some of humankind’s darkest and most frightening legends. Following the trail in the modern day, the characters have the chance to use Seth’s artifacts to thwart the villain’s plan, before he can bring the “Apophis Project” to completion.
In Chapter 1, the Descendants investigate strange killings at an Abstergo executive’s mansion in modern day London. The examination of the crime scene takes them to the genetic memories of an Ancestor operating in 19th-century Transylvania. After reliving a deadly confrontation with a monstrous vampire, whose power seems to come from a Ring of Seth – a peculiar, rare Isu artifact – the Descendants return to their investigation in the modern day.
In Chapter 2 the Descendants will have to relieve the Great New Orleans Fire of 1988 and follow more clues leading to the British Museum in London.
From there, entering Chapter 3, the PCs will be diving once again in the past, during the discovery of the Tomb of Tutankhamun in the Valley of the Kings, in order to assemble the pieces of a mosaic and reveal an image of the eternal battle between Seth and Apophis, until the final confrontation with the figure who’s been pulling the threads all along.
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.
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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.
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in “From Dusk Till Dawn.”
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The following hooks can be used to play one or more Sequences occurring prior to the events depicted in “The Wolf Among Us.”
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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.
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in “Painted in History.”
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The following hooks can be used to play one or more Sequences occurring prior to the events depicted in “Hackney Diamonds.”
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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.
The following hooks can be used to play one or more Sequences occurring prior to the events depicted in “the Great Egyptian Discovery.”
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The following hooks can be used to play one or more Sequences occurring prior to the events depicted in “Fulfill Your Destiny.”
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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:
In Chapter 1, the adventure begins with the kidnapping of Regina Davies, a young actress whose DNA plays a key role in her captors’ plan. Regina is then trapped within a Simulation by a powerful, unknown enemy. The Descendants must infiltrate a cutting-edge facility and employ unique technology to enter the Animus as Echoes in order to save the girl.
In Chapter 2, through the memories of one of Regina’s Ancestors, the PCs relive a mission led by Jeremiah Davies, a Templar Agent aligned with the Brotherhood, amidst the tumult of World War I-ravaged North Africa. As they delve deeper into Davies’ mission, they become ensnared in a series of simulation glitches and erratic sequences, provoked by the Isu Juno herself.
In Chapter 3, as the Descendants tune back into the World War I simulation, they uncover the machinations of the Instruments of the First Will. Their plan: to access an ancient Isu Vault buried beneath the sands of Egypt and revive the Precursor Juno.
Unbeknownst to them, Juno has been waiting for almost a century for the Descendants to meet her in the past as part of a complex plan. The Precursor intends to manipulate their Simulation, trapping them to use information stored within their DNA to return to life, using Regina’s body as a vessel. The Descendants eventually free themselves from the Animus’ trap and confront a reborn Juno, possibly facing a hard moral decision.
The Instruments of the First Will, also known as the Juno cult, have long-since infiltrated key roles in one of Abstergo Industries’ recently-built facilities. In 2016, their plans are about to come to fruition. Operating undercover within the facility, they have kidnapped an actress named Regina Davies after a performance at the Apollo Theater in London.
One of Regina’s Ancestors was a Templar who came into contact with the Isu Juno in Egypt during World War I, and the Instruments are eager to examine her genetic memory. By means of new Animus prototypes and cutting-edge equipment, the Instruments of the First Will have trapped Regina in the past to find what they are looking for.
The Instruments of the First Will that have infiltrated the facility are led by Kumar, a newly awakened Sage (see The Sages box). Kumar says that Juno has left precise instructions on how to bring her back to life and provide her with a physical body. These instructions are hidden in the memories of specific subjects that Kumar has managed to identify, ordering their abduction to allow investigation of their memories within the facility’s Animi Room. Regina Davies is the most important of these subjects.
THE SAGES
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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 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).
This information can be shared with the Players when the Reader deems it appropriate. For example, the Descendants might discover the details of Juno’s plan by talking to her during the Sands of War Simulation Sequence (see page 146), or they could find files in the facility’s Control Room in the first modern day Sequence. If the Reader intends to use this adventure as the first part of a longer campaign, they might decide to save the more salient details for a later adventure.
Thanks to her ability to accurately predict future events, Juno set plans in motion in the early twentieth century to bring one of her many schemes to fruition a century later, using the Descendants as her unwitting dupes. Juno’s goal is to return to life and regain physical form to impose her will over humanity, restoring the order conceived millennia ago by the Isu.
The Instruments of the First Will and the Sages (see box on page 138) are Juno’s means to put each piece in the right place at the right time. Anjali is one such Instrument, who infiltrated the ranks of the Brotherhood in 2010, faithfully serving the Creed so that he would be present at this crucial moment.
The kidnapping of Regina Davies is really a trap set for the Descendants. As soon as the Witnesses reach the Isu Vault in the Simulation Sequence, they are ensnared by a sophisticated program conceived by Aita when he was testing Juno’s plan to escape the catastrophe.
While a series of glitches trap the Descendants in a labyrinth of broken Simulations, Juno intends to tap into the genetic makeup of each of them, matching it with Regina’s. These specific Descendants have a genetic disposition that makes them suitable for Juno’s plan. Over the centuries, the Sages have made it possible to store enough of Juno’s essence in the threads of Descendant DNA as if they were shreds of a living Shroud of Eden. Regina is the compatible subject, whose physical body will become a vessel inhabited by Juno’s essence transferred via the Descendants.
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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).
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.
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.
Different settings and Time Frames within the Animi Network start to morph and blend together, creating surreal and disorienting scenarios. Below are two examples.
Juno, undeniable ruler of the Grey, has just tried to keep the Descendants in the Animus, trapping them in a maze of forced simulations to gain time to complete the final stages of a master plan conceived in eons past: the plan to come back to life. However, the PCs’ will is strong and they are focused enough to find their way out of the goddess trap.
Once free from the Animus, however, the characters have to deal with Regina, now possessed by the part of Juno’s conscience that the Isu managed to download from the genetic memories of the Descendants during their time trapped in the simulation. It’s time for the PCs to deal with a tremendously powerful enemy and difficult moral choices.
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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.
Known Owners: Romulus, Arthur Pendragon, Eivor Varinsdottir, Niamh of Argyll
Current Status: Hidden by the Women of the Mist
The Sword of Mars was one of the Swords of Eden, created by the Isu scientist Hephaestus to use in the fight during the War of Unification.
Later, the Isu Mars bestowed this powerful Piece of Eden upon the twins Romulus and Remus. With this sword, Mars aimed to counter the baleful actions of the Isu Juno, laying the foundation for a realm where humans could be free.
When the sword arrived in the lands of Albion, it took the name Excalibur (or Caladfwlch in Welsh). Initially held at Avalon by a Celtic clan called the Women of the Mist, the sword served as a sacred relic and played a crucial role in determining the Lady of Avalon. By the 5th or 6th century, the sword became lodged in a stone and was later pulled out by Arthur Pendragon, who used it to lead Britain against the Anglo-Saxons. After Arthur’s betrayal and death, Excalibur, considered one of the thirteen Treasures of Britain, was hidden in an Isu vault beneath Myrddin’s Cave.
In the late-9th century, the Viking shieldmaiden Eivor Varinsdottir claimed Excalibur, but different factions, including the Women of the Mist, the Order of the Ancients, and the Descendants of the Round Table, sought to obtain the sword. The sword had become more than a mere weapon; it symbolized control and authority over all of England under one king.
The Women of the Mist entrusted Niamh of Argyll to recover Excalibur and with the help of the Hidden Ones, represented by Hytham and Marcella she successfully safeguarded Excalibur and sought refuge at Valka’s. Tensions arose as the Descendants attempted to seize the sword, but Niamh, Valka, and Hytham thwarted their efforts.
Collaborating on a strategic plan, the trio deceived the Descendants with a replica sword, ensuring the safe return of the real Excalibur to Avalon. Niamh presented Excalibur to the Women of the Mist, confirming her destiny as the chosen Lady of Avalon. A few years later, however, the danger posed by the Descendants of the Round Table recurred, and Eivor and Niamh fought together to prevent the sword from falling into the wrong hands.
In his wisdom, Seth entrusted these artifacts to individuals driven by an unwavering need to defend what they hold dear. The rings became a means to find champions worthy of fighting evil without being corrupted by it, a covenant to safeguard the realms of light from the encroaching shadows. These artifacts grant their wearers superhuman feats and the ability to weave a dense network of illusions, transforming the owners’ appearance into inhuman and terrifying monsters. The wearer, possessing god-like abilities, is both a custodian of power and a conduit of the ancient Isu’s will.
Known Owners: Vlad III
Current Status: In Dr Zixuan Long’s possession
When you embrace the power of this Ring, you gain supernatural abilities and the illusory appearance of a vampire. While using the Ring, you can influence the minds of people around you. Additionally, once per Sequence, you can drink human blood to recover from Snags as if you were in a Hideout. Finally, whenever you make an Action check, you can consider up to 2 Social results as 1 additional match each.
Known Owners: Unknown
Current Status: Hidden inside a sarcophagus in the British Museum
When you embrace the power of this Ring, you gain supernatural abilities and the illusory appearance of an undead mummy. While using the Ring, you can cast visual illusions. Additionally, you can instill fear and horror in the minds of people around you. Finally, you move as swift as the sands of the desert and, whenever you make an Action check, you can consider up to 1 Stealth result as 1 additional match.
Known Owners: Unknown
Current Status: In Dr Zixuan Long’s possession
When you embrace the power of this Ring, you gain supernatural abilities and the illusory appearance of a werewolf. While using the Ring, you can benefit from an augmented perception that allows you to easily spot allies, enemies, objectives, sources of interest, and targets within a short range . Additionally, when you make a Reaction check, you can reroll up to 2 Abstergo results. Finally, you have 1 Free Raise on every Action check you make while fighting your enemies or freerunning.
Known Owners: Unknown
Current Status: Unknown
The Shards of Eden are mysterious remains of Isu technology, echoing the incredible power of the original Pieces of Eden they were once part of. These fragments are artifacts nonetheless, since they still retain a fraction of the power and qualities that once passed through them.