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The Round Table

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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.

The Round Table was a genetic memory.[1]

Description[edit | edit source]

Guided by Galahad, the Witnesses reach the headquarters of the Descendants of the Round Table, where they are supposed to meet with Arthur. Instead, they are greeted by a grim and unexpected sight—a Templar agent and a band of ruthless thugs have arrived ahead of them and they are intent on interrogating Arthur to find Excalibur's secret resting place.

Intro[edit | edit source]

As the Animus loads the new Simulation, Ziggy's voice breaks through, "Let's hope these bloody knights are better than the ones Eivor encountered." The streets of London begin to materialize around you, as you make your way towards a tall brick building. As Ziggy's voice fades into the background, you hear the alarmed voice of Galahad, saying "...over here, quick! There's something wrong. It's all too quiet."

You enter the building, and quickly climb to the first floor. Here, you pass a corridor adorned with elegant dark wood and paintings depicting noble knights and heroic deeds, leading to a wide room. Tapestries adorning the walls display a crest with three crowns, the same that were on the late Sir Ian's cane. The morning sunlight filters through intricately carved windows, casting an ethereal glow across the room's centerpiece: a large, round table surrounded by numerous empty chairs.

Suddenly a side door swings open, and a group of armed men steps into the room...

Key objectives[edit | edit source]

A force of half a dozen street thugs hired by the Templars stands between the Witnesses and their goal.

Before you, a threatening group of half a dozen men has entered the room, brandishing a menacing arsenal—clubs, knives, even a gun or two. They stand, prepared for a confrontation. Behind them, the sound of a struggle can be heard, adding a layer of urgency to the situation.

Challenges
  • Fighters: The thugs engage anyone who crosses their path. To defeat them, the Witnesses must make at least 2 separate Approach checks.
  • Gunners: Two thugs start shooting. To eliminate both, the Witnesses must make at least 2 separate Approach checks.
Weaknesses
  • We are the Frye twins! (minor): If any of the players are playing the Frye twins and they try to intimidate the Thugs, their fame convinces half of them to leave and avoid the fight. Therefore, the Witnesses must make only one Approach check for each Challenge presented in the Fight the Thugs Key Objective.

As soon as the thugs are defeated, the Witnesses must stop the remaining Templars and save Arthur. As you step into Arthur's chamber, your eyes fall upon four individuals, focused on guarding a fifth. This man is brutally interrogating a woman tied to a chair. Despite her situation, the woman's gaze seems unyielding, as if supported by an unwavering resolve.

Challenges
  • Defeat the Bodyguards: Four highly skilled bodyguards defend the Templar agent. Therefore, this Challenge requires at least 2 separate Approach checks to be overcome. Also, due to their prowess and coordination, any Action check made to oppose them in combat requires 1 Raise.
  • Kill the Templar Leader: Although intelligent and obsessed with Excalibur, the Templar leader is not as capable in combat. Therefore, any Action check made to face him in combat has 1 free Raise.
Weaknesses
  • Too Fast! (minor): If the Witnesses sneak into the room and promptly eliminate the Templar leader, his bodyguards will recognize defeat and flee. In this case, the Witnesses overcome the Defeat the Bodyguards Challenge.

Debrief[edit | edit source]

As the Templar falls, Arthur's gaze locks onto you. The initial surprise painted across the woman's face is now lit by a profound understanding. "The day has finally arrived," she says, "Arthur's life is saved by those who take lives by the Creed." She then continues, with a tone charged with a sense of premonition: "We are the heirs to the King's will and descendants of the Women of the Mists, the protectors of Arthur's sword. Your arrival was foretold."

"Within the misty Vale of Avalon, the Sword lies divided yet whole in purpose. From the pyramid that will one day rise on this very land, one will find the stone ring that can speak to the pommel and you will see the place where the blade lies dormant."

"It is now your duty to safeguard this secret, a secret that will only reveal its true value in your future. Galahad, assist me. They are deserving of all the honors befitting true knights."

As Galahad helps Arthur up, the simulation begins to fade. Anthony's voice chimes in, remarking, "Of course, the Vale of Avalon, Glastonbury. They have a pyramid stage at the festival there... it all seems so obvious now!"

Behind the scenes[edit | edit source]

Notable NPCs[edit | edit source]

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.

References[edit | edit source]

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