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The Wolf Among Us

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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 Wolf Among Us was an Assassin mission that took place in 2016.[1]

Description[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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."

Behind the scenes[edit | edit source]

Supplementary material[edit | edit source]

Right after framing the scene, the Reader can give the Ring of Moon Piece of Eden card (from the Animi Network Card Deck or via the Assassin’s Creed RPG App) to one of the players.

From now on, the PC can select this Piece of Eden card and activate it at will.

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