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A Game of Cat and Mouse

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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.

A Game of Cat and Mouse was a genetic memory.[1]

Description[edit | edit source]

The Witnesses are a group of old companions of Eivor, jarlskona of the Raven Clan, sent to help her by Niamh, the Woman of the Mists. Eivor recently returned from Ireland when worrying rumors reached her ears: a group of mercenaries led by a mysterious knight have been raiding her territories. These raiders seem to be searching for Eivor herself.

Concerned about the situation, Eivor devises a plan to gather information. She allows herself to be captured by the mercenaries in order to discover their true motives..

Intro[edit | edit source]

As your eyelids slowly open, you find yourself bound to a chair, your arms tightly secured behind your back. Your vision adjusts to the dimly lit surroundings, illuminated by the flickering flames of a small fire in the corner of the room. The air is filled with a cacophony of indistinct voices, muffled by a loud buzzing sound. You notice five people rummaging through your belongings, scattered on a nearby table, their chatter blending with the crackling of the fire. Suddenly, the creaking of the wooden door draws your attention, and a man enters the room. He is clearly a knight—his attire is lavish, his garments meticulously groomed, and a finely crafted sword hangs at his side. Engaging in a brief exchange of words with the other men, the distinguished figure directs his attention towards you, approaching with an air of mockery: "Ahahaha, well, well. It seems I was correct in my assumption. I always suspected that your reputation was nothing more than embellishments and the sweat of others.

Now, my Norse friend, do enlighten me. Where is Excalibur?"

At that moment, the door swings open once more, revealing Niamh and your trusted companions standing at the threshold, ready to fight!

Key objectives[edit | edit source]

The knight draws his sword, and the mercenaries immediately ready their weapons and attack!

Special

Eivor starts the fight restrained, therefore she must make a Challenge to free herself if she wants to join her friends.

Challenges
  • Well-Armed Mercenaries: The mercenaries are capable and well-armed, and despite the initial surprise, they fight with ferocity, selling their lives dearly. Therefore defeating them requires 2 separate Approach checks.
  • Knight of the Round Table: The mysterious knight, Leofwine, fights skillfully.
Weaknesses
  • I don't want to die! (minor): Leofwine, surprised by the situation, will surrender at his opponents' first sign of martial superiority. Witnesses can easily overcome the Knight of the Round Table Challenge if they prove skilled and deadly, perhaps by effortlessly defeating the mercenaries.

Once the Witnesses have defeated Leofwine and the mercenaries, a thorough search or interrogation will gather the information they need.

Challenges
  • Thorough Search: Leofwine is carrying a medallion bearing a symbol that is easily identified as referencing the Knights of the Round Table, the loyal servitors of the legendary King Arthur who is believed to have reigned over Britain in the fifth century. Yet, the symbol seems to be a variant, suggesting a reference to Mordred, the traitorous son of King Arthur. Moreover, Leofwine arrived here on a horse, that if inspected is burdened by saddlebags containing a few coins from the kingdom of Wessex, some wine, and a map showing the route from Glastonbury to Ravensthorpe.
  • Interrogation: If questioned, Leofwine reveals that he belongs to the 'Descendants of the Round Table', a group serving a leader they call 'Mordred', out of their headquarters at Glastonbury Abbey—their goal: recover the mythical sword Excalibur and conquer Britain.
Weaknesses
  • Eagle Sense (major): If one of the Witnesses were to kill Leofwine and then use Eagle Sense (see Skill Cards), they can obtain all the necessary information, including the location of the knights at Glastonbury Abbey and their motives, as above.

Behind the scenes[edit | edit source]

Notable NPCs[edit | edit source]

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.

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