Mothers Love
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Transcript of Mothers Love
Witch Hunter™ and Witch Hunter: Revelations™ are trademarks of Paradigm Concepts, Inc.
Adventure Content is © 2014 by Paradigm Concepts, Inc. All rights reserved.
2
Hero Points in Witch Hunter: The Invisible
World Second Edition work a little differently
from the previous edition. All PCs start each
module with a number of Hero Points equal
to their True Faith score. Points earned in
play can be used as regular Hero Points, to
Purchase True Faith, or attempt to lose
Damnation. A player must decide how he
wants to use that point as it is given. All
unspent Hero Points at the end of the
module are lost. The Grand Master should
award Hero Points as per the rules on Page
139 of the Witch Hunter: The Invisible World:
Second Edition rulebook.
So far, the PCs have been playing more of a
defensive game. In A Mother’s Love, the
PCs take on an offensive role. The Court of
Whispers has pulled together various bits of
information from the various Orders and
has discovered more about what happened
to Mary Hark in Bedlam prison. They have
tracked the mother she was ripped from at
so young an age to Long Island in the Grave
New World. The Council wants the Witch
Hunters to travel through the Invisible
World to Long Island and confront her in
an attempt to gain her assistance in ending
whatever plan Mary has in play. Sadly, the
woman once known as Catherine Melinda
Hark is now part of the same organization
that stole her child, the Coven of the Dark
Canticle. Talking her into saving a child she
gave into their dark embrace may not be an
easy task.
It is a beautiful day in London. You have been called again to meet with Tom Hargetty to discuss your next mission as a Witch Hunter. What is unusual about this call is that the meeting is not to take place in Tom’s office in the Court of Whispers, but at a nearby local café.
The PCs arrive to find Tom Hargetty
already waiting. The table is set up for
afternoon tea and he is clearly expecting
them. He will wait to speak until the entire
party has arrived and settled in. If anyone
asks him why they are meeting in a
different location from normal, he will
simply shake his head and indicate that it is
not important right now, but he has his
reasons. When the PCs are ready for their
briefing, he will continue.
“We have discovered some new information about Mary Hark. Specifically we now know who her mother is. Catherine Hark, the poor woman, was sent to Bedlam when she became pregnant by the young scion of the noble house she served. The noble family could not take the scandal and so sent her there to keep their secret. Catherine did all she could to keep the child safe in those years, including making a deal with dark forces. We all may have done the same thing in her shoes. I’m not trying to make excuses for the woman, but it is important that you not judge her too harshly. You see, we have found her.”
“Catherine Hark joined the Coven of the Dark Canticle out of the need to protect her child. She now lives as part of a coven called the Long Island Coven, or Long Coven. The name Catherine Hark has been lost and she is now known as Sybil Archer.
3
We need you to go to the New World and speak with her.”
“This will not be an easy task. Sybil has willingly joined the Adversary. What we need is for you to convince her to join our side, and in doing so, possibly save her child. This mission is dangerous and I would not fault you for choosing not to go. You must not let fear take advantage of you here. If you cannot do so, it will be best you not go. What say you?”
The PCs can choose not to take part in the
mission. If the PC that declines makes a
true appeal for role-playing reasons, award
them 4 SP for doing so. If they do not make
such an appeal, they will only receive 2 SP.
Most likely, they will all choose to take part
in the mission.
Tom Hargetty can answer several questions
should the PC have them.
How are we going to get to the New
World?
“We do not have the luxury of time, sadly.
We have poked at a few hornet’s nests here
and it is only a matter of time before the
Dark Canticle attacks us. Therefore, we
cannot wait for a ship to cross the ocean.
You will have to use a passage known as
The Underworld.”
What is the Underworld?
“The Underworld is a passage through the
Invisible World that leads from Paris to
New Amsterdam. I will not lie to you; this
passage is not safe. Several Witch Hunters
have been lost in the attempt to cross and
strange things have been seen along the
way. One of the things you will need to
prepare for is crossing the River Styx.”
How do we cross the River?
“There will be several ferrymen on the
River. You will need to arrange passage
with them.”
Is this the real River Styx??
“The truth is… we don’t know. It could be,
but more likely is just a representation of
the River.”
Where do we enter the Underworld?
“There’s a graveyard in Paris that sits above
the entrance. You will need to go to the
crypt that holds the entrance to the
Underworld. We have a few agents
stationed there to keep an eye on the
entrance and to give support to those who
must use it for travel.”
How do we contact the Coven once we get
there?
“This will not be easy. The locals are
terrified of the group as they have been
known for truly evil acts over time. You
will have to find some way of calling to
them as no one appears to know where
exactly their lair lies.”
We need more information about….
“I obviously do not have all the answers
you need. I have granted you access to our
archives in the Court of Whispers. You may
search there if you need any further
information. I will warn you against telling
anyone your mission.
Why shouldn’t we tell anyone?
”Just trust me on this. I cannot speak on the
matter just yet.”
4
The PCs have been given access to the
entirety of the archive within the Court of
Whispers. They may take this opportunity
to do a little research on any topic they
wish. This adventure assumes that they
will be looking up matters concerned to the
module at hand. Should they wish to look
something else up have them contact
campaign staff at [email protected].
D1: The Underworld is a passage
between Paris and New Amsterdam,
shortening the trip to the New World
to just a few days.
D2: The passage is never the same twice.
However, whatever is encountered
within the passage is themed around
an infernal cave passage. What you
meet along the way will most likely
be what you would expect there. The
River Styx lies about halfway along
the journey. You will have to
bargain with the ferrymen to travel
to the other side as the water has
been known to be fatal.
D3:
As one of the longer passages
through the Invisible World, it is not
unknown for travelers to come across
strange phenomena.
Examples of such are hellish regions,
strange demons and even Witch
Hunters of unknown origin.
D1: The River Styx is a
mythological river that is the
boundary between the underworld
and the real world. The River Styx
in the Underworld passage between
Europe and the New World was
named such as it shares many of the
same aspects as the mythological
river: there are ferrymen that can
take you across for a price and the
waters themselves are deadly to the
touch.
D2: You will have to pay a price to the
ferrymen to cross the river. That
price seems to vary from ferryman
to ferryman. Some have demanded
coinage while others have made
darker demands. As such, it is
believed that there are different
kinds of ferrymen and choosing the
right one may be the only way to
cross safely.
D3: You should always pay the
ferryman after you have received
your trip across the river. Several
ferrymen have taken advantage of
those who have already paid their
due. Some ferrymen will refuse to
make the trip before receiving
payment. Be cautious of those that
do.
D1: The Long Coven is a group of seven
women who have lived in the area
since it was settled in the early 1600s.
They are known for their longevity:
whether this is due to truly long
lives or replacing members as they
fall is unknown.
5
D2: Most locals try to stay out of the way
of the Long Coven as they have been
known to exact tolls on certain
villages at random times, asking for
strange payments from the locals
whether in supplies or even children.
Those that have opposed them have
always met with disaster.
D3: At least two separate Witch Hunter
groups have faced off against them
at different times. They were never
seen again and the Coven seemed
no worse for wear after they faced
them. As such Witch Hunters tend
to treat them with fear and respect.
As they have been known to deal
with Witch Hunters in the past that
did not wish to interfere, many
consider them a workable evil.
D1: The Ferrymen on the River Styx
appear to not be the same person
each time they are encountered as
different ferrymen have asked for
different kinds of payment.
D2: The standard payment for an
average Ferrymen is a simple silver
coin. Other kinds of payment vary
from rare items to items with
sentimental meaning to those that
hold them. A very few number of
ferrymen have requested pieces of
the passenger’s soul. It is generally
believed to be a good idea to pay for
the passage after one crosses as
several ferrymen are thought to
have killed their passengers half
way across the river or even taken
them somewhere else entirely.
D3: As a general rule, the more pleasant
the ferryman looks, the more
dangerous he is. The more he looks
like the mythological ferryman, the
more likely he is to be what you
expect from the myth.
The PCs can gather any other resources that
are available according to the Campaign
Guide. They shouldn’t need anything in
particular but they may have an idea of
what to get as payment for the ferrymen.
Anything that seems reasonable should be
available for them to purchase for 1 – 3
resource points. A silver coin should cost 1
Resource Point while something more
elaborate should cost 3.
While they are searching the stacks for
information, the PCs should be approached
at least once by several people offering
assistance in finding the information they
seek. They will also be trying to wheedle
the information about their mission from
them. Should the PCs accept this assistance
they will gain a +1d bonus to the research
rolls above but also gain the reward of
‘Loose Lips’ on the Adventure Journal at
the end of the module.
The first part of this trip is the journey to
Paris. The Council of Whispers has already
arranged for the PCs to travel to Paris on a
ship that normally ferries passengers
between the two cities. They will have most
of the day to speak with each other and the
passengers on the ship before they arrive in
Paris to continue their journey.
6
There are several passengers that the PCs
can interact with:
• Marguerite Dubois – This
Frenchwoman is returning home
with her daughter, Gabrielle
Dubois after visiting with her
husband who is working as a
merchant in Paris.
• Marcán Gedding – An Irishman
travelling to Paris looking for work.
His family died due to disease and
he is looking to start a new life.
• Cecily Mann – Cecily is fleeing
from the law after having attacked
a man who tried to rob her. She has
been charged with theft and
assault.
• Hanna Mobbs – Hanna is visiting
Paris with her daughter Agnes
Mobbs and husband Christopher
Mobbs. They are simple tourists.
As the journey continues and the PCs have
gotten to know a few of the passengers,
they will hear a series of screams.
Investigating the matter, the PCs find that
both Gabrielle Dubois and Agnes Mobbs
have gone missing. The two mothers beg
anyone who shows any interest in the
disappearances for help finding the little
girls.
Gabrielle Dubois went missing when she
went looking for sweets. When her mother
noticed she was missing she began to panic.
Speaking with the mother, the PCs can
learn that the girl has a habit of running off
and getting herself into mischief. This
normally isn’t a problem at home as they
live in a decent neighborhood where people
look out for each other. Losing her on a
boat has frightened her immensely.
Agnes Mobbs simply wanted to get
away from her parents. Hanna and
Christopher will claim not to know why
the girl wandered off, but will admit, if
pressed, they have been arguing a lot
recently and Agnes had a habit of trying
to avoid their fights by getting away.
They blame themselves for her
disappearance.
What really happened:
The girls are about the same age, and as
kids are likely to do, became friends by
necessity and proximity. Even though they
did not speak the same language, they
spoke the same language of
mischievousness. They ventured into the
bowels of the ship where Agnes slipped
and fell down a staircase, breaking her
neck. Gabrielle, not realizing that her new
friend is dead, is attempting to get her
friend to respond.
Investigating
The PCs can begin by questioning the
passengers on the boat:
• Marguerite is hysterical and unable
to answer any questions save those
noted above.
• Marcán saw the girls go into the
ship proper but doesn’t want to get
involved. It will take a D2
Command check to get him to
admit to this. He makes it apparent
that he is just trying to avoid trouble
as he doesn’t need it following him
to a new place. He saw them head
below decks.
• Cecily is incredibly paranoid and
any PC that makes a D2 Empathy
check can tell this. What she is
scared of is being taken back to
7
England where she faces hanging.
She didn’t see what happened to the
girls as she was too busy keeping an
eye on the other passengers,
especially Marcán, thinking he
might be a policeman in disguise.
• Hanna blames Christopher for
everything. They have been fighting
for several weeks about the trip they
are taking (Hanna wanted to go to
Germany). If they had simply done
what she wanted to, none of this
would have happened.
• Christopher is just exhausted. He is
tired of the fighting and the arguing.
He had to choose Paris over
Germany due to financial concerns
but did not want the family to
discover that their finances were not
as he had painted them. He is
incredibly worried about his
daughter and blames himself and
his wife for the disappearance.
Finding the girls is a simple matter of
questioning the NPCs and following their
clues. There are a few red herrings but
nothing that should deter experienced
Witch Hunters very long. Much to their
surprise, they will find nothing
supernatural about this disappearance.
What they find is utterly heartbreaking.
Heading below decks, it doesn’t take you long to discover what has happened to the girls. Agnes is lying at the bottom of the stairs, her neck twisted in an unnatural matter. Gabrielle is clutching her shoulder, shaking her occasionally, ”Réveilles-toi! Réveilles-toi!” Gabrielle looks up at you, noticing you for the first time. “Elle ne veut pas se réveiller…”*
*French for “Wake up! Wake up!” and “She won’t wake up…”
Agnes is dead. Sadly, there is nothing that
the PCs can do for her but return her to her
family. When the PCs return with the girls,
the passengers look on in silence.
Marguerite begins sobbing in relief while
Hannah breaks down in wails, running to
the PCs to retrieve her daughter’s body.
Christopher attempts to console the woman
but she will have nothing of it, screaming at
him until he leaves her be. He will
approach the PCs and thank them for
returning their daughter’s body to him even
as their lives dissolve in front of the PCs.
The PCs will not have much time for
sightseeing but if they do want to take a
look around the city, the GM can use
information from Cities of Mystery to flesh
out any information. When the PCs are
ready, they can find the entrance to the
Underworld fairly easily.
After making your way through the cemetery, you find yourself in the tomb that hold the entrance to the Underworld. Two Witch Hunters are stationed at the entrance into the Invisible World, clearly expecting you.
This is the final chance the PCs have to
gather any equipment they may need before
venturing into the Underworld. The two
Witch Hunters can give the PCs some
advice as to what to expect. This will be the
same info that they can get on the path as if
they had 2 successes on the Research roll on
the Underworld in the archives.
8
When they are ready to enter the
Underworld, go to Scene 3.
Entering the Underworld makes the name for the passage obvious. This portion of the Invisible World appears as a deep cavern, fangs of rock hanging from the ceiling and jutting from the floor. It seems much like any other cave complex you may have entered, save that there is a constant red glow in the background as well as the slight stench of sulfur.
The PCs will now need to find their way
through the Invisible World. Obviously the
ability of the Apostles of the New Dawn
will come in handy, though, truth be told,
the path at this point is fairly easy to follow
as it is well-travelled. The PCs will
encounter a group of imps and the River
Styx along their journey. The Grand Master
can choose to have these events occur in
either order.
The journey will take place over the course
of 2 or 3 days.
As the PCs turn a corner within the caves,
they stumble upon a group of imp-like
creatures playing devilish games. Each hurl
fireballs at each other attempting to cause
the most damage to one another. Of course,
the first creature to die loses.
Turning a corner, you see a strange sight. Several small demonic creatures hurl balls of fire at one another in a deadly game.
The PCs can approach this in a few different
ways.
Finding another path:
The PCs can attempt to find a way around
the imps. Doing so will take them off the
path they are familiar with and requires a
D3 Survival (Tracking) check to catch up
to it further into the cave.
Negotiating with the imps:
The players may attempt to negotiate with
the imps with a D3 Charm check. What the
imps are after is pure fun. They want one
of the PCs to play with them. Any PC can
make that attempt but melee-based
characters may be at a disadvantage in this
ranged game. If the PCs seem to be having
trouble deciding who to pick, the imps
should urge a ranged-based combat
character to join in with them.
The Imps are basic minions as per the
statistics below. As soon as one of the imps
is dead, the game is over. Of course, the
imps will be ecstatic at their new friend
joining them. About half of the imps will
target their new player while the others will
target random other players in the game at
the GM’s discretion.
Fighting the imps:
Of course, the PCs may just want to power
their way through the imps. There are two
groups of five imps. When they attack the
imps squeal out at the attackers with
accusations of “Cheater!”, which will attract
Big Brother Imp to join them after 2 rounds
to see what is going on. Big Brother Imp
will not be happy to find the PCs picking on
the other imps and will attack. Its first
attack is usually an Ambush Attack on the
most vulnerable looking PC (using its
9
claws). If the PCs have mostly dealt with
the imps, you may wish to have Big Brother
Imp already in his Monstrous Form when
he arrives. Big Brother Imp does have an
area attack and will use it even though it
does damage the other imps. After all, it’s
okay for a big brother to hurt his siblings:
just not the PCs.
Threat Rating: 2
Hell’s Favor: 0
Pace: 3
Special Attacks: Ranged (Fireball) +2/+1
Fear Rating: 4
Hell’s Favor: 2
Initiative: 6d
Pace: 3
Melee: Claw 7d (+4 Damage)
Ranged: Fireball 7d (+4 Damage)
Defenses: Avoidance: 3; Discipline: 2;
Fortitude: 4
Armor: None
Talents: Ambush Attack, Fury, Slam
Suggested Skills: Endurance 6d, Notice 8d,
Resolve 6d, Stealth 10d, Survival (Forage,
Track) 6d
Health Track: 8/8/8
Fundamental Powers / Prices: Blast Attack
(Fireball) / Impaired Travel (The
Underworld)
Additional Powers & Prices:
• Carnivate / Allergen (ice)
• Monstrous Form / Vulnerability (cold)
•
After their journey through the Underworld
the PCs finally reach the River Styx.
You can hear the water long before you finally enter the vast cavern that holds the River Styx. The cavern is so wide, in fact, that you cannot see the other side of the river from your current location. There are several of the infamous ferrymen. Of note, three of the ferrymen wait on the edge of the river, looking to you to be their new passengers.
The PCs must now choose how they will
cross the River Styx. Should the PCs
attempt to swim the River Styx (players can
do crazy things), they discover that the
water is so foul that they cannot stomach to
be around it and must make a Fear Check
against a Fear Rating of 5 immediately that
affects the water itself (including that
already on their skin). Regardless of the
check, PCs who enter the water take a full
injury level’s worth of damage for each
round they spend in the water.
If the PCs attempt to take some of the water
to use later for more nefarious purposes,
they will find that its bitter taste makes it
ineffective as a poison, and it is unlikely
that they will be able to obtain a large
amount without accidentally spilling some
on themselves. Still, some Orders may yet
find a use for such water…
The PCs will most likely want to study each
of the ferrymen. This is easily done as the
ferrymen do not react to the PCs, save to
10
speak with them about payment for
crossing.
This ferryman is shrouded in a dark black cloak with glowing red eyes peering from beneath the cowl.
The payment that this ferryman wants is a
silver coin. He will take payment either
before or after the journey across the River
Styx. Either way, he will deliver the PCs to
the other side without any hassle.
This ferryman wears a light gray cloak. He smiles pleasantly at you, large white teeth glowing.
The payment this ferryman requires is a
piece of the player’s souls. By willingly
accepting a point of Damnation he will take
them across the river.
This ferryman wears a dark red robe, leaving only a bony chin visible beneath.
This ferryman will accept anything that the
PCs wish to offer him. He has no intention
of delivering them to their destination.
Halfway across the River Styx he will turn
on the PCs and attack them (use dice to
make it seem dramatic, but the PCs should
win this fight). The PCs will then have to
pilot the boat themselves, requiring a D2
Navigation or Sail check to reach the shore
safely.
After crossing, the rest of the route is fairly
tame and passes without incident.
The PCs have crossed into the New World
and enter New Amsterdam, a city very
different from what they are used to in
Europe. As with the Paris entrance to the
Underworld, this entrance has two Witch
Hunters guarding the gateway.
If the PCs ask about where to find the Long
Coven, they will point to Long Island as
they do not have much influence over the
New Amsterdam area. They will also be
quite disturbed that the PCs are asking
about the Coven, and will strongly urge
them not to seek out the Coven as those
who have are usually met with an ill fate. If
the PCs insist, then they are told to head
east into Long Island, and they will
eventually find what they seek.
It will not take them long to reach one of the
villages of Long Island where the PCs can
get some information on the Long Coven.
That town is Middenburgh (currently
Elmhurst, NY). The PCs can speak with the
locals and investigate the area.
Middenburgh is a Dutch settlement on the
eastern side of Long Island. The inhabitants
of this small village are Dutch and most
only speak that language. There should be
a sense of tension among the villagers.
Several of them believe that at least 2 evils
now walk among them and they grow
increasingly closer to doing something
about it.
Should the PCs want to question generic
villagers about what’s going on, they will
get very little. They all fear the Long Coven
to speak too much about that topic. They
all believe the Pastor that Cornelis is a
murderer and that Mechteld is a witch.
11
They are pretty ambivalent on any other
topic.
The Salt Cod is the local Inn and Pub. If the
PCs are looking for a base of operations
they will be directed to the Salt Cod. The
proprietor is a woman by the name of
Hester Frumault. Hester is a large woman
in her early thirties. She wears a rather
conservative outfit and carries a judging
look in her eye for all who come into the
Salt Cod, especially new faces such as the
PCs.
She will be cleaning glasses from lunch
when the PCs arrive. She will nod sharply
at them when they enter and motion them
to a table. She will approach about five
minutes after they have sat down and speak
to them in Dutch (if no PC is able to
understand Dutch she will try again in
English). “We got a little leftover porridge
from this morning and a vegetable stew
leftover from lunch. Not much else to offer
for food. Beer we got lots of. What’ll you
have?”
She will take the PCs’ orders and return in
roughly 15 minutes. If the PCs have not
tried to pick her brain before then, she will
try to pick theirs. “What brings you folk to
Middenburgh?” If the PCs make up a
reason for their journey here, she will
simply shrug. She honestly doesn’t care for
why they are here, only if they mean
trouble for the village.
If the PCs tell her the real reason for the
visit (that they are here looking for the Long
Coven) she eyes the group warily. “We are
a quiet folk here. We don’t want to borrow
any more trouble than we already get.
Don’t go poking around and stirring up
trouble for us.” The PCs can convince her
to be more helpful. It will take a D2 Charm
check or D3 Command (Intimidate) check
to convince her to talk. She is less thrilled
with those who try to bully the information
out of her. If PCs are concerned with why
she might be trying to keep the information
away from them or simply gauge her mood
at the moment, they can make a D3
Empathy check to read that she is
genuinely scared for the village, less so for
herself.
If the PCs succeed on this check she will
respond as follows: “Listen folks, we don’t
need any more trouble from the Long
Coven. I don’t think you quite realize who
you’re messing with. These people are
dangerous. I’ve heard of entire villages
wiped out due to their influence, so you can
see why I’m a tad loathe to speak of them.
If you want to know more about the Coven
though, go speak to Old Mechteld who lives
just outside town. She has had dealings
with them before they say. Some call her a
witch but she seems nice enough to me. “
If the PCs used the Intimidate foci, she will
be unwilling to let them a room, regardless
of the price they offer. They have marked
themselves to her as troublemakers, and she
will slowly spread the word once she is
done speaking with them, increasing the
difficulty of all other Interaction skills
within Middenbugh (except for Empathy).
12
At this location the PCs can purchase any
equipment under 10 Resource Points.
Loys Samijn runs this store for the local
mayor/headman. He himself doesn’t make
much money but feels himself to be
rewarded by being the flunky of one of the
most important people east of New
Amsterdam and by getting his nose deep
into anyone’s business. As such he is
probably the best source of information in
town, though he is also a source of danger
due to his gossipy nature (especially should
the PCs have dealings with the local priest,
see below). He is also the only person in
town that will not be affected by the penalty
from attempting to intimidate Hester as it
just piques his interest in the PCs.
As soon as the PCs enter the building, he
will take an instant interest in everything
they are doing, almost like he is taking
mental notes of everything they are looking
at and everything they are wearing. This is
easy to notice without needing a check
(Loys feels quite secure in his position as
the mayor’s lapdog).
When the PCs interact with him, Loys will
have a large, almost creepily wide smile. (If
PCs suspect something evil, they would be
sad to discover his darkest pit is merely a
dearth of actual character). “Welcome to
Middenburgh! It is always good to meet
with new friends!”
The PCs can ask him about any of the locals
as well as any place they wish. Should they
make a D2 Charm (Gossip) check they will
get the information presented below in the
section marked with **.
The Salt Cod
The Salt Cod serves decent meals at a fair
price.
Hester Frumault
Hester is suspicious of strangers so watch
what you say around her.
** Hester’s husband was killed by a thief
who tried to rob the Salt Cod.
Mechteld Vivien/Old Mechteld
Mechteld is a Witch! Stay far from her!
** I saw her dancing naked around a fire in
the woods myself! She must be in league
with Satan!
Horatio Palavicino (the Mayor)
The Mayor is a great man!
Daniel Becker
The priest is a kind and generous soul.
** Since he arrived, Pastor Becker has been
preaching about the evils of the devil. If
there is evil to be found in our village, he
will root it out!
Cornelis Janssens
That man is nothing but trouble!
** Cornelis is a murderer and a liar! Pastor
Becker told us all about the vile things he
did in the Netherlands. It is only a matter
of time before he faces punishment.
The Long Coven
You don’t want anything to do with them.
Those witches have caused nothing but
trouble for us over the years.
** A few years ago they took all the winter
stores from one of the nearby villages.
13
Some of them starved and other had to
leave. Nothing but a ghost town there now.
The local church is a Lutheran institution
ran by Pastor Daniel Becker, a stark-looking
gentleman in his early twenties. Daniel
looks up to the Jesuits, having travelled
with one on his trip to the Grave New
World. He all but converted to Catholicism
leading to a strange mix of Lutheranism
and Catholic belief. Still considering
changing faiths, and converting the entire
village if possible, he wants to impress his
new Jesuit friend who stayed in New
Amsterdam by rooting out any evils within
the community. As such, he has been
extremely harsh to those within the
community thought to be minions of the
Adversary.
One of the things that Pastor Becker would
absolutely love is to reveal Witch Hunters
within the community. This makes him
extremely suspicious of all strangers. When
the PCs enter town, it isn’t long before the
Pastor hears about it and if the PCs do not
head straight for the Church he is already
keeping an eye out for the new visitors.
The Pastor will be more likely to have a
peaceful interaction if it is a Lutheran or
Catholic PC that speaks with him, giving
them the benefit of the doubt over any other
denomination. Those he is suspicious of
have all difficulties of Interaction skills
increased by 1 (this stacks with the penalty
from Hester above).
When the PCs approach Pastor Becker
looking for information on any of the locals,
he will ask them why they are looking for
the information. If the PCs reveal that they
are Witch Hunters his eyes grow wide and
he begins to declare them evil agents of the
devil. If he is alone at the time (which is
most likely unless the PCs do something
such as calling all the villagers together to
speak to them as a group), the Pastor can
answer the following questions:
Are there any evil forces in your village?
Mechteld Vivien is a witch. She has had
dealings with Satan himself and she will
burn for her crimes. Cornelis Janssens has
killed men before and it is only a matter of
time before he does so again. His soul is as
dark as the night.
Who is Mechteld Vivien?
The witch consorts with evil beings. Best
stay far from her house just east of town.
People have heard her speaking with
creatures in the woods and Loys Samijn
once saw her dancing naked in front of a
fire!
Who is Loys Samijn?
A good man who works at the General
Store. Not much misses his gaze. He has
been of great service to his community and
his church.
What did Loys Samijn see?
You should ask him. He tells the tale far
better than I.
Who is Cornelis Janssens?
The man is pure evil that walks. He came to
the New World to avoid justice for his
crimes in Rotterdam.
How do you know about Cornelis?
It was in the papers before I came to the
New World. To find the craven in the
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village I tend to is too much! He will pay
for his crimes.
You are sure the man is guilty?
I am as sure as any man can be. I know his
kind, a man of evil. The Lord shall strike
him down and if he be willing, I will be his
instrument.
They mentioned him in the papers?
They described the villain. I knew the first
time I saw him that he was the one. You
can see it in his eyes.
Where is Cornelis?
He owns a small farm to the southeast. The
people of the village would not have him
live among them and barely tolerate his
presence as is.
What can you tell us of the Long Coven?
The Pastor will blanch at that and then
refuse to speak any more with the PCs.
After the PCs have asked a few questions,
Pastor Becker begins to increase his
suspicions. He will ask the PCs why they
want to know about the goings-on of the
village, who they are, and what they are
doing here. The worst thing possible is for
the PCs to tell the truth, but as Witch
Hunters they should be accustomed to
keeping their mouths shut among
laypeople.
The PCs will need to make a D2 Charm
(Charm) check in order to alleviate his
suspicions (keep in mind the penalty(ies) to
Interaction rolls that the PCs may be
suffering from as noted above. Should they
fail, the Pastor will stop cooperating.
The mayor of Middenburgh (Horatio
Palavicino), is as corrupt as officials come.
His secretary will not allow the PCs to
speak with him unless they are willing to
pay a bribe of at least 5 Resource Points.
The players can attempt to enter by force if
they wish, but this will cause complications
as he will have the small number of militia
in the town hunt for the PCs at an
inopportune time (when is up to the GM:
use the stats provided below).
Once the PCs do get in to speak with the
mayor, he will answer whatever questions
they have below.
Are there any evil forces in your village?
Of course not! We do have a few residents
that believe it to be so, but I swear it is not!
My people are godly!
Who is Mechteld Vivien?
The villagers claim she is a witch, but that is
business for the Pastor. When it comes to
matters of God, I leave things well in his
hands.
Where can we find Mechteld?
East of town. She has a small house on her
own.
Who is Daniel Becker?
The local Pastor. Only been in town about a
year, he’s much more expressive in his
sermons than the last one we had. Tends to
rile people up more than his predecessor.
Who is Loys Samijn?
Loys is a simple man, but he has his uses.
He has his fingers on the pulse of the
community.
15
Who is Cornelis Janssens?
A farmer on the outside of town. I know
the Pastor doesn’t care much for the man
but he does not cause much trouble for us
in the village the few times a month he
ventures in.
Where is Cornelis?
His farm is to the southeast.
What can you tell us of the Long Coven?
You don’t need to be dealing with those
witches. Leave them alone! We don’t need
any trouble!
(Minion)
Threat Rating 2
Hell’s Favor: 0
Pace: 3
Special Attacks: Sword, Broad +1/+2
Talents: None
Fundamental Powers / Prices: None
Suggested Skills: Resolve 5d, Notice 6d
Cornelis’ small farm is just southeast of the
city. As the PCs approach read the
following:
As you near the farm of Cornelis Janssens, you can see that it is quite small, barely large enough to provide any food beyond the needs of one man. In the fields a tall, thin man watches you as you approach. He moves toward a small shed before walking towards you, now carrying a small sword.
He approaches you, his face blank, but the sword at the ready, “What do you want?”
Cornelis believes the villagers (especially
the pastor) have finally gone and talked
someone into doing their dirty work for
them, having hired the PCs as mercenaries
or talked them into doing the ‘Lord’s work’.
He will keep his responses to the PCs, short,
crisp and vague unless they can convince
him that they do not mean him any harm
with a D3 Charm (Persuade) check. The
PCs do not suffer the penalties they would
for speaking to the rest of the villagers.
Once they have convinced him that they
mean him no harm or are not here to cause
him trouble he will open up to them,
putting his sword down.
What can you tell us of the Long Coven?
They killed my wife. I used to live in a
small town to the northeast of this village.
They came to town and made us give them
the entirety of our winter stores. Many of
the villagers left the town to search for ways
to survive that winter, but my wife did not
want to leave and I was stubborn, not
wanting to give into the witches by giving
up my home. That winter she starved.
Where can we find the Coven?
I don’t know. Some say there is a way to
call one of their number to you, but I do not
know of it. I do not have the heart to face
them on my own. All who have no longer
breathe.
Are you a murderer?
No! That pastor comes here speaking of
murders and how I am the one to have not
committed them in Rotterdam. I have not
been in the Netherlands since my family
came here when I was a child. The villagers
choose to believe him because I came here
from another village and they are a
16
suspicious sort. I try to leave them be so
they will leave him be.
How do we find information about the
Coven?
I do not know. The villagers claim the
Mechteld is a witch, but they treat me as a
pariah as well. You can speak with her if
you wish, it may lead somewhere. Like as
not, she is as innocent of wrongdoing as I.
The PCs can make a D2 Empathy check to
tell that while he is emotional, Cornelis is
not holding anything back. He is torn apart
on the inside from his family’s death and
there is a certain amount of anger there, but
he does not seem to be a danger to others.
If the PCs want Cornelis to join them when
they finally go to face the coven so that he
can face the people that took everything
from him, he will join them willingly (if not,
Cornelis will find his way there on his own:
see Summoning a Witch below.)
Mechteld isn’t doing herself any favors with
the villagers by living as she does. Her
hovel looks the epitome of a ‘witch’s hut’.
Read the following as the PCs approach.
As you approach the small hut you saw in the distance it certainly looks the part of a witch’s home. It is a small, one-roomed hovel with a variety of herbs and ground plants hanging from the eaves. You can smell the various plants drying in the sun as you get nearer.
When you do reach what constitutes a yard, the door opens and an older woman steps out wearing only a very thin dress and covered in dirt. “I knew I would have
guests, but not such strong young ones. Be at ease, I wish you no harm. I can feel the power within you and know you as folks who are not to be trifled with but now this: neither am I. I know a few small magics that will keep me safe. If you bring in violence, it will only be reflected on you.”
For the most part, Mechteld is playing the
part of the strange old woman. She has
made deals with beings of both the
Adversary and the local Nature Spirits in
the past so she is much more aware of the
Invisible World than most people. She is
certainly not powerless. She has cast a rite
upon the grounds that reflects half of all
damage that she takes back upon the one
who commits it. This is an extremely
powerful rite that she discovered in her
dealings within a grimoire of power that
she has hidden away, far from the village
and her home.
She is also quite aware of Witch Hunters
and does not fear them. While she has
made deals in the past that would earn her
the wrath of the Witch Hunters, she has
remained quite balanced in her dealings.
She does have several ranks of Damnation,
but an equal amount of True Faith to
balance it.
Mechteld will sit in the only chair in the
hovel and gesture for the PCs to take a seat
upon the surrounding ground. She will
then ask what she can do for them If the
PCs are interested in how she knew they
were coming, she will just struggle and
smile mischievously (she didn’t but it’s part
of the role she is playing.)
What can you tell us of the Long Coven?
“Oh, the Coven is a dark group of broken
women. They serve an evil master and prey
17
upon the people of this island. They are not
a force to be messed with if one is smart. “
Where can we find the Coven?
“They usually find you, but there are ways
of asking for a meeting with them. I know
of one of these ways and can summon the
Coven for you, but there will be a price. “
What is the price?
(If there is a caster in the group): She looks
at the caster and smiles. “Teach me one of
your rites and I shall do this thing. “
(If there is no caster or the caster is
unwilling to make the deal): Mechteld
seems disappointed. She will do it for the
equivalent of 5 resource points and a
promise to return in several years to visit.
Let’s do this!
“We will need to go to where the Coven has
been in the past. There is a village to the
northeast that now is a town of ghosts.
There we will be able to ask for a meeting.
Prepare yourselves before we go as there
may be no time for you afterwards. “
If the PCs attack the witch the mod is
essentially over. There is no other way for
the PCs to contact the Long Coven on their
own. Allow the PCs a round of combat
(remembering the rite she has in effect
above) before she falls to the ground,
leaving nothing but the dress she was
wearing on the ground (Think Obi-Wan in
A New Hope)
The PCs will return to London in failure
(See Ending A)
The PCs have the opportunity now to make
whatever preparations they want and to
finish up any loose ends remaining. Allow
them to do so as they will.
When they are ready the PCs can
accompany Mechteld to the ‘ghost town’
about 10 miles away from Middenburgh.
You approach the remnants of a small village. A few years have left the remaining houses exposed to the elements, leaving crumbling facades and caved-in roofs. In some places you can tell that other inhabitants have made their homes in the remaining ruins, from animals to travelers, but now the town is incredibly quiet and empty.
Old Mechteld will take her time to set up
the ritual space. When night begins to fall,
she will begin. The PCs can investigate
during this time. If Cornelis was not asked
to join them, then they can notice that they
may not be alone with a D3 Notice check.
It will take a D3 Survival (Tracking) check
to find him hiding in one of the crumbling
houses. Confronting him, he can tell the
PCs the information from the above
meeting. He will also tell them that he
followed them for a chance for revenge.
The PCs can talk him out of it with a D3
Command (Intimidate) check or a D3
Charm check. The PCs can also allow him
to join them in the meeting, but doing so
will make him a source of disruption.
The ritual takes about 10 minutes for
Mechteld to perform. Afterwards she will
turn to the PCs:
“There, it is done. One of the Coven is coming. I must go now for this is not my fight. Good luck.”
18
About an hour after full dark has struck, you see a woman approaching from the north. She stops at the edge of the firelight and stares at you. After a few moments, she approaches within the ring of firelight.
“Who are you that would seek to commune with the Long Coven?”
Allow the PCs their response.
“I am Sybil Archer of the Coven. Tell me what it is you seek.”
Before the PCs is the very person they came
to the New World to speak to. This will
mainly be a role-playing challenge for the
PCs to convince her to assist them. The
main points that should be touched upon
are as follows:
• Her daughter is alive.
• Her daughter is in London, running
the Coven of the Dark Canticle
there.
• The PCs want her help to stop
whatever plan she is up to.
• The Witch Hunters are more
interested in saving her soul than in
killing her.
• Can she assist them in doing so?
Sybil is shocked to find out that her
daughter is still alive in London. She only
joined the Coven in the hopes that she
would someday see her child again. She is
willing to help the PCs and perhaps saving
her own soul in the process but the Witch
Hunters will need to tread carefully as she
does not trust them.
Respond with Sybil in any way you feel is
appropriate as a GM as the methods the
PCs might attempt to convince her to do
this are far too varied to cover in this
document.
When they have made their case the players
that took part in the discussion can make a
Charm check. They will need a total of 6
successes to convince her to join them. If
the PCs do not make the successes
necessary she refuses to assist them, but
may become of use later. The players will
earn ending B. If the PCs succeed, she will
return to London with them, earning the
PCs ending C.
If at any time the PCs try to intimidate or
act aggressively towards Sybil, they will
enrage her and force a combat. Use the
stats for Sybil below.
Fear Rating: 2
Hell’s Favor: 3
Pace: 4
Initiative: Reflexes 5d
Melee: Dagger 5d (+4 damage)
Ranged: Pistol 5d (+6 damage) or Hellfire
7d (+6 damage)
Defenses: Avoidance: 3; Discipline: 4;
Fortitude: 3
Armor: None
Health Track: 8/8/8
Talents: Disorienting Attack,
Suggested Skills: Charm (Deceive,
Persuade) 6d, Command (Leadership) 5d,
Empathy 7d, Endurance 6d, Heal
(Herbalist) 8d, Mysticism (Myth and
Lore, Occult) 8d, Notice 6d, Resolve 8d
Fundamental Power/Price: Hexcraft 8d /
Contracted Soul
Additional Powers & Prices:
19
Nature Control 7d / Mystical Limitation
(This witch can only use her powers while
wielding her wand or staff.)
Blast Attack 8d / Prey Exclusion (children)
After the fight the PCs will have failed in
their mission. See ending A.
Read the following to the PCs:
The return to London is uneventful. You have returned empty handed and Tom Hargetty is not pleased by your failure. A possible ally has been lost in the fight against the Coven of the Dark Canticle.
The PCs earn Enemy of the Long Coven.
The return to London is uneventful. While you were unable to secure the assistance of Sybil Archer, Tom Hargetty thanks you for your attempt. “Even though you could not get Sybil’s help, the message has been delivered. Perhaps it is not too late for her.”
The return to London is uneventful. Witch Hunters at the Council of Whispers take charge of Sybil Archer with promises that they will take care of her. Tom Hargetty was thrilled with your success and raised a toast in your honor. “With this vital new piece on the chessboard, we may just win this one yet!”
The PCs earn The Lost Mother on the
Adventure Journal
Agreeing to go on the adventure: 2SP
Good roleplaying: 2SP
Travelling to the New World: 2SP
Tracking down the ritual to find the Long
Coven: 2SP
Convincing Sybil to help them: 2SP
Total Possible: 10SP
If the PCs successfully dealt with Old
Mechteld, they gain her as an ally.
Old Mechteld: Old Mechteld is believed to
be a witch in Middenburgh near New
Amsterdam. While she was eminently
helpful, there was much more to her than
met the eye.
Loose Lips: Some knowledge is dangerous
to share.
Enemy of the Long Coven: You have made
yourself an enemy of the Long Island
Coven. Should you venture into their area
of influence again, your safety cannot be
assured.
The Lost Mother: You convinced Sybil
Archer to return to London and assist in
saving her child.