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Credits
Author(s): Clint R. Blome
Editor(s): Crystal Elmore
Hero Points
Hero Points in Witch Hunter: The Invisible World
Second Edition work a little differently in 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 lostThe
Storyteller should award Hero Points as per the rules
on Page 139 of the Witch Hunter: The Invisible
World: Second Edition rulebook.
Intro
It will be assumed that the players have played HP
1-01 Bedlam as they enter this module, but that may
not be the case. There shouldnt be much of a problem with that but this module will be working
from information gained near the end of Bedlam. It
is recommended that the players should play that
module first.
At the end of the last module, the PCs discovered
that a prior inhabitant of Bedlam Hospital and her
child gave themselves over to servants of the
Adversary. In this module the PCs will be following
up on a cult in London that has been taking children
for unknown, but surely nefarious reasons.
You are once again called into the offices of the
Stewards, those Witch Hunters who have taken the
responsibility of managing the Court of Whispers.
You find yourselves in the office of Tom Haggerty,
a face many of you recognize.
Welcome Witch Hunters. Again, I have to thank those of you who assisted us with Robert Hadley.
You may be pleased to hear that Robert is
improving. We are looking into his story in order
to discover who attacked him, but in the meantime
we need you to look into another matter.
Children have been going missing from the streets of London. We dont know if this has anything to do with the matters you came across inside Bedlam,
but it is possible, and this is why we are coming to
you. The fact that you were also available at this
time to help us seems to be a sign from the
Almighty that you are the right people for this job.
The children that have disappeared seem to have no connection. They are all of varying ages and
from different parts of London. Boys and girls
both have vanished. The most recent
disappearance was from a Catholic orphanage in
Whitechapel. That may be where you want to
begin your investigation. Any questions?
Who was taken?
A young girl named Margaret.
When was she taken?
Two nights ago according to my reports.
What do we know about this orphanage?
Its pretty much your standard orphanage. Young children are kept there until they are old enough to
be apprenticed out to a trade. The authorities have
left the place alone for the most part even though it
has Catholic roots. Mostly this is because it deals
with the children no one else wants. They are
concerned about what they might be teaching the
children, but it only has them until they are 10
years old or so.
What do we know of Whitechapel?
Whitechapel lies outside the walls of London. The officials have a tendency to not bother
themselves with any part of the city that exists
beyond those walls. As such it has a higher crime
rate than those within the wall. It also tends to
house the poorer populace of London. Its moreover why a Catholic orphanage tends to be left
alone in an Anglican nation.
What do we know about the other disappearances?
Well, children disappearing from London streets isnt exactly news, but the rate has skyrocketed
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over the last few weeks. Whatever has taken them,
if it has to do with the Adversary, is either new to
the area or has vastly increased in the last week or
so. Ive prepared a list of known disappearances for you. See Players Handout 1.
The PCs can investigate these disappearances in any
order they feel necessary. Simply move to the
appropriate section when they do.
Scene One
The Whitechapel Orphanage
A Catholic building in this Anglican country is a
strange thing indeed. It isnt something that is popular these days. However, the few orphanages
that exist and care for the lost children of London
are Catholic institutions. The building that houses
the Orphanage is old and in poor repair; the Sisters
inside are making do with what they can in order to
manage their charges.
This orphanage is pretty standard for the time.
There are no children above the age of ten years as
they are apprenticed out to local tradesman to learn a
skill. The kids that do remain are almost painfully
thin, but look far healthier than those you see on the
streets. The Sisters that watch over these children
obviously care for them as they are even skinnier.
The Sisters will welcome the PCs to the building and
offer them something to drink though they can only
offer water. Anyone openly wearing Catholic
regalia will be smiled upon fondly even while
warned of the dangers of openly wearing such on the
streets. They are more than willing to speak of lost
Margaret as few have shown any interest in her
disappearance.
When was the last time you saw Margaret?
Last night as she was saying the Lords Prayer before bed.
When did you notice she was missing?
In the morning at breakfast. She failed to show and Sister Fiona went to look in on her, she was
always a sickly child, and she discovered Margaret
was missing.
Was there anything strange about the disappearance?
Nothing that springs to mind really, except that the window was open. We dont normally leave the windows open overnight. None of the other
children noticed anything amiss. Apparently they
slept through the whole affair.
Can we look at the room she was in?
Certainly you may. We just ask that you dont disturb the children any more than they already
have been. Poor Sarah has been especially
distraught.
Who is Sarah?
She was Margaret closest friend. Shes been inconsolable since that morning.
May we speak to Sarah?
Yes, but promise to be gentle.
Investigating the Room.
The room that Margaret stayed in is long and
contains about a half dozen beds. It is apparent
that children live here as it carries a bit of the
standard mess though the nuns have done much to
teach the children to be orderly. Margarets bed, as indicated by the Sisters, is the one closest to the
single window in the room.
At first look, there is nothing out of the norm about
Margarets bed compared to the others. The bed shows signs of having been slept in and her morning
clothes are laid out for use though they have not
been touched. Wherever Margaret disappeared to,
she must still be in her bedclothes.
If the PCs investigate the window, there is nothing
obvious to be seen. But with a D2 Notice Check the
PC will see a small bit of blood around a nail on the
sill. Should the PCs follow this clue outside, they
4
can discover with a D2 Tracking Check that not
only are there prints of a naked childs foot but a larger boot that may belong to a young man or older
woman.
At some point when the PCs are investigating the
room, a small blond child will enter the room.
Seeing that the PCs are by Margarets bed, her eyes will fill with tears, and she will run away. She does
not run far though and if the PCs follow her, they
will find her crouched in a corner crying into her
hands. This is Margarets best friend Sarah.
Sarah
Sarah is a smaller child around the age of seven with
little blond curls and red eyes from the tears that she
has shed since the disappearance of her best friend in
the world, Margaret. Sarah has some clues for the
PCs but she is in a very delicate state at the moment
and the PCs will need to take this into account when
they are dealing with her as she will not respond
well to gruff or aggressive characters.
In order to get her to calm down enough to speak to,
a PC will have to make a D2 Empathy Check.
Should they fail, it will only make her tears come on
that much stronger. A second failure will make her
inconsolable and she will be unable to answer any of
the PCs questions. Assuming that one of these Checks does succeed, Sarah will calm down enough
to be able to speak with the PCs.
Whats your name?
Sarah.
Did you know Margaret?
She was my best *sniff* friend.
Do you know what happened to Margaret?
She *sniff* left me.
What do you mean she left you?
She went with the man.
Did you tell the Sisters about this?
No. She made me promise not to tell them and you cant break a promise.
What did the man look like?
I dont know. She never told me.
Why did she go with him?
He told her that he would take her to a safe place.
Scene 2
Investigations
Fleete and Salisbury
Two children, James and Giles, both went missing
from this street intersection at the same time. When
the PCs visit the intersection, they will find that it is
actually a fairly busy intersection.
Should the PCs ask around the area looking for
clues, with a D2 Charm or Empathy Check they
will find several people who frequent the area who
will tell them that the two children were regulars in
the area. Several people will state that they believe
them to have been pickpockets.
With a following D2 Charm or Empathy Check,
they can discover that while many people come
through the area at a constant rate there were two
men who seemed to take an excessive interest in the
two boys. They can describe one as an older man
dressed in peasant garb and wore a large cross
around his neck. Far too Catholic-looking for this
neighborhood. He also looked like someone who is
not unused to physical labor. The other was an older
man dressed as a gentleman and carried a cane.
Some of the witnesses mention him having an awful
smell about him, as if he smelled of a butcher. Quite
odd for someone dressed as well as him.
The sad fact is that the area is just far too busy to
discover much more than that.
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Goodmans Field
Goodmans Field is a set of garden plots in eastern London. The area has begun to be developed into a
set of streets surrounding brick building. While
many of the gardens still exist now, the march of
progress is obvious as the line of houses slowly
progresses westward.
It is from these gardens that young Cecily was taken.
The area is being developed by more affluent people
so the PCs that do not have many resources will
stand out in the area. Regardless, should they spend
too much time investigating the area; they will be
approached by a policeman and asked their business.
Regardless of the answer, they will be told to move
along.
Asking around about Cecily will require a D2
Charm or Empathy Check, PCs with higher
resource points or wearing apparel that would
indicate them to be such will get a 1 die bonus on
this Check. A successful result will have them find
the home of little Cecily. Her home is a newer brick
building and answering the door will be a servant of
the house. Getting to speak with Cecilys parents will not be possible as they are gone, dealing with
the authorities about the issues with their lost
daughter. However, the help will be willing to speak
with the PCs if they show sympathy for the poor girl
and treat them well.
Cecily went missing 2 nights ago. Nothing seemed
strange or out of the ordinary at the time, but they
have heard from the servants at neighboring houses
that Cecily was seen entering a carriage with a well-
dressed gentleman carrying a black cane. It didnt stand out at the time as this man fit in with the
neighborhood, though the coach smelled awful, or
perhaps the man did, like a butchers shop. Since then, the locals have become rather suspicious of
strangers and the PCs should be careful as they have
probably already been noticed.
Asking individuals around the neighborhood about
any strange characters requiring a separate D2
Charm or Empathy Check will net the PCs many
dirty looks as well as a description of an older man
dressed as a worker but in pretty good shape.
St. James Square
Lying Southeast of St. James Cathedral, the oldest
Cathedral in London, in St. James Square. Once
again, this is an area of burgeoning development,
like many of the other locations the PCs have been
visiting and one of affluence.
It is from the nearby area that young Thomas was
taken. Thomas was the young apprentice to a
carriage driver that served one of the great houses
nearby. Asking around the square with a D2 Charm
or Empathy Check, the PCs can find the carriage
man that took Thomas on as an apprentice. The man
is a mean-spirited git. He doesnt care about his missing apprentice at all and asking him about what
happened to Thomas returns a response of Little bastard ran off, Im sure, or got ran over by another carriage. Little bugger never could stay out from
underfoot. Looking for a new apprentice if you
know of any boys that can actually follow orders and
stay out from under the horses.
A D1 Empathy Check is all that is needed to see
that the man is lying. Unfortunately he doesnt care if the PCs catch him in a lie and only brute force or
threats are what he will respond to. A D2
Command (Intimidate) Check causes the man to
break down to tell the truth. Unsurprisingly, a
decent bribe will get him to say flat out what
happened to Thomas. The only difference here is
that he will seem almost happy about it if he is
bribed.
The truth of the matter is the old git sold the boy.
One night this gentleman came up to me. All prim and proper-like. Tells me he needs the boy. I asks
him, Whats in it for old Bobby here? and the old coot gives me 5 pounds. Can you imagine that?
Five pounds for some stupid boy who cant even stay out of underfoot. So yeah, I solds him. Its kept me in drink ever since. Best deal I ever made.
What did the gentleman look like?
Old fella. Walked with a cane, s'pose that was because of the limp he had. Well dressed, had
plenty of extra money if he wanted to take in an
idiot like that boy was.
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Where did they go?
Hells if I know! I dont care where he went afters I had my money! I went and got pissed!
Dont care where he took the lil bastard either! Out of my way. Say, dont spose you know where I can get another one? One that has some
smarts this time.
You sold a child?
What the hell does it matter to you what I did with the little runt? He was mine to do as I
wished. My apprentice. Wasnt worth the 5 pounds I got for him either. I got the better of
that fancy gentleman. Course, how fancy a
gentleman can you be when you smell of week old
horse flop.
He smelled?
Hell yeah, he smelled! Not that he seemed to notice. Kept sniffing too like he had some kind of
sick. But you dont say things like that to fancy-dressed gentleman. They got their heads so far
up their arses that he probably couldnt even tell.
Was there anything else strange about the man?
What the hell more do you need? Old coot was stranger than a three legged calf. Kept looking
over his shoulder the whole time, like he thought
someone was keeping an eye on him. As if we
were doing anything wrong. He bought the boy
fair and square and there aint nothing wrong with that regardless of what you little goody
goodies think.
Youre horrible.
Good thing I dont give a rats carcass what you people think. What I do with my apprentice is
my business and there aint nothin' wrong with it one bit. What are you going to do about it
anyways? I aint the bad guy here, bullying an honest worker like myself. You should be
ashamed of yourselves. What if I go tell people
youre running around picking up children? Huh?
Of course the carriageman is more beer than bravado
and will cower away from the PCs at any extra
threat. Technically, the man has broken no laws in
London, but that doesnt make him not a despicable human being. However the PCs deal with him, he
probably deserves it in the end.
Old Palace Yard
Old Palace Square is the area between Westminster
Palace, where the English Parliament meets, and
Westminster Abbey, which hosts the coronation of
the English kings. It is also the site of the execution
of notable criminals such as Sir Walter Raleigh and
Guy Fawkes.
The PCs have travelled here to search for clues on
the missing girl, Agnes. This is another fairly busy
section of the city during the day but far less
frequented at night. Also, there is a large presence
of police forces in the area at all times. Anyone
acting suspicious in the area for any length of time
will quickly be surrounded by several of the police
and questioned rigorously about what they are doing
in the area.
Suspicion can be countered if the characters, seeing
that there are so many policemen in the area,
approach them first in their investigations. With a
D2 Charm Check they can convince the local
police to cooperate with them. The police can tell
the PCs that they are aware of the report that a
young child named Agnes has disappeared from the
area but they arent aware of the specifics. They can tell the PCs that they approached several people that
particular night. There was some kind of scuffle
between a well-dressed gentleman carrying a cane
and an older peasant man. They sent the peasant
man away, but the gentleman seemed furious and
complained about the man interfering with his
business. Should they exceed the Check by 2, they
can also tell the PCs that the older man seemed to be
wearing a stone cross inscribed with the name St.
Mary Magdelin and the older gentleman had a sour
smell about him.
There isnt any physical evidence to be found here as in most of the other areas. However, the portion
7
of the yard that was used for hangings does hold
dark echoes of its past. Players who can see into the
invisible world through Rites such as Awakening
can notice that there is a spirit haunting the area of
the gallows. The same can be discovered by PCs
with a ghostly companion or other methods for
determining such. The spirit will interact with PCs
able to do so but is very limited in how it can
express itself. If asked about the peasant man the
spirit will make the sign of the cross. If asked about
the gentlemen, the spirit will shed a ghostly tear.
Should a PC ask about the spirit itself it will wail,
causing the surrounding area to moan as if a strong
wind was passing without one actually doing so.
Looking about after the effect, the PCs can see that
many of the people here are shivering as if a cold
wind had indeed passed through the area.
PCs that come here believing they may find a secret
entrance where the children are being kept are
quickly going to become disenfranchised with the
idea as there is nothing here.
Soho Square
Soha Square is a newly built and affluent section of
London. The pride of the square is the Monmouth
house that was built for the Duke of Monmouth, a
large three-story residence that he lived in before his
execution for treason. It is currently one of the most
fashionable places in London one can live and is
filled by the rich and those that try to be. In the
center of the square stands a large statue of King
Charles II.
Robert is a poor homeless child who has taken to the
gardens at the center. He dreams of being able to
take care of such fantastic places, treating the areas
he has been hiding in as hallowed ground. The PCs
can find his small hiding hole with a D3 Notice or
D2 Survival (Track) Check. The hidey-hole isnt much to look at, consisting only of a couple of
blankets and a few small toys that seem to represent
some lost past. With a D3 Survival (Track) Check
the PCs can discover signs of a struggle, including
several small blood spatters. The PCs can trace
these signs to the southwest towards Compton Street
before they disappear into the tracks of the hundreds
who travel through the area every day. If the PCs
exceed the difficulty by two, they can see that
whoever took the child walked with a limp.
Scene 3
St. Mary Magdelin
St. Mary Magdelin is a small abbey with a white
faade. The building is one story and fairly
standard for the period, seeming completely
innocuous. It is an Anglican Church and seems to
be quite popular in this part of London. The lights
are on and somebody is home.
Several of the children were brought here by Peter,
one of the Twelve Penitents, in order to find safety.
As he travelled into London, his path soon led him
across those that are taking the children. Somehow
sensing which children would be taken, he has since
been fighting to get to the children before they have.
He has brought the children he has saved into this
Abbey for safekeeping. The PCs are unlikely to
know his intentions and may be ready to react in
violence. As the PCs approach read the following:
As you near the entrance to the abbey the door
opens before you. Standing lit in the entry is an
older man wearing peasants clothing who appears
to be in better shape for his age than you would
expect. He smiles at you and bows, Welcome to St. Mary Magdelin, I have been expecting you.
If the PCs react violently to Peter have them roll
initiative (roll dice as well but have Peter go first
regardless of what the PCs roll.) On his first turn,
Peter will simply kneel and look sadly at the PCs,
simply stating that he is not their enemy. If the PCs
continue to attack, Peter will die after one round of
battle. Should Peter be killed, any PC who
participated in the battle will earn a point of
Damnation.
Clever PCs should realize that there is more going
on here than they have been led to believe.
Assuming they give Peter a chance to respond read
below.
8
As Peter approaches, you can see the shadow of a
stone cross reaching out from inside the church.
The tip of the shadow ends right at the feet of the
man.
My name is Peter, and I am one of the Twelve Penitents. I have some of the children you are
looking for, though not the one you were truly sent
to find. She is no longer a child and long gone
from these streets.
Why do you have the children?
It was a choice. Take the children somewhere safe or leave those monsters to claim their prize.
What are you doing here?
Where, the church or London? Either answer is really the same. I was sent, just as you were sent.
The Lord works in mysterious ways.
Who is the gentleman?
He is the agent of the Canticle. He is who has taken the other children. Find him and you may
still find the other alive. Hopefully, they havent found enough for their dark purposes.
Why do they want the children?
I am not sure, but it surely cannot be good. The innocence of a child is a powerful force when used
for good or for evil. We can only hope to save
these innocents before it is too late.
Who do you think we are supposed to find?
A girl named Mary. You may have noticed her disappearance recently, though that disappearance
was a decade ago. She is not here though she is
close.
Where is she?
I do not know, though you may know soon.
Where are the other children?
The gentleman took them. You see, he has been manipulated by the Dark Canticle. They have
something dark planned for these children.
Normally they only care about children when they
are finding young girls for their dark group.
Something else is going on here.
Who is the Dark Canticle?
Our oldest enemies. When they Seal of Solomon failed, it was at the hands of one of their agents.
We have been fighting them ever since. Some say
that they learn at the feet of Satan himself though,
I suspect the truth is something far different. What
you need to know is only that they are old, they are
evil, and they are dangerous.
Where are the children now?
Those that are still alive are beneath the streets, in the darkness below. If you are clever and quick
you may still be able to save them.
Will you help us?
I cannot. I must stay here and protect the children in case you should fall. Feel free to
return to me afterwards, I have a feeling I will be
in London for some time.
What do you mean by the darkness below?
Find a place that is holy and beneath it they will have created a dark, twisted reflection.
Investigating the church here, which Peter will not
interfere in at all, the PCs can find three of the
children alive and healthy. These are James and
Giles from the intersection of Fleete and Salisbury
and Agnes from the Old Palace Yard.
The PCs will now have to discover where to go. If
they have picked up the clues from the other
locations, they should be able to discover the
location with relative ease. However Peter has now
given them another clue. With a D2 Occult Check
the PCs can discover the places considered to be the
holiest places in London. According to the Christian
faiths of London, these are St. Pauls Cathedral and Westminster Abbey. A D2 Scholarship (History)
Check can tell the PCs that while Westminster
Abbey is in common use today, St. Pauls Cathedral was destroyed in the aftermath of the Great London
9
Fire. The rebuilding is currently taking place so
there would be less people to interfere with any
plans. A D2 Occult Check tells the PC that there
are certain rituals that could corrupt the Cathedral by
manipulating the remaining bones of the church. Anyone who then came in contact with the church
would become dangerously susceptible to
damnation.
Scene 4
Beneath St. James
The catacombs of St. James are easy to enter as long
as the PCs do so at night. During the day the PCs
will have to deal with people working on finishing
the reconstruction of St. James Cathedral after the
fire of London a quarter of a century ago. Getting
past them will take several Stealth Checks as well
as many Subterfuge Checks, as the workers are
either on heightened alert about strangers in the
uncompleted church due to the acts of the Coven of
the Dark Canticle or working with the Canticle
directly. Failing to sneak past the workers will
result in the PCs being jumped by several of the
workers at the command of one of their bosses. Use
the Cultist statistics on the next page. The boss will
run away from the PCs should they defeat the
minion followers. This will, of course, raise the
alarm for the Canticle forces beneath the Cathedral.
It takes a simple D2 Notice Check to find the doors
that lead down into the catacombs. Within, the PCs
may be disappointed to find that the catacombs hold
only the remains of the dead and not some secret
base for the masterminds behind the Canticle. A D2
Notice Check shows that while the catacombs are in
general disuse, there has been recent movement
through the area. With a D2 Survival (Track)
Check the PCs can follow the signs of movement to
a prominent coffin. Opening the coffin will discover
the bones that once rested here have been thoroughly
desecrated. They also find a set of stairs carved into
their former resting place leading deeper beneath the
church.
The Canticles Riddle
The steps lead to a series of rooms where the PCs
will need to answer questions about how the
Canticle views the world in order to pass through.
This was originally built as a security measure so
that the enemies of the Canticle would either warn
them of their coming or not be able to find entrance
into the cults base beneath the cathedral.
Each chamber essentially presents the PCs with a
multiple choice question that they must answer or
face a trap created to stop intruders. The correct
answer in each case has been marked by an asterisk.
The Room of Beginning
The Walls of this room are covered with a mural
showing a man and his two daughters fleeing from
a burning town as a statue of a woman made of salt
looks back upon the carnage. A line of script in
English sits above the door to the next room.
This room depicts Lot and his daughters fleeing
from Sodom and Gomorrah, his wife turned to a
pillar of salt as she returned to look back at the city.
A D2 Mysticism or Scholarship check will give
the PCs this information.
The script above the door says It was he who led his children from the conflagration to where our
Lord awaited. The door itself has an odd looking device secured across the front of it, a sort of
combination lock. The PCs will need to rotate the
device until it highlights the correct answer.
There are several answers for the PCs to choose
from:
Moab
Ben-Ammi
Lot *
Jacob
Choosing the wrong answer causes the room to start
filling with a sulfuric gas, making it hard to breathe.
After 2 wrong answers the PCs will need to make a
D2 Endurance check or fall to the floor in a
coughing fit. If the PCs fail on a 3rd answer, those
coughing will pass out from lack of clean air , while
10
those still up will need to make a D2 Endurance
check in order to make the final answer.
Once the PCs have answered correctly the door will
unlock and the gas will seep away.
The Room of the Bargain
The murals that cover the walls in this room depict
another scene. This one takes place in a cave
where one of the daughters has drugged her father
while the other performs lascivious acts with him.
From the darkness of the roof, a horned figure
whispers to the daughters. In a second image the
women are each nursing a child.
Again, a line of script lies over the next door.
The mural here depicts the daughters making a
bargain with the Adversary. The Adversary had
played on their fears of dying alone in the cave,
promising that he would save them through their
children if they slept with their father. The girls,
sadly, made the deal. A D2 Mysticism or
Scholarship check is needed as this is not your
standard teaching. The Bible says that Lots daughters slept with their father and bore two
children, Moab, the father of the Moabites, and Ben-
Ammi, the father of the Ammonites. It makes no
reference to the Adversary having been involved.
Players who are members of the Order of Antiochus
will not need to make a roll to get this information.
They will also know that what they are seeing now
is the story of the origin of the Coven of the Dark
Canticle.
This script says Sons were born to they who made the deal, who would become great leaders. A lock similar to the one on the previous door save that it
has two the rings to choose, requiring two answers.
Moab *
Jotham
Ben-Ammi *
Nadab
Zacchaeus
Ephraim
Should the PCs make the wrong choice in this room,
it begins to fill with sludge from the sewers of
London. With two wrong choices the sludge will be
knee deep. With three wrong choices the sludge is
now waste deep. Any PC who has taken damage
before this point will need to make a D2 Endurance
check or begin to feel ill. The room will fill to head
level should the PCs make the fourth wrong choice,
threating them to drown in the refuse of Londons citizens. It will take a D2 Athletics (Swim) check
to reach the lock and make the proper choice.
Should, for any reason, the PCs choose wrong again,
the room will fill with the sludge leaving them with
no escape.
The Room of Sacrifice
The mural in this room depicts a great bonfire as
the sister throw their female children into a large
bonfire while a dancing black goats laughs
hysterically at their grief. The floor here seems to
have been plated in bronze.
A line of script lies above the door.
This mural is a depiction of the daughters sacrificing
their female children to the Adversary as part of the
deal they mad to escape the cave they had fled to.
This can be discerned with a D2 Mysticism or
Scholarship check or, again, any member of the
Order of Antiochus can tell you this.
The script above the door says Give unto me your daughters for they have secured your existence and I
shall give them unto the world as they secure my
place. Again this is a multiple choice question but with only three answers and one choice to make.
Jehovah
Adversary
The Morning Star *
Another D2 Mysticism or Scholarship check can
tell the PCs that The Morning Star is another name
for the Adversary, while Jehovah is a name for God.
The trick here, of course is that only a Witch Hunter
would call him the Adversary. Choosing that
answer ignites a fire underneath the floor that causes
it to heat rapidly. The PCs will take 1 point of
damage for the first two rounds and 2 points of
11
damage each round thereafter that they are touching
the ground during that time. It also causes the door
to seal. In order to break through, they will need to
make a D3 Athletic check to force it open. Each
attempt takes one round.
Choosing Jehovah has no affect.
Behind this door, more steps lead down.
The Under-Cathedral
What starts as rough-hewn steps leads to a more
finished section underground. The stairs lead to a
wooden door that opens into a complete mockery of
what the Cathedral represents.
The mockery before you is something to behold.
The entire church has been rebuilt below St. James
Cathedral, only it has been built backwards, as a
mirror image. Where the ceiling would normally
be, you now walk. The most shocking thing is that,
save for several major differences, the reverse
cathedral is an exact copy of St. James; at least as
it will be once the construction is completed.
Where the choir would be are several corpses on
spikes, corpses of children. Thankfully, none of
them look newer than about a week. The smell
from the dead corpses is like butchered meat. The
Apse sinks into the floor and a bloody altar is
centered in it. And hanging down from what
should be the floor of the chapels are several cages
holding several of the missing children.
Once the PCs reach the crossing of the church a
male voice will ring out.
I think that is far enough. Im sorry to say that you have reached your end. A well-dressed gentleman carrying a dark black cane steps out
from the darkness lining the sides of the church.
You people. You just dont get it. This world was given to our lord by your God. When your God
thrust our lord from the Heavens, he was sent to
Earth. Now he lives below it, and nothing you do
will change that. You fight a losing battle against a
force you cant even understand for foolish reasons. Solomon knew this when he set about his
precious seal. He tried to steal the world from our
lord and seal him away from us. But we stopped
him!
A female voice rings out from above you. There you go again Argyle; you would best remember
that you are not part of the Coven of the Horned
Moon.
But I will be! After all I have done for you; you will have to accept me!
You do realize that we are a sisterhood?
The leader of your Low Coven has promised to make me part of you!
We shall see Argyle. But first, a test. And I see no test better than the one that stands before you.
Defeat these Witch Hunters, the Mother is watching.
You will not help me?
No. Your own foolishness brought them to you. Now you must settle your affairs.
Very well! My men and I will destroy these meddlers.
The doors lining the church burst open and several
cultists come at you.
The PC will now need to defeat 4 Diabolic Cultists
as well as Argyle, the gentleman they have been following from the beginning.
Argyle
Fear Rating: 0
Hells Favor: 2 Initiative: Reflexes 3d
Melee: Knife 6d (+3 Damage)
Ranged: Hellfire 7d (+6 Damage)
Defenses: Avoidance: 3; Discipline: 3; Fortitude:
2
Armor: None
12
Health Track: 6/6/6
Talents: None
Suggested Skills: Command 6d, Deceive 6d,
Endurance 6d, Intimidate 6d, Resolve 6d
Fundamental Power/Price: Hellfire / Fragmented
Soul
Additional Powers & Prices:
Bloodcraft / Frailty (cannot use powers in a place sealed off with salt),
Soulcraft 7d / Offensive Limitation (powers do not affect anyone who has no
Damnation points)
Diabolic Cultists (Minion)
Threat Rating 2
Hells Favor: 0 Special Attacks: Ranged (Hellfire) +1/+2
Talents: Sacrificial Attack
Fundamental Powers / Prices: Hellfire /
Fragmented Soul
Suggested Skills: Occult 6d
The PCs will not be able to see the Witch that
Argyle was speaking with as she is watching from a
concealed location in the ceiling. She is watching
them however. Once the PCs land the killing blow
on Argyle, she will take action.
Im afraid that the Coven has no further need of its puppet. I want to thank you, Witch Hunters.
You have given us what we wanted, whether you
realize it or not. Do what you will with that foul
corpse.
Its too bad you have begun stumbling into things that arent your business, but for now, we shall let you leave. Know this, however. Soon your
precious London will fall to us, and from its streets
we will launch a Dark Crusade to match anything
your petty nightmares might imagine.
Mary Hark sends her regards, and promises you will die slowly and painfully when the time comes.
With that the witch is gone as if she was never there
in the first place. Searching the remaining rooms of
the dark church offers little in way of explanation.
Luckily, the remaining children form the list, as well
as a few others not on the list; remain within the
cages in the chapels. (Save for those that are at St.
Mary Magdelin.) They are in decent shape save for
having missed a few meals.
Scene 5
Those that are Lost
Pulling yourselves out of the catacombs while
escorting the children to safety takes some time.
But, when you exit the darkness to below the
church you find yourselves once again to be not
alone. Peter stands in the center of the rebuilding
church, leaning against a large stone cross. He
smiles at you.
Congratulations Witch Hunters. You have discovered the darkness below the holy. This is just
a first step on your journey to finding one lost
child. You met some of her minions tonight, but
she stands at the head of a small army. Something
you must remember as you follow that path that
has been set before you is that, like these children,
no one is truly ever lost. Every soul can be
redeemed. Do not forget that as everything is lost
without hope.
Peter shoulders the heavy burden of the stone cross
and begins to make his way out of the cathedral.
Looking back at you he says, I feel we will meet again soon. I will be at St. Mary Magdelin should
you need me.
Rewards
13
SP Rewards:
Agreeing to go on the adventure: 1SP
Good roleplaying: 1SP
Investigating at least 3 of the missing children: 1SP
Finding the children at St. Mary Magdelin: 1SP
Defeating Argyle: 1SP
Total Possible: 5SP
Other Rewards:
Contacts
Tom Hagerty: Tom Hagerty is a major player at the
Council of Whispers who is sure to be of great help
to you in the future.
Peter: Peter is one of the Twelve Penitents and
carries as his burden a large stone cross. He can be
found at St. Mary Magdelin.
14
Players Handout 1
Name Location Date
Margaret Whitechapel Orphanage Last Night
James Fleete and Salisbury 2 Nights Ago
Giles Fleete and Salisbury 2 Nights Ago
Cecily Goodmans Field 2 Nights Ago
Thomas St. James Square 4 Nights Ago
Agnes Old Palace Yard 5 Nights Ago
Robert Soho Square 1 Week Ago