14
1

Lost Child

Embed Size (px)

DESCRIPTION

wh

Citation preview

  • 1

  • 2

    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

  • 3

    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.

  • 5

    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.

  • 6

    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