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 Storyteller should
award Hero Points as per the rules on Page
139 of the Witch Hunter: The Invisible World:
Second Edition rulebook.
Witch Hunters have returned from a journey
to seek the Genesis Stone to find that another
needs their help. One of the Twelve
Penitents, a man named Peter, had taken on
a young protégé. While investigating rumors
as to the Holy Grail being located beneath
the Tower of London, this young protégé
disappeared. Now Peter seeks the help of the
PCs to discover what has happened to the
young man.
Unknown to Peter and the PCs this man is
actually a disguised being who once walked
the same England as some of the Celtic gods
from before Christianity. What he seeks is
not the Holy Grail but the head of one of
these fallen Celtic deities. What he and the
PCs who follow find is much different.
The reality of the World of Witch Hunter and
the world of myth clash together when the
PCs discover that there are seven ancient
beings living in the Invisible World beneath
the tower. These beings, neither good nor
evil but outside of human morality, serve as
an outpost against dangers from unknown
sources. The PCs will have to pass their tests
to prove their worthiness.
As the PCs maneuver their way through this
underworld court, the man they seek
attempts to enter the court’s most secret
vault. While they have been hidden away
from the world, this creature became a part
of it. While he seeks out the head of a fallen
god, the PCs have a chance to hinder him.
Should he find the head of Bran, it will be up
to the PCs to stop him, and perhaps save
England from a darker fate.
Your dreams are restless. A darkness flows
towards London from the sea, threatening to
engulf its shores. An ominous groan seeps out
from the Tower of London, bringing rot and
decay. Storms rise. Yet in the darkness stands a
man, a golden cross at his back. He is the only one
who stands in the way of the darkness, though
other forms seem to be approaching at his back.
Yet he carries a troubled look and searches the
darkness for something you cannot discern. He is
distracted from his duty and that will lead to
ruin.
PCs who have played The Lost Child will
recognize the man from their dream
immediately upon waking. It is Peter, one of
the Twelve Penitents. Other characters can
discover who the man is by asking the other
Witch Hunters within London or the Council
of Whispers. He is staying at St. Mary
Magdalene, south of the river Thames. Peter
is quite a popular figure among the other
Witch Hunters as he always seems to have
time to provide counsel without getting
involved in their immediate missions as is
the way of the Twelve Penitents.
Strangely, all of the PCs have had the same
dream. When they begin to ask around or
head to St. Mary Magdalene they will meet
up and discover this. What omen this brings
is up to them to discover.
Tracking Peter down is simply a matter of
going to the church. When the PCs arrive,
they will discover that the church is open
and inviting. Within, Peter sits at a pew
beside a large stone cross.
Peter looks up as you enter.
“So you have come, and the cycle begins again.
What can this one do for you?”
Assuming the PCs describe the dream they
each had, Peter will continue.
“Ah. I had thought as much. The time allotted me
for the search was small, but you have been sent
to continue where I have not been able to tread.
“I recently became acquainted with a young man
named Ephraim. His passion and zeal for old
artifacts and legends brought a smile to my face
and reminded me of the man I once was. I had
hoped that perhaps he would be the one to take up
my burden should I fall. We are granted only so
much time, you see, before the cross must be
passed on. Without knowing exactly when our
time will end, we must always be willing to see in
others the possibility of their becoming like us.”
He shakes his head and looks at his feet.
“Three days ago Ephraim disappeared. He had
been speaking to me of the legend of Arthur, once
king of the Britains, if such a man ever truly
existed. It is said that his quest for the Holy Grail
had led him to the White Hill, that which lies
beneath the White Tower of the Tower of London.
“I found his quest foolish and naïve. Many men
have searched for this holy relic and none have
found it, but his excitement was contagious and I
encouraged him to see what he could find. He has
not returned. I have tried to follow in his footsteps
and each time, I was waylaid. It was apparent to
me that this was not to be my quest.”
Peter looks up at you.
“Apparently it is to be yours, should you choose
to partake in it. You should go to the tower and
see what you can find, but perhaps you should
seek out how to do so. Entering the Tower of
London will be no easy feat.”
“I am sorry to have put this burden on you. My
problems should not be yours.”
The PCs may have many questions for Peter
but he has little in the way of information
save what he has already shared: that
Ephraim was seeking the Holy Grail
somewhere in the area of the Tower of
London. Any attempt to find more
information or assistance from him will be
met only with sad smiles and a reminder that
he cannot directly interfere in a mission that
has been given to them.
He wishes the PCs luck and returns to his
prayers.
While Peter was unable to help, the PCs can
find help from another quarter. Tom
Hargetty at the Council of Whispers is
willing to provide any information the PCs
need in their quest. Those PCs who do not
have Tom as a contact can ask around the
Council of Whispers with a D2 Charm
(Gossip) check.
The Tower of London has, at different times,
been a curse or a boon for the Witch Hunters.
Several members of various Orders have
been kept there as prisoners or served as
guards.
Their source can provide the following
information:
The White Tower is the name of the
main donjon or keep of the Tower of
London.
The Tower of London is one of the
most well-defended sites in all of
London.
There is currently a member of the
Stalwarts of Saint Christopher, a man
by the name of George, who is
working as a guard at the tower.
Within a few hours a messenger
could be sent to George in order to
secure access to the Tower for a small
group of Witch Hunters.
Being caught within the Tower
without real business there would be
a dangerous prospect as many of the
guards might take offensive action
against anyone they found within the
grounds without permission.
The Holy Grail is rumored to be in
many locations, several of them in
England, but he has never heard of
the Grail said to be under the Tower.
There is an entrance into the Invisible
World beneath the tower in one of
the cells. It seems different from
many of the others and seems to be
picky about who it lets in, not
allowing everyone to pass through.
George, the Witch Hunter who is
stationed there, may know more
about the portal to the Invisible
World.
The Council of Whispers can arrange for
George to receive a message to help the PCs
enter the tower. The only other method for
getting into the tower will be for the PCs to
attempt to infiltrate it. While difficult, an
infiltration is not impossible, but it does put
the PCs at a significant disadvantage within
the tower.
Sneaking into the Tower is a difficult
prospect. There are guards pervading nearly
every inch of the grounds and the PCs will
need to figure out a way to get around them.
Sneaking into the Tower during the day is a
flat-out impossibility. There are just too
many eyes on the lookout. Should the PCs be
caught attempting to sneak into the Tower,
they will be thrown in a basement cell. This
does not put the PCs out of the module as it
turns out that they will be placed in a cell
very near to where the entrance into the
Invisible World that Ephraim took when he
made his way down here.
Sneaking in at night will take some lucky
dice rolls and a lot of creativity. Allow any
ideas that seem plausible to you some chance
of working in order to get around the guards,
but none of them should be easy. Several
Stealth checks should be made against the
guards Notice of 6d (8d if you wish to throw
a Lieutenant against them) at the very least.
Other rolls that the GM determines should
be made should be generally against a
Difficulty of 3-4. Again, getting caught is not
the end of the game for the PCs. See ‘Locked
Up’ below.
Generally the PCs should not fight the
guards if they can help it. However, there are
some who may take actions that indicate that
a fight will become inevitable. Should this
happen, the stats for random guards are
provided below.
Tower Guard (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
Tower Lieutenant
(Lieutenant) Fear Rating: 0
Hell’s Favor: 0
Initiative: Reflexes 3d
Pace: 3
Melee: Sword, Broad 6d (+4 Damage)
Ranged: None
Defenses: Avoidance: 3; Discipline: 2; Fortitude: 3
Armor: 1
Health Track: 6/6/6
Talents: None
Suggested Skills: Notice 8d, Command (Intimidate)
6d, Command (Leadership) 6d, Endurance 6d,
Resolve 6d
Fundamental Power/Price: None
Additional Powers & Prices: None
The smoothest way for players to enter the
Tower is to get a message to the one guard
within that can be of direct assistance.
Assuming the players used their contact to
find out about and get a message to George
of the Stalwarts of Saint Christopher, he will
be willing to meet them near one of the gates
at eleven o’clock in the evening. Any
deviation in the Witch Hunters getting there
in time will leave the PCs on their own and
they will have to sneak into the Tower on
their own or return another day.
George can lead the PCs directly to the gate
into the Invisible World which lies in one of
the cells beneath the tower. He explains to
the PCs that it is thought to be haunted or
cursed by many of the guards in the Tower,
but apparently it is that the gate has been
known to ‘swallow’ some of the prisoners
left in the cells. Some are seen again in the
cell at a later date, while others have been
found in different parts of the countryside.
Still others have never been heard from
again.
George also tells the PCs that the entrance
seems to have an affinity to the Celts who
once lived in the region as many of those
who have disappeared from the cell were of
that descent or carried something of the Celts
on their person. He is willing to provide the
PCs with a small stone token depicting a
Celtic knot. He apologizes that he doesn’t
have something more but this is all he has
been able to muster together, an old relic of
his family.
If the characters are curious what George is
doing in the Tower acting as a guard, he tells
them that he came to investigate the strange
gateway to the Invisible World. He has been
trying to discover just where it leads, but had
not yet been able to open this entryway.
If asked about Ephraim, George has not seen
the young man. If he came through here as
suspected then he did so very stealthily and
avoided raising an alarm.
After a few hours locked within a cell
beneath the Tower of London, George, a
Stalwart of Saint Christopher will come to
help them escape.
If the PCs did not find out about George or
did not seek his aid in entering the Tower, he
berates them for taking the difficult path. If
the PCs contacted him but, for whatever
reason, missed their appointment with him,
he is merely disappointed in them.
Regardless, he is willing to risk his position
at the Tower in order to get the PCs out of
the prison. He will even laughingly joke
about the nearby entrance to the Invisible
World that he is sure will get the blame for
the lost prisoners. Of course, this is exactly
what the PCs are looking for. When told
about this, George leads the Witch Hunters
to the cell that contains the gateway as
above.
As with other portals into the Invisible
World, the PCs can easily see this one.
However entering it is another matter. When
the PCs attempt to cross over here they find
that the way is closed. When the PC carrying
the Celtic Knot attempts to open the way, the
portal opens completely, allowing the other
Witch Hunters to pass through. It is possible
that the PCs will not even experience this
effect if it is the Witch Hunter with the Celtic
Knot that first attempt to cross through. If the
PCs do not get the Celtic knot from George
then they will need to concentrate to ‘force’
the way open. It will feel as if the portal itself
is fighting them.
This is the first time that the PCs have faced
a ‘locked’ entryway into the Invisible World.
Should they be interested in just what is
going on here a D3 Mysticism (Occult)
check will reveal that there are several
known entrances to the Invisible World that
have somehow been locked or keyed to
certain circumstances, though such
gateways are very rare. No Witch Hunter
Order is known to be able to do this and no
Witch Hunter is known to have
accomplished this task. Whatever causes this
kind of occurrence is unknown.
The area of the Invisible World that the PCs
are entering is known as Gwales. Gwales as
it is today serves as the court of several
beings from Celtic lore. The beings that
reside here now refer to themselves as ‘The
Seven’ and see themselves as guardians of a
very particular artifact. The Court of The
Seven serves to protect several aspects of
Celtic history as well as several artifacts of
various power.
The most dangerous part of The Seven,
however, is that they live outside of normal
human morality. They do not serve God or
the powers of good, yet neither do they serve
the Adversary. The PCs may find issue with
several of the beings they face yet resorting
to combat or aggression against these beings
could very well mean their death. For their
part, The Seven find the PCs both fascinating
and amusing. This is the first time in their
history that they have come across Witch
Hunters and they find themselves curious as
to their nature as much as the PCs may be
fascinated by theirs. The Seven recognize
that the PCs are something beyond normal
man and even that those that are Christian
are representatives of what came to replace
their worship, yet they have never seen
power like this invested in other mortals.
Read the following once the PCs have
crossed through the portal beneath the
Tower of London:
You find yourselves standing within a large
wooden fort-like structure, similar to a Viking
long hall. Several people sit at the tables eating
and drinking but what catches your eye are the
seven figures sitting at the table in front of all the
others. These beings seem to tower over a normal
man and while the other people here continue
their repast, all seven sets of their eyes have
turned on you. They show several different
emotions from surprise and wonder to hostility as
you enter.
The figure in the middle stands and gestures to
you. “Come in, and know us better.”
The Court here consists of The Seven, seven
beings that survived a massive battle
sometime in the past. They have been ruling
here in their small kingdom within the
Invisible World ever since. Occasionally
there have been those that have come to their
kingdom through the same portal that the
PCs have used (or possibly others) and
wound up here. These travelers are who the
PCs see at the tables when they arrive.
Mostly they are no one of import. When
there is a significant visitor to this realm he
will be detailed.
The Seven consist of the following:
Like all of The Seven, Manawydan stands
nearly seven feet tall. He has bright blue eyes
and always seems to have a smile on his face.
Of all those here, he seems to be most
interested in the PCs.
Manawydan is the leader of this Celtic court.
PCs who can make a D4 Mysticism (Myth
and Lore) check know that in Celtic
mythology Manawydan was the brother of
Bran and was often seen as a god of trade. He
is interested in how the PCs discovered the
entrance into Gwales.
Taliesin is the only of The Seven that looks
out of place among the rest of the Celts. He
has become fascinated with stories of all
types and this is what he is looking for from
the PCs, more stories. He is also the shortest
of The Seven at a mere six feet tall. He will be
the most comfortable in the PCs’ presence.
He is dressed almost in a modern fashion.
Pryderi is a man of deep faith. However, his
faith is unlike many of the other Seven and
even the PCs. Even as he sits in the hall he
seems to be humming a tune to himself. He
is more distracted by his own thoughts than
by the arrival of the PCs.
Glineu is extremely concerned by the arrival
of the PCs. He is probably the most
traditional of The Seven. Their arrival sets
him on a course of action that will help lead
to trouble for The Seven. He stares at the PCs
with much concern but no hostility. He
begins to grasp the meaning of the PCs’
presence here long before the others.
Dressed in the leathers of a Celtic warrior,
Ynawg carries a gold spear. He sits on one of
the far edges of the table of The Seven
opposite Grudyen. Scars line what portions
of skin are visible.
Grudyen is the warrior opposite Ynawg. He
looks similar to the other warrior save that
his weapon of choice (also golden) is a broad
sword.
Heilyn is the closest thing to a seer that The
Seven have in their court. How he interprets
the signs he sees is unique, allowing the land
itself to tell him what he needs to know.
“Welcome to Gwales. It is not often we see those
enter who were not invited. I am Manawydan,
and these are my brethren, Taliesin, Pryderi,
Glineu, Ynawg, Grudyen, and Heilyn. Tell us,
how did you accomplish such a feat?”
The PCs can answer however they wish. If
they lie about how they got here,
Manawydan will know. Compounded on
this is the fact that the PCs most likely don’t
fully know how they got into the Gwales. It
took a combination of the stone they carry
(actually an old invitation to a long dead
Celtic chieftain), their ability to open paths
into the Invisible World on their own as
Witch Hunters, and Gwales itself wanting
them as it sensed another danger to itself.
If the PCs show The Seven the stone, they
will show a little surprise.
“We did not know an invitation could survive so
long. There is but little magic invested in it, yet
this one has retained some. How did it come into
your possession?”
Again, they will know a lie when they hear
it, but do not care overly much. If told about
George, they simply nod. Whatever secret
they know of George’s family they do not
share.
“Well then, what brings you to the court of The
Seven? You are welcome here as our guests and
yet, I feel that you are here for another reason.
Our court is open to hear your plea.”
Again, the PCs can choose to say what they
will here. Unfortunately they will receive
little assistance if they do not explain that
they came here looking for Ephraim. When
they mention this allow the PCs a D3
Empathy check or a D4 Notice check to see
some of The Seven share looks of shock or
concern.
“What you ask is most interesting, but we cannot
give our knowledge to you without knowing more
about who asks the questions. You must be found
worthy of our knowledge. Should you fail, you
will not earn what we know and you will not be
allowed to return to your world. Do you accept?”
The PCs don’t really have much of a choice
here. They can certainly decline but The
Seven will not willingly let them leave after
that, besides the fact that they will be giving
up on their reason for coming here. Trying to
escape from Gwales against the wishes of
The Seven will not end well. The Seven are
immortal beings that were once seen as gods
and warriors to the ancient Celts and they
can certainly live up to that name in combat
if they have to. Their level of power
individually is above that of the PCs.
Attempting to search Gwales without the
help of The Seven is also a losing proposition
as Ephraim knows the lay of the mythic land
much better than they do, and they will not
discover the vault without help.
When they accept the terms of the agreement
The Seven will nod. Each member will seem
to pop out of existence, leaving only
Manawydan.
“This will be simple. Go to each of my brethren
and pass the task that is presented you. Failing a
task is not necessarily a failure of the test as we
can often learn more from failure than from
success, and sometimes that is the point. Come
back to me when you have finished with the other
six, and you may learn what is needed.”
What the PCs may suspect at this point but
do not know, if that The Seven have no idea
who Ephraim is. Assuming he came to
Gwales he somehow managed to avoid The
Seven completely. There are few who could
trick The Seven on their own ground. This
has caused them some great concern. The
main reason they are splitting up is to look
for the Ephraim, and they plan to use the PCs
to help them unknowingly.
The PCs can choose who they want to go to
and in what order. You do not need to keep
track of which tests are ‘won’ or ‘lost’ as in
the end, as the players will wind up where
they need to be and events will push them
forward. The Grand Master should attempt
to give the impression that he is keeping
close track, however, in order to give the
players a sense of weight to each test.
The matter of finding one of The Seven in
order to attempt their test is a simple matter
of just seeking them out. It seems Gwales
itself is interested in how the PCs handle
these tests.
Finding Taliesin doesn’t take the PCs much
time. Taliesin is the consummate bard.
Legends have him knee-deep in many
legends across England. He is also the only
one of The Seven who occasionally ventures
outside Gwales. As a result, he is the only
member of The Seven to have heard even
rumors of Witch Hunters, though he has not
before met one.
What Taliesin is really interested in is stories
and this will be his test.
You find Taliesin in a corner of the building
before a small hearth. He nurses a large glass of
mead as you enter, barely looking up when you
do.
“I have heard of you, you know. Well, not YOU,
but of your kind. Some say you serve the
Christian God whose followers have forced many
of my brethren from their homes. I mean you no
offense, it is simply the way of the world. We are
the old way and you are the warriors of the new.
But the old should not be forgotten.”
He takes a long pull from his mead.
“It is through the stories of the old that the new
make their world. One man’s legend is another’s
fact. One man’s lie, another’s truth.”
“What I request of you is a story, be it old or new.
A tale that is true to you whether another call you
untruthful. We learn much from the stories that
we hear and much more from he who tells them.
SO tell me a tale, whether it is your or another’s.
Tell me of your world.”
The PCs can tell any story they want. As
indicated in Taliesin’s words, he wants the
PCs to truly believe the story they tell. They
can tell a biblical story or one of another
religion. They can tell a story of something
they themselves have experienced. Taliesin
merely judges them on the sincerity of their
words.
The story should be role-played out. Don’t
allow a player to simply state which story
they want to tell. Should that be all they are
willing to offer, the GM should give them a
several die penalty on the check they make
at the end of the tale. When the tale is
completed have the PC who did most of the
talking will need to make a D3 Charm check.
Any skill foci that the player wants to use
will apply, depending on what tale he was
telling and how he wanted to conveyed. Any
PC who assisted in the telling can give the PC
bonus dice to this check equal to half the
assisting player’s skill ranks in Charm
rounded up.
After this check, whether the PC has
succeeded or failed, Taliesin will look at the
PCs who did not actively take part in the
storytelling.
“Tell me, what do you feel about the story you
compatriot told?”
Every PC should say something. Any PC
who refuses to will get a long cold stare from
Taliesin. “Were you listening? Every tale told is
important, and to ignore them is to spell your
own doom.”
Once everyone has had their say Taliesin will
dismiss them.
“I have what I needed from you. Go now to seek
someone else for your tests.”
When the PCs go looking for Pryderi, they
will first begin to notice the music. Pryderi’s
song leads them to a watchtower in one of
the corners of the fort.
As you approach the source of the music that has
filled your ears since you began looking for
Pryderi, the song swells to a crescendo. Without
even looking at you, he seems already aware of
your presence.
“There are many magics in the world. I can sense
that some of it even surrounds you, though it is a
kind I have not encountered. Mine is the magic of
song. Music can reaches places within a man’s
soul that even a god cannot touch. It can rule
emotions or set them free.”
“Tell me have you ever felt that way?”
Pryderi isn’t looking for a particular answer
here; he is just trying to gauge how the
characters think about his favorite subject.
“You have another form of magic. One that seems
to come from faith. Faith cannot alone do what
music can, as music reaches across faiths. One
need not know the words to know the god in
music. One need not have read a book or listened
to a shaman to know its tune.”
The PCs may be curious at this point what
exactly Pryderi is talking about here,
especially if there are now players who
practice a sorcerous tradition here. The
magic the Pryderi is discussing is True Faith,
something all Witch Hunters share.
The PCs can respond to Pryderi any way
they wish. Some of them may feel the need
to defend their faith vigilantly. Pryderi will
smile at them:
“I mean no disrespect, I can see that what you
believe is strong, but it is not as strong as music.”
“My test for you is simple. Show me that I am
wrong, if I am wrong, and how I am wrong. I
warn you that my faith in music is the equal to
your faith in your beliefs.”
This is another roleplaying challenge for the
PCs. Pryderi is just measuring the strength of
their beliefs. He will be looking for faith
within the realm of an open mind. The idea
that though they believe what they do, they
accept the possibility that they are not
experts on how the world truly works. It
takes a wise man to admit he just may be
wrong.
The following are some points that Pryderi
may make against what the PCs have to say
about their faith.
Our people believed we were gods
once. They were wrong but it suited
our needs at the time. Could it not be
the same for you?
Is it so important that others believe
as you do? There are hundreds who
have entered our halls over the years,
they did not share in our faiths, as
you do not share in mine, but it
harms us not to let them believe what
they will.
What will you do if you are wrong?
When you meet your final end and
find that your life has been wasted?
How is your faith like my music?
How can it affect people the same
way?
These are just some ideas and it is up to the
Storyteller to debate civilly with their
players. It is not our intention to insult
anyone’s faith (be it player or character) and
Pryderi will quickly apologize if this should
happen. Keep an eye on your players and if
this religious debate begins to reach levels of
discomfort then go ahead and move on.
Many Witch Hunters have had to deal with
the problems of faith many times, the intent
is to get the players to think more like their
characters. At the same time, you should not
let the scene drag on too long if an interesting
debate of faith continues. Pryderi does not
wish to delve too deeply in this meeting.
When the PCs start to look for Glineu, it will
be the first time they notice a sea that has
appeared next to the fort of The Seven. When
they approach it, they will find a small vessel
as well as Glineu.
“Some believe that the sea is Manawydan’s
domain. Even if it were so, I have been the one to
exert influence over those who sail it. The call me
‘the Wrecker of Ships’ for good reason.” The large
man gives you all an appraising gaze. “None of
you could sail a ship against my will. Be gone,
you have already failed my test.”
The PCs will need to stand up for themselves
or fail this test. They can certainly leave, but
doing so is the only way to truly fail this test.
It is possible that one of the players is a Ship’s
Captain. Now is a time that he can truly
show his mettle as such.
In order to stand up for themselves, the PCs
will need to make a D3 Command or Charm
check. At this point, all that Glineu wants the
PCs to do is prove that they are not willing
to be walked over. If the PCs fail, then Glineu
summarily dismisses them from his
presence, the test is over.
If the PCs succeed then Glineu will respond
more favorably.
“Good then. You have spirit. Maybe there is
something indeed worth my notice within you.”
He points about 30 feet into the ocean. “Out there
is an item that was hidden. It hold special
significance for my folk. You must seek out the
item in the lake and return it. Do your best not to
drown.”
There are several methods that the PCs could
use to attempt to find the item that Glineu
wishes for them to bring up. A PC could
attempt to swim all the way out there, then
down to the floor of the sea, then return with
the item. This will require a series of
Athletics (Swim) checks at a progressively
higher difficulty. The first will be a D2
Athletics (Swim) check as the waves and
water are not horrific. The player will need
to make a D3 Athletics (Swim) check to
reach the floor of the sea. Once at the bottom
of the sea, they will need to make both a D2
Endurance check to hold their breath while
they search for the item they were sent to
find as well as a D4 Notice check to find
what appears to be a large vise-like handle
laying in the sand. The will then need to
make a D4 Athletics (Swim) check to make
it back to the shore with the handle.
Of course, there is a much easier way if the
players are a bit craftier. A small sailing
vessel lies nearby, and a player (or several)
can take this vessel out on the ocean. When
the PCs enter the boat they will discover that
it has a clear bottom, allowing them to see
much clearer to the sea’s floor than if they
had to search while beneath the waves.
It requires a D2 Boating (Row) check to
reach the area that Glineu indicated. After
that it is a simple D3 Notice check to see the
vise-like handle in the sand beneath the ship.
Then, a D3 Athletics (Swim) check for a PC
to swim down and retrieve the handle. As
they don’t have to carry the larger handle all
the way back to the shore, a D2 Boating
(Row) check will see them safely back to
shore.
Glineu will accept the handle from them
regardless of how it was retrieved, but
players who took the ‘easier’ boat way of
doing things will receive more respect from
him.
“It is interesting what the sea has surrendered to
you. I have not seen the thork for many years. It
seems that times are changing.”
If the PCs ask what the handle is for, Glineu
will simply respond “It once carried our most
precious treasure, and I feel it may need to do so
again soon.”
If the players ask if this holy treasure is the
Holy Grail: “It is holy to us, but I do not know
of this item you speak of.”
Regardless, once Glineu has the handle in his
possession he is done with the PCs and sends
them on their way.
Ynawg and Grudyen will be found together
just outside the doors into the building that
the PCs found themselves in when they
arrived. They will be sparring with one
another when the PCs arrive.
What you see when you find Ynawg and
Grudyen is two masters of combat facing off
against one another. Blades flash at astounding
speed, almost more than the eye can see. Very
rarely does ones blade come even within inches of
hitting the other. After a few minutes they stop,
neither breathing heavily from their sparring.
They turn and look at you.
“Our test is simple. Are you true warriors of your
people? Then prove it. Make one of us bleed.”
The PCs can choose who they want to match
up against, though effectively there is no
difference between the two warriors. The
PCs can get two chances to attempt this test
(one for each of the warriors).
The Avoidance of either of the two warriors
is 5 with an armor rating of 3. A PC need do
only one point of damage to their opponent.
It is highly likely that a PC will not be able to
damage either one of these fighters. This is
really nothing for a PC to be ashamed of as
these are incredibly talented fighters that
have been at their work for centuries before
the PCs were born. Any PC who comes close
to damaging one of them (either with a near
miss or bouncing off their armor) will earn
their respect. Any PC who manages to make
one of them bleed will earn more. Should a
PC do so, read the following:
“It has been a long time before a mortal has been
able to come close to doing what you have done.”
Your opponents kneels down before you, reaching
out an arm towards your shoulder.
The PC has a choice here of either trusting
that the warrior means him no harm or
moving away from his touch.
If a PC moves away, read the following:
The warrior stops the movement of his arm and
frowns at you. “I see there is no trust between us,
though I had thought there would be some respect
at the least. Very well, we are done”
If the PC allows the touch:
His grip on your shoulder is incredibly firm.
“You have earned the right to fight by our side.
You are now a Warrior of Gwales. Should you
need The Seven, call, and if we can, we shall come
unto you. You will have no need to face your
enemy alone. However, do not call for us
frivolously or you shall earn our ire. You will
only be able to do so once, make it worthy of our
effort.”
Such a PC will qualify for the Warrior of
Gwales reward at the end of the module.
After the PCs have had a chance to do
attempt the battle, they will send the PCs on
their way.
“The others await, and you do not keep one of The
Seven waiting.”
Looking for Heilyn will lead the PCs to a
cellar beneath the fort of The Seven.
“Ah, I have been waiting for you. I would be lying
if I said I was not curious about you. But that is
what makes life worth living: curiosity.”
He motions down a hallway leading deeper below
the fort.
“All I ask is that you explore, and return to tell
me what you find.”
The PCs are entering a maze-like area
beneath the fort. Mazes are intriguing things
but don’t usually make for good role-playing
experiences. We will represent the maze
with the following three events.
You enter a circular room with several niches
along the side. Each is filled with a body in
various states of decay. Some have obviously been
here for centuries, but one appears to be freshly
dead, only a few days or so.
Should the PCs approach the niche with the
new dead body they find that it hold what
appears to be Peter, the Disciple that led
them on their mission here. Scratched into
the rock above him are the words “I’m
sorry”.
Investigating the corpse closely, the image of
Peter around it will fade away, as will the
words.
When the PCs are ready to move on,
continue to Event 2
The cavern you enter is several stories tall.
Carved into the rock across from your entrance is
a large figure holding a decapitated head
overhead. Whether this is done in triumph or
despair, you cannot tell.
The PCs will not be able to tell whether the
figure represents one of The Seven or a
normal human. The same goes for the head
held above. A PC can make a D3 Mysticism
(Myth & Lore) check to recall a story about
the Celtic god Bran who lay dying after a
battle to retrieve his sister from an abusive
husband. His head was taken by the other
survivors and hidden away.
The cavern you enter at this point, the end of the
series of caves you have been searching, is made
of completely worked stone. A bas relief shows the
disembodied head you saw at the tall cave is
shown looking out over the sea.
If the PCs investigate this cave a D3 Notice
check will discover that there is a passage
behind the bas relief, though there appears
to be no way of removing the bas relief that
blocks the way. If the PCs made a D5 on the
check they will see some small scratches
around it as if someone had been trying to
get through very recently. Otherwise there is
nothing else to do here.
The bas relief is locked with more than just a
key (magic is involved) so the PCs will not
be able to open the way. A PC can determine
this with a D2 Craft (Construct or Disable)
check.
The return to where Heilyn was waiting
takes far less time, the passages flying by in
a near blur. He awaits the PCs patiently and
smiles when the PCs see him.
“Well, my friends what did you discover?”
Heilyn looks a little disturbed at the
description of the body, but will nod at the
two other scenes they came across.
“There are many paths beneath the court of The
Seven. It appears the Gwales has chosen to show
you these. It confirms some suspicions I have had
about you. I am not ready to discuss them at this
point. You will have to wait until you complete
the other tests.”
When the PCs have completed all of the tests
put to them by The Seven they will return to
the long hall they first arrived in. When the
PCs return they discover that all of The
Seven have returned to the table where they
first met them. The rest of the guests have
disappeared from the other tables, leaving
them alone with the otherworldly beings.
“Well my brothers, what have we learned about
our guests?”
Heilyn is the first to speak. “I am afraid they are
not our guests. As you all know, we did not invite
them, and yet they are here. I submit that it is
Gwales itself who has called them to us.”
There’s some murmuring from few of The Seven
while other nod their heads in agreement.
Manawydan speaks, “What makes you say this
brother?”
“The cave beneath led them to the entrance of the
vault.”
There are shocked looks on some of their faces.
Glineu stands, “I am not surprised. They have
pulled the thork from the lake.” He drops the
heavy handle you found beneath the sea on the
table.
Stunned looks are shared as they stare at the
handle.
Manawydan looks back up at the party.
“Why again did you say you were here?”
Allow the PCs to respond.
“We do not know this Ephraim. He did not come
through the gate as you did. If he made his way
here he avoided our great hall. This means that he
can manipulate our own magics. Tell me, are you
sure he is what you think he is?”
“We have many enemies,” says Ynawg, “there
are those that have searched for us for centuries.
They want to destroy what we have been
protecting behind the vault that you found.
Should they be able to breach it, then I fear that
all of what you know as England may be in
danger.”
Should the PCs bring up the Holy Grail
again, they will get this response:
“We have never had your grail. What we do hold
is of far more importance to your land than what
you expect though.”
What do you have in the vault?
What we have hidden below keeps many of the
darker evils from attacking the lands above. When
we returned from the emerald island after a war,
our lord Bran, the raven king, lay dying. He led
us to this place and we have placed his head which
still speaks to us in the vault below. As long as it
stays vigilant of the island, there are some evils
which can never reach us.
What would happen if someone took
Bran’s head?
Dark magics that have affected other parts of the
world would have free reign on the land above.
Not to mention that to hold such a relic is to cause
damage to yourself. Only the thork you found in
the sea can carry Bran safely.
When the PCs are done asking questions
read the following:
Already we have felt that magics have begun to
stir above us. They have been during the last year.
These magics are ancient and not necessarily evil,
but could be used for darkness. We cannot have
this. As it has been shown to us that Gwales itself
has called you here, it is you who must go below
and speak with Bran. He may have some wisdom
to share with you.
Following the path, you quickly reach the bas
relief you encountered before. Shockingly, it has
already swung open, leading to a small dark
hallway.
Ephraim has already infiltrated the vault of
The Seven. The hole is long and shrouded in
darkness. Climbing through without any
source of light is a dangerous prospect,
causing 3 damage in the process. But any
amount of light, even that from a stored
Eldritch Blast, is enough to light the way.
As the PCs move through the tunnel it
changes from a hard rocky surface and
becomes progressively sandier. Eventually
the PCs emerge upon a beach.
You emerge from a sand dune into what appears
to be a sandy beach. Where the water meet the
sand is a three foot round pedestal about 2 feet
tall. Sitting atop the pedestal is what appears to
be a decapitated head, staring towards the sea. As
you take all this in you see three people heading
for the pedestal. The one in the lead matches the
description you were given for Ephraim.
The PCs have a few options here. If they
decide to wait and see what the figures do,
Ephraim approaches the pedestal and
appears to have a conversation with the head
before grasping it and raising it above his
head in triumph. The other two people who
are with him cackle along with him before he
begins to head down the beach. If the PCs
allow him to get away with the head of Bran
see Ending A.
At any time, and even before Ephraim
reaches the head, the PCs can intervene. If
the PCs call out to him, he looks back at them
shocked. He then orders the two people with
him to stop you and begins to run to the
head. The PCs will have to fight the cultists
that Ephraim brought with him (the very
same cultists the PCs have been seeing
throughout the Genesis story arc!) or move
around them (costing them an extra Area of
movement). Ephraim will have to cross 6
Areas of movement to reach the head before
the PCs. As long as the PCs can beat him
there he will not be able to grab the head.
When the PCs do catch up with him read the
following:
“Damn you Witch Hunters! If I hadn’t needed
access to your hidden knowledge I would never
have dealt with that fool Peter! I will not let you
stop me from my revenge! I have waited hundreds
of years for my revenge and I will take it! I was
left for dead while Bran fled with the others. Now
I will end them and their precious land!
Ephraim’s form morphs, bulging and heaving in
a disgusting manner. He increases in size and
shape until he matches the form of The Seven,
though twisted and warped in a daemonic way to
a pale reflection of the beings.
“Cower in the face of Efnysien! Brother of Bran!
Left to die by he and The Seven. I have lived a half
life and now the Coven of the Dark Canticle has
made my revenge possible! All will die thanks to
my new friends. You cannot stop them! They are
already using you for their purposes!” He laugh
hideously and launches an attack.
Due to how Efnysien has had to live over the
centuries, he is not as strong as one of The
Seven, yet he is probably one of the strongest
enemies the PCs have faced to this point.
Efnysien (Lieutenant) Fear Rating: 1
Hell’s Favor: 3
Initiative: Reflexes 4d
Pace: 3
Melee: Sword, Great 8d (+6 Damage)
Ranged: None
Defenses: Avoidance: 3; Discipline: 3; Fortitude: 3
Armor: 1
Health Track: 8/8/8
Talents: Fury
Suggested Skills: Charm (Deceive) 6d, Command
(Intimidate) 6d, Command (Leadership) 6d,
Endurance 6d, Resolve 6d
Fundamental Power/Price: Mortal Mask / Fragile
Additional Powers & Prices:
• Vicious Attack / Prey Exclusion (Celts)
Diabolic Leader (Lieutenant)
Fear Rating: 0
Hell’s Favor: 2
Initiative: Reflexes 3d
Pace: 3
Melee: Knife 6d (+3 Damage)
Ranged: Hellfire 7d (+6 Damage)
Defenses: Avoidance: 3; Discipline: 3; Fortitude: 2
Armor: None
Health Track: 6/6/6
Talents: None
Suggested Skills: Charm (Deceive) 6d, Command
(Intimidate)6d, Command (Leadership)6d, Endurance
6d, Resolve 6d
Fundamental Power/Price: Hellfire / Fragmented
Soul
Additional Powers & Prices:
• Bloodcraft / Frailty (cannot use powers in a place
sealedoff with salt),
• Soulcraft 7d / Offensive Limitation (powers do not
affect anyone who has no Damnation points) Efnysien does not need to kill the heroes though he will show little mercy to one who has been taunting him. Should they all fall, he will simply leave with the head of Bran. If the PCs can defeat Efnysien before he can
make it away with the head of Bran see
Ending B.
As he leaves with the head, clouds begin to gather
in the sky above you. A storm begins to break out.
As you struggle to find someplace to hide from the
terrible weather you can feel the darkness out in
the ocean as a palpable thing. You know that
something evil has been unleashed upon this
world and perhaps your own. A guardian has
been removed. The weather begins to fade around
you and the world shimmers as if a dream, before
righting itself and you find yourself back in the
real world. Here, too, a storm is brewing, and
England no longer feels as safe as once it did.
Continue to ‘The Storm is Just Beginning’.
Efnysien falls and his blood soaks the sands
beneath you. The decapitated head, slowly rolls
towards you.
The head seems like the head of a dead man,
not responding to any stimulus until the PCs
return it to the pedestal. Of course, if
Efnysien did not remove the head of Bran, it
will not need to be returned.
“Thank you Witch Hunters. It is a shame that
you had to kill my brother but his self-imposed
anguish had quite broken his mind. We had not
thought he had survived our last great battle,
much like I did not. The Seven brought me here,
and ever since I have kept various evils at bay and
away from England. But doing so, I also had a
chance to watch a world grow. I was there in the
dark times before the London Fire and I am here
now.
“Know that what he spoke was true. You are
being used by dark forces, though how I cannot
say. You must be ever vigilant. I can only save
the world from so much, and this is no longer our
world besides. Our powers begin to fade. The
Coven is coming. Don’t believe everything you
see.”
The head will attempt to answer any
question the PCs have in regards to the
background of the adventure, though he will
know nothing about the location of the Holy
Grail. When they are ready to leave, a portal
back to reality will be opened behind them
by Bran’s head, allowing the PCs to return.
The PCs have returned to the world at
Grassholm in Wales. It is a long journey back
to London and the time either passes during
one of the largest storms that England has
seen in generations or in slowly worsening
weather depending on how the PCs
completed the adventure.
Assuming the PCs seek out Peter to let him
know that he had been fooled by Efnysien,
they will find him at the Church of Saint
Mary Magdalene.
Peter has aged decades in the time that you have
been gone. “Hello my friends, pray tell me what
has happened.”
After the players tell Peter about their
journey he will continue:
“I have been a fool and it has cost us, yet all may
not be lost. You know now that the Coven is
using forces great and small to work its magic
against the world and I feel their hand in this in
the two cultists you discovered with Efnysien. It
surely would be a boon to them to see Bran’s head
removed and The Seven in chaos. Be careful.
“As for me, I feel that the time of my journey is
fast approaching an end. Thank you for ending
the distractions I have allowed. Soon another will
come to take my place, but not before this journey
we are both on reaches its end. I pray that we all
survive it. We all have our crosses to bear.”
Agreeing to go on the adventure: 2SP
Good roleplaying: 2SP
Entering Gwales 2SP
Completing one of the tests 2SP
Defeating Efnysien 2SP
Total Possible: 10SP
HP Rewards: Heroes should receive only
receive Hero Points if they spent them. A
GM can give out between 1 and 3 depending
on the heroic actions of each individual PC.
Remember that daring is relative to the skills
of the character. Jumping onto a table to fight
off a group of musketeers is more impressive
when it’s an elderly spinster doing it.
Beyond that, reward players who
contributed something worthwhile to the
game perhaps related to their Virtues and
Vices.
All players should receive Peter as a contact.
PCs who succeeded on Ynawg & Grudyen’s
Test should receive ‘Warrior of Gwales’.
Peter: Peter is one of the Twelve Penitents
and carries as his burden a large stone cross.
He can be found at St. Mary Magdalene.
Warrior of Gwales: You succeeded in
blooding on of the warriors within The
Seven. They may come to your call if you are
truly in need.