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My Cross to Bear

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Page 1: My Cross to Bear
Page 2: My Cross to Bear

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

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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

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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

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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.

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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

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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.

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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.”

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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

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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

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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.

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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:

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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.

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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.”

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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.

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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’.

Page 17: My Cross to Bear

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

Page 18: My Cross to Bear

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.