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Faith Lost is a

Dangerous Weapon
DP 3-05
Month, Year
Version 0.1
by
Kenneth Walz
Heather Walz
Omens of death draw the Witch Hunters
to Egypt after the ancient book of
Isis falls into the nefarious hands of
a wicked Voodoo priest. Can the heroes
prevent the birth of a new menace even
more frightful than the Grey Pilgrim?
For experienced witch hunters, suggesting
tier 2-3, tier 1 can play at own risk.
"No one can serve two masters" - Matthew 6:24

Witch Hunter and Dark Providence are trademarks of Paradigm Concepts, Inc.
Adventure content is 2009 by Paradigm Concepts, Inc. All rights reserved.

Credits

Eagle song, and use several rituals he found


including one to make the revenant immune to steel
and shot so he can stand up to the Grey Pilgrim.

Author(s): Kenneth & Heather Walz


Editor(s): Editor's name(s)

Introduction
Background and History
Adrin Lorencio Custodio, A Spanish priest who
had a crisis of faith two years ago, when he saw a
angel have to sacrifice itself to damnation in order to
prevent a hellpoint from opening. Not understanding
how god cannot forgive such a sacrifice turned to
dappling in voodoo to find more answers. Such
actions attract others also, namely the Grey Pilgrim,
a fallen witch hunter who now hunts Witch hunters.
The Grey Pilgrim realized that a fallen priest could
be of great service to his task set out to set up Adrian
to fall from grace. Knowing where part of the Book
of Isis was in the new world, the Grey Pilgrim
allowed a communication of where the Book was to
fall into Adrians hands. Father Custodio knowing
how such a Book could be used for great evil,
gathered several other witch hunters to go and try to
recover and destroy the book. However the witch
hunters he could get to assist him where too young
and inexperienced for such a trap by the Grey
Pilgrim, the Grey Pilgrim easily killed most of the
witch hunters and allowed Father Custodio and a
native American called Eagles song to escape
with parts of the book. The parts of the book dealing
with talking with the underworld and the returning
of undead to life to finish a goal or quest they had in
life. Father Custodios sanity was pushed past its
breaking point in the fight with the Grey Pilgrim.
With his broken mind and the book of Isis, he used
his knowledge of voodoo to create a new ritual, one
that will create a powerful revenant, one Father
Custodio hopes is powerful enough to hunt and kill
the Grey Pilgrim. Father Custodio talked Eagles
song to help him travel to Thebes in Egypt,
supposedly to help him look for rituals to kill the
Grey Pilgrim. However once at Thebes Father
Custodio betrayed Eagles Song and killed him in a
ritual sacrifice then started to mummify the body for
the ritual of creating the revenant. The only thing
that Father Custodio could not control was Eagles
Songs gift at the end, Eagle Song was able to send a
Dream walker message to his sister trying to warn
him and stop Father Custodios plan. The players
will get to see her receive the message, and then
have to figure out how to intercept and stop Father
Custodio. Father Custodios plan is to mummify
Faith Lost is a Dangerous Weapon DP 3-05

This module takes place as a flash back of previous


events, they start in London at a trail or hearing of
some important then flash back to their memories of
the events.

Adventure Summary
In scene 1, Here Ye, Here Ye
The players find themselves in the court of whispers
as witness for a hearing, and then flash back to their
memories of the events in the past.
In scene 2, A choice between two evils
The module will then give the players options on
how to get to the valley, the captain of the ship, who
is a Lightbringers will let the players have the
following options, he can drop them off in Cairo, but
with the ottoman empire at war with Europe that
may cause issues getting weapons and armor off the
ship and into the lands or he can drop you at a
known smugglers cove and try to find locals there to
help guide. He will be back in a month to pick up
wherever he drops them off.
In scene 3, Enter Via Cairo
Have to talk/bribe their way into Cairo, the bigger
weapons and armor raise the difficulty/bribe
required. However once in the city they can find info
out about the expedition that went ahead of them.
And its easier to find a boat to take up river.
In scene 4, Enter Via Smugglers cove
This is potentially the deadliest, if any players have
killed pirates in previous events, they might get
attacked by pirates or revenge, they can arrange
either a overland guide or a boat to the valley of the
kings.
In scene 5, One Hump or Two?
Overland trip with smugglers down to Thebes.
In Scene 6, A slow cruise up the Nile
Forces of the advisory, seeing a chance to bring
damnation and chaos to the world, try to slow or
hinder the witch hunters. In this scene while
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traveling up the nile the boat the witch hunters are


on is attacked at down by snakes.
In Scene 7, Thebes Hunting
If the witch hunters stop in Thebes to ask about the
Father they can find out important information about
what they are about to face.
In Scene 8, Valley of the Kings
In this scene the witch hunters have to find and get
to the correct tomb to confront the Father and his
newly created Undead revenant.
In Scene 9, Long way home
This scene should be easiest as they make their way
out of Egypt.
In Scene 10, Justice Prevails?
If the priest lives, he is given a trail for violating the
accords, players will get to give suggestions to
punishment.
In the conclusion
We see what if any justice is done and how the
orders have to deal with a fallen priest.

Scene 1: Here Ye, Here Ye


You find yourselves standing in the court of
whispers, in your finest clothes, to your front are
five solemn looking persons in judges robes, the
lady appointed as bailiff for this hearing asks for
each of you "Please state your name, and your
order of Solomon
After all the players state the information, the
gm continues
It seems so long ago, but it was two months
since the 'ordeal it started innocent enough, you
found yourself and your companions on a boat in
the Aegean when you and the dream walker with
you received a vision. As the rest of the witnesses
are sworn in your mind wonders back over the
events that brought you here..

Scene 2:
A choice between two evils
You feel a cool, refreshing breeze on the back of
your neck as you stand on the galleys forecastle
overlooking the deep blue of the Mediterranean
Sea with the late summer sun beating down on
the deck. The navigator of the ship, just finishing
his noon reading, nods to your group Clean
wind and clean sea, we should make Lisbon in
record time at this clip. As you gaze upon what
must be one of the wonder of the witch hunter
world thanks to the accords, a ship, fully crewed
by witch hunters. The Blessed Sea, she sails the
seas with the crew changing as they are called to
the service of the Lord. Some of you just boarded
this ship with its cargo. For others its been
several weeks from your last encounter with the
forces of the advisory, and you had found
yourself on a dock with the The Blessed Sea
just docking, with no other omens to guide you,
you boarded her and have been sailing, helping
out as you can, waiting for the next omen.
NPCs that can be talked to
Captain Alexandre Olavo Bernardino, Portuguese
man, of the Lightbringers. Non caster
Ms. Running Waters, Native American, Dream
Walker, will perform Dream-Crafting at the end of
this scene. Twin Sister to Eagles Song, sweet and
kind.
Mr Giovanni Ampelio, Ships Carpenter, order of
Stalker of the Unseen hunt. Italian. Recent convert,
mortally afraid of undead ships and crew, wife was
killed by demon dogs. Very gruff and not very
talkative.
Ms. Rosette Louissette, First officer, Order of
Crusaders Inviolate. French. Courageous, friendly
but secretive, father is a musketeer in the kings
guard, jokes around a lot, currently looking for
people to recommend to the musketeers.
Ms. Leeba Chesed, Navigator, Order of The Seekers
of Emet, German. Not overly strict, uses the fact of
seeing abominations as a excuse for excess gluttony.
Father Francis, Lookout currently, Order of the
Ashen Cross. English. Currently worried about the
amount of Aztec gold crossing the oceans, and

Faith Lost is a Dangerous Weapon DP 3-05

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became a witch hunter when his abby was attacked


by diabolists.

a falling star cross a star in a constellation above


you.

If any of the NPCs are asked, the ship is sailing


from a small island in the Mediterranean, carrying
the results of a archeology dig over to London, god
willing.

If players are trained in the skills give them one roll


at each of the following.

If the players wish to examine the ship, with a


Notice DC 4: They can tell that on the figurehead of
the ship the angel, her wings are swept back to the
bow of the ship and it looks like the wings are bolted
to her and the ship.
If Mr Ampelio is asked about this, he will respond
that the wings tend to attract cannon fire for some
reason, makes it easier to replace the wings than the
whole figure.
Empathy DC:4 there is more to the answer but he is
not willing to say.
GM NOTE: If a player has asked for a dream
weaving then the players name will be used instead
of Fanny McBrigede.
As the sun begins it nightly setting, the sky and sea
take on a red tinge, as the old mariners line red
sea at night sailors delight comes to mind.
Running waters draws on the main deck with sand
sigils to assist her, one of the crew Fanny
Mcbrigede, has asked her for a dream weaving.
Several of the crew gathers round not only out of
instinct to protect but to watch and learn. As the
night takes over and the stars appear, your head
begins to spin and you feel yourself falling at first,
then you awaken to see yourself flying over the city
of Cairo in Egypt, your vision then sends you south
along the Nile until you see the great bend and see
a temple on the side of the river, flying over the
walkway to the Temple you see a road, over a mile
in length, flanked by hundreds of stone sphinx, the
temple itself has two great statues of a Egyptian
pharaoh with a single red granite obelisk on the
left hand side, your vision then flies up and to the
west where you see a valley, several of the smaller
hills and valleys seem to be guided in gold. The
vision flies you down to the south branch of the
southwest wadi.and your vision again
fadesyou awake to see the crew of the ship
gathered round in a protective circle around your
group and Running Waters, several glow with
eldritch energy ready to defend the ship and all on
boardyou blink your eyes as the stars as you see

Faith Lost is a Dangerous Weapon DP 3-05

Trained Knowledge: Geography DC:2 The great


bend in the nile, put the temple in the area of Luxor,
its old name is Thebes.
Trained Knowledge: History DC: 2 The avenue of
the Sphinxes, connects the ancient Egyptian temples
of Luxor and Karnak in Luxor/Thebes.
Trained Knowledge: History DC: 2 The description
of the temple sounds like the Temple of Luxor, in
Luxor/Thebes.
Trained Knowledge Geography or History DC:2 The
valley sounds like the valley of the kings.
Navigation DC:1 or navigator background. The
constellation the star went through is Canis Major.
Navigation DC:2 or navigator background. The star
it crossed was Sirius.
Once they know the name of the Star, Myth and lore
DC: 2 Sirius in Egypt was considered to be the Star
of Isis.
As the captain has your group and Running
Waters brought to the main cabin for discussions
of what happened you notice that Running Waters
is trying to hold back tears. In the main cabin are
your group and the officers of the ship, the captain
asks you to describe your vision and the captain
and officers listen and make notes.
If anyone asks Running Waters what is wrong or
why she is crying.
The vision was from my twin brother Eagle Song,
the vision was not yet complete when it was
stopped, the way it stopped can only mean that he is
dead.
If Running Waters is asked to join the group.
GM NOTE: If the party is a low level tier 1, she will
join in if the GM thinks she can be a hand, or she
can join if the GM thinks she can be used to give
hints or notes in combat, her joining the party is
entirely at the discretion of the GM.

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I can not, it is my duty to get the items to London,


but as my brother also reached out and you received
the visions also, I believe it is your calling to
investigate what is going on down in Egypt.
Do you know what your brother was doing?
The last I spoke with him, he was with a Spanish
Priest in my lands, looking for some old scroll or
book of knowledge. Trying to make sure it did not
fall into the wrong hands.
If the players did not succeed at the rolls to decipher
the dream, the officers in the main cabin can answer
and interpret the symbols for them.
GM NOTE: FOR LOW EXPERENCED TIER
ONE, THE ONLY OPTION THE CAPTAIN
GIVES IS THE DOCK IN CAIRO.
As all discussion seems to be slowing down the
captain speaks. It seems that your group has been
called to Egypt, the wind has shifted to come from
the North, so we can arrive soon, but Egypt is under
control of the Ottoman Empire, and at War with
some of the powers in Europe and the
Mediterranean. There are two ways we can get you
into there, we can dock in Cairo or I can dock at a
small pirate port just west of there that we know of,
which do you prefer?
If asked Pro/Con for each, the officers can tell the
following.
Dock in Cairo: Well you get real documents; its
easier to get travel down the Nile, and find out
information around town. Bad side, heavy armor and
weapons they will not allow in.
Dock at the pirate port: Well there are some foragers
there that can make permits for anything given the
right incentive, like lots of cash. It will cost more to
find travel down the Nile. Also if you are known to
have hunted pirates in the past, there maybe a fight
with friends of the old crew or captain. Also you
would not be able to get to Cairo as they do detailed
examination of papers in that city.
Let us off at some deserted beachfront: ARE YOU
NUTS, if we did that you would have no papers,
When your caught by the Ottomans you would be
killed as Spies. I cannot risk that under interrogation
you would reveal this ship to them. We are known to

Faith Lost is a Dangerous Weapon DP 3-05

them as Pirate hunters, and that is how I want them


to think of us.
If they wish to go to Cairo go to scene 3, if the pirate
port then scene 4

Scene 3: Enter Via Cairo


For the next few days as the ship heads south, the
captain goes over with the crew some of the cargo
that the ship has in the hold, seeing what could be
passed off for sale. He explains that once the ship
clears customs, the crew and you can disembark,
normally crew dont carry weapons and armor, you
should not have a big problem in the dock area, but
when you try to leave the docks, the customs will
then be on your case, from past stays we know that
they will not allow heavy armor past customs or
any large weapons, if you want to you can leave
those with us and we will leave them in London at
the court of whispers. Otherwise they will be taken
from you by the Ottomans and you may or may
not get them back.
Yes the players can trust the captain and the crew to
give the weapons to the court of whispers, if they
wish to leave anything else they will leave those
items at the court also.
Heavy armor is Buff coat, Pitch jacket, Metal
breastplate.
After the ship ties up in the harbor, a pair of
Ottoman customs come aboard and question the
captain about the ships cargo and length of stay,
after a few minutes the captain is given a sheet of
paper, and pays over a rather large sack of coins
with a nod and announces Ok you rats, once the
cargo is offloaded you get liberty, for those
passengers if you want off now, talk to these
customs people on the dock. As you disembark you
feel that maybe making a deal with devil maybe
better than talking to bureaucrats, as you approach
them. As they ask you questions they make notes
into their records about your answers.
The agent is able to speak, Latin, Greek, English,
Persian, and will call upon a translator for others.
Questions they ask
Name?
Country of Origin?
Reason for visit?
How long will you be visiting us?
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What weapons are armor are you trying to


smuggleI mean defend yourself with?
If asked permits are good for one month, you may
buy extensions now at the normal rate, if you need to
extend after your time is up it will the twice the cost.
So long as the players are truthful they will not have
a problem, if a player tries to use Deceive they must
make a DC: 2+ Tier to get him to believe him. If
they fail, the customs agent shakes his head and says
I think I must have misunderstood the translation,
could you repeat that please? with a faint smile on
his face.
Cost Chart
Visit Time: 1 crown per month
Small weapons permit: 2 crowns per month
Medium weapon permit: 3 crown per month
If asked the customs will suggest two months for
getting from here to Luxor and boat, by overland 3
months.
If any players do not have enough money the captain
will give the players the cash, just adjust the income
gained at the end of the event to reflect repaying the
captain. He will front each player a amount equal to
their income per module.
If the character is from the Ottoman empire, they do
not need to purchase any permits and can carry any
equipment they wish.
Any character from the following countries, the
customs agent will try to charge double due to the
loss at the battle of Vienna, but may be charm DC:
tier to be talked down to the normal price.
Poland, Russia, Any of the German Empire, Bavaria,
Austria, Saxony.
Gossip Rolls asking about a Spanish priest and a
native American with him.
DC: 2 Yea we remember them, they bought up a
bunch of linens and Natron, said they where looking
at doing a show up in Spain about creating a
mummy.
Natron, is a natural salt used in drying out dead
bodies.
DC: 3 Yes, that priest had a weird look in his eyes.
They asked how to get down to the Valley of the
Kings.
DC: 4+tier: Funny thing, that Priest had a old
papyrus scroll with him he was trying to get a
translator, none of us could make heads or tails of it.
Faith Lost is a Dangerous Weapon DP 3-05

Ways to get from Cairo to down south. A gossip


DC:1 will find out the following.
You can rent space on a ship heading Up the Nile,
should cost about 8 crowns one way. The other way
takes longer, you can talk to a caravan heading that
way, and if they are impressed with your combat
skills you can get trip for about 4 crowns.
Getting space on a boat,
DC 1 Gossip to find a ship.
Charm check for each two successes they can get
one crown off of the passage down to a minimum of
4 crowns per person.
Joining a Caravan
DC 1 Gossip to find a group willing to let them join.
If a character as a number of ranks in hand to hand
equal to or greater than their tier then they will be
allowed to join otherwise it takes a charm check of
DC 1+tier.
Charm check for each two successes they can get
one crown off of the passage down to a minimum of
2 crowns per person.
If the players go for the Overland Trip, Go to Scene
5.
If the players wish to go on the boat, Go to Scene 6.

Scene 4: Enter Via Smugglers cove, where on


WHAT ship??
The captain and the officers give a smirk and
quaint smile as the captain turns to Ms. Louissette,
Madam, as soon as the good father gives us the all
clear in the morning begin the changeover please.
She smiles and nods Aye Capt as the crew head
out to their bunks for the night with a spring in
their step.
Changeover???
Wait for the morning, its more fun to watch if you
dont know whats going on. **Winks at the
player**
As you come out on the deck with the morning sun,
it seems all the crew is awake and looking up to the
crows nest as Father Francis is praying and
making a mark on his forehead then uses a
spyglass to look over the seas.
Ashen cross recognize the prayer as the Mark of
Discernment.
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If any crew is asked We are waiting for the seas to


be clear of any other ships.

where either carrying witches or dark artifacts that


we did not want the forces of the advisory to have.

Father Francis lowers the spyglass with a large


smile and booms down to the deck Clear seas
Captain, no ships in sight, you can begin. The
captain turns to Ms Louissette Madam, please
change us over to The Bloody Sea Ms Louissette
gives a grin and a curtsy as she acknowledges the
Captains orders All right you rats, as of now we
are The bloody Sea, Port crew change the rigging,
Starboard crew, name and paint, get to work then
change your clothes. The ships Carpenter nods to
the Captain, Sir can I use them to help change the
figurehead? The Captain nods Sounds good,
might as well use the extra arms, after all Idle
hands are the Devils work are they not? Mr.
Ampelio nods to you as he heads for the bow of the
ship.

By the way if any of you are able to cast hermetic


magic, the captain is going to ask you to boost the
protective wards in the hidden hull later. We have a
circle of binding inscribed with silver sigils that we
use to hide dark artifacts from the invisible world
while we travel to a safe port. Right now there is
nothing there, but never hurts to be ready.

What are we doing??


We are changing the name and outline of the ship, in
just a new hours we will have a new paint band
going around the ship that is red instead of blue, a
few extra rigging to change up our outline, they are
changing the letters on the back of the ship to read
blooded sea instead of blessed sea. And then we get
to modify the figurehead, after all the figurehead and
name are how most ships are identified. We need to
pull the wings off, I need a couple of you to do that,
its easy enough they unbolt and are lifted aboard,
then we bolt a body of a shark over it, so it looks
like a shark eating a woman. After that we all
change into clothing so we look like pirates instead
of a normal crew.
Trained Knowledge Current events DC Tier; or
French and Spanish players
The blooded Sea, she is a known pirate ship that
kidnaps and kills crew, she is a wanted ship by most
civilized ports. The big story is she raided a French
ship that had captured a load of gold from the
Spanish, it is said The Blooded Sea took the priest
from the ship and hanged him from their ship as a
trophy, then sold the women into a pirates bordello.
If asked Father Frances was the priest on the ship
and Ms. Louisette was the woman sold. The ship
they where on was carrying Cursed Aztec Blood
gold, we dumped that into the deep sea and made the
story up to give us a good cover. We have sacked a
couple of other ships as The Blooded Sea, but those

Faith Lost is a Dangerous Weapon DP 3-05

The captain will help the character change cloths


over to something more appropriate for a pirate ship.
The port of the pirates is a cove just big enough
for three ships to dock in, there is only one dock to
the land, and it is being used already. The captain
orders the longboats broken out and make ready to
land. Looking at what qualifies for a town, you can
make out a Bar, a Inn or something that is cooking
food, and about a dozen hastily constructed homes.
The captain gives you all a nod Well we will sail
in two days, I have some extra cargo I am going to
claim is plunder to try and swap to one of the other
ships, so if you can not get what you need we can
always take you over to Cairo and try that way. I
will return here once a month for the next four
months to see if youre here, after that we will pray
for your souls.
Gossip Rolls
DC: Tier + problem to find a forger
DC: Tier + problem to find a smuggler looking for
help for either boat ride down the Nile or by camel
across the desert.
Problem chart: If one or more of the PCs have any
of the following circled on their AJs Add one for
each category.
#5 or 6 From 1-01 Storm Tide
#30 from 1-06 Beast of the Forest
#48 from 1-08 Dedication
If a player has #89 from 1-15 Fair trade then add the
boxed text to them while they are in the inn talking
to the Forger.
Also if a player has #89 from 1-15 circled, then
negate all penalties from the Problem chart, as the
captain from the Pirate ship, vouches for the group.

As your sitting in the Inn waiting for the forger to


arrive, the barkeep comes over and drops a large
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plate of cheese with a jar of milk on your table with


a strange look on his face One of the captains
whos leaving port told me to give you these and to
say The barkeep looks around and in a purring
cat-like voice The cheese is Puurrrrfect. Capt
Searle said you would understand as he shrugs his
shoulders and goes back to work.
If the players dont remember Capt Searle, that is
even better.
Permit Shopping
After asking around, you find out the name of the
local forger is Akhenaten, and set up an
appointment at the inn. You see a weasel-eyed man
in traditional dress for the area come up to your
table, he bows slightly and asks what do you need
made and for how long.

Cost Chart
Visit Time: 2 crowns per month
Small weapons permit: 4 crowns per month
Medium weapon permit: 6 crown per month
Large weapon permit: 2 pounds per month
Heavy armor permit: 1 pound per month
If asked the he will suggest two months for getting
from here to Luxor and back by boat, by overland 3
months.
He cannot be charmed or intimidated into changing
his prices; he knows his business and the rest of the
pirates will protect him should the characters try to
get violent.
You can rent space on a ship heading Up the Nile,
should cost about 10 crowns one way. The other
way takes longer, you can talk to a caravan heading
that way, and if they are impressed with your combat
skills you can get trip for about 6 crowns.
Getting space on a smugglers boat,
Charm check for each two successes they can get
one crown off of the passage down to a minimum of
4 crowns per person.
Joining a Smugglers Caravan
If a character as a number of ranks in hand to hand
equal to or greater than their tier then they will be
allowed to join otherwise it takes a charm check of
DC 1+tier.

Faith Lost is a Dangerous Weapon DP 3-05

Charm check for each two successes they can get


one crown off of the passage down to a minimum of
2 crowns per person.
Why do we have to pay smugglers for their help??
You are unknown to them and they dont trust you.
If the players go for the Overland Trip, Go to Scene
5.
If the players wish to go on the boat, Go to Scene 6.

Scene 5: One Hump or Two?


Hot and thirsty, that is all that can be said for
taking a camel down to the southern Egypt is long
and tiring, the only good news is after 5 weeks on
the road your guide tells you that your only two
days from the southern end of the trail. At night
the camel train breaks up into smaller camps, it
seems none of the others with you want to be in
your groups camp, so you have settled into a
pattern of watches and sleeping.
Ask for all characters to make a notice DC: Tier to
avoid being surprised.
Just as the sun begins to rise from the East, your
packing up the camels as you notice the sand
shifting just outside of your camp area, before you
can react, a huge nest of snakes erupts from the
ground and attacks you and the rest of the caravan.
There is a group of 5 snake minions per pc. If you
feel there is a need or more or less adjust as you feel
for the party strength.
For the combat sheets see
GM 1 for Tier 1
GM 2 for Tier 2
GM 3 for Tier 3
Once combat is over
If players wish, there are a dozen injured people with
two people poisoned. With a Heal DC of the poison,
the two people can be saved from death. The rest of
the caravan will not turn down any healing offered.
The battered remains of the caravan gather up for
the days trek. The caravan master asks if you wish
to go to the Valley of the Kings or over to Luxor?
If the group wants the Valley of the Kings go to
Scene 8.
If the group wants Luxor go to Scene 7.
Page 8 of 18

Scene 6: A slow cruise up the Nile


As the warm breeze sweeps over the deck of the
small barge you are on, you look over the people on
the shores working and sweating in the blazing
Egyptian sun. And think to yourself this is much
better than riding up the Nile on a camel on dusty
roads. The last three weeks have been one of steady
routine, sailing up the Nile and then at night tying
up to a dock or the land for some sleep. You and
your companions are the only paying customers on
this barge, the rest of the ship taking up cargo
space. The crew is nice enough to leave your group
alone, you spend the nights with a steady passage
of watches and sleep. With just two more nights on
the barge before you make it to your final
destination. You awake earlier than normal to start
making breakfast on the shore, when you notice
the ground around you starting to shift, then before
you can yell a warning, a nest of snakes erupts
from the ground into your group.
Ask for all characters to make a notice DC: Tier to
avoid being surprised.
There is a group of 5 snake minions per pc. If you
feel there is a need or more or less adjust as you feel
for the party strength.
For the combat sheets see
GM 1 for Tier 1
GM 2 for Tier 2
GM 3 for Tier 3
Once combat is over
If players wish, there are a three injured people with
one people poisoned. With a Heal DC of the poison,
that person can be saved from death. The rest of the
barge will not turn down any healing offered.
The barge master asks your group do you wish to
be let off on the east side of the Nile at Luxor, or do
you wish the west side for the valley of the kings.
If the group wants Luxor go to Scene 7.
If the group wants the Valley of the Kings go to
Scene 8.

Scene 7: Thebes Hunting


In this scene there is a chance for the heros to find
the Cult of Isis, and receive information about what
has happened and if they agree find out some of the
Faith Lost is a Dangerous Weapon DP 3-05

problems they are going to have fighting the


creature. But to find the Cult they must pass a test
that they will not even know is going on. They must
befriend a quiet boy tending his wounded falcon,
they must heal the falcon and convince the boy not
to travel down the path of harm and evil. If they
succeed the priestess of the cult of Isis will approach
them. Otherwise they wander around the town until
they are bored and can then head over to the valley
of the kings.
As you walk through the town, it is easy enough to
find the walkway in your vision, the avenue of the
sphinxes, the path that links the temples of Karnak
and Luxor. Walking up to the Temple of Luxor,
you see several people about hawking various
trinkets and several of the locals barking out prices
for tours of the area.
You see of the locals gathered around the area for
giving tours there is a young boy with a bandaged
falcon in the back.
If approached the boy reacts.
A thousand pardons, I will be able to take you on a
tour in just a moment, I must get Horus to eat, he
has not eaten from when before I got his wing
bandaged two days ago.
What is your name?
I am called Baruti.
What is wrong with your falcon?
I was putting on a show for some <<insert a nation
that is not represented by the characters>> when two
fools throw rocks at him and one hit him in the
wing. They then laughed as they left.
Empathy DC:1 The boy us upset at <<Nation>>
Can we see him.
Heal DC:1 The bird is in pain as the wing was missset and not healing properly.
If they tell him.
What the old man that was with that group said he
would bandage the bird and charged me two crowns,
which was most of my months earnings.
Empathy DC:2 the boy is getting very upset and
angry at <<nation>>
The wing can be set properly with a heal DC: Tier.

Page 9 of 18

Once the bird wing is set after a moment the falcon


starts to eat to regain its strength. The boy remarks
Ok Horus, once you regain your strength, you will
learn a new tricks, how to attack <<Nation>> and
go for the eyes.
True Faith DC:1
The venom in the boys voice, leads you to believe
that the path of revenge he is looking at heading
down will bring damnation to his soul.
To talk the boy out of that path, any good RP will
succeed. If they do not Role-play the discussion out
it is either a Charm or True Faith DC: Tier.
As your words sink into the young boy he pets his
falcon and nods, that is what that lady who dresses
like the Priestess of Isis in the Temple said also.
Perhaps your right, I shall take Horus home and
start to regain his strength so we can do shows
again.
Priestess of Isis?
Yes, the nice lady in the temple show, in fact there
she is coming over to us now.
As you turn your head to look, a rather attractive
young woman dressed in the outfit as a Priestess of
Isis comes up to your group, as you look at her it
seems that she shimmers in the invisible world she
is not a witch hunter but neither is she marked as a
minion of the adversary. She runs her hand over
Baruti hair straightening it up. Now Baruti, you
need to get Horus home so the two of you can rest,
when he can fly again let me know, and I will help
get you into the show. Baruti smiles and bows to
the young lady as he leaves. She nods to you as she
speaks once the young boy leaves ear shot range
Please come with me, it is not safe to talk out in
the open. She leads you to a small building not far
away from the temple, I was not expecting more
visitors today, please excuse my manors, would you
like a drink of water or wine while we talk? She
points to two decanters on the table as she settles in
at the head of the table.
Who are you?
Knowing names is granting power over a person, for
now you may call me Meskhenet.
How do we know we can trust you?
I am the one worried about trust, which is why I
tested you to see if you carry the true mark of
Faith Lost is a Dangerous Weapon DP 3-05

Michael, or if you are like the other that came


bearing that mark, and then left with that mark and
carrying the mark of the morning lord.
Mark of the Morning lord?
This is how she refers to those with damnation that
have given over to the adversary.
Mark of Michael?
This is how she refers to witch hunters.
So you had a run in with Father Custodio and
Eagles Song?
Yes they where here almost two months ago, they
had part of the scrolls of Isis, they asked if I could
help translate part of them..she pauses as she
thinks.
How do you know of the Scrolls?
I am with the Cult of Isis, we have been trying to
rebuild the entire book of Isis for thousands of years.
Your Father Custodio, betrayed me and my group
and stole what sections we had after we talked about
the book.
What sections did they steal?
Before I answer anymore, I must know, once you
stop him, will you return the Scrolls of Isis and the
Ankh that he took from us?
Once the players agree, she does not care about the
other items Custodio has, but she wants her part of
the book of Isis, her Ankh and Custodios part of the
book of Isis for her help.
What are you going to do with the book of Isis?
The book and spells in it are neither good nor evil, it
is how they are used that makes that difference. We
are trying to rebuild the book so that we can use it to
help the people lead better lives, blessing of crops
and use of magic behind the scene, after all it is
better if the mass of people does not know about
magic and our other world.
Empathy:DC:0, yea she believes this and this is in
her heart.
If the party does not agree, she will wish them good
luck and ask who are the next of kin, so they are not
buried as paupers. She will explain that she knows
what rituals the priest is planning on using to create
defenses, that maybe of some importance to them?
Once the party agrees.
She will inform them of the following;
Page 10 of 18

The Ankh has the power to lessen the effects of


certain spells and spell effects, namely Prayer spells.
He is using another of the rituals to make his
creation, immune to steel and shot. So swords and
guns are less of a threat to his creature. However it
should be very vulnerable to wood.
Why did you help him with these rituals?
When he came here, with just the Mark of Michael
on him, he was looking for a way to create amulets
to prevent damage from the attacks of one he called
the Black Pilgrim, no Grey Pilgrim, yes Grey
Pilgrim is what he called it. I could tell that the one
with him dressed in skins had been attacked by that
creature and was quite afraid of it.
If Eagle Song is brought up her response.
I think that he has fallen with the other one and
given in to the Mark of the Morning lord.
If told that Eagles Song is dead.
Her face flushes a white color, part of the scrolls he
took told of how to create a creature from dead flesh
and to impart it with a task. I think this Eagles Song
is going to be used as part of the creation of the
creature.
Can you help us?
I can help with the information I know, however, I
have no skill in combat, and my Ankh was stolen, so
I cannot help at this time. Also I am not sure that
you are completely trustworthy, once the scrolls and
Ankh are returned, then and in the future I can be of
great aid.
GM NOTE: FOR TIER 1 TABLES DIFFRENET
ANSWER
Can you help us?
Yes I have crafted this magic charm, so long as you
focus on your faith, the creatures immunities will be
weakened.
Once the party is done with Meskhenet, she will let
them sleep here or at the inn in town, and wishes
them luck in their battles to come. She will see if she
can gather some of the others in the area to give a
hand, but she tells them not to count on any help.

Scene 8: Valley of the Kings


Time for the showdown, as the party gets to the
tomb the good father has just miscast part of the
ritual and the creature goes into a killing rage.
Faith Lost is a Dangerous Weapon DP 3-05

However the miscast means that it is not protected


against prayer spells.
As you enter the Valley of the Kings, you note that
the hills that where gilded in your dreams are
where tombs are. Now to find the right tomb.
Tracking check DC:4 to find the correct tomb.
If the players remember the correct wadi and/or the
correct branch each is worth one automatic success
at the roll.
GM NOTE: If a TIER ONE table got here and did
no go to Luxor, then have the Priestess of Isis be
here to meet them. This is their safety net and last
chance to get wooden clubs/weapons before the
fight.
As you follow the trail to the top of a small hill, you
notice that this tomb entrance is recently opened
and not on the maps you have. You see down the
hole about 15 feet to gravel and other debris that is
in the entrance room. Carefully lowering yourself
down the makeshift ladder, you make your way
along the partly filled entrance and first room. The
only light coming from the far room where the
sounds of someone being beaten or killed emanates
from. As you enter the last room you see the dried
out leathery corpse of an American Indian with a
large gold ankh in his chest, attacks a small man
dressed as a priest with a devastating backhand
sending the small man to the far side of the room
with a sickening crunch. The creatures eyes burn
with a sickening green light as it turns to you.
The creature has just gone wild and its up to the
party to stop it, Father Custodio just spent a hero
point to prevent dying at the creatures hands and is
out of the fight. If the party is able to heal him up
before the creature is dead, his eyes will glaze over
and say The Ankh then fall back over.
For Tier 1 see GM aid 4
For Tier 2 see GM aid 5
For Tier 3 see GM aid 6
If the players are knocked out, they will not die
unless they dont have a hero point to save them. But
when they wake up they find the Beaten up and quite
bloody Priestess of Isis and 4 our of 15 of her group
still standing and the creature dead.
Items found in the aftermath,
The fathers diary, gives back story
Page 11 of 18

The two parts of the Book of Isis


A book on voodoo rituals
The gold ankh

Scene 9: Long way home


Getting out of Egypt is easy enough; its just a
matter of getting back to where ever they got into
Egypt. If the party left Meskhenet in good terms and
as friends, she arranges a boat to take them to Cairo,
from there they can walk over to the pirate camp if
needed. She also gives them a small gold Ankh,
which she says will protect them in the years to
come.
The main reason for this break is for the players to
discuss what they should do with Father Custodio, as
he broke the laws of the accord he should stand trail,
how the group wishes to present the case is up to
them.
This gives them time to get ready for the trail. And
what if any punishment should be given, if players
ask him he will tell the back story.
If the group does start to talk about him repenting
his sins he will start to cry and start trying to redeem
himself.
If they dont talk to him about repenting he still does
not feel he did anything that will damn his soul.

Scene 10: Justice Prevails?


As you blink your eyes and focus on the matters of
the court the senior judge rises Father Custodio,
the only crime for which we are allowed to judge
you is the crime of killing Eagles Song a member
of the Dream Walkers. We will now hear the
statements of the witness before passing judgement.
After the players give whatever statements they
wish.
If they do not argue for mercy for the father.
The judges will now hear from Speaks for Wolves
the representative of the Dream Walkers. A native
American nods to the court For the death of our
brother, you will also die, but your death will at
least save others. There is a Jesuit in South Wales
that is closing in on a safe house, you will turn
yourself into him and tell him that you where the
last and got caught leaving. Father Custidio
hangs his head in shame as he acknowledges the
sentence.
Faith Lost is a Dangerous Weapon DP 3-05

If a majority of the character argue for mercy.


The judges will now hear from Speaks for Wolves
the representative of the Dream Walkers. A native
American nods to the court For the death of our
brother, you should die to pay for your sins,
however we agree that there is a chance for your
soul to be saved. There is a order of Franciscan
monks in South Wales that you will join and spend
the rest of your days with, and pray for the souls of
all that you caused pain.

Conclusion
As you make your way out of the great chamber,
you begin to think how would or could you even
stop the Gray Pilgrim, and what lengths would you
be willing to go to, but then Omens draw you away
from London and along the path of gods work.

The End
Up to 5 SP may be awarded.
2 for surviving the Event
1 for Role Playing
1 for returning the Book of Isis to the Cult of Isis
1 for stopping the Creature.
Other items
If the players made a good impression on the
Priestess of Isis and passed her test and agreed to
return the book to her she gives each player a small
gold Ankh.
Gold Ankh, this gold ankh when worn grants the
wearer Immunity power level 1 to the attacks from
the Grey Pilgrims sword.
Adventure Codes:
Circle FA is the players entered by Cairo
Circle FB is the players entered by Pirate port
Circle FC is the players passed the test from the
priestess of Isis.

Page 12 of 18

GM Aid 1
Fight for Encounter 5/6 Tier
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Snakes (Animal)
Minions, TR 2
Skills Hand to Hand 2
Weapon: Bite DM +0, Special Poison 2
Group 1
Group 2
Group 3
Group 4
Group 5
Group 6
Group 7
Poison Potency 2 DM +3

Poison Rules Reprinted from page 115 in the


rulebook.
When exposed to a poison, you roll Endurance
(Toughness) against the poisons potency. The GM
adds the success by which failed the check to the
poisons DM.
Poison also has a potency rating. This is the number
of rounds that the poison is effective in the victims
body. A victim must make an Endurance
(Toughness) check each round following the rules
above.
A successful Heal (Intuition) check with a difficulty
equal to the poisons potency will stop the spread of
the poison and stop the need for the victim to make
further Endurance (Toughness) checks.

Faith Lost is a Dangerous Weapon DP 3-05

Page 13 of 18

GM Aid 2
Fight for Encounter 5/6 Tier 2

Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Snakes (Animal)
Minions, TR 3
Skills Hand to Hand 2
Weapon: Bite DM +0, Special Poison 3
Group 1
Group 2
Group 3
Group 4
Group 5
Group 6
Group 7
Poison Potency 3 DM +4

Poison Rules Reprinted from page 115 in the


rulebook.
When exposed to a poison, you roll Endurance
(Toughness) against the poisons potency. The GM
adds the success by which failed the check to the
poisons DM.
Poison also has a potency rating. This is the number
of rounds that the poison is effective in the victims
body. A victim must make an Endurance
(Toughness) check each round following the rules
above.
A successful Heal (Intuition) check with a difficulty
equal to the poisons potency will stop the spread of
the poison and stop the need for the victim to make
further Endurance (Toughness) checks.

GM Aid 3
Fight for Encounter 5/6 Tier 3

Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Snakes (Animal)
Minions, TR 4
Skills Hand to Hand 3
Weapon: Bite DM +0, Special Poison 3
Group 1
Group 2
Group 3
Group 4
Group 5
Group 6
Group 7
Poison Potency 3 DM +4

Poison Rules Reprinted from page 115 in the


rulebook.
When exposed to a poison, you roll Endurance
(Toughness) against the poisons potency. The GM
adds the success by which failed the check to the
poisons DM.
Poison also has a potency rating. This is the number
of rounds that the poison is effective in the victims
body. A victim must make an Endurance
(Toughness) check each round following the rules
above.
A successful Heal (Intuition) check with a difficulty
equal to the poisons potency will stop the spread of
the poison and stop the need for the victim to make
further Endurance (Toughness) checks.

Gm Aid 4

Combat Sheet for Encounter 8 (Tier 1)


Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Revenant Undead (Undead)
Fear Rating 2
Initiative Base 7d
Melee Pool: 8d
Hatchet 9d DM+4
Fist 8d DM+2
Ranged Pool: 8d
Hatchet 9d DM+4
Defense Pool: Base: 7d
Powers
Immunity 2: Steel weapons (Vulnerability wood weapons)
Immunity 2: Shot (Weak point: Ankh)
True Faith: 0 Damnation: 4
Healthy
000000000000

Light
000000000

Hero Points: 0
Mod
000000

Hvy
000000

Dying
000

Immunity (Corpus)
Factor Limit: 5
Range: Self

Area: N/A
Renounce? No
Opposed: No
This creature takes far less damage from a particular source.
The common variants are below. Thus, a creature might be resistant to fire or cold, steel or wood. For each power
factor the creature has, it removes 3 successes from any incoming attack from that source. For example, a creature
with Immunity Fire 3 would remove 9 successes from any attack involving fire before resolving damage

Gm Aid 5

Combat Sheet for Encounter 8 (Tier 2)


Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Revenant Undead (Undead)
Fear Rating 3
Initiative Base 8d
Melee Pool: 10d
Hatchet 11d DM+4
Fist 10d DM+2
Ranged Pool: 10d
Hatchet 11d DM+4
Defense Pool: Base: 8d
Powers
Durability 1
Immunity 3: Steel weapons (Vulnerability wood weapons)
Immunity 3: Shot (Weak point: Ankh)
True Faith: 0 Damnation: 7
Durability
0000000

Healthy
000000000000

Hero Points: 0
Light
000000000

Mod
000000

Hvy
000000

Dying
000

Immunity (Corpus)
Factor Limit: 5
Range: Self

Area: N/A
Renounce? No
Opposed: No
This creature takes far less damage from a particular source.
The common variants are below. Thus, a creature might be resistant to fire or cold, steel or wood. For each power
factor the creature has, it removes 3 successes from any incoming attack from that source. For example, a creature
with Immunity Fire 3 would remove 9 successes from any attack involving fire before resolving damage

Gm Aid 6

Combat Sheet for Encounter 8 (Tier 3)


Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Revenant Undead (Undead)
Fear Rating 4
Initiative Base 9d
Melee Pool: 12d
Hatchet 13d DM+4
Fist 12d DM+2
Ranged Pool: 12d
Hatchet 13d DM+4
Defense Pool: Base: 9d
Powers
Durability 2
Immunity 3: Steel weapons (Vulnerability wood
weapons)
Immunity 3: Shot (Weak point: Ankh)
True Faith: 0 Damnation: 8

Hero Points: 0

Immunity (Corpus)
Durability
00000000000000

Healthy
000000000000

Light
000000000

Mod
000000

Factor Limit: 5
Range: Self
Area: N/A
Renounce? No
Opposed: No
This creature takes far less damage from a particular
source.
The common variants are below. Thus, a creature
might be resistant to fire or cold, steel or wood. For
each power factor the creature has, it removes 3
successes from any incoming attack from that
source. For example, a creature with Immunity Fire
3 would remove 9 successes from any attack
involving fire before resolving damage

Hvy
000000

Dying
000

Theban
Mapping
Project
0

PG
TM

10

20 m

20

KV 30, 31

Plans, sections 1:125

30 cubits

True North

rid
No
rth

10

Dyn. XVIII

Cb

Ca

Sheet 47/72 - KV 30, 31 (1/1)

KV 30
Axis 26

1 33'

07"

Cc

N 99,389.758
E 94,056.741
Elev 186.690

Cd

186.690

179.328

179.328

179.128

179.223

179.478

Axis 224 48' 53"

T MP

G rid
ue
Tr

th
Nor
or

th

KV 31
NOTES
1

Wall has fallen out along fault lines. No dimensions of elevations.

Coordinates not available,


dimensions approximate;
tomb not surveyed by TMP

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