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Ebb Tide in Toulon DP 3 - 03 Spring, 1690 Version 1.2 By Kenneth & Heather Walz An English naval officer seeks aid for his crew, lost in the grasp of the forces of the Adversary. Can the heroes save the souls of others without losing their own? “B “B “B “Be ye angry, and sin not: let not the sun go down upon your wrath” e ye angry, and sin not: let not the sun go down upon your wrath” e ye angry, and sin not: let not the sun go down upon your wrath” e ye angry, and sin not: let not the sun go down upon your wrath” - Ephesians 4:26 Witch Hunter™ Witch Hunter™ Witch Hunter™ Witch Hunter™ and Dark Providence™ Dark Providence™ Dark Providence™ Dark Providence™ are trademarks of Paradigm Concepts, Inc. Adventure content is ©2009 by Paradigm Concepts, Inc. All rights reserved.

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  • Ebb Tide in

    Toulon DP 3 - 03

    Spring, 1690 Version 1.2

    By

    Kenneth & Heather Walz

    An English naval officer seeks aid for his crew, lost in the grasp of the forces of the Adversary. Can the heroes save the souls of others without losing their own? BBBBe ye angry, and sin not: let not the sun go down upon your wrathe ye angry, and sin not: let not the sun go down upon your wrathe ye angry, and sin not: let not the sun go down upon your wrathe ye angry, and sin not: let not the sun go down upon your wrath - Ephesians 4:26

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

  • Ebb Tide in Toulon DP3-03 Page 2 of 26

    Credits

    Author(s): Kenneth & Heather Walz Editor(s): Clint Blome and Crystal Elmore

    Background and History

    Earth History The original HMS Portsmouth was a 46-gun ship built at Portsmouth in 1649. A French vessel named the Marquis destroyed her in 1689.

    Our History The French Vessel Marquis captured the HMS Portsmouth. However, the Marquis was crewed by werewolves. Only the captain survived and learned the truth...

    The first officer of the Marquis, Commander Henri Faudel, is a werewolf. Over a period of several months, he has figured out which crewmen were not likely to join the pack and had them transferred to other ships. He then brought new crewmembers on that where part of the pack already. By the time the French captain began to suspect something, the pack had captured his wife and son. Faudel kept the captain on a leash by using the threat of turning his son into a werewolf and his wife into a meal.

    One night in the middle of a trip from France to Nouvelle Orleans, the crew knew the upcoming moon would change them all. They attempted to hide by taking down the ships colors and lights, but the English ship HMS Portsmouth spotted them. The Portsmouth, thinking they found a pirate vessel, attacked and was defeated. The werewolves burned the ship and took some of the crew as prisoners so to look after the sails as ships work is not for werewolf claws.

    Captain Matthews Chitwood of the British navy has been tracking down the Marquis and has discovered that she harbors in Toulon. He has been getting visions of the tormented crew and believes that some of the crew is still prisoner on the vessel of the werewolves. He is looking for help to rescue them. In the process of trying to rescue the English crew, the players find out that the werewolves are blackmailing the captain of the Marquis into working for them. They get a chance to find and

    rescue the wife and child of the French captain so that he can regain his honor by turning the English over to civil authorities. Then he will sail the ship out to sea and die a glorious death in defying the werewolves for his last time.

    Adventure Summary

    Intro: Capt. Chitwood approaches each pc and asks them for help.

    In Scene 1, at an inn, Chitwood explains the history of his ship and asks the players to try to sneak on board and see if they can help get the English crew off. The ship will be at anchor for 5 days, and he does have six silver daggers that he gives as payment for this help.

    In Scene 2, players can gather intelligence about the ship and see patterns of the crew.

    In Scene 3, the PCs will sneak onboard and find the crew and find out the French captain is a prisoner. He will tell them how to free his family, asking if any have silver daggers so he can betray the werewolves, stand, and defend himself. In addition, that some of the crews are going out tonight to kill Chitwood.

    In Scene 4, the players get to the park as the werewolves do and fight some minions and one of the werewolf lieutenants.

    In Scene 5, the players search for clues as to where the werewolves are holding the family.

    In Scene 6, the PCs may rescue the family at the chateau outside of town.

    In Scene 7, seeing the family on the dock, the French captain calls the guard forth to escort the English off the ship.

    In the conclusion, with the Captain free of the blackmail but knowing his career is over, he sets sail. Once at sea, the werewolves kill him and take the ship.

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    GM Note: Keep track of the number of botches in the following scenes as it plays an important role in Scene 6.

    Intro: A Walk in the Street

    As you stroll through the streets of Toulon, a French Naval and Trade port in Southern France, you are able to relax a moment and enjoy the wines and company of good friends. It has been almost a month since your last encounter with the Adversary. You notice another man with the mark of a Witch Hunter coming down the street glancing at you. He is a man in his early forties and wearing a British Naval officers uniform. He nods his head to you and holds out a piece of paper as he speaks, Pardon me good Sir/Madam, but do you know where this address is? I cant seem to find my way around this town.

    Hand one of the players Players Handout 1. The note is written in English, Spanish, French, Italian, and Latin. After getting two or more of the players let the PCs recruit the rest of the table.

    Scene 1: Three Boars Inn

    As you enter the Three Boars Inn, you do not notice the English captain at first, but then you spot him in normal street clothes on the side of the inn at an empty table. He nods his head at your approach and asks, Is this all that we are expecting?

    Once all the players have arrived and they have answered, read the following:

    I have arranged for us to speak in a back room. It is quieter and safer there. He stands and leads you to a private back room. Inside, dinner has been set out with tankards of ale and bottles of wine uncorked. Please be seated and eat. Allow

    me to introduce myself. I am Captain Matthews Chitwood of the British navy, formerly of the HMS Portsmouth.

    My ship was at sea when we found another ship without colors or lights. Thinking it was a pirate ship, we attacked and found the third-rate French Vessel, Marquis. We should have prevailed in such a combat, but it seems that normal weapons did not hurt our foes. During the battle, the French crew transformed themselves into werewolves. An explosion threw me overboard, and I awoke to see them setting fire to my ship and then sailing off.

    I have tracked the Marquis down to this port. This is her homeport and she is in pier 16 for the next 5 nights. She sails on the morning tide in six days. I have been having dreams of my old crewmembers, leading me to believe that some of them are still alive and being held on that devil ship. However, I need help getting them off. I know that the werewolves have seen me here in port; I could not hide from them forever. I am asking that you board the Marquis, find my crew, and get them off before she sails. I cannot pay much in the realm of coins, but I have used much my funds to have these crafted. He holds open a walnut case and inside are (Number of PC) silver daggers. I offer these as payment for your assistance.

    Questions:

    What do you mean by third-rate ship?

    It means she carries about 72 cannons and about 200 men normally. I have noticed that their crew is smaller than normal, only about 140. As far as I can tell, the entire crew has fallen to evil.

    We have 5 days?

    The closer we get to sailing time, the more crew will be on board. Its up to you to choose the right time to move.

    What are you doing with the navy now?

    Rather strange that. It seems that the transcript of the loss of my vessel disappeared and the Admiralty

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    last orders to me were to go to Port Royal and report as special Admiralty advisor to Sir Henry Morgan while I await my next ship. It seems Sir Henry is somewhat aware of the supernatural and someone in the Admiralty House wanted me to not make waves in London.

    Do you have any Advice?

    This is an English third-rate ship. My best guess is that the crew is in the bottom hold, aft of the main mast. The bottom is a drawing of a first rate ship. While the size is larger, the layout is mostly the same. In addition, when they are in human form, the wolves do not have any supernatural senses. The cloak of darkness and stealth may be your best shot.

    Who is the admiral in charge?

    The admiral of the dock is Baron Jean de Pointis. He has just returned from the Sack of Cartagena against the Spanish and is not aware of the Invisible World. He is not prone to receiving visitors.

    Does the French Captain have a place here in town?

    It seems that he had a house here in town, but he sold it off a year and a half ago. They tell me that his family moved to Paris.

    Before the PCs leave read the following:

    Please try and let me know when you are going to attempt to get onboard. I know that I am being watched and followed. Once they realize that I was out tonight, out of uniform, they are going to watch me even more. This way I can be roaming the public areas while you are on the ship. I may draw a couple people away to watch me. It will also give me an alibi in case a fight breaks out. If English sailors fight Frenchmen in a French port, I can come to their rescue if the port guard takes them.

    Scene 2: Watching the Waves

    Inform the players that it will take 8 hours to perform each notice check on either the dock or the ship.

    As you look over the dock area, you see several inns, old warehouses, and stacks of crates. There are several spots for good vantage points. You need to pick just one for about eight hours or so.

    Have the PCs make a Notice check to determine what they will see. The time of day that they keep watch will make a difference as to what they see, so make sure of the time frame that they perform their watches.

    Modifiers for the Notice Roll:

    Players have a spyglass gain +1 to their dice pool. There are shops that sell them in the area for 45 British pounds each.

    The backgrounds of Beggar, Fisherman, Guard, Navigator, Prostitute, Sailor, Smuggler, Spy, and Thief gain +1 to their dice pool due to backgrounds dealing with the docks and sailors.

    If a character is a Frenchman, he/she may roll Gossip in place of watching the dock or ship. Using the same modifiers, he/she may gain +1 to their dice pool per crown in bribes, up to a +4 maximum.

    Wharf Day or Night

    1 success: You overhear a couple of merchants complaining about the gates of the town being shut at night and not being able to move cargo if ships arrive late.

    2 - 3 successes: Left unattended and out of sight at sunset are several small oar boats at the waters edge.

    4 5 successes: You see that the same wharf rats hang out on the dock. Not much info from them at this point, but they can be useful later on.

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    6+ successes: (Only able to get if the players actually watch at night) A carriage with a strange white shield device picks up several officers at night and returns with them at daybreak.

    Ship Day

    1 success: The Captain of the ship is rarely seen, and when visible, is always with the First officer.

    2 successes: The aft lower gunwale hatch on the seaward side of the ship is a dumping area.

    3+ successes: About two thirds of the crew leaves the ship before nightfall.

    Ship Night

    1 3 successes: The aft lower gunwale hatch on the seaward side of the ship is a dumping area.

    4 5 successes: The night anchor watch is not very energetic in their patrols around the ship.

    6+ successes: The night anchor watch does not patrol the deck at all after midnight. Also, a carriage with a strange white shield device picks up several officers at night and returns with them at daybreak.

    NOTE TO THE GM:

    Please see Scene 5 for more information on the shield device. Do your best to make sure the players do not discover too much about the symbol until Scene 5.

    The ship next to the Marquis is about 100 feet away. It is the Dutch East India Trader, Lastdrager, which translates to Load Bearer. When there are five days left, a DC 2 Gossip or Charm check after talking with the crew lets the PCs know that they are leaving for New Amsterdam on the next morning tide. The dock remains open for the rest of this adventure.

    French Officers Naval Uniforms

    Uniforms at this time are custom made. It will take three days to have one made and will cost 20 British pounds. It will also take a DC 2 Charm check to convince a seamstress to make you one.

    Impersonating French officers

    It will take a DC 4 Deceive check to get on the ship. Otherwise the PCs will be asked for written orders that will take a DC 4 Forgery check to falsify. The officers of the ship will give you a quick tour, showing down to the second gun deck. If they ask to see them, the PCs will be told that the lower holds are being pitched and sealed.

    Using this tactic, whether it succeeds or not, counts as a botch for the number of botches you are tracking for later. Someone paid many bribes to leave this ship alone.

    Use of Awakening:

    The ship is crewed by werewolves, and blood oozes from the hull of the ship.

    Players may ask about items that could prevent the spread of the werewolves. A DC 2 Myth and Lore check will tell them that wolfsbane may do the trick. There is a small herb shop here in town that does have some at the price of a shilling per sprig. It is grown in the mountains and takes some effort to bring it here.

    Players are crafty little sneaks. If they come up with any reasonable ideas to get more information, let them try it. Use the above TNs as guidelines as to what they can find out.

    If the players want to try to track either the carriage or the crew at this point, they will find that the carriage leaves town. The crew they follow heads to local inns and taverns to enjoy some time off.

    Do keep track of how many botches the PCs make, if any. It will come into play in Scene 6.

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    Scene 3: All Aboard

    GM note: We want the party to succeed at getting on board the vessel. As long as they put a plan into motion that is sensible, and not just a storming of the ship guns blazing, they should have a chance to succeed.

    If the players botch a roll, the first time at night the anchor watch does a quick look around and will not see them unless they are standing in the open. More than one botch will alert the crew. Again, keep track of how many botches total take place as it will come into play during Scene 6.

    In addition, remind players if they are new or have forgotten that you can use hero points to receive extra rolled dice or to pick up a talent for which the qualify for one round.

    The other thing to be aware of is if the party lets Captain Matthews know of their plan. If so, use his box text for what he will be doing. If they do not, then they will have to try to find him in Scene 4.

    Stealth onto the ship: The crew consists of level 2 minions. They are on a military ship in a military dock, therefore, they are not as watchful as they should be. Use the Chart below for number of stealth success needed to get onto and around the ship. If the players insist that Captain Matthews does not attempt to cause a distraction by walking outside, the DC for all rolls is 1 higher.

    Time TN During Daylight 4

    Dusk/Dawn 3 Evening before midnight 2

    Midnight to Dawn 1

    GM Note: If the PCS get 0 successes, but do not botch, they will not set off any alarms or bring the watch, but you can make the players think so. Let things fall out of pockets into the water making small splashes. A crewman will come to the side rail and throw something into the water but does not

    look down, doors will open down the hall from them, and so forth.

    Blowing Up the Ship or other bad ideas

    If the players get in over their heads, and they want to blow up the ship, ask them in a firm voice if they are sure they wish to do this. Flaming debris will fall over the dock probably starting a fire. In the current times, a fire is a very deadly situation that could quickly become an out-of-control blaze that would threaten the entire town. Any of the werewolves in town will probably go into a frenzy to get out. If they still wish to blow up the ship, let them. Actions have consequences. Let the party get to a safe spot then give a description of the ship blowing up and cannons and fire raining death onto the city with many innocent people being crushed/killed/burned alive. Let them hear the howls of werewolves on the rampage in the city. Proceed to ending C, modify it if the captain is there and grant each of the characters 2 damnation points: one for the deaths of innocents, and one for the innocent people being changed into werewolves in the aftermath.

    If some of the players wish to stay on the dock to create distractions or they do not wish to stealth on board, feel free to split the party.

    The players will need one stealth check to get onto the ship, then another one to get to the aft hold.

    Talking with Capt. Matthews

    If the PCs tell the Captain their plan as he asked them to, read the following:

    That plan sounds good. I shall take a long walk tonight in the Parc de Lices north of the docks. I can try my best to be seen, walking by the docks then over to the park. What time do you want me to be over in the park?

    If the party objects to him being out in the open, he will tell them that he needs to be seen away from the docks so that if there is an incident, he can come in and claim them as English sailors to get them out of jail.

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    On board the ship:

    Aft Hold: The Aft hold is empty. A D3 Notice check shows that there is enough room to hold about 20-30 people though there is not anyone present now. A D2 Tracking check will show chain marks in the wood heading to the forward hold.

    It will take one Stealth check to get from aft to the forward hold.

    Forward Hold:

    Opening the door to the forward hold area reveals the stench of misery. You see four cages. Two of the cages hold five men each in sailors garb. The larger cage holds a full bed, table with chair, and the captain of the vessel. The crews eyes start with a horrified look, sparkling with life when they realize that you are not part of the normal crew. The captain looks horrified when he does not recognize you.

    The floor near the entrance has a Symbol of Warding alarm on it. It will not trigger if the captain is with the first officer. The first officer uses an ornate gold key for the captains lock. The captain believes the key is the important thing to get out. In reality it is the presence of the First officer.

    The crew mainly speaks English, but between different crewmen they have a basic understanding of French, Spanish, and Dutch. Captain Baptiste Dumont speaks French, English, Spanish, and Dutch.

    If the PCs tell the crew that they are there to rescue them they will be ecstatic and begin to prepare to leave the ship. Once Captain Dumont is aware that they are here to rescue the English crew, read the following:

    Please, my friends, I ask you not to rescue them. These devil dogs force me to help them. If you rescue them or release me they will turn my son into one of them and kill my wife. Please, there must be a way to help everyone.

    What are the Werewolves using the ship to do?

    They leave port here and head to a smugglers den in the east. They pick up a load of werewolves and then make port in Nouvelle-Orleans where they disembark. Someone gives the first officer a box of gold before the ship leaves to pay bribes to the officials here in France.

    How did you lose control of your ship?

    My traitorous first officer, Commander Henri Faudel, figured out which of the crew where not likely to join the pack and had them transferred to other ships. Then he brought new crewmembers on board that were part of the pack already. By the time I realized what was going on, they had my wife and child.

    How does the crew feel about Captain Dumonte?

    Hes a good bloke in a bad spot. We know his family is all he has left and they keep him pretty broken up. They only let him see them under their control. They brought his wife down here once. She was a nice Lady, even was polite to us. She told us she was sorry even though she couldnt control anything. She has extra food brought in for us when were in port.

    How can we rescue both the family and the crew?

    Captain Dumont speaks up: If you can rescue my family safely, have them stand on the dock with your Captain Mathews on the day we set sail. The Captain is an honorable man, and once you tell him what is happening he will see that they get out of the country and will be taken care of. I will call the guards on the dock to come onto the ship to take care of some shipwrecked sailors we found. The werewolves will not be able to stop the soldiers as it will threaten their pack too much. I need to restore my good name and honor. Once the crew is off safely and my family is safe, I am sure that they will kill me. But I can die with dignity, denying them use of this port as a safe haven.

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    What is the name of the Captains wife and child?

    My wifes name is Francine Dumont. My son is Jean-Baptist Dumont.

    What does the crew think about this?

    Well, we would prefer to get rescued now, but we will put our faith in you to choose what is right.

    Why does Captain Dumont trust Captain Mathews?

    I have talked to his crew now for several months. A man who would earn the loyalty of such men cannot help but be a gentleman.

    What does the crew think about this deal?

    Captain Mathews is a good man. He will do his best to help us. After all, he somehow got the group of you to try to rescue us.

    Come with us now. We can rescue all of you.

    Captain Dumont responds: I wish it was that easy. The first officer uses a special key to let me in and out when we are in port. And when we dock, he paints something in silver on the floor that vanishes when he is done.

    Awakening will show a Sigil on the floor in front of Captain Dumonts cell. He cannot leave the room without crossing it.

    If the PC who saw the sigil describes it, any Character Trained in Sorcerous Tradition: Hermetic will recognize it as a Sigil of Warding. They know that it can set off an alarm unless certain conditions are met.

    If the players decide to rescue the crew and/or the Captain, they will be discovered missing within hours. Proceed to ending C. If the Captain is taken off the ship, an alarm lets the first officer know the Captain has left the prison area. He brings the crew and the Captains family back to the ship the next

    morning, and they set sail. Proceed to ending C. The mother is thrown into the cage where she is forced to watch her son changed into a werewolf.

    If the players decide to try to rescue the family, Captain Dumont has one last request:

    I know that I am asking a lot from you strangers, but I must also make one more request. Do you have a weapon of silver that I may hide on myself, so that when the day comes for my judgment I may take as many of these foul dogs with me as I can?

    Captain Dumont, will only ask the one time and will not beg for a weapon. If a player gives up his/her silvered dagger, make a note of it and see the end of the event for their reward.

    Once the players had a chance to give over a weapon, a crewman from the side speaks up. Um, mates, we were so excited about our own rescue that we forgot about the threat to Captain Mathews.

    What threat to Captain Mathews?

    We ran into a pirate ship off of Gibraltar. The dogs caught and killed most of the pirates, but those with the blackest of hearts are going to be given a chance to join them. A group of the pirates and three of the werewolves saw the captain walk by not long ago and set off to kill him. I think that is why there are none down here tonight.

    It will take one Stealth check to get off the ship unnoticed.

    Scene 4: Race to the rescue

    If the characters told Capt. Mathews of the plan, use Option A. Use Option B if they do not know where to find the Captain.

    To determine the number of minions the PCs will be fighting, add together each characters Combat Pool (the attack roll of their most commonly used attack) and divide it by the TL of the minions.

    Option A: Players know where Captain Mathews is.

    As you run through the town at night and approach the park, a fog rolls in from the bay

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    giving all the lights a subtle glow and deadening the sounds of the town and your footsteps. Searching through the fog as it thickens, you see Captain Mathews coming around a bend in the road flanked by some tall bushes. Before you can yell out a warning, werewolves and the pirates come out of the bushes with weapons drawn.

    The players are one round of movement from the enemies. The Sr. Officers and minions will move toward the PCs, leaving the Jr. Officers to fight the Captain. Captain Mathews will spend the first two rounds fighting in Active Defense (-1 die on attacks for a +1 to Defense Pool). See the end of the module for the combat sheets.

    Option B: Players do not know where to find Captain Mathews.

    If the players did not tell Captain Mathews their plan, they will need to make a Gossip check in order to find him. One PC will lead the roll while the rest of the party can assist as normal.

    0 successes: The party arrives at the fight just as Captain Mathews is dropped by the werewolves. The party then gets to fight all of the werewolves and pirates on their own.

    1 2 successes: When the party arrives, Captain Mathews has his moderate wound track filled.

    3 successes: When the party arrives, Captain Mathews has his light wound track filled.

    4+ successes: The party arrives just as the attack begins (See Option A).

    After the Combat: Remember that after combat is over characters regain a number of wounds equal to your toughness.

    As you look over the remains of the battle in the fog, Captain Mathews looks around then nods to the party. Heck of a night for a walk isnt it. I guess you have also had an interesting night as I dont see my crew. Lets go back to the inn and discuss the events of the night there. I dont want to be around when the French start investigating. He turns to head to the inn.

    What about the bodies?

    Captain Mathews points to the werewolves bodies that are changing back into men, Looks like a group of pirates attacked some French officers to me. I hate to sound cold about it but the smugglers port around here is probably going to get raided in the next couple of days by the French Navy in retaliation.

    As you enter the inn, Captain Mathews tosses a small bag of coins to the barkeep as he nods his head to the back room. The barkeep puts the coins under the bar and goes back to serving ale and wine. The Captain pours himself and the group a glass of wine from the bottle on the table as he motions you to have a seat. Captain Mathews sits back and sips his wine as he asks, So how did tonight go for you?

    Mathews will listen to the party and is willing to go along with their ideas for rescuing the family. He will give his oath, if needed, that he will get the family to safety. He realizes that Captain Dumont has also lost his ship and crew, but Dumont has to sail on with his failures.

    Captain Mathews has no idea where to find the hidden family. His only suggestion is to find out from the townspeople.

    I did look into that a little. No magistrate here would understand what we are fighting. If we did expose this to them I feel we would be invited to Paris for a talk and would lose this opportunity. So, we cannot count on help from the police at this time. Once we have rescued the family and crew, I will turn myself into them and then will be willing to take the time to travel to Paris. That will make it easier to get the family to safety.

    Once the players finish explaining their plan, Mathews will not be able to join them.

    I will let you get to work. I know the Commander of the garrison; he hates the English. I am going to go this morning to let him know I heard about the French officers getting killed in the park last night

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    and will offer any of my skills to help him if needed. I can count on him to place some of his people to following me. They will be easy to see. Therefore, the wolves will have to leave me alone for a bit. After all, if there are too many bodies there would be many questions and the wolves want secrecy more than anything at this point. Once you have the family meet me back here at this inn, and then we can head to the docks to free my crew.

    Scene 5: Times a Ticking

    In this Scene, the players get to find out more about where they hold the family outside of town. The first piece of information they will need is a heraldry shield that will lead them to the clues about the chteau outside of town and then the party gets to track the wagon.

    Towns beggars / Wharf Rats:

    If the players are nice to the beggars, they gain +2 dice on the Charm check. Intimidate can be used at +1 to the TN as they are used to being threatened. Each crown the PCs give to them will give them one success up to a maximum of 4.

    Charm check

    1 success: The crew of the Marque are brutes.

    2 successes: A carriage with a strange white shield picks up several officer types at night and drops them off at daybreak.

    3 - 5 successes: The PCs will get a full description of the heraldry on the side of the carriage. Give them Players Handout 2.

    6+ successes: Damnedest thing. Some of the crew comes back in shirts cleaner than they left. Normally the crewmen on shore come back a mess and then change. It is as if they have a stash of clothes somewhere. I dont know where though. I tried to follow them once as they left town. You can tell which ones are leaving town that night. Theyre normally the quiet ones in groups of four or more.

    Carriage Maker:

    There is only one carriage maker here in town. The PCs need a Charm check of 2+Tier to get him to talk.

    He will remember the carriage was made for the office of the Grand Huntsman, one of the kings court. He will have a copy of the heraldry. Give them Players Handout 2.

    If the PCs make a DC of 4+tier, he will also tell them, I was called out to the chteau a couple of years ago, its about an hour outside of town in the woods. Once I got into the woods they covered my head so I could not see the way, but Ive heard that a huntsman once found three different wagon trails going into the woods.

    Other methods:

    The PCs can make a Gossip check to learn the following:

    1 success: The crew of the Marque are brutes.

    2 successes: A carriage with a strange white shield picks up several officer types at night and drops them off at daybreak.

    3+ successes: The PCs will get a full description of the heraldry on the side of the carriage. Give them Players Handout 2.

    Players with Trained Knowledge (Politics) or (History) can roll against a TN of 3 to identify to whom the symbol belongs (Grand Huntsman).

    Players may also use the Research skill to identify the shield and who the current Huntsman is. This will take 4 hours per roll. The Current office of Grand Huntsman of France is Franois VIII de Rochefoucauld.

    Players with Trained Knowledge (Politics) or (Current Events) know that Francois has not left the area around Paris in over three years.

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    Once the players know who they are looking for there are several ways to find out where land owned by the Office of the Huntsman is located.

    The following are ways to find out where the chteau is:

    A D3 Research check can be used over 8 hours during daylight. A D3 Gossip check or D5 Charm check will tell the PCs the following.

    About two years ago a member of the court took a forested area outside of town used by the locals for hunting and wood as land for the office of the Grand Huntsman. They say that a chteau was built out in the forest.

    If the players make a D4 Gossip check or D6 Charm check they will discover a story that a villager tells. I would not go near those woods unless the king was behind me, or a friend with a good eye and a gun. I have heard the baying of wolves at night. It sounds like a large pack of them are hunting, and not just during the full moon.

    If the players make a D5 Gossip check or D7 Charm check a townsman will recall a story of a huntsman telling of three trails in the woods, Strange, you think you would only need one trail to get to the chteau.

    It is a D4 Stealth check to follow the carriage as the carriage picks up speed once it is out of sight of the city. If any character fails in the roll, add one to the botch number listing from the stealth rolls from scene 3.

    It will take a D2 Stealth check to follow a group of the crew out of town. If any character fails in the roll, add one to the botch number listing from the stealth rolls from scene 3.

    On the edge of the woods, a sign in French notes that the woods are the property of the Office of the Huntsmaster, poaching is not permitted. There is also a different heraldic shield. Give the PCs Players Handout 3. A PC can make a Trained Knowledge (politics) check to recognize the shield of the Grand Louvetier (wolf-catcher). The Grand Louvetier is part of the Office of the Huntsman and reports to Franois VIII de Rochefoucauld.

    There is a cobblestone track going into the forest. About 300 meters into the forest it splits into three separate cobblestone tracks. A Track check at a difficulty of 2+Tier will show the correct (and most used) pathway is the left one.

    Use of the Awakening spell will show two ghostlike wolf images pacing down the road on the other 2 paths.

    Use of prophecy or divination spells will need the normal difficulty of 2+Tier in order to divine the correct path.

    If the PCs choose the wrong path, add two to the botch number listing from scene two in addition to any failed stealth checks from earlier and in this scene. This will increase the number of enemies they must face in Scene 6.

    Scene 6: Chteau de Wolf

    This scene is where all the characters failures will come back to haunt them. A number of werewolves hold the family and other innocents in the guarded old church. If an alarm is triggered, the reinforcements will show up in a number of rounds listed for that area. The reinforcements are in the GM Tracking Sheets for this encounter found at the end of the module (the alpha wolf and his escort). If the characters kill them the area erupts into chaos as the rest of the pack starts to fight to become the new alpha, giving the party a chance to escape.

    To determine the number of minions the PCs will be fighting, add together each characters Combat Pool (the attack roll of their most commonly used attack) and divide it by the TL of the minions. The TL for the minions for this calculation is 3 at Tier 1, and 4 at Tier 2.

    The PCs can approach this scene much in the same way as they approached their entry to the ship, daytime or after dark.

  • Ebb Tide in Toulon DP3-03 Page 12 of 26

    Daytime at the Chateau

    As you peek through the edge of the woods into a large clearing, the filtered sunlight grants you some cover from observation. In the cleared area, you see a two story stone manor house, a silo for storage of grains, a stable area large enough to hold 15 horses with a carriage outside of it, a smaller building off to the north of the main building that looks like a kitchen, what looks to be some sort of barracks, and a small church just to the east of the main building.

    Manor House:

    At two stories, the manor house is a good-sized structure that could hold up to 30 people. There are no guards around it.

    Silo:

    There is a 20-foot silo for storage of grains and other items. There is nothing of interest inside the silo and no guards around it.

    Stable area:

    There are currently 10 horses stabled here. There are normally 5 stable boys (count as minion werewolves whose TL equals the Tier). An alarm raised here will bring reinforcements in 20 rounds. At two hours before nightfall, the carriage is prepared for the nightly run into the city. The horses remain hitched for about 30 minutes after the carriage gets back in the morning.

    Outside Kitchen building:

    Made of stone, this building is about 10 meters by 15 meters and one story tall. There are normally 10 people working in here during the day. They count as minions whose TL equals the Tier. An alarm raised in here brings reinforcements in 20 rounds.

    Hunting Barracks:

    This is a large two story stone building. A character with a military background or training will realize it is a barracks and could hold up to 150 people.

    Small Church:

    This stone and wood building is 10 meters wide and 20 meters long. Strangely, the wooden shutters remain closed during the daytime. There are several guards lazing nearby, more interested in making sure the shutters stay closed than looking for a threat in the woods.

    A Notice check at a difficulty equal to the tier will spot that the guards, after walking around, take a 15-minute break in the shade of the church near the back door away from the manor house.

    The number of guards is equal to 2 + (1/2 the number of botches or failed rolls from the previous scenes rounded up). The characters can ambush the guards (getting a free round of combat) using ranged weapons, if they are quiet. In order to sneak up on the guards, the PCs need to make a Stealth check at a difficulty of 2+Tier. If an alarm is sounded, reinforcements will show up in 10 rounds.

    Barred from the outside, the PCs can easily open the back door.

    Inside the church:

    As you silently open the back door, it takes a moment for your eyes to adjust and see the horrors inside. The main altar is soaked in blood. Where once confessionals stood, there are now two cages. One cage holds eight people dressed in the clothes of common men and women. In the other sits an attractive woman and her son. Their eyes show fear as they try to assess your group.

    Once the party makes it known that they are here to rescue the family, all of the prisoners eyes light up with joy.

    The following are questions the PCs may ask the mother and child:

  • Ebb Tide in Toulon DP3-03 Page 13 of 26

    Who are you?

    Francine Dumont. This is my son Jean-Baptist Dumont.

    How did you get here?

    An officer from the Navy, I think her name was Francine, came to my house and asked my son and I to go to meet with my husband whose ship was coming into port. Only after we got into the carriage and started traveling in the wrong direction did I find anything wrong. By then, it was too late and they held us at gunpoint. When I am allowed to go into town, they hold my son here as a hostage and tell me if I disobey them, they will turn him into one of them.

    The commoners are all from local villages and farms that wandered too close to the forest at night and were captured and brought here.

    If the PCs ask them what goes on in the church, they will reply with the following: They keep us caged up in here. But on some nights, they choose one of us to let loose into the woods. They give him a twenty-minute head start, and then they hunt him down and kill him. Other times they take people to their altar to die.

    In order to open the locks on the doors of the cages, the PCs will need to make a D3 Disable check. If they wish to try to force the bars instead it will take a D5 Strength check.

    Once the characters have everyone out of the cages and are getting ready to leave, the alpha wolf will show up.

    As you get ready to leave, the back door and the front door of the church slam open. A pack of werewolves enters from both doors and standing in the back is a seven-foot werewolf, in hybrid form. It speaks Ah, I guess you are what brought the cackles on the back of my neck up. I was going to wait for the black mass before the hunt tonight, but why wait for formality. The werewolves spring to attack.

    See the end of the mod for the combat stats and tracking sheet.

    If the characters kill the alpha wolf and his escort, the area erupts into chaos as the rest of the pack starts to fight to become the new alpha, giving the party a chance to escape.

    Nighttime at the Chateau

    As you peek through the edge of the woods into a large clearing, the only light comes from red tinted lanterns giving the area a dark glow as from the depths of the abyss. In the cleared area, you see a two story stone manor house, a silo for storage of grains, a stable area large enough to hold 15 horses with a carriage outside of it, a smaller building off to the north of the main building that looks like a kitchen, what looks to be some sort of barracks, and a small church just to the east of the main building. Outside of the manor house you see the pack of the werewolves, over two hundred strong, howling at the moon.

    The characters at this point are in big trouble, at this point there are the following in the clearing:

    Title Type Number

    Small TL 1 Minions 100

    Medium TL 2 Minions 75

    Large TL 3 Minions 50

    Jr. Officer Jr. Officer 10

    Sr. Officer Sr. Officer 5

    Alpha Wolf Alpha Wolf 1

  • Ebb Tide in Toulon DP3-03 Page 14 of 26

    As long as the characters keep their cool, the howling werewolves get more and more intense until there is a flash of light as a torch starts to burn blue. Most of the pack scatters into the woods and the rest go into the church.

    Manor House:

    At two stories, the manor house is a good-sized structure that could hold up to 30 people. There are no guards around it.

    Silo:

    There is a 20-foot silo for storage of grains and other items. There is nothing of interest inside the silo and no guards around it.

    Stable area:

    There are currently 10 horses stabled here. There are normally 5 stable boys (count as minion werewolves whose TL equals the Tier). An alarm raised here will bring reinforcements in 10 rounds. At two hours before nightfall, the carriage is prepared for the nightly run into the city. The horses remain hitched for about 30 minutes after the carriage gets back in the morning.

    Outside Kitchen building:

    Made of stone, this building is about 10 meters by 15 meters and one story tall. There are normally 10 people working in here during the day. They count as minions whose TL equals the Tier. An alarm raised in here brings reinforcements in 10 rounds.

    Hunting Barracks:

    This is a large two story stone building. A character with a military background or training will realize it is a barracks and could hold up to 150 people.

    Small Church:

    This stone and wood building is 10 meters wide and 20 meters long. Interestingly enough, the wooden shutters are closed. There are several guards lazily guarding it, and more interested in making sure the shutters stay closed rather than looking for a threat in the woods.

    A Notice check at a difficulty equal to the tier will spot that the guards, after walking around, take a 15-minute break near the back door away from the manor house.

    The number of guards is equal to 4 + (the number of botches or failed rolls from the previous scenes rounded up). The characters can ambush the guards (getting a free round of combat) using ranged weapons, if they are quiet. In order to sneak up on the guards, the PCs need to make a Stealth check at a difficulty of 2+Tier. If an alarm is sounded reinforcements will show up in 5 rounds.

    Barred from the outside, the PCs can easily open the back door.

    Inside the church:

    As you silently open the back door, it takes a moment for your eyes to adjust and see the horrors inside. The main altar is soaked in blood. Where once confessionals stood, there are now two cages. One cage holds eight people dressed in the clothes of common men and women. In the other sits an attractive woman and her son. Their eyes show fear as they try to assess your group.

    A pack of werewolves stands before the altar. Standing in the back is a seven-foot werewolf already in hybrid form. I guess you are what brought up the cackles on the back of my neck. I was going to sacrifice a couple of commoners for the black hunt, but my lord will like your sweet blood better. The werewolves spring to attack.

  • Ebb Tide in Toulon DP3-03 Page 15 of 26

    If the characters kill them the area erupts into chaos as the rest of the pack starts to fight to become the new alpha, giving the party a chance to escape.

    Once the party makes it known that they are here to rescue the family, all of the prisoners eyes light up with joy.

    The following are questions the PCs may ask the mother and child:

    Who are you?

    Francine Dumont. This is my son Jean-Baptist Dumont.

    How did you get here?

    An officer from the Navy, I think her name was Francine, came to my house and asked my son and I to go to meet with my husband whose ship was coming into port. Only after we got into the carriage and started traveling in the wrong direction did I find anything wrong. By then, it was too late and they held us at gunpoint. When I am allowed to go into town, they hold my son here as a hostage and tell me if I disobey them, they will turn him into one of them.

    The commoners, they are all from local villages and farms that wandered too close the forest at night and were captured and brought here.

    If the PCs ask them what goes on in the church, they will reply with the following: They keep us caged up in here. But on some nights, they choose one of us to let loose into the woods. They give him a twenty-minute head start, and then they hunt him down and kill him. Other times they take people to their altar to die.

    In order to open the locks on the doors of the cages, the PCs will need to make a D3 Disable check. If they wish to try to force the bars instead it will take a D5 Strength check.

    Scene 7: Final Sailing

    As you enter the inn with your charges, Captain Mathews eyes widen at the sight of those with you. He heads to the back room, holding the door open for everyone, and asks the barkeep for a round of warm drinks. He pulls out a chair for Lady Dumont and motions for you to have a seat and tell of your trip.

    The party may have a few questions after they tell their story:

    What should we do with the commoners?

    I will pay to put them up tonight. Tomorrow morning, I will have to have a talk with the garrison commander.

    Will we be safe here for the night?

    Yes, we are safe here. The barkeeps family owed me a rather large favor. A couple of years ago, my ship found one of their familys fishing boats floundering in the seas and rescued the entire crew. Also, the wolves here in town will have to behave until a new alpha takes over the pack.

    What do we do now?

    We go down to the dock at dawn, before the tide turns, and see this through to the end.

    Captain Mathews bows to Lady Dumont, Your husband is a resourceful and honorable man. I give you my word that I will get you and your son to safety.

    If there are any Frenchmen in the party the Captain will have more to say to them:

    Once we get the crew off that ship it is my intent to go to Paris and have a talk with the Chief of Police, Gabriel de Reynie. I think that Lady Dumonts testimony needs to be heard by his office so they can continue the hunt against the werewolves in this area. Would you be interested in joining us?

  • Ebb Tide in Toulon DP3-03 Page 16 of 26

    GM NOTE: Anyone may join Mathews in the trip to Paris, however only French can gain the commission at the end of the module. Mathews will not ask any non-French to join, as he does not wish to expose them as Witch Hunters to the court of France.

    Conclusion

    As you start walking along the piers to where the Marquis is docked, Captain Mathews is careful to place Lady Dumont behind the group so she and her son are not visible from the ship. Your group has attracted the notice of others as a squad of the guard and their commander are heading towards you. Captain Dumont and his first officer are visible on the forecastle of the Marques. The first officer is not trying very hard to suppress the smile on his face as he looks over your group. His smile disappears when Lady Dumont and her son step from behind your group into full view of the ship. Captain Dumonts face breaks into a full smile as he straightens his coat and stands tall.

    The rhythmic steps of soldiers break the silence between your group and the ship as they approach. Monsieur and Mademoiselle, may I have a moment of your time? The commander bows as he speaks. Captain Mathews returns the bow with a smile.

    Before your group can respond, Captain Dumont bellows forth, Commander, its about time you got here with your troops. I sent a messenger when we docked for you and your troops. I have a group of shipwrecked English sailors on board and want them off my ship before we sail. My first officer here will take you down to them.

    The commander turns to the squad, Corporal, take half the men and assist the Marquis crew. Bring the English here. The Commander turns to your group, Captain, if you do not mind, would you please join me? I would like to talk with you at the garrison, about these shipwrecked sailors.

    Mathews nods and turns to your group Ladies and Gentlemen, I presume Lady Dumont will be in your good care until later. Perhaps we can meet for lunch at the tavern later.

    Which of the following endings depend on whether the PCs saved the family and/or gave Captain Dumont a silver Weapon.

    Ending A

    PCs saved the family and gave Captain Dumont a silver weapon

    As you rest in the inn and start to think where your travels will turn to next, a vision comes to you:

    You find yourself on the aft castle of the Marquis, the ship gently rolling on the sea. The First officer approaches Captain Dumont So, Dumont, you think yourself free of us? Your death will be long and agonizing, that I promise

    As he shifts into his hybrid form to try to bring fear into the Captains heart, Captain Dumont stands fast and tall. You hear him say quietly so that only the First Officer can hear him, But, my friend, God told me that he forgives me. He slips the silver dagger out of his sleeve and stabs the traitor in his heart.

    All activity on the ship stops as the first officer falls to the deck dead. The rest of the ship takes their hybrid forms and begins moving toward the Captain. Dumont stands tall on the aft castle, a gentle glow of a witch hunter surrounds him as he speaks, You may kill me, but my soul and honor are pure. I will send as many of you to Hell as God gives me the strength to.

    You find yourself back in the inn looking into your soup, realizing you saw the birth of a fellow Witch Hunter. And now his death is with you.

    Ending B

    PCs saved the family and did not give Captain Dumont a silver weapon

    As you rest in the inn and start to think where your travels will turn to next, a vision comes to you:

  • Ebb Tide in Toulon DP3-03 Page 17 of 26

    You find yourself on the aft castle of the Marquis, the ship gently rolling on the sea. The First officer approaches Captain Dumont So, Dumont, you think yourself free of us? Your death will be long and agonizing, that I promise

    He shifts into his hybrid form to try to bring fear into the Captains heart. Dumont staggers back before catching himself. He slips a dagger from his sleeve, but a normal weapon is not much of a threat to the werewolves. With a howl, the werewolf pounces.

    You find yourself back in the inn looking into your soup. It is a thick tomato soup, reminiscent of blood.

    Ending C

    Party did not rescue the family

    As you rest in the inn and start to think where your travels will turn to next, a vision comes to you. You find yourself in the darkened hold of the Marquis. Captain Dumonts sit broken in his chair as a group lead by the first officer comes into the room. So Captain, you tried to get free. We may have lost use of the port, but there are others we can use now, but dont worry you now have more company down here with you. As you see Lady Dumont roughly tossed into the cage with her husband. The First officer stands tall, Oh and I will introduce you to the newest member of our crew. He brings forth the tied up son of the Captain, you hear the weeping of his mother in the cage. The First officer changes into his hybrid form and gently bites the child on the neck, you hear screams from the child and both parents as the childs eyes turn yellow and hair begins to sprout from his skin. You find yourself back in the inn looking into your soup, a thick tomato soup, reminding you of blood, all the blood that will soon spill.

    Special Mission

    The trip to Paris is long, but at least in comfort. You find yourself traveling on horseback with Captain Mathews, Lady Dumont, and a squad from the garrison. At Bassou, a group of French police asked soldiers where they where taking you, they eyed you and Mathews with suspicion. At finding out that you are heading to Paris to request an audience with the Chief of Police, Gabriel de Reynie, they looked surprised and remarked, Makes it easier for us when they come and turn themselves in. The French police handed a sealed note to the corporal of the guard, This seal and letter will get you into Paris without trouble, good travels. A few days of travel later, you find yourself in the office of the Chief of Police, he listens to your story intently and then invites you to a long, personal interview.

    The character needs to make a Concentrate (Will) roll, to see how well they remember facts during the interrogations. TN: Result Botch Gabriel is not amused at failure as

    the character memory is faulty and gives conflicting information.

    Tier The PCs please Gabriel by the amount that they remember.

    Tier +2 The PCs please Gabriel by what they remember and he offers them a Lieutenants commission in the Kings Musketeers.

    The End

    SP Rewards: Characters who survive the adventure receive 1 SP, if they rescued the crew the get 2 SP and if they rescued the family, they get 2 SP, for a total maximum of 5 SP per character.

    HP Rewards: Heroes should receive one HP for saving either the crew of the Captains family. In addition, heroes who performed dangerous acts despite a low chance of success should receive Hero Points. 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 its an elderly spinster doing it. Beyond that, reward players who contributed something worthwhile to the game, perhaps related to their Virtues and Vices.

  • Ebb Tide in Toulon DP3-03 Page 18 of 26

    Possible True Faith If a player gave up their silver weapon, the forces of good and light realize the sacrifice given allowed another to become a Witch Hunter, even if it was just for a moment at the end of Captain Dumonts life. Give the character that gave up the silver weapon 1 True Faith as a reward.

    Other Rewards

    Silver Dagger This is a sturdy, well-balanced silver dagger. It uses normal dagger stats but is constructed with silver and counts as such for the purposes of getting through weaknesses or prices on creatures.

    Musketeer Commission Gabriel was impressed with your story and mentioned you to the King who offers a Lieutenants commission in the Musketeers. When in France, you may try to get assistance, however, the Police and the Courts know you as a Witch Hunter

    Contacts

    Chief of Police, Gabriel de Reynie - if the character made the tier roll, they gain Gabriel as a contact. This can be both good and bad as you are now a known Witch Hunter to the French Police.

    Adventure Codes Adventure Codes represent things which the characters did that may impact them in the future, though the PCs are not aware of exactly how. Circle the appropriate codes on each character's Adventure Journal according to the guidelines below; not all characters will necessarily have the same codes. Do not tell the players what the codes mean!

    Mark DA for giving up silvered weapon

    Mark DB for going to Paris

    Mark DC for botching the concentrate roll

    Mark DD for getting the offer of the commission

  • Player Handout 1 (Written in English, Spanish, French, German, Latin, Italian)

    I am in need of my fellow witch hunters assistance, I am being followed, point me off in some direction, and please meet me later at the Three Boars Inn at sunset. If you know of any other witch hunters please have them join us.

  • Players Handout 2 Heraldry on the side of the Carriage

    Appendix 5 Heraldry on the sign by the woods

  • Players Handout 3 Heraldry at the edge of the woods

  • GM Combat Tracking Sheet for Encounter 4 (Tier 1)

    Init: Init: Init: Init: Init: Init: Init: Init: Init: Init: Init:

    Capt. Mathews (Witch hunter, Mortal) STR 2 EDU 3 COU 4 AGI 4 REA 2 INT 3 TOU 3 WIL 3 PER 3

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    True Faith 4 Damnation 0 Hero Point 1 Attack: Rapier (6d, DM +2) Skills: Hand-to-Hand 2, Reflexes 2, Survival 2, Command 4 Talents: Trained (Command), Talented (Command), Lingering Words, Inspire Tactics: Mathews will fight defensive and use his hero point to prevent death only. If a character fails a fear check, he will use command to get the character back into the fight.

    Werewolf Sr. Officer (1) Fear Rating 2 Initiative Base 11d Melee Pool: Claw Base 10d (DM +4) Defense Pool: Base: 5d hybrid Powers Monstrous Form 3: (Reveal Nature) Regeneration 3: (Vulnerability silver weapons) Rampage 3: (Prey Exclusion- Spanish) True Faith: 0 Damnation: 9 Hero Points: 0

    Jr. Officer (2) Fear Rating 2 Initiative Base 9d Melee Pool: Claw Base 8d (DM +4) Defense Pool: Base: 4d hybrid Powers Monstrous Form 2: (Reveal Nature) Regeneration 2: (Vulnerability silver weapons) Rampage 2: (Prey Exclusion- Spanish) True Faith: 0 Damnation: 6 Hero Points: 0

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Pirates (Mortal) Attack Dice/2 Minions, TR 2 Skills Hand-to-Hand 1 Weapon: Cutlass DM +2 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6 Group 7

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

  • GM Combat Tracking Sheet for Encounter 4 (Tier 2)

    Init: Init: Init: Init: Init: Init: Init: Init: Init: Init: Init:

    Capt. Mathews (Witch hunter, Mortal) STR 2 EDU 3 COU 4 AGI 4 REA 2 INT 3 TOU 3 WIL 3 PER 3

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    True Faith 4 Damnation 0 Hero Point 1 Attack: Rapier (6d, DM +2) Skills: Hand-to-Hand 2, Reflexes 2, Survival 2, Command 4 Talents: Trained (Command), Talented (Command), Lingering Words, Inspire Tactics: Mathews will fight defensive and use his hero point to prevent death only. If a character fails a fear check, he will use command to get the character back into the fight.

    Werewolf Sr. Officer (2) Fear Rating 3 Initiative Base 11d Melee Pool: Claw Base 10d (DM +4) Defense Pool: Base: 5d hybrid Powers Monstrous Form 3: (Reveal Nature) Regeneration 3: (Vulnerability silver weapons) Rampage 3: (Prey Exclusion- Spanish) True Faith: 0 Damnation: 9 Hero Points: 0

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Jr. Officer (1) Fear Rating 2 Initiative Base 9d Melee Pool: Claw Base 8d (DM +4) Defense Pool: Base: 4d hybrid Powers Monstrous Form 2: (Reveal Nature) Regeneration 2: (Vulnerability silver weapons) Rampage 2: (Prey Exclusion- Spanish) True Faith: 0 Damnation: 6 Hero Points: 0

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Pirates (Mortal) Attack Dice/3 Minions, TR 3 Skills Hand-to-Hand 2 Weapon: Cutlass DM +2 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6 Group 7

  • GM Combat Tracking Sheet for Encounter 6 (Tier 1 & 2)

    Tier 1 Daylight Werewolves (Accursed) 2 + (Failed/botched rolls/2) Minions, TR * Special If the character has a silver weapon, the Werewolves are treated as TR 2. If the character does not have a silver weapon, the werewolves are treated as TR 3. Skills Hand-to-Hand 1 Weapon: Claw DM +2 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6

    Tier 1 Night Werewolves (Accursed) 4 + Failed/botched rolls Minions, TR * Special If the character has a silver weapon, the Werewolves are treated as TR 2. If the character does not have a silver weapon, the werewolves are treated as TR 3. Skills Hand-to-Hand 1 Weapon: Claw DM +2 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6

    Tier 2 Daylight Werewolves (Accursed) 2 + (Failed/botched rolls/2) Minions, TR * Special If the character has a silver weapon, the Werewolves are treated as TR 3. If the character does not have a silver weapon, the werewolves are treated as TR 4. Skills Hand-to-Hand 2 Weapon: Claw DM +3 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6

    Tier 2 Night Werewolves (Accursed) 4 + Failed/botched rolls Minions, TR * Special If the character has a silver weapon, the Werewolves are treated as TR 3. If the character does not have a silver weapon, the werewolves are treated as TR 4. Skills Hand-to-Hand 2 Weapon: Claw DM +3 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6

  • GM Combat Tracking Sheet for Encounter 6 (Tier 1)

    Init: Init: Init: Init: Init: Init: Init: Init: Init: Init: Init:

    Alpha Werewolf (1) Fear Rating 3 Initiative Base 13d Melee Pool: Fang Base 10d (DM +4) Defense Pool: Base: 5d hybrid Powers Monstrous Form 3: (Reveal Nature) Regeneration 3: (Vulnerability silver weapons) Rampage 3: (Prey Exclusion- Spanish) Create Monstrous Spawn 1: True Faith: 0 Damnation: 12 Hero Points: 0

    Jr Officer (2) Fear Rating 2 Initiative Base 9d Melee Pool: Claw Base 8d (DM +4) Defense Pool: Base: 4d hybrid Powers Monstrous Form 2: (Reveal Nature) Regeneration 2: (Vulnerability silver weapons) Rampage 2: (Prey Exclusion- Spanish) True Faith: 0 Damnation: 6 Hero Points: 0

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

    Werewolves (Accursed) (Attack Dice/2)+1 per botch/failed rolls Minions, TR * Special If the character has a silver weapon, the Werewolves are treated as TR 2. If the character does not have a silver weapon, the werewolves are treated as TR 3. Skills Hand-to-Hand 1 Weapon: Claw DM +2 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6 Group 7

    To find out how many minions the characters get to fight. Add up the attack dice for the most common attack of the characters and then divide by the Threat Rating of the Minions. The TR for the minions for this calculation is TR 3.

    Healthy Light Mod Hvy Dying 0000000000 0000000 00000 00000 000

  • GM Combat Tracking Sheet for Encounter 6 (Tier 2)

    Init: Init: Init: Init: Init: Init: Init: Init: Init: Init: Init:

    Alpha Werewolf (1) Fear Rating 4 Initiative Base 13d Melee Pool: Fang Base 12d (DM +4) Defense Pool: Base: 5d hybrid Powers Monstrous Form 3: (Reveal Nature) Regeneration 3: (Vulnerability silver weapons) Rampage 3: (Prey Exclusion- Spanish) Create Monstrous Spawn 1: (Cured by Wolvesbane) True Faith: 0 Damnation: 12 Hero Points: 0

    Jr Officer (2) Fear Rating 2 Initiative Base 10d Melee Pool: Claw Base 10d (DM +4) Defense Pool: Base: 4d hybrid Powers Monstrous Form 2: (Reveal Nature) Regeneration 2: (Vulnerability silver weapons) Rampage 2: (Prey Exclusion- Spanish) True Faith: 0 Damnation: 6 Hero Points: 0

    Healthy Light Mod Hvy Dying 000000 00000 000 000 00

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    Werewolves (Accursed) (Attack Dice/3)+1 per botch/failed rolls Minions, TR * Special If the character has a silver weapon, the Werewolves are treated as TR 3. If the character does not have a silver weapon, the werewolves are treated as TR 4. Skills Hand-to-Hand 2 Weapon: Claw DM +3 Group 1 Group 2 Group 3 Group 4 Group 5 Group 6 Group 7

    To find out how many minions the characters get to fight. Add up the attack dice for the most common attack of the characters and then divide by the Threat Rating of the Minions. The TR for the minions for this calculation is TR 4.

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