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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.
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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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Ebb Tide in Toulon DP3-03 Page 4 of 26
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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Ebb Tide in Toulon DP3-03 Page 7 of 26
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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Ebb Tide in Toulon DP3-03 Page 9 of 26
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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Ebb Tide in Toulon DP3-03 Page 11 of 26
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.
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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:
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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
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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.
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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?
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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:
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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.
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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
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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
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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
Healthy Light Mod Hvy Dying 000000 00000 000 000 00
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.
Healthy Light Mod Hvy Dying 0000000000 0000000 00000 00000
000