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A Child's Game
A Child’s Game
“Be sober, be vigilant; because your adversary the devil, as a roaring
lion, walketh about seeking whom he may devour.”
-1 Peter 5:8
A child, blessed by the Almighty with visions to aid the fight against
the foul Adversary, has been spiritually assaulted by vicious devils of
all sorts. Taken to the famed Court of Whispers, birthplace of the
accord, Witch Hunters from throughout Europe have attempted
to aid her to no avail. The characters are compelled to follow her
visions across the ocean to the New World. Can they triumph
against the forces of the Adversary before the veil between worlds
is torn asunder and devils walk the earth?
This introductory adventure represents an ideal starting place for
any Witch Hunter campaign.
ISBN 1-931-374-38-4
$19.99 PCI 2403
Paradigm Concepts, Inc
26 South Main Street, #332
Concord, NH 03301
www.paradigmconcepts.com
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A Child’s Game
Author: Rucht Lilavivat
Cover and Interior Artist: Pat Loboyko
Layout: Ruben Smith-Zempel
Editors: Henry Lopez and Eric Wiener
Additional Material: Brian Schoner and Eric Wiener
Witch Hunter: the Invisible World Created by:
Henry Lopez, Brian Schoner, and Robert J. Schwalb
Team Paradigm
Pedro Barrenechea, Jimmy Beck, Matt Blank, Henry Lopez, M. Sean
Molley, Nelson Rodriguez, Eric Wiener, and James Zwiers
Except as otherwise identiied, all portions of this book are © 2007 - 2008 Paradigm Concepts All rights reserved.
Witch Hunter, Witch Hunter: the Invisible World, the Witch Hunter logo, and all related marks and images are
© 2006 - 2008 Paradigm Concepts. he mention of, use of or reference to any company, trademark or product in
this book is not a challenge to the trademark or copyright in question.
Proudly Printed in the U.S.A
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Welcome to the World of Witch Hunter!
Your First Witch Hunter Game
Obviously, we hope you like Witch Hunter enough to run
your own campaigns in this unique setting. So what’s it take
to run a good Witch Hunter game? First of all, you will need
a party who works together and will back each other up. In a
horror campaign, where everything the characters hold true
and dear will be called into question, each hero will need the
others to lean on. Two things can help you do this:
on board individually. Alternatively, a PC could be sent out
to gather up the rest of the cadre, creating an ever-growing
role-playing session as new characters continually meet each
other, one at a time. he drawback to this meeting device is,
of course, that certain players will have to sit back for a while,
while other people role-play. However, it does give every
single character a chance to shine.
We are assembled at the same time…
his is more of the traditional way a role-playing campaign
starts. In this scenario, it would probably be best for the
PCs to meet at the Court of Whispers, which is where the
adventure irst begins. It’s a dramatic location, and it’s a place
that will feature a large number of Witch Hunters, so it’s not
as contrived as meeting at a tavern.
Find a good rallying point
If a Catholic nun, drunken pirate, and Native American scout
are all going adventuring together, you will need a very good
reason for all of these characters to work together. In many
role-playing games, you might have the player characters
all meet in a tavern somewhere. hat approach won’t work
in Witch Hunter, because many of the character types in
this setting wouldn’t normally associate with each other.
herefore, make sure your Witch Hunter band has a rock
solid reason they get along or work together. he adventure
featured here gives a good example of that.
Adventure Background
he story of Legion is known throughout the world. It has
been used in numerous novel, texts, movies, comic books, and
songs. Legion, a demonic entity, is a igure that has appeared
time and time again, as a igure of absolute fear and menace.
he most chilling appearance of Legion, however, is perhaps
from the source in which it irst appears – he Holy Bible.
Nixing Character Problems
Make sure that you address character friction right away.
Don’t let people make characters in isolation. Instead,
have the group make their characters at the table together.
Otherwise, you may have a character that lost his parents
when they were scalped alive by Indians before his very eyes,
while another player creates a Native American warrior. Try
to head of such conlicted relationships of at the pass. A
little character conlict can be interesting. However, very
contentious characters can ruin a game.
hey went across the lake to the region of the Gerasenes.
When Jesus got out of the boat, a man with an evil spirit came
rom the tombs to meet him. his man lived in the tombs, and
no one could bind him anymore, not even with a chain. For he
had oten been chained hand and foot, but he tore the chain
apart and broke the irons on his feet. No one was strong enough
to subdue him. Night and day among the tombs and in the hills
he would cry out and cut himself with stones.
When he saw Jesus rom a distance, he ran and fell on his
knees in ront of him. He shouted at the top of his voice, “What
do you want with me, Jesus, son of the Most High God? Swear
to God that you won’t torture me!” For Jesus said to him, “Come
out of this man, you evil spirit!”
hen Jesus asked him, “What is your name?”
“My name is Legion,” he replied, “for we are many.”
Getting the Cadre Together
he question remains, how will the PCs meet up with one
another? here a number of options that the GM has here:
We already know each other…
his is obviously the easiest way to start the adventure. In this
case, it will be very important for the players to make their
character together. Ater all, if the PCs are all friends or at
least allies, they probably get along to some degree, right?
Holy Bible, Mark 5:1-9
We are assembled one at a time…
his is a dramatic and systematic way to introduce all of the
character into the campaign. In this scenario, each individual
PC is introduced into the cadre one at a time. If you chose
to go with this option, a single NPC like Tom Hargetty goes
around to each of the PCs hangouts and invites them to come
As the Bible states, Jesus Christ met the demon-possessed
man at Gerasenes. It was there that He drove out the demons
from the possessed man. Ater this, the horde of demons they
led into the bodies of a large herd of two thousand pigs and
drowned themselves.
Now, it appears, Legion attempting to return to earth.
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The Story Begins
he main antagonist of this adventure is none other than
Legion itself, the very same entity that met Christ about 1600
years ago. Legion is not a single entity, but a conglomeration
of two thousand devils, spirits, and demons.
of the ire and possess the body of Bruno Albrect, a trading
merchant from Germany. So far, Azazel has managed to
gather up one hundred and six other spirits and bind them
into his mortal shell. He has managed to claim this large
number ater twenty-ive years of tireless pursuit of spirits
around the globe.
Now, these beings are beginning to return earth, for an event
of great importance nears. he irst of these beings is a demon
by the name of Azazel. Azazel is an extremely powerful
daemon – an angel who irst turned away from God during
the beginning of creation. More information on Azazel and
Legion itself can be located in the NPC section.
Azazel has other agendas as well. Besides looking for more
spirit energy to absorb, Azazel is seeking to assemble an army
of spirit-possessed hosts. As he encounters new spirit-entities,
he gives them a choice – become absorbed by me, or join my
army. hus, he has collected a small army of possessed people,
all working for him at diferent levels of society all around
the globe.
While Azazel was languishing in Hell, he was able to contact
a number of followers who carried out his bidding on earth.
Azazel’s irst goal was to be able to return to earth, an act he
accomplished by getting some of his followers to make human
sacriices during the blaze of the Great Fire of London.
Legion now seeks to expand their goals into the New
World. hey have learned from the legends and tales of the
Colonies that it is a place rife with spirit activity. All sorts
of supernatural activity are taking place there at this time.
Legion seeks now to go to the Grave New World and make a
home for themselves. With all of the spirits found there, the
amalgam being can absorb a large variety of beings as well as
add to the ranks of their possessed.
It is important to note that Azazel’s followers did not start
the Great Fire of London. hat was accomplished by another
group of accursed individuals. Azazel was able to spring out
Where the Player Characters Come In
he player characters are irst contacted through a dream
or vision. his vision has been sent by a nine-year-old
prophetess – Alena of Palestine. She is a student of Blind
John, one of the Twelve Penitents and advisor to Witch
Hunters all over the world.
For the past two years, Alena has been traveling with Blind
John around the world, advising Witch Hunters and
helping him point the way for Witch Hunters who were
seeking evil. She is due to replace him when he passes on.
However, in the past few months, Alena has been plagued
by strange visions, visions of a devil army amassing on Earth.
Soon ater, before she could interpret her visions, she was
spiritually assaulted by devils of all sorts. Blind John took
her to the Court of Whispers, the very place where the
Accord was signed ater the Great Fire of London. here,
numerous Witch Hunters from around the globe have now
stopped by to see Alena to see if they could do anything for
her.
However, no one can do anything for her. Only the
PCs are destined to be able to assist her.
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Introduction
As this adventure is meant for beginning characters, it is
important that everyone at the table has made characters that
aren’t seasoned veterans of the Grave New World.
he girl struggles out of her bed and falls to the loor. he
creature coils itself on her bed, looking up at you and watching
you with interest. Two people rush to the little girl and are at
her side. She reaches out to you. People look in the direction of
her hand, but no one seems to see you. She looks up and speaks
to you. She seems to know precisely where you are. Yet her
eyes are empty holes, gaping places of darkness. “He’s getting
strong,” she says in your Native language. “I can’t hold him
of forever. You must hurry, or more…many more will sufer.
Only you may stop it. Find me and I shall tell you about….”
he reason for the player characters to gather in the Court
of Whispers is quite simple. he player characters will be
summoned to the Court of Whispers by some divine vision.
Each Witch Hunter involved in the adventure will receive the
same vision.
If the GM wishes, the player characters can also be nudged
along by Tom Hargetty, a humble servant of the Court of
Whispers.
he girl passes out, unconscious. he assembled people around
her all look in your direction, not seeing you and wondering.
The Vision
In this adventure hook, the player characters in question
receive a powerful vision. his scene might take place while
the PCs are awake or while they are asleep. It will be up to
the GM to decide. he scene the PCs experience will be as
follows:
Just ater the vision, the characters receiving it always get a
tugging feeling, compelling them in a certain direction.
As the character travels in the direction of the tugging, the
feeling lessens.
Ignoring the vision is diicult to do. hose who ignore the
vision begin to get a terrible nagging feeling, like something
is increasingly wrong. hen, the vision keeps recurring, over
and over. Soon, the poor receivers of the vision begin to see
the vision over and over again – while they are awake, while
they are asleep...they can’t get away from it. Eventually, the
receivers of the vision will see themselves in the bed, and feel
the strange goat-headed being push its thumbs into their
eyes.
Your vision begins with you inside of a wooden box. You are
naked except for a loincloth. You have been lying on your side,
curled into a fetal position for days. It is hot. You thirst. You
have thirsted for so long ; you don’t know what it is like to not
thirst. Words are spoken. Light pours in, a harsh, terrible
light. Hands grab you. Many hands.
You feel a slight sense of dizziness as the world around you
spins and blurs. Suddenly, you realize that you are in some
sort of chamber. Lying in a small bed is a little girl, of
indeterminate race. She is asleep. She is surrounded by a wide
variety of people – Asian, Indian, English, French…all of
these people are talking amongst each other and shaking their
heads. From the corner of the room, you see something entirely
diferent rom any of the other individuals in the room... It is
a long limbed igure with strange, wrinkled, white skin. Its
bony limbs are long and bony, but stout. Its face is the most
bizarre. Instead of a human face, this creature has goat’s
head. It looks directly at you and grins at you, watching you
as it walks by. It gets on top of the bed and straddles the little
girl. hen, as it watches you, it reaches its long, long ingers
out and wraps them around her sot, delicate face. It begins to
slowly squeeze push its thumbs into her eyelids, pushing down
into her sockets.
he only way to get rid of the visions and the nagging feeling
is to travel in the direction of their tugging. he direction
eventually takes the characters to London, and then to the
Court of Whispers below Westminster Abby.
he tugging sensation won’t send the PCs across the ocean in
a rowboat, of course. It will bring them to a ship that will take
them to England, so on and so forth.
If the PCs in question have no means to aford a cross-Atlantic
voyage, they will ind that the ship captain has mysteriously
been expecting the Witch Hunters to arrive. Indeed, the
captain will refuse to let them pay for their voyage…all because
of the visions the captain has been receiving.
For Native American characters, it should be noted that it
was not unheard of for Native characters to make the journey
across the Atlantic at this time. Many traveled abroad at the
behest of royalty, or powerful companies. A Native American
aboard a Dutch, French, or English ship would still be an
oddity, but it would by not means be impossible.
he little girl begins to scream. Instantly, the assembled people
are at her side, all beginning to chant in various languages, all
trying various remedies. But none of them can see the hing
that sits upon the little girl’s chest, slowly pushing its thumbs
into her eyes.
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