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Whispering Vault Adventure
A Whispering Vault Hunt by Chris Pramas
Illustrated by Christopher Shy
Text copyright © Chris Pramas. Artwork copyright © Christopher Shy. Used with permission of the creators.
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1
T HE I XIPTLA
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I NTRODUCTION
This is a short Hunt that I’ve run many times at conventions to intro-
duce people to The Whispering Vault . It usually runs around two and
half hours. I’ve found that a typical four hour convention slot gives me
enough time to let the players create their own Stalkers and then play
this adventure. The historical information used here was taken from the
extremely useful and highly recommended GURPS Aztecs book.
B ACKSTORY
The Unbidden now known as the
Ixiptla crossed into the Realm of Flesh
in the year 1450, attracted to Mexico
by the suffering of a famine and the
grisly Aztec custom of human sacri-
fice. The Ixiptla surely had a plan, had
some reason for crossing the Rift, but
even he cannot remember it anymore.
When he first crossed over and felt the
hunger of the Beast, he had to feed it
with the pain of mortals. He wasn’t
interested in killing his subjects, only
making them feel the pain that the
Ixiptla needed so badly. Usually with
Unbidden, the Beast stage is a danger-
ous time that passes quickly, as does
the hunger. But the Ixiptla enjoyed the
pain so much that he continued to feed,
even after leaving the Beast stage. He
used his regained wits to pursue his all-
consuming passion, and this is how he
became known as the Ixiptla.
The Aztecs had a peculiar custom.
Each year a handsome and fit man was
chosen to impersonate Tezcatlipoca,
the chief Aztec god, for the following
year. This impersonator was known as
the Ixiptla and it was his job to study
divine behavior and to give blessings
to the people. He lived like a god in the
temple of Tezcatlipoca for one year. At
the end of that year, he ascended to the
top of the temple and was immediately
sacrificed by the Aztec priests. After
his living heart was ripped from his
body, his remains were fed to the
Emperor and other dignitaries. No
other human sacrifices were performed
that day.
The Unbidden, having traveled as a
Stranger to Aztec town, learned of the
Ixiptla and quickly determined to
make the Ixiptla his new Vessel. With
his otherworldly powers, this was
quickly done and the Unbidden
installed himself in the Temple of
Tezcatlipoca in 1451. However, at the
end of the appointed year, the Ixiptla
refused to be sacrificed and instead
tore the heart out of the High Priest
instead. Since then, the Ixiptla has
effectively run the town. He now uses
the town as his private reservoir of
pain and his first act was to ban human
sacrifice and banish the priests from
his temple. Killing, he thinks, is a
waste of potential. Much better to keep
them alive and find ever more deli-
cious ways to feel their pain. The year
1452 witnessed the Great Famine, fol-
lowed by a terrible drought. The Ixiptla
was overjoyed by these developments
and intensified their effects in the town
by use of his Life Link. Things have
gone terribly wrong in this unnamed
Aztec town, but only one man had the
strength of will to do something about
it.
T IME
AND P LACE
This Hunt is set in the year 1452 CE
in the great Empire of the Aztecs. The
Emperor is Moctezuma I, a great con-
queror who extended the empire to the
hot Gulf Coast. The culture of the
Aztecs certainly comes a shock to
some 20th century morals, especially
their belief in human sacrifice. The
Aztecs believed, however, that the
first gods had sacrificed themselves so
that the sun might by be created and
kept moving. The blood and hearts
offered up by their priests followed in
this tradition and were necessary in
their eyes to keep the sun rising each
day. Interestingly, the Unbidden has
banned human sacrifice and the
Stalkers, by Binding him and
Mending the Enigma, will be reinstat-
ing a practice many of them may think
barbaric. No one said the Dream was
fair.
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T HE C ALL
The Call comes from one of the banished priests, in the
form of a prayer to Tezcatlipoca. His chanting crashes into
the consciousness of one of the Stalkers.
“Mighty Tezcatlipoca, I pray to you in our time of need.
Tell me, o glorious one, why have the sacrifices stopped?
Why doesn’t the blood flow on your altars of stone? The
gods sacrificed themselves so that the Sun might rise, and it
is our sacred duty to do the same. Yet the Ixiptla sits in your
temple while famine and drought ravage the land, and the
your priests hide in fear. Your people suffer, mighty
Tezcatlipoca, the land weeps. Please accept my most hum-
ble sacrifice.”
T HE G UARDIAN
The Stalkers can summon the
Navigator as normal and begin to walk
the Winding Path. The Guardian of
this particular Navigator, however,
takes a rather peculiar form.
As the Stalkers walk the winding
path, they soon see the Barrier up
ahead. The Barrier looks like an enor-
mous jungle gym that is so complex
and interwoven that it creates a virtual
wall. Standing in front of the jungle
gym is a little girl in a sun dress suck-
ing on a lollipop. She is the Guardian.
When the Stalkers approach she says,
“I’m sorry, but you can’t play on my
jungle gym.”
Stalkers may be amused to see a lit-
tle girl blocking their way, but she is
deadly serious. If they try to get by
her, she says, “You can’t play here
unless you have a note from Mom and
Dad.” The Stalkers may try ploys like
Conjuring notes, but what she’s really
looking for is for the Stalkers to show
her their keys. Each Stalker will have
to show her their “note” for her to let
them through. If the Stalkers do not
play along, she hisses and her arms
turn into masses of writhing snakes.
She will fight them if they do not pro-
duce their keys.
Once she has seen everyone’s notes,
she steps aside. A section of the jungle
gym simply swings open, allowing the
Stalker’s to continue. As they pass
through the Barrier, the Guardian says,
“Have fun in the playground.”
T HE S UPPLICANT
The Stalkers appear in a small,
sparsely furnished room made of
stone. The first thing they notice is
that it is incredibly hot here. The sec-
ond thing they notice is the body on
the floor. This is the Supplicant, an
Aztec priest in his feathered robes. He
lies on the ground in a widening pool
of blood with a slit throat. He also
holds a blood covered knife clenched
tightly in his right hand. After deliver-
ing up his prayer, the priest sacrificed
himself to the gods so that his land
might live again.
Stalkers who are masters of Delve
can speak to his dead spirit. He tells
them that the Ixiptla stopped the sacri-
fices and banished the priests, and that
his own final act was an attempt to
gain the aid of Tezcatlipoca. At this
point, the Delving Stalker will relive
the recent self-sacrifice. Have the
Stalker make a Willpower Challenge
Roll with a Difficulty of 12 or lose one
Vitality. Stalkers interested in finding
out what the hell an Ixiptla is can
make a Difficult History Challenge to
find out. Those who make an Average
History Challenge know that they are
in 15th century Mexico and that
Tezcatlipoca was the chief god of the
Aztecs.
The room itself has little of interest,
although there is a window to the out-
side. This looks out onto a square. The
earth outside is dried and cracked and
the fountain in the square is full of
dust. In the distance an large Aztec
temple can be seen.
While the Stalkers are looking
around the priests room or the square,
they hear horrible screams coming
from the building next door.
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F EEL T HE P AIN
The Stalkers burst into the small
house to find a man and woman
writhing on the floor and screaming in
agony. At first glance nothing seems to
be wrong with them but any Stalker
who makes an Average Perception
Challenge sees a large bulge sliding
across the man’s stomach, as if some-
thing were moving beneath his skin.
Then both victims bolt upright and
open their mouths up wide. A
Bloodwyrm (Dangerous Prey, page
65) flies out each of their mouths and
attacks the nearest Stalker. These
Shadows appear as large leathery
worm creatures with many tendrils
and hooks on either end of their bod-
ies. This combat should be quick and
easy, but it serves to familiarize the
players with how combat works.
These Bloodwyrms are the minions
of the Ixiptla, which allows the
Unbidden to share in their sensations.
The Ixiptla is using them to taste the
exquisite agony caused when the
Bloodwyrms tear someone open from
the inside. The injuries to the man
prove fatal but the woman is luckier
and the Stalkers can talk to her
B LOODWYRM Combat
Attack by leaping at its oppo-
nent and Boring into their bodies.
(Attack 12, 4D Damage but no
more than two points of Vitality).
Once the bore attack causes a vic-
tim to lose Vitality, it latches on
and begins to feed off his pain
which causes 2D Damage at the
end of every round. Any Stalker
with at least three keys (i.e. most
Stalkers) who loses Vitality to the Bore attack has to make a Fortitude
Challenge against a Difficulty of 12 or lose a die of Dexterity until they
return to the Realm of Essence. [For the purpose of this adventure, you
can forget about this last power if you think it’ll discourage your players.
You want them to have fun their first time out after all.]
5
Vitality
9
Initiative
13
Defend
14
Perceive
8
Resolve
14
(although she is traumatized and her
husband has just been killed). She can
tell them that the drought and famine
are slowly destroying the town and
that the Ixiptla and his four female
attendants run the town from the tem-
ple. If any of the Stalkers are rude to
her, or belittle her grief, she will not
cooperate.
If you do not have Dangerous Prey,
here is a brief summary of the
Bloodwyrm. The stats have been
slightly modified for these particular
specimens.
4
Fortitude
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T HROUGH THE T OWN
The Stalkers should have figured
out by this point that they need to go to
the temple to find the Ixiptla. If they
haven’t figured this out for some rea-
son, mention how that large and
imposing pyramid dominates the
town.
Navigating through town is easy
enough. The streets and markets are
eerily empty. Sometimes the Stalkers
will see someone looking at them out
of window, but these people always
drop from sight when spotted. When
the Stalkers have gotten about half
way to the pyramid, they hear a crowd
up ahead. Continuing on, they come a
wide plaza full of townspeople.
Despite the heat, the locals are gather-
ing in the plaza to watch a strange
spectacle.
Eagle feathers, while they other wears
the skins of Jaguars. They all carry
Macauitl, the wooden Aztec swords
rimmed with sharpened flint or obsid-
ian, and shields. The warriors are
obviously exhausted and each bears
many wounds. It is plain to see that
they’ve been fighting for a long time.
About a half dozen bodies lie motion-
less in the sun in between the two
groups.
An easy Perception Challenge reveals
two cowled figures behind each group.
Even as the Stalkers watch, the cowled
figures begin to push the warriors for-
ward and at each other. The Eagle and
Jaguar warriors stagger forward, obvi-
ously more frightened of the cowled
ones than of their opponents.
Reluctantly, the two bands clash. There
are no war cries or surprise charges. The
warriors just stumble together and
began to fight. As blows are exchanged,
it becomes clear that their Macauitl
have been dulled. The crowd is silent
and watch glassy-eyed, while the
cowled figures make certain that none
of the warriors retreat.
The Stalkers can try to interfere in
any number of ways. When they do,
they discover that the cowled figures
are in fact Pain Mothers (Whispering
Vault, page 109). They are the four
female attendants of the Ixiptla and
they are making sure their master has
more pain to feed on. The Eagle and
Jaguar warriors have been fighting all
day, but they use blunted weapons so
the fights are longer and more painful.
The Pain Mothers really enjoy their
work, and react with hostility to any
interruption. If combat erupts, most of
the spectators and warriors seize the
opportunity to flee, creating a scene of
utter chaos in the plaza. Play up the
confusion and mayhem as the fight
goes on.
Note, however, that the Stalkers can
easily walk away from the plaza. They
do not have to fight the Pain Mothers
at all. In fact, it’s better for them to
conserve their strength for their con-
frontation with the Ixiptla. If they do
fight, you might consider lowering the
number of Pain Mothers depending on
how large your Circle is. Four is the
traditional number of attendants for
the Ixiptla, but don’t let that straight-
jacket you. Challenge the Stalkers but
be sure not to overwhelm them.
E AGLE AND
J AGUAR
The Stalkers see that the crowd has
gathered to watch some kind of ritual
combat. On either end of the plaza are
two groups of Aztec warriors. One
group wears war costumes made of
T HE T EMPLE OF T EZCATLIPOCA
After the encounter with the Pain
Mothers, the Stalkers are free to
approach the great temple. It is of typ-
ical Aztec design, with a over a 50
steps leading to it upper sanctuary.
There are no entrances at ground level.
To go in, one must climb up the steps.
Stalkers who try to Dissipate through
the walls will be surprised to find that
this doesn’t work. They can speculate
as to why this is, but they’ll find out
soon enough.
On top of the pyramid is the
chief sanctuary, a large area under a
red roof that brings the pyramid to its
point. Here is an imposing statue of
Tezcatlipoca himself, and a ceremo-
nial altar stained with blood. On top
of the altar lies the body of the Aztec
High Priest. Closer investigation
shows that his chest has been ripped
open and that his heart is missing.
Despite this, he opens his eyes when
the Stalkers approach and says in a
raspy voice, “Please, let me die....” It
should be obvious that he is the Focus
of the Enigma. Kind Stalkers, or
those who don’t get it yet, may try to
kill this man. No matter what they do,
he continues to live in his heartless
state. Only Binding the Unbidden and
Mending the Enigma will set him
free.
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