Chronicles of Darkness -sas- Ruins Of Ur_FQvCD5.pdf

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In war, there are no unwounded soldiers.
- Jose Narosky
An adventure for the World of Darkness
Written by Ben Counter Developed by Eddy Webb Based on material by Will Hindmarch
Edited by Genevieve Podleski Layout by Jessica Mullins Art: Sam Araya, Tomasz Jedruszek,
Brian Leblanc, Ken Meyer Jr., Juan Serrano, Cyril Van Der Haegen, Cathy Wilkens, James Stowe,
Andy Brase, Efrem Palacios, James Cole, Costas Harritas, Jim Pavelec
stOrytelling adventure systeM
Mental OOOOO
Physical OOOOO
sOcial OOOOO
WHITE WOLF PUBLISHING, INC.
2075 WEST PARK PLACE
BLVD SUITE G
STONE MOUNTAIN, GA 30087
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In war, there are no unwounded soldiers.
- Jose Narosky
An adventure for the World of Darkness
using the Storytelling Adventure System
Written by Ben Counter Developed by Eddy Webb Based on material by Will Hindmarch
Edited by Genevieve Podleski Layout by Jessica Mullins Art: Sam Araya, Tomasz Jedruszek,
Brian Leblanc, Ken Meyer Jr., Juan Serrano, Cyril Van Der Haegen, Cathy Wilkens, James Stowe,
Andy Brase, Efrem Palacios, James Cole, Costas Harritas, Jim Pavelec
stOrytelling adventure systeM
scenes
11
Mental OOOOO
Physical OOOOO
sOcial OOOOO
XP level
o-34
WHITE WOLF PUBLISHING, INC.
2075 WEST PARK PLACE
BLVD SUITE G
STONE MOUNTAIN, GA 30087
© 2008 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and
World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Storytelling System and Ruins of Ur are trademarks of CCP hf. All rights reserved. All
characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright
concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are iction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
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Beneath the deserts of Iraq, among the ruins of the ancient Baby-
lonian civilization, lie secrets. The ancient servants of a dead god stir
again. Forgotten magic waits to be claimed. Evil spirits yearn for souls
to consume. At the heart of it all is a terrible hunger – for power, for
servitude, but most of all for blood.
A squad of soldiers escorting an archaeologist is thrown into the maw
of these ancient secrets, and its men must fend for themselves against an
ancient horror beyond their understanding. But survival is not enough,
for deep in the ruins of Ur the very tools of their salvation could cost
them their souls.
Introduction
Ruins of Ur is a story kit that helps a Storyteller to run a World of
Darkness story crammed with violence, gore and horror. The player
characters in this story are soldiers sent on a seemingly routine mission
that pitches them into a deadly struggle with an ancient horror waking
from beneath the earth. Should they survive, they may uncover hints
about an ancient empire that was ruled not by mortal tyrants, but by
supernatural beings whose legacy has not faded from the world.
This kit can be run as a standalone story (and perhaps spark
the beginning of a new chronicle). Alternatively, it can be run as
part of an existing chronicle. This latter option will require some
adapting of the story and its set-up, and suggestions are given in
the introduction and throughout the story’s scenes about how this
might be done.
The tropes of this story include action, the military, visceral horror,
ancient secrets and internal conflict. It has a lot in common with
your average horror movie: it places its characters in an isolated set-
ting from which they cannot readily escape and pits them against an
overarching horror that is ostensibly far more powerful than them.
It provides plenty of opportunities for set-piece shocks and messy
deaths, and has potential for conflict not just with internal horrors,
but between the main characters. The story also has a tension-
ratcheting countdown. The atmosphere of Ruins of Ur was inspired
by action horror movies like Dog Soldiers , Aliens or Predator and by
survival horror videogames like the Resident Evil or the F.E.A.R .
series. Ruins of Ur is all about shock, desperate combat and setting
your M16 to full-auto so you can spray like a weak-bladdered tomcat
at anything that moves.
A b o u t t h e S t o r y t e l l i n g A d v e n t u r e S y S t e m
If this is your irst Storytelling Adventure System (SAS)
product, you’ve chosen a ine place to start. To keep this
story kit lean and focused, though, we haven’t included a
lot of the core premises and Storyteller suggestions that are
at the heart of the SAS. Whether you’re a new Storyteller
or an old hand, be sure to read the free SAS Guide , found
at the SAS website:
Here are some of the features available in Ruins of Ur :
Interactive links.
Clicking on anything in blue will
take you directly to the section referenced, or to an
appropriate character sheet or prop. It can also take
you to an external website that could be useful.
Scenes.
Clicking on a scene name in the scene low-
chart or the page number in the scene card will take
you to the full write-up of the scene.
Bookmarks.
This PDF is fully bookmarked, so you
can jump to major sections at any time when the
ile is open.
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Theme: Mystery, Desperation and Violence
Ruins of Ur begins with mystery and its revelation. At the outset, the
player characters have little or no idea what they have let themselves in
for. As the story continues they uncover more about their location, the
ancient Temple of Sin, and the creature that wants to consume them.
This theme of revelation runs throughout the story, and uncovering
information about their surroundings is key to the characters’ survival.
Setting up mystery, and paying it off with revelation, is the story’s main
dramatic device.
In Ruins of Ur , the primary conflict between the characters and their
undead enemy will almost certainly be resolved through violence, and
lots of it. The story works best in a military context because then the
characters have a good reason to be toting the kind of weaponry they’ll
need. The inevitable escalation of violence is another major part of the
story and forms a great part of the story’s structure.
Finally, a theme more internal to the characters is desperation, or how far
they will go to survive. The most potent weapons for use against Bashanipal
exact a horrible toll on the humanity of those using them. For instance, the
Lyre of Ishtar is mind-warping to use, and the power gained from the temple’s
sacrificial pit requires the extremely horroible death of a living human.
The question of just how far the characters will go to survive Bashanipal’s
predations provides a counterpoint to the threat of Bashanipal himself.
Mood: Ancient, Dark, and Hostile
The story’s mood is primarily conveyed through the setting: the
Temple of Sin. This is an ancient ruin, and its age is an important part
of the story’s mood. Great age imparts gravity to the story, a sort of
grandeur that only the weight of centuries can bring. It brings about
questions, too: Who built all this? What kind of people existed back
then? How can anything still be alive down here?
It should also be noted that like many classic horror stories, Ruins of
Ur is very dark – literally. The Temple of Sin has barely any lighting,
and the characters will be forced to bring their own light sources. Fears
gather a hundred times more profoundly in the dark, and monsters
loom twice as large.
The story takes place in hostile territory. Characters should be very
aware that they are on a mission and that, regardless of the supernatural
foes they might encounter, there are plenty of good old mortal foes around
who would kill them just as fast as any undead bloodsucker.
Background
Ancient Times
Between 1800 and 1600 BC in Mesopotamia (corresponding roughly
to modern-day Iraq), an empire thrived, centered on the city of Babylon.
This empire was ruled by Marduk, a king who believed he was a god (and
he was, in fact, a supernatural creature). He gathered around him other
supernaturals to enforce his rule and expand his empire, and a golden
age of evil and predation grew in Babylon. One of the cities brought
under Marduk’s rule was Ur, a city ancient even then, and sacred to
the moon-god Sin. Sin was a giant figure, impossibly handsome and
blazing with moonlight, but Marduk was not awed by him, for Marduk
saw himself as more than Sin’s equal. Sin was impressed by Marduk’s
fierce presence and ruthlessness in the pursuit of power, and Sin and his
priests became allies of Marduk. The huge Temple of Sin just outside
Ur became the religious heart of the empire and Sin’s worshippers were
outnumbered only by Marduk’s own. Among the priests of Sin was a
magnificent and terrifying creature called Bashanipal.
Marduk’s reign could not last forever. Some time after 1600BC,
Marduk fell and Hittites from the north invaded and pulled the
Babylonian Empire apart. Some saw this coming, among them
Bashanipal, who chose to enter a near-death slumber until the
world was an easier place for a bloodsucking fiend of the night.
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Unfortunately for Bashanipal and the retainers who were interred
with him in the catacombs adjoining the Temple of Sin, that time
never came.
Until now.
Modern Day
The Babylonian Empire and Ur became footnotes in history books until
a series of excavations in the late nineteenth century hinted at the size
and sophistication of the empire’s cities. Much later, in the aftermath of
the invasion of Iraq by coalition forces and the fall of Iraq’s government,
archaeologists had new and unobstructed access to these tempting sites.
Miranda Steele took the opportunity to excavate a promising site outside
the ruins of Ur, where her research suggested she could find a site of great
religious importance. She brought with her three assistants — Stellan,
Drake and Jenks — and beneath the sand of southern Iraq they found
the Temple of Sin. And Bashanipal found them.
In his slumber, Bashanipal reached out with his mind. Drake and
Jenks knew that something was wrong, but they continued with their
work because of the apparent importance of the site. Stellan went
insane, murdered Jenks, and was killed trying to acquire a weapon
which he believed could destroy the evil they had uncovered. Drake
walled himself up in one of the small side-tombs to escape the mad-
ness. Steele herself heard the voice of Bashanipal and was fascinated
instead of being repelled. Here was a being possessing knowledge of a
forgotten age; a golden age (in Bashanipal’s memory) of freedom and
enlightenment. She lost her mind, and became devoted to waking
Bashanipal and receiving his wisdom.
Steele left the dig site, determined to return with the sacrifices
Bashanipal required to complete his awakening. She went to the
US military, who were searching for ways to better understand the
mindset of the insurgents currently targeting their troops. Steele
explained to them the theory of Archaeological Intelligence
(ARCHINT) which might help shed some light on the cultural
forces at work in Iraq. She asked for the military’s help in gaining
access to the site near Ur, explaining that its treasures would al-
legedly help illustrate the “philosophical and religious roots of the
insurgency.” The military warily agreed and sent a squad of soldiers
to escort Steele to the dig site, unaware that she has already exca-
vated much of it or that she intends to hand her escort of soldiers
over to Bashanipal as a welcome gift.
The poor schmucks assigned to escort Miranda Steele have no idea
what’s about to go down in the ruins of Ur. Those poor bastards are
the player characters.
ArCheologiCAl intelligenCe
Military intelligence typically comes from one of a group
of recognized sources, such as Human Intelligence (HUMINT)
from observers and informers, and Signals Intelligence (SIGINT)
from intercepting enemy communications. Archaeological
Intelligence is intel gleaned from the study of history and
ancient sites. ARCHINT is theoretical and ictional, but in the
World of Darkness it is an occasionally valuable resource. Military
forces in the World of Darkness need intel not just on enemy
plans and forces, but on the weird shit that keeps on happening
to their soldiers (going mad, becoming possessed, being turned
inside out, getting exsanguinated, and so on). The US military,
in particular the Army, believes that ARCHINT may be worth
pursuing and is contemplating deploying ARCHINT-gathering
assets in Iraq to see if the violence in the country is fueled by
some cultural force that can only by properly understood in a
historical context.
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