TEXT: 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. 
  Paradigm Concepts, Inc
  26 South Main Street, #332
  Concord, NH 03301
  www.paradigmconcepts.com
  ISBN 1-931-374-38-4
  $19.99                             PCI 2403
  A CHILD’S GAME
  PCI 2403
  
  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
  A Child’s Game
  Except as otherwise identified, 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. The 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
  
  2
  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: 
  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. That approach won’t work 
  in Witch Hunter, because many of the character types in 
  this setting wouldn’t normally associate with each other. 
  Therefore, make sure your Witch Hunter band has a rock 
  solid reason they get along or work together. The adventure 
  featured here gives a good example of that. 
  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 off such conflicted relationships off at the pass. A 
  little character conflict can be interesting. However, very 
  contentious characters can ruin a game.
  Getting the Cadre Together
  The question remains, how will the PCs meet up with one 
  another? There a number of options that the GM has here: 
  We already know each other…
  This 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. After all, if the PCs are all friends or at 
  least allies, they probably get along to some degree, right? 
  We are assembled one at a time…
  This 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 
  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. The 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…
  This 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 first 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. 
  Adventure Background
  The 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 figure that has appeared 
  time and time again, as a figure of absolute fear and menace. 
  The most chilling appearance of Legion, however, is perhaps 
  from the source in which it first appears – The Holy Bible. 
  They went across the lake to the region of the Gerasenes. 
  When Jesus got out of the boat, a man with an evil spirit came 
  from the tombs to meet him. This man lived in the tombs, and 
  no one could bind him anymore, not even with a chain. For he 
  had often 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 from a distance, he ran and fell on his 
  knees in front 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!”
  Then Jesus asked him, “What is your name?”
  “My name is Legion,” he replied, “for we are many.”
  Holy Bible, Mark 5:1-9
  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. After this, the horde of demons they 
  fled into the bodies of a large herd of two thousand pigs and 
  drowned themselves.
  Now, it appears, Legion attempting to return to earth. 
  Welcome To The World of WiTch hunTer!
  Welcome to the World of Witch Hunter!
  
  3
  Welcome To The World of WiTch hunTer!
  The Story Begins
  The 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. 
  Now, these beings are beginning to return earth, for an event 
  of great importance nears. The first of these beings is a demon 
  by the name of Azazel. Azazel is an extremely powerful 
  daemon – an angel who first turned away from God during 
  the beginning of creation. More information on Azazel and 
  Legion itself can be located in the NPC section.
  While Azazel was languishing in Hell, he was able to contact 
  a number of followers who carried out his bidding on earth. 
  Azazel’s first goal was to be able to return to earth, an act he 
  accomplished by getting some of his followers to make human 
  sacrifices during the blaze of the Great Fire of London.
  It is important to note that Azazel’s followers did not start 
  the Great Fire of London. That was accomplished by another 
  group of accursed individuals. Azazel was able to spring out 
  of the fire 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 after twenty-five years of tireless pursuit of spirits 
  around the globe.
  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. Thus, he has collected a small army of possessed people, 
  all working for him at different levels of society all around 
  the globe. 
  Legion now seeks to expand their goals into the New 
  World. They 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. 
  Where the Player Characters Come In
  The player characters are first contacted through a dream 
  or vision. This 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 after, 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 after the Great Fire of London. There, 
  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. 
  
  4
  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. 
  The reason for the player characters to gather in the Court 
  of Whispers is quite simple. The 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. 
  The Vision
  In this adventure hook, the player characters in question 
  receive a powerful vision. This scene might take place while 
  the PCs are awake or while they are asleep. It will be up to 
  the GM to decide. The scene the PCs experience will be as 
  follows: 
  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 
  different from any of the other individuals in the room... It is 
  a long limbed figure 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. Then, as it watches you, it reaches its long, long fingers 
  out and wraps them around her soft, delicate face. It begins to 
  slowly squeeze push its thumbs into her eyelids, pushing down 
  into her sockets.
  The 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 Thing 
  that sits upon the little girl’s chest, slowly pushing its thumbs 
  into her eyes.  
  The girl struggles out of her bed and falls to the floor. The 
  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 
  off forever. You must hurry, or more…many more will suffer. 
  Only you may stop it. Find me and I shall tell you about….”
  The girl passes out, unconscious. The assembled people around 
  her all look in your direction, not seeing you and wondering. 
  Just after 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 difficult to do. Those who ignore the 
  vision begin to get a terrible nagging feeling, like something 
  is increasingly wrong. Then, 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.
  The only way to get rid of the visions and the nagging feeling 
  is to travel in the direction of their tugging. The direction 
  eventually takes the characters to London, and then to the 
  Court of Whispers below Westminster Abby. 
  The 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 afford a cross-Atlantic 
  voyage, they will find 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. 
  AdvenTure inTroducTion
  
  5
  Tom Hargetty
  Tom Hargetty is a servant of the Court of Whispers, the small 
  organization whose only purpose is to serve as a facilitator 
  during rare times in which the various Orders of Witch 
  Hunters wish to meet. 
  Tom Hargetty is a young, eager Witch Hunter who has spent 
  the better part of a year finding the cadre. Basically Hargetty 
  is a supporting cast character whose main job is to get the 
  PCs to stick together. If the GM wants to cadre to meet up 
  one at a time, for example, Hargetty is a great vehicle for that. 
  He could meet each PC one at a time, enticing them to come 
  with him. 
  Tom Hargetty (Lieutenant)
  Quick Character (370 points)
  Fear Rating
  0
  Initiative pool
  Base: 5d
  Melee pool
  Base: 6d - Rapier: 6d (DM +2)
  Ranged pool
  Base: 6d – Pistol: 6d (DM +2)
  Extras pool
  5d
  Defense pool
  Base: 3d
  Basic Talents
  Attack Focus - Rapier 
  Basic Prayer
  Bookworm
  Greater Talents
  None
  Heroic Talents
  None
  Rites
  Blessing
  True Faith: 2 
  Damnation: 0
  Health Track
  (Toughness 3) 6/5/5/3/2
  Equipment
  Rapier, pistol, powder and shot
  Naturally, Hargetty’s meeting with the PCs will vary wildly 
  upon the kinds of characters that the players have come up 
  with. He might be knocking upon the door of a brothel or 
  dropping in on a warrior’s tribal meeting. Wherever Hargetty 
  meets the various player characters in question, he has the 
  uncanny ability to speak their native tongue. 
  Greetins. Ye may not know me. But I know you. And 
  •	
  I’ve had a hell of a time trying to find you. Do ye 
  have any idea what it took to get here? 
  Let’s be plain speaking shall we? I know what you 
  •	
  are. You an’ I are the same, ye see. 
  I’m…not as experienced as you are in the ways of the 
  •	
  world. I’m a sort of novice at, eh…witch hunting I 
  guess they calls it. 
  So I’ve been bid to find ye. And bring ye to England. 
  •	
  There’s someone there who’s been wantin’ to meet 
  you. 
  Aye. It’s a little girl. Maybe you’ve seen ‘er? In your 
  •	
  head. In yer dreams. Aye, I’ve seen the same thing. 
  Her name is Alena. 
  Ever since she’s been able to talk, Alena has received 
  •	
  visions from God. Each one o’ these visions has been 
  instrumental to our battle against the Adversary. 
  She’s been able to predict the coming of devils, 
  terrible floods, disease, and shipwrecks. 
  But recently, her divine messages have stopped. For 
  •	
  months, she’s been plagued by devils and spirits o’ all 
  kinds. We believe that she still has visions.  
  But she cannot communicate them to us. Any time 
  •	
  she tries to speak, she is attacked by devils. And there 
  have been many. Many of us have tried to fight them 
  off, but more always come. 
  She was able to tell us that you…you would somehow 
  •	
  be able to save her. She was able to tell us her names…
  and draw pictures of your faces. But that was all. She 
  foresaw that you would come to England and save 
  her. 
  I don’t pretend to understand it myself. I just know 
  •	
  that if you cannae help her…no one can. 
  Now, you may not believe in the same God as I. It 
  •	
  matters not. What matters is that we fight the same 
  enemy, and that our goals are the same 
  Can ye help us, now? Do you dare to take up yer 
  •	
  destiny?
  And how have I come to you? How did I find you? 
  •	
  That’s simple enough. God let me to ye. My prayers 
  have guided me here. And so now I stand before ye. 
  What say ye? Are you for it? 
  •	
  It is possible that more “unscrupulous” PCs will want 
  some kind of reward or benefit for coming to the Court of 
  Whispers. In this case, Hargetty has no problem with bribing 
  the characters in question with money.
  If the GM has decided to use Hargetty as an additional 
  enticement to go on the adventure, then Hargetty can lead 
  the player characters to an appropriate ship or other means 
  of transportation. 
  AdvenTure inTroducTion
  
  6
  London: 1689
  At a Glance
  The setting of London in the year 1689 is an exciting and 
  dynamic place, full of change and growth. For one, most of 
  the city is new, still fresh from being reconstructed from the 
  London Fire in 1666. Most of the population are in their 
  teens and twenties, and transplants to the area. These people 
  are young, fresh, and eager to begin work as apprentices or 
  servants. 
  England has just crowned a new king and queen – William III 
  and Mary II. These joint rulers now usher in a new era – one 
  where the power of the monarchy will become increasingly 
  limited, and the voice of the people will gain more authority. 
  The English Bill of Rights has just now been published, 
  affirming the idea that people are born with certain inalienable 
  freedoms. Within this Bill of Rights will be universal ideas 
  that will eventually take hold in almost every single country 
  that will ever embrace Democracy. 
  In the world of Witch Hunter, the idea of human equality 
  is even more advanced. William and Mary are truly equal 
  partners on the throne. Mary’s co-rulership now pushes 
  women’s liberation to the forefront of today’s politics. There 
  is currently talk of allowing women to serve in the House of 
  Commons. In the Witch Hunter’s version of London, women 
  may already serve in the House of Lords. 
  Despite many of these idealistic thoughts running through 
  society, crime is definitely a part of London life. Despite the 
  religious fervor of the time there are, as always, the destitute, 
  the mad, or those who simply can’t get along in society. These 
  folks tend to live in the East End of London. One of the 
  reasons that crime is so prevalent is because a modern system 
  of policing has not yet been invented. If someone commits a 
  crime against a person, usually it’s that person’s responsibility 
  to go haul the offender before a magistrate in court. Even 
  then, it usually amounts to one person’s word against another. 
  There exists no process for considering forensic evidence. 
  A London city watch does exist, but these individuals are 
  basically hired soldiers who simply patrol the streets, looking 
  for trouble. There is no procedure for asking the watch for 
  help, interviewing witnesses, or gathering clues from a crime 
  scene. The city watch, like any city watch of the time period, 
  simply puts a stop to crime when and where they see it. 
  Finally, the system for prosecuting someone for a crime is still 
  fairly primitive. Laws definitely exist, but the kind of sentence 
  one might receive for a crime is mostly at the whim of the 
  magistrate, who may or may not be fair-minded. 
  Currently, a large portion of crime in London is controlled by 
  the Inked Palm, a secret organization of Witch Hunters who 
  actually did not sign the Great Accord, and do not believe 
  in it. The Inked Palm is a Witch Hunter organization which 
  seeks to use the supernatural to their own ends, rather than 
  stomp it out of existence. 
  Recent History
  The amount of change that London has seen over the past 
  century is tremendous. The loose and free times of the 
  early 1600s contrasts sharply with this time period’s strict 
  religious beliefs. During this time, people are more religiously 
  conservative but socially liberal. The thought that people 
  were “all God’s children” began to spread, and idea that a 
  single mortal, such a king, should have the right to rule over 
  everyone began to be viewed with skepticism. 
  Eventually, England saw a Civil War, after which a Puritan 
  by the name of Oliver Cromwell would become a military 
  dictator over England itself, and no king would rule at all. 
  After Cromwell’s death, Charles II took the throne. However, 
  even with a monarch at the throne, the idea of human 
  equality had already taken hold. During Charles II’s reign, 
  anti-Catholic sentiment began to run rampant. Catholics 
  were seen by many of the populace as idolaters. Further, 
  Catholics were seen as people who did not support the idea 
  of equality, because they believed in the supremacy of the 
  Church Hierarchy and the Pope. To the ardent Protestants 
  of the time, these things were seen as symbols of a system that 
  attempted to place certain people above others. 
  Things came to a head in 1685, when King James II took the 
  throne. James was an ardent Catholic, in direct opposition to 
  the Anglican and Protestant of England. In just four years, 
  the Glorious Revolution took place, in which William of 
  Orange from the Netherlands took the throne from King 
  James, at the behest of many English. Once William III took 
  the throne, he co-ruled England with his English wife and 
  Queen – Mary II.
  This time of religious revolution, of course, led to the 
  immigration of many Puritans to the New World. Hundreds 
  of thousands of settlers would travel from England and 
  Europe, hoping to escape the religious turmoil and practice 
  their religion in their own way.
  london: 1689
  
  7
  Invisible London
  Behind the curtain of religious strife, new ideas, 
  civil war, and terrible fires lay other forces. It is 
  well known at this point that corrupted humans 
  under the direction of some dark power started 
  the London Fire of 1666. Witch Hunters from 
  different religious groups have set aside their 
  differences in the face of a common enemy. One 
  of the central rallying points of Witch Hunters in 
  London has been in Westminster Abbey. There is 
  a secret passage outside in the street that leads to 
  the catacombs beneath the Cathedral. There, in 
  a secret chamber called the Court of Whispers, 
  Witch Hunters from around the globe meet to 
  discuss all manner of evils and dooms.
  Within London itself a number of new threats 
  have moved into the area. With the influx 
  of people have come two different groups of 
  vampires. One of them, the Hellfire Circle, will 
  eventually be transformed into the debauched 
  and infamous Hellfire Club. The Hellfire Circle 
  is an elite group of vampires who quietly poses 
  as a society for Catholics who seek refuge from 
  persecution. They currently go by the public 
  name of The Circle of Honour. 
  The other faction of vampires, known as the 
  Marston family, is a family of craftsmen who 
  once worked as warriors for Oliver Cromwell 
  in destroying religious symbols, artwork, and 
  icons all over England and Scotland. Cromwell never knew 
  the true nature of the Marstons, unfortunately. The Marstons 
  have moved into the area under the pretense as a family of 
  masons, helping with construction in London. This secretive 
  family of Masons has a bad habit of walling up their victims 
  within stone structures to hide their activities. 
  The Eighth Seal is yet another Invisible faction within 
  London. This society of sorcerers uses the teachings of Sir 
  Francis Bacon and blends it with Hermetic magic. These 
  scholars present their dabblings to the public as science. 
  However, behind the scenes, the Eighth Seal makes deals 
  with infernal forces and other beings that are well out of the 
  scope of man. Currently, the Eighth Seal has a strong alliance 
  with Legion, a powerful cadre of demons and spirits which is 
  featured in this Adventure.
  The Order of Judas is currently very active in London. For 
  them, the Fire of London was seen as a stroke of genius. After 
  all, that one act of evil was transformed into a triumph when it 
  brought about the Great Accord. The Order of Judas current 
  seeks to continue to stir up new troubles, hoping to keep up 
  the fervor of unity amongst Witch Hunters.
  Finally, the Inked Palm has a strong presence here, controlling 
  a large portion of the crime that goes on in the city, but by no 
  means all of it. One of the Inked Palm’s greatest secrets is that 
  the English branch of this mysterious cartel is run by one of 
  the Immortal Seven; a group of nobles who helped William 
  and Mary gain the throne.
  Interesting Places
  Lloyd’s of London – Historically, this humble gathering 
  place would still be known as the Tower Street Coffee Shop. 
  However, in the world of Witch Hunter, it has already taken 
  on its more famous name – Lloyd’s of London. This small 
  shop serves as a meeting ground for merchants, ship’s captains, 
  and those who own ships. Because of Lloyd’s sharp ears, it is 
  known to be a key place to go for news about shipping and 
  overseas trade. Overnight, his establishment has become the 
  place to arrange for shipping insurance in London. 
  london: 1689
  
  8
  Interestingly enough, Witch Hunters use Lloyd’s information 
  as well to track the activities of nefarious cults or other vile 
  organizations. Anyone or anything coming into or out of the 
  country in great quantity can be discovered here. It is rumored 
  the Lloyd knows about everything that comes into or out of 
  England, including any sizable shipment of smuggled goods.  
  The Angel – This inn and public house has been a place of rest 
  for many a weary traveler. It is situated on the river Thames, 
  making it a prime stop over for many sailors, pilgrims, 
  travelers, pirates, and press gangers. Both the criminal and 
  the naïve rub elbows in this hodgepodge-gathering place of 
  folk. Christopher Jones hired the crew from the Mayflower 
  from this very spot. Since that time, other, eager pilgrims and 
  travelers have tried to hire crews here, seeing this as sign of 
  good luck. Of course, there is always a fair share of charlatans, 
  who try to exploit the Angel to their own ends. Another 
  famous individual who appears at the Angel is Samuel Pepys, 
  historian and occult scholar. Since his unemployment, he 
  often comes to the Angel to drown his sorrows.
  Devil’s Tavern – This public house dates all the way back to 
  1520. Located in the East End of London, it is a gathering 
  place for all manner of low-life individuals. Criminals, 
  smugglers, cutthroats, and other such undesirables often meet 
  here to discuss business. The Inked Palm always posts a man 
  here to watch and listen for any news about what might be 
  afoot in the London underworld. Those who wish to contact 
  these unscrupulous Witch Hunters can often do it here. The 
  Devil’s Tavern also happens to be the favorite haunt of George 
  Jeffreys, the infamous “Hanging Judge” of London. 
  Important Areas:
  St. Paul’s Cathedral – This famous cathedral, which once 
  dominated the London skyline, is under reconstruction. The 
  design of the famous Christopher Wren will not be finished 
  until 1708, though services will be held there a decade sooner. 
  Currently, scaffolding for the Cathedral stretches up into the 
  sky around what will become a breathtaking landmark. 
  The Tower of London – This small but stout fortress is one of 
  the older structures in London, dating back to the 11th century. 
  Currently, the tower serves a variety of purposes. For one, it 
  is a prison for one of London’s most famous personalities. It 
  also serves as an execution area. Anne Boleyn, Henry VIII’s 
  second wife was put to death here. Also, the Lady Jane Grey, 
  Henry VIII’s great-granddaughter was beheaded here as well. 
  It is well known that the ghost of both women still haunts the 
  place. Some say that their spirits still exert influence, giving 
  spectral orders to a small cadre of special servants. 
  Part of the Tower is used as a museum, even at this early date. 
  The Crown jewels are on display here, though they are heavily 
  guarded at all times. Being the most secure prison and fortress 
  in London, it’s an appropriate place for them. 
  At this point in time, numerous supporters of King James 
  II are being housed within these secure walls. Historically, 
  Samuel Pepys and George Jeffreys would be housed here, but 
  they remain free in the World of Witch Hunter. Whether 
  they end up here or not is up to the GM, of course. 
  Westminster Abbey – This massive stone church dates all 
  the way back to 616 AD, when it was just a shrine. Today, it 
  towers above the surrounding buildings, standing out with its 
  magnificent gothic architecture. 
  With just a few exceptions, every king and queen of England 
  has received their coronation here, always performed by the 
  Archbishop of Canterbury. Most of the English monarchs are 
  buried here as well. 
  St. Edward’s chair, the very throne in which every king or queen 
  of England has ever been crowned, is kept at Westminster. 
  William III himself sat in this chair recently for his own 
  coronation, while Queen Mary sat in a specially made chair 
  for her. Those who know of the Invisible World say that the 
  chair of Edward the Confessor possesses such mystical power 
  that it burns demons that look upon it, and causes devils to 
  writhe in pain when confronted with it. 
  Interesting People:
  George Jeffreys – The hanging Judge
  Jeffreys is an infamous figure in this time period. Known 
  affectionately as Hanging Judge Jeffreys by many, this 
  hardened man earned his reputation by swiftly sentencing 
  any enemy of James II to hang. Throughout his life, Jeffreys 
  has professed to be Catholic, Anglican, or Protestant…
  whatever denomination would get him a promotion quicker. 
  Historically, Jeffreys was thrown into the Tower of London at 
  this time. However, in the World of Witch Hunter, Jeffreys 
  remains free as a vagabond and fugitive. Jeffreys is said to be 
  a crack shot with a pistol, and has sentenced a fair number of 
  Witch Hunters to the gallows. Currently, Jeffreys is looking 
  to start up a gang of loyalists to King James II. 
  John Locke – one of the World’s Greatest Thinkers
  John Locke is one of the foremost philosophical thinkers 
  of his time. It is he who will be at the forefront of the idea 
  that all people should be free to pursue their own happiness. 
  Locke possesses an incredible intellect, and is known to be an 
  incredible debater, capable of stymieing the sharpest of wits. 
  london: 1689
  
  9
  While Locke is not a Witch Hunter per se, he is well aware 
  of the Invisible World. Indeed, Locke frequently speaks with 
  the spirit of Sir Francis Bacon, another great thinker who 
  was also a powerful magus. Currently, Locke is looking for a 
  hidden library of “occult power” somewhere within London. 
  Locke fully believes that this library of arcane books contains 
  some of the most deadly secrets known to man.  
  Edward Petre
  former Privy councilor, Agent of the Sealed Knot
  After the English Civil War, the Sealed Knot was an 
  organization that worked to get English royalty back on 
  the throne. Today, it exists again, thanks to the actions 
  of Edward Petre. Petre is a Jesuit priest who once 
  served on the Privy Council, and acted as an advisor 
  to King James II. In the past, Petre regularly 
  petitioned the Pope continually for higher 
  offices in the church, such as Bishop, but 
  was always categorically denied. 
  Historically, Petre fled England after James II’s 
  flight from England. However, in the World of 
  Witch Hunter, Petre has chosen to remain in 
  London and lead the Sealed Knot who would 
  rather see King James II restored to the throne. 
  As a member of this secret organization, Petre is 
  staunchly opposed to Protestants and Puritans 
  in particular. Like the rest of his society, Petre 
  is aware of the existence of Witch Hunters, but 
  is not necessarily out to get Witch Hunters in 
  general. Currently, Petre is hoping to build his 
  powerbase by contacting the Circle of Honour, 
  an organization that protects Catholics in 
  London. 
  Henry Compton
  Bishop of london, one of the immortal Seven
  Henry Compton is the Anglican Bishop of London who has 
  been instrumental to English history. For one, he was one 
  of the Immortal Seven, a group of nobles behind William 
  of Orange’s ascension to the throne of England. Currently, 
  he serves on the Privy Council, meaning that he serves as an 
  advisor to the King and Queen of England, an office that he 
  has had before. Compton is surprisingly liberal in his views 
  about Protestants. He does not condemn them, welcomes 
  Protestants as fellow children of God. He does harbor a 
  strong bias against Catholics, however.
  Compton is a friend of the Brotherhood of Ash, though he 
  is not a Witch Hunter. Compton is currently worried about 
  a number of supernatural threats that seemed to be moving 
  into the area, along with London’s new growth. Recently, the 
  Hellfire Circle has even tried to have him assassinated. Aside 
  from attempts on his life, Compton is particularly concerned 
  that many of these new evils seem to be using London as a 
  gateway to the New World.
  Samuel Pepys
  historian and former Secretary to the Admiralty in london
  No one would ever guess Samuel Pepys is a man destined for 
  greatness. At one time, he was the Secretary to the Admiralty 
  in London. But that was under the monarchy of King 
  James II. Now, as one of the supporters of the past 
  regime, Pepys is unemployed and shunned by most 
  of society.
  However, it will be Pepys’s detailed accounts 
  of history that will give the world the most 
  information about this time period. He 
  will become particularly famous for his 
  account of the Great Fire. In addition 
  to his excellent record keeping, Pepys 
  keeps an extensive library on all manner 
  of topics. In the World of Witch Hunter, 
  Pepys’s library has a secret section, which 
  contains an inordinate amount of grimoire, 
  forbidden tomes, manuals of monsters, 
  and other occult texts. Simply put, it is 
  one of the most complete collections of 
  such texts in all of the British Isles. The 
  Eighth Seal would probably do anything 
  to get their hands on it. Anything.
  Julia Orrin 
  mistress of the hellfire circle
  Julia Orrin is the informal “second in 
  command” of the Hellfire Circle, or 
  Circle of Honour, as it is called in public. 
  Julia runs the day-to-day operations of the society, 
  maintaining its small, public offices on Downing Street. 
  Though she appears to run the organization by day, Julia takes 
  all of her orders from the Circle’s true master, a vampire who 
  goes by the name of the Dozen King. 
  Julia herself maintains the false identity of a Catholic Priest. 
  People who have met Julia describe her as a kind, gentle, 
  woman with large, watery blue eyes. The few who have ever 
  seen her “true guise” report that she maintains her gentle 
  demeanor, even as she cold-heartedly drinks the life from 
  others. 
  london: 1689
  
  10
  In this act, the Witch Hunter cadre begins the adventure by 
  meeting in the Court of Whispers. 
  While there, the characters have a chance to meet Blind John, 
  one of the Twelve Penitents and a key factor in achieving the 
  Accord which now binds the various Witch Hunter Orders 
  together.
  Also while the player characters are at the Court of Whispers, 
  they will finally meet Alena of Palestine, the apprentice to 
  Blind John. The Witch Hunter cadre will need to defeat the 
  devils plaguing her if they are going to penetrate the mystery 
  any further. 
  Scene One: The Court of Whispers
  While the introduction gets the part together and introduces 
  them to the campaign, this scene introduces the cadre to the 
  world of Witch Hunter. It establishes that there are many 
  Witch Hunters all over the world, and that they occupy 
  different groups. Finally, this scene thrusts the PCs headlong 
  into exactly what Witch Hunters do – battle the vilest of 
  evils. 
  Setting
  The next scene is at the Court of Whispers itself, one of the 
  few known Treaty Grounds for Witch Hunters around the 
  world. Treaty Grounds were established after the Accord, 
  marking key points where Witch Hunters could meet 
  and gather in times of crisis. The Court is located below 
  Westminster Abbey, the place where almost every king or 
  queen of England has ever been crowned. 
  The Court of Whispers cannot be accessed through 
  Westminster Abbey at all, but must instead be accessed from 
  an alley across the street from the cathedral. Those wishing to 
  enter the Court of Whispers, have to lower themselves down 
  into the sewer entrance in that alley, which then leads to a 
  series of doors and corridors that opens into the Court.
  There is not one, but four main entrances into the Court of 
  Whispers, all of which exit out into a series of corridors and 
  then the sewers. This is to allow for an easy escape in case the 
  place is ever attacked. 
  The Court of Whispers itself is an octagonal chamber with 
  a large, domed ceiling. All around the chamber are a series 
  of benches that look down into a central theater. The central 
  chamber reaches up 40 feet in height, but the dome rises 
  up another 30 feet. The central theater is about 40 feet in 
  diameter, while the bench areas sit 15 feet from rail to wall. 
  The chamber as a whole is 70 feet across, though it feels much 
  smaller because of the benches. 
  When one enters the Court of Whispers, many are struck 
  by its skewed proportions. The benches all along the sides of 
  the chamber are very steep. When one sits upon one of the 
  benches, he or she feels constantly as if they might tumble 
  into the central pit.
  Adorning the walls are thin pilasters. Each one of the pilasters 
  is covered in the graven images of angel’s faces, each one 
  gaping out in a fearful or grave expression. 
  The floor of the central theater is made from a dark polished 
  wood. Whenever anyone walks across it, their footsteps echo 
  through the tall, stone chamber.
  At the top row of benches there is a set of doors on the east 
  side and west side of the chamber. These small half-doors 
  lead to a small series of offices and supply rooms, used only 
  by a small staff that checks in on the Court of Whispers from 
  time to time. No sensitive material or important documents 
  are ever kept in the Court of Whispers. While the chamber is 
  quite grand, it may be abandoned at a moment’s notice.
  The entire chamber is lit with oil lanterns, which hang 
  from hooks at regular points in the central theatre and the 
  benches. 
  The most interesting aspect of the Court of Whispers is 
  this: whilst sitting at one end of the chamber, one can hear a 
  whispered conversation at the other end of the chamber. This 
  acoustic phenomenon is common with specially designed 
  domed chambers, but those who enter the Court of Whispers 
  take this to symbolize that no secrets are ever kept here, since 
  all words can be heard plainly. 
  Action
  The PCs will have arrived at the Court of Whispers one of 
  two ways: either they have come here through the visions that 
  tug at their very souls, or they have come at the behest of Tom 
  Hargetty. 
  If the PCs are following their visions, they will be led across 
  the street from Westminster Abbey. The tugging sensation 
  will lead them through the sewers and into the Court of 
  Whispers itself. 
  Act One: London
  AcT one: london
  
  11
  If some of the PCs have arrived at the behest of Tom 
  Hargetty, then those Witch Hunters will each have been told 
  how to access the Court of Whispers. He will probably be 
  accompanying them as well. 
  At this point in the module, the cadre will be already together, 
  or they will be separate. If they are separate, they all enter the 
  Court of Whispers about the same time, and encounter each 
  other as they enter the great chamber for the first time. 
  As soon as the cadre enters the great chamber, four armed 
  guards will greet them. These men are posted near the entrance 
  from the sewers to ensure that no one has “stumbled” upon 
  the secret chamber. 
  Guards, Minions (4)
  Threat Level
  2
  Skills
  Hand-to-Hand +1, Notice +2
  Talents
  Night Vision
  Movement
  C3/W 9/R 15
  Weapons’ DM
  Sword +3, Pistol +2
  Currently, she is guards will actually have been expecting the 
  player characters. After all, thanks to the visions from Alena, 
  they have seen the player characters faces drawn by her already. 
  When the cadre arrives, the guards will tense for a moment, 
  then after seeing who it is, relax momentarily. 
  The guards are led by a woman named Alice Barstow (she is 
  a minion character, like the other guards). Alice has been a 
  servant of the Court of Whispers since its inception in 1666. 
  Alice is a woman in her forties, with silver hair tied back into 
  a tight bun. She will greet the cadre and address them. 
  AcT one: london
  
  12
  You have been expected. We have been waiting for 
  •	
  you for a long while, now. For months, really. We 
  have known your names and your faces. 
  We have known them because your names and faces 
  •	
  have been scribed by the very hand of Alena of 
  Palestine.
  Indeed, she awaits your aid even now. For the better 
  •	
  part of a year, she has not been able to speak. If she 
  dares say a word or even tries to draw a picture, she 
  has been attacked. 
  We have tried to help her as best as we can. There 
  •	
  have been a few days and weeks in which we were 
  able to stave off the diabolic attacks.
  She was able to recover during those weeks. But 
  •	
  then as soon as she tried to tell us about any of her 
  visions…the attacks began again. 
  Alena is a very special girl. She is the apprentice to 
  •	
  Blind John, one of the Twelve Penitents. The Twelve 
  Penitents helped found the orders of Witch Hunters 
  around the world. If things go as they should, she 
  will join the ranks of the Twelve Penitents as one of 
  them. 
  However, for the better part of a year, she has been 
  •	
  trapped within this chamber. Even her mentor, Blind 
  John has been unable to help her.
  According to him, it is not his place to aid her. It is 
  •	
  yours. He has been forbidden to assist her.
  Let us see if you are the saviors that were prophesized 
  •	
  about, hm? Follow me.
  If asked what is meant by Blind John being “forbidden to 
  assist” Alena, Alice Barstow will simply shrug her shoulders, 
  claiming that she does not know the designs of the Twelve 
  Penitents. 
  Alice will accompany the cadre to one of the smaller niche 
  rooms in the Court of Whispers. As the cadre approaches, 
  they will begin to see the effects of the diabolic attacks upon 
  this single girl. 
  Scene Two: Alena’s Chamber
  Here, the Witch Hunters at last meet Alena of Palestine, who 
  is responsible for the visions they have been having. Once 
  they stand before her, the cadre will be a fight with one of the 
  daemons who has been plaguing her. 
  Setting
  The PCs will first be led back into the chamber where Alena 
  is staying. The guards, led by Alice, will accompany them. 
  One guard will be left in the chamber to guard the sewer 
  entrance.
  As the player characters travel towards Alena’s chamber, they 
  will begin to see an atmospheric change in the area. The 
  presence of diabolic entities will have caused the environment 
  to slowly change.
  First, the temperature will drop about 10 degrees. Being 
  underground, someone’s breath will occasionally appear in 
  front of their face.
  Then, the sound of whispering can be heard in the hallways. 
  People talking to each other. Then, some of the voices will seem 
  like they are calling out to the Witch Hunters themselves. 
  As the cadre reaches closer to the door to Alena’s chamber. 
  There will be a palpable pressure on their chest, as if invisible 
  hands were pushing them backwards.
  Finally, crawling across the door will be dozens upon dozens 
  of flies. The insects buzz about the door to the chamber as 
  if attracted to the very wood, even though there is nothing 
  unusual about the portal. 
  When the door is finally opened, the room is pitch black. 
  Nothing can be seen. As either one of the guards or one of 
  the Witch Hunters sheds their light into the chamber, they 
  will see a large room, containing nothing more than a large 
  mirror and a small table, built for a child. 
  AcT one: london
  
  13
  Alena will be seated at the small child-sized table that was 
  made for her. She is a young girl of nine years of age at this 
  time. Her hair is midnight black in deep contrast to her pale 
  and wan skin. Her eyes are hidden by a thick black band, 
  which is tied around her forehead. She lost her sight due to 
  one of the diabolic attacks upon her. Over her bony frame is 
  a simple black gown. 
  Action
  When the Witch Hunters finally meet Alena, she has her 
  head bowed deep in prayer. As the cadre enters, the she slowly 
  lifts her head and says, “You’re here.”
  Immediately, Alice Barstow and Tom Hargetty (if he is 
  present) will hold out there hands, saying, “No! Don’t talk! 
  They’ll attack you if you….”
  But it’s too late. Alena is lifted into the air by a powerful force. 
  She clutches at her throat with her fingers, and her legs kick 
  as if to try to free herself. Her face is red and swollen. Clearly, 
  something is trying to strangle her to death. 
  With a sudden determination, Alena bites down on 
  something, and a blackish blood sprays out from her teeth. 
  There is a screech in the air as she is flung against the far wall, 
  knocked unconscious. 
  In Alena’s chamber, if any of the Witch Hunters looks, there 
  is a large mirror. Within its surface, the cadre will see a long 
  limbed, goat-headed being. For those who have received 
  visions bringing them here, this is the same being they saw in 
  their vision. 
  It will be up to the cadre to defeat this grigori, or Watcher 
  Daemon. 
  Morketh (Daemon Lieutenant)
  Quick Character (570 points)
  Fear Rating
  2
  Initiative pool
  Base: 9d
  Melee pool
  Base: 7d - Claws: 7d (DM +4)
  Ranged pool
  Base: 6d
  Extras pool
  6d 
  Defense pool
  Base: 3d
  Basic Talents
  Attack Focus – Claws
  Claws
  Greater Talents
  Attack Specialist – Claws
  Slam
  Tough
  Heroic Talents
  Brutal Charge
  Spiritual Nature
  Morketh (Daemon Lieutenant)
  Quick Character (570 points)
  Powers (Prices)
  Armor 2 (Corpus Limitation*) 
  Debilitating Aura 2 (**Atmospheric 
  Disturbance)
  Invisibility 2 (Vulnerability – Cold Iron)
  Rites
  None
  True Faith: 0 
  Damnation: 4
  Health Track
  (Toughness 4) 9/7/7/5/3
  Equipment
  None 
  *Corpus Limitation – Morketh’s powers do not work in mirrors or 
  other reflective surfaces. For example, his invisibility doesn’t work on 
  mirrors, so he appears in mirrors. Likewise, his Armor and Spiritual 
  Body powers do not work in mirrors or reflective surfaces. If Morketh’s 
  reflection is attacked, his Armor and Spiritual Body powers are 
  bypassed. Furthermore, he appears in reflective surfaces whether in the 
  Invisible World or not. More details on this are below. 
  **Atmospheric Disturbance – Morketh causes the temperature to drop, 
  voices to be heard in the air, and attracts insects with his presence. 
  Combat
  First and foremost, don’t forget about Morketh’s Fear Rating. 
  The Witch Hunters will have to roll against his Fear Rating 
  right off of the bat, possibly affecting some of their rolls. 
  Morketh cannot be seen in the room, but he can be seen in the 
  mirror. Attacking him while looking at his reflection causes a 
  -1 die penalty to the attack roll. If the Witch Hunters actually 
  attack his reflection, then they may do so with a +1 bonus 
  to their attack rolls. In addition, attacks upon Morketh’s 
  reflection bypass his Armor and even reach him while he is in 
  the Invisible World. 
  Witch Hunters might become aware of this if they take a 
  moment to think or study their opponent. This requires an 
  action spent either studying their opponent, or thinking 
  about what to do). If they do so, they may make an Occult 
  (Education) or Myth and Lore (Education) roll, Difficulty 2. 
  Those who succeed realize that Morketh’s reflection can be 
  attacked.
  Even though this Morketh the Watcher is fairly tough, the 
  cadre should have no problem finishing him off. His high 
  initiative means that the Morketh will probably go first most 
  of the time. His high Defense and armor means that he will 
  be able to avoid 1 or 2 blows from the Witch Hunter party. 
  However, once Morketh has spent his Defense, he should 
  be easy to take down. If the party is having trouble, allow 
  Tom Hargetty to help if he is available, or even the guards. 
  As minions, the guards won’t last long, but can provide 
  additional targets for the daemon. If Morketh somehow wins, 
  he will try to leave the party alive, so that he can gloat over 
  them. He will talk about how he can’t wait to see the party 
  AcT one: london
  
  14
  on the following night. If the party can’t defeat him, that’s 
  exactly what Morketh does, returns on the following night, 
  cocky and full of himself. 
  If the party is able to defeat Morketh, his body dissolves away, 
  sinking into the floor. He screams in agony as his essence 
  is drawn into the Abyss. In the mirror Morketh falls to the 
  floor. Within moments, its body begins to bubble and boil 
  away. Out of nowhere, everyone will see a noxious steam arise 
  from the floor of the chamber, carrying a terrible, acrid smell 
  with it. 
  As Alena recovers from her blow, she will awaken and heartily 
  thank the cadre for their fortuitous arrival. 
  Alena of Palestine is very mature acting for someone who is 
  nine years old. This is not entirely unusual, because in this 
  time period, children were expected to be little adults in way. 
  But Alena has a voice and bearing that seems far too old for 
  her tiny body. Speaking with her makes one think of speaking 
  with someone who is perhaps centuries old. She speaks 
  carefully and with wisdom. She always seems to be listening 
  to something the background as she talks.  
  Thank you. All of you. You are truly the heroes that I 
  •	
  saw in my visions. 
  When I began having visions of you…I lost my sight. 
  •	
  The devils and daemons that have been attacking me 
  took my sight from me. But my prophetic visions 
  remained. 
  It was very hard be able to express my visions about 
  •	
  you. The demons and devils about me wouldn’t let 
  me…wouldn’t let me talk to anyone. But I fought them 
  off long enough to tell everyone here about you.
  You musn’t be cross with Blind John. He would 
  •	
  have helped us if he could. But he was forbidden. 
  My mentor made a pact long ago. One that lets him 
  look long distances and into forbidden places. But in 
  exchange, he cannot directly interfere. He may only 
  advise. 
  Alas, he is not here. I am left to advise you.
  •	
  I called you here because you all have a destiny. A very 
  •	
  great destiny. 
  You have come such a long way to find me. Though I 
  •	
  am loathe to do so, I must ask of you one more thing. 
  You are destined to battle one of the greatest evils the 
  •	
  world has ever known. My visions of this evil have 
  increased daily, but I have as of yet been unable to 
  express them.
  This terrible evil is a diabolic spirit. He has watched 
  •	
  humanity ever since God first breathed life into us. 
  And in his own way, he is fascinated with all mortals. 
  When the Jews of old would make a sacrifice of sin, 
  •	
  they would put all of their sins upon a goat and send 
  it into the desert.
  Their “scapegoat” would then be consumed by this 
  •	
  diabolic spirit, who began to become enticed by the 
  sins of man. 
  He began to meddle in the affairs of men. He taught 
  •	
  man the ways of war. To mortals, he gave them the 
  knowledge of how to make weapons such as the 
  sword, the shield, and the bow. He taught man how 
  to kill his fellow man.
  He taught women the art of painting their faces and 
  •	
  adorning themselves with alluring scents. He taught 
  women how to stir lust within others. 
  This demon has many names. In the past, mankind 
  •	
  has called him all manner of things. Sometimes even 
  worshipping him. 
  But you will know him by the name Azazel. This is 
  •	
  the name that was given to him in the Bible. 
  Azazel cannot be allowed to exist. This is the very 
  •	
  being which taught man the art of killing other men. 
  He is known throughout history for leading brother 
  •	
  against brother, for sowing strife and destruction. 
  Azazel himself loves to revel in humanity’s debauchery. 
  •	
  He would like nothing more than for all mortals to 
  rape, murder, and torture each other in his name. 
  I have watched Azazel for a long time, now. I do not 
  •	
  know how, but I have known about him. I think 
  he fears me. Or some part of me. I feel…a strange 
  connection to him. 
  But make no mistake, he is evil and of the Adversary. 
  •	
  He must be destroyed. 
  He now leaves this place. 
  •	
  A part of him leaves London 
  by boat. On this very night! You must stop him! 
  I sense that, even now, he is gathering his strength. 
  •	
  He is preparing for a terrible battle against God’s 
  children. 
  You must understand…you are the only ones who can 
  •	
  stop this being. It is your destiny to do this. Should you 
  refuse, there will be no one else who can accomplish 
  what is laid before you. 
  Alena will very emphatically express that the cadre needs to 
  go after Azazel. If the Witch Hunters are still not convinced, 
  she will explain that wherever this being has gone, he has 
  started terrible wars, staged horrific orgies, and dragged great 
  leaders into ruin. His evil is such that it alters the course of 
  history in its wake. 
  If asked, Alena will explain that she was born blind. In the 
  vision, of course, one could see a daemon planting its thumbs 
  into her eyes. This probably was something symbolic in the 
  AcT one: london
  
  15
  vision. Alena will not know anything about a wooden box, 
  however, or about being placed into one. She will state that 
  the idea of being in a cramped, wooden box seems familiar 
  somehow, but she won’t be able to place it.  
  Of course, for those more unscrupulous Witch Hunters who 
  are present, Alice Barstow can offer a substantial reward if 
  monetary compensation is required.  
  If the cadre agrees to take up the challenge of destiny, then 
  Alice Barstow will offer the aid of the Court of Whispers. She 
  will explain that the small organization which maintains the 
  Court might be able to spare a few people help the cadre cover 
  the docks this very evening. She will send out squads of her 
  own men to patrol the docks along with the cadre. This will 
  ensure that every ship at the docks in the Thames is searched 
  and inspected. Of course, the cadre will be expected to help 
  the search for Azazel’s boat as well.  
  If the PCs want some direct help, Alice will send minions 
  with the cadre to search the docks. When in combat, the GM 
  can simply hand the stats a player who can also run the NPCs 
  as well as their own characters. Or the GM can simply run 
  the minions. 
  Scene Three: At the Docks
  Here, the cadre will be set about patrolling the docks, looking 
  for anything suspicious. While on patrol, the cadre will run 
  across a number of minions of Azazel. They are looking to 
  escape to the New World with their master. When the PCs 
  come upon them, the minions will be transporting some 
  of Azazel’s most precious goods…the possessed bodies of 
  hundred of people, who are currently serving as receptacles 
  for malevolent spirits. 
  Setting
  The docks of London at this time feature numerous buildings 
  and businesses all crammed together and facing the Thames 
  River, to welcome sailors as they disembark right off of their 
  ships. Each building appears to be growing on top of the 
  others, all vying for space. 
  Normally, the docks of London are quite busy, due to the 
  international trade that the city sees, and the continual 
  import and export to the New World. However, at this time 
  of night, the docks will be much quieter. The customary to 
  and fro of people will be gone, making the whole place seem 
  somewhat empty…almost alien. Over the tops of all of the 
  buildings, one will be able to see the masts of ships tower 
  upwards. Almost every dock will have a ship lodged there for 
  the night, awaiting embarkation in the morning. 
  As the cadre walks the streets, they will smell the river, the 
  grime, and the ale, all mingling in the air. The distant sound 
  of laughter can be heard as drunken tavern goers sing songs 
  to each other. 
  Action
  The Witch Hunter cadre will be directed by Reverend Anne 
  Black to wander along the dock area around the south east 
  end of London, monitoring for any suspicious activity. They 
  will be told to especially watch out for anyone who looks like 
  they are making a hasty getaway. 
  As the cadre makes their way on patrol, the atmosphere of the 
  night slowly turns from quiet and lonely to unsettling and 
  strange. 
  Below, the GM will find some “window dressing” to make 
  this encounter a bit creepy and strange. The GM shouldn’t 
  have to use all of these effects. Just one or two might do. Don’t 
  go overboard; just give the players enough to think about. 
  Strange Sensations: Suddenly, the air will grow very cold, 
  even for London in February. Then, an odd feeling will pass 
  over a few of the cadre members. Have every PC make a Faith 
  (Intuition) roll. Those who score the most successes will feel 
  hands grabbing them and running themselves over their 
  hair. Yet, upon closer inspection…nothing is there. No other 
  Witch Hunter will receive this sensation. 
  Strange Sights: As the cadre continues with their inspection 
  of the docks, have them all roll a Notice (Intuition) check. 
  The one who scores the highest number of successes sees one 
  of the cadre member’s shadows move of its own accord, in a 
  different direction than the person casting the shadow. This 
  phenomenon only happens for a moment. No other Witch 
  Hunter can observe this phenomenon. 
  Strange Sounds: Have the cadre roll a Notice (Intuition). The 
  Witch Hunter who scores the highest success is able to detect 
  the sound of whispering coming from underneath the docks. 
  The whispering seems to emanate from the lapping water of 
  the Thames upon the docks. Closer inspection reveals that 
  the whispering is several voices, male and female, of varying 
  ages, and in different languages. A few phrases may be made 
  out: “God save us.” “We repent.” “They’re coming.” “Look at 
  them. They’re coming.” 
  Unfortunately, close investigation of any these phenomenon 
  leads to nothing. You see, all of these strange phenomena are 
  caused by one thing – the presence of diabolic beings upon 
  the docks. The presence of so many entities that operate 
  outside of God’s plan has caused the area to become filled 
  with strange, supernatural “after-effects”. 
  AcT one: london
  
  16
  After a while is spent searching the docks, have the cadre make 
  a Search (Reason) check. The two Witch Hunters who have 
  the most successes will see a number of people who appear to 
  be quickly hauling crates up a plank and on board a ship. The 
  group of people seems to be in a big hurry. Most importantly, 
  the crates the people seem to be hauling up are of a particular 
  size and shape. The crates all appear to be coffins. 
  Should the cadre investigate the people who are rapidly 
  moving the crates up the plank to the ship; it will be plain to 
  anyone that they are rather suspicious looking. All of them 
  wear hoods and have them drawn up about their heads, as if 
  they were trying to keep their face concealed. 
  Anyone who takes a closer look at the people who are loading 
  the boxes onto the ship will immediately see that most of 
  them seem to have their faces completely covered by shadow, 
  no matter how the light falls upon them. This is a dark gift 
  granted to the minions of Azazel. 
  If one of the hoods is drawn back, one will be able to 
  immediately see that these minions are cursed by the presence 
  of diabolical forces. All of them have started to take on goat-
  like features. One minion, for example, has the eye of a goat 
  in his left socket, rather than a human eye. Another has a hoof 
  for a left foot instead of a normal human foot. But these are 
  not the worst of the lot. There are many minions of Azazel 
  who voluntarily defaced themselves to “bring them closer to 
  his glory.” These individuals have a variety of self-inflicted 
  mutilations, such a metal horns that they have screwed into 
  their skulls, pentagrams carved into their cheeks, or a foot 
  that was sawed off to make room for a wooden hoof.  
  As soon as the cadre starts to try to question the minions, 
  Captain Lessar, the leader of these minions, will appear at the 
  top of the plank and challenge the cadre.  
  Cultists, Minions (15+)
  Threat Level
  2
  Skills
  Hand-to-Hand +2, Grapple +1
  Talents
  None
  Movement
  C3/W 9/R 15
  Weapons’ DM
  Sword +3, Pistol +2
  As the minions fight, they will draw back their hoods, 
  revealing their deformities, which they now carry upon them 
  as badges of honor. 
  If the cadre can easily defeat ten minions, send more in! The 
  additional minions can hop off of the nearby ship. If you want 
  to, have them come swinging off of the ship onto the dock in 
  true dramatic form. If the PCs use the dramatic opportunities 
  described below, then the chances are that the GM will need 
  to send in more minions. 
  Captain Lessar (Accursed Villain)
  Standard Character (600 points)
  Fear Rating
  None
  Initiative pool
  Base: 6d - 8d
  Melee pool
  Base: 6d - Rapier: 7d (DM +4)
  Ranged pool
  Base: 6d - Pistol: 6d (DM +2)
  Defense Pool
  N + 4d+2
  Basic Talents
  Attack Focus – Rapier
  Attack Focus – Pistol
  Lucky
  Sword School - Acciaio Mantello
      - Cloak and Blade 
      - Hidden Blade 
  Greater Talents
  Danger Sense
  Deadeye Shot 
  Speed Loader
  Fast Draw
  Heroic Talents
  None
  Powers (Prices)
  Wall Crawling 2 (Impaired Travel*) 
  Fury 2 (Avoidance – Holy Symbols)
  Jump 2 (Restriction**)
  Rites
  None
  Abilities
  Strength 3       Education 2          Courage 3
  Agility 4           Reason 2               Intuition 4
  Toughness 4    Willpower 3     Personality 3
  Background Skills
  Balance 3(6), Climb 2(5), Hand-to-Hand 4(6), 
  Row 3(6), Sail 3(7), Swim 3(6)
  Elective Skills
  Command 2(5), Firearms 3(6), Intimidate 2(5), 
  Jump 3(6), Notice 2(6), Parry 3(6), Perform – 
  Dance 3(6), Reflexes 3(6), Throw 3(6)
  True Faith: 0 
  Damnation: 6
  Hero Points: 0
  Health Track
  (Toughness 4) 8/6/6/4/2
  Equipment
  None
  *Captain Lessar cannot travel or move easily while someone is 
  praying within earshot of him.
  **Lessar cannot travel more than 100 yards away from the ocean.
  Appearance: Lessar dresses in a ship captain’s uniform, with a 
  traditional captain’s coat and boots. His uniform, however, is 
  badly tattered, with numerous holes and rips upon it. Lessar 
  himself is a thin, lithe individual, who has very tan skin. It is 
  so brown and leathery that it actually has a glossy tone to it, 
  making him look almost like a waxen figure. His face is long 
  and wrinkled. His hair is white and stringy, and falling out 
  around his scalp. Most hideous of all, however, are his wide, 
  staring eyes, which look at everything and everyone with a 
  lecherous glare. 
  AcT one: london
  
  17
  Background: Captain Lessar was once an English nobleman 
  who lived outside of the town of Bristol. There, he had a 
  sizeable estate, and lived his life in luxury. His parents died 
  when he was young, and the young Lessar noble began to 
  indulge in strange behaviors, holding all manner of debauched 
  parties at his house.
  Eventually, Lessar turned to paganism, which actually might 
  have saved him. However, the young Lessar began to demand 
  more and more bizarre rituals and ceremonies as part of his 
  religious practices, until most pagans who visited his estate 
  left. Eventually, only a small cabal of followers remained. 
  There, in the isolation of his country manor, they began 
  to conjure all manner of spirits, demons, and devils. And 
  eventually, they were visited by Azazel. The demon gave 
  Lessar and his followers a new purpose, one beyond simple 
  self-gratification. Now, they could bring the glory of their 
  hedonistic lifestyle to others. They could reach out and 
  convert more people to their way of thinking. 
  Now, Lessar is a full-blown fanatic. For him, Azazel was able 
  to make him into a ship’s captain. He is now convinced that 
  his desires are correct and natural, and that it is society that 
  is flawed. 
  Combat
  Lessar will not make any bones about trying to start a fight. 
  He will first begin his encounter with the cadre by asking 
  them if they are children of God. If so, he will openly spit 
  upon their faith and call them cowards. Next, he will ask 
  his minions to draw back their hoods to show the PCs their 
  “marks”. Lessar will ask if his follower’s appearances shock 
  the cadre. The depraved captain will explain that people are 
  shocked by what they do not understand, and those who do 
  not understand show a lack of wisdom. 
  Allow all of the Witch Hunters to make a Notice (Intuition) 
  roll.  The PC with the highest roll is able to hear some kind 
  of knocking or struggling coming from inside two of the 
  crates. This should be a dead giveaway that there is something 
  wrong. 
  At this point, the GM should have a fight on his or her hands. 
  Lessar will attempt to kill the person who was most vocal with 
  him. Meanwhile, the minions at hand will attempt to spread 
  out and take on the rest of the cadre. 
  This is a perfect place to engage in some of the swashbuckling 
  aspects of Witch Hunter. After all, the cadre is fighting evil, 
  deformed cultists led by a pirate captain. What could be 
  better? 
  If you wish, the GM can have one or more swashbuckling 
  opportunities “staged” around the scene. These opportunities 
  allow PCs to get creative with combat and possibly be 
  rewarded for it. 
  Many players may not be aware of these opportunities. At 
  the GM’s option, at the beginning of combat, have every PC 
  make a Faith (Reason) check, and combine their successes. 
  For every two successes scored by the entire party they notice 
  one of the opportunities below. 
  Opportunity #1 A Stack of Crates: 
  Standing nearby the area where everyone is fighting is a large 
  stack of crates, tied down with many ropes. If a PC cuts the 
  rope and pushes at the crates, they might all fall down onto 
  a bunch of minions, killing them or at least knocking them 
  unconscious. 
  To take advantage of the stack of crates, a PC needs to push 
  at the stack of crates, causing the rope to snap, and making 
  the crates fall onto those behind them. To make this happen, 
  the pusher makes a Strength check, Difficulty 1. Those who 
  succeed can then immediately make a Resolve (Strength) 
  check, each success on that check takes out 1 minion, even 
  though these minions are Threat Level 2! 
  Alternatively, a crafty PC might cut the ropes at just the right 
  place, causing the stack of crates to fall in the direction they 
  choose. PCs wishing to do this must make a Reason check, 
  Difficulty 1. Those who succeed can then make a Resolve 
  (Reason) check, each success on that check takes out 1 
  minion, even though these minions are Threat Level 2! 
  Of course, in order for this to work there must be a number of 
  minions on the other side of the stack of crates. 
  Opportunity #2 A Weak Place in the Dock:
  You know, they just don’t make ‘em like they used to. The 
  rickety old dock is giving way in some places. A PC can attack 
  a weak plank in the dock and cause a section of it to fall away, 
  sending a number of the minions crashing to the water. The 
  minions will be able to swim to shore, of course, but it takes 
  them out of the fight for 3 rounds. 
  Breaking the dock with one’s brute strength requires a Resolve 
  (Strength) check, Difficulty 2. Success means that a portion 
  of the dock gives way, taking out 2 to 4 minions, depending 
  on the generosity of the GM. 
  Finding that one special weak plank that causes all of the 
  others to give way requires a Notice (Intuition) check, 
  Difficulty 2. Those that succeed can spot the plank, but still 
  AcT one: london
  
  18
  must spend an action to attack it. Only 1 success is needed on 
  an attack roll to hit the special plank and send 2 to 4 minions 
  into the water. 
  Opportunity #3 Into the Open Casket:
  If some of the coffin crates that the crew was hauling on 
  board have been opened or have fallen open, then the PCs 
  will see quivering, screaming people in the throes of demonic 
  possession. 
  A minion can be kicked into an open coffin where a possessed 
  individual will strangle them with just 1 success on an attack 
  roll. However, this only eliminates 1 minion, instead of having 
  the opportunity of eliminating more. 
  Opportunity #4 Pitching You Off the Side:
  Minions can be knocked off of the side of the dock with a 
  knockdown attack. That means an attacking Witch Hunter 
  makes a Strength check against the cultists’ Threat Level. 
  If the attacker wins, each success over their opponents’ roll 
  knocks 1 minion into the drink. It takes minions 3 rounds to 
  get back onto shore.
  Opportunity #5 The Lonely Powder Keg:
  A lone powder keg sits on the dock, waiting to be loaded onto 
  the ship. It’s just one powder keg. It was going to be used to 
  supply people with powder for their pistols or muskets. 
  Technically, shooting a powder keg does nothing, because 
  it needs to be ignited to be set off. However, in true 
  swashbuckling/cinematic fashion, if the power keg is shot, a 
  spark is struck and it explodes, taking out all minions within 
  a 10-yard radius of it. 
  It can be ignited as well. A small flame is enough to light 
  a powder keg, but it must actually touch the powder. If 
  someone throws a torch or lantern onto the powder keg, it 
  takes 2 rounds until the powder inside of the barrel ignites 
  and is set off.
  If any characters are caught in the blast, they suffer an “attack” 
  from the blast. The blast gets to roll 5 dice as if it were 
  attacking any Witch Hunter or character in the area, with 
  DM +5. These successes may be eliminated with Defense 
  as normal, and eliminating all of the successes with one’s 
  Defense eliminates the damage, as normal. 
  If Lessar feels like he’s losing, he has no qualms about trying 
  to escape. He will take an opportunity to leap over the side 
  of the docks or his ship to dive down into the water. If he can 
  make it into the river, he will try to stay under the surface long 
  enough to swim to another boat that is docked. Remember 
  that the docks are full of boats, waiting to be launched in the 
  morning. From there, Lessar will try to keep swimming from 
  ship to ship, in an attempt to lose the cadre. Don’t forget that 
  he can easily scale the sides of a ship with his Wall Crawling 
  power. If Lessar is able to lose the Witch Hunters, then his 
  next move is to try to lay low and take the next vessel he can 
  to the New World. Keep in mind that even if Lessar attempts 
  escape, the PCs very well might be able to catch up with him 
  and kill him. That’s fine. Lessar doesn’t need to survive this 
  encounter. 
  What’s in the Crates?
  If, at any time, a PC wants to open a crate, it requires a 
  Strength check, with a simple Difficulty 1.
  Those who manage to open the crates discover the horrid 
  cargo within. Inside every coffin is a person of varying age and 
  gender…all in various stages of demonic possession. 
  Most of these individuals are barely coherent, because they 
  are fighting for their very soul. None of them can simply get 
  up and walk away. They will have to be carried back to the 
  Court of Whispers for treatment and an exorcism. 
  Um, Some Help? 
  While the PCs are patrolling the docks, they can, at any time, 
  call for help. After all, agents of the Court of Whispers are 
  at the docks as well. As they arrive on the scene, simply have 
  more minions of Captain Lessar pour up from the hold of the 
  ship, to balance out each side. 
  If the GM doesn’t want to bother with a lot of dice rolls and 
  book keeping, and the group is using a map to show everyone 
  position on the field of battle, simply place battling minions 
  and Witch Hunters next to each other on the battle map. 
  Then for each duel, roll a single die. On an even number, the 
  agent from the Court of Whispers wins, on an odd number, 
  the minion wins. This way, the GM can focus more on the real 
  fight, which is between the PCs, Lessar, and his minions. 
  If the GM is not using a map, simply describe the numerous 
  minions and Witch Hunters who are going to battle with one 
  another. You don’t need to keep an exact number of who is 
  defeating whom. Keep the focus on the PCs and the enemies 
  they are facing. 
  AcT one: london
  
  19
  Scene Four: The Unquiet Ship 
  Assuming the cadre is able to defeat Lessar and his minions, 
  they will now be able to search the ship that Lessar was on. As 
  the PCs search the ship, they will find a number of disturbing 
  things. First, they will discover that Azazel has already left to 
  the New World. Second, they find some evidence of Azazel’s 
  larger scheme. 
  Setting
  This scene assumes that the PCs have defeated the minions 
  that were loading up the ship. In this case, the entire ship that 
  rests at the docks appears empty. After all, all of the minions 
  ran out to attack the party, right?
  The ship that rests beside the docks is a slave ship, The Harpy, by 
  name. The Harpy is a schooner with 120 tons of displacement. 
  It is not a large ship, by any means. In comparison, it is almost 
  half the size of the Mayflower. 
  Area 1 – The Deck: The deck of the ship is the first sign of 
  how things on the ship are run. At the center of the ship, 
  around the main mast, is a circle of small animal bones nailed 
  to the deck of the ship. Weaved among the animal bones 
  are grapevines, one of Azazel’s symbols. At the center, upon 
  the main mast, is nailed a goat’s skull, marking the vessel as 
  Azazel’s grounds. 
  Around the ship are numerous of barrels of wine. As Bacchus, 
  wine is one of Azazel’s sacraments. Thus, the cadre will be 
  able to find numerous places where wine has been splashed 
  or splattered. 
  Anyone stepping inside of the circle of bones will suddenly 
  hear the sound of raucous laughter and hideous debauchery…
  the demonic “after-effects” of the numerous orgies that took 
  place on the ship. 
  Area 2 – Aft Castle: This area was reserved for the Captain’s 
  quarters. Lessar used this area as his own. On top of the Aft 
  Castle is the ship’s helm, used to steer the rudder. In front of 
  the helm is a strange, wooden throne of some sort. It is stained 
  with a dark wine, and has all manner of bizarre carvings. All 
  throughout the wooden throne are small bas-reliefs depicting 
  people copulating with animals. The image of a skull appears at 
  the head of the arms, and from each skull sprouts the likeness 
  of grapes. In truth, this is where Azazel appears during the 
  crew’s grand orgies. Anyone daring to sit in the wooden chair 
  must make a Faith (Courage) check, Difficulty 3.
  Those who fail the check will gain the sudden urge to laugh 
  uncontrollably and begin to carve blasphemous runes into 
  their own flesh. The poor unfortunate will continue to suffer 
  these afflictions until they are struck unconscious. Once they 
  have awakened, they will not longer be under the effects of 
  the throne. 
  Area 3 – Captain Lessar’s Quarters: Below the Aft Castle, of 
  course, is Captain Lessar’s Quarters. The most striking thing 
  about Captain Lessar’s quarters is that they are covered with 
  all manner of arcane runes and symbols. The sigils have been 
  actually carved into the wooden walls, floors, and ceiling with 
  a knife. Here and there, one can see a few phrases in Latin that 
  invoke the names of angels and spirits. Usually these phrases 
  ask for protection. 
  AcT one: london
  
  20
  Captain Lessar was quite aware that he was making deals 
  with the demon Azazel. As such, these wards are meant as 
  a safeguard against evil spirits. Lessar figured that if he was 
  going to make a deal with a demon, he might as well expect 
  trouble to follow him.  
  A simple hammock lies here, hung up limp upon one wall. 
  Even the hammock has a few prayers in Latin written upon 
  them in ink. Just to make doubly sure, of course. A small 
  desk is here as well, as well as a chamber pot, one of the small 
  luxuries afforded to the captain. 
  The inclined desk opens up on top to reveal an area to keep 
  the ship’s log, papers, maps, and compasses. The desk contains 
  all of these things, with a total value of £2.
  The Ship’s log: The maps and ship’s log reveal that the ship 
  was headed to the city of New Amsterdam, all the way over in 
  the New World. The log talks about how the ship has already 
  been on one such voyage, taking a wide variety of goods and 
  supplies over to New Amsterdam to make ready for a “new 
  home.” 
  Most of the ship’s log talks about sailing trips from Germany 
  to England. 
  Some of the more poignant entries in the ship’s log appear in 
  the sidebar. Look for the sidebar for more details. 
  Area 4 – Forecastle: The forecastle is where the ship’s kitchen 
  is. There is a brick stove here, along with a few supplies and 
  kitchen utensils. There is nothing much of interest in this tiny 
  working space.
  Area 5 – Crew Quarters: Here’s where the ship gets 
  interesting. As the party descends into the crew quarters, one 
  can immediately feel the air grow cooler.
  As one’s eyes adjust to the darkness, they can see that the 
  interior of crew quarters has been highly modified. All along 
  the floor are round cushions, the kind that one might keep in 
  a harem or opium den. Squashed and crushed grapes litter the 
  floor, making it slick to walk about. 
  There is a strange sensation that clings to the air. Anyone 
  who spends any time in the crew quarters will begin to feel 
  something crawling across their back, even though nothing 
  is there. Those lingering will notice the smell of rotting meat, 
  which overpowers everything. The smell gets more and more 
  intense the longer anyone stays in the area. It makes the 
  otherwise opulent decorations seem foul and warped.  
  May 3rd, 1688 – Traveling again. The new orders from on 
  high say that Germany is too dangerous for us. We will have 
  to move again. This time, for a much farther trip.
  June 21st, 1688 – The man up top has already begun 
  assembling all manner of knick-knacks in Bavaria for his 
  move. Apparently, stronger winds blow in that direction. 
  August 15th 1688 – Preparing for another trip across the 
  Channel. This time, we will be bringing live cargo. Many of 
  the crew has complained about this, claiming that carrying 
  so many wrigglers will be back luck. For their trouble, I beat 
  one of the blighters within an inch of his life. They know 
  better than to feel fear, those dogs. 
  October 3rd 1688 –I feel myself getting the old itch again. I 
  passed by a woman today and imagined what she must taste 
  like. I know why my mind has turned this way. It’s like the 
  Bible says. My heart is hardened, now. There is no turning 
  back for me. I am damned, along with the rest of my crew.
  October 10th 1688 – Three of the crew brought a young 
  man aboard last night and did things to him. I cannot 
  say anything to them. After all, this is what our lord has 
  promised us. Still, part of me worries on the matter of the 
  gallows. As every day passes, I can feel the rope pulling 
  about my neck. 
  October 30th 1688 – We hold our Sabbat tomorrow. The 
  man up top will be there himself. Orders are to sail out into 
  the sea, where others cannot see. What we do is not meant 
  for mortal eyes.  
  November 2nd 1688 – I have no fear. I have neither mercy 
  nor love, for I have seen Him and He is glorious. He has 
  made me better, as he does for all who are deserving. 
  December 7th 1688 – We have arrived in London, but we 
  must lay low for a while. Too many military people about. 
  Too much revolution. Must be careful.
  February 3rd 1689 – Much has happened since I last wrote 
  openly on this. We now move to the New World. There the 
  Shepherd will find his many flocks. Many flocks. All two 
  thousand of them. But we must gather what we can here 
  and take them to him. It is only right. 
  February 18th 1689 – The Shepherd did it! He has found 
  some of the key players. Soon He will be assembled again, 
  and the two thousand will be whole. We now will make 
  for New Amsterdam. There, the Shepherd will be able to 
  continue his glorious feast.
  AcT one: london
  
  21
  Painted to either side of the stairs leading down into the 
  quarters are two large pentagrams, with the symbol of a goat 
  inscribed over the star. This is the symbol of Azazel himself.
  Even more disturbing, however, is at the front of the crew 
  quarters. There, spread out on a table is the body of a dead 
  woman. Her limbs are nailed to the table in an “X” formation. 
  And worst of all, her head as been removed. A goat’s head 
  now supplants it – sewn onto the dead body. 
  Anyone approaching the body will suddenly trigger the 
  strange magics within the foul altar. The woman’s body 
  remains dead. But the goat’s head, which is stitched to the 
  neck of the corpse, begins to thrash and scream. It will be 
  very obvious that the head somehow still lives, while the body 
  remains a rotting corpse.  
  Behind the macabre altar is a set of double doors that normally 
  open into the cargo chambers of a slave ship. However, this 
  particular slave ship has been converted into something else. 
  Area 6 – Slave Cargo: In a slave ship, normally the human 
  cargo would be stored here. Historically, slaves transported in 
  a slave ship would be kept in the most inhuman of conditions. 
  Most would be made to lie down onto the floor or a small 
  wooden bunk, and then were chained down so they could not 
  rise up more than three feet. Slaves were chained next to each 
  other and crammed in tight, so that one was constantly in 
  contact with another body. There were no bathroom facilities 
  – many victims had to simply excrete where they lay. 
  Azazel has converted his slave ship into his own personal 
  supply ship. He has stocked the ship with human victims, who 
  are nothing more than receptacles for the various demons and 
  devils that he has summoned forth.   
  The cargo bay, then, is a sight of a complete horror. The entire 
  bay is full of quivering, shaking, and struggling bodies, each 
  of them in various stages of demonic possession. The entire 
  slave hold appears to be a writhing mass of arms, all reaching 
  out from the low, cramped, and catacomb-like spaces of the 
  slave quarters. 
  The whole of the cargo space is replete with grave vines, which 
  seem to entwine around every beam, plank, nail, and chain. 
  The place is filled with an unsettling purplish light, which 
  makes the whole room look like it was bathed in wine. Upon 
  the ceiling are nailed goat’s skulls and the vines seem to be 
  growing from the open mouths of the skulls. 
  As one passes by, newly possessed victims appear to be normal, 
  though they are in a state of complete shock and fear. Other 
  victims, however, are in the throes of demonic possession. 
  These victims will call out to the cadre, stroking them as they 
  pass by, offering all manner of temptations for setting them 
  free.
  As one looks into the faces of the possessed, the demons will 
  cause their victims to appear to the cadre as loved ones, or 
  people known to the Witch Hunters who have long since 
  died. 
  Almost all of the people within the hold were homeless or 
  indigent people who were captured by Azazel’s minions and 
  made into living vessels for diabolic spirits. These are people 
  who need saving.
   
  Getting information from the chaotic cacophony of the cargo 
  hold is difficult at best. For each success the cadre is able to 
  score on an Empathy (Intuition) check, they receive 1 piece 
  of information below. The entire cadre makes the check and 
  totals their successes.  
  What do you seek? What do you seek?
  1. 
  The master? The Shepherd? He is not here. You can see 
  2. 
  that. He has gone. Gone across the sea. 
  We will give you this body. Give it to you. Do you desire 
  3. 
  it? We will make it give you pleasure. Perhaps you will 
  take pleasure in hurting us? Make us bleed! Make us 
  suffer!
  The Shepherd herds us together to eat us! You must set us 
  4. 
  free! He wishes to eat us! He will pull us into him. Please, 
  don’t put us into the pigs again! 
  When he has enough of us, the master…he will assemble 
  5. 
  us into an army!
  Don’t you see? The master has traveled to the New World…
  6. 
  where there are spirits and demons aplenty. There, he will 
  raise an army. There, in the wilderness, no one will be able 
  to see his debauchery! His wild abandon!
  Our master is there waiting for us. Let us go to him! Let 
  7. 
  us go to him! 
  There are six individuals trapped in the slave hold that are at 
  the beginning stages of demonic possession. These individuals 
  can be led out if they are freed from their bonds. Besides these 
  few, there are over ninety individuals who are in the deep 
  throes of possession. It would probably be best for the cadre to 
  report back to the Court of Whispers and bring other Witch 
  Hunters to the ship to help save those who can be saved. 
  Area 7 – Cargo Hold: The cargo hold of the ship is where 
  the supplies for basic travel are kept. Food stores, rope, linen, 
  canvas, nets, gunpowder, and all other things necessary for a 
  trip across the ocean are kept here. Because of the gunpowder, 
  no one brings lamps down into this area. Instead, it must be 
  navigated by whatever light is provided by the open hatch. 
  Any PC who has traveled on a ship before would know this 
  as common knowledge. 
  AcT one: london
  
  22
  At this point in the story, it should be abundantly obvious 
  that the cadre needs to go to New Amsterdam in the New 
  World. The captain’s log, if nothing else, spells this out.
  When the cadre discovers this, they will have a choice to 
  make. They may either report back to the Court of Whispers 
  or set out on their own.
  Scene One: Setting Out
  Setting
  The Court of Whispers or The Angel
  Action 
  If the cadre sets out on their own after Azazel and the 
  assembling forces of Legion, then they will, of course, need 
  to buy passage on a ship heading to New Amsterdam, which 
  is easy to do. At this time, ships head out to New Amsterdam 
  from London on a regular basis. If the cadre has bothered to 
  go back to the Court of Whispers, then the Court will pay for 
  their passage to the New World.
  This will still mean that the cadre will have to find a ship, of 
  course. The best place for them to go will probably be The 
  Angel, which is a tavern described in the London section of 
  this product. The Angel is the very pub where The Mayflower 
  gathered its crew on its voyage to Plymouth Rock. 
  In this scenario, the party will meet Captain Matthew 
  Bannick early in the adventure. Captain Bannick is described 
  in Act 2, Scene 2. 
  Bannick will not ask many questions about why the cadre 
  wants to go to the New World. After all, all manner of 
  individuals want to go there nowadays, from bandits to 
  pilgrims. The cadre will certainly not be the strangest group 
  that he’s seen come across his deck. 
  He will definitely inquire about any wounds the cadre has, 
  however, if the PCs bare numerous gashes and wounds from 
  their fight aboard the ship. After all, he doesn’t want to get 
  into trouble with the local authorities. 
  While the PCs are on board the ship, they will get another 
  vision. The vision can be described as follows: 
  The sounds of the ocean are around you. But you are 
  cramped again. You thirst again. All you can see is black-
  ness. The same dull smell of the wooden box. The sensation 
  of many people around you. The thumping of footsteps. 
  The sound of voices.
  You can feel something, something wriggling inside of your 
  chest akin to the sensation of worms squirming around in-
  side of your heart and lungs.
  Scene Two: The Wolf Hound
  This scene takes place while on board The Wolf Hound, the 
  ship that will take the cadre from England to the Grave New 
  World. Whilst the heroes are aboard, a young boy will grow 
  ill and sick. However, the superstitious sailors aboard will 
  believe the boy to be possessed, because the boy happens 
  to have a pagan charm. The boy might be guilty of a little 
  superstition, but he is clearly not possessed. The cadre will 
  have to try to convince the crew of this.
  Setting
  It takes three weeks for the Witch Hunters to get from 
  London to New Amsterdam. 
  The setting of this scene is while on board The Wolf Hound. It 
  is a much larger ship than The Harpy, which was the slave ship 
  that the cadre ran into earlier.
  The Wolf Hound is about 30 feet wide and 110 feet long, with 
  the displacement of approximately 240 tons. It is very similar 
  in size and construction of the Mayflower, which transported 
  pilgrims to Plymouth Rock in 1620. 
  While much bigger than The Harpy, The Wolf Hound is a 
  very cramped space to live in. Privacy is virtually non-existent 
  while at sea, for the duration of the three-week journey. 
  Most of the PCs time will probably be spent on deck, since 
  below decks are even more cramped with low ceiling, and 
  usually smell of sweat and body odor. Also, there’s always 
  someone sleeping below decks, so that the sailors can take 
  shifts during the day or night. 
  To pass the time, people often play cards, dice, play music, or 
  practice whittling. Those people who can read might read the 
  Bible as a pastime, particularly if they are Protestant.  
  As the cadre is counting out the days, however, something will 
  happen aboard their ship that will require their attention.
  Act Two: Across the Ocean
  AcT TWo: AcroSS The oceAn
  
  23
  Action
  The true action in this scene occurs when a cabin boy is found 
  with a strange malady. Young Adam Millson is found in the 
  food stores, where he was trying to hide from the rest of the 
  crew. When he is found, the crew hauls him up to the deck 
  and begins to call out for everyone to come and look at him.
  The boy’s eyes are rolled back into his head and his body 
  quivers. In other words, he’s having a seizure. The seizure is 
  over very quickly – in about a minute after he is taken up on 
  deck. However, the sailors on the ship aren’t buying that for 
  a second. They believe the boy to be in the throes of demonic 
  possession, and want to immediately throw him overboard. 
  To make matters worse, young Adam has a necklace around 
  his neck with a Celtic rune upon it. The crew sees this as a 
  sign of Adam’s paganism, and proof that he is in league 
  with the Devil. In truth, Adam is wearing a charm that just 
  about any sailor might. In this time period, people blended 
  folkloric practices with Christianity all of the time, despite 
  the Church’s opposition to it. It’s really only proof that Adam 
  is superstitious, like many other sailors. 
  It will be immediately obvious to the Witch Hunters, however, 
  that the boy is not in the throes of possession. After all, they 
  have just seen a whole ship full of possessed people. They have 
  been witness to a variety of people who were various stages of 
  possession – and this boy is clearly not possessed. For most of 
  the PCs, it will simply be a matter of them “understanding” 
  that the boy in question in not possessed. However, those 
  who can make a Myth and Lore (Education) roll, Difficulty 2 
  will be able to articulate their observations. 
  Each success on the roll enables a PC to definitively uncover 
  one of these facts. 
  For one, the possessed people aboard the 
  •	
  The 
  Harpy were able to converse with the PCs, 
  while this boy clearly cannot. 
  The possession of the people aboard 
  •	
  The Harpy 
  was continuous. They were always possessed, 
  all of the time. The boy, on the other hand, 
  recovers from his seizure after only a 
  moment. 
  There was the presence of supernatural “after-
  •	
  effects” around the bodies of the possessed. 
  The boy manifests none of those. 
  It will be up to the PCs to convince the crew that 
  Adam Millson is not in the throes of demonic 
  possession. There are several ways they might do 
  this. No matter what, however, they will have to 
  contend with the ringleaders of the frightened 
  crew – Kurt McNee and Thomas Banion. 
  Here are some options before the PCs:
  They might be able to point to some of the evidence 
  •	
  described above as proof of Adam’s “innocence”. 
  Doing so will cause the crew to ask the cadre why they 
  should be trusted. After all, what makes them experts 
  on demonic possession? If the cadre can produce some 
  kind of evidence that they are expert in occult matters, 
  the crew might listen to them.
  The PCs might simply try to get the crew to calm 
  •	
  down by talking to them reasonably. In this case, this 
  is more of a Charm (Personality) roll or a Command 
  (Personality) roll. The Difficulty for either of these 
  rolls is 2-4, depending on what is said during role-play. 
  The PCs might resort to intimidation or force. 
  •	
  This is very touchy, because there are a total of 40 
  crewmembers…that’s a lot for the cadre to take on. 
  Also, there is the matter of getting the ship to New 
  Amsterdam. If the cadre wants to get there, they will 
  need a crew that is willing to take them. Intimidation 
  will work for a bit, but if the cadre is too overbearing 
  or too forceful, the crew will attack, seeing the PCs 
  as agents of the Devil. Making an Intimidation 
  (Personality) roll is Difficulty 2-4 depending upon 
  what is said and how the intimidation is carried out.  
  Of course, the cadre may simply allow young Adam 
  •	
  Millson to be thrown overboard. This is a bad thing, 
  because allowing this to happen causes everyone in the 
  cadre to gain a Damnation point. 
  AcT TWo: AcroSS The oceAn
  
  24
  No matter what the cadre decides, the matter will be resolved, 
  one way or another. As far as Captain Bannick goes, he will 
  stay out of it for the most part. From his perspective, he has 
  no idea if Adam Millson is possessed or not. He will watch 
  both the crew and the PCs to make up his mind. If the cadre 
  uses reason or diplomacy, he will start to lean towards siding 
  with the Witch Hunters and call his crew back. However, if 
  the cadre threatens violence, then he will start leaning to back 
  his crew. 
  The rest of this scene will be highly dependent upon how 
  the Witch Hunters handle the situation. If the crew backs 
  down, but only reluctantly, then the cadre will get glares 
  from the crew for the rest of the journey. If tensions continue 
  to increase, the crew may even begin to accuse the Witch 
  Hunters with being in league with the Devil. 
  However, if the Witch Hunters are able to actually convince 
  the crew to come around to their perspective, the cadre will 
  be treated with great respect, even a bit of awe. 
  If the Witch Hunters unfortunately used violence, then they 
  will have to be watching their backs. The crew will refuse to 
  sail the cadre to their final destination unless forced with 
  further violence. Even then, the crew will constantly work 
  to try to undermine the cadre, because they will become 
  increasingly convinced that the Witch Hunters are in league 
  with the Devil and are sailing the ship into Hell itself. 
  Boy, Minion
  Threat Level
  2
  Skills
  None
  Talents
  None
  Movement
  C2/W 6/R 10
  Weapons’ DM
  None
  Crew, Minions (40+)
  Threat Level
  3
  Skills
  Hand-to-Hand +1, Balance +1, Sail +2
  Talents
  None
  Movement
  C3/W 9/R 15
  Weapons’ DM
  Cutlass +3, Pistol +2
  Captain Bannick (Lieutenant)
  Quick Character (420 points)
  Fear Rating
  0
  Initiative pool
  Base: 5d - 4d
  Melee pool
  Base: 7d - Cutlass 6d (DM +2)
  Ranged pool
  Base: 6d - Pistol: 4d (DM +2)
  Extras pool
  6d
  Captain Bannick (Lieutenant)
  Quick Character (420 points)
  Defense pool
  Base: 2d+2
  Basic Talents
  Attack Focus - Cutlass
  Direction Sense
  Strong Lungs
  Greater Talents
  Attack Specialist - Cutlass
  Canny Fighter
  Speed Loader
  Heroic Talents
  None
  Rites
  None
  True Faith: 2 
  Damnation: 0
  Health Track
  (Toughness 4) 8/6/6/4/2
  Equipment
  Cutlass, pistol, pitch jacket, powder and shot
  Appearance: Captain Bannick has a large, scruffy beard 
  and bushy eyebrows that are so long that they curl over. His 
  captain’s uniform is caked with dirt and dust. The man himself 
  doesn’t look like he’s taken a shower for years. In fact, his skin 
  has grown over some of the dirt on his palms and face, giving 
  him a permanently course look. 
  Background: Captain Bannick is a fair-mined, friendly man. 
  He loves to spin tales about things he has seen on the high 
  seas, and as a sailor in the Grave New World, he has seen 
  much. Bannick has actually seen wyrms (dragons some might 
  call them) wrestling in the clouds at the height of a storm. He 
  has seen sirens drifting in the deep, and he has actually seen 
  a raft of faeries floating through the fog towards Tir Na Og, 
  though he rarely speaks of this last tale. 
  As Bannick talks to the cadre, he will definitely want to hear 
  about their journeys and any tales they might have to tell. 
  Kurt McNee & Thomas Bannon (Lieutenants)
  Quick Characters (370 points)
  Fear Rating
  0
  Initiative pool
  Base: 6d
  Melee pool
  Base: 6d - Clubs 6d (DM +2)
  Ranged pool
  Base: 6d - Blunderbuss: 6d (DM +3)
  Extras pool
  5d
  Defense pool
  Base: 3d
  Basic Talents
  Attack Focus - Cutlass
  Cheat
  Pugilist
  Greater Talents
  Speed Loader
  Heroic Talents
  None
  Rites
  None
  True Faith: 0 
  Damnation: 0
  Health Track
  (Toughness 3) 6/5/5/3/2
  Equipment
  Cutlass, pistol, powder and shot
  AcT TWo: AcroSS The oceAn
  
  25
  Background: Kurt McNee is a withdrawn, sour, and terse 
  man. He can read and reads the Bible every night. He is 
  also very superstitious. Kurt won’t speak much during the 
  conflict over Adam Millson, but will occasionally glare out 
  at his fellow sailors and whisper menacing things like: “Don’t 
  ye see? The boy’s a clear shepherd o’ the Devil! He needs to 
  be thrown down to Davy Jones, where he belongs.” or “Hold 
  him! They say that the spirit may be able to leave his body and 
  burrow its way into another person!” 
  Thomas Bannon is a much more vocal and loud man. He 
  will basically be the ringleader in wanting poor Adam to be 
  thrown overboard. Bannon isn’t an avid Bible reader, but 
  he’s as superstitious as they come. The seizure that Adam is 
  undergoing has the man definitely spooked. At this moment, 
  Bannon is on the verge of panic and is almost willing to do 
  anything to get rid of the source of his fear. 
  The Grave New World
  At a Glance
  To understand what life would be like in the colonial world, 
  you have to understand that all of the colonists there were 
  starting life from scratch. If you wanted to build a house, 
  you had to use the materials at hand. If you lost a tool, you 
  couldn’t go to a nearby city to buy a new one. If you were sick, 
  you had to consult whoever was nearby. You couldn’t just go 
  to a convenient doctor about your problems.
  The threat of starvation was ever-present. If your crops didn’t 
  yield or your livestock died off, you couldn’t just go buy more 
  food. Your very life was at the mercy of nature. A single harsh 
  winter could kill an entire community. 
  The continual threat of violence and war loomed over 
  everything. Life in the New World meant that constables, 
  watchmen, and guards – people commonplace in civilized 
  Europe – were not available. Many towns fought over 
  territory and land. To make matters worse, there was always 
  the threat of Indian attack. Because Native American alliances 
  continually shifted, a tribe that was friendly one month might 
  turn hostile the next. 
  All of these continual threats mean that most colonists live 
  under a blanket of fear. Most colonists try to pretend that this 
  state of anxiety does not exist. They carry on with their daily 
  lives. They go to their small churches and sing joyous hymns. 
  But when the sun goes down, and the lights go out, the people 
  of the Grave New World are filled with apprehension. 
  This apprehension inspires the numerous superstitions that 
  plague the population. For example, everyone who owns a 
  home has a “witch’s bottle” hidden somewhere in the house 
  or buried on the grounds. This witch’s bottle is always filled 
  with various talismans to protect against witchcraft, and no 
  colonist would ever dream of having a home without one. 
  Keep in mind that most of these superstitions were brought 
  over from the Old World, but the fear behind them has now 
  been multiplied. 
  Some other examples of common superstitions are:
  A rooster crowing on the doorstep indicates that 
  •	
  company is coming.
  If the bottoms of your feet itch, you shall soon walk on 
  •	
  strange ground. 
  If your left ear burns, you will hear bad news; if your 
  •	
  right, good news. 
  If your mind is plagued, a broken twig placed under the 
  •	
  pillow can often ward off the evil spirits that cause your 
  illness. 
  Crossroads should be avoided at night, for that is where 
  •	
  devils linger.  
  If you spill salt, you should throw some over your left 
  •	
  shoulder, for that is where the Devil sits, and he takes 
  delight in such a holy item spilled. 
  Always take salt and a new broom into a house before 
  •	
  moving in. 
  Never cut a baby’s nails until a year old or you will make 
  •	
  a thief of it.
  The Church constantly rails against these numerous 
  superstitions. However, they are so ingrained into the culture 
  of the time that many of these superstitions have become 
  traditions, little things that everyone does on a daily basis. It 
  is part of everyone’s everyday life.  
  New Amsterdam
  New Amsterdam is currently a small, but fortified community. 
  It occupies the southern most tip of Manhattan Island. The rest 
  of the island is mostly farming communities and wilderness, 
  with a few Native American encampments as well. 
  Historically, the city was already under British control and 
  was operating under the name of New York. However, in the 
  World of Witch Hunter, the Dutch still control the site, and it 
  retains the name of New Amsterdam. The current population 
  of the city is a little over 4,000 people. 
  The city of New Amsterdam, while small, has as very neat and 
  orderly appearance about it. There are flattened dirt roads 
  that lie in straight lines across from one another. Most of the 
  AcT TWo: AcroSS The oceAn
  
  26
  city is made up of wooden houses with large, sloped roofs 
  with red shingling. Numerous windmills stand out amongst 
  the various buildings, always turning in the Atlantic breeze.
  Anyone exploring the area would find numerous homes, 
  shops, and trading posts. Most of the buildings are fairly new, 
  since the city is barely 50 years old at this point. The city does 
  feature a racetrack, which is often a place for gathering and 
  excitement. 
  The population of New Amsterdam is very diverse. The Dutch 
  practice a great deal of religious tolerance, and 50 percent of 
  the population is non-Dutch. There are a good many English 
  and French here, as well as Native Americans who usually 
  come into town for trading. There are a fair number of 
  Africans here as well, both free and slave. 
  Outside of New Amsterdam are some farms, a few small 
  villages, and wilderness. A few of these villages, such as 
  Greenwich Village and Haarlem are slowly prospering. 
  Most of the farms are set down on long tracts of land, with 
  indentured servants or sharecroppers working the fields. 
  The most powerful institution in New Amsterdam is the 
  Dutch West India Trading Company. Historically, the 
  Dutch West India Trading Company went bankrupt when 
  the English took over Manhattan. However, in the World of 
  Witch Hunter, this has not been the case. Thus, the Dutch 
  West India Trading Company has extended his fingers far 
  into the New Netherlands.
  Additional information about New Amsterdam can be found 
  in the Witch Hunter Core Rulebook. 
  Fort Amsterdam
  Fort Amsterdam is the center of all activity in New Amsterdam. 
  It is also where the Dutch West India Company carries out 
  most of its operations. The Governor of New Amsterdam 
  and the Mayor both have separate positions, and both have 
  residences outside of the Fort. 
  When something momentous occurs within New Amsterdam, 
  it is a sure bet that the Fort will have some part it in. If there 
  is an Indian attack, the Fort will call out for troops. If there 
  is a trade dispute, it will likely be resolved at the fort. Finally, 
  it is where most of the day-to-day decisions about New 
  Amsterdam are made. Should troops be sent out after Indian 
  raiders or not? What kind of protection can be offered to 
  ships against pirates? How much more lumber will the Dutch 
  West India Company need to turn a profit this year? 
  Area 1 – The Governor’s House: This large, ornate residence 
  is set in the middle of the fort. The residence is three stories 
  tall, and replete with numerous guest rooms, offices, meeting 
  rooms, a dining rooms, and dance hall.
  The Governor’s House serves a variety of purposes. At one 
  time, it once was the headquarters for New Amsterdam’s 
  Governor, Jeremais Schyler. However, the large residence 
  is currently controlled by the Dutch West India Company. 
  Governor Schyler has home and office elsewhere in the city, 
  a fact that causes him no small amount of indignation. The 
  building, for now, retains the name “Governor’s House” 
  though Schyler is trying to commission a change of names. 
  The building serves as the guesthouse for visiting individuals 
  of import. For example, if a high-up member of the WIC 
  were to visit, they would stay here. Finally, it is where the 
  various servants, maids, and butler of the fort and mansion 
  house stay.
  The top floor of the mansion is mainly bedrooms, the 
  governor’s room, and meeting rooms. Almost no one is 
  allowed up to the top floor. The only servants who are allowed 
  on this level of the mansion are the head butlers and maids. 
  The reason for all of this secrecy is anyone’s guess, but there 
  are a number of wild rumours. One belief that is whispered 
  about is that there is an observatory where the Dutch West 
  India Company secretly practices astrology. There, in the 
  astrology room, the top level WIC of New Amsterdam carry 
  out bizarre rites. It is said that anyone who passed into the 
  upper ranks of the West India Company must undergo a 
  mystical ceremony there in the observatory.   
  The second floor of the mansion is mainly numerous meeting 
  rooms, offices, parlours, and two separate libraries. The 
  Northern Library, which lies on the north end of the mansion, 
  has a secret door that leads to the WIC reliquary. Here, the 
  WIC holds numerous occult artifacts they have gathered 
  from around the Grave New World. There are crystal skulls 
  from the Yucatan; feathers from the great Thunderbird; 
  water from the Well of the World, and other such mysterious 
  paraphernalia.  
  The bottom floor is taken up by a large dining hall and a 
  large dance hall. Most of the wheeling and dealing of New 
  Amsterdam happens on this floor. During talkative dinners 
  and fancy dances, many of the top-level deals between 
  business executives take place during these festive occasions. 
  During Samhain, the West India Company holds an annual 
  masquerade ball in the mansion’s dance hall. It is said that one 
  person vanishes every year during the masquerade, but that 
  AcT TWo: AcroSS The oceAn
  
  27
  all those in attendance at the event always refuse to talk about 
  it for some reason. The most savage rumour of all is that a 
  great Prince of Hell arrives on that night and takes one of the 
  guests with him to the Ashen Pit. 
  Normally, Mansion House is a busy place. The activity goes 
  on every day, 365 days a year. There are always guests from 
  other colonies and overseas in abundance here. Travel being 
  what it is, guests tend to stay for at least a week when visiting 
  here, bringing with them all manner of tales, culture, and 
  trade with them.
  AcT TWo: AcroSS The oceAn
  
  28
  Because this one small place is already a world-crossroad, it has 
  seen its share of supernatural visitors and events. A number of 
  famous individuals have been visitors at the Mansion House. 
  One of the most famous of these is Sir Edward Halley, whom 
  the famous comet will one day be named after. Halley made a 
  secret visit to Fort Amsterdam to test out his newly invented 
  diving bell, which was funded by the WIC. It is said that 
  upon his inaugural dive into the deep that Sir Edward Halley 
  encountered something strange that altered his life forever. 
  Area 2 – Stables: The stables are the second largest structure 
  in the fort besides the mansion, a testament to how valued 
  the horses here are. Most of the horses in the Fort stables are 
  valuable breeds from faraway lands. A single horse from these 
  stables might fetch the same cost as a small ship. 
  For those who are looking for the inside dirt on the WIC, 
  this is the best place to get it. It is known that a few of the 
  stable boys will turn in a good piece of gossip for a handful 
  of coins.  
  Area 3 – Guard House: The standing guard of New 
  Amsterdam stays at the guardhouse. Here, guards usually 
  sleep, eat, play games, and talk amongst themselves between 
  patrol shifts or tours of the New Netherlands area. 
  Since attacks from Indians, pirates, or bandits are always 
  possible in this frontier town, the guards must always remain 
  active.  
  There are only a few hundred employed soldiers who stay 
  here, because of New Amsterdam’s small size. When the Fort 
  wants to raise a proper army, people are conscripted from the 
  general populace. 
  Area 4 – Entrance to Dungeon: Below the Fort lies the true 
  heart of Fort Amsterdam. Deep below the ground, the West 
  India Company accomplishes dark agendas, hidden from 
  view of the rest of the world. 
  First, numerous enemies of the WIC are held here without 
  trial, for an indefinite period of time. These poor souls are 
  made to sit in cramped cells packed in with other prisoners, 
  released only upon the whim of the WIC. 
  Past the prisoner cells is a series of four large rooms. This 
  series of rooms is called the Theater, by those in the know. The 
  rooms of the Theater are used to perform both experiments 
  and torture. The agents of the WIC often experiment with 
  magic and fantastic beasts. They torture those who can 
  provide them with interesting information. Those who are 
  particularly unfortunate find themselves the subject of both 
  magical experimentation as well as torture. 
  Past the Theater lies the headquarters of the Rattle Watch, the 
  West India Company’s secret police force. The Rattle Watch 
  is called thus because their leaders carry large rattles which 
  supposedly can be used to communicate coded messages at a 
  distance in the night. Within a series of six rooms, the Rattle 
  Watch meets, conspires, and makes decisions on how best to 
  serve the West India Company’s needs. More information on 
  the Rattle Watch can be found in the Witch Hunter Core 
  Rulebook.
  The final chamber of the dungeon is a large room known 
  as the Summoning Chamber. The summoning chamber is a 
  round room. In the middle of the chamber is an etched circle 
  of arcane runes placed on loose stone blocks so that they may 
  be switched out for other etched runes. The Summoning 
  Chamber is where the West India Company holds its 
  most secret meetings. There, it is whispered the officials of 
  the company speak with beings beyond mortal ken, and 
  occasionally bring forth spirits from the Invisible World to 
  do their bidding. 
  Area 5 – Kitchen: This large kitchen has been built with 
  three fireplaces to accommodate the mansion house’s many 
  guests. There are almost always servants in this area. 
  Area 6 – Magazine: All of the Fort’s rifles, guns, arms, and 
  spare cannon are held in this area. Barrels of gunpowder are 
  also stocked here, both for rifles and for cannons. Because of 
  the sensitive nature of gunpowder, no open flame of any kind 
  is allowed into this compact building. 
  Area 7 – Privy: These privies are located throughout the 
  area.
  Area 8 – The Dutch Reformed Church: Ironically, not but 
  a stone’s throw away from the staging ground of some of the 
  most vile and dark rites in the area stands the Dutch Reformed 
  Church. This interesting structure is visible just about 
  anywhere in the city. It features a tower with a weathercock at 
  the tip of it, and is constructed with slanting roofs that touch 
  the ground. 
  The Church is currently run by the Reverend Dominie Selyns, 
  the only clergy to service the church at this time. Recently, 
  the city has opened itself to allow for any practicing religion 
  to congregate wherever they wish. This means that much of 
  the cityís worship is happening in peopleís homes. The Dutch 
  Reformed Church on the other hand, which was almost 
  always packed on the Sabbath, is now a much more vacant 
  structure during services. 
  AcT TWo: AcroSS The oceAn
  
  29
  Rev. Selyns continues diligently to conduct services in his 
  church, however, and is beloved by almost everyone in the 
  town. Selyns is naively ignorant of the atrocities the WIC 
  conducts on a nightly basis and would most certainly be 
  appalled at some of the rituals conducted so close to the 
  church. Director-General Oliver Grimes would love to be rid 
  of  Rev. Selyns and the church, as they both pose a terrible 
  risk to his operations. However, Grimes realizes that would 
  be completely impossible. The churchís congregation is still a 
  sizeable one and it is very devout. Also, Rev. Selyns is far too 
  popular a figure. 
  Important People 
  Esmeralda Arden and Catherine Barrett
  courtesans of influence
  These two individuals are the caretakers of the third floor of 
  the mansion house. Both women are publicly acknowledged as 
  widows of former members of the Dutch West India Company. 
  However, most New Amsterdam citizens understand that 
  these two women “see” numerous high officials of the West 
  India Company on a regular basis. Nevertheless, both Ricker 
  and Barrett hold a lot of power in New Amsterdam, as their 
  many “clients” are some of the most powerful men in all of 
  the New Netherlands.
  Marten Fane 
  head of the rattle Watch
  As the infamous head of the Rattle Watch, Marten Fane is a 
  man who is almost universally loathed. Most know him by 
  his tattered coat and calico eyes. One of his irises is amber, 
  while the other is bright blue. 
  Most people in New Amsterdam give Marten a wide birth, 
  speaking to him only when necessary. He seems to know far 
  too much about anyone in the city. For example, he has the 
  uncanny habit of seizing a person up, and then listing their 
  wants, fears, personal habits, and childhood traumas. He 
  also appears to have an uncanny ability to hear just about 
  anything, from a leaf falling from a tree outside, to whispered 
  comment about him from behind a closed door. Because of 
  these strange traits, many in the city believe Marten to be a 
  warlock of some kind.
  While Marten’s enigmatic aptitudes are off-putting, he 
  is always impeccably polite, always carrying himself with 
  flawless manners. Yet, despite his courteous manner, he will 
  not hesitate to quietly order the torture, murder, or do worse 
  to someone who defies the will of the West India Company.  
  Anke Manser
  Sergeant of the rattle Watch
  Anke Manser is Marten Fane’s right-hand woman. While 
  Marten plays the well-mannered head and voice of the Rattle 
  Watch, Anke plays the part of its unwavering fist. 
  Anke is lithe and taut woman. Her long, grimy hair is always 
  dangling in front of her face. A small curved scar mars her 
  right cheek. Anke rarely speaks, but when she does, it is with 
  a seething rasp that cuts the air. 
  Those who have dealt with Anke know her to have a quick 
  temper with a penchant for violence. She is famous for being 
  a crack shot with her twin pistols, and renowned as a deadly 
  knife-fighter, as well.
  While Anke is savage and violent with most people in the 
  New Netherlands, she is quietly kind and almost nurturing 
  to those in the employ of the Rattle Watch. Those who 
  work for her say that she often gives them large gifts, such as 
  money, livestock, and even property. She has a habit of never 
  allowing any of her men to become captives of enemies, going 
  to extreme personal risk to save them. Because of all this, all 
  of the Rattle Watch is unwaveringly loyal to her. 
  Oliver Grimes
  director-General of the West india company
  Oliver Grimes is the Director-General of the West India 
  Company in New Amsterdam. Historically, the duties of 
  the Director-General would fall under the auspices of the 
  Governor. However, in the World of Witch Hunter, these are 
  two separate and distinct positions.
  As the Director-General, Oliver Grimes is in charge of the 
  WIC’s day-to-day operations. He manages the funds of the 
  company, the hiring and firing of personnel, all imports and 
  exports, and the set up of new trading posts. Meanwhile 
  the Governor, Jeremais Schyler, oversees all matters dealing 
  with the common citizens of New Amsterdam, such as civil 
  disputes, crime, the passing of laws, maintenance of the town, 
  and the defense of the city.
  Director-General Grimes and Governor Schyler are 
  constantly at odds with one another. For one, Schyler, as 
  the Governor of the colony, is banned from numerous West 
  India Company functions. He is never allowed to know 
  about, much less witness the WIC’s secret initiation rites, 
  tortures, inquiries, and spirit summonings. While Schyler 
  has many suspicions about Director-General Grimes and his 
  blasphemous activities, he can’t do much about it. He simply 
  has no solid evidence. 
  AcT TWo: AcroSS The oceAn
  
  30
  Meanwhile, Director-General Grimes constantly rails against 
  the numerous restrictions that Governor Schyler has put upon 
  him. If the Governor’s men capture someone, they are put in 
  jail in Town Hall, and their rights are respected, unlike the 
  dungeons of the Fort. Such individuals become untouchable 
  to the WIC, which frustrates Grimes to no end. Furthermore, 
  Schyler is a big proponent of keeping a friendly relationship 
  with the local Natives, but Grimes hates the people whom he 
  considers “dirty savages” with vigour and zeal. 
  Grimes is a greasy, rotund man who constantly sweats, even in 
  the dead of winter. He tried to keep his girth hidden within 
  numerous layers of clothing, of which he has a large variety.
  Grimes is an openly greedy man, who is known for having 
  almost no patience. He wants what the wants immediately, 
  and usually goes into a rage when he can’t have it. For him, 
  the West India Company is not expanding fast enough, and 
  not collecting mystical relics quickly enough for his tastes. 
  The deep, dark secret of Oliver Grimes is this – he is not 
  himself, and hasn’t been in some time. Grimes is currently 
  possessed by the spirit of John Stone, a notorious pirate, 
  slaver, and outlaw from the earlier part of this century. Stone 
  has possessed Grimes for years now, using his position to 
  acquire what he wants.
  Stone takes no care of Grime’s body. He eats gratuitously and 
  enjoys the corporeal pleasures normally denied to him as a 
  disembodied spirit. Besides pleasing himself, Stone’s main 
  objective is to acquire as much mystical power as he can. This 
  has been his major motive ever since running into the demon 
  Buer. Since that time, he has realized that he can lose the 
  possession of a body. Currently, he seeks a way he can tighten 
  his grip upon others whom he possesses. 
  The Dutch West India Company 
  The Dutch West India Company is the single most powerful 
  economic force in New Amsterdam. In the world, it is 
  only rivaled by its sister company, the Dutch East India 
  Company.
  The WIC is one of the first companies to become multi-
  national, and has enough influence to sway the passing of 
  laws and charters in its favor. Currently, the Dutch West 
  India Company has been encouraging the expansion of the 
  borders of the New Netherlands under the guise of finding 
  new fur trapping territory and more lumber rights. However, 
  the true purpose of this unbridled expansion is so that the 
  explorers and adventurers under its employ can find new and 
  interesting species of creatures and uncover the mysteries of 
  the Grave New World.
  The West India Company’s interest was piqued when one of 
  their explorers brought back prize after a bloody conflict with 
  a village of Aztecs. The explorer brought to Europe a crystal 
  skull that was both garish and magnificent to behold. As the 
  West India Company investigated the relic, they found that 
  it possessed enormous powers. Overnight, the WIC became 
  one of the world’s most powerful companies, behind only the 
  East India Company in size and strength. 
  Since this time, the Dutch West India Company has spread 
  fingers throughout the Grave New World, in search of 
  every kind of supernatural phenomenon. Whenever it finds 
  something of interest, the WIC is quick to analyze, dissect, 
  and dismantle it in the interest of profit. Already, the Dutch 
  West India Company has discovered several shape shifters, 
  beasts, and nature spirits and performed numerous dissections 
  on all manner of beings. 
  Of course, tampering with such beings has resulted in the 
  deaths of dozens upon dozens of WIC operatives. However, 
  these deaths are considered acceptable losses for the WIC, 
  who have unlocked numerous arcane secrets since its arrival 
  in the Grave New World. 
  Finally, the West India Company is always on the lookout 
  for mystical locations such as sacred hunting grounds and 
  ancestral burial grounds. The Company seeks to use these 
  ambient magics in such places to its own ends.
  AcT TWo: AcroSS The oceAn
  
  31
  In this act, the cadre will travel to New Amsterdam, which 
  is featured in the Witch Hunter Core Rulebook. There, the 
  cadre will be able to pick up the trail of Legion once more. 
  Here, they will find out definitively what Azazel has planned 
  and what his next move is. The heroes will also meet a very 
  important character – the demon Buer, who is a very grey 
  character in the adventure.
  Scene One: Arrival in New Amsterdam
  Setting
  The setting for this scene will be the docks of New Amsterdam. 
  Unlike the large and cosmopolitan docks of London, New 
  Amsterdam features but a small area for ships to dock. Still, 
  New Amsterdam’s port is a busy area, filled with continual 
  activity. Watching over the entire scene is the imposing 
  structure of Fort Amsterdam, which has cannons facing out 
  to the sea. 
  The cadre arrives in New Amsterdam in the morning, around 
  9 o’clock. As all of the PCs disembark from their ship, they 
  will definitely be wobbly kneed from their long sea voyage. 
  Remember that it has taken them about a month to arrive 
  here. 
  Action
  As The Wolf Hound begins to unload, a local dock master 
  directs the crew as to where they can unload their goods. 
  Everyone goes about their business, ignoring the PCs for the 
  most part.
  It’s important the cadre doesn’t get lost at this point in the 
  adventure. They’re not exactly sure where to go, because the 
  only clue they have is that they had was that they needed to 
  go to New Amsterdam. 
  Alternatively, it is possible that some of PCs have made 
  character from the New World, or from New Amsterdam 
  itself. If particular Witch Hunters are familiar with this area 
  because of his or her background, then they will know that 
  the place to go to is the Stats Huys, or Town Hall. The Town 
  Hall is one part meeting place, one part government building, 
  one part jail, and one part public house. 
  If the PCs are unfamiliar with area, then asking dock master 
  about strange happenings will put them back on the right 
  track. However, if the cadre is wandering around lost, the 
  dock master, George Stand, will approach them first. He’s 
  a genuinely nice fellow, and will make attempts help them 
  as best he can. He will immediately point the cadre to the 
  direction of the Stats Huys, or Town Hall as a place where 
  they can get information. 
  Sleeping Accommodations – For forwards thinking PCs, 
  sleeping accommodations might want to be found first. 
  There are three inns close by that will serve the cadre’s needs. 
  Most people who stay in any inn stay in the common room, 
  a large room where the general populace sleeps on benches 
  or the straw-lined floor. Getting a private room is possible, of 
  course, but much more expensive. 
  The lamb: This inn is a quaint little place, run by the 
  McGregor family. It moderately priced, has good food, and 
  average lodgings in its common room. The private rooms 
  here are quite small, big enough only for a cot, chamber pot, 
  and a small window to the outside. There is not a fireplace in 
  every room. 
  Incidentally, the McGregors have also experienced a recent 
  demonic possession in their family, due to the arrival of 
  Azazel in New Amsterdam. 
  The Bell and dragon: This inn is a larger building, owned by 
  the West India Company, and run by two different managers. 
  It is higher priced. The food is average. Its common room is 
  wide, and spacious, almost never feeling cramped. The Bell 
  and Dragon is kept fastidiously clean thanks to its large staff. 
  The private rooms here are expensive. However, they are 
  decent sized, featuring a small bed, chest for one’s belongings, 
  basin and water pitcher, chamber pot, and small fireplace. 
  The Adder: The adder is the inn where most of the rougher 
  elements of town tend to stay. Fur trappers, hunters, explorers, 
  gritty sailors, all make their beds here. The price for this dive 
  is cheap. The food is not terrible, but is made cheaply, like 
  everything else in the inn. Ale, water, fish porridge, and bread 
  are all one can expect here. The common room is always 
  cramped and dirty. There are a few cramped and drafty 
  private rooms, but they tend to be far overpriced for what one 
  gets with them. The adder is the only inn that will take Native 
  Americans of any sort. 
  Act Three: Into a New Land
  AcT Three: inTo A neW lAnd
  
  32
  Scene Two: Stats Huys
  Setting
  The Stats Huys, or Town Hall, is hard to miss while walking 
  around New Amsterdam. It is a large, three story building that 
  stands over all of the other houses around it. The building is 
  broad and made from stone. It also stands out because there 
  are always people going to and fro from the doorstep, no 
  matter what time of day or night. 
  The Stats Huys was originally built as a tavern for guests who 
  came into town for harvest fairs. It grew slowly into a meeting 
  place, and then became the natural place to have a town hall 
  where common citizens could discuss the problems of the 
  day. The Stats Huys still serves as a tavern, giving this civic 
  meeting place a rather informal atmosphere. 
  The town Mayor has his offices upstairs on the third floor of 
  this stone building. 
  Action
  When the cadre arrives, they will want to naturally want to 
  find information that might lead them to the whereabouts of 
  Azazel. In this case, they will need to interview various people 
  around the tavern to gather all the things that they need to 
  know.
  For each NPC represented here, they will know three pieces 
  of information. To get information out of them, any Witch 
  Hunter interviewing them will need to make a Gossip 
  (Personality) roll. 
  For each success the PC makes on their roll, they will get a 
  piece of information from that particular NPC. For example, 
  a Witch Hunter who rolls 3 successes will get 3 pieces of 
  information from that particular character in the town hall. 
  Tom Albright – Sailor; 45 years old; Scottish Protestant
  1 Successes:  
  Oh, ye lookin’ fer odd things about are ye? 
  Well, I can tell you that there have been a few 
  odd things about town. Some claim there’s 
  been demon possession, you know. Ask others 
  about here. They’ll tell ye. But I tell you, all 
  this trouble started when that ship arrived two 
  weeks ago. The White Lady, she was called. A 
  poorly named vessel if ever I heard one. The 
  trouble all started with her arrival. Ask me no 
  more! ‘Tis bad luck.
  2 Successes:  
  Oh, all right. The White Lady. When she 
  arrived, she came with that strange man. A 
  merchant from Germany they says. Went by 
  the name of Albrect. How was he strange? 
  Well, one of my mates says that he saw a 
  lantern flicker blue whenever he come ‘round. 
  Sure sign o’ witches, I tell ye. No more, now. 
  Be on yer way. 
  3 Successes:  
  Fine. If ye must know…the rest of The White 
  Lady’s crew weren’t quite right either. A few 
  of them wore hoods so that you wouldn’t 
  see their faces. But there were plain lookin’ 
  folks as well. Heh, plain and unremarkable 
  to look upon, I suppose. But all o’ them had 
  a strange gleam in their eye. And their cargo. 
  The crew carried with them a strange chest. 
  It was painted red and had brass trimmings. 
  And they guarded as if it were treasure!  The 
  White Lady left after they arrived. I don’t 
  know where that Albrect went. Ask about. 
  Sara Tynes – Woodcutter; 23 years old; Dutch Puritan
  1 Success:  
  Greetings, good neighbor. What can I do for 
  you? You seek knowledge of strange things 
  about town? Well, I’m sure you have heard 
  about the…possessions in town. Demonic 
  possessions. A sad, sad case, I tell you. I saw 
  one of them, you know. The possessions? 
  Happened right here in town. I was delivering 
  wood to the McGregors. They’re merchants 
  in town, don’t you know. Mr. McGregor’s 
  wife was frothing at the mouth. Babbling in 
  strange tongues. We mustn’t speak of these 
  things, however.
  2 Successes: 
  Well, if you must know, Bethilda McGregor 
  is who is the one suffering. That poor 
  woman. They say that it all happened two 
  weeks ago. It began with strange noises in 
  the house. Knocking sounds on doors. The 
  candles turning into strange shapes. Then…
  Bethilda didn’t wake up one day. She just 
  started babbling in her sleep and crying out 
  blasphemies. 
  3 Successes:  
  So fortunate that that man came by their 
  house. Such a kind soul. I never did catch 
  his name. What? Oh, a stranger came by the 
  McGregor’s house and took the demon from 
  AcT Three: inTo A neW lAnd
  
  33
  Mrs. McGregor. Yes, banished that spirit. 
  Some say that poor stranger took the demon 
  from her and put it into himself. However, I 
  was not there. I know not what happened. 
  Felix Reneau – French farmer; 27 years old; 
  French Huguenot
  1 Success:  
  Hello, mes amis. What can I do for you 
  today? Ah, you say you are looking for the 
  suspicious things? Hrm. You must be talking 
  about the possessions happening in town. Yes. 
  Two demonic possessions. I have seen one of 
  them. It was very frightening. An elder man, 
  Anthony Bennet. He is a leatherworker, yes. 
  I went to go speak to him and there I found 
  him! His body was twisted up like a dying 
  insect, mes amis! It was horrible to see. The 
  body bent backwards like that. And the 
  strange noises that came out of his mouth? 
  Oh, I cannot speak of it any more.
  2 Successes:  
  Well, Mr. Bennet was last seen while working 
  at his business before the demonic possession. 
  I believe he was doing something for that 
  German merchant who arrived here. Oui, a 
  German merchant by the name of Albrect, I 
  believe. I do not know where the merchant is 
  now.
   
  3 Successes:  
  Persistent, are you not? As I understand 
  it, this Albrect visited the McGregors, 
  the other family who was possessed 
  as well. The McGregors run an inn 
  here in town, as a matter of fact. The 
  Lamb, it is called. 
  Johann Jansen – Barkeep; 32 years old; Dutch Protestant
  1 Success:  
  Ah-ha! Welcome my good friends. 
  May I interest you in some ale? Or 
  perhaps warm cider in this Spring 
  chill? So, you seek knowledge 
  of strange things about town, 
  eh? Hmph. Well, I tell you my 
  friend, there’s been two cases 
  of demonic possession in 
  town. But I wouldn’t be the one 
  to tell you about that. What I 
  can tell you is who took away 
  the demonic possession. 
  The fellow who goes by the 
  name of Mr. Buer. He’s a stranger in these 
  parts. Oh, well. Glad that he took care of the 
  problem.  
  2 Successes:  
  As I understand it, Mr. Buer visited the two 
  possessed town people and removed their 
  affliction. A strange man, Mr. Buer. Has a 
  thick beard like a lion’s mane, and strange, 
  green eyes. He walks with a bit of a hobble, 
  and wears a long coat that drapes to the 
  ground. You can’t miss him. 
  3 Successes:  
  Mr. Buer came in here, he did. And I…I’m 
  loathe to speak of it, but the man unsettled 
  me, my friend. When he arrived, the door 
  blew open from a strange gust of wind. And 
  then all of the rats in the place began to flee 
  out of the front door! I was sure that this was 
  a sign, but is he not the man who took away 
  the possessions in town? Honestly, I don’t 
  know what to think. 
  What if the cadre doesn’t want to go to the Stat Huys? 
  It is quite possible that the Witch Hunter cadre will not want 
  to go to the Stat Huys. Or, the game master might wish to 
  avoid making it seem like the PCs are being led by the nose. 
  In this case, the game master can easily have any of the NPCs 
  listed above be out and about in town. As the PCs make their 
  way through town, investigating and interviewing people, 
  they can run into the NPCs above.  
  Scene Three: On the Beat 
  After talking with the people of the Stat Huys 
  and gathering clues, the cadre will have a lot 
  of possibilities. They might visit one of the 
  locations where demonic possession has taken 
  place. Likewise, the PCs might visit the docks 
  to find out more about The White Lady and 
  the mysterious German merchant, Bruno 
  Albrect. 
  Eventually, the cadre will want to interview 
  Oliver Grimes, who is the Director-General 
  of the West India Company in New 
  Amsterdam. 
  Throughout their time investigating in 
  the city of New Amsterdam, however, 
  the PCs should beginning to see strange 
  things going on around them. These 
  AcT Three: inTo A neW lAnd
  
  34
  strange things are due to the presence of Buer, the daemon 
  who appears at the end of this scene. Buer is a daemon who 
  is opposing Azazel because he doesn’t want to be drawn 
  into him and made part of Legion. In terms of story, these 
  strange and creepy effects also help to raise the tension level 
  of the game and remind the players that things are getting 
  progressively worse.
  Setting
  The setting will vary upon where the cadre goes in the town. 
  However, the GM should be aware of the time that passes 
  as the Witch Hunters continue their investigations. As the 
  sun sets, the town will begin to shut down. As the town 
  shuts down, the Rattle Watch will begin to emerge and 
  begin their nightly patrols. If the PCs meet up with Rattle 
  Watch this could lead to some interesting encounters. More 
  information on the leadership of the Rattle Watch is in the 
  Fort Amsterdam section of this adventure and the Witch 
  Hunter Core Rulebook. 
  As stated before, every once in a while, when the action 
  comes to a lull, the one or two of the PCs should experience 
  something odd or creepy. These are the effects of the presence 
  of Buer, a daemon who is watching the Witch Hunters closely. 
  Some of these effects might include: 
  Quick Vision: Have the PCs all roll Faith (Intuition). The 
  PC or PCs who achieve the most successes will briefly see, 
  something standing in the air. It appears to be a disembodied 
  head surrounded by five goat’s legs that spiral out from its 
  neck. The head appears to be whispering something inaudible, 
  and then the image disappears. 
  Phantom Footsteps: Have the PCs all roll Faith (Intuition). 
  The PC or PCs who achieve the most successes will hear 
  something like the sound of goat’s hooves behind them. 
  However, nothing will be there if the sound is investigated. 
  Faces Appear: A random PC will see cherub-like faces appear 
  in a window or in a pool of water. The infant-like faces will 
  have vacant smiles upon them as they gaze out at the Witch 
  Hunter momentarily. Then, they vanish.
  Strange Humming: A random PC will hear someone nearby 
  humming a grating, discordant tune. The humming will start 
  up and then stop. It happens just every so often, and whenever 
  the PC calls attention to it or asks if anyone else can hear it, 
  it immediately ceases. 
  Encroaching Feeling: Have the PCs all roll Faith (Courage). 
  The PC or PCs with the lowest roll will get a sensation of 
  being watched. The sensation grows and grows, until the PCs 
  begin to have feelings of being touched. They might be tapped 
  on their shoulder, or their hair might be stroked.
  The Grand Master should feel free to make up their own 
  effects if need be. Don’t feel pressured to use all of these 
  effects. They are mainly meant for atmosphere and tension. 
  Action
  As the cadre continues their investigation, they will no doubt 
  want to investigate some of the key locations in the city. If 
  they talked to the NPCs in the Stats Huys, then they should 
  know of the places listed below. If the players are still a bit lost, 
  you might want to have some of the NPCs who are in these 
  locations actually approach the Witch Hunter cadre. After all, 
  these people want help with their problems. Hearing about 
  someone doing an investigation might cause them to seek out 
  the cadre. 
  The lamb: The Lamb is a small inn run by the McGregor 
  family of Scotland. If the cadre talks to the McGregors, they 
  will find out that the demonic possession has been cured, by 
  a mysterious stranger that appeared at their doorstep.  The 
  stranger only identified himself as a Mr. Buer. 
  Mrs. McGregor, who is still recovering from her affliction, 
  lies in her bed in the family’s private quarters in the inn. 
  There, she continually reads from the Bible, and prays, trying 
  to settle her disturbed soul.
  The room in which Mrs. McGregor sits has clearly seen 
  the presence of diabolic activity. The temperature is colder 
  here, almost 10 degrees cooler than outside. The fire in the 
  fireplace gives off wan light and heat. Shadows here seem to 
  be more distinct, and any candle lit in the room flickers blue 
  the moment it is lit. These things are subtle, but not outright 
  supernatural, which is why Mrs. McGregor is still staying in 
  the room. 
  If interviewed, just about any of the family will have similar 
  things to say: 
  O’ course we’re happy to have Mrs. McGregor’s 
  •	
  possession done with. But this whole process. It’s 
  unsettled me.
  It started with that German merchant. Bruno Albrect 
  •	
  was his name. He came with a large entourage.
  Albrect had a large entourage of people with him, 
  •	
  some wearing strange hoods to hide their features, 
  some not. Albrect stayed in a private room while 
  his entourage took up almost the whole common 
  room. 
  AcT Three: inTo A neW lAnd
  
  35
  And they carried a strange chest with them. The 
  •	
  chest was painted red with brass trimmings. They 
  guarded it as if it were a sick child, I’ll tell you. 
  Albrect himself was a large man. Towering. He had 
  •	
  reddish skin and an unnerving, resounding laugh. 
  Liked his wine, too. Drank almost a cask of it while 
  he was here.
  After that German fellow left, Mrs. McGregor 
  •	
  wouldn’t wake up. 
  Then, her eyes snapped open, showing their whites. 
  •	
  She began to speak in strange voices. 
  Oh, there we other things as well. Knocking on 
  •	
  doors. Candles melting into strange shapes like faces 
  and the like.
  Then, Mr. Buer arrived. He was a very odd man with 
  •	
  a huge, golden beard, and wild hair. 
  And you know…Mr. Buer made no footsteps when 
  •	
  he walks. Always silent those feet were.
  In order to remove the possession, we stared in 
  •	
  horror while Mr. Buer unhinged his jaw and sucked 
  in “strange vapor” from Mrs. McGregor’s nostrils. So 
  terrible a sight, we have never seen.  
  Last I heard, Albrect was moving his business 
  •	
  somewhere. I overheard a few of his man talking 
  about shipments from overseas to a small village 
  nearby. They didn’t say which, though. You might 
  find more information at the Fort. After all, they 
  know everything about any kind of shipment in this 
  town.
  This may be the first time that the cadre hears the name 
  “Buer”. If it is, then the PCs may make an Occult (Education) 
  check, Difficulty 5. Those that make 3 successes will note that 
  the same sounds familiar in Occult circles. Those that make 
  4 successes will note that the name sounds like the name of a 
  spirit or entity. Those that make 5 successes will understand 
  that “Buer” is indeed that name of a daemon and a grigori, or 
  a daemon that watches over man.
  Anthony Bennet: This English leatherworker is now 
  recovering from demonic possession. The cadre will find his 
  leatherworking shop quiet and still, because most people now 
  avoid him. 
  His shop is still feeling the lingering effects of a diabolic 
  presence. The leather in the shop has become infested 
  with insects. Inexplicably, flies and maggots have housed 
  themselves in the leather here. Many pieces of leather seem to 
  be wriggling with tiny larvae and flies. 
  Bennet is very weak and still recovering from his affliction. 
  He and his ten-year-old son, George, are working tirelessly to 
  try to cut out the ruined leather and fix their wares. 
  Greetings. I suppose it is too much to ask that you 
  •	
  might be customers? 
  Please. Not to come close. I have had an affliction. 
  •	
  Yes, I have had…oh bless my soul…I have had my 
  body possessed.
  Yes, yes, my friends. It was terrible. Terrible! It was 
  •	
  like having a nightmare from which you could not 
  wake! My mind had a fever within it and my eyes 
  could see the very pits of Hell! Oh!
  I suppose all my troubles begin with Bruno Albrect. 
  •	
  He visited me because he was simply buying some 
  boots.
  Albrect ordered massive boots of a size I had never 
  •	
  even heard of. 
  I was given wooden molds of the merchant’s feet. I 
  •	
  never saw Albrect’s feet, you see. But he was a tall 
  man. I did not question it. 
  The last I heard, it sounded like the merchant had 
  •	
  purchased a small farm. If this is true, you should 
  ask the West India Company. They would probably 
  know more about it. They are always aware of any 
  land purchases in the area. 
  The West India Company? Yes. They run the town. 
  •	
  Go seek them at the Fort. 
  Yes, I was cured of my possession. It came by a man 
  •	
  who is named Buer. This man, he came to me. He 
  looked into my eyes and saw my soul.
  I felt him lift the demon from my body. I saw Buer 
  •	
  inhale the soul of the demon through his nostrils. I 
  saw this, yes! 
  This…Buer unsettles me. I cannot explain it. Ask me 
  •	
  no more!
  This may be the first time that the cadre hears the name 
  “Buer”. If it is, then the PCs may make an Occult (Education) 
  check, Difficulty 5. Those that make 3 successes will note that 
  the same sounds familiar in Occult circles. Those that make 
  4 successes will note that the name sounds like the name of a 
  spirit or entity. Those that make 5 successes will understand 
  that “Buer” is indeed that name of a daemon and a grigori, or 
  a daemon that watches over man.
  The Docks: Should the PCs go back to the docks and talk to 
  dock master George Stand, about the arrival of Bruno Albrect 
  and The White Lady, he will have this to say:
  Ah, Bruno Albrect. That German merchant? People 
  •	
  thought he was an odd fellow. Very tall, you know. 
  What was he here for? Don’t know, but he didn’t stay 
  •	
  long. He stayed at the Lamb for one evening. Then, 
  he went to Fort Amsterdam. It’s where the West 
  India Company has their branch headquarters. 
  AcT Three: inTo A neW lAnd
  
  36
  I suppose he had business with them. Him being a 
  •	
  merchant and all. 
  The White Lady reports that they arrive from 
  •	
  London. They set out after a day. I suspect it’s Bruno’s 
  private vessel. Don’t know where they set out to. 
  However, they didn’t pick up any supplies here, so 
  they can’t have gone far. I’m sure they’re nearby. 
  Fort Amsterdam: It is important that the cadre eventually 
  wind up in Fort Amsterdam. Eventually, all of the investigating 
  should lead the cadre there. However, if the PCs lose the 
  plot of the module, the GM can always have Oliver Grimes 
  summon them to the Fort. After all, a bunch of competent 
  adventurers wandering around town asking about demonic 
  possessions will arouse his interest. 
  If the players are feeling too pushed in the direction of the 
  Fort, simply have Oliver Grimes summon them to a nearby 
  tavern. Or have him meet them at their inn when they 
  eventually turn in for the evening. If Grimes meets them 
  outside of the fort, he will definitely do so with a very large 
  contingent of guardsmen. At least 30 bodyguards will be with 
  him (Threat Level 3 minions). This may seem like overkill, 
  but Grimes will only enter a situation that he is confident that 
  he can dominate. Grimes likes to throw his weight around. 
  If the cadre travels to the Fort, the PCs will have a long wait. 
  Then, they will meet Oliver Grimes himself, who is the head 
  of the WIC. Normally, Grimes wouldn’t meet people who are 
  asking about a simple German merchant. However, Grimes 
  has instructed his minions to report to him whenever anyone 
  asks about Albrect. 
  Remember, of course, that Grimes is not simply a greedy 
  merchant who is in charge of the Dutch West India Company. 
  The malevolent spirit of John Stone possesses him. Detecting 
  this possession is extremely difficult, because the spirit of 
  John Stone has lived within the husk of Oliver Grimes for 
  so long. Detecting the presence of a supernatural entity 
  within the body of Grimes requires a Faith (Intuition) roll, 
  Difficulty 5. Those who get 3 successes, notice something 
  odd about Grimes. Those who get 4 successes note that he 
  acts as if someone in disguise or on stage. Those who get all 
  5 successes will be able to ascertain that Oliver Grimes is 
  indeed possessed. 
  If the cadre is able to detect the spirit of John Stone within 
  Oliver Grimes somehow, he will simply shrug it off. Without 
  hard evidence, it will be the Witch Hunter’s words against 
  his as to who is possessed. And few would take the words of 
  strangers over the word of one of the most powerful men in 
  town. If the Witch Hunters actually attack Oliver Grimes, 
  they will have to leave town quickly. If Grimes was not able to 
  tell them the underlined information before the attack, have 
  the daemon Buer tell that same information to the PCs later. 
  Should Oliver Grimes be killed by the PCs, the spirit that 
  possesses him will simply move to another body, in all 
  likelihood Governor Jeremais Schyler will be the one Stone’s 
  spirit will possess next. If the spirit is forced to possess another 
  body, it will be very cross and will pursue the PCs until the 
  ends of the earth to achieve its revenge.
  The rest of Oliver Grimes’s background is described fully in 
  the Fort Amsterdam write-up and in the Appendix. 
  Ah. Good day to you. I understand that you’ve asked 
  •	
  about Bruno Albrect. The German fellow who came 
  to visit here?
  Hmph. I was hoping that you all could tell me 
  •	
  something about him. Albrect was a…very interesting 
  person, shall we say. 
  Oh, he was tall. Reddish skin. But that is not what 
  •	
  interests me. What interests me is the fact that I 
  believe that Mr. Albrect was…well, I will reserve 
  speaking on such manners. I do not wish to defame a 
  man of whom I know so little. 
  However…if you are looking for Mr. Albrect, might 
  •	
  I suggest going to Long Island? I suspect he went 
  there. After all, he did buy property there. I believe 
  it was somewhere around the small community of 
  Huntington. 
  As I understand it, Albrect bought a farmstead. I’ve 
  •	
  no idea what he wanted to do with it. And I daresay 
  that I would have never sold it to him…if I knew 
  then what I know now. But oh, well. What’s a man 
  surrounded by a small army to do? 
  You realize that Albrect is no mere man, mm? You 
  •	
  do? Oh, good. Do you know about some of his…
  capabilities? Perhaps I might be able to help you in 
  that department. 
  But wait. Perhaps 
  •	
  you know something? Let us have 
  a bit of quid pro quo. You tell me what you know, 
  first. Then, I’ll tell you what I know.
  Here, Oliver Grimes will start to interview the PCs and what 
  they know about Bruno Albrect. In fact, the cadre knows a 
  lot of information, which was told to them by Alena. Oliver 
  Grimes will want to know everything that Alena of Palestine 
  told them. Furthermore, he will know if the cadre is holding 
  any information back, unless someone in the cadre can make 
  him a roll convincing him otherwise. This would require a 
  Deceive (Personality) roll, Difficulty 5. Oliver Grimes as an 
  Intuition of 4 and should be considered to be unfriendly, as he 
  AcT Three: inTo A neW lAnd
  
  37
  is suspicious of the Witch Hunters. This makes all Interaction 
  rolls with him Difficulty 5.
  If Grimes his satisfied with the party’s information, he will 
  tell them a bit more. Remember he is only satisfied if the 
  party tells him everything that Alena told them, or if they 
  succeeded on one of their rolls. 
  Very well, I suspected that Mr. Albrect was a demon 
  •	
  of some kind. And believe me, I can tell these 
  things. 
  Well, any flame brought near him flickered blue. He 
  •	
  seemed to sap the heat from the air. And the very 
  shadows lengthened at his approach.
  If I’m right about Albrect, he’s what some call one of 
  •	
  The Watchers. An interesting history behind them. 
  The Watchers were angels, who turned away from 
  God when man was first created. They were jealous 
  of God’s love of man, thinking that the angels should 
  be the object of God’s affection.
  Throughout history The Watchers have tampered 
  •	
  with mankind. They even laid down with our 
  women, giving birth to the Nephilim. 
  Throughout history the 
  •	
  thing that calls himself 
  Albrect has gone by many names. But I know the 
  signs. I know the stench that follows these creatures. 
  The creature that calls itself Albrect has gone by 
  many other names. Bacchus and Dionysus are two 
  that I know of. 
  In ancient times, people worshipped the very being 
  •	
  that you now chase. In his past, he has been a god! 
  Do you think yourselves ready to face such a being? 
  Well, if you’re going to go up against…such an entity, 
  •	
  you’ll need to find out Bacchus’s weaknesses. Yes, 
  according to the accounts from…history, Bacchus 
  could not be killed by a simple show of arms. As I said 
  before, he is not a simple being. Before confronting 
  him, I would find out what his weakness is.
  At this point, Oliver Grimes will be trying to figure out if 
  the cadre are Witch Hunters or not. He definitely is aware 
  of the existence of Witch Hunters. If the party confirms his 
  suspicions, he opens up again. If the party wishes to lie to him, 
  one of the cadre will need to make a Deceive (Personality) 
  roll, Difficulty 5.
  Intimidating Grimes is a difficult task at best. He is in his fort 
  during this interview, and he has a few hundred guards at his 
  beck and call. Still, it is possible. Intimidating Grimes requires 
  an Intimidation (Personality) roll, Difficulty 6.
  Should the cadre give up the information that they are indeed 
  Witch Hunters, or if they make their rolls, Oliver Grimes will 
  give his last pieces of information. 
  Ah, now 
  •	
  this is quid pro quo. From what…legends…I 
  have heard, Bacchus was a demon god of orgies and 
  debauchery. Wine is his sacrament, but only wine in 
  excess. 
  Such a daemon will be seeking out a place to set 
  •	
  down his roots. He will need a place where the 
  border between this world and the next is weak. 
  New Amsterdam is not such a place.
  However, there are some burial grounds and massacre 
  •	
  sites nearby here that would serve his purposes. If I 
  were you, I would look for places of great death. And 
  those places are in abundance here. There are villages 
  that died from sickness. Sites where savages have 
  killed colonists and vice versa.  
  One thing might help you…his weakness. Bacchus 
  •	
  was once a god of the vine, of grapes, of wine. He 
  gained power from fermenting those things. From 
  the rot and corruption of them. So using weapons 
  made from plants…from wood might be effective 
  against him. 
  All agents of the Adversary have some form of 
  •	
  weakness or price. It’s just a matter of finding out 
  what it is. 
  Oliver Grimes will eventually end his conversation with 
  the PCs bidding them good hunting. He will not send any 
  help with the cadre, seeing the whole affair as someone else’s 
  problem. 
  For Grimes, a threat to New Amsterdam would be worth 
  dealing with, but this is something that does not concern him. 
  After all, this mysterious Mr. Albrect might be a potential 
  ally. Besides the two incidental demonic possessions, he did 
  not threaten New Amsterdam. Finally, if the Witch Hunters 
  take care of the problem for Grimes, then he can sit back and 
  allow the problem to resolve itself without wasting valuable 
  men or resources. 
  AcT Three: inTo A neW lAnd
  
  38
  Scene Four: The Demon Buer
  After talking to Oliver Grimes, the cadre should know that 
  the quarry is actually on Long Island, where he has bought 
  property. The Witch Hunters will probably want to go there 
  next, of course. 
  However, before the PCs travel a short distance to Colonial 
  Long Island, they will meet the mysterious Mr. Buer, the being 
  that apparently removed the demonic possession from Mrs. 
  McGregor and Mr. Bennet in the city of New Amsterdam. 
  Setting
  This scene does not need to take place after the cadre meets 
  and speaks with Oliver Grimes. It might take place at any time 
  during scene three, while the Witch Hunters are investigating 
  and interviewing witnesses about the city. 
  However, wherever the GM decides to stage this scene, it 
  should take place in a relatively isolated area, where there are 
  no pedestrians around. This might take place on the street, 
  which suddenly and mysteriously empties of people or in a 
  lonely tavern where the bartender and patrons are strangely 
  not present. 
  As the scene starts, the air grows still. A sudden crispness 
  sets into the atmosphere as all of the warmth and humidity 
  suddenly disappears. As the cadre looks around, they will see 
  that no people are present. Perhaps they were in a crowded 
  tavern, but when they look up, everyone is gone. Or perhaps 
  they were on the street, and as they turn a corner, the road is 
  empty. Only then, when time seemingly stands still with Buer 
  make his presence known. 
  Action
  The sudden and bizarre emptying of people from the 
  general vicinity is an effect created by Buer himself. Through 
  his enormous mental abilities, Buer has simply mentally 
  commanded all of the pedestrians around the PCs to leave 
  the area. The chill in the air is caused by him, because his very 
  presence disturbs nature around him.  
  As the PCs monitor their surroundings, they will see Mr. 
  Buer come into view, either strolling through a door or 
  appearing from behind a corner. Just as some of the witnesses 
  have mentioned, Buer doesn’t make any footsteps as he walks. 
  He is completely silent as he strides. 
  Those who examine Buer carefully will notice that he is 
  actually walking about half an inch off of the ground. That’s 
  why he makes no sound as he steps. 
  Buer is covered in more detail in the Appendix. 
  Remember that Buer is a demon that has traveled for an 
  eternity between dimensions and worlds. His strange journeys 
  have left his mind quite fractured. However, he is able to make 
  himself coherent for a period of time. For the purposes of this 
  conversation, Buer will appear to be relatively conversational, 
  even urbane. However, beneath this veneer there is a definite 
  undertone of madness. Buer will not want to spend much 
  time in the material world in any case, because he is afraid of 
  being discovered by Azazel. Thus, he will keep his visit with 
  the cadre as short as possible. 
  As the conversation goes on with the cadre, reality twists 
  and bends in the presences of such an ancient being. Below 
  are some examples of things that might happen during the 
  conversation. The GM doesn’t have to go through all of these 
  events, or any of them if he or she deems them unnecessary. 
  Buer’s head will slowly tilt until it is completely 
  1) 
  sideways upon his shoulder. Then, it will rotate 
  around like a screw as he speaks.
  Strange insects like locusts will suddenly appear in 
  2) 
  the air and then vanish, as if they were never there.
  Whispering sounds will be to sound all around the 
  3) 
  cadre, but then die off. 
  Fire and flame nearby will twist into odd shapes. 
  4) 
  The air will grow hot and cold in air.
  5) 
  AcT Three: inTo A neW lAnd
  
  39
  Those speaking to Buer will see small, cherub-like 
  6) 
  faces appear upon the back of his hands or growing 
  from his neck, as if they are trying to escape. All the 
  while, each infant face has a vacant smile upon it.
  An object nearby might suddenly move. For example, 
  7) 
  a window shutter might close, or a cup might roll off 
  of a table. 
  This would also be an appropriate time to reprise 
  8) 
  some of the earlier effects felt by the PCs as they 
  were investigating the town. In this case, the same 
  visions, sounds, and sensations appear again as Buer 
  is talking, except these sensations are experienced 
  more intensely and by everyone. 
  During his conversation, Buer will have much to say about 
  the cadre’s opponent. This is a very important scene in the 
  adventure, because it is when the Witch Hunters find out 
  about the true nature of who and what they are fighting.
  So. You’ve come. We meet. At the meeting place of 
  •	
  worlds. 
  Such a strange land this is. Two worlds, separated 
  •	
  by millions of years. Suddenly thrown together. 
  Wonder if there will be any conflict? 
  We should ponder this later. We do not have much 
  •	
  time. The longer I linger, the more chance there is 
  that he might find me. 
  You know. 
  •	
  Him. Bacchus. Dionysus. Azazel. Legion. 
  How’s that for a name. Do you know that one? 
  Azazel is gathering a large group of spirits, daemons 
  •	
  and devils unto him. He has been doing this for a 
  long time. Relatively speaking. It would be a long 
  time for you. It’s just yesterday for he and I. 
  As he travels the world he’s eating them. He’s eating 
  •	
  all of the possessed. Ah, Bacchus. Ever the God of the 
  Feast, eh? He never could turn down a good party.
  Once he has devoured so many, he shall gather all of 
  •	
  those spirits into himself. This will make him Legion 
  once again. 
  You see, when Azazel gathered up two thousand 
  •	
  diabolical spirits the first time, he was called Legion. 
  Yes, Legion from the Bible. Legion who met Christ 
  on the shores of Gerasenes. 
  When he met the Christ on the shores of Gerasenes 
  •	
  that day, he and all parts of him were banished from 
  the world. He might have become one of the most 
  powerful spirits to ever have walked the earth. But 
  Christ renounced him. 
  They were spread all over the world, those spirits 
  •	
  and devils. Now, they are congregating, and they are 
  trying…to go home. To Azazel. To Legion. They are 
  one and the same. 
  When Azazel has gathered the army of two thousand, 
  •	
  he will become a being of unimaginable power.
  You must stop him. He does have his weaknesses. 
  •	
  For one, Azazel keeps his essence somewhere. He 
  cannot be destroyed unless his essence is destroyed. 
  He keeps it inside a receptacle. He would keep it 
  near him. 
  I tell you this…because he wants to eat me as well. To 
  •	
  make me part of his infernal army. 
  Once his is assembled again, Legion will have the 
  •	
  combined power of thousands of devils. 
  But that is only part of the reason you are here. There 
  •	
  is yet a larger part of destiny that you are meant to 
  fulfill. 
  Yes, that’s the part where I get to be cryptic. Us 
  •	
  daemons are like that. 
  At the end of his conversation, Buer looks at the cadre with a 
  very strange smile and vanishes, with a wave. His time is up. 
  His other selves have called him back to the Invisible World. 
  It is quite possible that the Witch Hunter cadre will attack 
  Buer on sight or at the very least when weird things start 
  happening. That’s okay. A single attack causes his body to 
  shred itself apart as he is called back to the Invisible World. 
  As Buer is flung back out of the material world, he will scream 
  out the information that has been underlined. That should 
  keep the cadre on track. 
  Long Island: 1689
  At a Glance
  Today, Long Island is an area that most associate with affluence 
  and suburbs. Of course, the Long Island of 1689 is far from 
  the populous community that it is today.
  The Long Island of 1689 is a populated by small villages 
  and farming communities. Long Island and the surrounding 
  areas of the New Netherlands have already seen two large-
  scale wars at this time, which have decimated the Native 
  population. It has already seen a full-scale witch trial. And 
  in Witch Hunter’s version of Long Island, another conflict is 
  simply waiting to explode.
  Historically, Long Island was given over to Great Britain 
  in the same deal that handed New Amsterdam to England. 
  However, in the World of Witch Hunter, Long Island remains 
  half Dutch, and half English. The Dutch control the Western 
  half of the island, while the English reside on the Eastern 
  half. 
  AcT Three: inTo A neW lAnd
  
  40
  Farming and livestock are the big sources of income for 
  people here. Fishing, too, is important. Fishermen can reap 
  clams, oysters, fish, and crabs from the ocean. Much of the 
  food stock goes to supply New Amsterdam.
  Life inside the small communities on Long Island is tough. 
  Because most people survive on the basics, few people on 
  Long Island use money. Mostly, people rely on the barter 
  system to exchange goods and services.
  In addition to all of these hardships, there is the constant threat 
  of disease. There is also the threat of starvation, because most 
  of the small communities here live on what they themselves 
  can grow or catch. Finally, there is the danger of attack from 
  the Native Americans, English or Dutch. Add to all of this the 
  fact the Grave New World is a hive of supernatural activity. 
  For whatever reason, numerous entities of all sorts seem to be 
  coming from the woods of the Americas, seeking to go ever 
  eastwards for some reason.
  Recent History
  At this point, Long Island’s history is one that is filled with 
  contention, strife, and bloodshed. 
  The first settlement of Long Island grew out of a natural 
  extension of New Amsterdam. When the Dutch first settled 
  New Amsterdam, they needed a place to grow crops as well 
  as trade goods such as tobacco. Long Island was conducive 
  to both. 
  However, this initially peaceful arrangement was brought into 
  strife when the English began to push into Dutch territory. 
  Eventually, the New Netherlands area became a place where 
  Dutch, English, and Native Americans were constantly 
  running into each other. Inevitably, conflicts arose. 
  The Pequot War and Kieft’s War
  Ironically it would be John Stone – an English smuggler, 
  slaver, and pirate – who would spark the first war in the 
  New Netherlands. In 1634, Stone sailed up the Connecticut 
  River to capture Pequot women and children as slaves. In 
  retaliation, the Pequot, a powerful Native American tribe 
  in the area, snuck aboard and murdered Stone and his entire 
  crew. Just as Stone’s own throat was about to be slit, legend 
  has it that he uttered a curse upon his attackers, claiming that 
  he would have revenge against their entire people. 
  In retaliation for the murder of John Stone, the colonists of 
  the area formed an army led by Captain John Underhill and 
  made war on the local Native populace. At first the Europeans 
  were shocked at the viciousness of the Native Americans 
  warriors. They had never seen an opponent that would scalp 
  their victims or skin them alive. Underhill, however, was 
  unperturbed at the Native violence and marched to Mystic, 
  Connecticut where 1,000 Native men, women, and children 
  were put to the sword or burned to death. 
  Yet Underhill did not stop there. He went on to Massapequa, 
  Long Island, where he slaughtered another couple hundred 
  Native Americans. After this latest slaughter, it is well 
  recorded that Underhill threw the bodies up on a hill, and 
  sat down to have breakfast nearby. To this day, the ground 
  bears a reddish tint, said to be the stain of blood from all of 
  the bodies that will never wash away. When it was all said and 
  done, the English had nearly wiped every single Pequot from 
  face of the New World.
  It seemed that Stone’s curse had taken hold. 
  The English were the not only ones who engaged in warfare 
  with the Native Americans. In 1643, Willem Kieft, the then 
  director-general New Amsterdam engaged in open war with 
  the local natives. 
  To repay some local Natives for a single murder, Kieft’s men 
  journeyed northwards and slaughtered a large encampment of 
  Native Americans. The attack was so savage, so brutal that even 
  many of the Dutch accompanying Kieft were horrified. One 
  account stated: “…young children were cut in pieces before 
  the eyes of their parents, and the pieces were thrown into the 
  fire or into the water; other babes were bound on planks and 
  then cut through, stabbed and miserably massacred, so that it 
  would break a heart of stone....”
  The brutal attack roused a heated response. Many of the local 
  Indians banned together, forming an army of 1,500 warriors. 
  This massive force then attacked numerous communities 
  around the area of New Amsterdam and Long Island, killing 
  Dutch and English alike. These attacks went on for two years 
  before the Dutch were able to sign a peace treaty with eleven 
  of the attacking tribes. 
  The East Hampton Witch Hunt
  Historically, the East Hampton Witch Hunt culminated in 
  the trial of Goody Garlic in 1650, where she was acquitted. 
  However, in the World of Witch Hunter, the East Hampton 
  Witch Hunt went on for a whole year, accusing a wide variety 
  of women of witchcraft, all of whom were found guilty, and 
  put to death.
  The witch hunt began in the town of East Hampton, with the 
  tragic death of Elizabeth Howell, the daughter of a prominent 
  AcT Three: inTo A neW lAnd
  
  41
  member of the Long Island community. Elizabeth’s died 
  from a strange disease that weakened her spirit and body. Just 
  before she passed away, Elizabeth cried out, and claimed to 
  see a dark shape at the foot of her bed. 
  This vision struck the community with fear, but that fear 
  began to get out of control when numerous other people 
  began to pick up the same baffling illness. Each time, the 
  victims of the disease saw some kind of black shape at the foot 
  of their bed, sucking their souls away. 
  The European denizens of Long Island began to panic. 
  Accusations of witchcraft began to fly, and soon numerous 
  people were tortured to get them to confess to witchcraft. 
  Often, these people were acquitted, but no less than two 
  dozen people were hanged for being witches. The trials 
  ended when Goody Garlic, a wise-woman who lived in East 
  Hampton was tried and found innocent for her implacable 
  Christian nature.
  The most disconcerting thing about the East Hampton Witch 
  Hunt is that the cause of the strange disease was never found. 
  Nor did anyone ever find an explanation for the black shape 
  that appeared at the foot of people’s bed. 
  The Current Situation
  In the World of Witch Hunter, the Native Americans have 
  backed away from the scene, and are gathering their numbers 
  once again. However, this has opened the door for a new 
  round of English and Dutch rivalry. 
  Politically, the English and Dutch are supposed to be allies 
  since a Dutch King sits upon the throne of England beside 
  the English Queen. However, the two communities here 
  have grown up in competition, and many prejudices die 
  hard. Unlike the cosmopolitan world of New Amsterdam, 
  Long Island is a place where people are somewhat intolerant 
  of others. This intolerance has ignited a few skirmishes 
  along the Long Island center border. To further complicate 
  matters, rumors have it that the twelve local tribes in the area 
  are gathering their strength once again to start another war, 
  probably aimed at attacking whoever wins the battle between 
  the English and the Dutch. 
  Most recently, at Huntington, there have been a number of 
  Dutch and English conflicts. While only five people have been 
  killed in this most recent round of conflicts, the situation may 
  eventually inflate into full-scale war. The current Governor 
  of New Amsterdam, Jeremais Schyler, is considering a plan 
  that would send a large number of militia into Long Island to 
  quell the rising violence there. 
  Invisible Long Island 
  On this single stretch of land, a wide variety of supernatural 
  and occult events occur on a regular basis. 
  One of the most haunted areas in the entire island is 
  Massapequa, the site of one of the bloodiest massacres in 
  the Grave New World. Atop a hill in that town, the soil 
  has a distinctly reddish tint – the supposed stains of blood 
  from the last Pequot to ever walk the earth. This site, aptly 
  called Massacre Hill, is often a gathering place for the spirits 
  of dead Pequot, thirsty for revenge against any white man or 
  woman on their land. A number of witnesses have claimed 
  that the warriors that gather here often engage in mad, wild 
  dances before descending upon the surrounding countryside, 
  looking for hapless victims. The Red War Party as this group 
  of spirits is called is well known throughout the Grave New 
  World in tales and stories.
  The Red War Party is not the only band of spirits that roams 
  the land. The spirits of the massacred children that were killed 
  in Kieft’s War still trod the soil of Long Island as well. The 
  Children’s Parade, as it is morbidly named, appears anywhere 
  from New Amsterdam to Long Island, to as far away as 
  Connecticut. These ghostly children appear at people’s 
  windows, in their fireplaces, or under their beds. Sometimes 
  they appear to play pranks on the hapless, but other times 
  they come to take living children with them to their secret 
  place in the Invisible World. 
  While these supernatural threats are out and in the open 
  for all to see, there are a number of threats that have hidden 
  themselves upon the island as well. 
  The demon Buer has long dwelt in Long Island and Manhattan 
  Island, meddling with the populations there. It is Buer who 
  appeared to the people of East Hampton in 1650, and who 
  started the yearlong witch hunt that ensued. Only the efforts 
  of Goody Garlic, a devout Witch Hunter drove Buer from his 
  deadly playtime with the people of that eastern Long Island 
  village. 
  Yet another secret hidden in this ancient land is the sacred 
  cave on the far eastern portion of the island. An Indian burial 
  cave, dating back to 700 B.C. resides, as serves as a meeting 
  place for twelve local Native American tribes. There, hidden 
  by the cave’s magic, the Natives plot to gather another army, 
  hoping to attack all of New Amsterdam in a series of guerilla-
  style raids. According to their plan, the tribes plan to use 
  malevolent spirits and undead warriors to aid them in the 
  upcoming battle. Sadly, the tribal elders who are involved 
  in this mustering fail to see their slow corruption and 
  damnation in their thirst for vengeance. A powerful animus 
  AcT Three: inTo A neW lAnd
  
  42
  spirit in the burial cave that goes by name of Marrow Sucker 
  has twisted the minds of a number of key tribal members, and 
  is manipulating them to war. 
  One of the great secrets of Long Island is that of the notorious 
  slaver, John Stone. When the Native raiders climbed aboard 
  his ship and slew him, he cast a powerful spell upon the 
  moment of his death. Now, Stone has the ability to possess 
  the bodies of others. After his death, he possessed the body of 
  John Underhill, and went out to slaughter the entire Pequot 
  tribe, as well as to aid in Kieft’s War. Currently, Stone’s 
  possessing spirit resides in the body of Oliver Grimes, who 
  is the current director-general of New Amsterdam. Posing as 
  Grimes, Stone enjoys a vast amount of power, and hopes to 
  gain more of it through the uncovering of mystical relics in 
  the Grave New World. 
  Interesting Places
  Massacre Hill – Massacre Hill is the very site where John 
  Underhill killed the last surviving members of the Pequot 
  tribe. Those few daring enough to gather up some of the 
  reddish soil from this place have said that it carries with it 
  potent magical properties. Those who rub their eyes with the 
  soil from this hill receive visions of death and murder. If this 
  is done near the site of a murder, the visions may or may not 
  give clues about the circumstances of the murder. In game 
  terms, those who rub the soil on their eyes near a murder site 
  will receive a vision from the game master, who can use this 
  opportunity to either give the PCs a clue, or simply scare the 
  hell of out them. If the red soil is rubbed onto the eyes of a 
  dead body, it is said to make the body animate for a short 
  period of time. In this case, it becomes a revenant, from the 
  Witch Hunter Core Rule Book. However, the revenant is 
  not under the control of the one who animated it.  Doing so 
  causes the animator to gain 2 Damnation points. 
  It should be noted that few people who attempt to gather 
  soil from Massacre Hill have ever made it back down the hill. 
  Most, say the legends, die screaming at something that assails 
  them from all sides. 
  The Bone Cave – The Bone Cave is a hidden Indian burial 
  ground that dates back to 700 B.C. It is located in a sea 
  cave that can only be accessed at low tide. The Bone Cave 
  is extremely winding and perplexing. Many who have been 
  inside of the Bone Cave say that it dips beneath the water level, 
  but is mostly empty of water…which should be completely 
  impossible. 
  The cave is watched over by Marrow Sucker, a mighty spirit 
  summoned 1200 years ago by a long-forgotten tribe. Marrow 
  Sucker was eventually rediscovered by a local tribe called the 
  Shinnecock. He lured in some of their leaders and began to 
  slowly twist their minds with his own insanity. Eventually, he 
  was able to lure down the leaders of eleven different tribes 
  and whisper his madness to them. 
  A number of cultists live within the Bone Cave. This small 
  cult is composed entirely of Native Americans who were 
  tossed out of their own tribes. These once-humans have 
  now become corrupted by the spirit’s presence, turning into 
  twisted versions of themselves. Most who enter the Bone Cave 
  assume that these poor creatures are monsters, not humans. 
  Important Areas
  Huntington – Historically, this small settlement will 
  eventually grow into the village known as Amityville. The 
  tiny community has been established on the site of a horrific 
  Indian massacre. This massacre, unlike most of the mass 
  killings in the area took place in secret. A few dozen Indians 
  of the nearby Shinnecock tribe were summarily executed 
  without anyone knowing about the incident in order to cover 
  up the rape of a local Shinnecock woman. 
  This terrible crime has been the cause of many supernatural 
  occurrences in the settlement. Many homes report being 
  haunted. Those that stay in the town long begin to get 
  strange urges to kill or abuse others. Those who suffer the 
  compulsions long enough eventually go mad and try to 
  reenact the massacre. So far, the people of the settlement 
  have managed to keep this dirty little secret quiet by quickly 
  identifying those who are afflicted with the “killing madness” 
  and either dispatching them or sending them away. 
  To add to the settlement’s troubles, recent unrest between 
  the town’s Dutch and English inhabitants has caused fights 
  to break out within the village. The supernatural compulsion 
  to rage only fuels the seething hate that permeates the town. 
  Currently, Dutch vs. English violence is threatening to erupt 
  into open war. 
  East Hampton – This small seaside town is known to be 
  a quite place, which stays away from the strife of other 
  communities in the Long Island area. 
  Most of East Hampton’s quietness is due to Lion Gardinier. 
  Lion was a local inhabitant who was instrumental in 
  establishing a workable peace between the settlers and the 
  Native Americans of the area by rescuing the daughter of 
  a local chief. Legend has it that he defeated some sort of 
  creature on the edge of town and dragged the Indian chief ’s 
  daughter to safety. 
  AcT Three: inTo A neW lAnd
  
  43
  Soon after Lion’s victory, the 
  quiet of the little town was 
  shattered by the invasion 
  of some demonic force, 
  which resulted in the East 
  Hampton Witch Trials. 
  Today, 
  most 
  seek 
  East 
  Hampton as a place to get 
  away from the strife and 
  troubles that plague most of 
  Long Island. However, some 
  say that East Hampton is too 
  quiet. These folk say that the 
  town’s witch trials gave birth 
  to a number of small cults 
  and witch covens, which 
  practice their rites when the 
  sun goes down over the tiny 
  roofs of the town. 
  Massapequa – This town is 
  built on the site of one of the 
  most hideous Indian massacres in the New Netherlands. It 
  is believed that because of this mass murder, the soil of the 
  nearby Massacre Hill has supernatural qualities to it. This 
  has made Massapequa a gathering place for soothsayers, folk 
  healers, and alchemists. Most clergy members steer clear of 
  this cesspool of charlatans and fortune-tellers. 
  At this time, in the World of Witch Hunter, Massapequa is a 
  shantytown of ramshackle buildings and muddy tents. Only 
  outcasts of society, those who left their communities before 
  they were accused of witchcraft, dwell here. The community 
  receives many visitors, many the sick and the desperate, 
  hoping for some kind of cure for their ills.
  One of the more interesting structures in town is the Cabinet 
  of Curiosities, a chain of carriages that house various oddities 
  and strange phenomena found around the Grave New World. 
  People from all over Long Island come to visit the Cabinet 
  from time to time. The carriage train is run by Mistress Amila 
  De Graaf, a show woman who makes her living by collecting 
  and displaying the strange.
  Interesting People 
  Captain Kidd – Historically, Captain William Kidd would 
  not appear in the New Amsterdam until 1691 and would 
  not embark on his famous career as a privateer until 1695. 
  However, in the World of Witch Hunter, Captain Kidd has 
  just embarked on his career as a privateer (a legalized pirate, 
  essentially) a few years early. 
  At this point in his career, Captain Kidd has an honorable 
  reputation amongst the English for hunting pirates and 
  looting French ships. His ship, the Adventure Galley, is a 
  massive 34 cannon ship, which provokes awe and hero-
  worship whenever it appears at port. 
  Kidd travels around the world on the hunt for pirates and 
  French prize ships. On his adventures, he has encountered 
  his fair share of the strange and unexplained. He is loathe to 
  talk about it, but is already beginning to bury treasure from 
  the prize money he gathers. Word has it that Kidd has had 
  a premonition that he will come to a bad end, and buries 
  treasure in various places so that he might leave it to future 
  generations or trusted companions.  
  The Long Coven – Once called “The Long Island Coven”, 
  this group of seven women have lived in the shaded woods 
  of Long Island since it was settled in the early 1600’s. Today, 
  many call them the Long Coven because of the Witches’ 
  longevity. Though all of them should have aged by half a 
  century by now, not a one of them look a day older than when 
  they landed upon the shore in the 1630’s. As the tale goes, 
  these seven women came aboard a chartered vessel which 
  supposedly sank once they arrived, though legends have it 
  that the seven women ate all aboard, and had their chained 
  spirits pilot the ship the rest of the way.
  AcT Three: inTo A neW lAnd
  
  44
  While the Long Coven has lived on Long Island, it has been 
  completely untouchable by the local populace and authorities. 
  Those who have sought to oppose the Long Coven have 
  always met with failure, defeat, or hideous death. When John 
  Underhill, the famous Indian killer, went after the Coven, 
  he and the rest of his party were found the next day running 
  and screaming from the woods. They were missing all of their 
  clothes and skin. Underhill and his party all died within half 
  an hour later. 
  The Long Coven is now seen as an institution on Long Island. 
  Most people simply acknowledge their existence and try to 
  stay out of their way. In exchange, the Long Coven mostly 
  keeps to themselves. From time to time, however, the Long 
  Coven will extract a toll from the people of the island. For 
  example, the Long Coven once walked into a nearby village 
  and requested that all children under the age of one year 
  be given to them. When a large group of armed men tried 
  to oppose them, witnesses said that the men were instantly 
  consumed alive by a horde of unseen creatures.
   
  To this day, no one knows why the Long Coven exacts their 
  strange tolls. Some say that the Coven has gathered up 
  numerous children to have them as slaves. These slaves, says 
  the folklore, toil day and night to uncover a great artifact 
  within the earth. That artifact, say the knowledgeable, is 
  Pandora’s Box. 
  AcT Three: inTo A neW lAnd
  Area 1 – The Huntington Trading Post: The hub of this 
  untamed territory is the trading post, located by the southern 
  shore of Huntington. The trading post is a small building 
  surrounded by a palisade wall. There, farmers, hunters, and 
  fishermen all gather to discuss all manner of topics. Just 
  outside of the trading post is the Lawn, a cleared area of soft 
  grass where community gatherings take place. Often in the 
  form of large picnics at long tables.
  Area 2 – The Smithy: The smithy is run by an old hunter 
  by the name of Joseph Hosiah, a large and bearded man 
  who supposedly killed a bear with his bare hands. Joseph 
  walks with a distinct limp nowadays, a disability that has 
  permanently retired him from hunting. Still, he is respected 
  in Huntington as a man who has seen many things out in the 
  wilderness and known to be a capable fighter.
  Area 3 – Guardhouse: This small shack with a palisade and 
  watchtower is what passes for a guardhouse in this area. A 
  small contingent (about 3 to 4) of New Amsterdam militia 
  is stationed here on a rotating basis. These overworked 
  guardsmen are constantly busy, trying to quell the unrest 
  between the Dutch and the English. If they aren’t trying 
  to stop the infighting, they are trying to subdue or capture 
  someone in the community who has caught “the killing 
  madness” (see Invisible Long Island for more details). 
  The men are led by Femke Vandenhoff, a weary and rugged 
  beauty who courageously tries her damnedest to keep the 
  fragile peace. She tirelessly petitions the Director-General 
  of New Amsterdam for more guards to help, but has yet to 
  get a response. 
  Area 4 – The Hospice: This place was once a residence – the 
  home of the large and extended Delmont Family. However, 
  when the “killing madness” overtook two of their number, 
  the result was a massacre of the entire family. The affair was 
  covered up by the locals, who claim that the Delmonts have 
  moved back to the Old World. However, the house is now 
  used as a hospice to house those who have contracted any 
  kind of madness. At least 13 people now call this place their 
  home. They are looked after Goody Marlene, an elderly 
  woman who is patient as she is stern with those that she cares 
  for. 
  Area 5 – The lantern inn: The Lantern is a decent-sized inn 
  that serves to house traders who arrive at the trading post, 
  sailors who come ashore to Long Island in Huntington, 
  or merchants who wish to buy hay or fish from the locals. 
  Because it does such good business, it is far and away the 
  nicest building in town. Most that stay at the lantern stay 
  in the inn’s large common room, sleeping on the benches 
  around the wall or on the straw floor. Only those of 
  exceeding wealth can afford the few rooms that are available. 
  The Lantern Inn is run by Gerard Schaffer, a jolly Dutchman 
  who honestly has no stake in the current conflict between 
  the English and the Dutch.
  Area 6 – The Docks: This area is where most of the fishing 
  boats leave from shore, or where small shipping schooners 
  pick up crops and other supplies to bring back to the rest 
  of the New Netherlands. Many of the fights between the 
  English and the Dutch have broken out here.
  Area 7 – The Lawn: The Lawn is a large, wide area of grass 
  just outside of the trading post. It is where the community of 
  Huntington holds most of their communal gatherings. They 
  have large picnics here, hold prayer meetings, and often 
  congregate for games such as racing or wrestling. 
  The tensions in this area have run high with the Dutch vs. 
  English hatred. A number of fights and duels have broken 
  out, mainly due to farmers claiming that someone has 
  encroached upon their land. 
  
  45
  Act Four: Legion
  This is the final act of the adventure. Here, the Witch Hunter 
  cadre will finally confront the threat of Legion, who is led by 
  the devil Azazel. Presumably, the cadre will go to Amityville, 
  as directed by Oliver Grimes. Once there, they will see that 
  the village of Amityville is in no condition to take on Legion, 
  because they are too busy fighting themselves. The cadre will 
  have to forge their own path to Legion’s doorstep. 
  The Witch Hunters will probably also find out where Azazel 
  has been keeping his essence and find out a slight twist in the 
  storyline.
  Scene One: A Brewing War
  If the cadre follows the Oliver Grimes’s information, they 
  will track Azazel’s path to Huntington. Essentially, Grimes 
  is the only NPC in New Amsterdam who knows where the 
  merchant Bruno Albrect went to after he arrived in that city. 
  Remember that if the cadre attacked Oliver Grimes and he 
  wasn’t able to convey this information, they can always get 
  it from the daemon Buer, who will spit out the information 
  whether the Witch Hunters attack him or not.
  Huntington can be reached by first getting onto a boat to Long 
  Island. There are small ferries that go to and from Long Island 
  all of the time, since most of the food in New Amsterdam is 
  grown or caught on Long Island. From there, the cadre must 
  travel south and east through the island to Amityville. There 
  are no roads leading to the small village. Long Island is not yet 
  that developed. 
  Setting: The area known as Huntington West Neck South 
  is a tract of land on the southern shore of Long Island. 
  Historically, the place that will one day be called Amityville 
  is largely unsettled at this time, home to a small farming and 
  fishing community. 
  However, in the World of Witch Hunter, the small hamlet of 
  Huntington is already a small, bustling community. The local 
  populace grows and sells salt hay. Salt hay is grown in the area 
  main to feed livestock in other area of the New Netherlands. 
  Within Huntington, there are no roads. Farms exist on their 
  own as self-supported entities, with no paths connecting 
  them. Wild trees and brush grow up around the small huts 
  and houses of this community, giving it a wild, untamed 
  feeling to it.
  Action 
  Before any action begins, the PCs receive another vision: 
  You find yourself trapped in the wooden box again. This 
  time, you feel yourself struggling. The sensation of something 
  growing inside your chest is painful, now. It feels as if worms 
  were wriggling inside of your heart, struggling to break free. 
  Your nails have broken off as you have clawed on the inside of 
  the wooden box. Splinters of wood sharply dig into the quick 
  of your nails. You struggle again. You know that you will be 
  saved. Your saviors are coming….
  When the cadre finally arrives at Huntington, the scene 
  is already in action. A large number of Dutch and English 
  both have gathered outside of the trading post. They are in 
  hot debate with one another and some of them can be seen 
  wielding club, pitchforks, and even muskets. 
  It is possible that the cadre will try to stop by one of the 
  farmhouses in Huntington along the way before reaching the 
  trading post. In this case, the farms should be empty or silent, 
  because most everyone in the community is gathered at the 
  trading post at this time.
  Outside, on the Lawn, are perhaps over one hundred men and 
  women all bickering and shouting loudly. The first speaker is 
  a large burly man with a leonine beard – Joseph Hosiah. The 
  second is a plump woman with flushed cheeks, who carries a 
  musket – Anna Van Verbeck.
  “See here. For the last time, the English side of Huntington is 
  not to be trespassed upon!”
  “And the Dutch side has not been?”
  “You dare to claim that we were responsible for these acts?”
  “Yes, I claim such, English! We all know of the perversions that 
  you all are capable of.” 
  “How dare you!”
  “What? How dare I what, English? Speak the truth?”
  “I’ll not have you talk that way about we God-fearing folk.”
  “I shall speak as I wish, so long as I speak the Lord’s Plain 
  Truth!”
  “It is poison that you speak, woman!” 
  AcT four:  leGion
  Act Four: Legion
  
  46
  The dialogue goes on like this for sometime, should the 
  cadre stand around and listen to it. Also nearby is Femke 
  Vandenhoff, the local captain of the guard. She is watching 
  the proceedings and shaking her head sadly. Already, she has 
  asked the crowds to stop bickering, but they have already 
  The debate the community is having is based around a number 
  of livestock mutilations that have happened in the past three 
  nights. The mutilations have been caused by malevolent spirits 
  flocking near the cesspool of evil that is Azazel and Legion. 
  However, Huntington, already a place of great contention 
  has turned upon itself.
  When the Witch Hunters come upon the scene, Femke 
  Vandenhoff will intercept them, coming straight to them and 
  holding up her hands. 
  Wait! Who are you? We are in the middle of a 
  •	
  contentious time here, my brothers and sisters. I 
  would ask your deference. 
  Yes, the people here are arguing. This time about the 
  •	
  mutilation of cattle. Each side blames the other.
  I am Femke of the family Vandenhoff. What are you 
  •	
  here for? How can I help you?
  Ah, you seek Albrect the German? He bought the 
  •	
  Millson farm property out here. A large manse they 
  had, with many servants. But the lot of them went 
  back to the Old World. Life here is harsh for many, 
  and some return to their old lives. 
  A few nights ago, some strange noises and lights 
  •	
  were seen out in that direction. A few of my men and 
  some of the locals went to see what happened. They 
  haven’t come back. 
  Then, the local cattle were slaughtered. Their flesh 
  •	
  was ripped as if by some beast. Since then, I have 
  been trying to keep our brothers and sisters here 
  from falling into strife. 
  I’m barely doing that as it is. If you see my men, tell 
  •	
  them that I have been worried and that they should 
  return. 
  Revealing the News 
  It may be that the Witch Hunters will want to tell Femke 
  about the terrible situation involving Bruno Albrect. If they 
  actually tell her that Albrect is really a daemon or devil in 
  disguise, she will immediately become quite fearful and ask 
  the cadre how they know this. Should the cadre explain the 
  whole story, she will get the town’s attention.
  If the PCs want to quiet the townsfolk and tell them the 
  news themselves, someone will need to make a Command 
  (Personality) check, Difficulty 2. 
  Once the town’s attention is gotten, if the PCs explain that 
  Albrect is a diabolic creature or that he is gathering spirits and 
  souls, there will be a growing panic.
  The crowd will begin to ask question after question. “How do 
  you know this?” “Who are you?” “How do you know that you 
  are not servants of the Devil?” “What has happened to the 
  men that have gone out to the farm?” Many of the questions 
  will be driven by raw fear and panic. Many of the villagers will 
  shout their questions over the answers that are offered. 
  In order to keep the crowd calm and collected, the Witch 
  Hunters will need to make a Command (Personality) check, 
  Difficulty 4 to 6, depending on what the PCs have been saying 
  this whole time. Remember that PCs can assist each other on 
  their rolls. Assisting one another will probably be necessary 
  to keep the crowd from springing into a panic. 
  If the PCs fail the roll, the crowd will turn immediately 
  into a mob. People will scramble about, and in moments, 
  everyone will have run back to their homes. Doors will be 
  shut. Windows will be slammed. Everyone will refuse to 
  talk unless it is with someone that they know. The conflict 
  between the Dutch and the English will also be exacerbated. 
  Each side will now blame the other for bringing the daemon 
  to their doorstep. 
  If the PCs make the roll, then assembled crowd will be calm, 
  but still be on the verge of panic. The people will be constantly 
  muttering amongst themselves. Quite audible comments will 
  AcT four:  leGion
  Femke Vandenhoff (Lieutenant)
  Quick Character (465 points)
  Fear Rating
  0
  Initiative pool
  Base: 7d
  Melee pool
  Base: 7d - Axe, Woodsman’s 6d (DM +5)
  Ranged pool
  Base: 7d - Musket: 6d (DM +3)
  Extras pool
  5d
  Defense pool
  Base: 3d
  Basic Talents
  Animal Empathy 
  Attack Focus - Axe, Woodsman’s
  Attack Focus - Musket
  Direction Sense
  Mountaineer 
  Greater Talents
  Attack Specialist - Axe, Woodsman’s
  Swift
  Speed Loader
  Heroic Talents
  None
  Rites
  None
  True Faith: 2 
  Damnation: 0
  Health Track
  (Toughness 4) 8/6/6/4/2
  Equipment
  Woodsman’s Axe, musket, powder and shot
  
  47
  be heard. The Dutch will be blaming the English for bringing 
  the diabolic presence to the land, while the English will be 
  blaming the Dutch. 
  If the townspeople have been calmed, the Witch Hunters 
  have some options. 
  The PCs can recruit aid from the townsfolk. 
  •	
  Questioning the townsfolk does no good. No one 
  •	
  knows anything more than Femke Vandenhoff. 
  If the PCs try to get the townsfolk to set aside their 
  •	
  differences, this will be quite an accomplishment. 
  See below for details. 
  Should the Witch Hunters try to get the townspeople to set 
  aside their differences, it will make more than rolls. It will 
  take good role-playing. The townspeople will need to be 
  given solid reasons why they should be able to put aside their 
  differences. Some reasons might include:
  We are all children of God, and now we all face an 
  •	
  agent of the Adversary.
  We have a common enemy, so let’s set aside our 
  •	
  differences for now.
  We know what has been causing the cattle mutilations, 
  •	
  and here’s how we know what we know.
  We solemnly oath to you to get to the bottom of the 
  •	
  cattle mutilations after we resolve the conflict with 
  Albrect.
  Quoting the Bible or giving a powerful sermon.
  •	
  Anything else that seems reasonable to the GM.
  •	
  Keep in mind that the community here is deeply divided. 
  Many of them have already been involved in fights with the 
  other side. If they haven’t been involved in fights, they have 
  had family members involved in those fights. Also remember 
  that both of these communities are fighting for their survival. 
  The reason cattle mutilation is so terrible is because food is 
  scarce. Losing one’s cow is like losing one’s milk or meals for 
  the next month. A family can starve to death over losing a 
  single cow or all of their livestock. 
  Thus, many of the people gathered here feel vary justified in 
  their hate. The people on the other side may have, for example, 
  allowed their herds to graze on their valuable grazing land, 
  possibly causing their own livestock to starve. Every single 
  resource in the area is a point of contention, because these 
  folk live hand-to-mouth every day. Each day, each month is a 
  struggle to survive. 
  The GM will ultimately have to judge if the Witch Hunters 
  have given enough compelling reasons for the crowd to 
  change their minds or not. If they have, then the GM should 
  award a Hero Point to every PC that participated in rallying 
  the crowd together. It should be difficult to do, but possible. 
  Should the Witch Hunters try to recruit aid from the 
  townsfolk, they will get 5 volunteers, and 5 minions they can 
  use to help them. 
  Townsfolk (5)
  Threat Level
  1
  Skills
  None
  Talents
  None
  Movement
  C3/W 69/R 15
  Weapons’ DM
  Club +2, Pitchfork +3
  Scene Two: The Farmstead 
  Here, the Witch Hunters will finally confront Azazel, who is 
  currently absorbing the essence of hundreds of other spirits, 
  devils, and daemons. He will be helpless against the PCs…at 
  first.
  When Azazel realizes that the Witch Hunters arrive, he will 
  send his essence away. Currently, his essence is being kept in 
  a reliquary, which is kept in a box, which is guarded by some 
  of his minions. 
  The cadre has been given, during their investigations, 
  numerous clues about Azazel’s weaknesses. Here’s what they 
  should already know from their investigations:
  They should have been told that Azazel always has a 
  •	
  red box nearby him.
  The cadre should also know from Buer that Azazel’s 
  •	
  big weakness is that if his essence is destroyed, he is 
  destroyed. 
  It shouldn’t be hard to put together that the red box 
  •	
  contains Azazel’s essence.
  The cadre might have also been told that wood is 
  •	
  Azazel’s vulnerability, but this would only have been 
  told to the PCs by Oliver Grimes if the cadre gave 
  him a lot of information. 
  At this point, if the cadre has no idea that Azazel has a weakness 
  of some kind, the GM might want to drop a hint to them. At 
  the GM’s option, have the players roll an Occult (Education) 
  roll. The one PC who rolls the highest will realize that the 
  daemon Azazel will probably have a weakness of some kind. 
  This is the only clue that the cadre needs to have to complete 
  the adventure. Everything else is a bonus for good detective 
  work and good role-playing. 
  AcT four:  leGion
  
  48
  Setting
  The PCs can get directions to the farmstead from Femke 
  Vandenhoff or any other villager in the area. Femke will be 
  unable to accompany the cadre on their mission, because she 
  will be busy keeping the villagers from panicking. If they are 
  already panicking, then she will be busy trying to keep them 
  from killing each other. If the cadre is very insistent on having 
  her accompany them, then the GM may use her stats, featured 
  in the Appendix. 
  The journey out to the farmstead is lonely and quiet. The birds 
  have left the area, making it eerily quiet as they approach the 
  Millson farm. There are no insects either. Nothing but the 
  dry wind can be heard, hissing in from the ocean and sighing 
  through the tall grass and trees. 
  As the cadre finally approaches the farm, they will first find 
  the remains of the militia and local folk who went to go 
  investigate the farm. They have been crucified, all of them. 
  There are twelve bodies in all. Most of the poor men’s bodies 
  are already dead and rotting. Crows have come and plucked 
  out their eyes and eaten their noses. Flies have infested 
  themselves into their empty sockets. This sort of decay is 
  rather quick for them being dead for only a single day.
  However, one of the men still lives, barely clinging to life.
  Kill me. Stop the pain. The pain…
  •	
  You must understand. When we saw the unholy 
  •	
  things that we saw.
  We attacked, but…to no avail.
  •	
  The devil. His powers were too great. Musket fire 
  •	
  and axes had no effect on his flesh. As soon as he was 
  wounded, his body healed.
  The evil that lives on that farm. It cannot be killed by 
  •	
  force of arms! 
  Twelve of us stood against him, and we were killed 
  •	
  so easily. If you seek to defeat this evil…you must find 
  another way besides simple combat….
  At that point, this last man will pass out and die within 3 
  rounds. He may be saved with a Heal check, Difficulty 2. If 
  the GM doesn’t want the PCs to have to deal with a wounded 
  character, the Heal check possibility may be waived. 
  Otherwise, it’s perfectly reasonable if the Witch Hunters 
  want to take him back to Huntington. Alternatively, the 
  cadre might have recruited some townsfolk and these folk 
  might take him back. 
  Beyond the entrance to the farm is the farmhouse itself. 
  It stands on the back of a hill, so it is out of sight from the 
  direction that the cadre approaches. As they round the 
  hill, the cadre will begin to see the terrible that Azazel has 
  erected. 
  AcT four:  leGion
  
  49
  Azazel is attempting to absorb more spirits, devils, and 
  daemons into him so that he can become the next Legion. 
  All in front of the farmhouse is a large expanse of grave vines. 
  These vines are growing into hundreds of bodies. Each body 
  is in the throes of diabolic possession. The diabolic spirits 
  are trapped in their host bodies, screaming for release. Some 
  cannot wait for their essence to be absorbed into Azazel. 
  Others are full of fear, screaming to be spared. The vines wrap 
  about their quivering limbs, growing into their flesh, and 
  exiting from various points on their bodies. 
  All around, strange, bloated flies buzz about, lighting onto 
  one body after another. The flies are abnormally large and 
  asymmetrical in form. 
  In the center of it all is Azazel, sitting on a throne made entirely 
  of grave vines. His own body is tangled with vines and leaves. 
  The vines seem to originate from his body. A quick Occult 
  (Education) roll, Difficulty 1 reveals that Azazel is absorbing 
  the spirits of the assembled beings around him. 
  Nearby, Azazel’s minions are tending to him. His many 
  followers are fanning him, and touching he forehead with 
  cool wine. On the ground, there seem to be anywhere from 
  12-60, depending on the relative strength of the party. 
  About 10 yards away lay two wagons, strapped to horses. 
  Each wagon is led by two horses. Minions stand around the 
  horses, soothing them and preventing them from panicking 
  around the strange supernatural events. One of the wagons 
  holds a red box with brass trimmings. Within this wagon sit 5 
  to 9 of Azazel’s hooded minions, obviously guarding the box. 
  The exact number will depend on the relative strength of the 
  cadre. It will be up to the GM to decide the exact number.
  Action
  As soon as he is aware of the Witch Hunters, Azazel will 
  immediately signal to his minions to take off with the wagon 
  towards the shore, where his ship, The White Lady is anchored. 
  If the PCs want any hope of destroying Azazel, they will need 
  to get to the red box, open it, and get to the reliquary that 
  contains Azazel’s essence. 
  If the Witch Hunters choose to use stealth, the scene can be 
  snuck up on quite easily. Remember that the farmhouse is on 
  the back of a hill. If the cadre sneaks over the top of the hill, 
  they can run up to the back of the farmhouse and either sneak 
  through the house, or around it to get to Azazel. Sneaking up 
  requires a Stealth (Agility) roll opposed by Azazel’s Notice 
  (Intuition) and the minion’s Threat Level roll (minions use 
  their Threat Level in place of the usual skill checks). It takes 
  one Stealth roll to get from the top of the hill to the back of 
  the farm house, and one more Stealth roll to get around the 
  house or through the house to optimal attack position. 
  At the first sign of danger, Azazel sends the wagon with the 
  red box away. As soon as Azazel knows that there is a problem, 
  he has 2 rounds of helplessness before he is full capable. 
  If the cadre doesn’t waste time with subtlety, then the Azazel 
  will send the red chest as soon as he sees or hears danger. 
  Azazel’s Hooded Minions
  (5-9 around red chest; 15-60 around Azazel) 
  Threat Level
  3
  Skills
  Hand-to-Hand +2, Notice +2, Drive +2
  Talents
  None
  Movement
  C3/W 9/R 15
  Weapons’ DM
  Sword +3, Pistol +2
  The hooded minions of Azazel are fairly tough for a beginning 
  Witch Hunter cadre. They will fight to the death to protect 
  the red chest that contains Azazel’s reliquary.
  Warhorses (4) 
  Threat Level
  3
  Skills
  Hand-to-Hand +3, Stealth +3
  Talents
  Night Vision
  Movement
  C6/W 18/R 30
  Weapons’ DM
  Hooves +5
  When combat begins, the minions of Azazel will attempt to 
  start up the wagon with the red chest on it at their earliest 
  opportunity. 
  On their initiative, one of the minions will whip the horses 
  that are attached to their wagon, and it will take off like a 
  shot. Three other minions will stand in front of the chest, 
  providing it heavy cover (negate 3 successes on attack rolls). 
  Stopping the Chase From Beginning: 
  However, it is quite possible that the PCs might be able to 
  stop the wagon from moving anywhere before it goes. 
  The PCs are able to act before the minions in the wagon; 
  they might stop the chase from ever starting. In this regard, 
  PCs have several options, depending on what happens at the 
  beginning of the round.
  Attack the horses driving the wagons.
  •	
  Destroy the red chest.
  •	
  Kill the all of the minions guarding the red chest. 
  •	
  Take the red chest.  
  •	
  Attack the Horses: If the PCs attempt to kill the horses so 
  that the wagon cannot take off, that is fine. They will need 
  to kill both horses. If one horse is killed, the minions will 
  unhook the dead horse from the wagon before peeling away. 
  AcT four:  leGion
  
  50
  That will require 2 minions to hop out of the wagon to 
  unhook the horse. As wagon pulls away, the 2 minions will 
  be left behind. 
  Obviously, killing one of the horses during a chase sequence 
  ends the chase.
  Destroy the Red Chest: As stated before 5 to 9 minions are 
  hovering around the chest at any one time, making the chest 
  hard to hit. All of the bodies provide the red chest with heavy 
  cover. This means anyone attacking the chest must take away 
  3 successes before calculating a hit. 
  The chest has 3/3/3 hits. After it takes one level of damage, 
  a hole opens up in it. After it has no more hits, the chest is 
  destroyed, revealing the reliquary. See Scene Three: The 
  Reliquary for more details. 
  Killing all of the Minions Guarding the Chest: Remember 
  that there are 5 to 9 minions, guarding the chest. In any event, 
  it should be difficult to kill every single minion around the 
  chest. Even if this is accomplished, more minions that are 
  not in the wagon will immediately jump up into the wagon 
  on their first available action, ready to defend the chest. 
  However, killing all of the minions on the wagon prevents it 
  from taking off that round.
  Take the Red Chest: The Red Chest weighs a total of 80 lbs. 
  It is not easy to carry by oneself. It needs to people to properly 
  manipulate it, because of its size. Those people can only walk, 
  not run. 
  Alternatively, the red chest might be thrown open. Doing 
  so requires picking the lock. This means a Disable (Reason) 
  check, Difficulty 2. The lock might also be broken with a 
  Strength check, Difficulty 2. A pistol or musket shot destroys 
  the lock. If the chest is thrown open,
  See Scene Four: The Reliquary for more details. 
  It’s possible that the PCs will get a hold of the wagon and 
  ride off with the chest themselves. In this case, the minions 
  of Azazel will chase the PCs, using the other wagon that is 
  available. 
  Attacking Azazel
  While Azazel is on his throne of vines, he is helpless and has 
  no Defense. However, the vines around him, give him Armor 
  5 to negate incoming attack successes.
  If the Witch Hunters stick around, Azazel has 2 rounds before 
  he rises up from his throne of grape vines. Azazel will attempt 
  to stand up from his vine throne. As he does, the numerous 
  roots and vines that are sprouting into his flesh will be pulled 
  up with him. Slowly, but surely, he will rip his limbs free from 
  the vines that hold him. As he does, the trapped bodies that 
  are captured in the vineyard begin to die. Ripping himself 
  free from the throne before his ritual could be completed kills 
  those trapped bodies.
  As they die, the ghostly essences of daemons, devils, and 
  spirits will fill the air, whirling around in a mad dance. After 
  a moment, each spiritual being fades from view, returning to 
  the Invisible World. 
  If Azazel is still “alive” at the beginning of the third round, the 
  PCs have a terrible fight before them. Not only does he have 
  many minions around him, but also Azazel will use all of his 
  powers and abilities in full force. As Azazel stands upright, it 
  will be very clear that the Witch Hunters stand before a being 
  of immeasurable power.
  The very ground will tremble with Azazel’s might. As he 
  stands straight, everyone can see that his might form stands 
  eight feet tall. Long, curling horns protrude from his head 
  and red, hooves stamp upon the ground. His body smokes 
  and steams with the heat of a smoldering coal, and when he 
  speaks it is with the voice of a dozen forge-fires. It should 
  be abundantly clear to the PCs once Azazel is on his feet 
  that they are outmatched. This is especially true of the PCs 
  don’t know about Azazel’s vulnerability to wood. There is 
  no need to kill off all of the Witch Hunters on their first 
  quest. If the Witch Hunters are too persistent in trying to kill 
  something they cannot face, the GM might have Blind John 
  arrive and try to encourage the PCs to leave the area. In any 
  case, the message should be clear: Azazel is not an opponent 
  that can be killed upfront with any old weapon. He is an 
  enemy that requires thought and research to destroy.
  If the Witch Hunters have played their cards right, they 
  will know that Azazel is vulnerable to wood. This is only if 
  they role-played well with Oliver Grimes and got this tidbit of 
  information. In this case, it’s quite possible that the Witch 
  Hunters will be able to destroy Azazel before he gets out of 
  his vine throne. 
  However, remember that there are many, many minions 
  around Azazel. They will stand in front of him, providing him 
  with various amounts of cover. They will also mob the PCs. 
  Again the exact number of minions varies with the relative 
  strength of the cadre. It’s better to start out with the numbers 
  being too few. If they are too few, more minions may always 
  arrive. 
  If the PCs simply have overlooked the fact that they have been 
  warned that Azazel cannot be harmed through conventional 
  means, then the GM can give them one last warning as 
  AcT four:  leGion
  
  51
  they are attack him on the vine throne. As bullets or blades 
  penetrate his body, his potent regeneration power heals his 
  body while he struggles to break free. 
  If Azazel is destroyed by the PCs (remember that he can only 
  be permanently damaged by wood), then the minions fight 
  to the death, though their Threat Level goes down by -1. 
  Remember the Azazel is not permanently destroyed in this 
  fashion. The Judgment of Solomon must be used for him to 
  be permanently destroyed.
  Chasing the Chest: If the wagon takes off with the chest, and 
  the PCs follow after it, then a chase scene begins. Remember 
  that chases have five distances: Near, Close, Distant, Far, and 
  Very Far. At Near distance, people can jump between the two 
  wagons. It requires a Jump (Strength) check, Difficulty 1 or 
  2, depending on the conditions around the carts. Farther 
  distance makes it impossible to jump from one cart to another. 
  If the wagon gets farther than Very Far away, then the cadre 
  has lost the wagon entirely. 
  When the minions take off in the wagon, they start at near 
  distance to the Witch Hunters. They then get to roll 5 dice to 
  attempt to make their getaway (3 for their Threat Level and 
  2 for their Drive skill). For every two successes, the minions 
  separate themselves from the PCs by another distance. For 
  example, if the minions started at Near, but got 2 successes 
  on their Drive roll, they would then be at Close distance. 
  Another 2 successes would put them at Distant
  PCs that get on the other wagon to pursue must quickly 
  dispatch the 2 minions who are blocking the way to that 
  wagon. Then, the driver of the wagon may make a Drive 
  (Agility) check or a Ride (Agility) check to drive the wagon 
  forwards and after the minions. A Ride check requires that 
  the Witch Hunter actually mount one of the horses that are 
  hauling the wagon. 
  From then on, both drivers of the wagons roll off every round. 
  The pursuers get 1 step closer with every two successes, and 
  the escapees get 1 step farther away with every two successes. 
  The minions who are not driving the wagon will attempt 
  to fire on their pursuers using pistols. The PCs, of course, 
  may fire back. Firing while on a speeding wagon causes a -2 
  penalty to the attack rolls. Because range is abstract the range 
  is the same for all ranged weapons. When the distance is near, 
  there is no range penalty for weapons. At Close range, it is 
  considered medium distance (-1 to hit). At Distant range 
  it is considered long distance (-2 to hit). At Far range, it is 
  considered extreme distance (-3 to hit). 
  Of course, every round, there may be complications to the 
  chase. The GM should not use any of these complications 
  more than once if at all possible. It helps keep the chase seem 
  exciting and different at all times. These complications can be 
  used if the PCs are the ones being chased as well, remember. 
  Some possible complications include:
  #1 Look Out!
  The minions in the wagon will try to slow the cadre’s vehicle 
  by chopping down tree limbs as they pass by. Or even throwing 
  planks of wood from their own wagon down right behind 
  them. If the PCs are the ones being chased, then the obstacle 
  might appear in front of them incidentally. For example, a 
  large rock might suddenly appear before them. 
  An obstacle causes the driver of the wagon to make a Drive 
  (Agility) check or Ride (Agility) check, Difficulty 2. Success 
  means that the obstacle is avoided. Failure by -1 means that 
  the wagon has to careen to avoid the obstacle. This makes 
  it impossible to jump from the wagon safely and makes all 
  ranged attacks from the wagon automatically miss. Failure 
  by -2 means that the everyone except for the driver must 
  make a Balance (Agility) check, Difficulty 2 or fall out of the 
  wagon. 
  Those that fail the Balance (Agility) check by -1 fall out but 
  are hanging on the edge of the wagon. Someone must spend 
  an action to help them back into the wagon and no roll is 
  necessary. Those who want to pull themselves into the wagon 
  must make a Climb (Strength) check, Difficulty 2.
  Those who fail the Balance (Agility) check by -2 means that 
  the character has fallen out of the wagon (ouch), and takes 4 
  hits of damage.  
  #2 The Troubled Wheel  
  The wagon that the PCs are driving catches something in it 
  like a branch or a vine. It begins drag and gives the driver a -1 
  penalty to all Drive (Agility) or Ride (Agility) checks. This 
  penalty increases each round by 1. Thus, the penalty will be -2 
  on the next round, and -3 on the round after that. Eventually, 
  it makes driving the wagon impossible. 
  The PCs may counteract this by reaching down off of the 
  speeding wagon and pulling the object free. This requires a 
  Construct (Education) roll, Difficulty 2 or 3, depending on 
  the conditions. If no one has this skill, then a Disable (Reason) 
  check or a Subterfuge (Agility) check might work, but with a 
  -2 penalty. Failure any of these rolls means that the obstacle is 
  still stuck in the wagon’s wheel. 
  AcT four:  leGion
  
  52
  #3 Leaping Minions
  Once the wagons are at Near range, minions may start 
  jumping onto the Witch Hunters’ wagon, attempting to do 
  battle with them. Minions make the jump automatically. 
  PCs who wish to jump into the chased wagon must make 
  a Jump (Strength) check, Difficulty 1. If they fail, a Witch 
  Hunter then clings onto the edge of the wagon. Other 
  characters may hoist them up into the wagon and no roll is 
  necessary. Characters who want to pull themselves into the 
  wagon must make a Climb (Strength) check, Difficulty 2.
  #4 The White Lady
  At some point in the chase, the minion’s wagon may pull up 
  towards the shore. Its ultimate destination is The White Lady, 
  the ship that Azazel used to arrive to the New World. 
  Of course, the minions getting close to The White Lady does 
  them no good, because it’s off shore. They’d have to wait for 
  a rowboat to come out to them to load the red chest onto it. 
  Obviously, they can’t do that with the Witch Hunters after 
  them. 
  If the minions get close to The White Lady, however, that ship 
  may fire its cannons at the PCs. It can only do this if the PCs 
  wagon is Close distance or farther from the minions wagon. 
  The cannons constantly miss the PCs wagon, but provide a 
  lot of explosions, thunder, and plenty of excitement. As the 
  cannon shot causes the earth to explode around the wagon, 
  anyone in the wagon must make a Reflexes (Agility) check, 
  Difficulty 2 or get blasted by dirt and rock as the ground 
  explodes. Anyone who fails the check is stunned by the blast 
  and loses their next action. 
  Scene Three: The Reliquary
  In this scene, the PCs finally discover what is contained in the 
  red chest what Azazel has been guarding so closely. Within 
  the red chest is a little girl who looks very much like Alena of 
  Palestine. 
  Indeed, the reliquary that Azazel has been using to house his 
  essence is Alena’s sister, Samira. It has been Samira who has 
  been sending the PCs visions of her own experience locked 
  inside the red chest. 
  Samira and Alena were separated long ago at birth. They are 
  identical twins. When Samira was born, she was identified 
  early as being simple-minded. She was taken away and cared 
  for by relatives, who treated were with about the same care 
  as one might a pet. This sort of treatment is quite typical for 
  this period in history. Alena, however, was brought up in her 
  Palestinian household as a Christian, quite rare for her part of 
  the world, but not unheard of. 
  When Alena began to have prophetic visions, she was recruited 
  by Blind John and began to travel the world. About that same 
  time, Samira was discovered by Azazel. Azazel immediately 
  understood that Samira had prophetic powers. 
  While Alena learned to hone her prophetic abilities, Azazel 
  cultivated them in Samira as well. Eventually, he placed part 
  of his own essence into her, because it enhanced her ability to 
  see into distant places and times. 
  Setting
  The setting for this event will vary. It may take place at the 
  back of a wagon, or it may happen right there at the farmstead 
  as Azazel tries to break free from his throne of vines. 
  Action 
  If the red chest is destroyed at any point in the adventure, 
  the body of Samira falls out. It should be very obvious that 
  Samira looks just like Alena. The major difference between 
  the two girls is that Samira still retains her sight. 
  If the PCs discover this in the moment of action, they will 
  have to decide very quickly what they want to do. Do they 
  rescue her? Kill her? What? The daemon Buer has given them 
  a strong indication that Azazel’s essence is inside of Samira. 
  Buer has even implied that to destroy Azazel, Samira, his 
  receptacle, needs to be destroyed. 
  If the red chest is destroyed in a very violent fashion, such as 
  a massive explosion or being flung off of a cliff, Samira will be 
  extremely injured and one the verge of death (1 hit left). 
  In any case, it shouldn’t take too much to figure out that the 
  visions that PCs have been receiving about being locked up 
  in chest have come from Samira all along. If the players are 
  still not understanding this, an Occult (Education) check, 
  Difficulty 2 by any of the PCs reveals this to them. 
  Now What? 
  If the PCs capture Samira or are able to get her away from her 
  terrible situation, they will soon discover that she is simple 
  minded. Samira is mute and can only talk with a very limited 
  vocabulary that is difficult to understand. Luckily, she knows 
  many different languages. Unfortunately, she only knows a 
  few words in each language; this is the sad reality of how her 
  mind works. 
  Samira can, however, draw very well, and is quite adept at 
  drawing pictures of future, past, or present events. If given 
  AcT four:  leGion
  
  53
  an opportunity, as she interacts with the cadre, she will be 
  being to absently draw things like their families in the dirt, or 
  important moments from their lives.
  Blind John 
  If the red chest is opened or revealed while there are no 
  enemies about Blind John will appear to the Witch Hunter 
  cadre. Otherwise, Blind John appears to the Witch Hunter 
  cadre at the first opportune moment when there are no 
  enemies about.
  Blind John appears with his Celtic cross as first. As the Witch 
  Hunters are traveling, the cross will appear in the distance. 
  Then, Blind John will step out from behind the cross. 
  Blind John will appear to be an elderly man, dressed in rags, 
  whose white, stringy hair barely clings to his shining scalp. A 
  blindfold is tied around his forehead. 
  We meet at last. I was told that you arrived in London 
  •	
  and saved Alena. I thank you. 
  Alena is my apprentice. At any one time, there can 
  •	
  only be Twelve Penitents in the world. And my time is 
  approaching. I have foreseen it. So you see, she is and 
  always will be precious to me. So you have my personal 
  gratitude as well. 
  And who are Twelve Penitents? We are…people like you. 
  •	
  People who are trying the rid the world of the Adversary. 
  However, our role usually is to advise. Not to interfere. 
  In my own case, I was long ago given a great gift from 
  •	
  God. From where I stand, I can see a great many things. I 
  can see far into the future or past. I survey distant lands…
  and yet I cannot interfere with the events I behold. For 
  that was the price I had to pay.
  I have been allowed to advise people as the years have 
  •	
  passed. As the days and nights have poured by like a swift 
  and savage stream. But I can only advise so much. 
  No doubt, you see before you Samira. Alena’s sister. 
  •	
  Samira was born simple-minded. She was taken away 
  when Alena was very young. No one knew that she would 
  have the gift of foresight. Not even I. And that was our 
  own downfall. Our sin.
  Clearly, Samira has the ability to look far and long into 
  •	
  other places. Else, Azazel would not have taken her. Nor 
  would he have placed his essence into her. 
  I suspect that Azazel put his own essence into her to 
  •	
  enhance Samira’s already potent abilities. 
  But now, you have a choice before you. Do you wish to 
  •	
  let Samira live? Doing so almost guarantees that Azazel 
  will continue to dwell on this earth, for as long as Azazel’s 
  essence lives on in her, he will be able to return to the 
  mortal realm. 
  And killing her will ensure his permanent destruction. 
  •	
  He will never be able to recover when his essence is 
  shattered in such a way. 
  And know this…Samira’s and Alena’s souls are intertwined. 
  •	
  Should you kill Samira, Alena will perish as well. 
  If you wish to possibly save her, to separate her from 
  •	
  Azazel’s essence, it may be possible. But such a task 
  would be…monumental. It would take a great idea of 
  time, surely. For the daemon’s essence and hers are now 
  intertwined. 
  As much as I would like…I cannot advise you as to what 
  •	
  you should do with Samira. That is not my place. I came 
  here to give you information. To give you all of the facts 
  so that you might see them in the plain light of day. 
  However, the choice of Samira’s life 
  •	
  must be decided by 
  you. For that is why you were chosen. You were chosen 
  to be here on this very spot, to make this very decision. I 
  cannot tell you what I would wish. 
  I have arrived to witness your decision. That is all. 
  •	
  At this point, Blind John will patiently await the PCs 
  decision. No matter what they decide, Blind John will abide 
  by their ruling. When the cadre has decided upon a course of 
  action, he steps behind the Celtic cross and vanishes, leaving 
  the scene. The Celtic cross will remain for a while, completely 
  unmovable from the earth. Should the PCs leave and return 
  later, the cross will also have disappeared. 
  It’s possible that the PCs have let the red chest get away, and 
  not have dealt with it at all. In this case, the PCs still meet 
  Blind John, but he appears to them long after the conflict is 
  over. He explains who he is and thanks the Witch Hunters 
  for saving Alena, just like in the text above. However, after the 
  introductions are over, he says this instead: 
  I am glad that you were able to deal with Azazel. However, 
  •	
  I fear that will not be the last that we see of him. 
  The contents of the red chest were needed to permanently 
  •	
  end his threat. However, once you find out the contents 
  of the chest, you may not wish to end him after all.
  I know. I’m speaking in riddles. And for that, I apologize. 
  •	
  I’m afraid I’m forbidden from telling you any more than 
  that.
  Find the contents of the red chest, and we shall speak 
  •	
  again. Your task is not yet complete. But you have come 
  this far, and achieve this much. I have no doubt that you 
  will be able to walk the road set before you. 
  AcT four:  leGion
  
  54
  Fighting Azazel
  If the PCs have destroyed Azazel by using wooden weapons, 
  but let the red chest escape, Azazel laughs with his final 
  breath and tells the Witch Hunters mockingly that he will 
  return soon. His essence is trapped elsewhere, allowing him 
  to return to the world after a short while. 
  If the PCs destroy him in front of Samira, he will gladly 
  shout out that he will every destroyed unless she is killed, 
  too. Finally, if the Witch Hunters destroy Samira in front 
  of Azazel, he will scream out before disappearing from the 
  world. Azazel’s destruction will be quite spectacular. The 
  very fabric of reality will bend and twist. The air will ripple. 
  Colors and shapes will begin to twist at odd angles. And with 
  a great ripping sound, Azazel will be drawn into a huge rift in 
  space. His screams will mingle hideously with the sounds of 
  hundreds of people howling from the spatial rift. The opening 
  seals up after Azazel is drawn through.
  It’s also possible that the PCs decide to kill Samira immediately, 
  before Blind John even has a chance to survive. That’s totally 
  fine. He will simply appear later, telling the cadre much of the 
  information above. However, in this case, he will express his 
  sadness and tell the cadre that ultimately, it was their decision 
  to make.
  It’s very important to know that Blind John will not hold a 
  grudge against the PCs no matter what they decide. He sees 
  the situation as one where there is no true right or wrong, and 
  will support the cadre either way.
  Epilogue 
  Here, the adventure really begins. This part of the game is 
  meant to be written by you, the Grand Master. 
  If the PCs have chased the wagon, rescued Samira, and 
  then returned to the farm, Azazel will have left in a hurry. 
  The possessed bodies around the farm will have died from 
  the sudden trauma of Azazel’s abrupt leaving. An Occult 
  (Education) check, Difficulty 1 reveals that Azazel was not 
  able to absorb the essence of the captured spirits, devils and 
  daemons, because of his rapid escape. It’s clear that the Witch 
  Hunters have struck a tremendous blow to this powerful and 
  ancient being…and probably made him pretty angry, too. 
  If the Witch Hunter cadre has killed Samira and Azazel, 
  there is still the matter of Azazel’s scattered minions, who are 
  still members of a diabolical cult. There is still the matter of 
  the White Lady, Azazel’s personal boat, which houses other 
  possessed individuals. 
  If the PCs did not kill Samira, they have to figure out what 
  to do with her. This could be the beginning of a long quest to 
  discover how to separate her from Azazel’s essence. 
  Also, if the PCs did not kill Samira, and Azazel is still walking 
  around, the PCs need to think about what they want to 
  do about him. If they don’t realize that he can be harmed 
  by wooden weapons, they may have to research diabolical 
  creatures some more.
  There’s also the matter of Blind John. If Samira is killed, that 
  means that Alena will die as well. He will need to find a new 
  apprentice, which he might recruit the Witch Hunters to do 
  for him. 
  If the PCs want some kind of resolution with Azazel before 
  dealing with Samira, then the GM should make the 
  information about Azazel’s vulnerability to wood very clear 
  in a quick fashion. For example, Blind John might tell it to 
  them. Or a messenger from Oliver Grimes might arrive. This 
  will give the PCs the tool they need to have final confrontation 
  with Azazel, which the Grand Master can provide. Finally, 
  the cadre might be given the knowledge of a ritual that will 
  separate Azazel’s essence from Samira from Blind John. Once 
  the cadre activates the ritual over Samira, they will be able to 
  destroy Azazel’s essence once and for all.
  Since the adventure officially ends here, the GM can use 
  this story as a start for his or her campaign. It may lead to a 
  campaign-long quest. Otherwise, it may lead to simply the first 
  arc of a longer story. For example, while the cadre might be 
  able to stop Azazel and his machinations, what about Legion? 
  Legion is an assemblage of two thousand daemons, devils, and 
  spirits. This collective entity has its own agenda, and its own 
  will that it follows. This adventure might end with Azazel’s 
  defeat, but lead to the necessary defeat of Legion, which 
  would mean ensuring that all two thousand spirits could not 
  become enjoined again. This might be accomplished through 
  a special ritual or perhaps destroying a special receptacle that 
  contains all of Legion’s entities.
  AcT four:  leGion
  
  55
  Oliver Grimes: Villain 
  Oliver Grimes (Accursed Villain)
  Standard Character (1,055 points)
  Fear Rating
  None
  Initiative pool
  Base: 4d
  Melee pool
  Base: 1d - Unarmed
  Ranged pool
  Base: 4d - Pistol: 4d (DM +2)
  Defense Pool
  N + 2d
  Basic Talents
  Basic Diabolism
  Basic Hermeticism
  Basic Necromancy
  Bookworm
  Charismatic 
  Cheat 
  Incredible Actor
  Torturer
  Unreadable
  Greater Talents
  Fast Draw
  Greater Diabolism 
  Greater Hermeticism
  Greater Necromancy
  Logical Mind
  Tough
  Heroic Talents
  Master Manipulator
  Powers (Prices)
  Possession 5 (Feeder – Souls)
  Rites
  Diabolism Rites: Circle of Summoning, 
  Diabolic Presence, Dread of the Dark One, 
  Blasphemous Truths, The Unseen Hand
  Hermetic Rites: First Circle of Binding, 
  Eldritch Blast, Magician’s Mark, Sigil of 
  Warding, Summoning of the Unseen, 
  Mark of the Minion
  Necromancy Rites: Séance, Reanimate the 
  Dead, Slumbering Death, Trap Ghost
  Abilities
  Strength 1        Education 4       Courage 5
  Agility 2           Reason 4             Intuition 4
  Toughness 2    Willpower 5   Personality 5
  Background 
  Skills
  Charm 5(11), Deceive 5(11), Diabolism 
  4(9), Gossip 4 (10), Hermeticism 4(8), 
  Necromancy 4(8)
  Elective Skills
  Command 2(8), Empathy 4 (9), Firearms 
  2(4), Intimidate 4 (10), Gamble 3(7), 
  Notice 2(6), Myth and Lore 4(8), Occult 
  4(8), Reflexes 2(4), Trained Knowledge – 
  Law 3(7)
  True Faith: 0
  Damnation: 13
  Health Track:
  (Toughness 2) 4/3/3/2/1
  Equipment:
  Pistol
  Background: As has already been stated, Oliver Grimes is not 
  himself. Currently, his body is being possessed by the spirit of 
  John Stone, a former pirate and slaver before he was killed by 
  the very Native Americans that he tried to enslave. 
  In his time, John Stone was not just a slaver and pirate but a 
  dabbler in the dark arts. During his voyages, he encountered 
  numerous people that he learned bits and pieces of magic 
  from. Eventually, during his dabblings, Stone encountered the 
  entity known as Korsky. Korsky was one of the most powerful 
  beings that Stone had ever encountered. It was Korsky that 
  gave Stone the secret of transferring one’s spirit from one 
  body to the next. However, Korsky gave Stone the secret so 
  that the two individuals could spend eternity together, as 
  companions of a sort. 
  Stone fled Korsky, hopping on a vessel to the New World, 
  having no intention of associating with the homicidal and 
  insane personality of Korsky for all of eternity. While in the 
  New World, however, Stone got himself killed by the local 
  natives.
  Soon after, Stone’s spirit entered the body of John Underhill. 
  Determined to have his revenge on the local native population, 
  Stone caused John Underhill to lead a war against the Indians, 
  and was responsible for a number of massacres and slaughters. 
  However, his time in John Underhill’s body was short, because 
  it wasn’t long before Stone went up against the infamous 
  Long Coven of Long Island. The coven tortured Stone inside 
  of Underhill’s body for days before letting him run out of the 
  woods without any of his skin on. 
  After Underhill’s body died, Stone’s spirit inhabited the body 
  of Oliver Grimes. Since that time, Stone has tried to stay 
  behind the scenes much more. He’s learned lessons from his 
  time in Underhill’s body, and has come to the conclusion that 
  being at the forefront is a bad idea.
  Recently, Grimes has received a number of mysterious letters 
  from something that claims to be the spirit entity Korsky. The 
  news has sent the spirit of Stone into a paranoid panic. Stone 
  has now caused Grimes to desperately find all of the occult 
  and supernatural material he can find. He’s hoping that he 
  will be able to combat Korsky when he eventually comes 
  from his protégé. 
  Appendix
  APPendix
  
  56
  Grigori, or Watcher Demon
  Background: In general, daemons are beings that were once 
  angels. In the beginning when God created his host of angels, 
  he allowed them to make a choice – to follow him or to be 
  cast apart. Daemons are beings that chose the latter, and were 
  exiled to the far corners of creation. Because daemons were 
  not beings that actively rebelled against God, they are not 
  necessarily good or evil, and there are many types. 
  One type of daemon is the grigori, or Watchers as they are 
  termed in ancient Jewish legend. These beings watched over 
  humanity in its early stages and became enamored with Man. 
  In the end, two hundred of these former angels openly defied 
  God and came to actually live with mortals. They even bred 
  with them, spawning the Nephilim, giant beings of legend. In 
  the World of Witch Hunter, the Nephilim were some of the 
  staunchest opponents of King Solomon, the originator of the 
  world’s Witch Hunters. 
  The grigori taught mortals many things, like the art of warfare, 
  how to make weapons, how to set up a system of slavery, how 
  to enjoy wine and spirits, and other secrets of civilization. Yet 
  these secrets caused humanity to become decedent and God 
  sent his flood to wipe the twisted debauchery that humanity 
  had become from the Earth. 
  Many grigori were destroyed in the flood, though a few 
  managed to escape God’s wrath. These beings lived on, still 
  meddling in the affairs of mortals. After all, these beings had 
  once lived with humans and now felt a sort of kinship with 
  them. 
  Many grigori who lived amongst humans chose to become 
  minor gods amongst mortals. For example, the grigori Azazel 
  took on the name Dionysus and was worshipped among the 
  Greeks as a minor deity. Other grigori avoided drawing such 
  attention to themselves, however quite aware of the wrath 
  that God could be provoked to with much more tampering. 
  Most grigori are content to advise mankind from a distance, 
  like the strange and alien Buer. However, advice from a 
  Watcher is always to be taken with a grain of salt, since most 
  of their advice will always advance humanity in some way, but 
  with a high price. For example, a grigori might advise a general 
  on how to improve his strength of arms, but this advice might 
  lead to mass warfare and destruction as a result. Thus, Witch 
  Hunters typically will carefully scrutinize any advice doled 
  out by the Watchers and guard it with the utmost caution, 
  keeping it from public view.
  Strains: 
  Minor Gods – Many grigori find it difficult to stay out of 
  the affairs of men. Having lain with mortal men and women, 
  these beings cannot resist the touch of human skin and the 
  scent of human flesh. Thus, many grigori wind up slipping 
  into small corners of history, taking on the role of minor 
  gods such as Bacchus of Roman legend, the Coyote spirit of 
  Native American folklore, or Anansi of African myth. No 
  grigori has ever been foolish enough to take on a greater role 
  than a simple minor god, well aware that attracting too much 
  attention also garners the attention of God. 
  Those grigori who became too popular with mortals were 
  usually hunted down by Witch Hunters or literally struck 
  down by God himself. This is said to have happened to one of 
  the grigori who dwelt in the human city of Gomorra, when 
  he gathered too much mortal influence.  
  Most minor gods, however, stay hidden by appearing to 
  different cultures as time passes, changing their names but 
  keeping their personal predilections.
  Whisperers – The Whisperers are grigori that are content 
  to advise humanity on all manner of topics. They prefer to 
  remain hidden and behind the scenes. Like most grigori, 
  however, these beings usually cannot resist the temptation to 
  crawl out from their hidden corners of the world and tamper 
  with events. They are too enamored with mankind to stop 
  associating with it. 
  APPendix
  
  57
  Often, Whispers will watch particular mortals and take a shine 
  to them. In these cases, these beings will start appearing to a 
  particular mortal and whispering advice to them. This often 
  begets cults and other odd religious offshoots. In other cases, 
  where a human leader has been thought to be both brilliant 
  but mad, it has been because of the seductive machinations 
  of Whisperer. 
  Organizations:
  The grigori are primarily loners. Long ago, when they dwelt 
  amongst humanity, they might temporarily form alliances. 
  However, since the time of the flood, grigori tend to stay 
  away from each other. Banding together tends to attract 
  attention. Too much attention, for the grigori, tends to lead 
  to extinction. 
  Suggested Locales:
  Any 
  Fundamental Powers:
  Debilitating Aura 3 
  All grigori have the Spiritual Nature talent. 
  Fundamental Prices:
  Atmospheric Disturbance 
  Corpus Powers:  
   
  Corpus Prices:
  Armor  
   
   
  Damage
  Durability 
   
   
  Vulnerability 
  Regeneration 
   
   
  Obvious Appearance
  Mimicry Mask  
   
  Reveal Nature
  Movement Powers: 
   
  Movement Prices:
  Flight 
   
   
   
  Restriction
  Offensive Powers: 
   
  Offensive Prices:
  Crippling Strike  
   
  Avoidance x2
  Fury 
   
   
   
  Weakness
  Mystic Blast 
   
   
  Mystic Bolt
  180+460+165+420+110+30+120+80+35
  Mystical Powers: 
   
  Mystical Prices:
  Debilitating Aura 
   
  Soul Outside
  Immortality 
   
   
  Riddle Bound
  Longsight 
   
   
  True Name 
  Possession  
   
   
  Word is Law
  Weather Control  
   
  Buer (Daemon Villain)
  Standard Character (1600 points)
  Fear Rating
  6
  Initiative pool
  Base: 9d
  Melee pool
  Base: 6d, Fang or Claws 5d (DM +4)
  Ranged pool
  Base: 6d
  Defense Pool
  N + 5d
  Basic Talents
  Basic Animism
  Basic Hermeticism
  Bookworm
  Cheat
  Claws
  Meditative Trance
  Unreadable
  Greater Talents
  Convey Power
  Danger Sense
  Fangs
  Greater Animism
  Greater Hermeticism 
  Logical Mind
  Slam
  Tumbling Escape
  Heroic Talents
  Heroic Animism
  Heroic Hermeticism 
  Mark of the Beast
  Spiritual Nature x2 
  Villainous Caveat
  Powers (Prices)
  Debilitating Aura 3 (Atmospheric Disturbance)
  Durability 3 (Damage – Holy Water)
  Mimicry Mask 3 (Reveal Nature*) 
  Flight 3 (Restriction – Threshold) 
  Mystic Blast 3 (Avoidance – Salt)
  Immortality 3 (Word is Law)
  Longsight 3 (True Name)
  Rites
  Animism Rites: Knit the Flesh, Speech of the 
  First Times, Bond of Blood, Spirit Brother, 
  Spirit Father
  Hermetic Rites: First Circle of Binding, 
  Magician’s Mark, Sigil of Warding, Mark of the 
  Minion, Sigil of Sundering, Mark of  
  Dominion
  Abilities
  Strength 3     Education 6       Courage 3
  Agility 6         Reason 4             Intuition 6
  Toughness 3   Willpower 5 
    Personality 2
  Background Skills
  Hermeticism 6(12), Empathy 6(12), Myth 
  and Lore 6(12), Occult 6(12), Research 4(8), 
  Stealth 5(11)
  Elective Skills
  Animism 5(10), Animal Care 3(9), Acrobatics 
  4(10), Concentrate 3(8), Contortionist 4(10), 
  Gossip 2(4), Hand-to-Hand 3(6), Heal 6(12), 
  Herbalism 6(12), Notice 4(10), Reflexes 3(9), 
  Resolve 3(6)
  True Faith: 0
  Damnation: 18
  Health Track:
  9/6/5/5/3/2
  Equipment:
  None
  APPendix
  
  58
  Background: Like Azazel, Buer is a grigori, a daemon who at 
  one time consorted with mortals and actually lay with them. 
  Unlike Azazel, Buer is not one of the minor gods that likes to 
  be worshipped by humans. Instead, Buer is one of the Grigori 
  Whisperers, who has mostly stood by the sidelines of history, 
  observing from afar.  
  From time to time, Buer has appeared before man, but only 
  when called by sorcerers, wizards, or magi. In the past, he 
  has consorted with the likes of Hammurabi, Merlin, and 
  Al-Khwarizmi. Each time Buer appears, he is happy to give 
  advice, almost chipper about it. However, all of his advice and 
  wisdom is at a price, a price that everyone who has ever dealt 
  with him has discovered. 
  Buer’s knowledge is like a great twine of rotten rope. There 
  are many threads of knowledge that he possesses, but much 
  of his expertise ends at frayed edges. As one who has traveled 
  between dimensions and realities, Buer has a disjointed and 
  fractured mind. This entity is most certainly insane, but he 
  covers up his raving insanity quite well. Few discover his true 
  nature until it is too late. 
  Appearance: In the Invisible World, Buer appears in a bizarre 
  form – as a lion’s head surrounded by five goat’s legs which 
  spread out around him in a spiral. His five legs are placed in 
  this way so that they can “walk in any direction,” allowing 
  Buer to walk through the air, the sea…even through walls and 
  dimensions. 
  In human form, Buer will always feature a wild, and untamed 
  beard, whether he take the shell of a man or woman. His hair 
  will likewise be unbridled. His eyes are always slightly leonine 
  in appearance. 
  Roleplaying: Speaking to Buer is like speaking to a smoldering 
  volcano. One never knows what will set him off. Buer always 
  seems as if he is on the verge of sanity, trying to desperately 
  hold his thoughts together. 
  However, nothing could be further from the truth. Buer 
  is almost always in control of his thoughts and feelings. 
  However, in order to speak with mortals, Buer must “dumb 
  down” his methods of communication to speak with lesser 
  beings. Buer usually does this by “shutting out his other selves” 
  as he calls it, making his mind into something simple enough 
  that a human could understand it. As such, it is difficult for 
  Buer to talk with a human for any extended period of time. 
  Azazel (Daemon Villain)
  Standard Character (1,455 points)
  Fear Rating
  7
  Initiative pool
  Base: 10d
  Melee pool
  Base: 14d, Claws 14d+1 (DM +8)
                    Fangs 13d+1(DM +6)
                    Tail 13d+1 (DM +6)
  Ranged pool
  Base: 6d
  Defense Pool
  N + 6d
  Basic Talents
  Attack Focus - Claws
  Claws
  Greater Talents
  Attack Specialist – Claws 
  Fangs
  Slam
  Tough
  Heroic Talents
  Hulking Body
  Mark of the Beast 
  Restless*
  Spiritual Nature
  Tail
  Powers (Prices)
  Debilitating Aura 3 (Atmospheric 
  Disturbance)
  Durability 5 (Damage – Wood)
  Regeneration 5 (Vulnerability – Wood)
  Fury 2 (Avoidance – Fresh Water)
  Immortality 4 (Feeder – Souls)
  Possession 4 (Soul Outside)
  Rites
  None
  Abilities
  Strength 7      Education 4       Courage 5
  Agility 6        Reason 3            Intuition 3
  Toughness 6  Willpower 4      Personality 
  5
  Background Skills
  Charn 5(10), Hand-to-Hand 7(14), 
  Intimidate 4(9), Myth and Lore 4(8), 
  Occult 4(8), Reflexes 5(11)
  Elective Skills
  Command 3(8), Deceive 5(10), 
  Empathy 3(6), Grapple 6(13), Notice 
  3(6), Parry 6(12), Reflexes 5(11), 
  Resolve 3(8), Stealth 4(10)
  True Faith: 0 
  Damnation: 20
  Health Track:
  15/13/10/10/7/4
  Equipment:
  None
  *Azazel cannot die unless his essence, which is kept outside of 
  his body, is also destroyed. If Azazel’s body is destroyed, he will 
  return in a week’s time to the world.
  APPendix
  
  59
  Background: Azazel himself is a demon, an angel who 
  turned away from God before man’s creation. Azazel later 
  became one of the grigori, angels who lay with mortal women 
  and spawned the Nephilim – half-angels. Because Azazel’s 
  offspring were spawned from the loins of mortals, Azazel 
  took a special interest in mankind. 
  To begin with, the demon lord became part of the mystical 
  tradition of the Jews. When the Jews would make sacrifices, 
  they would put all of their sins upon a sacrifice, such as a goat, 
  and send it into the desert. This “scapegoat” would then be 
  left as a sacrifice to the demon, Azazel, who took the sins into 
  himself. As Azazel took on these myriad sins, he began to 
  delight in them. He began to see man’s capacity for excess as 
  pleasurable and exciting. 
  It was Azazel that first taught man the arts of war. He taught 
  men how to make weapons, shields, and armor for killing 
  other men. He also taught women the secrets of beauty – 
  how to paint their faces to appear more attractive and how to 
  enhance their scent to make themselves more alluring. Azazel 
  did all of this in hopes that man would one day become 
  independent from God. The demon believes that if man 
  becomes self-sufficient, he will no longer need God. 
  In later years, Azazel took on the guise of Dionysus and 
  Bacchus, the Greek and Roman god of wine. Whilst 
  posing as that deity, Azazel gained many followers and 
  would often lead them into dark acts of debauchery. 
  Finally, Azazel concocted a mad scheme to gain even more 
  victims for his perversions. He gathered up two thousand 
  demons, devils, and spirits, and implanted a piece of his 
  own consciousness into their essence. His goal was to be 
  able to create a massive horde of the diabolical that would 
  run all over the earth and experience every kind of dark 
  sensation, but he would be at the center of it all, reaping 
  the benefit of the Grand Sabbat. 
  However, one being stopped him just before the height of 
  his power – The Christ. It was the Son of God who expelled 
  every demon under Azazel’s control and banished them 
  into the body of pigs, who subsequently drowned. This 
  destroyed Azazel completely and banished him to Hell.  
  Being a demon, Azazel had never been to Hell before. He 
  had spent most of his existence in the Invisible World, not 
  the Abyss. The fires of the Black Lodge were excruciating, 
  humiliating, and terrible. There, Azazel swore vengeance 
  against God and his children. 
  It was only later, through the Great Fire of London, when 
  some of his ancient followers were able to sacrifice enough 
  souls to the burning flames that Azazel was able to return. 
  Now, Azazel is trying to reassemble another Legion, a massive 
  army of demons, devils, and spirits with an altogether different 
  goal. 
  If Azazel has his way, he will simultaneously control two 
  thousand demons, devils, and spirits. All of these beings will 
  be then turned upon the world at once and made to possess 
  mortals in positions of power. If this can be accomplished, 
  Azazel will direct these two thousand mortals to cause war 
  amongst each other. He will direct them to sway others away 
  from God, cause heroes and leaders to appear corrupt, and 
  undermine the Church in all its forms. With two thousand 
  world leaders at his command, Legion will be a terrible force 
  to contend with. 
  Appearance: Azazel, like all demons, cannot appear upon 
  the earth in solid form unless inside of a human host. In the 
  spirit world, Azazel takes on a variety of forms. Sometimes, 
  he appears as a man with a reddish tan, beard, goat horns, 
  hooves, and a large, swollen belly. When taking on this form, 
  he often calls himself Bacchus. Other times, Azazel appears to 
  be a towering goat, with large staring eyes, whose entrails are 
  dragged upon the ground behind him. 
  APPendix
  
  60
  When appearing in the world, Azazel usually takes on a 
  human host. Usually, his human host will grow to a very tall 
  size. As the transformation continues, he will grow horns and 
  hooves. Finally, his host will grow grape vines from his body, 
  which will infest and take root wherever his makes his lair. It 
  is at that time that Azazel must move on to another body.
  Roleplaying: Azazel embodies everything dark about 
  Bacchus and Dionysus that you could imagine. His end goal is 
  to engage in his lust, gluttony, and desire, no matter what the 
  cost…so long as someone else is willing to pick up the tab.
  To this end, Azazel constantly holds massive orgies in his 
  name. Witches’ sabbats, where women mate with his minions 
  and he mates with everyone are a common practice for him. 
  He loves to engage in all manner of dark pleasures, and entice 
  others to indulge this practice with him. 
  In Azazel’s own sick and twisted way, the demon believes that 
  he actually cares for man. After all, did he not love human 
  women and lay with them? Did he not each man how to make 
  war and war implements? But Azazel’s love is a destructive 
  one. Instead of being like a nurturer, Azazel is like an over-
  indulgent parent who gives their child whatever they want. 
  It is important to understand, however, that Azazel does 
  not truly love man. Azazel’s caring for man is only when the 
  caring suits him. Azazel is only interested in conditional love. 
  In his own words, he loves those who can provide him with 
  something.  
  New Talent
  Spiritual Nature (Villainous)
  Requirements: None
  Description: Taking this talent means that he creature in 
  question primarily dwells in the Invisible World. While 
  the creature is in the Invisible World, it may not interact 
  with anything in the physical world in any fashion. Physical 
  weapons cannot harm it. However, certain magical effects 
  may affect the creature. For example, beings that have stepped 
  into the Invisible World can be trapped by a Hermetic Circle 
  (First Circle of Binding). They may also be affected by any 
  other rite that might affect a spirit, such as Summoning the 
  Unseen or other such magics. 
  It may manifest in the physical world if it wishes, but once it 
  does it may not return to the Invisible World until the next 
  sundown. While the creature is in the physical world, it is a 
  physical creature, subject to all of the laws of nature, harm, 
  and magic, unless it has other abilities that protect it. 
  Finally, a being that has stepped into the Invisible World 
  might be seen by Witch Hunters who make a Faith (Intuition) 
  check against a Difficulty equal to the creature’s Willpower. 
  New Power
  Possession
  Factor Limit: 7
  Range: Line of sight
  Area: N/A
  Renounce? Yes
  Opposed: No
  This ability allows a being’s soul or essence to leave its body 
  and possess another. Whenever the being attempts this, the 
  victim makes a Faith (Willpower) check. Those that fail 
  become possessed by the spirit of the creature. Once this 
  happens, the creature’s original body falls over, comatose. 
  Those that succeed in this check are immune to all other 
  attempts at possession from that creature forever. 
  When a victim does become possessed, the creature 
  controlling the target has free reign to do whatever they wish. 
  The controlling creature may return to its original body at any 
  time. However, if the original body is not returned to after a 
  while, it will die, leaving the possessing being stuck in its host 
  body. This may happen prematurely, of course, if something 
  happens to the possessor’s body.
  If the possessing being attempts to make their host do 
  something completely against their nature (harm a loved 
  one, commit suicide, etc) then the victim gets to make an 
  additional Faith (Willpower) check. Success means that the 
  victim has expelled the creature from his or her own body. If 
  the victim fails three such checks in a row, the poor target is 
  forever possessed by the controlling entity. No more checks 
  are allowed from that point on. 
  Should the host body be killed in any event, the possessor’s 
  spirit must immediately return to the original body or possess 
  another body within 3 rounds. Failure to do so causes the 
  possessor’s spirit or essence to dissipate forever, destroying 
  it utterly, despite what other powers or protections it might 
  have.
  APPendix
  
  61
  The following maps have been provided for the Grand Master and the players to serve as handouts and game aids. 
  More information about these locations can be found in Withhunter: the Invisible World.
  Supplemental Maps
  SuPPlemenTAl mAPS
  
  62
  SuPPlemenTAl mAPS
  
  63
  SuPPlemenTAl mAPS
  
SOURCE: textdata/thevault/Witchhunter/Witch Hunter A Childs Game.pdf