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THE ASSASSINS FOUR

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THE ASSASSINS FOUR


OVERVIEW
Murder is not uncommon in Dunwall, and politically motivated assassinations are rife.
The player characters are asked by a member of the Bottle Street Gang, who would be
falsely framed for these murders, to track down and kill four assassins before they can
claim their target.

SETTING UP
This adventure presumes the player characters have a positive reputation with the
Bottle Street Gang or are perhaps newly inducted members. The PCs will have the
opportunity to improve that reputation or betray the gang, should the need arise. If
the players are making new characters for this adventure, it is recommended that each
member of the party is familiar with one another and shares a common truth. It is
advised that the PCs have also gained notoriety as people who will get things done
efficiently and with little notice from the constabulary or general population.

ACT ONE
MISSION BRIEFING
Each of the player characters receive a hand-written note from the Bottle Street Gang
requesting they meet at The Cat’s Meow, a dingy pub in the Waterfront neighborhood.
There they are met by Constance “Connie” Havenport, a respected member of the gang.
If this adventure is being played as part of an on-going campaign, the part of Connie
may be replaced by any other non-player character who is a member of the gang and
on similarly good terms with the PCs. When the group arrives, read or paraphrase the
below text.

It’s early in the day, the sun still fresh in the raincloud-strewn sky over Dunwall, as
Connie quickly ushers you into The Cat’s Meow. The old public house smells of choking
tobacco and old stale beer. The light inside is dim and cozy, although the wooden seats
and tables are in a poor state of repair. “Right” she states, “this should give us some
privacy.” She motions to her associate, a dour-looking woman in her early twenties with
short-cropped hair. “This is Lucy,” explains Connie. “I think some of you have seen her
around. She’s new to the gang, so mind your manners around her.”

PCs who succeed on a Study Cleverly test with a difficulty of 1 notice a few lingering
glances between the two, and that they wear a pair of matching rings. If asked, Connie
admits the two recently wed. Once introductions are out of the way, Connie hands over
the conversation to Lucy.

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Lucy sits on one of the bar stools and inhales. “Okay, so I’ll cut right to the point. Nobles
and their games of backstabbing and political maneuvering is nothing new, they’ve
been doing that since our grannies were little things. One of them, General Rutherford,
is a name that you might know. Like most of his sort, he’s trying to get closer to the
Lord Regent as a means to wield more power. He has an obstacle, though, another
noble called Maitland. Rutherford has hired four assassins to kill Maitland. That usually
wouldn’t be our problem, except that he’s also aiming to frame the Bottle Street Gang
for the killing. Now, we can deal with Rutherford another time—my source tells me that
the assassins are planning to hit today. I don’t personally care a fig’s lot about Maitland,
but we need to make sure that these assassins don’t get the chance to frame us lot
for their dirty work. So, we’re asking you to take them out of the picture. Sound good?”

The PCs will doubtless have questions for Lucy, which she endeavors to answer to the
best of her ability based on the below information. 
• Who is General Rutherford? “He is my father. Let’s keep that between us,
though. I’m embarrassed enough to have been born with a silver spoon in
my gob. Aside from that, he’s a ruthless and vindictive man who rose up
the military ladder and is now struggling to get into any position of power
that he can grab. Let’s just say that he isn’t too fond of me associating
with ‘riff-raff’, eh?”
• Who is Maitland? “Another one of the all-too-common manor-born
aristocracy, if you want my opinion. He’s one of the Lord Regent’s military
advisors, and a right bastard to boot. He and my father are like two faces of
the same rotten coin, both too much alike for their own good.”
• Why does your father want Maitland dead? “You might have heard about
Maitland being responsible for the hanging of twenty people suspected
of insurrection? Well, that little stunt, along with all his palm-greasing,
earned him a spot among the Regent’s advisors. That’s a powerful position,
and my father’s aiming to take it from him. Hence the assassins. Once
Maitland’s out of the way, my father’s got a clear path to the Lord Regent,
and that’s bad news for all of us.” 
• How do you know all of this? “I fled home last year, but dear old Margie—
Marjorie Swain, my old nursemaid—still keeps in contact with me. She’s
the head servant at my father’s estate. You should talk to her; she’ll give
you everything she’s learned about the four assassins. Don’t underestimate
her, mind you. Wise people never underestimate the household staff.”
• Why four assassins? “My father is General Rutherford, and that’s a military
rank. He knows the value of hedging his bets and when to use excessive
force. In all the time I’ve known him, I’ve never known him not to have a
fallback plan or two.”

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• Why try to frame the Bottle Street Gang? “That’s… well, that’s pretty much
my fault. Do you have any idea of what it’s like to have your entire life
planned out for you? I do. What to wear, where to go, what vocation I
would take, whose doting wife I would become. You can only imagine how
embarrassing it was to him for his little girl to run away and join a street
gang, especially to other haughty nobles. My guess is that framing us is
his way of forcing me to run home with my tail between my legs—at least,
that’s the worst that I hope it’d be.”

Lucy does not have much in the way of financial reimbursement that she can offer
the PCs, as the funding she “procured” when fleeing General Rutherford’s home is now
running low. Connie, however, is eager to ensure the PCs will take the job and offer
them a decent sum of money for their troubles as well as making sure they are aware
of how strongly the job will aid in their reputation with the gang. 

Once the characters have had enough time to discuss the details of the mission with
Lucy, she urges them to push on to uncover the locations of the four assassins, explain-
ing that she believes the assassination is planned for later this very day, making time of
the essence. If asked for further information, Lucy has none—she does urge the players
to speak to Margie, the housemaid, to get more information. 

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PCs with relevant contacts may be able to expedite this part of the investigation with
a successful Talk test, using whichever style is relevant and a difficulty appropriate to
the contact that the PC is employing. If the PC has contacts in the underworld, they
may have heard about a contract for a capable assassin having been offered recently,
and gain information about the four by that means. If they have contacts among the
people who visit the Palace District, shopkeepers, or beggars, someone may have caught
sight of the four recently and remember them as strangers to the district. Details about
each of the assassins can be found in their respective sections. If no PC has relevant
contacts, they can still consult with Margie, and Lucy is very clear that this is the best
route to take.

MEETING WITH MARGIE


Depending on the time of day, Margie can either be found at General Rutherford’s manor
or in the small home she shares with her family, just less than two miles from the
estate. Lucy will be clear that the player characters should seek her out as early as pos-
sible, so the manor is preferable. Infiltrating Rutherford’s manor in order to meet with
her should feel like a dangerous affair, but resist the urge to cause this to be excessively
difficult for the players—the air of challenge is enough.

A successful Study Carefully test with a difficulty of 1 reveals that the manor employs
a strong contingent of guards. The PCs are advised against attempting to fight their
way through—if they do, their actions are likely to be met with a violent reprisal (use
the City Watch guard stats from page 239 of the core rulebook). More importantly, add
one point of Chaos for each guard alerted and two for each guard slain—word of such
an attack will spread among the upper echelons of society and cause Maitland to take
further actions to protect himself.

More reasonably, PCs can make a Study Carefully test with a difficulty of 1 to notice
that the servant’s entrance at the back of the building is less heavily guarded, and PCs
may be able to attempt Talk Cleverly tests to coax the guards into letting them through.
This can be aided with suitable disguises and, should the gamemaster feel it to be
appropriate, Margie herself can intervene to tell the guards that she was expecting the
PCs to assist in offloading some food deliveries.  

If the PCs are able to slip into the manor undetected, they find Margie in the kitchen
preparing breakfast. She will likely feel startled at their arrival, but this quickly passes
as she recognizes them as associates of Lucy. She ushers the other servants away to
talk with the PCs privately. Margie’s first truth is know when to put your foot down, and
she’s extremely stubborn. If the PCs are respectful and polite to her, she treats them
well but will not hesitate to lecture and scold anyone who she feels is acting in a
disreputable manner. Her truth even carries over to General Rutherford—she tells the
PCs in no uncertain terms that she finds his action in hiring assassins to be reprehen-
sible. This is not the first time that Margie has used her position as one of his “unseen”
household servants to acquire information to use against him, and she is content to
continue to do so.

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Margie tells the PCs she witnessed Rutherford speaking to “strange guests coming
to-and-fro to the manor at all times of the night” and listened in on their conversations.
She relayed all the information to Lucy and has since then managed to steal a copy of
Rutherford’s ledger. Margie offers this page to the PCs along with her personal dossier
of the information that she has gathered about the four assassins.

Rutherford’s ledger indicates that in the last month he purchased several items,
including a small wooden courier’s box and a sample of a potent poison called Widow’s
Fingers. In addition, two sums (one considerably large, another roughly equivalent to
a week’s pay) have been furnished to two unnamed individuals for “services rendered”.
Margie’s dossier gives the brief details of each of the would-be assassins, as docu-
mented in their respective acts. A quick study of both documents informs the PCs of
the following details.
• The first assassin, Edward Docherty, works as a courier and has been asked
to deliver the small wooden box to Maitland.
• The second assassin, Anthony Brackley, is a former military man and
sharpshooter, and has been paid a pittance to take a sniper’s shot at Mait-
land should the previous assassin fail.
• Should either of the previous two fail, Lucas Cobblestone has been
instructed to infiltrate Maitland’s office and poison him; however, Lucas
has not been paid for the job.
• As a final last-ditch attempt, Ebony Kinkaid has been given a sizable sum
to complete the work. 

This act concludes once Margie has given a physical description of the assassins, includ-
ing the courier. She explains that the wooden box contains something but is unsure
what it is—only that the servants were forbidden from touching it. The courier was
dispatched earlier this morning with instructions to deliver the box to Maitland, and if
the PCs are fast then they can still catch up with him.

ACT TWO
The Courier
Edward Docherty is not a killer. He is a simple courier who has been asked to deliver
a sealed parcel to Maitland’s office in the Legal District. He has no knowledge of the
contents of the box—a single starved plague-bearing rat. The box is too small to allow
the rat much in the way of movement, and Rutherford intends that its bite will be
enough to kill his target.

Tracking the courier across the district is a simple affair—Docherty takes the quickest
and most direct route by foot, remaining to public streets. Catching up with him is
more challenging, requiring the player characters to make Move Swiftly tests with a

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difficulty of 2. This can be expedited with knowledge of the short backstreets and roof
ways of Dunwall. Any PC that has such can make a Study Cleverly test with a difficulty
of 1 to attempt to navigate their way ahead of Edward and intercept him before he can
reach his destination. 

Edward has worked as a courier for five years, and uses the money he earns to support
his family. He is not an especially brave man, and will not offer any resistance to the
PCs if they confront him violently, although doing so will add to the Chaos pool—deter-
mine how many based on how threatening or violent the PCs are to this innocent man.
He is very averse to handing over the parcel—it is, after all, his livelihood. However, a
successful Talk Carefully test with a difficulty of 3 can convince him of the ill intent of
the parcel. This is enough to cause him to relinquish it to the PCs.

EDWARD DOCHERTY

FIGHT MOVE STUDY SURVIVE TALK TINKER


2 3 2 4 3 1

BOLDLY CAREFULLY CLEVERLY FORCEFULLY QUIETLY SWIFTLY


3 2 3 1 2 3

Truth: Courier, Dutiful, Naive


Focuses: Concentrate 4, Streetwise 3
Stress Track: 6

Complications can arise with Edward if the PCs have generated a suitable amount
of Chaos at this stage. It is not in Edward’s nature to react violently toward the PCs;
however, as an additional challenge you may decide that Edward has heard rumors
of suspicious individuals in the neighborhood and believes that the people who are
confronting him intend to do him harm. If so, he attempts to talk his way out of the
situation and, when the PCs are not suspecting it, flee from them with the parcel,
necessitating that the PCs chase after him.

Should the PCs be unable to recover the parcel before it is delivered, Edward gives the
parcel to Maitland’s assistant at his office, who in turn stores it on his desk. Maitland
does not open the parcel until mid-afternoon, which gives the PCs adequate time to
sneak or bluff their way into the office and attempt to procure the box. The young clerk
who watches over the box is named Warren Pettiford, and he takes his position as per-
sonal assistant to the high-ranking noble seriously, but he can be distracted by the PCs
with relative ease. The best way to do this may be for one of the PCs to attempt to pass
a Talk Carefully to convince him that they have an appointment, while another makes
a successful Move Quietly roll to steal the box. The difficulty of these tests should be
judged by the GM based on the PCs approach.
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Opening the box is not advised for the PCs. The rat, starved and frantic, attempts to sink
its teeth into any exposed flesh that it can see. Killing the rat is simple enough, but
doing so before it can infect the victim with the potentially lethal plague will require a
Fight Swiftly test with a difficulty of 2. Witnessing the rat in person is enough to cause
Edward to flee should he be there at the time. The rat’s bite is the most hazardous part
of their encounter with Edward, carrying risk of death at this stage of the adventure.

The Sharpshooter
The player characters should intercept Edward while he is relatively close to Maitland’s
office, placing them in an appropriate venue to tackle the second assassin, Anthony
Brackley. Anthony is a retired soldier—injured in battle, he struggles to walk without
the aid of a stick. He possesses few skills outside of those he learned during his time as
a soldier, and thus earns his way by taking on contracts for professional assassinations
such as this one. Anthony’s eyes are still as sharp as ever and his hand just as steady,
making him an excellent sniper. Maitland’s office offers no vantage from which he may
be shot at, something which a very quick survey of the premises will alert the PCs to.
Anthony intends to take his shot as Maitland leaves the office and climbs aboard his
carriage to return home this afternoon. 

The main challenge for the PCs is locating where Anthony will attempt to take his shot
from. Socially apt PCs may attempt to subtly question those who are local to the area
concerning anyone out of the ordinary, which brings attention to Anthony (“a young
man with a walking stick and a large satchel”) pacing around the street as if searching
for something. Meanwhile, PCs who are especially deductive (such as with a Study
Cleverly test at a difficulty of 2) may be able to triangulate a likely vantage spot from
the rooftop of a nearby ruined building. The building, formerly a textile store, is indeed
where Anthony is readying to take his shot when Maitland leaves his office.

ANTHONY BRACKLEY

FIGHT MOVE STUDY SURVIVE TALK TINKER


2 2 5 4 2 4

BOLDLY CAREFULLY CLEVERLY FORCEFULLY QUIETLY SWIFTLY


3 4 3 3 4 3

Truth: Military training, Patient


Focuses: Firearms 5, Resilience 4
Stress Track: 7
Gear: Rifle (damage 5 ranged), Knife (damage 3 melee)

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Anthony is a cynical man and has been paid a decent amount by Rutherford to kill
Maitland. He is a former soldier and takes a lethal shot as soon as the chance arises.
Despite that, his lingering injuries mean he is not a skilled combatant, and he does not
believe in risking his own life for his wage. In addition, he works alone and without a
spotter, meaning that while his attention is focused on watching Maitland he has little
in the way of means to see anyone else moving in on his position. Treat him as unaware
of the PCs unless a complication causes him to hear their approach.  

Gaining access to Anthony can be challenging as gaining safe access to the dilapidated
building he’s atop is not easy. If the PCs have already generated a significant amount of
Chaos, officers in the street may be more alert to people attempting to access disused
properties on the street, requiring them to employ stealth to slip past or risk a confron-
tation. Once inside, floorboards can creak or, worse, break underfoot and cause flooring
to collapse unexpectedly, alerting Anthony to their presence.

Entirely unprepared for a hand-to-hand fight, Anthony is at a disadvantage if the PCs


attempt to attack him. He still retains much of his military training and carries a knife,
being more than capable of using it. However, due to his injury he is unsteady on his
feet, and as long as the PCs are aware of this (either through speaking to those who
witnessed him earlier, digging into his personal records, or with a successful Study
Swiftly test with a difficulty of 1 ) they can take advantage of this to deliver a non-lethal
tackle to him. 

Alternatively, the PCs may opt to speak to him and try to resolve the situation entirely
without violence. Anthony’s desire for money only takes him so far, and he has no
desire to risk his life for a week’s pay. If the PCs keep him occupied until Maitland has
left the area, relieve him of his rifle, pay him more than Rutherford offered him, or put
a knife to his throat, Anthony abandons his job. He is honest in this statement; he
can easily find another contract, and he has no significant reputation that would be
damaged by doing so. 

This act concludes once Maitland’s carriage has left the district.

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ACT THREE
The Poisoner
Lucas Cobblestone despises Maitland. Details on Lucas are sparse and require either
suitable contacts or heavy research for the player characters to unearth. Doing so uncov-
ers that Lucas’s parents were among twenty people executed in the previous year under
Maitland’s orders on suspicion of insurrectionist activity. The executions were signifi-
cant in that the accusations were correct for twelve of those who were hanged, although
the Cobblestones were innocent. Nevertheless, Lucas carries with him a burning hatred
for the man guilty of his parents’ deaths. With Rutherford’s patronage, Lucas has his
chance of claiming his revenge. 

Donning the uniform of one of Maitland’s household servants, Lucas infiltrates the
manor. His intention is to slip the Widow’s Fingers poison into Maitland’s food or drink.
The PCs have already infiltrated one noble’s manor thus far today; the second one will
be no easier, and as more Chaos may have been generated at this point there may be far
more complications this time around. Maitland’s estate houses his family and fourteen
members of his household staff (eight household servants and six personal guards),
with an additional guard available for each Chaos point you spend. 

The PCs’ task will be made easier if they have retained any uniforms from earlier in the
day, or if they have contacts that can supply them with such. This will ensure that if
they are seen from a distance, they are less likely to be confronted—however, by the
time the PCs arrive at the mansion, Lucas has had several hours to make his way into
the household staff under the pretext of being a new hire. Word of this moved quickly
through the kitchen staff, and they are readily able to relay this information to the PCs
with a successful Talk Carefully test with a difficulty of 1.

Once the PCs have the ear of any of the kitchen staff, they learn that the “new boy” has
taken a cup of tea to Maitland in the upstairs study—they need to make a successful
Move Swiftly test with a difficulty of 2 to catch up with the poisoner. If the Chaos pool
is significant, this can be complicated by household guards that need to be bypassed,
either through talk, stealth, or fighting. 

The PCs find Lucas in the upper floor’s east wing, approaching the study with a hot
cup of very deadly tea. He is visibly nervous but determined to get the job done. He is
already suspicious that Maitland’s security may be on to him and is liable to lash out if
confronted aggressively by the PCs. Given that Lucas is not a stealthy man, and a scuffle
breaking out in the hallway of this estate is certain to attract attention quickly, PCs are
best served to coax or threaten him into accompanying them into an adjoining library
room by subtly mentioning to him that they are aware of his intentions and threatening
to raise the alarm. PCs may be able to confront Lucas for a non-violent solution when
he is alone in this manner.

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LUCAS COBBLESTONE

FIGHT MOVE STUDY SURVIVE TALK TINKER


3 4 2 5 3 4

BOLDLY CAREFULLY CLEVERLY FORCEFULLY QUIETLY SWIFTLY


3 4 2 5 2 2

Truth: Paranoid, Vengeful


Focuses: Brawling 3, Intimidate 4, Resolve 4
Stress Track: 5

He is unaware of the presence of three other assassins and reacts with shock if informed
that others who have been tasked with killing Maitland are being paid to do so. Reveal-
ing this to him makes him recognize that he is being manipulated by Rutherford, a
revelation which causes him to be far more trusting of the PCs. 

He listens to the PCs only for as long as the subject of Maitland’s death is on the table;
he has no interest in anything else. If the PCs convince him, he is willing to put aside
his revenge for this evening only, but swears that he will continue to seek it at a later
point. Depending on how the PCs act, Lucas may even be befriended; if so, he will cer-
tainly be eager to assist them should they opt to kill Maitland themselves at any point.
Sadly for Lucas, he will not get the chance to kill Maitland personally...

The Knife
Ebony Kinkaid has been paid a hefty fee by Rutherford for her part in the plan. There
are two reasons for this; firstly, she has been given the additional instructions to act
as clean-up for her fellow assassins. Her orders are as follows: kill Maitland if the other
three do not succeed, murder her three colleagues to ensure their silence, then recover
Maitland’s head and secure it at the borders of Bottle Street Gang territory where it
will be discovered by the City Watch. Doing so allows Rutherford to frame the Gang
for Maitland’s death. The second reason for Ebony’s high cost is due to her talents; she
bears the mark of the Outsider.

As soon as the player characters deal with Lucas, Ebony makes her appearance and
moves directly toward Maitland, aiming to drive her knife into his neck. A scream
breaks through the upper floor of the estate as she does so. In short notice the guards
start to hurry to find out what has transpired. Maitland’s body lies slumped at his desk
in the estate’s upstairs study, his head severed. An overturned oil lamp ignites one of
the bookshelves and a fire threatens to spread quickly. The window is smashed open,
leading to the rooftop beyond.

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At this point, players may feel they have failed in their mission; if so, remind them
their job is not to protect Maitland (who is, by all accounts, a bastard), but to ensure his
murder is not framed on the Bottle Street Gang. Ebony flees the scene with the noble’s
head, aiming to fulfil that mission—it is up to the PCs to give chase.

Ebony leads the PCs on a rooftop chase to recover the gruesome prize of the general’s
head. The gamemaster should run this moment as dramatically as possible. If GMs
would prefer an extended chase, the rules for tracks may be applied here (see page 39
of the core rulebook). Ebony is not a subtle person, as the fire and the uproar can attest
to, therefore the PCs must act boldly—first making a Move Boldly test with a difficulty
of 2 in order to keep up with her as she clambers up and over the roof. Failure on this
roll results in them losing sight of her among the smoke until they catch sight of her
scaling down the far side of the building. If the PCs fail this first roll, then by the time
the PCs catch up with her, several rooms on the upper floor are encased in fire, requiring
the PCs to Survive Boldly with a difficulty of 2 due to the growing heat of the flames. As
well as inflicting 3 points of damage if they fail, the flames allow Ebony enough cover
to get a surprise attack on her pursuers!

Play Ebony as a mysterious figure, a woman of few words. When she does talk, her
accent carries hints of a noblewoman’s upbringing. How she came to be an assassin
is a story the PCs may never uncover, especially if she should perish at their hands. If
so challenged, she employs all of the skills at her possession—her speed, razor-sharp
blade, and supernatural abilities—to kill the PCs. 

EBONY KINKAID

FIGHT MOVE STUDY SURVIVE TALK TINKER


5 5 3 4 1 3

BOLDLY CAREFULLY CLEVERLY FORCEFULLY QUIETLY SWIFTLY


5 3 4 3 5 5

Truth: Assassin, Professional


Focuses: Freerunning 4, Stealth 5, Tracking 4, Void Lore 3
Stress Track: 9
Gear: Assassin’s Blade (damage 3 melee)
Powers: Bend Time, Blink, Far Reach

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It is almost impossible for the PCs to talk Ebony out of her job. She has taken her con-
tract, and her reputation hangs on that—and therefore so does her chances at future
employment. If the PCs can think of a means to bargain or bribe her, allow them to do
so; Ebony’s contract for this hit is likely more than any cash amount that the PCs may
have, but do not limit them in their methods to improvise. Even so, it is likely that the
PCs will have little choice but to kill her—in which case this should be a tough and
brutal fight, certainly one to remember! Don’t hesitate to run it in a cinematic style.

WHAT OF MAITLAND?
The confrontation with Ebony leaves Maitland’s estate abuzz with guards and alight
with flames and the player characters in the unenviable position of having recovered
Maitland’s head. As Lucas can attest, the PCs should definitely not shed any tears for
Maitland’s death. The mission, after all, is not to protect this awful man! While this cer-
tainly prevents Rutherford from framing the Bottle Street Gang for his rival’s murder for
the moment, the noble is not without a means to make the most of this bad situation.

Upon leaving the estate and while puzzling over how to dispose of Maitland’s remains,
the PCs’ escape is interrupted by a small horse-drawn carriage. Rutherford’s driver
motions the PCs over, while the general explains to them that he is extremely impressed
with their resourceful nature and the manner in which they have resolved each of his
assassins. Rutherford wishes to make them an offer.

In return for completing Ebony’s task of delivering Maitland’s severed head to the border
of the Bottle Street Gang’s territory for the City Watch to find, Rutherford offers the PCs a
sum of money equal to twice that which he paid to the assassins. In addition, he offers
them an additional bonus: a black bone charm. 

VISCERA’S CAUL
This bone charm is wrapped in a thin, flesh-like shroud and feels wet to the touch. When acti-
vated, its shroud parts and it releases a heavy fog that swells out from the charm to encompass a
100-meter area. The fog quickly dissipates, but anyone within that fog is considered to have the
personal truth blinded and takes 1 stress each turn that they remain within the choking mists.

If asked how he acquired this item, Rutherford will not say, only stating that he will
release it to the PCs upon completion of Ebony’s task—placing the head of his enemy
in such a way as to frame the Bottle Street Gang. Rutherford is firm on his deal—only if
the task is first completed to his satisfaction will he give the bone charm and the money
to the PCs. If attacked, Rutherford’s carriage attempts to charge away at full speed. 

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TheAssassin
The Assassin Four
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The PCs are under no obligation to take this offer. It is extremely simple to do if they
choose to accept, however, requiring no tests. Rutherford makes no attempt to force the
PCs into taking his deal and betraying Lucy; as far as he is concerned, it is simply a part
of the game that he is playing. 

CONCLUSION
With Rutherford’s final offer to the player characters, the fate of the Bottle Street Gang
is in their hands. The reward they get from the noble is of inarguable value, more than
the gang can ever hope to provide them at this stage.

If the PCs opt to accept it, their reputation with the Bottle Street Gang falls sharply; if the
PCs act to cover their involvement, they will still be regarded as having let down Connie
and Lucy, meaning the best they can hope for is their reputation with the gang to be
poor. Meanwhile, the PCs will, at Rutherford’s bequest, gain a great reputation among the
nobles as people who can get dirty jobs done. Rutherford works well to ensure that their
involvement in Maitland’s death is erased and silenced, although if they caused a signif-
icant amount of Chaos to be generated, the best they may hope for is a fair reputation.

After the adventure concludes and the PCs have earned their reputation and rewards,
here are a few factors that can influence—or lead to—future adventures.

• The future of Connie and Lucy’s relationship will be largely determined


by the PCs’ choice. If the PCs complete the mission, she is overjoyed with
them and will ensure that the PCs are given more tasks in the future.
Alternatively, if the Gang is betrayed, Connie is arrested by the City Watch,
among many others, and faces a very short trial, likely followed quickly by
a trip to the gallows. PCs may be able to recover some of their reputation
by arranging a prison break. 
• If the Gang is framed for Maitland’s murder, Lucy is forcefully brought back
to her father’s grasp. Rutherford will doubtless have further jobs for the
PCs, which will likely bring her and the PCs into contact several times in
uncomfortable ways. If Connie ends up executed, she will probably aim to
exact a vicious revenge on the PCs. 
• Assuming that Rutherford survives, Maitland is dead. This means that this
particular noble’s schemes succeed this time—he continues to make his
moves into a position near the Lord Regent. He is well-positioned here to
be a recurring non-player character, likely a powerful antagonist and thorn
in the PCs’ side. Alternatively, if the PCs opt to stay on his good side, he can
open many doors for them that others could not…
• Each of the would-be assassins in this adventure, with perhaps Ebony
as the exception, is likely to survive. Whether or not they hold a grudge
against the PCs is a worthwhile option for exploration in further adventures.

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