Jason Rahm (order #3047067) 24.53.177.

102
Jason Rahm (order #3047067) 24.53.177.102
Jason Rahm (order #3047067) 24.53.177.102
£ Table of Contents

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Jason Rahm (order #3047067) 24.53.177.102
1 Introduction
Introduction: Raise
a Little Hell
L
et’s get this straight up front. The Supernatural
RPG’s not a difficult game to run. Grab a
monster, grab a location, throw in some weird,
and drop the hunters right in the middle of the mess.
If you’ve got a little while before you start the game,
and a favorite urban legend or ghost story in mind,
have at it, buster. You don’t need much more than
that.
But, things being what they are, you probably
don’t always have the stuff together to do that. It’s
been a long week, your kids or your dog are keeping
you up at night, midterms are a bitch. It’s okay. We’ve
got you covered.
Supernatural Adventures is a collection of five
scenarios to challenge any group of hunters. Any one
of these can keep your players busy for one or two
nights of demon-killing, ghost-hunting, monster-
slaying thrills and chills. All you have to do is read
them in advance and insert them into your ongoing
Supernatural campaign. Heck, you might even use
these to kick a campaign off. Works for us.
A Few Words of Advice
Before you dive in, here’s a few helpful hints. It
would also pay to read over Chapters 6 and 7 of the
Supernatural RPG, too.

This isn’t a script and you shouldn’t slavishly
follow every word and detail written in these
scenarios. It’s your game. You can and should
mix things up a little bit by adding your own
ideas and improvising when inspiration strikes.
If you’re having fun, odds are the players will
be, too.

The players should make the choices. You
set up the obstacles and problems and watch
them figure out how to knock ‘em down. We
have no doubt your group is gonna react in
unexpected ways, sometimes in ways that we
haven’t anticipated. Don’t panic. Just figure
out where the story’s going and, if you have
to, guide ‘em back without letting them know
they surprised you. Or ‘fess up, let ‘em know
they’re clever, and then soldier on.

Keep the pace flowing. You don’t have to
describe every friggin’ tree to let the players
know it’s a forest. If you don’t know an exact
rule, wing it using the basics and deal with it
later. If the players get distracted or bogged
down in conversation or obsessive planning,
throw a surprise at them to keep them on their
toes, but don’t punish them for not acting
on your timeline. Give ‘em a reason to move
forward that’s going to make things more fun
for them.

Don’t be stingy with Plot Points! In addition
to the suggestions provided in each scene’s
Rewards, keep an eye on the Complications
for each hunter and be sure to throw one or
more their way when that Trait comes into
the story. Hand ‘em out for doing well on
story-important actions, creative solutions to
problems, or anything that causes everyone to
smile, laugh, or high-five each other.
A Quick Guide to Format
Each of the adventures in this book is structured
in more or less the same way. There are three or
four Acts, divided up into individual Scenes. For the
most part, you’re going to find that the Acts follow a
linear sequence, with one or two Scenes that can be
dropped in anywhere or played in any order. We give
you a heads up in each adventure’s introduction, so
you can know what to expect.
Each Scene’s got sections in common, as follows:
The Setup This lays out the scene and where
the hunters are when it starts. There’s often some
exposition here.
The Problems This is where the action
happens. The Problems are opportunities for the
hunters to make choices and act appropriately. Or,
you know, to screw up. That leads to . . .
The Results This is where things stand at the
end of the Scene, more than likely.
The Rewards This covers suggested Plot Point
rewards for the hunters. Don’t feel limited to these,
though. Plot Points should be going back and forth
between you and the players at a pretty good clip.
It’s also worth noting that throughout the text,
Difficulties are all provided in upper case: HARD,
FORMIDABLE, and so on. Often, we don’t specify
the Attribute + Skill pairing, so that you or the
player can suggest an appropriate combo. Keep the
Difficulty in mind and roll with it!
So crank up the classic rock soundtrack, grab
those dice, and call your buddies over. You’ve got
work to do!
Jason Rahm (order #3047067) 24.53.177.102
+
R
e
d

G
h
o
s
t
By Jess Hartley
S
omething bad is going on out in the desert,
and—of course—it’s up to the hunters to
determine what’s up and how to deal with it.
This is a predominantly investigative adventure,
and as such can be used for any number of players
and for hunters of any experience. While the
simple draw of “bad stuff needs dealt with” may be
plenty of motivation for many hunters, the added
temptation of a hefty reward from John Burlington
is likely enough to tip the scales and attract the
characters’ attention, even if the hunters are
nowhere near the Southwest.
Adventure Summary
G
roundbreaking on a new casino just
outside of Camp Verde, Arizona was halted
today, after two workers were killed in
a mysterious attack on the construction site.
Both victims were employees of Desert Oasis
Construction, although their identities are
being withheld pending notification of their
A HORSE OF ANOTHER
COLOR
While the Red Ghost is a specifically
Southwestern United States legend and
plays historically into Southwest US history,
with a little tweaking this adventure works
for anywhere in the world. Another species of
pack/riding animal could represent the Red
Ghost, rather than a camel. Horses, donkeys
or mules are appropriate almost anywhere,
especially for locations related to the Gold
Rush or mining exploration. Or, if you want to
bring in a less historic but more exotic option,
make it an elephant. That will really throw the
players off. Appropriate location tie-ins include:
the site of a travelling circus’ disaster; a
carnival-train wreck location; or the home of a
now-defunct amusement park/petting zoo. The
premise behind this adventure remains the
same, even if the trappings change—An animal
and its rider/keeper are bound together in
some way, both physically and spiritually. The
animal spirit is driven insane by the ghost of
the rider, and until both are set to rest, havoc
will ensue.
Jason Rahm (order #3047067) 24.53.177.102
< Red Ghost
next of kin. Police suspect that the vandals,
who apparently tipped over the portable
building the workers were using as an on-site
office space, may have been a part of a recent
influx of gang activity from the Los Angeles
area, but say they have no direct leads at this
time.
Extensive damage was done to the site’s
construction equipment, including broken
glass and hundreds of strange semi-circular
dents made with an unknown instrument. John
Burlington, owner of Desert Oasis has offered
a ten thousand dollar reward for information
leading to the arrest of the culprits.”
Like many hunting jobs, this one begins with
a normal-sounding news report. The excerpt
above was taken from one of the many websites or
newspapers that the hunters are likely to monitor,
or perhaps it’s fed to them by a contact somewhere
in the Southwest who has circled the phrases
“mysterious attack,” “strange semi-circular dents,”
and “unknown instrument” in red.
Either way, the hunters make their way to
the small town of Camp Verde, Arizona, which
is located on Highway 17 between Flagstaff and
Phoenix. It’s a small town, with just over ten
thousand residents, the majority of which are
involved in the service industry in some fashion.
Many work at gas stations, restaurants, hotels, or
the local casino.
While the town’s in the Sonoran Desert,
the Verde River makes a large curve nearby,
surrounding the town itself on two sides and
adding diversity to the arid climate. Just on the
north side of town, on the other side of the
Verde, construction has begun on a new casino.
The town, which made a lot of money from the
tourism the original casino brought in, is anxiously
awaiting groundbreaking on the second gambling
establishment. However, construction has been
halted due to the mysterious attack on the building
site and the deaths of two workers.
Because this is an investigation-based
adventure, the hunters can explore the Scenes
within any given Act in any order, and they don’t
even need to go through the Acts in the given
order, either. For example, they could start with
off-site research (Act III) rather than physical
investigation (Act I). Some of the conflict scenes
from Act IV could work into the middle of
ongoing scenes from other acts. Because of this, it’s
important for you to read through the adventure
in its entirety before beginning play. You’ll learn
which Act to queue up based on the choices of
the players. They’re presented in what’s probably
the most common investigation path for hunters
but—as all Game Masters know—players have
a way of choosing the path that’s least expected.
Some improv may be required if players leap
forward on the investigation trail before gathering
the information for each Act, but don’t penalize
them if they have some brainstorm that takes them
forward faster than anticipated. The information’s
still there waiting for them if they have to come
back for a second look at earlier sites or arrange a
second meeting with various individuals. Notes
have been made where a second visit changes the
setting or reaction.
Breakdown of the Acts
Here’s how the four Acts shake out.
Act I: On-Site Investigation The hunters
poke around at the dig site in response to the news
report.
Act II: Crash Course There’s a car crash, and
an incident at a local store, either of which reveals
more.
Act III: Digging Deeper Hitting the books
and snooping about.
Act IV: Close Encounters Conflict scenes to
drop into the above Acts.
Here’s the Story
In the mid-eigheen hundreds, three dozen
camels were transported from Northern Africa and
the Middle East to Camp Verde, Arizona as part of
a US Army experiment. The animals were to be
used instead of horses or mules for military efforts,
and were stationed at various military outposts
between Camp Verde and Los Angeles.
Initial results of the project were positive—
the camels were strong, well-suited for the
Southwestern climate, and could eat much of the
local scrub fauna, which other pack animals turned
their noses up at. However, in time, the animals
proved difficult to train, surly by nature, and
disagreeable both to their military handlers and to
the fort’s other pack animals. After the advent of
the Civil War, the project was officially abandoned,
and the US Camel Corps disbanded over the next
few years. Some of the animals were sold to miners
and farmers who were unaware of the animal’s
poor track record in service. Others were simply
“lost”—turned out into the desert either by the
military or their new owners when they became
aware of the difficulty in dealing with them.
Jason Rahm (order #3047067) 24.53.177.102
6 Red Ghost
During the final leg of this experiment, Jacob
Tanner, a soldier at Fort Verde, deserted. He might
have escaped, had he simply left the area, but he
was arrested by a local sheriff in the nearby mining
town, after getting rough with one of the saloon
girls. The woman cursed him before dying of the
injuries he inflicted.
Discipline at the Fort (which would be
abandoned entirely a few years later) was wild.
Tanner, who’d been a constant troublemaker since
arriving at the Fort, was whipped, and then tied
with rawhide laces to the back of one of the few
remaining camels (which itself had a horrible
reputation for mean-spiritedness). The pair was
sent out into the desert to die, ridding the fort of
both the criminal and the cantankerous camel.
Unable to free himself, Tanner died a few
days later, still fastened to the camel’s back.
His corpse, and the curse that had been forced
upon him, drove the camel mad. Reports of the
beast—matched in ferocity only by its massive
stature—began surfacing throughout the area.
It was accused of attacking and killing settlers,
farmers, miners and soldiers in the surrounding
area for years. Eventually the tales dropped off,
although occasionally stories of campers, travelers
or homesteaders being killed by severe injuries as if
they’d been trampled have arisen.
The recent excavation of the casino
construction site has disturbed the bones of the
camel, which had earned itself the name of the
Red Ghost. Now the hunters have to lay this mad
animal spirit—and the ghost that’s plaguing it—to
rest.
Act 1: On-site
Investigations
Scene 1: Investigating
the Construction Site
The Setup
The construction site is located just north of
Camp Verde, off of a minor highway that runs
between town and Highway 17. The Verde River
lies between the site, which was formerly farmland,
and the town itself. No actual building has begun
on location, but rough dirt roads ring the hundred
plus acre site, and several excavations have begun
in various locations. Large construction vehicles—
bulldozers, excavators and other earthmovers—are
scattered around the property, and a group of a
dozen or more are gathered around a temporary
office trailer. The trailer’s severely damaged, its
thin metal siding showing dozens, if not hundreds
of circular indentations about the size of a large
dinner plate. Each indentation has a wedge out of
the top edge. Many of the nearby vehicles have
similar damage.
The Problems
The hunters can choose to investigate the
site either during daylight hours or during
the nighttime. Either option presents its own
challenges.
Daylight
During daylight hours, the site is being
occasionally watched via drive-by from the Yavapai
County Sheriff ’s Office. The allegations that it
may be gang activity are enough to warrant a slow
roll-through a couple of times a day, although
hunters should find it pretty EASY to avoid them.
If they do have a run-in with the local
authorities at this point, the hunters may be able
to convince Deputy Frank Robbins (Use the
Sheriff ’s Deputy—Supernatural RPG, page 161)
that they have some right to be there as employees
of Desert Oasis, or the like. This is only an
AVERAGE task, unless they’re doing something
blatantly suspicious, such as carrying obvious
weapons or attempting to hotwire construction
equipment. If they fail, he just politely encourages
them to move along the first time he encounters
them near the site, unless they give him reason
to react more strongly. However, after their first
warning (or if they’re causing problems rather than
moving along) he attempts to bring them in for
questioning on suspicion of being involved in the
vandalism—or even the murders.
Nighttime
Should the hunters visit during the evening
hours, they are unlikely to encounter the Sheriff ’s
Office. Instead, the construction site owner has
hired an amateur security guard to patrol the site.
Mike Lazlo is more accustomed to serving as
a bouncer at one of Camp Verde’s bars or strip
clubs than he is doing outdoor security, but it’s
a FORMIDABLE task to avoid him unless the
hunters somehow learn of his presence. Even then,
staying out of his way is HARD to accomplish.
Jason Rahm (order #3047067) 24.53.177.102
1 Red Ghost
While Lazlo is pretty tough in a brawl, he’s
also got a soft spot—cash. He’s not a long-term
employee of the construction company, just some
schmuck that Burlington hired to watch the place
at night. And, technically, he was told to make sure
that gangs didn’t cause any more trouble. So, as
long as the hunters don’t appear to be a gang, and
they can convince him that they just want to look
around (an AVERAGE task, made EASY if they
offer him a bribe) he probably won’t give them
any trouble. If, however, they play it tough or start
a physical brawl, he does his best to put some
serious hurt on them. The one thing he won’t do,
however, is call the cops. He’s used to being the
authority figure, and considers it “wimping out”
to call in the Sheriff. If he gets beat-up (that is, his
total damage is 8 or more points) he attempts to
make a strategic withdrawal: retreat to a local bar,
tend his wounds, and have a drink.
Mike Lazlo - Construction Security
Description Hired to keep gangs out of the
construction site, he’s muscle-bound but not
overly loyal.
Agi d6 Str d10 Vit d10 Ale d6 Int d6 Wil d6
Init d6 + d6; LP 16
Traits Brawler d2, Greedy d4, Tough d4
Skills Athletics d4, Perception d4, Unarmed
Combat d6/Brawling d8
Gear Flashlight, Baseball Bat (d6 B)
The Results
If the hunters get enough time at the
construction site to poke around, move on to
Scene 2: Digging Around. If not, they may
decide to come back later (and risk encountering
the Deputy or Mike Lazlo) or to investigate in
town by speaking with John Burlington, the owner
of Desert Oasis Construction, which will take
them to Scene 3: John Burlington.
The Rewards
Award one Plot Point for successfully avoiding
the Deputy or Mike Lazlo (who ever is on duty
at the time.) Award one Plot Point to the hunters
if they encounter the Deputy and manage to
convince him they should be allowed to search
the construction site. Award one Plot Point for
beating Mike Lazlo in combat, or bribing him into
allowing them to search the site.
Scene 2: Digging
Around
Run this scene when the hunters have scored
an opportunity to search the construction site.
The Setup
With over a hundred acres of land involved,
the hunters need to pick a place to start poking
around. There’s a handful of good choices on-
site. Near the road is the central operations center
where the formerly overturned office trailer and a
collection of construction equipment can be found.
Several hundred yards away, a group of portable
shipping containers acts as a storage facility for
smaller equipment and tools. And finally, an
excavation site as large as a city block lies just
beyond the storage sheds, intended to serve as the
casino’s underground levels. The big excavation is
surrounded by a number of smaller ones, all meant
to hold the foundations for executive buildings.
The Problems
The action in this scene pretty much revolves
around what happens when the hunters go to
specific parts of the site. Don’t forget that the
Sheriff ’s Department (during the day) and Mike
Lazlo (at night) act as security, so unless they’ve
taken care of this element then some of their
actions onsite will be discovered.
Central Operations Center
The primary point of interest in this area is
the ravaged temporary office trailer. It’s clear to
see where the trailer was overturned—the side
opposite of the main entrance has been crumpled,
and holds bits of scrub and stone from where it
was pushed over onto that side. It’s been righted,
though it still lists a bit off of level. Disturbingly,
it’s pitted all over the front side with dinner-
plate sized dents. It’s EASY to notice that these
markings are circular, except for a strange wedge
shape in each—It’s a bit HARDER to come to
the conclusion that they’re huge round two-toed
footprints.
Yellow plastic police warning tape crisscrosses
the front door, which lolls partway off of its hinges.
The front door no longer closes all the way on
account of the big dents matching the ones along
the side. Some boards have been placed across the
door, on the inside of the trailer, to keep it shut, but
it only requires AVERAGE effort to push them out
Jason Rahm (order #3047067) 24.53.177.102
r Red Ghost
of the way and enter. Alternately, there’s a side door
on the left end of the trailer that’s locked with an
AVERAGE complexity key-knob. Just outside the
side door, there’s a spill of sand and extinguished
cigarettes, most marked with lipstick stains. An
AVERAGE search uncovers not only dust-covered
bloodstains on the ground in this area, but also a
gallon-sized coffee can with numerous burn marks
(as if it had been used to snub cigarettes). The
can’s been trampled nearly flat, but contains a bit
of the same sand and butts that are spilled outside
the door. As well, there’s a smear of blood on the
side door and handle. Even an AVERAGE intellect
might put together that someone was outside
smoking when they were attacked and rushed back
into the trailer.
Inside the trailer, things are a mess. It appears
that the space was formerly used as two cubicles
worth of office space, with a small lobby just inside
the front door. Papers and office supplies are piled
on every surface, as if picked up in a hurry after the
trailer was righted. It’s fairly EASY to discover a
bit about the desks’ former owners. One contains
business cards and a brass nameplate that reads
“Lee Martinez” and the other “Charlie Monroe.”
A bit more EASY digging reveals that Lee
Martinez was a monster truck fan (an envelope
with two tickets for a show in Phoenix the next
weekend), dabbled in fishing (a photo of him in
fishing gear with a large salmon), and had digestion
problems (over-the-counter antacids and heartburn
medication). Another EASY round of searching
reveals some basic information about Charlie. She
was married (framed wedding photo), smoked
(opened cigarette package) and collected frogs (a
plethora of frog-related nick-knacks).
An AVERAGE search of the rest of the trailer
turns up a lot of complicated blueprints and
construction paperwork, along with the following:

sets of keys for all the construction
equipment (including the truck in the
storage facility) labeled with a shorthand
code that requires a HARD effort to decipher

a ring of keys to the padlocks on the storage
facilities’ shipping containers

a nice set of walkie-talkies

a digital camera in a padded case

a well-equipped first aid kit

a broken laptop computer
Repairing the laptop is a HEROIC task, but
if the hunters manage this it allows them to read
through Charlie’s email—which includes a letter
to John Burlington detailing a “horse skeleton”
uncovered during the excavation. The date on
the email is the same as the date the construction
company employees were killed. There’s been no
reply.
The Storage Facilities
Two large metal shipping containers, each
approximately 8 feet tall, 10 feet wide and 20 feet
long, stand several hundred yards from the Central
Operations Center. The far end of one is about
fifty feet from the lip of the largest pit. Made of
heavy corrugated metal, it would be IMPOSSIBLE
to break through the walls or door without the
use of some sort of heavy equipment. However,
each is locked with a sturdy padlock, and picking
or breaking the lock, while still HARD is certainly
a more feasible option. If the office trailer was
searched first (and the keys discovered), it’s EASY
to open the locks.
Inside the shipping containers, the hunters
discover a plethora of useful equipment. While
the actual contents are left up to the your
discretion, potential contents might include a wide
BIG BANG THEORIES
Should it suit the individual storyline,
it’s possible that the shipping containers also
include a small demolition kit (such as would
be used for removing stumps or breaking up
boulders). While it’s not unreasonable that such
an item would be found (under INCREDIBLE
levels of security) you’re cautioned to think
carefully before including such objects in
the game. Once explosives have been given
to the characters, there’s no controlling how
or when they are used, so be prepared for
the consequences. Also, remember that law
enforcement authorities are unlikely to look
the other way if they stop a vehicle carting
around a case of dynamite or blasting caps.
The ramifications may well make for another
plot line, but you should be prepared to deal
with them, should they come up.
Jason Rahm (order #3047067) 24.53.177.102
1 Red Ghost
variety of hand tools (shovels, pick axes, pry-bars),
rope, flares, small generators, a well-stocked tool
cabinet, (with a wide variety of small power tools,
hammers, screwdrivers, wrenches and the like)
extension cords, and portable light stands.
A pickup truck with the Desert Oasis
Construction logo on each side is parked between
the two shipping containers. The doors are locked,
but an AVERAGE effort remedies that, should the
hunters decide to open them up. Hotwiring them
might be HARD, but they can be opened or started
automatically with the keys from the office trailer.
The Pits
There are four small pits, each about the size
of a one-room home, scattered around the major
pit at the center of the excavation site. There’s
nothing of real interest in them. However, there’s a
very real chance that, if they enter the smaller pits,
the steep walls may give explorers a HARD time
getting back out.
If the hunters choose to search the big pit
during the daytime, it’s only an AVERAGE
complex task to find the Red Ghost’s skeleton at
the bottom of one of the recently dug excavations.
It resembles a very large horse skeleton. The
back half has been uncovered, but the rest can
be unearthed with a HARD complex action
(AVERAGE if they have suitable digging
equipment with them, or think to raid the nearby
storage facilities for the same). Each roll represents
a minute of digging, so if they spend more than ten
minutes doing this they’re going to get noticed by
the Deputy.
If, however, they search the site in the dark,
the task becomes much more HEROIC in nature
(only FORMIDABLE if they’ve got lights with
them.) Unearthing the beast’s front half is likewise
a FORMIDABLE complex action, made only
HARD with the addition of lights and equipment.
If they can’t get the action done in fifteen minutes
(15 rolls), Lazlo shows up and asks them what the
hell they’re doing. See Scene 1: Investigating the
Construction Site if they haven’t already dealt
with this guy.
Once unearthed, it’s a FORMIDABLE task
to determine that the skeleton is that of a camel,
not a horse. (For those who do detect it, the
differences are predominantly in the larger rib cage
and the two prominent toes in the foot.) It’s EASY,
however, to notice that something’s amiss with it—
strapped to the creature’s back with surprisingly
un-rotted rawhide ties is most of a human
skeleton. The human bones are still encased in an
antique US Army uniform, down to the pointy
toed, raised-heel boots. It’s HARD to determine
the era, but historically minded individuals might
date it at right around the beginning of the Civil
War. The animal and human skeletons are closely
entangled, and the rawhide straps make it a
FORMIDABLE task to separate the two. However,
it’s EASY to note that something is missing with
the human skeleton—there’s no skull attached to
the body.
Because of the size, it will take a lot of material
(salt and flammable material) and time to burn the
animal skeleton (with or without the human one).
Doing so will also raise the attention of either the
Deputy (during the daytime) or Mike Lazlo (at
night). It’s going to take INCREDIBLE effort to
convince either party that the hunters should be
allowed to stick around after that, even if they’ve
been paid off earlier.
There’s a ramp-road to get equipment into and
out of the big pit, so there’s no action required to
get out of it.
The hunters may have a run-in with the Red
Ghost while investigating the large pit. A detailed
write up of this encounter can be found in Act IV,
Scene 1.
The Results
Information is the main reward the hunters
are likely to have uncovered in searching this site.
They are likely to have uncovered the identity of
the victims, and have an avenue to follow up with
either John Burlington or Peter Monroe (Charlie’s
husband) if they so choose. They may have been
able to put together an idea about what happened
in the attack, and—if they encountered and bribed
Mike Lazlo—may have made a contact to provide
information about the local area in the future. On
the other hand, depending on how their encounter
went with the Deputy, they may be on the local
authority’s short list of people to watch, or actually
brought in for questioning about the murders.
Depending on their scavenging ability, the
hunters could have walked away with some
useful (or pawnable) equipment. They may also
have “borrowed” the company truck, which is
very likely to gain them the police’s attention,
considering it’s clearly marked with the company’s
logo.
If the camel and human skeletons are separated
(rather than being salted and burned together)
the two spirits separate as well. At that point, the
hunters can deal with each ghost separately. The
Jason Rahm (order #3047067) 24.53.177.102
1p Red Ghost
Red Ghost is destroyed when its skeleton is salted
and burned, but Tanner’s spirit remains free and
can’t be laid to rest until his skull is found.
If the two skeletons are not separated, however,
both spirits will remain active until Jacob Tanner’s
skull is recovered and destroyed, even if the
camel’s skeleton is salted and burned at the pit.
The bond between the two spirits allows the camel
spirit to remain, so long as Tanner has not yet been
destroyed.
The hunters are likely to believe that they have
already dealt with “the attacker” and put “it” to rest,
but unfortunately, nothing could be further from
the truth. “They” appear again, just a short distance
from the construction site. (See Act II, Scene 1:
Crash Course.)
The Rewards
Award one Plot Point for discovering the
victims’ identities. Award one point for uncovering
the Red Ghost’s skeleton, and another if it’s salted
and burned.
Scene 3: John
Burlington
The hunters may decide to approach John
Burlington, owner of Desert Oasis Construction,
either before or after investigating the construction
site. Here’s how that plays out.
The Setup
It’s EASY to locate Burlington’s phone number
or office address, as both are not only in the local
phone book, but also printed on signage and
upon the sides of the temporary office trailer and
construction equipment at the office site.
The Problems
Burlington’s a savvy professional, and a natural
leader. He’s HARD to bully or lie to. He’s also very
concerned that the deaths of his employees will
stop the multi-billion dollar construction contract
he’s negotiated for the casino, or that he may be
held responsible because there was no security on
duty at the construction site. He’s anxious to make
a statement to the press about “the tragedy” and
has offered a reward for any information leading to
the arrest of those individuals responsible for his
worker’s deaths. Considering how penny-pinching
Burlington is, this is a strong statement of his fear
of legal retribution for the deaths.
If the hunters pose as the media, or anyone
who Burlington thinks will help defend his
interests in the situation, he’s EASY to get
information out of. If, on the other hand, they
give him any indication that they believe he
may be ultimately responsible, they’ll find him
a FORMIDABLE opponent—close lipped and
difficult to get information out of.
John Burlington - Construction Owner
Description He didn’t get to be the head of a
construction company by being a pushover.
Agi d6 Str d10 Vit d10 Ale d6 Int d8 Wil d8
Init d6 + d6; LP 18
Traits Natural Leader d2, Stingy d4
Skills Crafts d6/Construction d10, Influence d6/
Haggling d8, Knowledge d4, Perception d6/
Intuition d8
Gear Cell phone
The Results
If the hunters convince Burlington to talk, he
offers some background on his late employees.
Both were with the company for years, neither had
any enemies that he knew of. When the Sheriff ’s
Department called him to identify the bodies
(Monroe’s husband was out of town on business),
it was “the most horrible thing” he’d ever seen. Lee
was apparently killed when the trailer overturned;
his desk fell on him and he suffocated. It looked
like someone had beaten Charlie to death with
a baseball bat. She died of her injuries, probably
delivered before the trailer was tipped. Burlington
believes that a gang from California came in and
beat up Charlie, and then when she escaped into
the trailer, tipped it over out of spite before fleeing
the scene. If asked about the dents, he hypothesizes
that the same blunt object that Charlie was beaten
with made them.
Ultimately, Burlington knows nothing about
what truly happened, and is only interested in
shifting the blame and limelight away from
himself, so that he can get back to work on the
casino.
The Rewards
Award one Plot Point for successfully getting
background information out of Burlington.
Jason Rahm (order #3047067) 24.53.177.102
11 Red Ghost
Act II: Crash
Course
This Act covers a number of scenes that may or
may not happen, depending on what the hunters
did in the first Act. If you haven’t already thrown
some Plot Points their way from their investigative
success in the past Act, consider tossing a handful
at them now before the action ramps up.
Scene 1: Crash Scene
This scene can be inserted into the game at any
point before the destruction of the Red Ghost. If
the skeletons in the pit were found but not separated,
or if the skeletons were not dealt with at all before
this scene occurs, then both the Red Ghost and
Tanner are still present, although Tanner doesn’t
manifest. If, however, the skeletons were separated
and the camel skeleton was salted and burned, then
this scene can’t take place, and Act II, Scene 3
should be used in its place to let the hunters know
that their task is not yet completed.
The Setup
This Scene takes place along the minor
highway outside of Camp Verde, between the
town and the casino construction site. The hunters
encounter what is obviously a severe auto accident.
A small four-door vehicle has left the road and
crashed, nose down, into a culvert along the side
of the road. A Sheriff ’s vehicle (the one belonging
to Deputy Robbins from Act I) is parked across
the road with its lights and emergency flashers
activated. Its angle forces traffic to move around
it one lane at a time, and the Deputy is pulling
traffic direction duty. An ambulance, lights blazing,
is parked alongside the crashed car. A woman,
wrapped in a blanket, is being helped into the
back of the ambulance by an EMT, while the
other (Kenny Cole) stands near the front of the
ambulance, making notes on a clipboard.
The Problems
Most of the “action” here is dealing with the
Deputy and/or the ambulance driver.
Talking with the Deputy
Depending on their previous interaction with
the Deputy, the hunters may be able to stop into
the scene and do a bit of poking around without
attracting undue attention. If, however, he’s pegged
them earlier as troublemakers, he stops his traffic
direction efforts and forces them to leave (or
attempts to arrest them if they don’t). On the off
chance that they’ve made a good impression upon
him, he probably stops to chat with them once the
ambulance has left, and they may be able to gain
additional information from him, or even do a very
light-level search of the wrecked vehicle (see Act
II, Scene 2).
Assuming the hunters’ last contact with the
Deputy was positive and he talks with them after
the ambulance leaves, they might get some useful
info out of him now. With a little prodding (an
EASY task) he explains that he was driving past
when he saw the victim’s car in the ditch. He
sounds doubtful when he explains that the woman
claimed to have struck a large animal, possibly a
cow, and then to have been attacked by the same.
“She was probably just trying to up the pay-out
on her insurance policy,” he explains. “Happens
all the time. Cruddy car, minor accident, they
ramp up the damages to cover things that were
already wrong with the vehicle and get a bigger
reimbursement check.” It’s pretty EASY at this
point to convince him to allow the hunters to take
a look at the vehicle, as he explains there’s no crime
involved in the situation. The woman didn’t appear
to be under the influence of anything, and no one
other than she was involved.
If the hunters had a negative run-in with the
Deputy earlier, he pauses in his traffic direction
and warns them off. It would be a RIDICULOUS
task to convince him to allow them to stick around.
If they don’t succeed in convincing him, and they
persist on staying at the accident site, he attempts
to arrest them, calling for back-up if necessary.
Use up to four additional examples of the Sheriff ’s
Deputy NPC on page 161 of the Supernatural
RPG to represent the back-up officers, who arrive
within 5 minutes of Deputy Robbins’ initial call for
aid.) If they’ve had previous negative interactions
with the Deputy, and they do manage to convince
him of their good intentions or right to be there,
they may use the opportunity to speak to the
ambulance driver or examine the wrecked vehicle.
Talking with the Ambulance Driver
While the accident victim and one EMT are
already sequestered in the back of the ambulance,
the hunters have a brief window of opportunity
to engage the driver, Kenny Cole, and ask him a
few questions about the accident. Cole takes his
job seriously, and doesn’t give out identifying
Jason Rahm (order #3047067) 24.53.177.102
1£ Red Ghost
information about the victim in the crash (such
as her name or personal information) but it’s only
AVERAGE difficulty to get non patient-specific
information from him. The hunters have, at most,
a minute or two while Cole finishes filling out
his paperwork, before he insists on getting into
the ambulance and taking the patient to the local
hospital.
Kenny Cole - Ambulance Driver
Description Calm and analytical, this ambulance
driver has seen it all—or so he thinks.
Agi d6 Str d6 Vit d6 Ale d6 Int d6 Wil d6
Init d6 + d6; LP 12
Traits Cool Under Fire d2, Sensitive d4
Skills Discipline d4, Drive d4, Medicine d6/Triage
d8, Science d4, Unarmed Combat d2
Gear Cell phone
If the hunters are successful in gaining
Cole’s confidence, they can learn the following
information from him. The accident victim claims
to have struck an animal. “She said she didn’t see
anything, she just felt it.” She claims that the airbag
inflated, blocking her view, and she slammed on
the brakes, but that the animal (likely a cow) then
began to attack the car, ramming it over and over
with its hooves. She never caught sight of it, but
it made a horrible braying noise and smelled foul.
The animal struck her car repeatedly, breaking the
windshield and she ran off the road, landing in the
ditch. The animal continued to strike her car until
the Deputy, who was patrolling nearby, drove up.
Cole mentions that Deputy Robbins said he hadn’t
seen any animals in the area when he drove up.
The Results
If the hunters get the opportunity to examine
the vehicle, proceed to Act II, Scene 2 for more
information. If not, it’s research time, so move on
to Act III.
The Rewards
Award one Plot Point if the hunters learn
about the reported animal attack from Cole. Award
one Plot Point if they had a previous negative
interaction with the Deputy and were able to turn
it into a more positive connection with him. Award
one Plot Point if the hunters realize that all of the
severely injured victims have been women.
Scene 2: A Closer Look
If the hunters decide to return to the scene
after the Deputy and ambulance have left, they
will have a few hours before the tow truck makes
its way out to clear the wrecked vehicle. This
same information can be discovered during Act
II, Scene 1, if the hunters have made a good
impression on the Deputy earlier so as to garner his
trust. Otherwise they will have to come back after
he leaves to search the vehicle.
The Setup
The area around the wrecked vehicle is
dusty rock and sand. The vegetation is harsh and
scrubby, and much of it contains thorns or prickles.
This makes searching the surrounding area a
FORMIDABLE task—footprints don’t show up
well on the stony surface, and in-depth exploration
is likely to result in an encounter with sharp fauna.
The Problems
A basic search of the vehicle is pretty EASY. It’s
not going anywhere, nose-down in the ditch as it
is. The airbag has been triggered, and the front seat
is now filled with a half-inflated white pillow of air.
The first thing any successful search of the
vehicle will turn up is very EASY to notice—there’s
no blood of any sort on the outside of the car.
There is, however, an extremely large indentation
in the grill area, as if the vehicle struck something
massive which caved the bumper and hood in
towards the center of the car. An AVERAGE
examination of the grill uncovers clumps of long
red woolly fur stuck to the metal. The camel fur is
coated with ectoplasm, which is EASY to discern
once the fur is found—it’s a disgusting, black, and
viscous slime. Another EASY thing to notice is the
large circular dents that pepper the front of the car.
For hunters who have examined the office trailer at
the construction site, it’s EASY to tell that these are
identical in size and shape.
Successful attempts at tracking the Red Ghost
show its trail leading away from the construction
site. Within ten yards or so, however, the trail fades
out completely. It’s EASY for the investigators to
assume that the spirit simply dematerialized at that
point.
The Rewards
Award one Plot Point if a hunter makes the
connection between the attack at the construction
site and the car wreck. Award one Plot Point if they
Jason Rahm (order #3047067) 24.53.177.102
11 Red Ghost
successfully locate physical evidence (fur and/or
ectoplasm) and another if they are able to track the
beast until its trail disappears.
Scene 3: Alone At Last
This scene is for use only if the hunters have
successfully separated the skeletons of the Red Ghost
and Jacob Tanner and destroyed the Red Ghost’s
spectral form (by burning and salting the separated
camel bones.) In other circumstances, use Act II,
Scene 1.
The Setup
For over a century, Jacob Tanner’s ghost has
been bound to that of the camel he died upon.
Released from his bond to the Red Ghost, Jacob
Tanner’s spirit has gone on a rampage. His always-
present abusiveness to women has raged forth, and
a local woman has paid the price for his fury.
A Sheriff ’s vehicle with its lights flashing is
parked outside of a local convenience store, which
happens to be very near to the county archive
building. A small crowd has gathered, as two EMTs
hurry to wheel a woman on a gurney into the back
of the ambulance. It would be IMPOSSIBLE for
hunters to persuade them to stop and chat—it’s
obvious that they are extremely concerned for the
woman’s health. Her face is a mess of bruises and
blood, and she appears to be unconscious. One
EMT climbs into the back and the other (Kenny
Cole from Act II, Scene 1) hurries to the front
and climbs into the cab, activating the lights and
siren. Within a moment, they’re rushing the victim
to the hospital.
Deputy Robbins is inside the store, talking
with the manager, a stocky man in his mid-50s.
The counter’s a mess; it’s littered with overturned
displays, broken glass, spilled merchandise, and
a large quantity of blood, presumably that of the
woman on the gurney. After a few moments of
conversation, the Deputy turns and begins to walk
back to his vehicle and the store manager starts
trying to set the store back to rights.
The Problems
Here, the hunters can prod the crowd for
information or they can go inside and get it from
the store manager.
The Crowd
As long as the Deputy is inside, the hunters
have no problem asking questions of those
gathered in the parking lot. It’s EASY to get them
to give up what little information they know, which
is . . . very little.
No one present claims to have been in the
store during the assault. A young man with a
macho swagger and a skateboard (B.K.) claims
that he not only saw the fight through the front
windows, he got a picture of the assailant on his
cell phone. It’s EASY to convince him to show this
off, and if asked, he sends the hunters a copy of it
to their cell numbers (although this then means
that B.K. has their number, which you can make
lots of use of in the future . . .)
The picture is blurry, so it’s HARD to tell that
the assailant is wearing clothing that would be
more appropriate during the Civil War than today,
and matches the clothes worn by the skeleton
attached to the camel bones, in the large pit at the
construction site. If the hunters have seen a picture
of Jacob Tanner, or if they see a photo of him after
seeing B.K.’s camera picture, it’s fairly EASY to tell
that it’s the same man. The camera picture also has
a strange glow which B.K. attributes to reflection
from the store window, but the hunters find it
EASY to recognize it as the kind of aura that often
surrounds a ghost or spirit caught on film.
B.K. claims that he lost sight of the assailant,
who ducked behind a display when Mr. Preske, the
store manager came rushing out of the back room.
He called 911, and watched from outside until the
Deputy arrived, but didn’t see the assailant again.
He guesses that the attacker slipped out the back
past Mr. Preske, who B.K. refers to as “the old
fart.”
B.K. - First On The Scene
Description A typical teen stuck in a one-horse
town.
Agi d6 Str d4 Vit d4 Ale d4 Int d4 Wil d4
Init d6 + d4; LP 8
Traits Cool Under Fire d4, Rebellious d4,
Signature Possession (Skateboard) d2
Skills Athletics d6/d8 Skateboarding, Covert d4,
Perception d4, Survival d4, Tech d6
Gear Skateboard, Cell phone with Camera
The Deputy
Depending on their previous interaction with
the Deputy, the hunters may be able to stop him
and ask for some information. If, on the other
Jason Rahm (order #3047067) 24.53.177.102
1+ Red Ghost
hand, the hunters have had a negative interaction
with the Deputy in the past, he gives them a
gruff brush off and refuses to answer any of their
questions on his way to his vehicle.
Deputy Robbins is in a hurry to get back
to the station and file his report. Assuming the
hunters aren’t on the outs with him, he lets them
know that he doesn’t have a suspect yet, but that
he’s hoping that the victim will be able to give
more information, since the manager claims not
to have seen anyone. If things aren’t all that hot
between Deputy Robbins and the hunters, it’s
RIDICULOUSLY difficult to convince him to
talk with them further. If they connect the Deputy
with B.K. so that he can get the assailant’s photo
from the boy, the task of befriending the Deputy
becomes less FORMIDABLE, although what the
Sheriff ’s Office is going to do with an APB on a
150 year old Army deserter is anyone’s guess. If
they succeed, he gives them what little information
he has, and he’s easier to deal with in any future
encounters.
The Store Manager
If (either instead of or after they encounter
the Deputy) the hunters attempt to engage the
store manager, they find him to be in a very shaken
condition. He tries to tell them that the store is
closed, and it’s HARD to convince him to speak
with them. This is reduced to an AVERAGE task
if they begin cleaning up or offer him aid in doing
so. Grateful for their help (as well as their company,
despite his gruff exterior), they find him easier to
speak to once the cleanup has begun.
Once they’re on good terms with Preske, they
discover that he was in the back room working
on some paperwork when he heard a loud crash.
Assuming that the cashier had knocked something
over, he didn’t investigate until a few moments later
when several more loud noises were punctuated
with a scream. He ran out into the front of the store
to find his cashier beat to a bloody pulp, but no
assailant present. He didn’t see or hear the assailant
leave through the front door, and the back door’s
still bolted shut from the inside, so the attacker
could not have escaped through that exit and
bolted it behind him. Preske assumes the assailant
managed to slip out the front door without being
noticed while he was checking on his employee.
Unfortunately, the store can’t afford real video
equipment—the camera mounted in the front is a
fake.
If they spend time searching or cleaning in the
store, the hunters may make an EASY find. Under
a toppled pile of snack food, a broken jar of grape
jelly’s left a sticky puddle on the floor. In the center
of the puddle is a boot print, with a pointed toe and
raised heel. While it technically could match any
sort of cowboy boot, extremely observant characters
might make a FORMIDABLE connection—some
markings in the footprint that correspond exactly
to the boot found with the camel skeleton in the
big pit at the construction site. The print is pointed
towards the wall away from the cashier’s counter,
and if the hunters search HARD they can find a
faint residue that indicates the boot’s wearer walked
not only towards but through that wall (the final
footprint being half in and half out of the wall
itself.) If they move their search outside, the County
Archive building is just a short distance across a
concrete parking lot in the same direction as the
boot prints.
Mr. Preske - Store Manager
Description Long-time storeowner, he is very
rooted in the real.
Agi d4 Str d6 Vit d6 Ale d6 Int d6 Wil d6
Init d4 + d6; LP 12
Traits Lazy d4, Unbreakable Will d2
Skills Discipline d4, Influence d6, Knowledge d4,
Perception d6/ Intuition d8
Gear Broom, Cash Register
The Rewards
Award one Plot Point if the hunters realize
that this encounter is tied to the construction site
killings, either through the picture or the footprint.
Award one Plot Point if they had a previous negative
interaction with the Deputy and were able to turn
it into a more positive connection with him. Award
one Plot Point if the hunters realize that all of the
severely injured victims have been women.
Act III: Digging
Deeper
At this stage in the game, the investigation
should have turned up whatever it can on first
blush, and now it’s time to either hit the books or
follow up. Don’t forget that you can use the Act IV
encounters at any point if you want to make life real
interesting for the hunters. Once the hunters get to
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1< Red Ghost
the County Archives, things come rushing to a head
(so to speak) so plan on pulling out the stops at that
stage. The credits are going to roll soon after.
Scene 1: Research
At some point the hunters are likely to do some
research on this phenomenon. Bring this scene up
when that happens.
The Setup
One potential avenue might be the local library
(which keeps archives of the local paper back
through the 1950s, and local history books that
cover the area through its earliest history as Fort
Verde). The county offices also have an official
Archive that are open to the public, which contain
photographs and news articles dating back to the
town’s inception, as well as a local expert, in the
form of Carlos Estrada (see Act III, Scene 2). And,
of course, there’s always the Internet.
The Problems
The information the hunters have already helps
to determine the difficulty of the task before them.
If they’re starting cold, with nothing more than
the newspaper article or tip that led them to Camp
Verde, this task is HARD. If they’ve successfully
discovered the camel skeleton, and realize they are
dealing with a malevolent animal spirit, it becomes
a more AVERAGE endeavor. If (through examining
the skeleton or foot-prints, or recovering the fur)
they have come to the conclusion that what they
are dealing with is a camel spirit specifically, the
task becomes EASY, as it’s a local legend in the area
stretching back for more than 150 years.
You can handle research challenges in a variety
of ways. If time is an issue (or if you prefer a more
expedient research process) you can have the
hunters perform a single research roll and give
them information (or not) based on the results. A
higher success results in more information, or more
in-depth information. The hazard of this, however,
is that if the hunter fails, they run into the brick
wall that keeps them from moving forward. Let the
hunters make another research attempt (at a later
time, or using a different avenue of approach) if this
becomes a problem.
Another method of handling research rolls is
to treat them as a complex action. Each time the
players make a roll and add successes to their efforts,
they learn a bit of information, and when they’ve
reached the complex action threshold for their
research, they’ve learned everything. This allows
you to feed bits and pieces of information to the
hunters a little at a time, and prevents the “all or
nothing” aspect of the previous method. Sure, it
could take a day, but that just gives you a nice stretch
of time to interrupt with a rampaging camel ghost
or Civil War specter.
The following information can be discovered
during the hunter’s research.
Camels
C
amels average a 40-50 year lifespan,
although some have been known to live
upwards of 70 years in captivity. Camels are
not hoofed, but instead have a large flat padded
foot with two clearly visible toes. This pad is
thick and heavy to protect them from the heat
and rough terrain of the desert floor. Camels
can sprint up to 65 miles per hour, and can
maintain speeds in excess of 40 miles per hour
over extended periods. Adult males normally
stand between 6 and 7 feet tall at the shoulder,
and can weigh in excess of 1500 pounds.
Camels in the Army
I
n 1836, a Quartermaster by the name of George
H. Crosman wrote to the Quartermaster
General, on the topic of using camels as an
alternate means of transportation and cargo-
movement for the military. As the native tribes
that the Army was engaging in conflict with were
uniformly using horses by this point, Crosman
felt that the camels, who were fierce of nature
and strong of odor, would offer Army troops
an immediate advantage. In 1854, Jefferson Davis
(future President of the Confederate States)
reintroduced the idea, suggesting that camels
might be an ideal choice for the US Army to use
as both transportation and beasts of burden in
the harsh Southwestern climate.
In 1856, three dozen Dromedary (one-
humped) camels and their handlers arrived in
Camp Verde, Arizona, after a long sea and land
journey from the Middle East and northern
Africa. The animals were stationed at various
military outposts between Camp Verde and Los
Angeles.
Jason Rahm (order #3047067) 24.53.177.102
16 Red Ghost
Initially, the project was earmarked as a
success, however in time, the camels proved
problematic. As Crosman had noted, they were
offensive to horses—including the existing
Army animals. They were also surly beasts, and
earned a great deal of hatred from those who
were used to working with milder-mannered
mules, oxen and horses.
Camels in the Southwest
A
crew surveying the border between Arizona
and Mexico in 1901 reported having seen
a “wild” camel while on their travels. In
1913, near Wickenburg, Arizona, a railroad crew
claimed to have seen one as well. 16 years later,
near Banning California, a camel was reported to
have attacked and stampeded horses at a small
ranch. Various sources claim that each of these
is the last “real” sighting of camels roaming
free in the US. To this day, however, occasional
camel sightings take place in Southeastern
California, or remote areas of Arizona and New
Mexico.
Tramplings
I
n 1883, a farmer’s wife near Fort Verde went
out to the well to get water one evening. Her
husband heard her scream and rushed out to
help her. By the time he reached the well, his
wife was dead. Her skull was crushed in, and
her body trampled. Large cloven hoof prints
were found in the area, and tufts of red fur
found on nearby cactus, but the assailant
(described as a horse-demon) escaped.
Also in 1883, two miners reported being
attacked by a large animal that raced through
their encampment and knocked over the tent
the men were both sleeping in. The beast was
described as “twice as big as a horse, and with
a bray like a jack-ass” but left behind strange
hoof prints like a giant goat.
In 1967, a group of young girls were
camping with their scout leader in some
cabins located between Camp Verde and
Cottonwood. Two girls, both nine years old,
disappeared in the middle of the night. Their
bodies were found, several days later, in a
nearby creek. Although most papers refer
to the matter as an accidental drowning, one
article mentions the girls having also sustained
“severe injuries” to the point that identification
was difficult. The article claims the wounds
were “most likely from the river throwing them
against the shore.”
Several other unexplained “beating” deaths
have been scattered around the area in the past
100 years. Most involved female victims who were
out in the desert area on their own for some
reason: hiking, car break-downs, homesteaders
or the like.
The Red Ghost
I
n 1893, a farmer in the area reportedly shot
and mortally wounded a camel that he found
grazing from his vegetable garden. The beast
ran off, trailing copious amounts of blood, but
the farmer reported that there was something
FALSE INFORMATION
When handling research and information
gathering as a complex action, one smart
option is to make the rolls clandestinely for
the player. This allows you to use an alternate
failure/botch mechanic that adds interest
and intrigue to the information gathering
session, preventing it from being a cut-and-dry
fact download.
If, at any point in the research rolls, the
roll fails to produce even a single success,
the hunter has stumbled on an unclear or
contradictory bit of information that muddles
some previous fact they’ve uncovered. If, on
the other hand, the roll results in a botch,
an utterly false piece of information is
uncovered, and is believed by the hunters to
be factual.
Considering the second-hand and
transitory nature of much of the information
being researched by the hunters, this rules-
variation allows Game Masters to add a bit
of uncertainty and intrigue into their player’s
research, and keeps the characters guessing
about what is true and what is not.
By the way, some players can handle
knowing the truth, so you might not even need
to make the rolls secretly. Let them come up
with their own wild research results if they
blow it! Empowering players with their own
screwups at least makes them feel they have
some input into the story.
Jason Rahm (order #3047067) 24.53.177.102
11 Red Ghost
tied on its back, like a saddle. A later search
of the area revealed a weathered human skull
left behind. The farmer donated the skull to the
county historical archives.
At several points between 1893 and present
day, travelers have reported seeing a huge red
camel, horse or generic four-legged “demon.”
Reports often include a human skeleton
attached to the beast’s back with rawhide straps.
Jacob Tanner
I
n the late 1880s, a soldier named Jacob
Tanner was stationed at Fort Verde. Tanner’s
name appears in numerous legal records
of that period, always on the delivering end
of trouble. He was reprimanded and punished
for thievery, drunken disruptiveness, assault
(usually on women) and finally for deserting.
When he was found, having beaten a local
saloon girl to death, his commander ordered an
unusual punishment. He was given 30 lashes,
then tied over the back of a camel and the pair
were driven out into the desert to die.
The Results
The real gem in all of this stuff is recognizing
that there are two spirits involved, the camel and
Jacob Tanner, and that there’s a skull being kept in
the County Historical Archives. Even if the hunters
blow all of their rolls, it’d be nice to give them that.
Move on to Scene 2 in the event that they want to
pursue the skull lead.
The Rewards
Award one Plot Point if the hunters recognize
the assailant as the Red Ghost or Jacob Tanner.
Award another if they make the connection between
the two spirits. Award one point if they discover the
location of Jacob’s skull.
Scene 2: Getting A Head
This scene revolves around the County
Archives, where a missing clue—Jacob Tanner’s
skull—turns up. See the sidebar “A Gentle Nudge”
for more information about getting the story here.
You shouldn’t have to force the events if the hunters
have been sticking to their proper routine, but you
never know.
A GENTLE NUDGE
Several clues in the adventure are
designed to eventually lead the hunters to
the County Archives where Tanner’s skull is
sequestered. In þçt |||, sççaç 1, the “Red
Ghost” factoid mentions the farmer who shot
the Red Ghost donating the skull he found in
his vegetable garden to the archives. This may
be enough to send the hunters seeking in that
direction. This is the mostly likely plot path the
hunters will take to the archives if the Red
Ghost’s not yet been destroyed.
As well, Tanner’s footprints after the
convenience store assault lead towards the
archive, which is directly next door to the store.
This is the most likely path to lead the hunters
to the archives if they have separated the
two skeletons and Tanner is running free.
If neither of these methods brings the
hunters to the archives in a timely manner,
additional hints may be implemented to help
guide their path to this “end game” scenario.
These might involve contacts that have
“uncovered” information that the hunters
missed, including the Red Ghost shooting
story that mentions the skull being taken to
the archives. If one of the hunters has the
Photographic Memory trait, they might find it
EASY to recall an article that mentioned some
controversy between the county and local
Native American tribes about the archive
containing unidentified human remains, but
that the lawsuit was dropped when DNA testing
proved that the bones (including a human skull
donated by a local farmer in the late 1800s)
were not related to the tribes. The same
information might be HARD for other hunters to
recall.
Supernatural Traits may also be used to
move the hunters in the right direction. If one
of the hunters is a Medium, they may be able
to sense the malevolent spirit(s) presence at
the archives, if they get near enough (such
as standing outside the convenience store). A
Spirit Guide might be able to sense that the
Red Ghost and Tanner have retreated to
the archives, and pass the information along
to the hunters. Or, if any of the hunters are
Clairvoyant or has Premonitions, it’s simple for
a Game Master to nudge the group towards
the archives by means of vague visions and
“hunches.”
Jason Rahm (order #3047067) 24.53.177.102
1r Red Ghost
The Setup
The County Archives have been housed in this
building since the mid-1960s when a fire damaged
the former site. The building consists of two main
rooms, roughly equal in size. All of the walls are
concrete brick, covered with stucco to give it an
“authentic” Southwestern feel. The doors are hollow
metal, typical of office buildings during the era it
was built in, except for the loading bay door in the
back that’s made of flexible metal to allow it to roll
up and out of the way. The front half of the building
has a few small windows (three feet tall by six foot
wide) but they’re located fairly high on the wall (the
bottom ledge is five feet up) making them HARD to
climb through without something to stand on. The
warehouse area has no windows.
The entire building is surrounded by a parking
lot. The front half is blacktop, but the back half is
only gravel, and contains many deep potholes. If
standing on the street out front and looking towards
the buildings, the archives are immediately to the
right of the convenience store mentioned in Act II,
Scene 3.
Front Area
The front room of the archives is a mini-
museum, containing artifacts in floor-to-ceiling
lit glass-enclosed display cabinets, life-sized
mannequins wearing historic clothing, antique
photos blown up to poster-size wall displays
and several bookshelves lined with old, but not
particularly valuable, publications about the area.
To the left of the front door, there’s a small desk
and chair, with an old microfiche reader for use by
the public. Most of the old documents have been
archived on microfiche, but not yet transferred into a
digital medium.
Straight ahead, through the front room, a long
counter bisects the room. A swinging gate allows
employees to pass through to the work area on
the other side of the counter. Two 1950s era metal
desks, both painted a nondescript gray-green, fill the
majority of the open area in the workspace. The rest
is taken up with row upon row of filing cabinets,
most painted the same color as the desks.
The desks contain normal office materials,
although one has a jumbled pile of keys on key
rings in one of the drawers. The keys open not only
the locks to the doors to the archives, but also the
cabinets and bays in the warehouse area. One set
even fits the ignition and door locks to the fire truck
(which is kept in good working condition for use
in the city’s parades and festivities.) Because of the
jumbled nature of the keys, it’s HARD to tell what
key goes to which cabinet.
Warehouse
Beyond the work area is the warehouse area, a
concrete-block walled room about forty feet wide
and one hundred feet long. The ceiling is fifteen feet
tall and there’s exposed ductwork, pipes and wiring
running along it, all of which has been painted a
prison-gray color. Other than the door to the office
area, there are two other exits—a side door located
about mid-way along the right hand wall (the side
away from the convenience store) and a loading bay
door (about twelce feet square) at the back of the
building.
The warehouse is lined with industrial metal
shelving, and several rows of similar shelving run
through the building. Most of the material on the
shelves is in a container of some sort, although they
vary from modern plastic storage bins and cardboard
boxes to antique steamer trunks and obviously hand-
made rough wooden boxes. The contents are just as
varied. Explorers might find high school wrestling
trophies from the ‘50s, an antique scale set of the
kind used by shop keepers to weigh gold dust in the
mid-1800s, a collection of more than one hundred
pair of vintage ladies’ gloves, a box of old “snake-oil
salesman” medicine bottles, and some prehistoric
fossils including one that looks a great deal like
a camel skull. Open on the shelves, but not in
containers, are items including a turn-of-the century
cash register, several antique saddles, a wooden
butter churn and an early Native American grinding
stone for turning mesquite pods into flour.
In the back, towards the loading bay door,
there’s a large open area where an antique fire truck
(formerly in service to the Yavapai County Fire
Department) is stored under a large canvas tarp. A
small buckboard wagon sits beside it. On the other
side of the open area is a collection of life-sized
mannequins dressed in vintage clothing, which were
formerly on display out in the front room.
Along the left wall (opposite the fire door) are a
series of three chain-link bays for containing bulky
or awkwardly shaped items that don’t store well on
the shelf units. These include some well-weathered
pieces of farm equipment, a wooden cattle yoke, an
antique banjo, several stacks of paintings leaning
against a wall, as well as some large antique signage
for early Camp Verde businesses. There’s also a
rather mangy stuffed pronghorn antelope, with a
battered felt hat hanging from one of its horns. The
bays are fastened with an AVERAGE pad lock.
Jason Rahm (order #3047067) 24.53.177.102
11 Red Ghost
A locked metal cabinet, which is HARD to
break into, is mounted to the wall just to the left
of the office door. This contains antique firearms,
including several Civil War era rifles. There is,
however, no ammunition for them.
To the right of the office door is a small walk-
in closet-type enclosure, a mini-room within the
room. It’s labeled as “Personal Artifacts” and its
lock is FORMIDABLE, as the room contains
the county’s small collection of archived human
remains. These are unidentified bones that have
been tested and proven not to belong to any of the
native tribes in the area. They are organized in cases
with pull-out drawers, each labeled with the date
and source of donation, the location the bones were
found in, and any identifying information (sex,
approximate age, notable markings or features, etc.)
This room remains locked and is rarely entered by
county employees, sometimes going years without
being disturbed. There are not a lot of bones here,
because the county prefers to hand them over
to more appropriate agencies (museums, etc.) if
possible. However, it’s here that Jacob Tanner’s
skull is located, in one of the cases containing other
“artifacts” from the late 1800s.
The Problems
So what happens here? Once again, it depends
on whether the hunters are here in the daylight
hours or at night.
Daytime
If the hunters come to the archives during
normal business hours, they’re greeted by Carlos
Estrada, who seems genuinely pleased to have
visitors to the normally ignored archives. He loves
talking about local history, and it requires no effort to
direct him towards any conversation that deals with
Camp Verde, local legends or the like, or to teach
them how to use the county’s microfiche document
archives.
If the hunters show any interest in what he’s
saying, it’s EASY to convince him to allow them
access to the documentation archives behind the
counter, or to offer to give them a tour of the back
area. On the other hand, it’s HARD to verbally
convince him to unlock or allow them access to the
Personal Artifacts room where Tanner’s skull is kept.
He is, however, a coward, and if the hunters attempt
to use intimidation or other strong-arm tactics, it’s
EASY for them to bully the archivist into handing
over the keys. He will, at that point, attempt to make
a strategic withdrawal from the situation, and call
the local Sheriff ’s Deputy (the same one the hunters
may have interacted with throughout this adventure)
to deal with the trespassers. It’s EASY to bully him
into sitting down and shutting up, however, as long
as the hunters are paying attention to his actions. If
convinced or coerced, he will continue to protest
against their intrusion into the Personal Artifacts
room, the cabinets and the like.
As soon as the hunters breach the locks on
the Personal Artifacts room, Tanner will manifest
(see Act IV, Scene 2 for Tanner’s statistics and
strategies). If the Red Ghost is still out there
(because the hunters didn’t yet discover the camel/
human skeletons, or didn’t separate the two before
burning and salting them), it manifests as well (See
Act IV and use the information from both the Red
Ghost and Tanner). Having both spirits active and
coming at the hunters should be some clue to them
that they need to get the hell out of there.
At the first signs of undeniable supernatural
activity, Estrada screams, runs, and knocks himself
unconscious on one of the shelving units, effectively
taking him out of the scenario until the situation has
resolved itself.
After Hours
Getting into the archives after hours is an
AVERAGE task. There’s no electronic security
system, just the locked doors and windows between
the hunters and the inside. It would be EASY for
passersby to spot the break-in if the hunters try
to use the front door, but either the side door or
loading bay entrance are likely to be unobserved.
If the hunters attempt to use the county’s
antiquated microfiche reader without assistance, they
will find it an AVERAGE complex action to locate
pertinent information (if successful, however, they
may find any of the information offered in Act III,
Scene 1). It’s HARD for them to dig up the same
information by attempting to navigate the county’s
document archives in the multitudinous filing
cabinets behind the counter without Estrada’s aid.
The door between the front office and the
warehouse is normally left unlocked after hours
(it has a lock, but Estrada rarely bothers). Because
the warehouse has no windows, it’s dark inside,
regardless of whether it’s daylight outside or not.
As noted above, as soon as the hunters unlock
or break into the Personal Artifacts room, Tanner
(and possibly the Red Ghost) will manifest and
attempt to stop (destroy) the hunters. Use the above
recommendations to proceed to Act IV for the
confrontational scenes.
Jason Rahm (order #3047067) 24.53.177.102
£p Red Ghost
Carlos Estrada - County Archivist
Description He’s a bookworm, but a very talented
and perceptive bookworm.
Agi d4 Str d4 Vit d6 Ale d8 Int d12 Wil d4
Init d4 + d8; LP 10
Traits Coward d4, Photographic Memory d4
Skills Influence d4, Knowledge d6/Local History
d12, Lore d6/Local Legends d8, Perception d6/
Deduction d8, Science d6, Tech d6/Electronic
Research d10
Gear Key ring to all archive locks
The Results
Positive interaction with Estrada can be one
means for them to access any of the information
offered in Act II, Scene 1. In an ongoing storyline,
Estrada may well be turned into a long-term ally
for the hunters, as he’s an expert researcher, and
has a soft spot for folklore and legend. It may well
be an IMPOSSIBLE task, however, to convince
him to speak with them again if they use bullying
techniques or physical violence against him. If he
is exposed to any undeniable proof of supernatural
phenomenon, he will be intrigued, but if that
manifestation appeared violent or dangerous in
any way (such as seeing Tanner’s ghost attack the
hunters) it will be almost IMPOSSIBLE to convince
him to have anything to do with anything spooky
thereafter. Harmless legends and lore are one
thing—violent ghosts are quite another.
If Estrada is given the opportunity to reach a
phone after the situation goes badly, he contacts the
Sheriff, which could bring Deputy Robbins into
the situation—even in the middle of the ghostly
confrontation scene. The Deputy is a strident
disbeliever in anything paranormal, however,
and will find a way to blame the hunters for
any wrongdoing, regardless of any inexplicable
occurrences he may witness.
If the hunters have the time and opportunity to
do so, many of the artifacts in the archives may be
of use to them, or of value if they have contacts that
can fence such materials. A plethora of items are
listed in The Setup above, but you should feel free to
add in any other items you feel suit the setting. This
may well be an opportunity to include an item that
leads the hunters into their next adventure, if that’s
appropriate to the Game Master’s plans.
The Rewards
Award one Plot Point for gaining the confidence
of Carlos Estrada. Award one Plot Point for using the
archives (microfiche or filing cabinets) to research
information on the situation, either with Estrada’s
aid or illicitly.
Act IV: Close
Encounters
Because of the investigatory nature of this
adventure, there’s no single path through its
research, which makes it impossible to insert a
confrontational situation with the ghost(s) in a
chronological manner. Instead, both the Red Ghost
and Tanner are offered in their own scene below.
While certain situations (noted in the Scene write-
ups) are guaranteed to bring about a confrontation,
you can throw in a scuffle with either of these ghosts
at any point in the story that it seems thematically
appropriate.
Scene 1: Unholy Duo
Until such a time as the camel and human
skeletons found in the big pit at the construction site
are separated, any ghostly manifestations of the Red
Ghost will include Tanner as well, and vice versa.
The two have been psychically linked in such a way
that they can’t leave one another’s presence, and
their attitudes bleed over each other.
The Setup
During any joint appearance, Tanner won’t
actually physically manifest, at least until the end
scene at the archives. Mediums and other hunters
with the ability to sense ghosts and spirits may be
able to sense that there are two in the area; it’s only
AVERAGE difficulty to do so.
As a duo, some choice locations for them to
interact with the hunters include the construction
site (Act I, Scene 2) or at the crash site in Act II,
where you could drop in a confrontational scene
at the end of the trail, rather than having the Red
Ghost disappear. As well, if the skeletons were not
separated before being destroyed, both the Red
Ghost and Tanner manifest in the warehouse of the
archives (see Act III, Scene 2) when the Personal
Artifacts room is opened, although Tanner physically
manifest then. Use the Scene 2 version of him for
that encounter.
Jason Rahm (order #3047067) 24.53.177.102
£1 Red Ghost
The Problems
The Red Ghost and Tanner are a dysfunctional
pair of tormented spirits, bound together and serving
to goad each other for all eternity. The camel spirit’s
little more than a tortured animal in a supernatural
form, striking out at those targets which it can’t
avoid. Tanner, on the other hand, is more cognizant,
and uses his superior self-awareness to direct the
Red Ghost through their mutual bond.
The Red Ghost’s normal MO is to trample its
targets, striking out with its huge cloven feet to strike
its foe. This method works equally as well on human
targets and non-living ones, as witnessed by the
damage done to the construction site office trailer
and construction equipment. Because of its bond
with Tanner, the Red Ghost has come to see women
as a primary target, and (unless separated from him)
will always attack females first, before going on to
male targets.
The Red Ghost - Camel Spirit
Manifestation The Red Ghost appears as a huge
red-pelted camel, standing easily 8+ feet (2.5
meters) at the shoulder and weighing over a ton
when manifested. Its massive cloven footprints
are easily 12 inches (.3 meters) across.
Motivation The Red Ghost is tormented by the
presence of Jacob Tanner’s ghost. Tanner spurs
the beast to attack, especially female targets, and
the camel-ghost strikes out with deadly fury. It
wants nothing more than to be left alone, but the
recent construction work has disturbed its resting
place.
Limitations The Red Ghost can’t be laid to rest
until Tanner’s skeleton has been removed from
its body, or Tanner’s skeleton (including the
missing skull) has been dealt with and his ghost
laid to rest.
Agi — Str — Vit — Ale d6 Int d2 Wil d8
Init d6 + d8, LP —
Traits Spirit d8, Sure Footed d6
Skills Unarmed Combat d6/Trample d10
Gear Rawhide straps which bind Tanner’s skeleton
to its back
Jacob Tanner - Unmanifested
Manifestation Jacob Tanner remains unmanifested
until separated from The Red Ghost. The
exception to this, however, is if his skull is
directly threatened. See Act IV, Scene 2 for
this variation on Tanner, and use it, rather than
this one, in the end scene. While intangible he
uses his telekinesis to throw heavy objects at his
victims or even shove his targets directly.
Motivation After more than one hundred years of
suffering from his last victim’s curse, Tanner’s
innate abusiveness towards women has grown
exponentially stronger. He is, in general, a hateful
and destructive spirit, but this malevolence is
especially heightened when the target is female.
Limitations Tanner’s spirit is bound to the Red
Ghost so long as his skeleton remains attached
to it. His ghost can’t be laid to rest until both his
skeleton and his missing skull are recovered and
destroyed, either with or separate from that of the
Red Ghost. Because of his Cowardly nature, he
won’t manifest, save to protect his own existence
(ie: the skull). He also prefers to pick on the
weakest target in any group, which his prejudices
identify as first females, then children or the
elderly, then weak looking males.
Agi — Str — Vit — Ale d8 Int d6 Wil d10
Init d8 + d10, LP—
Traits Coward d4, Spirit d10
Skills Guns d6/Rifles d8, Melee Weapons d6/Knife
d8, Ranged Weapons d6/Improvised Thrown
Object d8, Unarmed Combat d6
Attacks While Tanner’s not manifested, he only
uses a brutal telekinetic attack to launch items at
his opponents (Willpower + Improvised Thrown
Object + Spirit Trait). He can affect two objects
at a time in this manner.
Results
If the hunters are confronting the duo in the pit,
the pair dematerializes (and flees) if and when their
skeletons are caught on fire. This is an instinctive
fear/defense reaction, which the hunters are likely
to take as proof that they’ve destroyed the ghost(s).
Mediums, or others with the ability to sense spirits
may be able to determine that there was more than
one ghost present and/or that the ghosts fled rather
than being destroyed but either task would be a
FORMIDABLE challenge.
In other situations, the ghosts flee if shot with
rock salt or targeted with other spirit-specific
tactics. The exception to this is the end-scene at
the Personal Artifacts room in the county archives
building, in which the ghosts (forced by Tanner) will
go all out to attempt to protect the skull and destroy
the hunters.
Jason Rahm (order #3047067) 24.53.177.102
££ Red Ghost
The Rewards
Award one Plot Point for driving off the ghosts
in anything but the end-scene. Award one point for
taking possession of Tanner’s skull in the end-scene.
Award two points for actually destroying both the
Red Ghost and Tanner.
Scene 2: Dead Man
Walking
The Setup
Unless the hunters have successfully separated
the camel’s bones from Tanner’s skeleton, it’s
unlikely that he manifests in a physical form until
the hunters actually open the Personal Artifacts
room containing his skull. At that point, however,
all bets are off, and Tanner physically appears and
does everything in his power to prevent the hunters
from destroying the skull that allows him to remain
in the physical realm. This is an instinctive “all-out”
response, and Tanner will not hesitate to kill those
who he senses are a threat to his continued existence.
If, however, the hunters do separate the two
skeletons, Tanner is more likely to take physical
form. The absence of his spirit-partner both frees
and unsettles him, encouraging him to take risks
he previously avoided. An example of one possible
scenario for this is offered in Act II, Scene 3.
Jacob Tanner - Manifest
Manifestation While manifested, Tanner takes a
form similar to that which he wore before his
death—a dusky skinned, unkempt man wearing
an antique military uniform and pointy toed
boots.
Motivation After more than one hundred years of
suffering from his last victim’s curse, Tanner’s
innate abusiveness towards women has grown
exponentially stronger. He is, in general, a hateful
and destructive spirit, but this malevolence is
especially heightened when the target is female.
Limitations Tanner’s ghost can’t be laid to rest
until both his skeleton and his missing skull are
recovered and destroyed, either with or separate
from that of the Red Ghost. If either the skeleton
or the skull are not salted and burned, Tanner will
remain.
Agi — Str — Vit — Ale d8 Int d6 Wil d10
Init d8 + d10, LP—
Traits Coward d4, Spirit d10
Skills Guns d6/Rifles d8, Melee Weapons d6/Knife
d8, Ranged Weapons d6/Improvised Thrown
Object d8, Unarmed Combat d6
Attacks While intangible, he will use a brutal
telepathic attack to launch items at his opponents
(Willpower + Improvised Thrown Object +
Spirit Trait). He can affect two objects at a time
in this manner. Once manifested, however, he
will use his hand-to-hand combat skills against
his foes, or attempt to disarm opponents and use
their own weapons (knives, guns, etc) against
them.
The Problems
Tanner is a complete bastard, especially to
women. He always chooses a woman as his target,
if one’s available, and attempts to make disfiguring
or painful attacks, such as blunt attacks to the face,
hands or abdomen. As a strong spirit, not only can
Tanner use telekinesis on two items at a time, he also
can teleport or “blink” to another location within
twenty feet of himself as a Defensive action (see page
139, Supernatural RPG for details). He will not give
quarter or mercy, and (especially when defending his
skull) will use any means at his avail to attempt to
stop the hunters.
If the hunters are able to get their hands
on Tanner’s skull, it’s EASY to salt and burn it.
However, if they are under attack at the time, the
Game Master should feel free to increase this
difficulty to AVERAGE or even higher. As well, the
hunter who is specifically attempting to salt and burn
it is even more vulnerable to Tanner’s attacks, as he
can’t defend against them at that time.
The Results
Should the skull be salted and burned, Tanner’s
spirit is taken to Hell. An ephemeral fiery pit seems
to open under the spirit’s feet, and a multitude of
female forms, most suffering from hideous wounds
and injuries, hungrily grasp at the soldier-ghost’s
legs and drag him downward. Tanner screams and
clutches at the edges of the pit, but is dragged down
and the pit closes up after him. This is not literally
a pit to Hell, but a visual manifestation of his own
evil claiming him. Hunters can’t use this hellish
manifestation as a means to enter Hell itself—unless,
of course, you want them to. But we’re not going to
go into that in this adventure.
The Rewards
Award one Plot Point for driving Tanner off in
any scene before the end-scene. Award one Point for
taking possession of Tanner’s skull during the end-
scene, and another for actually destroying it.
Jason Rahm (order #3047067) 24.53.177.102
£1
T
ra
n
sm
u
t
a
t
io
n
s
By George Holochwost
W
hether it’s as a system of belief or
a substitute for what we now call
modern science, alchemy’s been
a part of nearly all of the world’s more
esoteric traditions. During the Middle
Ages and on into the Early Modern era,
the transmutation of lead into gold was as
much about refining the spirit as it was about
getting rich. It’s anybody’s guess whether
this produced enlightened saints, sages, or
men who defy death and aging. In the world
of Supernatural, alchemy certainly isn’t limited
to such high-minded purpose.
See, alchemy has a much darker side.
Although it makes good on promises of
immortality, an alchemist motivated by a fear
of death or a desire for power opens himself
up to terrible transformative forces the likes
of which few survive and none endure. Like
witches who make pacts with demons for
power, alchemists walk a path that leads straight
to Hell. While one alchemist’s ritual is going to
be different from another’s, all of them are based
around the idea that the human soul (and the
life-force binding it to the human body) serves
as fuel for the flame that refines—strike that,
corrupts—the alchemist’s humanity into demonic
essence. Fortunately, these rituals are finicky.
They require extremely specific circumstances
that have to take place at precise times over several
centuries. Screwing up any part of the ritual or
leaving something out almost always ends up with
the alchemist dead or worse. Unfortunately, every
once in a while a really clued-in alchemist will poke
his head out of the crowd of amateurs, leaving a trail
of carefully disposed corpses and angling for a place
in Hell’s line-up.
This story concerns one of those guys.
This adventure needs a patient sort of hunter.
Acting rashly and coming to conclusions too
quickly’s just going to dump the hunters in a
hellstorm of bad news that could tangle them up
for months if not years. On the other hand, if they
look under the surface and do their research, they
can keep the ritual from coming to fruition and
keep things from going south. A little brute force
and muscle will help at points, sure, but going in
guns blazing won’t fly. As only one of the fight
scenes can’t be avoided with some smart planning,
it should work for Rookies as well as Veterans and
Seasoned hunters. It’d be a good idea for at least
one of the hunters to know a little about cults or
history. Being good at sneaking about (Covert) or
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browbeating (Discipline or Influence) would also
be extremely useful at points, just as a way of getting
around some violence.
It goes without saying that the presentation
of alchemy in this adventure’s purely for dramatic
effect. We’re shooting for the cinematic approach
rather than anything resembling an academic paper.
With that in mind, if you’re a practitioner of an
alchemic tradition yourself or you study it in real
life, our apologies in advance for amping up the
creepy. Please don’t sic a golem on us.
Here’s the Story
During the late eighteenth century, a Swiss
aristocrat named Hans-Ruedi Von Steffan
(writing under the occult alias of Adolphus Sestus)
attracted his fair share of fame and notoriety by
making claims of Luciferean enlightenment and
power over life and death. After making some
powerful enemies throughout several salons and
universities in Europe, Hans-Ruedi soon found
himself alienated by his peers, students, and few
friends. Paranoid and megalomaniacal, Hans-
Ruedi began to write strange treatises, printing
and distributing them with what was left of his
family’s wealth. His final paper, titled “The Key of
Aeons”, drew the attention of the local church with
its proclamations of “transcendence of mortality
through the spiritual ingestion of life itself ”—as
taught to him by the demons of Hell. Obviously,
the Bishop of Lauren had to condemn the man on
the grounds of high heresy and the unholy practice
of witchcraft. When the bishop’s men broke down
the door of Sestos’s mansion, the alchemist was
nowhere to be found. He’d fled to the New World
in order to escape his critics, persecutors, and past.
Upon arriving in America, Von Steffan spent the
remainder of his money on an old farmhouse,
where it’s believed he died in the midst of an
English translation of “The Key of Aeons”. There’s
no record of his death.
Flash forward to the present. In the middle
of the epidemic crime and bustle of modern day
Baltimore, Maryland, a darkness lurks unnoticed,
and a supernatural threat that dates back to the late
1700s lays its net for its final victims. Although the
alchemist’s taken lives to sustain him over time,
none of them have created the kind of pattern
that law enforcement would notice. And, frankly,
trying to sell a theory that connects any of these
kidnappings to one another would be grounds for
institutionalization.
Adventure Summary
This story hooks the hunters with their desire to
be with a dead friend’s daughter on her birthday, but
it’s ultimately driven by Cassandra Price’s desire to
find the cause of her friend Frank’s freakish death.
As they’re present for the discovery of Frank’s
unnaturally aged corpse, convincing the hunters
to get to work finding the cause of the bizarre
death isn’t going to be hard. Although they’re
minor, Cassie’s friends—especially the hyper-social
and self-destructive Becky—may provide some
entertaining distractions. It’s possible, though
unlikely, that the hunters are just going to turn
their noses up at this job. However, once they make
contact with the Pigtown Kings, Von Steffan notices
them and they’ll have made a new enemy. Either
way, if the alchemist’s plans go forward without
hunters messing it up, he emerges a powerful
demonic being. Of course, even if the hunters do
The Key of Aeons
The Record of ADOLPHUS SESTUS; or the faithful revelation of ye
great descent and the transubstantiation of the flesh vulgar.
I. PART THE FIRST - PRELIMINARY INVOCATION
As my own witness declared at the foot of the lower throne, willfully
deny claim that “Those of the worthy grade of Perfect Adept will know
that no transmutation can be effected in the different species of
substances, though they can produce the appearance of such change”
as it is by the pacts I have blooded and the ceremonies and dogmas, in
which I abide, with faithful and unswerving perseverance, that I light
the lamp and cast its luminosity upon that skillful path the White Lodge
fears to walk. It is upon that Black Stone that I have worked my craft
and come to know that the chains of this form and spirit are not affixed
to those of adequate convictions and mien enduring.
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their best to stop his ritual, they may still fail. If that
happens, you’ve got a major new bad guy for your
ongoing campaign.
You’re welcome.
Breakdown of the Acts
Here’s the skinny on the three Acts in this
adventure.
Act I: Solve et Coagula The hunters show up
in town to check on a dead friend’s daughter and
stumble upon a new threat.
Act II: Refinement The hunters investigate
the local gang, the weirdness of a nightclub, and the
simmering plot is revealed.
Act III: Rubedo The action heats up to a boil
and a confrontation with the alchemist is inevitable.
Act I: Solve et
Coagula
Here the hunters arrive in Baltimore and spend
some time catching up with the daughter of a friend,
Martin Price, who was killed on the job when
they were first starting out. The girl, a sad teenager
named Cassie Price, lives in South Baltimore, in
Section 8 low income subsidized housing—her
rundown rowhome serves as housing for Cassie and
three of her friends. After spending some time with
Cassie, catching up, and being introduced to her
annoying roommates, they’re invited to join them
for Cassie’s birthday celebration at a new local night
spot. After bumming around the nightspot for a bit,
the body of another of Cassie’s friends is found,
aged beyond his years by an unknown evil.
Scene 1: Old Friends
During this scene the hunters arrive in South
Baltimore, catch up with Cassie, and find out
about the nightclub. They become acquainted with
Cassie’s friends who’ve gathered for pre-clubbing
beers and cake in celebration of Cassie’s birthday.
Younger hunters might relate to Cassie and her
friends directly, while older hunters may decide that
it’s a good plan to get into the spirit of the occasion
to give their old friend’s daughter some much-
needed distraction.
The Setup
It’s a really hot day and the hunters enter the
city on I–95, framing a perfect skyline view of
Charm City. As they pull off the highway, they
immediately enter a fairly dilapidated working
class neighborhood; consisting of nothing but
formed-stone row homes and shady looking corner
liquor stores. The street they end up on looks like
all the others, with people lazing on their stoops
being generally neighborly to each other, casually
walking from stoop to stoop, and sampling bits of
each other’s conversations. After confirming the
address, the hunters get out of their vehicle and ring
the doorbell. After a minute or so of listening to
the muffled conversations of excited teenage girls
through the door, the door swings open and Cassie
appears with half of her hair up in clips and pins and
the other side matted with magenta hair dye. When
she recognizes the hunters, she looks genuinely
happy but with a touch of thoughtful sadness. When
her friend Becky Wells comes running up behind
her with rubber gloves waving a tube of hair dye
asking who’s at the door, Cassie snaps out of her
sentimental stare and invites the hunters in with
more enthusiasm.
The house is a three-story row home in
relatively good repair. It’s got three exits and a sort
of makeshift fire escape-ish contraption attached
to the upstairs back window—probably almost as
dangerous as a house fire—that hangs over a lot
covered in untamed weeds and uncut brown grass.
There’s a total of three bedrooms upstairs as well
as a bathroom, with the roommate Becky Wells
making her room in the basement. The first floor’s
got a kitchen, an oddly shaped living room that
looks like its undergone several failed renovation
efforts, and a large bathroom with a claw-foot
bathtub.
All of the roommates are bustling about in
various stages of hair and make-up. When the
hunters inquire as to why everyone is so jazzed,
Becky pulls a brightly colored flyer off the fridge
and holds it up as if the hunters should know what
it is. Annoyed, Cassie pulls the flyer from Becky’s
hands, hands it to one of the hunters, and then
explains that once everyone is done with hair, make-
up, and getting dressed, they (hunters apparently
included) are going to have some beers and a
birthday cake and then party the rest of the night
away at one of Baltimore’s newest dance clubs,
Ascend.
Cassie and Her Friends
The primary purpose of this scene is for the
characters to become acquainted with Cassie’s
friends but also to take Cassie aside and have an
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honest discussion about the last time they saw each
other at Cassie’s father’s funeral. Here are their
vital statistics and a little about their backgrounds.
Cassie Price
Description Cassie is eighteen as of today. She’s a
healthy teenage girl with a small, athletic build
but wears the deep cut wrinkles and dark circles
of little rest and personal trauma around her eyes.
Although she is a young, attractive girl, her brow
is generally knit with concern and her general
bearing is far too heavy for a girl her age.
Despite her desire to have a tighter hold on her life,
Cassie spends most of her time flopping on the
couch in her overalls when she’s not working
her stockroom job at the Bullseye™ superstore.
Among her friends, Cassie tends to laugh and
joke but usually has a slightly distant reaction—
as if she was somewhere else entirely when the
punchline dropped. When alone, Cassie tends
to sit in front of the television chain-smoking
cigarettes that have stained her fingers and keep
her sanity from flying apart. It’s during this
alone time that Cassie reflects on the terrifying,
fragmented, final moments she had with her
much missed dad.
The problem is that nothing is really helping.
Having had the wool ripped off her eyes at
the age of thirteen, Cassie has a perspective
on life that only a hunter should have to bear.
Confused and paralyzed by hopelessness, Cassie
Price spends her days living without purpose,
constantly aware of the world underneath that
could rip away anything and everything that
she has come to love and take security in. As a
result, she’s become susceptible to the influence
of Becky Wells, a proud representative of the
“wrong crowd”.
The only thing that seems to cheer Cassie up (at
least superficially) is her budding love interest
Frankie Burns, a good-looking, funny, but
delinquent ex-boyfriend of Becky’s. Although
not as much of a wild child as Becky, Frankie
has some seriously uncool friends and is slightly
entangled with some neighborhood gang politics
that could spell trouble for him and anyone close
to him. Having seen what she’s seen, Cassie
basically dismisses Frankie’s gang ties, assuming
they’re much less dangerous than they actually
are.
Although she’s taken no pains to improve on the
little bit of self-defense stuff her dad taught her
in the fleeting last days of his life, Cassie does
own a pistol and is competent insofar as its use
and will make use of it in the case of a serious
threat to herself or her friend regardless of
whether the danger is supernatural or mundane.
Under less intense circumstances, Cassie will use
the techniques she learned taking Aikido at the
nearby women’s crisis center shortly after her
dad passed.
Agi d4 Str d4 Vit d6 Ale d6 Int d6 Wil d6
Init d4 + d6; LP 12
Traits Good-Natured d4, Lazy d4, Sensitive d4
Skills Alertness d4, Athletics d4, Covert d2, Guns
d2, Knowledge d2, Lore d4, Unarmed Combat
d4
Gear Cigarettes, cigarette lighter, dad’s old pistol
(d4 W)
Becky Wells
Description Almost immediately upon meeting
her, the hunters sense that Becky Wells has about
as many serious personal issues as one could
possibly fit into the life of a nineteen year old
girl. At least a little intoxicated or hung-over at all
times, Becky does not think about what comes
out of her mouth before she speaks nor does she
consider the repercussions of her actions before
she commits to them.
Agi d4 Str d4 Vit d6 Ale d4 Int d4 Wil d4
Init d6 + d4; LP 10
Traits Addicted (cross-addicted) d4, Allure d2,
Amorous d4, Anger Issues d2, Contacts (Pigtown
Kings) d2, Hooked (partying) d4, Rebellious d4,
Smartass d4, Unstable (severe, untreated manic
depressive disorder) d4
Skills Covert d6, Influence d2, Performance d4,
Unarmed Combat d2
Gear Trashy wardrobe, gum, someone else’s 40 oz.,
someone else’s cigarette
After an intensely abusive childhood—neglected
and hated by Mom for being too pretty and quite
the opposite from Dad— Becky feels she’s entitled
to pretty much whatever her whims point her at.
This self-destructive behavior further feeds her
insecurities and generally angry feelings toward the
world, creating a perfect storm that’s amped up by
her need to be trashed during most of her waking
life.
But Becky gets by. Despite the crap hand that
life’s dealt her she manages to be pretty loyal and
honest about most things. She can’t keep a secret
or her wiseass remarks to herself, but she knows
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what pain feels like and is always there for a friend
in need. Unfortunately, due to gross emotional
immaturity, she’s generally there with a pill or
booze, but that’s just because that’s what Becky
wants when she’s got the blues. With her job as an
exotic dancer at Chez Mike’s Gentlemen’s Room
and no future prospects, Becky gets the blues a lot.
With her reputation as a party girl, Becky’s
become mixed up with the Pigtown Kings; she’s
dated several of them and introduced a few of them
to her friends. Although she’s certainly not a gang
member by any stretch of the imagination, she’s
considered a friend and can call on them if she has
need.
Tiffany Patrick & Dawn Frazier
Description Tiffany Patrick and Dawn Frazier have
been best friends for so long the two seventeen
year olds even look alike. High school friends
of Becky, Tiffany and Dawn are a giggly pair of
teenage girls who just want to have fun and enjoy
their independence from their parents. About a
year younger than Cassie and two years younger
than Becky, Tiffany and Dawn are comfortable
following the lead of the older girls most of the
time.
Agi d6 Str d6 Vit d6 Ale d6 Int d6 Wil d6
Init d6 + d6; LP 12
Traits Shy d4
Skills Drive d2, Influence d2, Knowledge d2,
Unarmed Combat d2
Gear Trendy wardrobe, cell phone
Not much on talking seriously to anyone other
than each other, these friends are pleasant if rather
vapid. Unlike Becky, however, Tiffany and Dawn
don’t do emotional support except for one another,
generally departing the scene as soon as things get
too serious. When Becky has one of her heated
screaming fights with one of her soon-to-be ex-
boyfriends or Cassie doesn’t get enough sleep and
breaks out sobbing over her deceased father, Tiffany
and Dawn become a pair of deer in headlights and
will break just as fast for their rooms the moment
they have any kind of opening.
The Problems
The action at this early point in the adventure is
more social than anything else. After all, there isn’t
really a “job” as such, so let the hunters do what
they feel is helpful to their friend’s daughter. Here’s
some complications to work into the scene.
If These Walls Had Ears
Well, they do, kind of. As soon as the hunters
have a bit to settle down amidst the chaos of the
roommates, they notice the wind has left Cassie’s
sails. The hunter’s arrival reminds Cassie that she
hasn’t really had anyone with whom she could
discuss the truth of her dad’s demise since the tragic
event occurred. With her roommates around, the
hunters really need to be discreet without ignoring
Cassie’s emotional needs. This needs to be dealt
with before the club if there’s any hope of the
birthday girl having a sufficiently great time at her
party. If they fail to do so, Cassie has a lousy time,
completely defeating the purpose of the hunters’
visit.
It Takes One Bad Apple
Becky Wells is a hot mess. A consummate party
girl, Becky’s been the single worst influence on
Cassie since her dad’s passing. Despite her attempts
to be “just like a sister” to Cassie, she’s attracted
many negative elements to herself, and as her
roommate, to Cassie as well. Becky enjoys her drugs
and her bad boys and refuses to listen to any advice
that would suggest getting her crap together. Any
hunter with a concern for Cassie’s well being (or
Becky’s, for that matter) should consider addressing
this with her at some point. Unfortunately, talking
CASSIE’S LOSS
This is where the importance of being tied
to Cassie’s story is emphasized. It’s important
that at least one hunter was present, or even
directly involved in the events that lead to
Martin Price’s death. Although the specifics of
the tragedy can be tailored to fit whatever
campaign in which Transmutations is inserted,
Martin’s death needs to have happened:
in an obviously supernatural way.
in front of Cassie and at least one of the
hunters.
in a way that feels like someone could
have stopped it despite that not really being
the case.
Whatever is decided, the story of her
dad’s death should be worked out ahead of
time in your notes so that it can be presented
in a consistent way during play as well as
allowing the hunters who were involved the
opportunity to invest some emotional weight
into playing out their connection to Cassie
Price.
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directly to Becky right before a big party—or letting
her overhear such a conversation—is a terrible
idea. Prone to hyper-melodramatic freak-outs and
flamboyant displays of negative-narcissism, Becky
ruins the evening for everyone if they make her feel
condescended to or judged.
Cassie isn’t the easiest person to get alone today,
so it’s going to take some HARD maneuvering
to separate her from Becky. If the hunters are
somehow able to get Becky to leave, getting away
from Tiffany and Dawn is extremely EASY. Once
alone, the hunter (or hunters) who had a connection
to Cassie at the time of her dad’s death will be able
to take her aside and speak frankly about all of the
actual events surrounding the supernatural tragedy.
The Results
Once Cassie has a nice, deep moment of
comfort and the feeling of being totally understood,
she’ll have a big, brief sob and then hug and thank
the hunters who took the time to sort things out
with her. If the hunters also take this time to
discuss Becky with Cassie, they’ll find out that
Cassie is well aware of how Becky lives her life and
will assure the hunters that she’s beyond her best
friend’s childish manipulations and social pressuring
and that things are just particularly bad for Becky
right now. She’ll then explain that Becky is caught
up with the local neighborhood gang and also
discuss Becky’s substance abuse. If the hunters offer
to help her talk to her friend, she’ll dismiss such
offers with “I’ll take care of Becky. Let’s just have
fun tonight.”
The Rewards
Give the players one Plot Point each for getting
some time alone with Cassie to talk to her about her
Dad. There could be more Plot Points involved, too,
depending on what the hunters’ Complications are
and how well they pull off the issue of Becky being
glued to Cassie’s side.
Scene 2: Ascend
This scene begins once the whole crew is
dressed, made-up, and ready to go to the nightclub
for the evening. Cassie, Becky, Tiffany, and Dawn
are all in tow and they meet several members of the
Pigtown Kings. They inform Cassie that Frankie
came to the club earlier and said he would meet
them inside. This scene’s designed to give the
hunters a sense of the club’s layout, and possibly
even notice all the occult markings hidden in the
club’s décor, both of which play a vital role in the
final confrontation with Von Steffan.
The Setup
After finishing up the last of Cassie’s birthday
cake and a few beers, the girls decide it’s time to
get dressed and head to Ascend. Becky acts like
its urgent that she get there on time as she’s told
friends to meet her outside the club (because she
thinks they can get her in for free and is afraid she’ll
miss them if they’re too late). When they finally do
arrive, they park on the street a block or two from
the club. As they approach, they realize that Ascend
seems a bit more dubious than it was originally
described to them.
Ascend is set up inside of a large warehouse in
an industrial park in South Baltimore, surrounded
by dormant factories, smaller warehouses, and acres
of concrete. From the outside, the long rowdy line
of brightly dressed patrons extending two blocks is
the only clue to it being a club. With the exception
of the front door, the entire building has a chain link
barbwire fence surrounding it. The only other exit
is an emergency exit around back—the kind with
a really loud alarm. There’s also a FORMIDABLY
well-hidden trap door behind the DJ booth that’s
roped off from use and guarded by a huge bouncer
(who is really just guarding the DJ booth).
The Problems
The hunters get wind of strange stuff going
on inside the club, most of which centers on three
things. They might not make much of them all at
this stage in the adventure, but it’s early.
Meeting the Pigtown Kings
Outside of the club, the hunters get to meet
Becky’s lovely friends—the Pigtown Kings.
Among them are Ty-Ty Cross, Kenny Smalls,
and Joey Wilks. They’re all dressed in long white
t-shirts, black Pittsburgh Pirates baseball hats, and
huge jeans worn around the hips with oversized,
pristine white sneakers and posture like they’re
doing a comedy skit about hip hop. They all talk in
exaggerated street slang stretched over extremely
thick Baltimore accents, a combination that makes
them almost indecipherable. They might look
ridiculous but they’re deadly serious about what
and who they are: a gang that deals drugs and steals
cars in and around this part of town. Becky tries to
get the boys to get her through the door without
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charge. Preoccupied with something, the Pigtown
Kings won’t even give Becky a place in line. Becky’s
furious but surprisingly does not make a scene.
These kids are bad news. Once inside, it’s
blatantly obvious that the Pigtown Kings are directly
involved in Ascend’s drug dealing. Cassie’s got
nothing to gain from having anything to do with
these guys, and things could get even worse for
Becky. If the hunters approach Cassie and Becky
about the Pigtown Kings, doing it in line’s the
best time to do it. Considering Becky’s feelings of
rejection, it’s EASY to give her the advice she needs
to hear. Cassie takes little convincing but insists that
Frankie Burns is very different from the others. She
has no idea how true this is at that very moment…
Ty-Ty (Timothy) Cross
Description Ty-Ty is an overweight bully with a
shaved head and a pinched, pig-like face that was
a lot scarier in high school than he is now.
Almost twenty-one years old, Ty-Ty is a pathetic
underachiever and small time pusher who
maintains control over the Pigtown Kings by
feeding them lies and promises of being “real
players” one day. As a result of his wide-eyed
ambition and delusional sense of his own
capabilities, Ty-Ty’s landed his whole crew
in a crap-ton of trouble that he can barely
comprehend. Ty-Ty’s old best friend, Frankie
Burns, knew that something was rotten about the
sudden increase in cash and status, even going so
far as to threaten reporting the whole situation
to the police. In response, Ty-Ty freaked out and
contacted his new supplier with the concerns.
It was for this reason that Frankie was asked to
shop up early that evening…
Ty-Ty lives in his mother’s basement and keeps
his operations from her entirely. He keeps his
gun and stash in a sentry lock safe that he keeps
behind a piece of loose paneling behind his bed.
Agi d6 Str d6 Vit d4 Ale d4 Int d4 Wil d4
Init d6 + d4; LP 8
Traits Alchemic Link d8, In Plain Sight d4, Wrong
Side of the Law d4
Skills Covert d4, Discipline d4, Drive d2, Guns d2,
Influence d2, Tech d4
Gear Oversized clothes, pristine white sneakers,
cell phone, pistol (d4 W)
Kenny Smalls & Joey Wilks
Description Kenny and Joey are kids from around
the neighborhood who just have nothing better
to do. They look like skinnier clones of Ty-Ty, at
least dresswise.
Agi d6 Str d6 Vit d6 Ale d6 Int d4 Wil d6
Init d6 + d6; LP 12
Traits In Plain Sight d4, Alchemic Link d4, Wrong
Side of the Law d4
Skills Athletics d6, Covert d4, Influence d4
Gear Oversized clothes, pristine white sneakers,
cell phone, drug paraphernalia
Kenny and Joey hate the idea of employment,
and figure they can afford new console games and
bags of weed just fine without one. Despite the
fact that they don’t really believe any of Ty-Ty’s
promises, they figure it’s better than a real job and
that it’d be pretty cool if any of what Cross says
actually does come true. Pretty excited about their
new prosperity, the two boys have absolutely no idea
how badly Ty-Ty’s horrible, unrealistic judgment
has actually screwed them.
Ascend Interior
Once inside the club, things begin to get
strange. Cassie goes in search of Frankie Burns—
“I’ll be right back!”—and Becky beelines for the
dance floor. The club doesn’t have the atmosphere
one would expect of a popular nightspot. Ascend is
certainly packed to capacity, but the energy of the
place is entirely wrong. Instead of the normal upbeat
jump of a club filled with tons of dancing kids, it’s
as if the entire place is on tranquilizers and floating
in syrup.
NEW TRAIT: ALCHEMIC
LINK (D4/D8)
You’ve eaten or otherwise ingested Prima, the
alchemical substance prepared by an alchemist
with Von Steffan’s Black Stone. This creates
a mystic link between you and the alchemist,
giving him unnatural influence over you and
the ability to siphon life from a distance. When
the alchemist acts against you, he gains the
Complication’s die rating as a bonus to his
actions. It doesn’t apply to his defense against
your actions, however.
d4: At this level, the alchemist is capable of
using his life-draining powers at a distance of up
to 50 miles, albeit with a –2 Skill step. Somebody
with this level of the Complication’s taken Prima
only once or twice.
d8: If the link is this strong, the alchemist’s
life-draining powers are unaffected by distance.
This represents somebody who’s taken Prima
multiple times.
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It’s nearly IMPOSSIBLE to tell that there’s
a supernatural disturbance. Nonetheless, upon
close inspection, a hunter with adequate Lore
(such as a Specialty in Symbols) and a little HARD
work discerns variations of traditional alchemical
symbols for salt, sulfur, and mercury blended into
the patterns of psychedelic art covering the walls.
Seeing the massive etching of the focusing tablet
on the dance floor requires a HEROIC effort while
everybody’s dancing on it. Even taking the strange
atmosphere into account, there’s something up
with those alchemical symbols. Although there does
seem to be a sort of transcendence theme to the
whole club, the symbols are drawn with far more
care and too much attention to detail than anyone
but a practicing occultist or hunter would care to
invest. They’re the work of either a detail-obsessed
artist or a genuine practitioner of the black arts.
Unfortunately, the distinction is IMPOSSIBLE to
make at this point, but reinforces the right theories
once the hunters have more information and are
further along on the hunt. Right now, the symbols
are just very out of place.
Substance Abuse
Despite the fact that this is a rave club in the
midst of a fairly bad neighborhood in Baltimore, the
uniformity of intoxication’s still strange. Although
it’s EASY to tell people at the club are indulging
themselves, it’s HARD to notice the pattern of
intoxication in the place. Alert hunters notice people
bumping into things, failing to pick up on passing
comments, or paying no attention to change in
music or lights. They just sort of stare off into space
and bob their heads to a beat that’s not audible.
Although not supernatural per se, the uniformity of
everyone’s state is pretty freaky.
The Pigtown Kings spread out to the corners
of the club to hold court for their bleary eyed
customers. The hunters may well wonder what
everybody’s on, and it’s probably in the best interest
of everyone’s safety if the hunters found out. If
the hunters ask around, they’ll have to put forth
an AVERAGE effort to get answers. Although
the Pigtown Kings only call it “good stuff ” or
something equally dismissive when the hunters ask,
the kids who are actually on it tell the hunters it’s a
new, amazing drug called Prima. If pressed for more
information, they just continue on with vague but
dripping praise of the drug’s effect.
The Results
Once the hunters have had a little time to
interact with or worry about the Pigtown Kings,
notice weird symbols, or get a sense that there’s
more than just a little drug use going around, they
can head to the chill-out room. Actually, the next
scene can take place at any point in between, but the
reveal in Scene 3 might end up being the focus of
their attention.
The Rewards
The players each get one Plot Point for figuring
out there’s something weird going on here with the
symbols, and another for pegging it as alchemy or
occult-related.
Scene 3: Withered
This scene kicks off the hunt and begins when
the characters decide to relax in the “chill-out”
room of Ascend. It’s here that the body of Frankie
Burns is found dead, reduced to a desiccated husk
by the alchemist’s life-draining rituals. This scene
ought to feel time sensitive; the hunters need to
react to the situation before the normal folks get a
working grasp of how truly unnatural the cause of
death must’ve been.
The Setup
So the hunters are worn out from dancing or
sick of the booming electronic beats. Right about
this point, they notice the chill-out room. It’s the
only place to actually sit in the entire club. The
room’s full of kids well on the way toward stone-
cold drunk, propping up the walls and lounging
on the overstuffed furniture with expressions of
oblivious bliss. Some are completely passed out.
Could be a good place to retire to.
It really can’t be that simple, of course.
The Problems
This stuff happens more or less in order. The
first bit leads to the others, and happens shortly after
the hunters pull away from the main room and get
some quiet space.
Where’s Frankie?
Cassie comes bouncing into the room with a
big smile on her face. She tells the hunters that she’s
having a good time but can’t find Frankie Burns
who, according to all sources, arrived at Ascend
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early tonight. Once she’s had a chance to look
around, she sees a familiar hooded sweatshirt and
Pigtown Kings ensemble passed out in the corner,
head down with his face obscured by the hoodie.
Excited, Cassie runs over and jumps onto Frankie’s
lap, saying, “Wish me a happy birthday!” As soon
as the words escape her mouth, Frankie’s head
lolls back and Cassie lets out a piercing, sustained
scream. When the hunters get a good look, they
realize that if this is indeed Frankie, he’s somehow
aged about fifty years and given up the ghost.
Damage Control
The moment Cassie screams, the hunters need
an excuse to stay near the body. Cassie’s screaming
attracts a lot of attention, with bouncers responding
quickly and a circle of club-goers surrounding the
scene. The hunters should probably consider an
appropriate lie in order to conceal the unnatural
facts of Frankie’s demise. Claiming relation to
Frankie or impersonating off-duty emergency
workers or doctors should do well enough to
appease the bouncers, but will be a HARD trick to
pull off on the actual police.
When the police arrive, the players will need
to either get out of the way and leave the grounds,
or be prepared to give a statement to the police. It’s
probably best if the hunters counsel Cassie a bit
before she gives hers, making sure that she doesn’t
blurt out anything without thinking. This will be a
HARD task considering how hectic and panicked
the room has become. If the hunters removed the
identifiers from Frankie’s body, the police will go
about the incident as if Frankie were simply a sad
old man that decided to give it one last hoorah
before dropping dead from heart failure in the back
room. If the players failed to recover Frankie’s ID
card before his body is handled by the police, the
cops will be utterly confused, quickly taping off
the scene as to preserve the evidence until a more
qualified investigator arrives. The only passing
benefit of sticking around is to constructively make
contact with the police. If any of the hunters are
on the Wrong Side of the Law, they can’t ask the
police and paramedics any questions they think
might help. Needless to say, the police have no way
whatsoever to know anything about the true cause
of death.
On the off chance that the hunters take
inventory of reactions of the various supporting
characters, it’s EASY to tell that Cassie is in a state of
shock, Becky looks completely freaked out, Tiffany
and Dawn look disturbed and concerned, and the
Pigtown Kings are absolutely terrified out of their
wits, consumed by the bleak realization that this
could be any one of them if they should go against
the will of their new master. Once the police arrive,
the Pigtown Kings are nowhere to be found.
Frankie, Is That You?
It’s probably best if the hunters make sure that
this is actually Frankie, as Cassie could be jumping
to conclusions. If the hunters search the body for
indentifying marks, they’ll quickly find that this
dead, seventy-year old man is in fact the remains of
a twenty-year old drug dealer named Frankie Burns.
Frankie has a wallet with a monthly bus pass and his
MVA issued identification card. He also has a gold
necklace with a cubic zirconia “F” hanging from it
that’s EASY to notice.
If the hunters have the sense to remove these
items from the body, they make it IMPOSSIBLE
for the police to figure out the identity of the corpse
in any sort of reasonable time. However, doing so
in front of a room full of bouncers and transfixed
onlookers requires a covert action of AVERAGE
difficulty. If the hunters don’t think quickly, and
they don’t get what they need before the police
arrive, recovering the items becomes substantially
HARDER.
The Results
If the hunters come out of this scene with
only one thing, it should be that they have caught
the trail of a supernatural threat of an unusual and
obviously powerful sort. Despite the rushed nature
of their initial encounter, they’ve been given a fair
amount of info to go on. However, first things first
and that means getting everyone’s emotions under
control and on the same page. Once that’s taken care
of, tactics and research are the next major concern.
The Rewards
Each hunter gets a Plot Point for “handling”
the situation, two if there were police involved.
You might add more to the total if things go off the
rails but the hunters steer it back with some clever
double-talk, outright lies, or other classic hunter
moves.
Act II: Refinement
It’s during this Act that the characters will
perform the bulk of their investigation. Events will
determine the nature of their dialogue with the
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Pigtown Kings, uncover the truth of Ascend, and
reveal a vague outline of the alchemist’s plot as well
as the nature of Hans-Ruedi Von Steffan himself.
Hunters with strong Lore and Knowledge skills will
be of particular importance during Scene 3.
Scene 1: Revelation
The hunters return to Cassie’s house, where
the girls emotionally decompress with a vengeance.
Cassie puts the hunters on the spot and Becky
comes clean. After discussing the details, the
hunters have some good leads and opportunities to
shed light on Frankie’s death. Becky also reveals a
new problem that could have dire results for nearly
everyone if doesn’t get resolved. You should know
that this is a scene about getting the hunters to ask
the right questions, not about giving them final
answers.
The Setup
After leaving the club, the hunters and the girls
return home and the dam breaks. Cassie, in her
hysteria, cuts loose with shouts of “What did that to
Frankie?” and “You’ve got to find whatever did that
and stop it!” which puts the hunters on the spot in a
big way in front of the other girls. Luckily, Tiffany
and Dawn don’t want to deal and immediately
beeline up the stairs to hide in their bedrooms as
soon as the waterworks start back up and don’t
really catch what Cassie means by “it”. Becky, who
looks thoughtful for once, sinks into the sofa and
takes on a distant, vacant expression, not taking
notice of anything the hunters or Cassie are saying
for the first several minutes.
The Problems
Once again, there’s nothing here that can
immediately be solved with a shotgun of rock salt
or the Roman Rite, so it’s up to the hunters to get
social. Keep in mind that the girls have knocked
back a few at the club, coloring their perceptions.
Making things right with Cassie
Cassie is inconsolable, thinking, “first Dad gets
taken from me and now this?” If the hunters try to
calm her down with quiet voices, hugs, or any other
form of soft sympathy, she shakes them off and then
really cuts loose. Although she eventually comes
around after venting off most of her rage, it’s better
to get her on board as quickly as possible, for both
her sake and for the benefit of saving as much time
as possible.
Any attempt to control Cassie or what Cassie
says from here until the end of the scene creates an
IMPOSSIBLE situation and results in her telling the
offending hunter to get the hell out of her house.
She’ll rescind and apologize once she calms down,
but not a minute sooner. However, if the hunters
sympathize with Cassie, and take a good look at
her situation, they realize that the only thing that’s
going to make this better is doing something about
whatever killed Frankie Burns. If the hunters go the
route of aggression and payback, Cassie straightens
up and makes her dad proud, taking resolve and
focus in her desire for revenge. Mind you, taking
this crusader mentality makes it pretty clear to
Becky that there’s something going on that hasn’t
been shared with her. Despite her intoxication, she
insists that she be included.
What was everyone on at Ascend?
Once Cassie and the hunters are on the same
page, the hunters might ask questions about what
everyone’s on (assuming they didn’t ask while at
the club). Even if they did ask, Becky gives the
hunters more information than anyone at the club
would have. Although Becky doesn’t know exactly
what Prima is, she knows some of the factors
surrounding its distribution and history. If nobody
asks Becky about Prima, she still suggests that Ty-Ty
and his boys had to have had something to do with
Frankie’s death.
If the Prima conversation goes down with
Becky, she spills all the beans she has. She makes
it clear that Ty-Ty and his boys are the only people
she knows who sell Prima and that they never sell
it outside of Ascend. She mentions that once, in the
past, when she inquired about their supplier, they
totally overreacted like they were very scared of
something, and then became threatening, warning
her to “never ask that question again.” Becky also
adds that the Pigtown Kings pretty much sold
pot and whatever they stole out of Ty-Ty’s mom’s
medicine cabinet until Ascend’s grand opening two
weeks ago. Now, in just the stretch of two weeks,
with only four nights of sales, the Prima pill is the
only drug anyone is interested in these days.
The Results
Depending on how the discussion with the girls
progresses, the characters have a few good leads on
how to begin the hunt for Von Steffan. First and
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foremost is the option of talking to the Pigtown
Kings, which takes some sorting out on Becky’s part
but happens if the hunters want it to. Other options
include getting a Prima sample for testing, and
of course, digging up some Lore on life-draining
supernatural threats.
The Rewards
Give the hunters a Plot Point for staying cool
with Cassie and not trying to coddle her. If Becky
spills the beans and the hunters learn about Prima
as a result of their actions, give them another Plot
Point.
Scene 2: Agents of the
Black Stone
Whether it’s finding out more about Ty-Ty’s
operation, getting a sample of Prima for testing
purposes, or finding out what Frankie was doing
before he ended up dead, the hunters’ next step
is talking to the Pigtown Kings. The outcome of
this scene—based on how Ty-Ty and his boys are
treated—has a direct effect on the gang’s actions in
Act III.
The Setup
Becky can’t get hold of Ty-Ty until the next day
as he and the other Kings tend to sleep until late in
the afternoon. When he’s eventually reached on the
phone, he’s really shaken up and extremely reluctant
to make any plans to speak to anyone. Nonetheless,
he’s currently terrified of Frankie’s fate becoming
his own and is trying to pass his anxiety off as
“having business on his mind.”
When a meeting is finally arranged, one way
or another, it will take place at Ty-Ty’s house in his
basement; the only place that young Timothy Cross
feels truly safe. As mentioned previously, Ty-Ty lives
here alone with his mom, since his dad’s currently
in prison for repeated possession of narcotics. The
two-story row home is neat but filthy, the house
going mostly unused as Ty-Ty’s mother rarely
gets out of bed, locked in her room out of fear of
her son’s friends. Ty-Ty holes up in the basement
sanctuary, a clothing strewn pigsty where he
crouches pig-like in front of an extremely expensive
plasma widescreen to which is attached his prized
GameStation 4 with all the newest games, some not
even out of their shrink-wrap.
The Problems
The way this goes depends on the hunters’
approach. The following sections cover most of it,
but feel free to mix and match.
Meeting With the Boss
There are several ways of going about setting
up a talk with Ty-Ty and his boys. However,
considering his fear, bad judgment, and fragile ego,
getting him to cooperate will require rather flawless
diplomacy.
If the hunters go the threatening route, they’ll
receive a +2 Skill step bonus to all intimidation
attempts against the gang leader due to Ty-Ty’s
precarious and panicked mental state. This is the
quickest path to getting info, but it makes Ty-Ty and
his gang view the hunters as enemies and threats
unless the hunters take HEROIC pains to restore
trust. Obviously, going about the meeting in a less
aggressive fashion might be better.
Giving Up the Goods
Ty-Ty is ultimately a coward and he’s very,
very scared. If he had his (few) wits about him,
he’d never consider passing a Prima sample to
anyone outside of Ascend (as those were Von
Steffan’s precise orders, back when he made the
deal), but in his current messed up state, he could
very well panic and give up a sample or, if pressed,
the stuff he’s been told to cut it with. All it would
take is intimidation (opposed by his Willpower
+ Discipline) or a promise to get him out of his
rapidly deteriorating predicament (opposed by his
Alertness + Discipline).
If Ty-Ty is sufficiently scared of the hunters (or
convinced that they can keep him safe) he explains
what he knows about Prima and shows them his
stash, as well as a jar that used to be filled with the
powder that Von Steffan provided them. He tells
the hunters that Prima is a combination of mundane
MDMA powder and a special cut that’s given to
them along with the drug. They’ve been ordered
to sell the two substances mixed fifty-fifty (what
Ty-Ty refers to as “face-to-face”). Ty-Ty believes
that the cutting compound is low-grade heroin “or
something”. Any hunter with an understanding
of medicine has an EASY time determining that
this isn’t true and that the nature of the substance
requires more research.
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The Trouble With Frankie
Ty-Ty doesn’t respond well to questions about
his dead friend, and composes himself a bit more
stoically if pressed for details about his death. That
said, the pudgy Ty-Ty offers no significant resistance
to the persuasions of intimidating adults, and
squeals if the right words and actions are chosen . . .
at least until he erupts into a fit of paranoid hysteria.
Discussing Frankie’s death is much more
difficult than getting information about Prima.
As soon as the image of his old friend’s shriveled
corpse comes into his mind’s eye, the hunters see
Ty-Ty relive it, his eyes angled down and away as if
Frankie’s body was still at his feet. If pressed hard,
he exclaims that if he tells the hunters any more
information about the “old German cat” that he
works for, the same thing will happen to him and
there’s nothing they’ll be able to do about it. If asked
to further describe Von Steffan, the description is no
more articulate than “old, white, and German,” or
“rich-looking, serious, and real smart.”
The Results
When this scene comes to a close, the
relationship between the hunters and the Pigtown
Kings is clearly defined. They’ve either scared the
hell out of Ty-Ty, made Ty-Ty despise them, or
convinced Ty-Ty that they’re jealous and trying to
steal his thunder like all adults have been doing his
whole life. Either way, Hans-Reudi knows what’s
up and makes Ty-Ty repent for his inevitable lack of
discretion.
The Rewards
The hunters get a Plot Point for getting
information out of Ty-Ty, and another if they
role play their own Complications and/or Skills
appropriately to do it. In other words, if the group’s
bruiser flexes some muscle, he’s at least playing to
type.
Scene 3: Illumination
The culmination of the all their hard work
during the first two scenes in Act II, this scene is
not so much based in a specific location as it is a
freeform investigation period. The hunters can use
their own resources to narrow down, and ultimately
determine, the nature of their adversary. You should
be prepared for the hunters to try a wide variety
of solutions for confirming their clues, including
going online, searching public records, historical
society records, and seeking out facilities or services
to test the make-up of the mysterious drug-cutting
substance. This scene obviously makes use of
Knowledge and Lore skills but may also require
some quickly fabricated false identities in order to
gain or speed up access to important information.
You should make sure that you don’t stymie your
players with clue-based bottlenecks as well as
minding the pacing of this scene; letting it drag
could diminish the story’s momentum.
The Setup
The set up for this scene is simple and quick.
Ask the hunters which avenues they’re prepared
to pursue, and then run a series of brief vignettes
for each course of action. A quick description
of slipping past security at the Hall of Records,
fast-talking a difficult receptionist at the Greater
Baltimore Historical Society, or convincing a
lab tech at Johns Hopkins University to test the
composition of the elusive Prima powder. It’s
important not to restrict the players too much, but
be careful not to let them stray too far from the
plot or create red herrings for themselves out of
misapprehended conclusions.
The Problems
With the vignettes out of the way, it’s time
to shift the focus onto the major action in the
investigation, as follows.
Prima Unveiled
Determining the actual ingredients of Ty-Ty’s
powder is going to require some resources that are
generally not within the average hunter’s arsenal.
Arrangements have to be made. Testing the powder
reveals that it is, in fact, human hair, blood, and
fingernail clippings. If the hunters aren’t doing
the research themselves, it’s likely they’re going to
end up with a very disturbed lab technician unless
they’re quick with an AVERAGE cover story. If the
hunters decided to test the powder themselves using
someone else’s facilities (which likely requires a
cover story or an incident of breaking and entering)
the research is quite HARD but ultimately produces
the same findings.
Once the powder’s ingredients are revealed,
the uses for such a grotesque concoction remain
unknown. Although the mundane materials are
unusual, their mystical function is all the more
terrifying. If the hunters search their tomes and
journals for this kind of powder’s uses, they
stumble upon the occult concept of sympathetic and
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1< Transmutations
material links, as well as the terrible power of such a
connection to one’s victims. Once this information’s
found, you should mention that examples of this
sort of sympathetic linking to create magical results
occurs in both the earliest methods of pre-shamanic
magical belief as well as the most advanced and
esoteric grimoires of the medieval alchemists. This
second association should immediately remind
the hunters of the symbols they saw at Ascend,
assuming they paid attention.
Paper Trail From the Past
Investigating the Ascend warehouse uncovers
a chain of clues that eventually leads to the
alchemist’s past and to the location of a precious
and unlikely clue. An EASY investigation into the
ownership of the Ascend warehouse reveals that
a small, private investment firm allegedly based
in Switzerland owns it. Digging deeper, the firm
apparently doesn’t actually have any assets other
than the Ascend warehouse, and otherwise doesn’t
exist. The company’s on record as being owned by
an “H. Von Steffan”. Searches on Von Steffan in the
Greater Baltimore area turn up a land conveyance
record from the turn of the eighteenth century that
connects a historic site in nearby Ellicott City to Von
Steffan.
The Results
The hunters now have some of the hardest
clues they are going to get during their investigation.
With incontrovertible evidence that black magic
is involved, they should now be ready find a way
to end Von Steffan’s reign of occult terror. Having
discovered the paper trail, their next stop should
be the historic site in Ellicott City as rushing off to
fight the alchemist at this point in their knowledge
could be disastrous for all humans involved.
The Rewards
One Plot Point goes to the hunters if they
get somebody to analyze Prima, two if they do it
themselves. They also get a Plot Point for looking
into the warehouse’s ownership. And if the hunters
uncover the link to Ellicott City, that’s another Plot
Point, especially if you didn’t have to drop it in their
lap.
Act III: Rubedo
Beginning with the discovery of Von Steffan’s
former home and the clues found inside, this
Act ends with a return to the Ascend warehouse.
A direct confrontation with the alchemist as he
works to complete the last stages of his ritual
transformation comes immediately after. If the
hunters don’t take special precautions to protect
Cassie or her friends, they’re taken as hostages
to deter interference with the final ceremony.
Although the first scene relies on investigation and
perception skills, the final scene marks the end of
the hunt—a deadly showdown with the Master
Alchemist Hans-Ruedi Von Steffan himself.
Scene 1: Origins
During Act II, Scene 3, the hunters discovered
that Von Steffan’s name is connected to an old home
located in the nearby suburb of Ellicott City. During
this scene they investigate that very site, commit
a felony, and recover a clue that gives them what
they need for the final battle against Von Steffan.
Unfortunately for the hunters, it’s while they’re
investigating the old house that the alchemist has,
with the help of the kings, captured one or more
of Cassie, Becky, Tiffany, and Dawn (depending on
which was left unguarded). The successful recovery
of the clue is an EASY Covert check under ideal
circumstances, but social skills are mandatory if they
manage to get caught in the act.
The Setup
The characters leave the city on RT 40, which
takes them through some of the most impoverished
areas of Baltimore. There’s a gradual gentrification
leading into more suburban surroundings.
Eventually, modern architecture gives way to
colonial and the hunters arrive in the historic
district of Ellicott City. After a few turns, there’s a
dirt road that leads them to a cluster of old wooden
buildings comprising Von Steffan’s former estate.
There’s one car in the gravel parking area and the
front door appears to be open.
The houses are red-stained wood with black
shutters, colonial homes built in the late 1700s.
One’s a carriage house, two are servants’ quarters,
and the main house is now a museum full of
antiques and plaques inscribed with historical trivia.
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16 Transmutations
The car belongs to Debbie Lee Jacobs, a lovely
woman in her early eighties who’s cared for the
site for over forty years. She’s hard of hearing and
half blind but knows an enormous amount about
colonial farmhouses.
The Problems
The big score here is found in the museum,
though the hunters won’t be able to do anything
with it unless they take care of the caretaker.
The Key of Aeons
At the center of the main exhibit gallery is a
glass case filled with old books left by the house’s
earliest occupants. A clue of immeasurable
importance hides among them. Stuck between
two antique farmer’s journals rests a thick book
with handwritten pages and the strange title “The
Key of Aeons.” It takes an AVERAGE amount
of observation to see it, and a little AVERAGE
Lore to recognize the occult reference. Although
incomplete, the book contains a full introduction
and several detailed illustrations that together
describe a clear overview of what Hans-Ruedi
Von Steffan has been up to and intends to bring to
fruition.
In summary, the book describes a long
ritual operation similar to those practiced by
medieval occultists during the fourteenth and
early fifteenth century, such as that described in
the Book of Abramelin and those performed by
Queen Elizabeth’s astrologer John Dee and his
scryer Edward Kelly during the sixteenth century.
However, while those rites called upon the celestial
forces, Von Steffan’s complex alchemical formula is
based around a devotional practice to the powers of
Hell.
The ritual involves a long series of sacrifices to a
corrupted mockery of the traditional philosopher’s
stone, (called “The Black Stone”) which, if
performed in accordance with a specific series of
astrological and historical events, preserves the
alchemist’s life for the duration of the ritual. It also
turns him into a demon at the completion of the
final ceremony, using the last sacrifice as its brand
new host body. The accompanying plates show a
step by step preparation of the ritual, describing a
ritual chamber marked with symbols identical to
those seen at Ascend. The only difference is that
the central floor sigil required for the rite is on
the ceiling (above the Black Stone) in the book,
and is on the floor at the club. It’s an EASY leap to
realize that this means the actual ritual chamber is
underneath the Ascend warehouse itself.
Unfortunately for the hunters, the last of these
ritual events occurs in five hours at midnight.
Above all else, the book emphasizes the
protection and safety of the stone itself: if anything
causes the fragile object to break before the
completion of the ritual, the alchemist’s soul is
instantly ripped from his body and dragged down
into Hell, where it’s devoured by monstrous dogs.
Much to the dismay of the hunters, this sounds a lot
easier a task than it actually is.
Welcome! I’m Debbie Lee Jacobs
Debbie Lee isn’t much of an obstacle if any
attempt is made to run interference. However, if
she ends up on the first floor, she’s a much bigger
issue. As Debbie has spent four decades as one
of two custodians of the site, she has a deeply
imbedded sense of every object in the house. Taking
anything from under her sharp eye (Alertness d8 +
Perception d6) won’t be a piece of cake.
Assuming kind old Debbie isn’t given cause to
get involved or is otherwise distracted, picking the
rusted lock on the glass bookcase will prove EASY
work.
The Results
The hunters are now fully equipped with the
knowledge necessary to hunt down Von Steffan,
stop his ritual, and send his corrupt spirit directly
to the pit. Although their approach is a key factor
in their success or failure, the “Key of Aeons” has
all the information they need to prevent the final
demonic transformation.
The Rewards
Getting their hands on the “Key of Aeons” is
worth three Plot Points. It’s worth one less than
that if they treated Debbie Lee Jacobs in any sort of
harsh manner.
Scene 2: Fixity
Taking place in two locations, this scene deals
with a new crisis that further emphasizes the need
for speed and quick decisions. While visiting the
historical site, any of the girls in the house who
didn’t come along for the ride have been kidnapped
by the newly motivated and dread-filled Pigtown
Kings who, incidentally, have also become captives
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11 Transmutations
of Steffan and his hired muscle. The events most
likely begin at Cassie’s house and the realization that
the girls have been kidnapped (or in the case that the
girls had been left guarded, a cease-and-desist style
note penned by Von Steffan) Although it’s possible
to avoid an actual physical conflict during this scene,
it’s highly likely that there’s going to be a fight when
the hunters break into Ascend.
The Setup
Immediately after talking to the hunters in Act
II, Scene 2, Ty-Ty was contacted by Von Steffan.
Ty-Ty was told that his treachery was not a secret
and that if he wanted to make things right, he’d
need to bring Von Steffan one person for each of the
Pigtown Kings if they expected to keep their lives.
So, while the hunters were at the house in Ellicott
City, the Pigtown Kings made their move.
Not being the most hardened of criminals,
Ty-Ty, Kenny and Joey went to Cassie’s house and
lured Becky, Tiffany, and Dawn outside to come
for a ride with them, asking if they wanted to come
to a private party at Ascend that evening. Although
Becky may resist the allure of the invitation, Dawn
and Tiffany find the hunters and all of Cassie’s
drama to be completely boring, and find a way to
sneak out with the Pigtown Kings even if they have
been well-warned about the danger the Kings pose.
Once the girls get into Ty-Ty’s mom’s cigarette-
stinking station wagon, they’re taken to Ascend and
handed over to Von Steffan’s bouncers.
Once the hunters get back, they find either a
panicked Becky (if Becky knew better to go with
the Kings) or a note from Becky bragging that
she’s gone to a VIP party at Ascend. Upon arriving
at Ascend, the club is closed and Ty-Ty’s mom’s
station wagon is parked outside (Cassie or Becky
will recognize the car). Inside, the lights are on and
Ascend’s three largest bouncers wait for the hunters
to intervene. They’ve been paid to work overtime
and are willing to break some kneecaps for their
generous boss. However, they’ve been here for a
few hours and, after Ty-Ty arrived, became a lot less
vigilant. The three bored bouncers are sitting in the
ticket booth by the front door when the hunters
arrive.
The Problems
Things have got a little complicated. Once
the hunters show up at Ascend, they have some
decisions to make.
Breaking in to Ascend
The double locks on the front and back door are
really very well made as are the doors themselves.
Whether breaking in or breaking down the door,
this isn’t going to be easy. You can handle most of
this as a complex action, with the bouncers as the
nasty surprise in the event that the hunters botch or
don’t get their act together fast enough.
Ascend is a concrete warehouse with heavy
metal warehouse doors. The locks on the doors are
brand new industrial-quality locks. With a good
set of lock picks and some skill, these locks present
an AVERAGE complex action—take care of things
in six rolls (representing about a minute each) or
the bouncers notice. However, if the hunters lack
the tools (or patience) they can just smash down
the door. This is EASY but extremely loud, and
definitely brings the bouncers running. See “Hired
Help.”
If the characters manage to pick the lock on
the back door in a discrete fashion, it’s a HARD
complex action to sneak in and locate the trap door
leading to the warehouse’s basement. Give them
ten rolls to do it, then bring in the bouncers. If they
botch, they alert Von Steffan himself, who’ll be
expecting them.
The basement is a dark and damp dirt-floored
hole serving as Von Steffan’s ritual chamber. Once
the trap door’s open, crackling green light and
chanting can be heard. If the bouncers see or hear
that, they’ll certainly go home for the night and the
events of the final scene begin.
Hired help
Von Steffan’s security staff is there to hold the
line, and these guys are huge. Although they can be
bypassed, a confrontation is likely. If the hunters go
to the front door or smash either door, the bouncers
are ready to brawl. They won’t respond to talking
or pleas for assistance and immediately attack the
group. However, these guys are being paid two
hundred dollars a head and are far from ready to die
for Von Steffan’s cause. If the hunters draw guns
or any weapon bigger than switchblade, it’s pretty
EASY to get them to back down (and even leave if
scared enough).
Bouncers (3)
Description Mullets, attitude, and unflattering
clothing, this hired muscle isn’t quite as scary as
it thinks it is.
Jason Rahm (order #3047067) 24.53.177.102
1r Transmutations
Prepared only to contend with drunks and rowdy
kids, these jerks are not prepared for a posse of
hunters equipped with firearms and machetes
(or whatever baroque death-dealing gear they
happen to have on them at the time). Preferring
to hit on under-aged girls and posture at the
door of the club, these guys can lay down quite a
beating if they feel like they have the upper hand.
Agi d6 Str d8 Vit d8 Ale d4 Int d4 Wil d6
Init d6 + d4; LP 14
Traits Crude d4, Formidable Presence d2, Hardy
Constitution d4, Lazy d4, Overconfident d2
Skills Alertness d6/Sight d8, Discipline d6,
Influence d6/Intimidation d8
Gear Black tank top and weight lifting pants with
gymnasium logo.
The Results
Once the hunters find the trap door, the die
is cast. They emerge from the basement either as
heroes, cosmic failures, or corpses. If the bouncers
have been dealt with, they’ve left the premises
as quickly as humanly possible and are entirely
unwilling to assist in the final fight, no matter what
is offered for their services.
The Rewards
Award one Plot Point for getting into Ascend
and opening the trap door. Two Plot Points go to
taking care of the bouncers, if it comes to that, and a
Plot Point for managing all of this without having to
take care of the bouncers at all.
Scene 3: Sanctum
Sanctorum
This adventure comes to its conclusion with the
mano-a-mojo confrontation with Hans-Ruedi Von
Steffan himself, on his home turf, in the midst of his
ritual chamber, surrounded by hostages, and infused
with demonic power. No pressure.
This scene most certainly results in combat,
with characters skilled in those abilities playing
a vital role. Although someone needs to do the
fighting, the most lethal blow that can be dealt to
Von Steffan merely requires the hunter to recognize
the situation and perform the simple action that’s
required for the job. Failing to successfully defeat
Von Steffan during this scene not only has dire
consequences for the story, but potentially the entire
campaign as well.
The Setup
Once the characters open up the trap door
leading down into the ritual chamber, a crackling
greenish light swells from the basement. At the
bottom of the stairs, a black-robed Von Steffan
is seen putting the final touches of an alchemical
symbol on the far wall. In the center of the chamber,
upon a pedestal, is the Black Stone, throbbing with
an eerie green glow, casting a sickly pallor onto the
faces of the bound captives lined up against the far
wall. Crumpled at the foot of the Black Stone’s
pedestal is the body of Ty-Ty Cross, sucked dry by
Von Steffan for his disobedience and lack of loyalty.
Joey, Kenny, and whichever of the girls
remained at the house during the last scene are all
here and tied to chairs. They are petrified with fear
and completely helpless.
The Problems
There’s one Extra Value sized problem down
here, and it’s the alchemist. Of course, the hunters
have other things to consider, like the captives, and
the Black Stone that Von Steffan’s been using this
whole time to power his Dark Works.
Behold, Frater Adolphus Sestus!
At long last, the hunters now stand before a
three hundred year old creature that’s now more
demon than man. He must be stopped or he will
leave this encounter as rippling gout of evil, black
smoke.
Hans-Ruedi Von Steffan, The Alchemist
Description Over three centuries old, Hans-Ruedi
Von Steffan, on the eve of his apotheosis, barely
resembles the human he once was. His flesh,
now losing its hold on the soul to which it was
once anchored, hangs about his body in sagging
folds, rubbery and loose. With cataract eyes
rimmed with rheumy discharge, Von Steffan’s
long boney hands perform the gestures and signs
of the final ceremony and tug at the essence of
his victims in order to replenish and repair his
body (until the ritual is completed).
Agi d6 Str d6 Vit d8 Ale d6 Int d12 Wil d10
Init d6 + d6; LP 18
Traits Duty (become a demon or perish) d12,
Formidable Presence (d4), Life-Draining (see
Attacks) d6, Natural Linguist (German, Greek,
Latin, English), Obsessed (immortality) d6,
Paranoid d4, Slave to Tradition d4, Telekinesis
d8, Unbreakable Will d6
Jason Rahm (order #3047067) 24.53.177.102
11 Transmutations
Skills Covert d6, Craft d6/Alchemy d12, Discipline
d12, Influence d10, Knowledge d6/History d12/
Occult d12/Religion d10, Lore d6/Demons d10,
Perception d6, Science d6, Unarmed Combat d4
Gear Black velvet ceremonial robe, “The Black
Stone”
Attacks As a result of his diligent performance of
the rituals up until now, Hans-Ruedi already
demonstrates formidable demonic power even
though he is still partly human. Once secured
by his Telekinesis, a target is subject to having its
life drained. The alchemist must overwhelm the
prone target with his Willpower + Life Draining
Trait opposed by their Resistance (Vitality +
Vitality). If the target has the Alchemic Link
Complication (such as the deceased Ty-Ty, Joey,
and Kenny) Von Steffan hits with his powers
with much greater ease. Each successful Life-
Draining hit against a secured target allows
Ruedi to transfer life from the target and give it
to himself. This reduces the victim’s Life Points
score by two and increases Von Steffan’s by 2,
effectively making it harder to knock him our
or incapacitate him. This draining lasts until the
end of this scene or until the ritual is brought to
an end, such as with the destruction of the Black
Stone.
Although Von Steffan is a deadly and durable
opponent, his Achilles’ heel is glowing bright green
and is plainly displayed in the center of the room.
The Black Stone’s about as sturdy as a wine glass
and can be easily shattered if an opponent is in range
of it. Because of the indentation it sits in, thrown
objects or projectiles can’t hit it, so its attacker must
be within a few feet to destroy it. Once the Black
Stone is destroyed, Von Steffan undergoes a vile
and accelerated decomposition; his skin coming
completely loose and hitting the floor as his internal
organs and liquefied bones are propelled upwards
in a sickening “schlop” with the entire wet mess
collapsing onto the floor just as it evaporates into a
sulphurous smoke that dissipates into the air.
Sacrificial Lambs
Despite their respective flaws and integrity,
Cassie’s friends need help. Although only one is
required for the completion of the ritual, the rest
serve as offerings to the alchemist’s masters once the
ritual ends.
Rescuing the hostages is going to be pretty
HARD once the fight starts. Nonetheless, Von
Steffan has one priority and one priority alone. If
one of the hunters offers to switch places with one
of the soon-to-be-sacrifices in exchange for letting
him complete the ritual, he weighs his chances and
almost immediately agrees. Although this endangers
the hunter in question, it gets the hostages out of
harm’s way and grants the hunters a less precarious
battleground.
The Black Stone
The keystone to Von Steffan’s plan, the
destruction of this object will save the day.
Unfortunately, the alchemist will do anything to
protect it.
As soon as it becomes apparent that the hunters
are hell-bent on stopping the ritual at any cost, Von
Steffan cuts lose with his Telekinesis on the two
strongest looking combatants. Once he does this,
he proceeds to bolster his health while chanting the
final verses of the last ritual. If Von Steffan manages
to stay on his feet or remain alive for three turns
of combat, he ejects his black demon essence from
his mouth and pursues a body elsewhere. If for
any reason Von Steffan stops doing the ritual or the
Black Stone is shattered, the ceremony fails and he
undergoes the rapid decomposition described above.
Epilogue
If the hunters succeed, they will have stopped
an unimaginably terrible event and should be proud
of themselves. They’ve exterminated a really old
and difficult enemy who has plagued the local area
for the last three centuries. Although the kids are
saddened by the death of their friends Frankie and
Ty-Ty, they’ve gotten some perspective together and
will move on from here with better perspective on
what’s important.
If the hunters have failed, they have allowed the
birth of a powerful demon (calling itself “Sestus”)
that takes a special interest in them. This demon
may return and take brutal revenge on the kids in
order to pull the hunters back in for a final round,
or it may just seek them out directly, working
behind the scenes of their already desperate lives,
driving in nails of torment and misery until they
expose their soft bellies for it to devour. Either way,
Sestus makes a good reoccurring villain for the
series.
As the hunters pack up their tools and tell
Cassie goodbye, she half-jokingly tells them
that she had a really good time during their visit
and impresses on them how much their help is
appreciated. With bleary eyes and a fond farewell,
the hunters hit the road again.
Jason Rahm (order #3047067) 24.53.177.102
+p
H
e
l
l

H
o
u
n
d

O
n

M
y

T
r
a
i
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By Graeme Davis
T
his is an adventure that you can drop into
your campaign anytime, anywhere. There’s
nothing in it that requires a particular
location, and when a location is mentioned you can
pick a suitable spot wherever your fearless hunters
happen to be, and inject a little local color: palm
trees in Florida, Saguaro cactus in the Southwest,
corn fields in the Midwest, and so on. You can also
use this story as a one-off, or if you’re feeling really
mean, use it as a side-plot to complicate everyone’s
lives even more.
This story’s set somewhere
around the middle of Season 2, before
Azazel opens the Devil’s Gate. Things
are still low-key by the standards of the
business, and it’s just us against them.
You can run this adventure with the
Winchester Boys—maybe with Bobby
Singer and/or a couple of others as backup—
or you can use player-created hunters.
Rookies can handle it if they’re smart and well
equipped, but it’s better suited to Veteran or
Seasoned hunters.
Adventure Summary
Demons lie. Every hunter knows that just like
he knows his own name. The hunters meet a demon
who is really, really good at it. So good, in fact, that
he lied his way out of Hell and now a hellspawn
bounty hunter’s after him. Of course, it’s tough
to tell a demonically possessed human from an
ordinary Joe or Jane. At first he tries to convince the
hunters that he’s just a poor schmuck who made
a deal at a crossroads, and now a “big bad demon”
has come to collect. He begs for help, and he’s very
convincing.
If the hunters figure out he’s a demon, he
changes his tune. He’s an honest, hardworking
bounty hunter for Hell, sent to bring this rogue
demon back, and the job’s a little too tough for him.
He just wants to do his job and go home, and Earth
will be rid of two demons for the price of one. The
hunters help out, and everybody goes home happy.
But the fact is, he’s just a lying sonofabitch who
escaped from Hell and wants to have some fun.
Once the hunters have taken out the hellspawn on
his trail, he’s free to have all the fun he wants—and
Jason Rahm (order #3047067) 24.53.177.102
+1 Hell Hound On My Trail
the hunters will have pissed off a very tough spirit
with a very unforgiving nature and a long, long
memory.
Breakdown of the Acts
This scenario’s divided into three acts, the meat
of which is explained here:
Act I: Me and the Devil Blues: On a lonely
road, the hunters run into a guy with serious
demon trouble and help him out. In the process,
they realize they’re up against a pretty tough
demon—or what they think is a demon. Just as
they guy is explaining his problem, the “demon”
attacks again.
Act II: They’re Red Hot: It turns out the
guy with the problem is the real demon. He’s a
bounty hunter for Hell, and he needs their help
to bring down his quarry. After some research and
planning, they all go to the demon’s hideout for
the showdown.
Act III: I Believe I’ll Dust My Broom: The
hunters have been played—their new friend is the
one on the run, they just helped get rid of the real
bounty hunter, and Demon Number One is about
to pull a Houdini. If they don’t stop him right
away, the hunters have to track him down and stop
a ritual he’s planning which makes him as good as
untraceable.
Here’s the Story
The demon on the run is using the body of
Alan Mills, a software entrepreneur with some
serious computer skills but as Frank N. Furter said,
“no real muscle.” The demon itself is an Olympic-
class liar, and once the hunters have thrown off the
pursuer, it plays up the Mills persona and tries to
persuade them to help.
Sooner or later the hunters will figure out the
truth, and when that happens the demon simply
adopts another persona and claims to be a bounty
hunter needing some help on a tough case. After
the hunters have dealt with the hellspawn after
him, their new friend laughs at them and takes
off—leaving them with the sinking feeling that the
“demon” they just took out was the real bounty
hunter.
Meanwhile, the fugitive demon moves to
another city, takes over the body of an art importer,
and finishes collecting the ingredients for a ritual
that will make its demonic essence unreadable so
that no other bounty hunters can come after it.
Once the ritual is complete, he’s going to look like
just another human. Then the real fun begins. Wall
Street, politics—the sky’s the limit. There are so
many places in this world where a really good liar
can make a comfortable life.
Act I: Me and the
Devil Blues
The hunters meet Alan Mills and save him
from a demon biker. The poor sap explains that
he made a crossroads deal to keep his software
company afloat, and the demon has come to
collect his soul. Refusing to help him would be
like kicking a puppy—and besides, isn’t demon-
busting what Our Heroes do? They’d better act
fast, though—the Big Bad is still on the trail. And it
isn’t exactly a demon …
Scene 1: When You Got a
Good Friend
This scene drops the hunters right into the
action and introduces them to the adventure’s
central character. It takes place on a remote dirt
road at night—just the thing to liven up a boring
road trip.
The Setup
The hunters are driving down a dirt road
somewhere remote when out of nowhere a guy
hits their windshield. He looks pretty beat up, and
his eyes are wide with fear. He bounces off the
hood of their car, gets up, and looks behind him.
That’s when the hunters see what’s got him so
scared.
At first glance, it’s a heavyset guy in biker
leathers who is seriously pissed off at Guy Number
One. Then he fires off lightning from his fingers,
and in the flash the hunters see his eyes. Solid
black. It’s an EASY task for anyone with Lore
skill to see they’re facing a real badass biker from
Hell—complete with demon rider. It takes a
FORMIDABLE effort (and a little lateral thinking)
to guess that this is in fact a tsayid, not a demon.
The Problems
The hunters basically have two options:
hightail it out of there or stop and render
assistance. Don’t be afraid to let the hunters think
the biker’s an actual honest-to-Lucifer demon,
either. They’ll get the message sooner or later.
Jason Rahm (order #3047067) 24.53.177.102
+£ Hell Hound On My Trail
Taking Off
Getting away is easy. The driver throws the car
into reverse and floors the gas pedal. As he does
so, the fugitive dives through a window (breaking
it on the way, if it’s not already open) and wiggles
into the car screaming for the hunters to get him
out of there. The possessed biker throws some
more lightning at them as they leave, causing
an impressive light show but doing no serious
damage.
Taking it to Him
If the hunters get out and fight, they realize
just how tough this “demon” is. After a couple
of rounds, it’s EASY to figure out that they won’t
be able to take it down without some serious
preparation. Meanwhile, the fugitive is doing his
very best to take their car and get out of Dodge.
Once this happens, the demon biker gets out of
combat with the hunters and follows the car. He
ignores them unless they attack him or get in his
way, and pauses only to get them out of his way so
he can get back on the trail of the fugitive.
Tsayid—Possessed Biker
Description Tsayid are Hell’s bounty hunters,
hellspawn spirits related to djinn, hellhounds,
and other demon-like horrors. They are hired
by true demons to enforce payment on soul
deals and to recover souls that have escaped.
They are not subtle by nature, and usually
possess the toughest body they can find. Their
normal strategy is hunt down their mark and
beat the living crap out of them until the soul
or demon lets go. Then they drag the demon or
soul back to Hell, just like a hellhound collects
payment for a crossroads demon. If anyone gets
in their way, they pound on them until they
get out of the way. Although they’re dedicated
to their job, they’re not above coming back for
a little revenge against anyone who has caused
them serious trouble. They drag their souls
down to Hell too, and though nobody really
knows what they do with them, it’s probably
painful.
Lore The following lore is FORMIDABLE to
uncover unless the hunters learn that the tsayid
is a “demonic bounty hunter” and displays such
things as discharging tremendous shocks of
electricity or breaking through Devil’s Traps.
With that information, it becomes HARD.
In many ways, tsayid are like true black-eyed
demons: they can possess mortal vessels, come
from Hell, and respond to such things as holy
water or exorcism rituals. However, they are
nowhere near as smart, and were never human.
They are more like hellhounds—driven,
vicious, and single-minded.
Their name comes from the Hebrew for
hunter, and is definitely appropriate. On the
rare occasion that mortals encounter a tsayid,
the experience is often over quickly … so long
as the mortal doesn’t interfere in the tsayid’s
own relentless pursuit of its target.
Tsayid take the form of violent lightning or
sparks when they are driven out of their host.
This can harm the host if the ritual of exorcism
is performed poorly or the tsayid leaves on its
own accord.
Agi d8 Str d12 + d4 Vit d12 + d2 Ale d8 Int d8
Wil d12
Init d8 + d8; LP 30
Traits Tough d4, Electrokinesis d12, Telekinesis
d4, Anger Issues d6, Duty (hunt escaped
demons) d8
Skills Alertness d6/Sight d8, Drive d6/Motorcycle
d12+d4, Guns d4, Influence d6/Intimidation
d10, Lore d6/Demons d12, Mechanic d6/
Motorcycles d12, Melee Weapons d6/Knives d8/
Chains d12, Perception d6/Sight d8, Ranged
Weapons d6/Stungun d12, Unarmed Combat
d6/Brawling d12
Gear Stungun, 6-foot length of chain (d4 B)
Alan Mills—Possessed Nerd
Description He wears a torn sport coat over a
T-shirt, jeans, and sneakers, and has the kind
of face you could never pick out of a crowd.
Around his neck he wears a leather pouch,
and he’s reluctant to let the hunters look at it.
If they take it from him by force, they find it
contains some red sand, a yellow dust that can
be identified as corn pollen (FORMIDABLE
Intelligence + Science task), and a small feather
from a golden eagle (HARD Intelligence +
Science task to identify). He says he got it
from a Navajo shaman in New Mexico a few
weeks ago, and it seems to be a protective
amulet (a HARD Intelligence + Lore task to
identify). It gives him another d4 to roll when
defending against any attack by a tsayid, djinn,
or hellhound, but it’s personalized. To anyone
else, it’s a bag of junk.
Demons Lie The demon possessing Alan Mills
is very good at lying. Whenever one of the
hunters tries to find out whether he’s telling
the truth, the player should make an opposed
Jason Rahm (order #3047067) 24.53.177.102
+1 Hell Hound On My Trail
roll with Intelligence plus any applicable Skills
and Traits against the demon’s Intelligence +
Performance/Acting + Plausible. The Plausible
Trait’s covered at the end of the adventure.
Agi d8 Str d12 Vit d8 Ale d12 + d4 Int d10 Wil
d12
Init d12 + d4 + d8; LP 20
Traits Compulsive Liar d4, Coward d6, Fast On
Your Feet d4, Lucky d4, Plausible d6
Skills Craft d6/Electronics d8, Discipline d6/
Concentration d8, Drive d6, Guns d4, Influence
d6/Persuasion d12, Knowledge d6/Video Games
d8/Role Playing Games d8, Lore d6/Demons
d10, Perception d6/Video Games d8/Intuition
d12, Science d6/Physical Sciences d10, Tech
d6/Computer Programming d12+d2/Create
Technical Devices d8/Electronics d8/Hacking
d10, Performance d6 /Acting d12, Unarmed
Combat d4
Gear Amulet
If the hunters bail out of the car and start
running, they find they’re slower than the fugitive
and he keeps them between himself and the biker.
Then he doubles back, jumps in the car and burns
rubber, leaving them on foot with a very upset
hellspawn biker who goes to town on them for a
couple of turns out of frustration, and then leaves
them in the dust as he sets out after his quarry.
Tracking the car is an AVERAGE task because
of the dirt road, and because it’s the only road
around. When the hunters find the car, it’s a little
dented but not seriously damaged, but a tire has
blown out and the guy who took it’s trying to
change the wheel. He looks up when the hunters
arrive on the scene, and amidst frantic apologies he
begs them to help him and promises to tell them
everything if they can just get him somewhere safe.
The Results
Either way, the hunters find themselves in a
safe place (at least till the tsayid shows up) with a
guy whom they believe has a demon on his tail.
They’ll probably want to ask him a few questions.
If they were crazy and kept fighting the hellspawn
biker despite all warnings to the contrary, they
could also be really messed up. Laying low for the
time being’s probably a good idea.
The Rewards
Taking on a hellspawn-possessed biker in the
first scene’s always a winner when it comes to
Plot Points. Give the players 2 points a head for
even facing the thing, and hand out one or two
more depending on how they played up the rescue
attempt of Alan. Chances are they’ve burned
through some already.
Scene 2: Last Fair Deal
Gone Down
Having gotten away from the hellspawn biker,
the hunters can find out about their new friend and
his problem. They should have plenty of time to
get what they need before the chase is on again.
The Setup
It doesn’t matter exactly where the hunters are;
it should probably be somewhere fairly close by,
and a place they have been to before. A roadhouse
would be great if there’s one around, but any place
will do so long as it can be made somewhat secure.
The hunters’ new friend is more than willing to
spill the beans, and in fact they can hardly get
a word in edgewise as he tells them about his
situation.
Here’s a few questions the hunters might ask,
and the answers the fugitive gives. You can read it
aloud to the players or put it into your own words,
however you like.
Hey! You okay?
“Oh, my God! Thank you so, so much! I never
expected… I never even dreamed…”
Why don’t you just calm down and tell us
what’s going on here?
“Oh—yes, right. Well, that thing is after me…”
Yeah, we kind of got that impression. Why is
it after you?
“Well, this is going to sound crazy, but….”
Crazier than a demon biker throwing
lightning around? I doubt that.
“You see—I made a deal….”
Jason Rahm (order #3047067) 24.53.177.102
++ Hell Hound On My Trail
Let me guess. You sold your soul and
Badass back there has come to collect.
“Uh—yeah. That’s pretty much it. My name’s
Alan, by the way—Alan Mills.”
Well, nice to meet you, Alan Mills. Tell us
the rest of your story—like what you sold
your soul for.
“Money. I’m in the software business, and
funding dried up just a few months before my
company was ready to launch our product. It’s
going to revolutionize everything—I’ll be richer
than Bill Gates if I can just get it to market.“
So you sold your soul to be the next Bill
Gates.
“I thought I could beat the system. As soon as
I’d made the deal, I started researching everything I
could about demons so I could beat the collectors.
I was able to trap a few of them and exorcise some
others, but they keep getting tougher. This one
caught me by surprise, but I’m pretty sure I can get
rid of it. All I need is a little help, and maybe a few
ingredients.”
A little help?
“Yes. If we can destroy its physical form, I
know a ritual that can stop it possessing anyone
else—maybe even trap it permanently. They’ll send
another one, of course, but in the meantime I can
cover my tracks, keep finding stuff out, and maybe
figure out a way to break the deal.”
And how do you plan to do that?
“I’m still working on that part, but I’m getting
closer. I’m almost three years past due, and I’m
getting better at this all the time.”
So you know a lot about demons? Maybe we
could share information. We’re in that line
of work too.
“I’d be happy to, but right now we need to get
rid of that demon. Afterward, I’ll tell you anything
you want to know.”
The Problems
This is a good time for the hunters to pool
information and figure out ways to take the
“demon” out, or at least slow it down. They can
also take a look at their new friend.
Using Lore, it’s a HARD task (given the
right books and/or an internet connection) to
find out about lightning-hurling spirits known
as tsayid. Unless they specifically ask about the
shocking nature of the biker, their investigation
will otherwise lead them to standard demon lore.
If they do check out the lightning-throwing, then
fill them in on the lore provided in the biker’s
stat block. If they come to the realization that the
tsayid isn’t like other demons from Hell, they may
wonder if Alan is just plain wrong.
Alan Mills checks out completely. His driver’s
license and credit cards have his name on them,
and he can talk knowledgeably about software.
If the hunters have a laptop and an Internet
connection, it’s EASY to find out that he founded a
small R&D shop in Silicon Valley five years ago and
started having trouble attracting investors around
two years ago. He’s been missing for the last three
months.
The body belongs to Alan Mills all right,
and so does the knowledge of software. But he’s
possessed by a demon who is a very good liar—
even for a demon—and the story about the deal is
bull.
The trap he talked about is a fairly simple
one, consisting of a silver cross and a bottle half-
filled with whiskey, grave dirt, and a few drops of
Mills’ own blood. He explains that the whiskey
and blood are the bait, and the grave dirt binds
the demon once it goes into the bottle after them.
Then the bottle is stoppered and the silver cross
is folded down over the stopper to seal the bottle.
The demon has to be in black smoke form to get
into the bottle, which is why its physical form
has to be destroyed. The only problem is, it will
never work. This isn’t how demons get trapped,
although given the sketchy nature of demon lore at
the best of times, knowing this for a fact requires
a FORMIDABLE effort. Anything less leaves it
within the realms of possibility.
The demon riding Alan Mills is using the quest
for ingredients as a diversion to buy time while he
plans his next move. He wants the hunters to focus
on something so they don’t look at him too closely
and figure out the truth. In the unlikely event that
all the ingredients for the trap can be assembled
right there and then, Mills will be happy to have
the hunters build it. He will even modestly brush
off their thanks for showing them how to make it.
Jason Rahm (order #3047067) 24.53.177.102
+< Hell Hound On My Trail
There are, of course, various ways the hunters
can figure out that Alan Mills is possessed, if
they think to do so. Salt, holy water, the Devil’s
Trap—they will all work, but the demon’s greatest
defense is plausibility. His goal is to make sure
that they never even start to wonder about him.
If the hunters do uncover his true nature, skip to
the next scene right away. Otherwise, wait for the
conversation to flag a little.
The Results
At the end of this scene, the hunters know a lot
more about Alan Mills, and some of it’s even true.
They may even know he’s possessed by a demon—
and if not, they will by the end of the next scene.
But now it’s time to cut the chatter.
The Rewards
It’s an exposition scene, but give the players
two Plot Points each for success at talking Alan
Mills up. Don’t be afraid to chop that in half if you
feel you’ve had to lead them around by the nose for
the Q&A.
Scene 3: Up Jumped the
Devil
The Q&A comes to an end when the biker
demon attacks. If the hunters have been smart,
they have already done a few things to protect their
location, but it will get in eventually.
The Setup
The hunters are in some kind of safe place,
along with demon-possessed software mogul-to-be
Alan Mills. They think he’s just trying to break a
deal and save his soul. However much they have
found out, a titanic crash from outside lets them
know that the possessed biker has found them. It’s
time to fight or run.
There is a little time to react as the possessed
biker tries to break in. Exactly how long depends
on the kind of defenses they have set up.
All the usual defenses won’t work nearly as
well with the tsayid as they would a true demon.
For one, laying out salt will only slow the tsayid
down—if its quarry is on the other side and it
makes an AVERAGE Willpower + Duty Trait roll,
it can break through the line of salt. Same goes for
Devil’s Traps and other magic circles, although
it’s HARD for it to bypass those sorts of things.
This tsayid’s going to assume the hunters have
set up such defenses, so it may just try to break
through the wall with a FORMDIABLE Strength
+ Duty Trait roll. It also expects that the hunters
have lookouts posted, and does its best to approach
without being seen.
Once it’s forced its way in, the tsayid largely
ignores the hunters. It disables them with lightning
or Telekinesis (which pretty much looks like
lightning as well) if they get in the way, but it’s
really after Alan Mills. It’s looking for a chance
to zap him with its stungun and take the disabled
body somewhere quiet to finish the job, but it
happily beats the crap out of Mills right there until
it drives the demon out.
The Problems
This is not supposed to be the final fight. It’s
more of a chance for the demon and the hunters
to get to know each other. The demon will hit
for keeps and take Mills down if it can, but it
will leave if its host body takes more than 10
points of Wound damage. If the hunters are in a
roadhouse, there are no other hunters around, so
the only backup they can count on is a couple more
shotguns. There is no time for rituals or any other
fancy stuff.
As mentioned above, the so-called demon
bottle Alan prepared does nothing. The possessed
biker goes after the demonic essence it can sense
in Mills’ body rather than the smell of the vessel’s
blood, ignoring it just like a car thief ignores a
patch of oil in an adjacent parking space.
This scene can end in one of four ways:
1. The Hunters Cut And Run
This is the smart option. This demon is too
powerful to take on without some planning and
preparation. The demon tries to follow, but so long
as they still have their car they can outdistance it.
2. Mills Runs And The Demon Goes After Him
This is an option you can use if the players
don’t realize that this fight is a good way to get
killed. In fact, the demon possessing Alan Mills
hopes to use the hunters as a diversion and escape
during the fight. If he’s caught trying to leave he
will pretend to be hysterical with fear, and thanks
to his Acting skill he will be very convincing.
Otherwise, he will simply not be there when the
dust settles. He may even steal the hunters’ car
again.
Jason Rahm (order #3047067) 24.53.177.102
+6 Hell Hound On My Trail
3. The Demon Is Driven Off Or Killed
If the hunters are well prepared and fight
intelligently, they just might be able to destroy
the possessed biker’s physical form. The tsayid
leaves the body in the form of scary black lightning
and gets away as quickly as it can (which should
clue them in that it wasn’t a true demon, if they
still weren’t on top of that). A few days later it
returns in another body, also chosen for size and
strength. If the hunters somehow manage to deal
with the demon in a more permanent way, another
one is sent after Mills. The new one’s stronger
and smarter than the first (kick its Attributes up
by a +1 step), and it arrives in a couple of days.
In addition to its mission to recover the demon
possessing Mills, it has a grudge against the
hunters.
4. The Tsayid Gets Mills
Once the tsayid has zapped or beaten Mills into
unconsciousness it grabs him and tries to leave,
planning to find a nice, quiet spot to torture Mills
until the demon flees the body. The hunters can
either follow it or let it go. If they follow it, Mills
wakes up at a suitable time and starts struggling
and yelling before breaking free and running
towards them. The tsayid gives this attack up as
a bad job and leaves, planning to wait for a better
opportunity. If they just let the hellspawn take
Mills the story could be over—the runaway soul
gets returned to Hell—or Mills may come around
and manage to escape, heading back to the hunters
and coincidentally leading the demon back to
them.
Oh, And The Most Important Thing
If the hunters don’t already know it by the
beginning of this fight, they need to know that
Mills is a demon before the scene ends. There are
a few ways to handle this. His eyes could go solid
black if he and the possessed biker get into a tussle.
He could escape by ripping a door off its hinges
or battering a hole in a wall, again with the black
eyes. He could even get backed up against a line of
salt that was put down to keep the possessed biker
out, or stumble into a Devil’s Trap they laid earlier.
If the players are a little slow on the uptake, a few
EASY or AVERAGE Lore rolls should help the
hunters remember that they’ve read about demons
being able to do exactly what Mills just did. It
doesn’t matter how the hunters figure out he’s a
demon, as long as they do.
The Results
When the dust settles, the hunters have
gained two things in addition to various cuts and
contusions: They know the poor sap they were
trying to help is actually possessed by a demon,
and they know that the creature hunting him is
a tough sonofabitch who likes to get in close but
can use lightning and telekinesis to get things and
people out of his way. If they’re smart, they want
to get out of wherever they are and regroup, and
they probably have a lot of questions for their new
friend.
The Rewards
Toss another two Plot Points per hunter at the
players for this conflict. How the players react to
the fight, and the understanding that the tsayid is a
little too powerful, might determine whether you
hand out another one or two Plot Points. If the
players are playing up the Complications of their
hunters, so much the better.
Act II—They’re Red
Hot
It turns out that Alan Mills is possessed by a
demon that needs a little help on this job. It knows
where the hellspawn’s hideout is, and together the
group can do some research and plan their attack.
Then, it’s off to the showdown.
Scene 1: I’m A Steady
Rollin’ Man
So Alan Mills is more than just Alan Mills,
software executive. He’s got a demon rider who is
a “bounty hunter for Hell,” aiming to capture the
tsayid that just attacked them. He possessed Mills
for his computer skills, but the tsayid got the jump
on him before he could switch to a tougher body. If
the hunters help out, they can rid the world of two
creatures from Hell for the price of one.
The Setup
There are two things the hunters might
want to do right away: get somewhere safe, and
have a long talk with Alan Mills, or whatever has
possessed him.
Jason Rahm (order #3047067) 24.53.177.102
+1 Hell Hound On My Trail
The Problems
Where they go is up to you and the players—
because this adventure’s designed to be dropped
into the middle of whatever the hunters are doing
at the time, it’s short on specific locations, but most
likely they know of some place nearby. A motel,
a roadhouse, an abandoned amusement park, and
old mine—any of these will do, and so will most
of the other spots described in Chapter 9 of the
Supernatural RPG core book. They can also have
the conversation on the road, assuming their car
is still intact. The tsayid is taking some time to
figure out its next move, so it won’t bother them—
although they don’t know that.
The possessed Alan Mills is like a whole
different person. Gone is the whimpering
geek, replaced by a matter-of-fact and strangely
reasonable persona something like a friendly
Marine—or a bounty hunter, which is exactly
what the lying weasel is pretending to be now.
Try channeling Tommy Lee Jones and you’ll have
about the right tone for him.
The course of the conversation is determined
by the kind of questions the hunters ask. Here are
some examples:
So, Alan Mills, is there anything you’d like
to tell us?
“Okay, kids, you caught me. (holds up his
hands in mock surrender) I’ve got a job to do and
I’m just borrowing Alan here for a while.”
What job?
“Well, you know I said that thing was hunting
me? Other way round. He skipped from Hell a
few weeks ago, and I’ve been tracking him. Nasty
sonofabitch, too—some Chinese general from way
back. Massacres, rapes, torture, the whole nine
yards. And you should hear what he did to his
enemies.”
You’re hunting him. Is that why he was
kicking your butt all over the road when
we first ran into you? And why you’ve been
running away ever since?
“Bastard got the jump on me. I’d borrowed
Alan to do some research—he’s quite the computer
whiz, you know—and General Kimchi, or
whatever his name used to be, showed up out of
nowhere. Now there’s only so much I can do with
a body like this. Not a whole lot to work with. So
what you’ve been seeing is a tactical withdrawal.”
And dragging us into it was what—tactical
support?
“Give that man a cigar! I just needed to put
some distance between him and me, buy some
time to regroup. When it turned out you meddling
kids actually had some idea of what you were
doing, that was an added bonus.”
You still haven’t explained why he’s coming
after you. Shouldn’t he be scared of you if
you’re a big, bad bounty hunter from Hell?
“Ever read Sun Tzu? He has. Always attack
where your enemy is weak, and avoid the places where
he is strong. Something like that, anyway. He
caught me with my pants down and seized the
opportunity, just like anyone would. I’m not proud
to admit it, but things could have got sticky back
there.”
And you suckered us in with the soul-
selling story because . . ?
“Isn’t it obvious? Me demon, you hunter.
Some serious trust issues there. Let’s just say I’m
not absolutely sure you would have volunteered to
help if I’d told you the truth.”
And why should we help you now?
“C’mon, kid, think about it. Right now you
have two demons on the loose, one of them
psychotic. You help me get him, we both go away,
and you have no demons on the loose. See?”
And you’ll just go back to Hell, all by
yourself?
“That’s where I collect my bounty, kid. Cash
on delivery—except it’s not exactly cash.”
Jason Rahm (order #3047067) 24.53.177.102
+r Hell Hound On My Trail
I don’t want to think about that. But hey,
what was the deal with that useless demon
trap you concocted?
“I needed to give you something to do. You
know, so you wouldn’t be thinking about me too
much?”
Thanks a lot!
“What can I say, kid? I’m a demon and demons
lie. Don’t they put that on the first page of your
little handbook? They ought to.”
So how do we know you’re not lying now?
“You don’t. But that’s not really the question
you should be asking yourselves. The question is,
do you want to help put an end to this before the
General and I get to a heavily populated area? He
had no regard for innocent lives to begin with, and
a few thousand years in Hell haven’t exactly put
him in touch with his warm and fuzzy side.”
Is that a threat?
“Just stating the obvious, kid. If you think
about it, you have three choices. You can help me
out, in which case this will go quicker and cleaner.
You can stand back and leave me to it, which could
involve some collateral damage. Or you can get in
my way, forcing me to squish you like bugs and
costing me some time off the trail. Your call.”
The demon has said two true things in this
whole conversation. First, he was borrowing Alan’s
body to make use of his computer skills and do
some research on the tsayid in the hope of getting
the jump on his pursuer. Instead the tsayid got the
jump on him. Second, the hunters have to make a
choice. Will they help him, try to stop him, or get
out of the way?
If the hunters have learned that the biker is
possessed by a tsayid, they could try to call Alan on
it and ask him why he’s trying to spin this whole
“Chinese general” bull. The demon recovers
quickly by saying that the tsayid once possessed a
Chinese general, and that really tsayid are just
another kind of demon, so it’s all just semantics.
This isn’t actually true, but “Alan Mills” is a
convincing guy.
The Results
At the end of this scene, the hunters have a
new perspective on the situation, and hopefully
a new place to hide out and prepare their next
move. One thing they and the Alan Mills demon
are likely to agree on is that the sooner the other
demon is taken down, the better for everyone.
The rest of this story assumes that the hunters
decide to help out with the “demon hunt.” If they
don’t, there are a few ways to get things back on
track:
None Of Our Beeswax
No hunter worth his salt is just going to walk
away from a situation like this, and at the very least
it’s going to cost the players a few of the Plot Points
they were hoping to earn. If they insist on washing
their hands of it all, you can just let it go (and let
the players know about missing out on the Plot
Points), or the demon can take a hand. Remember,
he’s a manipulative little weasel, and he actually
wants the hunters along because he can’t take out
the tsayid all by himself. He’s also shopping for a
new body (see “Daddy Needs A New Body” in
the next scene) and it’s a safe bet that at least one
of the hunters has a better body than Mills. So he
tries to possess the hunter. If he succeeds, Mills
collapses and the possessed hunter runs off into the
night, leaving the others with a strong motivation
to rescue their friend. Once they catch up with
him, the demon can be persuaded to leave the
hunter’s body and take Mills back in exchange for
the hunters’ help.
One Demon At A Time
Once they know Mills is possessed by a
demon, the hunters will probably start thinking
about how they can get rid of it—either right
now, or by pulling a double-cross once the tsayid
is taken care of. Attacking Mills right now leads
him to try and escape, preferably riding one of
the hunters’ bodies, and he tries to lead them
into a confrontation with the hellspawn on his
trail. Planning a double-cross for later has a lot to
recommend it, since they have his help taking out
the tsayid and he’s probably weakened from the
fight.
Jason Rahm (order #3047067) 24.53.177.102
+1 Hell Hound On My Trail
The Rewards
More exposition, but generally one of the
scenes where the players’ role playing earns them
Plot Points, rather than if they score information.
At the very least, they should leave the scene with
another point or two.
Scene 2: 32-20 Blues
Now they know the truth, the hunters can
do some research and tool up to go and take out
this “demon,” or they can pursue whatever other
plan they’ve come up with. Depending on how
it’s played, this scene can be no more than a few
minutes of talking, or it can involve some serious
breaking and entering as the hunters go shopping
for gear.
The Setup
While the location where this scene takes place
is not important to the story, it can make a great
difference to what the hunters can do. Information
gathering is easier in a university library with
Internet access than in a one-room shack in the
middle of nowhere, and recovering from wounds
is easier in a small-town clinic than in a graveyard.
The Problems
As the players decide what their characters
are doing, you should adjust the difficulty of the
various tasks according to the resources they have
at their disposal.
Getting Patched Up
One or more hunters are probably wounded,
and depending on their Skills and situation they
may find it EASY or DIFFICULT to recover from
Wound damage. Alan Mills’ body is not in the best
of shape either, but the demon possessing it seems
unconcerned.
Re-Equipping
Having seen how tough the tsayid is in its biker
body, the hunters probably want to get their hands
on some extra firepower. Solutions might include
a visit to a local gun store (legal or otherwise),
drafting some extra help (which can be a good way
to introduce new characters to the group), and
mystical research and equipment gathering. You
can cover this activity with a few dice rolls or spin
it out into a whole Act by itself, as preferred.
Researching Anti-Demon Measures
Pages 130-132 of the Supernatural RPG Core
Rule Book covers the nature of demons in general
and lists a few things that should help the hunters
to fight them. As with weapons and mundane
equipment, you can cover the task of researching
and assembling the necessary materials in detail or
gloss over it, as preferred.
If they know it’s a tsayid, then they might try
coming up with ways to weaken or harm such a
thing. Clever hunters might think of weird things
like grounding the biker with a length of chain and
a lot of water (holy water even better). If they do
have this idea, or something else related to “dump
the biker in water” you can decide if you think it
will work or not. Or you could ask them to spend
Plot Points, and then you tell it would work,
because that’s the sort of thing Plot Points are for.
Researching the Chinese general
The Mills demon insists that this is a waste
of time, as the historical character bears as much
resemblance to the loose demon as an infant does
to an adult. A HARD use of Knowledge nets
information on several ancient Chinese generals
who were renowned for their brutality, but no
real leads. Mills claims that he was not briefed on
the target’s original name, and that the “demon”
currently goes by a number of different names,
none of them pronounceable with human vocal
equipment.
Daddy needs a new body
Now he’s established in his “bounty hunter”
persona, the demon possessing Alan Mills
decides that he needs a new body with more
combat effectiveness. The hunters will probably
be horrified at this idea, and lively discussions
will ensue. If it seems that this will lose him the
hunters’ help the demon will back down with an
ironic “Doesn’t hurt to ask,” but the hunters (and
the players) should be spooked for the rest of the
adventure. They may catch him casting appraising
glances at their own bodies, and worry whenever
he’s out of their sight. This is not a vital part of
the story, but playing it well can add some spice to
things.
Tactical Planning
Mills claims that when the biker jumped him
he had just found out that it was holed up in an
abandoned house on the outskirts of a small town
Jason Rahm (order #3047067) 24.53.177.102
<p Hell Hound On My Trail
not far away. This is another lie; he knows that
wherever he goes, the other demon is bound to
show up sooner or later. He can draw a rough map
of the outside of the house, but has not seen the
inside.
The Results
By the end of this scene the hunters should
have a plan and enough equipment to carry it out.
They may be helping Mills willingly or unwillingly,
but they certainly shouldn’t trust him. They may
even plan to double-cross him once the tsayid is
out of the way.
The Rewards
It’s often a good idea, in “montage” scenes like
this one, to hand out a Plot Point for every clever
or resourceful element the hunters stack up in their
planning and preparation. Think of it as loading
their plans with dramatic potential. They’re going
to need Plot Points for the next few confrontations,
after all.
Scene 3: Stop Breakin’
Down
The hunters are ready to kick some hellspawn
butt, and the possessed Alan Mills leads them to
the abandoned house. Nobody’s home, so they
have some time to prepare the battleground. When
the biker arrives, it’s clobberin’ time.
The Setup
The house is empty, but Mills assures them
that this is the right place and the tsayid must be
out looking for him. The tsayid is tracking them to
the house at this moment, and shows up in a little
while.
Just how long it takes the tsayid-possessed
biker to arrive is up to you and depends in part on
the strength of the hunting party. If they’re mostly
Rookies, give them at least a half hour to prepare
the ground for the battle that they know is coming.
Veteran hunters will only need fifteen minutes or
so, while a Seasoned group should have what it
takes to deal with him showing up in five minutes
or less. As well as preparing the field of battle, the
hunters probably want to set up everything they
need for an exorcism.
If any of the hunters becomes suspicious
at finding the house apparently untouched, the
Mills demon insists that he can see and sense
clear indications of the possessed biker’s recent
presence, and he has no time to explain it all to a
bunch of dumb mortals because the tsayid could
be back at any moment. They need to be preparing,
not wondering why they can’t see things that
mortals can’t see.
Outside: The house looks abandoned, all
right. The paint is peeling, the front door is off
its hinges, and most of the windows are broken.
There is no useful cover anywhere near the house.
Inside: Everything is covered with dust. The
floorboards are bare, and shreds of wallpaper hang
from the walls. Windows are either bare or half-
covered by decaying curtains.
Front Hall and Stairs: Doors lead to the
drawing room, dining room, and kitchen, and
the stairs lead up to the second floor. There are
a few footprints in the dust by the front door.
It’s HARD to see that some of them are recent;
an extraordinary success shows that none of the
visible prints were made by the same size and type
of boots that the possessed biker wore, but Mills
brushes off any doubts by suggesting that the
demon has simply picked up a new body. Halfway
up the stairs is a dangerously rotten board, which
is HARD to spot. Anyone who doesn’t see it falls
through, trapping their leg until they make an
EASY Agility action that inflicts a Wound for each
botch.
Drawing Room: The room contains a broken
rocking chair and a moldering couch that counts
as light cover. The couch is heavy and requires
two people to move it. Above the fireplace hangs a
rusty antique musket, which cannot be made to fire
without a FORMIDABLE repair task; even then,
there is no gunpowder or ammunition for it in the
house. However, it’s equivalent to a baseball bat
(d6 B) when used as a club. In the hearth is an iron
poker that counts as a nightstick (d4 B).
Dining Room: The chairs in here are rotten
and mostly broken, and they’re no use as furniture
or weapons. The table is heavier, and if tipped over
it can be used as cover. Doors lead to the kitchen
and front hall.
Kitchen: This room contains a number of
cabinets (now useful only as firewood) and an iron
stove. Searching the wreckage of the cabinets (an
EASY task) turns up a rusty carving knife (d2 W). A
pantry contains four empty bottles and a few dead
roaches. Doors lead to the dining room, the front
hall, and the scullery.
Jason Rahm (order #3047067) 24.53.177.102
<1 Hell Hound On My Trail
Scullery: Behind the kitchen is the scullery
with a stoneware sink. The faucets turn, but
there is no water. A couple of broken dishes and a
wooden pail stand under the sink. Doors lead to
the kitchen and outside.
Outhouse: This is built lean-to fashion against
the house. It was originally a two-seater with a thin
dividing wall, but the wall and the seats have fallen
in. There is nothing here but a rich crop of nettles.
Landing: A cupboard contains some forgotten
scraps of bedding that are now a thriving moth
colony. Everything is covered in squirming grubs,
and a cloud of moths flies out in a panic as soon as
the door is opened. The distraction kicks up the
Difficulty of any task attempted on the landing by a
+2 step for d2 rounds. If necessary, treat the moths
as an insect swarm (see p. 156 of the core rulebook)
with no attacks. Doors lead to the bathroom and
the three bedrooms.
Bedroom 1: The master bedroom is above
the drawing room. There is a dull and speckled
brass bed whose mattress has fallen through and
become a rats’ nest. There are six rats hanging out
in the mattress, and if they spot the hunters first no
one will hear anything but rustling and scrabbling
as they escape into the space between the walls. If
anyone happens to surprise or corner one of them,
it will try to bite once and run for its life. Opposite
the bed is a tall, empty wardrobe with one door
hanging off. The other door is on the floor and has
a broken and spotted mirror fastened to the inside.
Rat
Description Your basic rat: beady eyes, dirty fur,
scaly tail, and pointy little teeth. Rats just want
to hang out in their nest, look for food, and
make lots of baby rats. They will only fight if
they’re surprised or cornered, and they will take
any chance they can to get away from something
as big as a human. Their bite (1W) can be
painful but the biggest danger is disease because
they’re none too picky about oral hygiene.
Agi d8 Str d2 Vit d2 Ale d10 Int d2 Wil d8
Init d8+d10; LP 4
Traits Sharp Sense (hearing, smell) d6
Skills Perception d4, Survival d4, Unarmed
combat d4
Rat Bites Blood poisoning’s nasty, and after a day
without medical attention a rat-bitten hunter
must make a successful HARD Resistance check
or be out of commission with fever, shakes,
and delirium. The next day, there’s no chance
of dying and an EASY Alertness + Medicine
roll sees the patient good as new in 24 hours.
On day two, staying alive without treatment
requires an EASY Resistance check, successful
treatment requires an AVERAGE Alertness +
Medicine roll, and recovery time is two days.
On each successive day without treatment,
the difficulty of Resistance and treatment rolls
increases by a +1 step and the recovery time
after treatment increases by one day.
Bedroom 2: This room is above the dining
room, and contains nothing but a faded spot on the
wall where a picture must have hung once. The
window has a good view of the outside doors to the
kitchen and the scullery, and the rear of the house.
Bathroom: The bathroom is above the
scullery. The cast iron tub is a good size. Like the
sink in the scullery, the faucets here turn but there
is no water. If the hunters can disconnect the pipes
and move it (a HARD Strength task—up to three
characters can throw their Strength together), the
tub could provide heavy cover.
Bedroom 3: This room is above the kitchen.
It looks like it was used for storage. There are a
couple of crates in here that could be piled up to
make light cover for one person. There is also a
dressmaker’s form on a stand, which could look
something like a headless body at first glance, if the
light is bad (AVERAGE Alertness check at night).
A second glance clears up any confusion, but by
then a startled hunter might have shot at the thing
and given their position away. The window at the
back is a good lookout point, but doesn’t cover the
kitchen and scullery doors unless the lookout sticks
his or her head all the way out.
The Problems
This is a straightforward fight. The hunters
have a little time to prepare and a few things to play
with, but in the end it’s all down to preparing the
ground and dealing with the combat.
The hunters can wait in the house and jump
the tsayid as he comes in, or they can wait outside
and surround the place once he’s in there. The
outside approach allows them to do something like
setting fire to the house with the tsayid inside and
jumping on him when he comes out all ablaze,
but there’s very little cover within fifty yards of
the house. Also—and the Mills demon knows this
even though the hunters don’t—the possessed
biker won’t go into the house if Mills isn’t already
in there, and he’s not charmed by the thought of
using himself as bait.
Mills argues for getting into the house and
setting up traps and ambushes. He uses the lack of
outside cover as an argument against staking out
Jason Rahm (order #3047067) 24.53.177.102
<£ Hell Hound On My Trail
the house, and he also points out that if the house
is on fire, there is no way to tell the black smoke
of an escaping demon from the black smoke of the
fire itself. He won’t tell them this if they’ve already
figured out that tsayid leave bodies as lightning and
not smoke, though—he keeps up with the hunters’
current “theories.”
The possessed biker still has the wounds
from previous combats, but they don’t slow him
down noticeably. As before, his priority is to grab
Mills, knock him out with the stungun or with
an old-fashioned blow to the head, and get away
somewhere so he can recover the escaped soul. He
fights the hunters if they attack him or get in his
way, but it’s clear that he’s after Mills.
The Results
If this fight looks like it’s going bad, Mills gets
out of there and this time he won’t look back. The
hunters can try to find him, but he’s out of the
state in a few hours and out of the country in a few
days, and so is the hellspawn that’s hunting him.
The tsayid doesn’t quit this time, even if it’s
in imminent danger of being destroyed. If it’s not
able to capture Mills it turns to lightning, leaves the
biker’s dying body, and goes in search of another
one. It’s too corny to have its last words be “I’ll be
back” in a strong Austrian accent, but the idea is
the same.
If the hunters were planning to pull a double-
cross on the Mills demon as soon as the possessed
biker hits the floor, they had better be quick about
it because he’s not going to stick around. Go to the
next scene.
The Rewards
A confrontation with the tsayid is worth
another two Plot Points. If they actually defeat it
here, double that award, and remember to give
them Plot Points for handling the other tricky
variables on their plate—Mills, rats, creepy old
building, and so on.
Act III—I Believe
I’ll Dust My Broom
Oh, boy. Our brave hunters have been played
big time. They just took out the hunter and now
the hunted is making like Elvis and leaving the
building. They have to stop it fast or they’re
looking at a long search. It’s not a hopeless search,
but by the time they track the demon down it has
possessed an art dealer and is shopping for the last
ingredient in a ritual that makes it undetectable.
Then it’s gonna have free run of the whole world.
Scene 1: Ramblin’ On My
Mind
Demons lie, but this one’s a prizewinner.
Having fooled the hunters into getting rid of the
real bounty hunter, the demon pauses for a gloat
before heading off to pastures new.
The Setup
The hunters are standing in the ruins of the
abandoned house, looking down at a dead or
seriously injured biker. They may find it hard to
believe that this is finally over. Well, it’s not.
Mills joins them, wearing a big grin and
clapping in ironic recognition of their efforts.
“Thanks, kiddies,” he says. “That ought to slow
the sucker down for a while. Now, I need a change
of clothes and then I’ve got a plane to catch.” If
no one does anything his eyes go solid black, he
exhales a cloud of black smoke, and the body of
Alan Mills collapses to the floor while the smoke
goes out through the nearest window or chimney.
The Problems
The hunters only have a few seconds to react:
ten turns at most. If they were planning to double-
cross the Mills demon, now’s the time. Here’s
what they’re faced with.
He Ain’t Left Yet
The demon is focused on getting away, and it’s
hard to distract him and lead him into a Devil’s
Trap or any other kind of ambush the hunters may
have prepared. A splash of holy water surprises him
enough to lose his action for the first turn, but after
that he’s even more determined to get out of there.
The best kind of plan involves jumping Mills
while he’s still talking and preventing the demon
from leaving his body so that they can conduct
an exorcism. The hunters need something that
will stop the demon from coming out his mouth,
eyes, or ears—and not to be indelicate, but there
are other bodily openings it might try to use. If
the hunters want to keep Mills alive they will
need to make sure that whatever they use to
block the nose and mouth will not stop him from
breathing. Possibilities include holy water, blessed
Jason Rahm (order #3047067) 24.53.177.102
<1 Hell Hound On My Trail
communion wafer, pages from a Bible, and good
old-fashioned salt. A little duct tape should keep
things in place, but remember the suffocation
issue.
Remember, too, that keeping the demon in
the body is not the same as rendering the demon
helpless. Even if Mills is hog-tied, the demon is
pretty strong, and can probably muscle its way out
of a gag or bond if the hunters are not paying close
enough attention. You should decide how easy
or difficult to make this scene, depending on the
hunters’ level of experience and how good their
plan is.
He’s Left The Body
Once the demon is out of Mill’s body, things
become a good deal more complicated. The black
smoke moves fast—real fast—and is invulnerable
to physical damage. The demon-trapping bottle
Mills came up with in Act I, Scene 2 is bull, but
the hunters may have prepared a Devil’s Trap in
advance and have an outside chance at diverting the
demon into the trap. This not only takes a handful
of Plot Points to pull off, but a HEROIC result on
Agility + Lore/Demons. Kids, don’t try this one at
home.
He’s Left the Building
The worst-case scenario is that the hunters
were caught completely by surprise, and just stood
and stared as the black smoke from Mills’ body
went out of the house. The hunters may try to
chase down the black smoke from Mills and the
lightning from the biker to do whatever they can to
prevent them from possessing new bodies, but they
have almost no chance of succeeding. In the first
place, the two escaping spirits take off in opposite
directions, and by the time the hunters get out of
the house they will have no way of finding them.
Second, both the Mills demon and the tsayid stay
close to the ground and disappear into the first
cover they can find. It’s a lose/lose.
The Results
If this scene goes well, the hunters have
exorcised the demon from Mills and forced the
tsayid out of the biker’s body. In that case, the
adventure’s over and the remaining scenes are
unnecessary. With the Mills demon returned to
Hell, the tsayid may go back too, or if you want it
may come back and attack the hunters for getting
in its way.
If the scene goes badly, one or both of their
antagonists have vacated, leaving the hunters with
a choice: to try and track one or both of them,
or to shrug their shoulders and walk away. The
remaining scenes assume that they decide to
continue the chase. If they walk away, both the
demon and the tsayid are out there and you can
have the hunters stumble across their path during
some future adventure.
It may take a minute or two for the hunters to
figure out how they’ve been played. If hints need
to be dropped to the players, you should point out
that the possessed biker chose to attack Mills here,
knowing that there were probably armed hunters
backing Mills up. A fugitive, on the other hand,
would most likely abandon a hideout that had
been found by his pursuers and get a head start
before they realized he wasn’t going to show up.
In fact—no, it couldn’t be—did they actually take
out the hunter and let the fugitive get away? These
and similar thoughts should come into the hunters’
minds as their heads clear after the fight, even if it
takes a few Intelligence rolls and other actions to
get the information across to the players.
As all this is sinking in, the hunters have
other problems to attend to. First, the combat
was probably a violent one, and parts of the house
may be on fire and/or about to collapse. Second,
if either Mills or the biker survived the pounding
their bodies took in the fight, the hunters have to
decide what to do with them. Do they leave them
to die, or drag them out, patch them up, and get
them some medical attention? Do they even tell
them why they suddenly wake up in the ICU with
some very weird memories?
They’d both make useful contacts, and this
could even be a way to introduce a new character
into the group. Mills has some serious tech chops
and could make a huge difference to the group’s
research capabilities. He could also help them
with the design and manufacture of electronic
gear. He has the imagination to understand
what has happened to him (as his Role Playing
Games Specialty clearly proves) and far from
being a startup failure who sold his soul instead
of stock options, he might actually be a successful
technology entrepreneur with some cash to throw
around. The biker (whose name is Moose, by the
way) can handle himself in a fight and has a lot
of biker buddies as well as contacts at biker bars
across the country. Game stats for a typical biker
and computer geek can be found at the end of this
adventure.
Jason Rahm (order #3047067) 24.53.177.102
<+ Hell Hound On My Trail
The Rewards
Yeah, the players may be pretty mad during
this scene. Good and mad. Plot Points can take the
edge off, so distribute as many as three Plot Points
per player for their efforts, including any more
demonic confrontations. Don’t reward passive
behavior, though. If a hunter’s on the sidelines, he
doesn’t get the benefits.
Scene 2: Stones In My
Passway
How do you track down a demon that can
switch bodies at will? This is the problem facing
Our Heroes in this scene, and they find out that
it’s not as impossible as it sounds.
The Setup
One or both of the demons escaped and the
hunters have to figure out a way to track them.
This isn’t easy, since both the Mills demon and the
tsayid possess new bodies at the first opportunity.
The Mills demon heads for a big city such as
New York or Los Angeles and possesses an art
dealer to put together the things it needs for a
ritual to disguise its demonic essence so the tsayid
cannot find it. The tsayid keeps following until it’s
destroyed or until it captures its quarry.
The Problems
The first problem is tracking the escaped
hellspawn. There are various ways to handle this,
both mundane and supernatural.
With Mundane Means
If the hunters deserve a break, then Mills
has a printout of an e-ticket in his pocket which
indicates where the demon intends to go, or a
scrap of paper with a contact name and phone
number in the destination city. If not, then they
have to check local missing persons reports to try
to get names and photos of possible new bodies
for either the demon or its tsayid hunter. Demons
don’t generally like to stay in black smoke form for
too long, and the tsayid is similarly loath to hang
out as lightning, so any reported disappearances
within twenty-four hours of the big fight are likely
leads. It’s HARD to check the bodies’ movements
through credit card receipts either with Intelligence
+ Influence (Administration and Bureaucracy
are both useful specialties) or Tech/Hacking. The
Contacts Asset may also be useful in finding this
kind of information.
Don’t forget to remind the players that even
brain-dead bodies are perfectly fine for demons to
possess, so they’ll be casting their net pretty wide.
In the interests of drama, of course, stumbling
across a good lead is a perfectly reasonable option.
The Supernatural Option
Supernatural means include Clairvoyance,
Premonitions, or a helpful word from a Spirit
Guide. Spending a Plot Point or two can turn up a
ritual that effectively sticks a pin in a map to show
where either the demon, the tsayid, or both are at
that time.
The Results
If they’re successful, the hunters track the
demon to a small warehouse in a big city. You can
decide which city, depending on the needs of the
campaign; if the hunters need to be somewhere in
particular for the start of a new adventure, the hunt
for the demon can lead them right there.
The Rewards
Let’s face it: the hunters are going to track
down the demon. So with that as a given, hand out
a Plot Point per player and consider adding more
if they were particularly clever or cunning in the
decision-making. If not, move on.
Scene 3: If I Had
Possession Over
Judgment Day
The demon’s possessed one Frederick
Westburg, an importer of exotic art and home
accents. After exhausting the possibilities of
demon interior decorator jokes, the hunters stake
out Westburg’s warehouse and figure a way to
get in. Some snooping will turn up evidence of
his planned Tibetan ritual, and then it’s up to the
hunters to stop it.
The Setup
The warehouse is situated in a small business
park on the outskirts of the city, with a parking lot
at the front and a loading dock at the back.
Jason Rahm (order #3047067) 24.53.177.102
<< Hell Hound On My Trail
Outside: The building has no company logo
or other markings on the outside, and the area’s
completely unremarkable. Security cameras are
set up at all four corners, covering all sides of the
building.
Reception Area: The front door opens onto
this carpeted room, which has a reception desk
and doors leading to a restroom, an office, and the
warehouse itself. The desk is staffed 24/7 by one of
three security guards (use the description on p. 160
of the Supernatural RPG), each on an eight-hour
shift. All are armed with a light pistol (d4 W), a
nightstick (d4 B), and a radio linking them to their
base. Whoever is on duty passes the time reading
magazines and watching the monitors linked to the
security cameras. None of them is about to die for
their employer (actually, for their agency’s client)
but they call in before going to investigate anything
suspicious. If the agency does not get the all-clear
within five minutes of the initial call they send a
car with two more guards; it arrives after fifteen
minutes.
Restroom: A typical restroom with a toilet
and sink. It’s clean, and the only noticeable thing is
a stack of a half-dozen sports magazines on top of
the cistern.
Office: The office contains a large desk with
a couple of chairs in front of it, and a lateral file
cabinet against one wall. The files relate to a
normal import business specializing in imported
home furnishings like stone Buddha heads, faux-
antique statues, and Indian bronzes. The average
price of an object is around $50.00, and nothing
in inventory cost Westburg more than $500.00
to acquire. The desk drawers are locked with an
AVERAGE lock when Westburg is not present. The
top right-hand drawer contains a few papers and a
loaded .38 Special (light pistol, d4 wounds), plus
a box with 14 more rounds. The other drawers
contain more papers relating to the business.
There’s a computer on the desk containing more
business files, including one encrypted file (HARD
to decrypt), which is a list of objects (see sidebar).
Anyone who speaks or reads Chinese realizes on
an AVERAGE check that the phrase “tsang-chi-lai”
refers to concealment. A HARD use of Lore reveals
that the names of the cup and trumpet on the list
match the
descriptions of those in the safe (see below). A
recent email from a contact in China refers to
“the scroll in which you expressed interest” being
shipped by air and due to arrive in two days from
the date when the hunters first see the building.
Checking online bank records (which is HARD
to do) shows a payment made to the sender of the
email two days ago, for $125,000.00.
Warehouse: The warehouse is part-filled with
crates containing the company’s merchandise.
They are upscale home décor items rather than
genuine antiquities, and while some of them may
look exotic none of them has any mystical power.
A crate in one corner of the warehouse conceals a
safe (HARD to open) containing a Tibetan prayer
rug, a short trumpet made from a human femur
bound in silver, a dish made from a human skull
with scorch marks inside, and a bag filled with an
aromatic brownish powder. An AVERAGE use of
Lore reveals that these are ritual items used in a
variety of Tibetan ceremonies.
The Problems
Here are some likely options for action in the
warehouse.
Casing the Joint
By watching the building the hunters will
be able to establish that office hours are 8:00
am to 6:00 pm. During that time there is one
other man in the building beside the security
guard—Westburg himself—and he comes and
goes between the office and the warehouse area. A
cleaning crew of two people comes in at 7:00 pm
and leaves at 8:00 pm. Deliveries are on Tuesdays
and Thursdays, consisting of one or two eighteen-
wheelers that pull up to the loading dock and
offload crates. The delivery trucks normally arrive
mid-morning. Smaller delivery vans, usually in the
livery of local furnishing stores, come and go at
irregular times during business hours.
- Prayer rug, ren hau-shyang style (Tibet?)
- Kangling trumpet
- Kapala cup (for incense)
- Incense: althea, black hellebore, mandrake root, rosemary,
wormwood
- Tsang-chi-lai ritual (Jongshi MS?)
Jason Rahm (order #3047067) 24.53.177.102
<6 Hell Hound On My Trail
Research
Although the building itself is unmarked, a
map of the business park reveals that a company
called Foreign Accents occupies it. EASY research
in local business directories reveals that the
company was set up about ten years ago and
supplies exotic home furnishings to a number
of local stores. The owner is given as Frederick
Westburg.
Getting Inside
Given the cameras and round-the-clock
security guards, the hunters don’t find it easy to
get inside the warehouse for an undisturbed look
around. Posing as buyers for a furniture store gets
them a guided tour around the warehouse and a
peek inside a few crates, but they will need to be
more creative if they want to search the place. If
they cannot search the place, they will miss the
clues in the office and the objects in the hidden
safe in the warehouse. Hunters posing as engineers
find it HARD to rig the security monitors so they
show a one-hour loop, effectively cutting them off
from the cameras. How the hunters get around the
guards is up to them.
Figuring out the Plan
Various clues can be found in the office and
warehouse (see above) that hint that Westburg
is planning to conduct a Tibetan ritual that has
something to do with concealment. The final
ingredient, a rare scroll, is on its way. The rolls for
understanding the significance of the various clues
are given above. If the players are unable to put the
clues together and realize that the demon is trying
to make itself undetectable, you should allow each
hunter a HARD Intelligence + Lore + Intuitive
Leaps (for characters who have that trait) action to
put the pieces together.
The Results
Hopefully, the hunters can figure out what is
going on and prevent it from happening, and then
capture Westburg and exorcise the demon back to
Hell.
If the hunters do nothing to prevent it, a
courier delivers the scroll at around 5:15 pm two
days from now. The demon spends four hours
studying the scroll, and then locks himself in the
warehouse rather than leaving at his usual time.
The ritual takes around two hours to complete,
after which “Westburg” is undetectable as a demon
by aura. Neither a hunter nor a pursuing tsayid can
identify him as possessed unless he openly uses a
demonic ability. The demon then skips through
a succession of new bodies to throw off possible
pursuit, and disappears into the mortal population.
The Rewards
Another mix of planning and investigation
deserves two Plot Points each, or half that if the
players don’t twig to the plot going on without
some major flashing signs. Once they settle the
score with Westburg/Mills, they get another two
Plot Points each.
Continuing the
Adventure
If the hunters fail to take the demon out of
Westburg, this adventure could turn into a chase
which has the potential to last for a very long
time. If he completed the ritual, the demon is a
lot harder to find, both for the hunters themselves
and for any more tsayid bounty hunters sent from
Hell to bring it back. From now on, every time
the hunters run across a story about a securities
fraud or a pyramid scheme gone awry and hear the
guy behind it claim it wasn’t him, that something
was forcing him to do whatever he did, they will
probably wonder if this is their demon. It might
very well be, but of course it will have skipped to a
new body as soon as the net started to close.
But that’s not the worst of it. By helping Mills
the hunters have made a serious enemy out of a
tsayid, and they’re not the forgiving type. It could
show up and attack them at any time.
New Assets
Plausible (d6–d12)
Maybe you have an honest face, maybe you
know just what to say, but in some way you are
very good at making people believe you. This not
only makes you a good liar, it also helps when
you are trying to convince someone of something
that is true but hard to believe—like, for example,
demons being real. Whenever you are trying to
make someone believe something, your Trait die is
added to any actions to convince them.
Jason Rahm (order #3047067) 24.53.177.102
<1 Hell Hound On My Trail
Ordinary People
These two stock characters are handy once
Alan Mills or Moose are freed of possession, but
they can be used in any adventure you like when
the need arises.
Biker
Description He lives to ride, and likes drinking
and fighting almost as much. A modern-day
cowboy on a steel horse, no one tells him what
to do—at least not twice, being unconscious
and/or bleeding shortly after the first occasion.
The only way to win his respect is to be just
as badass as he is. Fight him to a standstill and
he’ll be your friend for life, as long as you’re not
ridin’ Japanese. It’s likely he’s seen some real
freaky stuff on his endless travels, and he may
even know what a hunter is.
Motivation Live free or die tryin’. He wants the
freedom of the open road, good grub and cheap
booze (and cheap women don’t hurt either),
and a satisfying fight now and again. As long as
there’s no asshat telling him he can’t have a little
fun, he’s real easy to get along with.
Agi d6 Str d8 Vit d10 Ale d6 Int d6 Wil d12
Init d6 + d6; LP 20
Traits Born Behind the Wheel/Motorcycles d4,
Brawler d2, Cool Under Fire d2, Gear Head d2,
Tough d4, Addiction/Alcohol d4, Anger Issues
d2, Crude d4
Skills Drive d6/Motorcycle d12, Guns d4,
Influence d6/Intimidation d10, Mechanic d6/
Motorcycles d12, Melee Weapons d6/Knives d8,
Perception d6/Sight d8, Unarmed Combat d6/
Brawling d10
Gear Motorcycle, knife (d2 W), chain (d4 W)
Computer Geek
Description They laughed in high school, but
now he holds the power. With a few keystrokes
he can empty your bank account, erase your
credit, put you on a hundred watch lists from
terrorist to pedophile, and do any of a dozen
other things that you really don’t want to
happen. But he has not succumbed to the
power of the Dark Side, and uses his gift for
good. Proudly wearing a tie with a short-
sleeved shirt, the computer geek is the guy who
keeps everything running. He knows more
than anyone could possibly imagine—and if
information exists, he can find it.
Motivation The world can be a better place.
Information is the answer and technology is
the key. Any problem from world hunger to
corporate corruption to demonic possession
can be solved with the right information
and the right technology. He’s used to being
unappreciated, but data has no favorites and
tomorrow is there to be shaped.
Agi d4 Str d4 Vit d6 Ale d6 Int d12 Wil d10
Init d4 + d6; LP 10
Traits Higher Education d6, Low Profile d2, Tech
Expert d8, Coward d4, Fragile d4, Socially
Awkward d4
Skills Craft d6/Electronics d8, Discipline d6/
Concentration d8, Drive d4, Knowledge d6/
Video Games d8/Role playing Games d8,
Perception d6/Video Games d8, Science d6/
Physical Sciences d10, Tech d6/Computer
Programming d12+d2/Create Technical
Devices d8/Electronics d8/Hacking d10
Gear Laptop, computer repair kit
Jason Rahm (order #3047067) 24.53.177.102
<r
H
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By Ralph Dula
T
he biggest fear for many hunters is that one
of their own might go over to the other side.
Not just simply selling out, but actually
becoming one of the inhuman beasts they dedicate
their lives to killing. Having to face a monster that’s
not only stronger and tougher than you, but knows
everything you do because it’s fought side-by-side
with you in the past, is one of the worst situations
a hunter can be in. When a hunter reunites with
a colleague after a long absence, in the back of
their mind they’re often wondering if something’s
gotten to them since they last time they met, and
if they’ll end up killing someone they once called
friend. Or maybe get killed by them.
So what if the situation is reversed? What
happens when it turns out a fellow hunter was
never human, and his current target is a human
being, albeit one who dabbles in the black arts?
And what if the hunter in question has no idea of
his inhuman origins?
You and your players are about to find out.
Adventure Summary
Unlike the other scenarios in this collection,
His Lesser Half is a lot more direct and follows a
fairly straight line toward the climax. It’s good for a
straightforward evening or two of action. Hunters
with a healthy amount of combat experience
will find it easier to negotiate the conflict scenes,
though some investigative know-how will be
useful.
The hunters are asked to meet a relatively
well-known “fixer,” Zach Schram, at a normal-
looking bed and breakfast in New Jersey. As soon
as they’re brought up to speed on the job, a small
crowd of thugs shows up to beat some threat into
them. They learn more about the thugs’ boss,
Larry Boher, and the strange behavior he’s been
displaying for the past few months regarding
Schram. The more they find out about this guy, the
more mysterious his actions seem to be.
Jason Rahm (order #3047067) 24.53.177.102
<1 His Lesser Half
When the hunters investigate Boher’s house,
the story gets thick with disaster and supernatural
hoodoo. Boher’s responsible for something major,
and uncovering the secret he’s been keeping (and
his connection to Schram) drops the hunters
smack-dab into the middle of one singularly
messed-up situation. And that’s not counting the
mob hit.
Breakdown of the Acts
Here’s the way the adventure comes together.
Act I: I Know A Man Who Knows A Man
Who Knows You: The hunters meet Zach
Schram, get jumped by some hired muscle, and
pick Schram’s brain about the mysterious Larry
Boher.
Act II: Home of the Strange: The hunters
break into Boher’s house, but run into trouble of
the canine variety.
Act III: We Were Just Passing By And
Noticed You Were Preparing For A Siege: The
hunters jump on the trail of Boher, and find out
just how dangerous the man’s life is—and how
messed up Schram’s life is, too.
Here’s the Story
Larry Boher grew up in New Jersey, a boy
born with a good head on his shoulders, but
with nothing in the way of morality or pleasant
personality to fill it with. The fact that he got
the short straw—literally—when it came to his
physical development did nothing to help any of
those things. He stopped growing when he was in
the sixth grade, and being 5’2’ and only 120 pounds
soaking wet, with all the bullying and teasing that
drew to him, Boher came out with the distinct
feeling that the world owed him and he’d collect
that debt any way he could.
Unfortunately for the world at large, the taint
of the supernatural in Jersey goes far beyond the
Jersey Devil and the occasional Mothman sighting.
It’s got its fair share of dabblers in the black arts,
and Boher was related to one of them. Grandma
Boher died long before Larry was born, and her
collection of arcane tomes sat in the family attic
for years, until Larry went pawing through them
one night while looking for something to sell for
quick cash. For some reason he decided that the
spells and rituals detailed would actually work, and
he set out to enact one that promised to “magnify
his physical form and protect it from infirmities,
present and future.”
That kind of mojo takes a long time and a lot
of human sacrifice to work. Unfortunately for the
world, Larry had that kind of patience, and his
frail physical form meant it was easy for him to get
people to let their guard down around him, never
expecting him for a threat. Larry studied up on
narcotics and became a master of luring victims
away from others. So it was that dozens of people
were brought to a run-down house on the edge
of town that Larry rented exclusively for occult
activity.
Twenty years ago Boher completed the
necessary number of sacrifices. While he may
not have grown in stature or gained muscle tone,
he could now hit like a prizefighter and had the
stamina of a marathon runner. He was never sick
after the ritual was over, and all five of his senses
improved. The fact that he didn’t need to exercise
or watch his diet, let alone make further human
sacrifices, was just icing on the cake.
As stereotypical as it sounds, being a Jersey boy
meant Boher had friends who were in the mob.
It took some time, but after he convinced them
just how tough he’d become they decided they
could use him. Soon the tales of the frail looking
hitman who could snap your neck with one punch,
even if he had to stand on a box to do it, became a
statewide urban legend. Larry loved it; it allowed
him to vent his frustration with the world one
murder at a time, earning a tidy paycheck in the
process.
Thanks to an unexpected side effect of the
ritual he enacted, Larry’s many victims may find
justice. The books had instructed Boher to make
a fetish as part of the ritual. Boher believed that
with each killing the newly freed soul was bound
to the fetish, which stored them like a battery until
he had murdered enough people for the ritual to
change him. The books led him to believe that the
souls would be completely consumed once the
spell was over, the essences of those he’d killed
being completely eradicated.
Such was not the case. While the individual
personalities were destroyed by the spell’s
completion, a fair amount of life energy remained,
with the negative traits Larry wanted to get rid of
being bound into it. This invisible energy escaped
from the fetish when the ritual ended, seeking out
a host for itself to dwell in.
As fate would have it, that host turned out
to be one Zach Schram. Born dead just as Boher
finished his ritual, both the doctors and his grieving
parents were shocked when the newborn suddenly
started breathing again. His parents hailed it as a
Jason Rahm (order #3047067) 24.53.177.102
6p His Lesser Half
miracle, the doctor in charge of the delivery made
a tidy sum writing a medical journal article about
it, and life went on.
Only it wasn’t the spirit that was originally
intended for Zach’s body that was in the driver’s
seat. That spirit had departed the moment the
body had died, replaced by the amalgam of
spirits left over from Boher’s ritual. Their energy
reanimated the body, and it was their fusion of
souls that gave the body life.
The amalgamated spirits that live in “Zach”
have no idea of what they are, or any inkling that
they are anything more than a normal human
being who has had the worst luck when it comes
to health. He’s never been able to develop decent
muscle tone, and growing up he spent more
time out of school than in, his immune system
nearly non-existent. Combined with his lack of
coordination and massive number of allergies, his
life has been one of near-constant suffering and
agony.
The fact that such a feeble specimen of
humanity might become a hunter is surprising to
those who know him. Always having an interest
in the supernatural, perhaps because of some
unconscious knowledge of what he is, Zach’s
studies quickly led him to understand just how real
monsters were, and he couldn’t turn a blind eye to
their existence. Well aware that his fragile health
made him a poor choice for direct confrontation
with the supernatural, he decided to be a behind-
the-scenes supporter, providing hunters with the
gear and artifacts that they need to do their job.
Making enough to support himself is just a fringe
benefit.
Act I: A man I
know . . .
Part of being a hunter, or at least one that
survives more than a few hunts, is not being afraid
of asking for help. Whether it’s standing shoulder-
to-shoulder against a vampire or just getting a
place to stay or money for bus fare, hunters know
they have to look out for one another. So when
the hunters get a request for a meeting with one
of their fellows, asking for their aid, it’s not that
suspicious. When the hunter goes through a
number of cut outs to ask for a personal meeting,
and refuses to give details as to why they should
meet, then it gets suspicious.
Scene 1: If You Accept
This Mission . . .
As this scene begins, someone the hunters
know and trust delivers a letter to them, a request
for help from Zach Schram (see the sidebar, “The
Hunter Job Network.”) The bearer of the message
doesn’t know much about Schram, saying that “a
friend of a friend of a friend” asked for the letter
to be delivered to the hunters. He does know that
Schram has a reputation as a fixer, being a person
to go when you have money and need something
special for a hunt. While the Bela Talbots of the
world make the growth of their bank account the
most important thing, Schram’s known to supply
things for an IOU, with those IOUs being politely
forgotten more often than not. With the letter
delivered the friend departs, leaving the hunters
alone with the missive.
The Setup
The letter’s in a white envelope, and the
hunters might be surprised that it’s run off a
computer printer rather than the usual handwritten
note. They may also be surprised that somebody
went to all this trouble and didn’t leave much
information in the letter. It reads:
THE HUNTER JOB
NETWORK
Most hunters know other hunters, and even
if they don’t know many, the ones they do know
might know a lot of others. This informal, loose
association of like-minded (or at least, similarly
obsessed) people is frequently the lead-in for
a job like this one. Before the game starts, it’s
important to determine the identity of this
walk-on character. It could be somebody from
an earlier story, or a mentor, or even a family
member. Whoever it is, it’s somebody the hunters
know, somebody they trust.
If they’ve got Assets like Contacts or
Reputation, it’s someone associated with those
Traits who gets in touch. On the dark side of
the coin, someone with the Idealist Complication
might have been too open with their contact
information amongst their fellow hunters,
because how could sharing ways to contact
them be a bad thing?
Jason Rahm (order #3047067) 24.53.177.102
61 His Lesser Half
H
ello,
Word of your hunting prowess has
reached me. I feel that because of that,
and because of the people you know and don’t
know, I can call upon you for assistance. I am
concerned that I am a target and I need you to
help me stay among the living. Please come to
the address below so we can talk in person.
I am sorry I can’t provide funds for your
journey, but at this point I can’t be certain my
bank account isn’t being monitored.”
Below the typed section is an address in New
Jersey, as well as what could be a signature of
someone with very poor handwriting or a place
where the printer spit out a blob of ink.
The Problems
At this point alarm bells should be going off in
the hunters’ heads. A hunter they’ve never heard
of before asking for their assistance, with a letter
anybody could have typed up with an illegible
signature, not to mention leaving out most of the
specifics regarding the job. Is this a trap?
Researching Zach
Your players may want to research Zach
Schram and try and figure out just who the hell he
is and why he might want their help. There’s a few
good ways to do this.
Willpower + Influence lets a hunter call up
his peers and try and find out more about Schram,
while Intelligence + Knowledge lets them recall
having heard of him before. Use of Intelligence +
Tech could let a hunter snoop around online
and find references to Schram, or a player may
decide to use Willpower + Covert amongst other
hunters to be more sneaky in finding out about the
man than someone using Influence.
To determine what it is the hunters find out
about Schram, compare their result to table 4.1.
Researching The Address
The hunters might also try looking up the
New Jersey address. It’s EASY to find out that it’s a
bed & breakfast owned by the Rendinelli family in
a rural part of the state. It couldn’t be more normal
and mundane.
The Results
The hunters have a little more information,
but not the whole picture. It’s good enough to get
them headed to New Jersey, though. If they’re
unsure about the whole deal, tell the players that it
seems Schram is like a young Bobby Singer, or like
Bela Talbot—only male, more reliable, and not as
hot.
The Rewards
This is a short scene, not much more than a
reference check and exposition, but you can hand
out one Plot Point for every level of information
the hunters turned up on Schram, based on the
table. In other words, if they go HEROIC, they get
four Plot Points. Good enough . . .
Tab|e 4.1: Invest|gat|on
Result
Information
AvERAGE
Schram's involved in the world of hunting, though his involvement leans more
toward supplying gear to others than actually going out and hunting himself.
HARD
Schram stays out of the hunt due to physical problems. He's got some sort
of debilitating illness. Despite that, he's got a sharp mind, and he wheels and
deals just as shrewdly as a Wall Street broker.
FORMlDABLE
Schram's taken fnancial hits when it comes to helping other hunters, never
collecting on payments owed to him for gear he's provided. lt's earned him a
lot of respect over the years, though he also makes a quick buck selling stuff to
non-hunters from time to time.
HEROlC
Schram's so screwed up physically that he once, while on a hunt for some
fesh-eating blob, he accidentally shot his hunting buddy. The hunter who got
shot bears no grudge against Schram; it was an accident, and °he's such a
bad shot a fesh wound was the worst he could do to me."
Jason Rahm (order #3047067) 24.53.177.102
6£ His Lesser Half
Scene 2: I Know a Place
Out in the Woods . . .
The Setup
After hours of driving with only the occasional
house or farm to break the monotony, the hunters
drive down a private forest road and approach a
luxurious three-story building surrounded by a
dozen expensive luxury cars. There’s a woman
behind the desk, all smiles and curls, who politely
welcomes them to the Rendinelli Bed & Breakfast
and asks if they’re meeting with someone. At the
mention of Schram’s name the woman nods and
directs them to the dining area.
The Problems
The action starts out with some exposition, but
it quickly progresses from there.
Meeting Zach Schram
The hunters can pick Schram out instantly
from the room full of B&B guests. The guy is
painfully thin, wears a suit that doesn’t fit, and as
he rises to greet the hunters he knocks over his
drink and has a coughing fit. None of the other
diners pay the slightest attention to him.
Zach Schram
Description The guy who tries to do good all the
time, no matter how bad his life is. Sadly, his life
is bad all the time.
Agi d4 Str d4 Vit d6 Ale d12 Int d8 Wil d12
Init d12 + d4; LP 14
Traits Fragile d8, Klutz d8, Rotten Luck d4
Skills Covert d6/Streetwise d10, Discipline d6,
Drive d4, Influence d6/Barter d10 /Haggling
d10 /Persuasion d10, Knowledge d6/Appraisal
d10, Lore d6, Melee Weapons d6, Perception d6
Gear Car, home, assortment of occult items at
home
Schram introduces himself in a tired and
ragged voice. He says he’s spent all of his waking
hours at the table since he sent the letter. It’s EASY
to see a perpetual shake in Schram’s hands, the
reason his letter was typed, not handwritten. A
waitress arrives with menus boasting prices that
make any hunter without the Wealthy Asset clench
up; Schram notes he’s paying for everything if
anyone complains.
Once the food arrives and everyone is settled
in Schram explains why he’s called the hunters
to him for help. He’s been working as a fixer for
hunters, as well as making money on the side
selling to tourists—people with an interest in
mystical artifacts. He’s passed off fakes before—he
launches into a tale about the fortune he’s made
selling copies of the paperback Necronomicon over
the years, but a coughing fit stops him short.
Recently he put out notice that he had a
German work from the Seventies, the handwritten
tome of a bunch of lunatics in Berlin who were
certain they’d discovered a way to transfer
emotions from one person to another. In fact
their supposed emotional transfers came from an
overabundance of drug use, but the book still has
a reputation for being a true mystical work. So
when it came into Schram’s possession he put it
up for sale. He was quite surprised when a hunter
was the one who came asking to buy the book,
offering quite more than it was worth for it. The
hunter was one Jonas McCluskey. It’s HARD to
remember that he’s a hunter known for his greed
as well as his skill. After he kills a zombie, the
rumor goes, he checks to see if it has any gold
fillings he can sell. That may be why he’s only got
four fingers on one hand.
So Jonas bought the book and Schram figured
that was the end of that, until Jonas came back to
him a few weeks later. Jonas admitted an occult
collector by the name of Larry Boher had contacted
him. He paid Jonas a hefty sum to acquire the book
from Schram and not to let Schram learn the real
buyer’s identity. McCluskey agreed to the deal,
but he’d come to Schram with the truth. He was
worried he was betraying a brother hunter to one
of his enemies. So he told him everything.
Only problem is that Schram has no idea who
Boher is.
General Thuggery
Just as Schram admits his ignorance of Boher
there’s a scream from the entranceway. The woman
from the front desk is thrown into the dining room
and crashes into a wooden table. The four big
burly men responsible walk in; their rugged clothes
and filthy bodies make it look as though they’ve
been camping out in the woods for days, which in
fact is exactly the case. Their eyes quickly settle on
Schram and his dining companions, and the men
make their way over, making a mess out of anyone
who happens to be in their way.
Jason Rahm (order #3047067) 24.53.177.102
61 His Lesser Half
The good news is these men are just normal
humans. The bad news is that they’re both too
stupid and too confident to back down from a
fight. Flashing a gun or a badge isn’t going to
dissuade these men from messing the hunters
up.
Quartet of Thugs
Description Willing to die for Boher, as if they
fail he’ll kill them anyway.
Agi d6 Str d8 Vit d8 Ale d6 Int d6 Wil d6
Init d6 + d6; LP 18
Traits Brawler d2, Cool Under Fire d6, Duty
d12, Tough d8
Skills Athletics d6, Survival d6, Unarmed
Combat d6
Gear Camping Gear (in woods), cell phones,
beefy fists (d8b+d2b)
Their tactics are simple: rush the hunters
and beat them to death. They’re counting on
surprise and their natural talent for inflicting
death to give them the edge in battle. They don’t
care about innocent bystanders. In fact, they’re
quite happy with the thought of people soaking up
bullets meant for them (here’s where you review
the Firing into Crowds rules on page 87 of the
Supernatural RPG). The thugs threaten to shoot
an innocent if they think the hunters might do
something stupid like dropping their weapons or
surrendering. And they follow up on their threat if
called on it.
The Results
While they might be a bit bloodied, the hunters
shouldn’t have that much difficulty defeating the
goons. Whether they kill them or just leave them
unconscious, they have just had a major showing of
violence in a public place, with plenty of witnesses,
all of who are shocked by what they have seen.
Nobody’s more shocked than the members of the
bed & breakfast staff, who’ve been bribed to call the
goons as soon as anyone showed up to meet with
Schram. Their obvious shock at the defeat of the
hired goons (and the fact they’re the only staffers
who stick around to watch the battle) should clue
the hunters into their involvement. It’s an EASY
task to get them to talk, and they explain they had
been paid to keep an eye on Schram, and to make
a call if anyone came to meet him. They knew
something bad would happen to whoever met
with him, but they thought it wouldn’t happen
until after they left the building, and they had no
clue the thugs-for-hire were camping in the forest
waiting for the call to action.
As for the goons themselves, there’s not much
for them to say. They’re muscle-for-hire, though
if the hunters manage to successfully interrogate
them (against Willpower + Discipline) they let slip
that Boher hired them. They say that anybody who
met with Schram was to be killed, though they
were told to leave Schram unmolested.
For his part, Schram is confused and shocked
by the violence. Even if the thugs don’t talk he
knows it was Boher who sent them. He gathers
up the few things he has in his room upstairs,
then asks the hunters to follow him home. As he
gets into his car he brushes off any questions or
concerns about the violence they just committed
RUNNING SCHRAM
With his low Attributes and his many
Complications, Schram comes off as an
accident-prone fool who might be a distant
relation of Inspector Clouseau. This is
intentional. Play it up, because it adds to the
adventure on two levels.
The first is humor. It’s rare that humor
shoves horror into the back seat on Supernatural,
but it happens. While the threat to life and limb
is still present, it shares the stage with over-
the-top slapstick. So when Schram fails a roll it
should be spectacular, even if he didn’t Botch.
A failed Covert roll to sneak down some stairs
ends with him tumbling down them, cursing
at the top of his lungs all the while. A failed
Athletics doesn’t just mean he couldn’t climb
the fence, but he overexerted himself so much
that his lunch is now visible again for all to
see. In short, the hunters should roll their eyes
at Schram’s failure and wonder why they’re
bothering to help him.
On another level, Schram’s flubs add horror.
Once the hunters learn of his origins the
comedic failings they witnessed earlier take on
a whole new level.
Not only is Schram’s existence based on the
ravaged remains of the souls of Bohr’s victims,
but their life is one of complete amnesia of
their previous existences, in which constant
physical suffering is a norm that defines their
life. Suddenly the fellow who was a cross
between comic relief and a pain in the ass is
now a tragic figure . . . or an unholy beast to be
slain, depending on the views of your hunters.
Jason Rahm (order #3047067) 24.53.177.102
6+ His Lesser Half
or any evidence they might have left. “It’s not
something you have to worry about,” he says. “It’s
why I chose that place.”
And with that he’s gone, and as his taillights
fade off into the distance hopefully your hunters
are right behind them.
The Rewards
This scene’s all about the thug throw-down,
so hand out two Plot Points each for taking care of
that, and an additional two Plot Points for handling
the staff and customers smartly during the scene.
Scene 3: Q&A
This scene exists to quiz Schram about what
the hell is going on. A lot of it is exposition, and
the hunters don’t really need to make rolls to get
the information out of Schram. Your job is to make
the conversation feel organic, so paraphrase when
you need to in order to avoid the appearance of just
reading off a bunch of text.
The Setup
It takes an hour to reach Schram’s home,
a one-story house in a nice part of town. Once
everyone is settled in and taken advantage of his
bathroom to clean off bloodstains or treat wounds
he tells his tale. He’s shaking as he talks, though
whether with rage, fear, or a natural palsy it’s hard
to tell.
The Problems
The “action” here is all conversation, so try
and hit all the main points and then move on
once the hunters have what they think they need.
It’s presented in a kind of question and answer
format, but even if the hunters don’t ask the exact
questions it should work as a guide to the debrief.
What the Hell happened back there?
“I can’t believe it. The Rendenelli has been
around for nearly a century. It’s a place the elite go
and do things they don’t want to be made public,
kind of a neutral ground for criminals, politicians,
and the wealthy to meet up and make deals and do
things that the general public wouldn’t approve
of. Hell, I stay there semi-regularly to meet with
customers. We’ve got this gentlemen’s agreement,
those of us who use the place. For Boher to breach
that . . .”
Who is this Boher guy?
“When I got a name, I did a little digging, and
this Boher scares the hell out of me. For the last
twenty years he’s been linked to organized crime,
the prime suspect in more mob hits than you can
count, all of ‘em where the victim went toe-to-
toe with an elephant and lost. But nobody’s ever
actually got close to putting him away for any of it.
It’s because of the way he looks.”
What’s he look like?
Schram pulls out a picture, pointing to a man
in the middle of a crowd. The man is two heads
shorter than the other people, and looks like a
sneeze would blow him over. Despite that, he
walks proudly, the look on his face one of smug
superiority.
“This is Boher. Found the image in a web
article on one of the last times someone tried to
bring him to trial. One of the main reasons no one
can connect him to the crimes is that they can’t
believe such a little guy could do enough damage
to a man for him to need a closed-casket funeral,
let alone commit thirty two murders where the
bodies were left like that. And that’s the murders
where someone tried to connect them to Boher.
No idea how many others he may have done they
never found the bodies for.”
What did you turn up about Boher?
“After McCluskey talked to me I started
sending out messages, trying to find out if
Boher had been dealing with anyone else to buy
things. Turns out the man is quite the buyer of
occult artifacts. Books, leftover bits of creatures,
eyewitness accounts of supernatural events; if you
can name it he’s purchased it. Even more freakish
is that it turns out it’s easier to name everyone
I knew that hadn’t dealt with Boher than those
who had. It’s like the guy’s been interacting with
everyone I know in the business, keeping it all on
the down low, so he never has to run into me or let
me know he exists. And I think McCluskey letting
me know got him killed.”
So why ask us?
“About a week after I started asking about
Boher, McCluskey bought the big one. Not
pleasant. They found his body on a road; they
think it was a hit and run by an SUV. Then other
hunters I’d contacted about Boher started asking
me why I was interested in him. I freaked at that
Jason Rahm (order #3047067) 24.53.177.102
6< His Lesser Half
point. I figured out which folks I know that haven’t
had contact with Boher, hoping they might be able
to help me do something about him. But most of
them are almost as bad at fighting as I am, or don’t
work well with others. I need people I can trust
not to be in Boher’s pocket, and who’re skilled at
working as a team.
“I asked around, you folks got recommended
to me, and so I wrote you. And here we are.”
So you have no idea why Boher would take
an interest in you?
“Nope. I never had any contact with him, and
as far I can tell he had no connection to anything I
ever hunted down. Then again, I would never have
known about him wanting the book if McCluskey
hadn’t told me, so who knows.”
Have you checked out McCluskey’s place?
Maybe he had some leads on why Boher was
interested in you?
“McCluskey was a traveling man, living from a
suitcase as he went on the hunt. He was staying at
a hotel when he died, and the cops confiscated all
his stuff when he died. I’ve got no idea where it is
now.”
So what does this Boher guy do now? You
said he was possibly linked to all these
killings. Is murder all that he does with
his time?
“It’s been a few years since he was a suspect in
any murders. Doesn’t mean he hasn’t done more
in the meantime. Seems to like the good life, from
what I can tell. Likes to travel and be the center
of attention when he does. Maybe he does work
outside of New Jersey as well. Some poking on the
Internet shows he’s been an investor in some start-
up businesses that took off. He seems pretty savvy,
so we can’t underestimate him.”
What the hell is wrong with you?
“Bad health. Been like this since I was born.
Wish I could say I smoked ten packs a day or drank
like a fish to get this way, but I’d be lying to you.”
The Results
Once the Q&A session is over Schram reveals
that he knows where Boher lives. Probably the
most disturbing thing Schram discovered about
Boher was that the guy lives only a few miles from
where Schram grew up, and only a few miles
from the house the hunters are now in. Once the
hunters are ready Schram leads them to Boher’s
house to get some answers.
The Rewards
It’s another reference and expo scene, and they
probably didn’t even have to roll dice for it. One
Plot Point each, plus additional points for good
play (when talking to Schram or anybody else.)
Act II: Home of the
Strange
This Act is all about Boher’s charming New
Jersey home and the consequences of poking
around in it for information. Out of necessity, the
scenes in this Act should play out in order. If the
hunters hit the books or the Internet earlier, you
might need to crib elements from Scene 3 before
you move to Scene 1.
Scene 1: Vanity House
This scene takes place at the Boher home, and
assumes the hunters are going to try and get inside.
They might not; in which case, you’re going to
have to get creative.
The Setup
Boher’s home is part of an affluent
development built along a hillside that overlooks
a small valley. It would be a beautiful view, if not
for the sewage treatment plant that sprawls across
the valley floor. Schram explains that while the
air is pleasant at the moment, normally a foul
stench is wafting up from the valley, reminding
the homeowners why their property was relatively
cheap. Because of the smell, few people stay
outside their homes for long, lessening the chance
of anyone seeing them break into Boher’s home,
which is located at the bottom of the hill, near the
lip of the valley.
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The Problems
The action here centers on the act of getting
into Boher’s house and looking around. See
“Alternate Actions” for other approaches to this
scene, especially since not every hunter goes
straight for breaking and entering when the
opportunity presents itself.
Home Invasion
There’s no sign of a car in the driveway, so the
hunters can hope Boher isn’t at home. Whether
the hunters decide to go through the backyard and
its well-manicured garden or directly through the
front door, they don’t need to worry about anyone
noticing them; people mind their own business in
this neighborhood. However, while approaching
the house is EASY, getting into it is HARD.
Deadbolt locks and reinforced glass have been
used to insure security, and any hunter who decides
to climb up to the second floor finds the windows
and balcony doors are just as secure. Hunters with
an AVERAGE degree of observation might note
the lack of any kind of electrical security, with no
keypads or motion sensors or other things they
might expect in a high-class home. There’s a
reason for that, but we’ll get to that later.
The Inside Scoop
Each room of the first floor, from the kitchen
to the bathroom, is a testament to Boher’s
narcissism. Every wall has at least three photos of
Boher, ranging from shots on vacation at foreign
beaches to meeting C-list celebrities or minor
political figures. In each case he’s the center of
attention, with everyone else in the picture fawning
over him or otherwise deferring to him.
Aside from the photos, each of the rooms
is nicely furnished, filled with expensive knick-
knacks that some hunters might want to pocket for
later sale. There’s only one thing that might strike
the hunters as odd, and that’s the contents of the
kitchen. Boher’s choice in foods seems modeled
on the sugar cube method of eating, rather than
the food pyramid. When the hunters move to
the upstairs they find that rather than photos the
walls are covered with awards and commendations
to Boher for both charity donations and from
companies he’s invested in. While Boher has no
love for his fellow man, he does love being the
center of attention, and philanthropy is a good way
of getting the limelight. It’s also a great way to have
influential character witnesses available when you
become a suspect in a murder trial.
Boher has a locked study on the second floor,
which is HARD to get into. Unfortunately, Boher
keeps nothing that could implicate him in any
supernatural or criminal act. It’s just as HARD
to hack into his desktop computer, and it would
take an IMPOSSIBLE effort to crack his banking
or business passwords. However, reading through
his e-mails does show he’s a man with some clout
in a number of areas, with owners of various
companies frequently communicating with him for
advice or instructions. It quickly becomes apparent
that Boher likes to make insane demands and goes
back and forth on decisions regarding properties he
owns. He likes power, and he likes lording it over
people.
The Results
So far this is just your average affluent bastard’s
house. The hunters might have found some
incriminating evidence, but nothing weird or
supernaturally connected. For that, they’re going to
have to go to the place where all horrible things are
stored in . . . the basement. Jump ahead to Scene
2: Where Else Would You Keep Your Evil But
The Basement.
Alternate Actions
Players being the creative and suspicious types
that they are, their hunters may decide that heading
directly to Boher’s house isn’t the best course
of action. They may wish to try to gather more
information from any number of sources before
going into the lair of the Boher, as it were. Among
their possible sources of information:
The Law
An especially likely avenue of information for
those hunters with the Carries a Badge Asset, an
AVERAGE call to those with law enforcement
powers confirms that Boher has indeed been a
suspect in all the cases Schram mentioned, and
a few more besides. He’s also turned up several
times in the surveillance footage of known mob
members, hobnobbing with both legbreakers
and “management” with apparent ease. Despite
this documentation of his association with the
criminally inclined no evidence’s been recorded of
him actually being involved in illegal activity. And
when those who knew Boher were arrested and
offered reduced sentences for turning evidence
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61 His Lesser Half
on him, nobody spoke against him; the hunter’s
contact informs him that fear of Boher seemed to
be the prime motivator for the silent treatment.
The hunter’s contacts also let on that Boher
isn’t registered as owning firearms, a fact rather
odd for a suspected mobster. They also reveal
that, at one time, Boher’s neighbors made claims
of animal cruelty. No evidence was found to back
up the claims, and the matter was dropped. No
more information is given at this point, as the cops
chalked it up to “nutty neighbors” and didn’t seem
to treat the claims too seriously.
If the hunters think to inquire about what
went down at the Rendinelli Bed & Breakfast they
find their contact has no idea what they’re talking
about. A lot of powerful people are fond of the
place, and they clamp down on what’s happened
before word gets out.
Fellow Hunters
Your players might think contacting those
hunters that did business with Boher is a good
idea. If they take this road, it won’t be that hard
for them to find a friend who can put them
in touch. Otherwise, they can simply get the
information from Schram and his detailed notes
on who did business with Boher. Let your hunters
make whatever rolls they want, but despite their
efforts the general response is one of hostility and
paranoia. A bunch of complete strangers calling
up to ask about random business dealings they
shouldn’t have knowledge of is not going to make
those called happy or pleasant. Some of them may
know of Schram’s investigations, and the thought
more people might be probing their activities is
also going to be anger-inducing.
In short, contacting those Boher does business
with should leave the hunters frustrated and
worried that Boher might catch wind of the
hunters’ interest in him. It won’t—the seed of
doubt planted in the minds of Boher’s business
partners after the calls prevents them from doing
so—but your hunters don’t know that. Let them
sweat it out they may have shot themselves in the
foot by trying this avenue of investigation.
Another option is for your hunters to put
feelers out to see if any other hunters have
encountered Boher, in the “doing something he
deserves death for” category of activity. None have,
but whether that means he’s kept a low profile or
managed to kill anyone who stumbled onto him is
something for your players to fret over.
The Supernatural
Perhaps the hunters have a psychic’s number
programmed into their cell phone and want to call
‘em up to do a long distance-read on Boher. Or
maybe a hunter with a high Lore rating burns Plot
Points to have the right stuff to work a divination
ritual from the privacy of his hotel room.
Here’s the thing: the hunters are the stars of
the story, but you don’t want them to eliminate
all the mystery of the adventure in the first act.
If the players go this route, let ‘em confirm the
basics: Boher is a killer gifted by unnatural means
with an enhanced physique, and knows a fair bit
about the supernatural world. You might have
the source of their information hint as to its exact
source, with nonsense like “Boher’s splitting of his
weakness into others grants him strength,” or some
such. Technically, such a statement is true, since a
plurality of people died to empower him—even if
together their remaining essences animated only
one person. Give them enough to clue them into
parts to the plot they missed, but don’t spoon feed
it to them.
You can put the kibosh on the players learning
too much from this avenue of investigation. The
simplest way is for the connection to the spirit
world (or whatever method they chose to employ)
coming undone due to the stress put on whoever is
doing the divining. Other options: disrupting the
ritual or effort by a foe who’s escaped the hunters
in the past; or the appearance of a foe linked to a
hunter’s Hunted Complication. Maybe a demon
the hunters faced in the past possesses the medium
and taunts them before disrupting the attempt to
learn about Boher; or later on, one of the hunters
gets a text on their phone saying someone laid
a curse on them to fail at something important.
Whatever the case, your players should feel like the
lack of information is a natural part of the game
world, rather than an arbitrary stopping of them
getting information they want.
Meet the Neighbors
The hunters may decide immediately breaking
into Boher’s home is not the way to go, wanting to
wait until daylight so they can talk to his neighbors
and get information on Boher. Whether posing
as police or potential new neighbors interested
in the vacant house at the end of the block, the
hunters find that everyone’s willing to talk about
Boher. The man has made no effort to befriend
anyone in the neighborhood, and every attempt to
approach him has been rebuffed. Several neighbors
comment that they’ve seen him working for hours
Jason Rahm (order #3047067) 24.53.177.102
6r His Lesser Half
in his yard without rest. They seem both surprised
and jealous that such a small man has such a
reservoir of energy. They also say they’ve never
seen anyone go into the house with Boher. It seems
he values his privacy.
If the hunters use law enforcement
connections and bring up the animal cruelty
charges with the neighbors, or front up a
FORMIDABLE Willpower + Influence roll, the
neighbors discuss the topic. Several people in the
neighborhood saw Boher taking large dogs into
the house over the course of a year. Different dogs
each time, judging by the varying descriptions of
them from people, but no one ever saw Boher
leave the house with a dog. Being nosy neighbors,
those who live around him say there’s never any
empty dog food bags or other signs in the trash.
Someone thought he was a “Creepy Dog Man…
the male equivalent of a Cat Lady, y’know,” and
called the police about it. But the cops went to his
house and found no signs of any animals, and the
matter was dropped.
The Rewards
Getting into the house nets the hunters two
Plot Points each for achieving that story goal. If
they try out any of the Alternative Actions, give ‘em
between one and three points for those based on
how they took care of it.
Scene 2: Where Else
Would You Keep Your
Evil But In The
Basement?
This scene takes place as soon as the hunters
go downstairs in Boher’s house. It’s set apart from
the previous scene because it’s also when Boher’s
security system—his dogs—surprise the hunters.
The Setup
Boher’s basement may not be what the hunters
are expecting. It’s split in half, and one portion of
it is the poorly-lit, dusty mess filled with cobwebs
that they might normally associate with fighting the
supernatural. However, in this case all that they’ll
find is a washer, dryer, and furnace, along with a
few gardening supplies from before Boher realized
he was making enough money to pay someone to
take care of his groundskeeping.
The other half is a combination display room/
game room. Well-lit and clean, a massive home
theater system fills one end, with a flatscreen TV
that covers a wall and dozens of DVDs sitting in
expensive wooden cabinets. Equally expensive
bookcases cover the walls of the remainder of the
room, filled with arcane curios and tomes. No
attempt to hide his supernatural interest down
here, Boher has everything out for display, with
both leather chairs to lounge in while the hunters
go through it, as well as a well-stocked liquor
cabinet in case they don’t mind drinking on the
job.
The Problems
Here’s what activity in the basement produces,
whether the hunters want it to or not.
The Boher Collection
Even just an AVERAGE investigation into
Boher’s library lets hunters know that the
collection they’re going through is composed
entirely of worthless works. There’s a lot of people
who talk out of their rear when it comes to the
supernatural, and it seems like Boher has a book
from everyone over the last one hundred fifty years
who falls into that category.
It’s HARDER to recognize that all of the
works Boher has are from people who genuinely
believed they had knowledge of the supernatural,
rather than charlatans looking to make some cash
from the gullible. At the same time, the hunters
notice another common theme: regardless of
the culture or era the book is from, each volume
concerns magic involving transference of some
sort. Whether it’s sympathetic magic like a voodoo
doll, imprinting of emotional feelings on others
(a “love spell,” to the uninitiated), or the stealing
of life force from another to give the practitioner
his strength, every work involves something being
taken from someone or being forced on someone
else. No demon summoning, turning invisible, or
anything else.
There’s no sign of Boher anywhere in the
home, nor any clue to his current whereabouts. Let
the hunters and Schram talk about their next move
for a while. If they decide to wait around for Boher
to show up nothing’s going to happen, and once
they decide it’s time to go things get interesting.
Jason Rahm (order #3047067) 24.53.177.102
61 His Lesser Half
Release the Hounds
As the hunters may now know, Boher has a
fixation on transference lore. What they’re about
to learn is that he’s used that knowledge to give
his home a supernatural defense against intruders.
Years ago he bought and subsequently sacrificed
a number of guard dogs, using a ritual created by
an Irish sorcerer from the eighteenth century. The
spirits of the dogs were bound into the home, and
according to Boher’s interpretation of the ritual the
spirits would manifest as ghostly hounds, tearing
intruders to shreds the moment they enter the
building.
This is the first time the spell’s ever been
triggered, and Boher would be surprised by how
wrong he was. While it did bind the spirits to the
house, and does forces them to attack intruders,
they’re not ghostly specters with ethereal jaws.
Instead, the hounds form bodies from the material
of the dwelling they were bound into. Given the
differences between the building materials used
one hundred fifty years ago in Ireland and the New
Jersey of today, it’s also taken a bit for the hounds
to manifest. This just so happens to take place once
the hunters are leaving.
As the hunters make their way upstairs or
towards the front door, the house begins to shake
and loud creaking noises come up through the
floor. Wall paneling and floorboards tear out of
place and gather rapidly together in piles, joined
by pieces of furniture, books, and other things
found in the house. This detritus forms into the
rough size and shape of German Shepherds, their
makeshift bodies composed of photos and pages of
books rather than skin. With the same cries of pain
they made when Boher sacrificed them for his spell
they attack the hunters.
Witnessing all this could result in the hunters
Getting Scared (page 97 of the Supernatural RPG).
There are six dogs, forming at different spots all
over the house, and they converge on the hunters
as fast as possible. You should decide based on the
combat readiness of the hunters how many of the
dogs form in the same room as them, and how
many form in other rooms and take time to join
the battle.
Dog Guardians
Description Big dogs made out of trash and
household items. The bite of these creatures
inflicts d4 W, rather than the d4 B a mundane
dog inflicts.
Agi d6 Str d6 Vit d6 Ale d8 Int d4 Wil d6
Init d6 + d8; LP 12
Traits Devoted (master) d4, Sharp Sense (hearing,
smell) d6
Skills Athletics d6/Running d8, Influence d4,
Perception d4, Unarmed Combat d6/Biting d8
Unliving Form Being soul-powered collections of
debris, the dog guardians are immune to Stun
damage, and like zombies they’re immune to
poison, lack of air, disease and so on. This also
gives them an armor value of 2 W. When a dog
accumulates Wound damage equal to its Life
Points it’s body is destroyed, falling into pieces
as the spirit goes to wherever dogs go when they
die. Heaven, from what Don Bluth tells us.
Awareness Trained to be guard dogs, the spirits’
senses are bound to Boher’s property. They
have full awareness of where everyone and
everything is, both in the house and on the
grounds of Boher’s home. This negates
any possible penalties from lighting, smoke
grenades, and so on. It also means that Covert
actions to hide from them are a waste of time so
long as the hunters stay on Boher’s land, as the
dogs unerringly home in on the intruders.
During the course of the battle none of the
dogs attack Schram, no matter what he does or
how great a target he makes. Depending on the
hunters’ actions (like perhaps leaving him alone
with the dogs while they run off) this lack of attack
may be pretty obvious, or something overlooked
in the heat of battle. Whatever the case, Schram
is as surprised as the hunters are by his apparent
immunity.
The Results
Once the hunters have defeated the dogs,
have them make Alertness + Perception rolls.
Whoever gets the highest result notices that the
removal of part of the wall by the formation of one
of the creatures has revealed a hollow space. An
AVERAGE examination by somebody with Craft
or Perception shows there was no hidden opening
or other method of getting at the concealed
material; it appears someone just walled up a
bunch of stuff and forgot about it. This becomes
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1p His Lesser Half
even crazier when a check reveals that among
the papers, portable hard drive, and books are
notes dated as recently as a week ago.
After this scene, move straight to Scene 3:
A Look at the Past and Present.
The Rewards
There’s two Plot Points each for defeating
the dogs, two each for the clever researching
earlier, and a single point for the hunter who
noticed the hidey-hole in the wall.
Scene 3: A Look at the
Past and Present
Once the hunters have decided if they wish
to peruse their findings in Boher’s home or
go somewhere else, it’s time for the snooping
research portion of the adventure.
The Setup
This scene might work well as a montage—
picture the hunters sitting on a hotel bed reading
through papers, or holed up in a local library
flipping though pages in a computer file from
Boher’s hard drive. Have the players make
rolls, but don’t be too concerned about the
results. If they fail, give them some leads and
have them put two and two together. If they
get extraordinary successes, you can simply
embellish the results with helpful hints. It
shouldn’t be a long scene, so don’t let it drag.
The Problems
The books, notes, and hard drive found in
the wall of Boher’s house provide a number
of useful clues to what’s going on. The
hunters are probably going to need access to
a safer place to review all of it, so you might
parcel out some of the following info-chunks
immediately while leaving the others ‘til later.
Books of Magic
It’s EASY to tell that the books are the
real deal when it comes to magic, unlike the
books Boher had out for public display. They
come from a variety of times and places, and
like others in his basement they all deal with
some sort of transference-related magic. With
an AVERAGE skim through the books a
A WIZARD DID IT?
Those who’ve read page 121 of the Supernatural
rulebook know that the low-magic tone of
Supernatural, at least when it comes to people
casting spells, is an integral part of the setting.
Reading through this adventure, you may have
concerns both about Boher’s magical abilities and
the possibility of your players saying their hunters
should now be able to produce magical guardians
and other things through the use of the arcane
lore Boher has collected.
In the case of Boher’s magical knowledge, the
easiest way to solve the problem is to say he’s the
exception that proves the rule. Yes, he managed to
transfer his negative aspects into a mass of souls
that animated a body, as well as bind the spirits
of dogs into his dwelling, not to mention his trick for
hiding things. So long as this is the only time you
ever use a villain like this in your game and keep
from people showing up who chuck fireballs at the
drop of a hat and fly like a bird his appearance
won’t stretch the overall tone for your campaign.
You can even have fun as the hunters try and
convince their peers of the foe they fought. “A guy
who mastered the dark arts so he didn’t have to
buy a security system and could eat all the fast
food he wanted without gaining weight?” might
be the way other hunters sum up tales of Boher,
as they look at your players’ hunters for signs of
concussion or drug use.
As for concerns about players wanting their
characters to use Boher’s magic, note that all of
his rituals require blood sacrifices of some sort, and
whether you’re making animal or human sacrifices
that kind of action doesn’t make you many friends
in the world of hunters or mundane society. That
alone should convince your players to not have
their characters follow in Boher’s footsteps. Failing
that, allow them to create their own guardians
or doom the souls of some innocent people to make
themselves stronger or faster. Then give them the
Dark Secret Complication at d8 and a few others
related to mental derangements as they dabble
in things man was not meant to know. Or you could
just have them fail at the magic, earning them no
bennies, and maybe a few Complications weakening
their physical form.
Remember: Supernatural is supposed to be a game
about heroes fighting against monsters far tougher
than them. Fighting fire with fire when dealing with
them usually ends up poorly for those concerned, as
recent seasons of the show can attest.
Jason Rahm (order #3047067) 24.53.177.102
11 His Lesser Half
hunter stumbles over the ritual that allowed Boher
to create the dog guardians; another such result
(or an EXTRAORDINARY success) describes
how he created the hidey-hole. It’s a vicious ritual,
involving a human sacrifice being restrained as
the caster forces wood shavings, nails, and other
building supplies down the throat of the victim
until they die. Doing so allows the sorcerer to take
the empty space those items take up in his body
and transfer it into the walls of their home, also
allowing him to call the items forth at any time.
The book of most interest to hunters is the
one that has sticky notes, looseleaf sheets of paper,
and section headers strewn through it. This book
contains the rite that Boher used to enhance
himself, and the additions he’s made to it include a
detailed charting of the boost to his physical form
following the ritual, from gaining strength without
an increase in muscle tone to being able to eat
poorly and rarely sleep with little problem. There
are also ideas for improving the ritual so it can
be used later to make him even stronger; judging
by the hostility of the notes in the book, Boher
has failed in his attempts to do so, as the notes
mark one section or another of the book as having
provided too little information for him to improve
the spell, along with failing to mention the side
effect of the spell. What that side effect is, he failed
to put into the notations.
Scrapbook of a Serial Killer
The papers are clippings and copies of articles
related to a number of murders, both ones that
Schram can confirm Boher was suspected in, as
well as ones he’s never heard of. Boher has made
notes and scribblings on these, mocking both the
police for failing to connect him successfully to the
crimes and with individual notes on the victims,
explaining in great detail how he found them
physically inferior to him and easy to kill. There’s
more than enough detail on each murder to prove
to anyone that Boher committed the murders, as
well as having serious issues.
D:\\OCCULTSTUFF\
The hard drive’s what Boher works off on
when conducting work online regarding either his
criminal or mystical activities, literally pulling it
out of its mystical hidey-hole every time he wished
to go online for things related to his two pursuits.
Boher was savvy enough to know that keeping
files on a desktop computer was a security risk, so
he decided an external hard drive was the way to
go. Boher’s ego shines through again on the hard
drive, with a text file for every item the hunters
found in the basement on display. Each file is
dozens of pages long; each can be summed up as
a listing of how Boher came to acquire the item,
how much it cost, and a several-thousand word
listing of how whoever made the item had no idea
of how magic worked, and how his own skills are
far superior to theirs. In other words, Boher has
collected a vast collection of fraudulent arcane lore
just so he can look at it and stroke his ego with the
fact he knows more about real magic than they ever
did.
Also on the hard drive is a listing of who
Boher’s been in contact with to acquire his
collection. It’s up to you to decide how many of
the names his hunters recognize on the list, but
there should be enough recognition for them to
realize he’s both got connections and money. It
seems Schram’s paranoia was somewhat justified.
Finally, with regards to the magical interests
of Boher, there’s an entire file devoted to Schram.
Filled with pictures of the man and detailed
accountings of his activities, it’s quite clear
that Boher has been paying a team of private
investigators and less-savory types to keep track
of Schram for the last nine years. That this has
been going on for so long is a shock to Schram,
especially since that means Boher had been
watching him even before he became a hunter.
Schram had assumed he had somehow crossed
paths with Boher in his dealings or rare hunt, but
to find out he has been watched by the man since
he was a boy is almost too much to take.
Boher’s Insurance File
The rest of the information on the hard
drive relates to Boher’s criminal activities. While
the hardcopies found with the hard drive feed
the killer’s ego regarding his past activities, the
information on the hard drive is insurance in case
any of his employers ever decide he’s a liability
that needs to be taken care of. Not that Boher
thinks anyone could possible kill him, given his
strength and toughness, but if someone were to
cross him he’d like to destroy them emotionally
and socially before he gets around to killing them.
Every single person who ever hired him for a hit
has a file on the drive, along with enough evidence
to connect them to the crime, while leaving Boher
unmentioned. There’s fifty six people who could
go to jail for the information in these files, as well
as ninety six unsolved murders that could be put to
rest.
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1£ His Lesser Half
Work in Progress
Boher has a file open on a hit that’s dated to
occur the next day, a few hours drive away from
his home. He’s been hired to kill a witness to a
murder, and unless the hunters stop him kill #97
is “taken care of ” before the end of the next day.
The Results
Given that the hunters are now aware of
Boher’s magical activities and how many people
are dead because of it, they should have more than
a passing interest in saving his latest victim and
stopping him for good. There’s more than enough
information for them to head to the site of his next
hit, and since they have no idea when he’ll return
to his home it’s their best chance for confronting
him.
The Rewards
This scene requires a lot of freethinking,
decision-making, and not a lot of action. That said,
every helpful fact that the hunters acquire is worth
two Plot Points, and there’s a lot more for good
role playing.
Act III: Siege,
Anyone?
So your hunters have to put the pedal to
the metal to get to the site of Boher’s next hit,
They’re still unclear on exactly how “improved”
his dabbling with the dark arts have made him,
and they’re probably low on ammo and injured
from their dance with the dogs . . . and possibly the
police, if you decided dealing with the guardians
led to the neighbors calling 911. It’s one hundred
six miles to the site of Boher’s hit, it’s dark, and if
they’re lucky they have a half a pack of cigarettes
and a full tank of gas between them. Sunglasses
optional.
The hunters don’t have much time to prep,
since they have no idea when Boher plans to kill
his target. The notes Boher has on his computer
suggest he was given the target’s address and
nothing more, so either he plans to kill the man at
home or follow him from home until he can get
him into a secluded place to kill him.
At this point a lot of questions might run
through the players’ minds. Certainly, Boher’s
interest in Schram is one, but a more pressing
concern is what exactly Boher can do, and how
they’re going to stop him. By now they should
understand that he’s physically stronger and
tougher, but to what extent is unanswered. They
may be worried that he has other abilities, given
what they encountered in his home, and since he
had men attack them at the B&B he may not be
alone when they encounter him. It may not occur
to them that the man Boher’s been hired to kill is
just as deadly in his own way.
Scene 1: Approaching
the Situation
Once again, the hunters have to case a location.
This scene starts with stakeout duty and quickly
turns into a confrontation.
The Setup
The address of Boher’s next victim is in a
luxury development, one in a series of identical
houses. The folks behind the housing ran with the
idea that luxury homes from which you could look
out your window and see raw nature would negate
the fact that the location they chose would require
a several-hour commute to work for whoever
lived there. So far only one person has purchased a
home. The lights are on and a car out front are the
only sign anyone’s around.
The Problems
Given the vacant homes and the isolated
setting, the hunters can set up observation posts
in a variety of places and see what develops. An
AVERAGE effort reveals that the occupant of the
house is aware that something’s up. The hunters
see no sign of him, either at the windows (which
have their curtains and shades drawn), or outside
the building. Also, the decorative hedges that
surround each house have been chopped down
around his home, their savaged remains spread
across the ground rather than in piles, so as not to
provide cover. Clearly, Boher’s target is aware that
someone is coming for him.
With that in mind the hunters may decide to
approach the mystery man, believing the enemy
of my enemy is my friend. Or they might wait for
Boher to show himself, then ambush him; whether
the ambush occurs before or after Boher deals with
the target depends on your hunters’ views on using
a complete stranger as cannon fodder.
Jason Rahm (order #3047067) 24.53.177.102
11 His Lesser Half
Wait and See
If the hunters adopt a wait and see approach,
it’s Boher’s Agility + Covert against the hunters’
Alertness + Perception. Depending on how the
hunters have positioned themselves they might
not be able to see Boher as he comes in from the
woods behind the house, so you might not even
allow the rolls.
In the event Boher does make it inside the
house, the hunters’ first clue is the sound of
gunfire and screaming. If they choose to intervene,
refer to the next section and adjust things
appropriately. Waiting for Boher to come out lets
him kill his target and come out unscathed—let
that be a lesson in using strangers as redshirts.
The Direct Approach
Those hunters brave enough to openly
approach the house and knock find themselves
waiting for a while. If some of the hunters hung
back, they see the curtains in each room move, as
if someone’s running from each one to get a view
of his visitors. Finally the door opens, revealing a
fellow big enough that the shotgun in his hands
looks like a pool cue. He looks the hunters up
and down, before commenting none of them are
short enough to be Boher. Any mention of being
there to stop Boher gets them in the door instantly;
otherwise it’s going to take some FORMIDABLE
convincing.
Safehouse
Once inside the house hunters can see that
just like the yard the inside of the house has also
undergone changes. Doors have been barricaded
with furniture, holes chopped in the walls (“For
ease of movement,” the man explains. “Good thing
they went with cheap materials to build these
houses, huh?”), and broken glass lining the floor
beneath random windows. In short, the fellow
seems to be doing everything he can to prepare for
Boher’s arrival.
The man, Scapanelli by name, really doesn’t
care who the hunters are, and dismisses their
attempts at explaining why they’re in his home.
“Boher’s killed a lot of people over the years,”
he says. “I’m sure someone sent you to get some
payback on him, and hearing he was coming for
me must give you a chance to nail him.”
Antony Scapanelli
Description A made man for whom a few more
kills won’t make a difference.
Agi d6 Str d8 Vit d10 Ale d6 Int d6 Wil d6
Init d6 + d6 + d2; LP 20
Traits Focused Hunter (Humans) d4, Split-
Second Timing d2, Tough d8
Skills Athletics d6, Covert d6, Guns d6, Influence
d4
Gear Pump-action shotgun (d10 W)
Scapanelli tells them he’s willing to work
with any plan they might come up with to get
Boher that doesn’t involve using himself as bait.
Setting up traps, pooling information, he’s all
for it. He explains that it’s an open secret that
Boher’s gunning for him, as the people he’s
crossed want him to be afraid before he dies. He
also freely admits that they want him dead for
witnessing a murder, along with the fact that he
saw it happen while he was committing one of
his own. He casually discusses how he managed
to pick the same isolated lake to kill someone that
some other individuals had chosen for the same
purpose. Those individuals were mighty influential
in certain circles, he explains with a wink, and
he came across them doing away with another
individual “in the same business, and who was
only getting killed so someone could move up
the ladder, if you know what I mean.” Scapanelli
reported what he saw to his boss, and the two he
squealed on met a final fate, but they left behind
friends who both wanted revenge and had Boher’s
number.
With the knowledge Scapanelli isn’t an
innocent, hunters may be less willing to risk their
lives to protect him. Voicing that fact, or expressing
a desire to leave, causes Scapanelli to turn on the
hunters—he doesn’t judge them for any talk of
Boher using magic or having devil dogs at his
house, and he feels the same courtesy should
be extended to him about what he says and his
occupation. He expresses such dissatisfaction with
violence, if need be; he already plans to kill Boher,
so what are a few more people?
The Results
If the hunters end up taking on Scapanelli, skip
forward to Scene 3: You’re Much Shorter, And
Deadlier, In Person. You can use information
from the next scene to help deciding on tactics.
If the hunters don’t incite Scapanelli to violence,
Jason Rahm (order #3047067) 24.53.177.102
1+ His Lesser Half
allow them to work out whatever
plans they wish to prepare for Boher’s arrival.
Hours pass, and then the phone rings.
The Rewards
This scene is packed with ways for the hunters
to show off their Complications, so encourage
them to do that more often by handing out Plot
Points regularly.
Scene 2: You Rang?
This scene more or less requires the hunters
to have brought Schram with them, and to have
made it inside Scapanelli’s house. If Schram wasn’t
with them, you might have him show up just as
the scene starts. He followed the hunters, he says,
and needed to be with them when they took Boher
down. Either way, it’s about to be all out war with a
phone call in Scapanelli’s house.
The Setup
It’s Scapanelli’s speakerphone. He hates
being tied to a corded phone, and cell phones are
things that seem far too tiny in his massive hands
that he keeps managing to lose. He’ll walk over to
answer, at which point read the following to your
players:

“Hey,” a nasally voice says in a obviously
fake tone of friendship. “Looks like you’ve
been getting ready for me. I like a challenge.
Not that you’ll give me one, but ‘A’ for effort
and all that.
“As for your visitors . . . well, I hear
someone broke into my house, and only a bunch
of hunters would be dumb enough to live
through that and still poke their noses into my
business. I don’t know what they told you about
me, Scapanelli, but it’s probably all true.”
It may seem as if Boher has eyes inside the
room, which is generally the impression he’s trying
to give. Boher’s more aware than most people,
supernaturally aware . . . so he’s playing it up.

“And you brought Schram with you. I have to
admit he was quite a shock to me. I’m sure you
read through my books—the good ones—
and know what I did to improve myself. I had no
idea what was going to happen to my negative
aspects. I figured the souls of the people I
killed would be consumed to offset all my
physical weakness, present and future.
“The books didn’t tell me part of the people
I sacrificed might survive. That it might seek out
a still born infant and animate it, giving itself a
second chance at life even as it lived unaware
of its true nature. And that’s not even bringing
up that it would be stuck with all the physical
problems I’d have had to deal with, and that I
had before.
“That’s you, Schram, in case stupidity was
something else I was able to foist off on you
and you can’t keep up. I had no idea you existed,
until somebody I was hired to hit turned out to
be the seventh son of a seventh son or some
such. He used his mojo on me, found out about
you, and told me all about you in return for
sparing him.
“You fascinated me, Schram. All my
weaknesses in a tidy, sickly package. I hired so
many people to watch you, because I wanted to
KILLING SCHRAM
At some point after the revelation of
Schram’s origins some player may decide the best thing to do is to kill Schram. After all,
he’s not a normal human, and killing what’s
essentially a cadaver rejuvenated by the
remnants of the tortured souls of the dead is probably a lot less of a moral quandary than killing a regular person. Plus, given the link
between him and Boher, it’s entirely possible that if he dies Boher might lose his enhanced physical state, making him easier to put down. They may believe his goading of Scapanelli is a bluff, hoping they’ll fight amongst themselves and make it easier for him to kill them.
It’s a nice idea, but if your hunters try to implement it they find it’s not the short-term solution they’re hoping for. Killing Schram does indeed send the spiritual remnants in him to whatever afterlife awaits them, and disrupts the benefits Boher enjoys from the ritual.
However, it isn’t an instantaneous thing, instead being a gradual reduction in power over the course of several weeks.
In other words: if one of the hunters decide that killing Schram in the middle of battle with Boher makes the latter easier to defeat, they’re sadly mistaken.
Jason Rahm (order #3047067) 24.53.177.102
1< His Lesser Half
know all the things I had spared myself. Every
illness, every weakness, every bit of suffering
that makes up your life has made me sure I did
the right thing in enhancing myself.
“That’s why I had McCluskey deal with you. I
hated the thought of actually having to deal
with you face-to-face. But I’m afraid I didn’t
play it cool enough with him, and he figured
something was going on. So he blabbed to you
and I had to do him in, and that’s led to all of
us being here.”
And here’s the kicker. Boher’s not calling from
across town; he’s just outside the house. He makes
his pitch to Scapanelli:

Yes, I said ‘here.’ I’m right here, ready to
kill you.
But I’ll make a deal with you,
Scapanelli. You kill Schram and I won’t kill
you. You maim up his corpse, I present it as you,
and you go off somewhere to start over again.
I don’t need him around anymore, and it really
would have made my life simpler if I’d just
killed him when I found out he existed. Or when
I had my friends ambush him earlier. Oh, well.”
Scapanelli’s only response is to level his
shotgun.
The Problems
Scapanelli has to be dealt with. He believes
Schram will let him walk away, and he feels he’s
got a better chance against the hunters than Boher,
no matter how much they outnumber him. Check
back to Scene 1: Approaching the Situation for
Scapanelli’s vitals.
The Results
Once Scapanelli is down, allow the hunters
to reorient themselves. Depending on how the
fight went, Schram could be dead, and if not the
question of what to do with him might be a hot
button topic. Let them debate Schram’s existence
for a while, and once it starts to get boring move on
to final scene.
The Rewards
Scapanelli is tough. He’s worth three Plot
Points each to the players, which they’re going to
need.
Scene 3: You’re Much
Shorter, and Deadlier,
in Person
This is it: the confrontation with Boher.
This can happen anytime you want to move the
adventure to its climax, but generally it works best
when the hunters have learned that Boher used
magic to transfer his weaknesses into Schram. It’s
not necessary, of course; you can paraphrase the
phone call in Scene 2: You Rang? and use it as
banter during the fight.
The Setup
A rumbling begins to fill the house, and
before the hunters can react one of the outer walls
collapses inward. Any thought of a leather-clad
Austrian with a metal skeleton being the intruder
disappears as the dust settles. It’s Boher, even
shorter in person and with a neatly groomed beard
and suit that make you think of leprechauns.
He dusts himself off. “Really cheap material
they used for this house,” he says. “I wouldn’t have
been able to make such an entry otherwise.” He
looks down at Scapanelli’s body. “Huh, I counted
to twenty and decided to come in. I didn’t realize
you’d finished the fight already.” He shrugs.
“Guess I’ll have to end things.”
The Problems
And with that he attacks. Hopefully the
hunters can handle him. If not, after he kills them
and Schram he returns to his usual ways, and once
he finds out his vigor is fading (see the “Killing
Schram” sidebar) he begins a new campaign of
kidnapping people for sacrifice. Maybe your
players’ next batch of hunters could look into that.
Larry “The” Boher
Description Self-Improvement Master of the
Dark Arts.
Agi d6 Str d10 Vit d12 Ale d6 Int d8 Wil d8
Init d6 + d6; LP 24
Traits Brawler d4, Contacts d6, Cool Under Fire
d6, Dark Secret d8, Hardy Constitution d6,
Natural Athlete d6, Overconfidence d6, Sharp
Jason Rahm (order #3047067) 24.53.177.102
16 His Lesser Half
Sense (all) d2, Talented (Stealth and Dodge) d6,
Tough d8, Wealthy d4
Skills Athletics d6/Climbing d8 /Dodge d8 /Jumping
d8, Covert d6/Stealth d8, Discipline d6, Influence
d6, Knowledge d6, Lore d6/Cults d10, Perception
d4, Science d6/Toxicology d8, Unarmed Combat
d6/Brawling d12
Gear Cocky attitude, deceptively deadly punch
The Rewards
Major plot dealt with? Five point team goal.
Personally took care of business? Three Plot Points
to hunters who mixed it up with Complications,
clever role play, and leprechaun jokes.
Conclusion
With Boher dead, the aforementioned problem
of Schram and his origins rears its head again,
assuming he’s survived this long. If they’re willing
to let him live he goes right back to his wheeling-
and-dealing ways, the knowledge of how he came to
be doing nothing to slow him in his work as a fixer.
Sadly, the maladies he’s suffered over the years have
done permanent damage to him, so even with Boher
gone he never recovers to a normal level of health.
Magic never comes with a happy ending.
As for Boher and Scapanelli’s death, assuming
the hunters leave the evidence in Boher’s house
regarding his crimes, they’re more than willing to
just sweep everything under the rug. Bringing it all
public would reveal that Boher got off with a vast
number of crimes, and far too many people in power
would have egg on their face after such a revelation.
Then again, you may wish for it to come out. A
lot of people would be enraged that Boher got away
with the murders of their loved ones, and that kind
of anger can lead to dabbling in things man wasn’t
meant to play with. Perhaps someone makes a pact
with a demon to get the power they need to hunt
down the jury that acquitted Boher in their mother’s
murder. Or maybe someone lays a curse on a judge
or two that ruled Boher innocent. It’s entirely
possible that Boher’s dabbling in magic has started
a cycle of violence and magic that lasts for years to
come.
Finally, your hunters may be a bit worried about
the hunters who were dealing with Boher. While
they don’t know where Boher got the books with
the real mojo in them, the fact that there are hunters
out there who dealt with him may be worrisome to
some. Were they totally innocent of knowledge when
it came to Boher and his interest, or did they have
some inkling and just not care, so long as they got
paid? Maybe it’s time for someone to police the ranks
of hunters.
Jason Rahm (order #3047067) 24.53.177.102
11
S
y
n
c
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r
o
n
i
c
i
t
y
By C.A. Suleiman
T
his scenario tests not only the hunters’
skills, but their compassion and wisdom,
as well. Just like jobs that feature demons
as the opponent, the villain of this story acts
through the hands of an innocent—in this case,
the husband of a fellow hunter. He’s just as much
the victim here as any of the men he is responsible
for killing, perhaps even more so, since he’s
victimized twice over: first, by his experiences as
a soldier in Iraq; and then again by an evil force
that’s using his broken spirit as a means to escape
its ancient bonds. Given the power level of the
entity in question, this job doesn’t revolve around
combat—hunters who think they’re gonna solve
the problem with violence alone are likely in for
quite a rude awakening. Rather, this scenario tests
their ability to think not only creatively, but also
compassionately. As such, the job’s suitable for
hunters of any age or level of experience.
Adventure Summary
This scenario revolves around what is intended
to be a pleasant visit with a fellow hunter—a feisty
firebrand of a woman named Lilah Walker.
Lilah’s husband Staff Sergeant Blake Walker
is recently returned from Iraq, where he served
nearly three full tours of duty in the U.S. Army,
and Lilah has invited the hunters to join her at her
mountain home for a weekend of beers, barbecue
and bragging. When local hunters begin to go
missing, however, the hunters are soon drawn into
a mission of the distinctly supernatural variety.
Even if the hunters are not otherwise inclined to
get involved, Lilah, an expert on local lore (both
natural and supernatural), knows a suspicious
disappearance when she sees one, and all but dares
her hunter friends to step up to the challenge,
thinking that a chance to hunt with them will be
Jason Rahm (order #3047067) 24.53.177.102
1r Synchronicity
exciting
and rewarding; even fun. Little does she know
that the thing she is so eager to hunt is, in fact,
squatting like a toxic toad inside her own husband’s
mind.
You should, as with any adventure, read
through the entire thing before you sit down to
run it. Pay special attention to both the overall
pacing of the narrative and the slow reveal.
Although the episode introduces a powerful new
type of villain into the Supernatural cosmology, the
primary focus of the story itself is not on “who
dunnit,” but rather on the tragedy that is Blake
Walker’s condition. The theme revolves around the
question of what it means to be both hunter and
hunted, and regardless of how the specific events
play out, the hunters should come out of the
episode shaken, as though put through a grueling
test—if they come out alive at all.
Breakdown of the Acts
The following short bullet points let you know
how the scenario’s three Acts line up.
From: Lieutenant Colonel Anthony Hamdan
To: Master Sergeant Brent Hopper
CC: Captain Matthew Hutcheson
Subject: Transfer Order (Walker_TO2174463)
Attachments: HDForm_DD256; HDForm_DD214/5; TOForm_2174463
Master Sergeant,
Attached, please find e-copies of the Honorable Discharge Certificate (DD Form 256), DD Form 214/5,
and accompanying transfer order for Staff Sergeant Blake A. Walker, Company Woodward. As expected, the
army physician returned with a diagnosis of post-traumatic stress for Sergeant Walker, who is being released
from his service effective immediately. As the transfer order indicates, Sergeant Walker is to be placed on the
next available transport craft out of Iraq; he’ll finalize the rest of his de-com when he lands in-country (at
Bragg, barring the unforeseen), but make no mistake—the top brass want Walker away from theater and resting
comfortably at his West Virginia home by week’s end.
On a more personal level, I know that you’ve served with Sergeant Walker for some time—for most
of his two and-a-half tours, unless I’m mistaken—so it’s only fitting that you be the one to implement and
expedite his military release. Whatever you may have heard around the motor pool surrounding the incident at
Abu Sayyad, it is imperative that you understand two things about Sergeant Walker: First, the simple fact that he
and the rest of his squad were in an untenable situation, deep in hostile territory, on that dark day; and second,
that it’s always easy to sit in judgment while safely removed from the harsh realities of a war event. As a career
soldier, I know that you’ll keep to your oaths of confidence; that much is expected. But as Walker’s friend, you
might otherwise have been tempted to believe the worst, to fall head first into the blood-spattered gears of the
rumor mill. Well, rest easy, soldier.
As far as the United States Army is concerned, Staff Sergeant Blake Walker is a decorated war hero. All
that remains is for us to help get the man home to his wife. I’m sure we understand each other.
Regards,
Tony
_______________
Lieutenant Colonel Anthony Hamdan
United States Army
Jason Rahm (order #3047067) 24.53.177.102
11 Synchronicity
Act I: The Human Abstract The hunters are
the guests of a hunter and her husband, a returned
Iraq War vet. As a party is held in their honor, word
of strange disappearances reaches them.
Act II: Auguries of Innocence The hunters
investigate the disappearances, and find out that
they’re still going on. The evidence starts to lead to
their hunter friend’s husband.
Act III: The Divine Image The hunters track
down the Iraqi vet, armed with an ancient ritual
and hopefully a lot of luck. Nothing could go that
smoothly, however . . .
Here’s the Story
“War is hell.” Everyone knows the expression,
knows that it tells a deep and abiding truth. But
few truly know it, in the way that those who
experience the horror of war first-hand—the
soldiers and casualties of war—know it. And none
have gazed into the hell of war in quite the same
way as Staff Sergeant Blake Walker.
Born and raised in a sleepy West Virginia town,
Blake Walker never had any plans to enter military
service; indeed, he had just entered his sophomore
year at Mountain State College when, on one
fateful morning in September of 2001, a handful of
religious extremists turned his world upside down.
Walker dropped out of school the next day, signed
his Army enlistment papers the following morning,
and was on his way to boot camp by the end of the
week. He was 19 years old.
Over the next seven years, the Army deployed
Walker to every major hotspot in the Bush
administration’s ill-fated “war on terror;” first to
Afghanistan, where his squad specialized in hostile
terrain operations, and finally to Iraq, where Walker
believed he and his men could do the most good.
Even after Saddam Hussein was apprehended
(and later hanged to death on-camera), Walker felt
duty-bound to stay in Iraq, despite the service he’d
already given his country. The war was taking its
toll on him by then, of course—all that talk about
the reason for the war being a lie being thrown
around back home—but he was a soldier now,
and if he didn’t stick around to do the job, the
Army would just call up some poor reservist to
fill his spot, some kid even more likely to die than
himself. So that was that.
Several months into his third tour, Walker
found himself and his squad assigned to an
unmapped location in the middle of the desert,
about twenty five miles south-east of the mining
village of Akashat. There, Walker and his men
came upon a strange, dusty structure that they
assumed was an ancient and remote mosque—
though the place bore none of the usual hallmarks
of Islamic architecture. The building’s remoteness
and unfamiliarity demanded that it be called in,
and when Walker did so, he was ordered to gain
entrance to the structure and ascertain its purpose
and overall threat level. When he tried to execute
the order peacefully, a robed doorman informed
him that he was trespassing on holy ground.
Operational regs forbid soldiers from forcefully
intruding on places of worship, but when Walker
sent pictures of the place back to command, he
was told that it was no temple of any kind and
so it didn’t benefit from the protection afforded
by those regulations. He was told to order an
immediate evac of the building—by force, if
necessary—and that once all those inside had been
moved outside, to move on with his mission.
The hours that followed were the darkest. In
his statement, Walker describes the inhabitants
as a group of men composed of what he calls
“equal parts Iraqis and non-Iraqis.” He tells of
how these men, despite being peacefully inclined
and “insanely outgunned,” gave a “fierce, almost
desperate resistance” to the intrusion of Walker and
his squad that day. When the dust settled, Walker
had indeed gained entry, as ordered… but at a truly
terrible cost.
Staff Sergeant Blake Walker was never the
same after the incident at what came to be known
as Abu Sayyad (the name Walker found written on
the walls inside the desert temple). Many lost their
lives that day, including most of Walker’s own men,
who were overwhelmed by the violent zealotry
of the temple priests. And Blake Walker, one of
only two survivors, felt each loss more deeply than
the last. Although his physical recuperation went
surprisingly fast, his mental health was a concern
from the day of his admittance to the U.S. Army
hospital. He was crushed by survivor’s guilt, and
hospital records recount how he was forced to
relive the incident over and over in nightmares that
robbed him of sleep and threatened to stretch his
sanity beyond the breaking point.
The army tried to assist Walker’s recovery
by lionizing him in ceremony, awarding him a
Distinguished Service Medal for his uncommon
valor at Abu Sayyad, but this only seemed to make
things worse. When his body had healed fully,
Walker was transferred first to a mental ward and
later to a private barracks inside the Green Zone
in Baghdad—but to no avail. As a weapon of war,
Blake Walker was now all but useless. Soon after,
word came down that after his years of faithful
Jason Rahm (order #3047067) 24.53.177.102
rp Synchronicity
service, Sergeant Blake Walker was to be honorably
discharged from the U.S. Army and returned to his
wife and home in West Virginia.
What none of the doctors, officers,
psychologists—or indeed, even the patient
himself—knows is that Blake Walker was afflicted
with something far worse than post-traumatic
stress disorder on that fateful day in the desert.
He saw the face of evil in that ancient place, and
the face of evil gazed also into him. (See “The
Adversary” sidebar on page 88 for more.) And now
that poor Blake Walker has finally come home, his
nightmare is just beginning.
Act I: The Human
Abstract
The first Act sees the hunters arriving in
Milton, West Virginia, as the houseguests of
a fellow hunter named Lilah Walker. She’s a
stationary sort, having staked out the Milton
area (and its surrounding woodlands) as her turf,
so she’s always excited to host other hunters,
whether they’re just passing through or, as in this
case, arriving by way of specific invitation. After
spending a little time catching up, Lilah informs
the hunters of the party she’s hosting that evening
in their “honor” (i.e., the party excuse du jour)
and then drags them off into town to get supplies,
where they hear tell of a famed local hunter having
gone missing. Things round out with the party
itself.
Scene 1: Milton
The story opens with the hunters arriving
in Milton, a small town amid the green hills
of Pocahontas County, about thirty miles from
Richwood, where their fellow hunter and friend
Lilah lives. Here, they reconnect with their friend
and meet her husband Blake (and her bloodhound
Pandora) for the first time. Hunters who’re
originally from more rural areas should appreciate
Milton’s rustic surrounds, especially once they get
to the Walker house, and the scene serves to put
the hunters at ease, as though their host’s house is a
safe haven—separate and secure from the troubles
surely yet to come.
The primary function of this scene is to
introduce the Walkers and their dog, Pandora, but
also to both establish the dynamics of the couple’s
relationship and to lure the hunters into a false
sense of security with regards to Blake Walker.
The Setup
The scenario can take place most any time
of year, but late summer/early autumn works the
best. The hunters arrive by car along State Route
219, passing through miles of classic West Virginia
woodlands on their way in. Milton is a sleepy little
mountain town, long on charm and short on frills
(or even amenities). Once a thriving mining town,
the community slowed to a crawl after the coal
mine went through a bitter labor/union dispute,
only to dry up entirely not long thereafter, anyway.
Today, the town gets by, but just barely. West
Virginia has the second weakest economy in the
union to begin with (after Mississippi), and the
global financial crisis certainly didn’t help matters
any. Modern Milton survives mostly on the efforts
of its sawmill and other wood-based factories,
along with the niche tourism offered by the
surrounding scenery and the area’s lone, flat body
of water, Pinnacle Lake. At the height of its mining
days, Milton boasted a population of almost 15,000
people; today, just a couple thousand souls remain
to call the town their home.
The Walkers live in a modest but beautifully
situated house at the apex of a rugged escarpment.
Two stories of wood and stone look out over a
wooded basin that sits shrouded in a low, white
mist nearly year-round. The main floor is the top
floor, and it houses the carport, foyer, living room
(with fireplace), kitchen (with breakfast nook and
pantry), half bath, master bedroom, and a wooden
deck that runs the length of the house, providing a
breathtaking view of the valley below. The bottom
floor is always dimly lit, and it contains a den, a
small storage area, two guest bedrooms and a full
bath.
To the hunters’ surprise, the road leading to
their host’s home is fully paved and clearly well
maintained. Only when the hunters pull off the
main road and onto the Walkers’ driveway do
things get rough, but even then, Lilah makes
sure to re-gravel the dirt road with every change
of season (and has just tended to it recently, in
preparation for the return of her husband). When
the hunters arrive, Lilah appears at the front door
with a cigarette in one hand and a phone in the
other; she pops the cigarette into her mouth, makes
the universal sign for someone yapping away on
the other end of the line, and motions for her
friends to come on in. It’s a beautiful Saturday in
the neighborhood, and Lilah has a screen door to
the deck, which causes a refreshing breeze to move
through the house.
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The Problems
There’s no conflict here, but there’s
opportunity for the hunters to connect with Lilah
and, more importantly, to meet Blake and Pandora.
Catching Up with Lilah
Getting Lilah to open up is easier than easy, as
she’s been looking forward to her friends’ arrival
for some time now. She offers the hunters a beer
(or some coffee, if the hunters arrived before early
afternoon) and launch into an animated discussion
of the big party she’s throwing that night. She tells
of how she’s been on the phone with her friends—
several of whom are attractive and willing, she says
with a wink—all morning/afternoon, and that she’s
more than ready to cut loose. When the hunters
first arrive, Blake is in the bedroom lying down (if
asked, she says he complained of a headache) but
emerges not long thereafter, roused by the sounds
of guests in his home. For observant hunters, it’s
EASY to note that he’s wearing mismatched socks
on his feet.
A Spy In The House Of Love
Although the hunters don’t know it yet, the
subject of their soon-to-be hunt is sitting in the
same house with them when they arrive. And
while Blake Walker doesn’t fully grasp the nature
of what he’s become (or, more accurately, what’s
riding around inside him, and pulling his strings
once the sun goes down), that doesn’t mean that
he’s not taking in every bit of useful information
his supernatural “guest” might want. During this
scene, Blake takes subconscious stock of each of
the hunters in turn, paying special attention to any
particular strengths or weaknesses. He isn’t bold
(or even capable) enough to dig for any specific
piece or even type of information, but his sharp
eyes, ears and nose are more than sufficient for
the task. Noticing that Blake is scrutinizing the
hunters in this way is an IMPOSSIBLE task, since
even Blake himself isn’t consciously aware that he’s
doing it.
The Nose Knows
Only one soul in Milton is onto Blake
Walker, and that soul belongs to Pandora—
Lilah’s pet bloodhound. While noticing that
something supernatural is going on with Blake is
IMPOSSIBLE at this point in the story, noticing
that something is amiss with Pandora is not.
Unless somebody’s actively scrutinizing the dog
throughout the scene, realizing that she reacts
strangely to Blake’s presence is HARD. If, for some
reason, a hunter pretty much just sits and watches
the dog’s behavior, whether relative to Blake
or otherwise, the task is of merely AVERAGE
difficulty. (Game stats for Blake Walker show up
on page 93, at the end of Act III: The Divine
Image.)
Lilah Walker
Description Lilah is an attractive dirty-blonde in
her late twenties, who looks like she probably
would have fit in just fine as a background
actor on The Dukes of Hazzard. She has bright
eyes, a healthy color, and an athletic build
that often draws more than looks from the
less gentlemanly residents of Milton and its
surrounds. Although she works a day-job as a
liason to the West Virginia Park Service, she is
100% pure troublemaker at heart, though her
capacity for kindness—especially with regard
to animals—is nearly limitless. She knows the
area in and around Milton better than most, and
has on more than one occasion led search and
rescue parties deep into those wooded hills.
Agi d6 Str d6 Vit d8 Ale d6 Int d6 Wil d8
Init d6 + d6; LP 14
Traits Allure d2, Contacts d2, Good-Natured d4,
Rebellious d4, Tough d4
Skills Alertness d4, Animals d6, Covert d4, Drive
d2, Guns d6, Influence d2, Lore d6/West
Virginia d8, Mechanic d2, Melee Weapons
d6, Perception d4, Survival d6/First Aid d8,
Unarmed Combat d2
Gear Cell phone (w/ GPS), cigarette lighter, dog
leash, first aid kit, hunting knife (d4 W), pick-up
truck, pistol (d6 W)
Lilah was drawn violently into the world of
the supernatural at the tender age of 11, while on
a game-tracking trip into the mountains with her
father, Gerald McCandless. Late one night, her
father heard what he thought was the approach
of a bear, and he made Lilah hide in the tent with
the screen zipped up. Through the thin wall of
the tent, she saw her father’s silhouette snatched
bodily into the air and pulled screaming into the
forest. Her father got off a single shot with his rifle,
but other than a few spatters of blood she found
no trace of either him or his assailant. Eight years
later, a full-fledged hunter in her own right, Lilah
was tracking those same woods with her then-
boyfriend, Maynard, a budding hunter with whom
she had taken up some months before. The two
hunters came upon tracks that led them to the den
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of a terrible creature, one that feasted on the flesh
of men by night and slumbered during the day.
The inexperience of the duo led to the death of her
boyfriend at the monster’s hands, but Maynard’s
sacrifice gave Lilah the time she needed to put the
thing down. Amongst the detritus in the back of its
nest she found a set of U.S. Army dog tags, bearing
the legend “McCandless, Gerald J.” and stained red
with her father’s blood.
When Lilah met Blake, she knew she’d found
the man with whom she could spend the rest of
her life. Cast in her father’s honorable image, Blake
was a warrior through and through, even before
he joined the military. Being away from him for as
much as a year at a stretch was difficult, but Lilah
believed, as her husband did, that there was no
greater service one could provide for one’s country
than to serve as a veteran of a foreign war. When
the stories about the Iraq war’s legitimacy came
out, she was even more devastated than Blake and
immediately began to campaign for his return.
And now that he’s back, she believes she’ll have
the ever after to which she feels that she is entitled.
And while she certainly has earned it, her hopes are
once more in danger of being dashed against the
rocks of the supernatural.
Pandora, the Bloodhound
Description Pandora’s a bloodhound. She’s big,
red, and weighs about one hundred pounds.
Being a bloodhound, Pandora is much more
lover (of scents and trouble in particular) than
she is fighter, and as such, probably won’t be
directly involved in any combat that occurs. The
exception to this is in the event that anyone or
anything attacks Lilah, in which case Pandora
will launch herself at the assailant and defend
Lilah with her last breath. If Pandora does enter
combat, she attacks with her bite (d4 B), and if
it results in an extraordinary success, it indicates
that she has grappled the target.
Agi d6 Str d6 Vit d6 Ale d8 Int d4 Wil d6
Init d6 + d6; LP 12
Traits Devoted (master) d6, Lucky d4, Sharp
Sense (hearing) d4, Sharp Sense (smell) d6
Skills Athletics d6/Running d8, Influence d4,
Perception d6/Smell d12, Unarmed Combat d6/
Biting d8
Gear Literal dog tags, subcutaneous tracking chip,
morose but adorable countenance
In her day-job as liaison to the West Virginia
Park Service, Lilah Walker has occasion to
encounter a great many different types of
animals. And it was in this capacity that Lilah
first encountered Pandora, an intractably curious
bloodhound pup who was being groomed to track
fugitives and missing persons for the state. Her
skill training was coming along fine, but due to her
fiercely independent spirit, Pandora had so much
trouble with the obedience training that she was
eventually dropped from the program on account
of it. Having already seen the dog’s enthusiastic
talent, and never being one to let a little attitude
get in the way, Lilah happily took Pandora in as her
own.
That was almost four years ago. The two
haven’t looked back since, and are nearly
inseparable today. From the day Blake Walker
returned to Milton, however, Pandora has been in
a state of constant unease. Lilah just assumes this is
the dog’s natural reaction to a strange man moving
in and essentially taking over her role as Lilah’s
“favorite,” and even Pandora herself—in that way
of dog comprehension—doesn’t fully understand
why she’s reacting to Lilah’s mate the way she is.
All that Pandora knows is that every wrinkle on her
face tells her that something’s wrong with Blake.
The Results
The hunters should leave this scene feeling
comfortable around the Walkers and their adorable
dog, Pandora. Lilah is eager to catch up with her
friends, but is even more eager to get to the store
to pick up supplies for both the evening’s festivities
and the remainder of the weekend, thus setting up
Scene 2.
The Rewards
This is a good scene to hand out Plot Points
for engaging in interaction fueled by Assets and,
especially, Complications. It’s a little light on the
reveal, but there will be a lot of opportunity soon
for more.
Scene 2: On Another’s
Sorrow
This scene revolves around a supply run to the
local superstore in town. Lilah hasn’t left the house
all day up to this point, so she’s eager and rarin’ to
go. Headachey Blake stays behind, of course, but
Lilah insists that everyone else posse up, including
Pandora, who loves to tag along with Lilah on her
various trips around town (and who will essentially
“refuse” to be left alone with Blake, regardless).
While at the superstore, the hunters are introduced
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to the episode’s three primary supporting
characters—a trio of noisome local “hunters”—
who, in their noisome way, clue the real hunters
in on the possibility of a supernatural threat being
present in Milton.
The Setup
Lilah allows her guests to finish up whatever
beverage she offered them, but is quick to hustle
everyone back out to the carport, where her truck
awaits. She gives a little hup! and Pandora jumps
up into the back of the truck, and once everyone
else is safely inside (or distributed between two
cars, if the hunters number more than five), Lilah
takes off. Lilah’s musical tastes cover pretty much
the entire music library of your average classic
rock station. Both driver and dog are in almost
stubbornly good spirits, and it can’t help but rub
off on the hunters.
The errand’s destination is Milton’s one and
only Bullseye™, part of a chain of superstores that
took off across America as the global economic
crisis worsened. Taking up almost 200,000 square
feet of retail space and situated on a lot that
exceeds sixteen full acres, the superstore is a tall
and boxy affair with off-white exteriors and a red,
slatted roof. The parking, like many of the outlet’s
patrons, is plentiful. Inside, the building is divided
into four broad sections: the department store, the
grocery, the coffee shop and the sporting goods
store. After the department store, the sporting
goods store occupies the largest portion of the retail
space, and it is here that the hunters encounter the
supporting characters.
The Problems
The following points of action (or revelation)
take place in the sporting goods section.
Good for Sportsmen
One or more of the hunters might be inclined
to check out the sporting goods store—located
at the back of the massive space—on their own.
If none do, Lilah goes there herself at the end
of her visit. (It’s part of her routine to swing
through the sporting goods section whenever she
comes in, regardless of what brought her to the
store.) Hunters accustomed to more populated
areas are undoubtedly surprised by just how
much the section has to offer: Here, they can
find and purchase all manner of axes, baseball
bats, chainsaws, hatchets, knives and contact
stun guns. They can also find and purchase most
anything listed in the “General Gear” section
of the Supernatural RPG (with the exception of
computers and EMF meters and the like), as well
as any firearm in the book—provided it doesn’t
have “Antique” as part of its name and is not a
submachine gun. Judging by the selection offered
here, the people of Milton take their hunting,
fishing and football very seriously.
Meeting the Other Hunters
Standing by a long glass case filled with fishing
lures and pocketknives are Brent McCutcheon,
Caleb Parker, and Stu Tygart, three of Milton’s
most active “big game” hunters. They are presently
embroiled in a discussion (of the classically
midwestern, “faux heated” variety) with “Big T.R.,”
a large friend of theirs who works as a clerk in the
sporting goods store. They aren’t trying to keep
the conversation private, by any means, and it’s an
EASY prospect to eavesdrop on every word. Those
who listen in learn that the trio’s fellow friend and
sportsman, to whom they refer as “Jasper,” went
missing recently, and that the three are not only
worried about the man but also concerned over the
nature of his disappearance.
Getting the game hunters to open up about
their friend is potentially EASY, but it depends on
the circumstances. The following sections expand
on this.
You’re Not From Around Here
While the sportsmen are hardly looking for
privacy, only Brent is actually interested in getting
the opinion of strangers on the matter. Of the
other two, Stu is mostly just quiet, but Caleb
seems to have a hefty distrust of the hunters from
the get-go. Unless some attempt is made to cater to
his ego specifically—before trying to get any further
information from the group—Caleb’s resistance
will complicate any subsequent interaction, raising
the difficulty of any relevant social rolls by one
step. Caleb gives the hunters such an opportunity,
but it sure won’t sound like one; only a socially
mature hunter with an understanding of Caleb’s
primate politics sees the situation for what it is.
They’s with Lilah!
There’s no love lost between Lilah and the
three sportsmen, especially Caleb Parker. In her job
as liaison with the West Virginia Park Service, she’s
kept abreast of all the most egregious violations of
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local hunting ordinances, and it is in this capacity
that she has the occasional run-in with the four.
Most recently, an incredibly rare mountain lion
was spotted in the woods around Milton, but
disappeared just as suddenly; suspecting foul
play, Lilah went to the area reported as the lion’s
territory and there discovered evidence of a fresh
kill. Mountain lions are endangered, and therefore
always on the “closed season” rolls in West
Virginia, but Lilah suspects Caleb Parker (with or
without his pack) of shooting the animal anyway,
for trophy.
If Lilah is with the hunters when they begin
dialogue with the three, the difficulty of getting the
pack to open up rises to AVERAGE. This penalty
stacks with the one above, thus making the initial
roll of getting the men to open up a HARD task,
should the hunters fail to assuage Caleb’s ego, as
noted above.
The Good Seed
The closest thing to a voice of reason that the
trio has is Brent McCutcheon. The missing hunter
is his kin, and Brent is more interested in seeing
him found than in stroking Caleb’s ego, though
he’s afraid to challenge Caleb’s bravado directly.
If the hunters make an attempt to at least seem
genuinely concerned, then the roll to get Brent
(specifically) to open up is reduced by one step.
If the hunters succeed at the roll for him but not
for his friends, he still opens up to them, but waits
until the other two hunters leave (and they do,
immediately) before doing so.
The Three “Hunters” (Brent, Caleb & Stu)
Description Even if hunting wasn’t as big as it
is in West Virginia, there really isn’t a whole
lot else for a blue-collar good ol’ boy to do in
and around Milton besides hunt. As such, the
number of hunters in Milton is pretty high and
wherever there are sufficient numbers of blue-
collar good ol’ boys, they find a way to tribalize.
Such is the case with Brent McCutcheon, Caleb
Parker and Stu Tygart, who have been hunting
together since they were all teenagers. Of the
three, Stu is the oldest (by four years) and Brent
is the youngest. Caleb is the most hotheaded of
the group—in addition to the stats listed below,
he also has Anger Issues d4—and is known for
holding state hunting regulations in extremely
low regard. Together with Jasper Largent, the
four men comprise one of Milton’s most avid
and successful (and commensurately immodest)
packs of hunters.
Agi d6 Str d6 Vit d6 Ale d6 Int d4 Wil d4
Init d6 + d6; LP 10
Traits Crude d6, Focused Hunter (deer) d4, Lazy
d4
Skills Animals d4, Athletics d4, Craft d4,
Discipline d2, Drive d2, Guns d4, Knowledge
d2, Melee Weapons d2, Perception d4, Ranged
Weapons d4
Gear Camouflage outfit w/ matching Jones cap,
can of chaw, cell phone, hunting rifle (d8 W),
pocket knife (d2 W)
The recent disappearance of Jasper has
thrown the pack into genuine disarray. Not only
is he the pack “alpha,” he’s also the oldest, best,
and brightest of the bunch, and their chances
of meeting (or exceeding) their bag limits this
hunting season drop accordingly in his absence.
Jasper is also Brent’s cousin, and where family ties
are involved Milton men tend to get a little hot
under the collar. While Caleb’s interest in locating
Jasper lies mostly in keeping his hunting numbers
(and local status) up, Brent and Stu both have
genuine concern for the man, though Stu is more
of the old school type who rarely shows emotion,
especially around strangers.
The Results
Assuming the hunters can get one or more
of the trio to talk about the missing friend, they
learn that Jasper Largent is not only one of the
most well known and respected big game hunters
for many miles, but also the mentor figure of the
“pack.” According to the men, Jasper left on what
they describe as an impromptu solo hunt in the
heavily wooded vale north of town. He left the
others a message saying simply that he’d “caught
a scent,” and was gone. He hasn’t been seen since
and calls to his cell phone are left unanswered and
unreturned. This was two days ago. If asked how
normal this sort of thing is for Jasper, all three
men reply the same way: “Totally out of character.”
There’s more that the three men could tell the
hunters (especially Caleb), but for now, that’s all
they’re willing to say. The hunters are, after all,
outsiders.
Lilah spends the ride back to her house
bitching and moaning about Caleb to anyone who
listens. She’s convinced that he’s not only guilty of
the infamous mountain lion killing, but that he’s
simply a bad seed overall. She tells the hunters how
the presence of Jasper Largent in the kid’s life is
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essentially the only thing keeping him on anything
even resembling the straight and narrow. She
closes by sniping something about looking forward
to searching Caleb’s house for evidence of the
mountain lion when he finally does get caught for
something else, “which he almost certainly will,”
she quips.
As of this moment, there really isn’t enough
data to suggest a supernatural source for the
disappearance of Jasper Largent, and this is
intentional. The scene should feel to the players
more like an introduction to the sportsmen, and to
Caleb’s villainy in the eyes of Lilah Walker, than the
timely but obligatory revelation of the supernatural
in the story. For Lilah’s part, she files the issue away
and gets back to the business at hand, which is of
course getting down fo’ boogie.
The Rewards
Award the players two Plot Points for getting
the game hunters away from Lilah long enough to
learn about Largent. Again, there’s a lot of space
here to flex some Traits and thus earn points for it.
Scene 3: Why Was Cupid a
Boy?
This scene begins later that evening, and
revolves around the party Lilah Walker is throwing
at her house. She says it’s in honor of the visiting
hunters but when it comes down to it, Lilah’s got
an “any port in a storm” attitude to partying. The
party gives the hunters an opportunity to mingle
with the town’s younger and sexier demographic,
which in turn creates opportunities for both story
and character development. The scene should have
a more narrative and free-flowing feel, in terms
of pace and tone, and while you shouldn’t draw
it out unnecessarily, it should last long enough to
make the hunters (and their players) feel as though
they’ve been part of an event that lasted long into
the West Virginia night.
The Setup
Unlike parties in more urbanized locales,
Milton-style get-togethers (or at least those hosted
by Lilah and her friends) start early and run late,
as a rule. The first wave of guests, which includes
attractive younger people of both sexes, arrives
around seven pm, and these first arrivals help Lilah
finish up the rest of her preparations. Lilah’s a “do
everything yourself ” sort at heart, so she refuses
any offers to help from the hunters, but once actual
guests arrive, she grudgingly accepts a few extra
hands, just so she’s good and done by the time the
second wave arrives, which is about thirty minutes
later. This second wave includes a few more
attractive younger people of both sexes, as well as
one or two attractive individuals of the previous
generation (and, of course, one or two not-so
attractive folks).
The food and alcohol are plentiful and tasty, if
not too healthy, and the party kicks into high gear
at around nine pm. All told, about forty people
show up over the course of the evening, though
not all of them stay until the wee hours. The
house probably wouldn’t have the room to host so
many, but for the deck, which is wide, sturdy and
extremely pleasant.
The Problems
The vast majority of the action takes place
in the kitchen, living room and out on the deck,
which are all three connected.
So, What’s Your Story?
At some point, one of the hunters is going
to want to talk to Blake face to face, especially if
the hunters have already heard the basics of his
story from Lilah. Blake is present, but not very
sociable. He looks tired and a little bleary-eyed,
as though he’s already half a dozen drinks into
a buzz, even though he’s not drinking that fast.
He’s not in a bad mood, however, so getting him
to open up about his experiences in the military
is relatively EASY. If convinced to get chatty, he
relates the basics of his time in the army (always
careful to begin at the start, which is 9/11), and
even mentions the incident at Abu Sayyad, as it is
the undeniable culmination of the tale, but under
no circumstances does he discuss any details about
what he saw inside the temple that day, nor will
he admit that he was discharged from service on
medical order. All he’s told Lilah is that, due to
being injured in combat, he was allowed to go.
Local Lore
Now that Lilah is relaxed (and socially
lubricated), one of the hunters might want to pick
her brain a bit on the local lore, especially with
regards to the woods surrounding Milton. As this
is her specialty, she’s more than happy to dish on
all the local weirdness, but won’t do it while any
ordinary folk are within earshot. If a hunter can
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get her alone, or is willing to let the conversation
be interrupted for periods of time, he can learn
that Milton proper is mostly free of supernatural
influence, but that things have been known to
haunt the woods from time to time (including the
monster that took her father from her when she
was a kid). If asked, she says that things have been
mercifully quiet up there of late.
Tell Me About Jasper
Even though Lilah has disregarded all thoughts
of Jasper Largent for the time being, it’s likely
that his disappearance has piqued one or more
hunters’ interest. Asking around after him sends
the questioner to Shirley, a playful blonde who falls
squarely in the “older-but-still-hot” category of
partygoer. In contrast to Blake, Shirley got an early
start to her drinking this particular evening and is
two sheets blowing by the time she’s approached. If
the hunter’s even remotely attractive, Shirley flirts
a little; if the hunter also has the Allure, Amorous
or Formidable Presence Assets (at any level),
Shirley flirts like it’s her job. A patient hunter
eventually learns that Jasper is a widower, having
lost his wife to an unknown illness some years
back, and who now lives alone in a red cabin on
the shores of Pinnacle Lake. Shirley describes him
fondly, and it’s EASY to tell that she knew the man
intimately at one point.
The Results
The party is an opportunity for the hunters
to chat with the locals, and depending on the
hunters’ personalities, to get even more intimate
with one or more of them. Should things go down
like that, the hunters do, of course, have their
own bedrooms to which they can retire, though
the lucky ones might have roommate wrinkles
to smooth over in the morning, depending on
how many hunters there are. The party’s also an
opportunity for players to develop their hunters’
personal stories in other ways, such as by trying to
renew the bonds forged between their hunters and
Lilah. If pressed to discuss hunting matters, Lilah,
who should be good and drunk by then, revisits
the story of her father’s death. Doing so once every
few years, provided she does it with fellow hunters
around, is in fact incredibly therapeutic for her.
For his part, Blake is definitely the resident
wallflower of the evening’s festivities. Along about
ten pm, he complains of having a headache to
whoever’s around and regretfully retires to bed for
the night. Lilah won’t stumble in until after three
am, and by the time she does, she’s drunk as a
skunk and all talked out (for a change). What none
of the partygoers knows, not even Blake himself,
is that Blake Walker isn’t done partying for the
night… not quite yet. Later on, he rises from his
bed and sneaks, as if in a trance, out a window in
the dead of night. Unfortunately for Caleb Parker,
the hunt’s on.
The Rewards
In addition to social success, which should
garner some Plot Points, you should definitely add
two or three to the pile for getting the scoop on
Largent’s place or learning more about Blake.
Act II: Auguries of
Innocence
As is typical for Supernatural stories, the second
Act involves much research and investigation.
It kicks off with the hunters hearing of the
disappearance of Caleb Parker, one of the game
hunters they met the day before. Not long
thereafter, they discover the remains of Jasper
Largent, the first local hunter to go missing, with
evidence at the scene pointing to something
supernatural as the culprit. By the end of the act,
CAN’T WE JUST TRACK
CALEB?
Players who find the latest absence too
suspicious to ignore might be tempted to get
Lilah to activate a trace on Caleb’s cell phone,
thereby allowing them to track him. Even if
Lilah was eager to do such a thing (and she
sure as hell is not), there are two problems with
such an event occurring during this act: First,
a resident of Milton can’t legally be declared
missing until 24 hours have passed; and second,
a cell trace requires a court order from a
judge, and as it’s now Sunday, there’s just no
way that’s going to happen—especially not for a
jerk like Caleb Parker. Characters determined
(or foolish) enough to use police assistance will
have to wait until the next morning, at the
earliest.
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the hunters will have unearthed the true nature of
the Milton monster, as well as the means by which
they can free poor Blake of its evil.
The pace of the act is slightly different from
the others in that the events of the first two scenes
can take place in almost any order, depending on
what the hunters decide to do first. Either way, the
third scene is certain to close out the act.
Scene 1: Broken Love
This scene picks up the hunters’ story on the
morning following the party. As Lilah’s guests, the
hunters are free to do as they like, of course, and
at each decision moment throughout the day, you
should make sure to give the players a sense of free
will when determining their next course of action,
and might even have to run a “split scene,” should
the hunters opt to split up. Either way, Lilah tries
to get all the hunters to go with her to get brunch
at her favorite local restaurant, and one way or
another, the hunters learn of the disappearance of
Caleb Parker.
The Setup
The hunters rise late on Sunday, the morning
after the party. Chances are good that one or more
of them is at least marginally hung over, but you
shouldn’t impose any combat penalties against a
hunter on that account alone. Being hung over
just provides that much more of an interesting
context for that hunter’s day. Despite her own
level of consumption the night before, Lilah wakes
relatively early and just as relatively bright-eyed.
She starts by brewing a fresh pot of coffee in the
kitchen, and if that doesn’t rouse the others by
the time she finishes reading her newspaper, she
breaks out the stereo and starts playing Jethro Tull
and Zeppelin in the living room, which invariably
solves the problem for all but the deepest and/or
most hung over of sleepers. (Only Blake, who is
pretending to be dead to the world, is exempt.)
Once everyone but Blake is up and about,
Lilah informs them in her matter-of-fact manner
that she’s taking them to her favorite place for
“breakfast foods,” a quaint and popular restaurant
in town called Ned’s Waffle Häus. She does this
even if the hunters made plans for the day the
night before, and pouts something fierce if they
ultimately refuse to go to brunch with her. If one
or more of the hunters goes with, they arrive to
find Brent McCutcheon sitting alone in a back
booth, looking simultaneously worried and glum.
If none of the hunters approaches him of his own
accord, Brent waits until Lilah and the hunter(s)
have finished their meal and then approaches the
table humbly. Hat in hand, he turns to Lilah and
begins, “I know you don’t like Caleb Parker much,
and there are times when I sure don’t either, but
now he’s missing, too.”
If the hunters don’t go with Lilah to breakfast,
you can also setup the Problems in this scene
indirectly by having Lilah call them from the diner
and fill them in.
The Problems
The action in this scene comes about as a
follow-up to Brent’s revelation at the Waffle Häus.
What Does Brent Know?
Either by talking to him directly or by getting
the scoop from Lilah, the hunters are going to learn
the following.
Although Brent is no huge fan of Caleb,
when it comes down to it, he’s just terrified;
not only of losing his pack, which includes his
cousin and mentor, Jasper, but also of being the
next to disappear. He’s not stupid, and gets help
where and how he can at this point. Brent relates
how, following his run-in with the hunters at the
superstore, Caleb was eager to get up into the area
of woods where Jasper disappeared. Brent pleaded
with Caleb to wait until the morning, when all
three men could gear up and go into the woods
together, and he says that Caleb agreed. Caleb
hasn’t answered or returned a call all morning,
however, and when Brent finally went to his home,
both Caleb and his Jeep were gone.
What about Jasper’s place?
After the amorous exchange with Shirley the
night before, one or more of the hunters might
want to break into Jasper Largent’s place on the
lake today, now that they know that he lives alone.
They’re free to do this, either before the brunch
or concurrent with it, in the event that the group
splits up.
Those who go arrive to find a rustic little log
cabin nestled against the shores of Pinnacle Lake.
Being a sportsman who lives alone in a remote
location, the security is pretty good, even for a log
cabin; it’s a task of AVERAGE difficulty finding
a way inside that doesn’t involve doing serious
damage to the property. Once inside, the hunters
find a lonesome widower’s abode, decorated
lovingly with all manner of pictures of his lost
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beloved. Of special note is the gun rack on the
living room wall, with space for two rifles, now
empty. Lastly, any hunter scouring the cabin
thoroughly comes across what is easily the
most valuable piece of information: Nestled
against the far wall in Jasper’s bedroom is a
corner desk, so cluttered with papers that it’s
almost unrecognizable as a desk. Among the
papers are several newspaper clippings—not
of Jasper’s dead wife, nor even of his own
hunting exploits, as one might expect—but of
mysterious occurrences in and around Milton.
Was Jasper Largent a budding hunter? Like, a
real one? Also on the desk are several maps of
the woods around Pinnacle Lake, including
one hand-drawn by Largent himself. On three
of the maps, including Largent’s own, one
particular area is circled in red ink. Twice (see
Scene 2: A Poison Tree).
The Results
The hunters should come out of this
scene with at least one, if not two, sources
of information that lead them into Scene 2.
They might even have had a little face-time
with Brent that can win him over more to
their cause. It’s a good thing if the hunters
feel as if they’ve picked up the scent, in other
words.
The Rewards
As this is another scene centering on
information gathering, the chief rewards you
hand out should be connected to information
earned. Add at least one Plot Point for learning
more about Largent’s place, another for
getting on Brent’s good side, and a Plot Point
for uncovering Largent’s collection of proto-
hunter knick-knacks and clippings.
Scene 2: A Poison Tree
Armed with new information from two
different sources, the hunters head into the
woods north of Milton. There, they discover
the gruesome remains of Jasper Largent, the
game hunter who disappeared before they
arrived in town. Evidence found at the scene
points to a supernatural culprit, and the hunters’
investigation gets underway in earnest.
The Setup
Whether following Jasper Largent’s map or
Brent McCutcheon’s advice, the end result is
the same: The hunters’ next likely destination
is an area of woods just north of Milton proper.
Knowing that something supernatural might be
involved, Lilah instructs Brent (and Stu, if he’s
THE ADVERSARY
The real monster in Milton isn’t Blake Walker;
it’s the ancient entity that has hijacked him,
body and soul. Only if they have interacted
with a Trickster (such as the one Sam and Dean
encounter in the “Tall Tales” episode of Season
Two) can the hunters say they’ve ever faced
down an enemy as powerful as what’s inside
Blake Walker. The lore, while voluminous, is short
on certainties, but the thing is believed to be a
sort of dark counterpart to the handful of beings
known as Tricksters. As demon is to angel, so is this
entity to the Trickster. (And given the incredibly
callous nature of the Trickster, the prospect of an
even darker version of one should be horrifying to
any sane hunter.)
As with other supernatural beings of
advanced age and power, this entity is known
to different cultures in different ways. To
the ancient Greeks, who were the first to
write openly about the thing, it was known as
an eidolon, or “shadow double,” while certain
Hindu writings referred to it as the kamarupa.
Scholars of Fortian phenomena, in their essential
misapprehension of the being’s true nature, dubbed
it the “perispirit.” Whatever it might be called,
the entity is more demigod than demon and has
been around just as long as the Trickster has. It
is, in a very real way, the supernal shadow made
manifest—the primordial “other” to a race of
godlike others.
Like all eidolons, the one now plaguing Milton
has had a thousand names, and no name at all.
(Some of the cultural lore even implies that if an
eidolon does have a true name, no human mind
would ever want to know it.) What’s important to
such a being isn’t a name, but a portfolio. The one
riding around in the Blake-mobile, for example, is
the eidolon of the hunt, the primordial shadow of a
killer. It can only climb inside the soul of a killer—in
this case, a soldier—and must ritually hunt down
and sacrifice other killers—in this case, big game
hunters. And once it gets going, it won’t stop until
someone makes it stop. Someone very, very brave.
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around and involved) to stay behind in town,
citing “official Park Service” business or some
such convenient excuse. She promises to keep the
frightened Brent up to date as things progress.
As before, Lilah gets the gang to pile into her
truck (or, again, into two separate vehicles with
four-wheel drive). There’s only one road leading to
the specific area of wilderness into which the group
is headed, and the going gets pretty rough towards
the end, with the region’s ever-present moisture
turning the track nearly to mud. To Lilah’s surprise
(though perhaps not to the hunters’), she arrives at
the end of the track to find a green Jeep parked off
to the side, its wheels half buried in mud. A quick
glance at the bumper, with its “Keep Honking. I’m
Reloading!” sticker, confirms it’s Caleb’s.
The Problems
Determining what happened here is EASY,
thanks to the muddy conditions; Caleb parked
in a hurry, got out, and ran into the woods. Once
fully into the forest, however, the tracks first grow
harder to follow, then disappear entirely. But it’s
no dead end, thanks to the smell. Farther along in
the same general direction, the hunters come upon
a grisly scene. Dug into the dirt floor of a small
clearing is what looks, at first glance, to be a fire pit.
On closer inspection, the hunters see that mixed
in among the burned out embers are the remains
of a human being. The body appears to have been
put into the pit naked, though it’s HARD to tell if
it was done post-mortem. On the far side of the
pit, just beyond the lip, sits a fat tree stump with
a flattened top. Carved into the top is a pair of
strange sigils. Atop the sigils rests a pair of human
ears.
The Deceased
There aren’t any clothes or items at the scene
by which to identify the victim, but it’s EASY to
use the Medicine Skill to determine the skeleton’s
height, gender and approximate age: six foot two,
male, around forty years old. One can also tell that
whomever the severed ears once belonged to was
likely a Caucasian male, also around forty years old.
The Sigils
The scene is gruesome, of course, but of
particular interest to hunters will be the sigils
carved into the tree trunk. Anyone trained in Lore
can attempt a roll to recognize the source of the
symbols, but is HARD. Success confirms only that
they seem to be of ancient Mesopotamian origin.
(Educated hunters might make the connection
that ancient Mesopotamia included modern-day
Iraq.) It’s possible that one or more of the hunters
is not only trained in Lore, but also has a specialty
relevant to ancient Mesopotamia. If this is the case,
you should allow that hunter to make a roll to
glean more information. If successful, the hunter
can translate the symbols roughly as “father”
and “hunt.” Regardless of specialty or roll, you
shouldn’t provide any information pertaining to
the ritual described in Scene 3, not even on an
extraordinary success.
If by some chance one of the hunters is
fluent in Arabic, he might recall that the name
of the location mentioned in Blake’s story—Abu
Sayyad—translates roughly as “father of hunters.”
(You shouldn’t remind a player of this, however;
the player either makes the connection or doesn’t.)
I Ain’t Going In There
If for some reason the hunters are as yet
reticent to head into the woods, Lilah lights a
fire under them by offering in exasperated tones
to “handle it” herself. At that point, only a truly
cowardly and/or heartless hunter refuses to tag
along, especially considering these are the very
same woods in which Lilah lost her father.
The Results
In the unlikely event that the hunters cover
all of the bases in the Problems above—in other
words, a hunter specializing in Mesopotamia and
a hunter fluent in Arabic are both present—then
the real culprit’s just been uncovered, assuming the
players can put two and two together. Otherwise,
Lilah suggests that they copy down the symbols,
leaving the scene undisturbed, and return to her
house, where all her hunter’s reference materials
await.
The Rewards
Finding clues earns the players Plot Points in
this scene at a rate of one Plot Point per discovery.
In the unlikely event that the hunters have the
resources in their own group to add things all
together, award them two more Plot Points on top
of whatever else you hand out.
Jason Rahm (order #3047067) 24.53.177.102
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Scene 3: Earth’s Answer
The “headquarters” of this scene is Lilah’s
house, but the action involved, especially any
independent investigation the hunters perform,
can take place anywhere—or, as is more likely,
via any electronic medium (laptop, phone, etc.).
Ultimately, this scene is about two important
things: First, discovering not only the nature of
the monster, but the fact that it is almost certainly
riding around inside Lilah’s husband; and second,
presenting the hunters with a moral quandary
revolving around how best to handle the hunt from
here on out.
The Setup
The setup for this sequence is fairly
straightforward. Lilah and the hunters race back to
her house to do some follow-up research on the
clues they found at the charnel site in the woods.
You should be sure to allow hunters to go their
own way, if they choose, but there really isn’t
anything of esoteric value to be learned in a town
of Milton’s size (though things of non-esoteric
value, such as land tax records and the like, might
be available, were it not a Sunday).
A few minutes after arriving at the house, Lilah
emerges from the basement holding a book, her
face a washed out mask of confusion and dismay.
She shows the hunters the chapter of the book that
holds the information they seek, and points out
how two pages have been very carefully removed.
While it’s true that anyone who came through the
house the night before could have had time to do
such a thing, the storage area (where she keeps her
books) was locked… and her husband has the only
other key. Blake is, of course, nowhere to be found.
The Problems
At this juncture, with the hunters doing their
own research, it should be looking pretty bad for
Blake. As one might expect, Lilah starts to fray
around the edges, faced with the prospect of having
to hunt down and kill her own husband. The
hunters can go through all the usual channels to
dig up information on this creature—uncovering
at least basic references to this type of activity is of
AVERAGE difficulty—but in the event that they
are coming up short, there’s one more avenue
open to Lilah: The other survivor of Abu Sayyad,
another recently discharged soldier, named Tad
Hogan.
Whose Bones?
In the event that a hunter wants confirmation
on the identity of the corpse, it’s a pretty EASY task
to find out that Jasper Largent is on record as being
a forty two year-old white male who stood sic foot
two inches tall. Once this is confirmed, the hunters
should be rightly interested in the whereabouts of
Caleb Parker, since it was his car found near the
scene.
Survivor’s Tale
After his ordeal in Iraq, Tad Hogan isn’t
eager to discuss the matter, but will respond
sympathetically to a genuine plea from his former
platoon commander’s wife. Hogan knows the
priests at Abu Sayyad were the guardians of
something secret and terrible, and that Blake
“wasn’t the same” after that day. He also knows that
Abu Sayyad means “father of hunters.”
Researching
Successful Lore rolls, either by the hunters or
by contacts on their behalf, provide basic data on
the rare and powerful entity known to the ancient
Greeks as an eidolon (see sidebar, “The Adversary”).
Initial rolls should provide just enough
information for the hunters to know what they’re
dealing with, but not the means to save Blake’s life.
When it starts to look like the only way to “save”
Blake is to kill him, Lilah bursts into a fit of angry
sobs, alternately screaming at the hunters and
pleading with them to find another way. She knows
time is of the essence, but this is her husband.
A single reference from an obscure source
turns up after a second scene of HARD
researching. It cites a way to draw an eidolon out
of a soul. According to the source, the eidolon
lives in shadow, and from its host’s shadow can
it be expelled. The only way to do so is through
an ancient Mesopotamian ritual—the lore calls it
the Black Calling—that involves each participant
holding an iron nail in his or her mouth, while
one recites the ritual’s words and the others drive
nails into the host body’s shadow. At the ritual’s
completion, the entity has no choice but to vacate
the body, but immediately attempt to enter another
nearby body. But by ritually branding this second
vessel, using the sigils of the entity’s identity, it can
be forced to stay in that body. So, while killing an
eidolon is all but impossible, it is possible to trap one
inside its own host, by way of this ritual.
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The Results
Once both the identity of the monster and
the terms of the ritual are uncovered, the hunters
have a difficult choice to make: Do they willfully
condemn another human soul, just so Blake
Walker can be free to live in peace? Lilah thinks so,
and if it comes down to it, offers to host the newly
subdued entity…even if it means spending the rest
of her life in prison.
The Rewards
Like Scene 2’s rewards, this scene is all about
discovery and information pegging. Points should
be handed out when the players add more to the
big picture about Blake. If they come to some
difficult conclusions, add a Point to the pool,
especially if Lilah agrees. If they get feedback from
Tad Hogan, give them one Plot Point for that, too.
Act III: The Divine
Image
Now that the hunters have discovered just
what they’re dealing with, as well as just how to
deal with it, all that remains is for them to finish
the job. In this third and final act, the hunt is well
and truly on. Armed with their weapons and a
renewed resolve (and, in all likelihood, the Black
Calling ritual), the hunters track Blake Walker
to his den in the woods—a task easier said than
done—and at last confront the ancient evil lurking
within him.
Scene 1: The Lamb
During this scene, the hunters have to find
a way to track Blake to wherever he’s holed up
in the forest. When they finally hit upon the best
solution, they are put through a rather grueling
game of cat and mouse in tracking him through
the woods, as Blake (or, rather, the entity within)
knows to expect their arrival.
The Setup
This scene picks up the next morning, with
the hunters at Lilah’s house. She’s barely holding
it together, but the discovery of the Black Calling
ritual gives her some hope. She knows how the
supernatural world operates and she’s confident
the ritual will work, even if she has to give up her
own body to the accursed thing that’s taken a hold
of her man.
The Problems
The first question on the hunters’ minds
should be, “How do we find Blake?” There are,
of course, any number of ways for the hunters
to be set on the right track, and it’s up to you
to decide how best to navigate those options.
However it happens, the scene really kicks into
gear as the hunters head once more into the woods
north of Milton, this time determined to come
out victorious. Lilah insists on accompanying the
hunters, but won’t let anyone else do so.
it’s the dog, stupid
They might not realize it, as the answer is
literally sitting in front of their faces, but the
easiest way to track Blake is through Pandora, the
bloodhound. Just because Blake is possessed by a
primordial god-shadow doesn’t mean he doesn’t
stink, and the dog knows his scent very well by
now. She loves to work and will be glad to help.
If the hunters arrive at the solution of using the
bloodhound to track Blake, all Pandora requires
is to be driven to the edge of the forest and then
allowed to do her job, with the hunters tagging
along just behind. If the hunters are following
Caleb’s cell signal, there’s no need for the dog
to come with (though they could certainly
be doing both). Tracking Blake cold, without
the aid of either the dog or the cell signal, is a
FORMIDABLE challenge, even for experienced
trackers among the group.
Is It Caleb Time, Yet?
Now that Lilah is faced with the prospect of
losing her husband, she might be more amenable
to calling in a favor to get a cell phone trace on
Caleb Parker’s phone. It’s now Monday (and
twenty four hours after Caleb’s disappearance), so
if none of the hunters hits on the dog solution, this
would certainly be the next best thing, except…
Phone Trap
On the forest floor, not too far from Blake’s
new sacrificial pit, lies the cell phone of Caleb
Parker. Unfortunately for the hunters, Blake
has purposely left it there as a trap. Regardless
of how the hunters are tracking him, Blake has
orchestrated it so they’ll have to pass through a
certain wooded “bottleneck” in order to reach
him. Lying in the middle of a rough path between
two red spruce trees is Caleb’s cell phone. Anyone
touching the cell phone, or stepping within a foot
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of it, sets off the mine trap Blake has set there.
Treat this mine trap as a fragmentation grenade
(5d6 W) (see “Explosions” on page 90 of
Supernatural RPG). You should give the hunters
an opportunity to spot the trap, but Blake is no
fool and it’ll be very HARD to do, unless one is
specifically looking for traps, snares, or the like,
in which case it’s pretty much your AVERAGE
trap. If Pandora is with the hunters when the
mine goes off, she survives the explosion with
just a few cuts and bruises.
The Results
If the hunters survive Blake’s mine trap, it’s
just a short trek to his forest abode. Getting there,
however, will require some tracking away from
the site of the trap. If Pandora is with the hunters,
it’s a simple matter for her to pick up the trail
once more. If not, the hunters will have to do a
little HARD tracking. Either way, it’s just a short
walk to culmination.
The Rewards
Did they bring Pandora along? Two Plot
Points. Did they bring Lilah? Give them a Plot
Point if their Complications made them sweat
that choice, or they played out the conversation.
If they spotted and/or avoided the trap, that’s
another three Plot Points. They’re going to need
them.
Scene 2: The Little
Vagabond
The story comes to an end with the final
confrontation between the hunters, including
Lilah, and the monster within Blake Walker.
There’s an unexpected twist, however—one that
might change the hunters’ plans for the Black
Calling ritual (assuming they were successful in
tracking it down). Regardless, it’s do-or-die time
for the hunters.
The Setup
Once the hunters have won through to the
other side of the woodland bottleneck, they find
a steep rise leading uphill through a dense patch
of thicket. Being Covert while trudging through
the underbrush is HARD, but doable if everyone
just remains patient and composed (though the
mine explosion alerted Blake to their presence,
anyway, unless they spotted the trap early.) On the
other side of the thicket, the forest itself seems
to open up, depositing the hunters into an open
area with a spectacular view of not only the town
SHADOWBORN
As a being of shadow, the eidolon is essentially
immune to physical attack; but by the same
origin, it is compelled by the shadow of the soul it
has claimed. Driving an iron nail into the shadow
of the thing’s host causes the entity within to
panic, focusing all its efforts on removing the nails
before it can get back to physically dispatching
its assailants. This essentially results in a combat
of the mind, as the hunters work quickly to drive
enough nails into Blake’s shadow to complete the
ritual and force the eidolon out.
Driving the first nail into the shadow is difficult,
as Blake is very quick and the thing inside him
knows what the hunters are trying to do. It
requires a standard Melee Weapon attack against
Blake, with a successful hit doing no damage
but rooting Blake’s shadow to that spot, creating
a narrow axis around which he can move. Once
the first nail is in, each successive nail attempt
receives a +1 Skill step. Once three nails are
driven in, each successive attempt receives a
+2 Skill step. Complicating this process is the fact
that the eidolon’s will is powerful, and can literally
force the nails out of Blake’s shadow. It does this
by making a Willpower + Discipline roll, contested by
the hunter’s Vitality + Willpower. A successful roll
means that nail flies out of the ground, as though
by Telekinesis, and the hunter who drove it in
takes 2 Stun damage. The entity can attempt to
force out two different nails in the same turn by
taking the usual –1 Skill step penalty per attempt,
but it suffers an additional –1 Skill step penalty
per attempt if it has three or more nails to contend
with at the time of the roll. It can’t make three
or more attempts; two is the limit, and it will only
try that if truly desperate. It can, however, split
its actions in order to first expel the last nail and
then, now that it’s free, make a physical attack.
The spoken part of the ritual takes five turns
to complete, and cannot be started until at least
one nail has been driven into Blake’s shadow. If the
eidolon expels all nails for a full turn, the ritualist
loses that turn; the ritualist needn’t start the
ritual over, but must wait until another nail has
been driven in before the ritual can continue.
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below, but the lake, as well. (It’s actually a beautiful
spot for camping, just not for ritual murder and
dismemberment.)
This site has a sacrificial pit dug into its floor
as well, but unlike the first site, the ritual surface
isn’t a tree trunk but a wide, natural outcropping of
rock. The hunters can see that the same sigils have
been scratched into the rock face. About twenty
feet from the stone is a dark blue tent. Next to the
stone, sitting gagged and bound to a plastic chair, is
Caleb Parker.
The Problems
Time is obviously of the essence here. A
conflict takes place between the hunters and Blake,
but the ritual needs five turns of incantations and a
properly inscribed host. The hunters are going to
need to diversify.
Man vs. Man
Where Blake is at the start of the scene depends
on whether or not he’s been alerted to the hunters’
approach. If the mine trap went off, he’s onto
them. If not, then he’ll have to make contested
rolls with the hunters to see who got the drop on
who. (Odds are high that Blake will win such a
contest.) If he knows they’re here, he’s waiting
high up in one of the trees that rings the overlook
area, ready to rain death down on the group with
either his assault rifle or his bow (depending on
what the hunters are armed with). If he doesn’t,
he’s sitting in his tent when they arrive.
Blake Walker, the Monster of Milton
Description Blake Walker was a highly trained
combat veteran even before his will was
overtaken by the eidolon. And now, his body
enhanced to superhuman levels, Blake is an
incredibly dangerous opponent. Even with all
its power, however, the eidolon has one major
limitation, and it’s one that the hunters will
have to exploit if they’re to have any chance of
saving Blake’s soul.
Motivation The eidolon has one primary urge, and
that’s to kill other killers. For more information,
see the sidebar on page 89, “The Adversary.”
It can possess any mortal whose soul has been
“tainted” by the taking of another life, which in
this day and age gives it a lot of options.
Limitations As a creature of shadow possessing
a mortal host, the eidolon has a great deal of
power—but it’s still vulnerable. See the sidebar
“Shadowborn” for more information on how to
free Blake from the eidolon’s possession.
Agi d12 Str d12 + d4 Vit d12 Ale d12 Int d10
Wil d12 (all values drop by –2 steps when not
possessed)
Init d12 + d12; LP 24 (doesn’t die at 24
Wound; body destroyed at 48 Wound; recovers 1
Stun per turn)
Traits Brawler d6, Danger Sense d8, Obsessed
(killing killers) d6, Sharp Senses (all five) d6,
Unbreakable Will d6
Skills Athletics d6/Running d12, Covert d6/Stealth
d10, Discipline d6/Resistance d10, Guns d6/
Pistols d12/Rifles d12, Heavy Weapons d6/
Mines d10, Perception d6/Tracking d12, Ranged
Weapons d6/Crossbow d10, Survival d6/Desert
d10/Forest d10, Unarmed Combat d6/Brawling
d10
Gear Assault rifle (d8 W), camouflage fatigues,
crossbow (d6 W), heavy pistol (d8 W), hunting
knife (d4 W)
Caleb’s Alive!
The sudden introduction of another living
soul into the scene should give the hunters pause,
especially if they’ve come ready to perform the
Black Calling ritual. Lilah suggests that Caleb act as
the host vessel for the expelled eidolon, but only if
nobody else mentions it first. Once combat starts,
she runs to Caleb and tries to inscribe the sigils of
identity onto his flesh, even against the wishes of
her fellow hunters. Inscribing rituals takes three
turns of combat, and each turn deals d4 Basic
damage to Caleb. Caleb’s already taken 4 points
of Stun, so she might kill him if she’s not careful.
Allow the players to spend Plot Points to actually
reduce the damage (one Plot Point staves off one
point of Wound or Stun), if they can describe
helping Lilah not to hurt Caleb too much.
Conclusion
At the end of the fifth turn of ritual recitation
Blake Walker turns his sweat-covered face to the
sky, and with a primal scream, ejects the eidolon
from his soul. The entity seems to be sucked back
into Blake’s body from within his shadow, flowing
like a plume of vacuumed mist, before spilling out
of his eyes in a flood of black tears. If the hunters
followed the ritual instructions, the only place the
monster can go is into Caleb Parker (or whoever
else is chosen to be the second vessel), and so it
does. If one of the hunters ritually branded Caleb
with the sigils before that moment, the entity will
Jason Rahm (order #3047067) 24.53.177.102
1+ Synchronicity
be trapped, in a weakened state, inside his body
forever (or at least until Caleb dies, but that’s
another episode for another day).
If one or more of the hunters failed to keep a
nail in his mouth through the end of the ritual, the
expelled entity has an option as to which nearby
warrior to inhabit, and it will of course choose the
one that isn’t presently restrained. If it successfully
possesses one of the hunters, it immediately turns
tail and runs at incredible speed. If the remaining
hunters (plus Blake) can’t catch up to the fleeing
hunter and complete the ritual again, the hunters
have earned themselves a new worst enemy. (In
this event, you are free to pursue any story avenue
he wishes, though it’s recommended that he turn
the possessed hunter into a supporting character
and have the hunter’s player generate a new
character.)
In the event that the hunters can’t or won’t
complete the ritual, they have no choice but to kill
Blake Walker. If they do, however, they’re opening
themselves up to possession, as above, since they
won’t destroy the eidolon that way. Keeping nails
in their mouths throughout the process of killing
Blake prevents possession, of course, but if they
know enough to use the nails, then they know
enough to perform the ritual. If they still choose
not to, out of some sense of obligation to Caleb
Parker, they will be safe from possession but not
from Lilah Walker, who never forgives them for
letting her husband die when a viable alternative
was at hand. In this event, the eidolon—having no
soul to claim, and unknown to the hunters—sinks
into the ground where its host perished, there to
await the arrival of its next host; most likely Caleb
Parker, who becomes a new long-term enemy of
the hunters.
If the hunters complete the ritual, Blake Walker
emerges from his stupor as though waking from a
nightmare. He looks down and sees himself once
again in uniform, his face black with paint, his
hands once again red with blood. The tears come
fast and hard then, and don’t let up until he is
safely back in Lilah’s arms. Even after the events of
the past week are explained to him in detail, Blake
Walker has a long road to recovery ahead of him.
His mind is bruised, his soul battered and weak,
but at least both mind and soul are once more his
own. And he has the hunters to thank for that.
Jason Rahm (order #3047067) 24.53.177.102
1<
C
h
a
r
a
c
t
e
r
In
d
e
x
Alan Mills—Possessed Nerd ................................................................................................................42
Antony Scapanelli .............................................................................................................................. 73
B.K. - First On The Scene ................................................................................................................... 13
Becky Wells ........................................................................................................................................26
Biker ................................................................................................................................................. 57
Blake Walker, the Monster of Milton ................................................................................................... 93
Bouncers (3) ..................................................................................................................................... 37
Carlos Estrada - County Archivist .....................................................................................................20
Cassie Price ......................................................................................................................................26
Computer Geek ................................................................................................................................. 57
Dog Guardians ................................................................................................................................... 69
Hans-Ruedi Von Steffan, The Alchemist ............................................................................................. 38
Jacob Tanner - Unmanifested ............................................................................................................. 21
Jacob Tanner - Manifest ....................................................................................................................22
John Burlington - Construction Owner .............................................................................................. 10
Kenny Cole - Ambulance Driver ............................................................................................................ 12
Kenny Smalls & Joey Wilks...................................................................................................................29
Larry “The” Boher ............................................................................................................................ 75
Lilah Walker ........................................................................................................................................ 81
Mike Lazlo - Construction Security ..................................................................................................... 7
Mr. Preske - Store Manager ................................................................................................................ 14
Pandora, the Bloodhound ..................................................................................................................82
Quartet of Thugs.............................................................................................................................. 63
Rat .................................................................................................................................................... 51
The Red Ghost - Camel Spirit .............................................................................................................. 21
The Three “Hunters” (Brent, Caleb & Stu) .........................................................................................84
Tiffany Patrick & Dawn Frazier .......................................................................................................... 27
Tsayid—Possessed Biker ...................................................................................................................42
Ty-Ty (Timothy) Cross ........................................................................................................................29
Zach Schram ..................................................................................................................................... 62
Jason Rahm (order #3047067) 24.53.177.102

Jason Rahm (order #3047067)

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Jason Rahm (order #3047067)

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Jason Rahm (order #3047067) Table of Contents 2 .

Any one of these can keep your players busy for one or two nights of demon-killing. FORMIDABLE. with one or two Scenes that can be dropped in anywhere or played in any order. you might even use these to kick a campaign off. throw in some weird. odds are the players will be.tree to let the players describe friggin’ know it’s a forest. All you have to do is read them in advance and insert them into your ongoing Supernatural campaign. too. There are three or four Acts. It’s okay. That leads to . and so on. Difficulties are all provided in upper case: HARD. but don’t punish them for not acting on your timeline. we don’t specify the Attribute + Skill pairing. The Supernatural down in conversation or obsessive planning. sometimes in ways that we haven’t anticipated. midterms are a bitch. Or. guide ‘em back without letting them know they surprised you. It would also pay to read over Chapters 6 and 7 of the Supernatural RPG. be stingy with Plot Points! In addition • Don’t suggestions provided in each scene’s to the Rewards. The Results This is where things stand at the end of the Scene. have at it. • This isn’t a script and you shouldn’t slavishly follow every word and detail written in these scenarios. Often. If the players get distracted or bogged Jason Rahm (order #3047067) Introduction 2 . et’s get this straight up front. It’s been a long week. too. ghost-hunting. Plot Points should be going back and forth between you and the players at a pretty good clip. Don’t panic. you know. divided up into individual Scenes. if you have to. and call your buddies over. here’s a few helpful hints. A Quick Guide to Format A Few Words of Advice Before you dive in. • Theup the obstacles makeproblems and You set and watch them figure out how to knock ‘em down. players should the choices. But. your kids or your dog are keeping you up at night. . grab a location. Each of the adventures in this book is structured in more or less the same way. For the most part. and a favorite urban legend or ghost story in mind. wing it using the basics and deal with it later. to screw up. grab those dice. though. Supernatural Adventures is a collection of five scenarios to challenge any group of hunters. We give you a heads up in each adventure’s introduction. things being what they are. Works for us. Hand ‘em out for doing well on story-important actions.Introduction: Raise a Little Hell L RPG’s not a difficult game to run. and then soldier on. more than likely. If you’re having fun. so that you or the player can suggest an appropriate combo. You don’t need much more than that. so you can know what to expect. monsterslaying thrills and chills. You’ve got work to do! pace You don’t have to • Keep theevery flowing. You can and should mix things up a little bit by adding your own ideas and improvising when inspiration strikes. We’ve got you covered. and drop the hunters right in the middle of the mess. you probably don’t always have the stuff together to do that. let ‘em know they’re clever. It’s also worth noting that throughout the text. Don’t feel limited to these. or high-five each other. The Problems are opportunities for the hunters to make choices and act appropriately. buster. or anything that causes everyone to smile. The Problems This is where the action happens. There’s often some exposition here. as follows: The Setup This lays out the scene and where the hunters are when it starts. Just figure out where the story’s going and. Heck. Keep the Difficulty in mind and roll with it! So crank up the classic rock soundtrack. If you don’t know an exact rule. . It’s your game. throw a surprise at them to keep them on their toes. creative solutions to problems. laugh. The Rewards This covers suggested Plot Point rewards for the hunters. Each Scene’s got sections in common. keep an eye on the Complications for each hunter and be sure to throw one or more their way when that Trait comes into the story. Give ‘em a reason to move forward that’s going to make things more fun for them. you’re going to find that the Acts follow a linear sequence. If you’ve got a little while before you start the game. Grab a monster. Or ‘fess up. We have no doubt your group is gonna react in unexpected ways.

after two workers were killed in a mysterious attack on the construction site. Both victims were employees of Desert Oasis Construction. both physically e by the ghost of an animal spirit is driven ins are set to rest. propriate or mules are ap lated to the Gold especially for locations re Or. even if the hunters are nowhere near the Southwest. a the site of a travelling cir ion. omething bad is going on out in the desert. Adventure Summary G roundbreaking on a new casino just outside of Camp Verde. toric bu bring in a less his at will really throw the make it an elephant. and will ensue. The usemen now-defunct am nture remains the premise behind this adve s change—An animal ng same. rather than a ca almost anywhere. if you want to n.Red Ghost By Jess Hartle y A HORSE OF ANOTHER COLOR specifically While the Red Ghost is a legend and ates Southwestern United Stuthwest US history. donkeys me Ghost. This is a predominantly investigative adventure. although their identities are being withheld pending notification of their Jason Rahm (order #3047067) 2 . Arizona was halted today. Appropriate loccus’ disaster. Th ation tie-ins include: players off. While the simple draw of “bad stuff needs dealt with” may be plenty of motivation for many hunters. Horses. even if the trappie bound together in eeper ar and its rider/k and spiritually. ly into So plays historical is adventure works with a little tweaking th . havoc until both the rider. The some way. Another species of for anywhere in the worldrepresent the Red pack/riding animal could l. Rush or mining exploratio t more exotic option. the added temptation of a hefty reward from John Burlington is likely enough to tip the scales and attract the characters’ attention. or the home of a at carnival-train wreck loct park/petting zoo. S and—of course—it’s up to the hunters to determine what’s up and how to deal with it. and as such can be used for any number of players and for hunters of any experience.

the Verde River makes a large curve nearby. surly by nature. either of which reveals more. Extensive damage was done to the site’s construction equipment. The information’s still there waiting for them if they have to come back for a second look at earlier sites or arrange a second meeting with various individuals. However. is anxiously awaiting groundbreaking on the second gambling establishment. While the town’s in the Sonoran Desert. Initial results of the project were positive— the camels were strong. Some of the conflict scenes from Act IV could work into the middle of ongoing scenes from other acts. The town. may have been a part of a recent influx of gang activity from the Los Angeles area. It’s a small town. Some of the animals were sold to miners and farmers who were unaware of the animal’s poor track record in service. Police suspect that the vandals. well-suited for the Southwestern climate. who apparently tipped over the portable building the workers were using as an on-site office space. and the US Camel Corps disbanded over the next few years. three dozen camels were transported from Northern Africa and the Middle East to Camp Verde. and they don’t even need to go through the Acts in the given order. Because of this. They’re presented in what’s probably the most common investigation path for hunters but—as all Game Masters know—players have a way of choosing the path that’s least expected. construction has been halted due to the mysterious attack on the building site and the deaths of two workers. Act IV: Close Encounters Conflict scenes to drop into the above Acts. hotels.next of kin. it’s important for you to read through the adventure in its entirety before beginning play. in time. Many work at gas stations. For example. and could eat much of the local scrub fauna. the project was officially abandoned. the majority of which are involved in the service industry in some fashion. owner of Desert Oasis has offered a ten thousand dollar reward for information leading to the arrest of the culprits. but don’t penalize them if they have some brainstorm that takes them forward faster than anticipated. the hunters can explore the Scenes within any given Act in any order. After the advent of the Civil War. The animals were to be used instead of horses or mules for military efforts. Red Ghost 2 . either. which is located on Highway 17 between Flagstaff and Phoenix. including broken glass and hundreds of strange semi-circular dents made with an unknown instrument. Because this is an investigation-based adventure. on the other side of the Verde. Breakdown of the Acts Here’s how the four Acts shake out. the hunters make their way to the small town of Camp Verde. but say they have no direct leads at this time. You’ll learn which Act to queue up based on the choices of Jason Rahm (order #3047067) the players. or the local casino. surrounding the town itself on two sides and adding diversity to the arid climate. The excerpt above was taken from one of the many websites or newspapers that the hunters are likely to monitor. Arizona. and disagreeable both to their military handlers and to the fort’s other pack animals.” “strange semi-circular dents. Act I: On-Site Investigation The hunters poke around at the dig site in response to the news report. However. they could start with off-site research (Act III) rather than physical investigation (Act I). and were stationed at various military outposts between Camp Verde and Los Angeles. the animals proved difficult to train. Others were simply “lost”—turned out into the desert either by the military or their new owners when they became aware of the difficulty in dealing with them. which made a lot of money from the tourism the original casino brought in. Either way.” Like many hunting jobs. John Burlington. Act III: Digging Deeper Hitting the books and snooping about. Arizona as part of a US Army experiment. which other pack animals turned their noses up at. Just on the north side of town. Here’s the Story In the mid-eigheen hundreds. and an incident at a local store. this one begins with a normal-sounding news report. Some improv may be required if players leap forward on the investigation trail before gathering the information for each Act. or perhaps it’s fed to them by a contact somewhere in the Southwest who has circled the phrases “mysterious attack.” and “unknown instrument” in red. with just over ten thousand residents. Notes have been made where a second visit changes the setting or reaction. Act II: Crash Course There’s a car crash. construction has begun on a new casino. restaurants.

Discipline at the Fort (which would be abandoned entirely a few years later) was wild. Unable to free himself. still fastened to the camel’s back.During the final leg of this experiment. who’d been a constant troublemaker since arriving at the Fort. such as carrying obvious weapons or attempting to hotwire construction equipment. Either option presents its own challenges. His corpse. was whipped. but he was arrested by a local sheriff in the nearby mining town. if not hundreds of circular indentations about the size of a large dinner plate. after getting rough with one of the saloon girls. It was accused of attacking and killing settlers. drove the camel mad. excavators and other earthmovers—are Jason Rahm (order #3047067) During daylight hours. after their first warning (or if they’re causing problems rather than moving along) he attempts to bring them in for questioning on suspicion of being involved in the vandalism—or even the murders. The trailer’s severely damaged. farmers. Now the hunters have to lay this mad animal spirit—and the ghost that’s plaguing it—to rest. which was formerly farmland. had he simply left the area. or the like. Many of the nearby vehicles have similar damage. they are unlikely to encounter the Sheriff ’s Office. Even then. However. No actual building has begun on location. If they fail. This is only an AVERAGE task. he just politely encourages them to move along the first time he encounters them near the site. Instead. miners and soldiers in the surrounding area for years. Tanner died a few days later. and the curse that had been forced upon him. Each indentation has a wedge out of the top edge. and then tied with rawhide laces to the back of one of the few remaining camels (which itself had a horrible reputation for mean-spiritedness). but it’s a FORMIDABLE task to avoid him unless the hunters somehow learn of his presence. Tanner. If they do have a run-in with the local authorities at this point. Daylight Should the hunters visit during the evening hours. which had earned itself the name of the Red Ghost. but rough dirt roads ring the hundred plus acre site. the site is being occasionally watched via drive-by from the Yavapai County Sheriff ’s Office. The allegations that it may be gang activity are enough to warrant a slow roll-through a couple of times a day. staying out of his way is HARD to accomplish. unless they’re doing something blatantly suspicious. off of a minor highway that runs between town and Highway 17. Large construction vehicles— bulldozers. The pair was sent out into the desert to die. He might have escaped. travelers or homesteaders being killed by severe injuries as if they’d been trampled have arisen. and the town itself. although hunters should find it pretty EASY to avoid them. ridding the fort of both the criminal and the cantankerous camel. although occasionally stories of campers. a soldier at Fort Verde. page 161) that they have some right to be there as employees of Desert Oasis. unless they give him reason to react more strongly. Act 1: On-site Investigations Scene 1: Investigating the Construction Site The Setup The construction site is located just north of Camp Verde. and several excavations have begun in various locations. The Verde River lies between the site. Eventually the tales dropped off. the construction site owner has hired an amateur security guard to patrol the site. scattered around the property. Mike Lazlo is more accustomed to serving as a bouncer at one of Camp Verde’s bars or strip clubs than he is doing outdoor security. Nighttime Red Ghost 2 . The Problems The hunters can choose to investigate the site either during daylight hours or during the nighttime. Jacob Tanner. and a group of a dozen or more are gathered around a temporary office trailer. The recent excavation of the casino construction site has disturbed the bones of the camel. Reports of the beast—matched in ferocity only by its massive stature—began surfacing throughout the area. deserted. the hunters may be able to convince Deputy Frank Robbins (Use the Sheriff ’s Deputy—Supernatural RPG. its thin metal siding showing dozens. The woman cursed him before dying of the injuries he inflicted.

And. on the inside of the trailer. which lolls partway off of its hinges. or bribing him into allowing them to search the site. Several hundred yards away. The Setup Mike Lazlo . intended to serve as the casino’s underground levels. Greedy d4. It’s clear to see where the trailer was overturned—the side opposite of the main entrance has been crumpled. and they can convince him that they just want to look around (an AVERAGE task. technically. The one thing he won’t do. they may decide to come back later (and risk encountering the Deputy or Mike Lazlo) or to investigate in town by speaking with John Burlington. is call the cops.While Lazlo is pretty tough in a brawl. as long as the hunters don’t appear to be a gang. Some boards have been placed across the door. he does his best to put some serious hurt on them. he’s muscle-bound but not overly loyal. LP 16 Traits Brawler d2. and considers it “wimping out” to call in the Sheriff. Yellow plastic police warning tape crisscrosses the front door. an excavation site as large as a city block lies just beyond the storage sheds. a group of portable shipping containers acts as a storage facility for smaller equipment and tools. If the hunters get enough time at the construction site to poke around. The front door no longer closes all the way on account of the big dents matching the ones along the side. the owner of Desert Oasis Construction. however. move on to Scene 2: Digging Around. it’s pitted all over the front side with dinnerplate sized dents. Don’t forget that the Sheriff ’s Department (during the day) and Mike Lazlo (at night) act as security. but it only requires AVERAGE effort to push them out Central Operations Center Jason Rahm (order #3047067) Red Ghost 2 . his total damage is 8 or more points) he attempts to make a strategic withdrawal: retreat to a local bar. There’s a handful of good choices onsite. If. all meant to hold the foundations for executive buildings. If not. Near the road is the central operations center where the formerly overturned office trailer and a collection of construction equipment can be found. So. Award one Plot Point for beating Mike Lazlo in combat. Perception d4. The Rewards Award one Plot Point for successfully avoiding the Deputy or Mike Lazlo (who ever is on duty at the time. Disturbingly. just some schmuck that Burlington hired to watch the place at night. tend his wounds. And finally.) Award one Plot Point to the hunters if they encounter the Deputy and manage to convince him they should be allowed to search the construction site. he’s also got a soft spot—cash. He’s not a long-term employee of the construction company. the hunters need to pick a place to start poking around. so unless they’ve taken care of this element then some of their actions onsite will be discovered. they play it tough or start a physical brawl. It’s been righted. Agi d6 Str d10 Vit d10 Ale d6 Int d6 Wil d6 Init d6 + d6. to keep it shut. and have a drink. and holds bits of scrub and stone from where it was pushed over onto that side. The Problems The Results The action in this scene pretty much revolves around what happens when the hunters go to specific parts of the site. he was told to make sure that gangs didn’t cause any more trouble. The big excavation is surrounded by a number of smaller ones. He’s used to being the authority figure. though it still lists a bit off of level. If he gets beat-up (that is. however. It’s EASY to notice that these markings are circular. Unarmed Combat d6/Brawling d8 Gear Flashlight. Description Hired to keep gangs out of the construction site. which will take them to Scene 3: John Burlington.Construction Security With over a hundred acres of land involved. Baseball Bat (d6 B) Scene 2: Digging Around Run this scene when the hunters have scored an opportunity to search the construction site. Tough d4 Skills Athletics d4. The primary point of interest in this area is the ravaged temporary office trailer. except for a strange wedge shape in each—It’s a bit HARDER to come to the conclusion that they’re huge round two-toed footprints. made EASY if they offer him a bribe) he probably won’t give them any trouble.

If the office trailer was searched first (and the keys discovered). The far end of one is about fifty feet from the lip of the largest pit. it would be IMPOSSIBLE to break through the walls or door without the use of some sort of heavy equipment. Made of heavy corrugated metal.” A bit more EASY digging reveals that Lee Martinez was a monster truck fan (an envelope with two tickets for a show in Phoenix the next weekend). should they come up. However. while still HARD is certainly a more feasible option. and picking or breaking the lock. BIG BANG THEORIES Red Ghost 2 . Two large metal shipping containers. Just outside the side door. as if picked up in a hurry after the trailer was righted. Even an AVERAGE intellect might put together that someone was outside smoking when they were attacked and rushed back into the trailer. each approximately 8 feet tall. Also. include a small demolition kit (such as s also be used for removing stumps or breaki would boulders). The date on the email is the same as the date the construction company employees were killed. remember tha for enforcement authorities are unlikely t law the other way if they stop a vehicle to look car around a case of dynamite or blastin ting The ramifications may well make for g caps.of the way and enter. She was married (framed wedding photo). The can’s been trampled nearly flat. there’s a side door on the left end of the trailer that’s locked with an AVERAGE complexity key-knob. but you should be prepared another to deal with them. As well. there’s a spill of sand and extinguished cigarettes. Inside the shipping containers. plot line. Another EASY round of searching reveals some basic information about Charlie. stand several hundred yards from the Central Operations Center. An AVERAGE search uncovers not only dust-covered bloodstains on the ground in this area. along with the following: for all the • sets of keys (includingconstructionthe equipment the truck in Repairing the laptop is a HEROIC task. and had digestion problems (over-the-counter antacids and heartburn medication). Alternately. While it’s not unreasonable ng up tha an item would be found (under INCRED t such IBLE levels of security) you’re cautioned to think carefully before including such obje the game. there’s no controln given ling or when they are used. but contains a bit of the same sand and butts that are spilled outside the door. but if the hunters manage this it allows them to read through Charlie’s email—which includes a letter to John Burlington detailing a “horse skeleton” uncovered during the excavation. but also a gallon-sized coffee can with numerous burn marks (as if it had been used to snub cigarettes). 10 feet wide and 20 feet long. One contains business cards and a brass nameplate that reads “Lee Martinez” and the other “Charlie Monroe. Papers and office supplies are piled on every surface. Inside the trailer. things are a mess. An AVERAGE search of the rest of the trailer turns up a lot of complicated blueprints and construction paperwork. there’s a smear of blood on the side door and handle. smoked (opened cigarette package) and collected frogs (a plethora of frog-related nick-knacks). the hunters discover a plethora of useful equipment. each is locked with a sturdy padlock. dabbled in fishing (a photo of him in fishing gear with a large salmon). most marked with lipstick stains. There’s been no reply. It appears that the space was formerly used as two cubicles worth of office space. it’s EASY to open the locks. It’s fairly EASY to discover a bit about the desks’ former owners. with a small lobby just inside the front door. so be prepared how the consequences. While the actual contents are left up to the your discretion. potential contents might include a wide The Storage Facilities storage facility) labeled with a shorthand code that requires a HARD effort to decipher ring of padlocks • afacilities’keys to thecontainers on the storage shipping • a nice set of walkie-talkies • a digital camera in a padded case • a well-equipped first aid kit • a broken laptop computer Jason Rahm (order #3047067) Should it suit the individual storylin it’s possible that the shipping container e. Once explosives have bee cts in to the characters.

down to the pointy toed. and have an avenue to follow up with either John Burlington or Peter Monroe (Charlie’s husband) if they so choose. Scene 1. pry-bars). Once unearthed. small generators. each about the size of a one-room home. should the hunters decide to open them up. A detailed write up of this encounter can be found in Act IV.) It’s EASY. The back half has been uncovered. which is very likely to gain them the police’s attention. At that point. A pickup truck with the Desert Oasis Construction logo on each side is parked between the two shipping containers. On the other hand. There’s a ramp-road to get equipment into and out of the big pit. a well-stocked tool cabinet. Each roll represents a minute of digging. considering it’s clearly marked with the company’s logo. If they can’t get the action done in fifteen minutes (15 rolls). not a horse. depending on how their encounter went with the Deputy. pick axes. it will take a lot of material (salt and flammable material) and time to burn the animal skeleton (with or without the human one). but they can be opened or started automatically with the keys from the office trailer. They are likely to have uncovered the identity of the victims. (For those who do detect it. it’s a FORMIDABLE task to determine that the skeleton is that of a camel. They may also have “borrowed” the company truck. but the rest can be unearthed with a HARD complex action (AVERAGE if they have suitable digging equipment with them. The human bones are still encased in an Jason Rahm (order #3047067) The Pits antique US Army uniform. The hunters may have a run-in with the Red Ghost while investigating the large pit. they search the site in the dark. See Scene 1: Investigating the Construction Site if they haven’t already dealt with this guy. but an AVERAGE effort remedies that. There are four small pits. However. it’s only an AVERAGE complex task to find the Red Ghost’s skeleton at the bottom of one of the recently dug excavations. the hunters could have walked away with some useful (or pawnable) equipment. rope. and portable light stands. the task becomes much more HEROIC in nature (only FORMIDABLE if they’ve got lights with them. there’s a very real chance that. The Red Ghost 2 . The Results Information is the main reward the hunters are likely to have uncovered in searching this site. There’s nothing of real interest in them. (with a wide variety of small power tools. however. They may have been able to put together an idea about what happened in the attack. flares. to notice that something’s amiss with it— strapped to the creature’s back with surprisingly un-rotted rawhide ties is most of a human skeleton. The doors are locked. screwdrivers. it’s EASY to note that something is missing with the human skeleton—there’s no skull attached to the body. the hunters can deal with each ghost separately. However. Lazlo shows up and asks them what the hell they’re doing. Doing so will also raise the attention of either the Deputy (during the daytime) or Mike Lazlo (at night). If the hunters choose to search the big pit during the daytime. It’s going to take INCREDIBLE effort to convince either party that the hunters should be allowed to stick around after that.) Unearthing the beast’s front half is likewise a FORMIDABLE complex action. however. they may be on the local authority’s short list of people to watch. If the camel and human skeletons are separated (rather than being salted and burned together) the two spirits separate as well. even if they’ve been paid off earlier. or actually brought in for questioning about the murders. or think to raid the nearby storage facilities for the same). the differences are predominantly in the larger rib cage and the two prominent toes in the foot. scattered around the major pit at the center of the excavation site.variety of hand tools (shovels. If. if they enter the smaller pits. Hotwiring them might be HARD. Depending on their scavenging ability. raised-heel boots. so there’s no action required to get out of it. so if they spend more than ten minutes doing this they’re going to get noticed by the Deputy. The animal and human skeletons are closely entangled. made only HARD with the addition of lights and equipment. wrenches and the like) extension cords. hammers. the steep walls may give explorers a HARD time getting back out. and the rawhide straps make it a FORMIDABLE task to separate the two. It’s HARD to determine the era. It resembles a very large horse skeleton. but historically minded individuals might date it at right around the beginning of the Civil War. and—if they encountered and bribed Mike Lazlo—may have made a contact to provide information about the local area in the future. Because of the size.

She died of her injuries. and then when she escaped into the trailer. Considering how penny-pinching Burlington is. Burlington knows nothing about what truly happened. The Results The Setup It’s EASY to locate Burlington’s phone number or office address. He’s HARD to bully or lie to. even if the camel’s skeleton is salted and burned at the pit. Scene 1: Crash Course. Scene 3: John Burlington The hunters may decide to approach John Burlington. Influence d6/ Haggling d8. probably delivered before the trailer was tipped.Construction Owner The Rewards Award one Plot Point for discovering the victims’ identities. It looked like someone had beaten Charlie to death with a baseball bat. If. or that he may be held responsible because there was no security on duty at the construction site. he offers some background on his late employees. and a natural leader. as both are not only in the local phone book. If the hunters pose as the media. When the Sheriff ’s Department called him to identify the bodies (Monroe’s husband was out of town on business). both spirits will remain active until Jacob Tanner’s skull is recovered and destroyed. (See Act II. Here’s how that plays out. so that he can get back to work on the casino.Red Ghost is destroyed when its skeleton is salted and burned. neither had any enemies that he knew of. Both were with the company for years. Knowledge d4. either before or after investigating the construction site. LP 18 Traits Natural Leader d2. If the two skeletons are not separated. or anyone who Burlington thinks will help defend his interests in the situation.) worker’s deaths. Lee was apparently killed when the trailer overturned. Jason Rahm (order #3047067) Red Ghost 2 . they’ll find him a FORMIDABLE opponent—close lipped and difficult to get information out of. The Rewards Award one Plot Point for successfully getting background information out of Burlington. Agi d6 Str d10 Vit d10 Ale d6 Int d8 Wil d8 Init d6 + d6. nothing could be further from the truth. The hunters are likely to believe that they have already dealt with “the attacker” and put “it” to rest. Burlington believes that a gang from California came in and beat up Charlie. however. just a short distance from the construction site. his desk fell on him and he suffocated. this is a strong statement of his fear of legal retribution for the deaths. The Problems Burlington’s a savvy professional. “They” appear again. tipped it over out of spite before fleeing the scene. Description He didn’t get to be the head of a construction company by being a pushover. but Tanner’s spirit remains free and can’t be laid to rest until his skull is found. they give him any indication that they believe he may be ultimately responsible. If asked about the dents. The bond between the two spirits allows the camel spirit to remain. and is only interested in shifting the blame and limelight away from himself. Ultimately. but also printed on signage and upon the sides of the temporary office trailer and construction equipment at the office site. he’s EASY to get information out of. on the other hand. he hypothesizes that the same blunt object that Charlie was beaten with made them. Award one point for uncovering the Red Ghost’s skeleton. Stingy d4 Skills Crafts d6/Construction d10. but unfortunately. it was “the most horrible thing” he’d ever seen. so long as Tanner has not yet been destroyed. and another if it’s salted and burned. He’s also very concerned that the deaths of his employees will stop the multi-billion dollar construction contract he’s negotiated for the casino. He’s anxious to make a statement to the press about “the tragedy” and has offered a reward for any information leading to the arrest of those individuals responsible for his If the hunters convince Burlington to talk. owner of Desert Oasis Construction. Perception d6/ Intuition d8 Gear Cell phone John Burlington .

A woman. Depending on their previous interaction with the Deputy. The woman didn’t appear to be under the influence of anything. minor accident. while the other (Kenny Cole) stands near the front of the ambulance. he probably stops to chat with them once the ambulance has left. as he explains there’s no crime involved in the situation. A Sheriff ’s vehicle (the one belonging to Deputy Robbins from Act I) is parked across the road with its lights and emergency flashers activated. and no one other than she was involved. If they don’t succeed in convincing him. he attempts to arrest them. who arrive within 5 minutes of Deputy Robbins’ initial call for aid. He sounds doubtful when he explains that the woman claimed to have struck a large animal. and ask him a few questions about the accident. nose down. and they do manage to convince him of their good intentions or right to be there. “She was probably just trying to up the pay-out on her insurance policy. is parked alongside the crashed car. Use up to four additional examples of the Sheriff ’s Deputy NPC on page 161 of the Supernatural RPG to represent the back-up officers. he’s pegged them earlier as troublemakers. and the Deputy is pulling traffic direction duty.) If they’ve had previous negative interactions with the Deputy. is being helped into the back of the ambulance by an EMT. Its angle forces traffic to move around it one lane at a time. Kenny Cole. possibly a cow. although Tanner doesn’t manifest. the hunters have a brief window of opportunity to engage the driver. Cruddy car. The hunters encounter what is obviously a severe auto accident. “Happens all the time. Scene 3 should be used in its place to let the hunters know that their task is not yet completed. they might get some useful info out of him now. making notes on a clipboard. Most of the “action” here is dealing with the Deputy and/or the ambulance driver. into a culvert along the side of the road. between the town and the casino construction site. wrapped in a blanket. and they may be able to gain additional information from him. depending on what the hunters did in the first Act. If.” It’s pretty EASY at this point to convince him to allow the hunters to take a look at the vehicle. then this scene can’t take place. the hunters may be able to stop into the scene and do a bit of poking around without Jason Rahm (order #3047067) Talking with the Deputy While the accident victim and one EMT are already sequestered in the back of the ambulance. A small four-door vehicle has left the road and crashed. If you haven’t already thrown some Plot Points their way from their investigative success in the past Act. he stops his traffic direction efforts and forces them to leave (or attempts to arrest them if they don’t). Cole takes his job seriously. they ramp up the damages to cover things that were already wrong with the vehicle and get a bigger reimbursement check. and they persist on staying at the accident site. lights blazing.Act II: Crash Course This Act covers a number of scenes that may or may not happen. Scene 1: Crash Scene This scene can be inserted into the game at any point before the destruction of the Red Ghost. the skeletons were separated and the camel skeleton was salted and burned. consider tossing a handful at them now before the action ramps up. he pauses in his traffic direction and warns them off. and doesn’t give out identifying Talking with the Ambulance Driver Red Ghost 2 . The Setup This Scene takes place along the minor highway outside of Camp Verde. or if the skeletons were not dealt with at all before this scene occurs. The Problems attracting undue attention. An ambulance. If the hunters had a negative run-in with the Deputy earlier. and Act II. If the skeletons in the pit were found but not separated. Assuming the hunters’ last contact with the Deputy was positive and he talks with them after the ambulance leaves. Scene 2). or even do a very light-level search of the wrecked vehicle (see Act II.” he explains. then both the Red Ghost and Tanner are still present. they may use the opportunity to speak to the ambulance driver or examine the wrecked vehicle. however. It would be a RIDICULOUS task to convince him to allow them to stick around. however. On the off chance that they’ve made a good impression upon him. With a little prodding (an EASY task) he explains that he was driving past when he saw the victim’s car in the ditch. and then to have been attacked by the same. calling for back-up if necessary. If.

and the front seat is now filled with a half-inflated white pillow of air. a minute or two while Cole finishes filling out his paperwork. black. who was patrolling nearby. Scene 2 for more information. The accident victim claims to have struck an animal.Ambulance Driver If the hunters decide to return to the scene after the Deputy and ambulance have left. breaking the windshield and she ran off the road. Scene 1. The camel fur is coated with ectoplasm. If not. and in-depth exploration is likely to result in an encounter with sharp fauna. as if the vehicle struck something massive which caved the bumper and hood in towards the center of the car. The animal continued to strike her car until the Deputy. The Problems The Results If the hunters get the opportunity to examine the vehicle. drove up. The airbag has been triggered. Award one Plot Point if they Jason Rahm (order #3047067) Red Ghost 2 . the trail fades out completely. Drive d4. but it made a horrible braying noise and smelled foul. Agi d6 Str d6 Vit d6 Ale d6 Int d6 Wil d6 Init d6 + d6. Sensitive d4 Skills Discipline d4. proceed to Act II. It’s EASY for the investigators to assume that the spirit simply dematerialized at that point. before he insists on getting into the ambulance and taking the patient to the local hospital. Science d4. they will have a few hours before the tow truck makes its way out to clear the wrecked vehicle. Otherwise they will have to come back after he leaves to search the vehicle. and she slammed on the brakes. Unarmed Combat d2 Gear Cell phone If the hunters are successful in gaining Cole’s confidence. Cole mentions that Deputy Robbins said he hadn’t seen any animals in the area when he drove up. The Rewards Award one Plot Point if the hunters learn about the reported animal attack from Cole. Scene 2: A Closer Look Kenny Cole . The first thing any successful search of the vehicle will turn up is very EASY to notice—there’s no blood of any sort on the outside of the car. but that the animal (likely a cow) then began to attack the car. For hunters who have examined the office trailer at the construction site. blocking her view. LP 12 Traits Cool Under Fire d2. she just felt it. so move on to Act III. It’s not going anywhere. Medicine d6/Triage d8. this ambulance driver has seen it all—or so he thinks. An AVERAGE examination of the grill uncovers clumps of long red woolly fur stuck to the metal. an extremely large indentation in the grill area. nose-down in the ditch as it is. Award one Plot Point if they had a previous negative interaction with the Deputy and were able to turn it into a more positive connection with him. The Rewards Award one Plot Point if a hunter makes the connection between the attack at the construction site and the car wreck. Successful attempts at tracking the Red Ghost show its trail leading away from the construction site. A basic search of the vehicle is pretty EASY. She never caught sight of it. it’s research time. however. Another EASY thing to notice is the large circular dents that pepper the front of the car. it’s EASY to tell that these are identical in size and shape. The animal struck her car repeatedly. “She said she didn’t see anything. they can learn the following information from him. and much of it contains thorns or prickles. ramming it over and over with its hooves. however. Description Calm and analytical. if the hunters have made a good impression on the Deputy earlier so as to garner his trust. Within ten yards or so. The hunters have. This makes searching the surrounding area a FORMIDABLE task—footprints don’t show up well on the stony surface. which is EASY to discern once the fur is found—it’s a disgusting.” She claims that the airbag inflated. This same information can be discovered during Act II. at most.information about the victim in the crash (such as her name or personal information) but it’s only AVERAGE difficulty to get non patient-specific information from him. The Setup The area around the wrecked vehicle is dusty rock and sand. Award one Plot Point if the hunters realize that all of the severely injured victims have been women. landing in the ditch. and viscous slime. The vegetation is harsh and scrubby. There is.

Cell phone with Camera B. who ducked behind a display when Mr. talking with the manager. presumably that of the woman on the gurney. he sends the hunters a copy of it to their cell numbers (although this then means that B.K.K. LP 8 Traits Cool Under Fire d4. Within a moment. Perception d4. His alwayspresent abusiveness to women has raged forth. . the hunters may be able to stop him and ask for some information. the store manager came rushing out of the back room. Tech d6 Gear Skateboard. the hunters can prod the crowd for information or they can go inside and get it from the store manager. and a large quantity of blood. use Act II. B.) The picture is blurry. in the large pit at the construction site. but didn’t see the assailant again. which is .) claims that he not only saw the fight through the front windows. Jacob Tanner’s ghost has been bound to that of the camel he died upon. Preske. The counter’s a mess. After a few moments of conversation. Released from his bond to the Red Ghost. he got a picture of the assailant on his cell phone. claims that he lost sight of the assailant. and a local woman has paid the price for his fury. a stocky man in his mid-50s.successfully locate physical evidence (fur and/or ectoplasm) and another if they are able to track the beast until its trail disappears. One EMT climbs into the back and the other (Kenny Cole from Act II. activating the lights and siren. Description A typical teen stuck in a one-horse town.) In other circumstances. refers to as “the old fart.” The Crowd The Problems Here. but the hunters find it EASY to recognize it as the kind of aura that often surrounds a ghost or spirit caught on film. The Setup For over a century. A young man with a macho swagger and a skateboard (B. Rebellious d4. and watched from outside until the Deputy arrived. or if they see a photo of him after seeing B. as two EMTs hurry to wheel a woman on a gurney into the back of the ambulance. No one present claims to have been in the store during the assault. The camera picture also has a strange glow which B. Scene 3: Alone At Last This scene is for use only if the hunters have successfully separated the skeletons of the Red Ghost and Jacob Tanner and destroyed the Red Ghost’s spectral form (by burning and salting the separated camel bones. the Deputy turns and begins to walk back to his vehicle and the store manager starts trying to set the store back to rights. very little.’s camera picture. it’s littered with overturned displays. which you can make lots of use of in the future . attributes to reflection from the store window. which happens to be very near to the county archive building. Preske. As long as the Deputy is inside.K. Signature Possession (Skateboard) d2 Skills Athletics d6/d8 Skateboarding. it’s fairly EASY to tell that it’s the same man. Agi d6 Str d4 Vit d4 Ale d4 Int d4 Wil d4 Init d6 + d4. Survival d4. the hunters have no problem asking questions of those gathered in the parking lot. . on the other Jason Rahm (order #3047067) The Deputy Red Ghost 2 . Covert d4.K.First On The Scene Depending on their previous interaction with the Deputy. It’s EASY to get them to give up what little information they know.K. . and if asked. Deputy Robbins is inside the store. and matches the clothes worn by the skeleton attached to the camel bones. Her face is a mess of bruises and blood. A Sheriff ’s vehicle with its lights flashing is parked outside of a local convenience store. broken glass. . A small crowd has gathered. so it’s HARD to tell that the assailant is wearing clothing that would be more appropriate during the Civil War than today. If. Scene 1) hurries to the front and climbs into the cab. . It’s EASY to convince him to show this off. and she appears to be unconscious. If the hunters have seen a picture of Jacob Tanner.K. He called 911.K. It would be IMPOSSIBLE for hunters to persuade them to stop and chat—it’s obvious that they are extremely concerned for the woman’s health. Scene 1. spilled merchandise. they’re rushing the victim to the hospital. has their number. who B. He guesses that the attacker slipped out the back past Mr. Jacob Tanner’s spirit has gone on a rampage.

Assuming the hunters aren’t on the outs with him. he gives them a gruff brush off and refuses to answer any of their questions on his way to his vehicle. The Store Manager Description Long-time storeowner. Once they’re on good terms with Preske. Act III: Digging Deeper At this stage in the game. so the attacker could not have escaped through that exit and bolted it behind him. but that he’s hoping that the victim will be able to give more information. the hunters may make an EASY find. and the back door’s still bolted shut from the inside. Cash Register Mr. he gives them what little information he has. Unfortunately. and he’s easier to deal with in any future encounters. Perception d6/ Intuition d8 Gear Broom.K. If they succeed. In the center of the puddle is a boot print. LP 12 Traits Lazy d4. Grateful for their help (as well as their company. he is very rooted in the real. Preske assumes the assailant managed to slip out the front door without being noticed while he was checking on his employee. although what the Sheriff ’s Office is going to do with an APB on a 150 year old Army deserter is anyone’s guess. with a pointed toe and raised heel. and if the hunters search HARD they can find a faint residue that indicates the boot’s wearer walked not only towards but through that wall (the final footprint being half in and half out of the wall itself. The print is pointed towards the wall away from the cashier’s counter. While it technically could match any sort of cowboy boot. This is reduced to an AVERAGE task if they begin cleaning up or offer him aid in doing so. Preske . Under a toppled pile of snack food. He ran out into the front of the store to find his cashier beat to a bloody pulp. Unbreakable Will d2 Skills Discipline d4. it’s RIDICULOUSLY difficult to convince him to talk with them further. Knowledge d4. If things aren’t all that hot between Deputy Robbins and the hunters. the store can’t afford real video equipment—the camera mounted in the front is a fake. If (either instead of or after they encounter the Deputy) the hunters attempt to engage the store manager. Influence d6.Store Manager The Rewards Award one Plot Point if the hunters realize that this encounter is tied to the construction site killings. Once the hunters get to Jason Rahm (order #3047067) Red Ghost 2 .hand. the County Archive building is just a short distance across a concrete parking lot in the same direction as the boot prints.) If they move their search outside. they find him easier to speak to once the cleanup has begun. Deputy Robbins is in a hurry to get back to the station and file his report. he didn’t investigate until a few moments later when several more loud noises were punctuated with a scream. Agi d4 Str d6 Vit d6 Ale d6 Int d6 Wil d6 Init d4 + d6. He tries to tell them that the store is closed. despite his gruff exterior). he lets them know that he doesn’t have a suspect yet. Award one Plot Point if the hunters realize that all of the severely injured victims have been women. either through the picture or the footprint. Don’t forget that you can use the Act IV encounters at any point if you want to make life real interesting for the hunters. If they connect the Deputy with B. the investigation should have turned up whatever it can on first blush. so that he can get the assailant’s photo from the boy. extremely observant characters might make a FORMIDABLE connection—some markings in the footprint that correspond exactly to the boot found with the camel skeleton in the big pit at the construction site. He didn’t see or hear the assailant leave through the front door. they discover that he was in the back room working on some paperwork when he heard a loud crash. a broken jar of grape jelly’s left a sticky puddle on the floor. since the manager claims not to have seen anyone. and it’s HARD to convince him to speak with them. Assuming that the cashier had knocked something over. Award one Plot Point if they had a previous negative interaction with the Deputy and were able to turn it into a more positive connection with him. the hunters have had a negative interaction with the Deputy in the past. and now it’s time to either hit the books or follow up. If they spend time searching or cleaning in the store. but no assailant present. the task of befriending the Deputy becomes less FORMIDABLE. they find him to be in a very shaken condition.

and can maintain speeds in excess of 40 miles per hour over extended periods. or more in-depth information. The hazard of this. Let the hunters make another research attempt (at a later time. of course. as well as a local expert. Bring this scene up when that happens. with nothing more than the newspaper article or tip that led them to Camp Verde. and prevents the “all or nothing” aspect of the previous method. after a long sea and land journey from the Middle East and northern Africa. In 1856. and can weigh in excess of 1500 pounds. Each time the players make a roll and add successes to their efforts. Red Ghost 2 . If they’re starting cold. research. Sure. although some have been known to live upwards of 70 years in captivity. would offer Army troops an immediate advantage. on the topic of using camels as an alternate means of transportation and cargomovement for the military. who were fierce of nature and strong of odor. it could take a day. The Setup One potential avenue might be the local library (which keeps archives of the local paper back through the 1950s. The animals were stationed at various military outposts between Camp Verde and Los Angeles. This pad is thick and heavy to protect them from the heat and rough terrain of the desert floor. but instead have a large flat padded foot with two clearly visible toes. The county offices also have an official Archive that are open to the public. If time is an issue (or if you prefer a more expedient research process) you can have the hunters perform a single research roll and give them information (or not) based on the results. there’s always the Internet. which contain photographs and news articles dating back to the town’s inception. in the form of Carlos Estrada (see Act III. as it’s a local legend in the area stretching back for more than 150 years. A higher success results in more information. The credits are going to roll soon after. If (through examining the skeleton or foot-prints. or recovering the fur) they have come to the conclusion that what they are dealing with is a camel spirit specifically. Camels in the Army I n 1836. a Quartermaster by the name of George H. Another method of handling research rolls is to treat them as a complex action. If they’ve successfully discovered the camel skeleton. or using a different avenue of approach) if this becomes a problem. they learn a bit of information. is that if the hunter fails. and local history books that cover the area through its earliest history as Fort Verde). You can handle research challenges in a variety of ways. three dozen Dromedary (onehumped) camels and their handlers arrived in Camp Verde. Camels can sprint up to 65 miles per hour. The following information can be discovered during the hunter’s research. and when they’ve reached the complex action threshold for their Jason Rahm (order #3047067) amels average a 40-50 year lifespan. it becomes a more AVERAGE endeavor. And. Camels are not hoofed. Scene 1: Research At some point the hunters are likely to do some research on this phenomenon. In 1854. Jefferson Davis (future President of the Confederate States) reintroduced the idea. things come rushing to a head (so to speak) so plan on pulling out the stops at that stage.the County Archives. they run into the brick wall that keeps them from moving forward. As the native tribes that the Army was engaging in conflict with were uniformly using horses by this point. but that just gives you a nice stretch of time to interrupt with a rampaging camel ghost or Civil War specter. Crosman felt that the camels. however. this task is HARD. Crosman wrote to the Quartermaster General. Adult males normally stand between 6 and 7 feet tall at the shoulder. they’ve learned everything. Camels C The Problems The information the hunters have already helps to determine the difficulty of the task before them. Scene 2). and realize they are dealing with a malevolent animal spirit. Arizona. suggesting that camels might be an ideal choice for the US Army to use as both transportation and beasts of burden in the harsh Southwestern climate. the task becomes EASY. This allows you to feed bits and pieces of information to the hunters a little at a time.

some players can han n need knowing the truth. trailing copious amounts of blood. preventing it from being a cut fact download. both nine years old. Most involved female victims who were out in the desert area on their own for some reason: hiking. but the assailant (described as a horse-demon) escaped. Arizona. one article mentions the girls having also sustained “severe injuries” to the point that identification was difficult. a farmer’s wife near Fort Verde went out to the well to get water one evening. Camels in the Southwest A crew surveying the border between Arizona and Mexico in 1901 reported having seen a “wild” camel while on their travels. Her husband heard her scream and rushed out to help her. As Crosman had noted. however in time. the camels proved problematic. and is believed by the hun be factual. two miners reported being attacked by a large animal that raced through their encampment and knocked over the tent the men were both sleeping in. Also in 1883. If. near Banning California. Thi interest failure/botch mechanic that addshering and intrigue to the information gat -and-dry session. s. Tramplings n 1883. and tufts of red fur found on nearby cactus. homesteaders or the like. a group of young girls were camping with their scout leader in some cabins located between Camp Verde and Cottonwood. and keeps the character about what is true and what is not. The beast was described as “twice as big as a horse. Although most papers refer to the matter as an accidental drowning. Large cloven hoof prints were found in the area. however. dle By the way. Their bodies were found. I Initially. Let them if they with their own wild research resultsir own blow it! Empowering players with the they have screwups at least makes them feel some input into the story. they were offensive to horses—including the existing Army animals. They were also surly beasts. at any point in the research rolls. a railroad crew claimed to have seen one as well. or remote areas of Arizona and New Mexico. bot the other hand. and with a bray like a jack-ass” but left behind strange hoof prints like a giant goat. and her body trampled. the roll results in a is an utterly false piece of information ters to uncovered. 16 years later. in a nearby creek. oxen and horses. occasional camel sightings take place in Southeastern California. but the farmer reported that there was something Jason Rahm (order #3047067) Red Ghost 2 . The beast ran off. The article claims the wounds were “most likely from the river throwing them against the shore. Her skull was crushed in. a camel was reported to have attacked and stampeded horses at a small ranch. ces roll fails to produce even a single suc r or lea the hunter has stumbled on an unc t muddles bit of information tha contradictory . this a bit d variation allows Game Masters to adir player’s of uncertainty and intrigue into thes guessing research. so you might not eve e up com to make the rolls secretly. Considering the second-hand and rmation transitory nature of much of the info rulesbeing researched by the hunters. To this day. several days later. In 1913. the If. car break-downs. the project was earmarked as a success. a farmer in the area reportedly shot and mortally wounded a camel that he found grazing from his vegetable garden. free in the US. on some previous fact they’ve uncovered ch. Two girls. and earned a great deal of hatred from those who were used to working with milder-mannered mules. near Wickenburg. By the time he reached the well. Various sources claim that each of these is the last “real” sighting of camels roaming The Red Ghost I n 1893. In 1967.FALSE INFORMATION tion When handling research and informa rt gathering as a complex action.” Several other unexplained “beating” deaths have been scattered around the area in the past 100 years. one sma for ely option is to make the rolls clandestin alternate s allows you to use an the player. disappeared in the middle of the night. his wife was dead.

Scene 2: Getting A Head This scene revolves around the County Archives. the “Red sequestered. A later search of the area revealed a weathered human skull left behind. The same information might be HARD for other hunters to recall. a soldier named Jacob Tanner was stationed at Fort Verde. If neither of these methods brings the hunters to the archives in a timely manner. You shouldn’t have to force the events if the hunters have been sticking to their proper routine. See the sidebar “A Gentle Nudge” for more information about getting the story here.tied on its back. At several points between 1893 and present day. He was given 30 lashes. If one of the hunters is a Medium. having beaten a local saloon girl to death. if any of the hunters are Clairvoyant or has Premonitions. like a saddle. his commander ordered an unusual punishment. In Ghost” factoid mentions the farmer who shot the Red Ghost donating the skull he found in his vegetable garden to the archives.” Jacob Tanner I n the late 1880s. travelers have reported seeing a huge red camel. Tanner’s name appears in numerous legal records of that period. which is directly next door to the store. including the Red Ghost shooting story that mentions the skull being taken to the archives. Or. Award another if they make the connection between the two spirits. horse or generic four-legged “demon. These might involve contacts that have “uncovered” information that the hunters missed. Jason Rahm (order #3047067) Red Ghost 2 . A Spirit Guide might be able to sense that the Red Ghost and Tanner have retreated to the archives. Award one point if they discover the location of Jacob’s skull. This is the most likely path to lead the hunters to the archives if they have separated the two skeletons and Tanner is running free. drunken disruptiveness. it’s simple for a Game Master to nudge the group towards the archives by means of vague visions and “hunches. Move on to Scene 2 in the event that they want to pursue the skull lead. but you never know. they may be able to sense the malevolent spirit(s) presence at the archives. This may be enough to send the hunters seeking in that direction. and pass the information along to the hunters. they might find it EASY to recall an article that mentioned some controversy between the county and local Native American tribes about the archive containing unidentified human remains. and that there’s a skull being kept in the County Historical Archives. He was reprimanded and punished for thievery. As well. assault (usually on women) and finally for deserting. if they get near enough (such as standing outside the convenience store). always on the delivering end of trouble. The farmer donated the skull to the county historical archives. Supernatural Traits may also be used to move the hunters in the right direction. This is the mostly likely plot path the hunters will take to the archives if the Red Ghost’s not yet been destroyed. If one of the hunters has the Photographic Memory trait. it’d be nice to give them that. where a missing clue—Jacob Tanner’s skull—turns up. The Rewards Award one Plot Point if the hunters recognize the assailant as the Red Ghost or Jacob Tanner. Tanner’s footprints after the convenience store assault lead towards the archive. When he was found. the camel and Jacob Tanner.” Reports often include a human skeleton attached to the beast’s back with rawhide straps. but that the lawsuit was dropped when DNA testing proved that the bones (including a human skull donated by a local farmer in the late 1800s) were not related to the tribes. additional hints may be implemented to help guide their path to this “end game” scenario. then tied over the back of a camel and the pair were driven out into the desert to die. Even if the hunters blow all of their rolls. The Results The real gem in all of this stuff is recognizing that there are two spirits involved. A GENTLE NUDGE Several clues in the adventure are designed to eventually lead the hunters to the County Archives where Tanner’s skull is .

The doors are hollow metal. and some prehistoric fossils including one that looks a great deal like a camel skull. The entire building is surrounded by a parking lot. several stacks of paintings leaning against a wall. there’s a large open area where an antique fire truck (formerly in service to the Yavapai County Fire Department) is stored under a large canvas tarp. as well as some large antique signage for early Camp Verde businesses. Straight ahead. and contains many deep potholes. Along the left wall (opposite the fire door) are a series of three chain-link bays for containing bulky or awkwardly shaped items that don’t store well on the shelf units. The front half is blacktop. The warehouse is lined with industrial metal shelving. roughly equal in size. In the back. To the left of the front door. The rest is taken up with row upon row of filing cabinets. through the front room. typical of office buildings during the era it was built in. both painted a nondescript gray-green.) Because of the jumbled nature of the keys. Other than the door to the office area. The warehouse area has no windows. an antique banjo. One set even fits the ignition and door locks to the fire truck (which is kept in good working condition for use Front Area Beyond the work area is the warehouse area. Explorers might find high school wrestling trophies from the ‘50s. but also the cabinets and bays in the warehouse area. a wooden butter churn and an early Native American grinding stone for turning mesquite pods into flour. most painted the same color as the desks. several antique saddles. a wooden cattle yoke. The front room of the archives is a minimuseum. are items including a turn-of-the century cash register. and several rows of similar shelving run through the building. but not yet transferred into a digital medium. publications about the area. life-sized mannequins wearing historic clothing. all of which has been painted a prison-gray color. but the back half is only gravel. Warehouse Jason Rahm (order #3047067) Red Ghost 2 . with a battered felt hat hanging from one of its horns. a box of old “snake-oil salesman” medicine bottles.The Setup The County Archives have been housed in this building since the mid-1960s when a fire damaged the former site. covered with stucco to give it an “authentic” Southwestern feel. although they vary from modern plastic storage bins and cardboard boxes to antique steamer trunks and obviously handmade rough wooden boxes. there are two other exits—a side door located about mid-way along the right hand wall (the side away from the convenience store) and a loading bay door (about twelce feet square) at the back of the building. except for the loading bay door in the back that’s made of flexible metal to allow it to roll up and out of the way. The bays are fastened with an AVERAGE pad lock. Scene 3. Two 1950s era metal desks. The keys open not only the locks to the doors to the archives. towards the loading bay door. an antique scale set of the kind used by shop keepers to weigh gold dust in the mid-1800s. fill the majority of the open area in the workspace. If standing on the street out front and looking towards the buildings. with an old microfiche reader for use by the public. the archives are immediately to the right of the convenience store mentioned in Act II. The desks contain normal office materials. Most of the old documents have been archived on microfiche. antique photos blown up to poster-size wall displays and several bookshelves lined with old. a long counter bisects the room. it’s HARD to tell what key goes to which cabinet. The front half of the building has a few small windows (three feet tall by six foot wide) but they’re located fairly high on the wall (the bottom ledge is five feet up) making them HARD to climb through without something to stand on. but not particularly valuable. Most of the material on the shelves is in a container of some sort. pipes and wiring running along it. in the city’s parades and festivities. although one has a jumbled pile of keys on key rings in one of the drawers. A swinging gate allows employees to pass through to the work area on the other side of the counter. The contents are just as varied. which were formerly on display out in the front room. On the other side of the open area is a collection of life-sized mannequins dressed in vintage clothing. There’s also a rather mangy stuffed pronghorn antelope. The ceiling is fifteen feet tall and there’s exposed ductwork. a collection of more than one hundred pair of vintage ladies’ gloves. A small buckboard wagon sits beside it. containing artifacts in floor-to-ceiling lit glass-enclosed display cabinets. The building consists of two main rooms. Open on the shelves. but not in containers. a concrete-block walled room about forty feet wide and one hundred feet long. there’s a small desk and chair. All of the walls are concrete brick. These include some well-weathered pieces of farm equipment.

There are not a lot of bones here. and any identifying information (sex.A locked metal cabinet. This contains antique firearms. they’re greeted by Carlos Estrada. the local Sheriff ’s Deputy (the same one the hunters may have interacted with throughout this adventure) to deal with the trespassers. it’s dark inside. If the hunters come to the archives during normal business hours. He loves talking about local history. etc. is mounted to the wall just to the left of the office door. As soon as the hunters breach the locks on the Personal Artifacts room. the location the bones were found in. as the room contains the county’s small collection of archived human remains. attempt to make a strategic withdrawal from the situation. Estrada screams. which is HARD to break into.) if possible. they may find any of the information offered in Act III. effectively taking him out of the scenario until the situation has resolved itself. or to teach them how to use the county’s microfiche document archives. runs. They are organized in cases with pull-out drawers. On the other hand. however. however. He will. There is. It’s HARD for them to dig up the same information by attempting to navigate the county’s document archives in the multitudinous filing cabinets behind the counter without Estrada’s aid. who seems genuinely pleased to have visitors to the normally ignored archives. sometimes going years without being disturbed. but either the side door or loading bay entrance are likely to be unobserved. he will continue to protest against their intrusion into the Personal Artifacts room.) This room remains locked and is rarely entered by county employees. After Hours Red Ghost 2 . each labeled with the date and source of donation. Scene 1). as soon as the hunters unlock or break into the Personal Artifacts room. as long as the hunters are paying attention to his actions. As noted above. it manifests as well (See Act IV and use the information from both the Red Ghost and Tanner). in one of the cases containing other “artifacts” from the late 1800s. or didn’t separate the two before burning and salting them). These are unidentified bones that have been tested and proven not to belong to any of the native tribes in the area. it’s here that Jacob Tanner’s skull is located. etc. Use the above recommendations to proceed to Act IV for the confrontational scenes. He is. If the hunters attempt to use the county’s antiquated microfiche reader without assistance. they will find it an AVERAGE complex action to locate pertinent information (if successful. a mini-room within the room. The Problems So what happens here? Once again. Tanner will manifest (see Act IV. regardless of whether it’s daylight outside or not. or to offer to give them a tour of the back area. it’s EASY to convince him to allow them access to the documentation archives behind the counter. but Estrada rarely bothers). There’s no electronic security system. because the county prefers to hand them over to more appropriate agencies (museums. If the Red Ghost is still out there (because the hunters didn’t yet discover the camel/ human skeletons. no ammunition for them. If convinced or coerced. However. and if the hunters attempt to use intimidation or other strong-arm tactics. and call Jason Rahm (order #3047067) Daytime Getting into the archives after hours is an AVERAGE task. Tanner (and possibly the Red Ghost) will manifest and attempt to stop (destroy) the hunters. If the hunters show any interest in what he’s saying. local legends or the like. including several Civil War era rifles. at that point. the cabinets and the like. it’s EASY for them to bully the archivist into handing over the keys. It’s labeled as “Personal Artifacts” and its lock is FORMIDABLE. Scene 2 for Tanner’s statistics and strategies). approximate age. At the first signs of undeniable supernatural activity. and knocks himself unconscious on one of the shelving units. It’s EASY to bully him into sitting down and shutting up. notable markings or features. however. To the right of the office door is a small walkin closet-type enclosure. The door between the front office and the warehouse is normally left unlocked after hours (it has a lock. however. just the locked doors and windows between the hunters and the inside. it depends on whether the hunters are here in the daylight hours or at night. It would be EASY for passersby to spot the break-in if the hunters try to use the front door. it’s HARD to verbally convince him to unlock or allow them access to the Personal Artifacts room where Tanner’s skull is kept. Because the warehouse has no windows. Having both spirits active and coming at the hunters should be some clue to them that they need to get the hell out of there. and it requires no effort to direct him towards any conversation that deals with Camp Verde. a coward.

which could bring Deputy Robbins into the situation—even in the middle of the ghostly confrontation scene. The Results Positive interaction with Estrada can be one means for them to access any of the information offered in Act II. both the Red Ghost and Tanner manifest in the warehouse of the archives (see Act III. either with Estrada’s aid or illicitly. Science d6. however. if the skeletons were not separated before being destroyed. Photographic Memory d4 Skills Influence d4. Instead. but a very talented and perceptive bookworm. any ghostly manifestations of the Red Ghost will include Tanner as well. While certain situations (noted in the Scene writeups) are guaranteed to bring about a confrontation. A plethora of items are listed in The Setup above. Act IV: Close Encounters Because of the investigatory nature of this adventure. Jason Rahm (order #3047067) Red Ghost 2 . there’s no single path through its research.Description He’s a bookworm. Tech d6/Electronic Research d10 Gear Key ring to all archive locks Carlos Estrada . however. Scene 2) or at the crash site in Act II. Estrada may well be turned into a long-term ally for the hunters. If he is exposed to any undeniable proof of supernatural phenomenon. as he’s an expert researcher. if that’s appropriate to the Game Master’s plans. regardless of any inexplicable occurrences he may witness. and their attitudes bleed over each other. The two have been psychically linked in such a way that they can’t leave one another’s presence. he will be intrigued. you can throw in a scuffle with either of these ghosts at any point in the story that it seems thematically appropriate. Scene 1: Unholy Duo Until such a time as the camel and human skeletons found in the big pit at the construction site are separated. The Deputy is a strident disbeliever in anything paranormal. In an ongoing storyline. Scene 2) when the Personal Artifacts room is opened. and will find a way to blame the hunters for any wrongdoing.County Archivist The Rewards Award one Plot Point for gaining the confidence of Carlos Estrada. although Tanner physically manifest then. and has a soft spot for folklore and legend. As well. Mediums and other hunters with the ability to sense ghosts and spirits may be able to sense that there are two in the area. Use the Scene 2 version of him for that encounter. Tanner won’t actually physically manifest. Harmless legends and lore are one thing—violent ghosts are quite another. where you could drop in a confrontational scene at the end of the trail. but you should feel free to add in any other items you feel suit the setting. it’s only AVERAGE difficulty to do so. As a duo. Award one Plot Point for using the archives (microfiche or filing cabinets) to research information on the situation. Perception d6/ Deduction d8. Knowledge d6/Local History d12. Lore d6/Local Legends d8. which makes it impossible to insert a confrontational situation with the ghost(s) in a chronological manner. or of value if they have contacts that can fence such materials. rather than having the Red Ghost disappear. many of the artifacts in the archives may be of use to them. If Estrada is given the opportunity to reach a phone after the situation goes badly. he contacts the Sheriff. Scene 1. some choice locations for them to interact with the hunters include the construction site (Act I. and vice versa. The Setup During any joint appearance. both the Red Ghost and Tanner are offered in their own scene below. Agi d4 Str d4 Vit d6 Ale d8 Int d12 Wil d4 Init d4 + d8. LP 10 Traits Coward d4. If the hunters have the time and opportunity to do so. This may well be an opportunity to include an item that leads the hunters into their next adventure. It may well be an IMPOSSIBLE task. to convince him to speak with them again if they use bullying techniques or physical violence against him. at least until the end scene at the archives. but if that manifestation appeared violent or dangerous in any way (such as seeing Tanner’s ghost attack the hunters) it will be almost IMPOSSIBLE to convince him to have anything to do with anything spooky thereafter.

as witnessed by the damage done to the construction site office trailer and construction equipment. and (unless separated from him) will always attack females first. especially female targets. Tanner spurs the beast to attack.The Problems The Red Ghost and Tanner are a dysfunctional pair of tormented spirits. rather than this one. The Red Ghost . the Red Ghost has come to see women as a primary target. This is an instinctive fear/defense reaction. he only uses a brutal telekinetic attack to launch items at his opponents (Willpower + Improvised Thrown Object + Spirit Trait). standing easily 8+ feet (2. Because of its bond with Tanner. Spirit d10 Skills Guns d6/Rifles d8. In other situations.3 meters) across. and uses his superior self-awareness to direct the Red Ghost through their mutual bond. Agi — Str — Vit — Ale d6 Int d2 Wil d8 Init d6 + d8. then weak looking males. Mediums.Unmanifested If the hunters are confronting the duo in the pit. Scene 2 for this variation on Tanner. Sure Footed d6 Skills Unarmed Combat d6/Trample d10 Gear Rawhide straps which bind Tanner’s skeleton to its back Manifestation Jacob Tanner remains unmanifested until separated from The Red Ghost. but this malevolence is especially heightened when the target is female. in general. the pair dematerializes (and flees) if and when their skeletons are caught on fire. Limitations The Red Ghost can’t be laid to rest until Tanner’s skeleton has been removed from its body. save to protect his own existence (ie: the skull). or others with the ability to sense spirits may be able to determine that there was more than one ghost present and/or that the ghosts fled rather than being destroyed but either task would be a FORMIDABLE challenge. Manifestation The Red Ghost appears as a huge red-pelted camel. he won’t manifest. His ghost can’t be laid to rest until both his skeleton and his missing skull are recovered and destroyed. either with or separate from that of the Red Ghost. Results Jacob Tanner . or Tanner’s skeleton (including the missing skull) has been dealt with and his ghost laid to rest. Tanner’s innate abusiveness towards women has grown exponentially stronger. Agi — Str — Vit — Ale d8 Int d6 Wil d10 Init d8 + d10. which his prejudices identify as first females. on the other hand. Tanner. Because of his Cowardly nature. Jason Rahm (order #3047067) Red Ghost 2 . and use it. It wants nothing more than to be left alone. is more cognizant. striking out with its huge cloven feet to strike its foe. the ghosts flee if shot with rock salt or targeted with other spirit-specific tactics. While intangible he uses his telekinesis to throw heavy objects at his victims or even shove his targets directly. Limitations Tanner’s spirit is bound to the Red Ghost so long as his skeleton remains attached to it. is if his skull is directly threatened. Motivation The Red Ghost is tormented by the presence of Jacob Tanner’s ghost. a hateful and destructive spirit. Unarmed Combat d6 Attacks While Tanner’s not manifested. See Act IV. The exception to this. but the recent construction work has disturbed its resting place. LP— Traits Coward d4. bound together and serving to goad each other for all eternity.5 meters) at the shoulder and weighing over a ton when manifested. This method works equally as well on human targets and non-living ones. Ranged Weapons d6/Improvised Thrown Object d8. The exception to this is the end-scene at the Personal Artifacts room in the county archives building. striking out at those targets which it can’t avoid. and the camel-ghost strikes out with deadly fury. in which the ghosts (forced by Tanner) will go all out to attempt to protect the skull and destroy the hunters. however. The camel spirit’s little more than a tortured animal in a supernatural form. before going on to male targets. He also prefers to pick on the weakest target in any group. in the end scene. He can affect two objects at a time in this manner. The Red Ghost’s normal MO is to trample its targets.Camel Spirit Motivation After more than one hundred years of suffering from his last victim’s curse. He is. then children or the elderly. LP — Traits Spirit d8. Its massive cloven footprints are easily 12 inches (. which the hunters are likely to take as proof that they’ve destroyed the ghost(s). Melee Weapons d6/Knife d8.

and attempts to make disfiguring or painful attacks. Supernatural RPG for details). The absence of his spirit-partner both frees and unsettles him. Unarmed Combat d6 Jason Rahm (order #3047067) Attacks While intangible. Once manifested. of course. The Problems Jacob Tanner . But we’re not going to go into that in this adventure. Tanner takes a form similar to that which he wore before his death—a dusky skinned. Tanner screams and clutches at the edges of the pit. a hateful and destructive spirit. he will use his hand-to-hand combat skills against his foes. hands or abdomen. He will not give quarter or mercy. if they are under attack at the time. LP— Traits Coward d4. Motivation After more than one hundred years of suffering from his last victim’s curse. he will use a brutal telepathic attack to launch items at his opponents (Willpower + Improvised Thrown Object + Spirit Trait). it’s unlikely that he manifests in a physical form until the hunters actually open the Personal Artifacts room containing his skull. Ranged Weapons d6/Improvised Thrown Object d8. Manifestation While manifested. you want them to. but is dragged down and the pit closes up after him. Award one Point for taking possession of Tanner’s skull during the endscene. as he can’t defend against them at that time. Red Ghost 2 . An ephemeral fiery pit seems to open under the spirit’s feet. and another for actually destroying it. if one’s available. Scene 3. etc) against them. all bets are off. guns. it’s EASY to salt and burn it. At that point. Award one point for taking possession of Tanner’s skull in the end-scene. Melee Weapons d6/Knife d8. but a visual manifestation of his own evil claiming him. If. however. most suffering from hideous wounds and injuries. Award two points for actually destroying both the Red Ghost and Tanner. especially to women. he also can teleport or “blink” to another location within twenty feet of himself as a Defensive action (see page 139. however. and Tanner will not hesitate to kill those who he senses are a threat to his continued existence. Limitations Tanner’s ghost can’t be laid to rest until both his skeleton and his missing skull are recovered and destroyed. Tanner’s innate abusiveness towards women has grown exponentially stronger. hungrily grasp at the soldier-ghost’s legs and drag him downward. As a strong spirit. the hunters do separate the two skeletons. He is. either with or separate from that of the Red Ghost. However. the Game Master should feel free to increase this difficulty to AVERAGE or even higher. such as blunt attacks to the face. Tanner is more likely to take physical form. or attempt to disarm opponents and use their own weapons (knives. If the hunters are able to get their hands on Tanner’s skull. Scene 2: Dead Man Walking The Setup Unless the hunters have successfully separated the camel’s bones from Tanner’s skeleton. If either the skeleton or the skull are not salted and burned. Spirit d10 Skills Guns d6/Rifles d8. As well. This is an instinctive “all-out” response. in general. unkempt man wearing an antique military uniform and pointy toed boots. The Results Should the skull be salted and burned. An example of one possible scenario for this is offered in Act II.The Rewards Award one Plot Point for driving off the ghosts in anything but the end-scene. Tanner will remain. but this malevolence is especially heightened when the target is female. He always chooses a woman as his target. however. the hunter who is specifically attempting to salt and burn it is even more vulnerable to Tanner’s attacks. This is not literally a pit to Hell. He can affect two objects at a time in this manner. Agi — Str — Vit — Ale d8 Int d6 Wil d10 Init d8 + d10. and Tanner physically appears and does everything in his power to prevent the hunters from destroying the skull that allows him to remain in the physical realm. Tanner’s spirit is taken to Hell. not only can Tanner use telekinesis on two items at a time. and a multitude of female forms. encouraging him to take risks he previously avoided.Manifest Tanner is a complete bastard. and (especially when defending his skull) will use any means at his avail to attempt to stop the hunters. The Rewards Award one Plot Point for driving Tanner off in any scene before the end-scene. Hunters can’t use this hellish manifestation as a means to enter Hell itself—unless.

the transmutation of lead into gold was as much about refining the spirit as it was about getting rich. corrupts—the alchemist’s humanity into demonic essence. While one alchemist’s ritual is going to be different from another’s. alchemy’s been a part of nearly all of the world’s more esoteric traditions. alchemy has a much darker side. During the Middle Ages and on into the Early Modern era. They require extremely specific circumstances that have to take place at precise times over several centuries. In the world of Supernatural. Being good at sneaking about (Covert) or Jason Rahm (order #3047067) 2 . A little brute force and muscle will help at points. it should work for Rookies as well as Veterans and Seasoned hunters. It’s anybody’s guess whether this produced enlightened saints. sure. This story concerns one of those guys. See. if they look under the surface and do their research. but going in guns blazing won’t fly. sages. leaving a trail of carefully disposed corpses and angling for a place in Hell’s line-up. they can keep the ritual from coming to fruition and keep things from going south. Like witches who make pacts with demons for power. Although it makes good on promises of immortality. As only one of the fight scenes can’t be avoided with some smart planning. an alchemist motivated by a fear of death or a desire for power opens himself up to terrible transformative forces the likes of which few survive and none endure. Screwing up any part of the ritual or leaving something out almost always ends up with the alchemist dead or worse. all of them are based around the idea that the human soul (and the life-force binding it to the human body) serves as fuel for the flame that refines—strike that. On the other hand. Acting rashly and coming to conclusions too quickly’s just going to dump the hunters in a hellstorm of bad news that could tangle them up for months if not years. alchemy certainly isn’t limited to such high-minded purpose. Unfortunately. hether it’s as a system of belief or This adventure needs a patient sort of hunter. or men who defy death and aging. alchemists walk a path that leads straight to Hell. Fortunately. these rituals are finicky.ansmutations Tr st By George Holochwo W a substitute for what we now call modern science. It’d be a good idea for at least one of the hunters to know a little about cults or history. every once in a while a really clued-in alchemist will poke his head out of the crowd of amateurs.

browbeating (Discipline or Influence) would also be extremely useful at points. Obviously. a darkness lurks unnoticed. if the alchemist’s plans go forward without hunters messing it up. trying to sell a theory that connects any of these kidnappings to one another would be grounds for institutionalization. but it’s ultimately driven by Cassandra Price’s desire to find the cause of her friend Frank’s freakish death. We’re shooting for the cinematic approach rather than anything resembling an academic paper. As they’re present for the discovery of Frank’s unnaturally aged corpse. or The r. and a supernatural threat that dates back to the late 1700s lays its net for its final victims. that the hunters are just going to turn their noses up at this job. once they make contact with the Pigtown Kings. and few friends. PART THE FIRST . bstantiation of the flesh vulga great descent and the transu RY INVOCATION I. where it’s believed he died in the midst of an English translation of “The Key of Aeons”. that I ligh I abide. It’s possible. It goes without saying that the presentation of alchemy in this adventure’s purely for dramatic effect. His final paper. With that in mind. In the middle of the epidemic crime and bustle of modern day Baltimore. Hans-Ruedi soon found himself alienated by his peers. if you’re a practitioner of an alchemic tradition yourself or you study it in real life. And. persecutors. There’s no record of his death. Although they’re minor. However. though unlikely. just as a way of getting around some violence. the alchemist was nowhere to be found. titled “The Key of Aeons”. convincing the hunters to get to work finding the cause of the bizarre death isn’t going to be hard. to those of adequate convictio Upon arriving in America. Cassie’s friends—especially the hyper-social and self-destructive Becky—may provide some entertaining distractions. Jason Rahm (order #3047067) Adventure Summary This story hooks the hunters with their desire to be with a dead friend’s daughter on her birthday. students. with faithful and unswe which White Lodge y upon that skillful path the the lamp and cast its luminosit my craft Black Stone that I have worked fears to walk. It is upon that are not affixed ins of this for m and spirit and come to know that the cha ns and mien enduring. Either way. Von Steffan spent the remainder of his money on an old farmhouse. even if the hunters do Transmutations 2 . he emerges a powerful demonic being. a Swiss aristocrat named Hans-Ruedi Von Steffan (writing under the occult alias of Adolphus Sestus) attracted his fair share of fame and notoriety by making claims of Luciferean enlightenment and power over life and death. Flash forward to the present. After making some powerful enemies throughout several salons and universities in Europe.The Key of Aeons the faithful revelation of ye Record of ADOLPHUS SESTUS. none of them have created the kind of pattern that law enforcement would notice. Please don’t sic a golem on us. the Bishop of Lauren had to condemn the man on the grounds of high heresy and the unholy practice of witchcraft. He’d fled to the New World in order to escape his critics. frankly. Here’s the Story During the late eighteenth century. Maryland. and past. our apologies in advance for amping up the creepy. drew the attention of the local church with its proclamations of “transcendence of mortality through the spiritual ingestion of life itself ”—as taught to him by the demons of Hell. in oded and the ceremonies and as it is by the pacts I have blo t rving perseverance. Paranoid and megalomaniacal. though they can produc substa dogmas. HansRuedi began to write strange treatises. Of course. printing and distributing them with what was left of his family’s wealth.PRELIMINA the lower throne. Although the alchemist’s taken lives to sustain him over time. willfully the foot of As my own wit ness declared at w grade of Per fect Adept will kno claim that “Those of the worthy deny cies of effected in the different spe that no transmutation can be nge” e the appearance of such cha nces. When the bishop’s men broke down the door of Sestos’s mansion. Von Steffan notices them and they’ll have made a new enemy.

they may still fail. an oddly shaped living room that looks like its undergone several failed renovation efforts. who was killed on the job when they were first starting out. Martin Price. and find out about the nightclub. Breakdown of the Acts Here’s the skinny on the three Acts in this adventure.their best to stop his ritual. they Jason Rahm (order #3047067) The primary purpose of this scene is for the characters to become acquainted with Cassie’s friends but also to take Cassie aside and have an Cassie and Her Friends Transmutations 2 . consisting of nothing but formed-stone row homes and shady looking corner liquor stores. If that happens. Cassie snaps out of her sentimental stare and invites the hunters in with more enthusiasm. They become acquainted with Cassie’s friends who’ve gathered for pre-clubbing beers and cake in celebration of Cassie’s birthday. After confirming the address. Act III: Rubedo The action heats up to a boil and a confrontation with the alchemist is inevitable. Younger hunters might relate to Cassie and her friends directly. they’re invited to join them for Cassie’s birthday celebration at a new local night spot. When her friend Becky Wells comes running up behind her with rubber gloves waving a tube of hair dye asking who’s at the door. in Section 8 low income subsidized housing—her rundown rowhome serves as housing for Cassie and three of her friends. catch up with Cassie. lives in South Baltimore. and a large bathroom with a claw-foot bathtub. with people lazing on their stoops being generally neighborly to each other. After a minute or so of listening to the muffled conversations of excited teenage girls through the door. When she recognizes the hunters. aged beyond his years by an unknown evil. The girl. You’re welcome. immediately enter a fairly dilapidated working class neighborhood. The house is a three-story row home in relatively good repair. the body of another of Cassie’s friends is found. Act I: Solve et Coagula The hunters show up in town to check on a dead friend’s daughter and stumble upon a new threat. The street they end up on looks like all the others. Becky pulls a brightly colored flyer off the fridge and holds it up as if the hunters should know what it is. makeup. The first floor’s got a kitchen. the weirdness of a nightclub. When the hunters inquire as to why everyone is so jazzed. she looks genuinely happy but with a touch of thoughtful sadness. and getting dressed. Act II: Refinement The hunters investigate the local gang. you’ve got a major new bad guy for your ongoing campaign. with the roommate Becky Wells making her room in the basement. As they pull off the highway. There’s a total of three bedrooms upstairs as well as a bathroom. Annoyed. After bumming around the nightspot for a bit. hands it to one of the hunters. and then explains that once everyone is done with hair. Ascend. they (hunters apparently included) are going to have some beers and a birthday cake and then party the rest of the night away at one of Baltimore’s newest dance clubs. the door swings open and Cassie appears with half of her hair up in clips and pins and the other side matted with magenta hair dye. and being introduced to her annoying roommates. After spending some time with Cassie. a sad teenager named Cassie Price. and the simmering plot is revealed. It’s got three exits and a sort of makeshift fire escape-ish contraption attached to the upstairs back window—probably almost as dangerous as a house fire—that hangs over a lot covered in untamed weeds and uncut brown grass. Act I: Solve et Coagula Here the hunters arrive in Baltimore and spend some time catching up with the daughter of a friend. Scene 1: Old Friends During this scene the hunters arrive in South Baltimore. while older hunters may decide that it’s a good plan to get into the spirit of the occasion to give their old friend’s daughter some muchneeded distraction. Cassie pulls the flyer from Becky’s hands. framing a perfect skyline view of Charm City. the hunters get out of their vehicle and ring the doorbell. and sampling bits of each other’s conversations. casually walking from stoop to stoop. catching up. The Setup It’s a really hot day and the hunters enter the city on I–95. All of the roommates are bustling about in various stages of hair and make-up.

Knowledge d2. Description Cassie is eighteen as of today. Amorous d4. the hunters sense that Becky Wells has about as many serious personal issues as one could possibly fit into the life of a nineteen year old girl. LP 10 Traits Addicted (cross-addicted) d4. The problem is that nothing is really helping. She’s a healthy teenage girl with a small. Lazy d4. Having had the wool ripped off her eyes at the age of thirteen.. someone else’s cigarette After an intensely abusive childhood—neglected and hated by Mom for being too pretty and quite the opposite from Dad— Becky feels she’s entitled to pretty much whatever her whims point her at. It’s during this alone time that Cassie reflects on the terrifying. Smartass d4. final moments she had with her much missed dad. When alone. Cassie tends to laugh and joke but usually has a slightly distant reaction— as if she was somewhere else entirely when the punchline dropped. cigarette lighter. she’s become susceptible to the influence of Becky Wells. Performance d4. Cassie does own a pistol and is competent insofar as its use and will make use of it in the case of a serious threat to herself or her friend regardless of whether the danger is supernatural or mundane. Although she is a young. Sensitive d4 Skills Alertness d4. Rebellious d4. Cassie Price Although she’s taken no pains to improve on the little bit of self-defense stuff her dad taught her in the fleeting last days of his life. Guns d2. Cassie Price spends her days living without purpose. Cassie spends most of her time flopping on the couch in her overalls when she’s not working her stockroom job at the Bullseye™ superstore. Confused and paralyzed by hopelessness. Cassie will use the techniques she learned taking Aikido at the nearby women’s crisis center shortly after her dad passed. Frankie has some seriously uncool friends and is slightly entangled with some neighborhood gang politics that could spell trouble for him and anyone close to him. dad’s old pistol (d4 W) Description Almost immediately upon meeting her. Anger Issues d2. At least a little intoxicated or hung-over at all times. Lore d4. Having seen what she’s seen. fragmented. her brow is generally knit with concern and her general bearing is far too heavy for a girl her age. As a result. funny. untreated manic depressive disorder) d4 Skills Covert d6. This self-destructive behavior further feeds her insecurities and generally angry feelings toward the world. gum. but she knows Becky Wells Jason Rahm (order #3047067) Transmutations 2 . Here are their vital statistics and a little about their backgrounds. The only thing that seems to cheer Cassie up (at least superficially) is her budding love interest Frankie Burns. Agi d4 Str d4 Vit d6 Ale d4 Int d4 Wil d4 Init d6 + d4. Cassie has a perspective on life that only a hunter should have to bear. Hooked (partying) d4. Cassie tends to sit in front of the television chain-smoking cigarettes that have stained her fingers and keep her sanity from flying apart. but delinquent ex-boyfriend of Becky’s. a proud representative of the “wrong crowd”. Unstable (severe. athletic build but wears the deep cut wrinkles and dark circles of little rest and personal trauma around her eyes. Although not as much of a wild child as Becky. LP 12 Traits Good-Natured d4. Despite her desire to have a tighter hold on her life. creating a perfect storm that’s amped up by her need to be trashed during most of her waking life. Agi d4 Str d4 Vit d6 Ale d6 Int d6 Wil d6 Init d4 + d6. Allure d2. attractive girl. a good-looking. Contacts (Pigtown Kings) d2. Among her friends. Becky does not think about what comes out of her mouth before she speaks nor does she consider the repercussions of her actions before she commits to them. Despite the crap hand that life’s dealt her she manages to be pretty loyal and honest about most things. constantly aware of the world underneath that could rip away anything and everything that she has come to love and take security in. She can’t keep a secret or her wiseass remarks to herself. assuming they’re much less dangerous than they actually are. Athletics d4. Unarmed Combat d4 Gear Cigarettes. Influence d2. Under less intense circumstances. But Becky gets by. someone else’s 40 oz. Unarmed Combat d2 Gear Trashy wardrobe.honest discussion about the last time they saw each other at Cassie’s father’s funeral. Cassie basically dismisses Frankie’s gang ties. Covert d2.

Cassie has a lousy time. she’s dated several of them and introduced a few of them to her friends. About a year younger than Cassie and two years younger than Becky. Unfortunately. After all. she’s generally there with a pill or booze. cell phone Not much on talking seriously to anyone other than each other. Tiffany and Dawn don’t do emotional support except for one another. they do. A consummate party girl. ed: in an obviously supernatural way. kind of. This needs to be dealt with before the club if there’s any hope of the birthday girl having a sufficiently great time at her party. Becky enjoys her drugs and her bad boys and refuses to listen to any advice that would suggest getting her crap together. for that matter) should consider addressing this with her at some point. generally departing the scene as soon as things get too serious. With her roommates around. and as her roommate. Here’s some complications to work into the scene. Becky Wells is a hot mess. in a way that feels like someone cou have stopped it despite that not rea ld lly being the case. It’s imp ng tied that at least one hunter was presen ortant directly involved in the events that t. to Cassie as well. they notice the wind has left Cassie’s sails. Any hunter with a concern for Cassie’s well being (or Becky’s. Tiffany and Dawn are comfortable following the lead of the older girls most of the time. Unfortunately. CASSIE’S LOSS This is where the importance of bei to Cassie’s story is emphasized. If These Walls Had Ears The Problems The action at this early point in the adventure is more social than anything else. there isn’t really a “job” as such. LP 12 Traits Shy d4 Skills Drive d2. The hunter’s arrival reminds Cassie that she hasn’t really had anyone with whom she could discuss the truth of her dad’s demise since the tragic event occurred. As soon as the hunters have a bit to settle down amidst the chaos of the roommates. she’s considered a friend and can call on them if she has need. Tiffany Patrick & Dawn Frazier Well. she’s attracted many negative elements to herself. With her job as an exotic dancer at Chez Mike’s Gentlemen’s Room and no future prospects. Influence d2. however. Description Tiffany Patrick and Dawn Frazier have been best friends for so long the two seventeen year olds even look alike. Although she’s certainly not a gang member by any stretch of the imagination. Becky’s become mixed up with the Pigtown Kings. With her reputation as a party girl. Agi d6 Str d6 Vit d6 Ale d6 Int d6 Wil d6 Init d6 + d6. Becky’s been the single worst influence on Cassie since her dad’s passing.what pain feels like and is always there for a friend in need. When Becky has one of her heated screaming fights with one of her soon-to-be exboyfriends or Cassie doesn’t get enough sleep and breaks out sobbing over her deceased father. the story of dad’s death should be worked out her time in your notes so that it can be ahead of pre in a consistent way during play as wel sented l allowing the hunters who were involvedas the opportunity to invest some emotional weight into playing out their connection to Cas sie Price. High school friends of Becky. Tiffany and Dawn become a pair of deer in headlights and will break just as fast for their rooms the moment they have any kind of opening. talking It Takes One Bad Apple Jason Rahm (order #3047067) Transmutations 2 . the hunters really need to be discreet without ignoring Cassie’s emotional needs. Tiffany and Dawn are a giggly pair of teenage girls who just want to have fun and enjoy their independence from their parents. or even lea Martin Price’s death. Becky gets the blues a lot. Knowledge d2. but that’s just because that’s what Becky wants when she’s got the blues. completely defeating the purpose of the hunters’ visit. Whatever is decided. Unlike Becky. due to gross emotional immaturity. these friends are pleasant if rather vapid. Despite her attempts to be “just like a sister” to Cassie. so let the hunters do what they feel is helpful to their friend’s daughter. in front of Cassie and at least one of the hunters. Although the spe d to the tragedy can be tailored to fit cifics of wha campaign in which Transmutations is tever inse Martin’s death needs to have happen rted. If they fail to do so. Unarmed Combat d2 Gear Trendy wardrobe.

Ascend is set up inside of a large warehouse in an industrial park in South Baltimore. The only other exit is an emergency exit around back—the kind with a really loud alarm. pristine white sneakers and posture like they’re doing a comedy skit about hip hop. black Pittsburgh Pirates baseball hats. Scene 2: Ascend This scene begins once the whole crew is dressed.” After finishing up the last of Cassie’s birthday cake and a few beers. and Joey Wilks. Cassie isn’t the easiest person to get alone today. They all talk in exaggerated street slang stretched over extremely thick Baltimore accents. and huge jeans worn around the hips with oversized. the girls decide it’s time to get dressed and head to Ascend. the long rowdy line of brightly dressed patrons extending two blocks is the only clue to it being a club. and Dawn are all in tow and they meet several members of the Pigtown Kings. Becky ruins the evening for everyone if they make her feel condescended to or judged. most of which centers on three things. she’ll have a big. getting away from Tiffany and Dawn is extremely EASY. deep moment of comfort and the feeling of being totally understood. Becky. Tiffany. and possibly Outside of the club. but it’s early.directly to Becky right before a big party—or letting her overhear such a conversation—is a terrible idea. even notice all the occult markings hidden in the club’s décor. they’ll find out that Cassie is well aware of how Becky lives her life and will assure the hunters that she’s beyond her best friend’s childish manipulations and social pressuring and that things are just particularly bad for Becky right now. Cassie. smaller warehouses. she’ll dismiss such offers with “I’ll take care of Becky. The Problems The Rewards Give the players one Plot Point each for getting some time alone with Cassie to talk to her about her Dad. If the hunters are somehow able to get Becky to leave. the entire building has a chain link barbwire fence surrounding it. They inform Cassie that Frankie came to the club earlier and said he would meet them inside. the hunter (or hunters) who had a connection to Cassie at the time of her dad’s death will be able to take her aside and speak frankly about all of the actual events surrounding the supernatural tragedy. They might look ridiculous but they’re deadly serious about what and who they are: a gang that deals drugs and steals cars in and around this part of town. Prone to hyper-melodramatic freak-outs and flamboyant displays of negative-narcissism. The hunters get wind of strange stuff going on inside the club. When they finally do arrive. There could be more Plot Points involved. They’re all dressed in long white t-shirts. Becky tries to get the boys to get her through the door without Meeting the Pigtown Kings Jason Rahm (order #3047067) Transmutations 2 . and ready to go to the nightclub for the evening. both of which play a vital role in the final confrontation with Von Steffan. they realize that Ascend seems a bit more dubious than it was originally described to them. Once alone. If the hunters offer to help her talk to her friend. Becky acts like its urgent that she get there on time as she’s told friends to meet her outside the club (because she thinks they can get her in for free and is afraid she’ll miss them if they’re too late). They might not make much of them all at this stage in the adventure. surrounded by dormant factories. brief sob and then hug and thank the hunters who took the time to sort things out with her. a combination that makes them almost indecipherable. too. There’s also a FORMIDABLY well-hidden trap door behind the DJ booth that’s roped off from use and guarded by a huge bouncer (who is really just guarding the DJ booth). made-up. If the hunters also take this time to discuss Becky with Cassie. and acres of concrete. they park on the street a block or two from the club. This scene’s designed to give the hunters a sense of the club’s layout. With the exception of the front door. Among them are Ty-Ty Cross. The Setup The Results Once Cassie has a nice. the hunters get to meet Becky’s lovely friends—the Pigtown Kings. From the outside. Kenny Smalls. Let’s just have fun tonight. so it’s going to take some HARD maneuvering to separate her from Becky. As they approach. depending on what the hunters’ Complications are and how well they pull off the issue of Becky being glued to Cassie’s side. She’ll then explain that Becky is caught up with the local neighborhood gang and also discuss Becky’s substance abuse.

Guns d2. It was for this reason that Frankie was asked to shop up early that evening… Ty-Ty lives in his mother’s basement and keeps his operations from her entirely. Influence d4 Gear Oversized clothes. things begin to get strange. Wrong Side of the Law d4 Skills Athletics d6. Becky’s furious but surprisingly does not make a scene. Cassie goes in search of Frankie Burns— “I’ll be right back!”—and Becky beelines for the dance floor. Somebody with this level of the Complication’s taken Prima only once or twice. LP 8 Traits Alchemic Link d8. Discipline d4. Ty-Ty’s landed his whole crew in a crap-ton of trouble that he can barely comprehend. Once inside. d4: At this level. Covert d4. These kids are bad news. Ty-Ty’s old best friend. cell phone. Jason Rahm (order #3047067) Kenny Smalls & Joey Wilks Once inside the club. When the alchemist acts against you. and figure they can afford new console games and bags of weed just fine without one. and things could get even worse for Becky.charge. Cassie’s got nothing to gain from having anything to do with these guys. Alchemic Link d4. Ty-Ty (Timothy) Cross Agi d6 Str d6 Vit d6 Ale d6 Int d4 Wil d6 Init d6 + d6. pristine white sneakers. cell phone. Description Kenny and Joey are kids from around the neighborhood who just have nothing better to do. Ty-Ty freaked out and contacted his new supplier with the concerns. pistol (d4 W) NEW TRAIT: ALCHEMIC LINK (D4/D8) You’ve eaten or otherwise ingested Prima. As a result of his wide-eyed ambition and delusional sense of his own capabilities. It doesn’t apply to his defense against your actions. it’s EASY to give her the advice she needs to hear. In Plain Sight d4. Influence d2. Preoccupied with something. doing it in line’s the best time to do it. Instead of the normal upbeat jump of a club filled with tons of dancing kids. d8: If the link is this strong. She has no idea how true this is at that very moment… Description Ty-Ty is an overweight bully with a shaved head and a pinched. Pretty excited about their new prosperity. but the energy of the place is entirely wrong. Tech d4 Gear Oversized clothes. Ascend Interior Transmutations 2 . the alchemical substance prepared by an alchemist with Von Steffan’s Black Stone. Agi d6 Str d6 Vit d4 Ale d4 Int d4 Wil d4 Init d6 + d4. Frankie Burns. the alchemist is cap able of using his life-draining powers at a dist ance of up to 50 miles. at least dresswise. the Pigtown Kings won’t even give Becky a place in line. Ascend is certainly packed to capacity. even going so far as to threaten reporting the whole situation to the police. This represents somebody who’s take n Prima multiple times. it’s blatantly obvious that the Pigtown Kings are directly involved in Ascend’s drug dealing. pig-like face that was a lot scarier in high school than he is now. however. If the hunters approach Cassie and Becky about the Pigtown Kings. Drive d2. Almost twenty-one years old. the alch emist’s life-draining powers are unaffected by distance. Cassie takes little convincing but insists that Frankie Burns is very different from the others. The club doesn’t have the atmosphere one would expect of a popular nightspot. he gain s the Complication’s die rating as a bonus to his actions. pristine white sneakers. albeit with a –2 Skill step . He keeps his gun and stash in a sentry lock safe that he keeps behind a piece of loose paneling behind his bed. it’s as if the entire place is on tranquilizers and floating in syrup. knew that something was rotten about the sudden increase in cash and status. They look like skinnier clones of Ty-Ty. they figure it’s better than a real job and that it’d be pretty cool if any of what Cross says actually does come true. LP 12 Traits In Plain Sight d4. Wrong Side of the Law d4 Skills Covert d4. unrealistic judgment has actually screwed them. drug paraphernalia Kenny and Joey hate the idea of employment. Despite the fact that they don’t really believe any of Ty-Ty’s promises. Considering Becky’s feelings of rejection. In response. Ty-Ty is a pathetic underachiever and small time pusher who maintains control over the Pigtown Kings by feeding them lies and promises of being “real players” one day. Thi s crea a mystic link between you and the alch tes emist. the two boys have absolutely no idea how badly Ty-Ty’s horrible. giving him unnatural influence ove r you and the ability to siphon life from a dist ance.

of course. the symbols are just very out of place. The Problems This stuff happens more or less in order. the distinction is IMPOSSIBLE to make at this point. a hunter with adequate Lore (such as a Specialty in Symbols) and a little HARD work discerns variations of traditional alchemical symbols for salt. the hunters need to react to the situation before the normal folks get a working grasp of how truly unnatural the cause of death must’ve been. Actually. the next scene can take place at any point in between. If the hunters ask around. they notice the chill-out room. notice weird symbols. It really can’t be that simple. The hunters may well wonder what everybody’s on. or get a sense that there’s more than just a little drug use going around. They’re the work of either a detail-obsessed artist or a genuine practitioner of the black arts. The room’s full of kids well on the way toward stonecold drunk. the uniformity of everyone’s state is pretty freaky. Alert hunters notice people bumping into things. they just continue on with vague but dripping praise of the drug’s effect. they’ll have to put forth an AVERAGE effort to get answers. Although the Pigtown Kings only call it “good stuff ” or something equally dismissive when the hunters ask. Even taking the strange atmosphere into account. The Pigtown Kings spread out to the corners of the club to hold court for their bleary eyed customers. the kids who are actually on it tell the hunters it’s a new. Some are completely passed out. it’s HARD to notice the pattern of intoxication in the place. Although not supernatural per se. according to all sources. propping up the walls and lounging on the overstuffed furniture with expressions of oblivious bliss. Right about this point. or paying no attention to change in music or lights. Although it’s EASY to tell people at the club are indulging themselves. The Results Once the hunters have had a little time to interact with or worry about the Pigtown Kings. and mercury blended into the patterns of psychedelic art covering the walls. Nonetheless. failing to pick up on passing comments. the symbols are drawn with far more care and too much attention to detail than anyone but a practicing occultist or hunter would care to invest. This scene ought to feel time sensitive. they can head to the chill-out room. Cassie comes bouncing into the room with a big smile on her face. Could be a good place to retire to. The Setup So the hunters are worn out from dancing or sick of the booming electronic beats. there’s something up with those alchemical symbols. the uniformity of intoxication’s still strange. It’s the only place to actually sit in the entire club. amazing drug called Prima. Right now. It’s here that the body of Frankie Burns is found dead. If pressed for more information. The Rewards The players each get one Plot Point for figuring out there’s something weird going on here with the symbols. Although there does seem to be a sort of transcendence theme to the whole club. and happens shortly after the hunters pull away from the main room and get some quiet space. and another for pegging it as alchemy or occult-related. They just sort of stare off into space and bob their heads to a beat that’s not audible. but the reveal in Scene 3 might end up being the focus of their attention. arrived at Ascend Where’s Frankie? Jason Rahm (order #3047067) Transmutations 2 .It’s nearly IMPOSSIBLE to tell that there’s a supernatural disturbance. Seeing the massive etching of the focusing tablet on the dance floor requires a HEROIC effort while everybody’s dancing on it. sulfur. reduced to a desiccated husk by the alchemist’s life-draining rituals. She tells the hunters that she’s having a good time but can’t find Frankie Burns who. Unfortunately. The first bit leads to the others. but reinforces the right theories once the hunters have more information and are further along on the hunt. upon close inspection. Substance Abuse This scene kicks off the hunt and begins when the characters decide to relax in the “chill-out” room of Ascend. Scene 3: Withered Despite the fact that this is a rave club in the midst of a fairly bad neighborhood in Baltimore. and it’s probably in the best interest of everyone’s safety if the hunters found out.

If the hunters removed the identifiers from Frankie’s body. or be prepared to give a statement to the police. wits. with bouncers responding quickly and a circle of club-goers surrounding the scene. When the hunters get a good look.early tonight. The only passing benefit of sticking around is to constructively make contact with the police. consumed by the bleak realization that this could be any one of them if they should go against the will of their new master. the Pigtown Kings are nowhere to be found. The moment Cassie screams. they make it IMPOSSIBLE for the police to figure out the identity of the corpse in any sort of reasonable time. it’s EASY to tell that Cassie is in a state of shock. He also has a gold necklace with a cubic zirconia “F” hanging from it that’s EASY to notice. Frankie’s head lolls back and Cassie lets out a piercing. he’s somehow aged about fifty years and given up the ghost. If any of the hunters are on the Wrong Side of the Law. Claiming relation to Frankie or impersonating off-duty emergency workers or doctors should do well enough to appease the bouncers. If the hunters search the body for indentifying marks. the players will need to either get out of the way and leave the grounds. Needless to say. Despite the rushed nature of their initial encounter. but will be a HARD trick to pull off on the actual police. doing so in front of a room full of bouncers and transfixed onlookers requires a covert action of AVERAGE difficulty. the police will go about the incident as if Frankie were simply a sad old man that decided to give it one last hoorah before dropping dead from heart failure in the back room. head down with his face obscured by the hoodie. Is That You? The Results If the hunters come out of this scene with only one thing. Becky looks completely freaked out. and they don’t get what they need before the police arrive. or other classic hunter moves. Frankie has a wallet with a monthly bus pass and his MVA issued identification card. Once that’s taken care of. they’ve been given a fair amount of info to go on. If the players failed to recover Frankie’s ID card before his body is handled by the police. If the hunters don’t think quickly. When the police arrive. and the Pigtown Kings are absolutely terrified out of their Jason Rahm (order #3047067) Damage Control It’s probably best if the hunters make sure that this is actually Frankie. It’s probably best if the hunters counsel Cassie a bit before she gives hers. Cassie runs over and jumps onto Frankie’s lap. the hunters need an excuse to stay near the body. two if there were police involved. they’ll quickly find that this dead. they realize that if this is indeed Frankie. sustained scream. it should be that they have caught the trail of a supernatural threat of an unusual and obviously powerful sort. Once the police arrive. This will be a HARD task considering how hectic and panicked the room has become. she sees a familiar hooded sweatshirt and Pigtown Kings ensemble passed out in the corner. the cops will be utterly confused. Excited. The hunters should probably consider an appropriate lie in order to conceal the unnatural facts of Frankie’s demise. tactics and research are the next major concern. Events will determine the nature of their dialogue with the Transmutations 2 . quickly taping off the scene as to preserve the evidence until a more qualified investigator arrives. Tiffany and Dawn look disturbed and concerned. the police have no way whatsoever to know anything about the true cause of death. If the hunters have the sense to remove these items from the body. However. first things first and that means getting everyone’s emotions under control and on the same page. Frankie. seventy-year old man is in fact the remains of a twenty-year old drug dealer named Frankie Burns. Once she’s had a chance to look around. recovering the items becomes substantially HARDER. outright lies. You might add more to the total if things go off the rails but the hunters steer it back with some clever double-talk. Act II: Refinement It’s during this Act that the characters will perform the bulk of their investigation. saying. “Wish me a happy birthday!” As soon as the words escape her mouth. they can’t ask the police and paramedics any questions they think might help. On the off chance that the hunters take inventory of reactions of the various supporting characters. The Rewards Each hunter gets a Plot Point for “handling” the situation. as Cassie could be jumping to conclusions. Cassie’s screaming attracts a lot of attention. However. making sure that she doesn’t blurt out anything without thinking.

However. and take a good look at her situation. Tiffany and Dawn don’t want to deal and immediately beeline up the stairs to hide in their bedrooms as soon as the waterworks start back up and don’t really catch what Cassie means by “it”. they realize that the only thing that’s going to make this better is doing something about whatever killed Frankie Burns. Becky. she knows some of the factors surrounding its distribution and history. where the girls emotionally decompress with a vengeance. she insists that she be included. not taking notice of anything the hunters or Cassie are saying for the first several minutes. if the hunters sympathize with Cassie. The Problems Once again. She makes it clear that Ty-Ty and his boys are the only people she knows who sell Prima and that they never sell it outside of Ascend. who looks thoughtful for once. Becky also reveals a new problem that could have dire results for nearly everyone if doesn’t get resolved. vacant expression. and reveal a vague outline of the alchemist’s plot as well as the nature of Hans-Ruedi Von Steffan himself. What was everyone on at Ascend? The Results Depending on how the discussion with the girls progresses. she spills all the beans she has. the hunters might ask questions about what everyone’s on (assuming they didn’t ask while at the club). the Prima pill is the only drug anyone is interested in these days. thinking. She’ll rescind and apologize once she calms down. warning her to “never ask that question again. If nobody asks Becky about Prima. so it’s up to the hunters to get social. Cassie is inconsolable. If the Prima conversation goes down with Becky. uncover the truth of Ascend.Pigtown Kings. there’s nothing here that can immediately be solved with a shotgun of rock salt or the Roman Rite. Cassie. not about giving them final answers. or any other form of soft sympathy. the hunters have some good leads and opportunities to shed light on Frankie’s death. Despite her intoxication. it’s better Making things right with Cassie Once Cassie and the hunters are on the same page. Even if they did ask. Any attempt to control Cassie or what Cassie says from here until the end of the scene creates an IMPOSSIBLE situation and results in her telling the offending hunter to get the hell out of her house. in just the stretch of two weeks. taking resolve and focus in her desire for revenge. the hunters and the girls return home and the dam breaks. when she inquired about their supplier. Becky gives the hunters more information than anyone at the club would have. but not a minute sooner. Hunters with strong Lore and Knowledge skills will be of particular importance during Scene 3. The Setup After leaving the club. to get her on board as quickly as possible. taking this crusader mentality makes it pretty clear to Becky that there’s something going on that hasn’t been shared with her. cuts loose with shouts of “What did that to Frankie?” and “You’ve got to find whatever did that and stop it!” which puts the hunters on the spot in a big way in front of the other girls. in her hysteria. the characters have a few good leads on how to begin the hunt for Von Steffan. with only four nights of sales. in the past. coloring their perceptions. You should know that this is a scene about getting the hunters to ask the right questions. Scene 1: Revelation The hunters return to Cassie’s house. Now. If the hunters go the route of aggression and payback. Luckily. hugs. Keep in mind that the girls have knocked back a few at the club.” Becky also adds that the Pigtown Kings pretty much sold pot and whatever they stole out of Ty-Ty’s mom’s medicine cabinet until Ascend’s grand opening two weeks ago. “first Dad gets taken from me and now this?” If the hunters try to calm her down with quiet voices. she still suggests that Ty-Ty and his boys had to have had something to do with Frankie’s death. Although Becky doesn’t know exactly what Prima is. Although she eventually comes around after venting off most of her rage. After discussing the details. and then became threatening. for both her sake and for the benefit of saving as much time as possible. She mentions that once. Cassie puts the hunters on the spot and Becky comes clean. sinks into the sofa and takes on a distant. she shakes them off and then really cuts loose. First and Jason Rahm (order #3047067) Transmutations 2 . they totally overreacted like they were very scared of something. Mind you. Cassie straightens up and makes her dad proud.

and fragile ego. Any hunter with an understanding of medicine has an EASY time determining that this isn’t true and that the nature of the substance requires more research. However. Obviously. They’ve been ordered to sell the two substances mixed fifty-fifty (what Ty-Ty refers to as “face-to-face”). give them another Plot Point. getting a sample of Prima for testing purposes. This is the quickest path to getting info. Nonetheless. considering his fear. it will take place at Ty-Ty’s house in his basement. bad judgment. Other options include getting a Prima sample for testing. The following sections cover most of it. if pressed. The outcome of this scene—based on how Ty-Ty and his boys are treated—has a direct effect on the gang’s actions in Act III. he could very well panic and give up a sample or. He tells the hunters that Prima is a combination of mundane MDMA powder and a special cut that’s given to them along with the drug. they’ll receive a +2 Skill step bonus to all intimidation attempts against the gang leader due to Ty-Ty’s precarious and panicked mental state. Ty-Ty lives here alone with his mom. back when he made the deal). locked in her room out of fear of her son’s friends. If he had his (few) wits about him. If Becky spills the beans and the hunters learn about Prima as a result of their actions. going about the meeting in a less aggressive fashion might be better. a clothing strewn pigsty where he crouches pig-like in front of an extremely expensive plasma widescreen to which is attached his prized GameStation 4 with all the newest games. very scared. he’s currently terrified of Frankie’s fate becoming his own and is trying to pass his anxiety off as “having business on his mind. All it would take is intimidation (opposed by his Willpower + Discipline) or a promise to get him out of his rapidly deteriorating predicament (opposed by his Alertness + Discipline). Ty-Ty believes that the cutting compound is low-grade heroin “or something”. Ty-Ty is ultimately a coward and he’s very. Scene 2: Agents of the Black Stone Whether it’s finding out more about Ty-Ty’s operation. digging up some Lore on life-draining supernatural threats. he’d never consider passing a Prima sample to anyone outside of Ascend (as those were Von Steffan’s precise orders. one way or another. but it makes Ty-Ty and his gang view the hunters as enemies and threats unless the hunters take HEROIC pains to restore trust. he’s really shaken up and extremely reluctant to make any plans to speak to anyone. If the hunters go the threatening route. the hunters’ next step is talking to the Pigtown Kings. but in his current messed up state. The two-story row home is neat but filthy. since his dad’s currently in prison for repeated possession of narcotics.” When a meeting is finally arranged. As mentioned previously. Giving Up the Goods Jason Rahm (order #3047067) Transmutations 2 .foremost is the option of talking to the Pigtown Kings. and of course. When he’s eventually reached on the phone. the only place that young Timothy Cross feels truly safe. but feel free to mix and match. the stuff he’s been told to cut it with. Ty-Ty holes up in the basement sanctuary. The Problems The way this goes depends on the hunters’ approach. If Ty-Ty is sufficiently scared of the hunters (or convinced that they can keep him safe) he explains what he knows about Prima and shows them his stash. The Rewards Give the hunters a Plot Point for staying cool with Cassie and not trying to coddle her. Meeting With the Boss The Setup Becky can’t get hold of Ty-Ty until the next day as he and the other Kings tend to sleep until late in the afternoon. There are several ways of going about setting up a talk with Ty-Ty and his boys. the house going mostly unused as Ty-Ty’s mother rarely gets out of bed. or finding out what Frankie was doing before he ended up dead. as well as a jar that used to be filled with the powder that Von Steffan provided them. which takes some sorting out on Becky’s part but happens if the hunters want it to. some not even out of their shrink-wrap. getting him to cooperate will require rather flawless diplomacy.

as follows.” The Trouble With Frankie to test the make-up of the mysterious drug-cutting substance. You should be prepared for the hunters to try a wide variety of solutions for confirming their clues. The Setup The Results When this scene comes to a close. If the hunters search their tomes and journals for this kind of powder’s uses. If the hunters aren’t doing the research themselves. but be careful not to let them stray too far from the plot or create red herrings for themselves out of misapprehended conclusions. The Rewards The hunters get a Plot Point for getting information out of Ty-Ty. In other words. made Ty-Ty despise them. The hunters can use their own resources to narrow down. or convinced Ty-Ty that they’re jealous and trying to steal his thunder like all adults have been doing his whole life. The set up for this scene is simple and quick. his eyes angled down and away as if Frankie’s body was still at his feet. including going online. and seeking out facilities or services Jason Rahm (order #3047067) Determining the actual ingredients of Ty-Ty’s powder is going to require some resources that are generally not within the average hunter’s arsenal. A quick description of slipping past security at the Hall of Records.Ty-Ty doesn’t respond well to questions about his dead friend. If pressed hard. Testing the powder reveals that it is. Hans-Reudi knows what’s up and makes Ty-Ty repent for his inevitable lack of discretion. or convincing a lab tech at Johns Hopkins University to test the composition of the elusive Prima powder. You should make sure that you don’t stymie your players with clue-based bottlenecks as well as minding the pacing of this scene. the description is no more articulate than “old. . the nature of their adversary. the uses for such a grotesque concoction remain unknown. . That said. fast-talking a difficult receptionist at the Greater Baltimore Historical Society. the relationship between the hunters and the Pigtown Kings is clearly defined. their mystical function is all the more terrifying. It’s important not to restrict the players too much.” or “rich-looking. Arrangements have to be made. the pudgy Ty-Ty offers no significant resistance to the persuasions of intimidating adults. historical society records. Discussing Frankie’s death is much more difficult than getting information about Prima. If asked to further describe Von Steffan. Ask the hunters which avenues they’re prepared to pursue. and ultimately determine. The Problems With the vignettes out of the way. As soon as the image of his old friend’s shriveled corpse comes into his mind’s eye. blood. They’ve either scared the hell out of Ty-Ty. white. and then run a series of brief vignettes for each course of action. this scene is not so much based in a specific location as it is a freeform investigation period. Scene 3: Illumination The culmination of the all their hard work during the first two scenes in Act II. it’s likely they’re going to end up with a very disturbed lab technician unless they’re quick with an AVERAGE cover story. he exclaims that if he tells the hunters any more information about the “old German cat” that he works for. If the hunters decided to test the powder themselves using someone else’s facilities (which likely requires a cover story or an incident of breaking and entering) the research is quite HARD but ultimately produces the same findings. and fingernail clippings. they stumble upon the occult concept of sympathetic and Prima Unveiled Transmutations 2 . he’s at least playing to type. in fact. if the group’s bruiser flexes some muscle. at least until he erupts into a fit of paranoid hysteria. it’s time to shift the focus onto the major action in the investigation. Although the mundane materials are unusual. searching public records. letting it drag could diminish the story’s momentum. Once the powder’s ingredients are revealed. and another if they role play their own Complications and/or Skills appropriately to do it. human hair. Either way. and composes himself a bit more stoically if pressed for details about his death. and real smart. serious. the same thing will happen to him and there’s nothing they’ll be able to do about it. and squeals if the right words and actions are chosen . This scene obviously makes use of Knowledge and Lore skills but may also require some quickly fabricated false identities in order to gain or speed up access to important information. and German. the hunters see Ty-Ty relive it.

There’s one car in the gravel parking area and the front door appears to be open. this Act ends with a return to the Ascend warehouse. Once this information’s found. as well as the terrible power of such a connection to one’s victims. Having discovered the paper trail. Scene 3. The characters leave the city on RT 40. Becky. The successful recovery of the clue is an EASY Covert check under ideal circumstances. which takes them through some of the most impoverished areas of Baltimore. their next stop should be the historic site in Ellicott City as rushing off to fight the alchemist at this point in their knowledge could be disastrous for all humans involved. assuming they paid attention. Tiffany. two if they do it themselves. there’s a dirt road that leads them to a cluster of old wooden buildings comprising Von Steffan’s former estate. Investigating the Ascend warehouse uncovers a chain of clues that eventually leads to the alchemist’s past and to the location of a precious and unlikely clue. One’s a carriage house. that’s another Plot Point. and Dawn (depending on which was left unguarded). they should now be ready find a way to end Von Steffan’s reign of occult terror. There’s a gradual gentrification leading into more suburban surroundings. and the main house is now a museum full of antiques and plaques inscribed with historical trivia. the firm apparently doesn’t actually have any assets other than the Ascend warehouse. with the help of the kings. they’re taken as hostages to deter interference with the final ceremony. the final scene marks the end of the hunt—a deadly showdown with the Master Alchemist Hans-Ruedi Von Steffan himself. If the hunters don’t take special precautions to protect Cassie or her friends. Searches on Von Steffan in the Greater Baltimore area turn up a land conveyance record from the turn of the eighteenth century that connects a historic site in nearby Ellicott City to Von Steffan. Digging deeper. Eventually. two are servants’ quarters. private investment firm allegedly based in Switzerland owns it. This second association should immediately remind the hunters of the symbols they saw at Ascend. but social skills are mandatory if they manage to get caught in the act. And if the hunters uncover the link to Ellicott City. They also get a Plot Point for looking into the warehouse’s ownership. The houses are red-stained wood with black shutters. you should mention that examples of this sort of sympathetic linking to create magical results occurs in both the earliest methods of pre-shamanic magical belief as well as the most advanced and esoteric grimoires of the medieval alchemists. it’s while they’re investigating the old house that the alchemist has. Von Steffan”. The Setup The Rewards One Plot Point goes to the hunters if they get somebody to analyze Prima. Unfortunately for the hunters. The company’s on record as being owned by an “H. captured one or more of Cassie. Although the first scene relies on investigation and perception skills. colonial homes built in the late 1700s. Act III: Rubedo Beginning with the discovery of Von Steffan’s former home and the clues found inside. especially if you didn’t have to drop it in their lap. After a few turns. and otherwise doesn’t exist. Jason Rahm (order #3047067) Transmutations 2 . During this scene they investigate that very site. A direct confrontation with the alchemist as he works to complete the last stages of his ritual transformation comes immediately after.material links. With incontrovertible evidence that black magic is involved. and recover a clue that gives them what they need for the final battle against Von Steffan. commit a felony. the hunters discovered that Von Steffan’s name is connected to an old home located in the nearby suburb of Ellicott City. During Act II. An EASY investigation into the ownership of the Ascend warehouse reveals that a small. Paper Trail From the Past Scene 1: Origins The Results The hunters now have some of the hardest clues they are going to get during their investigation. modern architecture gives way to colonial and the hunters arrive in the historic district of Ellicott City.

Much to the dismay of the hunters. While visiting the historical site. Debbie Lee isn’t much of an obstacle if any attempt is made to run interference. Assuming kind old Debbie isn’t given cause to get involved or is otherwise distracted. (called “The Black Stone”) which. the last of these ritual events occurs in five hours at midnight. and a little AVERAGE Lore to recognize the occult reference. she’s a much bigger issue. such as that described in the Book of Abramelin and those performed by Queen Elizabeth’s astrologer John Dee and his scryer Edward Kelly during the sixteenth century. At the center of the main exhibit gallery is a glass case filled with old books left by the house’s earliest occupants. Taking anything from under her sharp eye (Alertness d8 + Perception d6) won’t be a piece of cake. The Key of Aeons and is on the floor at the club. this sounds a lot easier a task than it actually is. the alchemist’s soul is instantly ripped from his body and dragged down into Hell. Welcome! I’m Debbie Lee Jacobs The Results The hunters are now fully equipped with the knowledge necessary to hunt down Von Steffan. the “Key of Aeons” has all the information they need to prevent the final demonic transformation. and send his corrupt spirit directly to the pit. Scene 2: Fixity Taking place in two locations. if performed in accordance with a specific series of astrological and historical events. the book emphasizes the protection and safety of the stone itself: if anything causes the fragile object to break before the completion of the ritual. she has a deeply imbedded sense of every object in the house. However. The only difference is that the central floor sigil required for the rite is on the ceiling (above the Black Stone) in the book. incidentally. this scene deals with a new crisis that further emphasizes the need for speed and quick decisions. The Problems The big score here is found in the museum. describing a ritual chamber marked with symbols identical to those seen at Ascend. As Debbie has spent four decades as one of two custodians of the site. using the last sacrifice as its brand new host body. She’s hard of hearing and half blind but knows an enormous amount about colonial farmhouses. Above all else. The accompanying plates show a step by step preparation of the ritual. where it’s devoured by monstrous dogs. a lovely woman in her early eighties who’s cared for the site for over forty years. It’s an EASY leap to realize that this means the actual ritual chamber is underneath the Ascend warehouse itself. The ritual involves a long series of sacrifices to a corrupted mockery of the traditional philosopher’s stone. stop his ritual. preserves the alchemist’s life for the duration of the ritual. The Rewards Getting their hands on the “Key of Aeons” is worth three Plot Points. if she ends up on the first floor. the book describes a long ritual operation similar to those practiced by medieval occultists during the fourteenth and early fifteenth century. Unfortunately for the hunters. However.” It takes an AVERAGE amount of observation to see it. It also turns him into a demon at the completion of the final ceremony. Von Steffan’s complex alchemical formula is based around a devotional practice to the powers of Hell. Although incomplete. It’s worth one less than that if they treated Debbie Lee Jacobs in any sort of harsh manner. while those rites called upon the celestial forces. picking the rusted lock on the glass bookcase will prove EASY work.The car belongs to Debbie Lee Jacobs. though the hunters won’t be able to do anything with it unless they take care of the caretaker. any of the girls in the house who didn’t come along for the ride have been kidnapped by the newly motivated and dread-filled Pigtown Kings who. the book contains a full introduction and several detailed illustrations that together describe a clear overview of what Hans-Ruedi Von Steffan has been up to and intends to bring to fruition. In summary. A clue of immeasurable importance hides among them. have also become captives Jason Rahm (order #3047067) Transmutations 2 . Although their approach is a key factor in their success or failure. Stuck between two antique farmer’s journals rests a thick book with handwritten pages and the strange title “The Key of Aeons.

of Steffan and his hired muscle. The events most likely begin at Cassie’s house and the realization that the girls have been kidnapped (or in the case that the girls had been left guarded, a cease-and-desist style note penned by Von Steffan) Although it’s possible to avoid an actual physical conflict during this scene, it’s highly likely that there’s going to be a fight when the hunters break into Ascend.

The Setup

Immediately after talking to the hunters in Act II, Scene 2, Ty-Ty was contacted by Von Steffan. Ty-Ty was told that his treachery was not a secret and that if he wanted to make things right, he’d need to bring Von Steffan one person for each of the Pigtown Kings if they expected to keep their lives. So, while the hunters were at the house in Ellicott City, the Pigtown Kings made their move. Not being the most hardened of criminals, Ty-Ty, Kenny and Joey went to Cassie’s house and lured Becky, Tiffany, and Dawn outside to come for a ride with them, asking if they wanted to come to a private party at Ascend that evening. Although Becky may resist the allure of the invitation, Dawn and Tiffany find the hunters and all of Cassie’s drama to be completely boring, and find a way to sneak out with the Pigtown Kings even if they have been well-warned about the danger the Kings pose. Once the girls get into Ty-Ty’s mom’s cigarettestinking station wagon, they’re taken to Ascend and handed over to Von Steffan’s bouncers. Once the hunters get back, they find either a panicked Becky (if Becky knew better to go with the Kings) or a note from Becky bragging that she’s gone to a VIP party at Ascend. Upon arriving at Ascend, the club is closed and Ty-Ty’s mom’s station wagon is parked outside (Cassie or Becky will recognize the car). Inside, the lights are on and Ascend’s three largest bouncers wait for the hunters to intervene. They’ve been paid to work overtime and are willing to break some kneecaps for their generous boss. However, they’ve been here for a few hours and, after Ty-Ty arrived, became a lot less vigilant. The three bored bouncers are sitting in the ticket booth by the front door when the hunters arrive.

The double locks on the front and back door are really very well made as are the doors themselves. Whether breaking in or breaking down the door, this isn’t going to be easy. You can handle most of this as a complex action, with the bouncers as the nasty surprise in the event that the hunters botch or don’t get their act together fast enough. Ascend is a concrete warehouse with heavy metal warehouse doors. The locks on the doors are brand new industrial-quality locks. With a good set of lock picks and some skill, these locks present an AVERAGE complex action—take care of things in six rolls (representing about a minute each) or the bouncers notice. However, if the hunters lack the tools (or patience) they can just smash down the door. This is EASY but extremely loud, and definitely brings the bouncers running. See “Hired Help.” If the characters manage to pick the lock on the back door in a discrete fashion, it’s a HARD complex action to sneak in and locate the trap door leading to the warehouse’s basement. Give them ten rolls to do it, then bring in the bouncers. If they botch, they alert Von Steffan himself, who’ll be expecting them. The basement is a dark and damp dirt-floored hole serving as Von Steffan’s ritual chamber. Once the trap door’s open, crackling green light and chanting can be heard. If the bouncers see or hear that, they’ll certainly go home for the night and the events of the final scene begin.

Breaking in to Ascend

Von Steffan’s security staff is there to hold the line, and these guys are huge. Although they can be bypassed, a confrontation is likely. If the hunters go to the front door or smash either door, the bouncers are ready to brawl. They won’t respond to talking or pleas for assistance and immediately attack the group. However, these guys are being paid two hundred dollars a head and are far from ready to die for Von Steffan’s cause. If the hunters draw guns or any weapon bigger than switchblade, it’s pretty EASY to get them to back down (and even leave if scared enough). Description Mullets, attitude, and unflattering clothing, this hired muscle isn’t quite as scary as it thinks it is.

Hired help

The Problems

Bouncers (3)

Things have got a little complicated. Once the hunters show up at Ascend, they have some decisions to make.

Jason Rahm (order #3047067)

Transmutations

2

Prepared only to contend with drunks and rowdy kids, these jerks are not prepared for a posse of hunters equipped with firearms and machetes (or whatever baroque death-dealing gear they happen to have on them at the time). Preferring to hit on under-aged girls and posture at the door of the club, these guys can lay down quite a beating if they feel like they have the upper hand. Agi d6 Str d8 Vit d8 Ale d4 Int d4 Wil d6 Init d6 + d4; LP 14 Traits Crude d4, Formidable Presence d2, Hardy Constitution d4, Lazy d4, Overconfident d2 Skills Alertness d6/Sight d8, Discipline d6, Influence d6/Intimidation d8 Gear Black tank top and weight lifting pants with gymnasium logo.

The Setup

Once the characters open up the trap door leading down into the ritual chamber, a crackling greenish light swells from the basement. At the bottom of the stairs, a black-robed Von Steffan is seen putting the final touches of an alchemical symbol on the far wall. In the center of the chamber, upon a pedestal, is the Black Stone, throbbing with an eerie green glow, casting a sickly pallor onto the faces of the bound captives lined up against the far wall. Crumpled at the foot of the Black Stone’s pedestal is the body of Ty-Ty Cross, sucked dry by Von Steffan for his disobedience and lack of loyalty. Joey, Kenny, and whichever of the girls remained at the house during the last scene are all here and tied to chairs. They are petrified with fear and completely helpless.

The Results

Once the hunters find the trap door, the die is cast. They emerge from the basement either as heroes, cosmic failures, or corpses. If the bouncers have been dealt with, they’ve left the premises as quickly as humanly possible and are entirely unwilling to assist in the final fight, no matter what is offered for their services.

The Problems

There’s one Extra Value sized problem down here, and it’s the alchemist. Of course, the hunters have other things to consider, like the captives, and the Black Stone that Von Steffan’s been using this whole time to power his Dark Works.

The Rewards

Award one Plot Point for getting into Ascend and opening the trap door. Two Plot Points go to taking care of the bouncers, if it comes to that, and a Plot Point for managing all of this without having to take care of the bouncers at all.

At long last, the hunters now stand before a three hundred year old creature that’s now more demon than man. He must be stopped or he will leave this encounter as rippling gout of evil, black smoke. Description Over three centuries old, Hans-Ruedi Von Steffan, on the eve of his apotheosis, barely resembles the human he once was. His flesh, now losing its hold on the soul to which it was once anchored, hangs about his body in sagging folds, rubbery and loose. With cataract eyes rimmed with rheumy discharge, Von Steffan’s long boney hands perform the gestures and signs of the final ceremony and tug at the essence of his victims in order to replenish and repair his body (until the ritual is completed). Agi d6 Str d6 Vit d8 Ale d6 Int d12 Wil d10 Init d6 + d6; LP 18 Traits Duty (become a demon or perish) d12, Formidable Presence (d4), Life-Draining (see Attacks) d6, Natural Linguist (German, Greek, Latin, English), Obsessed (immortality) d6, Paranoid d4, Slave to Tradition d4, Telekinesis d8, Unbreakable Will d6

Behold, Frater Adolphus Sestus!

Hans-Ruedi Von Steffan, The Alchemist

Scene 3: Sanctum Sanctorum
This adventure comes to its conclusion with the mano-a-mojo confrontation with Hans-Ruedi Von Steffan himself, on his home turf, in the midst of his ritual chamber, surrounded by hostages, and infused with demonic power. No pressure. This scene most certainly results in combat, with characters skilled in those abilities playing a vital role. Although someone needs to do the fighting, the most lethal blow that can be dealt to Von Steffan merely requires the hunter to recognize the situation and perform the simple action that’s required for the job. Failing to successfully defeat Von Steffan during this scene not only has dire consequences for the story, but potentially the entire campaign as well.

Jason Rahm (order #3047067)

Transmutations

2

Skills Covert d6, Craft d6/Alchemy d12, Discipline d12, Influence d10, Knowledge d6/History d12/ Occult d12/Religion d10, Lore d6/Demons d10, Perception d6, Science d6, Unarmed Combat d4 Gear Black velvet ceremonial robe, “The Black Stone” Attacks As a result of his diligent performance of the rituals up until now, Hans-Ruedi already demonstrates formidable demonic power even though he is still partly human. Once secured by his Telekinesis, a target is subject to having its life drained. The alchemist must overwhelm the prone target with his Willpower + Life Draining Trait opposed by their Resistance (Vitality + Vitality). If the target has the Alchemic Link Complication (such as the deceased Ty-Ty, Joey, and Kenny) Von Steffan hits with his powers with much greater ease. Each successful LifeDraining hit against a secured target allows Ruedi to transfer life from the target and give it to himself. This reduces the victim’s Life Points score by two and increases Von Steffan’s by 2, effectively making it harder to knock him our or incapacitate him. This draining lasts until the end of this scene or until the ritual is brought to an end, such as with the destruction of the Black Stone. Although Von Steffan is a deadly and durable opponent, his Achilles’ heel is glowing bright green and is plainly displayed in the center of the room. The Black Stone’s about as sturdy as a wine glass and can be easily shattered if an opponent is in range of it. Because of the indentation it sits in, thrown objects or projectiles can’t hit it, so its attacker must be within a few feet to destroy it. Once the Black Stone is destroyed, Von Steffan undergoes a vile and accelerated decomposition; his skin coming completely loose and hitting the floor as his internal organs and liquefied bones are propelled upwards in a sickening “schlop” with the entire wet mess collapsing onto the floor just as it evaporates into a sulphurous smoke that dissipates into the air.

of the soon-to-be-sacrifices in exchange for letting him complete the ritual, he weighs his chances and almost immediately agrees. Although this endangers the hunter in question, it gets the hostages out of harm’s way and grants the hunters a less precarious battleground.

The keystone to Von Steffan’s plan, the destruction of this object will save the day. Unfortunately, the alchemist will do anything to protect it. As soon as it becomes apparent that the hunters are hell-bent on stopping the ritual at any cost, Von Steffan cuts lose with his Telekinesis on the two strongest looking combatants. Once he does this, he proceeds to bolster his health while chanting the final verses of the last ritual. If Von Steffan manages to stay on his feet or remain alive for three turns of combat, he ejects his black demon essence from his mouth and pursues a body elsewhere. If for any reason Von Steffan stops doing the ritual or the Black Stone is shattered, the ceremony fails and he undergoes the rapid decomposition described above.

The Black Stone

Epilogue

Despite their respective flaws and integrity, Cassie’s friends need help. Although only one is required for the completion of the ritual, the rest serve as offerings to the alchemist’s masters once the ritual ends. Rescuing the hostages is going to be pretty HARD once the fight starts. Nonetheless, Von Steffan has one priority and one priority alone. If one of the hunters offers to switch places with one
Jason Rahm (order #3047067)

Sacrificial Lambs

If the hunters succeed, they will have stopped an unimaginably terrible event and should be proud of themselves. They’ve exterminated a really old and difficult enemy who has plagued the local area for the last three centuries. Although the kids are saddened by the death of their friends Frankie and Ty-Ty, they’ve gotten some perspective together and will move on from here with better perspective on what’s important. If the hunters have failed, they have allowed the birth of a powerful demon (calling itself “Sestus”) that takes a special interest in them. This demon may return and take brutal revenge on the kids in order to pull the hunters back in for a final round, or it may just seek them out directly, working behind the scenes of their already desperate lives, driving in nails of torment and misery until they expose their soft bellies for it to devour. Either way, Sestus makes a good reoccurring villain for the series. As the hunters pack up their tools and tell Cassie goodbye, she half-jokingly tells them that she had a really good time during their visit and impresses on them how much their help is appreciated. With bleary eyes and a fond farewell, the hunters hit the road again.

Transmutations

2

Adventure Summary Demons lie. he’s just a lying sonofabitch who escaped from Hell and wants to have some fun. use it as a side-plot to complicate everyone’s lives even more. corn fields in the Midwest. in fact. Of course. that he lied his way out of Hell and now a hellspawn bounty hunter’s after him. and so on. and inject a little local color: palm trees in Florida. he’s free to have all the fun he wants—and T your campaign anytime. He just wants to do his job and go home. before Azazel opens the Devil’s Gate. He’s an honest. and now a “big bad demon” has come to collect. Every hunter knows that just like he knows his own name. The hunters help out. but it’s better suited to Veteran or Seasoned hunters. and it’s just us against them. He begs for help. or if you’re feeling really mean. At first he tries to convince the hunters that he’s just a poor schmuck who made a deal at a crossroads. his is an adventure that you can drop into Jason Rahm (order #3047067) 2 . But the fact is. he changes his tune. and everybody goes home happy. anywhere. Once the hunters have taken out the hellspawn on his trail.ound On Hell H My Trail avis By Graeme D This story’s set somewhere around the middle of Season 2. and he’s very convincing. You can run this adventure with the Winchester Boys—maybe with Bobby Singer and/or a couple of others as backup— or you can use player-created hunters. and Earth will be rid of two demons for the price of one. it’s tough to tell a demonically possessed human from an ordinary Joe or Jane. Things are still low-key by the standards of the business. You can also use this story as a one-off. Rookies can handle it if they’re smart and well equipped. sent to bring this rogue demon back. and the job’s a little too tough for him. The hunters meet a demon who is really. hardworking bounty hunter for Hell. Saguaro cactus in the Southwest. If the hunters figure out he’s a demon. and when a location is mentioned you can pick a suitable spot wherever your fearless hunters happen to be. really good at it. So good. There’s nothing in it that requires a particular location.

Then he fires off lightning from his fingers. Meanwhile. Refusing to help him would be like kicking a puppy—and besides. the meat of which is explained here: Act I: Me and the Devil Blues: On a lonely road. “no real muscle. he’s going to look like just another human. If they don’t stop him right away. the fugitive demon moves to another city. long memory. In the process. the “demon” attacks again. it’s a heavyset guy in biker leathers who is seriously pissed off at Guy Number One. and he needs their help to bring down his quarry. though—the Big Bad is still on the trail. And it isn’t exactly a demon … Scene 1: When You Got a Good Friend This scene drops the hunters right into the action and introduces them to the adventure’s central character. At first glance. and finishes collecting the ingredients for a ritual that will make its demonic essence unreadable so that no other bounty hunters can come after it. That’s when the hunters see what’s got him so scared. a software entrepreneur with some serious computer skills but as Frank N. He’s a bounty hunter for Hell. Act III: I Believe I’ll Dust My Broom: The hunters have been played—their new friend is the one on the run.” The demon itself is an Olympicclass liar. the hunters have to track him down and stop a ritual he’s planning which makes him as good as untraceable. and Demon Number One is about to pull a Houdini. they just helped get rid of the real bounty hunter. Street. Don’t be afraid to let the hunters think the biker’s an actual honest-to-Lucifer demon. they all go to the demon’s hideout for the showdown. either. Wall Jason Rahm (order #3047067) The hunters are driving down a dirt road somewhere remote when out of nowhere a guy hits their windshield. Furter said. and in the flash the hunters see his eyes. not a demon. It takes place on a remote dirt road at night—just the thing to liven up a boring road trip. Act II: They’re Red Hot: It turns out the guy with the problem is the real demon. There are so many places in this world where a really good liar can make a comfortable life. Just as they guy is explaining his problem. takes over the body of an art importer. He looks pretty beat up. and once the hunters have thrown off the pursuer. gets up. After some research and planning. Sooner or later the hunters will figure out the truth. It takes a FORMIDABLE effort (and a little lateral thinking) to guess that this is in fact a tsayid. Then the real fun begins.the hunters will have pissed off a very tough spirit with a very unforgiving nature and a long. isn’t demonbusting what Our Heroes do? They’d better act fast. Act I: Me and the Devil Blues The hunters meet Alan Mills and save him from a demon biker. The Problems The hunters basically have two options: hightail it out of there or stop and render assistance. It’s an EASY task for anyone with Lore skill to see they’re facing a real badass biker from Hell—complete with demon rider. their new friend laughs at them and takes off—leaving them with the sinking feeling that the “demon” they just took out was the real bounty hunter. Hell Hound On My Trail 2 . They’ll get the message sooner or later. He bounces off the hood of their car. The Setup Here’s the Story The demon on the run is using the body of Alan Mills. Breakdown of the Acts This scenario’s divided into three acts. they realize they’re up against a pretty tough demon—or what they think is a demon. and when that happens the demon simply adopts another persona and claims to be a bounty hunter needing some help on a tough case. the hunters run into a guy with serious demon trouble and help him out. Solid black. and his eyes are wide with fear. After the hunters have dealt with the hellspawn after him. politics—the sky’s the limit. it plays up the Mills persona and tries to persuade them to help. and looks behind him. The poor sap explains that he made a crossroads deal to keep his software company afloat. Once the ritual is complete. and the demon has come to collect his soul.

the fugitive dives through a window (breaking it on the way. it’s EASY to figure out that they won’t be able to take it down without some serious preparation. the demon biker gets out of combat with the hunters and follows the car. They drag their souls down to Hell too. Ranged Weapons d6/Stungun d12. After a couple of rounds. They are more like hellhounds—driven. To anyone else. The driver throws the car into reverse and floors the gas pedal. and usually possess the toughest body they can find. and a small feather from a golden eagle (HARD Intelligence + Science task to identify). On the rare occasion that mortals encounter a tsayid. they are nowhere near as smart. if it’s not already open) and wiggles into the car screaming for the hunters to get him out of there. Then they drag the demon or soul back to Hell. they realize just how tough this “demon” is. Agi d8 Str d12 + d4 Vit d12 + d2 Ale d8 Int d8 Wil d12 Init d8 + d8. djinn. The possessed biker throws some more lightning at them as they leave. they pound on them until they get out of the way. and is definitely appropriate. Drive d6/Motorcycle d12+d4. Anger Issues d6. jeans. Taking Off If the hunters get out and fight. Unarmed Combat d6/Brawling d12 Gear Stungun. Although they’re dedicated to their job. Taking it to Him Description Tsayid are Hell’s bounty hunters. Tsayid take the form of violent lightning or sparks when they are driven out of their host. As he does so. and were never human. and other demon-like horrors. they find it contains some red sand. Melee Weapons d6/Knives d8/ Chains d12. or hellhound. Their normal strategy is hunt down their mark and beat the living crap out of them until the soul or demon lets go. Lore The following lore is FORMIDABLE to uncover unless the hunters learn that the tsayid is a “demonic bounty hunter” and displays such things as discharging tremendous shocks of electricity or breaking through Devil’s Traps. If they take it from him by force.Getting away is easy. Whenever one of the hunters tries to find out whether he’s telling the truth. Meanwhile. hellhounds. Perception d6/Sight d8. they’re not above coming back for a little revenge against anyone who has caused them serious trouble. it’s a bag of junk. and sneakers. the fugitive is doing his very best to take their car and get out of Dodge. Once this happens. They are not subtle by nature. 6-foot length of chain (d4 B) Description He wears a torn sport coat over a T-shirt. In many ways. He says he got it from a Navajo shaman in New Mexico a few weeks ago. causing an impressive light show but doing no serious damage. a yellow dust that can be identified as corn pollen (FORMIDABLE Intelligence + Science task). Around his neck he wears a leather pouch. it becomes HARD. but it’s personalized. LP 30 Traits Tough d4. He ignores them unless they attack him or get in his way. With that information. and respond to such things as holy water or exorcism rituals. This can harm the host if the ritual of exorcism is performed poorly or the tsayid leaves on its own accord. However. and though nobody really knows what they do with them. It gives him another d4 to roll when defending against any attack by a tsayid. They are hired by true demons to enforce payment on soul deals and to recover souls that have escaped. Influence d6/Intimidation d10. Duty (hunt escaped demons) d8 Skills Alertness d6/Sight d8. the experience is often over quickly … so long as the mortal doesn’t interfere in the tsayid’s own relentless pursuit of its target. and single-minded. Electrokinesis d12. Guns d4. it’s probably painful. and it seems to be a protective amulet (a HARD Intelligence + Lore task to identify). tsayid are like true black-eyed demons: they can possess mortal vessels. just like a hellhound collects payment for a crossroads demon. come Jason Rahm (order #3047067) Tsayid—Possessed Biker from Hell. Mechanic d6/ Motorcycles d12. Demons Lie The demon possessing Alan Mills is very good at lying. and has the kind of face you could never pick out of a crowd. vicious. Telekinesis d4. and he’s reluctant to let the hunters look at it. the player should make an opposed Alan Mills—Possessed Nerd Hell Hound On My Trail 2 . Their name comes from the Hebrew for hunter. Lore d6/Demons d12. and pauses only to get them out of his way so he can get back on the trail of the fugitive. hellspawn spirits related to djinn. If anyone gets in their way.

it should probably be somewhere fairly close by. “You see—I made a deal…. The Plausible Trait’s covered at the end of the adventure.roll with Intelligence plus any applicable Skills and Traits against the demon’s Intelligence + Performance/Acting + Plausible. this is going to sound crazy. Lore d6/Demons d10. they could also be really messed up. Well. Yeah. The hunters’ new friend is more than willing to spill the beans. Coward d6. but a tire has blown out and the guy who took it’s trying to change the wheel. Drive d6. Science d6/Physical Sciences d10. LP 20 Traits Compulsive Liar d4. leaving them on foot with a very upset hellspawn biker who goes to town on them for a couple of turns out of frustration. it’s a little dented but not seriously damaged. right. and because it’s the only road around. Influence d6/Persuasion d12. Then he doubles back. and amidst frantic apologies he begs them to help him and promises to tell them everything if they can just get him somewhere safe. the hunters find themselves in a safe place (at least till the tsayid shows up) with a guy whom they believe has a demon on his tail. Lucky d4. You can read it aloud to the players or put it into your own words. but…. A roadhouse would be great if there’s one around. Fast On Your Feet d4. but any place will do so long as it can be made somewhat secure. Plausible d6 Skills Craft d6/Electronics d8. Why is it after you? “Well. Chances are they’ve burned through some already. The Setup It doesn’t matter exactly where the hunters are. Tech d6/Computer Programming d12+d2/Create Technical Devices d8/Electronics d8/Hacking d10. the hunters can find out about their new friend and his problem. “Oh. Performance d6 /Acting d12. Scene 2: Last Fair Deal Gone Down Having gotten away from the hellspawn biker. and the answers the fugitive gives. however you like. we kind of got that impression. and hand out one or two more depending on how they played up the rescue attempt of Alan. Give the players 2 points a head for Jason Rahm (order #3047067) Hell Hound On My Trail 2 . If they were crazy and kept fighting the hellspawn biker despite all warnings to the contrary. Discipline d6/ Concentration d8. Knowledge d6/Video Games d8/Role Playing Games d8. my God! Thank you so. Tracking the car is an AVERAGE task because of the dirt road. When the hunters find the car. They’ll probably want to ask him a few questions. so much! I never expected… I never even dreamed…” Hey! You okay? Why don’t you just calm down and tell us what’s going on here? “Oh—yes. They should have plenty of time to get what they need before the chase is on again. Guns d4. and in fact they can hardly get a word in edgewise as he tells them about his situation. jumps in the car and burns rubber. and then leaves them in the dust as he sets out after his quarry. Perception d6/Video Games d8/Intuition d12. Laying low for the time being’s probably a good idea.” The Rewards Taking on a hellspawn-possessed biker in the first scene’s always a winner when it comes to Plot Points. and a place they have been to before. He looks up when the hunters arrive on the scene.” Crazier than a demon biker throwing lightning around? I doubt that. even facing the thing. Unarmed Combat d4 Gear Amulet If the hunters bail out of the car and start running. Here’s a few questions the hunters might ask. they find they’re slower than the fugitive and he keeps them between himself and the biker. Agi d8 Str d12 Vit d8 Ale d12 + d4 Int d10 Wil d12 Init d12 + d4 + d8. that thing is after me…” The Results Either way.

it’s EASY to find out that he founded a small R&D shop in Silicon Valley five years ago and started having trouble attracting investors around two years ago. of course. My name’s Alan. and the grave dirt binds the demon once it goes into the bottle after them. Tell us the rest of your story—like what you sold your soul for. He explains that the whiskey and blood are the bait. Alan Mills. But he’s possessed by a demon who is a very good liar— even for a demon—and the story about the deal is bull. Alan Mills checks out completely.” And how do you plan to do that? So you know a lot about demons? Maybe we could share information.” A little help? “I’m still working on that part. although given the sketchy nature of demon lore at the best of times. I know a ritual that can stop it possessing anyone else—maybe even trap it permanently. and he can talk knowledgeably about software. He wants the hunters to focus on something so they don’t look at him too closely and figure out the truth. The only problem is. “Money. by the way—Alan Mills. He will even modestly brush off their thanks for showing them how to make it. Mills will be happy to have the hunters build it. Jason Rahm (order #3047067) Hell Hound On My Trail 2 . We’re in that line of work too. This isn’t how demons get trapped. it will never work. and maybe a few ingredients. grave dirt. I started researching everything I could about demons so I could beat the collectors. consisting of a silver cross and a bottle halffilled with whiskey. their investigation will otherwise lead them to standard demon lore. and a few drops of Mills’ own blood. If they come to the realization that the tsayid isn’t like other demons from Hell. I was able to trap a few of them and exorcise some others. Then the bottle is stoppered and the silver cross is folded down over the stopper to seal the bottle. All I need is a little help. which is why its physical form has to be destroyed. keep finding stuff out. Using Lore. or at least slow it down. They’ll send another one. He’s been missing for the last three months. That’s pretty much it. The demon riding Alan Mills is using the quest for ingredients as a diversion to buy time while he plans his next move. and funding dried up just a few months before my company was ready to launch our product. I’m almost three years past due.” This is a good time for the hunters to pool information and figure out ways to take the “demon” out. knowing this for a fact requires a FORMIDABLE effort. I’m in the software business. “Uh—yeah. but I’m getting closer. “I thought I could beat the system. I’ll tell you anything you want to know. The trap he talked about is a fairly simple one. “I’d be happy to. and so does the knowledge of software. it’s a HARD task (given the right books and/or an internet connection) to find out about lightning-hurling spirits known as tsayid.Let me guess. His driver’s license and credit cards have his name on them. They can also take a look at their new friend. they may wonder if Alan is just plain wrong. but they keep getting tougher. and I’m getting better at this all the time. then fill them in on the lore provided in the biker’s stat block. In the unlikely event that all the ingredients for the trap can be assembled right there and then. but I’m pretty sure I can get rid of it.“ So you sold your soul to be the next Bill Gates. This one caught me by surprise. The demon has to be in black smoke form to get into the bottle. but in the meantime I can cover my tracks. As soon as I’d made the deal. Anything less leaves it within the realms of possibility.” The Problems Well. It’s going to revolutionize everything—I’ll be richer than Bill Gates if I can just get it to market. Afterward. but right now we need to get rid of that demon. The body belongs to Alan Mills all right. If the hunters have a laptop and an Internet connection. If we can destroy its physical form.” “Yes. If they do check out the lightning-throwing. and maybe figure out a way to break the deal. nice to meet you. Unless they specifically ask about the shocking nature of the biker. You sold your soul and Badass back there has come to collect.

The Results At the end of this scene. but give the players two Plot Points each for success at talking Alan Mills up. Otherwise. They think he’s just trying to break a deal and save his soul. It also expects that the hunters have lookouts posted. laying out salt will only slow the tsayid down—if its quarry is on the other side and it makes an AVERAGE Willpower + Duty Trait roll. Salt. but it will get in eventually. But now it’s time to cut the chatter. of course. However much they have found out. If the hunters have been smart. skip to the next scene right away. various ways the hunters can figure out that Alan Mills is possessed. but the demon’s greatest defense is plausibility. holy water. If he’s caught trying to leave he will pretend to be hysterical with fear. The Problems The Rewards It’s an exposition scene. the hunters know a lot more about Alan Mills. There is a little time to react as the possessed biker tries to break in. This demon is too powerful to take on without some planning and preparation. Don’t be afraid to chop that in half if you feel you’ve had to lead them around by the nose for the Q&A. but it’s really after Alan Mills. Once it’s forced its way in. Exactly how long depends on the kind of defenses they have set up. and some of it’s even true. Scene 3: Up Jumped the Devil The Q&A comes to an end when the biker demon attacks. the so-called demon bottle Alan prepared does nothing. they will by the end of the next scene. 2. so it may just try to break through the wall with a FORMDIABLE Strength + Duty Trait roll. ignoring it just like a car thief ignores a patch of oil in an adjacent parking space. so the only backup they can count on is a couple more shotguns. He may even steal the hunters’ car again. although it’s HARD for it to bypass those sorts of things. along with demon-possessed software mogul-to-be Alan Mills. This is not supposed to be the final fight. the Devil’s Trap—they will all work. This scene can end in one of four ways: The Setup The hunters are in some kind of safe place. Otherwise. It disables them with lightning or Telekinesis (which pretty much looks like lightning as well) if they get in the way. the demon possessing Alan Mills hopes to use the hunters as a diversion and escape during the fight. but it will leave if its host body takes more than 10 points of Wound damage. If the hunters do uncover his true nature. Same goes for Devil’s Traps and other magic circles. there are no other hunters around. but it happily beats the crap out of Mills right there until it drives the demon out. This tsayid’s going to assume the hunters have set up such defenses. It’s looking for a chance to zap him with its stungun and take the disabled body somewhere quiet to finish the job.There are. For one. The demon tries to follow. It’s more of a chance for the demon and the hunters to get to know each other. They may even know he’s possessed by a demon— and if not. The demon will hit for keeps and take Mills down if it can. The possessed biker goes after the demonic essence it can sense in Mills’ body rather than the smell of the vessel’s blood. wait for the conversation to flag a little. and thanks to his Acting skill he will be very convincing. a titanic crash from outside lets them know that the possessed biker has found them. Jason Rahm (order #3047067) This is the smart option. All the usual defenses won’t work nearly as well with the tsayid as they would a true demon. and does its best to approach without being seen. There is no time for rituals or any other fancy stuff. In fact. The Hunters Cut And Run This is an option you can use if the players don’t realize that this fight is a good way to get killed. As mentioned above. the tsayid largely ignores the hunters. it can break through the line of salt. It’s time to fight or run. if they think to do so. he will simply not be there when the dust settles. they have already done a few things to protect their location. 1. Mills Runs And The Demon Goes After Him Hell Hound On My Trail 2 . but so long as they still have their car they can outdistance it. His goal is to make sure that they never even start to wonder about him. If the hunters are in a roadhouse.

planning to find a nice. or stumble into a Devil’s Trap they laid earlier. Act II—They’re Red Hot It turns out that Alan Mills is possessed by a demon that needs a little help on this job. If the hunters somehow manage to deal with the demon in a more permanent way. they need to know that Mills is a demon before the scene ends. so much the better. If they just let the hellspawn take Mills the story could be over—the runaway soul gets returned to Hell—or Mills may come around and manage to escape. He possessed Mills for his computer skills. 3. Then. If the players are a little slow on the uptake. Oh. it has a grudge against the hunters. and have a long talk with Alan Mills. His eyes could go solid black if he and the possessed biker get into a tussle.If the hunters are well prepared and fight intelligently. quiet spot to torture Mills until the demon flees the body. The Rewards Once the tsayid has zapped or beaten Mills into unconsciousness it grabs him and tries to leave. software executive. 4. If the hunters don’t already know it by the beginning of this fight. planning to wait for a better opportunity. If the players are playing up the Complications of their hunters. Mills wakes up at a suitable time and starts struggling and yelling before breaking free and running towards them. and the understanding that the tsayid is a little too powerful. The Demon Is Driven Off Or Killed The Results When the dust settles. heading back to the hunters and coincidentally leading the demon back to them. and they know that the creature hunting him is a tough sonofabitch who likes to get in close but can use lightning and telekinesis to get things and people out of his way. The Tsayid Gets Mills Toss another two Plot Points per hunter at the players for this conflict. they just might be able to destroy the possessed biker’s physical form. He could escape by ripping a door off its hinges or battering a hole in a wall. Jason Rahm (order #3047067) Hell Hound On My Trail 2 . There are a few ways to handle this. also chosen for size and strength. it’s off to the showdown. again with the black eyes. they can rid the world of two creatures from Hell for the price of one. The hunters can either follow it or let it go. If the hunters help out. The new one’s stronger and smarter than the first (kick its Attributes up by a +1 step). The tsayid leaves the body in the form of scary black lightning and gets away as quickly as it can (which should clue them in that it wasn’t a true demon. In addition to its mission to recover the demon possessing Mills. and it arrives in a couple of days. a few EASY or AVERAGE Lore rolls should help the hunters remember that they’ve read about demons being able to do exactly what Mills just did. if they still weren’t on top of that). He’s got a demon rider who is a “bounty hunter for Hell. and they probably have a lot of questions for their new friend.” aiming to capture the tsayid that just attacked them. as long as they do. It knows where the hellspawn’s hideout is. they want to get out of wherever they are and regroup. If they follow it. How the players react to the fight. or whatever has possessed him. Scene 1: I’m A Steady Rollin’ Man So Alan Mills is more than just Alan Mills. A few days later it returns in another body. The tsayid gives this attack up as a bad job and leaves. might determine whether you hand out another one or two Plot Points. and together the group can do some research and plan their attack. If they’re smart. another one is sent after Mills. but the tsayid got the jump on him before he could switch to a tougher body. It doesn’t matter how the hunters figure out he’s a demon. He could even get backed up against a line of salt that was put down to keep the possessed biker out. the hunters have gained two things in addition to various cuts and contusions: They know the poor sap they were trying to help is actually possessed by a demon. And The Most Important Thing The Setup There are two things the hunters might want to do right away: get somewhere safe.

all by yourself? “That’s where I collect my bounty. . replaced by a matter-of-fact and strangely reasonable persona something like a friendly Marine—or a bounty hunter. The tsayid is taking some time to figure out its next move. and you have no demons on the loose. kid. so it won’t bother them— although they don’t know that. Cash on delivery—except it’s not exactly cash. Now there’s only so much I can do with a body like this. Is that why he was kicking your butt all over the road when we first ran into you? And why you’ve been running away ever since? “Bastard got the jump on me. I’m not proud to admit it. You help me get him. and so will most of the other spots described in Chapter 9 of the Supernatural RPG core book. just like anyone would. A motel. anyway. Not a whole lot to work with. Right now you have two demons on the loose. Some serious trust issues there. but things could have got sticky back there. ? “Isn’t it obvious? Me demon. Massacres. and avoid the places where he is strong. Gone is the whimpering geek. (holds up his hands in mock surrender) I’ve got a job to do and I’m just borrowing Alan here for a while. is there anything you’d like to tell us? “Okay. So what you’ve been seeing is a tactical withdrawal. I’d borrowed Alan to do some research—he’s quite the computer whiz. assuming their car is still intact. Here are some examples: nowhere. too—some Chinese general from way back. bad bounty hunter from Hell? “Ever read Sun Tzu? He has. you know I said that thing was hunting me? Other way round.The Problems Where they go is up to you and the players— because this adventure’s designed to be dropped into the middle of whatever the hunters are doing at the time. that was an added bonus. but most likely they know of some place nearby. He caught me with my pants down and seized the opportunity. you caught me. And you should hear what he did to his enemies.” You still haven’t explained why he’s coming after you. Shouldn’t he be scared of you if you’re a big. Something like that. He skipped from Hell a few weeks ago. They can also have the conversation on the road. one of them psychotic. think about it. Try channeling Tommy Lee Jones and you’ll have about the right tone for him.” And you suckered us in with the soulselling story because . rapes.” “Well. showed up out of And you’ll just go back to Hell. you hunter. When it turned out you meddling kids actually had some idea of what you were doing. Nasty sonofabitch. and old mine—any of these will do. The possessed Alan Mills is like a whole different person.” Jason Rahm (order #3047067) Hell Hound On My Trail 2 . a roadhouse. Alan Mills.” What job? “C’mon. kids. kid. it’s short on specific locations. Always attack where your enemy is weak. See?” And why should we help you now? You’re hunting him.” And dragging us into it was what—tactical support? “Give that man a cigar! I just needed to put some distance between him and me. which is exactly what the lying weasel is pretending to be now. Let’s just say I’m not absolutely sure you would have volunteered to help if I’d told you the truth. and I’ve been tracking him. an abandoned amusement park. torture. The course of the conversation is determined by the kind of questions the hunters ask. the whole nine yards. buy some time to regroup. or whatever his name used to be. we both go away.” So. you know—and General Kimchi.

Don’t they put that on the first page of your little handbook? They ought to. First. If they insist on washing their hands of it all. The question is. Is that a threat? No hunter worth his salt is just going to walk away from a situation like this. and at the very least it’s going to cost the players a few of the Plot Points they were hoping to earn. there are a few ways to get things back on track: “You don’t. Attacking Mills right now leads him to try and escape. He’s also shopping for a new body (see “Daddy Needs A New Body” in the next scene) and it’s a safe bet that at least one of the hunters has a better body than Mills. preferably riding one of the hunters’ bodies.I don’t want to think about that. Second. You can stand back and leave me to it.” If they don’t. the better for everyone. the hunters will probably start thinking about how they can get rid of it—either right now.” Thanks a lot! At the end of this scene.” The demon has said two true things in this whole conversation. which could involve some collateral damage. or by pulling a double-cross once the tsayid is taken care of. So he tries to possess the hunter. do you want to help put an end to this before the General and I get to a heavily populated area? He had no regard for innocent lives to begin with. try to stop him. Instead the tsayid got the jump on him. what was the deal with that useless demon trap you concocted? “I needed to give you something to do. and that really tsayid are just another kind of demon. You know. Remember. None Of Our Beeswax Once they know Mills is possessed by a demon. or the demon can take a hand. If you think about it. and hopefully a new place to hide out and prepare their next move. But that’s not really the question you should be asking yourselves. kid. Will they help him. the demon can be persuaded to leave the hunter’s body and take Mills back in exchange for the hunters’ help. you can just let it go (and let the players know about missing out on the Plot Points). The rest of this story assumes that the hunters decide to help out with the “demon hunt. so you wouldn’t be thinking about me too much?” The Results “What can I say. If he succeeds. Your call. Once they catch up with him. kid? I’m a demon and demons lie. in which case this will go quicker and cleaner. you have three choices. or get out of the way? If the hunters have learned that the biker is possessed by a tsayid.” So how do we know you’re not lying now? “Just stating the obvious. and he actually wants the hunters along because he can’t take out the tsayid all by himself. One Demon At A Time Jason Rahm (order #3047067) Hell Hound On My Trail 2 . The demon recovers quickly by saying that the tsayid once possessed a Chinese general. Mills collapses and the possessed hunter runs off into the night. they could try to call Alan on it and ask him why he’s trying to spin this whole “Chinese general” bull. but “Alan Mills” is a convincing guy. This isn’t actually true. leaving the others with a strong motivation to rescue their friend. You can help me out. so it’s all just semantics. he’s a manipulative little weasel. and he tries to lead them into a confrontation with the hellspawn on his trail. forcing me to squish you like bugs and costing me some time off the trail. the hunters have a new perspective on the situation. and a few thousand years in Hell haven’t exactly put him in touch with his warm and fuzzy side. the hunters have to make a choice. Planning a double-cross for later has a lot to recommend it. he was borrowing Alan’s body to make use of his computer skills and do some research on the tsayid in the hope of getting the jump on his pursuer. One thing they and the Alan Mills demon are likely to agree on is that the sooner the other demon is taken down. Or you can get in my way. since they have his help taking out the tsayid and he’s probably weakened from the fight. But hey.

or it can involve some serious breaking and entering as the hunters go shopping for gear. Information gathering is easier in a university library with Internet access than in a one-room shack in the middle of nowhere. The Mills demon insists that this is a waste of time.” or they can pursue whatever other plan they’ve come up with. the hunters can do some research and tool up to go and take out this “demon. If they know it’s a tsayid. Alan Mills’ body is not in the best of shape either. Mills claims that he was not briefed on the target’s original name. it can make a great difference to what the hunters can do. Clever hunters might think of weird things like grounding the biker with a length of chain and a lot of water (holy water even better). and recovering from wounds is easier in a small-town clinic than in a graveyard. and mystical research and equipment gathering. Jason Rahm (order #3047067) Re-Equipping Now he’s established in his “bounty hunter” persona. At the very least. The Problems As the players decide what their characters are doing. this scene can be no more than a few minutes of talking. or something else related to “dump the biker in water” you can decide if you think it will work or not. rather than if they score information. none of them pronounceable with human vocal equipment. If it seems that this will lose him the hunters’ help the demon will back down with an ironic “Doesn’t hurt to ask. as preferred. and that the “demon” currently goes by a number of different names. Solutions might include a visit to a local gun store (legal or otherwise). A HARD use of Knowledge nets information on several ancient Chinese generals who were renowned for their brutality. Daddy needs a new body Mills claims that when the biker jumped him he had just found out that it was holed up in an abandoned house on the outskirts of a small town Tactical Planning Hell Hound On My Trail 2 . and lively discussions will ensue. but the demon possessing it seems unconcerned.” but the hunters (and the players) should be spooked for the rest of the adventure. Scene 2: 32-20 Blues Now they know the truth. and worry whenever he’s out of their sight. the hunters probably want to get their hands on some extra firepower. As with weapons and mundane equipment. but no real leads. as the historical character bears as much resemblance to the loose demon as an infant does to an adult. They may catch him casting appraising glances at their own bodies. Or you could ask them to spend Plot Points. and then you tell it would work. Pages 130-132 of the Supernatural RPG Core Rule Book covers the nature of demons in general and lists a few things that should help the hunters to fight them. because that’s the sort of thing Plot Points are for.The Rewards More exposition. drafting some extra help (which can be a good way to introduce new characters to the group). Researching Anti-Demon Measures The Setup While the location where this scene takes place is not important to the story. but generally one of the scenes where the players’ role playing earns them Plot Points. Researching the Chinese general One or more hunters are probably wounded. you should adjust the difficulty of the various tasks according to the resources they have at their disposal. The hunters will probably be horrified at this idea. Depending on how it’s played. the demon possessing Alan Mills decides that he needs a new body with more combat effectiveness. If they do have this idea. then they might try coming up with ways to weaken or harm such a thing. You can cover this activity with a few dice rolls or spin it out into a whole Act by itself. Getting Patched Up Having seen how tough the tsayid is in its biker body. you can cover the task of researching and assembling the necessary materials in detail or gloss over it. but playing it well can add some spice to things. they should leave the scene with another point or two. as preferred. and depending on their Skills and situation they may find it EASY or DIFFICULT to recover from Wound damage. This is not a vital part of the story.

and if tipped over it can be used as cover. and he has no time to explain it all to a bunch of dumb mortals because the tsayid could be back at any moment. It’s HARD to see that some of them are recent. there is no gunpowder or ammunition for it in the house. it’s clobberin’ time.not far away. He can draw a rough map of the outside of the house. and the possessed Alan Mills leads them to the abandoned house. and kitchen. The Setup The house is empty. and most of the windows are broken. The paint is peeling. and shreds of wallpaper hang from the walls. Think of it as loading their plans with dramatic potential. In the hearth is an iron poker that counts as a nightstick (d4 B). There are a few footprints in the dust by the front door. However. the front hall. Windows are either bare or halfcovered by decaying curtains. not wondering why they can’t see things that mortals can’t see. Anyone who doesn’t see it falls through. after all. the hunters probably want to set up everything they need for an exorcism. in “montage” scenes like this one. Drawing Room: The room contains a broken rocking chair and a moldering couch that counts as light cover. so they have some time to prepare the battleground. If any of the hunters becomes suspicious at finding the house apparently untouched. Doors lead to the kitchen and front hall. an extraordinary success shows that none of the visible prints were made by the same size and type of boots that the possessed biker wore. but Mills brushes off any doubts by suggesting that the demon has simply picked up a new body. dining room. Just how long it takes the tsayid-possessed biker to arrive is up to you and depends in part on the strength of the hunting party. Veteran hunters will only need fifteen minutes or so. but Mills assures them that this is the right place and the tsayid must be out looking for him. but has not seen the inside. Kitchen: This room contains a number of cabinets (now useful only as firewood) and an iron stove. The floorboards are bare. give them at least a half hour to prepare the ground for the battle that they know is coming. he knows that wherever he goes. while a Seasoned group should have what it takes to deal with him showing up in five minutes or less. The Results By the end of this scene the hunters should have a plan and enough equipment to carry it out. Front Hall and Stairs: Doors lead to the drawing room. and the stairs lead up to the second floor. Dining Room: The chairs in here are rotten and mostly broken. and they’re no use as furniture or weapons. When the biker arrives. Jason Rahm (order #3047067) Hell Hound On My Trail 2 . Halfway up the stairs is a dangerously rotten board. Nobody’s home. They need to be preparing. A pantry contains four empty bottles and a few dead roaches. This is another lie. it’s equivalent to a baseball bat (d6 B) when used as a club. The Rewards It’s often a good idea. There is no useful cover anywhere near the house. Inside: Everything is covered with dust. Doors lead to the dining room. the front door is off its hinges. the Mills demon insists that he can see and sense clear indications of the possessed biker’s recent presence. all right. Searching the wreckage of the cabinets (an EASY task) turns up a rusty carving knife (d2 W). The couch is heavy and requires two people to move it. They may be helping Mills willingly or unwillingly. which cannot be made to fire without a FORMIDABLE repair task. even then. Outside: The house looks abandoned. and the scullery. They’re going to need Plot Points for the next few confrontations. They may even plan to double-cross him once the tsayid is out of the way. trapping their leg until they make an EASY Agility action that inflicts a Wound for each botch. but they certainly shouldn’t trust him. Scene 3: Stop Breakin’ Down The hunters are ready to kick some hellspawn butt. As well as preparing the field of battle. and shows up in a little while. The tsayid is tracking them to the house at this moment. If they’re mostly Rookies. the other demon is bound to show up sooner or later. to hand out a Plot Point for every clever or resourceful element the hunters stack up in their planning and preparation. The table is heavier. which is HARD to spot. Above the fireplace hangs a rusty antique musket.

Bedroom 1: The master bedroom is above the drawing room. There are a couple of crates in here that could be piled up to make light cover for one person. but the wall and the seats have fallen in. Bedroom 2: This room is above the dining room.Scullery: Behind the kitchen is the scullery with a stoneware sink. They will only fight if they’re surprised or cornered. Everything is covered in squirming grubs. The other door is on the floor and has a broken and spotted mirror fastened to the inside. and delirium. Rat The Problems This is a straightforward fight. The next day. The hunters can wait in the house and jump the tsayid as he comes in. Bathroom: The bathroom is above the scullery. Bedroom 3: This room is above the kitchen. The hunters have a little time to prepare and a few things to play with. On each successive day without treatment. It looks like it was used for storage. Their bite (1W) can be painful but the biggest danger is disease because they’re none too picky about oral hygiene. Like the sink in the scullery. Opposite the bed is a tall. Doors lead to the kitchen and outside. but there is no water. LP 4 Traits Sharp Sense (hearing. Landing: A cupboard contains some forgotten scraps of bedding that are now a thriving moth colony. but doesn’t cover the kitchen and scullery doors unless the lookout sticks his or her head all the way out. Survival d4. There is also a dressmaker’s form on a stand. scaly tail. The faucets turn. and pointy little teeth. A second glance clears up any confusion. The cast iron tub is a good size. treat the moths as an insect swarm (see p. A couple of broken dishes and a wooden pail stand under the sink. Also—and the Mills demon knows this even though the hunters don’t—the possessed biker won’t go into the house if Mills isn’t already in there. Unarmed combat d4 Rat Bites Blood poisoning’s nasty. If necessary. look for food. and make lots of baby rats. The window at the back is a good lookout point. but by then a startled hunter might have shot at the thing and given their position away. successful treatment requires an AVERAGE Alertness + Medicine roll. He uses the lack of outside cover as an argument against staking out Hell Hound On My Trail 2 . smell) d6 Skills Perception d4. and the rear of the house. It was originally a two-seater with a thin dividing wall. which could look something like a headless body at first glance. There is nothing here but a rich crop of nettles. Rats just want to hang out in their nest. empty wardrobe with one door hanging off. The distraction kicks up the Difficulty of any task attempted on the landing by a +2 step for d2 rounds. the tub could provide heavy cover. Mills argues for getting into the house and setting up traps and ambushes. Description Your basic rat: beady eyes. Doors lead to the bathroom and the three bedrooms. The outside approach allows them to do something like setting fire to the house with the tsayid inside and jumping on him when he comes out all ablaze. Outhouse: This is built lean-to fashion against the house. and a cloud of moths flies out in a panic as soon as the door is opened. the faucets here turn but there is no water. If the hunters can disconnect the pipes and move it (a HARD Strength task—up to three characters can throw their Strength together). There is a dull and speckled brass bed whose mattress has fallen through and become a rats’ nest. or they can wait outside and surround the place once he’s in there. there’s no chance of dying and an EASY Alertness + Medicine roll sees the patient good as new in 24 hours. There are six rats hanging out in the mattress. and if they spot the hunters first no one will hear anything but rustling and scrabbling as they escape into the space between the walls. 156 of the core rulebook) with no attacks. On day two. dirty fur. it will try to bite once and run for its life. and after a day without medical attention a rat-bitten hunter must make a successful HARD Resistance check or be out of commission with fever. Agi d8 Str d2 Vit d2 Ale d10 Int d2 Wil d8 Init d8+d10. the difficulty of Resistance and treatment rolls increases by a +1 step and the recovery time after treatment increases by one day. and they will take any chance they can to get away from something as big as a human. and contains nothing but a faded spot on the wall where a picture must have hung once. shakes. The window has a good view of the outside doors to the kitchen and the scullery. if the light is bad (AVERAGE Alertness check at night). and he’s not charmed by the thought of using himself as bait. If anyone happens to surprise or corner one of them. but there’s very little cover within fifty yards of the house. and recovery time is two days. staying alive without treatment Jason Rahm (order #3047067) requires an EASY Resistance check. but in the end it’s all down to preparing the ground and dealing with the combat.

If it’s not able to capture Mills it turns to lightning. knock him out with the stungun or with an old-fashioned blow to the head. “Thanks. there is no way to tell the black smoke of an escaping demon from the black smoke of the fire itself. The best kind of plan involves jumping Mills while he’s still talking and preventing the demon from leaving his body so that they can conduct an exorcism.” he says. and get away somewhere so he can recover the escaped soul. The Problems The hunters only have a few seconds to react: ten turns at most. kiddies. Now. possessed an art dealer and is shopping for the last ingredient in a ritual that makes it undetectable. The hunters need something that will stop the demon from coming out his mouth. I need a change of clothes and then I’ve got a plane to catch. looking down at a dead or seriously injured biker. or ears—and not to be indelicate. The hunters are standing in the ruins of the abandoned house. now’s the time. Scene 1: Ramblin’ On My Mind Demons lie. blessed He Ain’t Left Yet Hell Hound On My Trail 2 . eyes. Mills joins them. The Setup The Results If this fight looks like it’s going bad. his priority is to grab Mills. They may find it hard to believe that this is finally over. He won’t tell them this if they’ve already figured out that tsayid leave bodies as lightning and not smoke. leaves the biker’s dying body. rats. but there are other bodily openings it might try to use. Possibilities include holy water. Well.” The possessed biker still has the wounds from previous combats. The tsayid doesn’t quit this time. and he also points out that if the house is on fire. They just took out the hunter and now the hunted is making like Elvis and leaving the building. and remember to give them Plot Points for handling the other tricky variables on their plate—Mills. A splash of holy water surprises him enough to lose his action for the first turn. As before. The hunters can try to find him. but it’s clear that he’s after Mills. If they were planning to doublecross the Mills demon. though—he keeps up with the hunters’ current “theories. and so on. wearing a big grin and clapping in ironic recognition of their efforts. The Rewards A confrontation with the tsayid is worth another two Plot Points. They have to stop it fast or they’re looking at a long search. but the idea is the same. and it’s hard to distract him and lead him into a Devil’s Trap or any other kind of ambush the hunters may have prepared. and so is the hellspawn that’s hunting him. It’s too corny to have its last words be “I’ll be back” in a strong Austrian accent. but they don’t slow him down noticeably.” If no one does anything his eyes go solid black. but this one’s a prizewinner. but by the time they track the demon down it has Jason Rahm (order #3047067) The demon is focused on getting away. Go to the next scene. even if it’s in imminent danger of being destroyed. and goes in search of another one. Then it’s gonna have free run of the whole world. the demon pauses for a gloat before heading off to pastures new. Having fooled the hunters into getting rid of the real bounty hunter. Mills gets out of there and this time he won’t look back. If they actually defeat it here. they had better be quick about it because he’s not going to stick around.the house. but after that he’s even more determined to get out of there. Our brave hunters have been played big time. creepy old building. Act III—I Believe I’ll Dust My Broom Oh. double that award. and the body of Alan Mills collapses to the floor while the smoke goes out through the nearest window or chimney. It’s not a hopeless search. “That ought to slow the sucker down for a while. he exhales a cloud of black smoke. Here’s what they’re faced with. If the hunters were planning to pull a doublecross on the Mills demon as soon as the possessed biker hits the floor. He fights the hunters if they attack him or get in his way. but he’s out of the state in a few hours and out of the country in a few days. it’s not. If the hunters want to keep Mills alive they will need to make sure that whatever they use to block the nose and mouth will not stop him from breathing. boy.

Scene 2 is bull. the hunters have to decide what to do with them. This not only takes a handful of Plot Points to pull off. depending on the hunters’ level of experience and how good their plan is. and good old-fashioned salt. Second. the adventure’s over and the remaining scenes are unnecessary. don’t try this one at home. and this could even be a way to introduce a new character into the group. leaving the hunters with a choice: to try and track one or both of them. and get them some medical attention? Do they even tell them why they suddenly wake up in the ICU with some very weird memories? They’d both make useful contacts. and parts of the house may be on fire and/or about to collapse. In that case. Remember. A fugitive. both the demon and the tsayid are out there and you can have the hunters stumble across their path during some future adventure. knowing that there were probably armed hunters backing Mills up. The black smoke moves fast—real fast—and is invulnerable to physical damage. would most likely abandon a hideout that had been found by his pursuers and get a head start before they realized he wasn’t going to show up. pages from a Bible. too. or to shrug their shoulders and walk away. Jason Rahm (order #3047067) If the scene goes badly. As all this is sinking in. Game stats for a typical biker and computer geek can be found at the end of this adventure. He’s Left The Body The worst-case scenario is that the hunters were caught completely by surprise. Hell Hound On My Trail 2 . the demon is pretty strong. but they have almost no chance of succeeding. Second. if either Mills or the biker survived the pounding their bodies took in the fight. If hints need to be dropped to the players. In the first place. the tsayid may go back too. Even if Mills is hog-tied. by the way) can handle himself in a fight and has a lot of biker buddies as well as contacts at biker bars across the country. In fact—no. the combat was probably a violent one. but a HEROIC result on Agility + Lore/Demons. With the Mills demon returned to Hell. It may take a minute or two for the hunters to figure out how they’ve been played. Do they leave them to die. patch them up. A little duct tape should keep things in place. He has the imagination to understand what has happened to him (as his Role Playing Games Specialty clearly proves) and far from being a startup failure who sold his soul instead of stock options. He could also help them with the design and manufacture of electronic gear. and can probably muscle its way out of a gag or bond if the hunters are not paying close enough attention. or drag them out. that keeping the demon in the body is not the same as rendering the demon helpless. and by the time the hunters get out of the house they will have no way of finding them. but remember the suffocation issue. It’s a lose/lose. Mills has some serious tech chops and could make a huge difference to the group’s research capabilities. Kids. the hunters have exorcised the demon from Mills and forced the tsayid out of the biker’s body. you should point out that the possessed biker chose to attack Mills here. on the other hand. Once the demon is out of Mill’s body. the hunters have other problems to attend to. both the Mills demon and the tsayid stay close to the ground and disappear into the first cover they can find. even if it takes a few Intelligence rolls and other actions to get the information across to the players. or if you want it may come back and attack the hunters for getting in its way. he might actually be a successful technology entrepreneur with some cash to throw around. The remaining scenes assume that they decide to continue the chase. the two escaping spirits take off in opposite directions. The biker (whose name is Moose.communion wafer. but the hunters may have prepared a Devil’s Trap in advance and have an outside chance at diverting the demon into the trap. it couldn’t be—did they actually take out the hunter and let the fugitive get away? These and similar thoughts should come into the hunters’ minds as their heads clear after the fight. First. things become a good deal more complicated. You should decide how easy or difficult to make this scene. The demon-trapping bottle Mills came up with in Act I. The hunters may try to chase down the black smoke from Mills and the lightning from the biker to do whatever they can to prevent them from possessing new bodies. one or both of their antagonists have vacated. He’s Left the Building The Results If this scene goes well. If they walk away. and just stood and stared as the black smoke from Mills’ body went out of the house.

You can decide which city. Plot Points can take the edge off. Supernatural means include Clairvoyance. an importer of exotic art and home accents. so distribute as many as three Plot Points per player for their efforts. the hunters track the demon to a small warehouse in a big city. with a parking lot at the front and a loading dock at the back. Don’t reward passive behavior. In the interests of drama. This isn’t easy. Premonitions. he doesn’t get the benefits. Let’s face it: the hunters are going to track down the demon. and the tsayid is similarly loath to hang out as lightning. of course. So with that as a given. including any more demonic confrontations. or both are at that time. though. The Contacts Asset may also be useful in finding this kind of information. both mundane and supernatural. After exhausting the possibilities of demon interior decorator jokes.The Rewards Yeah. are both useful specialties) or Tech/Hacking. since both the Mills demon and the tsayid possess new bodies at the first opportunity. There are various ways to handle this. or a helpful word from a Spirit Guide. the hunters stake out Westburg’s warehouse and figure a way to get in. move on. Good and mad. The Mills demon heads for a big city such as New York or Los Angeles and possesses an art dealer to put together the things it needs for a ritual to disguise its demonic essence so the tsayid cannot find it. The Rewards The Problems The first problem is tracking the escaped hellspawn. The Setup The warehouse is situated in a small business park on the outskirts of the city. then Mills has a printout of an e-ticket in his pocket which indicates where the demon intends to go. Demons don’t generally like to stay in black smoke form for too long. Scene 2: Stones In My Passway How do you track down a demon that can switch bodies at will? This is the problem facing Our Heroes in this scene. hand out a Plot Point per player and consider adding more if they were particularly clever or cunning in the decision-making. and then it’s up to the hunters to stop it. Spending a Plot Point or two can turn up a ritual that effectively sticks a pin in a map to show where either the demon. If not. Don’t forget to remind the players that even brain-dead bodies are perfectly fine for demons to possess. depending on the needs of the campaign. the hunt for the demon can lead them right there. the players may be pretty mad during this scene. the tsayid. The tsayid keeps following until it’s destroyed or until it captures its quarry. If not. and they find out that it’s not as impossible as it sounds. if the hunters need to be somewhere in particular for the start of a new adventure. If the hunters deserve a break. If a hunter’s on the sidelines. Some snooping will turn up evidence of his planned Tibetan ritual. so they’ll be casting their net pretty wide. then they have to check local missing persons reports to try to get names and photos of possible new bodies for either the demon or its tsayid hunter. Jason Rahm (order #3047067) Hell Hound On My Trail 2 . The Results If they’re successful. or a scrap of paper with a contact name and phone number in the destination city. so any reported disappearances within twenty-four hours of the big fight are likely leads. The Supernatural Option The Setup One or both of the demons escaped and the hunters have to figure out a way to track them. stumbling across a good lead is a perfectly reasonable option. It’s HARD to check the bodies’ movements through credit card receipts either with Intelligence + Influence (Administration and Bureaucracy With Mundane Means Scene 3: If I Had Possession Over Judgment Day The demon’s possessed one Frederick Westburg.

a short trumpet made from a human femur bound in silver.000. None of them is about to die for their employer (actually. which has a reception desk and doors leading to a restroom. including one encrypted file (HARD to decrypt). All are armed with a light pistol (d4 W). Deliveries are on Tuesdays and Thursdays. Checking online bank records (which is HARD to do) shows a payment made to the sender of the email two days ago. and while some of them may look exotic none of them has any mystical power. . usually in the livery of local furnishing stores. The Problems Here are some likely options for action in the warehouse. and a lateral file cabinet against one wall. There’s a computer on the desk containing more business files. It’s clean.Kapala cup (for incense .Tsang-chi-lai ritual (Jong shi MS?) Jason Rahm (order #3047067) Hell Hound On My Trail 2 . An AVERAGE use of Lore reveals that these are ritual items used in a variety of Tibetan ceremonies. d4 wounds). black ) hellebore. A recent email from a contact in China refers to “the scroll in which you expressed interest” being shipped by air and due to arrive in two days from the date when the hunters first see the building. and Indian bronzes. Restroom: A typical restroom with a toilet and sink. If the agency does not get the all-clear within five minutes of the initial call they send a car with two more guards. ren hau-shy ang style (Tibet?) . The average price of an object is around $50. and the only noticeable thing is a stack of a half-dozen sports magazines on top of the cistern. The delivery trucks normally arrive mid-morning. consisting of one or two eighteenwheelers that pull up to the loading dock and offload crates. The desk is staffed 24/7 by one of three security guards (use the description on p. Whoever is on duty passes the time reading magazines and watching the monitors linked to the security cameras. a dish made from a human skull with scorch marks inside. A HARD use of Lore reveals that the names of the cup and trumpet on the list match the descriptions of those in the safe (see below). Casing the Joint . a nightstick (d4 B).Incense: althea. covering all sides of the building. for $125.Outside: The building has no company logo or other markings on the outside. The other drawers contain more papers relating to the business. and a bag filled with an aromatic brownish powder.Prayer rug. Warehouse: The warehouse is part-filled with crates containing the company’s merchandise. rosemary. Anyone who speaks or reads Chinese realizes on an AVERAGE check that the phrase “tsang-chi-lai” refers to concealment. an office. each on an eight-hour shift. Office: The office contains a large desk with a couple of chairs in front of it. and the warehouse itself. come and go at irregular times during business hours. The files relate to a normal import business specializing in imported home furnishings like stone Buddha heads.Kangling trumpet .38 Special (light pistol.00. for their agency’s client) but they call in before going to investigate anything suspicious. mandrake roo wormwood t. which is a list of objects (see sidebar). A cleaning crew of two people comes in at 7:00 pm and leaves at 8:00 pm. 160 of the Supernatural RPG). it arrives after fifteen minutes. The desk drawers are locked with an AVERAGE lock when Westburg is not present. Reception Area: The front door opens onto this carpeted room. Security cameras are set up at all four corners. The top right-hand drawer contains a few papers and a loaded . and nothing in inventory cost Westburg more than $500. Smaller delivery vans. and a radio linking them to their base. and the area’s completely unremarkable.00. fauxantique statues. plus a box with 14 more rounds.00 to acquire. A crate in one corner of the warehouse conceals a safe (HARD to open) containing a Tibetan prayer rug. By watching the building the hunters will be able to establish that office hours are 8:00 am to 6:00 pm. During that time there is one other man in the building beside the security guard—Westburg himself—and he comes and goes between the office and the warehouse area. They are upscale home décor items rather than genuine antiquities.

From now on. It might very well be. and then locks himself in the warehouse rather than leaving at his usual time. EASY research in local business directories reveals that the company was set up about ten years ago and supplies exotic home furnishings to a number of local stores. they will miss the clues in the office and the objects in the hidden safe in the warehouse. But that’s not the worst of it. The ritual takes around two hours to complete. Hunters posing as engineers find it HARD to rig the security monitors so they show a one-hour loop. the hunters don’t find it easy to get inside the warehouse for an undisturbed look around. If the players are unable to put the clues together and realize that the demon is trying to make itself undetectable. they will probably wonder if this is their demon. but in some way you are very good at making people believe you. This not only makes you a good liar. a rare scroll. By helping Mills the hunters have made a serious enemy out of a tsayid. your Trait die is added to any actions to convince them. The demon spends four hours studying the scroll. both for the hunters themselves and for any more tsayid bounty hunters sent from Hell to bring it back. Neither a hunter nor a pursuing tsayid can identify him as possessed unless he openly uses a demonic ability. If he completed the ritual. but they will need to be more creative if they want to search the place. but of course it will have skipped to a new body as soon as the net started to close. How the hunters get around the guards is up to them. The final ingredient. Getting Inside Another mix of planning and investigation deserves two Plot Points each. and they’re not the forgiving type. you should allow each hunter a HARD Intelligence + Lore + Intuitive Leaps (for characters who have that trait) action to put the pieces together. It could show up and attack them at any time. that something was forcing him to do whatever he did.Although the building itself is unmarked. a map of the business park reveals that a company called Foreign Accents occupies it. the hunters can figure out what is going on and prevent it from happening. or half that if the players don’t twig to the plot going on without some major flashing signs. The rolls for understanding the significance of the various clues are given above. The owner is given as Frederick Westburg. is on its way. The demon then skips through a succession of new bodies to throw off possible pursuit. the demon is a lot harder to find. it also helps when you are trying to convince someone of something that is true but hard to believe—like. Various clues can be found in the office and warehouse (see above) that hint that Westburg is planning to conduct a Tibetan ritual that has something to do with concealment. Once they settle the score with Westburg/Mills. every time the hunters run across a story about a securities fraud or a pyramid scheme gone awry and hear the guy behind it claim it wasn’t him. Whenever you are trying to make someone believe something. and then capture Westburg and exorcise the demon back to Hell. for example. effectively cutting them off from the cameras. maybe you know just what to say. If they cannot search the place. Research by aura. after which “Westburg” is undetectable as a demon Jason Rahm (order #3047067) Hell Hound On My Trail 2 . The Results Hopefully. this adventure could turn into a chase which has the potential to last for a very long time. demons being real. The Rewards Given the cameras and round-the-clock security guards. and disappears into the mortal population. Posing as buyers for a furniture store gets them a guided tour around the warehouse and a peek inside a few crates. they get another two Plot Points each. Continuing the Adventure If the hunters fail to take the demon out of Westburg. If the hunters do nothing to prevent it. a courier delivers the scroll at around 5:15 pm two days from now. Figuring out the Plan New Assets Plausible (d6–d12) Maybe you have an honest face.

Any problem from world hunger to corporate corruption to demonic possession can be solved with the right information and the right technology. Addiction/Alcohol d4. but now he holds the power. Cool Under Fire d2.Ordinary People These two stock characters are handy once Alan Mills or Moose are freed of possession. Gear Head d2. Proudly wearing a tie with a shortsleeved shirt. Socially Awkward d4 Skills Craft d6/Electronics d8. no one tells him what to do—at least not twice. Unarmed Combat d6/ Brawling d10 Gear Motorcycle. and likes drinking and fighting almost as much. A modern-day cowboy on a steel horse. Tech d6/Computer Programming d12+d2/Create Technical Devices d8/Electronics d8/Hacking d10 Gear Laptop. Coward d4. Fight him to a standstill and he’ll be your friend for life. and a satisfying fight now and again. He wants the freedom of the open road. Perception d6/Sight d8. and uses his gift for good. chain (d4 W) Biker Description They laughed in high school. Anger Issues d2. It’s likely he’s seen some real freaky stuff on his endless travels. Knowledge d6/ Video Games d8/Role playing Games d8. Information is the answer and technology is the key. Tech Expert d8. Tough d4. LP 10 Traits Higher Education d6. Melee Weapons d6/Knives d8. Drive d4. Crude d4 Skills Drive d6/Motorcycle d12. Description He lives to ride. erase your credit. he’s real easy to get along with. Motivation Live free or die tryin’. Motivation The world can be a better place. As long as there’s no asshat telling him he can’t have a little fun. But he has not succumbed to the power of the Dark Side. Fragile d4. Discipline d6/ Concentration d8. Perception d6/Video Games d8. The only way to win his respect is to be just as badass as he is. as long as you’re not ridin’ Japanese. Brawler d2. good grub and cheap booze (and cheap women don’t hurt either). and do any of a dozen other things that you really don’t want to happen. Mechanic d6/ Motorcycles d12. he can find it. Agi d4 Str d4 Vit d6 Ale d6 Int d12 Wil d10 Init d4 + d6. Influence d6/Intimidation d10. computer repair kit Computer Geek Jason Rahm (order #3047067) Hell Hound On My Trail 2 . He knows more than anyone could possibly imagine—and if information exists. knife (d2 W). LP 20 Traits Born Behind the Wheel/Motorcycles d4. Guns d4. being unconscious and/or bleeding shortly after the first occasion. Agi d6 Str d8 Vit d10 Ale d6 Int d6 Wil d12 Init d6 + d6. put you on a hundred watch lists from terrorist to pedophile. Low Profile d2. With a few keystrokes he can empty your bank account. and he may even know what a hunter is. but data has no favorites and tomorrow is there to be shaped. He’s used to being unappreciated. but they can be used in any adventure you like when the need arises. Science d6/ Physical Sciences d10. the computer geek is the guy who keeps everything running.

So what if the situation is reversed? What happens when it turns out a fellow hunter was never human. a small crowd of thugs shows up to beat some threat into them.” Zach Schram. The hunters are asked to meet a relatively well-known “fixer. and his current target is a human being. though some investigative know-how will be useful. at a normallooking bed and breakfast in New Jersey. Having to face a monster that’s not only stronger and tougher than you. but actually becoming one of the inhuman beasts they dedicate their lives to killing. His Lesser Half is a lot more direct and follows a fairly straight line toward the climax. As soon as they’re brought up to speed on the job. the more mysterious his actions seem to be. The more they find out about this guy. Not just simply selling out. It’s good for a straightforward evening or two of action. but knows everything you do because it’s fought side-by-side with you in the past. Or maybe get killed by them.ser Half His Les l By Ralph Du a T of their own might go over to the other side. When a hunter reunites with a colleague after a long absence. Hunters with a healthy amount of combat experience will find it easier to negotiate the conflict scenes. in the back of their mind they’re often wondering if something’s gotten to them since they last time they met. albeit one who dabbles in the black arts? And what if the hunter in question has no idea of his inhuman origins? You and your players are about to find out. is one of the worst situations a hunter can be in. Larry Boher. and if they’ll end up killing someone they once called friend. They learn more about the thugs’ boss. he biggest fear for many hunters is that one Adventure Summary Unlike the other scenarios in this collection. and the strange behavior he’s been displaying for the past few months regarding Schram. Jason Rahm (order #3047067) 2 .

but with nothing in the way of morality or pleasant personality to fill it with. was just icing on the cake. which stored them like a battery until he had murdered enough people for the ritual to change him. So it was that dozens of people were brought to a run-down house on the edge of town that Larry rented exclusively for occult activity. Unfortunately for the world at large. As stereotypical as it sounds. and her collection of arcane tomes sat in the family attic for years. He stopped growing when he was in the sixth grade. Soon the tales of the frail looking hitman who could snap your neck with one punch. the story gets thick with disaster and supernatural hoodoo. became a statewide urban legend. a boy born with a good head on his shoulders. and uncovering the secret he’s been keeping (and his connection to Schram) drops the hunters smack-dab into the middle of one singularly messed-up situation. even if he had to stand on a box to do it. For some reason he decided that the spells and rituals detailed would actually work. Act II: Home of the Strange: The hunters break into Boher’s house. it allowed him to vent his frustration with the world one murder at a time. and find out just how dangerous the man’s life is—and how messed up Schram’s life is. a fair amount of life energy remained. present and future. The books led him to believe that the souls would be completely consumed once the spell was over. that host turned out to be one Zach Schram. until Larry went pawing through them one night while looking for something to sell for quick cash. The books had instructed Boher to make a fetish as part of the ritual. It took some time. It’s got its fair share of dabblers in the black arts. seeking out a host for itself to dwell in. and being 5’2’ and only 120 pounds soaking wet. get jumped by some hired muscle. The fact that he didn’t need to exercise or watch his diet. earning a tidy paycheck in the process. Breakdown of the Acts Here’s the way the adventure comes together. The fact that he got the short straw—literally—when it came to his physical development did nothing to help any of those things. and pick Schram’s brain about the mysterious Larry Boher.” That kind of mojo takes a long time and a lot of human sacrifice to work. Boher believed that with each killing the newly freed soul was bound to the fetish. let alone make further human sacrifices. Larry loved it. Born dead just as Boher finished his ritual. His parents hailed it as a Jason Rahm (order #3047067) His Lesser Half 2 . While the individual personalities were destroyed by the spell’s completion. Act III: We Were Just Passing By And Noticed You Were Preparing For A Siege: The hunters jump on the trail of Boher. too. Here’s the Story Larry Boher grew up in New Jersey. Act I: I Know A Man Who Knows A Man Who Knows You: The hunters meet Zach Schram. with all the bullying and teasing that drew to him. Larry had that kind of patience. and his frail physical form meant it was easy for him to get people to let their guard down around him. Larry studied up on narcotics and became a master of luring victims away from others. Such was not the case. Twenty years ago Boher completed the necessary number of sacrifices. While he may not have grown in stature or gained muscle tone. both the doctors and his grieving parents were shocked when the newborn suddenly started breathing again. Thanks to an unexpected side effect of the ritual he enacted. never expecting him for a threat. Unfortunately for the world. Larry’s many victims may find justice. and Boher was related to one of them. the essences of those he’d killed being completely eradicated. being a Jersey boy meant Boher had friends who were in the mob. And that’s not counting the mob hit. he could now hit like a prizefighter and had the stamina of a marathon runner. with the negative traits Larry wanted to get rid of being bound into it. He was never sick after the ritual was over. and all five of his senses improved. Grandma Boher died long before Larry was born.When the hunters investigate Boher’s house. As fate would have it. Boher’s responsible for something major. This invisible energy escaped from the fetish when the ritual ended. but after he convinced them just how tough he’d become they decided they could use him. and he set out to enact one that promised to “magnify his physical form and protect it from infirmities. Boher came out with the distinct feeling that the world owed him and he’d collect that debt any way he could. the taint of the supernatural in Jersey goes far beyond the Jersey Devil and the occasional Mothman sighting. but run into trouble of the canine variety.

asking for their aid.”) The bearer of the message doesn’t know much about Schram. Before the game of this ine the identity important to determ dy from walk-on character. Schram’s known to supply things for an IOU.miracle. Well aware that his fragile health made him a poor choice for direct confrontation with the supernatural. As this scene begins. Whoever it know. or even the hunters is. “The Hunter Job Network. Zach’s studies quickly led him to understand just how real monsters were. loose others. With the letter delivered the friend departs. . replaced by the amalgam of spirits left over from Boher’s ritual. and know y do if they don’t know many. being a person to go when you have money and need something special for a hunt. or a mentor. saying that “a friend of a friend of a friend” asked for the letter to be delivered to the hunters. Their energy reanimated the body. Part of being a hunter. it’s someone associated rk side of touch. or at least one that survives more than a few hunts. leaving the hunters alone with the missive. the doctor in charge of the delivery made a tidy sum writing a medical journal article about it. Act I: A man I know . then it gets suspicious. providing hunters with the gear and artifacts that they need to do their job. THE HUNTER JOB NETWORK even Most hunters know other hunters. it’s not that suspicious. information amongst their fellow hun tact con because how could sharing ways to g? them be a bad thin Scene 1: If You Accept This Mission . He does know that Schram has a reputation as a fixer. . Whether it’s standing shoulderto-shoulder against a vampire or just getting a place to stay or money for bus fare. The Setup The letter’s in a white envelope. . he decided to be a behindthe-scenes supporter. his immune system nearly non-existent. Always having an interest in the supernatural. the ones the l. it’s sta a job like this one. someone with the Idealist contact might have been too open with their ters. and refuses to give details as to why they should meet. and he couldn’t turn a blind eye to their existence. It reads: Jason Rahm (order #3047067) His Lesser Half 2 . That spirit had departed the moment the body had died. and it was their fusion of souls that gave the body life. Making enough to support himself is just a fringe benefit. with those IOUs being politely forgotten more often than not. So when the hunters get a request for a meeting with one of their fellows. or any inkling that they are anything more than a normal human being who has had the worst luck when it comes to health. While the Bela Talbots of the world make the growth of their bank account the most important thing. On the da Traits who gets in Complication the coin. and the hunters might be surprised that it’s run off a computer printer rather than the usual handwritten note. If they’ve got Assets like Contacts orh those wit Reputation. similarly association of like-minded (or at lea d-in for obsessed) people is frequently the lea rts. . This informa might know a lot of st. and growing up he spent more time out of school than in. He’s never been able to develop decent muscle tone. When the hunter goes through a number of cut outs to ask for a personal meeting. is not being afraid of asking for help. Combined with his lack of coordination and massive number of allergies. someone the hunters know and trust delivers a letter to them. and life went on. a request for help from Zach Schram (see the sidebar. perhaps because of some unconscious knowledge of what he is. The amalgamated spirits that live in “Zach” have no idea of what they are. The fact that such a feeble specimen of humanity might become a hunter is surprising to those who know him. hunters know they have to look out for one another. his life has been one of near-constant suffering and agony. somebody they trust. They may also be surprised that somebody went to all this trouble and didn’t leave much information in the letter. It could be somebo family a an earlier story. Only it wasn’t the spirit that was originally intended for Zach’s body that was in the driver’s seat. it’s somebody member.

while Intelligence + Knowledge lets them recall having heard of him before. To determine what it is the hunters find out about Schram. His Lesser Half 2 . or like Bela Talbot—only male. . The hunters might also try looking up the New Jersey address. but at this point I can’t be certain my bank account isn’t being monitored. There’s a few good ways to do this. and because of the people you know and don’t know. In other words. It’s EASY to find out that it’s a bed & breakfast owned by the Rendinelli family in a rural part of the state. as well as what could be a signature of someone with very poor handwriting or a place where the printer spit out a blob of ink. Tech could let a hunter snoop around online and find references to Schram. It couldn’t be more normal and mundane. I feel that because of that. or a player may decide to use Willpower + Covert amongst other hunters to be more sneaky in finding out about the man than someone using Influence. I am sorry I can’t provide funds for your journey. with a letter anybody could have typed up with an illegible signature. Your players may want to research Zach Schram and try and figure out just who the hell he is and why he might want their help. A hunter they’ve never heard of before asking for their assistance. I am concerned that I am a target and I need you to help me stay among the living. Researching The Address The Problems The Results At this point alarm bells should be going off in the hunters’ heads. Please come to the address below so we can talk in person. if they go HEROIC. I can call upon you for assistance. but not the whole picture. tell the players that it seems Schram is like a young Bobby Singer. Is this a trap? The hunters have a little more information. they get four Plot Points. . though.” Below the typed section is an address in New Jersey. Good enough .1. but you can hand out one Plot Point for every level of information the hunters turned up on Schram. It’s good enough to get them headed to New Jersey. If they’re unsure about the whole deal.Result Information H ello. and not as hot. more reliable. Word of your hunting prowess has reached me. not to mention leaving out most of the specifics regarding the job. not much more than a reference check and exposition. based on the table. Use of Intelligence + Jason Rahm (order #3047067) Researching Zach The Rewards This is a short scene. compare their result to table 4. Willpower + Influence lets a hunter call up his peers and try and find out more about Schram.

The Problems The action starts out with some exposition. Influence d6/Barter d10 /Haggling d10 /Persuasion d10. .Scene 2: I Know a Place Out in the Woods . assortment of occult items at home Schram introduces himself in a tired and ragged voice. all smiles and curls. Meeting Zach Schram Zach Schram Once the food arrives and everyone is settled in Schram explains why he’s called the hunters to him for help. The Setup After hours of driving with only the occasional house or farm to break the monotony. Drive d4. McCluskey agreed to the deal. his life is bad all the time. their rugged clothes and filthy bodies make it look as though they’ve been camping out in the woods for days. Knowledge d6/Appraisal d10. There’s a woman behind the desk. So when it came into Schram’s possession he put it up for sale. offering quite more than it was worth for it. It’s EASY to see a perpetual shake in Schram’s hands. Only problem is that Schram has no idea who Boher is. The four big burly men responsible walk in. wears a suit that doesn’t fit. Jonas admitted an occult collector by the name of Larry Boher had contacted him. That may be why he’s only got four fingers on one hand. The woman from the front desk is thrown into the dining room and crashes into a wooden table. He paid Jonas a hefty sum to acquire the book from Schram and not to let Schram learn the real buyer’s identity. the rumor goes. He was worried he was betraying a brother hunter to one of his enemies. Their eyes quickly settle on Schram and his dining companions. the hunters drive down a private forest road and approach a luxurious three-story building surrounded by a dozen expensive luxury cars. as well as making money on the side selling to tourists—people with an interest in mystical artifacts. Schram notes he’s paying for everything if anyone complains. So he told him everything. home. In fact their supposed emotional transfers came from an overabundance of drug use. but it quickly progresses from there. Lore d6. Description The guy who tries to do good all the time. Discipline d6. After he kills a zombie. He’s been working as a fixer for hunters. he checks to see if it has any gold fillings he can sell. the handwritten tome of a bunch of lunatics in Berlin who were certain they’d discovered a way to transfer emotions from one person to another. A waitress arrives with menus boasting prices that make any hunter without the Wealthy Asset clench up. and as he rises to greet the hunters he knocks over his drink and has a coughing fit. It’s HARD to remember that he’s a hunter known for his greed as well as his skill. no matter how bad his life is. None of the other diners pay the slightest attention to him. who politely welcomes them to the Rendinelli Bed & Breakfast and asks if they’re meeting with someone. but the book still has a reputation for being a true mystical work. making a mess out of anyone who happens to be in their way. At the mention of Schram’s name the woman nods and directs them to the dining area. not handwritten. and the men make their way over. but a coughing fit stops him short. The hunter was one Jonas McCluskey. Sadly. Klutz d8. until Jonas came back to him a few weeks later. Rotten Luck d4 Skills Covert d6/Streetwise d10. Perception d6 Gear Car. Just as Schram admits his ignorance of Boher there’s a scream from the entranceway. . He says he’s spent all of his waking hours at the table since he sent the letter. which in fact is exactly the case. Agi d4 Str d4 Vit d6 Ale d12 Int d8 Wil d12 Init d12 + d4. Recently he put out notice that he had a German work from the Seventies. General Thuggery Jason Rahm (order #3047067) His Lesser Half 2 . So Jonas bought the book and Schram figured that was the end of that. LP 14 Traits Fragile d8. but he’d come to Schram with the truth. He was quite surprised when a hunter was the one who came asking to buy the book. the reason his letter was typed. Melee Weapons d6. The guy is painfully thin. The hunters can pick Schram out instantly from the room full of B&B guests. He’s passed off fakes before—he launches into a tale about the fortune he’s made selling copies of the paperback Necronomicon over the years.

all of who are shocked by what they have seen. called on it. and to make a call if anyone came to meet him. It’s an EASY task to get them to talk. And they follow up on their threat if beast to be now a tragic figure . with plenty of witnesses. Combat d6 at the top of his ’t climb Gear Camping Gear (in woods). Survival d6. because it ad intentional. Athletics doesn’t just mean he couldn so much self beefy fists (d8b+d2b) the fence. but they thought it wouldn’t happen until after they left the building. They don’t s they witnessed ear comedic failing care about innocent bystanders. the hunters should roll they’re at Schram’s failure and wonder why Their tactics are simple: rush the hunters bothering to help him. They say that anybody who met with Schram was to be killed. . they’re a whole new level. who’ve been bribed to call the goons as soon as anyone showed up to meet with Schram. Suddenly the fellow who was athe ass is something stupid like dropping their weapons or ic relief and a pain in between com surrendering. Cool Under Fire d6. In fact. in which connes their an innocent if they think the hunters might do physical suffering is a norm that defi ss cro life. In short. Unarmed ends with him tumbling down them. but he overexerted him all to is now visible again for that his lunch their eyes see. depending on the views of you RUNNING SCHRAM The Results While they might be a bit bloodied. though they were told to leave Schram unmolested. They’re counting on d horror. For his part. Description Willing to die for Boher. as if they Sup shoves horror into the back seat on life and limb fail he’ll kill them anyway. Pla adventure on two levels. A failed lungs all the while. The bad news is that they’re both too stupid and too confident to back down from a fight. they have just had a major showing of violence in a public place. Flashing a gun or a badge isn’t going to dissuade these men from messing the hunters up. cell phones. As he gets into his car he brushes off any questions or concerns about the violence they just committed Jason Rahm (order #3047067) His Lesser Half 2 . They’re muscle-for-hire. LP 18 the-top slapstick. Quartet of Thugs or The first is humor. Traits Brawler d2. As for the goons themselves. and they had no clue the thugs-for-hire were camping in the forest waiting for the call to action. While the threat to but it happens. then asks the hunters to follow him home. the hunters shouldn’t have that much difficulty defeating the goons. Duty should be spectacular. Schram comes off as distant fool who might be a accident-prone is relation of Inspector Clouseau. though if the hunters manage to successfully interrogate them (against Willpower + Discipline) they let slip that Boher hired them. vict r’s bullets meant for them (here’s where you review ravaged remains of the souls of Boh ia of is one of complete amnes the Firing into Crowds rules on page 87 of the but their life stant Supernatural RPG). He gathers up the few things he has in his room upstairs. On another level. and beat them to death. Whether they kill them or just leave them unconscious. Nobody’s more shocked than the members of the bed & breakfast staff. Even if the thugs don’t talk he knows it was Boher who sent them. there’s not much for them to say. even if he did e stairs d12. They knew something bad would happen to whoever met with him. or an unholy r hunters. With his low Attributes and his many an Complications. So when Schram fain’t Botch. Schram’s flubs ad surprise and their natural talent for inflicting the Once the hunters learn of his origins lier take on death to give them the edge in battle. Schram is confused and shocked by the violence. It’s rare that humernatural. slain. This ds to the y it up. Tough d8 A failed Covert roll to sneak down som sing cur Skills Athletics d6. and they explain they had been paid to keep an eye on Schram. The thugs threaten to shoot their previous existences. Their obvious shock at the defeat of the hired goons (and the fact they’re the only staffers who stick around to watch the battle) should clue the hunters into their involvement.The good news is these men are just normal humans. on the quite happy with the thought of people soaking up Not only is Schram’s existence based ims. . Agi d6 Str d8 Vit d8 Ale d6 Int d6 Wil d6 h overis still present. it shares the stage wit ls a roll it Init d6 + d6.

It’s a place the elite go and do things they don’t want to be made public. fear. I did a little digging. Despite that. . Not pleasant. Found the image in a web article on one of the last times someone tried to bring him to trial. kind of a neutral ground for criminals. so try and hit all the main points and then move on once the hunters have what they think they need. “This is Boher. I freaked at that So why ask us? His Lesser Half 2 . It’s presented in a kind of question and answer format. and the wealthy to meet up and make deals and do things that the general public wouldn’t approve of. eyewitness accounts of supernatural events. The man is two heads shorter than the other people. and the hunters don’t really need to make rolls to get the information out of Schram. “When I got a name. leftover bits of creatures. and this Boher scares the hell out of me. Hell. politicians. a one-story house in a nice part of town. Books. so paraphrase when you need to in order to avoid the appearance of just reading off a bunch of text. and an additional two Plot Points for handling the staff and customers smartly during the scene.” What’s he look like? The Problems The “action” here is all conversation.” Jason Rahm (order #3047067) What the Hell happened back there? “After McCluskey talked to me I started sending out messages. the prime suspect in more mob hits than you can count.” And with that he’s gone. We’ve got this gentlemen’s agreement. Scene 3: Q&A The Setup It takes an hour to reach Schram’s home. I stay there semi-regularly to meet with customers. “It’s why I chose that place. He’s shaking as he talks. Once everyone is settled in and taken advantage of his bathroom to clean off bloodstains or treat wounds he tells his tale. McCluskey bought the big one. all of ‘em where the victim went toe-totoe with an elephant and lost. those of us who use the place. For Boher to breach that . Then other hunters I’d contacted about Boher started asking me why I was interested in him. It’s because of the way he looks. and looks like a sneeze would blow him over. Even more freakish is that it turns out it’s easier to name everyone I knew that hadn’t dealt with Boher than those who had. And that’s the murders where someone tried to connect them to Boher. keeping it all on the down low.or any evidence they might have left. so hand out two Plot Points each for taking care of that. It’s like the guy’s been interacting with everyone I know in the business. trying to find out if Boher had been dealing with anyone else to buy things. For the last twenty years he’s been linked to organized crime.” Who is this Boher guy? This scene exists to quiz Schram about what the hell is going on. though whether with rage. they think it was a hit and run by an SUV. pointing to a man in the middle of a crowd. “It’s not something you have to worry about. . Your job is to make the conversation feel organic. he walks proudly. They found his body on a road. or a natural palsy it’s hard to tell. And I think McCluskey letting me know got him killed. One of the main reasons no one can connect him to the crimes is that they can’t believe such a little guy could do enough damage to a man for him to need a closed-casket funeral. if you can name it he’s purchased it. The Rendenelli has been around for nearly a century. let alone commit thirty two murders where the bodies were left like that.” What did you turn up about Boher? “About a week after I started asking about Boher. Schram pulls out a picture. and as his taillights fade off into the distance hopefully your hunters are right behind them. but even if the hunters don’t ask the exact questions it should work as a guide to the debrief. Turns out the man is quite the buyer of occult artifacts. The Rewards This scene’s all about the thug throw-down. No idea how many others he may have done they never found the bodies for. so he never has to run into me or let me know he exists. But nobody’s ever actually got close to putting him away for any of it. the look on his face one of smug superiority. A lot of it is exposition. “I can’t believe it.” he says.

I figured out which folks I know that haven’t had contact with Boher.” Act II: Home of the Strange This Act is all about Boher’s charming New Jersey home and the consequences of poking around in it for information. normally a foul stench is wafting up from the valley. so who knows. Schram explains that while the air is pleasant at the moment.” This scene takes place at the Boher home. The Setup “Bad health. or don’t work well with others. if not for the sewage treatment plant that sprawls across the valley floor.point. Wish I could say I smoked ten packs a day or drank like a fish to get this way. Likes to travel and be the center of attention when he does. Because of the smell. but I’d be lying to you. Scene 1: Vanity House So what does this Boher guy do now? You said he was possibly linked to all these killings. I would never have known about him wanting the book if McCluskey hadn’t told me.” The Results Once the Q&A session is over Schram reveals that he knows where Boher lives. you might need to crib elements from Scene 3 before you move to Scene 1. Is murder all that he does with his time? “It’s been a few years since he was a suspect in any murders. in which case. Been like this since I was born. and they probably didn’t even have to roll dice for it. Jason Rahm (order #3047067) His Lesser Half 2 .) Have you checked out McCluskey’s place? Maybe he had some leads on why Boher was interested in you? “McCluskey was a traveling man. plus additional points for good play (when talking to Schram or anybody else. so we can’t underestimate him. I need people I can trust not to be in Boher’s pocket. So you have no idea why Boher would take an interest in you? “Nope. But most of them are almost as bad at fighting as I am. and so I wrote you. and who’re skilled at working as a team. Doesn’t mean he hasn’t done more in the meantime. And here we are. lessening the chance of anyone seeing them break into Boher’s home. from what I can tell.” What the hell is wrong with you? Boher’s home is part of an affluent development built along a hillside that overlooks a small valley. and assumes the hunters are going to try and get inside. and as far I can tell he had no connection to anything I ever hunted down. you’re going to have to get creative.” The Rewards It’s another reference and expo scene. reminding the homeowners why their property was relatively cheap. Seems to like the good life. He was staying at a hotel when he died. It would be a beautiful view. Then again. Once the hunters are ready Schram leads them to Boher’s house to get some answers. few people stay outside their homes for long. Maybe he does work outside of New Jersey as well. They might not. Out of necessity. Some poking on the Internet shows he’s been an investor in some startup businesses that took off. which is located at the bottom of the hill. I’ve got no idea where it is now. Probably the most disturbing thing Schram discovered about Boher was that the guy lives only a few miles from where Schram grew up. “I asked around. I never had any contact with him. you folks got recommended to me. hoping they might be able to help me do something about him. living from a suitcase as he went on the hunt. and only a few miles from the house the hunters are now in. He seems pretty savvy. and the cops confiscated all his stuff when he died. One Plot Point each. near the lip of the valley. If the hunters hit the books or the Internet earlier. the scenes in this Act should play out in order.

He likes power. their hunters may decide that heading directly to Boher’s house isn’t the best course of action. and a few more besides. ranging from shots on vacation at foreign beaches to meeting C-list celebrities or minor political figures. It quickly becomes apparent that Boher likes to make insane demands and goes back and forth on decisions regarding properties he owns. and any hunter who decides to climb up to the second floor finds the windows and balcony doors are just as secure. but nothing weird or supernaturally connected. with no keypads or motion sensors or other things they might expect in a high-class home. The Results So far this is just your average affluent bastard’s house. Jump ahead to Scene 2: Where Else Would You Keep Your Evil But The Basement. The hunters might have found some incriminating evidence. is a testament to Boher’s narcissism. Among their possible sources of information: An especially likely avenue of information for those hunters with the Carries a Badge Asset. It’s also a great way to have influential character witnesses available when you become a suspect in a murder trial. reading through his e-mails does show he’s a man with some clout in a number of areas. Every wall has at least three photos of Boher. hobnobbing with both legbreakers and “management” with apparent ease. They may wish to try to gather more information from any number of sources before going into the lair of the Boher. For that.The Problems The action here centers on the act of getting into Boher’s house and looking around. There’s no sign of a car in the driveway. but we’ll get to that later. getting into it is HARD. See “Alternate Actions” for other approaches to this scene. It’s just as HARD to hack into his desktop computer. they’re going to have to go to the place where all horrible things are stored in . However. Boher keeps nothing that could implicate him in any supernatural or criminal act. While Boher has no love for his fellow man. so the hunters can hope Boher isn’t at home. rather than the food pyramid. Despite this documentation of his association with the criminally inclined no evidence’s been recorded of him actually being involved in illegal activity. while approaching the house is EASY. However. Unfortunately. people mind their own business in this neighborhood. they don’t need to worry about anyone noticing them. each of the rooms is nicely furnished. Jason Rahm (order #3047067) The Inside Scoop Alternate Actions Players being the creative and suspicious types that they are. He’s also turned up several times in the surveillance footage of known mob members. and that’s the contents of the kitchen. he does love being the center of attention. There’s a reason for that. with owners of various companies frequently communicating with him for advice or instructions. Whether the hunters decide to go through the backyard and its well-manicured garden or directly through the front door. In each case he’s the center of attention. Boher’s choice in foods seems modeled on the sugar cube method of eating. . And when those who knew Boher were arrested and offered reduced sentences for turning evidence The Law His Lesser Half 2 . and it would take an IMPOSSIBLE effort to crack his banking or business passwords. Each room of the first floor. Aside from the photos. and he likes lording it over people. and philanthropy is a good way of getting the limelight. which is HARD to get into. the basement. an AVERAGE call to those with law enforcement powers confirms that Boher has indeed been a suspect in all the cases Schram mentioned. . There’s only one thing that might strike the hunters as odd. Hunters with an AVERAGE degree of observation might note the lack of any kind of electrical security. especially since not every hunter goes straight for breaking and entering when the opportunity presents itself. as it were. Home Invasion Boher has a locked study on the second floor. filled with expensive knickknacks that some hunters might want to pocket for later sale. When the hunters move to the upstairs they find that rather than photos the walls are covered with awards and commendations to Boher for both charity donations and from companies he’s invested in. with everyone else in the picture fawning over him or otherwise deferring to him. Deadbolt locks and reinforced glass have been used to insure security. from the kitchen to the bathroom.

or later on. or the appearance of a foe linked to a hunter’s Hunted Complication. If the players go this route.on him. The hunter’s contacts also let on that Boher isn’t registered as owning firearms. No evidence was found to back up the claims. and the matter was dropped. Fellow Hunters Perhaps the hunters have a psychic’s number programmed into their cell phone and want to call ‘em up to do a long distance-read on Boher. Let them sweat it out they may have shot themselves in the foot by trying this avenue of investigation. but whether that means he’s kept a low profile or managed to kill anyone who stumbled onto him is something for your players to fret over. let ‘em confirm the basics: Boher is a killer gifted by unnatural means with an enhanced physique. You can put the kibosh on the players learning too much from this avenue of investigation. a fact rather odd for a suspected mobster. Here’s the thing: the hunters are the stars of the story. Another option is for your hunters to put feelers out to see if any other hunters have encountered Boher. your players should feel like the lack of information is a natural part of the game world. In short. If the hunters think to inquire about what went down at the Rendinelli Bed & Breakfast they find their contact has no idea what they’re talking about. they can simply get the information from Schram and his detailed notes on who did business with Boher. nobody spoke against him. in the “doing something he deserves death for” category of activity. Give them enough to clue them into parts to the plot they missed. A bunch of complete strangers calling up to ask about random business dealings they shouldn’t have knowledge of is not going to make those called happy or pleasant. and they clamp down on what’s happened before word gets out. at one time. the hunters find that everyone’s willing to talk about Boher. but you don’t want them to eliminate all the mystery of the adventure in the first act. one of the hunters gets a text on their phone saying someone laid a curse on them to fail at something important.” or some such. Maybe a demon the hunters faced in the past possesses the medium and taunts them before disrupting the attempt to learn about Boher. Boher’s neighbors made claims of animal cruelty. No more information is given at this point. The man has made no effort to befriend anyone in the neighborhood. You might have the source of their information hint as to its exact source. If they take this road. rather than an arbitrary stopping of them getting information they want. wanting to wait until daylight so they can talk to his neighbors and get information on Boher. since a plurality of people died to empower him—even if together their remaining essences animated only one person. None have. A lot of powerful people are fond of the place. The Supernatural The hunters may decide immediately breaking into Boher’s home is not the way to go. contacting those Boher does business with should leave the hunters frustrated and worried that Boher might catch wind of the hunters’ interest in him. Technically. Your players might think contacting those hunters that did business with Boher is a good idea. The simplest way is for the connection to the spirit world (or whatever method they chose to employ) coming undone due to the stress put on whoever is doing the divining. Some of them may know of Schram’s investigations. it won’t be that hard for them to find a friend who can put them in touch. Or maybe a hunter with a high Lore rating burns Plot Points to have the right stuff to work a divination ritual from the privacy of his hotel room. and the thought more people might be probing their activities is also going to be anger-inducing. with nonsense like “Boher’s splitting of his weakness into others grants him strength. but despite their efforts the general response is one of hostility and paranoia. Whatever the case. Whether posing as police or potential new neighbors interested in the vacant house at the end of the block. as the cops chalked it up to “nutty neighbors” and didn’t seem to treat the claims too seriously. Other options: disrupting the ritual or effort by a foe who’s escaped the hunters in the past. They also reveal that. Several neighbors comment that they’ve seen him working for hours Meet the Neighbors Jason Rahm (order #3047067) His Lesser Half 2 . It won’t—the seed of doubt planted in the minds of Boher’s business partners after the calls prevents them from doing so—but your hunters don’t know that. and every attempt to approach him has been rebuffed. the hunter’s contact informs him that fear of Boher seemed to be the prime motivator for the silent treatment. Let your hunters make whatever rolls they want. but don’t spoon feed it to them. Otherwise. and knows a fair bit about the supernatural world. such a statement is true.

Let the hunters and Schram talk about their next move for a while. No demon summoning. Scene 2: Where Else Would You Keep Your Evil But In The Basement? This scene takes place as soon as the hunters go downstairs in Boher’s house. with both leather chairs to lounge in while the hunters go through it. dryer. and one portion of it is the poorly-lit. Well-lit and clean. or the stealing of life force from another to give the practitioner his strength. with a flatscreen TV that covers a wall and dozens of DVDs sitting in expensive wooden cabinets. There’s a lot of people who talk out of their rear when it comes to the supernatural. However. If they decide to wait around for Boher to show up nothing’s going to happen. The Problems Here’s what activity in the basement produces. as well as a well-stocked liquor cabinet in case they don’t mind drinking on the job.in his yard without rest. It’s HARDER to recognize that all of the works Boher has are from people who genuinely believed they had knowledge of the supernatural. but no one ever saw Boher leave the house with a dog. Equally expensive bookcases cover the walls of the remainder of the room. If the hunters use law enforcement connections and bring up the animal cruelty charges with the neighbors. the neighbors discuss the topic. whether the hunters want it to or not. judging by the varying descriptions of them from people. a massive home theater system fills one end. along with a few gardening supplies from before Boher realized he was making enough money to pay someone to take care of his groundskeeping. The Rewards Getting into the house nets the hunters two Plot Points each for achieving that story goal. They seem both surprised and jealous that such a small man has such a reservoir of energy. or anything else. Boher has everything out for display. The Boher Collection Jason Rahm (order #3047067) His Lesser Half 2 . each volume concerns magic involving transference of some sort. dusty mess filled with cobwebs that they might normally associate with fighting the supernatural. Several people in the neighborhood saw Boher taking large dogs into the house over the course of a year. There’s no sign of Boher anywhere in the home.” and called the police about it. The other half is a combination display room/ game room. Being nosy neighbors. give ‘em between one and three points for those based on how they took care of it. and once they decide it’s time to go things get interesting. It’s set apart from the previous scene because it’s also when Boher’s security system—his dogs—surprise the hunters. imprinting of emotional feelings on others (a “love spell. Someone thought he was a “Creepy Dog Man… the male equivalent of a Cat Lady. rather than charlatans looking to make some cash from the gullible. The Setup Boher’s basement may not be what the hunters are expecting. Whether it’s sympathetic magic like a voodoo doll. the hunters notice another common theme: regardless of the culture or era the book is from. It’s split in half. and the matter was dropped. in this case all that they’ll find is a washer. But the cops went to his house and found no signs of any animals. It seems he values his privacy. nor any clue to his current whereabouts. If they try out any of the Alternative Actions. filled with arcane curios and tomes. every work involves something being taken from someone or being forced on someone else.” to the uninitiated). Different dogs each time. those who live around him say there’s never any empty dog food bags or other signs in the trash. They also say they’ve never seen anyone go into the house with Boher. turning invisible. and furnace. At the same time. y’know. Even just an AVERAGE investigation into Boher’s library lets hunters know that the collection they’re going through is composed entirely of worthless works. No attempt to hide his supernatural interest down here. and it seems like Boher has a book from everyone over the last one hundred fifty years who falls into that category. or front up a FORMIDABLE Willpower + Influence roll.

and according to Boher’s interpretation of the ritual the spirits would manifest as ghostly hounds. joined by pieces of furniture. and like zombies they’re immune to poison. and they converge on the hunters as fast as possible. and so on. Depending on the hunters’ actions (like perhaps leaving him alone with the dogs while they run off) this lack of attack may be pretty obvious. This detritus forms into the rough size and shape of German Shepherds. It also means that Covert actions to hide from them are a waste of time so long as the hunters stay on Boher’s land. Wall paneling and floorboards tear out of place and gather rapidly together in piles. Influence d4. and Boher would be surprised by how wrong he was. You should decide based on the combat readiness of the hunters how many of the dogs form in the same room as them. As the hunters make their way upstairs or towards the front door. it’s also taken a bit for the hounds to manifest. Unarmed Combat d6/Biting d8 Unliving Form Being soul-powered collections of debris. both in the house and on the grounds of Boher’s home. it appears someone just walled up a bunch of stuff and forgot about it. This also gives them an armor value of 2 W. lack of air. and how many form in other rooms and take time to join the battle. they’re not ghostly specters with ethereal jaws. Agi d6 Str d6 Vit d6 Ale d8 Int d4 Wil d6 Init d6 + d8. Schram is as surprised as the hunters are by his apparent immunity. This just so happens to take place once the hunters are leaving. There are six dogs. Awareness Trained to be guard dogs. This negates any possible penalties from lighting. Witnessing all this could result in the hunters Getting Scared (page 97 of the Supernatural RPG). They have full awareness of where everyone and everything is. Heaven. the hounds form bodies from the material of the dwelling they were bound into.As the hunters may now know. tearing intruders to shreds the moment they enter the building. have them make Alertness + Perception rolls. Whoever gets the highest result notices that the removal of part of the wall by the formation of one of the creatures has revealed a hollow space. from what Don Bluth tells us. This is the first time the spell’s ever been triggered. Sharp Sense (hearing. disease and so on. rather than the d4 B a mundane dog inflicts. What they’re about to learn is that he’s used that knowledge to give his home a supernatural defense against intruders. When a dog accumulates Wound damage equal to its Life Points it’s body is destroyed. Given the differences between the building materials used one hundred fifty years ago in Ireland and the New Jersey of today. This becomes Jason Rahm (order #3047067) His Lesser Half 2 . With the same cries of pain they made when Boher sacrificed them for his spell they attack the hunters. LP 12 Traits Devoted (master) d4. as the dogs unerringly home in on the intruders. smell) d6 Skills Athletics d6/Running d8. using a ritual created by an Irish sorcerer from the eighteenth century. their makeshift bodies composed of photos and pages of books rather than skin. or something overlooked in the heat of battle. Dog Guardians The Results Once the hunters have defeated the dogs. and does forces them to attack intruders. The bite of these creatures inflicts d4 W. the spirits’ senses are bound to Boher’s property. The spirits of the dogs were bound into the home. the dog guardians are immune to Stun damage. smoke grenades. Instead. Years ago he bought and subsequently sacrificed a number of guard dogs. Release the Hounds Description Big dogs made out of trash and household items. An AVERAGE examination by somebody with Craft or Perception shows there was no hidden opening or other method of getting at the concealed material. During the course of the battle none of the dogs attack Schram. the house begins to shake and loud creaking noises come up through the floor. and other things found in the house. no matter what he does or how great a target he makes. Boher has a fixation on transference lore. forming at different spots all over the house. books. falling into pieces as the spirit goes to wherever dogs go when they die. While it did bind the spirits to the house. Perception d4. Whatever the case.

Books of Magic It’s EASY to tell that the books are the real deal when it comes to magic. noticed the hidey-hole in the wall. and like others in his basement they all deal with some sort of transference-related magic. two each for the clever researching and other things through the use of l guardians earlier. Remember: Supernatural is supposed to be a game about heroes fighting against monsters far tougher than them. They come from a variety of times and places. say he’s the Scene 3: A Look at the transfer his negative aspects into ahe managed to mass of souls that animated a body. That alone should convince your players to not have their characters follow in Boher’s footsteps. move straight to Scene 3: A Look at the Past and Present. Have the players make rolls. as they look at your players’ hunters for signs of concussion or drug use. In the case of Boher’s magical knowle dge. and whether you’re making animal or human sacrifices that kind of action doesn’t make you many friends in the world of hunters or mundane society. portable hard drive. it’s time for the snooping drop of a hat and fly like a bird his balls at the research portion of the adventure. through papers. and a single point for the hunter who the arcane lore Boher has collected. If they fail. you can simply embellish the results with helpful hints. It shouldn’t be a long scene. and maybe a few Complications weakening their physical form. Yes. allow them to create their own guardians or doom the souls of some innocent people to make themselves stronger or faster. note that all of his rituals require blood sacrifices of some sort. but don’t be too concerned about the results. earning them no bennies. unlike the books Boher had out for public display. and books are notes dated as recently as a week ago. convince their peers of the foe they s try and The Setup who mastered the dark arts so he fought. so you might parcel out some of the following info-chunks immediately while leaving the others ‘til later. The hunters are probably going to need access to a safer place to review all of it. not to mention the spirits Once the hunters have decided if they wish hiding things. app won’t stretch the overall tone for you earance You can even have fun as the hunterr campaign. Fighting fire with fire when dealing with them usually ends up poorly for those concerned. If they get extraordinary successes. at least when it comes e of to casting spells. As for concerns about players wanting their characters to use Boher’s magic. Then give them the Dark Secret Complication at d8 and a few others related to mental derangements as they dabble in things man was not meant to know. “A guy didn’t have to This scene might work well as a montage— buy a security system and could eat all the fast picture the hunters sitting on a hotel bed reading even crazier when a check reveals that among the papers. So long as this is the only his trick for ever use a villain like this in your gam time you to peruse their findings in Boher’s home or from people showing up who chuck fire e and keep go somewhere else. give them some leads and have them put two and two together. The Problems The books. you setting.A WIZARD DID IT? Those who’ve read page 121 of the rulebook know that the low-magic ton Supernatural Supernatural. food he wanted without gaining weight?” might be the way other hunters sum up tales of Boher. Or you could just have them fail at the magic. or holed up in a local library flipping though pages in a computer file from Boher’s hard drive. concerns both about Boher’s magica may have The Rewards the possibility of your players saying l abilities and There’s two Plot Points each for defeating the should now be able to produce magica ir hunters the dogs. the easiest way to solve the problem is to exception that proves the rule. is an integral part of the people Reading through this adventure. so don’t let it drag. Failing that. After this scene. as recent seasons of the show can attest. notes. and hard drive found in the wall of Boher’s house provide a number of useful clues to what’s going on. With an AVERAGE skim through the books a Jason Rahm (order #3047067) His Lesser Half 2 . as well as bind Past and Present of dogs into his dwelling.

it’s quite clear that Boher has been paying a team of private investigators and less-savory types to keep track of Schram for the last nine years. involving a human sacrifice being restrained as the caster forces wood shavings. The book of most interest to hunters is the one that has sticky notes. especially since that means Boher had been watching him even before he became a hunter. Also on the hard drive is a listing of who Boher’s been in contact with to acquire his collection. It’s up to you to decide how many of the names his hunters recognize on the list. Doing so allows the sorcerer to take the empty space those items take up in his body and transfer it into the walls of their home. This book contains the rite that Boher used to enhance himself. so he decided an external hard drive was the way to Jason Rahm (order #3047067) D:\\OCCULTSTUFF\ The rest of the information on the hard drive relates to Boher’s criminal activities. The papers are clippings and copies of articles related to a number of murders. Boher has collected a vast collection of fraudulent arcane lore just so he can look at it and stroke his ego with the fact he knows more about real magic than they ever did. There’s fifty six people who could go to jail for the information in these files. Scrapbook of a Serial Killer go. Not that Boher thinks anyone could possible kill him. along with failing to mention the side effect of the spell. but to find out he has been watched by the man since he was a boy is almost too much to take. Every single person who ever hired him for a hit has a file on the drive. from gaining strength without an increase in muscle tone to being able to eat poorly and rarely sleep with little problem. along with enough evidence to connect them to the crime. and other building supplies down the throat of the victim until they die. It seems Schram’s paranoia was somewhat justified. mocking both the police for failing to connect him successfully to the crimes and with individual notes on the victims. also allowing him to call the items forth at any time. explaining in great detail how he found them physically inferior to him and easy to kill. There’s more than enough detail on each murder to prove to anyone that Boher committed the murders. and a several-thousand word listing of how whoever made the item had no idea of how magic worked. Schram had assumed he had somehow crossed paths with Boher in his dealings or rare hunt. What that side effect is. Boher’s ego shines through again on the hard drive. how much it cost. looseleaf sheets of paper. That this has been going on for so long is a shock to Schram. as the notes mark one section or another of the book as having provided too little information for him to improve the spell. but if someone were to cross him he’d like to destroy them emotionally and socially before he gets around to killing them. as well as ninety six unsolved murders that could be put to rest. Boher has made notes and scribblings on these. he failed to put into the notations. The hard drive’s what Boher works off on when conducting work online regarding either his criminal or mystical activities. literally pulling it out of its mystical hidey-hole every time he wished to go online for things related to his two pursuits. but there should be enough recognition for them to realize he’s both got connections and money.hunter stumbles over the ritual that allowed Boher to create the dog guardians. and section headers strewn through it. as well as ones he’s never heard of. both ones that Schram can confirm Boher was suspected in. In other words. while leaving Boher unmentioned. as well as having serious issues. nails. Each file is dozens of pages long. Boher has failed in his attempts to do so. judging by the hostility of the notes in the book. there’s an entire file devoted to Schram. and how his own skills are far superior to theirs. It’s a vicious ritual. the information on the hard drive is insurance in case any of his employers ever decide he’s a liability that needs to be taken care of. another such result (or an EXTRAORDINARY success) describes how he created the hidey-hole. each can be summed up as a listing of how Boher came to acquire the item. There are also ideas for improving the ritual so it can be used later to make him even stronger. Finally. with regards to the magical interests of Boher. with a text file for every item the hunters found in the basement on display. While the hardcopies found with the hard drive feed the killer’s ego regarding his past activities. Filled with pictures of the man and detailed accountings of his activities. given his strength and toughness. and the additions he’s made to it include a detailed charting of the boost to his physical form following the ritual. Boher was savvy enough to know that keeping files on a desktop computer was a security risk. Boher’s Insurance File His Lesser Half 2 .

Act III: Siege. whether the ambush occurs before or after Boher deals with the target depends on your hunters’ views on using a complete stranger as cannon fodder. the decorative hedges that surround each house have been chopped down around his home. and possibly the police. every helpful fact that the hunters acquire is worth two Plot Points. or outside the building. Also. It’s one hundred six miles to the site of Boher’s hit. Given that the hunters are now aware of Boher’s magical activities and how many people are dead because of it. Work in Progress The Results understand that he’s physically stronger and tougher. . By now they should Jason Rahm (order #3047067) The address of Boher’s next victim is in a luxury development. The lights are on and a car out front are the only sign anyone’s around. and they’re probably low on ammo and injured from their dance with the dogs . but a more pressing concern is what exactly Boher can do. The Setup The Rewards This scene requires a lot of freethinking. They’re still unclear on exactly how “improved” his dabbling with the dark arts have made him. Sunglasses optional. Boher’s interest in Schram is one. and there’s a lot more for good role playing. The Problems Given the vacant homes and the isolated setting. a few hours drive away from his home. and how they’re going to stop him. and since he had men attack them at the B&B he may not be alone when they encounter him. He’s been hired to kill a witness to a murder. At this point a lot of questions might run through the players’ minds. They may be worried that he has other abilities. . Anyone? So your hunters have to put the pedal to the metal to get to the site of Boher’s next hit. It may not occur to them that the man Boher’s been hired to kill is just as deadly in his own way. The notes Boher has on his computer suggest he was given the target’s address and nothing more. Or they might wait for Boher to show himself. His Lesser Half 2 . believing the enemy of my enemy is my friend. The hunters don’t have much time to prep. so as not to provide cover. So far only one person has purchased a home. decision-making. so either he plans to kill the man at home or follow him from home until he can get him into a secluded place to kill him. With that in mind the hunters may decide to approach the mystery man. if you decided dealing with the guardians led to the neighbors calling 911.Boher has a file open on a hit that’s dated to occur the next day. and since they have no idea when he’ll return to his home it’s their best chance for confronting him. and unless the hunters stop him kill #97 is “taken care of ” before the end of the next day. This scene starts with stakeout duty and quickly turns into a confrontation. and if they’re lucky they have a half a pack of cigarettes and a full tank of gas between them. their savaged remains spread across the ground rather than in piles. Clearly. The hunters see no sign of him. then ambush him. Certainly. Scene 1: Approaching the Situation Once again. the hunters have to case a location. since they have no idea when Boher plans to kill his target. There’s more than enough information for them to head to the site of his next hit. The folks behind the housing ran with the idea that luxury homes from which you could look out your window and see raw nature would negate the fact that the location they chose would require a several-hour commute to work for whoever lived there. they should have more than a passing interest in saving his latest victim and stopping him for good. one in a series of identical houses. but to what extent is unanswered. An AVERAGE effort reveals that the occupant of the house is aware that something’s up. That said. either at the windows (which have their curtains and shades drawn). given what they encountered in his home. and not a lot of action. Boher’s target is aware that someone is coming for him. the hunters can set up observation posts in a variety of places and see what develops. it’s dark.

but they left behind friends who both wanted revenge and had Boher’s number. he already plans to kill Boher.” the man explains. holes chopped in the walls (“For ease of movement. hunters may be less willing to risk their lives to protect him. He explains that it’s an open secret that Boher’s gunning for him. refer to the next section and adjust things appropriately. the fellow seems to be doing everything he can to prepare for Boher’s arrival. LP 20 Traits Focused Hunter (Humans) d4. and dismisses their attempts at explaining why they’re in his home. In short. as the people he’s crossed want him to be afraid before he dies. they see the curtains in each room move. and the two he squealed on met a final fate.If the hunters adopt a wait and see approach. You can use information from the next scene to help deciding on tactics. Finally the door opens. Any mention of being there to stop Boher gets them in the door instantly. huh?”). “I’m sure someone sent you to get some payback on him. The man. Guns d6. Setting up traps. He casually discusses how he managed to pick the same isolated lake to kill someone that some other individuals had chosen for the same purpose.” he says.” Scapanelli reported what he saw to his boss. as if someone’s running from each one to get a view of his visitors. Doors have been barricaded with furniture. Scapanelli by name. In the event Boher does make it inside the house. or expressing a desire to leave. “Good thing they went with cheap materials to build these houses. If they choose to intervene. really doesn’t care who the hunters are. He expresses such dissatisfaction with violence. Covert d6. it’s Boher’s Agility + Covert against the hunters’ Alertness + Perception. With the knowledge Scapanelli isn’t an innocent. so what are a few more people? Antony Scapanelli Those hunters brave enough to openly approach the house and knock find themselves waiting for a while. Agi d6 Str d8 Vit d10 Ale d6 Int d6 Wil d6 Init d6 + d6 + d2. Waiting for Boher to come out lets him kill his target and come out unscathed—let that be a lesson in using strangers as redshirts. and broken glass lining the floor beneath random windows. and hearing he was coming for me must give you a chance to nail him. before commenting none of them are short enough to be Boher. otherwise it’s going to take some FORMIDABLE convincing. he’s all for it. along with the fact that he saw it happen while he was committing one of his own. Tough d8 Skills Athletics d6. if need be. In Person. so you might not even allow the rolls. Influence d4 Gear Pump-action shotgun (d10 W) Scapanelli tells them he’s willing to work with any plan they might come up with to get Boher that doesn’t involve using himself as bait. Wait and See Description A made man for whom a few more kills won’t make a difference. the hunters’ first clue is the sound of gunfire and screaming. He looks the hunters up and down. Those individuals were mighty influential in certain circles. The Direct Approach Once inside the house hunters can see that just like the yard the inside of the house has also undergone changes. he explains with a wink. Depending on how the hunters have positioned themselves they might not be able to see Boher as he comes in from the woods behind the house. Jason Rahm (order #3047067) His Lesser Half 2 . If the hunters don’t incite Scapanelli to violence. And Deadlier. “Boher’s killed a lot of people over the years. if you know what I mean. SplitSecond Timing d2. Voicing that fact. and he feels the same courtesy should be extended to him about what he says and his occupation. skip forward to Scene 3: You’re Much Shorter. revealing a fellow big enough that the shotgun in his hands looks like a pool cue. If some of the hunters hung back. and he came across them doing away with another individual “in the same business. pooling information. causes Scapanelli to turn on the hunters—he doesn’t judge them for any talk of Boher using magic or having devil dogs at his house. He also freely admits that they want him dead for witnessing a murder.” Safehouse The Results If the hunters end up taking on Scapanelli. and who was only getting killed so someone could move up the ladder.

Either way. KILLING SCHRAM It’s Scapanelli’s speakerphone. it isn’t an insta s from the ritual. After all. Boher’s more aware than most people. I have to admit he was quite a shock to me. so he’s playing it up. Not that you’ll give me one. “Looks like you’ve been getting ready for me. That it might seek out a still born infant and animate it. I hired so many people to watch you. I had no idea you existed. I figured the souls of the people I killed would be consumed to offset all my physical weakness. and then the phone rings. being a gradual reductntaneous thing. Scapanelli.” It may seem as if Boher has eyes inside the room. but ‘A’ for effort and all that. giving itself a second chance at life even as it lived unaware of its true nature. All my weaknesses in a tidy. it’s about to be all out war with a phone call in Scapanelli’s house. implement it they find it’ ur hunters try to solution they’re hoping fo s not the short-term indeed send the spirituar. “And you brought Schram with you. If Schram wasn’t with them. Plural quandary than between him and Boher. I’m sure you read through my books—the good ones— and know what I did to improve myself. and only a bunch of hunters would be dumb enough to live through that and still poke their noses into my business. and needed to be with them when they took Boher down. a bluff. . .ion in power over the In other words: if one that killing Schram in thof the hunters decide with Boher makes the la e middle of battle they’re sadly mistaken.Schram. and told me all about you in return for sparing him. And that’s not even bringing up that it would be stuck with all the physical problems I’d have had to deal with. present and future. but it’s probably all true. Jason Rahm (order #3047067) His Lesser Half 2 . He used his mojo on me. I don’t know what they told you about me. and disrupts However. so encourage them to do that more often by handing out Plot Points regularly. he says. in case stupidity was something else I was able to foist off on you and you can’t keep up. I hear someone broke into my house. . making him t lose his enhanced They may believe his go easier to put down. but if yo to kill them. sickly package. The Rewards This scene is packed with ways for the hunters to show off their Complications. supernaturally aware . given the link that if he dies Boher mi it’s entirely possible gh physical state. because I wanted to The Setup allow them to work out whatever plans they wish to prepare for Boher’s arrival. I like a challenge. He’ll walk over to answer. I had no idea what was going to happen to my negative aspects. “That’s you. “You fascinated me. and cell phones are things that seem far too tiny in his massive hands that he keeps managing to lose. He hates being tied to a corded phone.” a nasally voice says in a obviously fake tone of friendship.At some point after th Schram’s origins some pla e revelation of best thing to do is to kill yer may decide the he’s not a normal human. hoping they’ll fig ading of Scapanelli is and make it easier for ht amongst themselves him It’s a nice idea. instead course of several weeks. at which point read the following to your players: “Hey. until somebody I was hired to hit turned out to be the seventh son of a seventh son or some such. and to have made it inside Scapanelli’s house. . Scene 2: You Rang? This scene more or less requires the hunters to have brought Schram with them. tter easier to defeat. He followed the hunters. Schram. Schram. Hours pass. s. which is generally the impression he’s trying to give. essentially a cadaver re and killing what’s remnants of the torture juvenated by the d probably a lot less of a mo souls of the dead is killing a regular person. found out about you. well. “As for your visitors . you might have him show up just as the scene starts. Killing Schram does whatever afterlife awail remnants in him to the benefits Boher enjoy ts them. “The books didn’t tell me part of the people I sacrificed might survive. and that I had before.

I hated the thought of actually having to deal with you face-to-face. Maybe your players’ next batch of hunters could look into that. and he figured something was going on. and he feels he’s got a better chance against the hunters than Boher. He’s worth three Plot Points each to the players. I counted to twenty and decided to come in. Boher’s not calling from across town.know all the things I had spared myself. he’s just outside the house. He believes Schram will let him walk away. and if not the question of what to do with him might be a hot button topic. I didn’t realize you’d finished the fight already. and it really would have made my life simpler if I’d just killed him when I found out he existed. Cool Under Fire d6. But I’m afraid I didn’t play it cool enough with him. Hopefully the hunters can handle him. Contacts d6. “Guess I’ll have to end things. The Setup The Problems A rumbling begins to fill the house. If not. and before the hunters can react one of the outer walls collapses inward. Hardy Constitution d6. “That’s why I had McCluskey deal with you. But I’ll make a deal with you. of course. Sharp Larry “The” Boher His Lesser Half 2 . The Problems The Results Once Scapanelli is down. “ Yes. Check back to Scene 1: Approaching the Situation for Scapanelli’s vitals. you can paraphrase the phone call in Scene 2: You Rang? and use it as banter during the fight. and once it starts to get boring move on to final scene.” Scapanelli’s only response is to level his shotgun. The Rewards Scapanelli is tough. I said ‘here. every weakness. So he blabbed to you and I had to do him in. “Huh. Schram could be dead. You maim up his corpse. You kill Schram and I won’t kill you.” he says. Any thought of a leather-clad Austrian with a metal skeleton being the intruder disappears as the dust settles. well. even shorter in person and with a neatly groomed beard and suit that make you think of leprechauns. Dark Secret d8. This can happen anytime you want to move the adventure to its climax. Agi d6 Str d10 Vit d12 Ale d6 Int d8 Wil d8 Init d6 + d6. Overconfidence d6. and once he finds out his vigor is fading (see the “Killing Schram” sidebar) he begins a new campaign of kidnapping people for sacrifice. I present it as you. no matter how much they outnumber him.” He looks down at Scapanelli’s body. in Person This is it: the confrontation with Boher. Natural Athlete d6. Or when I had my friends ambush him earlier. Oh. Depending on how the fight went. It’s not necessary. and that’s led to all of us being here. And with that he attacks. and Deadlier.” And here’s the kicker. I don’t need him around anymore.’ I’m right here. after he kills them and Schram he returns to his usual ways. Jason Rahm (order #3047067) Description Self-Improvement Master of the Dark Arts. Scapanelli.” Scapanelli has to be dealt with. ready to kill you. and you go off somewhere to start over again.” He shrugs. “I wouldn’t have been able to make such an entry otherwise. allow the hunters to reorient themselves. every bit of suffering that makes up your life has made me sure I did the right thing in enhancing myself. but generally it works best when the hunters have learned that Boher used magic to transfer his weaknesses into Schram. which they’re going to need. Let them debate Schram’s existence for a while. “Really cheap material they used for this house. Every illness. He makes his pitch to Scapanelli: Scene 3: You’re Much Shorter. He dusts himself off. LP 24 Traits Brawler d4. It’s Boher.

Bringing it all public would reveal that Boher got off with a vast number of crimes. Unarmed Combat d6/Brawling d12 Gear Cocky attitude. deceptively deadly punch The Rewards Major plot dealt with? Five point team goal. Knowledge d6. Covert d6/Stealth d8. Finally. Jason Rahm (order #3047067) His Lesser Half 2 . and leprechaun jokes. the knowledge of how he came to be doing nothing to slow him in his work as a fixer. Conclusion With Boher dead. Perhaps someone makes a pact with a demon to get the power they need to hunt down the jury that acquitted Boher in their mother’s murder. your hunters may be a bit worried about the hunters who were dealing with Boher. Wealthy d4 Skills Athletics d6/Climbing d8 /Dodge d8 /Jumping d8. Discipline d6. so long as they got paid? Maybe it’s time for someone to police the ranks of hunters. clever role play. As for Boher and Scapanelli’s death. Magic never comes with a happy ending. If they’re willing to let him live he goes right back to his wheelingand-dealing ways. Influence d6. A lot of people would be enraged that Boher got away with the murders of their loved ones. Were they totally innocent of knowledge when it came to Boher and his interest. Perception d4. you may wish for it to come out. Talented (Stealth and Dodge) d6. and that kind of anger can lead to dabbling in things man wasn’t meant to play with. the maladies he’s suffered over the years have done permanent damage to him. so even with Boher gone he never recovers to a normal level of health. Science d6/Toxicology d8. and far too many people in power would have egg on their face after such a revelation. or did they have some inkling and just not care. Personally took care of business? Three Plot Points to hunters who mixed it up with Complications. Then again. the aforementioned problem of Schram and his origins rears its head again.Sense (all) d2. Or maybe someone lays a curse on a judge or two that ruled Boher innocent. Sadly. assuming the hunters leave the evidence in Boher’s house regarding his crimes. Tough d8. the fact that there are hunters out there who dealt with him may be worrisome to some. assuming he’s survived this long. It’s entirely possible that Boher’s dabbling in magic has started a cycle of violence and magic that lasts for years to come. While they don’t know where Boher got the books with the real mojo in them. they’re more than willing to just sweep everything under the rug. Lore d6/Cults d10.

this scenario tests their ability to think not only creatively. thinking that a chance to hunt with them will be 2 . as well. knows a suspicious disappearance when she sees one. and then again by an evil force that’s using his broken spirit as a means to escape its ancient bonds. Rather. but their compassion and wisdom. the job’s suitable for hunters of any age or level of experience. by his experiences as a soldier in Iraq. When local hunters begin to go missing. this job doesn’t revolve around combat—hunters who think they’re gonna solve the problem with violence alone are likely in for quite a rude awakening. Suleiman T skills. Given the power level of the entity in question. perhaps even more so. Just like jobs that feature demons as the opponent. the husband of a fellow hunter. where he served nearly three full tours of duty in the U. Lilah’s husband Staff Sergeant Blake Walker is recently returned from Iraq. Lilah.A.ronicity Synch By C. since he’s victimized twice over: first. Even if the hunters are not otherwise inclined to get involved. and all but dares her hunter friends to step up to the challenge. barbecue and bragging.S. and Lilah has invited the hunters to join her at her mountain home for a weekend of beers. As such. but also compassionately. Jason Rahm (order #3047067) his scenario tests not only the hunters’ Adventure Summary This scenario revolves around what is intended to be a pleasant visit with a fellow hunter—a feisty firebrand of a woman named Lilah Walker. He’s just as much the victim here as any of the men he is responsible for killing. however. Army. the villain of this story acts through the hands of an innocent—in this case. the hunters are soon drawn into a mission of the distinctly supernatural variety. an expert on local lore (both natural and supernatural).

an returned with a diagnosis of pos is to be placed on the army physici sfer order indicates. soldier. DD Form 214/5. the Atta nt Blake A. Pay special attention to both the overall pacing of the narrative and the slow reveal. it is imperative that you understand Abu Sayyad ation. Tony _______________ Lieutenant Colonel Anthony Hamdan United States Army Master Sergeant. Staff Sergeant Blake Walker far as the United States Army is con each other. Little does she know that the thing she is so eager to hunt is. As to his wife. is a decorated war hero. Walker. All cerned. to fall head first into the blood-spattered gears of the soldier. and second. squatting like a toxic toad inside her own husband’s mind. TOForm_217 Attachments: HDForm_DD256. I’m sure we understand is for us to help get the man home that remains Regards. But as Walker ’s fidence. norable Discharge Certificate (DD ched. rest easy. Well. barring e by week’s end. as though put through a grueling test—if they come out alive at all. Whatev t. and regardless of how the specific events play out. but make no mistake Bragg. I kno to believe the wor might otherwise have been tempted rumor mill. on that of his squad were in an untenable situ war event. unless I’m tor pool surrounding the incident at er you may have heard around the mo military release. read through the entire thing before you sit down to run it. the simple fact that he expedite his two things about Sergeant Walker: Firs dark day. that w that you’ll keep to your oaths of con st.y Hamdan From: Lieutenant Colonel Anthon r To: Master Sergeant Brent Hoppe CC: Captain Matthew Hutcheson 2174463) Subject: Transfer Order (Walker_TO 4463 HDForm_DD214/5. Breakdown of the Acts The following short bullet points let you know how the scenario’s three Acts line up. comfortably at his West Virginia hom some time—for most ’ve served with Sergeant Walker for a more personal level. even fun.” but rather on the tragedy that is Blake Jason Rahm (order #3047067) Walker’s condition. exciting and rewarding. As expected. the hunters should come out of the episode shaken. You should. as with any adventure. As the tran lands in-country (at from his serv lize the rest of his de-com when he theater and resting e transport craft out of Iraq. Synchronicity 2 . Sergeant Walker ice effective immediately. As a career and the rest realities of a while safely removed from the harsh friend. Company Woodw anying transfer order for Staff Sergea who is being released and accomp t-traumatic stress for Sergeant Walker. . please find e-copies of the Ho ard. in fact. The theme revolves around the question of what it means to be both hunter and hunted. he’ll fina next availabl —the top brass want Walker away from the unforeseen). I know that you it’s only fitting that you be the one to implement and On mistaken—so of his two and-a-half tours. the primary focus of the story itself is not on “who dunnit. deep in hostile territory. Form 256). Although the episode introduces a powerful new type of villain into the Supernatural cosmology. you that it’s always easy to sit in judgment much is expected.

In his statement. and find out that they’re still going on. Walker dropped out of school the next day. in the way that those who experience the horror of war first-hand—the soldiers and casualties of war—know it. word came down that after his years of faithful Synchronicity 2 .Act I: The Human Abstract The hunters are the guests of a hunter and her husband. Act II: Auguries of Innocence The hunters investigate the disappearances. a handful of religious extremists turned his world upside down. about twenty five miles south-east of the mining village of Akashat. and hospital records recount how he was forced to relive the incident over and over in nightmares that robbed him of sleep and threatened to stretch his sanity beyond the breaking point. awarding him a Distinguished Service Medal for his uncommon valor at Abu Sayyad.” Everyone knows the expression. But few truly know it. of course—all that talk about the reason for the war being a lie being thrown around back home—but he was a soldier now. Operational regs forbid soldiers from forcefully intruding on places of worship. Walker found himself and his squad assigned to an unmapped location in the middle of the desert. Soon after. Several months into his third tour. As a party is held in their honor. Walker felt duty-bound to stay in Iraq. The war was taking its toll on him by then. indeed. Even after Saddam Hussein was apprehended (and later hanged to death on-camera). he was ordered to gain entrance to the structure and ascertain its purpose and overall threat level. where Walker believed he and his men could do the most good.S. armed with an ancient ritual and hopefully a lot of luck. Nothing could go that smoothly. including most of Walker’s own men. his mental health was a concern from the day of his admittance to the U. knows that it tells a deep and abiding truth. He was crushed by survivor’s guilt. Army hospital. Blake Walker never had any plans to enter military service. where his squad specialized in hostile terrain operations. some kid even more likely to die than himself. The building’s remoteness and unfamiliarity demanded that it be called in. The evidence starts to lead to their hunter friend’s husband. As a weapon of war. Walker describes the inhabitants as a group of men composed of what he calls “equal parts Iraqis and non-Iraqis. Blake Walker was now all but useless. Walker and his men came upon a strange.” He tells of how these men. and finally to Iraq. the Army deployed Walker to every major hotspot in the Bush administration’s ill-fated “war on terror. word of strange disappearances reaches them. And Blake Walker. a returned Iraq War vet. Walker was transferred first to a mental ward and later to a private barracks inside the Green Zone in Baghdad—but to no avail. He was told to order an immediate evac of the building—by force. Many lost their lives that day. despite the service he’d already given his country. who were overwhelmed by the violent zealotry of the temple priests. but this only seemed to make things worse. a robed doorman informed him that he was trespassing on holy ground. the Army would just call up some poor reservist to fill his spot.” first to Afghanistan. . Born and raised in a sleepy West Virginia town. The hours that followed were the darkest. Over the next seven years.” gave a “fierce. but when Walker sent pictures of the place back to command. . Act III: The Divine Image The hunters track down the Iraqi vet. however . and if he didn’t stick around to do the job. There. Staff Sergeant Blake Walker was never the same after the incident at what came to be known as Abu Sayyad (the name Walker found written on the walls inside the desert temple). felt each loss more deeply than the last. almost desperate resistance” to the intrusion of Walker and his squad that day. one of only two survivors. signed his Army enlistment papers the following morning. despite being peacefully inclined and “insanely outgunned. When his body had healed fully. When he tried to execute the order peacefully. on one fateful morning in September of 2001. So that was that. and was on his way to boot camp by the end of the week. to move on with his mission. he was told that it was no temple of any kind and so it didn’t benefit from the protection afforded by those regulations. The army tried to assist Walker’s recovery by lionizing him in ceremony. and when Walker did so. Walker had indeed gained entry. he had just entered his sophomore year at Mountain State College when. Although his physical recuperation went surprisingly fast. if necessary—and that once all those inside had been moved outside. He was 19 years old. dusty structure that they Jason Rahm (order #3047067) assumed was an ancient and remote mosque— though the place bore none of the usual hallmarks of Islamic architecture. as ordered… but at a truly terrible cost. Here’s the Story “War is hell. And none have gazed into the hell of war in quite the same way as Staff Sergeant Blake Walker. When the dust settled.

It’s a beautiful Saturday in the neighborhood. Hunters who’re originally from more rural areas should appreciate Milton’s rustic surrounds. but also to both establish the dynamics of the couple’s relationship and to lure the hunters into a false sense of security with regards to Blake Walker. psychologists—or indeed. living room (with fireplace). two guest bedrooms and a full bath.. Sergeant Blake Walker was to be honorably discharged from the U. but late summer/early autumn works the best. What none of the doctors. the road leading to their host’s home is fully paved and clearly well maintained. After spending a little time catching up. the party excuse du jour) and then drags them off into town to get supplies. even the patient himself—knows is that Blake Walker was afflicted with something far worse than post-traumatic stress disorder on that fateful day in the desert. She’s a stationary sort.000 people. The Walkers live in a modest but beautifully situated house at the apex of a rugged escarpment. where their fellow hunter and friend Lilah lives. especially once they get to the Walker house. He saw the face of evil in that ancient place. To the hunters’ surprise. but even then. The primary function of this scene is to introduce the Walkers and their dog. (See “The Adversary” sidebar on page 88 for more. as the houseguests of a fellow hunter named Lilah Walker. which causes a refreshing breeze to move through the house. and the face of evil gazed also into him. as though their host’s house is a safe haven—separate and secure from the troubles surely yet to come. just a couple thousand souls remain to call the town their home. West Virginia. Lilah appears at the front door with a cigarette in one hand and a phone in the other. along with the niche tourism offered by the surrounding scenery and the area’s lone. today. makes the universal sign for someone yapping away on the other end of the line. Pandora. Jason Rahm (order #3047067) Synchronicity 2 . Today. Scene 1: Milton The story opens with the hunters arriving in Milton. only to dry up entirely not long thereafter. and a wooden deck that runs the length of the house. the town gets by. The bottom floor is always dimly lit. At the height of its mining days. whether they’re just passing through or. as in this case. Only when the hunters pull off the main road and onto the Walkers’ driveway do things get rough. West Virginia has the second weakest economy in the union to begin with (after Mississippi). Two stories of wood and stone look out over a wooded basin that sits shrouded in a low. and it houses the carport. kitchen (with breakfast nook and pantry). about thirty miles from Richwood. having staked out the Milton area (and its surrounding woodlands) as her turf.e. Once a thriving mining town. Lilah makes sure to re-gravel the dirt road with every change of season (and has just tended to it recently. and it contains a den. so she’s always excited to host other hunters. Lilah informs the hunters of the party she’s hosting that evening in their “honor” (i. Milton boasted a population of almost 15. anyway. passing through miles of classic West Virginia woodlands on their way in. The main floor is the top floor. Pinnacle Lake. white mist nearly year-round. Milton is a sleepy little mountain town. Modern Milton survives mostly on the efforts of its sawmill and other wood-based factories. The Setup Act I: The Human Abstract The first Act sees the hunters arriving in Milton. The scenario can take place most any time of year. Army and returned to his wife and home in West Virginia.S. The hunters arrive by car along State Route 219. and the global financial crisis certainly didn’t help matters any. half bath. where they hear tell of a famed local hunter having gone missing. When the hunters arrive. a small town amid the green hills of Pocahontas County. master bedroom.) And now that poor Blake Walker has finally come home. arriving by way of specific invitation. foyer. she pops the cigarette into her mouth. long on charm and short on frills (or even amenities). they reconnect with their friend and meet her husband Blake (and her bloodhound Pandora) for the first time. and the scene serves to put the hunters at ease. Things round out with the party itself. in preparation for the return of her husband). the community slowed to a crawl after the coal mine went through a bitter labor/union dispute. his nightmare is just beginning. providing a breathtaking view of the valley below. and motions for her friends to come on in. Here. but just barely. a small storage area. and Lilah has a screen door to the deck.service. officers. flat body of water.

and that she’s more than ready to cut loose. hunting knife (d4 W).) Description Lilah is an attractive dirty-blonde in her late twenties. to meet Blake and Pandora. she is 100% pure troublemaker at heart. and has on more than one occasion led search and rescue parties deep into those wooded hills. the subject of their soon-to-be hunt is sitting in the same house with them when they arrive. Maynard. but his sharp eyes. but there’s opportunity for the hunters to connect with Lilah and. A Spy In The House Of Love Only one soul in Milton is onto Blake Walker. noticing that something is amiss with Pandora is not. cigarette lighter. for some reason. she says with a wink—all morning/afternoon. a budding hunter with whom she had taken up some months before. Mechanic d2. what’s riding around inside him. Good-Natured d4. While noticing that something supernatural is going on with Blake is IMPOSSIBLE at this point in the story. she says he complained of a headache) but emerges not long thereafter. Contacts d2. Covert d4. LP 14 Traits Allure d2. since even Blake himself isn’t consciously aware that he’s doing it. Blake is in the bedroom lying down (if asked. a full-fledged hunter in her own right. The two hunters came upon tracks that led them to the den Lilah Walker Although the hunters don’t know it yet. that doesn’t mean that he’s not taking in every bit of useful information his supernatural “guest” might want. whether relative to Blake or otherwise. During this scene. And while Blake Walker doesn’t fully grasp the nature of what he’s become (or. (Game stats for Blake Walker show up on page 93. She has bright eyes. more accurately. as she’s been looking forward to her friends’ arrival for some time now. Unarmed Combat d2 Gear Cell phone (w/ GPS). Eight years later. Lilah was tracking those same woods with her thenboyfriend. He isn’t bold (or even capable) enough to dig for any specific piece or even type of information. Survival d6/First Aid d8. Catching Up with Lilah throughout the scene. dog leash. Animals d6. When the hunters first arrive. For observant hunters. Melee Weapons d6. Through the thin wall of the tent. She knows the area in and around Milton better than most. a hunter pretty much just sits and watches the dog’s behavior. Late one night. ears and nose are more than sufficient for the task. Blake takes subconscious stock of each of the hunters in turn. Rebellious d4. Guns d6. Tough d4 Skills Alertness d4. she saw her father’s silhouette snatched bodily into the air and pulled screaming into the forest. Her father got off a single shot with his rifle. first aid kit. Perception d4. and an athletic build that often draws more than looks from the less gentlemanly residents of Milton and its surrounds. Although she works a day-job as a liason to the West Virginia Park Service. the task is of merely AVERAGE difficulty. Agi d6 Str d6 Vit d8 Ale d6 Int d6 Wil d8 Init d6 + d6.The Problems There’s no conflict here. roused by the sounds of guests in his home. pistol (d6 W) Lilah was drawn violently into the world of the supernatural at the tender age of 11. it’s EASY to note that he’s wearing mismatched socks on his feet. her father heard what he thought was the approach of a bear. Noticing that Blake is scrutinizing the hunters in this way is an IMPOSSIBLE task. while on a game-tracking trip into the mountains with her father. paying special attention to any particular strengths or weaknesses. if the hunters arrived before early afternoon) and launch into an animated discussion of the big party she’s throwing that night. realizing that she reacts strangely to Blake’s presence is HARD. pick-up truck. Influence d2. and pulling his strings once the sun goes down). but other than a few spatters of blood she found no trace of either him or his assailant. If. and he made Lilah hide in the tent with the screen zipped up. Unless somebody’s actively scrutinizing the dog Jason Rahm (order #3047067) The Nose Knows Synchronicity 2 . She offers the hunters a beer (or some coffee. She tells of how she’s been on the phone with her friends— several of whom are attractive and willing. and that soul belongs to Pandora— Lilah’s pet bloodhound. who looks like she probably would have fit in just fine as a background actor on The Dukes of Hazzard. more importantly. a healthy color. though her capacity for kindness—especially with regard to animals—is nearly limitless. Gerald McCandless. Drive d2. Lore d6/West Virginia d8. Getting Lilah to open up is easier than easy. at the end of Act III: The Divine Image.

LP 12 Traits Devoted (master) d6. but Maynard’s sacrifice gave Lilah the time she needed to put the thing down. Lilah just assumes this is the dog’s natural reaction to a strange man moving in and essentially taking over her role as Lilah’s “favorite. she believes she’ll have the ever after to which she feels that she is entitled. probably won’t be directly involved in any combat that occurs. in which case Pandora will launch herself at the assailant and defend Lilah with her last breath. It’s a little light on the reveal. morose but adorable countenance In her day-job as liaison to the West Virginia Park Service. Pandora has been in a state of constant unease. Being a bloodhound. it indicates that she has grappled the target. The inexperience of the duo led to the death of her boyfriend at the monster’s hands. Complications. Her skill training was coming along fine. The two haven’t looked back since. Gerald J. Lilah Walker has occasion to encounter a great many different types of animals. and if it results in an extraordinary success. Army dog tags. but Lilah believed. Cast in her father’s honorable image.” and even Pandora herself—in that way of dog comprehension—doesn’t fully understand why she’s reacting to Lilah’s mate the way she is. While at the superstore. of course. Sharp Sense (smell) d6 Skills Athletics d6/Running d8.S. And while she certainly has earned it. Scene 2: On Another’s Sorrow This scene revolves around a supply run to the local superstore in town. the Bloodhound The hunters should leave this scene feeling comfortable around the Walkers and their adorable dog. who loves to tag along with Lilah on her various trips around town (and who will essentially “refuse” to be left alone with Blake. so she’s eager and rarin’ to go. regardless). Lilah happily took Pandora in as her own. When Lilah met Blake. and never being one to let a little attitude get in the way. Unarmed Combat d6/ Biting d8 Gear Literal dog tags. including Pandora. one that feasted on the flesh of men by night and slumbered during the day. Pandora. The Rewards This is a good scene to hand out Plot Points for engaging in interaction fueled by Assets and. she attacks with her bite (d4 B). and as such. Having already seen the dog’s enthusiastic talent. Pandora had so much trouble with the obedience training that she was eventually dropped from the program on account of it. Influence d4. The Results Pandora. red. Headachey Blake stays behind. Amongst the detritus in the back of its nest she found a set of U. Perception d6/Smell d12. Pandora is much more lover (of scents and trouble in particular) than she is fighter. she knew she’d found the man with whom she could spend the rest of her life. and weighs about one hundred pounds. She’s big. When the stories about the Iraq war’s legitimacy came out.of a terrible creature.” and stained red with her father’s blood. And now that he’s back. Being away from him for as much as a year at a stretch was difficult. thus setting up Scene 2. but is even more eager to get to the store to pick up supplies for both the evening’s festivities and the remainder of the weekend. the hunters are introduced Synchronicity 2 . her hopes are once more in danger of being dashed against the rocks of the supernatural. an intractably curious bloodhound pup who was being groomed to track fugitives and missing persons for the state. All that Pandora knows is that every wrinkle on her face tells her that something’s wrong with Blake. that there was no greater service one could provide for one’s country than to serve as a veteran of a foreign war. Description Pandora’s a bloodhound. however. bearing the legend “McCandless. That was almost four years ago. Lilah is eager to catch up with her friends. and are nearly inseparable today. especially. From the day Blake Walker returned to Milton. but due to her fiercely independent spirit. The exception to this is in the event that anyone or anything attacks Lilah. as her husband did. Agi d6 Str d6 Vit d6 Ale d8 Int d4 Wil d6 Init d6 + d6. subcutaneous tracking chip. Blake was a warrior through and through. she was even more devastated than Blake and immediately began to campaign for his return. Lilah hasn’t left the house all day up to this point. but there will be a lot of opportunity soon for more. even before he joined the military. Lucky d4. And it was in this capacity that Lilah Jason Rahm (order #3047067) first encountered Pandora. Sharp Sense (hearing) d4. but Lilah insists that everyone else posse up. If Pandora does enter combat.

and Stu Tygart. regardless of what brought her to the store. After the department store. and once everyone else is safely inside (or distributed between two cars. “faux heated” variety) with “Big T. The following sections expand on this. (It’s part of her routine to swing through the sporting goods section whenever she comes in.000 square feet of retail space and situated on a lot that exceeds sixteen full acres. in their noisome way. chainsaws. Lilah takes off. In her job as liaison with the West Virginia Park Service. to whom they refer as “Jasper. Inside. Stu is mostly just quiet.R. Lilah’s musical tastes cover pretty much the entire music library of your average classic rock station. They are presently embroiled in a discussion (of the classically midwestern. The errand’s destination is Milton’s one and only Bullseye™. part of a chain of superstores that took off across America as the global economic crisis worsened. stun guns. and it can’t help but rub off on the hunters. three of Milton’s most active “big game” hunters. Caleb Parker. fishing and football very seriously. Caleb gives the hunters such an opportunity. by any means. but it depends on the circumstances. raising the difficulty of any relevant social rolls by one step. the superstore is a tall and boxy affair with off-white exteriors and a red. She gives a little hup! and Pandora jumps up into the back of the truck. They can also find and purchase most anything listed in the “General Gear” section of the Supernatural RPG (with the exception of computers and EMF meters and the like). but it sure won’t sound like one. and that the three are not only worried about the man but also concerned over the nature of his disappearance. she’s kept abreast of all the most egregious violations of They’s with Lilah! Synchronicity 2 .” went missing recently. Meeting the Other Hunters The Problems The following points of action (or revelation) take place in the sporting goods section. Both driver and dog are in almost stubbornly good spirits. only Brent is actually interested in getting the opinion of strangers on the matter.” a large friend of theirs who works as a clerk in the sporting goods store. baseball bats. clue the real hunters in on the possibility of a supernatural threat being present in Milton. the grocery. slatted roof. knives and contact Jason Rahm (order #3047067) Good for Sportsmen While the sportsmen are hardly looking for privacy. Those who listen in learn that the trio’s fellow friend and sportsman. If none do. The Setup Lilah allows her guests to finish up whatever beverage she offered them. but Caleb seems to have a hefty distrust of the hunters from the get-go. the building is divided into four broad sections: the department store. if the hunters number more than five). is plentiful. the coffee shop and the sporting goods store. You’re Not From Around Here There’s no love lost between Lilah and the three sportsmen. they can find and purchase all manner of axes.to the episode’s three primary supporting characters—a trio of noisome local “hunters”— who. as well as any firearm in the book—provided it doesn’t have “Antique” as part of its name and is not a submachine gun. only a socially mature hunter with an understanding of Caleb’s primate politics sees the situation for what it is. the people of Milton take their hunting. Taking up almost 200. especially Caleb Parker. Lilah goes there herself at the end of her visit. Unless some attempt is made to cater to his ego specifically—before trying to get any further information from the group—Caleb’s resistance will complicate any subsequent interaction. where her truck awaits. and it is here that the hunters encounter the supporting characters. the sporting goods store occupies the largest portion of the retail space. but is quick to hustle everyone back out to the carport. like many of the outlet’s patrons.. The parking. Of the other two.) Hunters accustomed to more populated areas are undoubtedly surprised by just how much the section has to offer: Here. Getting the game hunters to open up about their friend is potentially EASY. and it’s an EASY prospect to eavesdrop on every word. Standing by a long glass case filled with fishing lures and pocketknives are Brent McCutcheon. Judging by the selection offered here. They aren’t trying to keep the conversation private. One or more of the hunters might be inclined to check out the sporting goods store—located at the back of the massive space—on their own. hatchets.

He left the others a message saying simply that he’d “caught a scent. The hunters are. outsiders. Jasper is also Brent’s cousin. Together with Jasper Largent. after all. Jasper left on what they describe as an impromptu solo hunt in the heavily wooded vale north of town. Athletics d4. though he’s afraid to challenge Caleb’s bravado directly. all three men reply the same way: “Totally out of character. should the hunters fail to assuage Caleb’s ego. but that he’s simply a bad seed overall. and their chances of meeting (or exceeding) their bag limits this hunting season drop accordingly in his absence. and it is in this capacity that she has the occasional run-in with the four. though Stu is more of the old school type who rarely shows emotion. and therefore always on the “closed season” rolls in West Virginia. he also has Anger Issues d4—and is known for holding state hunting regulations in extremely low regard. and brightest of the bunch. then the roll to get Brent (specifically) to open up is reduced by one step. Lilah spends the ride back to her house bitching and moaning about Caleb to anyone who listens. and Brent is more interested in seeing him found than in stroking Caleb’s ego. hunting rifle (d8 W). that’s all they’re willing to say.” According to the men. Caleb Parker and Stu Tygart. the difficulty of getting the pack to open up rises to AVERAGE. The missing hunter is his kin. but Lilah suspects Caleb Parker (with or without his pack) of shooting the animal anyway. pocket knife (d2 W) The recent disappearance of Jasper has thrown the pack into genuine disarray. the number of hunters in Milton is pretty high and wherever there are sufficient numbers of bluecollar good ol’ boys. The closest thing to a voice of reason that the trio has is Brent McCutcheon.local hunting ordinances. This was two days ago. Melee Weapons d2. best. This penalty stacks with the one above. cell phone. If the hunters succeed at the roll for him but not for his friends. who have been hunting together since they were all teenagers. Drive d2. Discipline d2. Most recently. but for now. Not only is he the pack “alpha. Brent and Stu both have genuine concern for the man.” and was gone. for trophy. Caleb is the most hotheaded of the group—in addition to the stats listed below. Lilah went to the area reported as the lion’s territory and there discovered evidence of a fresh kill. the four men comprise one of Milton’s most avid The Three “Hunters” (Brent. and successful (and commensurately immodest) packs of hunters. he still opens up to them. Agi d6 Str d6 Vit d6 Ale d6 Int d4 Wil d4 Init d6 + d6. Focused Hunter (deer) d4. The Good Seed The Results Description Even if hunting wasn’t as big as it is in West Virginia. As such. Ranged Weapons d4 Gear Camouflage outfit w/ matching Jones cap. She tells the hunters how the presence of Jasper Largent in the kid’s life is Jason Rahm (order #3047067) Synchronicity 2 . an incredibly rare mountain lion was spotted in the woods around Milton. can of chaw. but waits until the other two hunters leave (and they do. If asked how normal this sort of thing is for Jasper. Lazy d4 Skills Animals d4. She’s convinced that he’s not only guilty of the infamous mountain lion killing. Caleb & Stu) Assuming the hunters can get one or more of the trio to talk about the missing friend. as noted above. and where family ties are involved Milton men tend to get a little hot under the collar. suspecting foul play. especially around strangers. Knowledge d2. Such is the case with Brent McCutcheon. but disappeared just as suddenly.” There’s more that the three men could tell the hunters (especially Caleb). but also the mentor figure of the “pack. Stu is the oldest (by four years) and Brent is the youngest. While Caleb’s interest in locating Jasper lies mostly in keeping his hunting numbers (and local status) up. they learn that Jasper Largent is not only one of the most well known and respected big game hunters for many miles. they find a way to tribalize.” he’s also the oldest. Perception d4. Craft d4. immediately) before doing so. If Lilah is with the hunters when they begin dialogue with the three. Guns d4. If the hunters make an attempt to at least seem genuinely concerned. He hasn’t been seen since and calls to his cell phone are left unanswered and unreturned. Mountain lions are endangered. thus making the initial roll of getting the men to open up a HARD task. LP 10 Traits Crude d6. there really isn’t a whole lot else for a blue-collar good ol’ boy to do in and around Milton besides hunt. Of the three.

however. in terms of pace and tone. and to Caleb’s villainy in the eyes of Lilah Walker. As of this moment. about forty people show up over the course of the evening. of course. Milton-style get-togethers (or at least those hosted by Lilah and her friends) start early and run late. Lilah’s a “do everything yourself ” sort at heart. nor will he admit that he was discharged from service on medical order. there really isn’t enough data to suggest a supernatural source for the disappearance of Jasper Largent. if not too healthy. especially if the hunters have already heard the basics of his story from Lilah. than the timely but obligatory revelation of the supernatural in the story. If convinced to get chatty. just so she’s good and done by the time the second wave arrives. but for the deck. which includes attractive younger people of both sexes. All he’s told Lilah is that. which is wide. and this is intentional. but won’t do it while any ordinary folk are within earshot. she’s more than happy to dish on all the local weirdness. The scene should have a more narrative and free-flowing feel. The Rewards Award the players two Plot Points for getting the game hunters away from Lilah long enough to learn about Largent. and while you shouldn’t draw it out unnecessarily. For Lilah’s part. which is 9/11). The scene should feel to the players more like an introduction to the sportsmen. This second wave includes a few more attractive younger people of both sexes. and these first arrivals help Lilah finish up the rest of her preparations. which is about thirty minutes later. which is of course getting down fo’ boogie. which are all three connected. one of the hunters might want to pick her brain a bit on the local lore. he was allowed to go. She closes by sniping something about looking forward to searching Caleb’s house for evidence of the mountain lion when he finally does get caught for something else. Blake is present. as though he’s already half a dozen drinks into a buzz. “which he almost certainly will. So. and even mentions the incident at Abu Sayyad. living room and out on the deck. He’s not in a bad mood. due to being injured in combat. arrives around seven pm. Scene 3: Why Was Cupid a Boy? This scene begins later that evening. she grudgingly accepts a few extra hands. but not very sociable. but once actual guests arrive. The food and alcohol are plentiful and tasty. especially with regards to the woods surrounding Milton. one of the hunters is going to want to talk to Blake face to face.” she quips. If a hunter can Local Lore Synchronicity 2 . so she refuses Jason Rahm (order #3047067) Now that Lilah is relaxed (and socially lubricated). as a rule. it should last long enough to make the hunters (and their players) feel as though they’ve been part of an event that lasted long into the West Virginia night. What’s Your Story? The Setup Unlike parties in more urbanized locales. but under no circumstances does he discuss any details about what he saw inside the temple that day. At some point. as well as one or two attractive individuals of the previous generation (and. Again.essentially the only thing keeping him on anything even resembling the straight and narrow. Lilah’s got an “any port in a storm” attitude to partying. The house probably wouldn’t have the room to host so many. so getting him to open up about his experiences in the military is relatively EASY. She says it’s in honor of the visiting hunters but when it comes down to it. All told. as it is the undeniable culmination of the tale. there’s a lot of space here to flex some Traits and thus earn points for it. she files the issue away and gets back to the business at hand. sturdy and extremely pleasant. though not all of them stay until the wee hours. and the party kicks into high gear at around nine pm. The party gives the hunters an opportunity to mingle with the town’s younger and sexier demographic. He looks tired and a little bleary-eyed. even though he’s not drinking that fast. any offers to help from the hunters. As this is her specialty. he relates the basics of his time in the army (always careful to begin at the start. The Problems The vast majority of the action takes place in the kitchen. The first wave of guests. which in turn creates opportunities for both story and character development. one or two not-so attractive folks). and revolves around the party Lilah Walker is throwing at her house.

The Results The party is an opportunity for the hunters to chat with the locals. such as by trying to renew the bonds forged between their hunters and Lilah. such an event occurring legally be declared a resident of Milton can’t passed. Later on. which should garner some Plot Points. a playful blonde who falls squarely in the “older-but-still-hot” category of partygoer. Lilah. If the hunter’s even remotely attractive. you should definitely add two or three to the pile for getting the scoop on Largent’s place or learning more about Blake. and depending on the hunters’ personalities. he rises from his bed and sneaks. as if in a trance. By the end of the act. Lilah won’t stumble in until after three Jason Rahm (order #3047067) CAN’T WE JUST TRACK CALEB? st absence too Players who find the late tempted to get t be suspicious to ignore migh on Caleb’s cell phone. Shirley describes him fondly. depending on how many hunters there are. it’s likely that his disappearance has piqued one or more hunters’ interest. the second Act involves much research and investigation. there during this act: First.get her alone. she says that things have been mercifully quiet up there of late. Blake is definitely the resident wallflower of the evening’s festivities. In contrast to Blake. tivate a trace Lilah to ac track him. the first local hunter to go missing. or is willing to let the conversation be interrupted for periods of time. revisits the story of her father’s death. Should things go down like that. to get even more intimate with one or more of them. Shirley got an early start to her drinking this particular evening and is two sheets blowing by the time she’s approached. and it’s EASY to tell that she knew the man intimately at one point. Even though Lilah has disregarded all thoughts of Jasper Largent for the time being. Chpolice assistance will (or foolish) enough to use xt morning. Act II: Auguries of Innocence As is typical for Supernatural stories. but that things have been known to haunt the woods from time to time (including the monster that took her father from her when she was a kid). though the lucky ones might have roommate wrinkles to smooth over in the morning. am. she’s drunk as a skunk and all talked out (for a change). Synchronicity 2 . the hunt’s on. and second. there’s just no judge. and by the time she does. with evidence at the scene pointing to something supernatural as the culprit. Not long thereafter. have their own bedrooms to which they can retire. What none of the partygoers knows. the hunters do. If asked. is in fact incredibly therapeutic for her. Shirley flirts like it’s her job. and as it’s now Su n—especially not for a way that’s going to happearacters determined jerk like Caleb Parker. It kicks off with the hunters hearing of the disappearance of Caleb Parker. he complains of having a headache to whoever’s around and regretfully retires to bed for the night. having lost his wife to an unknown illness some years back. one of the game hunters they met the day before. If pressed to discuss hunting matters. A patient hunter eventually learns that Jasper is a widower. Doing so once every few years. they discover the remains of Jasper Largent. and who now lives alone in a red cabin on the shores of Pinnacle Lake. who should be good and drunk by then. Unfortunately for Caleb Parker. For his part. Asking around after him sends the questioner to Shirley. The party’s also an opportunity for players to develop their hunters’ personal stories in other ways. if the hunter also has the Allure. not even Blake himself. at the have to wait until the ne earliest. Shirley flirts a little. of course. is that Blake Walker isn’t done partying for the night… not quite yet. Along about ten pm. out a window in the dead of night. provided she does it with fellow hunters around. Tell Me About Jasper The Rewards In addition to social success. he can learn that Milton proper is mostly free of supernatural influence. Amorous or Formidable Presence Assets (at any level). ve missing until 24 hours ha court order from a requires a a cell trace nday. Even if thereby allowing them toch a thing (and she Lilah was eager to do su are two problems with sure as hell is not).

but now he’s missing. Hat in hand. and there are times when I sure don’t either. Caleb was eager to get up into the area of woods where Jasper disappeared. you should make sure to give the players a sense of free will when determining their next course of action. Once inside. (Only Blake. What Does Brent Know? After the amorous exchange with Shirley the night before. and one way or another. too. the hunters learn of the disappearance of Caleb Parker. “I know you don’t like Caleb Parker much. Brent relates how. as well as the means by which they can free poor Blake of its evil. both Caleb and his Jeep were gone. As Lilah’s guests. however. Being hung over just provides that much more of an interesting context for that hunter’s day. Lilah tries to get all the hunters to go with her to get brunch at her favorite local restaurant. following his run-in with the hunters at the superstore. She starts by brewing a fresh pot of coffee in the kitchen. when all three men could gear up and go into the woods together. one or more of the hunters might want to break into Jasper Largent’s place on the lake today. when it comes down to it.) Once everyone but Blake is up and about. Those who go arrive to find a rustic little log cabin nestled against the shores of Pinnacle Lake. not only of losing his pack. he’s just terrified. Lilah wakes relatively early and just as relatively bright-eyed. Brent waits until Lilah and the hunter(s) have finished their meal and then approaches the table humbly. either before the brunch or concurrent with it. you can also setup the Problems in this scene indirectly by having Lilah call them from the diner and fill them in. If none of the hunters approaches him of his own Jason Rahm (order #3047067) Either by talking to him directly or by getting the scoop from Lilah. even for a log cabin. and pouts something fierce if they ultimately refuse to go to brunch with her. the security is pretty good.” If the hunters don’t go with Lilah to breakfast. the third scene is certain to close out the act. and he says that Caleb agreed. Chances are good that one or more of them is at least marginally hung over. depending on what the hunters decide to do first. who is pretending to be dead to the world. decorated lovingly with all manner of pictures of his lost What about Jasper’s place? Synchronicity 2 . Scene 1: Broken Love accord.” a quaint and popular restaurant in town called Ned’s Waffle Häus. If one or more of the hunters goes with. They’re free to do this. Caleb hasn’t answered or returned a call all morning. and at each decision moment throughout the day. Being a sportsman who lives alone in a remote location. Either way. Although Brent is no huge fan of Caleb. The Setup The hunters rise late on Sunday. Jasper. in the event that the group splits up. Despite her own level of consumption the night before. but also of being the next to disappear. which invariably solves the problem for all but the deepest and/or most hung over of sleepers. the hunters are free to do as they like. He’s not stupid. and if that doesn’t rouse the others by the time she finishes reading her newspaper. Either way. he turns to Lilah and begins. she breaks out the stereo and starts playing Jethro Tull and Zeppelin in the living room. but you shouldn’t impose any combat penalties against a hunter on that account alone. of course. The Problems The action in this scene comes about as a follow-up to Brent’s revelation at the Waffle Häus. now that they know that he lives alone. and gets help where and how he can at this point. This scene picks up the hunters’ story on the morning following the party.the hunters will have unearthed the true nature of the Milton monster. and might even have to run a “split scene. it’s a task of AVERAGE difficulty finding a way inside that doesn’t involve doing serious damage to the property. is exempt. Lilah informs them in her matter-of-fact manner that she’s taking them to her favorite place for “breakfast foods. they arrive to find Brent McCutcheon sitting alone in a back booth. the hunters find a lonesome widower’s abode. The pace of the act is slightly different from the others in that the events of the first two scenes can take place in almost any order. the hunters are going to learn the following. the morning after the party. looking simultaneously worried and glum. and when Brent finally went to his home. She does this even if the hunters made plans for the day the night before. which includes his cousin and mentor. Brent pleaded with Caleb to wait until the morning.” should the hunters opt to split up.

it was t to an eidolon. this entity ngs of is to different cultures in different way known the ancient Greeks. who were the firs s. cke body and soul. The lore. if he’s The Setup Jason Rahm (order #3047067) Synchronicity 2 . It is. And once it gets going. They might even have had a little face-time with Brent that can win him over more to their cause. misapprehension of the being’s true nature. or “shadow double.) As with other supernatural bei advanced age and power. no human mind would ever want to know it. very brave. Lastly. Was Jasper Largent a budding hunter? Like. a soldier—and must ritually hunt down and sacrifice other killers—in this case. On three of the maps. As demon is to ang l of beings entity to the Trickster.” Whatever it might be called. while volumin inside ous on certainties. Twice (see Scene 2: A Poison Tree). the supernal shadow made manifest—the primordial “other” to a race of godlike others. if not two. rac with a Trickster (such as the one Sam ted encounter in the “Tall Tales” episode and Dean Two) can the hunters say they’ve eveof Season down an enemy as powerful as what’s r faced Blake Walker. dubbed it the “perispirit. as one might expect—but of mysterious occurrences in and around Milton. now empty. big game hunters. the hunters head into the woods north of Milton. in a very real way. nor even of his own hunting exploits. Someone very. the chief rewards you hand out should be connected to information earned. the game hunter who disappeared before they arrived in town. (Some of the cultural lore even implies that if an eidolon does have a true name. It’s a good thing if the hunters feel as if they’ve picked up the scent. one particular area is circled in red ink. the primordial shadow of a killer. so cluttered with papers that it’s almost unrecognizable as a desk. is the eidolon of the hunt. it won’t stop until someone makes it stop. Whether following Jasper Largent’s map or Brent McCutcheon’s advice. and a Plot Point for uncovering Largent’s collection of protohunter knick-knacks and clippings. The one riding around in the Blake-mobile. sources of information that lead them into Scene 2. with space for two rifles. Add at least one Plot Point for learning more about Largent’s place. any hunter scouring the cabin thoroughly comes across what is easily the most valuable piece of information: Nestled against the far wall in Jasper’s bedroom is a corner desk. the one now plaguing Milton has had a thousand names. another for getting on Brent’s good side.) What’s important to such a being isn’t a name.beloved. in other words. The real monster in Milton isn’t Bla it’s the ancient entity that has hija ke Walker. Only if they have inte d him. in the arupa. Lilah instructs Brent (and Stu. and no name at all. Knowing that something supernatural might be involved. Of special note is the gun rack on the living room wall. the end result is the same: The hunters’ next likely destination is an area of woods just north of Milton proper. including one hand-drawn by Largent himself. There. they discover the gruesome remains of Jasper Largent. so is this callous nature of the Trickster. To write openly about the thing. Evidence found at the scene points to a supernatural culprit. Scene 2: A Poison Tree Armed with new information from two different sources. including Largent’s own. It can only climb inside the soul of a killer—in this case. ir essential THE ADVERSARY The Rewards As this is another scene centering on information gathering. (And given the el. for example. but the thing is believe . but a portfolio. The Results The hunters should come out of this scene with at least one. Like all eidolons. and the hunters’ investigation gets underway in earnest. the entity is more demigod than demon and has been around just as long as the Trickster has.” whileknown as Hindu writings referred to it as the certain kam Scholars of Fortian phenomena. is short sort of dark counterpart to the han d to be a dfu known as Tricksters. Among the papers are several newspaper clippings—not of Jasper’s dead wife. a real one? Also on the desk are several maps of the woods around Pinnacle Lake. the incredibly even darker version of one should beprospect of an horrifying to any sane hunter.

at first glance.) If for some reason the hunters are as yet reticent to head into the woods. but is HARD. In the unlikely event that the hunters have the resources in their own group to add things all together. just beyond the lip. a hunter specializing in Mesopotamia and a hunter fluent in Arabic are both present—then the real culprit’s just been uncovered.” Regardless of specialty or roll. and the going gets pretty rough towards the end. only a truly cowardly and/or heartless hunter refuses to tag along. Lilah gets the gang to pile into her truck (or. Carved into the top is a pair of strange sigils. citing “official Park Service” business or some such convenient excuse. Success confirms only that Jason Rahm (order #3047067) The Sigils Finding clues earns the players Plot Points in this scene at a rate of one Plot Point per discovery. leaving the scene undisturbed. then disappear entirely. To Lilah’s surprise (though perhaps not to the hunters’). I Ain’t Going In There The Results There aren’t any clothes or items at the scene by which to identify the victim. but it’s EASY to use the Medicine Skill to determine the skeleton’s height. Once fully into the forest. where all her hunter’s reference materials await. If this is the case. She promises to keep the frightened Brent up to date as things progress. the tracks first grow harder to follow. If by some chance one of the hunters is fluent in Arabic. especially considering these are the very same woods in which Lilah lost her father. but also has a specialty relevant to ancient Mesopotamia. Otherwise. around forty years old. Farther along in the same general direction. Lilah suggests that they copy down the symbols. assuming the players can put two and two together. she arrives at the end of the track to find a green Jeep parked off to the side. with its “Keep Honking.” (You shouldn’t remind a player of this. At that point. award them two more Plot Points on top of whatever else you hand out. On the far side of the pit.) It’s possible that one or more of the hunters is not only trained in Lore. not even on an extraordinary success. But it’s no dead end. Lilah lights a fire under them by offering in exasperated tones to “handle it” herself. The Problems Determining what happened here is EASY. If successful. confirms it’s Caleb’s. its wheels half buried in mud. with the region’s ever-present moisture turning the track nearly to mud. (Educated hunters might make the connection that ancient Mesopotamia included modern-day Iraq. however. also around forty years old. to be a fire pit. into two separate vehicles with four-wheel drive). of course. male. however. Caleb parked in a hurry. and return to her house. Dug into the dirt floor of a small clearing is what looks. got out. I’m Reloading!” sticker. thanks to the muddy conditions. but of particular interest to hunters will be the sigils carved into the tree trunk. A quick glance at the bumper. One can also tell that whomever the severed ears once belonged to was likely a Caucasian male. Synchronicity 2 . he might recall that the name of the location mentioned in Blake’s story—Abu Sayyad—translates roughly as “father of hunters. the hunters see that mixed in among the burned out embers are the remains of a human being. the hunters come upon a grisly scene. The body appears to have been put into the pit naked.around and involved) to stay behind in town. though it’s HARD to tell if it was done post-mortem. Atop the sigils rests a pair of human ears. Anyone trained in Lore can attempt a roll to recognize the source of the symbols. There’s only one road leading to the specific area of wilderness into which the group is headed. you shouldn’t provide any information pertaining to the ritual described in Scene 3. On closer inspection. The Deceased In the unlikely event that the hunters cover all of the bases in the Problems above—in other words. As before. they seem to be of ancient Mesopotamian origin. you should allow that hunter to make a roll to glean more information. The Rewards The scene is gruesome. again. the hunter can translate the symbols roughly as “father” and “hunt. sits a fat tree stump with a flattened top. and ran into the woods. thanks to the smell. the player either makes the connection or doesn’t. gender and approximate age: six foot two.

Once this is confirmed. it can be forced to stay in that body. She knows time is of the essence. alternately screaming at the hunters and pleading with them to find another way. Lilah starts to fray around the edges. the entity has no choice but to vacate the body. such as land tax records and the like. the eidolon lives in shadow. it is possible to trap one inside its own host. there’s one more avenue open to Lilah: The other survivor of Abu Sayyad. Lilah bursts into a fit of angry sobs. named Tad Hogan. might be available. and that Blake “wasn’t the same” after that day. another recently discharged soldier. But by ritually branding this second vessel. but there really isn’t anything of esoteric value to be learned in a town of Milton’s size (though things of non-esoteric value. Lilah emerges from the basement holding a book. Tad Hogan isn’t eager to discuss the matter. She shows the hunters the chapter of the book that holds the information they seek.Scene 3: Earth’s Answer The “headquarters” of this scene is Lilah’s house. You should be sure to allow hunters to go their own way. it’s a pretty EASY task to find out that Jasper Largent is on record as being a forty two year-old white male who stood sic foot two inches tall. and second. nowhere to be found. According to the source. discovering not only the nature of the monster. via any electronic medium (laptop. Initial rolls should provide just enough information for the hunters to know what they’re dealing with. as is more likely. etc. her face a washed out mask of confusion and dismay. if they choose. phone. especially any independent investigation the hunters perform. since it was his car found near the scene. He also knows that Abu Sayyad means “father of hunters. Hogan knows the priests at Abu Sayyad were the guardians of something secret and terrible. A single reference from an obscure source turns up after a second scene of HARD researching. Lilah and the hunters race back to her house to do some follow-up research on the clues they found at the charnel site in the woods. the storage area (where she keeps her books) was locked… and her husband has the only other key. but the fact that it is almost certainly riding around inside Lilah’s husband. It cites a way to draw an eidolon out of a soul. but immediately attempt to enter another nearby body. the hunters should be rightly interested in the whereabouts of Caleb Parker. of course. can take place anywhere—or. Successful Lore rolls. but the action involved. The hunters can go through all the usual channels to dig up information on this creature—uncovering at least basic references to this type of activity is of AVERAGE difficulty—but in the event that they are coming up short. with the hunters doing their own research. but will respond sympathetically to a genuine plea from his former platoon commander’s wife. while killing an eidolon is all but impossible. Whose Bones? The Setup The setup for this sequence is fairly straightforward. and from its host’s shadow can it be expelled.” Survivor’s Tale The Problems At this juncture. while one recites the ritual’s words and the others drive nails into the host body’s shadow. but this is her husband. In the event that a hunter wants confirmation on the identity of the corpse. A few minutes after arriving at the house. Blake is. When it starts to look like the only way to “save” Blake is to kill him. presenting the hunters with a moral quandary revolving around how best to handle the hunt from here on out. While it’s true that anyone who came through the house the night before could have had time to do such a thing. As one might expect. and points out how two pages have been very carefully removed. but not the means to save Blake’s life. Ultimately. provide basic data on the rare and powerful entity known to the ancient Greeks as an eidolon (see sidebar. either by the hunters or by contacts on their behalf. this scene is about two important things: First. The only way to do so is through an ancient Mesopotamian ritual—the lore calls it the Black Calling—that involves each participant holding an iron nail in his or her mouth. were it not a Sunday). After his ordeal in Iraq. “The Adversary”). it should be looking pretty bad for Blake. At the ritual’s completion.). using the sigils of the entity’s identity. So. by way of this ritual. faced with the prospect of having to hunt down and kill her own husband. Researching Jason Rahm (order #3047067) Synchronicity 2 .

with the hunters tagging along just behind. Tracking Blake cold. without the aid of either the dog or the cell signal. Anyone touching the cell phone. offers to host the newly subdued entity…even if it means spending the rest of her life in prison. If the hunters arrive at the solution of using the bloodhound to track Blake. Blake has purposely left it there as a trap. Lilah insists on accompanying the hunters. Armed with their weapons and a renewed resolve (and. all that remains is for them to finish the job. of course. the scene really kicks into gear as the hunters head once more into the woods north of Milton. any number of ways for the hunters to be set on the right track. Unfortunately for the hunters. Regardless of how the hunters are tracking him. the entity within) knows to expect their arrival. the bloodhound. If they come to some difficult conclusions. especially if Lilah agrees. Jason Rahm (order #3047067) On the forest floor. this would certainly be the next best thing.The Results Once both the identity of the monster and the terms of the ritual are uncovered. Like Scene 2’s rewards. not too far from Blake’s new sacrificial pit. but the discovery of the Black Calling ritual gives her some hope. Act III: The Divine Image Now that the hunters have discovered just what they’re dealing with. The Problems The Rewards The first question on the hunters’ minds should be. it’s the dog. so if none of the hunters hits on the dog solution. the hunters have to find a way to track Blake to wherever he’s holed up in the forest. However it happens. give them one Plot Point for that. rather. as Blake (or. the hunters have a difficult choice to make: Do they willfully condemn another human soul. the Black Calling ritual). She knows how the supernatural world operates and she’s confident the ritual will work. If the hunters are following Caleb’s cell signal. as well as just how to deal with it. lies the cell phone of Caleb Parker. but won’t let anyone else do so. too. They might not realize it. Just because Blake is possessed by a primordial god-shadow doesn’t mean he doesn’t stink. “How do we find Blake?” There are. except… Is It Caleb Time. is a FORMIDABLE challenge. this time determined to come out victorious. there’s no need for the dog to come with (though they could certainly be doing both). even if she has to give up her own body to the accursed thing that’s taken a hold of her man. the hunters track Blake Walker to his den in the woods—a task easier said than done—and at last confront the ancient evil lurking within him. they are put through a rather grueling game of cat and mouse in tracking him through the woods. stupid Scene 1: The Lamb During this scene. in all likelihood. but the easiest way to track Blake is through Pandora. Points should be handed out when the players add more to the big picture about Blake. She loves to work and will be glad to help. In this third and final act. the hunt is well and truly on. and it’s up to you to decide how best to navigate those options. It’s now Monday (and twenty four hours after Caleb’s disappearance). When they finally hit upon the best solution. even for experienced trackers among the group. add a Point to the pool. or stepping within a foot Phone Trap Synchronicity 2 . If they get feedback from Tad Hogan. Blake has orchestrated it so they’ll have to pass through a certain wooded “bottleneck” in order to reach him. just so Blake Walker can be free to live in peace? Lilah thinks so. Now that Lilah is faced with the prospect of losing her husband. and if it comes down to it. as the answer is literally sitting in front of their faces. this scene is all about discovery and information pegging. with the hunters at Lilah’s house. She’s barely holding it together. she might be more amenable to calling in a favor to get a cell phone trace on Caleb Parker’s phone. Lying in the middle of a rough path between two red spruce trees is Caleb’s cell phone. and the dog knows his scent very well by now. Yet? The Setup This scene picks up the next morning. all Pandora requires is to be driven to the edge of the forest and then allowed to do her job.

of it, sets off the mine trap Blake has set there. Treat this mine trap as a fragmentation grenade (5d6 W) (see “Explosions” on page 90 of Supernatural RPG). You should give the hunters an opportunity to spot the trap, but Blake is no fool and it’ll be very HARD to do, unless one is specifically looking for traps, snares, or the like, in which case it’s pretty much your AVERAGE trap. If Pandora is with the hunters when the mine goes off, she survives the explosion with just a few cuts and bruises.

SHADOWBORN

The Results

If the hunters survive Blake’s mine trap, it’s just a short trek to his forest abode. Getting there, however, will require some tracking away from the site of the trap. If Pandora is with the hunters, it’s a simple matter for her to pick up the trail once more. If not, the hunters will have to do a little HARD tracking. Either way, it’s just a short walk to culmination.

entially As a being of shadow, the eidolon is ess e by the sam immune to physical attack; but of the soul it origin, it is compelled by the shadow the shadow l into has claimed. Driving an iron nai within to of the thing’s host causes the entity g the nails on removin panic, focusing all its efforts dispatching before it can get back to physically in a combat y results its assailants. This essentiall ckly to drive of the mind, as the hunters work qui plete the dow to com enough nails into Blake’s sha ritual and force the eidolon out. dow is difficult, Driving the first nail into the sha g inside him as Blake is very quick and the thin do. It trying to knows what the hunters are attack against requires a standard Melee Weapon damage doing no Blake, with a successful hit spot, creating but rooting Blake’s shadow to that move. Once he can a narrow axis around which l attempt the first nail is in, each successive nai ls are e three nai receives a +1 Skill step. Onc receives a driven in, each successive attempt

The Rewards

Did they bring Pandora along? Two Plot Points. Did they bring Lilah? Give them a Plot Point if their Complications made them sweat that choice, or they played out the conversation. If they spotted and/or avoided the trap, that’s another three Plot Points. They’re going to need them.

Scene 2: The Little Vagabond
The story comes to an end with the final confrontation between the hunters, including Lilah, and the monster within Blake Walker. There’s an unexpected twist, however—one that might change the hunters’ plans for the Black Calling ritual (assuming they were successful in tracking it down). Regardless, it’s do-or-die time for the hunters.

+2 Skill step. Complicating this process is the fact that the eidolon’s will is powerful, and can literally force the nails out of Blake’s shadow. It does this by making a Willpower + Discipline roll, contested by the hunter’s Vitality + Willpower. A successful roll means that nail flies out of the ground, as though by Telekinesis, and the hunter who drove it in takes 2 Stun damage. The entity can attempt to force out two different nails in the same turn by taking the usual –1 Skill step penalty per attempt, but it suffers an additional –1 Skill step penalty per attempt if it has three or more nails to contend with at the time of the roll. It can’t make three or more attempts; two is the limit, and it will only try that if truly desperate. It can, however, split its actions in order to first expel the last nail and then, now that it’s free, make a physical attack. The spoken part of the ritual takes five turns to complete, and cannot be started until at least one nail has been driven into Blake’s shadow. If the eidolon expels all nails for a full turn, the ritualist loses that turn; the ritualist needn’t start the ritual over, but must wait until another nail has been driven in before the ritual can continue.

The Setup

Once the hunters have won through to the other side of the woodland bottleneck, they find a steep rise leading uphill through a dense patch of thicket. Being Covert while trudging through the underbrush is HARD, but doable if everyone just remains patient and composed (though the mine explosion alerted Blake to their presence,
Jason Rahm (order #3047067)

anyway, unless they spotted the trap early.) On the other side of the thicket, the forest itself seems to open up, depositing the hunters into an open area with a spectacular view of not only the town

Synchronicity

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below, but the lake, as well. (It’s actually a beautiful spot for camping, just not for ritual murder and dismemberment.) This site has a sacrificial pit dug into its floor as well, but unlike the first site, the ritual surface isn’t a tree trunk but a wide, natural outcropping of rock. The hunters can see that the same sigils have been scratched into the rock face. About twenty feet from the stone is a dark blue tent. Next to the stone, sitting gagged and bound to a plastic chair, is Caleb Parker.

The Problems

Time is obviously of the essence here. A conflict takes place between the hunters and Blake, but the ritual needs five turns of incantations and a properly inscribed host. The hunters are going to need to diversify.

Where Blake is at the start of the scene depends on whether or not he’s been alerted to the hunters’ approach. If the mine trap went off, he’s onto them. If not, then he’ll have to make contested rolls with the hunters to see who got the drop on who. (Odds are high that Blake will win such a contest.) If he knows they’re here, he’s waiting high up in one of the trees that rings the overlook area, ready to rain death down on the group with either his assault rifle or his bow (depending on what the hunters are armed with). If he doesn’t, he’s sitting in his tent when they arrive. Description Blake Walker was a highly trained combat veteran even before his will was overtaken by the eidolon. And now, his body enhanced to superhuman levels, Blake is an incredibly dangerous opponent. Even with all its power, however, the eidolon has one major limitation, and it’s one that the hunters will have to exploit if they’re to have any chance of saving Blake’s soul. Motivation The eidolon has one primary urge, and that’s to kill other killers. For more information, see the sidebar on page 89, “The Adversary.” It can possess any mortal whose soul has been “tainted” by the taking of another life, which in this day and age gives it a lot of options. Limitations As a creature of shadow possessing a mortal host, the eidolon has a great deal of power—but it’s still vulnerable. See the sidebar

Man vs. Man

“Shadowborn” for more information on how to free Blake from the eidolon’s possession. Agi d12 Str d12 + d4 Vit d12 Ale d12 Int d10 Wil d12 (all values drop by –2 steps when not possessed) Init d12 + d12; LP 24 (doesn’t die at 24 Wound; body destroyed at 48 Wound; recovers 1 Stun per turn) Traits Brawler d6, Danger Sense d8, Obsessed (killing killers) d6, Sharp Senses (all five) d6, Unbreakable Will d6 Skills Athletics d6/Running d12, Covert d6/Stealth d10, Discipline d6/Resistance d10, Guns d6/ Pistols d12/Rifles d12, Heavy Weapons d6/ Mines d10, Perception d6/Tracking d12, Ranged Weapons d6/Crossbow d10, Survival d6/Desert d10/Forest d10, Unarmed Combat d6/Brawling d10 Gear Assault rifle (d8 W), camouflage fatigues, crossbow (d6 W), heavy pistol (d8 W), hunting knife (d4 W)

Blake Walker, the Monster of Milton

The sudden introduction of another living soul into the scene should give the hunters pause, especially if they’ve come ready to perform the Black Calling ritual. Lilah suggests that Caleb act as the host vessel for the expelled eidolon, but only if nobody else mentions it first. Once combat starts, she runs to Caleb and tries to inscribe the sigils of identity onto his flesh, even against the wishes of her fellow hunters. Inscribing rituals takes three turns of combat, and each turn deals d4 Basic damage to Caleb. Caleb’s already taken 4 points of Stun, so she might kill him if she’s not careful. Allow the players to spend Plot Points to actually reduce the damage (one Plot Point staves off one point of Wound or Stun), if they can describe helping Lilah not to hurt Caleb too much.

Caleb’s Alive!

Conclusion

At the end of the fifth turn of ritual recitation Blake Walker turns his sweat-covered face to the sky, and with a primal scream, ejects the eidolon from his soul. The entity seems to be sucked back into Blake’s body from within his shadow, flowing like a plume of vacuumed mist, before spilling out of his eyes in a flood of black tears. If the hunters followed the ritual instructions, the only place the monster can go is into Caleb Parker (or whoever else is chosen to be the second vessel), and so it does. If one of the hunters ritually branded Caleb with the sigils before that moment, the entity will

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be trapped, in a weakened state, inside his body forever (or at least until Caleb dies, but that’s another episode for another day). If one or more of the hunters failed to keep a nail in his mouth through the end of the ritual, the expelled entity has an option as to which nearby warrior to inhabit, and it will of course choose the one that isn’t presently restrained. If it successfully possesses one of the hunters, it immediately turns tail and runs at incredible speed. If the remaining hunters (plus Blake) can’t catch up to the fleeing hunter and complete the ritual again, the hunters have earned themselves a new worst enemy. (In this event, you are free to pursue any story avenue he wishes, though it’s recommended that he turn the possessed hunter into a supporting character and have the hunter’s player generate a new character.) In the event that the hunters can’t or won’t complete the ritual, they have no choice but to kill Blake Walker. If they do, however, they’re opening themselves up to possession, as above, since they won’t destroy the eidolon that way. Keeping nails in their mouths throughout the process of killing Blake prevents possession, of course, but if they

know enough to use the nails, then they know enough to perform the ritual. If they still choose not to, out of some sense of obligation to Caleb Parker, they will be safe from possession but not from Lilah Walker, who never forgives them for letting her husband die when a viable alternative was at hand. In this event, the eidolon—having no soul to claim, and unknown to the hunters—sinks into the ground where its host perished, there to await the arrival of its next host; most likely Caleb Parker, who becomes a new long-term enemy of the hunters. If the hunters complete the ritual, Blake Walker emerges from his stupor as though waking from a nightmare. He looks down and sees himself once again in uniform, his face black with paint, his hands once again red with blood. The tears come fast and hard then, and don’t let up until he is safely back in Lilah’s arms. Even after the events of the past week are explained to him in detail, Blake Walker has a long road to recovery ahead of him. His mind is bruised, his soul battered and weak, but at least both mind and soul are once more his own. And he has the hunters to thank for that.

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......................................................................................................................................................................... 10 Kenny Cole ............................................................................................... 12 Kenny Smalls & Joey Wilks................................................. 14 Pandora...................................................................First On The Scene ......Construction Owner ......................................................................................................................................................................................................................................................................................................29 Larry “The” Boher ...............................................................................................................................................................Ambulance Driver . .................42 Antony Scapanelli ........................................................................................................................................................................................................38 Jacob Tanner ............................................................... Preske ..........................................................22 John Burlington ....................................................................................................................................................................................82 Quartet of Thugs...........................................................................................26 Biker ......................................County Archivist ....................................................57 Blake Walker...................................................................................62 Jason Rahm (order #3047067) 2 ......................................................................................................................................................................................... 57 Dog Guardians .............. 73 B.............................................................. 21 Jacob Tanner ................42 Ty-Ty (Timothy) Cross ................................... 81 Mike Lazlo .......... 13 Becky Wells ..............26 Computer Geek .................................................................................Character Index Alan Mills—Possessed Nerd .....Construction Security .............................. Caleb & Stu) ............................................................................84 Tiffany Patrick & Dawn Frazier .....................................................................................................................................................................................................................................63 Rat ...............................................................................................................................................75 Lilah Walker .............K................................................ The Alchemist ......................... the Bloodhound ................................................................................................ the Monster of Milton ........................................... 37 Carlos Estrada ................................29 Zach Schram ...................................69 Hans-Ruedi Von Steffan................................................................................................................................ 27 Tsayid—Possessed Biker ........................................................... 7 Mr..................................................................................................................................................................................................... 93 Bouncers (3) .............................. 21 The Three “Hunters” (Brent......................... 51 The Red Ghost ...............Camel Spirit............................Unmanifested ............................................................................Manifest................................................................Store Manager ..............................................20 Cassie Price .................................................................

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