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Adventures in Monster Hunting

Author: Steven S. Long Cartography: Keith Curtis, John Lees


Additional Contributions: Rob Hudson; Jason Walters Special Thanks: To Larry Correia, for continuing to
Cover Artwork: Ben McSweeney let us play in his sandbox; and to everyone who backed
Development: Jason Walters our Kickstarter so enthusiastically that we were able to
Layout and Graphic Design: Ruben Smith-Zempel produce these scenarios.

Table of Contents
Introduction.............................................................................. 2 THE DEVIL AND THE DEEP BLUE SEA.............................30
THE NEW KIDS IN TOWN...................................................... 3 Adventure Background And Summary...........................30
Adventure Background And Summary............................. 3 Part One: Kitchen Nightmares.........................................30
Part One: Strange Slaughter............................................... 3 Part Two: Brawl In The Park.............................................. 31
Part Two: Investigation........................................................ 5 Part Three: Showdown At Club Moloch........................32
Part Three: Hunting Wererats............................................. 7 GMs Resources...................................................................... 33
GMs Resources........................................................................ 7 Memorial Park Map.................................................. 33-37
Warehouse Map................................................................ 7 Club Moloch Map..................................................... 37-41
Monster Character Sheets............................................. 9 SOUL MAN...............................................................................42

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
The God Of The Rats............................................... 9 Adventure Background And Summary...........................42
Wererat...................................................................... 10 Part One: The Dame Wore Red........................................42
Rat Swarm................................................................. 11 Part Two: Soul Hunting......................................................44
GIMME THAT OLD ONE RELIGION................................... 12 Part Three: Fighting Susano..............................................45
Adventure Background And Summary........................... 12 GMs Resources......................................................................46
Part One: You Need Some Churchifyin........................ 12 Apartment Map........................................................ 45-46
Part Two: The Compound................................................. 14 NPC Character Sheets..................................................46
Conclusion.............................................................................. 15 Angelica Scarlatti....................................................46
GMs Resources...................................................................... 15 New Spells........................................................................ 47
Compound Map....................................................... 15-16 JOURNEY OF THE SORCERER............................................48
Plantation House Map............................................15, 17 Adventure Background And Summary...........................48
Villain Character Sheets............................................... 18 Part One: Ritual Preparations...........................................48
Cultist of Ancient Wisdom (Standard)............. 18 Part Two: Zombies And Gargoyles And Demons, Oh
Cultist of Ancient Wisdom (Elite)...................... 18 My!.............................................................................................49
Ryan Smallwood..................................................... 19 Part Three: Showdown At Scarlatti Mansion...............50
NPC Character Sheets.................................................. 21 Conclusion..............................................................................50
Special Agent Marcus Hancock......................... 21 GMs Resources......................................................................50
BEWITCHED, BOTHERED, AND BEWILDERED...............23 Mansion Maps.......................................................... 50-54
Adventure Background And Summary...........................23 NPC And Monster Character Sheets........................54
Part One: Revenant Attack................................................23 Vincent Scarlatti.....................................................54
Part Two: The Grant Building Trap.................................24 Neihorian Juggernaut..........................................56
Part Three: Monster Mash.................................................24 APPENDIX: SAMPLE PLAYER CHARACTERS.................. 57
GMs Resources......................................................................25 Roberto DaCosta.................................................................... 57
Grant Building Map................................................ 25-27 Lexa Duquesne.......................................................................58
Monster Character Sheets...........................................28 Dane Ericson...........................................................................60
Alley Crawler............................................................28 Garret Sullivan........................................................................ 61
Upir.............................................................................29 Liz Sutton.................................................................................63

Copyright 2013 DOJ, Inc, d/b/a as Hero Games.


HERO SystemTM is DOJ, Incs trademark for its roleplaying system.

1
Adventures in Monster Hunting

INTRODUCTION GETTING THE


AUTHORITIES INVOLVED
Youve got your copy of The Monster Hunter International Employees
Handbook And Roleplaying Game, the Player Characters have been As you run these adventures, its important to keep a few facts in
created and approved, and everyones at the table, ready with their mind. First, the PCs arent cops in fact, theyre not authorized
dice and character sheets. Its time for adventure! members of any law enforcement organization. Despite the fact
Adventures In Monster Hunting features six scenarios for the that they have permits for the weapons they carry, they cant walk
MHI RPG. Each of them is relatively simple and straightforward, around town wearing body armor and armed to the teeth, or even just
perfect for new GMs and players to cut their teeth on but still plenty carrying a gun openly. If they do, someones bound to call the police,
of fun for experienced GMs and players. They are: and the PCs are likely to find themselves thrown in jail for violating
' The New Kids In Town, in which the PCs go into the field for the
a whole bunch of laws up to and including murder, in some cases.
Earl Harbinger will not be happy if he has to come bail their sorry
first time and find themselves taking on a nest of wererats;
' Gimme That Old One Religion, which pits the PCs against a
butts out of the slammer.
Second, dont forget that all the PCs have a Hunted (Watched) by the
cult that worships the Old Ones and is secretly controlled by a
MCB Complication. At any time during any of these scenarios, the
powerful necromancer named Vincent Scarlatti;
' Bewitched, Bothered, And Bewildered, in which Scarlatti lures
MCB could decide to get involved, or to take an even more active
role than whats described and that can only mean trouble (and
the PCs into a trap to try to get rid of them, while simultaneously
potentially lost PUFF bounties!) for Our Heroes.
attacking a local MCB facility to recruit monsters held captive
For that matter, in this age of ubiquitous smartphones and
there;
' The Devil And The Deep Blue Sea, which puts the PCs in the
security cameras, the police dont even have to be on the scene to
come after your PCs. With enough video evidence they can track
middle of an occult war between Scarlatti and Lucinda Hood;
' Soul Man, in which a grieving daughter asks the PCs to rescue
down the PCs at any time no doubt the worst possible time for the
PCs, such as when theyre just about to charge out and save the world.
her fathers soul from an oni, but who in truth has far more
In short, the authorities, be they state or federal, can cause a
sinister motivations; and
' Journey Of The Sorcerer, in which Vincent Scarlatti uses a
lot of problems for your PCs. Anytime you think the PCs have it too
easy (or are getting away with too much), or you want to extend the
powerful new body to try to complete a major summoning ritual
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

scenario, you can introduce a police or MCB presence to complicate


before the PCs can stop him.
their lives. After all, being a hero isnt just about shooting monsters,
its about overcoming obstacles that get in the way of doing the right
STAND-ALONE VERSUS STORY ARC thing.
These six scenarios are written so that you can run them two different
ways. MAGIC
First, you can use them as six single adventures, each a stand-
These adventures were written with the typical group of MHI RPG
alone thats unrelated to the rest. Each ones a fine adventure on its
Player Characters in mind. The PCs are brave, skilled, well armed, but
own, and doesnt have to relate to the others if you dont want it to.
ultimately more or less normal human beings confronting monsters
At the beginning of each scenario youll find some suggestions about
and the forces of darkness in an effort to keep the world safe and earn
running it as a stand-alone.
a nice paycheck in the process. However, its possible that one (or
Second, you can use them as a story arc a series of six
more) of the PCs in your group may have the ability to cast Spells, or
adventures that go together to form one large, self-contained story.
a useful Gift, or some other sort of unusual ability.
This way, what the PCs do in the second scenario may end up
If thats the case, you may have to adjust how the scenarios work.
impacting what happens in the fifth, NPCs they meet early in the
For example, one of the ways Vincent Scarlatti (the main villain of the
arc may appear later, and the whole adventure feels a little more like
story arc) keeps one step ahead of the PCs is that he casts Clairvoyance
an MHI novel. However, some GMs (particularly new ones) may be
and spies on them magically. A PC who can detect that, or who can
more comfortable running the scenarios if they dont have to worry
cast Clairvoyant Assault, may be able to deprive him of this advantage
about connecting each one with the next in the series.
or even use it against him. As the GM, you have to be prepared for
this possibility or if necessary, adjust the scenario mid-game to
account for an unusual or unexpected action the PCs take. Thats part
of the art and science of GMing.

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Adventures in Monster Hunting

THE NEW KIDS IN TOWN


Having just graduated from MHIs training program, the Player
Characters are sent to form a regional team in a new city. They soon PART ONE:
find themselves thrown into the deep end of the pool when a series
of mysterious murders turns out to have a supernatural cause. STRANGE SLAUGHTER
The first part of this adventure is relatively roleplaying-heavy,
rather than action- or combat-oriented. If your group doesnt enjoy
roleplaying, you can easily skip over most of it by simply narrating
ADVENTURE what happens, or starting with the PCs visiting the morgue with
Detective OConnor.
BACKGROUND
AND SUMMARY GRADUATION DAY
On the other hand, if your group enjoys roleplaying, the adventure
This adventure is intended to kick off an MHI RPG campaign (though begins back in Cazador, Alabama at the MHI compound. The PCs are
you can easily use it for an existing group by eliminating some of the in the middle of their final exams, to see if theyve got what it takes
early scenes). As such it begins with the PCs finishing up their MHI to graduate and become an MHI Hunter. The truth is that Director
training program and being assigned to a regional team. Harbinger and the other company officers already have a good idea
Unbeknownst to them, their new home is about to become who should make the cut and who shouldnt, but they want to see how
ground zero for a major supernatural plot. A powerful necromancer the training class performs under pressure one last time.
named Vincent Scarlatti, a worshipper of the Old One Neihor, has So, come up with a challenge or two for the PCs to perform. This
been working to create his own power base of human and monster gives the players a chance to kick the tires on their new characters
followers so that he can take over the world in the name of his alien and get a feel for rolling the dice. For example, you could:
master. He, like a number of other people, is trying to fill the vacuum ' set up a distance shooting competition. The PCs have to hit a soda
left by the collapse of the Condition. In an effort to both increase the can (-8 OCV due to size) at a range of 100 meters (another -8).
size of his army and test how the authorities react to the supernatural, Naturally each PC will Set and Brace for +3 OCV. See how many

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
hes let some of his monsters a pack of wererats and an enormous, shots it takes each of them to hit the target; the character(s) who
mutated rat run loose in the city. The wererats have killed several hits it in the fewest shots gets the gold medal.
people and turned a few others into wererats like themselves. ' put them through MHIs shooting obstacle course, where they
The PCs first get wind of unusual events when a detective named move through a series of fake buildings. Periodically wooden
Paul OConnor contacts them regarding several unusual murders. cut-outs depicting monsters or people pop out from the walls or
After examining the bodies, the PCs have to figure out a way to track ceilings; the goal is to shoot at and hit all the monsters without
down the monsters who are committing the killings. Eventually shooting at any of the people. This tests both their reaction time
luck is with them and they spot one of the wererats attack another and their judgment, both crucial attributes of a monster hunter.
victim. That in turn leads them to the wererats lair in an abandoned To simulate the competition, have each character make six
warehouse, where they confront not only the wererats themselves, EGO Rolls, using his PER Roll as a Complementary Skill. Each
but their terrifying leader a gigantic, mutated rat know as the successful roll means the character shot the monster (or didnt
God of the Rats. shoot the person); each failure means he shot the person or
missed the monster. Keep track of how many points each roll is
RUNNING THIS ADVENTURE made by (a positive number) or failed by (a negative number).
Then have each character add up the total from his rolls. The one
AS A STAND-ALONE with the highest total finished the obstacle course in the shortest
As the first part of the Adventures In Monster Hunting story arc, The time.
New Kids In Town is easy to convert to a stand-alone adventure. All ' have them participate in mock werewolf fighting competition.
you have to do is eliminate the part of the backstory pertaining to Two PCs get in the ring and spar. One, the werewolf, has a
Vincent Scarlatti. Instead, the wererats are just a pack of wererats, paintbrush dipped in red paint in each hand; the other PC is
with no one pulling their strings. Once the PCs kill them all, the unarmed but wearing his MHI body armor. The werewolf s goal
problems solved. is to touch the other character on an unarmored part of his body
(i.e., his arms and legs, entailing a -5 OCV penalty in either case).
The other PCs goal is to avoid getting clawed, which typically
means he uses Dodge every Phase (though other tactics, such
as Grabbing and restraining the werewolf, are possible). The
instructors evaluate who wins based on the number of claw hits
the werewolf gets and other factors.

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Adventures in Monster Hunting

TEAM ASSIGNMENT Any of the PCs who want to can head down to police headquarters
to meet with Detective OConnor. Of course, they cant carry weapons
After the challenges are done and the graduation celebrations are into the police building they should either leave their weapons in
over and done with, Director Harbinger summons the PCs to his the car, or check them with the desk sergeant. Any PC caught trying
office. He tells them hes assigning them to work together as a team. to carry a weapon past the front desk will be arrested, jailed, and
Its up to you to pick the city you want to send the PCs to. If you charged with a crime. If necessary, have Detective OConnor meet
and your players live in a big city, it might be fun to use it as the them at the door and remind them of the gun rules.
background for your campaign since youll all be able to visualize Paul OConnor is in his late thirties, his black hair already
the scenery easily. On the other hand, picking a city none of you starting to go grey along the sides due to the stress of his job. He wears
know anything about means you can create whatever you need for ordinary suits and ties, with his gold detectives shield prominently
a scenario without having a player say, Hey, theres nothing like that displayed. Hes friendly but business-like, and obviously eager to get a
there. You could even create your own fictional city if you want (such break in his current case.
as Hero Gamess Hudson City, described in the supplement of the First OConnor leads them back to his office. With a typical
same name). detectives curiosity, he opens by asking them a little about themselves
The other thing you, as GM, need to decide is whether the PCs and MHI. He wont press for details if the PCs dont want to talk, but
are the only members of this regional team, or whether some NPCs would like to learn whatever he can.
are on the team as well. The more players you have, the less likely it He then turns to the case at hand. It began several weeks ago
is youll need any NPCs. But if you only have two or three players, when a mauled body was found in one of the bad parts of the city.
youll probably have to include some NPC Hunters so the PCs dont He shows them horrifying pictures of a mutilated body. Have the PCs
get killed too easily. And regardless of how many players you have, if make KS: Monsters rolls. Anyone who succeeds realizes this is clearly
theyre all new to roleplaying games, it may help to have an NPC as a body thats been partly eaten by some sort of monster.
team leader, so you can ease them through any difficulties that arise After that more bodies began showing up, about one a week.
during the game. Some were little more than skeletons with a few bits of flesh still
clinging to them. The remains of all the victims are still down in the
Team Name And Patch morgue.
Unless you want the PCs to join an established MHI team, let them There hasnt been enough of any victim left to make a positive
pick their own team name and patch. Do this at the table so everyone identification, but based on where they were found Detective
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

can have fun pitching ideas and considering the possibilities. OConnor assumes theyre homeless people, prostitutes, or other
people who arent likely to be missed (or whose disappearances
wouldnt be reported to the police).
A NEW HOME All the bodies have been found in the same area of town, though
Next the action shifts to the PCs in whatever city youve chosen to no two have ever been found on the same block. At least three days
set the campaign in. Theyve just arrived and moved their things into has passed between the finding of each victim. Since the first body
whatever places theyve chosen to live. If your group likes to roleplay was found, the longest period thats passed without another one being
you can go so far as to play out the dickering over rents, humorous found is ten days. The departments increased patrols through the
problems with the movers, and so forth. Otherwise its easiest just to area but hasnt seen or found anything useful yet.
let them pick roughly where in the city they want to live (or have to,
based on their income), whether theyre living together or separately, Visiting The Morgue
and so forth.
If the PCs want to view the remains more closely, Detective OConnor
Unless the PCs join an existing team, Earl Harbinger instructs
takes them to the morgue. None of the corpses is a particularly
them to establish MHIs office in the city. It should be someplace off
pleasant sight; if you like you can have each PC make an EGO Roll
the beaten path but easy to get to, secure, and with room to store
to see if he can tolerate the sight or looks away (or, on a really bad
all their guns and gear. Even better would be a place where they can
failure, throws up).
have a motor pool, their own indoor shooting range, and so forth, but
Most of the bodies are so badly mauled that little can be learned
they only have so much budget to work with right now. Come up with
from them. Detective OConnor or a coroner will point out that some
several possible locations and let the PCs decide among them, or ask
of the distinct wounds dont look like ordinary knife wounds. Based
them to describe to you what sort of base of operations they want.
on the size and shape of the wound channel, the best guess is that they
were made with some kind of pickax, the blade of a pair of garden
MEETING DETECTIVE OCONNOR shears, or something of the sort.
Not long after getting settled in, the PCs get a call from a man
who identifies himself as Paul OConnor, a detective with the citys
police department. He says hes working on an unusual case. After
he made some discreet inquiries, a friend of his in the sheriff s
department put him in touch with MHI. Hed like the PCs to come in
for a consultation.

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Adventures in Monster Hunting

Any PC who closely examines these wounds can make a KS: MAGIC
Monsters roll (or, if they have the Forensic Medicine Skill, they can
roll it with KS: Monsters as a Complementary Skill). Anyone who If any of the PCs can cast Spells (or have appropriate Gifts), they may
succeeds realizes those are fang wounds, but not a typical fang like a be able to learn a thing or two that way. If possible, though, try not to
werewolf s or chupacabras (or even resembling an ogres tusk). These let them ruin the mystery with one quickly-cast Spell draw things
have a chisel-like shape more akin to the front teeth of a rodent a out a bit so the other characters have a chance to contribute. Some
really large rodent. possible uses for Spells in this situation include:
Clairvoyance: This Spell could help with surveillance efforts (see
below).
PART TWO: Foresee The Future: This Spell grants the caster a glimpse of the
next victim being taken, or the next body being dumped in an alley.
INVESTIGATION This all takes place at night, so theres no clear view of the attacker,
but the character can tell that (a) its humanoid, but definitely not
Detective OConnor cant pay the PCs, of course, but hed very much human, and (b) its shorter than an average person, and (b) it has
like to have their help with this situation he doesnt want to see some animal-like features (ears on the top of its head, for example).
any more deaths, regardless of who the victim is. Hell offer what The character might even catch a glimpse of moonlight reflecting off
assistance he can (for example, they could call him and get him to unusually large incisors....
run a check on a license plate or on whether someone has a criminal Mind Seeking: A character could cast this Spell and try to find any
record), but he can only go so far. This kind of thing isnt authorized, unusual mind in the area where the bodies were found. A successful
and he doesnt want to become a laughing stock in the department if use of Mind Scan could potentially narrow down the wererats precise
it gets out that he thinks monsters are to blame. If the PCs start to location but it also alerts them that theyve been found out, and
discuss their plans in front of him, hell stop them, explaining that it theyll immediately flee into the sewers. By the time the PCs get to
would be better if he didnt know. their abandoned warehouse lair theyll be long gone, and wont return.
At this point the scenario becomes more free-form. The PCs Tracking Spell: If theres an elf in the group who knows this Spell,
have to decide what they want to do to try to track this monster down the PCs are likely to be able to track down the wererats in relatively
and kill it. The text below describes some possibilities and what theyll short order. However, given that all the trails are days cold at present
lead to, but players often surprise you by coming up with something and that they dont have anything from the killers to use as a focus,

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
you havent thought of, so be ready to adjust your plans accordingly. initial attempts have a -5 penalty on the Detect roll. If the PCs can use
As long as their actions advance the adventure into Part Two, its all Tracking at a fresh corpse, theres no penalty to the roll at all.
working fine.

SURVEILLANCE
RESEARCH
The best approach, and the one thats most likely to work, is
If the PCs want do some research in MHIs database, their MHI maintaining surveillance in the area where the victims bodies were
Field Manuals, or the like, ask them specifically what theyre looking found. The police department cant afford to cover the area (and
for. Answers like giant rodents (or specific types of rodents), isnt giving the killings much priority since no ones even reported
lycanthropes, or fang types and sizes all indicate theyre on the any of the victims missing). The PCs, on the other hand, can easily
right track. If none of them come up with these ideas, you can have patrol or stake out the area every night and keep an eagle eye out for
them make INT Rolls and steer anyone who succeeds in the right unusual happenings. Depending on their preferences they can create
direction with a few pointed suggestions. static surveillance points or patrol the area in cars or on foot; for the
Research eventually turns up the following facts:
' there is such a thing as a wererat, though theyre rarer than
purposes of this scenario either method has the same result.
The part of the city where the police found the bodies (and where,
werewolves. They usually lair in cities, and often form nests of presumably, the killer acquired the victims) is a run-down area of
two or more individuals. Theyre carnivores and enjoy the taste the city filled with abandoned (or half abandoned) buildings, cheap
of human flesh.
' MHI has had previous encounters with monstrous rodents
housing, and a few businesses that cater to the sort of people who
have to live in such places. In other words, its the perfect territory
or rodent-like creatures: an enormous, mutated beaver in for wererats (and many other monsters). Its too large for the PCs to
Wyoming; and jackalopes (fierce, carnivorous rabbits with deer- watch all parts of it at once, but by eliminating the areas where there
like antlers) in several places throughout the West and Midwest.
' shoggoths and certain other extradimensional creatures could
tend to be lots of people on the street even at night they can focus
their search a bit.
grow the sort of fangs that made the wounds on the victims
bodies. Its also possible that some never before encountered
type of demon has fangs like that; the legions of Hell are infinite
in their evil variety.

5
Adventures in Monster Hunting

Once the PCs begin maintaining surveillance in the area,


roll 2d6. The result is the number of nights they have to spend on PART THREE:
stakeouts before they catch a break. If they get creative, or they take
steps to minimize their profile (for example, finding some way to HUNTING WERERATS
cover up their human scent so wererats cant sniff them out), reduce Eventually, one way or another, the PCs learn where the wererats lair.
the number rolled by 1, 2, or more. This leads to the adventures finale, a big battle. The GMs Resources
When the right evening rolls around, one of the PCs conducting section below has a map and description of the warehouse and
surveillance sees something. Its up to you whether thats a wererat character sheets for the wererats and other adversaries.
trying to acquire another victim, or a wererat dumping the body of a There are three possible adversaries here for the PCs: wererats;
recently killed victim. The only difference between the two choices is swarms of rats; and the God of the Rats, a gigantic, mutated rat living
this: if the wererats trying to kill another victim, the PCs have to act in the sewers below the warehouse. The wererats follow the God and
right away to save that person, which may have negative consequences bring him food. He wont leave the sewers, though, so unless the PCs
(see below). If the lycanthropes just dumping a body, they can decide go down into them after him, hell escape.
whether to attack him then and there or follow him. Its up to you to decide how many wererats and rat swarms you
want to use against the PCs. This should be a tough fight, but not
Confronting The Wererat impossible to win wererats are difficult to kill most of the time,
but the PCs have silver bullets to even the odds. Start with a couple
If the PCs attack the wererat, hell try to flee. The PCs can pursue him,
wererats (or maybe just one), then increase the pressure on the PCs
but have to win a Skill Versus Skill Contest pitting their Perception (or
by having more of them come out of the sewers to join the fight. The
Shadowing at +2, if any of them have that Skill) against the wererats
goal is to make the combat a challenge for the Player Characters, but
Stealth. If they win, they follow him to the wererats warehouse lair;
not quickly overwhelm and kill them.
if they lose, the wily lycanthrope lost them. The closer they came to
winning the Contest, the closer they get to the wererats lair before
they lose him. If they dont find the lair, though, the wererats lay low Conclusion
for a week before trying to obtain any more provisions.
After the PCs emerge victorious, the scenario is essentially over with.
If the PCs kill the wererat, they lose all hope of interrogating or
The cops who respond to the scene will realize that a heavily-armed
following him. However, they can then easily use Tracking Spell or a
group killed these monstrosities, but Detective OConnor can arrange
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Retrocognition-based Gift to find out where he came from.


it so that the department doesnt put a whole lot of effort into the
If the PCs capture the wererat the best possible outcome,
investigation. (On the other hand, if you want to complicate the PCs
but also the least likely unless theyve specifically prepared for it by
lives a bit, you could have another detective become obsessed with the
bringing nets, tasers, or the like they can interrogate him. If they
case and harass them throughout the rest of the campaign.) The PCs
succeed with an Interrogation roll or a Presence Attack, the wererat
can claim a generous PUFF bounty for monsters killed, having proven
will quickly tell them where he and his comrades have their lair, how
to Earl Harbinger that they have what it takes to be part of MHI.
many of them there are, and the like. However, hell only tell them
about the God of the Rats if the Interrogation roll succeeds by 3 or
more, or the Presence Attack succeeds by 10 or more. (For Presence
Attack purposes, remember that the PCs get +4d6 because the targets
GMS RESOURCES
been captured, and probably another +1-2d6 for exhibiting violent Here are the resources you need to run this scenario. You can use
actions and/or coming up with creative threats.) most of them in other scenarios you design yourself during your
If no PC has Interrogation and a Presence Attack roll fails, getting GMing career.
information out of the wererat will be harder but not impossible.
Like all wererats hes got a certain streak of cowardice in him and will Warehouse Map
eventually crumble if the right threats are made.
This scenario features a map of a two-story abandoned warehouse. Its
roughly 50m long and 30m wide, with a ceiling three stories above a
The Amulets
poured cement floor. The exterior walls are made of reinforced brick.
When the PCs finally capture or kill a wererat, theyll discover that This warehouse, once a bustling commercial facility, has been
each of them wears a distinctive amulet. Its a dull golden color and abandoned for years as the tides of business shifted to better parts of
features an eight-pointed star. None of them recognize this emblem, the city. Where once goods were neatly stacked on pallets, now theres
but the symbol will crop up again in the second scenario, Gimme That a lot of leftover, worthless crates and cartons stacked haphazardly
Old One Religion. (If you dont want to run that scenario, you can around, largely ruined by time, water leaking in during rainstorms,
come up with your own villain to tie to the eight-pointed star.) and other causes. In some places the containers are stacked as much
as six meters high; in others theres just a single small box. Chain-
link cages for storing special goods are empty; some show signs of
having been used as sleeping quarters by homeless people or urban
animals. Four small offices are trashed, but still have solid, working
doors. In other words, this is an ideal lair for wererats, and a great
location for hunting monsters!

6
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Adventures in Monster Hunting

7
Adventures in Monster Hunting

Given the nature of this battlefield, its possible the wererats or If the characters use a flamethrower, a molotov cocktail, or any
the PCs may use some of the terrain for cover. The accompanying other incendiary weapon, or even smoke cigarettes, in the sewer,
table summarizes the PD, ED, and BODY of the objects in this theres a 9- chance that the sewage or methane gas will catch fire.
warehouse. See the Objects Table in the MHI RPG for other objects or Depending on how you want to handle it, everything in a 3d6 meters
materials, if necessary. radius area takes 1d6 Killing Damage instantly and the fire dissipates,
or a 2d6 meters long area of the sewage flow centered on where the
fire started catches fire and burns for d6 Killing Damage every three
WAREHOUSE OBJECTS Segments for three Turns. In either case, the fire is likely to spread
along the sewer tunnels, which could lead to disasters in the city, PCs
Material or Object PD ED BODY
dying from oxygen starvation, and other tragedies.
Doors
Interior wood door 2 2 3 Finding The God Of The Rats
Exterior wood door 4 4 3 A trail of gnawed bones and wererat tracks leads along the walkways
Metal fire door 5 5 5 to the giant rats lair; the PCs cant miss it. During their time in the
Safe door 10 15 9 sewers you can have wererats or rat swarms attack them, or you can
simply let them proceed to the giant rats lair.
Large vault door 16 24 9 If any PC has Tracking, allow him to make a roll. If he succeeds,
Walls he notices tracks and marks along the walkways and walls that
Chain link fence 3 3 3 are something like rat tracks but are much larger. If no PC has
Tracking, all PCs can make a PER Roll at -3 to notice this clue.
Warehouse exterior wall 5 10 3
The God of the Rats lairs in a small service room off one of the
Warehouse inside wall 3 3 3 walkways; its almost filled with a nest made from scraps of cloth
Miscellaneous and other materials (including human bones). But whether the PCs
Cardboard box, filled 1-3 1-2 1-2 find him there is another thing entirely. Hes observant enough to
hear them coming (unless theyre all using Stealth successfully) and
Drum, 55-gallon, steel 4 6 6
clever enough not to get trapped in a dead-end room if he has a better
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Wooden crate (1m square) 4 3 7 choice. Depending on how you want to run the fight, he can charge at
them down the tunnel (hes not slowed down or otherwise negatively
affected by the sewage) or lunge at them from a side tunnel. Try to
INTO THE SEWERS make him terrifying and deadly for awhile, until the PCs get the
upper hand and pump enough bullets into him to drop him. (See the
In Room 10C theres a hole in the floor that seems to have been God of the Ratss character sheet for more information on how he
gnawed by wererat teeth. (Allow the PCs to make PER Rolls; if anyone fights.)
succeeds by 3 or more, he realizes that some of the gnaw-marks were
made by teeth far larger than the wererats.) This hole leads into the
sewers beneath the warehouse (which arent mapped) and to the lair
of the God of the Rats.

The Sewer Environment


The sewer tunnels are 3m broad and 3m high; their stench could
knock over a rhino at ten paces. The characters have two choices:
walk along the narrow walkways on each side of the stream of sewage,
or wade through the noxious stuff. If they choose the former, they
suffer the standard penalty for narrow surface (-2 DCV, -2 DCs
to attacks that require the use of muscles or balance, such as most
HTH Combat attacks) but can move at full speed. If they choose the
latter, they can move at -2m Running, suffer the -2 DCV penalty for
standing in water, and will end up having to burn their boots and
pants because the smell is never going to come out.

8
Adventures in Monster Hunting

Monster Character Sheets Skills


THE GOD OF THE RATS 24 +3 HTH

Val Char Cost Roll Notes


3 Climbing 13-
25 STR 15 14- Lift 800 kg; 5d6 HTH damage
7 Stealth 15-
[2]
20 DEX 20 13- Total Powers & Skills Cost: 131
20 CON 10 13- Total Cost: 322
10 INT 0 11- PER Roll 11- 175 Matching Complications (50)
10 EGO 0 11- 15 Physical Complication: Near-Human Intelligence
(Frequently, Slightly Impairing)
25 PRE 15 14- PRE Attack: 5d6
10 Physical Complication: Large (up to 11 feet long and 660
pounds; +2 OCV for others to hit, +2 to PER Rolls for
7 OCV 20 others to perceive) (Infrequently, Slightly Impairing)
8 DCV 25 20 Physical Complication: Very Limited Manipulation
3 OMCV 0 (Frequently, Greatly Impairing)
3 DMCV 0 Total Complications Points: 45
5 SPD 30 Phases: 3, 5, 8, 10, 12 Experience Points: 152
Ecology: The God of the Rats is one of Vincent Scarlattis most
9 PD 7 Total: 9 PD (3 rPD) fiendish creations. Using foul necromancies, he mutated an ordinary
sewer rat, then turned it loose to become an apex predator in the citys
5 ED 3 Total: 5 ED (3 rED)
sewers (and a means of recruiting wererats to join his cause). The
10 REC 6 plans worked like a charm so far.
40 END 4 Personality/Motivation: Normal animal motivations. The God of

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25 BODY 16 the Rats feels no special loyalty toward its maker and will kill and eat
him just like any other human if it gets the chance.
60 STUN 20 Total Characteristics Cost:
Powers/Tactics: When the PCs first encounter the God of the Rats,
191
roll its 5d6 Presence Attack just coming on such a monstrosity may
Movement: Running: 18m terrify them into running away (in which case some of them may
quickly become prey for the gigantic rodent). Heroes who keep their
Cost Powers END cool still have a serious fight on their hands. The magical energies
25 Deadly Incisors: HKA 1d6 (3d6+1 with STR) 2 that mutated the rat cause it to heal from minor wounds almost
16 Claws: HKA 1d6+1 (3d6 with STR) 2 immediately (this is represented by its Damage Negation). But its
vulnerable to fire, electricity, and the like (assuming the PCs dare to
3 Tough Skin: Resistant (+) for 3 PD/3 ED 0 use them in the sewer).
20 Hard To Hurt: Damage Negation (-4 DCs Physical) 0 The Gods typical strategy is to pounce on one target, kill him
4 Heavy: Knockback Resistance -4m 0 with a bite or bites, then proceed to the next until everyone is dead or
fled and he can make a nice meal of the corpses. Treat the pounce as
6 Swift Runner: Running +6m (18m total) 1
an attempted Grab (he holds the target down with his sheer bulk). If
9 Rats Senses: +3 PER with all Sense Groups 0 he pounces on a PC in the sewage flow, that characters also at risk for
5 Rats Eyes: Nightvision 0 drowning but the odds are the God will kill him long before that
5 Rats Nose: Tracking with Normal Smell 0 can happen.
If he loses 10 or more points of BODY, or is confronted with a
Talents significant amount of fire, the God of the Rats flees.
4 Sewer Dweller: Environmental Movement (no penalties The PUFF bounty on the God of the Rats has to be negotiated,
in sewers) but will probably be in the range of $30,000.
Appearance: The God of the Rats looks like a rat the size of a
rhinoceros. Its large, sharp incisors gleam wickedly in any light, and
its eyes have a devilish tinge of red.

9
Adventures in Monster Hunting

WERERAT Cost Powers END


Val Char Cost Roll Notes 20 Wererats Resilience: Damage Negation (-4 DCs 0
Physical)
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]
Doesnt Work Against Silver-Based Attacks (-)
20 DEX 20 13- plus Damage Negation (-2 DCs Energy)
16 CON 6 12- Doesnt Work Against Fire Attacks (-)

10 INT 0 11- PER Roll 11- 32 Wererats Regeneration: Regeneration (3 BODY 0


10 EGO 0 11- per Turn)
Doesnt Heal Damage Caused By Silver Weapons
18 PRE 8 13- PRE Attack: 3d6 (-), Cannot Regenerate Lost Limbs (-0)
5 Wererats Regeneration: Life Support (Immunity 0
6 OCV 15 to all diseases)
7 DCV 20 6 Wererats Legs: Running +6m (18m total) 1
3 OMCV 0 1 Wererats Legs: Leaping +2m (6m forward, 3m 1
3 DMCV 0 upward)
5 SPD 30 Phases: 3, 5, 8, 10, 12 6 Wererats Senses: +2 PER with all Sense Groups 0
5 Wererats Eyes: Ultraviolet Perception (Sight 0
Group)
8 PD 6 Total: 8 PD (2 rPD)
5 Wererats Nose: Discriminatory for Normal Smell 0
6 ED 4 Total: 8 ED (2 rED)
5 Wererats Nose: Tracking for Normal Smell 0
6 REC 2
30 END 2 Skills
14 BODY 4 16 +2 HTH
30 STUN 5 Total Characteristics Cost: 119
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2 Animal Handler (Rodents) 13-


Movement: Running: 18m
3 Stealth 13-
Leaping: 6m
3 Tracking 11-
Cost Powers END
Total Powers & Skills Cost: 245
15 Shapechanging: Multiform (change shape into 0
Total Cost: 364
175-point human; true form is half-animal form)
Extra Time (takes 1 Turn to change shape; -1) 175 Matching Complications (50)
35 Enraged: Berserk in combat or when injured (Very
15 Incisors: HKA 1d6 (2d6 with STR) 1
Common), go 11-, recover 11-
10 Claws: HKA d6 (1d6 with STR) 1
0 Physical Complication: Human Size
83 Wererats Bite: Major Transform 12d6 (human 0
20 Vulnerability: 2 x STUN from Silver Weapons (Common)
into wererat; heals back through special magic
ritual) 20 Vulnerability: 2 x BODY from Silver Weapons (Common)
Constant (+), Persistent (+), Reduced Endurance
Total Complications Points: 50
(0 END; +); Always On (-), All Or Nothing (-),
Incisors HKA Must Do BODY (-), Limited Target Experience Points: 189
(humans and related beings; -), Linked (to Incisors
Description: Wererats are shorter than most other lycanthropes. In
HKA; -)
human form they often look shifty, with tiny eyes, sharp noses, black
Martial Arts: Red In Tooth And Claw or dark grey hair, and other rat-like features. In rat-man form, they
Maneuver OCV DCV Notes have sufficient manual dexterity to use firearms or other weapons
4 Avoid Harm +5 Dodge all (though they rarely do, preferring to rely on their incisors and claws
attacks, Abort in most instances).
The PUFF bounty for a wererat depends on the monsters age,
4 Chomp/Claw Slash +0 +2 Strike +2 DC
experience, number of kills, and the like, but usually ranges from
3 Holding Bite +0 -1 Grab One Limb, $30,000 to $200,000.
+10 STR
2 Wererats Resilience: Resistant (+) for 2 PD/2 ED 0

10
Adventures in Monster Hunting

RAT SWARM Skills


Val Char Cost Roll Notes 3 Climbing 12-
1 STR -9 4- Lift 8 kg; 0d6 HTH damage [1] Total Powers & Skills Cost: 63
14 DEX 8 12- Total Cost: 54
10 CON 0 11- 175 Matching Complications (50)
8 INT -2 11- PER Roll 11- 20 Physical Complication: Animal Intelligence (Frequently,
5 EGO -5 10- Greatly Impairing)
10 PRE 0 11- PRE Attack: 2d6 0 Physical Complication: Human Size
20 Physical Complication: Very Limited Manipulation
(Frequently, Greatly Impairing)
5 OCV 10
3 DCV 0 Total Complications Points: 40
2 OMCV -3 Experience Points: 0

2 DMCV -3 Ecology: Individually, a rat poses no significant threat to a Hunter.


But sometimes, for natural reasons or when under the influence of a
2 SPD 0 Phases: 6, 12
monster like a wererat or the God of the Rats, rats form swarms. In
game terms, a swarm counts as a single being, albeit a being which
2 PD 0 Total: 2 PD (0 rPD) is hard to hurt or avoid due to its amorphous nature (represented by
2 ED 0 Total: 2 ED (0 rED) its Damage Negation). A character who Stuns or Knocks Out a swarm
has simply affected enough of its component creatures to disperse
2 REC -2 and disorient it. If he does enough BODY damage to kill it, he has
20 END 0 destroyed enough of the component creatures that the few survivors
10 BODY 0 leave.
Personality/Motivation: Normal animal motivations.
14 STUN -3 Total Characteristics Cost: -9

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Powers/Tactics: Rat swarms usually attack by overwhelming a target
Movement: Running: 2m and biting him to death. For added dramatic impact some of the rats
Leaping: 1m can climb walls and drop on a character from above, run up his pants
leg, get inside his body armor, and so on.
Swimming: 1m Since swarms arent single creatures, you shouldnt use the
Cost Powers END Hit Location rules when attacking them; simply apply the damage
generally.
5 Bite: HKA 1 point (1 point with STR) 1 Appearance: A man-size (or sometimes larger) swarm of sharp-
20 Swarm Form: Damage Negation (-6 DCs 0 toothed rats.
Physical)
Not Versus Area Of Effect Attacks (-)
7 Swarm Form: Damage Negation (-2 DCs 0
Energy)
Not Versus Area Of Effect Attacks (-)
10 Swarm Form: No Hit Locations 0
24 Swarm Form: Desolidification (affected by any 0
attack)
Reduced Endurance (0 END; +); Cannot Pass
Through Solid Objects (-), Does Not Protect
Against Damage (-1)
-1 Rats Legs: Leaping -3m (1m forward, m 1
upward)
-10 Rats Legs: Running -10m (2m total)
-1 Rats Legs: Swimming -3m (1m total)
5 Swarm Form: Increased Arc Of Perception (360 0
Degrees) for Normal Sight

11
Adventures in Monster Hunting

GIMME THAT OLD ONE RELIGION


The PCs discover that an Old One-worshipping cult has taken root in
the city. If they dont stop it quickly, it will become a major force for PART ONE: YOU NEED
evil in the world and will unleash a terrible spell on the city!
SOME CHURCHIFYIN
While walking around the city one day or even during another
ADVENTURE adventure, if you want to run something else between this scenario
and New Kids In Town one of the PCs notices a flyer. It reads:
BACKGROUND
AND SUMMARY
The necromancer Vincent Scarlatti serves Neihor, one of the Old
Ones. In the wake of Martin Hoods death and the crumbling of the
Condition, hes recruited some former Condition members and other
people to form a new cult worshipping Neihor. The cult masquerades
as the Church of Ancient Wisdom, a sort of spiritual/self-help
group. The Church dupes innocent people into joining and then
mystically brainwashes them to become devotees of Neihor and
faithful servants of Scarlattis. (Though only Ryan Smallwood, the
cults leader, knows of Scarlattis existence and secret control of the
Church.)
After the PCs see Church flyers and ads featuring an eight-
pointed star logo exactly like the one on the amulets they took from
the wererats in New Kids In Town, they realize the Church is more
than it seems and begin investigating. One way or another they find But whats more disturbing is the graphic: the flyers decorated with an
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out about the Churchs compound outside the city, go there, and put a eight-pointed star emblem that looks like a two-dimensional version
stop to the cults evil... or so they hope. of the star in the amulets the PCs took from the wererats in New Kids
In Town. If thats not enough to pique the PCs interest, check their
Scarlattis Spying pulses theyre probably dead.
After they killed his wererats, Vincent Scarlatti began to take an
interest in the PCs and that interest will increase once he realizes ENTER MARCUS
theyre now targeting his cult. Since hes a necromancer, he can use
the Clairvoyance Spell to spy on them anytime he likes. He cant do
HANCOCK, STAGE RIGHT
this constantly (he has other demands on his time, of course), but any At some point during this part of the scenario possibly the worst
time you want to throw a monkey wrench into the PCs plans, you can possible time for the PCs Special Agent Marcus Hancock, the head
assume Scarlatti learned something useful through Clairvoyance and of the MCB office in the city, pays a visit to the PCs at their base of
passed that information on to his underlings. operations. Hes accompanied by two other MCB agents who dont
If the PCs can cast Spells and cast Detect Clairvoyance at the speak unless spoken to. (If you think the PCs are going to cause
right time, theyll uncover Scarlattis spying. They wont know whos trouble with the MCB, feel free to make one of those others Agent
watching them or why, but they can take steps to prevent him from Franks.) Hes here on a courtesy call to introduce himself and find
learning everything they do. If they lack the ability to cast that Spell, out more about them.
you may occasionally let them make PER Rolls, then tell the character He also wants to hear the PCs report on the wererat incident. Hes
who succeeds by the most that he feels as if hes being watched. polite and professional, but he insists on hearing about everything
that happened. Hes upset that his office wasnt informed about the
incident sooner, or even called in to handle it. He makes it clear that
RUNNING THIS ADVENTURE in the future, the PCs are to keep him informed about what theyre
AS A STAND-ALONE doing (if for no other reason so that he can be ready to deal with the
New Kids In Town works well as a stand-alone adventure if you dont authorities and any fallout from their activities). If they dont, he can
want to use it as part of the story arc. Just take the wererat amulets certainly cause them, and MHI as a whole, some serious trouble. He
and Scarlatti out of the picture. Instead its a simple matter of the PCs wont directly threaten them beyond that, or even raise his voice, but
learning about the Church of Ancient Wisdom, investigating, and he makes his point quite clearly. As he leaves, he says, Heres how I
discovering that the Churchs leader, Ryan Smallwood, is a sorcerer. work. You treat me right, Ill treat you right as much as the law allows.
Once the PCs kill Smallwood (or have the MCB or police arrest him), You dont treat me right, and things become unpleasant. I hope we
the cult quickly falls apart. can all keep this a pleasant, professional relationship.

12
Adventures in Monster Hunting

From this point on, throughout this scenario and the ones that If the PCs speak to Brother Ryan, hell be happy to talk to them as
follow, you can insert Special Agent Hancock and/or the MCB in long as theyre polite and non-accusatory. He deftly avoids answering
general into an adventure as a complicating factor the PCs have to questions about himself, his Churchs true purpose, his Churchs
deal with. Depending on how reckless they are, they may even find assets, and any other suspicious topic. If any of the PCs has the
themselves on the MCBs hit list and when its gone that far its Conversation Skill, he can use it in a Skill Versus Skill Contest against
unlikely even Earl Harbingers influence can save them. Brother Ryans PER Roll to try to get a useful tidbit of information out
of him. If the PC wins the Contest, Brother Ryan lets slip the existence
INVESTIGATING THE CHURCH of the Churchs compound outside the city (see below) or some other
fact you think will help the PCs, and doesnt even realize hes done it.
There are several ways for the PCs to learn more about the Church of If the PCs become hostile, threatening, or in any other way disruptive,
Ancient Wisdom. The text below describes some of the most obvious, several burly acolytes will escort them out of the church (or will try,
but be prepared to think on your feet if the PCs try something not so at least). One of the acolytes will call 911; when the police respond,
obvious. the PCs may end up in real trouble. At the very least the cops warn
them to stay away from the church; at worst they get arrested and
Attend Church Services hauled downtown to jail.
The simplest way to learn more about the Church is to go there. Its Its possible the PCs may try to infiltrate the Church and learn
eager for new members and has services at least once a day, so its more by pretending to become members. If so, fantastic! Thats a
more than open to visitors. great roleplaying opportunity. Slow the scenario down a bit. Run
The services themselves arent particularly suspicious (aside, some other adventures to keep the PCs occupied, and occasionally
perhaps, from the fact that there are no Bibles or hymnals). They switch back to scenes of them working their way up in the Church
mostly involve a sermon/lecture by one Brother Ryan, who seems to ranks and learning more (assuming they dont blow their covers by
be the leader of the Church. Hes dressed in a brown robe with some doing something stupid, or get caught snooping). When the time is
gold embroidered decorations that arent Christian symbols (nor are right they get taken into the ranks of the acolytes and learn the truth
they Old One symbols, magical runes, or the like theyre simply about the Church. Then, with the Awakening just about to take place,
decorative). He speaks about how giving ones self up to God can they get sent out to the compound to help with the ritual which, of
allow a person to realize his full potential and come to know and course, theyll disrupt by shooting a lot of people.

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
understand the true wisdom of the world. He goes on and on for over
half an hour along those lines, rarely saying anything concrete, but its Burgle The Church
apparent hes a gifted speaker after awhile his mellifluous voice is The PCs may decide they want to get information on the Church
almost hypnotic in its appeal. (This wont have any effect on the PCs, without anyone being the wiser in other words, theyll break into
but against most NPCs this works as a form of the Domination Spell, the place, search for useful information and clues, and then leave.
allowing Ryan Smallwood to slowly but surely win new, fanatically This is not as easy as it sounds. First, the church building is
loyal converts.) rarely unoccupied. There are at least several acolytes there from dawn
Most people attending the service wear normal clothes; many of until at least midnight, and in the late morning, late afternoon, and
them are clearly down and out, while others are obviously homeless early evening there are services that bring many more people into the
people seeking a place out of the weather for an hour or so. But all building. On some nights acolytes (and often Brother Ryan) are there
seem to enjoy Brother Ryans talk; some are practically mesmerized all night long; on other nights they close up shop by 1:00 AM and go
by his words. home.
During the service a number of acolytes, wearing brown robes Still, if the PCs are patient, theyll get their chance after a few
similar to Brother Ryans but without the gold embroidery, work their nights. Then they have to deal with the buildings security. It has exterior
way through the crowd taking donations, helping people who seem closed circuit TV cameras and alarms on all the doors and windows.
overcome by religious ecstasy, answering questions, and so forth. Avoiding or bypassing all this security requires two successful Security
Theyre good at what they do; they remain as unobtrusive as possible Systems rolls, the first at -3 and the second at -2. Unlocking one of the
but get the job done. doors or opening a window requires a successful Lockpicking roll at
When the service ends, Brother Ryan invites anyone whod like -2. (Of course, the PCs can just smash a window and go in, but that
to join him and his acolytes for some light refreshments. He and triggers an alarm that goes right to the cops and to Ryan Smallwoods
the acolytes walk through a door into another room where some penthouse apartment, so they wont have much time to search if they
other acolytes have set up a table with coffee, punch, cookies, and want to get away.)
doughnuts. For the next half hour they mingle with anyone whod like It takes an hour to thoroughly search the place (not including
to talk to them which includes about half the people who attended getting into the Churchs safe, which requires another hour and a
the service, and the PCs. successful Lockpicking roll at -4; the safe contains about $20,000
in cash and several of the eight-pointed star amulets). Have the
characters all make Concealment rolls, with their PER Rolls as
Complementary Skills (remember, Concealment is an Everyman Skill,
so every character has it on at least an 8- roll). For each successful roll,
the characters can learn one of the following facts:

13
Adventures in Monster Hunting

' Ryan Smallwoods home address ' Smallwood is the head of the Church, but he definitely answers
' the Church owns a compound outside of town, and the to someone else. He receives coded letters from this person that
compounds address are sealed with a signet ring impression in blood-red wax that
' if the character also succeeds with a Computer Programming shows the eight-pointed star.
or PS: Accountant roll, that the Church is cheating on its taxes Translating the coded letters requires several hours and
by maintaining two sets of books. The Church is by no means a successful Cryptography roll at -2. For the most part theyre
wealthy, but it has a strong income stream (though it also spends instructions relating to mundane details about Church operations.
a lot on its recruiting efforts)
' there are several references in private Church documents to
But there are also references to the Awakening which state that all is
proceeding as planned and that the event is imminent.
the Awakening, an event thats not explained but that seems
imminent
If any of the PCs casts Perceive Magic in the church building, he PART TWO:
wont find any magic.
THE COMPOUND
Research City Records Whether they learn about it and sneak out there to do some
If a PC goes down to City Hall, he can make a Bureaucratics roll to reconnaissance without the Church knowing, or get taken out there
look up information on the Church (or a Charm or Persuasion roll as part of the faithful, the PCs sooner or later make their way to the
to get a helpful city clerk to do it for him). City records reveal the Churchs compound. Its about an hours drive outside the city in an
following: isolated rural area where no ones likely to see what the Church is up
' the Church of Ancient Wisdom has filed all the necessary to.
paperwork to be considered a legitimate, tax-exempt religious As you can see on the map in the GMs Resources section, theres
organization a large main building (called the Plantation House and if your
' the Church owns a large tract of land about an hour outside of game takes place in the Southeast it might even be one), bunkhouses,
town in a rural area thats only sparsely settled stables, and other buildings. Most of the land around this central area
' the Church owns a swanky penthouse apartment in a fancy is forested (lightly or heavily), though the trees have been cut down
downtown building far enough away from the main building that the PCs cant sneak right
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

up to it without being seen. Other open areas (not shown on the map)
Following Church Members include a shooting range, a field for sports and activities, and an area
The PCs may decide that following Church members to their homes south of the main house where a large, strangely-shaped bonfires
will yield useful information. If they try this, they can trail Smallwood being prepared.
or an acolyte to his home without being detected if they succeed with Church members are active all over this place; some wear robes,
a Shadowing roll. If they dont have that Skill, they have to engage in a some dont, and many of them are armed with rifles and/or handguns.
PER Roll Versus PER Roll Contest with whomever theyre following. The compound has more of the air of a military installation than a
If they win, theyre not detected; if they fail, the subject notices them peaceful religious retreat probably because it never was a peaceful
and immediately begins using Stealth and other tactics (like ducking religious retreat.
into stores and going out the back way) to shake them.
Following any acolyte home yields no useful information; they THE MAIN BUILDING
all live ordinary lives outside of their Church involvement. If the PCs
burgle their homes, theyll find some Church literature but nothing See the GMs Resources section, below, for more information on the
else of note. Plantation House and what the PCs find if they go in there.
If the PCs follow Ryan Smallwood home, he leads them to an
expensive condo building downtown. He lives in the penthouse THE AWAKENING
apartment. Theres a doorman and a reception desk downstairs,
Assuming the PCs dont go in guns a-blazin and try to destroy the
so the PCs cant just stroll in. Theres also an alarm on Smallwoods
place right away, the ceremony of the Awakening a powerful Spell
condominium door that requires a successful Security Systems roll
that will convert everyone in the city and surrounding regions to
to bypass. (Getting in without the key also requires a successful
Neihors worship takes place that night (or whatever night allows
Lockpicking roll.)
you to arrange things so all the PCs are present). Ryan Smallwood
If the PCs find a way to get into Smallwoods condo when hes not
arrives a couple hours before dark to handle the final preparations.
there, theyve hit the jackpot. In addition to $50,000 in cash, they find
The bonfire south of the main building has been laid out in such a
written materials that make three things clear:
way as to focus energy from Neihor to the spellcasters to make the
' the Church of Ancient Wisdom is a front for the worship of Spell work. Any cultist not participating will be there to watch the
the Old Ones; anyone of acolyte level or higher knows this and blessed event.
follows the Old Ones willingly
' Smallwood is a necromancer of no small power

14
Adventures in Monster Hunting

Disrupting the ritual is easy all the PCs have to do is kill or Dying Words
Knock Out some of the participants, or break up the fire somehow.
If possible, arrange the fight so that Ryan Smallwood doesnt shuffle
Once they do that, though, a major gun battle is likely to erupt.
off this mortal coil until hes had the chance to fling one final taunt
All cultists not participating in the ritual are armed with at least a
in the PCs faces. His dying words are: You.. may think.. that youve
handgun, and heavier weapons are stored in the Tool Shed and the
won... beaten me. But the... master... still lives. Will... destroy you.
Stable. None of the cultists at the ceremony have body armor, though
some might run back to the bunkhouses to don their bulletproof
vests.
CONCLUSION
Monsters If they havent done so already, the PCs can search the main building
and other structures after the cults been destroyed. The main building
If you think its necessary to give the PCs a challenging fight, and its contents are described below. In the other buildings they
Smallwood can have some conjured monsters to aid him. At the very mainly find personal effects, tools, supplies, and the like, but also a
least hell have two robed zombies as his personal bodyguard, but he well-stocked armory. If they play their cards right they might be able
could have a lot more than that if need be. to swipe some of the goodies for themselves before the MCB clamps
down on the place.
Implications Of A Gunfight Depending on how they handle the situation and how the MCB
While gunplay is almost certain here its an MHI RPG adventure, finds out about it, the PCs could strengthen their positive relations
after all! you should remind the PCs of a few things before they with Special Agent Hancock. If they let him know whats going on in
open fire. advance and ask for his help, he develops greater respect for them and
First, theyre outnumbered at least four to one. If theyre going their professionalism. If they just call him in after the shootings done
to survive this fight they need to use their brains as well as their to clean up the mess, his opinion of them worsens.
trigger fingers. The right tactic at the right time could make a lot of
the cultists flee; the wrong tactic could get all the PCs killed.
Second, shooting people is different from shooting monsters. GMS RESOURCES
In point of fact, it constitutes murder. The PCs have a viable defense Here are the resources you need to run this scenario. You can use
(preventing the commission of a crime that threatens the entire city, most of them in other scenarios you design yourself during your

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
if not the world), but proving that defense may be difficult if theyre GMing career. For example, you could repurpose the Plantation
not careful. (For example, it would be a smart move to videotape at House map as a mansion owned by a wealthy mogul, and the cultist
least part of the ceremony so the MCB can analyze it later.) Beyond character sheets work well with any cult, not just the Church of
that, shooting other people isnt the same thing as shooting monsters; Ancient Wisdom.
some of the PCs may have qualms about it. If so, encourage the group
to roleplay the debate, and the final decision about what to do.
Third, theres no PUFF bounty for killing cultists (though there Compound Map
is for any monsters the cult has on hand). However, in light of the The accompanying map shows the compounds main building and
circumstances it might be possible for the PCs to negotiate a much surrounding structures. The buildings marked O.H. are outhouses,
higher than usual PUFF for any monsters killed. This would be a great abandoned and crumbling since indoor plumbing was installed. They
opportunity for some roleplaying as the PCs argue with some MCB might make good hiding places or cover for the PCs in a pinch. The
bureaucrat over the phone. gravel driveway leading up to the house runs off to the southeast to
One potential solution to these problems is to call Special Agent the nearest paved road.
Hancock and have the MCB show up in force. That would shut the
ritual down quickly and keep the PCs from getting into any legal hot
water at all (though it might also cost them some PUFF bounties). Plantation House Map
Even if they dont call the MCB in initially, doing so after the fact will The exterior of the main house is painted grey. The building shows
give the Bureau the opportunity to cover the whole thing up without signs of having undergone extensive repairs recently (the Church
anyone the wiser. (As a long-term campaign planning point, they or fixed it up after buying it). See the Object Table in the MHI RPG
the conventional authorities might also gather ballistic evidence on rulebook for the defenses and BODY of doors, walls, and other objects
the PCs guns, which could come back to haunt the PCs later.) not specifically listed below.

15
Adventures in Monster Hunting

THE FIRST FLOOR 5) Meeting Hall And Ritual Chamber: The houses former ballroom
has been converted into a room where Smallwood can hold Church
1) Portico: The four columns have 4 PD, 4 ED, and 5 BODY; they services, meet with/lecture all of his followers at once, and perform
provide half hidden Behind Cover modifiers if someone hides arcane rituals and ceremonies. Some of his mystic paraphernalia is in
behind one. cabinets along the wall.
2) Entry Hall: The entry hall has plain, sturdy carpet on the floor, 6) Kitchens: Heres where the more culinarily-inclined cult members
and simple paintings hung on the wall for a little decor. prepare food for everyone. There are plenty of impromptu weapons
3) Planning Room: This room, formerly a parlor, now serves as (knives, cleavers, iron pans, hot stoves...) if necessary.
a war room for the Church to plan its activities. From the papers, 7) Storage: The Church keeps supplies (mostly food and cooking
notes, and maps scattered here the PCs can learn the whole of materials) here.
Smallwoods scheme: convert the city to Neihors worship, then move 8) Stairs: The stairs are so narrow that people must go up or down
on to other cities one at a time until he basically controls the USA. in single file.
Some of the papers are in code and show the same signet mark as 9) Library: This two-story room is lined with bookshelves. Many of
the ones at Smallwoods condominium. Some of the papers imply the the books cover subjects of interest to MHI (such as secret histories
existence of a master whom Smallwood serves, but they never state it of the world, information on certain types of monsters, and books of
outright, much less mention Vincent Scarlatti by name. esoteric philosophy and occult wisdom), but none are grimoires or
4) Dining Room: This room is where Smallwood and his followers usable to learn magic.
eat (in shifts, since the rooms not big enough for all of them). The 10) Piazza: The six columns have 4 PD, 4 ED, and 3 BODY; they
furniture is simple but sturdy. provide a mere -1 OCV Behind Cover modifier if someone hides
behind one.
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

16
Adventures in Monster Hunting

THE SECOND FLOOR THE BASEMENT


11) Stairs: See 8, above. 21) Basement Entrance: The basement has its own entrance; this
12-17) Bedrooms: These are bedrooms for Smallwood (12) and might be a good way for the PCs to sneak into the house without
his highest-ranking acolytes. In Smallwoods room theres a fireproof being seen (there are usually more people hanging around in the front
safe (Lockpicking at -4 to open) that contains his grimoire, important of the house than in the back).
books and papers, and other damning evidence. None of this material 22) Hallway
mentions Vincent Scarlatti, but in some of it Smallwood refers directly 23-26) Ritual Chambers: Smallwood has set these four rooms up for
to his master in terms that make it clear hes referring to another other types of rituals ones that cant be performed aboveground,
human, not Neihor. for instance. Various ritual materials, boxes full of cultist robes, and
18) Meeting Room: Another former parlor, this is where Smallwood the like are piled up along the walls.
and his chief acolytes meet if necessary. Its also where Smallwood 27-28) Storage: Extra equipment (including a few rifles and boxes
doles out punishments to follower whove failed him or broken the of ammunition) and supplies that the Church doesnt need frequently
rules. are stored here.
19) Balcony: The columns here are just like the ones at 10 (see 29) Machinery: This area holds the heating and cooling systems and
above). the supplemental power generator for the building.
20) Upper Library Level: Here the PCs find more shelves full of 30) Freezer: A walk-in freezer for storing food.
books, and an open area that allows them to see (or jump into) the 31) Bathroom
library below.

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17
Adventures in Monster Hunting

Villain Character Sheets Total Complication Points: 15


Experience Points: 0
CULTIST OF ANCIENT WISDOM (STANDARD) Description: This character sheet represents a typical member of
Val Char Cost Roll Notes the Church of Ancient Wisdom one who still believes the Churchs
cover story about being a self-help, self-realization group and hasnt
8 STR -2 11- Lift 75 kg; 1 d6 HTH damage [1]
been let in on the groups secrets. He has, however, been involved with
8 DEX -4 11- the Church long enough to have come under Brother Ryans sway.
8 CON -2 11- As long as Smallwoods requests arent absurdly unreasonable, the
8 INT -2 11- PER Roll 11- cultist does whats asked of him. He has no combat training, but
depending on his job he might be in a position to give Brother Ryans
7 EGO -3 11- enemies a very hard time.
8 PRE -2 11- PRE Attack: 1d6
CULTIST OF ANCIENT WISDOM (ELITE)
3 OCV 0
Val Char Cost Roll Notes
3 DCV 0
11 STR 1 11- Lift 117 kg; 2d6 HTH damage [1]
3 OMCV 0
11 DEX 2 11-
2 DMCV -3
13 CON 3 12-
2 SPD 0 Phases: 6, 12
10 INT 0 11- PER Roll 11-
10 EGO 0 11-
2 PD 0 Total: 2 PD (0 rPD)
10 PRE 0 11- PRE Attack: 2d6
2 ED 0 Total: 2 ED (0 rED)
4 REC 0
4 OCV 5
15 END -1
4 DCV 5
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

8 BODY -2
3 OMCV 0
16 STUN -2 Total Characteristics Cost: -22
3 DMCV 0
Movement: Running: 10m 3 SPD 10 Phases: 4, 8, 12
Swimming: 2m
Cost Powers END 4 PD 2 Total: 4 PD (0 rPD)
-2 A Little Slow: Running -2m (10m total) 3 ED 1 Total: 4 ED (0 rED)
-1 A Little Slow: Swimming -2m (2m total) 6 REC 1
25 END 1
Skills
10 BODY 0
2 KS: Own Profession 11-
24 STUN 2 Total Characteristics Cost: 33
2 KS: Hobby 11-
Movement: Running: 12m
2 PS: Own Profession 11-
10 Other Skills and abilities of the GMs choice Cost Skill
2 KS: Ancient Wisdom Theology 11-
Total Powers & Skills Cost: 13
Total Cost: -9 2 KS: Own Profession 11-
25 Matching Complications (15) 2 KS: Hobby 11-
5 Distinctive Features: Cult Amulet (Easily Concealed; Noticed 2 PS: Own Profession 11-
And Recognizable) 3 Stealth 11-
15 Psychological Complication: Loyal To Ryan Smallwood And 2 TF: Ground Vehicles
The Church Of Ancient Wisdom (Common, Strong) 2 WF: Small Arms
20 Social Complication: Subject To Orders (Very Frequently,
Major) Total Powers & Skills Cost: 15
Total Cost: 48
10 Social Limitation: Harmful Secret (is a member of an Old
Ones cult) (Infrequently, Major)

18
Adventures in Monster Hunting

50 Matching Complications (25) RYAN SMALLWOOD


5 Distinctive Features: Cult Amulet (Easily Concealed; Noticed Val Char Cost Roll Notes
And Recognizable)
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]
15 Psychological Complication: Loyal To Ryan Smallwood And
14 DEX 8 12-
The Church Of Ancient Wisdom (Common, Strong)
15 CON 5 12-
20 Social Complication: Subject To Orders (Very Frequently,
Major) 18 INT 8 13- PER Roll 13-
10 Social Limitation: Harmful Secret (is a member of an Old 18 EGO 8 13-
Ones cult) (Infrequently, Major) 20 PRE 10 13- PRE Attack: 4d6
Total Complication Points: 25
Experience Points: 0 6 OCV 15
6 DCV 15
EQUIPMENT 6 OMCV 9
STR 6 DMCV 9
Weapon OCV RMod Damage STUN Shots Min Notes 4 SPD 20 Phases: 3, 6, 9, 12
Rifle +0 +0 2d6 +0 9
Handgun (.38) +0 +0 1d6 +0 6 6 6 PD 4 Total: 6 PD (0 rPD)
Knife +0 +0 1d6-1 +0 4 6 ED 4 Total: 6 ED (0 rED)
Armor 8 REC 4
Bulletproof vest (Resistant Protection (3 PD/3 ED), covers Hit 40 END 4
Locations 9-13) 15 BODY 5
Gear: Miscellaneous small possessions (wallet, watch, cigarettes,
36 STUN 8 Total Characteristics Cost: 136

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
spare change...)
Movement: Running: 12m
Description: This character sheet represents an elite member of
the Church of Ancient Wisdom one whos advanced through the Cost Spells END
ranks enough to learn what the Church really worships, and what its 20 Banishment 6
true plans are. (Though he knows nothing about Vincent Scarlatti;
10 Cause Illness 12
he wont even recognize the name.) Hes been to the compound
several times (perhaps frequently) and has been trained in combat 13 Control Undead 6
there (though hes no match for a Hunter one on one). If involved in 9 Create Lesser Undead (see text) 8
a fight at the compound hell have some sort of weapon and a simple 11 Demon Summoning 7
bulletproof vest.
11 Domination 6
A few elite cultists may be even more effective than these due to
police or military training. In that case increase their Characteristics 13 Fireshaping 4
and Skills accordingly, or if necessary use the MCB Agent character 17 Spell Shattering 7
sheet from the MHI RPG to represent them. 1 Summoning Circle 1

Perks
3 Fringe Benefit: Membership (leader of small, secret cult)

19
Adventures in Monster Hunting

Skills During one of his research sessions in the bowels of the campus
library, he came across a mention of a moste awful Daemon of foule
3 High Society 13- corruption named Neihor. Somehow strangely captivated by the
3 KS: Ancient Wisdom Theology 13- name, he looked for more information but uncovered nothing. He
2 KS: Literature 11- checked his personal library, and again found nothing. Then he tried
another library, and another....
3 KS: World Religions 13-
Before long finding out more about the mysterious Neihor
2 Language: Latin (fluent conversation; English is Native) became Smallwoods obsession, consuming his free time as well as his
3 Oratory 13- work time. Eventually his quest led him to Vincent Scarlatti who,
3 Persuasion 13- knowing good material when he saw it, brought Smallwood into the
worship of Neihor and set him up to lead a cult devoted to the god.
17 Magic 20-
Personality/Motivation: Smallwood is perfectly suited to being
3 Stealth 11- the leader of a secret cult. First, he loves lording his intelligence and
2 TF: Ground Vehicles position over everyone else. He thinks that hes better than practically
2 WF: Small Arms everyone, particularly in intellectual pursuits, and is happy to show
off by making his underlings look foolish. Second, hes petty and
Total Powers & Skills Cost: 151 ambitious enough to think that belonging to a cult that worships a
Total Cost: 287 deadly extradimensional entity is a great way to achieve his goals and
200 Matching Complications (50) get revenge on anyone whos ever spurned or mocked him (which in
his mind include nearly everyone hes ever known).
5 Distinctive Features: Cult Amulet (Easily Concealed; Quote: No, you fool, do what I told you to do!
Noticed And Recognizable) Powers/Tactics: Smallwood isnt a frontline combatant he prefers
20 Physical Complication: dies if he tries to reveal Scarlattis to let his faithful followers take the risks of battle. If he knows a
existence or secrets (Infrequently, Fully Impairing) violent conflict is coming, hell prepare by creating zombie or skeleton
15 Psychological Complication: Loyal To Vincent Scarlatti And bodyguards, summoning demons to help him, and so forth. He may
Neihor (Common, Strong) also try to use Cause Illness on any enemy he can identify. If taken by
surprise he relies on either his pistol, or his ability to talk his way out
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

10 Psychological Complication: Arrogant (Common, Moderate)


of sticky situations.
20 Social Complication: Subject To Orders (Very Frequently, Smallwoods Create Lesser Undead Spell lets him create one
Major) zombie or skeleton (the Spell has the same Limitations as Create
10 Social Limitation: Harmful Secret (is a member of an Old Undead). However, any zombies so created do not have the ability to
Ones cult) (Infrequently, Major) pass zombieism on through their bite.
Unbeknownst to him, Smallwood is under the effect of a spell cast
Total Complications Points: 50 on him by Scarlatti. If he tries to reveal any of Scarlattis or Neihors
Experience Points: 87 secrets, or even mention Scarlattis name, the spell takes effect, killing
Smallwood instantly. When this happens his eyes bulge out, he grasps
EQUIPMENT at his throat as if he cant breathe, then he makes a gurgling noise and
collapses as if hes just had a massive heart attack. An autopsy wont
STR uncover anything thats wrong with him.
Weapon OCV RMod Damage STUN Shots Min Notes Appearance: Ryan Smallwood is a white male in his mid-thirties
SIG/SAUER +1 +0 1d6+1 +0 15 5 whos 59 tall with short brown hair. When working as a professor
P226 he wears jeans, a button-down shirt, and a sports jacket; he keeps his
cult amulet tucked inside his shirt. When leading the cult he wears
Armor
special brown and gold robes that make it clear to all his underlings
Bulletproof vest (Resistant Protection (3 PD/3 ED), covers Hit
whos boss.
Locations 9-13)
Gear: Spellcasting paraphernalia, cult documents, pipe and tobacco

Background/History: Ryan Smallwood was a professor of world


religions at a small university. Bitter over not being at a better
institution with tenure which a man of his intelligence and insight
obviously deserved to be he spent countless hours on research and
writing, trying to come up with a breakthrough that would make
everyone acknowledge how much he knew.

20
Adventures in Monster Hunting

NPC Character Sheets Skills


SPECIAL AGENT MARCUS HANCOCK 10 +1 with All Combat
5 +1 with Firearms
Val Char Cost Roll Notes
13 STR 3 12- Lift 150 kg; 2d6 HTH damage [1]
3 Bureaucratics 13-
15 DEX 10 12-
3 Combat Driving 12-
16 CON 6 12-
3 Deduction 12-
15 INT 5 12- PER Roll 12-
1 Demolitions 8-
16 EGO 6 12-
1 High Society 8-
20 PRE 10 13- PRE Attack: 4d6
3 Interrogation 13-
3 KS: MCB 12-
7 OCV 20
3 KS: Monsters 12-
8 DCV 25
1 Language: Arabic (basic conversation; English is Native)
3 OMCV 0
1 Language: Farsi (basic conversation)
6 DMCV 9
1 Mechanics 8-
4 SPD 20 Phases: 3, 6, 9, 12
3 Stealth 12-
1 Systems Operation 8-
6 PD 4 Total: 6 PD (0 rPD)
3 Tactics 12-
6 ED 4 Total: 6 ED (0 rED)
2 TF: Ground Vehicles
9 REC 5
4 WF: Small Arms, Uncommon Modern Weapons
40 END 4
Total Powers & Skills Cost: 76

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
15 BODY 5
Total Cost: 220
36 STUN 8 Total Characteristics Cost: 144
200 Matching Complications (50)
Movement: Running: 15m 10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
Cost Powers END 20 Hunted: Vincent Scarlatti (Infrequently, Mo Pow, Kill)
8 Big, Meaty Fists: HA +2d6 1 15 Psychological Complication: Dedicated To Protecting
Hand-To-Hand Attack (-) America And Americans From Monsters (Common, Strong)
3 Fast On His Feet: Running +3m (15m total) 1 20 Social Complication: Subject To Orders (Very Frequently,
Major)
3 Observant: +1 to PER Rolls with all Sense Groups 0
Perks Total Complications Points: 50
Experience Points: 20
3 Fringe Benefit: Federal Police Powers
7 Fringe Benefit: Membership: MCB Special Agent
EQUIPMENT
1 Fringe Benefit: Weapon Permit
STR
Weapon OCV RMod Damage STUN Shots Min Notes
Glock 20 +0 +0 2d6-1 +0 15 6
H&K MP7 +1 +1 2d6 +0 40 10 AF5
FN-F2000 +1 +2 2d6 +1 30 12 2H,
AF5, FS

Armor
MCB Body Armor (9 PD/9 ED)
Gear: Flashlight

21
Adventures in Monster Hunting

SPECIAL AGENT Hancock is an ambitious man who wants to rise further in the
Bureau, perhaps even to Director. He wont break rules or make
MARCUS HANCOCK ethically questionable decisions to get what he wants hes definitely
a straight arrow but hell use all fair methods to achieve his goals.
Background/History: Marcus Hancock grew up in a large family Unlike Special Agent Myers, Hancock isnt opposed to private
he was the seventh of nine children. Times were always tight, but love monster hunting per se. But his experiences with Hunters during his
and wisdom were there to make up any lack. He was more than smart career that Hunters are wild cards who might save the day or wreck a
enough to get into college, but his family just couldnt afford it. So he mission. He doesnt mind the former but he will not permit the latter,
joined the US Army to earn the money. so he handles Hunters in his jurisdiction with a firm hand. As long as
After several eventful tours in the Middle East, which left him they obey the law and his rules, act professionally, and dont get in the
with a few scars and lots of unpleasant memories, he returned home Bureaus way, hell get along with them just fine. But if they step out
and enrolled in college. One night he stayed late studying in a distant of line or disobey him after hes given a direct order, hell hang their
corner of the library and accidentally got locked in and his cell butts out to dry.
phones battery was dead. While he was looking for a way out, or a Quote: This isnt up for debate. The MCBs in charge here, and you
phone to call someone on, a thing came after him. It looked like a will leave the premises immediately.
cross between a man and a bat, with a little bit of goat for seasoning, Powers/Tactics: As a veteran of the military and the MCB, Hancock
and it wanted to eat him. is skilled, observant, and willing to take on any monster. Most of the
But Marcus Hancock wasnt the sort of person to roll over and time he carries a standard issue Glock 20 in the field, but if necessary
die just because something weird and dangerous happen. Grabbing hell put on his body armor, grab his assault rifle, and lead his men
a heavy library chair, he beat the monster to a bloody pulp. In the from the front. Hes got a good head for tactics and a strong knowledge
process a lot of library furniture and two windows were broken, but of monsters.
at least he got out of it with his skin mostly intact. After the police Campaign Use: As the MCB Special Agent in charge of the city where
arrived, he was detained, questioned, and eventually sent home... your campaign takes place, Marcus Hancock can become either a
...only to find a pair of MCB agents waiting for him. He got the friend or an enemy of the PCs. If they treat him with respect, listen
whole spiel about not talking to anyone about what had happened to his instructions, dont push the boundaries too much, and conduct
to him. But he had another idea: You guys got any job openings? themselves in a professional, responsible manner, hell be a strong ally
Almost before he knew it Hancock found himself working as an MCB for them in the MCB. Hell overlook things he might otherwise arrest
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

agent, thoughts of college left far behind. them for, and maybe even pass them an occasional tip. On the other
That was over ten years ago. Since then Hancocks worked his hand, if the PCs act like a bunch of careless, gun-toting yahoos, it
way up the ladder, and recently became a Special Agent in charge of wont be long before he arrests them, locks them up, and throws away
a regional office. And the way he sees it, theres still plenty of room to the key. All of MHIs money and influence wont matter one bit if he
keep climbing. catches them blatantly violating the law.
Personality/Motivation: Marcus Hancock is a driven, dedicated Appearance: Marcus Hancock is a 62 tall black man with close-
man who in many ways epitomizes the best of the Monster Control cropped black hair and a well-maintained black moustache and short
Bureau. He believes strongly in the Bureaus mission and has put his beard (which he frequently strokes while pondering a problem or
life on the line many times to see its directives upheld. situation). He wears nicely-tailored (but not overly expensive) mens
Despite that, he sometimes questions the Bureaus rationale for suits and usually carries his Glock 20 in a shoulder holster.
keeping the public ignorant about the supernatural. He understands
the First Reason, but he also wonders if, as they say, sunlight isnt
the best disinfectant. Ignorance is never a good thing, and maybe if
more people knew about monsters theyd find new and better ways
to destroy them. He doesnt dare to voice these thoughts aloud to his
colleagues, though at least not yet.

22
Adventures in Monster Hunting

BEWITCHED, BOTHERED, AND BEWILDERED


Having now suffered two serious setbacks at the hands of the PCs, These revenants were created by Vincent Scarlatti from the
Vincent Scarlatti strikes back. First he attacks them with revenants, bodies of wererats or cultists the PCs killed in the first two scenarios.
then he lures them into a trap. While theyre busy, he sends demons (For wererat revenants, give them a wererats claws and fangs in
to attack the MCBs local holding facility and free the monsters addition to a revenants usual abilities.) If thats not possible because
imprisoned there, in the hopes theyll join him or at least distract the PCs made sure the MCB gathered up all the bodies, substitute
his enemies. some other sort of undead monster probably zombies or ghouls.
(But remember, if you use zombies, theres a chance of a PC getting
infected with zombieism, which puts an end to his career as a monster
ADVENTURE hunter in short order.)
Ideally these attacks should take place at night, but for Scarlattis
BACKGROUND purposes it doesnt matter. Whats important is that the PCs shouldnt
be together in a group. Two or three of them might be together in a
AND SUMMARY smaller group, but its even better if each of them is off on his own.
Compared to the first two adventures in this story arc, which were Furthermore, if possible they should be someplace where they dont
more investigation-oriented, this is a combat-heavy scenario. It have access to their usual arsenal of weapons and body armor. What
begins when Scarlatti animates some of the wererats the PCs killed in makes this encounter fun and exciting is that the PCs have to fight
The New Kids In Town and sends them to attack the PCs. off their attackers without high-caliber automatic weaponry. Each PC
Assuming they survive that, he keeps them busy by sending probably has a handgun theyre Hunters, after all but thats it.
Margaret Snyder to hire them. Snyder owns a dilapidated office So the revenants should attack them in places where there are lots of
things a Hunter could use as an impromptu weapon, such as:
' restaurants
building where Scarlattis arranged a trap for the PCs. Hes taken
' nightclubs
control of her mind and is using her to lure them into it. The PCs
' coffee shops
soon find themselves surrounded by monsters and fighting for their
' grocery stores
lives.
' hardware stores
Assuming they survive that, almost as soon as theyve killed

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
' sporting goods stores
the last monster there they get an emergency radio call from Special
' malls
Agent Marcus Hancock. Several monsters he thinks demons
attacked the MCBs secret holding and research facility and have freed
over a dozen monsters. He needs the PCs help to capture or kill those Put your fiendish GMs imagination to it and you can probably think
monsters as soon as possible, and is offering double the usual PUFF up lots more. If you can, relate the attack sites to a PCs hobbies or
bounty to secure their help. What self-respecting monster hunter interests. For example, a PC who likes to play paintball may find
could resist that? himself attacked by a revenant when the weapon he has only shoots
paint pellets!
RUNNING THIS ADVENTURE
AS A STAND-ALONE RUNNING MULTIPLE
If you want to run this adventure by itself, you first need to arrange a COMBATS AT ONCE
situation where the PCs kill several humanoid monsters or humans. Because this encounter takes place where the PCs are separated, it
That way the villain who has to be a necromancer, but doesnt presents a GMing challenge that you need to be aware of.
necessarily have to be named Vincent Scarlatti has the raw First, you can run the combats one at a time, dealing with the
materials to create revenants with. (If youve already established attack on each PC before moving on to the next PC. This is easier on
an evil wizard as an adversary for the PCs, hes the one who should you, but it means that all the other players have to sit around doing
be behind this attack.) Once you have that element in place, the nothing while you focus on one player and his PC. Thats usually not
adventure proceeds pretty much the same as outlined below. desirable; you want each player to stay engaged with the scenario
during the entire game session. But it may be unavoidable. If you
have to do this, consider asking the other players to take the part of
PART ONE: the revenant, innocent bystanders, and other NPCs. That gives them
something to do while waiting their turn.
REVENANT ATTACK Second, since all the attacks should take place at the same time
This scenario kicks right off with some action. While each of the (thus preventing any of the PCs from warning or going to help the
PCs is doing something unrelated to work out on a date, doing others), you can try running all of them at once. In essence you treat
something fun on the town, relaxing at home, shopping for groceries, it as one big combat where the PCs arent in the same location and
or what have you hes attacked by a revenant! cant help one another. This requires you to juggle several separate
combats (and potentially draw several maps), so dont do it unless
youre confident in your ability to keep things under control.

23
Adventures in Monster Hunting

PLAYING CINEMATICALLY WHATS REALLY GOING ON


Since each PC probably has, at best, a handgun, theyre going to have Of course, all is not as it seems. Vincent Scarlatti has used the
to use whatever they can find in their environment tools and Domination Spell to take control of Margaret Snyder so she can get
utensils, for example to fight the revenants off. If you apply the the PCs to go to the Grant Building, where Scarlattis got several of his
HERO System rules strictly, this may make it difficult or impossible monstrous minions ready to ambush them.
for them to inflict any serious harm on the monsters. Obviously, thats If the PCs have the capacity to perceive magic and use it on
no fun for anyone. If necessary, use a little dramatic license and dont Snyder, they can see that shes under the effects of some spell, though
follow the rules to the letter every single time. Instead, look at two they wont necessarily know which one. If they have some way to
factors: first, how creative and clever is the PC being; second, what break the spell on her (such as the Spell Shattering Spell), all she can
makes for the best dramatic tension? Even if the rules say a revenant tell them once shes free of Dominations effects is that she was leaving
has too much defense to be hurt when hes stabbed with a screwdriver her house one day when she suddenly had the urge to go inspect the
(which at most is going to do a point or two of BODY damage), if the Grant Building with an eye toward selling it. She hadnt thought about
PC thinks up a way to lure the monster into a situation where he can the building for several years and cant explain why she suddenly
get in a quick attack on it without being hurt, ignore the rules and became so interested in it. She did go look at the building and did
mark off a couple points of BODY to reward the PC for contributing to encounter the midget in a cape (Scarlattis upir).
the fun. Then have the revenant turn and lurch at him again, forcing Even if the PCs have no ability to detect magic, if you like you can
him to keep on his toes so it cant get its hands on him.... have them make PER Rolls when they meet with Snyder. If anyone
Similarly, be prepared to help a PC a little if necessary. When a succeeds by 6 or more, he notices that something seems a little off
characters fighting a monster one on one without any of his friends about her. Her overall tone and body language are oddly neutral,
to help, its possible that one or two bad die rolls could put him in a not those of someone whos seriously concerned about an extremely
situation where he could wind up dead. The possibility of character strange incident.
death has to exist to create dramatic tension, but if a PC actually dies
through no fault of his own it ruins the game session for everyone. If MONSTER AMBUSH
you have to, ignore a few dice rolls and have a revenant miss when it One way or another, the PCs are going to make their way down to
should have hit, or reduce the damage it does. Dragging the fight out the Grant Building. If possible arrange events so that this happens
a bit so a PC has to soldier on while barely clinging to life makes for a at night thats spookier and more fun. Nighttime also provides
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

great adventure. some cover for the PCs, who probably dont want to be seen on the
streets in full body armor carrying automatic weapons. (If they ignore
PART TWO: THE GRANT common sense on this point, feel free to have someone call the cops
on them, or otherwise make their lives miserable.)
BUILDING TRAP You can find the maps of the Grant Building, a ten-story brick
structure, in the GMs Resources section below. All you have to do is
Not long after the revenant attack possibly so soon that the PCs decide how to stock it with monsters. As usual, the idea is to give the
havent yet fully healed any BODY damage they suffered a woman PCs a challenge dont make it too easy or too tough a fight. You
named Margaret Snyder calls the team leader and asks for a meeting. must include at least one upir, and should also use one alley crawler
She says she needs to hire the PCs to deal with a problem shes as well. (The character sheets for these new monsters are also in
having, but refuses to explain further on the phone. the GMs Resources section.) Beyond that, use whatever works best
When she arrives at their office (or whatever other place they against your particular group of PCs. Given his Spells and resources,
choose for the meeting), the PCs see that shes a moderately attractive Scarlatti can set up the trap with just about anything: a few infernal
middle-aged woman dressed in nice clothes and carrying a designer soldiers (or other demons); some zombies; more wererats; or some
handbag. She has a pleasant but businesslike manner. new horror you create yourself.
Snyder explains that she owns a building, the Grant Building,
in a section of town thats been rundown for decades but is on the
verge of undergoing renovation and revitalization. The Grants had PART THREE:
no (or at best few) tenants for the past twenty or thirty years, but
shes hoping to sell it now that the neighborhood is on the verge of MONSTER MASH
improving. She went down there to inspect the building and see what No sooner have the PCs finished dealing with the Grant Building
sort of repairs and renovations she might have to make before putting monsters they may not even have had time to reload yet than
it on the market. During her inspection she was attacked by a midget they get an emergency radio call from Special Agent Hancock of the
wearing a cape thats the best description she can give. In a panic MCB. Hes involved in some sort of gunfight; hes out of breath and the
she used her can of pepper spray on the midget and fled. When she PCs can hear the sounds of gunfire over the radio. What he tells them
reported this to the police, a detective named Paul OConnor quietly as quickly as he can is this: several monsters have broken out of the
referred her to the PCs. She doesnt really understand whats going local MCB holding/research facility and he needs help re-capturing
on, or why the police think the PCs can help her better than they can, or killing them. If the PCs can come right away and keep everything
but shes willing to consider any affordable option to help her get the as quiet as possible, hell authorize double the usual PUFF bounty for
building ready for sale. any monster they deal with.

24
Adventures in Monster Hunting

Unlike the fights earlier in this scenario (and in previous Grant Building Map
scenarios), which were tied to specific locations, this is your chance
to GM a running combat one where the targets are as interested Designed by famed architect Robert Hudson and built in 1930, the
in getting away as they are in killing the PCs. You decide on fun Grant Building was once one of the nicest office buildings in the city.
locations from combat (perhaps re-using the warehouse map from Unfortunately, those days are long past. Now more or less abandoned
The New Kids In Town or the park map from Devil And The Deep Blue for three decades, its a far cry from what it once was. Few of the
Sea) and what monsters they fight. windows have glass in them anymore, most of the valuable fixtures
This is also an opportunity for you to try pitting the PCs against have been removed, and mold and rot have set in here and there.
a single big, powerful monster rather than a group of lesser monsters. The only residents these days are rats, roaches, and the occasional
So far in this story arc the PCs havent run into any really tough homeless person looking for a place to sleep out of the wind.
monsters, so its time to see how they handle that challenge. The MCB Its up to you to decide what monsters to put here, and where to
holding facility could have held anything you want a vampire, a put them. In theory they should let the PCs get several floors up and
werewolf, a shoggoth, a monster of your own creation and you can them ambush them, but monsters arent always as reliable or clever as
set the fight up however you wish. Scarlatti might like.
Unless noted otherwise, if the PCs enter the building during the
day enough light filters in through broken (and sometimes boarded
INVOLVING THE MCB up) windows to keep any room with a window sufficiently well-lit that
Before you run this combat, you should also decide to what extent they suffer no PER Roll penalties. On the other hand, any internal
the PCs interact with the MCB during the fight. For example, it might room (including the stairwells) imposes a -2 to -4 Sight Group PER
be fun (and good for long-term campaign development) to have a Roll penalty due to darkness unless the PCs have flashlights or other
PC save the life of Special Agent Hancock or some other important ways to at least partly pierce the gloom.
MCB agent, and fighting alongside the MCB will give Bureau agents See the Object Table in the MHI RPG rulebook for the defenses and
and Hunters new respect for one another (hopefully). Similarly, if it BODY of doors, walls, and other objects not specifically listed below.
turns out the PCs have bitten off more than they can chew, a squad
of MCB agents can show up at the last second to pull their bacon out GENERAL DESCRIPTION
of the fire. The Grant has a heavy, massive feel to it that more modern buildings
After the fightings done and all the monsters are dead or back
lack. The plain exterior is faced in a smooth, dark stone that assumes

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
in their cages, Special Agent Hancock will seek out the PCs and givea black, oily look when it rains, making the structure seem to be more
them the full explanation of what happened. The MCB has a number like a menacing living thing than merely a building. Stonework of a
of facilities around the country where it keeps captured monsters for
lighter, though still dark, gray stone worked in five-sided geometric
study and experimentation. Thats how its developed its zombie and patterns surrounds the narrow windows. The 18-inch wide ledges
lycanthropy testing kits, special weapons for use against monsters, running under the windows on the structures two street sides are
and other gear that makes its job (and often the PCs) easier. made from the same gray stone and have the same design worked
Earlier that day, the facility was suddenly attacked by several into them on the top and bottom. The roof has a heavy cornice with
demons. (These were summoned by Vincent Scarlatti, who spied small crenellations running along the street sides, and the street-side
out the facilitys location with Clairvoyance, but of course Hancockcorner has a circular, open-topped turret large enough to hold two
doesnt know that.) The demons broke in, killed any agent that triedpeople standing in close quarters; it projects four feet out past the
to stop them, trashed the place, and deliberately freed all captive edge of the building.
monsters from their cages. He has no idea who did this or why, but he
The buildings main entrance faces the street to the south. It used
doesnt like it one bit. Hes going to beef up security at his end, and he
to be locked and boarded up, but homeless people tore off the boards
tells the PCs that if they find out who did it and bring him to justice,
and smashed through the glass long ago. The doors are actually
hell personally see to it that they receive a significant PUFF bounty.
open now; Margaret Snyder opened them when she came to inspect
Little do the PCs or Hancock know that the fighting in the streets
the place and fled without locking them. The first floor along both
has just begun. streets has long glass windows that open into a diner; these windows
are mostly intact, but are cracked or have holes in many places. A
GMS RESOURCES secondary entrance allows access to the buildings back stairs and the
diners service entrance just before one reaches the alley that runs
Here are the resources you need to run this scenario. You can use behind the building. The door to this entrance is still locked and
most of them in other scenarios you design yourself during your boarded; opening it requires a Lockpicking roll (or using enough
GMing career. For example, you can recycle the Grant Building map force to break it open).
as many different structures during a campaign. A 3m-wide alley runs behind the Grant, separating it from its
western neighbor (a six-story office building housing only one tenant,
a temp agency). The building to the north is an eight-story apartment
building, mostly occupied. The buildings roof is in surprisingly good
shape, given its age (its not depicted on the map, but does have locked
doors giving access to both the main stairwell and service stairwell).

25
Property of Monster Hunter International, Inc. Do not distribute without MHI permission. Adventures in Monster Hunting

26
Adventures in Monster Hunting

The Grants fire escape runs down the back wall into the alley; 7. Filing Cabinet: The last tenant left behind a sturdy metal filing
one of its ladders is extended and rusted into place. The buildings cabinet in this room. There are no files in it. The PCs might find some
elevators, located along the north wall, havent worked in years; the use for it (like tipping it over and using it for cover here or somewhere
cars stuck on the first floor. else). Any two of them can lift and carry it, but are at DCV while
doing so.
FIRST FLOOR 8. Darkened Room: The windows in this room have been so well
boarded up that its almost fully dark in here (-4 to Sight Group PER
1. Old Diner: The only tenant on the first floor was a diner whose Rolls). Even if no monsters lurk here, the PCs will certainly be on the
remaining decor shows that it was last renovated in the early Seventies. lookout for a surprise attack.
The booths, ovens, stools, and other large fixtures are all still in place
(though nonfunctional and very dirty). If you want to stage a monster
encounter her, there are a few old knives and other things still lying FOURTH, FIFTH,
around that the PCs can make use of if they need to. AND SIXTH FLOORS
In the booth marked X is a clothed skeleton. Its the remains of 9. Large Open Room: This is a good place for an upir to strike, since
a homeless man who died there some years ago. It wont animate and it will have lots of room to fly around, and can make a quick escape
attack the PCs (unless you want it to...), but it will certainly make out the windows if necessary.
them suspicious. The small closet marked with an X has an unstable ceiling. If
2. Main Lobby: Once elegantly appointed with green marble floors a PC opens the door, the ceiling collapses. The PC has to succeed
and gold fixtures, the lobby is now filthy. Its filled with junk thats with a PRE Roll to keep his wits about him or hell reflexively shoot
been brought in or blown in from the street, as well as fragments of the monster (thus potentially alerting other monsters to the PCs
glass from where someone broke in long ago. As noted above, the location).
elevators to the north dont work, and the cars are on this floor. In best 10. Large Open Room: Another good place for an upir ambush, or
cinematic tradition theres a hatch in the roof of each car that gives to place a large number of lesser monsters. Clever monsters might put
access to the elevator shaft. The cables are rusty, but can still hold the some forces here to make the PCs think this is where the major attack
weight of several people. is, while secretly bringing upirs, alley crawlers, and other monsters to
attack the PCs from behind. Once the PCs realize there are monsters
SECOND FLOOR above and below them, their perception of the tactical situation may

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3. Office: This office contains the tipped over, often broken remains change.
of several desks and other items of furniture. If you stage a fight here, 11. Open Atrium: Floors Five and Six have a central atrium
the Hunters (or monsters) can get behind a piece of furniture and be making Room 10 even better for an upir attack. Other monsters that
Behind Cover (-2 OCV on attackers Ranged attacks). can leap, fly, or cling to walls could also take tactical advantage of this
4. Sweatshop: The last company to use this building was a sweatshop feature.
where immigrants sewed clothes for paltry wages. Numerous The X marks a room with an unusually sturdy door (PD 3, ED 3,
electrical cables that once connected to sewing machines still hang BODY 4). Somehow its weathered the decay of the building without
down from the ceiling. If you want to stage a fight here, some or all of losing any of its own strength. Thus, this room would be a good place
the cables could still be live. They have Heavy Household Current for the PCs to barricade themselves if they want to try to get out a
as defined on the Electricity Table in the MHI RPG rulebook. A window and climb up or down.
character or monster who moves through the room has to succeed
with a DEX Roll (at -2 if he uses his full rate of movement) to avoid SEVENTH, EIGHTH,
touching a cable along the way. Clever PCs may find ways to lure a
monster into touching the cables.
NINTH, AND TENTH FLOORS
12. Alley Crawler Ambush: If you havent used an alley crawler in
the encounter yet (or if you want to throw in more of them), this is a
THIRD FLOOR good place for such creatures to stage an ambush. As an interior room
5. Psychics Office: From the faded, tattered posters on the wall, its completely dark, and there are three doors it can escape through.
this office was once the place of business of some sort of psychic or 13. Junk Room: This room contains a lot of old equipment, parts,
fortuneteller. This has no effect on the scenario, but may spook the and supplies from a radio station that once occupied the top three
PCs. floors of the building. Technology-minded characters might find
6. Weak Floor: The floor in this room is rotten. A PC who takes enough spare parts to build a weird (but highly effective) one-shot
more than one step from the door has a 1-2 on 1d6 of causing the weapon of some sort (this requires the Inventor and Weaponsmith
floor to collapse and falling to the room below, causing him to take Skills, of course). Characters with an eye to scrounging might find a
3d6 Normal Damage in the process. Every Segment one or more PCs few bits and pieces that would be worth decent money.
remain in the room, roll this chance again (once per PC). 14. Weak Floor: Another room with a weak floor, just like Room 6.

27
Adventures in Monster Hunting

Monster Character Sheets Skills


ALLEY CRAWLER 3 Climbing 12-
11 Stealth 16-
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] Total Powers & Skills Cost: 92
Total Cost: 219
15 DEX 10 12-
175 Matching Complications (50)
16 CON 6 12-
20 Physical Complication: Animal Intelligence (Frequently,
10 INT 0 11- PER Roll 11-
Greatly Impairing)
8 EGO -2 11-
20 Physical Complication: Very Limited Manipulation
20 PRE 10 13- PRE Attack: 4d6 (Frequently, Greatly Impairing)

Total Complications Points: 40


7 OCV 20 Experience Points: 54
6 DCV 15
Ecology: An alley crawler is an insectile monster that drinks the
3 OMCV 0 blood and other bodily fluids of humans and other large creatures. It
3 DMCV 0 gets its name because it often lurks in alleyways to feed off of homeless
4 SPD 20 Phases: 3, 6, 9, 12 people, unsuspecting sanitation workers, people stepping out back to
have a smoke, and so forth. It jabs its hard, bony front proboscis into
the victim, at the same time emitting an acidic spittle that liquefies
6 PD 4 Total: 12 PD (6 rPD) the flesh around the probosciss tip. It then sucks as much blood and
6 ED 4 Total: 12 ED (6 rED) other fluids as it can out of the victim before it has to flee. It prefers
to take victims who are weak or in some way unable to fight back, so
10 REC 6
it can drink them dry.
40 END 4 Personality/Motivation: Normal animal motivations.
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20 BODY 10 Powers/Tactics: Alley crawlers are extremely stealthy creatures,


50 STUN 15 Total Characteristics Cost: 127 and rely on that stealth so they can get close enough to their victims
to pounce. They cling to ceilings and high walls whenever possible,
Movement: Running: 20m knowing that even trained combat personnel often fail to look above
Leaping: 8m themselves. If confronted with deadly force they often flee but as
often as not when they flee, they simply double back and try to take
Cost Powers END the victim from surprise.
17 Proboscis: HKA 1d6 0 Appearance: An alley crawler grows to two to three feet in length. Its
Armor Piercing (+), Reduced Endurance (0 END; head narrows down to a long, sharp proboscis that it uses to stab its
+); No STR Bonus (-) prey. It has eight legs. Its carapace is usually a dull black or brown in
15 Suck Blood: RKA 1d6 0 color, and may be mottled.
Constant (+), Reduced Endurance (0 END; +);
No Range (-), Proboscis Must First Do BODY
Damage (-)
18 Thick Exoskeleton: Resistant Protection (6 PD/6 ED) 0
8 Long Legs: Running +8m (20m total) 4
2 Leaper: Leaping +4m (8m total) 2
6 Crawlers Senses: +2 PER with all Sense Groups 0
8 Crawlers Legs: Clinging (normal STR) 0
Cannot Resist Knockback (-)
4 Eight Legs: Extra Limbs 0
Limited Manipulation (-)

28
Adventures in Monster Hunting

UPIR Total Powers & Skills Cost: 72


Total Cost: 178
Val Char Cost Roll Notes
175 Matching Complications (50)
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]
15 Physical Complication: Poor Eyesight, suffers -2 to all
17 DEX 14 12- Sight PER Rolls whenever theres light in the environment
16 CON 6 12- (Frequently, Slightly Impairing)
10 INT 0 11- PER Roll 11- 20 Psychological Complication: Aversion To Sunlight
10 EGO 0 11- (Common, Total)
15 PRE 5 12- PRE Attack: 3d6 20 Susceptibility: to direct sunlight, takes 1d6 per Turn (Very
Common)
15 Susceptibility: to holy objects and places, takes 1d6 per
6 OCV 15 Turn is in contact with them (Common)
8 DCV 25
Total Complications Points: 50
3 OMCV 0
Experience Points: 3
3 DMCV 0
Ecology: An upir is a monster related to the vampire; in some
4 SPD 20 Phases: 3, 6, 9, 12 ways it might be thought of as a much weaker, much more bestial
vampire. Like its elder cousin it feeds on blood, preferably the blood
6 PD 4 Total: 6 PD (2 rPD) of humans. No sane human knows anything about its mating/social
habits, or wants to.
6 ED 4 Total: 6 ED (2 rED)
Personality/Motivation: Upiri are sentient, and thus have a wide
8 REC 4 range of emotions, but its a rather limited form of sentience. Theyre
40 END 4 cunning and clever, particularly when hunting, but they cant read or
10 BODY 0 write and have no real culture to speak of. Theyre motivated almost
entirely by their desire for food, and other such base drives.
30 STUN 5 Total Characteristics Cost: 106

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Powers/Tactics: Upiri rely on their ability to fly, and their stealthiness,
Movement: Running: 7m when hunting or fighting. They prefer battlefields where they have
full scope to use their wings; they wont enter narrow or closed areas
Flight: 15m
unless extremely hungry or ordered to do so. If trapped in such an
Cost Powers END area, or if hurt, they try to flee.
10 Claws: HKA d6 (1d6+1 with STR) 1 Upiri have an aversion to sunlight (which hurts them, though
not nearly as badly as it does vampires, and blinds them). They prefer
10 Fangs: HKA d6 1 dark environments, which they can easily navigate with their sonar.
Penetrating (+); No STR Bonus (-) They also avoid holy items and places, which cause them harm if
15 Drink Blood: RKA 1d6 0 theyre exposed to them for a long time.
Constant (+), Reduced Endurance (0 END; +); No Appearance: An upir looks like a dark grey, gnarled man about 3
Range (-), Fangs Must Do BODY First (-) to 4 feet tall with features like a bats: large, pointed ears; a pug nose;
2 Tough Skin: Resistant (+) for 2 PD/2 ED 0 large fangs for drinking blood. Under their arms and down the sides
of their bodies and legs they have fleshy membranes that function as
-5 Short, Stubby Legs: Running -5m (7m total)
wings.
15 Fleshy Wings: Flight 15m 1
15 Batlike Senses: Active Sonar 0
5 Batlike Senses: Nightvision 0
Skills
5 Stealth 13-

29
Adventures in Monster Hunting

THE DEVIL AND THE DEEP BLUE SEA


Things begin to take a turn for the worse. Scarlattis plots and schemes INVESTIGATING SCARLATTI
have attracted the attention of someone even more dangerous than
the PCs: Lucinda Hood! She doesnt want any competition for taking By this point in the Adventures In Monster Hunting story arc, the PCs
over the remnants of the Condition, so she intends to strike back and have been fighting against Vincent Scarlatti for a while and for the
eliminate him and the PCs are caught in the middle! most part theyve been reacting to what he does. They may want to
get proactive and try to go after him directly. In other words, theyre
going to investigate him, try to track him down, and then launch an
ADVENTURE attack.
If your players want to try this, dont discourage them. It always
BACKGROUND adds to the fun of a roleplaying game campaign when the players take
some of the initiative rather than just responding to what the GM
AND SUMMARY tells them. But that doesnt mean you have to make it easy on them or
hand them answers on a silver platter. Scarlatti is a highly intelligent,
The adventure begins when the PCs are out on the town for the incredibly devious person, and hes covered his tracks well. Just
evening. Suddenly a demon comes crashing into the restaurant! But discovering his real name, never mind where he can be found, should
its not after them, its after one of the restaurant staff, whos one of require a lot of effort on the PCs part.
Scarlattis cultists it was sent by Lucinda Hood, whos decided to However, assuming they do get proactive and come up with a
put a stop to this upstart rival once and for all. Depending on how way you think would work to find him (or at least learn more about
the PCs handle the situation, they may gain some useful information him), let them! Part of being a good GM is thinking on your feet when
from the hapless cultist. things like that come up. If the PCs do well enough, you might even
The PCs soon find themselves in the middle of an all-out occult cut this scenario short and send them straight to Club Moloch in time
war. Lucinda Hood, enraged that an upstart is challenging her for for the big battle between him and Lucinda Hood.
control of the remnants of the Condition, has decided to fight fire If necessary you can alter earlier portions of this scenario to fit
with fire. Shes come to the city with a small army of monsters and better with how the PCs conduct their investigation. For example, if
minions at her back and intends to remove Scarlatti from the picture they go to the courthouse to look up land records, the demon attack
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for good. Her ace in the hole: shes hired an oni mercenary named could occur there instead of at a restaurant.
Susano and ordered him to steal Scarlattis soul.
After hearing panicked reports about strange events happening
at Memorial Park, the PCs head over there to discover theres a full- RUNNING THIS ADVENTURE
scale monster brawl going on. No sooner do they put a stop to that AS A STAND-ALONE
(rescuing many innocent bystanders in the process) than they receive
To run this adventure by itself, you need to set up the pre-condition
a radio call from Special Agent Hancock. Something seems to be
of two powerful sorcerers battling for supremacy. You could simply
going on at Club Moloch, a swanky entertainment venue, and most
create both spellcasters for this scenario, but the adventure has
of his men are already spread out around the city dealing with other
more impact if at least one of the villains is someone the PCs have
Hood versus Scarlatti battles. He needs the PCs to come help control
encountered (and no doubt grown to hate) previously. Once you have
the situation. The PCs arrive, enter the building, and fight more
one (or two) of the main NPCs in place, the rest of the scenario runs
monsters just like they did in the park. But shortly before they reach
fine just as it is.
the top floor many of the monsters disappear or try to escape and
at last they find Vincent Scarlatti himself, dead behind his desk of an
apparent heart attack.
PART ONE:
ALLIANCES KITCHEN NIGHTMARES
Because this scenario involves two major NPCs fighting one another, The scenario opens with a bang one evening when the PCs are all
its possible the PCs may try to make an alliance with one side or the out to dinner. (If theyre not the type to socialize together, feel free
other or that one of the villains, hard-pressed by his adversary, will to arrange some other event to bring them together, like a reception
make overtures to them. This can seriously complicate the scenario, thrown by a client.) Suddenly a demon (a winged terror) comes
but can also be a lot of fun and lead to some intense roleplaying, so crashing through the front window! It immediately heads for the
feel free to give it a try if you think it will improve your campaign. But kitchen. Whether it gets there or not before the PCs open fire depends
remember: no matter what either of them may promise the PCs in on how quickly they react and how you want the scenario to play out.
exchange for their help, both Hood and Scarlatti are evil to the core The target of the demon (which is one of Lucinda Hoods minions) is
and will turn on their erstwhile allies as soon as it seems safe and Edmund Colrane, one of the chefs in the restaurants kitchen. Hes a
prudent to do so. high-ranking member of Scarlattis cult (one of the few to survive the
events of Gimme That Old One Religion), and even knows a few Spells,
and that means Hood wants him dead.

30
Adventures in Monster Hunting

The demon will attempt to fulfill its mission to kill Colrane and then
flee. It will only turn aside from trying to slaughter the hapless cultist PART TWO:
if the PCs attacks on it become so distracting or dangerous to it that
it has to deal with them first. BRAWL IN THE PARK
Some time later perhaps after the PCs have had the chance to
OBSTACLES AND CHALLENGES follow up on some of the leads they got from Colrane, perhaps mere
minutes after the scene in the restaurant breaking news hits the
As you run this fight, keep several things in mind: television and radio broadcasts: theres a riot going on in Memorial
' the PCs probably only have, at best, handguns. Therefore you Park featuring people in monster costumes! Several people are
should provide plenty of items they can use as impromptu apparently already dead or badly injured.
weapons: shish kebab skewers; kitchen knives and utensils; That should be more than enough to send the PCs on their
maybe even the flatware on their table if its a fancy enough place way to the park. (The GMs Resources section below has a map and
to have actual silver cutlery. description of it.) Unfortunately by the time they get there the police
' the other diners at the restaurant panic and flee screaming as have cordoned the place off and arent letting anyone in while they
soon as the demon enters. That may make it difficult for the PCs wait for SWAT teams to arrive. The MCB hasnt yet arrived (but is on
to move through the restaurant for the first few Segments of the its way).
fight. So the first challenge for the PCs is to find some way into
' a bystander who thinks he can help and tries to stand up to the Memorial Park. Its big enough that the police cordon isnt airtight,
demon makes a great distraction. so they have a good chance if they act fast. Once they pick a likely
' Colrane will do whatever he can to save himself, though knows entry point, have them make Stealth rolls (or any other applicable
few (if any) Spells that are particularly appropriate to this Skill roll) to get into the park without any trouble. If they fail, either
situation, and he has no Foci or other spellcasting materials with they get stopped and have to try again somewhere else, or the cops
him. Thus, he cannot cast Banishment, though if the PCs have a follow them in, making an already dangerous situation worse.
hard time with the fight you might let him jury-rig the necessary
wand out of a kitchen utensil (which would mean they owe him MONSTER VERSUS MONSTER
one, in his eyes).
Based on astrological conjunctions each side regards as favorable to

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itself, Scarlattis and Hoods forces have chosen this particular time to
SAVING COLRANE start major battles with each other all across the city. So this scenario
If the PCs save Colranes life, hell of course be grateful, but will claim is a sort of three-way battle: Scarlattis monsters versus Hoods
to have no idea why a demon would want to attack him. (Clever monsters, and the PCs against both sides. The police (and/or the
PCs may note that hes not as freaked out about the idea of demons MCB) may become a fourth combatant based on how things progress
existing as most people would be.) When he says this, you can roll his and how you want the scenario to play out.
Acting 8- against the PCs PER Rolls in a Skill Versus Skill Contest; if In this situation the PCs might be tempted to hang back and let
they win, they know hes lying and can use Interrogation, a Presence two monsters fight it out, then kill the survivor. There are two reasons
Attack, or other tactics to get him to admit the truth. not to do this:
Colrane knows the following facts: 1. The police havent fully evacuated Memorial Park yet. Its a big
' he serves the Master, the high priest of the Church of Ancient place, and the few officers that entered it initially didnt find
Wisdom. He does not know this persons real name, but can everyone. In some places people who unfortunately met up with
provide a quick, rough sketch of what he looks like. monsters have been killed, or have gone into hiding to try to stay
' the Master is currently fighting a war of power against some safe. You should stage the PCs encounters so that innocents are
other powerful wizard who recently arrived in town. He doesnt in harms way, thus forcing them to act.
know the other wizards name, but does know shes female from 2. A monster killed by another monster earns MHI no PUFF
the way the Masters referred to her. bounty.
' the locations of several secret cult meeting places around the city
(but not Scarlattis home or Club Moloch). Scarlattis Minions
' the Masters servants include lycanthropes (primarily wererats),
Its up to you to choose what monsters you want to use in this scene,
demons, gargoyles, and various types of undead (those are the
but as a recommendation Scarlattis force probably include some or
ones hes seen)
' he can draw rough pictures of about half a dozen surviving cult
all of the following:
members, but he doesnt know their names or any other personal ' Demons (infernal soldiers and warriors)
information about them (no more than they know his). ' Gargoyles
' Skeletons, zombies, and ghouls
' Wererats, and maybe one werewolf

31
Adventures in Monster Hunting

Hoods Minions The attack by Hoods monsters is really a feint. It keeps Scarlatti
and the authorities occupied while Susano approaches the building
Lucinda Hoods force, on the other hand, probably includes some or
invisibly, enters via the roof entrance, and attacks and kills Scarlatti.
all of the following:
' Demons (infernal soldiers and warriors)
This happens as described below.
' Skeletons, zombies, and ghouls (including construct-style
Hood herself is watching events from a nearby building, and
unless something goes horribly wrong the PCs should never see her.
zombies)
' Werewolves
She has two burrowers as bodyguards and is carrying several portal
ropes for a quick escape if necessary.

BATTLEFIELDS Scarlattis Minions


Where you want to stage the battles is up to you youve got a This is one of Scarlattis headquarters, so hes got plenty of muscle
whole park to work with. It may also depend on whether the PCs stay on demand. His forces include:
' Demons (infernal soldiers, battle fiends, winged terrors)
together in a group or split into two or more teams. Some suggestions:
' a running battle in the English Gardens hedge maze, where
finding the foe is as difficult as killing him. ' Gargoyles (plenty of them; PCs approaching the building may
' a werewolf versus werewolf battle in a playground area where notice that some of the spots that should have stone gargoyles
several little kids are trapped atop a jungle gym are now empty; other gargoyles are in the form of demon-shaped
' a zombie versus zombie battle in the Aviary, contrasting the interior wall decorations or non-load-bearing columns)
' Wererats (and maybe one werewolf)
' Zombies (animated from the bodies of dead cops and employees)
horrors of the undead with the beauty of the birds
' lycanthropes stalking each other and the PCs in one of the large
forested areas
' two baseball teams trapped on the diamond as gargoyles fight Hoods Minions
demons In addition to the oni Susano, Hoods forces include:
' Demons (infernal soldiers, infernal warriors, maybe one battle
ENDING THE BATTLE fiend or winged terror)
You can keep this up as long as you and the players are having fun. ' Werewolves
Once you or they are ready to move on, though, you can shift the ' Zombies
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

action to the next scene with an emergency radio call from Special ' Possibly one shoggoth or vampire
Agent Hancock.
BATTLEFIELDS
PART THREE: The map in the GMs Resources section shows plenty of places to stage
battles, from the extravagant first floor to the rooftop garden. As in
SHOWDOWN the park, there are plenty of bodies on the lower two floors (four cops,
various employees and patrons) as well as survivors hiding wherever
AT CLUB MOLOCH they can and trying desperately to stay alive. They dont have to worry
about more action from the cops unless they call for backup, though;
What Hancock has to say is this: hes at Club Moloch downtown, Special Agent Hancock will take command of the situation outside.
where a major monster battle seems to be going on inside. The police Some suggestions:

cops dead. He only has two agents with him because his forces are ' the first floor entrance/main lobby (and the second floor balcony
have surrounded the place, but their first attempt to enter left four

spread out around the city, so he desperately needs the PCs help. above it) is a great place for a big, introductory battle; it also
Once again hes willing to promise extra PUFF bounties in exchange has enough room (barely) for a gargoyle or winged terror to fly
between floors.
'
for their aid (and of course hell end up owing them a favor).
See the GMs Resources section, below, for a map and description the two larger reception rooms on the third floor have enough
of the Club. room for several combatants as well as plenty of furniture to use
as cover.
' the staff bathrooms and showers on the fourth floor make
PARTY DOWN a humorous battlefield, with hot water and slippery floors
The situation at Club Moloch is this: Hood has uncovered Scarlattis becoming potential dangers.
main lair and is staging a major attack on it in an effort to kill him. Wherever you want to stage fights, you shouldnt let the PCs charge
Her ace in the hole is a powerful oni named Susano whom she hired straight up to the top floor (unless they enter via the roof). Put at least
to help with this matter. Susano has orders to kill Scarlatti by stealing one or two combats in their path so they have to stop and fight. That
his soul, thus preventing anyone from ever bringing him back to life. makes the conclusion of the attack more dramatic.
Hood does not take kindly to rivals.

32
Adventures in Monster Hunting

THE BATTLE SUDDENLY ENDS ' a small velvet bag containing approximately $50,000 worth of cut
but unmounted diamonds (he needs these for the special form of
Suddenly the PCs hear a bone-chilling scream from the fifth floor a Dimensional Call hell use to summon a Neihorian juggernaut)
scream of agony and fear, one of the worst sounds theyve ever heard. ' a bronze wand in the shape of a straight rod with a serpent coiled
As if it were some kind of signal, the monsters fighting one another around it (not crucial to him; it has more sentimental value than
break off their battles as quickly as possible and try to flee. (Keep in arcane function at this stage in his spellcasting career)
mind that the building has no windows, so avenues for escape are ' several authentic ancient Egyptian papyri covered with
limited unless some of them are strong enough to smash through hieroglyphics and mythological illustrations
the exterior walls.) Susano has just killed Scarlatti, which frees his ' several rare, valuable books (not associated with the occult)
monsters from his control and causes Lucinda Hood to send the all ' some exquisitely-made stone statuettes of demons (can serve as
clear, get away however you can command to her own forces. Foci for certain forms of the Demon Summoning Spell)
With the way cleared, the PCs can make it up to the fifth floor a box of Cuban cigars
and find Scarlattis office without any difficulty. Hes there but hes
dead. Hes sitting behind his desk, a look of absolute terror on his face.
His right hand clutches his left chest while his left arm dangles to the
side of the chair. It looks like he died of a heart attack while trying
GMS RESOURCES
to handle whatever magical energies he was using. (An autopsy will, Here are the resources you need to run this scenario. You can use
however, establish that he didnt die from a heart attack, and in fact most of them in other scenarios you design yourself during your
the medical examiner cannot definitely state a cause of death.) GMing career.
It may come as something of a disappointment to the players
that the only time they get to see Scarlatti is when hes dead, and they
didnt even kill him. Thats a legitimate complaint if this were the end
Memorial Park Map
of the story arc, but as you know its not. If you have to, roll with the Roughly 1,200 meters wide and 1,600 meters long, Memorial Park
complaints and promise to do better next time, then wait for the is a multi-use facility. It includes a Statuary with memorials to great
apologies after you run the next two exciting adventures. citizens killed in various wars; an athletic park with three baseball/
softball fields, two soccer fields, and four full length basketball courts;
an English floral garden; a pond with mini-sailboats; picnic areas;
Scarlattis Papers, Plans, And

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
and extensive trails for walking, running, and biking. Old growth
Paraphernalia trees cover much of the grounds. A staff of thirty city employees tend
On the desk in front of Scarlatti is his grimoire (a small, thick book to the park and city police make regular patrols, most often while
with over half of its pages covered in his spidery scrawl), various riding bicycles.
talismans and Foci he uses when casting Spells, and other papers. If The park has three primary entrances: the Memorial Gate,
the PCs dont secretly take this stuff, the MCB will scoop it all up and Champions Gate, and Blue Gate. Each gate has a parking area with
send it to a secure storage facilities for enchanted items. space for 50 to 300 cars, and public transportation has a drop off
Even a cursory examination of the papers on the desk tells the at Memorial Gate and another near Champions Gate. Surveillance
PCs one thing: Scarlatti was planning something Big. Its hard to tell cameras cover all parking lots at the park.
exactly, but their best guess is that he was planning a great ritual to The park has more than eight miles of walking and biking tracks.
summon an Old One, or some extremely powerful servant of an Old Five miles of these are manicured earth and dirt paths; two miles are
One, to Earth at a date thats coming up soon. (Tell them a specific a cross-country track, complete with knocked-over trees and other
date based on how and when you intend to run Soul Man and Journey obstacles; the last mile is paved. The park also has a 1.5 mile earthen
Of The Sorcerer.) walking circle. Only the Mathis Sports Complex, Aviary, and Park
Of course, to cast such a Spell, Scarlatti needs a place of power. House have limited automobile access..
Unfortunately the only mention of this place in his notes refers to For purposes of combat, the park has three types of trees. Type 1
the House of the Star, a name that means nothing to the PCs (or to are large hardwoods with PD 5, ED 4, BODY 11. Only 10% of the trees
anyone they ask for help). Now that they know his name the PCs can in the park are Type 1. The majority (60%) of the trees are Type 2 with
investigate Scarlatti further, and even turn up a list of properties that PD 5, ED 4, BODY 8. These trees are medium-sized hardwoods about
he owned in his own name (or a corporate name), but none of them three to four feet in diameter. The smallest trees are Type 3 with PD 4,
seem to fit the description of House of the Star. See Journey Of The ED 3, BODY 5 30% of the trees are small trees.
Sorcerer for more information on, and a map of, the House. The park has several picnic tables. Most are concrete tables
Other things of note that the PCs and/or the MCB find in attached to a slab underneath, with wooden benches. The tables are
Scarlattis office (much of it in his locked safe): PD 4, ED 3, BODY 4. Once a table takes 1 BODY, it comes loose from
the ground. The benches have PD 2, ED 2, BODY 2.
A five-foot-high iron fence surrounds the park. The fence has PD
8, ED 8, BODY 10.

33
Adventures in Monster Hunting

Blue Gate

Boathouse Champions
Softball Gate
Diamond 1
Parkhouse

Howard Mathis
Sports Complex
Baseball
Diamond

Soccer
Erin Colleen
Pond
Field 1
Picnic Club-
house

Area Soccer

Field 2 Softball
Diamond 2

Martin Brian
Aviary
Basketball 2

Basketball 1

Grounds Tennis Courts


Keeper
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Homer Long
English Garden

Picnic

Area
Memorial
Walkin Statuary
g Trac
k (Wa
lking
/Run
ning
onl
y)

Memorial Park
Path Building
Road Memorial
Wall Parking Gate
Heavy Stalls
Woods
0 10 20 30 40 50 0 100 200 300

Scale in Game Inches Scale in Feet

34
Adventures in Monster Hunting

MEMORIAL GATE AND PARKING LOT The Champions Gate


The parks main entrance leads visitors into the Statuary area. The gate The Champions Gate, so-called because the city baseball
is about eight meters wide, five meters tall and has an arch that reads championships are played here, leads directly into the Mathis Sports
We Honor Those Who Stood For Us. Memorial Park, Dedicated April Complex. Small statues of baseball players stand at the gates to the
1, 1952. The entrance to the statuary has two large metal gates that ball fields. The gate is big enough to drive a large truck through. On
can be locked if necessary. This entrance into the park has sculpted either side of the gate is a ticket window.
shrubs on both sides of the wide walkway. The walkway leads across Five surveillance cameras cover this parking lot. They catch any
a finely manicured lawn and up a small hill to the Statuary. Trees activity in the area on a 14-. Characters can avoid them with a Stealth
border the walkway and streaks of sunlight shine through the foliage roll (Security Systems is a Complementary Skill) in a Skill Versus Skill
on sunny days. Contest.
The parking lot parks a hundred cars and has access to public
transportation. Five surveillance cameras cover this parking lot. They The Diamonds
catch activity on a 14-. A character can avoid them with successful
The large baseball field has bleachers for 500 spectators. This field is
use of Stealth (Security Systems is a Complementary Skill) in a Skill
used for most city baseball games as well as Babe Ruth and Legion
Versus Skill Contest against the cameras 14- PER Roll.
baseball games. It is 100m (325 feet) down the right field line, 96m
(312 feet) down the left field line, and 116m (380 feet) in straight-
THE STATUARY away center field. There are sunken dugouts on either line. All the
Here the city pays tribute to those who fought and died for the fields have lights on 10m (thirty feet) poles for night games.
freedom of the city and the nation. There are seven marble statues, There are also two smaller fields, used for softball and various
with 6m between each of them. A small bronze plaque on the base little leagues, with bleachers seating about 100. Both are 62m (201
of each statue identifies it and briefly describes the person the statue feet) feet down each line and 76m (250 feet) in center. They also have
depicts. Each statue is 4m tall and has a diameter of just under 2m. similar dugouts.
Each statue has PD 5, ED 10, BODY 13 per hex.
The Courts
THE HOMER LONG ENGLISH GARDEN The basketball courts have adjustable goals with chain nets. Theyre

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
used for pick-up games as well as city recreation league and church
The main path leads from the Statuary to an English garden maze.
league games. Each court has benches for players and spectators to sit
The shrubs that make up this maze are 2m tall and about 1m wide;
on. None of the courts have bleachers or stands, and people usually sit
they blossom in the spring and early summer. The maze itself is 60m
in the picnic areas either on tables or on blankets. Two of the courts
(195 feet) square with one entrance in the southeast corner and one
have lights for night games.
in the western side. Within the twists and turns of the English garden,
anyone unfamiliar with the maze has a 50% chance of taking the
wrong turn. Bump Of Direction or Navigation reduce this chance to The Beautiful Game
33% (1 in 3). The soccer fields are regulation size and kept as manicured as the
The shrubs themselves are PD 2, ED 2, BODY 3 per 2m section baseball infields. The citys downtown high school soccer team
take 2x BODY damage from fire attacks. practices and plays on the one field with the bleachers and lights. In
the fall, people use parts of these fields for flag and touch football.
THE HOWARD MATHIS The primary soccer field has lights for night games and the
bleachers seat 400 people, 200 on each side.
SPORTS COMPLEX
The most recent addition to the park, the Sports Complex was Other Buildings
completed in April of 1969. It has one large baseball field and two
A club house and concession stand lies between the primary baseball
smaller ones, four full basketball courts (normally used as eight half
diamond and soccer field. It has four dressing rooms, each with
courts), two soccer fields, a club house with a concession stand, and
showers and lockers for the players, and a medical room with two
a groundskeepers hut. The Sports Complex is one of the few places
examination tables and a well-stocked first aid kit. On the north side
where people can drive cars in the park. The Champions Gate has a
of the club house, a concession stand sells most kinds of ballpark
parking lot with 300 spaces and an underground walkway that leads
food: hot dogs, chips and popcorn, and soft drinks.
to a parking garage across the street. It has iron gates (PD 8, ED 8,
The groundskeepers hut is on the south side of the sports
BODY 8) and is locked after hours.
complex. The lawn tractor, three riding lawn mowers, and other
equipment are stored there. When games are not in progress, bases,
soccer goals, and other sports equipment are stored in another part of
the hut.

35
Adventures in Monster Hunting

For most of the year, two families of ducks live on the pond;
BREAKING STUFF visitors and park employees feed them. To control algae growth some
maintenance fish, such as small grass carp, inhabit the pond.
The dugout walls are made of cinder blocks and are PD 3, ED 3,
BODY 5. The ceilings are made of plywood and are PD 2, ED 2,
BODY 3. THE BOAT HOUSE
The light poles that serve the various arenas are metal and are People can rent boats and purchase concessions at the Boat House, a
PD 3, ED 3, BODY 5 per pole. Each set of lights has three poles. small, covered structure (about 4m wide by 8m long) with an open
window facing the pond. One half of the window handles sailboat
The outfield wall in the baseball field is wooden, and covered
rentals. Boats rent for $6 for two hours or $10 for the day, with a
with about two inches of foam padding on the field side. They
$25 deposit. The park has fifteen mini-sailboats to rent. Non-park
are PD 3, ED 3, BODY 4.
boats are allowed on the water but no more than twenty boats
Each basketball court has two goals made of reinforced metal. are permitted on the water at any given time. The other half of the
They are PD 6, ED 6, BODY 2. window sells concessions, and gives away stale bread for the ducks.
The bleachers at the various arenas are aluminum with a metal The Boat House has the only concession stand outside of the Sports
frame. They are PD 3, ED 3, BODY 5. Complex. Open from 11:00 AM to 5:00 PM, it does a brisk business
during lunch time and is famous for its bratwurst and spicy mustard.
The steel frame of the soccer goals are PD 5, ED 5, BODY 2. Run by the citys United Way, the Boat House is staffed by volunteers.
All proceeds from boat rentals and concessions go directly to the
United Way. Between one and four volunteers work at the house at
The Martin Brian Aviary any given time.
Just past the English Garden is the Martin Brian Aviary, home to more The Boat House has thin wooden walls that are PD 2, ED 2, BODY
than 300 exotic and 100 endangered birds from around the world. 3. At night, the open window is covered and locked by a standard
Its operated by the US Parks Department in conjunction with a local piece of wall and a padlock (PD 4, ED 4, BODY 3).
university. A frequent destination for elementary and middle school The mini-sailboats are made of balsa wood and cloth, with small
field trips, the Aviary has several teachers on staff. The Aviary is open remote-control motors. Each is PD 2, ED 2, BODY 1. If broken, each
Tuesday through Saturday from 8:00 AM until 4:00 PM. The taveta costs $50 to replace.
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

golden weaver, a small, bright yellow bird from Africa, is the Aviarys
mascot. The Aviarys glass dome is one of the most famous pieces of THE BLUE ENTRANCE AND
architecture in the city.
PARKING LOT
TRAILS AND TRACKS The Blue parking lot has space for 50 cars, making it the smallest of
the parks lots. It has a small gate, about five meters wide, with one
For the fitness enthusiast, the park has miles of trails for walking, iron door that is locked after hours.
running and biking. Most of the paths in the park are multi-use; but Two video cameras monitor the parking lot. The cameras
the park has a cross-country running course and a running/walking catch any given activity on a successful PER Roll 14-. Characters
track. The cross-country course is two miles long and features hills, can avoid them with a successful Stealth roll (Security Systems is a
varying running surfaces (sand, grass, and dirt), and several fallen Complementary Skill) in a Skill Versus Skill Contest.
trees to leap over. It is considered one of the toughest courses in the
area and hosts the local high school events.
A series of video cameras monitor about 90% of the course. They THE PARK HOUSE
catch any activity in the area on a 14-. Characters can avoid them with Located between the pond and the Sports Complex, a small, two-story
a Stealth roll (Security Systems is a Complementary Skill) in a Skill brick house serves as the parks Public Safety house. Inside theres a
Versus Skill Contest. first aid station and break room for the parks full-time employees.
Inside the cross-country course is a 1.5 mile dirt track used The police have a desk here with a full communications suite. The
mostly between the hours of 6:00 and 7:30 AM and 5:00 and 8:00 PM; police and other park employees can monitor the cross-country
its closed after 8:00 PM. The infield on the course has benches and a track cameras and the cameras in the three parking areas. The police
water cooler. also maintain their bicycles in the Public Safety house. At least one
policeman and one emergency medical technician are always on duty
THE POND during the parks operating hours. The EMT parks his emergency
vehicle here as well.
The man-made pond is about 600m long by 300m wide (at its widest
and longest points), with an average depth of 8m. On the north and
south sides of the pond (about 2m below the surface) are water intake
grates. These are 0.5m wide and 0.25m tall. At the bottom of the pond
is a drain about 1m square. The water is clear for the first meter but
after that, algae and darkness obscure vision.

36
Adventures in Monster Hunting

PARK EMPLOYEES The alley in back, where all deliveries are made, is accessed only
from the southern end of the block and ends one building past the
The Park employs a staff of four full-time park attendants, as well as Club in a small cul-de-sac. Employees all enter through the alley,
several other part-time maintenance workers. Juan Jurado and Iris either taking cabs or walking from the nearest subway or elevated rail
Sabol, the gardeners, spend most of their time keeping the manicured station to work. Employees normally leave in groups of three to six
parts of the park looking perfect. Sam Matheny manages the sports after work, sticking together to reduce the possibility theyll be the
complex, and Terry McAndrew is primarily responsible for keeping victims of street crime.
the park clean, mostly by coordinating the efforts of various part- The buildings roof is not unique, but its notable for the rooftop
time employees and volunteers. The part-time maintenance workers garden Scarlatti installed so he can sometimes go outside (and
do some of everything and are employed on a seasonal basis (more in grow certain herbs he needs for spellcasting). Access from inside is
the spring and summer than in the fall, more in the fall than in the through a set of stairs on the north side or the fire escape in the back.
winter). (Susano will tear the stairway door off when he enters.) More athletic
At least one pair of bicycle-mounted police officers patrol the individuals could easily climb up from the roof top to the north or
park during its operating hours, with a third police officer stationed step over from the one to the south. Once a month, usually on the first
at the Park House. During what are considered high threat or high Monday, the buildings facade is cleaned and polished by a group of
crime times, more police work here. The police store seven bicycles at men who drop down from the roof on ropes with wooden seats at the
the Park House, for a maximum of three two-man teams active at one end.
time plus a spare bicycle in case one breaks down. The Club is bordered on the south by the Hawling Building, a
At least one Emergency Medical Technician staffs the park five-story office building currently leased by one of the citys most
during operating hours, and the Sports Complex always has an successful law firms, Thomas, Waters & Keith. (They handle all of the
ambulance parked nearby. The EMT has a 4-wheel ATV with a gurney Club Molochs legal affairs.) To the north, the Club is bordered by a
rack mounted across the back. four-story building housing the citys branch of Fellows Investments,
The Park hires two dozen part-time employees to help with the a successful New York City investment brokerage firm looking to
more mundane tasks: picking up trash, cutting the grass, chalking the establish a presence locally. The local manager, Clarence Fellows,
fields, repairing the basketball and soccer nets, and similar jobs. The the youngest son of the firms founder, is not a Club member, but is
park also uses volunteers to do some of the cleaning up, and the city considering joining to build up contacts in the local community if he
pays charities such as the Boy Scouts, Girl Scouts, AWAKE, and Big can convince his father the expense of a membership is justified.

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Brothers/Big Sisters to work trash detail on Saturday mornings. On
any given Saturday, between ten and forty volunteers pick up trash in
various parts of the park. INFRASTRUCTURE
All of the Clubs utility services are in excellent condition, having been
replaced or upgraded during the remodeling a few years ago. Scarlatti
Club Moloch Map makes sure the place stays in tip-top condition so all of his guests
Occupying a choice downtown location, Club Moloch has been (in) are happy and satisfied. Its a common occurrence to see a workman
famous since it opened three years ago. Its dues-paying members checking the plumbing, testing the furnace, or working on the gas
include many of the citys wealthiest and most prominent citizens, and electrical lines during the day while the Club is closed.
and a certain number of non-dues-paying partiers (mostly attractive There are bathrooms on both levels of the club proper for
young women) are allowed in each night to keep the good times patrons, as well as another set upstairs on the third floor for persons
rolling. Rumor has it that practically any form of debauchery one using one of the private gaming rooms or the two reception rooms
wishes to indulge in can be had within for the right price. Despite set aside for private parties. Club employees have access to a pair of
complaints by some citizens that drug dealing and prostitution take bathrooms in the basement under the kitchens and another pair on
place there, the police have never seen fit to investigate the place. the fourth floor near their changing rooms; the set on the fourth floor
A rectangular structure 30m (100 feet) long, 24m (80 feet) wide, also has facilities for employees to shower if needed. The fifth floor
and five stories (20m) high, the Club is situated toward the southern has another full bath.
end of the block with only one other building between it and the All of the exterior doors are reinforced with metal inserts (PD 9,
corner. The Clubs exterior facade is finished in dark marble cut to ED 9, BODY 8), have very high quality locks (-7 to Lockpicking) and
resemble a gargoyle-decorated medieval structure by way of Dantes have bars that Scarlatti drops into place after closing time to make it
Inferno. There are no exterior windows on the building. The recessed harder to force the doors (increase doors to PD 9, ED 9, BODY 11).
entrance is located in the center of the facade, with a single column All of the doors leading to residential areas are also reinforced (PD 5,
in the shape of a tall, bat-winged demon set to either side in niches. ED 5, BODY 5) and have good quality locks (-4 to Lockpicking rolls).
Theres enough space for a person whos not too bulky to fit into one The windows on the back of the building all have bars that unlatch
of the niches and seek shelter from the elements or flying bullets. from the inside (-3 to Security Systems rolls) and have good locks (-2
Several broad, shallow steps arc down to the street from the landing to Lockpicking rolls).
just outside the plain doors. There are bands of infernal runes
carved into the stone of the door frame; PCs may waste some time
trying to decipher them or discover if theres a spell on the building,
but theyre purely decorative.

37
Adventures in Monster Hunting

BUILDING LAYOUT First Floor


All of the interior walls and decor follow a demonic theme: black 1) Entrance: In inclement weather, its common to see cars waiting
marble or carpet; wallpaper and upholstery in a demonic red; leering at the curb until the recessed doorway clears before the next batch of
demon heads and statues all over the place; succubi dancing in gold patrons decamps and makes a dash for the door.
cages; jets that shoot flame (all located where no one can get hurt, 2) Maitred Stand: This is a stone stand shaped like a demonic
but they do 1d6 Killing Damage if a PC forces a monster into one... or gargoyle holding up a stone tablet with his back, wings, and arms.
vice-versa); and so on. The overall effect is simultaneously exciting, Alphonse St. Fontaine, the maitred, has been with the Club since
arousing, and a little disturbing. before Scarlatti bought it and redid it along the Hell theme (though
The female staff dresses in figure-accentuating, scanty uniforms he knows nothing about Scarlatti except his name). Hes loyal to his
designed along the devilish theme, complete with fake horns they employer (and his paycheck) and wont talk out of turn or help the
wear (in imitation of a Playboy bunnys ears). Featured singers and PCs not until it becomes clear something terrifying is going on and
other entertainers wear more elaborate versions of the same basic Scarlattis involved. At that point St. Fontaine, a former Marine, will
outfit that may show even more dcolletage. The male staff wear grab the nearest gun and start helping the good guys.
tuxedos or similar garb, but in red and black instead of white and 3) Coat And Hat Check: The coat and hat check is always staffed by
black, and their cufflinks show Club Molochs naughty succubus a pair of smiling girls who never seem to need to look at a ticket to
mascot. know who goes with what item of clothing.
4) Elevator: A young man dressed in the same garb as the other
male staff mans the elevator. A key is required to go to the 4th floor,
and a different key is required to go to the 5th. The elevator operator
has neither; the employees have keys to the 4th floor; and Scarlatti has
to ride along if someones going to the 5th floor.
5) Bar: A pair of bartenders in the standard male costume tend bar
and make conversation with the customers.
6) Stairs: These elegant, unsupported double stairs provide access to
the balcony level. There are booths under them and tables set in an
arc to either side.
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38
Adventures in Monster Hunting

7) Dance Floor: The clubs dance floor has a two-story ceiling (the Second Floor
balcony level on the second floor rings it). With the lights turned
12) Staff Stairs And Landing: The stairs and dumbwaiter from the
down, its easy to imagine that ones dancing in Hell thanks to the
kitchen continue here.
light from the flames and torches. The columns lining the sides of
13) Balcony: The balcony level contains more tables and booths
the dance floor to support the balcony level are identical to the ones
and is especially popular with older customers who arent interested
outside the door, except that their eyes glow. The PCs may mistake
in dancing. Businessmen making deals over dinner and individuals
them for real gargoyles or demons.
wanting a romantic dinner frequent this level to take advantage of the
8) Stage: A standard nightclub performing stage. Depending on the
lower noise level and greater privacy.
type of act (if any) playing that night, the stage can be reconfigured
14) Stairs To Main Floor
slightly.
15) Balcony Bar: Similar to the bar on the lower floor, but with only
9) Ladies Room
one bartender and a slightly smaller selection of liquor. Drinks that
10) Mens Room
cant be made here are brought up from the main bar.
11) Kitchens: The kitchens bustle with activity the entire time the
16) Elevator
club is open, as the two chefs, Bernard Montenegro and Mohareb
17) Ladies Room
Bahrin, argue with each other and prepare meals. Montenegro cooks
18) Mens Room
in the French style and Bahrin in a Near Eastern one, leading to some
unexpectedly excellent dishes and a lively kitchen. Theres a large
walk-in cooler to the north, and the doors to the alleyway are in the
west wall. Stairs up to the second floor and down to the basement are
in the southwest corner; the kitchen staff s bathroom is at the bottom
of the stairs in the basement next to the locked door of the wine cellar.
A dumbwaiter for sending food to the balcony level is next to the
stairs. The ceilings are high in the kitchen, reaching up to the second
floor to help dissipate heat.

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39
Adventures in Monster Hunting

Third Floor Fourth Floor


19) Staff Stairs And Landing: The stairs and dumbwaiter from the 30) Staff Stairs And Landing: The stairs and dumbwaiter from the
kitchen continue here. kitchen continue here; the stairs stop on this floor, but the dumbwaiter
20) Catering Kitchen: This is a smaller kitchen set up to provide continues to the 5th floor.
support for parties and receptions on this floor, and to serve 31) Male Staff Bathroom And Showers: This room is set up so that
sandwiches and other finger food to the private rooms. several of the male staff can shower simultaneously before or after a
21) Mens Room shift. There are lockers for possessions and racks of outfits for staff to
22) Ladies Room change into. Theres a metal plate sandwiched in the wall between here
23-26) Private Rooms: These rooms are primarily used for private and the female showers to prevent the staff from making peepholes.
events like poker games and important meetings. Each has a small 32) Female Staff Bathroom And Showers: This room is set up so
self-serve bar, a sideboard, and a couch in addition to a central table that several of the female staff can shower simultaneously before or
and chairs. They all have small brass plates naming them for ease in after a shift. There are lockers for possessions and racks of outfits
serving and making reservations: 23 is the Mephistopheles Room; 24 for staff to change into. The door in the hall locks and only female
is the Beelzebub Room; 25, is the Lucifer Room: and 26 is the Belial employees are given keys; because of this, the female staff tends to
Room. treat this room and room 37 as one large dressing area, constantly
27) Small Reception Room: This large room has an open floor plan; moving back and forth between the two in various states of undress.
its configured according to a customers needs and is named the Lilith 33) Featured Entertainers Dressing Room
Room. 34) Bands Dressing Room
28) Large Reception Room: The largest of the private rooms, known 35) Storage
as the Asmodeus Room, is also left empty normally and configured 36) Male Staff Dressing Room: The main changing room for male
according to a customers needs. Theres a semi-permanent stage in staff who dont need to clean up before going home or starting their
the center of the north wall for announcements, speeches, and small- shift. The walls are lined with lockers and racks of clothing to change
scale performances (such as a jazz trio). into. Theres a metal plate sandwiched in the wall between here and the
29) Elevator female changing rooms to prevent the staff from making peepholes.
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40
Adventures in Monster Hunting

37) Female Staff Dressing Room: The main changing room for 61) Private Stairs To 4th Floor
female staff who dont need to clean up before going home or starting 62) Elevator
their shift. The walls are lined with lockers and racks of clothing to 63) Roof: The rooftop garden sprawls across the whole of the roof,
change into. See Room 32 above for more. brightening it and giving visitors the feeling theyve stepped into
38) Storage another part of the world (as long as they dont look too closely at
39-45) Scarlattis Rooms: This section of the 4th floor is reserved for the surrounding skyline). Its shielded from winds and weather by a
Scarlattis personal use; only he has keys to open these doors, which 2m (5 foot) raised lip that runs around the edges of the roof. Despite
have high-quality locks (-5 to Lockpicking rolls). They contain much the effort required to keep it clean (the local birds find it irresistible),
(though not all) of his arcane paraphernalia and are furnished to Scarlatti enjoys relaxing here so much that its worth the expense and
allow for study, magical experimentation, and so forth. Room 45 is trouble.
a conjuration chamber with a summoning circle permanently inlaid Since Susano entered the building via the roof, the door to the
into the floor. Room 42 is a parlor, where Scarlatti entertains visitors stairs leading down to the fifth floor has been ripped off its hinges and
and relaxes. casually tossed aside.
46) Elevator
47) Private Stairs To 5th Floor

Fifth Floor And Roof


48) Master Suite Kitchen: This kitchen is large enough for a trusted
employee to prepare food for Scarlatti and anyone he wishes to
entertain privately. It also has dumbwaiter access to the main kitchens
so that bottles of wine and meals can be sent up.
49) Stairs To Roof: Since theyre exterior access, these doors are
locked and barred as described above. They also have an alarm set up
to sound if theyre opened; its switched on and off by a simple toggle
on the wall next to the doors (-2 to Security Systems rolls to bypass
or disable).

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50) Master Suite Dining Room: This room has a massive rectangular
table that seats 12 in the center of the room, with a pair of sideboards
on the north wall, and a large china cabinet against the south wall.
51) Master Suite Library: This is Scarlattis personal library for
non-occult books. Many of the books cover unusual or magic-related
topics (such as history and mythology), but he doesnt keep any
grimoires or similar books here.
52) Storage: This room contains anything Scarlatti wants to store.
53) Master Suite Music Room: This room contains a piano against
the north wall (arranged so someone playing its facing the door), a
pair of chairs and a comfortable couch set up in the southwest corner,
and a cabinet for storing music. Scarlatti sometimes entertains
himself (or important guests) by playing the piano.
54) Club Office: This room has a secretarys desk facing the
door, several comfortable chairs and a table for use by people with
appointments, a pair of file cabinets, and a door to Scarlattis Private
Office. Scarlatti doesnt have a personal secretary, so this room is
currently unused.
55) Scarlattis Private Office: Scarlatti manages the club from
behind a heavy wooden desk. The place is decorated like the club
below. In the desk is a secret compartment (-4 to Concealment rolls
to find) where Scarlatti hides his grimoire and other magical books
and documents whenever he brings them to the club.
56-60) Master Suite Living Area: Scarlattis personal quarters.
Room 57 is a sitting room, 58 is the bedroom, 59 the bathroom, and
60 a walk-in closet.

41
Adventures in Monster Hunting

SOUL MAN RUNNING THIS ADVENTURE


AS A STAND-ALONE
Some time after the events of The Devil And The Deep Blue Sea, the
This adventure works well as a stand-alone. All you have to do is have
PCs acquire a new client with a rather unusual request. What they
a real Jessica Warburton show up and tell the same story. In this case
dont know is that this request will result in an old foe coming back
the storys 100% true. If the PCs solve her problem for her, they get
from the dead, more powerful than ever....
the payout unless you want to run Journey Of The Sorcerer with
this adventure as a two-parter. In that case Jessica Warburton is a
ADVENTURE necromancer just like Angelica Scarlatti; she and her husband simply
havent been trying to take over the city or fighting with Lucinda Hood.
BACKGROUND AND
SUMMARY PART ONE:
Vincent Scarlatti wasnt the only practitioner of magic in his family. THE DAME WORE RED
His wife Angelica is also an accomplished sorcerer (though not so
The adventure begins one day when a new client comes to see the PCs
powerful or skilled as he was). With his defeat and death, it falls to her
(or if they dont have an office she could visit, calls them to arrange
to rescue him and salvage his plans, if thats possible...
a meeting at a location of their choice). She introduces herself as
...which it is. Using her necromantic skills and powers, Angelica
Jessica Warburton. Shes just shy of middle-aged, quite attractive, and
constructs a powerful flesh golem that can house Vincent Scarlattis
wearing a red designer outfit. She claims to have heard about them
soul. The problem is that she has to get that soul and its currently
from a friend of a friend (she refuses to say more), and tells them the
inside the powerful oni Susano. Shes a sorcerer, but she has no
following story. (You can read this aloud, or present the information
illusions about her ability to tackle an oni and survive. And she
in response to questions from the PCs, whichever you prefer.)
knows enough about Susano to know that hed never sell her the soul;
My father was Richard Warburton. He used to own a used
hell honor the contract he had with Hood and keep it to ensure that
and rare bookstore here in town called Treasured Pages. Several
Scarlatti remains forever dead. So she needs someone to do the dirty
years ago he suddenly sold the bookstore and retired, keeping
work for her.
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entirely to himself. He rarely even visited with family.


One day a woman named Jessica Warburton shows up at the PCs
At the time we werent sure what was going on; we thought
office. She brings them an unusual challenge: recover her fathers
maybe it was some form of senility. What we later learned was
soul, which he lost to an oni. She offers them a $2 million fee if they
that hed come into possession of an old, mysterious book and
can do it.
had somehow become obsessed with it. He thought this book
Unable to resist the lure of that kind of fee, the PCs set to work.
contained magic spells that he could learn to cast. Actual magic,
First they have to find a way to recover a soul from an oni. Then they
not like they do on stage in Las Vegas can you believe it?
have to find that oni. And once they find him, they have to beat him.
He focused on studying that book, and others he later
None of these deeds are anywhere close to easy.
acquired somehow, to the exclusion of everything else: family,
friends, even basic hygiene at times. It was a terrible thing to
WHEN TO RUN THIS ADVENTURE watch, but he refused to let any of us help him. As time went on
Although this adventure occurs after The Devil And The Deep Blue he became more and more paranoid that we were going to steal
Sea, if possible you shouldnt run it immediately after that adventure. his books, until I was the only person hed have anything to do
After discovering Vincent Scarlattis body in the condition it was, and with and that was only when he was in a good mood.
finding out that no cause of death can be determined, the PCs are Finally one day I went over there to confront him,
likely to become too suspicious if thats still all in their mind from the determined to get those books away from him and get him
last game session. Instead, run two or three other adventures, ones some help. But when I arrived, he was in the middle of some...
unrelated to the Adventures In Monster Hunting story arc. That will ceremony, ritual, I dont know what youd call it. This thing, this
get the PCs thinking about other things, so that when a mysterious huge monster with enormous tusks and purple skin and big,
woman hires them to recover her husbands lost soul, theyll be less glowing orange eyes, suddenly appeared. It held out its hand, and
likely to associate it with Vincent Scarlatti. something... flowed... out of my father and into it. He collapsed,
and it vanished.
I rushed over to my father, but he was dead. I dont know
what happened to him, but I think that monster, whatever it was,
took his soul. I want you to get it back for me.
If questioned, Warburton explains that her fathers already
been cremated, and that she and her family burned all of his books as
well. She has no illusions about somehow bringing her father back to
life. But she believes this monster is holding his soul so he cant go to
Heaven, and she wants it back so she can release him.

42
Adventures in Monster Hunting

Warburton offers the PCs a fee of $2 million dollars if they spots them. At first shell pretend she doesnt and try to allay their
accomplish their mission. To prove her good faith shes already suspicions by acting normally. If that doesnt work shell conclude that
put $1.95 million in an escrow account (she can show the PCs the the jig is up and flee.
paperwork) and will pay them $50,000 immediately as earnest money. Second, someone else in the neighborhood might notice the PCs
and call the cops on them. Again, have them make a Shadowing roll
INVESTIGATING JESSICA each day in a Contest against the neighborhoods general PER Roll
of 11-. If they fail, theyll soon find themselves in hot water with the
WARBURTON police (not to mention Director Harbinger, for screwing up so royally).
The PCs may be suspicious of this unusual offer and want to investigate The PCs may decide to burgle Warburtons house for clues
the person making it (either before or after taking the contract). If so, while shes out. They can get in with a successful Lockpicking roll,
here are some possible avenues of investigation and what they can but if anyone enters when shes not there a warning Spell alerts her.
learn but be prepared for the PCs to think of some other way to Once theyre inside, the PCs find plenty of useful information: a lot
learn what they want to know. of family photographs, none of which feature Jessica Warburton;
rooms for two small children; and other such signs that this simply
Observing Warburton isnt her house.
The PCs may observe Warburton closely while they talk with her, to
see if they think shes lying. This requires a Skill Versus Skill Contest Checking With The Bank
with their PER Rolls against her Acting. Shes made her Acting roll by The PCs might want to check on Warburtons escrow account. If they
10, so unless one of the PCs makes his PER Roll by at least that same ask her for permission to do so, she will give it; if they just go to the
amount, none of them will notice any signs that shes lying. bank, theyll have to succeed with Charm rolls or find some other
method of convincing a bank employee to give them access to her file.
Using Magic In either case, everything is legitimate. There is an escrow account at
If the PCs can cast Spells, they may try to Perceive Magic on Warburton, that bank recently established by one Jessica Warburton, and the account
or use some other Spell to try to get at the truth. Warburton herself contains an even $1.95 million dollars. (She accomplished all this with
gives off an odd reading to Perceive Magic not what an ordinary false identity papers and judicious use of the Domination Spell.)
person would give, or a person under the effect of a Spell, but not
what a spellcaster or monster would either. Its the magical equivalent Checking With Treasured Pages

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of the needle on the gauge momentarily flickering upward when shes If the PCs visit Treasured Pages, Ben Searcy, the proprietor/owner
scanned. (Shes using a Spell to disguise her magical nature, but the backs up Warburtons story because shes used Domination on
Spell cant entirely conceal itself.) him to make him do so. (The truth is he bought the land, store, and
Other forms of magic such as the ability to view the future stock from a married couple twenty-some years ago.) If the PCs use
or past could easily derail the whole adventure. If your PCs have Perceive Magic on him, hell register the same odd needle wobble.
access to such powers, you should either find some way to block If the PCs go to the registrar of deeds, they can unearth the deed for
them, make them unreliable, or otherwise keep them from ruining the land, proving that Warburtons and Searcys version of events is false.
the big reveal when the heroes discover theyve just helped bring a
hated adversary back to life (mwah hah hah hah hah!). Investigating Richard Warburton
The PCs may try to find out if a Richard Warburton ever existed. If
Shadowing Warburton they do, they cant find any evidence of anyone under that name who
If followed, Warburton eventually goes to a nice house in a suburb would be of an age to be Jessica Warburtons father. However, this isnt
of the city. (She doesnt go anywhere suspicious along the way.) If the necessarily proof of anything (even if they somehow have a way to
PCs watch for a few days, they may notice some things: look into government records that arent open to the public). Based on
' if they succeed with a Shadowing roll, or an INT Roll at -3, they Jessicas story he was a paranoid loner, so it makes sense he wouldnt
notice that theres no name on the house or the mailbox, just the interact with society much. And if his estate was arranged to pass to
street number. his heirs without having to go through probate, thered be no will or
' if they succeed with a Shadowing roll, or an INT Roll at -3, they other documents in the public records.
notice that she seems to live there by herself, although its a house
big enough for a family. No one ever comes to visit her, and
she rarely goes out (and when she does, its only for mundane CONFRONTING
shopping). JESSICA WARBURTON
' if they succeed with a Shadowing roll at -2, or an INT Roll at -6,Depending on what facts they uncover in their investigation, the PCs
they notice that the postman drives past her mailbox each day may decide to confront their client and get the truth out of her. If they
without stopping. (The family that really lives in the house is on
try this, shell try to come up with an explanation that will satisfy
an extended vacation.) them if she can. (The house? Oh, it belongs to my good friends
However, maintaining watch on Warburtons house is not the Ridleys. Theyre letting me stay there while theyre out of town
without its difficulties. First, she might notice the PCs. Every day because Im renovating my own house.) If that doesnt work, her next
they have to beat her in a Shadowing Versus PER Roll Contest, or she tactic will be to concoct a plausible lie that still hides her identity and

43
Adventures in Monster Hunting

powers. (OK, look, Im sorry I lied, but the truth is that I want Dads can obtain from a scientific supply house, or maybe a New Age
soul because if this magic stuff is real, I want to hire someone to talk bookstore or the like.
to his soul and find out where the hell he hid all his money; none of If they cant make one, they have to buy, borrow, or steal one from
us can find it.) somebody. There are a couple of possibilities here. First, if you want to
If none of that mollifies the PCs, Warburton will try to play for introduce an NPC who can cast Spells and can occasionally help the
time or get far enough away from the PCs that she can escape using a PCs for a price, of course this is the perfect opportunity. (Just
Portal Rope she carries with her. In that case her plans a bust. If you be careful this NPC doesnt become a crutch the PCs run to every
want to run Journey Of The Sorcerer, youll have to assume she finds time they have a problem.) Make sure the NPC drives a hard bargain,
a way to get Scarlattis soul back on her own, or using someone elses since its a sellers market. He may be willing to give them a resonant
help. For example, maybe she hires PT Consulting or some other rival crystal in exchange for future favors, thus allowing you to plant a
of MHIs, in part by explaining to them that MHI said they couldnt plot hook for use later on and introduce a little moral ambiguity into
do it can you?. your campaign.
The second possibility is the MCB. In its storehouse/arsenal
of enchanted items, the MCB has at least one resonant crystal, and
PART TWO: probably more. If the PCs have been helping Special Agent Hancock
during this story arc and he owes them, they can get him to pull some
SOUL HUNTING strings and obtain a resonant crystal for them. (That will, however,
Once the PCs decide theyre ready to start work on the job, they make them even.)
face some serious dilemmas. First, how do you track down an oni? After the PCs have a resonant crystal, they need to attune it to
Second, how do you get it to give up one of the souls that comprise its the soul they want to capture. Since Jessica Warburton is a direct
life-force? Third, how do you store that soul and give it to the client? descendant of the soul in question, they just need to prick her finger
and put a drop of her blood on the crystal, and theyre good to go.
CAPTURING AND STORING A SOUL (Since she has such a close personal and mystical connection with
Before the PCs can even think about finding the oni, they have to Vincent Scarlatti, this still works.)
figure out how they can identify a single soul from the thousands Using the resonant crystal is relatively easy. When in the
inside him, catch it, and store it for delivery to Jessica Warburton. presence of the target soul while the soul is free (i.e., not inside an
oni, another living being, or some other soul-storing vessel), one of
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(They may take a softer approach and think they can negotiate
with the oni to give it to them, thus eliminating the first problem. Let the PCs must hold the crystal firmly, concentrate for a Full Phase
them try that if they want, but its unlikely that Susano will cooperate. (reducing him to DCV), and succeed with an EGO Roll at +2. If
If theyre smart theyll prepare to take it from him by force, which he succeeds, the soul flows into the crystal (which then begins to
means they need to know how to pick it out of the crowd.) glow with a soft, soothing light). If he fails, theres a 1 in 6 chance
Generally speaking, finding and catching a soul involves magic. the crystals ruined; otherwise he can try again. If he rolls an 18 and
But if one of your PCs has technology Skills and is a tinkerer type, critically fails, the crystal captures the wrong soul (typically because
its possible he could devise some gadgets like the ones in the movie some more powerful soul steals the crystal for itself).
Ghostbusters that would allow the PCs to track down and capture
Richard Warburtons soul. That could be a lot of fun, but keep in FINDING THE ONI
mind that youre setting a precedent. If you let the PCs use technology Figuring out how to trap a specific soul was the easy part. Now they
on intangible beings in this scenario, youll have to allow it in the have to find the specific oni who took it, which is about like picking a
future, which may make monsters like ghosts, shades, and wraiths specific drop of water out of the ocean.
much less frightening. If you dont want to do this, you have to make The key to finding Susano is something Jessica Warburton
it clear that the PCs gadgets only work in this specific situation due to mentioned: he has big, glowing orange eyes. Most onis eyes, though
phenomena that dont apply to monsters. proportionate to their size, arent orange or glowing. If the PCs dont
figure out this clue on their own, have them make KS: Monster rolls;
Resonant Crystal the character who succeeds by the most realizes the significance of
The most likely course, though, is that the PCs will try to use magic the eyes.
(especially if one of them has the ability to cast Spells, or a Gift that With that fact in hand, the PCs can either do some research in
might help with this problem). A couple days worth of research on the MHI archives (or let Albert Lee do it for them), or put out the
their own, or perhaps with the help of Albert Lee, reveals the existence word through the Hunting World grapevine by asking Earl Harbinger
of a type of enchanted item called a resonant crystal that can trap and for help. (Earl doesnt recognize Susano himself; theyve never met.)
store a specific soul. Thats just what they need. Now they have to Either action will turn up Susanos name within a few days. (If you
either make one, or obtain one from somebody. want to emphasize the wait, run a short adventure for the PCs that
To make one, theyll need to be able to cast both the Banishment doesnt relate to the Adventures In Monster Hunting story arc.) It will
and Summoning Circle Spells on a natural crystal of appropriate type also uncover two facts: first, like the infamous Cratos and Bia, Susano
and purity. They can obtain the instructions for the creation ritual has been known to work for pay; second, there are ominous hints that
from MHIs archives (though neither Earl Harbinger nor Albert his magical powers, like his eyes, are different from those of the usual
Lee will be entirely happy with them doing this). The crystal they oni (but of course, there are no specifics).

44
Adventures in Monster Hunting

Once they realize Susanos a magical mercenary, the PCs can let anger her for that matter), the PCs have to fight Susano for Richard
it be known theyre looking to hire him, and eventually (again, maybe Warburtons soul. (Note: even if they ask for the soul by that false
after you run another short scenario) word will filter back to them thatname, Susanos oni senses can tell which soul theyre really referring
hes willing to meet them. You can re-use the warehouse map from The to based on the attunement of the resonant crystal.)
New Kids In Town for the meeting, or pick another scenic location for Each time Susano takes BODY damage, theres a chance Scarlattis
a gun battle and sketch out a map yourself. Alternately, they may use soul is freed from the onis form, so the PC with the resonant crystal
Spells, technology, or some other method to track him down. has to be ready. (In fact, that PC should probably spend the entire
In fact, Susano has only one unusual power: he can reduce combat with crystal in hand, Holding his Action so he can start to
himself to human size as a Full Phase Action. He still looks the same concentrate if Susanos hurt.) Theres also a chance of the soul getting
purple skin, tusks, orange eyes, bulging muscles but he can free in any of his Phases when he still has an open wound. In either
easily use human-sized dwellings and objects. In the city he has an case, roll 3d6. On an 8-, Scarlattis soul breaks free and can be drawn
apartment obtained for him by Lucinda Hood; theres a map of it in into the crystal. The trick, of course, is hurting Susano...
the GMs Resources section. ...and keeping up with him if he tries to flee. Once he realizes
theres no money in it for him, hell try to get away (turning invisible
in the process) unless the PCs make him mad and he wants revenge.
PART THREE: Just shooting at him is enough to rouse his fury, so the odds are the
PCs can keep him around for awhile. Even in that case, once he suffers
FIGHTING SUSANO 10 BODY or more damage, he will definitely try to escape no matter
Unless they find some way to buy off Susano and get Scarlattis soul how angry he is.
from him voluntarily (which is highly unlikely, because he doesnt
want to break a contract with Lucinda Hood, or do anything else to

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45
Adventures in Monster Hunting

FULFILLING THE CONTRACT Movement: Running: 12m


Once they have Warburtons soul, the PCs can easily arrange a Cost Spells END
meeting with their client. If they willingly hand it over, so much
3 Alarm 0
the better for her (though she wont pay them unless they insist on
20 Banishment 6
watching her transfer the money in their presence). If they cause
problems or try to withhold the crystal to get her to tell them the 10 Block Clairvoyance 3
truth, shell do whatever she must to get her hands on it: use Charm 10 Cause Illness 12
or Persuasion; threaten them; snatch it and flee. If necessary, assume 11 Clarivoyance 4
she has an invisible demon with her to help out in emergencies. 13 Control Undead 6
And now that she has her husbands soul, they can proceed to the 8 Create Flesh Golem 9
next and final stage of their master plan.
11 Create Undead 17
11 Demon Summoning 7
GMS RESOURCES 3 Detect Clairvoyance 1
11 Domination 6
Here are the resources you need to run this scenario. You can use
most of them in other scenarios you design yourself during your 13 Fireshaping 4
GMing career. 5 Levitation 1
5 Life Draining 6
10 Magic Concealment 0
Apartment Map 3 Perceive Magic 1
The accompanying map shows the apartment Susanos occupying. 7 Portal Rope 3
Its on the tenth floor of a fourteen-floor building. All the apartments
8 Remove Curse 6
surrounding it are inhabited.
If attacked here, Susano will fight back with everything hes got. 17 Spell Shattering 7
If hes badly hurt (i.e., he loses 10 BODY or more), hell turn invisible 1 Summoning Circle 1
and try to flee (or regroup, if he thinks he has the PCs on the ropes).
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Perks
10 Money: Wealthy
NPC Character Sheets
Talents
ANGELICA SCARLATTI 3 Striking Appearance +1/+1d6
Val Char Cost Roll Notes Skills
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1] 7 Acting 14-
12 DEX 4 11- 3 Charm 12-
14 CON 4 12- 3 Conversation 12-
15 INT 5 12- PER Roll 12- 3 Deduction 12-
18 EGO 8 13- 5 KS: Arcane And Occult Lore 14-
15 PRE 5 12- PRE Attack: 3d6 3 KS: Demons 12-
3 KS: Monsters 12-
6 OCV 15 19 Magic 21-
6 DCV 15 3 Persuasion 12-
7 OMCV 12 3 Shadowing 12-
7 DMCV 12 3 Stealth 11-
4 SPD 20 Phases: 3, 6, 9, 12 2 TF: Ground Vehicles

Total Powers & Skills Cost: 250


5 PD 3 Total: 5 PD (0 rPD) Total Cost: 371
5 ED 3 Total: 5 ED (0 rED)
8 REC 4
35 END 3
13 BODY 3
30 STUN 5 Total Characteristics Cost: 121

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Adventures in Monster Hunting

200 Matching Complications (50) Angelica has no desire to risk her life fighting gun-toting yahoos
from Alabama. If her plans are uncovered or shes confronted with
15 Psychological Complication: Hungry For Mystical Power force, her goal is to escape as quickly as possible.
(Common, Strong) Appearance: Angelica Scarlatti is an attractive white woman, 510
15 Psychological Complication: Loves Vincent Scarlatti tall with black hair and brown eyes. She dresses in expensive but not
(Common, Strong) ostentatious clothing.
10 Social Limitation: Harmful Secret (practices black magic)
(Infrequently, Major) NEW SPELLS
Total Complications Points: 40 ALARM
Experience Points: 181
Effect: Detect Intruder (INT Roll +5), Range, Sense
Target: Self
EQUIPMENT Casting Time: 1 Minute
STR Casting Procedures: Focus, Gestures, Incantations
Weapon OCV RMod Damage STUN Shots Min Notes Duration: Persistent
Range: Self
ADC -1 -2 1d6 +0 2 6 Carried in
Derringer her purse Magic Roll Penalty: -2
END Cost: 0
Silver +0 +0 d6 +0 4
Description: A wizard can place this Spell on a building, vehicle, or
Dagger
defined area to alert him when someone intrudes. The Spell tells him
Armor if anyone enters the defined zone, but it only works if the intruder
None enters in such a way that hes perceivable by the wizards ordinary
Gear: Purse, roll of cash, various magical paraphernalia senses. For example, an invisible demon opening a door and entering
would trigger the Spell (since the character could see the door
opening), but not if the demon flew in through an open window.
ANGELICA SCARLATTI Game Information: Detect Intruder (INT Roll +5) (no Sense Group),

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Range, Sense (17 Active Points); OAF Expendable (small metal bell;
Background/History: The daughter of a wealthy family. Angelica
-1), Concentration ( DCV throughout casting; -), Extra Time (1
Abramson was already an intelligent, attractive, ambitious woman
Minute to cast; -), Gestures (throughout casting; -), Incantations
when she met Vincent Scarlatti at a charity fundraiser. Something
(throughout casting; -), Requires A Magic Roll (-). Total cost: 3
about him utterly mesmerized her, and he seemed to feel the same
points.
way about her. Before long they were an inseparable couple and
then he revealed his secret. He told her he was a sorcerer, and that he
sensed in her the ability to be one as well. MAGIC CONCEALMENT
Most women would have left then and there, or at least tried to Effect: Images to Detect Magic, -6 to PER Rolls
get him to seek psychiatric help. Not Angelica. The idea that magic Target: 1m Radius
was real captivated her, and soon she began studying it herself. Casting Time: 1 Turn (Attack Action)
Willingly, even eagerly, she has followed her husband down the left- Casting Procedures: Gestures, Incantations
hand path of dark power and now she must rely on those powers Duration: Constant
to bring her husband back to her. Range: No Range
Personality/Motivation: Two things drive Angelica Scarlatti. Magic Roll Penalty: -4
The first is her love for her husband. The two of them are deeply, END Cost: 0
passionately in love, despite their otherwise evil and selfish natures. Description: This Spell allows a wizard to conceal the presence of
Shell do anything she must to bring him back to life steal, kill, magic on himself or an object. Other wizards using Perceive Magic on
even sell her soul. the protected person/object detect nothing, except perhaps a slight
The second is a desire for power. Ever since she learned of the twinge (because this Spell cant entirely mask itself).
existence of magic, Angelica has wanted to know more about it. Game Information: Images to Detect Magic, -6 to PER Rolls,
Helping her husband with his plans, and now trying to rescue him, Reduced Endurance (0 END; +) (42 Active Points); Concentration
have derailed her studies, but shes eager to get back to the classroom ( DCV throughout casting; -), Extra Time (1 Turn to cast; -),
and learn more Spells. Gestures (throughout casting; -), Incantations (throughout casting;
Quote: So kind of you to have helped me. Unfortunately its the last -), No Range (-), Requires A Magic Roll (-). Total cost: 10 points.
thing youre ever going to do.
Powers/Tactics: Angelica Scarlatti is an accomplished sorceress.
She has few Spells that are of any use in combat, but she has plenty
that help her prepare for battle (or, more likely, escape from one). She
makes frequent use of Domination in her schemes, for example, and
usually has at least one Portal Rope prepared for a quick getaway.

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Adventures in Monster Hunting

JOURNEY OF THE SORCERER


Angelica Scarlatti brings her husband Vincent back to life as a sort Even if you dont have that sort of villain in your game (and no
of lich-golem, and he continues his scheme to bring Neihor to Earth. desire to create one), you can still use elements of this scenario to
Can the PCs stop him from completing the ritual to summon the first create your own adventure. The basic framework of evil spellcaster
Neihorian juggernaut in time? needs to obtain some special items, then tries to summon a powerful
extradimensional servant work just fine even without a lich-golem.
In this case the first the PCs learn of the plot is when they get word that
ADVENTURE someone used monsters and/or Spells in a robbery. They investigate,
or perhaps stake out likely targets, and get a chance to fight their foe.
BACKGROUND One way or another he gets away with what he needs, and the PCs
have to pursue him to his mansion to stop him from completing his
AND SUMMARY conjuration ritual.
After retrieving her husbands body from the authorities (an act which
put her on the MCBs radar for the first time, but it couldnt be helped),
Angelica Scarlatti has used it to construct a powerful flesh golem PART ONE: RITUAL
form in which to house Vincent Scarlattis spirit. Thanks in part to the
metal plates she bolted onto many parts of the body, its a monstrous PREPARATIONS
The time when the stars are right for Vincent Scarlatti to cast Dimensional
mockery of the once-handsome Vincent, but neither of them cares
Calling to summon his first Neihorian juggernaut is fast approaching.
in fact Vincent likes his new form better, and Angelicas love for him is
But to perform the ritual he needs two things he currently doesnt have:
undimmed. Vincent can now proceed with his master plan.
a quantity of cut diamonds; and some of the notes he had in his office
What he intends to do is summon four powerful extradimensional
at Club Moloch. How the first part of Journey Of The Sorcerer unfolds
entities, known as Neihorian juggernauts, to help him bring Neihor depends on who has those things (assume he can use a spell of some
himself into Earths dimension. He can only summon one juggernaut sort to ascertain their location). If the MCB (or the PCs, or anyone else)
per season, and only when the stars are right and at a certain place of has both his notes and the diamonds items in the same place, hell attack
power a place he bought years ago under an assumed name and that place and get them back. (Hell take the other items, too, if theyre
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

built a lavish mansion on. The mansion is the House of the Star in the same place, but wont go out of his way to re-acquire them at this
mentioned in his notes, so called because hes inscribed there the time.) If theyre in multiple locations, he first goes after the notes (which
special pentagram needed to summon and control a juggernaut. are unique), then decides whether to take back his own diamonds or rob
Now Scarlatti has a second goal as well: to get revenge on the a jewelry store.
PCs, whom he regards as responsible for his current situation. (He To make this as easy as possible on himself, Scarlatti will try to
blames Lucinda Hood, too, but doesnt have the resources to tackle strike when the items arent guarded (or are as lightly guarded as
her again... yet.) possible). If the PCs have the notes, for example, unless they keep them
The MCB (and/or the PCs) have taken all of his occult books and on themselves at all times hell break into their headquarters (or the
paraphernalia they could find (not including the ones at the mansion, home of the PC whos keeping them) when no ones around. If the MCB
such as his full grimoire of Spells). That means he needs to replace has them, hell attack during the third shift the MCB mans its offices
a few things he hadnt already taken to the mansion. Depending on at night (it has to, in its line of work), but it takes longer to assemble
whether the PCs took any of his things, that means he either has to (a) teams of agents from outside the office during the evening. If he cant get
attack them and get it back, or (b) commit a major robbery. both the notes and the diamonds at the same place, once he has the notes
Once he has what he was looking for, Scarlatti sets out for his hell try to get the diamonds as soon as possible an hour or two later
mansion. Assuming the PCs are on his trail, he leaves a few surprises the same night to minimize the chance of anyone stopping him.
for them along the way. He makes it to the mansion in time to begin Its up to you whether to give the PCs a chance to stop either of
Scarlattis attacks. On the one hand, its more fun to involve them
the summoning ritual, and then the PCs arrive just in time to have a
in the action rather than simply telling them what happened.
chance to stop him....
Furthermore, encountering him once early in the scenario makes the
final confrontation with him all the more dramatic. On the other hand,
RUNNING THIS ADVENTURE giving them the chance to stop him poses some problems (beyond the
fact that it makes the scenario take more time, which may or may not
AS A STAND-ALONE be a desirable thing for you). The main concern is that they might, in
You can easily run Journey Of The Sorcerer as a stand-alone adventure fact, stop him. That isnt very dramatic, but in a roleplaying game (as
provided you have one thing in your campaign: a deceased (or opposed to an MHI novel) its a real possibility because the players and
nearly deceased) necromancer who someone can bring back to life the dice have as much control over what happens in the story as you do.
as a golem. Ideally this should be a necromancer the PCs have fought If that happens, you can still have the ritual go forward under Angelicas
before in some capacity, and either killed or injured so badly that oversight. Shell have to cannibalize her own jewelry for the diamonds,
he couldnt survive in his own body for long. Then an apprentice or and will suffer negative modifiers to her Magic roll because she doesnt
assistant of some sort can build the golem and restore the villain to have her husbands notes, but theres still enough of a chance that shell
life to get revenge on the PCs. succeed that the PCs will have to try to stop her.

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Adventures in Monster Hunting

SCARLATTIS MINIONS To stress the fact that the PCs are on a deadline, consider using
an egg timer as a prop. Give the players a certain amount of time
Scarlatti can have as many monstrous assistants with him to help (say, one hour) to make it to the Mansion. That should keep them
with the robberies as you need him to. He has to move fast, so hell intensely focused on getting through the three combats described
avoid slow-moving monsters like zombies in favor of gargoyles, below (meaning a minimum of out-of-game table chatter or other
demons, and undead like skeletons, wights, and ghouls. distractions). If they dont make it there in time, when they arrive
the Neihorian juggernaut summoning ceremony is complete and they
TRACKING SCARLATTI have to face the monster as well as two powerful necromancers.
Whether the PCs dont have a chance to stop Scarlatti early on, or
they do and he gets away from them with what he needs, they need FIRST TRAP: ZOMBIES
a way to track him back to Scarlatti Mansion. In fact he wants them Scarlatti starts off simple with a horde of zombies that shamble out
to, so they can witness his ultimate triumph and then be destroyed. onto the road to stop the PCs. You should use a minimum of two
(Hes not worried about revealing his place of power to them, or the zombies per PC, plus however many zombies you need to stop their
MCB, because he needs a different place of power to summon each of car(s). If the PCs have powerful enough vehicles to just smash right
the remaining four juggernauts required to open Earths dimension to through the zombies, set up a second group of zombies a little further
Neihor). Therefore he deliberately leaves behind the following clues at down the road. This group has collapsed some trees onto the road to
the scene(s) of his crime(s): create a roadblock. The PCs may still find a way to drive around the
' some soil from the Mansions grounds, scraped off his shoes. As obstacles using Combat Driving, but dont make it easy on them.
a place of power, the area around the Mansion has some unique
characteristics, and these show up in its soil. A forensic geologist SECOND TRAP: GARGOYLES
(or a character with the Forensic Medicine Skill) can analyze the
sample and tell the PCs the area its from. Once theyre in that If the PCs get past the zombies (which Scarlatti expects they will),
area, the heroes wont have a hard time finding the Mansion. his next trap is to have several gargoyles swoop down on them from
' a fingerprint from one of the servants working at the Mansion behind. Use however many gargoyles you think you need to give
who has a criminal record. the PCs a challenging but not impossible fight. If necessary, you can
' one of the skeletons he uses in his attack (which is killed during weaken a few of them by giving them wounds from the fight at Club

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
the confrontation somehow) is of a person buried in a graveyard Moloch which havent healed yet.
near the Mansion whose bones can easily be identified due to The gargoyles primary tactic is to destroy the PCs vehicles
extensive medical work and some distinctive fractures suffered (hopefully causing crashes that kill or injure the heroes). If they
in life. disable all of the PCs cars, they will flee, thinking theyve done their
job. This leads to a humorous scene where you let the heavily-armed
PCs stumble up to some isolated home or farmhouse and beg for the
Using Magic Or Technology
use of a car, or where they stand by the roadside trying to hitchhike to
Of course, the PCs may also be able to track Scarlatti using their Scarlatti Mansion.
own Spells or devices. The Tracking Spell in particular comes in
very handy in this situation, if the PC team includes an elf. In fact, it
may be so useful that youll have to find a way to keep the PCs from
THIRD TRAP: DEMONS
derailing the scenario with it. If necessary, assume Scarlatti uses If the PCs make it past the gargoyles, Scarlattis last delaying tactic is a
Block Clairvoyance to interfere with Tracking Spell. group of demons. Being fiendishly clever, theyre making their stand
at a spot where the road passes between two hills, thus leaving the
PCs no way to go offroad and drive around them.
PART TWO: ZOMBIES Which type of demons to use, and how many of each, is up to
you. Again, the fight should challenge the PCs, but not overwhelm
AND GARGOYLES AND them. Remember, if the heroes arrive at Scarlatti Mansion so badly
injured, or so low on ammo, that they cant succeed, the entire
DEMONS, OH MY! story arc is likely to come to a very unsatisfying ending. Give them
obstacles to overcome thats part of what defines a hero, after all
Once the PCs get onto Scarlattis trail, theyve got to roll out and get
but dont stack the odds so strongly against them that defeating
to the Scarlatti Mansion as fast as possible. But of course Scarlattis
Scarlatti becomes impossible. Learning how to strike that balance is
expecting that in fact, hes counting on it. This gives him the chance
all part of the art and science of GMing.
to eliminate the PCs as a threat and have them die in despair, knowing
they failed to stop his scheme.
His plan, based on some security precautions he took long ago,
is to ambush them with monsters that lie in wait along the most likely
routes theyll take to get to the Mansion. The further the PCs go, the
more dangerous the attacks become.

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Adventures in Monster Hunting

PART THREE: GMS RESOURCES


SHOWDOWN AT Here are the resources you need to run this scenario. You can use
most of them in other scenarios you design yourself during your
SCARLATTI MANSION GMing career.

Eventually the PCs arrive at Scarlatti Mansion beaten, bruised, and


extremely angry, no doubt. This is their chance to at last come to grips Mansion Maps
with their chief adversaries and, hopefully, destroy them. Located an hours drive (or more, if you prefer) outside the city, the
You can find maps and a description of Scarlatti Mansion in Scarlatti Mansion was designed specifically by Vincent Scarlatti to
the GMs Resources section, below. Vincent and Angelica Scarlatti harness and channel the mystic energies present at that location,
are in the summoning room in the basement, performing the final which is a dark place of power. Its a luxurious residence as well, but
part of the ritual to conjure the first Neihorian juggernaut. If you feel thats not its primary purpose.
the need to delay the PCs further, have them fight past well-armed Although it is a building, the Scarlatti Mansion is in some
servants, or more gargoyles, before they can reach the basement. respects also a mystical entity. It has the ability to heal any damage
Depending on how long it takes the PCs to get to the basement, it sustains slowly over time, and is it least dimly aware of whats going
the ritual may be nearly complete or only halfway through. Until the on within its walls (though it cant affect the occupants in any way,
rituals finished the juggernaut cannot move outside the summoning except perhaps to impinge vague emotions on their minds to express
circle engraved into the floor, but once it reaches the halfway point the its displeasure or fear).
juggernaut can affect the physical world (with Scarlattis permission, The floors throughout the ground and upper floor are finely-
since its confined to the circle). Unless you prefer otherwise (perhaps polished wood, sometimes covered with beautifully-woven carpets
because the PCs were significantly delayed, or did really well in and rugs. The floors in the basement are stone. The walls throughout
the fights and got to the Mansion sooner than expected), assume the Mansion have been strengthened and reinforced with magic,
the ritual is 50% complete, and thus that the juggernaut is at half making them far sturdier than ordinary walls (6 PD, 6 ED, 6 BODY
strength. Vincent Scarlatti completes another 10% of the ritual on 666!).
each of his Phases, and the juggernauts effectiveness rises in direct
proportion to how close the ritual is to completion (60% effectiveness GROUND FLOOR
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at 60% complete, and so forth). If the PCs kill Vincent Scarlatti, the
juggernaut returns from whence it came in 1d6+1 Segments.
1. Foyer Hall
The main entrance into the Mansion is through a set of double
PUFF wooden doors. The doors have large panes of glass in them that show
Vincent Scarlatti is worth a cool $1 million PUFF bounty. The Neihorian a design in what seems to be a sort of Oriental style, but which on
juggernaut is worth $500,000 (less if it hadnt yet reached full power, of close inspection isnt readily identifiable as coming from any major
course; those bureaucrats at the MCB will nickel-and-dime the PCs out human culture. They lead into an elegantly-appointed foyer decorated
of money every chance they get). in elegant style described as Arts and Crafts filtered through a sort
of Crowleyan lens. Most people find the look intriguing, but to some
its a touch disturbing.
CONCLUSION
How Adventures In Monster Hunting ends depends on what the PCs 2-3. Sitting Room
do. Assuming they kill the Scarlattis and destroy the juggernaut Visitors to the Mansion usually have to wait here for a few minutes
(or prevent it from entering Earths reality), the Church of Ancient before the Scarlattis can see them. The room is mostly decorated
Wisdom will fall apart. Without Scarlattis influence most members in a modern style, but with wood, leather, and glass emphasized
will forget about their flirtation with the occult. The harder-core over plastic and other technologically-produced materials. There is,
members will either get arrested by the MCB (and most likely wind however, a flat-screen plasma television, along with a small selection
up dead from sudden lead injection to the brain) or will join Lucinda of books, in case a visitor has to wait a long time. In cold weather the
Hoods organization. But of course the possibility of someone else rooms partly heated by a fireplace; those who stare too deeply into
trying to release Neihor into the world remains a threat you can use the flames sometimes claim to see them shape imp-like beings for a
in future scenarios if you want to. split-second here and there.
If the PCs fail to kill the Scarlattis and/or stop the juggernaut
from arriving (for example, because the Scarlattis flee), Vincents plot 5. Great Room
continues. During each of the next three seasons hell attempt another When the Mansions owner entertains or needs to meet with large
summoning at a different location. Once he has four juggernauts groups of people, the Great Room is typically the room he uses.
under his command he can try to open the gateway that allows Neihor Its simply decorated with burgundy wallpaper and lit with electric
to come to Earth. Hopefully the PCs and MHI will find a way to stop chandeliers (and light that comes in through the bay windows, in
him somewhere along the line. the daytime). If necessary, the Scarlattis can use it to perform rituals
requiring large amounts of space.

50
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Adventures in Monster Hunting

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52
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Adventures in Monster Hunting

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Adventures in Monster Hunting

7-9. Rotunda And Stairs BASEMENT OF THE SORCERER


The only means of moving between the Mansions two aboveground The basement of the Scarlatti Mansion is perhaps the most dangerous
floors is a set of matched circular stairwells that run through a central part of the house. It can be reached by several small stairways. The
rotunda. Above the rotunda the roof of the Mansion forms a dome, northern half of it is essentially mundane, with a laundry room,
the interior of which is painted dark blue and has a scene featuring a worktable and tools, the heating/ventilating/air conditioning
large central star similar to a pentagram surrounded by mysterious, equipment for the house, and so on.
eerie-looking constellations surrounding it. (The constellations are The southern half is distinctly different, and any doorways leading
not ones ever seen in the night sky of Earth.) into it (or to stairways that access it) are mystically reinforced and
locked to make it difficult for anyone to get in without the Scarlattis
11-13. Kitchen And Dining Room permission. (They have 6 PD, 6 ED, 8 BODY; Lockpicking attempts
The Mansion comes equipped with a large, well-furnished and are at -4.) This is where the Scarlattis keep their most valuable (or
-stocked kitchen where a cook and other servants (all members of the dangerous) books (including their personal master grimoires), where
Church of Ancient Wisdom cult) prepare meals for the Scarlattis and they perform conjurations and other major rituals, and so on. This is
their staff. The dining room has a rectangular table large enough to where Vincent will perform the ceremony to summon the Neihorian
seat eight people comfortably, or ten in crowded conditions. juggernaut.

15. Downstairs Study/Library NPC And Monster


This room is a study and minor library mostly devoted to mundane
work, such as keeping track of house accounts, answering Character Sheets
correspondence, and the like. The books on the shelves lining the
VINCENT SCARLATTI
walls are mostly on mundane topics, such as history and art, though
there are some harmless books on mythology and some occult- (LICH-GOLEM FORM)
related subjects. (The serious and dangerous mystic tomes are kept in Val Char Cost Roll Notes
the Sanctum Sanctorum upstairs.) 30 STR 20 15- Lift 1,600 kg; 6d6 HTH damage [3]
15 DEX 10 12-
17. Solarium 20 CON 10 13-
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This room, well-lit by the sun in the morning, is a favorite retreat


20 INT 10 13- PER Roll 13-
of the Scarlattis when they wish to relax. Its also where they hold
20 EGO 10 13-
informal meetings, or sit around having conversations with friends.
25 PRE 15 14- PRE Attack: 5d6

UPPER FLOOR 8 OCV 25


For the most part, the Upper Floor of the mansion is residential, with
8 DCV 25
quarters for the Scarlattis, their guests, and the house-servants. Its
8 OMCV 15
elegant, even opulent, with thick carpeting on most floors, heavy
doors, hand-made wood furniture, and plenty of tasteful decor. 8 DMCV 15
The main room of note on this level is #10, the Sanctum 5 SPD 30 Phases: 3, 5, 8, 10, 12
Sanctorum. This is the Scarlattis private mystical workroom. Its
doors and walls have been further enchanted to make them even 8 PD 6 Total: 8 PD (4 rPD)
tougher than the ones in the rest of the house (8 PD, 8 ED, 8 BODY). 8 ED 6 Total: 8 ED (4 rED)
The room includes an extensive library on arcane and occult lore (but 10 REC 6
not any actual grimoires), some minor magical paraphernalia that 60 END 8
wont make a mess, and the Occularum Orientalis. 20 BODY 10
The Occularum is a large crystal orb on an elaborately carved
60 STUN 15 Total Characteristics Cost: 236
wooden stand; the whole thing is about the size of an end table.
Floating in the center of the orb is a strange reddish-yellow eye that Movement: Running: 12m
some people describe as feline, others reptilian, and still others as a
Cost Spells END
mix between the two. As people move around the Sanctum, the eye
turns to keep watch on them in a disturbing fashion, much like (in 3 Alarm 0
one visitors words) a dragon sizing you up for a meal. In the hands 20 Banishment 6
of a skilled user (such as the Scarlattis), the Occularum aids the 10 Block Clairvoyance 3
casting of Clairvoyance and similar divinatory Spells (+3 to the Magic 13 Blocking The Flow 5
roll to cast them, and it reduces their END cost by half). However, 16 Bullet Barrier 14
its fragile (1 PD, 1 ED), and is likely to break unless moved with the 10 Cause Illness 12
greatest of care. Being hit by even a single bullet will shatter it into a 11 Clarivoyance 4
thousand shards. None of the shards have any magical properties or 13 Control Undead 6
value, though they are an odd yellowish color.

54
Adventures in Monster Hunting

Cost Spells END Skills


8 Create Flesh Golem 9 2 Language: Ancient Egyptian (fluent conversation)
11 Create Undead 17 2 Language: Arabic (fluent conversation)
11 Demon Summoning 7 2 Language: Greek (fluent conversation)
3 Detect Clairvoyance 1 2 Language: Hebrew (fluent conversation)
22 Dimensional Call 18 2 Language: Latin (fluent conversation)
11 Domination 6 2 Language: Sumerian (fluent conversation)
11 Dreamspeech 6 25 Magic 24-
8 Firebolt 12 3 Stealth 12-
13 Fireshaping 4 2 TF: Ground Vehicles
5 Levitation 1
Total Powers & Skills Cost: 474
5 Life Draining 6
Total Cost: 710
10 Magic Concealment 0
200 Matching Complications (50)
10 Mindseeking 6
20 Distinctive Features: metal-plated golem (Concealable With
3 Perceive Magic 1
Effort, Causes Extreme Reaction)
7 Portal Rope 3
15 Psychological Complication: Hungry For Mystical Power
13 Quench Flame 6
(Common, Strong)
8 Remove Curse 6
15 Psychological Complication: Loves Angelica Scarlatti
17 Spell Shattering 7 (Common, Strong)
1 Summoning Circle 1
20 Vulnerability: 2 x STUN from Fire (Common)
4 Telekinesis 1
20 Vulnerability: 2 x BODY from Fire (Common)
13 Telepathic Communication 6
2 Warding 1 Total Complications Points: 50
Experience Points: 510
Cost Powers END

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15 Body Of Reanimated Flesh: Does Not Bleed 0
10 Body Of Reanimated Flesh: No Hit Locations 0 VINCENT SCARLATTI
4 Body Of Reanimated Flesh: Resistant (+) for 4 PD/4 ED 0 Background/History: After becoming an orphan at eight when his
12 Armor Plating I: Resistant Protection (8 PD/8 ED) 0 loving parents were killed in a car accident, Vincent Scarlatti went to
Activation Roll 11- (-1) live with his only relative, an uncle who was obsessed with the occult.
1 Body Of Reanimated Flesh: +2 PD 0 Although this uncle lacked any true magical talent himself, he raised
Only Protects Against Crushing Or Piercing Attacks (-) Vincent to become his apprentice. The student soon surpassed
1 Body Of Reanimated Flesh: +2 PD 0 the master in both learning and cruelty. At age 16 he had himself
Only Protects Against Piercing Attacks (-1)
declared a legal adult and then murdered his uncle so he could take
unquestioned possession of the mans arcane books and relics.
5 Mystic Protections: Power Defense (5 points) 0
Since then, Vincent Scarlattis life has been consumed by the
40 Body Of Reanimated Flesh: Life Support: Total (including 0
quest for greater power, both in the everyday world and the world
Longevity: Immortality)
of the occult. In the former hes worked hard to become a wealthy
10 Mystic Protections: Luck 2d6 0
businessman and investor; in the latter hes sought darker and darker
Perks lore. The only thing that ever distracted him from this pursuit was
10 Money: Wealthy falling in love with his wife Angelica, and hes never regretted that
particular interruption for a moment.
Skills Personality/Motivation: Vincent Scarlatti is even more driven,
3 Climbing 12- ruthless, and evil than his wife (though he hasnt yet dared to take the
1 Computer Programming 8- final step of selling his soul). Theres nothing he wouldnt do to obtain
3 Cryptography 13- greater magical power. Even his new body, which would be repulsive
3 Deduction 13- to most men, pleases him immensely because its extra strength and
3 Interrogation 14- stamina will allow him to cast powerful Spells more easily.
5 KS: Arcane And Occult Lore 15- Quote: Your souls will make a succulent meal for the great Neihor.
3 KS: Demons 13- Powers/Tactics: Vincent Scarlatti has been a powerful necromancer
for years. Now he adds to that the enormous physical prowess of the
3 KS: Monsters 13-
special golem body created for him by his wife. If his Spells arent
3 KS: Neihor And His Servants 13-
enough to get the job done, hes strong enough to tip over cars and
3 KS: The Undead 13-
can bounce bullets.
2 Language: Akkadian (fluent conversation; English is Native)

55
Adventures in Monster Hunting

Although he takes a certain visceral joy in using his new body, Cost Powers END
Scarlatti is still a sorcerer at heart, so in combat his first action tends to 5 Pseudopods And Tentacles: Extra Limbs (as many as 0
be casting a Spell. Depending on the foes hes facing he may start with needed)
Bullet Barrier to protect himself (though this is less necessary with his
10 Semisolid Body: Clinging (normal STR) 0
new body). Then hell rely primarily on Domination and Firebolt (plus
Spell Shattering or Blocking The Flow if there are enemy spellcasters, Talents
whom hes likely to target first). He usually has at least one Portal Rope on
12 Striking Appearance (ugliness) +4/+4d6
his person or within easy reach in case he needs to make a fast getaway.
Dont forget that Scarlatti has Luck 2d6 (based on longstanding Skills
spells of mystic protection hes cast on himself). If things start to go badly
24 +3 HTH
for him, his preternatural luck may save him.
Appearance: Vincent Scarlatti was once a handsome may with dark Total Powers & Skills Cost: 202
brown eyes, well-styled black hair, pale skin, and an athletic, slightly Total Cost: 464
muscular body. Now that those same features have been incorporated
into a golem comprised of parts from several corpses, what was once 175 Matching Complications (50)
attractive is now distorted and hideous. The fact that hes a golem is 20 Physical Complication: Restricted By Pentagrams, if
readily apparent once his clothes are removed, particularly when one can confined within a pentagram cannot leave or affect anyone
see the metal plating bolted to his chest and other parts of his body. or anything outside the pentagram (Infrequently, Fully
Impairing)
NEIHORIAN JUGGERNAUT 15 Physical Complication: Enormous (8m; +4 OCV for others
Val Char Cost Roll Notes to hit, +4 to PER Rolls for others to perceive) (Frequently,
40 STR 30 17- Lift 6,400 kg; 8d6 HTH damage [4]
Slightly Impairing)
14 DEX 8 12- 20 Psychological Complication: Utter Devotion To Its Master
32 CON 22 15- (Very Common, Strong)
15 INT 5 12- PER Roll 12- Total Complications Points: 50
18 EGO 8 13- Experience Points: 289
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

35 PRE 25 16- PRE Attack: 7d6 Ecology: A Neihorian juggernaut is a powerful extradimensional
creature created by and serving the Old One known to humans as Neihor.
8 OCV 25 It subsists on whatever flesh and other foods its master (or whomever its
5 DCV 10 master has told it to serve) provides it; it particularly enjoys the taste of
humans, consumed whole while still struggling and screaming.
3 OMCV 0
Personality/Motivation: Neihorian juggernauts are sentient, though
6 DMCV 9 they think and perceive in ways that dont necessarily make complete
5 SPD 30 Phases: 3, 5, 8, 10, 12 sense to humans (and vice-versa). They serve Neihor or the necromancer
theyve been sent to serve with total loyalty.
20 PD 18 Total: 20 PD (8 rPD) Powers/Tactics: A Neihorian juggernaut can best be thought of as a
20 ED 18 Total: 20 ED (8 rED) shoggoth on steroids. Its combination of immense strength and mystic
15 REC 11
power, together with its supernaturally flexible, protoplasmic body, make
it difficult to fight. (It doesnt even share the shoggoths Vulnerability to
60 END 8
fire.) In combat it typically uses the two enormous arms of the humanoid
25 BODY 15 part of its body to smash and Grab. Unlike a shoggoth it doesnt have eyes
60 STUN 20 Total Characteristics Cost: 262 and mouths all over its body, though, so it is possible to surprise it.
A juggernauts typical tactic is to Grab an opponent and eat him.
Movement: Running: 12m
After it performs the Grab, it takes another Full Phase to carry the victim
Leaping: 0m up to its mouth and chew him up.
Cost Powers END Neihorian juggernauts have the No Hit Locations Automaton Power,
even though theyre not Automatons, to reflect the unusual nature of
15 Enormous, Fanged Mouth: HKA 2d6 (4d6 with STR) 1
their bodies.
8 Semisolid Body: Resistant (+) for 8 PD/8 ED 0 To summon a Neihorian juggernaut, a wizard must have the
25 Semisolid Body: Damage Negation (-5 DCs Physical) 0 Knowledge Skill Neihor And His Servants on at least an 8- and use the
32 Rapid Healing: Regeneration (2 BODY per Turn) 0 Dimensional Call Spell.
20 Semisolid Body: Life Support (Self-Contained Breathing; 0 Appearance: A Neihorian juggernaut is a strange-looking thing once
Immunity: all diseases and poisons) described by a prominent Hunter as a shoggoth-centaur. It has a lower
10 Semisolid Body: No Hit Locations (see text) 0 body similar to that of an ordinary shoggoth, out of which rises an
-2 Cant Leap: Leaping -4m (0m total) enormous human torso, horrific-looking head with enormous, fanged
mouth, and large, long arms. At its full size it can exceed 20 feet in height.
43 Oozing Body: Stretching 15m, x8 body dimensions 0
It can convert its whole body into a protoplasmic mass if necessary,
Reduced Endurance (0 END; +)
though.

56
Adventures in Monster Hunting

APPENDIX: SAMPLE
PLAYER CHARACTERS
Last but not least, here are five sample starting Player Characters Talents
for an MHI RPG campaign. You can use them as NPCs, as PCs for
newcomers to the campaign, replacements for PCs that get killed in 3 Ambidexterity
action, or just as examples of how to create your own characters. Skills
5 +1 with Firearms
ROBERTO DACOSTA
Val Char Cost Roll Notes 3 Bureaucratics 13-
13 STR 3 12- Lift 150 kg; 2d6 HTH damage [1] 3 Concealment 12-
3 Conversation 13-
16 DEX 12 12-
3 Criminology 12-
15 CON 5 12-
1 Forensic Medicine 8-
15 INT 5 12- PER Roll 12-
3 Interrogation 13-
15 EGO 5 12- 2 KS: MHI 11-
18 PRE 8 13- PRE Attack: 3d6 2 KS: Monsters 11-
1 Language: Spanish (basic conversation; English is Native)
7 OCV 20 3 Persuasion 13-
6 DCV 15 3 Shadowing 12-
3 OMCV 0 3 Stealth 12-

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
5 DMCV 6 3 Streetwise 13-
2 Tactics 10-
4 SPD 20 Phases: 3, 6, 9, 12
2 TF: Ground Vehicles
2 WF: Small Arms
8 PD 6 Total: 8 PD (0 rPD)
5 ED 3 Total: 5 ED (0 rED) Total Powers & Skills Cost: 69
Total Cost: 200
9 REC 5
200 Matching Complications (50)
40 END 4
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
14 BODY 4 10 Psychological Complication: Honest To A Fault (Common,
40 STUN 10 Total Characteristics Cost: 131 Moderate)
Movement: Running: 12m 10 Psychological Complication: Alcoholic (Common, Moderate)
20 Social Complication: Subject To Orders (Very Frequently,
Cost Powers END Major)
Martial Arts: Boxing
Total Complications Points: 50
Maneuver OCV DCV Damage/Effect Experience Points: 0
4 Block +2 +2 Block, Abort
3 Clinch -1 -1 Grab Two Limbs, 23 EQUIPMENT
STR for holding on
STR
4 Cross +0 +2 4d6 Strike Weapon OCV RMod Damage STUN Shots Min Notes
5 Hook -2 +1 6d6 Strike Glock 21 +0 +0 2d6 +1 13 6
3 Jab +2 +1 2d6 Strike Remington +0 +0 2d6 +1 8 10 2H, AE1,
870 P LR(40m),
Perks RR, RP
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit KRISS +1 +1 2d6-1 +1 30 10 AF5, Supp
Vector SBR (-5)
AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5, FS

57
Adventures in Monster Hunting

Armor Powers/Tactics: As a trained cop, daCosta brings a host of valuable


MHI Body Armor (Resistant Protection (8 PD/8 ED)) skills to his work as a Hunter. He knows how to gather information
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio from the underworld and other folks on the street, how to follow
Perception/Transmission) and surveil a suspect, how to interrogate a witness or captive, and
Gear: Flashlight how to investigate a crime scene. His teammates have learned to trust
his intuition, which has been honed by years of coping with crime in
Background/History: Roberto daCosta used to be a cop a the heart of the city.
damn good cop, in fact, with multiple decorations and numerous DaCosta continues to use his favorite pistol, a Glock 21, rather
commendations noted in his file, and a trophy for winning the than MHIs standard issue STI handgun.
departmental boxing tournament one year. But his life took a turn Appearance: Roberto daCosta is a handsome man of Hispanic
for the strange during a case he handled nine months after making ancestry in his late 20s. Hes 59 tall with black hair, brown eyes, and
detective. a well-trimmed black beard and moustache. When not in the field, he
He and his partner investigated a series of grave robbings. The usually wears sneakers, jeans, and t-shirts with irreverent graphics or
motive for the crimes was unclear, but fortunately for them the sayings on them.
perpetrator left enough trace evidence behind at the crime scenes
that they were able to piece it all together and track him down. With LEXA DUQUESNE
two uniformed officers in support they went to the perpetrators last
known address, a warehouse in a run-down area of the city. Val Char Cost Roll Notes
They entered the building and discovered that the warehouse 12 STR 2 11- Lift 133 kg; 2d6 HTH damage [1]
had become a charnel house. Bodies in varying states of decay lay on
16 DEX 12 12-
slabs scattered throughout the large main room, and the place stank
to high heaven. As they were examining the corpses, one of them sat 16 CON 6 12-
up and bit his partner in the throat. He screamed as the zombie shook 15 INT 5 12- PER Roll 12-
him, severing his jugular and nearly taking his head off. All the other 15 EGO 5 12-
bodies stirred to life as well.
15 PRE 5 12- PRE Attack: 3d6
By the time it was all over, daCosta was the only one left
standing, and he had just one bullet left in his trusty Glock 21. Officers
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responding to the noise found him standing in the middle of a pile of 7 OCV 20
bodies that included three cops and over a dozen decaying corpses. 7 DCV 20
When daCosta explained what had happened, he was relieved
of duty and ordered into psychiatric treatment. He refused, quit the 3 OMCV 0
force, and began to spend his days in his apartment, drinking. A 6 DMCV 9
threatening visit from the MCB didnt do much to help his mental 4 SPD 20 Phases: 3, 6, 9, 12
state.
By the time MHI got to him, he had descended into full-blown
alcoholism to cope with the memory of what hed seen and done. 6 PD 4 Total: 6 PD (0 rPD)
But there was enough of the decorated cop in him to realize that he 6 ED 4 Total: 6 ED (0 rED)
needed some way to get back to normalcy and that MHI could 8 REC 4
provide it to him. He threw away his liquor, made the trip to Alabama,
40 END 4
and in time became a member of MHI.
Personality/Motivation: Roberto daCosta is pretty much a normal 16 BODY 6
guy, except for two things. The first (and perhaps most disturbing) is 40 STUN 10 Total Characteristics Cost: 136
that hes honest to the point of bluntness and incivility. Hes too street-
hardened and cynical to believe most of what people tell him, and hes Movement: Running: 18m
quick to call others on their falsehoods and cover-ups. Lying about Cost Powers END
anything is extremely difficult for him, even if its in a good cause, and
at times he seems unable to resist explaining how things really are 6 Fast On Her Feet: Running +6m (18m total) 1
to his teammates, even when he knows what he says will be hurtful. 10 Lucky Girl: Luck 2d6 0
This trait prevents him from making a lot of friends, but those he does
Perks
make realize its just his way of trying to look out for them.
Second, daCostas an alcoholic a recovering one who hasnt 3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit
had a drink in nearly a year, but an alcoholic nevertheless. If put in
Talents
a situation where he can drink, he has to make an EGO Roll at +5 to
avoid temptation. If he fails, hell start drinking and wont quit until 3 Striking Appearance +1/+1d6
he passes out or is forcibly prevented from imbibing.
Quote: Dont be so stupid; thatll never work.

58
Adventures in Monster Hunting

Skills Background/History: Alexandra Duquesne Lexa to her friends


was a bright, but not particularly motivated, twentysomething working
10 +2 with Firearms as a paramedic while she tried to decide what she wanted to do with her
life. One night she and her partner got an emergency call and rushed to
3 Acting 12- the scene of a crime or so they thought. The cop on duty told them
someone had been mugged, but when they examined the victim they
2 Climbing 10- found numerous wounds that looked as if theyd been caused by claws
1 Combat Driving 8- and large teeth.
3 Deduction 12- Before they could treat the victim and load him up for a trip to
the hospital, the wererat that had attacked him got up its courage and
1 Forensic Medicine 8-
returned. It ambushed the cop, nearly severing his neck with its initial
2 High Society 10- attack, and then turned on the paramedics. Fortunately for Duquesne it
2 KS: MHI 11- attacked her partner first, and while he was screaming for help and trying
2 KS: Monsters 11- to get away, she stabbed it multiple times in the head with a pair of sharp
scissors, finally killing it. Then she fainted.
5 Paramedics 13- She awoke in the hospital to learn that she was all right, but the
3 Persuasion 12- other three had died of their injuries. As if the shock of the situation
1 SS: Medicine 8- werent enough, she soon got a visit from the MCB. The agents warned
her in no uncertain terms to keep her mouth shut, or theyd shut it for
3 Stealth 12- her permanently.
2 TF: Ground Vehicles Completely freaked out by the incident and the MCB, Duquesne
2 WF: Small Arms was about ready to chuck everything and abandon the big city for the
most remote rural town she could find. But then MHI came calling. Julie
Total Powers & Skills Cost: 64 Shackleford convinced her she had what it took to fight monsters for a
Total Cost: 200 living and Lexa Duquesne finally found something useful to do with
her life.
200 Matching Complications (50)
Personality/Motivation: Duquesne didnt become a monster Hunter
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching) because she likes guns (she doesnt, really), or because of the money.

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
15 Psychological Complication: Determined To Protect People Shes in it for the cause. She doesnt always show it, but deep down shes a
From Monsters (Common, Strong) compassionate person who doesnt want people to suffer needlessly. Since
she experienced a monster attack that attitude has crystallized around
10 Rivalry: Professional and Romantic, with Liz Sutton
preventing other people from experiencing the same thing. If necessary
20 Social Complication: Subject To Orders (Very Frequently, shell take serious risks to make sure a monster doesnt get away to hurt
Major) anyone else a trait thats likely to get her into potentially fatal trouble
sooner or later.
Total Complications Points: 50 Duquesne gets along well with her teammates and most other
Experience Points: 0 Hunters, with one significant exception: Liz Sutton. For some reason the
two of them have rubbed one another wrong since day one. Each of them
EQUIPMENT is constantly trying to outdo the other, whether its on the job or after
hours.
STR Quote: Lets go theres no way were gonna let this thing escape.
Weapon OCV RMod Damage STUN Shots Min Notes Powers/Tactics: Although she passed her training with flying colors and
STI Ranger +1 +1 2d6-1 +1 8 6 has learned to handle guns quite well, Duquesne isnt a gung-ho, in your
II face fighter. She prefers to leave that role to the likes of Dane Ericson and
Roberto daCosta and take a supporting position. Shes been practicing
Remington +0 +0 2d6 +1 8 10 2H, AE1,
870 P LR(40m),
her sniping as well, but doesnt think shes good enough yet to snipe
RR, RP monsters in the field (and shes right).
Duquesnes aggressiveness comes out if a monsters about to escape
KRISS +1 +1 2d6-1 +1 30 10 AF5, her team. The thought of a monster getting away to prey on other people
Vector SBR Supp (-5)
haunts her day and night, so shell do anything she can to make sure a
AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5, monster winds up dead instead of fleeing to safety. More than once her
FS teams had to go after her when she recklessly plunged down a hole or into
Combat +0 +0 1d6 +0 8 Can Be a lair after a wounded monster.
Knife Thrown Appearance: Lexa Duquesne is a tall, fit, attractive twenty-something
woman with long blonde hair she ties back in a ponytail when working.
Armor On the job she wears her MHI body armor and carries an AR-10 assault
MHI Body Armor (Resistant Protection (8 PD/8 ED)) rifle, an STI Ranger II, a combat knife, and a well-stocked field medical
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio kit. When relaxing she usually favors fashionable casual wear though
Perception/Transmission) she cleans up quite nicely for a formal night on the town when she has
Gear: Field medical kit, cigarette lighter the chance.

59
Adventures in Monster Hunting

DANE ERICSON Total Powers & Skills Cost: 68


Total Cost: 200
Val Char Cost Roll Notes
200 Matching Complications (50)
13 STR 3 12- Lift 150 kg; 2d6 HTH damage [x]
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
17 DEX 14 12-
10 Psychological Complication: Ardent American Patriot
16 CON 6 12-
(Common, Moderate)
13 INT 3 12- PER Roll 1x-
10 Psychological Complication: Loves Liz Sutton (Common,
13 EGO 3 12- Moderate)
15 PRE 5 12- PRE Attack: xd6 20 Social Complication: Subject To Orders (Very Frequently,
Major)
8 OCV 25
Total Complications Points: 50
6 DCV 15
Experience Points: 0
3 OMCV 0
5 DMCV 6
EQUIPMENT
4 SPD 20 Phases: 3, 6, 9, 12
STR
Weapon OCV RMod Damage STUN Shots Min Notes
7 PD 5 Total: 7 PD (0 rPD)
STI Ranger +1 +1 2d6-1 +1 8 6
5 ED 3 Total: 5 ED (0 rED) II
8 REC 4 Remington +0 +0 2d6 +1 8 10 2H, AE1,
40 END 4 870 P LR(40m),
RR, RP
16 BODY 6
KRISS +1 +1 2d6-1 +1 30 10 AF5, Supp
40 STUN 10 Total Characteristics Cost: 132 Vector SBR (-5)
Movement: Running: 18m AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5,
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

FS
Swimming: 6m
Grenades 2d6X +1 var RBS
Cost Powers END Combat +0 +0 1d6 +0 8 Can Be
6 Strong Runner: Running +6m (18m total) 1 Knife Thrown
1 Strong Swimmer: Swimming +2m (6m total) 1
Armor
Perks MHI Body Armor (Resistant Protection (8 PD/8 ED))
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit
Perception/Transmission)
Skills Gear: Demolitions tools, field medical kit, survival kit, smartphone
15 +3 with Firearms
Background/History: As the latest scion of a family whose men had
joined the US Army for over a hundred years, Dane Ericson grew up
3 Climbing 12-
listening to stories about military life and valor. It came as no surprise
5 Demolitions 13- to anyone when he joined the Army himself after high school. When
2 Electronics 10- he made it into the elite Rangers unit, his family couldnt have been
2 KS: MHI 11- prouder.
2 KS: Monsters 11- During his time as a Ranger Ericson went on missions around
3 Lockpicking 12- the world. During one in Afghanistan, his team approached what
3 Navigation 12- they thought was a terrorist cells hideout. It turned out to be the
lair of a necromancer. His spells didnt do much to protect him from
2 Paramedics 10-
the Rangers bullets, but his undead servants and a conjured demon
3 Security Systems 12- were another matter. By the time the soldiers had destroyed all the
3 Survival 12- monsters, only three of the Rangers, including Ericson, were still
1 Systems Operation 8- alive.
3 Tactics 12- The MCB got wind of the situation quickly and clamped down
3 Tracking 12- on it hard. Ericsons unit was disbanded and the survivors sent to join
4 TF: Ground Vehicles, Parachuting, SCUBA other units. He, not wanting to transfer and determined to find out
what had happened to him, chose to leave the military instead, much
4 WF: Small Arms, Uncommon Modern Weapons
to his familys chagrin.

60
Adventures in Monster Hunting

Back in the States, Ericson began making a few discreet inquiries. GARRET SULLIVAN
An old Army buddy put him in touch with a friend of a friend of
a friend, who let Ericson know about MHI. Ericson contacted the Val Char Cost Roll Notes
company and inquired about open positions. In a few weeks he 12 STR 2 11- Lift 133 kg; 2d6 HTH damage [1]
was part of the next training class, where he excelled. Now that 16 DEX 12 12-
hes graduated, hes as gung-ho to fight monsters as he was to fight
terrorists and anti-American insurgents. 17 CON 7 12-
Personality/Motivation: Dane Ericson is a red-blooded American 13 INT 3 12- PER Roll 12-
patriot, through and through. Even though hes not in the military 10 EGO 0 11-
anymore due to his disgust over the incident in which his team was
15 PRE 5 12- PRE Attack: 3d6
slaughtered, he still strongly supports America and considers it his
sworn duty to protect her and her citizens. This attitude is sure to
put him on a collision course with the MCB, probably sooner rather 6 OCV 15
than later. 6 DCV 15
Ever since joining MHI, Ericson has had a thing for one of his
3 OMCV 0
teammates, Liz Sutton, who was in his training class. Over time thats
blossomed into full-blown love, though she seems oblivious to his 4 DMCV 3
attitude. If shes in trouble during a mission, Ericson has to succeed 4 SPD 20 Phases: 3, 6, 9, 12
with an EGO Roll at +5 or stop what hes doing (regardless of how
important it is) to go to her rescue.
Ericson is a health nut. He exercises every day, doesnt smoke or 7 PD 5 Total: 7 PD (0 rPD)
drink, and eats only the healthiest of foods. Hell go hungry rather 5 ED 3 Total: 5 ED (0 rED)
than have to consume fast food. 8 REC 4
Quote: All right, look alive, people, weve got hostiles somewhere in
40 END 4
here and theyve got fangs.
Powers/Tactics: Compared to the average Hunter, Ericson is all 15 BODY 5
business. Hes a military man from the top of his head to the tips 40 STUN 10 Total Characteristics Cost: 113

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
of his toes, and he conducts himself on MHI jobs as if he were still
in the Rangers. It often frustrates him that the rest of his team (and Movement: Running: 12m
indeed, MHI in general) dont have the same level of discipline and Cost Powers END
professionalism.
Martial Arts: Aikijutsu
Ericson brings a suite of elite soldier skills to his work as a Hunter.
Hes been trained in demolitions, survival, tracking, infiltration, and Maneuver OCV DCV Notes
communications systems as well as with just about every type of 4 Dodge +5 Dodge all attacks, Abort
modern weapon there is. It isnt often that his team needs to know 4 Escape +0 +0 27 STR vs. Grabs
how to start a fire in the woods using nothing more than some soggy
sticks, a piece of twine, and an old gym sock, but when they do they 3 Hold -1 -1 Grab Two Limbs, 22
appreciate Ericson all the more. STR for holding on
Appearance: Dane Ericson is a 62 tall white male with hazel eyes. 5 Redirect +1 +3 Block, Abort
Hes cleanshaven and keeps his blond hair in a buzz cut. When not 5 Strike +1 +3 2d6 Strike
decked out in his body armor and plethora of weapons while on the
3 Throw +0 +1 2d6 Strike + v/10;
job, he wears military fatigues and boots (and of course his old dog
Target Falls
tags).
1 Weapon Element: use Art with Swords (see text)
Martial Arts: Fencing
Maneuver OCV DCV Damage/Effect
3 Cut +2 +1 Weapon
4 Disarm -1 +1 Disarm, 22 STR
5 Lunge +1 -2 Weapon +4 DC
Perks
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit
15 Money: Filthy Rich

61
Adventures in Monster Hunting

Skills Freed from the need to work as an adult, Sullivan instead passed
his time with various hobbies and pursuits. He studied many different
3 Acrobatics 12- subjects at several prestigious universities (but never graduated from
3 Breakfall 12- any of them), raced sportscars and yachts, and took up martial arts
3 Combat Driving 12- and fencing. Hed have gone on enjoying his immensely enjoyable life
for the next five or six decades, had he not woken up one morning to
3 Conversation 12-
find himself tied to a metal post in a dank, dingy basement.
3 High Society 12- He soon learned hed been kidnapped and was being held for
2 KS: MHI 11- ransom. He never saw the people involved clearly, for they wore
2 KS: Monsters 11- hooded black robes that concealed their faces. But he made careful
note of the gold medallions they all wore, which showed some sort of
2 KS: Trivia 11-
squid-beast-thing (as he later put it to the police). Even worse, they
3 Stealth 12- soon put some... thing... that wasnt human in charge of him.
6 TF: Air Vehicles, Ground Vehicles, Water Vehicles Many people would have gone insane when exposed to such
2 WF: Small Arms things in such conditions, but it only made Sullivan angry. He was
determined to get away and get home safely, so he began working on
Total Powers & Skills Cost: 87 the ropes holding him whenever his undead guard wasnt looking. His
Total Cost: 200 wrists were soon raw and bleeding, but he refused to give up.
200 Matching Complications (50) Hed almost gotten his arms free when he heard a commotion
upstairs, followed by gunfire. Soon three people wearing body armor
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching) with a strange patch on the shoulder and carrying heavy weapons
20 Psychological Complication: Thinks Money Can Solve All smashed down the basement door and started downstairs. They
Problems (Very Common, Strong) didnt see the ghoul at first, but Sullivan yelled a warning and tripped
20 Social Complication: Subject To Orders (Very Frequently, it before it could kill one of them. They cut him loose, made sure he
Major) was all right, warned him about what would happen soon, and left
him an MHI business card and an offer to join a training class.
Total Complications Points: 50 For the first time Sullivan had found something he really wanted
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Experience Points: 0 to do with his life. The idea of hunting monsters not only appealed to
the side of him that craved excitement, it spoke to the side of him that
EQUIPMENT didnt want anyone else to go through the ordeal hed just experienced.
After the MCB and his doctors were through with him, he made a
STR beeline for Cazador, Alabama.
Weapon OCV RMod Damage STUN Shots Min Notes Personality/Motivation: For the most part Garret Sullivan is a great
STI Ranger II +1 +1 2d6-1 +1 8 6 guy, one who can become friends with nearly anybody. If he has any
Remington +0 +0 2d6 +1 8 10 2H, AE1, flaw, its that he doesnt really comprehend what lifes like for people
870 P LR(40m), who arent mind-bogglingly wealthy the way he and his family are.
RR, RP He thinks money can solve any problem, and more than once has
KRISS +1 +1 2d6-1 +1 30 10 AF5, unintentionally offended someone by essentially trying to buy their
Vector SBR Supp (-5) way out of some problem theyd rather solve themselves. As a result
AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5, FS he sometimes comes off as arrogant or stuck up, when hes actually a
Sword +0 1d6+1 +0 12 pretty modest guy given his many accomplishments.
Sullivan often seems like he doesnt take anything seriously an
Armor attitude that grates on Dane Ericson, among others.
MHI Body Armor (Resistant Protection (8 PD/8 ED)) Quote: Lets take this thing out ASAP, then we can hit the bar.
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio Drinks are on me.
Perception/Transmission) Powers/Tactics: In addition to his MHI firearms training, Sullivan
Gear: Money clip is an accomplished martial artist. Hes studied several styles, but his
favorite form of unarmed fighting is Aikijutsu (the combat-oriented
Background/History: Garret Sullivan is the third son of Richard and predecessor to Aikido). Hes also a skilled fencer, and carries a
Alicia Sullivan, of the Providence, Rhode Island Sullivans a family custom-made sword when on missions hes beheaded more than a
renowned for its vast wealth. Sullivan grew up wanting for nothing, few zombies and other nasties with it. He can use the Dodge, Redirect,
able to have or do anything he pleased. Surprisingly, this somehow and Strike maneuvers from Aikijutsu with his sword as well.
didnt turn him into a spoiled brat; he learned to be grateful for what Appearance: Garret Sullivan is a 60 tall white man with neatly cut
he had, and developed a sense of noblesse oblige. sandy blond hair that never seems to get mussed or out of place no
matter what hes doing. In the field he wears a suit of MHI body armor
hes had made to his precise specifications and needs; at other times
he wears expensive mens casual clothing.

62
Adventures in Monster Hunting

LIZ SUTTON Skills


Val Char Cost Roll Notes 6 +2 with Submachine Guns
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]
14 DEX 8 12- 3 Computer Programming 13-
14 CON 4 12- 3 Concealment 13-
20 INT 10 13- PER Roll 13- 1 Criminology 8-
16 EGO 6 12- 3 Cryptography 12-
15 PRE 5 12- PRE Attack: 3d6 3 Deduction 13-
3 Faith 12-
5 OCV 10 2 KS: Art History 11-
7 DCV 20 2 KS: Demons 11-
3 OMCV 0 2 KS: History 11-
6 DMCV 9 2 KS: MHI 11-
4 SPD 20 Phases: 3, 6, 9, 12 2 KS: Literature 11-
3 KS: Monsters 13-
4 PD 2 Total: 4 PD (0 rPD) 1 Language: Latin (basic conversation; English is Native)
4 ED 2 Total: 4 ED (0 rED) 1 Language: Spanish (basic conversation)
6 REC 2 2 Paramedics 10-
35 END 3 2 PS: Librarian 11-
13 BODY 3 2 PS: Stage Magician 11-
40 STUN 10 Total Characteristics Cost: 114 2 SS: Psychology 11-

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
3 Sleight Of Hand 12-
Movement: Running: 12m
3 Stealth 12-
Cost Powers END 2 TF: Ground Vehicles
8 Packs Quite A Wallop: HA +2d6 1 2 WF: Small Arms
Hand-To-Hand Attack (-)
5 Strong-Willed: Mental Defense (5 points) 0 Total Powers & Skills Cost: 86##
Total Cost: 200
Perks 200 Matching Complications (50)
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit 10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
Talents 10 Psychological Complication: People Need To Know The
5 Eidetic Memory Truth (Common, Moderate)
4 Environmental Movement: I Can Drunk Just As Good 10 Rivalry: Professional and Romantic, with Lexa Duquesne
Fight! (no penalties for intoxication) 20 Social Complication: Subject To Orders (Very Frequently,
3 Lightning Calculator Major)
3 Striking Appearance +1/+1d6 Total Complications Points: 50
Experience Points: 0

63
Adventures in Monster Hunting

EQUIPMENT
Weapon OCV RMod Damage STUN Shots STR Notes
Min
STI Ranger II +1 +1 2d6-1 +1 8 6
Remington +0 +0 2d6 +1 8 10 2H, AE1,
870 P LR(40m),
RR, RP
KRISS Vector +1 +1 2d6-1 +1 30 10 AF5,
SBR Supp (-5)

Armor
MHI Body Armor (Resistant Protection (8 PD/8 ED))
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio
Perception/Transmission)
Gear: Laptop, smartphone, gold cross necklace

Background/History: Liz Sutton was a shy, bookish child growing


up, and that eventually led her to a career as a librarian. Among the
stacks she could read to her hearts content, and was safe from all
the ugliness of the outside world or so she thought. Her illusions
about the world came crashing down the day she was reorganizing Sutton has a touch of obsessive-compulsiveness about her. She
part of the rare book room and this demonic thing appeared. It likes to keep everything neat and organized, and arranges all her gear
stalked toward her, licking its lips greedily, and she scrambled back, just so. She gets a little upset when people move her things around or
desperate to get away. interfere with her organizational scheme.
Saying a little prayer in her mind she grabbed the biggest thing Sutton is the most religiously devout member of her team. Her
she could lay her hands on an old book with heavy silver clasps faiths probably not strong enough to stop a vampire, but its been
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

and smashed the demon in the head. Luck was with her, because she useful from time to time.
picked a book that had been blessed by a particularly pious bishop Quote: Of course. Once again the big, bad government comes in and
centuries ago. It still carried the touch of holiness, and thus could hurt makes the whole thing go away. Jack-booted bastards.
the demon. Frantically she pressed her advantage, eventually beating Powers/Tactics: Liz Sutton is a woman with some unusual and
the demon to a bloody pulp. helpful gifts. Shes extraordinarily intelligent and educated,
The MCB got wind of the situation and soon sent two agents out with a professional-level background in many subjects. Even more
to have a little chat with her. The whole idea of keeping important impressive are her photographic memory and ability to perform
information secret from people incensed her, but her anger quickly complex mathematical calculations in her head. Shes working with
withered away under the barrage of very real threats she got from the Albert Lee to help him organize the MHI archives.
agents. She thought that would be the end of the matter... But the ability that most Hunters talk about is her prodigious
...and then Julie Shackleford showed up with a job offer for her. capacity for alcohol. Somehow tiny Liz Sutton can put away drink
Personality/Motivation: Liz Sutton is passionate about reading and after drink until the likes of Earl Harbinger, Owen Pitt, and Klaus
learning, and as such hates the idea that the government knows Lindemann are passed out cold on the floor and shes still raring to
whats best for you and that the world shouldnt be informed about go. She acts drunk, she blood tests as drunk, but she shows no physical
the existence of the supernatural. She hasnt sucked up her courage to or mental impairment at all. Its a trick thats won MHI Hunters more
the point of defying the MCB and going public with what she knows than a few dollars in bar bets.
(especially now that shes got such an amazing job and doesnt want Due to her size and frame, Sutton just doesnt have the upper
to cause trouble for MHI), but she pushes the boundaries of whats body strength necessary to use an assault rifle properly. Instead she
allowed frequently. relies on her KRISS submachine gun instead (or a shotgun, if thats
Sutton doesnt get along with Lexa Duquesne at all. Theyre better for the job at hand).
professional enough to work together, but each constantly tries to Appearance: Liz Sutton is 53 tall and slender, with black hair and
outdo the other. Even worse, Duquesne is romantically interested in dark eyes compared to the average Hunter she practically seems
Dane Ericson, whos in love with Sutton, who doesnt realize Ericson fragile. Her skin looks almost as if shes got a really good suntan, but
has feelings for her. in fact is a result of her ancestry (a mix of white, black, Hispanic,
and American Indian). When not in the field she tends to favor plain,
often rather baggy, clothes; she either hasnt yet learned how to dress
to accentuate her attractiveness, or doesnt care to do so.

64

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