By Kevin Kulp

Swords of the Serpentine’s pre-layout PDF is available for everyone who has pre-ordered the game, so we wanted to sketch out an adventure seed to use alongside of (or instead of) A Corpse Astray from the rulebook. This seed is a solid session or two of adventure, easily customized for your own game. Note that due to space limitations you’ll want to fill this adventure in during your own play, adding clues, supporting characters, adversaries, and complexity to an extent that makes you happy.

Please don’t read farther if you’re a player, or you will find yourself spoiled.

Adventure Premise

The ghost of a murdered merchant asks the Heroes to investigate his murder. Doing so lands the Heroes in deep danger from a seemingly innocuous source, and presents them with a difficult decision: what happens when the thing that helps people isn’t the thing that’s both ethically and morally right?

You see, it turns out that Eversink’s Fishing Guild is run by a small sorcerous cabal who sacrifice human life in exchange for a bountiful catch. The ghostly merchant was this month’s sacrifice to the guild’s ancient fish god. Is one life a month a reasonable trade for a hundred thousand people staying well-fed?

Scene 1: The Ghost

In scene 1, a ghost hires the Heroes. The ghost is an Outlander merchant from wherever you choose, here in the city to purchase ceramics to bring home. (Pick whatever you wish, the more boring the better, to steer the Heroes away from his purchases being important.)

If a Hero has at least one rank of Spirit Sight, the ghost can hire them personally. If they don’t, the ghost will find a beggar that can see spirits and harass them until they approach the Heroes. Make the ghost entertaining, likeable, and angry he got killed in a way that left few traces. He’ll ask the Heroes to retrieve his body and avenge him, and offer them the Wealth he brought to the city in exchange (you can decide how much that is; make it 4 Wealth per Hero if you want to give them a taste of prosperity.)

Clues:

  • The ghost can sense where his body is and will guide the Heroes there if they hire a boat. It floated out of the harbor on the turn of the tide, and has floated into a swampy inlet some miles north of the city. (Optional clue; go to Scene 2)
  • The ghost remembers getting accosted by two smelly people at night while drunk in Harbor Approach, but didn’t see their faces. He knows where he was – on the docks near where The Scarlet Ruse was docked – and remembers that there was a toothless old beggar nearby who he’d just given coin to in a traditional exchange. Perhaps she saw who attacked him. (Core clue; go to Scene 3)

Scene 2: The Cove

In scene 2 (which is optional), the Heroes learn that ‘Sinkish citizens have been murdered monthly for about three generations, and their corpses have somehow ended up in one particular spot. Something supernatural is involved.

Ask the players to narrate a travel montage (p. 260 of the Adventurer’s edition) during their trip away from the city.

The ghost will lead them to an isolated marsh inlet north of the city, in an area of the swampy shoreline with a slightly treacherous tidal pattern. Follow the twisting tidal channel into the high marsh grass and you’ll find yourself in a large pond that’s full of fish, birds, and other small scavengers. Drifting lazily in the middle of the pond is the ghost’s corpse, mostly eaten by fish.

Clues:

  • The victim was hit on the head, then while he was alive his chest was cut open and his heart and intestines removed in a way that reminds you of gutting a large fish. Then the corpse was thrown into the outgoing tide. (Leechcraft)
  • The corpse shouldn’t have drifted to this spot on its own, based on tidal patterns. (Wilderness Mastery)
  • This pond is full of bones. FULL. Perhaps 800 corpses and skeletons lie under the water if anyone chooses to check. They vary tremendously by age, the oldest being perhaps 80 years dead, and a series that are clearly from the last year. Based on the progression, it reasonable to assume that one drifts in every month before being eaten by fish and sinking. (Core clue: Vigilance)

The Heroes will be attacked by hostile fish on their way back, two waves of a dog-sized leaping and biting fish named boneteeth that will leap into the boat to devour the Heroes. Think large, angry salt-water barracuda. There are two waves of coordinated attacks, with two boneteeth per Hero per wave; split these up into two or three Mook groups in the Initiative so that not all the fish attack at once. (So if there are 4 Heroes, the group is attacked by 8 boneteeth per wave, for two waves.) Use the advice on p. 198 to create a final larger, more dangerous fishy foe at the end of the fight if that would be fun for the group.

Boneteeth

Unnaturally hungry

Defense – Health: Health Threshold 3, Health 1

Defense – Morale: Morale Threshold 3, Morale 1 (see below)

Offense – Warfare: +0; Fixed Damage 3

Special Abilities: Anyone swimming in a boneteeth swarm automatically takes 3 Morale damage per round from fear

Misc: Boneteeth don’t understand speech and thus are immune to language-based Morale attacks, but scare them with Sway and they’ll retreat

Refresh Tokens: 1

 

Scene 3: The Witness

In scene 3, the Heroes use the ghost’s descriptions to find a witness to his murder, and then one of the murderers himself.

The ghost was knocked unconscious on the docks after midnight on the night of a new moon. He remembers where he was killed, even if he didn’t see who attacked him. Living near that spot is an elderly toothless beggar named Crow. She’ll refuse to talk unless befriended with money, food, or kindness by someone with ranks of Trustworthy; a Hero with ranks in Servility or Ally: Commoners can also get her to talk if no one with ranks in Nobility is nearby.

Crow saw the murder, although she doesn’t think the murderers saw her. She describes one of the murderers as a fisherman she only knows as Eel. After he and his partner knocked out the stranger, they put his unconscious body in a boat and rowed into the darkness towards Sag Harbor.

Clues

  • Eel is a professional fisherman, out fishing every day from before dawn to sunset, but he drinks in the fisherfolk’s bar attached to Fish Hall in Sag Harbor. He rents a room there in the Guild Hall as well. Eel is a big, powerful, burly man with fish tattoos on his hands and arms. He’s not educated, but he’s considered solid, dependable, and deliberate. (Core clue: Scurrilous Rumors or Ally: Commoners)
  • Eel is a long-time trusted member of the Glorious Assemblage of Attentive Fisherfolk, the formal name of Eversink’s fishing guild. Their guild house, known as Fish Hall, is at the western end of Sag Harbor near the docks. The building stinks of fish and always looks like it’s about to sink underwater, but it’s been there in one form or another for centuries. (City Secrets or Ally: Mercanti)

You can decide for yourself who Eel’s partner was, and build the adversary using the rules in Chapter 7 (likely reworking an existing Adversary). For the most fun, make them quite different than Eel, but also a ranking and trusted member of Fish Hall.

At the end of this scene, Eel’s partner realizes that they never created a funerary statue for their victim to put his soul to rest. They do, and the ghost will disappear suddenly, shouting to the Heroes as he does that he is being drawn into Denari’s heaven. Remind the players how funerary statues work in Eversink (p. 274), and what must have just happened.

Scene 4: The Accusation

The Heroes can observe or approach Eel however they wish. Eel’s daily pattern is to leave Fish Hall before dawn, fish all day with a 5-person crew, return back with his catch before dusk, then eat and drink in Fish Hall until he falls into bed. The one exception is when the Fishing Guild has formal meetings; he never misses these. Eel doesn’t attend Denari’s services weekly, something that is slightly odd.

Confronting Eel about the murder will almost always result in violence unless he’s tricked. He knows the Guild will support him, and so he’d rather capture any accusers while rumors of what he does can still be contained. Eel will Summon friends (use Drunken Sailor stats on p. 221) and call on his Allies (use Brute stats on p. 225) to support him in a fight. Of course, his partner that you’ve created will try to protect him as well, but may cut and run if things look poorly.

If Eel or his partner die (as opposed to being defeated and left alive), and word reaches Fish Hall, they  will put out the word for the Heroes to be killed: Heroes receive the penalty of Enemies: Commoners 1. If Eel or his partner are just defeated, the Heroes receive Grudge: Commoners 1.

Ideally, have this fight somewhere interesting and use the environment in interesting ways. Swinging ropes, thrown anchors, swaying footbridges, unsteady ship decks, live fish, and slippery wood all help contribute to an interesting fight.

Eel, a fisherman

Loyal, pious, dependable, murderous

Defense — Health: Health Threshold 4, Health 10 per Hero

Defense — Morale: Morale Threshold 4, Morale 5 per Hero

Offense — Warfare: +1 (surprising strength); Damage Modifier +3 (fish-gutting knife)

Offense — Sway: +0; Damage Modifier +1 (threats)

Abilities: Malus 15

Special Abilities: Allies (cost 3 – Fish Hall), Strength, Summoning (cost 3 – Fisherfolk)

Misc: Stealth Modifier +1

Refresh Tokens: 5

Description: Eel is a huge broad-shouldered fisherman. He has been methodically gathering victims for the monthly sacrifice for over ten years, since he took over from the previous fisherman. He agonizes over every single one but knows in his heart that he’s helping the city he loves, even if it means a stranger had to die.

Amongst his possessions is a ring of keys that will open most locked doors in Fish Hall.

Clues

If no one is left alive to question:

  • The ring of keys Eel possesses will unlock many of the doors in Fish Hall. The fish image stamped into the metalwork is unmistakable, as it matches the guild’s symbol. (Core clue: Skullduggery)
  • Eel’s spirit (and the spirit of Eel’s partner) are stamped with the spiritual stink of rotting fish. There’s little or no room left for the goddess Denari in that spiritual space (Spirit Sight)
  • Eel’s back is covered with a homemade tattoo. It’s labeled “heroes of Eversink” and has 123 hashmarks on it. The last one is brand new, the next-to-last one looks about a month old, and so on. There is an old tradition that this is done when an executioner or a priest wishes to honor the memory of their sacrifices. (Laws & Traditions)

If Eel or his partner are left alive to question, Intimidation or another appropriate Social ability will reveal the following:

  • The Fishing Guild is also a church, but not to Denari. There is an ancient and primal small god who guarantees the guild a bountiful catch in exchange for a single sacrifice each month. Eel believes that a single death each month is worth guaranteeing food for a hundred thousand citizens. It’s regrettable, but he considers himself a hero. (Core clue)
  • Eel and his partner are loyal and willing servants. The high priestess of the small sorcerous cabal is Julliana Fishhall, the Guildmistress for over 40 years. She will do anything to keep or cover up this secret, because she thinks the city will starve if word gets out.
  • Eel doesn’t know for sure but assumes that the Triskadane knows about what happens in Fish Hall, and deliberately turns away their gaze. (Whether this is true is up to you, the GM)
  • Deep in the basements in Fish Hall is a throne that weeps seawater. The seat of the throne is made from the cornerstone of Eversink’s first bridge a thousand years ago. Victims’ viscera are placed on the throne during the new moon to be presented to the god. Doing so will guarantee that the corpse will drift away on the outgoing tide to be eaten by fish.

If Eel or his partner aren’t left alive, the Heroes can learn this information in Scene 5 from the guildmistress or one of her trusted confederates.

Scene 5: Resolution

It’s up to the Heroes how to handle this, and you’ll need to follow their lead. They could destroy the cabal and suffer consequences, join the conspiracy, or find some middle ground.

The following are likely possibilities:

  • They reach a point where they decide that Fish Hall is doing something good, and allow them to continue. If they do this, the guild will refrain from trying to have them killed and will reward them monetarily for their forbearance and silence.
  • They decide to expose the truth about Fish Hall without putting themselves in danger doing so. Church inquisitors, bolstered by the church militant and mercenaries, raid the guildhall several days later. The resulting scandal is quickly covered up, if possible. It’s up to you whether Julliana Fishhall and the Dripping Throne escape to continue their sacrifices. If they don’t, it’s up to you whether the rich fishing turns bad, or whether that was a lie all along and the sacrifices only fed a lying god.
  • They raid Fish Hall themselves, possibly calling for aid from their Allies when they do. Have fun with this! The fisherfolk in the building (use the Drunken Sailor and Obsessed Cultist adversaries) won’t be plentiful if the raid is done during the daytime when everyone is out fishing, but they’ll mount an impassioned but unprofessional defense. The Heroes will pass through a room of small clay funerary statues from almost every sacrificial victim over 70 years, and will encounter elderly Guildmistress Julliana Fishhall (use the Cruel Sorcerer stats and ocean/fish spheres), her entourage (use Sorcerous Apprentice stats), and the Dripping Throne deep in the sunken and flooded basements. Their god may have a fish-monstrosity there as a representative and guardian as well (re-skin the Chuggut swamp shaman as a hideous fish-thing). Follow advice in Chapter 8 on pacing and structure as you create encounters in Fish Hall, and throw in a water- or fishing-themed trap from Chapter 3 for extra fun. Just remember that you don’t need to map the building; instead, think through the three or four areas where the Heroes are likely to face opposition, and ask your players to help you describe only those spaces.

Conclusion

Heroic actions creating lasting change is what this game is about. What happens to Eversink’s fishing fleet and their previously remarkable success? Are the Heroes considered pariahs or saviours, especially in the eyes of the Church of Denari? The difficult decisions the players make in this adventure will affect their Heroes going forward; supporting characters met in this adventure can reappear in future adventures as well.


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

a Night’s Black Agents adventure seed, by Adam Gauntlett

The Sacred Temple of the Paparo, founded in Naples, 1579, by three noble daughters of Giovanni Paparo, has been abandoned by those supposed to care for it. Once bedecked with ornaments and liberally endowed with treasures, it has been ransacked in recent years, down to the last candlestick. Now it is an empty shell, four walls and a waterlogged roof.

If only the dead stayed quiet …

The Director should pick and choose which elements she feels are useful.

Ways in:

  • The Paparo Foundation shares responsibility for the Sacred Temple with the Municipality of Naples. One of the trustees of the Foundation, Emiliano Paparo, has recently been caught in an antiquities smuggling sting in France. The odd thing is, when arrested he had several vampire blocks on him, and according to the arresting officers he became very agitated when they were taken away.
  • An English firm, Canter Antiques and Salvage, has been caught with several artefacts belonging to the church, and the Carabinieri are pressing for the extradition of the head of the firm, Maggie Canter, to answer charges of theft and antiquity smuggling.
  • An important figure with connections either to the Church, historical study or spiritualism (the Psychic, Online Mystic, Medievalist, Enigmatic Monsignor), goes missing and is found, dazed and confused, several days later at the church. This person has no idea how they got there, or where they were during the missing time.

History of the Sacred Temple

The conservatory with attached church is dedicated to the liturgical celebration of the Presentation of Mary at the temple, as depicted in the Protoevangelium of James. The feast day celebrates the birth of Mary, destined to become the mother of Jesus. It was home to many wonders, including rich furnishings, tapestries, mosaic flooring, a Caravaggio painting, and over seven hundred altars.

All of these have been stolen. The worst damage came from a 1993 smash-and-grab raid, but there have been plenty of robberies since. A fire in 2012 and a ceiling collapse due to water damage in 2014 sealed the deal. Now there’s nothing left but the four walls and façade. Even the mosaic floor has been dug up and stolen, to decorate some mafia boss’ mansion.

  • Archaeology, Architecture, Law and Streetwise, Core: This is nothing new. Naples’ proud history and at least a third of its magnificent churches have been ransacked, particularly over the last two decades.
  • Architecture, Law, Streetwise, Cop Talk 1 point: the Sottosulolo tunnels run under the Temple, and there’s supposed to be an access point somewhere in the crypt. One of the raids on the church came from underground, Camorra thugs stealing altars and statues of the Virgin, only to be murdered as they emerged from the tunnels two streets away, presumably by rivals.
  • Archaeology, Architecture, 1 point: The layout of the main hall is distinctive, and among its peculiar signature points is a whispering gallery, with two parabolic dishes used to create the effect. Anything said in that church can be heard by anyone in the church. Nobody knows why the church was designed this way, except that it was at the specific instruction of the church’s three noble founders.
  • Vampirology, 1 point: After the 2012 fire, when damage assessors tried to work out whether the building could be saved, three so-called vampire skulls were found in the damaged crypt. Each had a brick stuffed in their mouths, to prevent them biting others. Preliminary study suggested all three were female. The skulls were stolen soon afterward, and have never resurfaced.

What Do They Want?

Supernatural

The Temple was once, and still is, home to three Strix, linked to the Paparo family by blood and custom. The Temple was built to honor them, and in exchange the Strix promoted and protected the Paparo. Time passed, rituals and honors were forgotten, and the Strix became angrier by the decade. The Temple’s recent misfortunes are a direct result of this fit of supernatural pique. The Strix want the Paparo destroyed.

Damned

The three Paparo noblewomen became damned vampires, and built the Temple in their own honor. They perverted the honors due to Mary, directing it to their own glory. However they were put down in the 1600s, their remains hidden in the crypts below the temple. Without their protection, the Temple faded, collapsing altogether in recent years. One of the Paparo has been resurrected, and is looking for her sisters. She wants her sisters back, and her Temple restored.

Alien

The Paparo women intended the Temple as a vampire/Renfield detection and imprisonment system, which is why those Architectural anomalies exist. They wanted to protect Naples, and encouraged their descendants to do the same. Edom has an architectural study of the Temple in its archives, for that reason. It featured in several Gladio operations, before its unofficial decommission in 1980.  The vampires want to completely deactivate the Temple, and discourage any further study.

Mutant

One of the Paparo family became afflicted, and the Temple was built as a home for that dissident family member. There are hidden secrets in the crypt that throw further light on that family history. The vampire abandoned the temple shortly after the War, but still considers it part of her territory and will be annoyed at any incursion.

Telluric

The worst of the damage can be traced to a 1980 start point: the Iripina Earthquake, November 23rd. It undermined the structure of the building, and caused a dispute between the Paparo Foundation and Naples Municipality over who had to pay to repair the Temple. It also awoke the vampire, possibly a Bride or a by-blow, imprisoned in the crypt. Since then it’s spent its time creating the Temple it wants to live in, and extending its control over the Neapolitan underworld by selling its antiquities (it considers the Temple its property).

Conflict: The Detti War

The Detti clan, part of the sprawling Camorra network that controls significant parts of Naples, has been part of the Conspiracy ever since that unfortunate raid via the Sottosulolo tunnels. The raiders fell foul of the vampires, which is why they were massacred shortly after exiting the tunnels. Their capitulation has, over the years, given the Detti new honors and success.

The Detti have become so successful, in fact, that they have tried to expand by incorporating a Nigerian drug gang, an offshoot of the Neo Black Movement. This brand new alliance fractured as soon as the Nigerians realized the Detti were in bed with vampires, as the Nigerians hate vampires like poison. Blood soon flowed, and many of the street battles center on the Temple. That’s where the Detti meet their vampire paymasters, and that’s what the Nigerians want to destroy once and for all. Streetwise or Network spends forges a relationship with the Nigerians, that can get the agents in on the ground floor on the next raid on the Detti.


Night’s Black Agents by Kenneth Hite puts you in the role of a skilled intelligence operative fighting a shadow war against vampires in post-Cold War Europe. Play a dangerous human weapon, a sly charmer, an unstoppable transporter, a precise demolitions expert, or whatever fictional spy you’ve always dreamed of being — and start putting those bloodsuckers in the ground where they belong. Purchase Night’s Black Agents in print and PDF at the Pelgrane Shop.

An adventure seed for Night’s Black Agents, by Adam Gauntlett

The Agents are hired for a simple babysitting gig in Monaco, playground of the idle rich, and find themselves in the Conspiracy’s crosshairs.

What Came Before

A group of hackers hoping to make a big score cracked a billionaire’s superyacht Wi-Fi system. The hackers downloaded everything they could get their hands on, thinking that there would have to be something in all that worthy of blackmail. Then, to add sauce to the roast, they locked up the ship’s systems and demanded a ransom in bitcoin.

The hackers got more than they bargained for, as the superyacht is owned and operated by a major Conspiracy asset. The asset was on board at the time, conducting delicate negotiations with a would-be business partner. The deal was ruined, and the asset is outraged.

The hackers realized they were in over their heads. The new plan is to hire some bodyguards – the Agents – while some very intense negotiations take place. Then they’ll run for it – or so they hope.

Monaco

The Principauté de Monaco microstate is on the French Riviera, with France on three sides and the Mediterranean on the other. This constitutional monarchy is currently governed by Prince Albert II of the House of Grimaldi, a Genoese dynasty that has ruled Monaco since the 1200s. Art, culture, high-stakes gambling, the famous Grand Prix, tax assistance, a balmy climate, and everything else a multi-millionaire could possibly ask for; Monaco has it all, in a package about the size of New York City’s Central Park..

Though technically ten wards, Monaco is often thought of as four quarters: Monaco-Ville, La Condamime (which includes Port Hercule), Monte Carlo, home to the famous casino, and 1970s newcomer Fontvielle, made from reclaimed land.

Population

A little under 40,000 people. The Rose Bowl Stadium in Pasadena, California could accommodate all of Monaco twice over.

The native Monegasques, all 5,000 of them, are outnumbered in their own country; over a quarter of the population is French, with strong minority populations of Italians, British, Belgians, Germans, Swiss and US nationals. The official language is French, but English is widely spoken. The local language, Monegasque, is little used.

Special

Social norms are rigidly enforced, and tourists may be prosecuted if they walk around without a shirt on. Would-be residents need to deposit at least €300,000 in a Monaco bank account before the government will issue a residency permit. Meanwhile the wealthy drop their usual paranoia and drive around in open-top vehicles, with expensive jewelry on display, certain they will never be robbed or molested.

The Agents’ base Heat, usually 1, is 2 in Monaco due to stringent security protocols.

Further, any Heat-gaining action gains 1 extra Heat if that action involves overt lethal or potentially lethal violence. Getting into a fistfight is one thing, but guns or explosions provokes a rapid response.

Gambling and Spending Excessive Funds gains no Heat. Monaco’s seen it all before.

Thrilling Elements

As per European Tourist City, with the following additions unique to Monaco:

  • A-list celebrity, Hollywood star or similar, walking with her personal assistant or driving in a very expensive open-top car.
  • Major racing event. The streets are packed with competitors and cheering crowds. The Monte Carlo Rally takes place in January each year, the Historic Grand Prix of Monaco is held every two years, two weeks before the Formula One, and the Formula One Grand Prix of Monaco, one of motorsport’s Triple Crown events, takes place each year in May. Setup for each event takes six weeks and demolition three, so even without the race itself the streets are impacted before and after the event.
  • Coastal roads with hairpin bends; the least mistake will send your car crashing to its doom. All the more troubling, then, that so many petrol-heads in expensive cars seem keen to reenact the Bond-Onatopp chase from GoldenEye.
  • Confusing, narrow little streets surrounded on all sides by concrete, glass, and the occasional Belle Epoque masterpiece not yet destined for a date with a wrecking ball. Cramped, for Chase purposes.

Adventures in Babysitting

The Agents are brought in by a ‘Ndrangheta fixer, who puts them in a room with Maxim Ivanov, leader of the hack team.

The meeting takes place in the penthouse suite of a luxury Fontvielle apartment building, with an ocean view, three beds, two baths, living room and terrace. This, Maxim explains, will be their base of operations for the next few days.

He wants them to take care of Viktor Morizov. Viktor is to be treated with every possible courtesy, but he is not to be left alone nor is he allowed to leave the apartment. The job’s supposed to last from today, Friday, through to 9am next Monday. Anything Viktor wants, Viktor gets. So long as he never leaves.

Maxim gives them a burner phone to contact him, and five thousand Euro for expenses. It’s not a lot, not in a place like Monaco, but it should last a weekend.

Viktor Morizov: Civilian with high Digital Intrusion and Electronic Surveillance pools. Viktor’s a terrified twenty year old manchild. He speaks Russian, German and atrocious English, and behaves like a hick – which, to be fair, he is.

A Criminology, Research or Streetwise spend discovers Viktor’s criminal history. Viktor is linked with the Russian government sponsored group APT28, also known as Fancy Bear. Viktor, along with a handful of others, is supposed to have broken ranks and left the group in order to make money for himself.

Viktor has an external hard drive containing all the data the team stole. Treat this as a 4-point dedicated pool, Vampirology, and anything and everything to do with the Conspiracy asset and its links to other Nodes. The other hackers have been sent out of Monaco. Viktor’s here to sit on the data, and the Agents are here to make sure he doesn’t run.

Maxim Ivanov: Former Military Intelligence operative who thinks he has everything under control. A Criminology, Research or Streetwise spend discovers Maxim’s former life as an OMON special police operative in Moscow; he has several awards for bravery. He quit two years ago.

Maxim’s Plan:  Maxim has resigned himself to sacrificing Viktor and the data. However he wants to sacrifice Viktor on his own terms, so he’s trying to get as many bidders as possible, with this inducement: if you want the data I stole, pay me, and I’ll tell you where the guy who has it is.

This means it’s not just the Conspiracy the Agents have to worry about. Maxim’s contacting anyone he thinks will pay. Director’s choice as to who that might be, or what forces they might have at their disposal.

Maxim doesn’t care what happens to the Agents. Ideally he’ll cut them loose with a hefty payday, if all goes well. However he hired people he doesn’t care about because that way, if things go wrong, he doesn’t have to feel too badly about the corpses he’s leaving in his wake.

Except for Viktor, of course. Tough luck for the kid.

The Building

The penthouse is well-stocked with the basics, and has a massive flatscreen television with a Blue-Ray player and a huge library of movies. The owner, if anyone bothers to find out, is a midlevel Hollywood exec who comes to Monaco for a few weeks in the year in festival season, and rents it through an agent when it’s vacant. The other apartments in the building are likewise owned by absentee landlords, rented short-term to well-heeled tourists.

The building’s moderately secure, with concierge and security cameras throughout; Infiltration Difficulty 4 to break in. There is maid service. As this is the penthouse suite there are no neighbors on this level. Directly beneath are two vacant apartments, an owner-occupied apartment, (Aimee Charron, a very well-heeled socialite who ‘works’ as a personal assistant), and a tourist apartment currently occupied by a German gay couple, the Fenstermachers, here to gamble and have a good time. The rest of this six story building is occupied by about two score people total.

Avenues of Attack

Maxim’s plan goes belly-up shortly after he puts his advert on the dark web. The Conspiracy asset snatches Maxim off the street, and tortures him until he gives up Viktor’s location. This takes a while.

The Conspiracy asset also goes after the other hackers, hiding outside Monaco, and grabs them up one by one. Viktor’s in touch with them via social media, and some of the snatches are spectacular enough to make the news. As each happens, Viktor gets more and more despondent.

Meanwhile other would-be buyers gather in Monaco. They know they have to act quickly if they want the data. They can’t get hold of Maxim, so they do the next best thing: they buy the Agents’ location from the ‘Ndrangheta fixer who set all this up. It takes them time to find the right fixer and make a deal.

The Agents may discover this through Tradecraft, Streetwise, Digital Intrusion as an investigative ability to find the dark web advert, or similar. If they find out quickly, they can pick up as much as 2 pool points Preparedness, to use during their escape. If they don’t find out, then they lose 2 pool points Preparedness, since the first sign of trouble is probably when some goon puts his boot through the penthouse door.

Running Away From Home

Viktor becomes increasingly miserable as time passes. His friends are all dead or dying, Maxim is nowhere to be seen, and he’s surrounded by people he doesn’t know or trust.

If the Agents use Shrink, Reassurance or similar on Viktor then this scene does not happen. If they did not, Viktor tries to escape.

Viktor reaches out via his online connections to find someone who will help him. His attempts are intercepted by one of the data buyers, but Viktor doesn’t realize this. Digital Intrusion as an investigative spend spots Viktor’s attempts to find help, or traces his attempts after the fact.

Then he uses the pharmaceuticals in the penthouse’s medicine cabinet to whip up a quick knockout cocktail, to use on the Agents. He gets this to them however he can; maybe in their drinks, maybe in takeout food.

The homemade drug cocktail can be detected with 1 point Chemistry or Medic as an investigative spend, and purged in one round with 1 point Diagnosis.

Those who ingest it need to make a Difficulty 6 Health test. Success means they act as if Hurt for the next 6 rounds. Failure means they act as if Seriously Wounded for the next 6 rounds and Hurt for 6 rounds after that. This may provoke Consciousness checks.

Then Viktor makes a run for it. He thinks he’s arranged to meet friends at a coffee shop ten minutes’ walk away, but in fact the data buyers hired an extraction team to snatch him.

The Grand Finale

The Agents can hold out, or run for it.

Holding out isn’t helpful. Maxim’s not coming. His plan backfired, and he’s spilling his guts. Eventually the Conspiracy asset or the data buyers will get into the penthouse.

The Conspiracy asset prefers heavy tactics; bust in, bust heads, get out, use lawyers with buckets of money to cover the damage. The data buyers are more discreet, and may attempt negotiation. However they all want the same thing: Viktor, and his data.

The difference is, the Conspiracy asset doesn’t care whether Viktor lives or dies, and considers the Agents acceptable collateral damage. Also the Fenstermachers, Aimee Charron, the maids, and pretty much anyone and anyone else that gets in the way.

Leaving Monaco is tricky. The microstate is very small, but it’s one of the most heavily surveilled places in the world. The OPFOR can track the Agents’ movements, and intercept them before they get far. Consider this a Thrilling Chase at minimum, possibly an Extended Chase if you want this to track across France to some hideout of the Agents’ choosing.

What happens next is up to the Agents …


Night’s Black Agents by Kenneth Hite puts you in the role of a skilled intelligence operative fighting a shadow war against vampires in post-Cold War Europe. Play a dangerous human weapon, a sly charmer, an unstoppable transporter, a precise demolitions expert, or whatever fictional spy you’ve always dreamed of being — and start putting those bloodsuckers in the ground where they belong. Purchase Night’s Black Agents in print and PDF at the Pelgrane Shop.

A Bookhounds of London adventure seed by Adam Gauntlett

The Bookhounds are asked whether or not some broadside ballads found by a builder really belonged to famed diarist Samuel Pepys, only to discover that the ballads might get them killed.

Broadside Ballads

This information is a 0 point spend, Bibliography, History, Library Use or similar:

So called because they are printed on broadside sheets, these single-page narrative poems tell gossipy stories, spread political news, and promulgate scurrilous lies. Broadsides are early children of the printing press, popular from the 16th century, and reach their apogee in the 18th century. They’re cheap to make and easy to distribute, and though they’re very disposable some collectors prize them. Samuel Pepys was one.

Also a 0 point:

Samuel Pepys (1633-1703) was Chief Secretary of the Navy and a Member of Parliament, but he’s most famous for his Diaries, which tell a colloquial tale of London life during the Restoration. His book collection is justly famous, and was donated to Magdalene College, Cambridge, after his death. He once lived in a house on Axe Yard, near Downing Street; the exact address is unknown.

This information is a 1 point spend:

Pepys had a passion for order and conformity. He wanted a definite aesthetic look for his collection, and to achieve it he cut down ballads to the appropriate size for his albums, arranging his finds in identical album sets. He obsessively catalogued everything he collected, and his broadside collection was given to Magdalene College, along with the rest of his library.

Also a 1 point:

The Pepys Club, founded 1903 by a small group of Garrick Club members, is the best place to find out odd and obscure facts about the life of Samuel Pepys. Cultivating a member, say through a 2 point Flattery spend or similar, creates a 2-point dedicated pool concerning the life, times and loves of Samuel Pepys.

Bob Chapman’s Lucky Find

Bob’s a builder, a subcontractor for Bentley’s, a general contracting firm. While on the job – a renovation at Axe Yard, in Westminster – he ‘recovered’ some items from the rubble skip, including this old bag with funny papers in it. Is it worth anything?

Assess Honesty (0 point): Bob’s not lying, exactly, but he’s being very careful with the truth. He did get it from the Axe Yard job site, but not from the skip. It was hidden behind the wall he was meant to be repairing, and one careless swing with the sledgehammer revealed the hidden alcove. He knows his boss, Mr. Bentley, would take it for himself, if he knew about it. Bob admits as much, if pressed.

Bob Chapman, Lucky Builder: Athletics 6, Fleeing 6, Health 4, Scuffling 4; Architecture 1, Craft (Bricklaying) 1. Tall, slim, shock of curly black hair, eager as a puppy. “Well I’ll be blowed!”

Broadsides: This collection doesn’t conform to the Pepys standard. Pepys cut his sheets down to fit inside a leatherbound book approximately 340 by 358 mm, usually about 70 mm thick. Most of Bob’s find are older broadsides, which would have gone into Volume 1 of Pepys’ bound books. Bob’s find is unbound, uncut, stuffed loosely inside a battered leather folder. They could be papers Pepys didn’t bother to put into his main collection, but it’s difficult to imagine why, since Pepys was an obsessive collector. Condition’s not good, not after several centuries stuffed inside a damp wall alcove, but the ballads are interesting. Some are quite scurrilous tales about prancers [highwaymen], lascivious pricklouse [tailor, pejorative], roaring boys, and rigges [wanton women] playing with correl [toy dildoes]. Law (0 point): It’s just on the edge of prosecution under the Obscene Publications Act, but it would have been tame stuff for Pepys’ generation.

Document Analysis, Evidence Collection 0 point: Some of the sheets have been annotated, whether by Pepys or someone else is anyone’s guess. Still, if it could be proved it was Pepys, the price goes up. Not that Bob realizes this …

Document Analysis, Evidence Collection 1 point: The paper’s genuine and of the period. There’s odd insect pattern damage on some of the sheets, as if a collection of small spiders got caught between the pages and decayed there. No solid matter, just liquefied imprints on the paper.

Bargain gets it from Bob, cheaply. No spend, no broadsides. Filch gets the most interesting sheets, without Bob noticing.

Axe Yard

If the Hounds go to Axe Yard, they find the house Bob’s working on. Some of the twenty-five houses on this lane have already been swallowed up by the Government for offices, but the general outline of the Yard can still be seen. Nobody’s sure which of these would have been Pepys’ ‘poor little house.’

Streetwise or Sense Trouble Difficulty 5 notices a beggar hanging round near the skip, a pasty gent in ragged clothing, who retreats as soon as someone notices him. In a Fleeing contest his parting trick is to vanish down a drain or sewer outlet, leaving his clothes behind. There’s an odd, wet residue on the skip near where he stood – and a tiny, spidery creature that runs off quick.

Bentley’s Drama

However the negotiation with Bob goes, Bentley’s finds out about it, somehow. If Bob sold the papers, it’s because Bob talked too freely at the pub. If Bob didn’t sell, it’s because he blabbed to his foreman, bragging about how he’d get rich from his find.

Mr. Bentley is outraged. He thinks the Hounds put one over on Bob, and stole property that rightfully belongs to Bentley’s. Mr. Bentley is a devotee of the Pepys Club; one of the reasons he took this job was so he could work at Axe Yard. If Bob didn’t sell to the Hounds then Mr. Bentley now has the broadsides, and accuses the Hounds of stealing the best ones, when they inspected the bundle. If the Hounds have the broadsides, then he demands their return.

Mr. Bentley: Athletics 3, Filch 3, Health 6; Architecture 3 (Restoration era). Melancholic, pipe smoker, unkind to animals, especially cats. “Dear me! My solicitor will be here any second, and then you’ll be for it!”

If things get unpleasant. Mr. Bentley knows a lot of builders willing to do him a favor. Treat them as Rough Lads for combat purposes.

Further Examination

Several of the broadsides deal with Mythos subjects, in particular a series called ‘The Beggar’s Daughters.’ This is the most insect-stained and annotated set of broadsides, and there are four of them, all variations on the same theme. A pale, blind beggar has four daughters, all of whom wish to marry. They go out in search of swains, but their chosen beloved – the gallant young knight, the gentleman’s son, the merchant and the publican – are horrified on their wedding night, when they discover their pretty maids are not what they seem. The scenes at the church during the wedding are gruesome, but water damage makes the worst bits unreadable. Study confers 1 Mythos, concerning Eihort and its Brood.

Whoever collected this was making a study of variant Beggars in different broadsides, and drew a map on the back of one of them. The Knowledge realizes these are streets near the Hoop & Toy pub, Kensington. The Hoop & Toy, built 1760, is said to be haunted by five specters; priests, according to the legend. Their crypt, in the Hoop & Toy’s basement, was long forgotten until rediscovered, and destroyed, during the construction of the Circle underground tunnel in the 1870s. The ghosts wander eternally, looking for a way back to the church they once served. Occult spends can work out where the ghosts are most often seen, and what they look like – pale, nondescript people, with skin like wax. They leave a strange, wet residue wherever they go. The basement of the Hoop & Toy, it’s said, is alive with peculiar spiders.

The map on the broadside shows a church, where the Hoop & Toy currently stands.

The Ghastly Brood

Eihort’s strange children are the ‘ghosts’ at the Hoop & Toy. The crypt that the underground workers disturbed all those years ago once belonged to a blasphemous church which held strange ceremonies in its crypt, in honor of the Pale Beast. Those who wished to learn hideous secrets sought to parley with the creature, but Eihort is only interested in its Bargain, and spreading its Brood.

After the destruction of the church Eihort no longer visits its Fane, but its Brood remain. They use it as a kind of meeting place, where hundreds of thousands of Brood gather in the basement to mingle, and share secrets. Seeing this massive wave of Brood in one place is a Stability 5 challenge, possibly going as high as Stability 7 if the Brood attack.

The Brood are very interested in the broadsides, for one of several reasons:

  • They want to establish a final link with those of the Brood whose physical form became imprinted in the broadside paper.
  • They want to see if humans are still interested in making a Bargain with Eihort, as they did before.
  • They want to prevent anyone from finding the location of the Fane.

They will seek out the Beggar’s Daughters broadsides, injuring or killing the ones who have them, as needed.

The Last Word

It’s impossible to determine beyond question whether the broadsides, and their annotations, are Pepys’. However it’s a nice find, and counts as 1 point book stock, History (Restoration London).

Though Pepys was superstitious, he’s not known for being anything other than conventionally superstitious. Charms for luck, or against disease, yes. Rollicking battles against the Mythos, no. Still, they had peculiar notions in Pepys’ day. Perhaps that library at Magdalen is worth a visit, to see what Pepys really did believe …

The basement of the Hoop & Toy is a Fane, a place of power, and can be drawn on by necromancers and would-be magical power places. See Rough Magicks for further details. If not using Rough Magicks, assume the place provides 1 point of Magic potential/year, and can be used as a Megapolisomantic lever. Of course, the Brood will have something to say about that …

Bob the brickie would never bargain with Eihort, but Mr. Bentley might.