TEXT: Scarlet Scarring
  By
  Mike Phillips 
  
   
  Scarlet Scarring 
  By 
  Mike Phillips 
   
  With thanks to John R. Troy for the original idea 
   
  Episode Summary 
   
  Episode Hook –  
  Markthegn Tarrant, the ruler of 
  Grandmark, has summoned you to his 
  private conference room, in the town of 
  Tremayne.  The Scarlet Madame has 
  asked for an investigation.  It seems that 
  several prostitutes have been brutally 
  murdered.  Madam is applying pressure 
  to have them solved, or else she will 
  disclose the activities of Tarrant and his 
  companions.   
   
  Chapter One – Lisolet: 
  The HPs will be conveyed to Lisolet to 
  meet with the Lord Mayor, one Frances 
  Roderique.  He will quickly describe the 
  murders, of which there have been four.  
  Once the HPs have no further 
  questions, they will be dismissed with 
  directions to the Grand House of 
  Pleasure, where the Scarlet Madam 
  awaits. 
   
  Chapter Two – Rose Quarter  
  After leaving the Mayoral Mansion, the 
  HPs will probably want to investigate in 
  the Rose Quarter. At The Grand House 
  of Pleasure, they will be greeted with 
  first-hand evidence of another murder.   
  The Underground Merchants will claim 
  that the murders were committed by the 
  subterranean race nicknamed 'Ratties'.  
  The Shrine of Venus 
  will refer to the fallen Vestal Virgin 
  ‘Hannah’.  An augury cast with this 
  name will indicate that Hanah lives in a 
  dark and dank place. 
   
  Chapter Three – The Sewers 
  Due to the recent military excursions 
  several rabid Ratties will attack the 
  party while down here.  Also several 
  ghouls wandering through the sewers 
  under Hanna’s control will attack HPs 
  on sight.  Then the HP’s will track them 
  back to Hanah’s lair.   
   
  Chapter Four – The Vengeful Virgin: 
  The HPs reach the shrine where the do 
  battle with Hanna and her minions. 
   
  Chapter Five – The Conclusion 
   
  Episode Hook: 
   
    
  Markthegn Tarrant, the ruler of 
  Grandmark, has summoned you to his  
  private conference room, in the town of 
  Tremayne.  You had entered his  service, 
  but this is the first real call to work that 
  he has issued.  With no small amount of 
  shame, he explains the reason for the 
  gathering. 
    
  Before ascending the throne, you 
  well know, he was perceived as a  foolish 
  and wasteful young man, more 
  concerned with personal pleasures  than 
  the land.  This changed once he had 
  inherited the crown, and the  serious 
  man before you bears little resemblance 
  to the foppish young man  he was.  This 
  
  he readily admits, but it is his past 
  which haunts him now. 
    
  With chagrin, he explains that 
  he and some of his companions 
  (including  the current mayor of Lisolet, 
  the port town) had frequented the Rose 
  Quarter, a section of Lisolet that is the 
  haven of whores.  The Scarlet  Madame, 
  who had not attempted to curry favors 
  with her clientele since  their rise to 
  power, has asked for an investigation.  
  It seems that  several prostitutes have 
  been brutally murdered, and the 
  Madam is  applying pressure to have 
  them solved, or else she will disclose the  
  activities of Tarrant and his 
  companions.  While the unmarried 
  Markthegn can withstand the scandal, it 
  would cause the collapse of sections of  
  the government, and it could prove 
  troublesome as he continues his  
  program to bring temporal power back 
  into the hands of its rulers. 
    
  He makes it very obvious that no 
  expense is to be spared, but the normal 
  channels may not be involved.  The 
  investigation must occur, and it must be 
  kept very quiet. 
   
   
  How the HP's choose to equip 
  themselves is, of course, their own 
  decision.  Tarrant will provide any 
  reasonable equipment request.  He will 
  also furnish what little information he 
  has, which is summed up above.  
  Having done no investigation himself 
  (it was his friend, the current Lord 
  Mayor of Lisolet, who asked for help), 
  he knows nothing of import. 
   
  If the HPs seem seriously out-
  classed (from the JM's perspective), and 
  they have pledged themselves to his 
  service, it would not be unreasonable 
  for Tarrant to provide a small amount 
  of magickal 
  equipment/weapons.  While he has been 
  active in seeking new items, he does not 
  have much of tremendous power.  The 
  following were provided to the author's 
  players when the scenario was run: 
   
  Greatsword of Light: This barely-
  enchanted sword will glow with a soft 
  light, equivalent to torchlight, for a 
  period of 1 hour once per day.  The 
  weapon is not enchanted in any other 
  way, but it would be sufficient to harm 
  Hanah. 
   
  Arrow of Direction (per Mythus 
  Magick) 
   
  Sword of Skill: Despite the high-
  sounding name, the Sword of Skill has 
  little enchantment.  In the hands of 
  anyone unfamiliar with swordplay, it 
  will confer the equivalent of Combat, 
  Hand Weapons at a STEEP of 20 (or 
  raise the wielder's effective STEEP to 20 
  if it is lower), granting the sub-area of 
  Swords, one-handed.  It is otherwise 
  unremarkable. 
   
   
  Once equipped, the HPs will be 
  sent to meet with the Lord Mayor of 
  Lisolet. 
   
  Chapter One - Lisolet: 
   
   
  The HPs will be conveyed to 
  Lisolet in an appropriate manner, 
  discreetly.  As in Tremayne, the 
  audience granted will be very private.  
  The meeting takes place in the evening, 
  after nightfall.  The Lord Mayor, one 
  Frances Roderique, meets with the 
  party.  He is noticeably relieved at their 
  
  presence (it means that his friend, the 
  Markthegn, is answering his plea). 
   
  He will quickly describe the 
  murders, of which there have been four.  
  The information gathered so far points 
  out some similarities: each victim was a 
  prostitute, each victim was slain at 
  night, and each victim looked as if she 
  had been partially devoured.  Three of 
  the four worked for the Scarlet Madam, 
  but given the Madam's clout in the 
  district, that is a fair representation. 
   
  If pressed for further details, he 
  will confide: 
    
  "I didn't really want to mention 
  this, because the witness in question is 
  somewhat, um, unreliable, but there 
  was an observer of the most recent 
  attack.  The witness heard what he 
  thought were scurrying rats, and he saw 
  some furry forms that seemed to be 
  about the right size."  Roderique wipes 
  his brow and sighs.  "On the other 
  hand, he was drunk at the time, which 
  means he may have been hallucinating."  
   
   
  If the HPs ask about his own 
  involvement with the Scarlet Madam: 
    
  The Lord Mayor draws himself 
  up with a look of disdain.  "That is 
  something I will not discuss, as it is 
  inconsequential to your purpose here."  
  He scowls.  "The Markthegn indicated 
  that you would be discreet. 
   I would advise you to act it." 
   
   
  If the HPs ask for more 
  equipment: 
    
  The Lord Mayor glowers.  "The 
  Markthegn should have already seen to 
  your needs."  He sighs, "But if you 
  really need something, I'll see what I 
  can arrange."  [Note: The Lord Mayor 
  can get most normal equipment, but he 
  will want it back at the end of the 
  adventure.  Should the HPs discover in 
  the course of their investigation that 
  they are lacking something, he will 
  attempt to provide it.  He has no access 
  to magickal equipment.] 
   
   
  Once the HPs have no further 
  questions, they will be dismissed with 
  directions to the Grand House of 
  Pleasure, where the Scarlet Madam 
  awaits. 
   
  Chapter Two - The Rose Quarter: 
   
   
  After leaving the Mayoral 
  Mansion, the HPs will probably want to 
  investigate in the Rose Quarter 
  (although not necessarily).  The 
  remainder of the adventure consists of 
  encounters, culminating in a grand 
  encounter and battle within the sewers.  
  Some suggested clues are provided 
  below, along with some suggestions for 
  misleading clues.  Which the JM 
  chooses to use, of course, will influence 
  the length of the adventure, and it 
  might be a good idea to add some or 
  change others to suit the style of the 
  campaign better. 
   
  The Grand House of Pleasure 
   
   
  Provided that the HPs proceed 
  immediately to the Grand House of  
  Pleasure, they will be greeted with first-
  hand evidence of another murder.  The 
  victim was found in an alleyway near 
  the Madam's house, and she was one of 
  the Madam's girls.  Several priestesses 
  are gathered around the body, along 
  with a number of other prostitutes and 
  what appear to be a pair of private 
  guardians.  The HPs should be allowed 
  
  to take a look at the body (which 
  appears to have been chewed upon, 
  although the damage is such that almost 
  no one can tell what did the damage - it 
  is too torn), but they will quickly be 
  ushered through the perfumed and 
  barely lit house into a back parlor, 
  where the Scarlet 
  Madam waits. 
   
    
  The office, if that is indeed what 
  it is, appears to be decorated more like a 
  lady's boudoir.  Perfume hangs heavy in 
  the air, and erotic paintings cover the 
  walls.  The red-headed woman looks up 
  from her desk (which appears to be 
  quite comfortable, if the padding on top 
  is any  indication), and she sighs.  With 
  a gesture, she beckons you to seat 
  yourselves on the various pieces of 
  furniture around the room. 
    
  "It appears that whoever is 
  behind this has struck again.  Frankly, 
  I’m getting worried.  My girls depend 
  upon a few priestesses of Venus and our 
  guards to keep us safe, but it apparently 
  isn't working."  She looks   around, 
  sighing.  "The last two victims were 
  both girls from my House, and they 
  were among my best."  Noting your 
  looks of apparent incomprehension, she 
  goes on to explain. 
    
  "They're my leaders, they report 
  directly to me, and they each watch over 
  several girls.  In essence, she was one of 
  my lieutenants, although this isn't 
  exactly a military organization."  She 
  shoves her papers to the side.  "I've been 
  told to help you in any way I can to 
  solve this riddle, but it might be best if 
  you were watching those most likely to  
  be struck.  Each of you will guard one of 
  the remaining 'finest', since the 
  priestesses and guards are already 
  spread very thin."  She sighs again.  
  "This will probably be a rough one." 
   
   
  A generic set of OPs are at the 
  end, along with some suggested names 
  (sprinkle around as needed).  If the JM 
  chooses to involve the HPs with the 
  day-to-day (or perhaps that should be 
  night-to-night) operations of the Grand 
  House of Pleasure, then the JM should 
  feel free to make up details as needed. 
   
  The following are clues which 
  may be used here: 
   
  One prostitute witnessed the most 
  recent attack: 
   
    
  "Aye, I saw it, I did!  'Twas a 
  most fearsome beast, lookin' like a rat, 
  but walkin' on its hind legs!"  The 
  harlot shudders (an intriguing  sight for 
  the male HPs, probably).  "Horrible, 
  with gleamin' teeth and  dark fur.  The 
  eyes glowed red, they did, and blood 
  dripped from the  claws and teeth!" 
    
  [In point of fact, the prostitute 
  in question did not actually witness  the 
  attack, it was flickering shadows after 
  the attack, and her imagination 
  provided the rest.] 
   
  One guard, fresh upon discovering the 
  body: 
    
  "There was blood splattered all 
  over the wall, and she were a right  
  mess.  I don't like t'think about what 
  might'a done such a thing, but  there 
  were some footprints, maybe.  Kinda 
  clawed lookin, headed towards  the 
  gutter.  Might'a gone into th'sewers, for 
  all I know." 
    
  [He is telling the truth, although 
  he did not actually follow the 
  
  footprints, and if the HPs look for 
  them, they won't see them.] 
   
   
   
  If the party pursues the above 
  clues, then they will likely find their 
  way to the Underground Merchants, a 
  small company that trades with 
  Subterranean AErth races.  The Scarlet 
  Madam is on good terms with the UM, 
  and she will be willing to give the HPs 
  directions to their enclave. 
   
  [Note: When I ran it, I created a 
  small hole behind the Grand House of 
  Pleasure which led into the sewers, and 
  one of the HPs managed to track the 
  murderer to the hole.  In addition, there 
  have been more abductions than the 
  ones known, some having been used to 
  feed Hanah's small army of 
  ghouls, some to be sacrificed to the 
  Vengeful Virgin.] 
   
  The Underground Merchants 
   
   
  The UM Consortium is actually 
  a family of merchants who specialize in 
  the exotic.  Although their primary 
  customers are the underworld of 
  Grandmark (which is centered in 
  Lisolet, and is fairly extensive for a town 
  of 10,000) and nearby residents of 
  Subterranean AErth (specifically, some 
  Stoties, Ferretfolk, and Trogs), they also 
  have contact with Phaeree.  If the clues 
  above are described to the merchants, 
  they will mention the subterranean race 
  nicknamed 'Ratties' who would act in 
  such a manner. 
   
  If the HPs accept this, and 
  return to the Lord Mayor with such 
  information, the following sequence of 
  events will occur: 
   
  (1) The Lord Mayor will send a 
  punitive force against the Ratties. 
   
  (2) The Ratties in the area will 
  be driven off by the military. 
   
  (3a) Another prostitute (not one 
  of the Madam's) will be slain. 
   
  (3b) [simultaneous] A group of 
  three or four Ohdow (a neutral 
  short-tempered race of elves, 
  much like the Trow) will appear 
  to the party, coldly threatening.  
  The Ohdow should be of 
  sufficient power to stop the HPs 
  if they try anything, and they 
  will explain that the 
  Ratties do not act like that, and 
  if they did, they would leave 
  much less meat behind.  Further, 
  the Ratties are hunting in other 
  territories now, and the Ohdow 
  are not happy with the plague. 
  (4) If the HPs have not passed 
  the above on to the Lord Mayor, 
  a Thunderbird ally of the 
  Ohdow will appear in a shared 
  dream and point out that they 
  continue to make the mistake. 
   
  (5) The punitive expedition will 
  be called off. 
   
  (6) The HPs will need to seek 
  elsewhere for clues. 
   
  The Shrine of Venus 
   
   
  Given that some priestesses of 
  Venus are employed at the Grand 
  House of Pleasure, it is not 
  unreasonable for the HPs to visit the 
  temple, and it might even be the first 
  stop on their agenda.  Should they do 
  so, and speak to one of the ranking 
  Priestesses (not a difficult feat if any of 
  the HPs are particularly attractive), an 
  augury will be performed, and they will 
  be left with the following wisdom: 
  
  "Seek ye the corrupted, where 
  defiliation and expulsion are one!" 
   
  This refers, of course, to the 
  fallen Vestal Virgin.  Make a secret 
  check against each HPs Religion K/S (if 
  possessed) at DR "Hard".  Upon 
  success, this will trigger the memory 
  that certain Goddesses will expel 
  Priestesses from their clergy should they 
  lose their virginity (in this case: 
  Minerva, Diana, and Vestia). 
   
  Inquiries at the three temples 
  will be met with reserve, and raised 
  eyebrows, but none will remember any 
  recent expulsion.  However, as the HPs 
  are leaving the temple of Vestia, they 
  will be quietly approached by one of the 
  initiates, who will mention that one of 
  her fellow initiates had braved the night 
  a month ago, and had not been heard 
  from since.  Her name in the order was 
  Hanah, named after one of the greatest 
  martyrs to Vestia, who died to save 
  herself from being ravished. 
   
  Further information will not be 
  volunteered, although another augury 
  cast with this name will indicate that 
  Hanah lives in a dark and dank place. 
   
  Chapter Three - The Sewers:   
   
   
  The HPs will eventually need to 
  find their way into the sewers, either by 
  tracking Hanah from another attack 
  (details to be created as needed), or by 
  following auguries cast.  Regardless of 
  the means of reaching the sewers, they 
  are dank, dark, but not filled with waste 
  (the Ratties normally scour and 
  scavenge in the tunnels connected to 
  some out-of-the-way places in 
  Subterranean AErth).  Due to the recent 
  military excursions (if any), or perhaps 
  just out of plain irritability, several 
  rabid Ratties will attack the party while 
  down here (statistics per the AErth 
  Bestiary, p. 160). 
   
  Given that Hanah has been 
  granted a small amount of control of 
  several ghouls, they are likely 
  wandering through the sewers, and they 
  will probably attack HPs on sight.  
  Hanah directly controls four, but the 
  being she serves controls more than a 
  dozen.  Sprinkle them around the 
  tunnels as appropriate (statistics per 
  Necropolis, p. 188). 
   
  The JM should select an 
  appropriate method of tracing Hanah 
  back to her lair.  Some suggestions 
  include: 
   
  (1) A trail of clawed prints and 
  bloodstains on the walls leading to 
  her complex 
   
  (2) Mysterious screeching and 
  chanting, dripping with malice 
   
  (3) An abduction of a victim 
  (perhaps even the Scarlet Madam!) 
  rather 
  than the slaughter she normally 
  performs, and the screaming, 
  struggling, 
  and sacrifice thereof 
    
   
  Chapter Four - The Vengeful 
  Virgin: 
   
   
  Regardless of how the HPs reach 
  the shrine, this is what they will 
  eventually see: 
   
   
    
  Before you, in a cavern lit by 
  glowing fungus, is a terrible scene.  The 
  walls are smeared with bloodstains, 
  some fresh, some blackened.  The 
  stench is that of a charnel-house, sickly 
  sweet, the smell of death.   Tattered 
  hangings line the walls, and some 
  
  discarded clothing makes a heap, 
  apparently something akin to a bed. 
    
  Near an alcove in the opposite 
  wall, there is a small brazier, burning  
  with some sort of dark flame, almost 
  black in appearance. 
    
  Against the wall, there is a 
  statue.  Well, not quite a statue, but a  
  rough image shaped of hardened clay.  
  It appears to be of a naked young  
  woman, attributes accentuated.  A real 
  sword is clasped in its hands,  raised, 
  and a malevolent expression has been 
  placed on the face.   However, your 
  attention is drawn from contemplating 
  what sort of sick  artist would have 
  carved such a statue to a rapidly moving 
  form,  claw-like hands extended towards 
  you! 
   
   
  Hanah has just noticed the party 
  members (if she is in the process of 
  sacrificing, add appropriate 
  description), and she is moving to 
  attack!  Note that the HPs will need to 
  spend a CT of observation if they want 
  more than a rough description (a 
  ragged, humanoidal form, with claw-
  like hands and disfiguration). 
   
  If Hanah is having a really rough 
  time, or some sort of additional 
  challenge is needed, she will turn to the 
  statue and beg, "I have served thee 
  faithfully, oh Vengeful Virgin!  Help 
  me, thy servant, in her hour of need!"  
  In this case, the statue comes to life (see 
  the Vengeful Virgin in the OP section 
  for full details), and, if needed, 
  additional Ghouls will pour into the 
  chamber. 
   
  With the destruction of Hanah, 
  the attacks will stop, and everything will 
  return to normal (well, until the next 
  adventure, anyways). 
   
  The Black Flame: This item consists of a 
  brazier burning with Negative Heka.  It 
  begins with 200 Heka (when the HP's 
  reach the shrine), and it regenerates 10 
  Heka per hour, or 100 each time 
  someone is sacrificed to it.  There is no 
  practical limit to the amount of Heka 
  which can be so stored.  It also grants to 
  its owner the following powers: 
   
  Summon Rat Swarm: By 
  expending 5 Heka per rat, Hanah can 
  summon a rat swarm to her person, 
  which will arrive in 1D3 CT's.  
   
  Return to Sanctum: By 
  expending 50 Heka, Hanah can 
  transport herself and any small items 
  carried immediately back to her shrine, 
  provided she is within a mile of the 
  shrine.  For every additional mile 
  distant, it costs another 10 Heka, and 
  the transportation of a held living being 
  will cost an additional 50 Heka. 
   
  [Note: if the Black Flame is not 
  destroyed, it will eventually 
  possess/be possessed by someone else, 
  probably a witchcraefter or other 
  servant of the Nether-realms, and it will 
  become a long-term thorn in the HPs 
  collective side.  In such a case, it is 
  recommended that the JM 
  pick a suitable Netherbeing, either a 
  Demon, Devil, or perhaps an Evil 
  Atlantlan deity to associate the Black 
  Flame with.] 
   
  Chapter Five –The Conclusion: 
   
   
  If the HPs manage to defeat 
  Hanah, they should be rewarded.  If 
  they are permanently in Tarrant's 
  service, he will let them keep the 
  equipment he gave them at the 
  
  beginning (if any), including the 
  magickal weapons if they were given to 
  the HPs.  The HPs should be given, in 
  addition to any AP/S or AP/X for 
  roleplaying or other exceptional play, 2 
  AP/Gs for each clue successfully 
  followed (to a maximum of 10 AP/Gs), 
  plus another 5 upon the defeat of 
  Hanah.  The adventure is not 
  monumental enough to warrant more 
  than 15 AP/Gs. 
   
  The Scarlet Madam may be 
  gained as a Special Connection as well, 
  given that the HPs have performed a 
  service for her.  While her influence is 
  primarily in the shadowy world that 
  thieves move in, it is nonetheless 
  significant. 
   
  Tarrant will not abide needless 
  destruction, however, and any clues 
  which are fumbled and result in the 
  death of any innocents will definitely 
  bring retribution of some sort (at the 
  least, lessening the rewards and 
  reclaiming equipment, especially the 
  magickal swords).  In such a case, no 
  AP's should be awarded for the clues, 
  although they will still have earned 
  some experience and knowledge from 
  the adventure and might be granted 
  from 1 to 5 AP/Gs. 
  
   
  OP's: 
   
  (FP's): 
  [Note: These are average statistics, and individuals should vary if they begin playing a significant role in 
  the game] 
  Harlot: 
  Statistical Detail: 
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 9 
   
  MMSpd: 9 
  MR: 30 
   
   
  MRCap: 12 
   
  MRPow: 9 
   
  MRSpd: 9 
  Physical: 75 
  WL: 56 CL: 67 RL: 7 
  PM: 45 
   
   
  PMCap: 17 
   
  PMPow: 14 
   
  PMSpd: 14 
  PN: 30 
   
  PNCap: 12 
   
  PNPow: 9 
   
  PNSpd: 9 
  Spiritual: 60 
  EL: 48 
  SM: 30 
   
  SMCap: 12 
   
  SMPow: 9 
   
  SMSpd: 9 
  SP: 30 
   
  SPCap: 12 
   
  SPPow: 9 
   
  SPSpd: 9 
  Outstanding K/S Areas (typical): 
   
  Criminal Activities, Physical (20+D10 STEEP) 
   
  Etiquette/Social Graces (30+2D10 STEEP) 
   
  Commentary & Description: Some suggested names include: Celeste, Brandi, and others.  The girls of the 
  Scarlet Madam are generally moderately literate, charming, and skilled in the courtly manners, and are 
  the most elegant of courtesans.  She and her girls have high respect among the gentry, although the lower 
  classes can also make use of the 'trainees'.   
   
  The Scarlet Madam's Best and Brightest: 
  Statistical Detail: 
  Mental: 75 
  EL: 60 
  MM: 40 
   
  MMCap: 16 
   
  MMPow: 12 
   
  MMSpd: 12 
  MR: 35 
   
   
  MRCap: 15 
   
  MRPow: 10 
   
  MRSpd: 10 
  Physical: 75 
  WL: 56 CL: 67 RL: 7 
  PM: 45 
   
  PMCap: 11 
   
  PMPow: 10 
   
  PMSpd: 9 
  PN: 40 
   
  PNCap: 15 
   
  PNPow: 13 
   
  PNSpd: 12 
  Spiritual: 75 
  EL: 60 
  SM: 40 
   
  SMCap: 16 
   
  SMPow: 12 
   
  SMSpd: 12 
  SP: 35 
   
  SPCap: 15 
   
  SPPow: 10 
   
  SPSpd: 10 
   
   
   
  Outstanding K/S Areas (typical): 
   
  Criminal Activities, Mental (20+D10 STEEP) 
   
  Criminal Activities, Physical (30+3D10 STEEP) 
   
  Etiquette/Social Graces (30+3D10 STEEP) 
   
  Business Administration (20+2D10 STEEP) 
   
  Charismaticism (10+3D10 STEEP) 
   
  Influence (10+4D10 STEEP) 
  
   
  Dancing (10+2D10 STEEP) 
   
  Commentary & Description: Some suggested names include: Celeste, Brandi,and others.  The Scarlet 
  Madam's best girls act as her lieutenants.  Generally, they are better at just about everything than her 
  normal girls, and they are her highest class call girls.  Most have at least minimal skill in Herbalism (the 
  better to stave off diseases and other illnesses), and most have cultivated friendly relationships with the 
  priestesses of Venus. 
   
  Grand House of Pleasure Guards: 
  Statistical Detail:  
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 9 
   
  MMSpd: 9 
  MR: 30 
   
   
  MRCap: 12 
   
  MRPow: 9 
   
  MRSpd: 9 
  Physical: 90 
  WL: 67 CL: 81 RL: 9 
  PM: 45 
   
  PMCap: 15 
   
  PMPow: 15 
   
  PMSpd: 15 
  PN: 45 
   
  PNCap: 15 
   
  PNPow: 15 
   
  PNSpd: 15 
  Spiritual: 60 
  EL: 48 
  SM: 30 
   
  SMCap: 12 
   
  SMPow: 9 
   
  SMSpd: 9 
  SP: 30 
   
  SPCap: 12 
   
  SPPow: 9 
   
  SPSpd: 9 
   
  Outstanding K/S Areas (typical): 
   
  Combat, Hand Weapons (20+3D10 STEEP) 
   
  Combat, HTH, Non-Lethal (20+4D10 STEEP) 
   
  Combat, HTH, Lethal (10+2D10 STEEP) 
   
  Criminal Activities, Physical (10+2D10 STEEP) (Ambushing) 
   
  Commentary & Description: The guards of the Grand House of Pleasure are not incorruptible, but there 
  are some things (such as fine young flesh) to which they are nearly immune.  They are good enough for 
  normal fights, and typically armored in leather with some metallic pieces, and armed with long swords 
  and clubs.  A few are exceptional fighters, and they typically become captain or one of the sergeants.  The 
  total complement at the Grand House of Pleasure numbers 20 (15 guards, 3 sergeants, and 1 captain).  
  They rotate shifts, act as bouncers, and provide 24 hour coverage of the building.  On certain occasions, 
  they also escort the employees around for shopping and the like. 
  
   
  Priestess of Venus: 
  Statistical Detail:  
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 9 
   
  MMSpd: 9 
  MR: 30 
   
   
  MRCap: 12 
   
  MRPow: 9 
   
  MRSpd: 9 
  Physical: 60 
  WL: 45 CL: 54 RL: 6 
  PM: 30 
   
  PMCap: 12 
   
  PMPow: 9 
   
  PMSpd: 9 
  PN: 30 
   
  PNCap: 12 
   
  PNPow: 9 
   
  PNSpd: 9 
  Spiritual: 75 
  EL: 60 
  SM: 40 
   
  SMCap: 15 
   
  SMPow: 13 
   
  SMSpd: 12 
  SP: 35 
   
  SPCap: 15 
   
  SPPow: 10 
   
  SPSpd: 10 
   
    
  Outstanding K/S Areas (typical): 
   
  Priestcraeft (Moonlight): (10+2D10 STEEP) 
   
  Etiquette/Social Graces (30+2D10 STEEP) 
   
  Herbalism (20+3D10 STEEP) 
   
  Commentary & Description: The Priestesses of Venus assigned to the Grand House of Pleasure total 
  three.  They are typically completing their Novitiate, and will become true Priestesses after their duties at 
  the House are completed.  While here, they serve as spiritual guides, teachers of Herbalism and other lore, 
  and they are the mentors of many of the girls.  Occasionally, one of the Scarlet Madam's girls will go on 
  take a Vow to serve Venus and, eventually, enter her Priesthood.  Such girls are almost inevitably assigned 
  back to the Grand House of Pleasure. 
   
  (MPG's): 
  Hanah (Ghoul-Vampire): 
  Identifier: Undead 
  Habitat: Grandmark's Shallowshadow & Sewers 
  Modes and Rates of  Movement (yds/BT): 
   
  Base: 140 
  Initiative Modifiers: Human Standard 
  Invulnerabilities: Non-enchanted weapons, Disease, Cold, Electricity, Fire/Heat, Poison 
  Susceptibilities: 
   
  Contact: Blessed symbol (7D3 PD), Blessed Water (D6+1 PD & SD)  
   
  Exposure: Sight: Blessed symbol, inflicts SD* 
  *Blessed Symbol Spiritual damage is equal to the Good individual's SMPow minus 10% of Hanah's 
  SMPow and also minus 1 point per foot distance between the wielder and the subject, SD being inflicted 
  upon the vampire thus each CT of Exposure. 
   
  Outstanding-Important K/S Areas/Sub-Areas & STEEP: 
   
  E/S Graces: 50 
   
  Deception: 60 
   
  Influence: 40 
  Joss (Anti-Joss) Factors: 1 
  Attractiveness: 1 
  Quirks: Nil 
  Average Armor Protection: 9 - see below 
   
  Natural: see below 
  
   
  Heka-engendered: Nil 
  Dodging/Avoidance: 13/--,22,15 
   
  Natural Weapons*: 
  Attacks  
  BAC 
  DT 
  Base 
  Claw x 2* 
  50 
  C 
  1D3+6 
  Bite 
   
  40** 
  P 
  1D3+D3/CT+^ 
  * Unlikely to be used 
  ** Or special -- see below. 
  ^ Only attempted if subject victim under Lethargy Touch Power noted below. 
  Castings: None 
  Powers: 
  Lethargy Touch: Caressing contact inflicts a +10 Initiative penalty and a like penalty to all other actions 
  and dice rolls, including K/S use, for 1 AT's time; and if the victim fails in a roll vs. SM TRAIT at DR 
  "Hard," subject reclines and dozes for the whole period (1 AT)  
   
  Resistance to Heka: Heka attack must overcome 13-point R factor to affect this Preternatural Ghoul-
  Vampire with Casting or Power Shape Shift: To/from rat form in 1 CT's time, as frequently as desired 
   
  Endure Sunlight: Hanah can act in full sunlight, although it causes her to act as if Dazed while so acting 
   
  Heal Self, Physical Damage: 1 point/AT 
   
  Shadow Cloaking, self: Invisible in moderate or thicker shadows 
   
  Shadow Walking: Able to instantly move from one place of shadows to another 
   
  Change Appearance: 1/day, allows Hanah to change her basic appearance, including sex, race, height, 
  etc., so something human-normal 
   
  Close Door/Window & Heka-Force Bar by Gaze: 1/day 
   
   Invisibility: 1/day 
   
   Spiritual Paralysis Gaze: 1/day 
   
  Statistical Detail:  
  Mental: 120 
  EL: 96 
  MM: 60 
   
  MMCap: 25 
   
  MMPow: 20 
   
  MMSpd: 15 
  MR: 60 
   
   
  MRCap: 25 
   
  MRPow: 20 
   
  MRSpd: 15 
  Physical: 140 
  WL: 105 CL: 126 RL: 14 
  PM: 70 
   
  PMCap: 30 
   
  PMPow: 18 
   
  PMSpd: 22 
  PN: 70 
   
  PNCap: 30 
   
  PNPow: 18 
   
  PNSpd: 22 
  Spiritual: 120 
  EL: 96 
  SM: 60 
   
  SMCap: 25 
   
  SMPow: 20 
   
  SMSpd: 15 
  SP: 60 
   
  SPCap: 25 
   
  SPPow: 20 
   
  SPSpd: 15
   
  Armor Scheme: 
  Area 
   
  Pierce 
  Cut 
  Blunt^ Fire 
  Chem. Stun 
  Elec. 
  Ultra 
   
  20 
  20 
  20 
  * 
  * 
  32 
  * 
  
  Super 
   
  15 
  15 
  15 
  * 
  * 
  24 
  * 
  Vital 
   
  10 
  10 
  10 
  * 
  * 
  16 
  * 
  Non 
   
  5 
  5 
  5 
  * 
  * 
  8 
  * 
  Average  
  15 
  15 
  15 
  * 
  * 
  20 
  * 
  * Invulnerable 
  ^ Applies to Impact damage as well 
   
  Commentary & Description: Hanah was, some time ago, a Vestal Virgin, one of the handmaidens of 
  Vestia (so to speak).  While a new initiate into the order, she was raped one night while travelling through 
  the town of Lisolet.  Like all Vestal Virgins who are so defiled, she would have been cast out of the order, 
  save only that she was mortally wounded.  With rage born of dreams denied, and severe hatred, she cried 
  out for vengeance with her last breath.  A dark strength infused her, and she rose again, and ate the heart 
  of the ruffian.  
   
  It was not enough, and she knew that the whores and trollops who frequented the Rose Quarter 
  were to blame.  She hid within the sewers and Shallowshadow, where she has erected a shrine to 'Vengeful 
  Vestia', the 'unseen true side of the great lady' which she believes gave her strength and control over 
  several ghouls and the rat population as the tools of vengeance. 
   
  Note that Hanah, the daughter of some well-off merchants, but orphaned, was given a Ring of 
  Hardiness (5 additional points of armor) by her parents, and this is in addition to the natural armor 
  above. 
  
   
  The Vengeful Virgin (animated statue): 
  Identifier: Animated statue 
  Habitat: The Twisted Shrine 
  Modes and Rates of Movement (yds/BT): Base: 120 
  Initiative Modifiers: Human Standard 
  Invulnerabilities: Non-enchanted weapons 
  Susceptibilities: Sunlight 
  Joss (Anti-Joss) Factors: 4 
  Attractiveness: 1 
  Quirks: Nil 
  Average Armor Protection: See Below 
  Dodging/Avoidance:  
   
  Natural Weapons: 
  Attacks  
  BAC 
  DT 
  Base 
  Sword  
  40 
  C 
  4D6 
   
  Castings: None 
  Powers: None 
   
  Statistical Detail: 
  Mental: 90 
  EL: 81 
  MM: 45 
   
  MMCap: 15 
   
  MMPow: 15 
   
  MMSpd: 15 
  MR: 45 
   
  MRCap: 15 
   
  MRPow: 15 
   
  MRSpd: 15 
  Physical: 150 
  WL: 112 CL: 135 RL: 15 
  PM: 75 
   
  PMCap: 35 
   
  PMPow: 25 
   
  PMSpd: 15 
  PN: 75 
   
  PNCap: 35 
   
  PNPow: 25 
   
  PNSpd: 15 
  Spiritual: 90 
  EL: 81 
  SM: 30 
   
  SMCap: 15 
   
  SMPow: 5 
   
  SMSpd: 10 
  SP: 60 
   
  SPCap: 20 
   
  SPPow: 20 
   
  SPSpd: 20 
   
   
  Armor Scheme: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. Stun 
  Elec. 
  Ultra 
   
  80 
  20 
  80 
  20 
  80 
  80 
  40 
  Super 
   
  60 
  15 
  60 
  15 
  60 
  60 
  30 
  Vital 
   
  40 
  10 
  40 
  10 
  40 
  40 
  20 
  Non 
   
  20 
  5 
  20 
  5 
  20 
  20 
  10 
  Average 50 
  12 
  50 
  12 
  50 
  50 
  25 
  * Invulnerable 
   
  Commentary & Description: The Vengeful Virgin was a statue carved by Hanah to appropriately honor 
  this 'dark side' of Vestia.  Born of her twisted mind, the statue has been able to come to life, although the 
  force animating it is indeterminate. 
  
   
   
  Scarlet Scarring 
   
  Greatsword of Light: 
   
  This barely-enchanted sword will glow 
  with a soft light, equivalent to 
  torchlight, for a period of 1 hour once 
  per day.  The weapon is not enchanted 
  in any other way, but it would be 
  sufficient to harm Hanah. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scarlet Scarring 
   
  Arrow of Direction 
    
  This arrow has the symbol of the 
  compass engraved upon the shaft near 
  the head, with the north compass point 
  following the direction of the arrow.  
  When the arrow is placed on a flat, 
  relatively smooth surface, it will orient 
  itself so that the head points north. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scarlet Scarring 
  
   
   
  Sword of Skill 
   
  Despite the high-sounding name, the 
  Sword of Skill has little enchantment.  
  In the hands of anyone unfamiliar with 
  swordplay, it will confer the equivalent 
  of Combat, Hand Weapons at a STEEP 
  of 20 (or raise the wielder's effective 
  STEEP to 20 if it is lower), granting the 
  sub-area of Swords, one-handed.  It is 
  otherwise unremarkable. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scarlet Scarring 
   
   
  Hanah’s Ring of Hardiness 
   
  (5 additional points of armor) by her 
  parents, and this is in addition to the 
  natural armor above. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Scarlet Scarring 
   
  The Black Flame: 
   
   This item consists of a brazier burning 
  with Negative Heka.  It begins with 200 
  Heka (when the HP's reach the shrine), 
  and it regenerates 10 Heka per hour, or 
  100 each time someone is sacrificed to 
  it.  There is no practical limit to the 
  amount of Heka which can be so stored.  
  It also grants to its owner the following 
  powers: 
   
  Summon Rat Swarm: By 
  expending 5 Heka per rat, Hanah can 
  summon a rat swarm to her person, 
  which will arrive in 1D3 CT's.  
   
  Return to Sanctum: By 
  expending 50 Heka, Hanah can 
  transport herself and any small items 
  carried immediately back to her shrine, 
  provided she is within a mile of the 
  shrine.  For every additional mile 
  distant, it costs another 10 Heka, and 
  the transportation of a held living being 
  will cost an additional 50 Heka. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Mythus/Mythus - Scarlet Scarring [Mike Phillips].pdf