TEXT: Smuggler’s Run
  1 of 12
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  Smuggler’s Run
  Written by Andrew J Lucas
  Illustrated by
  Christopher Shy
  
  Smuggler’s Run
  2 of 12
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  Smuggler’s Run is set in the
  city of Chicago Illinois and is
  designed to be used with The
  Whispering 
  Vault
  role-playing
  game. The adventure may be played
  with only the basic rulebook,
  although play will be greatly
  enhanced by using any of The
  Whispering Vault
  supplements.
  Smuggler’s Run has been written
  for a group of up to four stalkers.
  Including more can be easily accom-
  modated by increasing the number
  of Minions at the Unbidden’s com-
  mand. Shadows presented in this
  adventure use the standard attributes
  from The Whispering Vault rule-
  book, unless otherwise indicated. 
  The format of Smuggler’s Run
  progresses in a very linear manner,
  but there are a couple of sections
  where the action can diverge in a
  number of directions when the
  players may investigate various
  leads. It is important that the
  Gamemaster read the adventure in
  its entirety before playing the sce-
  nario in order to be prepared for
  these diversions.
  Again We hear the summons. We can feel the delicious call of the
  others. The circle was gathering, soon there would be need of Our
  talents. Even now the Advocate’s attendants are entering our
  Domain. We must prepare, for the trip will be long and arduous and
  the tasks which await – perilous. 
  We gather the sterile implements of our youth. Tools of the heal-
  ing trade, now imbued with our essence to serve Us again. We mold
  from Our flesh, a plain black bag and lovingly place our devices of
  cleansing within its warm pink interior. The satchel sighs contented-
  ly as it receives the probes, hypodermics and sutures of wire. It quiv-
  ers excitedly as We distill the bonesaw from the essence of Our
  domain. Greenish light pours from the maw of the bag as it devours
  Our saw.
  Then We wait for the emissary of the Gathering. Seated upon a
  simple stool clutching our satchel before Us and contemplating the
  many good works to come. The wait is neither long nor short, for
  time passes fitfully in Our Domain. The call comes again, stronger
  this time. A pool of brackish water forms at Our feet, and within its
  murky depth We see the Supplicant. We feel his pain, his longing for
  justice – and revenge. Stepping into the pool, We travel to meet the
  others, the warm waters softening Our passage. Gushing rose elixir
  announces Our arrival to the others.  
  The Doctor is in.
  GAMEMASTER NOTE
  Smuggler’s Run
  A pool of brackish
  water forms at 
  Our feet, and within
  its murky depth 
  We see the
  Supplicant. 
  We feel his pain,
  his longing for 
  justice – and
  revenge.
  
  A 
  renegade 
  aesthetic 
  has
  descended upon Chicago in 1930
  intent upon controlling the popula-
  tion and feeding its perverse
  desires. The creature inhabited the
  form of an aging hood, who had
  never quite made it big called
  Nicoli Franco. In this guise and uti-
  lizing the numbing properties of the
  enigma which accompanied it, the
  creature rocketed into a position of
  control in the city’s underworld.
  Using the corruption, which has
  infected a still and perverted its
  product, Nicoli has attained a very
  powerful position in the city. He has
  also used shadows he has sum-
  moned to manipulate the legal and
  bureaucratic powers within the
  mundane population to make him-
  self untouchable to all except one
  ambitious young Treasury agent. 
  Agent James Cutler is a man
  with a mission – to make the city
  and the world a safe place. If that
  means striding boldly into Nicoli
  Franco’s insidious web, then so be
  it. Cutler is a man willing to take on
  the world in order to save those he
  is charged to protect, unfortunately
  he has been struggling against
  forces from two worlds: flesh and
  essence. He has been unsuccessful
  in even locating the illusive Franco.
  The brass downtown has thwarted
  his every move and cut back on his
  manpower. Even his partner has
  abandoned the quest for justice. It
  seems that everyone in power has
  been subverted to the crimelord’s
  will and James has been forced to
  rely upon his own resources to pur-
  sue the criminal and his gin empire.
  Against the forces of Flesh and
  Essence, Cutler’s meager resolve
  has failed him and in despair he has
  cried out for help. Tonight his cry
  has been penetrated into the realm
  of the Primal Powers and the circle
  assembles.
  Smuggler’s Run
  3 of 12
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  James Cutler is an up-n-coming
  federal treasury agent, a real Elliot
  Ness wannabe. He has been working
  in Chicago to stem the tide of illegal
  rum running, and has had some suc-
  cess over the past ten years. He is
  well known and respected in his field
  because he has an intuitive under-
  standing of the criminals he hunts.
  This is because James is a sensitive
  and can actually read the intentions
  of the criminals he interrogates. He
  can’t read minds, as such, but does
  get hunches’ as to what a mobster
  might be planning. He calls it God’s
  way of evening up the score.
  Recently however, his track record
  has been drastically reduced. There
  is a new player in the bootlegging
  game and try as he might James just
  can’t seem to get a handle on the illu-
  sive Nicoli Franco’s activities. Add
  to this, the extremely potent and
  addictive gin the mobster is peddling
  and James has become very frustrat-
  ed with his own ineffectiveness and
  the dire threat Nicoli poses to
  Chicago.
  James is a sensitive but is
  unaware of his ability, which mani-
  fests as an ability to subtly read the
  intentions of a suspect. This talent
  has served him well in his career
  with the Treasury department, until
  now. The servants of Nicoli Franco,
  who is in fact a renegade Aesthetic
  are immune to the ability which
  James unconsciously relies upon in
  his work. To compound his dilemma
  James is watched around the clock
  by servant of Nicoli which report his
  every move. Franco’s gang seems to
  know Cutler’s every move in much
  the same way that he once manipu-
  STRAIGHT TALK
  EVENING CONSTITUTIONAL
  JAMES CUTLER
  The Supplicant
  Fortitude
  4
  Vitality
  6
  Initiative
  10
  Defend
  11
  Perceive
  11
  Resolve
  12
  Attack
  10
  Strength
  2
  Sensitivity
  1
  (This ability manifests as
  an ability to psychically read
  the intention of people he talks
  with. James is unaware of his
  talent, which does not influ-
  ence creatures of essence.)
  
  lated lesser criminals in the city.
  Now, in desperation he has tried to
  call forth his ability to help him bring
  Franco to justice. In a manner he has
  succeeded,
  by summoning the
  Circle.
  Whenever he has a problem,
  James has a habit of taking long
  walks along the Chicago docks to
  think through his dilemma. Tonight
  his problems have come to seem
  insurmountable, he has set himself
  upon a bench in the shadows of a ore
  freighter and cried out for help. Of
  course he knows that their is no one
  that can help him but himself. Yet
  something deep within him, a part of
  his being neglected and ignored rec-
  ognizes his cry for what it truly is –
  the summoning. In his despair,
  Cutler doesn’t notice the grating
  surging sound as of something mas-
  sive scraping across metal decking or
  the greenish glow emanating from
  somewhere above him. When he
  does look up from his cupped hands,
  he sees a fading greenish light ema-
  nating from the gangplank of the
  freighter and the circle. 
  James instinctively trusts the cir-
  cle and looks to them as allies in his
  war on crime. He doesn’t understand
  why he trust them, especially with
  their outlandish appearance, he just
  does. IF the circle talks to them, as
  they logically should, he will explain
  his problem with the crimelord
  Nicoli Franco. Other than his cer-
  tainty that Franco is involved in
  bootlegging, James has no concrete
  proof of the man’s guilt. No witness-
  es, no informers, no evidence at least
  none that has survived of been lost.
  Even Cutler’s superiors and partner
  aren’t convinced that Franco has
  done any thing wrong or at least
  criminal. James is unaware that the
  Unbidden has been using the cor-
  rupting influence of his still’s gin and
  the Du’math twins to establish a
  number of pawns in the government,
  including his partner Charles Davis.
  The only lead the agent has on
  Franco’s operation is the location of
  one of his speak easies. 
  If the circle investigates the loca-
  tion of the speak easy, go to the sec-
  tion titled A Good Book. If they
  decide to look for Cutler’s partner,
  go to the section called Partners.
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  The circle may notice that
  Cutler does not completely trust his
  partner. If they ask, James will
  inform them that Davis called in sick
  today and should be at home. If the
  Stalkers travel to Davis' home, per-
  haps to find out what would alienate
  the agent from his partner. 
  When the players arrive at the
  home of agent Davis, they will find a
  very ordinary seeming three story
  house, completely indistinguishable
  from its neighbors. Inside Davis,
  will be found slumped on a sofa in
  the living room. He has a very
  peaceful look on his face, which is
  marred by a single bullet wound in
  his left temple and scattering of
  white feathers from a burst pillow
  where his head rests. In one hand is
  nestled a bottle of unlabeled Gin
  (from Franco's corrupted still) in the
  other hand is his revolver. The man
  is quite obviously dead, with a gun-
  shot to the head, apparently self
  inflicted. 
  By using the delve discipline a
  Stalker (if the disciplined is mas-
  tered) will be able to find out that
  Davis is not the victim of an unfor-
  tunate suicide but has been mur-
  dered. An observer of the agent's
  memories will see that he was visit-
  ed earlier this morning, by two beau-
  tiful women, wearing sunglasses and
  stylish clothing. What happens next
  is fogged by the gin the man
  imbibed and the masks of the two
  women (actually Thritch Kalvarr).
  The rider of Davis' memories will
  see that he drank heavily and
  appeared to proposition the women.
  After that the memories become
  unclear but it seems the three
  engaged in a masochistic tryst,
  which Davis did not survive. The
  two women then faked his suicide by
  placing the man's 38 against his head
  and pulling the trigger.
  The Stalker using delve may not
  realize what is happening when
  agent Davis dies, as they may pre-
  sume that the bullet to the head was
  the cause of death. Any Delving
  character sharing Davis memories of
  his death will suffer damage as
  explained in the Whispering Vault
  rulebook (p. 40). The two women
  are the Du'math twins who have
  been using their special talents to
  ensure the cooperation of Agent
  Davis. Unfortunately Charles has
  been attempting to exert his own
  will, forcing the Unbidden to inten-
  sify the indoctrination of the hapless
  agent. The intensity of the pain and
  pleasures inflicted upon him, while
  under the influence of the Gin, has
  unfortunately killed the poor agent.
  further examination of Davis' mem-
  ories indicate that he frequently met
  the twins in a local speak easy, mas-
  querading as the Chicago reading
  room.
  A GOOD BOOK
  If the Stalkers wish to investi-
  gate one of Franco's establishments,
  Cutler will direct them towards The
  Chicago Reading Room. James has
  known for months, that the business
  is merely a front for Franco's Gin
  peddling. However knowing and
  proving are two completely differ-
  ent things. Cutler has no proof that
  the well respected business which
  caters to the city's intellectual popu-
  lation or so it would seem. In fact
  there is a secret passage in the rear
  wall of a storeroom which leads to
  an underground bar in the basement.
  James suspects that this covert bar
  exists but has been unable to find it.
  To date James has raided the
  Chicago Reading Room three times,
  each time nothing suspicious was
  found. Now James suspects that
  Franco has been tipped prior to
  when the raid were to occur. He has
  no idea that the source of the infor-
  mation is his partner Charles Davis
  who has been subverted by Franco's
  otherworldly minions.
  As the Hunters enter the estab-
  lishment, they will find a number of
  intellectual types reading quietly
  from the scores of books arranged
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  PARTNERS
  Speak Easy: A general term for an establishment which
  traffics in illegal alcohol. They were renown in the 30's as being
  a hotbed of criminal activity. While the activities within the
  business are considered tame by today's standards, most were
  controlled by organized crime and occasionally, targets during
  gang wars.
  
  on shelves throughout the building.
  Near the rear of the building is a rail
  thin man reading the latest issue of
  LIFE. A perceptive Stalker may
  notice that this is a Rethett in human
  guise. He is guarding a secret pas-
  sage into the Speak Easy and if he is
  threatened by the circle or they
  reveal their true form in his pres-
  ence by use of disciplines or servi-
  tors, he will rush to Franco and
  relate what he has seen. If the
  Stalkers are known to be in the
  speak easy Franco will use his polit-
  ical influence to have the join raided
  by the cops. The sole objective of
  this raid is to arrest the Circle and
  the cops will ignore all other
  patrons of the club. A squad of eight
  of Chicago’s finest, armed with pis-
  tols and trudgels, will arrive within
  10 minutes of the Rethett escaping
  (use the thug Stats from Visit from
  the Boys). 
  The secret club is reached by a
  stairwell concealed behind a false
  wall in the storeroom. This stairwell
  leads beneath the Chicago Reading
  room to a riotous speak easy. A
  band is set up in one corner playing
  upbeat music and dozens of couples
  are on the floor dancing. In the cor-
  ners of the club a few people can be
  seen sleeping or quietly talking. Of
  course there is plenty of Franco's
  gin being passed around and every-
  one seems to be having a good time
  – a little too good in fact. Along one
  wall is a huge bar being run by two
  huge bartenders, who are actually
  Ogyrs in human shells. There
  appears to be only one drink being
  served, an amber fluid which reeks
  of the enigma. 
  Upon closer examination the
  dancers seem to almost maniacal, yet
  strangely ecstatic. A perceptive
  Stalker will be able to tell that the
  dancers and all the patrons of the
  club are being influenced by the
  Enigma. The enigma has mutated
  Franco's still into a corrupt machine
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  JENAS & NIKOL DU’MATH
  Pain Mother (Personalities)
  Of the twin sisters of severity and ecstasy,
  little is known. Amongst the shadows named
  Pain Mothers, the two are shunned, even
  feared. Not, as one might think, because of
  the bestial savagery of their desires. Or the
  manner in which they fulfill them, by chain
  and hook and lash, but because they let their
  suitors survive. A cruelty far worse than any thing of flesh should
  endure. 
  Twin sisters, these shadows are inseparable, preferring each
  other’s company to any others save that of their prey. During
  their years of service to their master, the two have become some-
  what of an oddity in the social circles of Chicago. They are well
  known and well liked by the socially and politically powerful of
  the city. Jenas thrives on the attention while Nikol views it only
  as a means to feed her carnal desires. 
  The unbidden has enchanted the husks of the sisters in such
  a manner that they are irresistible to mortal men and women (dif-
  ficult challenge) making it much easier to lure prey into his
  clutches. The unbidden enjoys watching the delicious torments
  the pair inflict upon their lovers as their vacillation between
  ecstasy and agony brings him much pleasure. Occasionally the
  Unbidden will set the pair upon some mortal rival, watching as
  the twin predators passionately consume their prey, only to call
  them off at the last instant. The longing for the sisters tormenting
  caresses allows the unseen to subvert the mortal’s passions to his
  own ends. Many powerful mundanes within Chicago have
  savored the delicious taste of the twin’s passion and will fulfill
  the Unbidden’s every whim to endure it again.
  Fortitude
  7
  Vitality
  9
  Initiative
  13
  Defend
  15
  Perceive
  14
  Resolve
  19
  
  which produces an equally corrupt
  product. The gin is highly addictive,
  instilling in its drinker, a longing for
  it and enhancing the perception of
  pleasure. Once under the influence
  of the enigma a mortal will find an
  intense enjoyment in any sort of
  physical activity, be it an energetic
  jog or a more destructive form of
  exercise. The majority of the club
  goers are indulging their addiction
  to pleasure by dancing, though from
  the sounds emanating from a couple
  of side rooms, it appears that other
  less wholesome activities are also
  underway.
  Glancing into the eyes of any-
  one of the patrons reveals the extent
  of the enigma’s effect on these hap-
  less people.  A weariness emanates
  from the dancers, who’s features
  alternate between sheer ecstasy and
  exhaustion. They all have the
  vacant, glazed look of extreme
  addiction, a few can barely keep
  their eyes open but valiantly try to
  keep dancing to the music. At odds
  with the apparent fatigue of the
  dancers, is their frantic pace. The
  Charleston is preferred for its fren-
  zied pace and the pleasure it pro-
  duces. Occasionally a dancer will
  collapse and a bouncer (one of two
  ogyrs in human husks) will stride
  unto the dance floor and drag the
  near-dead mortal to a booth. The
  other dancers are too far gone to
  notice their fallen companion or the
  crimson trail left by the victim’s
  mangled feet, or their own ravaged
  bodies.
  If the players talk to the bar-
  tenders, they will find them very dif-
  ficult to learn anything from. The
  creatures are just too stupid to be
  aware of their surroundings. The
  only information they have concern-
  ing Franco and his operation is that
  it is based out of the Ritz hotel. The
  gin comes from there and Franco
  lives there as well. The Stalkers may
  be unaware that Nicoli Franco is the
  Unbidden, but will definitely realize
  that the gin he produces is corrupted
  by the enigma. Unless threatened,
  the bartenders will mind their own
  business.
  Each night, Nicoli Franco will
  send either the Du’math twins or
  Snappy Jim to select one of these
  exhausted dancers to be brought to
  him. The unbidden knows that the
  enigma will equal any pain inflicted
  upon an victim with a pleasure which
  exceed the pain. Many of the club
  patrons have already discovered this
  and have turned to more violent
  indulgences than simple dancing.
  Some of these unfortunates turn to
  self mutilation for their kicks others
  are picked up by Nicoli’s minions
  and have no choice in the matter.
  Franco uses the enigma to strengthen
  his hold over Chicago’s politically
  powerful by manipulating their
  access to the vicious rapture only his
  servants can supply them with.
  Cutler’s partner Davis is one such
  unwilling tool. He knows that he is
  selling his partner out but can’t help
  himself. He need the pleasure that
  only the unseen can give him.
  If the Stalkers wait long
  enough, The Du’math twins will
  arrive to capture the evening’s
  repast for Franco. The two pain
  mothers are dressed in the highest
  of 1930’s fashion and have a radi-
  ance about them which is unearthly
  in its beauty. They will look around
  the club, with their sightless eyes,
  until they notice one specific
  woman. The woman is barely more
  than a girl and is sprawled in a
  booth near the back of the club. The
  two shadows will walk over to the
  girl and , each supporting an arm,
  will lead her out.
  The twins are taking the girl
  back to Nicoli Franco’s penthouse
  suite at the Ritz, to satisfy his carnal
  desires. They leave the girl with
  Franco in the hotel’s lobby and
  return later to dispose of the
  remains. It is possible for the play-
  ers to follow the twins and their
  captive to the very doorstop of the
  Unbidden’s lair, wait for them to
  leave and then confront Franco
  alone. This is the wisest course of
  action, but not the only one.
  The Stalkers may decide to
  confront the sisters in the Speak
  easy. If they do they will have to
  deal with both pain mothers and
  two ogyrs, not an easy task. The cir-
  cle may decide to wait until the
  Du’math’s leave the club before
  jumping them. If a melee does
  occur the Ogyrs will fight to the
  death, not knowing any better, but
  the if the twins lose more than 3
  points of vitality they will flee.
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  As the circle hunts, they will
  undoubtedly come to the attention
  of Nicoli Franco. This can occur in
  any number of ways. If the circle
  meets Cutler again they will be dis-
  covered by the Unbidden, as Nicoli
  has two Rethrett watching the cop
  at all times. These shadows keep
  him appraised of the movements of
  the man and have allowed the
  unbidden to know James every
  move and thwart his most carefully
  laid plans. These watchers will
  immediately recognize the Stalkers
  for what they are and scurry off to
  alert Nicoli. If the Stalkers interfere
  with Nicoli's operations within the
  city he will also be alert to their
  presence.
  Once the Unbidden knows of
  the Circle's appearance in Chicago
  he will use his Tracker ability to
  find them. At this point the players
  will get a visit from the Franco
  Mob, in the form of Snappy Jim and
  three human enforcers armed with
  Tommy guns (D10). 
  Jim's orders are simple, find the
  circle and kill them. Unfortunately
  Nicoli has neglected to inform Jim
  that he is facing creatures of
  Essence. Jim will stride up to the
  Circle, completely oblivious to their
  actual origin, and announce that.
  "Franco says youse guys been
  muscling into his turf. Youse looks
  like smart guys. Too bad’s youse
  weren’t smart enough to stays out
  of Chicago. Boys explain it to
  them.”
  Jim will then motion to his
  three friends who will open up on
  the circle with their Tommy guns.
  Nicoli wants to make a statement to
  the cops and the Primal Powers.
  Namely that they will never take
  him in. 
  Snappy Jim will watch the
  action from the sidelines, unaware
  that his victims are creatures of
  essence. If the circle reveals their
  avatars or exhibit preternatural
  powers he will flee in fear. If they
  players deal with the thugs in an
  obviously mundane manner, per-
  haps by rending them and masking
  the attack as a pistol shot, he will
  join the battle by grappling with the
  enemies of his master.
  If James Cutler or other civil-
  ians are present, the circle may be
  forced to protect them, making it
  more difficult to subdue Jim and his
  henchmen. Snappy Jim is smart
  enough (barely) to use any advan-
  tage he can in the combat and will
  not hesitate to endanger innocent
  lives.
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  VISIT FROM THE BOYS
  SNAPPY JIM
  Bogey Man
  Bound into the skin of a strikingly
  handsome mortal, Snappy Jim is a fear-
  somely huge minion. Justifiably proud
  of the comely shell he wears, the
  Bazreth fancies himself a ladies man
  and spends much of his time courting
  the Du’math twins. This attraction fre-
  quently requires his unbidden master to
  reweave Jim’s husk.
  This Bazreth serves as Nicoli Franco’s lieutenant in the city,
  and is similar to others of his kind, save for his vanity. The rene-
  gade is a skilled weaver and has given Snappy Jim a beautiful
  husk. The creature appears to the unenlightened as a strikingly
  handsome man with an incredibly charismatic bearing. The van-
  ity of the creature will cause it to go to great lengths to preserve
  its appearance and Stalkers threatening to mar or rupture its cas-
  ing may be able to force it to their will. 
  The attractiveness of Snappy Jim and the Du’math twins
  have served Nicoli well and he has no shortage of flesh to satis-
  fy his twisted desires.
  Thug Stats
  Fortitude
  4
  Vitality
  4
  Initiative
  5
  Defend
  10
  Perceive
  9
  Resolve
  6
  Attack
  8
  Strength
  3
  Tommy Gun (D10)
  
  If the circle successful subdue
  or dominate Snappy Jim, they may
  interrogate him. If the shadows
  husk has not been broken and the
  stalkers threaten to mar its beauty,
  Jim will answer all their questions
  freely. He is so proud of his hand-
  some features that any threat to its
  perfection will ensure his coopera-
  tion. Jim knows little about the
  operation of Franco’s criminal
  organization but does know that it is
  centered in the Ritz hotel. Nicoli
  Franco runs his empire from the
  penthouse suite and rarely leaves
  the apartment. He also knows the
  following information:
  •
  Jim or the Du’math twins
  will bring one sometimes
  more mortals to serve his
  master each night and return
  in the morning to remove
  their lifeless corpses.
  •
  The night’s feast is always
  selected from one of the
  many Gin joints, which use
  Franco’s corrupted Gin.
  •
  The Gin is produced by a
  still in the basement of the
  Ritz.
  •
  Jim is never allowed into the
  basement but knows that the
  still is there.
  Franco is well aware that the
  Circle will be able to defeat Jim and
  the pitiful forces he sent to destroy
  them. Furthermore he knows that the
  circle will not give up the hunt until
  he is incarcerated in the Vault or
  destroyed. He has sent this force to
  merely weaken the Stalkers and also
  to lure them into his lair where he
  intends to take them apart, slowly
  and painfully.
  It is possible that this section
  may be skipped altogether, if the
  Circle is particularly efficient. The
  players may be able to track the
  Unbidden within hour of arriving in
  the realm of Flesh. However if they
  become sidetracked or begin chasing
  dead ends, the unbidden will become
  aware of their presence in the city.
  Once he knows they are here Franco
  will send Snappy Jim and his leg-
  breakers to deal with the group.
  Smuggler’s Run
  9 of 12
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  If the Stalkers follow the
  Du’math twins to the Ritz, they will
  see them leave the exhausted girl
  with a handsome man of swarthy
  build and Latino blood. This is
  Nicoli Franco, whom the Stalkers
  may or may not at this point be
  aware is the Unbidden. The lobby is
  a bustling mass of humanity, any
  attack here by the players, will be
  sure to invoke the Forbiddance, not
  to mention the fact that they would
  be facing an Architect and two
  Thritch Kalvarr (pain mothers). The
  players may also seek out the enig-
  ma, which is located in the base-
  ment, if they do go to the section
  titled A Quick Nip.
  After a brief discussion, the two
  shadows will leave the girl with
  Franco and seek their pleasures else-
  where. Franco will then walk the girl
  to a private elevator and proceed to
  the penthouse. The elevator is the
  only access to the penthouse and is
  operated by a gold key which only
  Franco, Snappy Jim and the Twin
  sisters have copies of. Of course
  there are many ways a Stalker may
  gain access to the penthouse, the ele-
  vator is merely the most mundane of
  their options. It may also serve
  another purpose.
  It is conceivable that the
  Stalkers may corner the Renegade
  Aesthetic before he gets to the pent-
  house. The elevator would be perfect
  for this. Up to three stalkers will be
  able to fit in the enclosed space, with
  the girl and Franco. Franco will be
  unable to use his teleport ability
  which requires line of sight and
  there is not enough room for him to
  summon help. Then again the space
  is limited and close in combat with
  the unseen can be deadly for all con-
  cerned, double so for the hapless
  girl, which Nicoli WILL use as a
  shield. Attacking Franco in the ele-
  vator without trying to protect the
  girl or take her to safety will anger
  the Primal Powers. Each Stalker
  involved in such callous disregard
  for innocent life will suffer 1 point
  of vitality loss.
  A far safer (for the captive)
  course of action, would be to wait
  for the elevator to reach the pent-
  house, or perhaps to beat it there and
  wait for its occupants to emerge. If
  the Stalkers confront the Franco in
  the penthouse they will find it to be
  richly upholstered with only the
  finest furniture and artwork. The
  entire suite is beautiful and very ele-
  gant, save one room. The master
  bedroom is filled with monstrous
  instruments of torture and the wall is
  splattered with dried brown stains,
  obviously blood small piles of fetid
  gore litter the floor each a feast for
  scores of flies. As the door the room
  is opened the Circle will be assault-
  ed with a stench far worse than any
  abattoir. Where the bed would be is
  a steel table, spotlessly sterile in
  contrast to the rest of the room. 
  If the unbidden is given enough
  time (10-15 minutes), the girl will be
  strapped to this table and Franco will
  be preparing his tools. If the Circle
  arrive much later (an hour or so)
  they will interrupt the Unbidden,
  who has proceeded to horribly muti-
  late the body of the innocent girl.
  The girl appears to be experiencing
  equal measures of pain, terror and
  ecstasy, due to the influence of the
  Gin Franco has been feeding her. At
  this point it is possible to save the
  victim but if the Stalkers do nothing
  or arrive later the girl will be beyond
  help and hope. The unbidden will
  not kill her, but her mind will have
  fled the horror her body has under-
  gone. Once sanity leave the flesh,
  the Unbidden can no longer draw
  any sustenance from the shell and
  the girl will be useless to him. 
  Later that night, Snappy Jim
  will arrive to remove the girl. Franco
  believes the girl is to be destroyed,
  as are all his victims, such is not the
  case.  Jim does not enjoy the torture
  his master inflicts upon the innocent
  but is bound to serve him. Snappy
  Jim will bundle the girl in a blanket
  and take her to an orphanage just
  outside of town, where he knows she
  will be well cared for. The orphan-
  age contains dozens of Nicoli’s dis-
  carded casualties, as do others scat-
  tered across Chicago. If the Circle
  locate, heal or dispatch these living
  corpses, the Primal Powers will be
  very pleased and heal any lost vital-
  ity and award the circle extra experi-
  ence (GM’s discretion).
  Franco repeats this feast every
  night and never leaves his penthouse
  lair, save to meet his new meal or
  attend to emergencies. The final bat-
  tle between the Circle and the
  Unbidden will most likely occur
  here.
  Smuggler’s Run
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  PUTTING ON THE RITZ
  
  Smuggler’s Run
  11 of 12
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  NICOLI FRANCO
  The Unbidden 
  Nicoli was once a well respected Chicago socialite, those days have long
  passed. The old man's respect has passed along with his mortal soul, consumed by
  the unbidden creature which now inhabits his shell. The renegade feasted upon the
  poor souls infected by the corruption, tightening its stranglehold upon Chicago's
  alcohol trade.
  Special Abilities: Chameleon, Summoner, Healer, Weaver, Track (an ability
  similar to the innate ability of the Tracker servitor. By using this ability the
  Unbidden can seek out any creature of Essence in a given area. It is commonly used
  to locate awakened shadows but can also be used to pursue Stalkers.) Translocate
  (as the Stalker discipline except that the Unbidden can only Teleport Shadows –
  and Stalkers. Nicoli will use this power to Teleport allies to him or enemies away
  from him. The range is line of sight, which partially explains Nicoli’s preference
  for the penthouse suite.)
  The Unbidden has advanced to the Architect stage and has developed
  an iron grip over Chicago by fostering an insatiable hunger, for the gin his
  still produces, in the population. He practically controls the underworld
  from his stronghold high atop the Ritz-Carlton hotel. Disguised within a
  human shell, he masquerades as crimelord Nicoli Franco, and rarely leaves
  the luxurious suites where he indulges his vulgar pleasures. He prefers to
  have his indulgences brought before him by his lieutenant, the Bazreth
  Snappy Jim. 
  Nicoli has a mild aversion to silence and will constantly surround him-
  self with sound. His suite is filled with blaring Italian operas or loud radio
  programs. On his infrequent trips into the city he will always be accom-
  panied by two Rethrett masked as babbling gun molls, constantly dis-
  cussing current affairs and fashion.
  His overwhelming fetish is his desire for control. The creature called
  Nicoli desires 
  to dominate the entire city and reign like unto a god. He sees the crim-
  inal underworld as a good starting and has decimated the other rum run-
  ning outfits in town. He also has an irresistible attraction to sadism and will
  frequently select one of the client of his assorted speak easy’s to satisfy his
  urges for the evening. His rooms are littered with the remnants of his enter-
  tainment and the walls adorned with the tools of his pleasure. The
  Du’math twins will often assist him with his indulgences.
  Fortitude
  5/6
  Vitality
  16/18
  Initiative
  13/12
  Defend
  15/15
  Perceive
  17/13
  Resolve
  19/17
  Attack
  15
  Strength
  4
  Attack
  13
  Damage
  5
  
  Smuggler’s Run
  12 of 12
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  The focus of the Enigma is a
  small still in the basement of the
  Ritz-Carlton. This focus produces
  the corrupt gin which Nicoli’s crime
  syndicate distributes to the public.
  The still is hidden in the dark base-
  ment of the hotel nestled between
  huge rusting boilers. The heat in the
  basement is oppressive and few peo-
  ple venture into its shadowed depths.
  There was an accident three months
  ago, involving the death of two of the
  hotel’s janitorial staff. Since their
  mangled bodies were carted out Ritz,
  the staff have avoided the basement.
  Franco has taken over the area as an
  ideal place to keep the source of the
  enigma close and safe. 
  To protect the still from prying
  eyes and the law, Franco has sum-
  moned two guardians. One is a
  Sanguinalan (lurker pg. 110), which
  has squeezed its enormous bulk into
  one of the hotel’s colossal water
  heaters. It enjoys the warmth of the
  scalding water inside the tank, and is
  reluctant to emerge from its comfort-
  able hole. Once disturbed if will
  attack ferociously, devouring any liv-
  ing thing to satisfy its hunger. It will
  then push its bulk back into the boil-
  er and sleep contentedly until the
  next meal stumbles across it. The
  poor creature is kept so hunger by
  Franco that it will emerge hopefully
  at the slightest sound, hoping for
  prey. The creature is eerily silent and
  will not betray its presence until it
  strikes.
  The second guardian is a Ghann
  Galowey (hangman pg. 108) which
  lives amidst the pipes and conduits
  dangling from the basement’s ceiling.
  From here he waits for the unwary be
  they Stalkers or mortals. When anyone
  walks below him he will attack with
  his hook and noose. He is well aware
  of the Lurker living in the hotel’s hot
  water tank and will attempt to lure the
  Circle within striking range of its ally.
  If the hangman makes a successful
  noose attack he will hang the victim
  within easy reach of the lurker. Players
  hung above the lurker may choose to
  defend, attack or get loose from the
  rope, it is recommended that the
  Gamemaster give the affected player a
  -2 die cap on any actions other than
  getting loose, which they may chose to
  perform. Of course the lurker will pre-
  fer to attack this ‘gift’over more active
  prey. 
  Once the guardians are van-
  quished, it is a simple task to mend the
  enigma and destroy Franco’s stockpile
  of corrupted Gin, unless Franco has
  not been dealt with yet.
  A QUICK NIP
  Award experience according to the guidelines set out in the
  main rulebook (p. 79), however add the following points per
  Stalker at the GM’s discretion:
  •
  4 points if all the victims of Franco’s hunger (Putting on
  the Ritz) are released.
  •
  2 points if James Cutler is not killed.
  •
  3 points if no innocents are killed in the adventure.
  •
  3 points if not Shadows are destroyed.
  •
  2 points if the Forbiddance is not invoked.
  CREDITS
  Written by Andrew J. Lucas
  Illustrated by Christopher Shy
  Production by Philip Reed
  Based on The Whispering Vault created by Mike Nystul.
  COPYRIGHTS
  Copyright © 2003 Philip Reed and Christopher Shy, All Rights Reserved. The
  Whispering Vault is a trademark of Philip Reed and Christopher Shy. The
  Sanguine Seal is a trademark of Mike Nystul, used with permission.
  Originally published in Adventures Unlimited #2 (Summer 1995). Ronin Arts
  PDF Edition published March, 2003.
  
SOURCE: textdata/thevault/The Whispering Vault/Ronin Arts - Sourcebook - Smugglers.Run.pdf