TEXT: !
  
  1
  An Avalon Games Product, All rights reserved, Version 1.0, 2015
  All comments, suggestions and contacts can be made at…
  Avalon Games Company, avalon@comstar-games.com                                                                                            
  Or
   Our Content Director, Robert Hemminger at...
  hemdog560@hotmail.com
  Or visit                                                                                                                                                                              
  Avalon Games at… 
  www.avalon-games.com                                                                                                                                               
  Written                                                                                                                                                                            
  by
  Robert Hemminger
  Cover 
  by
  Phill Simpson
  Trade Dress
  by
  Tamas Baranya
  Product design, artwork and layout 
  by 
  Robert Hemminger
  Edited by
  Jeff Gomez
  Interior
    Artwork by
  Robert Hemminger and LPJ
  Compatibility with the Pathﬁnder Roleplaying Game requires the Pathﬁnder Roleplaying Game from Paizo    
  Publishing, LLC. See http://paizo.com/pathﬁnderRPG for more information on the Pathﬁnder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathﬁnder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁnder Roleplaying Game and the 
  Pathﬁnder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathﬁnder Roleplaying Game Compatibility License. See http://paizo.com/pathﬁnderRPG/compatibility for 
  more information on the compatibility license.
  Pathﬁnder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
  
  2
  Contents
  Introduction
  Contacts and Informants
  City Map
  Cape Hunters #1
  Cape Hunters #2
  City Funds?
  City Funds? #2
  City Funds? #3
  City Funds? #4
  Cover Up
  Gang War
  Help Us Remain Hidden
  Home Invasion #1
  Home Invasion #2
  Home Invasion #3
  Hounds on the Loose (And Event)
  Huntsman (And Event)
  Master Mind’s Trail #1
  Master Mind’s Trail #2
  Master Mind’s Trail #3
  Master Mind’s Trail #4
  Missing
  Mob Hit #1
  Safe House
  Star Gate #1
  Star Gate #2
  Star Gate #3
  Strange Patient
  Up For Sale
  Urban Myth
  Mission Trees
  NC Heroes
  Page 3
  Page 4
  Page 11
  Page 12
  Page 14
  Page 17
  Page 19
  Page 20
  Page 21
  Page 22
  Page 24
  Page 26
  Page 27
  Page 28
  Page 31
  Page 35
  Page 36
  Page 38
  Page 39
  Page 40
  Page 42
  Page 43
  Page 45
  Page 48
  Page 51
  Page 53
  Page 55
  Page 63
  Page 65
  Page 70
  Page 73
  Page 74
  
  3
  Introduction
  High Crimes and Super Villains
  This series of adventures and missions are for the Avalon solo super hero system.  This is a series of missions for 4th to 
  6th level characters, and can be used to get your game started or continue the story from the previous mission books.  
  The missions used here will link to the those found in the previous mission books so you can continue 
  your story and character's history with little interruption.
  So put on your mask and ﬂing your cape over your shoulder and continue your career as a super hero.  
  Getting Started
  Your quest to make the city safe has been successful, but only up to a point.  Street crime is down but the rise of the 
  super villain has made it just as dangerous as in the old days.  Now, instead of being afraid to walk the streets because 
  you might get mugged, the people of the city are fearful they might get caught up in a super battle 
  between a hero and some crazy super villain.
  Still your adventures have now often taken you out of the city completely.  There are greater dangers out there and only 
  people like you and your super powered friends can save the world from these threats.
  Mission Notes
  If you don't have the listed ally or contact you may not take missions from that contact.  You must also meet all listed 
  prerequisites to take on the missions listed.
  Once a mission has been completed you may gain any beneﬁts listed for its completion.
  Only one mission may ever be taken at a time and only one per issue may be completed.
  If a result of an event on the patrol roll states that you may continue with the issue you may either take on a mission, 
  if one has yet to be taken on, or you may work on an on going investigation.
  The Adventure's Modiﬁer is +2
  
  4
  Contacts and Informants
  Contacts and Informants
  Use the following contacts and informants to ﬁnd available missions and adventures
   open for play with this mission book.
  Councilwoman Fredric
  Her political base is the low south side, which covers the 
  Bowery, Low Town, and the south docks.  While not as 
  rich or inﬂuential as the other city council member, she 
  is faithful to her belief that the Southside can be brought 
  back from its run down state and made into a place 
  where families can raise their children without fear of 
  gang violence and Mob inﬂuence.
  To know Councilwoman Fredric you need a 
  Reputation rank of 8 or more.
  Available Missions:
  City Funds? #1.
  City Funds? #2, May only be taken if City Funds? #1 has 
  been completed.
  Mayor Hamilton
  Mayor of the city, Hamilton is a political animal through 
  and through. He is willing to do whatever is necessary to 
  stay in power and has been known to cut corner to get 
  the job done. Ultimately, however, he has the city's best 
  interest at heart.
  To know Mayor Hamilton you need a Reputation 
  rank of 10 or more.
  Available Missions:
  City Funds? #3, May only be taken if City Funds? #2 has 
  been completed.
  
  5
  Congressman Gill
  The good Congressman has held power in Washington 
  for ages it seems, and has a hand in many pies.  While 
  the city is just one that falls in his district, he still holds 
  the town as his hometown and keeps an eye on things.
  To know Congressman Gill you need a Reputation 
  rank of 16 or more.
  Available Missions:
  Urban Myth
  
  Lieutenant Wilds
  Usually a by the book lawman, Wilds does though know 
  how to turn his eyes away when the book just won't get 
  the job done.  Wilds has seen it all - that is, until super 
  heroes showed up.  With all these caped crusaders 
  running around his job seems twice as hard.
  To know Wilds you need a Law and Order rank of 7 
  or more.
  Available Missions:
  Home Invasion #1.
  Detective Samuel
  Murder and crime ﬁll his day and ﬂowers and tulips his 
  night. Samuel is called in when the department needs a 
  case solved and fast. His skills as a detective are well 
  deﬁned and his ability to see through the maze of clues 
  are wonder to watch.
  To know Samuel you need a Law and Order rank of 
  10 or more.
  Available Missions:
  Home Invasion #2, May only be taken if Home Invasion 
  #1 has been completed.
  Contacts and Informants
  
  6
  Judge Turner
  Called the hanging judge, Turner is a tough woman that 
  takes no lip and sees that her caseload is well ﬁlled with 
  murderers and criminals of the worst type. She has 
  begun a crusade against super villains and the heroes that 
  seems to bring them in all the time.  Vigilantes are 
  criminals as far as she is concerned.
  To know Judge Turner you need a Law and Order 
  rank of 21 or more.
  Available Missions:
  Master Mind's Trail #2. May only be taken if Master 
  Mind's Trail #1 has been completed.
  Master Mind's Trail #3, May only be taken if Master 
  Mind's Trail #2 has been completed.
  Commissioner Van Dike
  Chief of the police in the city and beholden only to the 
  mayor himself, the commissioner is tough man that 
  knows his department is full of corrupt cops, but, as he 
  says, he has to work with what he's got, not what he 
  wishes he has.
  To know Van Dike you need a Law and Order rank 
  of 26 or more.
  Available Missions:
  Master Mind's Trail #1, May only be taken if Safe House 
  has been completed.
  News Reporter Kelly
  Investigative reporter for the Star city news, Kelley is a 
  tough-minded reporter always getting into trouble and 
  always getting her story.  She has made the super hero 
  scene her beat these days and reports on all the supers 
  and their villain foes.
  To know Kelly you need a Go Gooder of rank 8 or 
  more.
  Available Missions:
  Home Invasion #3, May only be taken if Home Invasion 
  #2 has been completed.
  Contacts and Informants
  
  7
  Star Labs Scientist Updike
  Updike is a scientiﬁc geek, lost in his own world of 
  mathematics, gadgets, and odd things.  He is a true 
  scientiﬁc genius and seeks to understand all the wonders 
  of the universe.  His labs at Star Labs are ﬁlled with odd 
  bits of space junk and left over experiments.
  To know Updike you need a Go Gooder rank of 11 or 
  more.
  Available Missions:
  Star Gate #1.
  Star Gate #2, May only be taken if Star Gate #1 and an 
  Alien rank of 4 or higher have both been completed.
  CEO of Unicom, 
  Mr. Franks
  Unicom is an international corporation that has its hands 
  in all sorts of high tech gear, products and innovations.  
  The company seeks to bring technology to the masses 
  and make a high proﬁt at the same time.  The company's 
  CEO,Mr. Franks is a mysterious man, little seen and 
  seldom heard from.
  To know Mr. Franks you need a Go Gooder rank of 
  21 or more.
  Available Missions:
  Star Gate #3, May only be taken if Star Gate #2 has been 
  completed.
  Rafael
  A gang member and long time thug, Rafael is a hard core 
  gangbanger, but he knows that he is a little ﬁsh in a 
  much bigger pond.  Still he has his ear to the street and 
  knows what's going on.
  To know Rafael you need a Street Thug rank of 10 or 
  more.
  Available Missions:
  Gang War.
  Contacts and Informants
  
  8
  Sewer Joe
  An old homeless man that has made his home in the 
  sewers, he sees everything it seems but seldom talks to 
  anyone.
  To know Sewer Joe you need a Street Thug rank of 
  16 or more.
  Available Missions:
  Missing, May only be taken if Urban Myth been 
  completed.
  Parliament of the Sewers
  The Parliament of the Sewers is an organization made up 
  of representative from the various communities that live 
  in the sewers beneath the city.  While it has little power 
  outside of its sphere of inﬂuence, the parliament has a 
  great deal of power within the sewers themselves.  The 
  Parliament of the Sewers allows the disparate 
  communities within the sewers coordinate enough to 
  maintain their fragile existence. 
  To know the Parliament of the Sewers you need a 
  Street Thug rank of 36 or more.
  Available Missions:
  Help us Remain Hidden. May only be taken if Strange 
  Patient has been completed.
  Doctor Lucas
  Some folks call him a quack, some a failed medical 
  student.  Whatever his history, “The Doc” will heal any-
  one that needs his services, no questions asked.  He 
  keeps a quiet ofﬁce in the Southside of town.
  To know Doctor Lucas you need a Vigilante rank of 7 
  or more.
  Available Missions:
  Strange Patient. May only be taken if Urban Myth has 
  been completed.
  Contacts and Informants
  
  9
  Detective Bruce
  A tough man, Bruce cares for little.  As far as he is 
  concerned the city is a sewer and the people that live here are 
  just rats.  He has seen too much blood, death, and terrible 
  things to change his mind.
  To know Detective Bruce you need a Vigilante rank of 10 
  or more.
  Available Missions:
  City Funds? #4. May only be taken if City Funds #3 has been 
  completed.
  Powers Division Agent Kelly
  A typical Power Division ﬁeld agent.  She was identiﬁed as a 
  mutant by the organization when she was attending high 
  school and was immediately recruited after she graduated.  
  Having experienced anti-mutant prejudice all her life, Kelly 
  feels a strong loyalty to Power Division, which is the only 
  place she ever truly found acceptance.
  To know Agent Kelly you need a Vigilante rank of 21 or 
  more.
  Available Missions:
  Cover-Up. May only be taken if Help us Remain Hidden has 
  been completed.
  Viper Ninjas
  Viper Corp. (Shinja Batsu) is the American branch of a 
  corporate ninja clan.  Originating as a ninja clan in ancient 
  Japan, the Viper Clan has kept pace with the times and is now 
  a multinational corporation.  Although Viper Corp. maintains 
  many legitimate holdings through which to launder money, its 
  primary source of income is still corporate espionage and 
  assassinations.  When giant mega corporations need illegal 
  acts performed off the books, Viper Corp. is there to perform 
  them quickly and professionally.
  To the Viper Ninjas you need a Vigilante rank of 31 or 
  more.
  Available Missions:
  Cape Hunters #1, May only be taken if Master Mind's Trail #3 
  has been completed.
  Contacts and Informants
  
  10
  Mob Boss Franco
  Boss of the Devinci Mob Family, he has been in the 
  game his whole life. Even so, these damn super types are 
  changing the game way too fast for him to like it.
  To know Mob Boss Franco you need a Mob rank of 
  10 or more.
  Available Missions:
  Safe House.
  Mob Hit, May only be taken if Safe House has been 
  completed.
  Crime Unlimited Fence
  One of many fences for the criminal operation, this fence 
  can get his hands on just about anything. For a price, that 
  is.
  To know Crime Unlimited Fence you need a Mob 
  rank of 21 or more.
  Available Missions:
  Up For Sell, May only be taken if Mob Hit has been 
  completed.
  Ace of Spades
  Terrorist, spy and now a super villain, the Ace of Spades 
  is a mad man, but one that has his own vision of the 
  future and one that knows a lot of secrets.
  To know Ace of Spades you need a Mob rank of 31 or 
  more.
  Available Missions:
  Cape Hunters #2. May only be taken if Master Mind's 
  Trail #3 has been completed.
  Contacts and Informants
  
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  12
  Cape Hunters #1
  Cape Hunters #1
  Part 1
  As you try to relax after the day's events at the trail of 
  Master Mind a ninja steps out of the shadows.
  Green in costume, you have faced these ninjas before, 
  Viper Ninjas.  As you rise to defend yourself and look 
  for more of the ninjas the lone ninja in sight raises his 
  gloved hand in a sign of peace.
  “We have no desire to kill you, not yet at least, that time 
  though will come,” He offers.  “No, I have been sent to 
  warn you.  There is a contract out for your death, to be 
  carried out tonight.”
  By whom you ask?
  “That I cannot tell you, but you will no doubt ﬁnd out 
  who your hidden foe is soon enough,” The Ninja tells 
  you as he walks toward the door to leave.
  Why, you ask, warn me?
  “As I said, your death is for us to bring upon you, not 
  some other assassin.  No, you will die at the hands of a 
  Viper Ninja, and no other,” He says as he leaves.
  Some friends, you think, you can live without.
  Part 2
  You hear a loud gun shot and the window to the room 
  blows out as the bullet slams into you.  You take 1D12 
  damage from the high-powered riﬂe bullet that just hit 
  you.
  If you are still alive, you roll over on the ﬂoor just in 
  time to see a ﬁgure dash away along the rooftop of the 
  building across the street.
  Conduct a rooftop chase if you can ﬂy or have some 
  other ability to get across the street within a few rounds 
  and offer chase.  If you have no such ability or power 
  then the assassin gets away.
  If you are able to give chase then conduct a rooftop 
  chase.  If you unable to catch the assassin then you will 
  have to give up and tend your wounds, ready for another 
  attempt on your life.
  If you are able to catch the assassin, then conduct a 
  battle between yourself and Rinnegato Rosso. 
  Rinnegato Rosso
  Enhanced Human Brick 4 Combat Expert 5 
  CR: 9
  Exp. Award: 6,400
  Init: +9
  AC: 17
  Hps: 113
  Base Attack: +14
  Fort: +14 Reﬂex: +4 Will: +4
  DR 2/-
  Melee: Unarmed Strike +13 (1d8+5)
  Powers: Attribute (Strength) 1 (1 PP), Super Attribute 
  (Constitution) 1 (1 PP), Super Leap 1 (1 PP), Super 
  Speed 1 (1 PP), Wall-Crawling 3 (3 PP), Invulnerable 2 
  (2 PP)
  Class Features: New Power x2, Combat Feat, Unarmed 
  Combat, Bravery, Combat Style)
  Feats: Utility Belt, Weapon Focus (Unarmed Strike), 
  Power Attack, Cleave, Great Cleave, Furious Focus, Im-
  proved Overrun, Elephant Stomp, Greater Overrun, Im-
  proved Initiative, Cleaving Finish, Improved Cleaving 
  Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Climb +18, Linguistics +1, Survival +11
  Special: Armored Costume (Armor 3); 
  Other Gear: Glue Grenades (Entanglement (Major 
  Item) 6), Small Hidden Tracer, Small Gas Mask, Night 
  Vision Goggles
  Strategy:  Sneak
  
  13
  If you are defeated by the assassin he ﬂees into the night.
  If you defeat the assassin you can question him.  Make an Intimidation skill check Vs. DC 15.  If you are unsuccessful 
  he says nothing and you will have to just hand him over to the cops.  If you are able to get him to talk (Gain 25 Exp.) 
  he tells you that he was hired by the Ace of Spades, a well-known international terrorist and criminal.  A price of ten 
  million dollars has been put on your head if you are dead by tomorrow before you return to the witness stand at Master 
  Mind's Trial.
  Results:
  End the issue here and gain 1,500 Exp. Increase your Vigilante rank by +1.
  Retain any damage you have taken and continue with this mission tree and Master Mind's Trail #3 mission.
  Gain one Hero Point.
  Cape Hunters #1
  Rinnegato Rosso
  
  14
  Cape Hunters #2
  Part 1
  Now that you have completed you testimony at the trail 
  for Master Mind you can relax a bit.  Whatever reason 
  the assassins had to try to kill you is now over.  You have 
  given your testimony and there is nothing more you can 
  do to alter the case for or against the villain.
  Just then a woman walks up to you and draws a sword.
  “Hum, it is a shame I cannot collect to full reward for 
  you head, but half of ten million is better then no money 
  at all,” She says as she attacks.
  Damn, and here you though you were safe for a while.
  Conduct this battle on the sidewalk outside the 
  courthouse, so there will be plenty of reporters and 
  people standing around watching as you defend yourself.
  La Chasseuse
  Human Detective 5 Acrobat 4
  CR: 9
  Exp. Award: 6.400
  Init: +9
  AC: 24
  Hps: 48
  Base Attack: +5
  Fort: +3 Reﬂex: +15 Will: +6
  Melee: Dragoon Sword +7 (4d6+1)
  Powers: Super Attribute (Dexterity) 1
  Class Features: Broad Knowledge, Home City (Paris), 
  Anticipate Foe, Swift Pursuit, Quarry, Evasion, 
  Opportunist, Unarmed Strike, High Jump, Fast Stealth, 
  Uncanny Dodge
  Feats: Utility Belt, Weapon Focus (Unarmed Strike), 
  Power Attack, Cleave, Great Cleave, Furious Focus, 
  Improved Overrun, Elephant Stomp, Greater Overrun, 
  Improved Initiative, Cleaving Finish, Improved Cleaving 
  Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Acrobatics +12, Bluff +14, Climb +13, Disguise 
  +14, Escape Artist +17, Intimidate +9, Knowledge 
  (Supers) +13, Linguistics +7, Perception +13, Sense 
  Motive +13, Stealth +20
  Special: Napoleonic Dragoon Sword (Natural Weapon 
  (Major Item) 6), Armored Costume (Armor 4); 
  Other Gear: Bola (Entanglement (Major Item) 8), 
  Medkit (Healing (Major Item) 3), Night Vision 
  Telescopic Goggles
  Strategy:  Sneak
  Cape Hunters #2
  La Chasseuse
  
  15
  If you are defeated by the assassin you can of course 
  spend a Hero point to save the day.
  If you defeat her you can try to get her to talk.  Make a 
  Bluff, Diplomacy or Intimidation Skill Check Vs. DC 
  18.  If you are successful (Gain 25 Exp.) you get her to 
  tell you where Ace of Spades is hiding.  If you are 
  unsuccessful she says noting and all you can do is hand 
  her over to the cops.
  Part 2
  If you were able to get La Chasseuse to talk then you 
  already know where Ace of Spades is hiding.  If you 
  could not get her to talk then you will have to ﬁnd him 
  all on your own.
  Pick one of the following…
  You can try to use your spies and agents on the street to 
  ﬁnd out where Ace of Spades is located.  Make a 
  Diplomacy skill check Vs. DC 20 to seek out the 
  information.  If you are successful (Gain 25 Exp.) and 
  you ﬁnd through word of mouth where is he currently 
  located.
  You can try to comb the streets, beating up thugs and 
  asking questions some folks don't want to answer.  Make 
  a Knowledge (Local) to seek out the safe house's 
  location.  The DC for this skill check is 18.  If you are 
  successful (Gain 25 Exp.) you discover its locations.
  If you ﬁnd the location of the safe house then you can try 
  to pay the terrorist a visit.  The safe house is set up in the 
  back of a small ﬂower shop on the west side of town.  It 
  is a front for the terrorists' organization known as the 
  Masters of Terror.
  Inside you will ﬁnd several of the terrorists hanging out, 
  acting as ﬂower shop workers.
  Master Terrorists (x3 plus x2 per hero ally)
  Combat Expert 4
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 37
  Base Attack: +4
  Fort: +6 Reﬂex: +5 Will: +3
  Melee: Unarmed Strike +5 (1d8+1)
  Ranged: Laser Pistol +8 (5d6)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Bluff +4, Intimidate +10, Survival +8, Stealth 
  +11
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2); 
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy:  Sneak
  Cape Hunters #2
  Master Terrorists 
  
  16
  Once these thugs are defeated, you can enter the hidden 
  lair of the Masters of Terror and confront Ace of Spades 
  himself.
  Deeper in the lair you ﬁnd the master terrorist sitting in a 
  nice leather chair waiting for you to arrive.  He smiles 
  like a viper and asks what he can do for you?
  Tell me who has been trying to kill me and why?
  “Well that's simple,” The villain answers. “The local law 
  enforcement, some of the city's political ﬁgures and a 
  few rich corporate leaders.  Seems you have disturbed 
  the natural order of things in the city.  Master Mind kept 
  all of these people rich and in power.  Without him 
  around there is no more ill gotten riches to spread around 
  and these self important people now ﬁnd it hard to make 
  ends meet without their illegal gains.  They have asked 
  me to hire assassins to put an end to you and the other 
  heroes of this city.”
  So they used you, you ask, and your organization as a 
  middle man for hiring assassins?
  “That's a service we are proud to offer,” The terrorist 
  explains with a smile.  “Now if you will excuse me, I do 
  have other matters to deal with today.”  With that his 
  chair swings around and rockets off into a hidden 
  passage, gone before you can even start to react.
  Results:
  End the issue here and gain 2,000 Exp.  Seems you have 
  some hidden enemies within the power structure of the 
  city.
  Gain one Hero Point.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Cape Hunters #2
  Ace of Spades
  
  17
  City Funds?
  City Funds?
  Councilwoman Fredric thanks you for stopping by.  You 
  ask about her daughter and the Councilwoman tells you 
  she is doing well in rehab and will be out soon, ready to 
  start a new life.  She thanks you once again for helping 
  her save her daughter (See Mission Book 3).
  “Anyway,” She starts as she sits down at her desk, “The 
  reason I asked you here today is I think someone at city 
  hall is stealing money from the city's general funds.”
  Not a new story you reply, political ﬁgures have been 
  feeding at the city tax trough for ages and will always do 
  so.
  “Yes,” She continues, “But this is not some elected 
  ofﬁcial taking a few dollars and spending it in 
  inappropriate ways, we are talking tens of millions of tax 
  dollars, maybe even hundreds of millions.”
  That is quite a bit of money, you say, more then any one 
  city ofﬁcial could steal undetected.
  “Yes, my feelings as well,” Fredric replies.  “I think I 
  might have stumbled upon a vast conspiracy by several 
  high placed ofﬁcials to rob this city blind.”
  Have you told anyone else of your suspicions?
  “No, just you,” She says with a worried look.  “You are 
  the only one I trust.”
  You agree to look into it and see just where the clues 
  lead you.
  Taking what little evidence she was able to offer, you 
  begin your investigation into the corruption outlined by 
  the Councilwoman.  After a few days of looking over the 
  evidence you reach the uneasy conclusion that not only 
  was she right that hundreds of millions of dollars are 
  gone, and that this would have to involve several top 
  level elected ofﬁcials, but that the money was not stolen 
  outright, but used for some hidden project.  Something 
  called the Methuselah Chamber.
  What the Methuselah Chamber is you have no clue, but 
  you begin your investigation to ﬁnd out.
  You can perform any or all of the following 
  investigations based on the results of your skill checks.
  First you search the city records for more clues as to who 
  might be involved.  Make a Appraisal skill check to seek 
  out the information buried in the city records.  The DC 
  for this skill check is 20.  If you are successful (Gain 25 
  Exp.) you ﬁnd that the funds have been transferred from 
  numerous accounts and bonds.  A little bit here and a 
  little bit there is never missed and has been covered up 
  with false accounting and missing records.  These funds 
  though have added up over the years to a vast amount of 
  money, but even this would not account for all the funds 
  that have gone missing.
  If you failed the Appraisal skill check your search goes 
  no further.  You are unable to continue the investigation, 
  and will have to tell the Councilwoman to forget all 
  about it for her own safety.  End the mission here as well 
  as this mission tree.
  If you were successful with the Appraisal skill check 
  then you can continue the investigation by trying to ﬁnd 
  the other funds. This will require you to enter the city 
  treasury ofﬁce and get your hands on locked ﬁles in the 
  Controller's ofﬁce safe.  Make a Stealth skill check Vs. 
  DC 15 to enter the ofﬁce undetected.  If you are 
  successful (Gain 25 Exp.) you can try to open the safe by 
  making a Disable Device skill check Vs. DC 18.  If you 
  are successful with the Disable Device skill check (Gain 
  25 Exp.) you are able to open the safe and look at 
  conﬁdential records which show that much of the money 
  has been taken as bribes and kickbacks from corporate 
  interests.
  It would seem that the corruption also involves many in 
  the private sector.  If though you failed either of the skill 
  checks (Stealth or Disable Device) you come up empty 
  handed and will have to seek more information 
  elsewhere.  End the mission here but you may continue 
  with the mission tree.
  
  18
  If you were able to enter the ofﬁce and break open the safe your next step is clear, inﬁltrate several of the corporate 
  ofﬁces and see what you can ﬁnd there.  Make a Disguise skill check Vs. DC 18 to enter one of several corporate 
  ofﬁces un-noticed.  If you are successful with the Disguise skill check (gain 25 Exp.) you then ﬁnd you must bluff 
  your way into seeing company records and balance sheets.  Make a Bluff skill check Vs. DC 18 to get a look at the 
  ﬁles.  If you are successful with the Bluff skill check (Gain 25 Exp.) you ﬁnd that the conspiracy reaches all the way 
  to the police commissioner's ofﬁce itself and the commissioner himself is deeply involved.
  If you are unable to get into the ofﬁces or to bluff your way into seeing the ﬁles, you come up empty handed and have 
  to end your investigation here.  You may though continue with the mission tree.
  Results:
  Gain 500 Exp if you were able to ﬁnd out what funds where taken and how.
  Gain 500 Exp. if you were able to break into the tax ofﬁces and ﬁnd the information needed.
  Gain 500 Exp. if you were able to gain access to the corporate ﬁles.
  City Funds?
  Maxx
  
  19
  City Funds? #2
  Part 1
  Your investigation into the lost and hidden city funds 
  continues as you gather more and more evidence as to 
  what is going on and who is involved.  You set up a 
  meeting with Councilwoman Fredric to tell her what you 
  have found out so far and to ask a few questions.
  You wait in the park near the playground as you see the 
  Councilwoman walk up.  She smiles and starts to waves 
  to you as her chest explode from the bullet holes.  She 
  falls to the ground as you rush up to her, looking for the 
  assassin.  All you can see are children running to the 
  mothers and frantic people rushing about.  The 
  Councilwoman is alive but barely, and you need to get 
  her to a hospital fast if you are to save her life.
  Later that day the doctors tell you she is alive, but will 
  be in serious condition for some time and she will never 
  walk again.
  Whoever is behind her attempted assassination must 
  have found out she was on to their conspiracy and tried 
  to stop her from ﬁnding out the truth.  You swear though 
  that you will bring these shadowy ﬁgures to justice, for 
  her and the city you protect.
  Seeking out the spot where the assassin waited in 
  ambush you try to look for clues.
  Make an Investigation skill check Vs. DC 20 to seek out 
  clues.  If you are successful with the Investigation skill 
  check (Gain 25 Exp.) you ﬁnd a single bullet casing and 
  some shoe prints near a tree behind the playground.  It 
  would have taken an expert marksman to have made the 
  shot that brought the Councilwoman down, but not
  impossible.
  If you fail the Investigation skill check you ﬁnd nothing 
  of note and the trail for the assassin goes cold.  Continue 
  to part two of this mission.
  With the bullet casing in hand you can check for prints.  
  Make a second Investigation skill check Vs. DC 20 to 
  ﬁnd a clear set of prints on the casing.  If you are 
  successful with the Investigation skill check (Gain 25 
  Exp.) you ﬁnd a clear set of prints, enough to track down 
  the assassin.  If you fail the skill check you are unable to 
  ﬁnd any evidence of use and must end the investigation 
  here.  You may move on to part two of this mission.
  The print leads you to an ex-police ofﬁcer, Ted 
  Malinskie, a retired ofﬁcer with a checkered past.  He 
  was a corrupt cop, working for the mob as much as for 
  the police department, but he made it to retirement and 
  now acts as a private investigator.
  You pay the man a visit at his home later that night only 
  to ﬁnd him dead, a single gunshot wound to the head.  It 
  has been made to look like a suicide but you are sure he 
  was murdered.  Whoever is responsible is covering their 
  trail well.
  Part 2
  You think the Councilwoman might have had more 
  evidence to show you and so you head over to her ofﬁce, 
  but it has been riﬂed through and anything of importance 
  taken.  Once more you are one step behind your foes.  
  Taking the investigation to her house you enter and 
  search for a safe or some place where she would have 
  hidden any new evidence.  The house has also been 
  riﬂed through, the safe broken open and its contents 
  taken.  Still there has to be something these hidden 
  enemies have missed. 
  Make a Perception skill checks Vs. DC 18.  If you are 
  successful with the Perception skill checks (Gain 25 
  Exp.) you ﬁnd a photo of the Councilwoman and her 
  daughter.  Behind the photo is a small envelope with 
  your name on it.  Inside you ﬁnd a single piece of paper 
  with the name of the Mayor on it and the words “Trust 
  him.”  Maybe she found a new ally in this ﬁght.
  If you were unable to ﬁnd the photo you run into a dead 
  end and must end the mission here, justice un-served for 
  the Councilwoman.
  Results:
  End the issue here and the mission and gain 1,500 Exp.
  If you found the envelope with the mayor's name then 
  you may go to part 2 of the mission City Funds? #3.  
  Also add 500 Exp. to your award.
  If you were unable to ﬁnd the envelope then go to part 3 
  of the mission City Funds? #3.
  City Funds? #2
  
  20
  City Funds? #3
  Part 1
  You stand overlooking city hall, deep in thought as to 
  what to do about the conspiracy to rob the city and the 
  murders that are going to extremes to try and cover it all 
  up.  Your leads have all gone cold.
  You will have to take a chance and seek out a new ally, 
  that or try to ﬂush out your enemies in some way.  
  Maybe you should take your case to the Mayor.  Either 
  he is involved, or he could prove to be a well-needed 
  ally.
  Part 2
  You stand over the mayor as he sleeps. With a slight tap 
  you wake the man from a deep sleep.  Fear and 
  confusion rush across his face as he spies you in the deep 
  shadows of his bedroom.  “What an outrage! What do 
  you want?”
  Justice you say.
  Grabbing the man while he is trying to put on a robe 
  over his pajamas, you lead him into the study and sit him 
  down at his desk, a large folder ﬁlled with evidence you 
  and Councilwoman Fredric have gathered on the stolen 
  funds.
  Looking at the ﬁles the Mayor pales and looks up at you 
  as he sits back.  “I have had suspicions, but never any 
  proof.  The police commissioner is behind it all, I'm sure, 
  but I cannot prove it.”
  Then you will have to ﬁnd that proof you say.
  The Mayor offers to keep the evidence you have shown 
  him safe and ready to take down Commissioner Van 
  Dike when the time is right.
  Part 3
  Stepping into the Mayors ofﬁce through the window you 
  catch the man by surprise.
  “What is the meaning of this?” He asks in a huff.
  You tell the mayor that you have been watching him for 
  a few days and are convinced that he is not involved.
  “Involved in what?” He asks, still put out by your 
  appearance.
  You hand him a large folder ﬁlled with evidence you and 
  Councilwoman Fredric have gathered on the stolen 
  funds.
  Looking at the ﬁles the Mayor pales and then looks up at 
  you as he sits back.  “I have had suspicions, but never 
  any proof.  The police commissioner is behind it all, I'm 
  sure, but I cannot prove it.”
  Then you will have to ﬁnd that proof you say.
  The Mayor offers to keep the evidence you have shown 
  him safe and ready to take down Commissioner Van 
  Dike when the time is right.
  Results:
  End the issue and the mission here and gain 1,500 Exp.  
  If you started this mission with part two then add another 
  500 Exp. to your award.  You may continue the mission 
  tree with City Funds? #4
  City Funds? #3
  Mayor Hamilton
  
  21
  City Funds? #4
  You hand over the folder with all the evidence you have been able to gather. Detective Bruce thanks you but tells you 
  it won't be enough, “Not near enough to take down the Commissioner himself,” The Detective says.
  Enough, you say, to keep and eye on him and see what he is up to.
  “I agree,” Replies the detective as you leave.  Sometimes justice must be delayed, but it never has to be forgotten.  You 
  will see Commissioner Van Dike brought down.
  Results:
  End the issue here and gain 1,500 exp. and one Hero Point.
  City Funds? #4
  Paladin
  
  22
  Cover Up
  Cover-Up
  Fearing that the sewer folk might be in danger and that 
  their secret is no longer safe, you make your way back 
  into the sewers and to warn them of the danger which 
  may be coming to their homes and village.
  Proudtooth agrees that you may be right and that you 
  must appear before the full council of the Parliament to 
  warn all the people of the sewers of the danger.  A few 
  days later you stand in a marble chamber deep under the 
  city before a raised table where sit and stand several odd 
  and strange people.  Besides Proudtooth and Eve, there 
  is a huge white alligator, a man made of bugs and a 
  moving pile of garbage.
  The members of parliament asks you several questions 
  and they argue about what needs to be done.  Some says 
  they must ﬁght if the surface invaders dare to come into 
  the deep tunnels while others says they should all ﬂee.  
  Just as the debate starts to grow heated a messenger 
  arrives with news that a large group of well-armed 
  surface worlders have been spotted in the deep tunnels 
  and are headed towards the rat people's village.
  Seems the debate is over.  You and Proudtooth rush back 
  to his village just as Agent Kelly and her men arrive on 
  the other side of the village.  Rat people rush about in 
  fear as you and Proudtooth move to intercept Kelly and 
  her armed men.
  As you approach Agent Kelly warns you that since you 
  have lied and have been deceptive about what is going 
  on in these sewers, you are under arrest.  The people of 
  the village she says,  “Are also under the authority of 
  Powers Division and will be moved out of their village 
  and relocated to a government facility for 'Study.'”
  You of course cannot allow her to take these gentle 
  people away to be poked and dissected by government 
  scientist.  She leaves you little choice.
  Set up a battle using whatever battle tile you see ﬁt.
  Agent Kelly
  Mutant Brick 4
  CR: 4
  Exp. Award: 1,200
  Init: +10
  AC: 19
  Hps: 54
  Base Attack: +3
  Fort: +9 Reﬂex: +5 Will: +3
  Defensive Abilities: DR 2/-
  Melee: Unarmed Strike +9 (1d3+6)
  Powers: Super Attribute (Strength) 1, Super Attribute 
  (Constitution) 1, Super Speed 2
  Class Features: Built Tough, Never Surrender
  Feats: Power Attack, Improved Unarmed Strike, Furious 
  Focus, Improved Initiative
  Skills: Climb +13, Investigate +4
  Gear: Power Division Uniform (Armor 3); 
  Other Gear: Communication Link
  Strategy:  Boxer
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  !
  
  23
  Power Division Troopers 
  (x3 Plus x1 per extra hero ally present)
  Combat Expert 4
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 37
  Base Attack: +4
  Fort: +6 Reﬂex: +5 Will: +3
  Melee: Unarmed Strike +5 (1d8+1)
  Ranged: Laser Pistol +8 (5d6)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Bluff +4, Intimidate +10, Survival +8, Stealth 
  +11
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2); 
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy:  Sneak
  Proudtooth 
  Acrobat 5
  CR: 5
  Exp. Award: 1,600
  Init: +5
  AC: 20
  Hps: 29
  Base Attack: +3
  Fort: +1 Reﬂex: +9 Will: +2
  Melee: The Sword of the Rat +6 (3d6+2)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Hard to Hit, Uncanny Dodge, Flurry of 
  Blows, Damn Hard to Hit 
  Feats: Dodge, Mobility, Weapon Focus (Sword of the 
  Rat), Skill Focus (Bluff), Skill Focus (Stealth)
  Skills: Acrobatics +13, Bluff +12, Perception +9, Sleight 
  of Hand +13, Stealth +13
  Gear: The Sword of the Rat (Natural Weapon (Major 
  Item) 5); 
  Other Gear: The Great Shiny Thing (Invisibility (Major 
  Item) 5)
  Strategy:  Boxer
  There will be two such troopers per hero involved in the 
  battle.
  If you are defeated by Kelly and her troopers you can of 
  course spend a hero point to change the outcome.
  If you defeat her then the Parliament have one of the 
  outcast mutants wipe the memory of what Kelly and her 
  troopers found in the sewers, replacing the memories 
  with false one of a dark, smell sewer with nothing of i
  nterest within the tunnels.
  Results:
  End the issue here and gain 2,000 Exp. and +1 to your 
  Do Gooder rank.  Also gain one Hero Point.
  See Heroes Weekly Vol 4, Issue #8 for full details on the 
  Parliament of the Sewers)
  Cover Up
  Proud Tooth
  
  24
  Gang War
  Gang War
  The streets of Low Town have been a war zone for 
  several weeks now, competing gangs trying to take 
  control of what little there is to have in the slums of the 
  city.  Most of the warriors in these gangs are little more 
  then teenagers and kids, ﬁghting tooth and nail for 
  scrapes.
  “I'm tell ya, it gotta stop or them fools will just kill each 
  other off,” Complains Rafael, a street thug himself, but 
  one with an eye to the future.  “Some of them don't care 
  no how if they kill everyone around them. Little kids are 
  dying in this turf war.”
  Yes, it does have to stop you say, but even with all your 
  power you cannot do it alone.
  “Ya, so that's why I set up a meeting between the two 
  rival gangs, over at the old church.  You being there will 
  keep them from trying to do anything stupid,” Rafael 
  explains.
  And what, you ask, does he get out of it?
  “Hey I may be a street punk, but I ain't going to be one 
  my whole life.  I got plans,” He offers with a smile.
  Such as you ask?
  “I'm going to take over Low Town some day, turn it into 
  something clean and good, but under my control,” He 
  explains with some conﬁdence.  “You help me out and I 
  can cut you in on the deal.  The two of us could be 
  unstoppable.”
  You pass on the offer, but you are not too sure, the kid 
  just might pull it off.  Course if he does he will have to 
  deal with you should he turn into another mobster.
  Later on that night you stand near the back of the church 
  as Father Thomas and Rafael try to get the two gangs to 
  end their war.  Things are a bit tense at ﬁrst but the gang 
  leaders take your presence as a reassurance that nothing 
  bad would happen to them while you were at the 
  meeting.
  Just then an explosion rocks the church and smoke and 
  noise ﬁll the room.  Most of the people within are 
  knocked senseless by the explosion, but a few are able to 
  see through the smoke as two large ﬁgures walk into the 
  wrecked church.
  “See, I told ya Technocrantz, the heads of the two gangs 
  are here,” Says one of the ﬁgures walking out of the 
  smoke, a man cased in green high tech armor.  “So you 
  were right, that doesn't make up for the hundred other 
  times you are wrong, Killdenstern,” smiles the second 
  ﬁgure, a man encased in blue high tech armor.
  Killdenstern grabs one of the gang members and breaks 
  the young man's neck with a slight twist.  “Let kill these 
  thugs fast and go get a pizza.”  He says with ease after 
  killing someone.
  “What about the priest?” asks Technocrantz, picking up 
  Father Thomas.  “Hey if he wants to hang out with the 
  street trash then he gets taken out with that trash,” 
  Answers Killdenstern as he grabs up a struggling Rafael.
  Seems these to vigilantes have super powers and mean to 
  clean up the streets, but unlike you they are just as mean 
  and vicious as the criminals they are trying to stop.
  You step out of the shadows and let the two know you 
  will not allow them to harm Father Thomas or Rafael.
  “Ya got to be kidding me, right here, right now, our 
  idol!” Howls Killdenstern as he drops Rafael.  “Man its 
  about time we got to meet ya, we have been trying to get 
  in touch with ya for a while now,” Says Technocrantz as 
  he continues to hold Father Thomas in his grip, almost 
  forgetting he is holding a man's life in his carless hands.  
  “We want to join forces and clean up the city with ya,” 
  Offers Technocrantz.
  You refuse their offer outright.  You are not a killer like 
  these two.  They are no better then murderers themselves 
  you say.
  !
  
  25
  Gang War
  “Well aren't you all high and mighty,” Sneers 
  Technocrantz.  “We take your lead and become super 
  heroes and you spit in our faces.” He howls.  “Then 
  maybe,” Killdenstern says as he crouches into a combat 
  stance, “We will just take you out with the trash here and 
  becomes the new guardians of this town.”
  With that the two vigilantes attack.
  Technocrantz
  Enhanced Human, Brick 4
  CR: 4
  Exp. Award: 1,200
  Init: +6
  AC: 20
  Hps: 46
  Base Attack: +3
  Fort: +7 Reﬂex: +3 Will: +0
  Melee: Unarmed Strike +8 (1D4 +9)
  Powers: Super Attribute (Strength) 1, Density Control 
  (Increase) (Always On) 2, Super Leap 1
  Class Features: Built Tough, Power Punch
  Feats: Combat Expertise, Improved Dirty Trick, Power 
  Attack, Improved Initiative Skills: Climb +12, 
  Intimidate +7, Perception +3, Stealth +6, Survival +6
  Combat Gear: Armored Jumpsuit (Armor 4)
  Strategy:  Charge
  Killdenstern
  Mutant Combat Exert 4
  CR: 4
  Exp. Award: 1,200
  Init: +13
  AC: 24
  Hps: 33
  Base Attack: +4
  Fort: +5 Reﬂex: +7 Will: 2
  Melee: Unarmed Strike +7 (1D3+8)
  Powers: Super Attribute (Dexterity) 1, Super Speed 1, 
  Super Leap 1, Duplication 3
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Dodge, Mobility, Spring Attack, Power Ranks. 
  Attack, Cleave, Furious Focus, Improved Initiative
  Skills: Power Activation +8, Stealth +9
  Combat Gear: Armored Coat (Armor 4)
  Strategy:  Boxer
  If you are defeated by these two you can spend a hero 
  point to save the day.   
  Once they are defeated the two ﬂee into the night, you 
  are unable to follow, as you have to see to the wounded.  
  Word does get around though that you saved the leaders 
  of the gangs and so the war ends out of respect to you 
  and what you have done.  Maybe the peace will last 
  more then a few weeks this time.
  Results:
  Gain 1,000 Exp. and +1 to your Reputation and Street 
  Thug.
  (See heroes Weekly Vol 2, issue #17 for full details on 
  these two “Super Heroes”)
  !
  !
  !
  !
  T - Technocrantz
  K - Killdenstern
  G - Gang Members
  Heroes start in the green shaded area
  At the start of each round gang members will 
  move 2 squares in a random direction
  1-2: Up
  3-4: Down
  5: Right
  6: Left
  T 
  K
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  
  26
  Help Us Remain Hidden
  Help Us Remain Hidden
  Out of the blue you get a call from Congressman Gill.  
  He tells you that a secret government organization called 
  Powers Division has taken an interest in your 
  investigation of the white alligator you found in the 
  sewers a few weeks back.
  He asks that you meet one of their agents and give her a 
  full report of what you found in the sewers below the 
  city.
  You try to explain that you found nothing of real interest, 
  trying to avoid the meeting all together as this might 
  jeopardize your promise to the people of the sewers that 
  you would keep their secret safe.  The Congressman will 
  have nothing of it though and insists that you meet the 
  agent as soon as possible.
  What a pickle.
  A few hours later you are sitting in a small ofﬁce in a 
  small unassuming building on the west side of the city.  
  Before you sit a small woman in a black suit and dark 
  glasses.  She does not seem to be impressed by you or 
  your exploits, and is a bit rude and cold.
  “So tell me again what you did and did not ﬁnd in these 
  smelly sewers,” She asks, looking at your over her 
  glasses.
  Once more you go over how the Congress man asked 
  you to investigate the sewers for giant alligators, and in 
  fact you found one, living off the rats in the tunnels.
  “But you found nothing else, no odd little rat people or 
  any thing else of interest?” She asks more directly this 
  time.
  It is clear she is ﬁshing to ﬁnd out what you know of the 
  people of the sewers, and that she knows more then she 
  is letting on.
  At this point you have three options.  Try to misdirect 
  her away from the people of the sewers, lie outright 
  about them, or tell her the truth and then try to convince 
  her that these special people need to be left alone.
  If you try to misdirect her, then make a Sense Motive 
  skill check Vs. DC 18.  If you are successful on the 
  Sense Motive skill check (Gain 25 Exp.) you seem to 
  have fooled her into thinking that the alligator was just a 
  one time issue and that there are no other dangers in the 
  sewers, especially mythical rat people.  
  If you fail the skill check she is more than able of seeing 
  through your ruse and does not buy a word of what you 
  are telling her.  
  If you try to lie outright about what you found in the 
  sewers, then make a Bluff skill check Vs. DC 20.  If you 
  are successful on the Bluff skill check (Gain 25 Exp.) 
  you are able to bully and lie your way out of telling her 
  anything of real use.  The people of the sewers are safe 
  for the time being.
  If you failed the Bluff skill check she is unimpressed 
  with you and your lies and ends the meeting then and 
  there.  
  If you tell her the truth and then hope to convince her 
  that the people of the sewers need to be left alone, make 
  a Diplomacy skill check Vs. DC 22.  If you are 
  successful on the Diplomacy skill check (Gain 25 Exp.) 
  you are able to help her see that it would be safer for the 
  people of the sewers and the city as a whole if the secret 
  you carry was to remain a secret.  
  If you failed the Diplomacy skill check, the agents 
  thanks you for the time and agrees that she will look no 
  further into this investigation.  You though are not so 
  sure she is telling the truth. 
  Results:
  End the issue here and gain 1,000 Exp. and +1 to your 
  Do Gooder Rank.
  If you were able to keep the sewer folks existence from 
  the Agent then gain an additional 500 Exp.
  
  27
  Home Invasion #1
  Home Invasion #1
  Lieutenant Wilds looks you over as you step out of the 
  shadows.  “I wish you would just walk up to me like a 
  normal person,” He grumbles.
  Part of your charm you tell him.
  “Hump,” is all he responds with.  “Look I got a weird 
  case, and as I ﬁgure you like weird, you can look into it 
  for me,” He says as he hands you the case folder.
  Inside you see the crime scene photos of the dead body, 
  surrounded by melted candles and odd bits of bone, 
  feathers and books.
  “Ya, I know, looks like some sort of witchcraft or 
  something,” Offers Wilds, “Like I said, just up your 
  alley.”
  Later that day you walk into the apartment of the late 
  Walter Pierce, a well-known book dealer and, it would 
  appear, occultist.
  Looking about you cannot ﬁnd any cause of death, the 
  autopsy showed he was in good health but he may have 
  just had a heart attack.
  You may make a Perception skill check Vs. DC 20 at 
  this point to ﬁnd any clues.  If you fail, you ﬁnd nothing 
  of note.  If you are successful you see that there are deep 
  claw marks near the door, as if something tried to get 
  out.
  Make an Investigation skill check to see if more clues 
  are lying about Vs. DC 25.  If you fail you ﬁnd nothing 
  of note.  If you are successful with the Investigation skill 
  check you ﬁnd a small crumpled up bit of paper, as if 
  torn from an old page from an old book.
  Some sort of word in a strange language as far as you 
  can ﬁgure out is drawn on the paper.
  With a bit of effort you might even be able to pronounce 
  the word.
  If you try to say the word then go to part 2 of this 
  mission, otherwise end the mission here with the crime 
  unsolved.
  Part 2
  With some effort you say the word out load.  Nothing 
  though happens as you stand there holding your breath.  
  Magic my butt you muse.
  You will have to look somewhere for answers to this 
  mystery if you hope to solve the murder of Mr. Pierce.
  Much later that night as you get ready for bed you hear a 
  deep throated grow coming from the shadows and then 
  out steps a half formed nightmare.  A creature like a 
  huge dog but with no skin and torn ﬂesh.  As you back 
  away you can hear the word, the magical word of 
  summoning you spoke out load in Pierce's apartment, as 
  if the sound of the word has hung in the air around you.
  The beast then attacks, lunging at you and meaning to rip 
  out your throat.
  Shadow Hound
  Magical Beast
  CR: 6
  Exp. Award: 2.400
  Init: +6
  AC: 22
  Hps: 87
  Base Attack: +6
  Fort: +10 Reﬂex: +10 Will: +5
  Melee: Bite +10 (1d6+5)
  Powers: None
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Dodge, Power Attack
  Skills: Intimidate +10, Survival +8, Stealth +11
  Strategy:  Sneak
  If you are defeated by the creature you can spend a hero 
  point as normal.
  If you defeat the creature as it falls to the ground it fades 
  away into a dark mist.
  Results:
  End the issue here and gain 1,500 Exp.
  
  28
  Home Invasion #2
  “Look, I got three more cases just like it,” Says 
  Detective Samuel. “Now I know Wilds called you in on 
  the ﬁrst one so I ﬁgure you already have a vested interest 
  in these other three as well.”
  That you do, you tell him, leaving out that a demon dog 
  that attacked you the other night.
  “So you will look into these as well?” Detective Samuel 
  asks.
  Yes you say taking the case ﬁles with you.
  Three more murders, each like the Pierce case, each dead 
  of a heart attack, each alone and involved with the occult 
  in someway or another.  Each seems to have been trying 
  to perform the same ritual or spell, but it is plain they 
  each failed to complete the ceremony in time.  The 
  demon dog killing each of them before they could ﬁnish 
  whatever it was they were trying to accomplish.
  It is clear that all four of the murdered people knew each 
  other so a simple check of Mr. Pierce's phone records 
  shows he called each of the dead people several times 
  over the last week.  But there is one more phone number 
  he called a lot, a Ms. Elizabeth Campbell.
  Campbell is a collage student at the university so you 
  head over to her dorm room to interview her.
  As you are about to knock on the door you hear a growl 
  and a soft cry for help.  Busting in the door you see a 
  young woman cowering in the corner and another of the 
  demon dogs, hell it might even be the same one you 
  fought off the other night, standing over the young girl 
  ready to rip her to bits.
  You of course charge on in to save the day.
  Shadow Hound
  Magical Beast
  CR: 6
  Exp. Award: 2,400
  Init: +6
  AC: 22
  Hps: 87
  Base Attack: +6
  Fort: +10 Reﬂex: +10 Will: +5
  Melee: Bite +10 (1d6+5)
  Powers: None
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Dodge, Power Attack
  Skills: Intimidate +10, Survival +8, Stealth +11
  Strategy:  Sneak
  If you are defeated by the creature you can spend a hero 
  point as normal.
  If you defeat the creature it falls to the ground and fades 
  away into a dark mist.
  Ms. Campbell thanks you for saving her life, but “It will 
  just keep coming back until it takes my soul or I defeat 
  its master.”  
  Who is the beast's master you ask?
  Home Invasion #2
  Shadow Hound
  
  29
  “A dark wizard named John Cage,” She tells you. “Our 
  coven of white witches have been in struggle with him 
  for several years now.  He has gotten his hands on a dark 
  book of magic in the last few weeks and attacked us with 
  these shadow hounds every night.”
  You ask if she knows where this Mr. Cage is located.
  “Yes, in his mansion up on the hill,” She offers.
  Wait here you tell her. I will bring this Mr. Cage down.
  Later you stand outside the Cage estate up in the 
  Heights.
  You can try to sneak onto the estate without notice or 
  just barge on in.  If you try to sneak on in make a Stealth 
  skill check Vs. DC 18.  If you fail you are detected and 
  will gain no surprise.  If you are successful (Gain 25 
  Exp.) you are able to sneak onto the estate and make 
  your way up towards the mansion.
  If you barge on in you see no one as you make your way 
  up towards the mansion, but any hope of surprise is also 
  gone.
  At the mansion you once more must make another 
  choice.  Sneak on in or continue to make your way 
  without a care to stealth.  If you were successful with the 
  Stealth skill check to sneak onto the estate, make a 
  second Stealth skill check Vs. DC 18.  If you fail the 
  Stealth skill check or had failed the ﬁrst attempt to sneak 
  onto the estate, then you are detected and gain no 
  surprise.  If you are successful on the Stealth skill check 
  (Gain 25 Exp.) you remain hidden from sight and are 
  able to move about the mansion undetected.
  Once more barging in seems to bring no immediate 
  retaliation or unwanted welcome.
  Looking about the mansion you ﬁnd that there is a deep 
  basement consisting of several dark chambers, each 
  ﬁlled with odd statues and old furniture.  Near the back 
  is a solid oak door.
  You can try to bash the door down (it has a hardness of 6 
  and 20 Hit Points) or attempt to pick the lock, which 
  requires a Disable Device skill check Vs. DC 15.  If you 
  fail the Disable Device skill check then you have no 
  other choice but to break the down.  If on the other hand 
  you are successful with the Disable Device skill check 
  (Gain 25 exp.) you are able to open the door.
  If you have retained the element of surprise and were 
  able to pick the door's lock then you retain your ability 
  to surprise the enemy within.  If you failed any of the 
  Stealth skill checks or the Disable Device skill check 
  then you have lost the element of surprise and the master 
  mage within is waiting for you. If you have surprise then 
  the only person in the room is Cage himself.  If you lost 
  the element of surprise then there will be Cage and one 
  Shadow hound per hero.
  Cage
  Human, Energy Manipulator 8
  CR: 8
  Exp. Award: 4,800
  Init: +6
  AC: 22
  Hps: 87
  Base Attack: +6
  Fort: +10 Reﬂex: +10 Will: +5
  Melee: Bite +10 (1d6+5)
  Powers: None
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Dodge, Power Attack
  Skills: Intimidate +10, Survival +8, Stealth +11
  Strategy:  Sharp Shooter
  Shadow Hounds (One per hero)
  Magical Beast
  CR: 6
  Exp. Award: 2,400
  Init: +6
  AC: 22
  Hps: 87
  Base Attack: +6
  Fort: +10 Reﬂex: +10 Will: +5
  Melee: Bite +10 (1d6+5)
  Powers: None
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Dodge, Power Attack
  Skills: Intimidate +10, Survival +8, Stealth +11
  Strategy:  Sneak
  Home Invasion #2
  !
  
  30
  If you lost the battle you may spend a hero point to avoid 
  your fate.  If you defeat Cage then you see that he was in 
  the process of casting some dark spell.  What the spell 
  was you do not know, but you are sure it would have 
  brought darkness and pain to someone.
   
  Results:
  End the issue here and gain 2,000 exp and +1 to your 
  Reputation and Law and Order ranks.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Home Invasion #2
  C - Cage
  S - Shadow Hound
  Heroes may enter the battle from 
  the green shaded area. 
  If the heroes were able to sneak in 
  then they may start in either of the 
  blue shaded areas.
  !
  !
  8
  !
  !
  8
  C
  S
  S
  S
  S
  S
  S
  !
  
  31
  Home Invasion #3
  “I understand you solved the Pierce murder?” Asked 
  Kelly as she approaches you on the street.  “Care to 
  make a comment?”
  No, you say, trying to move past her.
  “Come on,” She calls after you.  “If half the stuff I hear 
  about you is true it would send my readers screaming for 
  the hills,” She yells as she catches up to you.
  Then, you tell her, it would be best not to print what she 
  hears.
  “The public has a right to know,” She offers. “Like for 
  instance, I hear that Cage was not the true mastermind 
  behind the murders of Pierce and his little group of 
  witches.”
  You stop and turn on her.
  “Yep, thought that would get your attention.” She smiles. 
  “Now you give me something to print and I will tell you 
  what I know,” She offers as a bargain.
  You tell her of the investigation and what you found out, 
  but not too many details so it will not scare the public.  
  The people of this city do not need to know anything 
  about shadow hounds and dead magicians.
  “Good, that will do well for my piece on the magical 
  underground of the city,” She says. “Going to be a real 
  eye opener for the people of this city.”
  What do you know about Cage and his activities you 
  ask?
  “Well not much to be honest,” She says a little meekly 
  now.  “I did though ﬁnd out that he has a partner in an 
  import business, a Mr. Shadow is his name.  No one has 
  ever seen the man, but it is rumored that he has an ofﬁce 
  in the upper ﬂoor of the warehouse they owned.  Used 
  the place to store their antique and imported goodies.”
  And you think, you ask, this Mr. Shadow was the true 
  mastermind behind the crimes?
  “Well, from what I was able to gather Cage did not jump 
  unless Mr. Shadow said to,” Kelly answers.
  Then you just might have to pay this Mr. Shadows a 
  visit, you muse, as you walk away from the reporter.
  A few days later after investigating more about this Mr. 
  Shadow you ﬁnd that he is an Englishman, here in the 
  states on a long term visa, but has no criminal record, no 
  ﬁnancial records with his name on them, no any other 
  records that you can ﬁnd about his past before he arrived 
  in the city a few years back.
  All the records on the import business were in Cage's 
  name, with nothing about Shadow anywhere in the re-
  cords.
  From here you have some choices to make.
  You can try to pose as an antiques buyer and see if you 
  can get an appointment to meet this Mr. Shadow.  If you 
  try this then go to part two of this mission.
  Act as a lawyer for Mr. Cage seeking an interview with 
  his partner Mr. Shadow.  If you try this then go to part 
  three of this mission.
  Try to sneak in and ﬁnd out what you can.  If you try this 
  then go to part four of this mission.
  Or just barge on in and try to bully Shadow into a 
  confession. If you try this then go to part ﬁve of this 
  mission.
  Part 2
  You think that a bit of undercover work might be best in 
  this case and so you dress up and fake some credentials 
  as an important antiques buyer.  You will ﬁrst need to 
  make a Disguise skill check Vs. DC 15 to work up what 
  you will look like.  If you fail the skill check for the 
  Disguise it is not all that convincing and anyone in the 
  know will recognize you.  End this part of the mission 
  and go to one of the other options open to you in part 
  one.
  Home Invasion #3
  
  32
  If you are successful with the Disguise skill check then 
  you must then come up with some fake credentials and 
  history.  Make a Sleight of Hand skill check Vs. DC 20.  
  If you fail, the Sleight of Hand skill check the documents 
  are just not what they need to be and will not fool 
  anyone.  End this part of the mission and go to one of the 
  other options open to you in part one.
  If you are successful on the Sleight of Hand skill check 
  you have the look and the documents to back it all up 
  and are ready to pull off your subterfuge.
  Entering the warehouse's outer ofﬁce you tell the 
  secretary that you are looking for a rare vase from the 
  Ming dynasty and you have heard that Mr. Cage has just 
  such a vase in his collection of goods for sell.
  The secretary tells you that Mr. Cage is unavailable right 
  now.  You need to get her to inform Mr. Shadow that you 
  want to see him instead, so you play it up some more.  
  Make a Diplomacy skill check to get her to offer you an 
  appointment with her boss.  The DC for this skill check 
  is 14.  If you fail she just brushes you off and your 
  attempt to enter the warehouse has failed. End this part 
  of the mission and go to one of the other options open to 
  you in part one.
  If you are successful with the Diplomacy skill check 
  (Gain 25 Exp.) she sets up a time the next day for you to 
  come by and look at the vase.
  The next day you show up and she leads you into the 
  warehouse were she shows you the vase in question.  
  You play off looking it over, but say you have some 
  questions on its authenticity and would like to speak to 
  Mr. Shadow in person.  Once more make a Bluff skill 
  check Vs. DC 18 to get her to go along with your 
  request.  If you fail she refuses to allow you to meet her 
  boss, as he is “Out of town right now.”
  Anything else will be of little use and you have failed to 
  get close to this Mr. Shadow. End this part of the mission 
  and go to one of the other options open to you in part 
  one.
  If you are successful with the Bluff skill check (Gain 25 
  Exp.) she tells you to wait here and leaves.  An hour later 
  she returns and asks you to follow her upstairs.
  Go to part six of this mission.
  Part 3
  You pose as the lawyer for Mr. Cage and try to get an 
  interview with Mr. Shadow.  You ﬁrst make a call as 
  your own secretary to set the mood and then call once 
  more as the lawyer, a Mr. Smith of Smith and Sons legal 
  ofﬁces.
  The secretary at the warehouse answers both calls and at 
  ﬁrst tells you that Mr. Shadow is not available to an 
  interview, but with the second call she seems a bit more 
  open.  Make an Intimidation skill check Vs. Dc 15 to 
  scare her into making the appointment.  If you fail the 
  skill check she refuses to be bullied by you and hangs 
  up. End this part of the mission and go to one of the 
  other options open to you in part one.
  If you are successful on the Intimidation skill check she 
  tells you she will make the appointment right away and 
  have you come to the warehouse the next day.
  The next day you show up dressed in a suit and carrying 
  a briefcase, trying to look like a lawyer.  The secretary 
  offers you coffee as you wait and then leads you up the 
  stairs to meet Mr. Shadow.
  Make a Sense Motive skill check Vs. DC 20.  If you fail 
  the Sense Motive skill check as you reach the top of the 
  stairs you see a man, also dressed in a nice suit waiting 
  for you.  He tells you he is Mr. Cage's real lawyer and 
  that you are a fraud.  He then tells you to leave or he will 
  be forced to call the authorities. End this part of the 
  mission and go to one of the other options open to you in 
  part one.
  If you were successful with the Sense Motive skill check 
  (Gain 25 Exp.) as you reach the top of the stairs the 
  secretary leads you down the hall to Mr. Shadow's ofﬁce.  
  Go to part six of this mission.
  Part 4
  You seek out the warehouse and try to sneak in.  Make a 
  Stealth skill check Vs. DC 22.  If you fail you trip a 
  magical alarm and will gain no surprise.  Making your 
  way down the hall you see the door to Mr. Shadow's 
  ofﬁce.
  If you failed the skill check you will have no surprise 
  when you encounter Mr. Shadow. Go to Part six of this 
  Mission.
  Home Invasion #3
  
  33
  If you were successful with the Stealth skill check (Gain 
  25 Exp.) you enter the ofﬁce and have surprise on the 
  man inside.  Go to part seven of this Mission.
  Part 5
  Your reputation and personal charisma is more then 
  enough these days to get you into places, so you just 
  show up to the warehouse and ask to see Mr. Shadow.  
  The secretary is a nice young lady and obviously 
  impressed with you. Still, it is her job to keep people out 
  of Mr. Shadow's ofﬁce, so she is resistant to allowing 
  you up the stairs.  Make an Intimidation skill check Vs. 
  DC13 to get her to allow you up stairs.  If you fail the 
  skill check your ego is a bit bruised and you are forced 
  to leave. End this part of the mission and go to one of the 
  other options open to you in part one.
  If the Intimidation skill check is successful, then she 
  takes you right away up stairs to see her boss. Go to Part 
  six of this Mission.
  Part 6
  As you enter the ofﬁce it is sparse, set with a simple 
  chair and a small table, no desk or other furniture is 
  present.  Sitting in the chair is a small man, with odd 
  features, a bit pinched in the face and set with overly 
  long ears.  His eyes though are bright and full of power 
  and strength.
  “Welcome,” He says, remaining seated. “What is it I can 
  do for you?”
  If you entered the ofﬁce in disguise, or as Cage's lawyer 
  Mr. Shadow blows you off right away.  “Please do not 
  insult me with your petty lies, I know who you are, that 
  simple super hero that goes about trying to save the city 
  all the time,” Mr. Shadow muses.
  If you barged on in then Mr. Shadow waits for you reply 
  to the question.  Either way you ask him about Cage and 
  his activities, and what the two of them are up to.
  “Well I sent Cage to kill Pierce and the others of his 
  circle,” Offers Mr. Shadow. “They were getting in the 
  way of my master plans and I just had to remove them 
  from the game.”  As he says this he begins to grow huge 
  taking a new form as a great dragon.
  Go to Part 8.
  Part 7
  Sneaking into the ofﬁce you see a man sleeping in a 
  chair by a small table.  There is nothing else in the room.  
  As you start to move inside the man opens his eyes and 
  smiles.  “Seems I have a super hero in my lair.” He says.
  You tell him you are here to get answers to what Cage 
  was up to.
  “Well I sent Cage to kill Pierce and the others of his 
  circle,” Offers Mr. Shadow. “They were getting in the 
  way of my master plans and I just had to remove them 
  from the game.”  As he says this he begins to grow huge 
  taking a new form as a great dragon.
  If you had surprise you will retain that surprise for the 
  ﬁrst round of the battle.
  Go to Part 8.
  Home Invasion #3
  
  34
  Part 8
  With a roar the man turns into a dragon and begins to 
  breath ﬁre about the ofﬁce.
  Mr. Shadow
  Magical Beast, Adult Red Dragon
  CR: 14
  Exp. Award: 38,400
  Init: +4
  AC: 29
  Hps: 212
  Base Attack: +17
  Fort: +16 Reﬂex: +10 Will: +15
  Melee: Bite +25 (2D8+15)
  2 Claws +25 (2d6+10)
  Wings +23 (1D8+5)
  Tail Slap +23 (1d6+15)
  Ranged: Breath Weapons (ﬁre) (12d10)
  Powers: N/A
  Feats: Cleave, Greater Vital Strike, Improved Initiative, 
  Improved iron Will, Improved Vital Strike, iron Will, 
  Multiattack, Power Attack, Vital Strike
  Skills: Appraise +23, Bluff +23, Fly +12, Intimidation 
  +23, Knowledge (Arcane) +23, Perception +23, Sense 
  Motive +23, Spell Craft +23, Stealth +12
  Strategy:  Boxer
  (See Adult Red Dragon in the Pathﬁnder Bestiary book)
  If you are defeated by the dragon then you may spend a 
  hero point to save yourself.  If you defeat the dragon he 
  curses and then begins to fade. “My master will see to it 
  that you pay for this interference in our plans.”
  Results:
  End the issue here and gain 500 Exp. if you never got 
  into see Mr. Shadow your Reputation rank.
  End the issue here and gain 2,000 Exp. if you battled the 
  dragon, as well as gain +1 to your Reputation.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Home Invasion #3
  D - Dragon
  Heroes may enter the battle from 
  the green shaded area. 
  If the heroes were able to sneak in 
  then they may start in either of the 
  blue shaded areas.
  !
  !
  8
  !
  !
  8
  D
  
  35
  Hounds on the Loose
  Hounds on the Loose
  (An Event on Issue 10)
  You hear on the news that strange dog-like creatures are 
  attacking people in the park.  Rushing to the scene you 
  see several shadow hounds chasing folks about the park 
  and several other thin warriors, much like Aragon the 
  Huntsman, gathered about a strange looking device.
  “Hail warriors of this world,” One calls to you and your 
  allies.  “The elf king Der Erlking has declared that this 
  realm of yours is to be punished for your interference in 
  his plans.  This city will be devoured by a ﬂock of 
  dragons when we complete the ritual of opening.”
  Well that makes it clear what you and your friends have 
  to do, now doesn't it?
  Elven Warriors (x10)
  Strange Visitor, Combat Expert 3
  CR: 3
  Exp. Award: 800
  Init: +7
  AC: 16
  Hps: 20
  Base Attack: +3
  Fort: + 2 Reﬂex: +6 Will: +2
  Melee: Spear +6 (1D8)
  Ranged: Longbow +8 (1D6)
  Powers: Super Leap 1, Super Attribute (Dexterity) 1, 
  Regeneration 1, Beast Control 1, Super Senses 1
  Class Features: Bravery, Combat Style (Weapon 
  Mastery), Maneuver Training
  Feats: Dodge, Improved Initiative, Point Blank Shot, 
  Skill Focus (Stealth), Weapon Finesse
  Skills: Handle Animal +8, Stealth +8, Survival +7
  Strategy:  Sharp Shooter
  Set up a battle in a part.
  If you are defeated you can spend a hero point to avoid 
  the fate.
  If you win the battle the elves disappear in puffs of 
  smoke as they are defeated, sent back to their magical 
  realm.
  Results:
  End the issue here and gain 1,000 Exp and +1 to your 
  Reputation and Do Gooder ranks.  
  Gain a Hero Point as well.
  Shadow Hounds (One per hero)
  Magical Beast
  CR: 6
  Exp. Award: 2,400
  Init: +6
  AC: 22
  Hps: 87
  Base Attack: +6
  Fort: +10 Reﬂex: +10 Will: +5
  Melee: Bite +10 (1d6+5)
  Powers: None
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Dodge, Power Attack
  Skills: Intimidate +10, Survival +8, Stealth +11
  Strategy:  Sneak
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  
  36
  Huntsmen
  Huntsman
  (An Event on issue 15)
  As you look over the city you can almost hear its heart 
  beat in the still night air.  It has been a quiet patrol and 
  you are just about to call it quits when you hear a deep 
  grow from behind you.  Turning you see a tall, thin man 
  with long ears and sharp features.  Held in one hand is a 
  long silver tipped spear and in the other two leashes 
  holding two shadow hounds.
  “I am Aragon the Huntsman of Avalon,” Says the strange 
  man. “And my master has asked me to bring him your 
  head.  When lord Der Erlking asks for something, I am 
  more then happy to deliver.”  With that he releases his 
  hounds and they rush you, hot for your blood.
  There is no way you can stand against two hounds and 
  the strange man alone, so you leap off the roof top and 
  allow them to give chase while you call for backup.  Use 
  the rooftop chase with the hounds and the huntsman 
  chasing you across the city skyline.  As they follow, you 
  send out a distress call which will be answered by up to 
  four allies who will be waiting for you at the end point 
  of the chase chart.  If you can remain safe long enough 
  then you and your allies can turn the tables on this foe 
  and stand up to him and his hounds.
  If at any point you are caught by the hounds, they deliver 
  1D6 hits of damage to you before you are able to escape 
  once more and continue the chase.
  Aragon the Huntsman
  Strange Visitor, Combat Expert 7
  CR: 7
  Exp. Award: 3,200
  Init: +3
  AC: 25
  Hps: 55
  Base Attack: +7 / +2
  Fort: + 5 Reﬂex: +2 Will: +2
  Melee: Spear +11 / +6 (1D8+4)
  Powers: Super Str, Con and Dex
  Class Features:  Bravery, Combat Training, Evasion, 
  Unarmed Strike
  Feats: Weapon Focus (Spear), Back Swing, Weapon 
  Specialization, Power Attack, Cleave, Sunder, Improved 
  Sunder
  Skills: Climb +3, Intimidate +3, Power Activation +3, 
  Survival +4, Stealth +6
  Gear: Magic Spear (+3 to Hit, +3 Damage), Returns to 
  Caster, Magic Armor (+6 Ac)
  Strategy:  Sneak
  Aragon the Huntsman
  
  37
  Shadow Hounds (x2)
  Magical Beast
  CR: 6
  Exp. Award: 2,400
  Init: +6
  AC: 22
  Hps: 87
  Base Attack: +6
  Fort: +10 Reﬂex: +10 Will: +5
  Melee: Bite +10 (1d6+5)
  Powers: None
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Dodge, Power Attack
  Skills: Intimidate +10, Survival +8, Stealth +11
  Strategy:  Sneak
  If you are defeated by the huntsman, then you may spend 
  a hero point to avoid the defeat.  If you win he curses 
  you and tells you he and more of his king's warriors will 
  return.  He then shifts out of this dimension and 
  disappears.
  Results:
  End the issue and gain 1.000 Exp and +1 Reputation.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Huntsmen
  Shadow Hound
  
  38
  Master Mind’s Trail #1
  Master Mind's Trail #1
  You shake the hand of the police commissioner has he 
  stands to greet you in his ofﬁce.
  “Glad to ﬁnally meet you, I'm sort of a fan,” He smiles 
  as he sits back down behind his desk.
  You ask why he called you into his ofﬁce.
  “Well that's just it,” He offers as he rubs his chin.  “We, 
  well I and some other well placed people in the city and 
  federal government, we want to bring Master Mind into 
  the fold so to speak.”
  You look at the man as if he is insane.  You tell him that 
  Master Mind is mad and willing to do anything to 
  achieve his goal of world domination, that's why you 
  brought him in, to face justice for his crimes.  That's why 
  he is going to start his trail tomorrow.
  “Yes, we of course know this, but with him properly 
  restrained, well the creature, it's hard to call him a man, 
  he has not been one for some time,” Van Dike offers, 
  “Well he is a genius after all, and he could jump start 
  several projects with just a little bit of his brain power 
  applied to them.”
  And what do these upstanding citizens want, you ask?
  “Well just tone down your testimony a little bit,” Van 
  Dike asks.  “They don't call Judge Turner the hanging 
  judge for nothing.  A life sentence for the villain would 
  be ﬁne, but a death sentence, well it would be more 
  difﬁcult to get him assigned to certain projects with that 
  hanging over his head, I mean, um, brain.”
  And, you ask, if you do not play ball?
  “That would be unfortunate,” Van Dike smiles. “We 
  have allowed you to work your super hero act in the city 
  so far without any interference, but should I care to make 
  things difﬁcult. I could have you arrested and charge 
  with several counts of assault, breaking and entering, 
  and other unseemly crimes.”
  At this point you can either accept his offer or turn him 
  down.
  If you accept then you will need to make a note of your 
  position when you testify the next day at the trail.  If you 
  turn him down then also make a note of this event for 
  future reference.
  End the issue here, but you may continue with the 
  mission tree.
  Results:
  End the issue here and gain 1,000 Exp.  If you accept the 
  commissioner's offer then decrease your Do Gooder by 
  -1 rank but increase your Law and Order rank by +1 as 
  he makes life with the police much easier.  If you refuse, 
  increase your Do Gooder rank by +1 but decrease your 
  decrease your Law and Order rank by -1 as he starts to 
  make things in the police department more difﬁcult for 
  you.
  
  39
  Master Mind's Trail #2
  The Assistant D.A who will be handling your part of the 
  testimony in the trail warns you once more, “Do be
   careful, Judge Turner does not play around and she 
  hates you super heroes almost as much as she hate super 
  villains.”
  “Remember, we have almost nothing to tie Master Mind 
  to his many crimes, nothing other then your testimony,” 
  The D.A explains.
  Later on that day you walk into the courtroom when 
  your name is called and take the stand.  Inside the room 
  you see the Judge in her chair behind her bench and the 
  two tables in front for the defense and D.A.  In the 
  corner in a specially made containment cell ﬂoats Master 
  Mind.
  As you take the witness chair next to the judge, the 
  defense attorney once more objects to you being allowed 
  to wear your costume in court.
  If you have a Pubic ID then the point is more or less 
  moot and after a few well-placed barbs by both sides the 
  Judge allows you to be in your costume, but she warns 
  you that this is not a circus and she will not tolerate any 
  monkey business.
  Add +1 to your Reputation.
  If you have a Secret ID, the defense drives home the 
  point that the accused has the right to face his accuser, 
  and that a mask infringes on Master Mind's rights.  The 
  D.A. argues that you have to protect your identity for the 
  safety of you and your loved ones and it would be no 
  different from an undercover cop whose identity is 
  cancelled for his or her safety.
  In the end the judge allows you to keep your secret safe.
  Add +1 to your Private Life rank.
  After some back and forth you are asked a series of 
  questions concerning your role in capturing of Master 
  Mind and about his many crimes, which you have 
  uncovered.  This drags on for hours.  Lunch is called and 
  you are released for an hour break.
  Outside the mob of reporters swarms you.  You of course 
  have been told to remain silent about your testimony 
  while you remain on the witness stand and so cannot 
  answer most of their questions.
  You can stick around and answer some of the questions 
  posed to you, which you are allowed to answer.  This 
  will increase you Reputation by +1.  If you make a Bluff 
  skill check Vs. DC 15 you can increase your either your 
  Law and Order or Do Gooder rank by +1 (Also gain 25 
  Exp.)  If you fail the skill check you cannot increase 
  these ranks.
  You could of course beg off with a polite wave and no 
  comment statement.  Make a Diplomacy Skill Check 
  against DC 15.  If you are successful (Gain 25 Exp.) you 
  gain +1 Law and Order rank.  If you fail the skill check 
  then you must reduce your Reputation rank by -1.
  You could of course just glare at the reports and leave to 
  eat your lunch and return in time to testify after the 
  break.  In this care reduce your Reputation by -1 but 
  increase your Vigilante rank by +2.
  After the break you return to the witness stand and 
  continue to offer evidence against Master Mind.  The 
  day ends with the D.A. resting his case and the next day 
  you will have to face Master Mind's lawyer.
  End the Issue here but you may continue with the 
  mission tree if you like next issue.
  Results:
  End the issue here and gain 1,000 Exp. 
  Immediately go to Cape Hunter #1 mission.  If you do 
  not have a Vigilante rank high enough to conduct this 
  mission, then see the mission in question and conduct 
  part two of the mission only.
  Master Mind’s Trail #2
  !
  !
  
  40
  Master Mind's Trail #3
  You are still stiff and sore from the ﬁght last night (See 
  Cape Hunters), but the sunlight of the new day brings 
  new energy and opportunities.  You are not sure who is 
  trying to kill you, but it is clear that they do not want you 
  to continue to testify in the trial of Master Mind.
  You head to the back entrance to the courthouse hoping 
  to throw off any assassins but see as you approach two 
  possible dangers ahead.  An old bag lady near the back 
  door and a pair of garbage men loading a garbage truck.  
  You are sure one or all three are assassins.
  You can try to sneak past these possible foes with a 
  successful stealth skill check Vs. DC 20.  If you are 
  successful (Gain 25 Exp.) you sneak into the courthouse 
  by another means.  
  You can try to enter the building in disguise.  Make a 
  successful Disguise skill check Vs. DC 18.  If you are 
  successful (Gain 25 Exp.) and you are able to walk right 
  past the assassins with little effort.
  You can use a power that will get you past the assassins.  
  Make a Power Activation skill check Vs. DC 15.  If you 
  are successful (Gain 25 Exp.) you soar, teleport or by 
  some other means enter the building and bypass the 
  assassins.
  Fail any of these attempts or if you just want to brawl 
  with the assassins then as you approach the buildings 
  door the two garbage men attack with hidden machine 
  guns.  The bag lady though is just that, a crazy old lady, 
  and she's in the way of the assassins' bullets.  You will 
  have to protect the old lady from harm and still defeat 
  the assassins if possible.
  Assassins (x2)
  Human Thug 2
  CR: 1
  Exp. Award: 400
  Init: +2
  AC: 18
  Hps: 19
  Base Attack: +1
  Fort: +1 Reﬂex: +2 Will: +1
  Melee: Unarmed Strike +1 (1d3+1)
  Ranged: Machine Gun +2 (Burst Fire 1D6)
  Powers: None
  Class Features: Gang Up
  Feats: Well Equipped, Burst Fire, Point Blank Shot, 
  Precise Shot
  Skills: Appraise +5, Bluff +4, Stealth +6
  Strategy:  Sharp Shooter
  Master Mind’s Trail #3
  !
  
  41
  If you defeat the assassins they can only tell you that 
  they heard there was a bounty on your head and wanted 
  to collect.
  Later on at the trail you are once more on the witness 
  stand but this time the lawyer for the defense stands 
  before you and is asking the questions.
  His questions are drawn along the lines of catching your 
  in a lie or trying to confuse you as to what you saw or 
  said happened.  Much of the questioning tries to paint 
  Master Mind as a victim of a vigilantes and his 
  unfortunate condition caused by mismanagement by 
  governmental scientists and their failure to provide 
  adequate safeguards from radiation and unsanctioned 
  scientiﬁc experiments.
  If you have made a deal with Van Dike then make a 
  Bluff Skill Check Vs. DC 16 to tone down your previous 
  testimony and to make Master Mind look less dangerous 
  then he is.
  If you are successful (Gain 25 Exp.) you are able to 
  make it look like Master Mind is more a victim of the 
  government then a criminal.  The judge does not like it 
  but the trick works and the lawyer closes his 
  cross-examination of you soon afterwards.
  If you did not play ball with Van Dike, then the lawyer is 
  hard on you and continues to ask questions and pose 
  arguments that you are more to blame then Master Mind, 
  and that you might even be in collusion with the police 
  commissioner to railroad Master Mind for crimes he did 
  not commit so the government can use the poor man's 
  great inventive mind for weapons and technology 
  research.
  Make a Diplomacy Skill Check Vs. DC 18 to keep your 
  calm and testimony accurate and convincing.  If you are 
  successful (Gain 25 Exp.)  Then the judge and jury listen 
  to you with well-received attention.  If you failed the 
  skill check they are not as convinced that Master Mind is 
  as guilty as you and other pose.
  So ends the second day of your testimony.
  Results:
  End the issue here and gain 1,000 Exp.
  Immediately go to Cape Hunter #2 mission.  If you do 
  not have a Mob rank high enough to conduct this 
  mission, then see the mission in question and conduct 
  part one of the mission only.
  Master Mind’s Trail #3
  
  42
  Master Mind's Trail #4
  As you sit in the courtroom waiting for the verdict the tension in the room is quite high.  With the assassination 
  attempts on your life, the publicity of the trail itself and the subject of the trail, Master Mind himself, everyone in the 
  city is waiting to see what happens.  Can the justice system deal with a super villain of Master Mind's caliber, or will it 
  fail.  Can the prisons even keep him locked up if he is found guilty?  A lot of questions and it all comes down to this 
  single moment.
  Roll 1D20 and add your Chr. modiﬁer to the roll and well as any other modiﬁers shown below which apply.
  You struck a deal with Commissioner Van Dike: +2
  You did not strike a deal with Commissioner Van Dike: +0
  You Reputation is 20 or higher: +1
  Your Law and Order rank is 20 or higher: +1
  Your Do Gooder rank is 25 or higher: +1
  You Vigilante rank is 25 or higher: -1
  You Mob rank is 20 or higher: -1
  A roll of 13+ and Master Mind is found guilty, otherwise the case falls apart at the last moment and he is found not 
  guilty due to a lack of real evidence other then your testimony, which the jury did ﬁnd credible.  The master villain 
  goes free.
  If the roll is 18 or higher then Master Mind is not only found guilty, but given the death sentence.  If found guilty, but 
  the roll was only 13 to 17, then he is sentenced to several life terms in prison.
  Results:
  End the issue here.
  If Master Mind is found guilty, gain 2,000 Exp.
  and +1 to both your Reputation and Law and 
  Order ranks.
  If the villain is found not guilty, gain 1,500 Exp.
   and add reduce your Reputation and Law and 
  Order ranks by -1.
  Regardless of the outcome gain one Hero Point.
  Master Mind’s Trail #4
  Master Mind
  
  43
  Missing
  Missing 
  While you explored the sewers for the congressman's 
  monster gator, you also encountered many of the city's 
  homeless, who often make their homes in the upper 
  tunnels near the main runoff lines.  Here they can ﬁnd a 
  dry place most of the year to sleep, out of the cold and 
  weather.
  Most are skittish and will not talk to you let alone let you 
  get close to them.  One among them though has been 
  willing to speak to you, but only if you bring a ham 
  sandwich.  His name is Sewer Joe.
  “Light on the mustard, super hero,” He always tells you.
  Word is out that Sewer Joe is missing and has not been 
  seen in the tunnels for several weeks now.  Normally this 
  would not be of much concern, he has been known to 
  take off from time to time on some exploration of the 
  tunnels under the city.
  None the less, you become somewhat concerned and set 
  off to ﬁnd the man, ham sandwich in hand in case you 
  ﬁnd him.
  You may make one of several skill checks to try and 
  locate Sewer Joe.
  A Survival skill check Vs. DC 18 to track him down.
  A Perception skill check Vs. DC 20 to spot clues to 
  where he was planning to go.
  An Investigation skill check Vs. DC 23 to ﬁnd clues to 
  his whereabouts.
  Gain 25 Exp. if you are successful on any of these skill 
  checks.
  If you fail one of the skill checks then you may try one 
  of the others offered, but at a +2 to the DC.  If all three 
  are failed then you ﬁnd no clues to his location and have 
  to hope he is ﬁne and will return on his own.
  If you are successful on any one of the skill checks you 
  see that he made plans to seek out the deepest tunnels 
  under the city, and to explore where no one has gone 
  before.
  If you wish you can go after him, but the track will be 
  dangerous and time consuming.  It may take you weeks 
  of exploring the tunnels to ﬁnd his trail and even then 
  you might miss him outright in the dark and gloom.
  If you take up the trail then you will miss any of the 
  events set forth in this mission book, which have yet to 
  be encountered.
  Make a successful series of skill checks as follows to be 
  able to track the old man.
  Survival Vs. DC 18
  Perception Vs. DC 18
  Sense Motive Vs. DC 20
  Disable Device Vs. DC 20
  Climb Vs. DC 23
  If you failed any of these skill checks then your journey 
  has been blocked along the way and the mission to ﬁnd 
  Sewer Joe has failed.
  If you are successful on all of these skill checks (Gain 
  125 Exp.) you make it to the deepest tunnels in the 
  system, which then turn into natural caves, and passages, 
  which lead even deeper.
  Make a second series of skill checks as follows.
  Climb Vs. DC 18
  Survival Vs. DC 20
  Climb Vs. DC 22
  If you failed any of these skill checks then your journey 
  has been blocked along the way and the mission to ﬁnd 
  Sewer Joe has failed.
  !
  
  44
  If you are successful on all of these skill checks (Gain 75 Exp.) you make it deep into the natural passages and 
  eventually ﬁnd Joe, his leg broken and almost dead.  He has been lying here for several days now, no water or food 
  and near death.  You of course have saved his life.
  You are able to get the poor man out of the passages and into the daylight, but it takes a lot of time and effort.  Along 
  the way he is in and out of conciseness, babbling about an under world of lost time.  Clutched though in his hand is a 
  strange fern like leaf.  How and where he found the plant in these lifeless tunnels is anyone guess.
  Results:
  End the issue.
  If you went after Joe but failed to ﬁnd him then gain 500 Exp.
  If you found Joe and saved his life then gain 1,000 Exp. and +1 to your Reputation and Do Gooder ranks.
  Missing
  Killdenstern
  Technocrantz
  
  45
  Mob Hit
  Mob Hit
  Word on the street is that there has been a contract put 
  out for the life of mob boss Franco.  Now normally this 
  man no longer being a presence in the city would be a 
  good thing, but you cannot stand by and allow a man, 
  even an evil man like Franco, too be assassinated.
  You can just warn Franco of the assassins after him and 
  leave it at that, or you can try to catch the killers before 
  they kill Franco.
  If you warn him his people thanks you in a cold tone and 
  that is the last you hear about it.  A few weeks later 
  Franco is still alive and running the underworld of the 
  city so he and his men must have taken care of the 
  matter in their own way.  End the mission here.
  If on the other hand you want to take matters into your 
  own hands you must ﬁrst ﬁnd out who is going to try to 
  kill him and also the when's and where's of it all.
  Make a series of skill checks as follows.  If you fail one 
  you must end the mission then and there as you run into 
  a dead end and cannot ﬁnd more information.
  Investigation Vs. DC 18 to get the basic information you 
  need to ﬁnd out what is going on.
  Sense Motive Vs. DC 20 to interrogate a few thugs and 
  lowlifes to gather more information.
  Knowledge (Local) Vs. DC 22 to ﬁnd the location of the 
  assassins and where they plan to do the job.
  If you are successful on all of these skill checks gain 75 
  Exp.
  When you have completed the series of skill checks you 
  ﬁnd out that the Mutant Mob is back in town and wants 
  to take over the criminal element of the city.  To do this 
  they must ﬁrst get rid of the current mob boss in charge, 
  Franco.
  You have tracked down the mob to this safe house in 
  Low Town and can now either go in an take them out or 
  what until they attempt the assassination so there is no 
  question as to their guilt.
  Seeking the hideout of the Mutant Mob you locate their 
  lair in and old warehouse in the Low Town.  Soon 
  enough you are there, ready to take these thugs down.  If 
  you wait until the hit is being made then you ﬁnd them 
  on a rooftop and can engage them there.
  You may sneak in or just go ahead and burst in.  If you 
  sneak on in them make a Stealth skill check Vs. DC 18.
  If you fail the thugs hear you and you lose surprise.  If 
  you are successful (Gain 25 Exp.) you are able to sneak 
  on in and catch thugs by surprise.
  If you burst in make an Intimidation skill check Vs. DC 
  18.  If you are successful (Gain 25 Exp.) you take the 
  thugs by surprise and cower them a bit, gaining a full 
  round of action before they may react.  If you fail the 
  skill check then conduct the ﬁght as normal.
  The Boss
  Human, Medium
  Brick, Lvl 6
  CR: 6
  Exp. Award:  2,400
  Init: +0
  AC: 20
  Hps: 90
  Base Attack: +4
  Fort: +12 Reﬂex: +2 Will: +2
  Melee: Oversized Fists +8 (1d4+4)
  Ranged: Death Stare +4 (2d6, DC 15 Fortitude save or 
  target gains a negative level)
  Powers: Super Attribute (Constitution) 1, Super 
  Attribute (Strength) 1, Energy Ray (Energy Drain) 2, 
  Natural Weapon 1
  Class Features: Built Tough, Never Surrender
  Feats: Power Attack, Cleave, Furious Focus, Improved 
  Overrun, Elephant Stomp
  Skills: Diplomacy +9, Intimidate +12, Linguistics +3, 
  Power Activation +9, Profession (Gangster) +8
  Special: Armored Business Suit (Armor 5); 
  Other Gear: Personal Cloaking Device (Invisibility 
  (Major Item) 5), Jetpack (Flight (Major Item) 6), 
  Healing Tank (Healing 5), Computer Glasses (Super 
  Senses (Minor Item) 2)
  Strategy:  Charge
  
  46
  Lefty 
  Human, Small
  Combat Expert Lvl 4
  CR: 4  
  Exp. Award: 1,200
  Init: +2
  AC: 23
  Hps: 37
  Base Attack: +14
  Fort: +6 Reﬂex: +3 Will: +1
  Melee: Chainsaw Arm  +10 (1D8+ 6, DC 14 Fortitude 
  save or target bleeds for 3 damage/round)
  Powers: Natural Weapon (Bleeding, Minor Item) 3
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Weapon Mastery), Maneuver Training
  Feats: Well Equipped, Power Attack, Cleave, Great 
  Cleave, Cleaving Finish, Combat Reﬂexes, Dodge, 
  Weapon Focus (Chainsaw)
  Skills: Climb +8, Drive +9, Intimidate +8, Survival +7
  Special: Cybernetic Left Arm (Super Attribute 
  (Strength) 2, Deﬂection 3, Wall-Crawling 1), Cyber 
  Armor (Armor 5); 
  Other Gear: Cybernetic Baboon Heart (Regeneration 1)
  Strategy:  Boxer
  Mutant Thugs (x5 plus x2 per hero)
  Human, Medium
  Thug level 1
  CR: 1
  Exp. Award: 400
  Init: +1
  AC: 12
  Hps: 8
  Base Attack: +1
  Fort: +1 Reﬂex: +0 Will: +0
  Melee: Punch +1 (1D3 +1)
  Powers: Super Attribute (Strength), Natural Weapon 1
  Class Features: Power Punch
  Feats: Improved Unarmed Strike, Power Attack
  Skills: Intimidate +3, Survival +4
  Special: Leather Jacket (Armor 1)
  Strategy:  Charge
  (See core book for details on the Mutant Mob)
  Mob Hit
  Mutant Mob
  
  47
  If you are defeated by the mob you may spend a Hero 
  point as normal.
  If you defeat them then end the mission here.
  Rewards:
  End the issue here and gain 1,000 Exp. (you and your 
  allies), and either a +1 Reputation, +1 to your Law and 
  Order rank or a +1 to your Mob rank.
  You also gain a Hero Point.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Mob Hit
  !
  !
  !
  !
  L
  B - Boss
  L - Lefty
  T- Thugs (Add more thugs as needed)
  Heroes start in one of the green 
  shaded areas.
  If they are able to sneak in then the 
  heroes may start in on of the blue 
  shaded areas.
  B
  T
  T
  T
  T
  T
  !
  
  48
  Safe House
  Safe House
  You arrive at the restaurant the message indicated.  As 
  you step inside you are confronted by two large thugs in 
  nice suits.  They eye you up and down, a clear sneer on 
  their faces.  Any other time you would wipe the place up 
  with their faces, but you have other ﬁsh to fry tonight.
  “Let um' on in,” Says Franco. 
  You walk over to the mob boss's table and take a seat.  
  “Ya want something to eat?” The mobster asks. “Ya do 
  eat don't ya?”
  Only, you say, when you are not sitting across from 
  garbage.
  “Hump,” Franco smiles, “Guess there ain't no love lost 
  between the two of us. But I am a man that pays his 
  debts,” Franco continues as he eats his diner.
  You don't owe me anything you tell him.
  “Ya but I do, you saved me from that ghost the Wraith 
  and I mean to make good on that debt,” Franco says.  “I 
  might know where you could ﬁnd that monster called 
  Master Mind.”  
  And, you ask, you are going to just tell me where that 
  master villain is?
  “Yep, then me and you is square,” Franco offers.
  The deal leaves a bad taste in your mouth, but the chance 
  of bringing in Maser Mind makes the foul meal worth 
  swallowing.
  The next night you are standing outside a small Chinese 
  market, closed for several years by the look of it.  The 
  alley behind the market is ﬁlled with creates and boxes, 
  all of them piled high. Franco said the entrance to the 
  hidden lair was somewhere in this pile of garbage.
  You may look around for the entrance, or be even more 
  cautious and look for hidden traps and alarms.
  If you look around the entrance then make a Perception 
  Skill Check Vs. DC 20.  If you fail you may of course 
  try again.  If you are successful (Gain 25 Exp.) then you 
  ﬁnd the door under a specially made trap door that lifts a 
  whole section of garbage revealing a ramp leading down 
  into the darkness below.
  Keep track of the amount of time you spend searching 
  for the trap.  Each attempt to ﬁnd the door adds +1 to the 
  time track.  Keep an accurate record of the total amount 
  to time spent on this mission.
  If you spent some time looking for traps and alarms, then 
  make a Perception Skill Check Vs. DC 16.  If you are 
  successful (Gain 25 Exp.) you do ﬁnd an alarm system, 
  which you can try to deactivate.  Make a Disable Device 
  Skill Check Vs. DC 16.  Again if you are successful 
  (Gain 25 Exp.) you are able to disarm the alarm and may 
  enter the safe house after you ﬁnd the entrance.
  Each attempt to ﬁnd the alarm or to deactivate it adds 
  one to the time track.  If you failed either of these skill 
  checks or did not bother to look for the alarms then add 
  +2 to the time track as a modiﬁer.
  Time Track Records
  Per attempt used to ﬁnd the entrance
  +1
  Per attempt used to ﬁnd the alarm +1
  Per attempt used to deactivate the alarm +1
  Failed to ﬁnd / deactivate or even look for the alarm +2
  Once the entrance has been found you may enter a long, 
  dimly lit passage under the market, which leads deeper 
  into the hidden lair.
  You may look around for more traps and alarms, or just 
  move on in and hope to reach the villain before he can 
  react to your arrival.
  Master Mind
  
  49
  If you look around for the passage then make a 
  Perception Skill Check Vs. DC 18.  If you fail you may 
  of course try again.  If you are successful (Gain 25 Exp.) 
  then you ﬁnd a death trap, which ﬁres a laser down the 
  length of the passage.  If you have discovered the trap 
  then you may deactivate the trap with a successful 
  Disable Device Skill Check Vs. DC 18.  If you are 
  successful (Gain 25 Exp.) and may now travel down the 
  passage unharmed.  If you failed the skill check or did 
  no bother to even look you and any allies take 2D6 
  damage from the laser's blast.
  Once again keep track of the time you spend on this 
  activities and add it to your time track.  If you failed to 
  ﬁnd the trap or did not look for it add +3 to your time 
  track.
  Time Track Records
  Per attempt used to ﬁnd the trap +1
  Per attempt used to deactivate the trap +1
  Failed to ﬁnd / deactivate or even look for the trap +3
  Once you reach the end of the passage it opens up into a 
  large lair equipped with a lab and partially built robots of 
  all sorts.
  Look at the time track chart below to ﬁnd the reaction by 
  Master Mind as you enter his lair.
  Time Track
  5-6: You catch the villain by surprise and gain a free 
  round of attacks on him.
  8-10:  You ﬁnd the villain ready for you but not yet fully 
  prepared.  Roll initiative as normal and start the battle.
  11-12:  The villain is ready for you and has activated his 
  defense robots, which will join him in the battle.
  13+: You ﬁnd the lair empty, the villain having more 
  then enough time to ﬂee.
  Master Mind
  Detective Lvl 6, Super Villain Lvl 4
  Human, Medium
  CR: 10  
  Exp. Award: 9,600
  Init: +4
  AC: 15
  Hps: 57
  Base Attack: +6 / +1
  Fort: +5 Reﬂex: +7 Will: +6
  Melee: None
  Ranged: Mind Beam +12 (2d6+1)
  Special Attacks: Mind Darts (1d4 damage)
  Powers: Psychic Powers 3 (Mind Darts (Energy X), 
  Telepathy, Telekinesis), Super Intelligence x3
  Class Features: Broad Knowledge, Home City, 
  Anticipate Foe, Contacts, Bonus Feat x5, Gear, Escape, 
  Jail Break, Tough As Nails, Just Plain Mean
  Feats: x11 Lair, Improved Lair, Improved Initiative, 
  Skill Focus (Knowledge (Science)), Skill Focus 
  (Knowledge (Computers)), Skill Focus (Knowledge 
  (Engineering)), Skill Focus (Knowledge (Supers), 
  Blind-Fight, Combat Expertise, Desperate Battler, 
  Dodge, Mobility
  Skills: Bluff +10, Concentration +12, Diplomacy +10, 
  Investigate +24, Knowledge (Science) +30, Knowledge 
  (Engineering) +30, Knowledge (Computers) +30, 
  Knowledge (History) +24, Knowledge (Supers) +28, 
  Linguistics +17, Perception +12, Sense Motive +12
  Special: Psionic Ampliﬁer Implants (Psychic Powers 
  +7), Thought Projector Implant (Force Field 
  Manipulation +10), TK Field Booster Implant (Flight 2), 
  Mind Focusing Crystal Implant (Energy Ray 2); 
  Other Gear: Recovery Tank (Healing 10); Lair A.I., 
  Super Computer, Well Hidden, Lab, Medical Lab, 
  Quarters, Prison Cell, Automated Defenses (Lethal)
  Strategy:  Sharp Shooter
  Safe House
  !
  
  50
  Robot (One per Hero present)
  Construct, Medium
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 20
  Hps: 20
  Base Attack: +1
  Fort: +1 Reﬂex: +1 Will: +0
  Melee: Tentacles +1 (1D6)
  Powers: Entanglement 3
  Skills: Perception +4
  Strategy: Charge
  If you are defeated the evil brain lets you live for some 
  odd reason and just laughs at you as he ﬂoats away.  If 
  you are able to defeat the brain then you have captured 
  the most wanted criminal in the city.
  Results:
  End the issue here and gain 4,000 Exp. (For you and 
  your allies)
  Add +2 to your Reputation and +2 to your Law and 
  Order ranks.
  Gain a Hero Point.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Safe House
  M - Master Mind
  R - Robots
  Heroes may enter the battle from 
  the green shaded area. 
  If they are able to sneak in then 
  the heroes may start in on of the 
  blue shaded areas.
  !
  !
  8
  !
  !
  8
  M
  R
  R
  R
  R
  R
  R
  Robot
  
  51
  Star Gate #1
  Star Gate #1
  Ted Updike thanks you as you walk into his ofﬁce at Star 
  Labs.  Besides him is your old friend Lady Blue.
  “I just want to say before we begin, I'm a huge fan,” 
  Updike offers as he pulls out a small pad and a pen.  
  “You would mind giving me an autograph?”
  You smile at the request and sign the pad for him.
  “My friend, we have asked you here,” offers Lady Blue, 
  “To take a journey with me.”
  What sort of journey you ask?
  “One into space and time I think,” Explains Updike as he 
  rolls out a blue print before you.  “We have been 
  experimenting with some of the technology you and 
  Lady Blue here have dropped off, stuff you two have 
  gathered up in your adventures.”
  “Like the ray gun we took off the streets a few months 
  back,” explains Lady Blue. (See Mission Book 3 for 
  details)
  “Well we have taken all this stuff and built a Gateway to 
  the Stars,” Beams Updike as he shows you into a large 
  lab set with an odd shaped doorway, round and set with 
  all sorts of wires, cables and devices.  “Is it not 
  wonderful?” Exclaims Updike.
  And this will allow someone to travel into space you 
  ask?
  “Yes, but also through time, the gateway will allow a 
  brave soul to walk from this world and enter another, all 
  without the need for a space ship or any sort of 
  discomfort or danger,” Updikes offers as he plays with a 
  few dials and switches on the main control panel.  With a 
  whoosh and a bright blue light the inside space of the 
  device begins to glow and the air in the room becomes 
  charged with electricity.
  And you want me to use this gateway?
  “Yes, alongside me of course,” Answers Lady Blue.
  “We don't know where the device will take you,” 
  Explains Updike, “Or what danger you might face on the 
  other side, so Lady Blue suggested that you might be a 
  good candidate to be the ﬁrst to walk through and 
  discover what wonders lie on the other side.”
  When do we start you ask?
  “Now!” Offers Lady Blue as she walks you towards the 
  gateway and a strange adventure.
  If you enter the gateway you ﬁnd yourself standing on a 
  cold stone plane, the sky a dark green and a large moon 
  hanging high in the clear skies.  The air tastes like 
  copper and you can hear a low hum coming from all 
  about you.  A few moments later Lady Blue is standing 
  next to you.
  “Well, it worked,” She says.
  You sound surprised you say.
  “Well there was no assurance that it would function as 
  we had planned.”
  That might have been something to have offered up 
  before I stepped through you say, a bit perturbed.
  “We should go back and make sure the gateway is truly a 
  two way passage,” Says Lady Blue.
  Once again something you should have offered up, tell 
  her, before we tried this.  A few moments later you two 
  are standing in the lab, Updike dancing around like some 
  little kid, happy that the gateway has functioned 
  properly.
  “Lets try another set of coordinates,” He says as he 
  rushes over and changes the dials.  With a ﬂash the 
  gateways darkens and then brightens once more.  At ﬁrst 
  nothing happens and you and Lady Blue start to walk 
  towards the gateway.  Just as you start to walk through a 
  strange head pops through the gateway and then out 
  steps odd creatures.  Its stands there and sniffs around 
  then turn its head and howls an unearthly cry.  Before 
  you know it, a whole pack of the creatures begin to step 
  through, rushing at you and the two others in the lab.
  
  52
  “Shut it down,” Calls Lady Blue as she begins to defend 
  herself and the man behind her, Updike struggling to 
  shut the gateway down.
  Creatures (x5 plus one per hero)
  Alien Creature, Medium
  CR: 3
  Exp. Award: 800 
  Init: +6
  AC: 22
  Hps: 24
  Base Attack: +3
  Fort: +12 Reﬂex: +5 Will: +1
  Melee: Bite +5 (1d6)
  Powers: Super Speed 2
  Class Features: Built Tough, Never Surrender
  Feats: Power Attack, Improved Initiative
  Skills: Climb +10, Survival +3
  Strategy:  Charge
  If the alien animals defeat you may spend a hero point as 
  normal.
  If you defeat the creatures, you open the gateway once 
  more and throw the unconscious animals into the 
  opening and shut it just as fast.
  Results:
  End the issue here and gain 1,000 Exp. and +1 
  Reputation.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #1
  A- Alien
  L - Lady Blue
  U - Updike
  Heroes may enter the battle from 
  the green shaded area. 
  !
  !
  8
  !
  !
  8
  U
  L
  A
  A
  A
  A
  A
  Star Gate
  
  53
  Star Gate #2
  Updike offers an apology once more as you walk into his 
  lab.  “Really I am so sorry about the last time we tried 
  the gateway.  I never though something would just enter 
  the doorway from the other side.  If you and Lady Blue 
  had not been here, well I would be dead and the city 
  would be over run with those creatures.”
  You are sure it will work correctly this time you ask.
  “Yep,” He offers with a bright smile. ”We added a 
  safeguard or two to make sure that nothing from the 
  other side can open the gateway without our knowing it 
  and being able to close the gate before it enters and 
  passes into Earth.”
  “And of course we have you here if anything goes 
  wrong,” Says Lady Blue as she enters the lab behind 
  you.
  “Shall we begin?” Asks Updike.
  You and Lady Blue ﬁnd yourself in dense air forest, the 
  plants all bright purple and the air hot and smelling of 
  water and mold.
  “Seems we have walked into an alien jungle,” Muses 
  Lady Blue as she looks around.
  Lets hope the alien Mosquitoes are not the size of a bus 
  you offer with a smile.  “Bad for you,” offers Lady Blue 
  as she walks into the jungle. “I have no blood to suck, so 
  no worries about bus sized bugs.”
  As you move through the strange jungle you see sights 
  that are a wonder.  Plants that whistle a pleasing song, 
  odd bird-like creatures that swing about the limbs of the 
  tall tress like monkeys.
  “This world is truly full of life,” Muses Lady Blue as she 
  holds up a ﬂower the size of dinner plate.
  Just then your hear a drum beat and odd chanting.  
  Moving forward under cover of the foliage the two of 
  you come upon a tall stone pyramid, similar to ones 
  found in Central and South America.  At the top stands a 
  ﬁsh like man dressed in feathers and gold.  All about him 
  on the ground are more of the ﬁsh men, all armed with 
  long spears and blowguns.  At the top of the structure the 
  priest (you assume he is some sort of religious ﬁgure) 
  stands over a beautiful woman, apparently a human, 
  whose face is turned away from you.  The priest holds a 
  long dagger over the woman and it looks like he will 
  sacriﬁce her to some alien jungle god.
  “Do we stop them?” Whispers Lady Blue.
  If you try to stop the religious rite then have your heroes 
  attack the aliens and the high priest.  Set up a battleﬁeld 
  you like and ﬁght the encounter.
  High Priest
  Mutant Brick 4
  CR: 4
  Exp. Award: 1,200
  Init: +10
  AC: 19
  Hps: 44
  Base Attack: +3
  Fort: +9 Reﬂex: +5 Will: +3
  Defensive Abilities: DR 2/-
  Melee: Unarmed Strike +9 (1d3+6)
  Powers: Super Attribute (Strength) 1, Super Attribute 
  (Constitution) 1, Super Leap 2
  Class Features: Built Tough, Never Surrender
  Feats: Power Attack, Improved Unarmed Strike, Furious 
  Focus, Improved Initiative
  Skills: Intimidation +5, Survival +5
  Strategy:  Boxer
  Star Gate #2
  !
  
  54
  Villagers (x20 plus x2 per hero)
  Agent Kelly
  Mutant Brick 1
  CR: 1
  Exp. Award: 400
  Init: +1
  AC: 15
  Hps: 12
  Base Attack: +0
  Fort: +3 Reﬂex: +2 Will: +0
  Melee: Unarmed Strike +2 (1d3+2)
  Powers: Super Attribute (Strength) 1, Super Speed 1
  Class Features: Built Tough
  Feats: Power Attack, Improved Unarmed Strike
  Skills: Climb +3, Survival +1
  Strategy:  Gang Up
  If you are defeated by the aliens then you may spend a 
  hero point to avoid this outcome.  
  If you defeat the aliens they ﬂee the temple, leaving the 
  woman behind.  As you approach her she turns and you 
  see that she might have the body of a human woman, but 
  her face is that of a frog like creatures.  With a gulp and 
  a cry she ﬂees the temple into the jungle.
  “Not what I excepted either,” Shrugs Lady Blue.
  The two of you hear the sound of many ﬁsh men 
  returning to the temple and think it best to leave before 
  you get into another ﬁght with them.
  The two of you head to the gateway and home.
  Results:
  End the issue here and gain 1,000 Exp.
  If you tried to save the frog woman then increase your 
  Do Gooder rank by +1.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #2
  Lady Blue
  
  55
  Star Gate #3
  You stand in the ofﬁce of Mr. Franks, CEO of Unicorn 
  International. “I am glad you could attend this meeting,” 
  Says the man.
  Standing next to you is Ted Updike and Lady Blue.  “I 
  just want to thank each of you for perfecting this 
  technology,” Franks continues, “I am sure it will mean a 
  new age for the human race when we bring it into full 
  production.”
  What do you mean, you ask, by full production?
  “Well surely,” He offers, “you have thought through the 
  potential this gateway can offer us.  Why the alien 
  technology and plant life alone can mean billions for the 
  company.  The possible advances in science and popular 
  product distributions could make Unicorn the most 
  proﬁtable company in the history of the world.”
  “And you the richest man in the history of the world,” 
  Muses Lady Blue.
  “Well, yes, my personal wealth will of course rise as the 
  stock in the company increases,” Franks explains.
  You try to explain the danger of the gateway and what 
  might be waiting on the other side should explorers run 
  into hostile or dangerous aliens.
  “I am fully aware of the danger,” Franks explains, “And 
  from now on all use of the gateway will be monitored 
  and a fully armed response team will be ready to deal 
  with any dangers that might be experienced on either 
  side of the gateway.”
  You are becoming more and more uncomfortable with 
  Mr. Franks and his plans and let him know.
  “So then,” He asks, “You will no longer be offering your 
  services to this endeavor?”
  Yes, you tell him, as you leave.
  A few days later Updike calls you, frantic with panic.  
  He tells you that Lady Blue, Mr. Franks and a whole 
  exploration team have gone missing.  He explains that 
  they all entered the Star Gate last night but never 
  returned.
  You tell the man to calm down and that you will be right 
  over.
  Updike tells you when you arrive that Mr. Frank and 
  Lady Blue, along with ten well-armed members of his 
  exploration team entered the gateway around 8:00 that 
  night and have not yet returned.  They have been gone a 
  good 18 hours, well past the time they were scheduled to 
  be back.  “I am sure they have run into trouble,” Updike 
  sighs.
  Stepping into the gateway you walk out onto a dead 
  world of sand and stone. The hot sun high overhead is 
  extremely hot, and you will not survive long without 
  shelter.  Looking about you try to see where the previous 
  exploration team went or what might have befallen them.
  Make a Survival skill check Vs. DC 20 to ﬁnd some 
  tracks in the shifting sands.  If you are successful on the 
  Survival skill check (Gain 25 Exp.) you ﬁnd a set of 
  tracks and a direction to explore.   Go to part 3.
   If you failed the Survival skill check and you just have 
  to trust in fate and hope you set off in the right direction.  
  Pick a number between one and four and then roll 1D4.  
  If you rolled the number you had picked then you have 
  set of in the right direction. Go to Part 3.  Otherwise you 
  are headed off in the wrong direction and may not ever 
  ﬁnd them before you are forced to return to the gate to 
  seek reprieve from the un-ending heat.  Go to part 2.
  Star Gate #3
  
  56
  Part 2
  Seeking out the explorers is proving impossible in this 
  heat and endless and just as you decided to turn back you 
  hear a low hum coming from over the dunes.  Just then a 
  strange aircraft comes zooming over the dunes and 
  almost runs you down.  Turning in a slow arc it comes 
  back your way, strange laser ﬁre hitting the sand before 
  you.
  Alien Flyer
  CR: 8
  Exp. Award: 4,800
  Init: +10
  AC: 25
  Hps: 90
  Base Attack: +5
  Fort: +10 Reﬂex: +5 Will: +0
  Melee: None
  Range: Laser Guns +5 (4D6)
  Powers: Fly 5
  Class Features: None
  Feats: None
  Skills: Fly +5
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #3
  F - Alien Flyer
  Heroes start in the green shaded area
  F 
  
  57
  If you are defeated by the ﬂyer, then you may spend a 
  Hero Point to avoid this fate.  
  If you defeat the alien ﬂyer, you ﬁnd two pilots inside, 
  alien warriors of some sort.  It is possible that they have 
  captured your lost friends and if you can ﬁnd some way 
  to pilot the craft, you might be able to locate the aliens' 
  base of operation.
  Make a Disable Device skill check Vs. DC 20 to 
  discover how to operate the ﬂyer.  If you are successful 
  with the Disable Device skill check (Gain 25 Exp.) you 
  are able to ﬁgure out its basic operations, you may try to 
  ﬂy it back to its base of operations as shown on the view 
  screen.  Go to Part 3.
  If you failed the Disable Device skill check you cannot 
  ﬁgure the vehicle out, but you do see a blinking light on 
  the view screen, which might be the ﬂyers base of 
  operations.  It is some ways off and you will have to face 
  the dangers of the desert to get there.
  Make a Fortitude Save Vs. DC 20.  If you fail the 
  Fortitude save you suffer 1D6 damage from the heat and 
  long trek to the base.  Make this save three more time 
  with the same results.  When you have made the ﬁnal 
  save you reach the bases outer perimeter.  Go to Part 3.
  Reaching the aliens' base you see a low dome out in the 
  middle of nowhere, several of the odd ﬂyers sitting 
  outside a main door.
  You may at this point sneak into the base or just barge on 
  in.  If you try to sneak make a Stealth skill check Vs. DC 
  25.  If you are successful on the Stealth skill check (Gain 
  25 Exp.) you make it to the hatchway.
  If you just barge on it you gain no surprise but you may 
  make an Intimidation skill check Vs. DC 20 to make the 
  aliens' think you are very powerful.  If you are 
  successful on the Intimidation skill check (Gain 25 Exp.) 
  you reach the front hatchway without the aliens ﬁring on 
  you.
  Fail either the Stealth or Intimidation skill check and the 
  aliens inside ﬁre on you with their lasers.  You are 
  subject to three attacks by the laser defenses.  Each
  attack has a base attack of +5 and does 1D8 damage.
  Once you reach the front hatch you must try to open the 
  door.  You can either try to hack the system with a 
  Disable Device skill check Vs. DC 20, or try to rip the 
  door open.  The door has a hardness of 8 and 20 hit 
  points.  If you are successful on the Disable Device skill 
  check (Gain 25 Exp.) then you successfully sneak up on 
  the hatch and may enter without the aliens inside 
  knowing you are there.  Otherwise they are in the entry 
  hallway with their lasers guns ready to ﬁre.
  Aliens (x6 plus x2 per hero)
  Strange Visitor Assault Trooper 2
  CR: 2
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy:  Sharp Shooter
  Star Gate #3
  A - Aliens
  Heroes start in the green shaded area
  If the heroes sneak in then they may start in 
  the blue shaded area.
  A
  A
  A
  A
  A
  A
  
  58
  If you beat the aliens up, or were successful in sneaking 
  in you may continue down the hall to the ﬁrst chamber 
  you come to.
  If you sneaked into the dome, then you ﬁnd ten of the 
  aliens here at rest.  You can open the door and attack 
  with a round of surprise.  If you had to ﬁght the aliens in 
  the hallway then the room is empty.
  Aliens (x10 plus x2 per hero)
  Strange Visitor Assault Trooper 2
  CR: 2
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy:  Sharp Shooter
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #3
  A - Aliens
  Heroes may enter the battle from the 
  green shaded area. 
  If the heroes sneak in then they may 
  start in the blue shaded areas.
  !
  !
  8
  !
  !
  8
  !
  !
  8
  !
  !
  8
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  
  59
  If you are defeated by the aliens you may spend a Hero 
  Point to avoid this fate.
  From here you can follow another passage deeper into 
  the alien base.  The alarms are going off now and the 
  aliens know you are here.
  Entering the next chamber you ﬁnd ﬁve aliens, all armed 
  and ready to ﬁght.
  Aliens (x5 plus x2 per hero)
  Strange Visitor Assault Trooper 2
  CR: 2
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy:  Sharp Shooter
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #3
  A - Aliens
  Heroes may enter the battle from the 
  green shaded area. 
  If the heroes sneak in then they may 
  start in the blue shaded area.
  !
  !
  8
  A
  A
  A
  A
  A
  
  60
  If you are defeated by the aliens you may spend a Hero 
  Point to avoid this fate.
  Inside you ﬁnd Lady Blue, partially dismantled.  You can 
  spend time trying to put her back together, or explore 
  deeper into the alien base.  If you stay to help out your 
  friend then you may make a Disable Device skill check 
  Vs. DC 25.  If you fail the skill check you are unable to 
  put her back together and will have to take the parts back 
  to Updike for further technical help.
  If you are successful (Gain 25 Exp.) she is able to walk 
  but will not help out in any of the battles to come, until 
  she gets more help from Updike.  She does though tell 
  you that there are several battle drones in the base and if 
  you continue deeper into the base you are sure to be 
  attacked by these drones.
  If you leave now you can see Lady Blue safe back on 
  Earth but the alien base will be abandoned if you return 
  to try and rescue Franks and his people.
  If on the other hand you continue on, expect more 
  struggles with the aliens and drones.
  Part 3
  If you have decided to continue deeper into the base you 
  come once more to a closed door.  As you open it several 
  laser beams pass over your head as the aliens inside ﬁre 
  at you.  As you rush in the two drones and the three alien 
  warriors engage you fully in battle
  Aliens (x3 plus x2 per hero)
  Strange Visitor Assault Trooper 2
  CR: 2
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy:  Sharp Shooter
  Drone Warriors (x2)
  Construct, Large
  CR: 3
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy:  Sharp Shooter
  Star Gate #3
  A - Aliens
  D - Drones
  Heroes may enter the battle from the 
  green shaded area. 
  If the heroes sneak in then they may 
  start in the blue shaded area.
  !
  !
  8
  A
  A
  A
  D
  D
  
  61
  If you are defeated by the aliens you may spend a Hero 
  Point to avoid this fate.
  Once more you have defeated the aliens and look around 
  you to see all of Franks' people held in some sort of 
  energy prison cells.  It takes you but a moment to ﬁgure 
  out how to turn off the energy walls.  The men, all ten of 
  them, are hurt and exhausted.  There is no way you can 
  care for them and try to get them back to the gateway 
  without some sort of transportation.
  If you arrived at the base without the use of the alien 
  ﬂyer you will have to make a hard choice.  Leave these 
  men here to their fate, take three of them with you, or 
  ﬁnally try to battle all the remaining aliens and hope you 
  ﬁnd some sort of transport.
  If you have taken the ﬂyer to this base then you can pile 
  all the men into it when you are ready to leave.
  Part 4
  If you plan to ﬁght the remaining aliens then the ﬁnal 
  battle takes place in the hanger.  There you confront ten 
  more alien and two more drones.
  Aliens (x10 plus x2 per hero)
  Strange Visitor Assault Trooper 2
  CR: 2
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy:  Sharp Shooter
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #3
  
  62
  Drones Warriors (x2)
  Construct, Large
  CR: 3
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will: +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy:  Sharp Shooter
  If you are defeated by the aliens you may spend a Hero 
  Point to avoid this fate.
  If you defeat these aliens you ﬁnd Franks unconscious in 
  a transport tube, being loaded into an alien space ship.  It 
  takes you a few moments to ﬁgure out how to get him 
  out of the tube, and once you do he remains unconscious 
  until you get him back home to Earth.
  Results:
  End the issue here and gain 2,000 Exp and +1 to your 
  Reputation and Alien Ranks.
  If you save Lady Blue then gain another 500 Exp.
  If you save three of the team members then gain 250 
  Exp.
  If you save all of the team members, then gain 500 Exp.
  If you saved Franks then gain 1,000 Exp.
  Epilouge:
  Lady Blue tells you after you get her put back together 
  that she remembers now who she is.  She was sent to 
  Earth to warn the people of this planet that the terrible 
  warlord known as the Over Mind is coming, and his 
  alien invasion is sure to destroy the Earth and enslave its 
  people.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Star Gate #3
  A - Aliens
  D - Drones
  Heroes may enter the battle from the 
  green shaded areas.
  !
  !
  8
  A
  D
  !
  !
  8
  !
  !
  8
  D
  A
  A
  A
  A
  A
  A
  A A
  A
  
  63
  Strange Patient
  Part 1
  You walk into the clinic looking for Doctor Lucas where 
  you ﬁnd him handing out ﬂu vaccinations to small 
  children whose parents are unable to afford the 
  injections themselves.
  “Hello, glad you could come by,” Offers Doctor Lucas. 
  “Let me ﬁnish this up and then I can show you why I 
  asked you to come down.”
  You try to comfort the many children in the waiting 
  room. All of them are in awe at a super hero standing 
  with them.  You tell them you are here for your ﬂu shot, 
  and they need to be brave so you won't get scared.
  Dr. Lucas ﬁnally asks you to follow him down a hallway 
  and into a private examination room.  Lying in the bed 
  before you is a small animal creature, part rat and part 
  man.
  “I found him in an alley behind the clinic, all beat up and 
  almost dead,” Lucas offers as he checks the creature's 
  vital signs.
  Any clue who or what he is you ask.
  “Nope, but he can talk and was wearing a baseball cap 
  and shorts when I found him,“ Explains the doctor.
  Why, you ask, did the doctor call you in?  He seems to 
  have aided the creature and it will recover for its 
  wounds.
  “Ya, he will live, but I have no clue where to send him,” 
  Lucas explains. “Does he have a home, a family that is 
  missing him?”
  And, you ask, you want me to ﬁnd out?
  “Would you? I would hate to save his life and then turn 
  him over to the government so they can dissect him.”
  You agree that would be unfortunate.
  A few moments later you are standing in the back of the 
  clinic, looking around the alley where Lucas found the 
  rat-man.
  Make a Perception skill check Vs. DC 19.  If you are 
  successful with the Perception skill check (Gain 25 Exp.) 
  you ﬁnd that a trail of dried blood leading from where 
  the rat-man was found to a sewer grate nearby.  It is clear 
  that the rat-man crawled up out of the city sewers.  
  Could that be his home? 
  If you failed the skill check you ﬁnd nothing of note and 
  are unable to aid the doctor and his strange patient.  End 
  the mission here and the mission tree.
  Delving deep into the city sewers once more you try to 
  track the rat-man's movement in the dark, dank tunnels.  
  Make a Survival skill check Vs. DC 20 skill check to 
  track the rat-man's passage.  If you are successful with 
  the Survival skill check (Gain 25 Exp.) you ﬁnd that the 
  trail leads deep into the maze of tunnels and deep under 
  ground.  The way grows difﬁcult though. Go to part two 
  of this mission.
  If you failed the Survival skill check you wander about 
  for some time, but ﬁnd nothing.  Returning to the clinic 
  you look over the few possession the rat-man had on him 
  when he was found.  Make an Investigation skill check 
  Vs. DC 22.  If you are successful on the Investigation 
  skill check (Gain 25 exp.) you ﬁnd some mold on the 
  pants that grows deep underground and so the rat-man 
  must have come from the deepest tunnels in the sewer 
  system. Go to part two of this mission.
  If you fail the Investigation skill check you ﬁnd nothing 
  of use and have failed the creature.  End the mission here 
  and the mission tree.
  If you ﬁnd the trail or the mold you head into the sewers, 
  then make a Climb skill check Vs. DC 15 to make your 
  way deeper into the sewer's oldest tunnels and passages.  
  Here you ﬁnd that new passages have been dug, all 
  leading deeper still into the earth.
  Strange Patient
  
  64
  Strange Patient
  Part 2
  Deeper into the tunnels you travel until you come to a 
  rough formed cave.  Within you ﬁnd a collection of huts 
  and homes made from cast off trash, cardboard, rusting 
  sheet metal, old bricks and other debris in use.  All about 
  you, you see a community of rat like people.  All are 
  small, and similar to the rat-man in the clinic.  As you 
  walk into the tunnels, a gang of the rat-men rush up with 
  crude weapons, spears and clubs for the most part, again 
  all made from trash and cast off junk.
  In high squeaking voices they surround you, demanding 
  to know who you are and why you have invaded their 
  home.
  You tell them that you have found one of their people, 
  hurt.  A friend of yours has healed the little fellow and 
  you will return him when he is able to be moved.
  With caution the rat people allow you to enter their 
  village and speak with you about their home and 
  underground world.  You ﬁnd that the rat-man 
  recovering in the clinic is called Proudtooth.  He is the 
  village's hero and protector.  He was lost to the village a 
  few days ago when he went hunting.  They are relieved 
  that he is not dead and will wait for his return as you 
  have promised.
  As you spend some time with the gentle folk of this 
  village you ﬁnd that they are not the only people to live 
  in the deep sewers under the city.  There are several 
  different communities all living together, in an unsteady 
  peace.  Besides the rat-men there is a community of 
  mutants, alligators and other even stranger things.  All 
  belong to a single governing entity, called the Parliament 
  of the Sewers.
  After some time you take your leave and return to the 
  world above.  A few days later you are able to escort 
  Proudtooth back home to his people.  There you are met 
  by a representative of the Parliament of the Sewers, a 
  mutant woman named Eve of the Outcast Mutants.  After 
  some hard questions she is satisﬁed that you are an 
  honest and trustworth person and asks that you give an 
  oath never to tell of the secret of the people of the 
  sewers.  You agree that they may live their lives here in 
  secret and return home, a hero now in the city above and 
  in the community below.
  Results:
  Gain 2,000 Exp. and +1 to you Do Gooder rank.
  Proud Tooth
  
  65
  Up For Sell
  Up For Sell
  Word on the street is that Crime Unlimited has gotten the 
  location to one of Master Mind's hidden lairs here in the 
  city.  They mean to sell the location to the highest bidder.  
  What that mad brain has hidden in this lair is anyone 
  guess, but you can be sure it will be used to harm the 
  people of the city and you must stop the auction.
  You can go about this in one of two ways.  Simply ﬁnd 
  out where the auction is going to be located and then 
  break it up before the sale can go through, or try to 
  inﬁltrate the auction and buy or steal the location of the 
  hidden lair, thus preventing anyone else from getting 
  their hands on it.
  If you mean to break up the action then go to part 2 of 
  this mission.  If you mean to inﬁltrate the auction then 
  go to part 3.
  Part 2
  You think it best to stop the auction, arrest everyone 
  there if possible and then seek out the lair on your own 
  and either destroy the lair or hand it over to the 
  authorities.
  To do this you will have to make a series of skill checks 
  to ﬁnd the time and location of the auction.   If you fail 
  any of these skill checks you run into a dead end and 
  must end the mission with a failure to stop Crime 
  Unlimited form selling the information.
  Knowledge (Local) Vs. DC 15 to ﬁnd some thugs to 
  bully around and get information.
  Intimidation Vs. DC 18 to bully those thugs into giving 
  you the information you seek.
  Sense Motive Vs. DC 20 to get the time and date of the 
  auction.
  If you are successful on all three skill checks gain 75 
  Exp.
  Once you have the time and location you can either 
  sneak into the building or just barge on in.  If you fail 
  either you gain no surprise, but if you are successful on 
  either (Gain 25 Exp.) you are able to get in and also get 
  the drop on all the criminals in the room.  Either way 
  you must make the skill check in question (Stealth or 
  Intimidation) Vs. DC 18.
  Once in you ﬁnd the room, it is ﬁlled with lowlifes and 
  agents of terrorist and crime bosses from all over the 
  world.  Also in the room are the following Super villains.
  The Burning Claws
  Burning Claws 
  Acrobat Lvl 4
  Human, Medium
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 22
  Base Attack: +3
  Fort: +1 Reﬂex: +6 Will: +5
  Melee: Claws +4 (4D6, Fire)
  Powers: Regeneration 1
  Class Features: Evasion, Unarmed Strike, Flurry of 
  Blows, Hard to Hit, High Jump, and Opportunist, 
  Uncanny Dodge
  Feats: Dodge, Improved Initiative, Disorienting 
  Maneuver, Iron Will, and Weapon Focus, Power Attack
  Skills: Acrobatics +13
  Special: Burning Claws (Energy Ray 4) Minor Item, 
  Armored Suit (+4)
  Strategy: Charge
  Burning Claws
  
  66
  The Goblin
  Human, Large
  Brick Lvl 6
  CR: 6
  Exp. Award: 2,400
  Init: +0
  AC: 25
  Hps: 64
  Base Attack: +4
  Fort: +7 Reﬂex: +2 Will: +2
  Melee: Fist +12 (1D3+9)
  Powers: Super Attribute (Str, 30)
  Class Features:  Basher
  Feats: Cleave, Endurance, Over Sized Throw, Power 
  Attack, Die Hard
  Skills: Intimidation +3, Flight +4
  Special:  Armored Costume (Minor Item, Armor 5, 
  Flight 2)
  Special: Boxer
  Green Hood
  Combat Exert Lvl 5
  Human, Medium
  CR: 5
  Exp. Award: 1,600
  Init: +4
  AC: 18
  Hps: 52
  Base Attack: +5
  Fort: +5 Reﬂex: +3 Will:  +1
  Melee: Fist +8 (1D8 +6)
  Powers: Increased Attribute (Str +6)
  Class Features:  Combat Feat x2 (Throw Anything, 
  Diehard), Unarmed Strike, Bravery, Combat Style 
  (Hand-to-Hand), Combat Training
  Feats: Die Hard, Endurance, Improved Initiative, Power 
  Attack, and Throw Anything, Stunning Fist, Spring 
  Attack
  Skills: Intimidation +2, Climb +4, Stealth +2
  Special: Combat Suit (+6 AC), Invisibility Generator 
  (Lvl 2, Minor Item)
  Strategy: Boxer
  Thugs (two per hero)
  Combat Exert Lvl 2
  Human, Medium
  CR: 2
  Exp. Award: 600
  Init: +4
  AC: 12
  Hps: 18
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +1
  Melee: Fist +2 (1D3 +2)
  Ranged:  Machine Gun +2 (1D6)
  Class Features:  Look good for the Boss, Sneak Attack 
  1D6
  Feats: Endurance, Improved Initiative, Burst Attack
  Skills: Intimidation +2, Stealth +2
  Special: Combat Suit (+2 AC)
  Strategy: Sharp Shooter
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Up For Sell
  
  67
  If you defeat the thugs and villains you are able to gather the information on the hidden lair and then deal with it
   before it becomes a danger to the city and its people.
  Results:
  Gain 1,500 Exp. and +1 to your Reputation and Law and Order ranks.
  Part 3
  You think it best to stop the auction by inﬁltrating it and 
  then stealing the information before the auction is 
  completed.  You then may seek out the lair on your own 
  and either destroy the lair or hand it over to the 
  authorities.
  To do this you will have to make a series of skill checks 
  to ﬁnd the time and location of the auction and then try 
  to get in unnoticed.   If you fail any of these skill checks 
  you run into a dead end and must end the mission with a 
  failure to stop Crime Unlimited form selling the infor-
  mation.
  Knowledge (Local) Vs. DC 15 to ﬁnd some thugs to 
  bully around and get information.
  Disguise Vs. DC 18 to hide who you are and get in.
  If you are successful on all two skill checks gain 50 Exp.
  Up For Sell
  B - Burning Claws
  G - Goblin
  H - Green Hood
  T - Thugs
  Heroes may enter the battle from 
  the green shaded area. 
  If the heroes sneak in then they may 
  start in the blue shaded areas.
  !
  !
  8
  !
  !
  8
  B
  G
  H
  T
  T
  T T
  T T
  T
  T
  T T
  T
  T
  Goblin
  
  68
  Once you have the time and location you must talk your 
  way in using a Sense Motive skill check Vs. DC 19.  If 
  you fail they will not allow you in and so you will have 
  to try to sneak in through a back door.  If you are 
  successful (Gain 25 Exp.) you are able to talk your way 
  in and head off to ﬁnd the safe.
  If you failed the Sense Motive skill check you have to 
  sneak in, which will require a Stealth skill check Vs. DC 
  25.  If you fail you set off the alarms and the auction 
  ends with everyone taking off.  End the mission here. If 
  you are successful (Gain 25 Exp.) you are able to get in 
  undetected and can processed.
  Once you have gotten into the building you have to 
  locate the safe.  Make a Perception skill check Vs. DC 
  20 to ﬁnd the hidden safe.  Fail and you cannot ﬁnd the 
  safe and will have to wait until the auction is over to get 
  the information you seek.  If you are successful with the 
  Perception skill check (Gain 25 Exp.) you can try to 
  open the safe.
  Make a Disable Device skill check Vs. DC 20.  If you 
  fail you cannot open the safe and will have to wait until 
  the auction is over to get the information.  If you are 
  successful with the Disable Device skill check (Gain 25 
  Exp.) you open the safe, get the information and are out 
  of the building before they even know what hit them.  
  End the mission here.
  If at any point you failed a skill check you have to wait 
  until the auction is over to get the information.  This will 
  require you to reveal yourself to the crowed of thugs and 
  villains.
  The Burning Claws
  Burning Claws 
  Acrobat Lvl 4
  Human, Medium
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 22
  Base Attack: +3
  Fort: +1 Reﬂex: +6 Will: +5
  Melee: Claws +4 (4D6, Fire)
  Powers: Regeneration 1
  Class Features: Evasion, Unarmed Strike, Flurry of 
  Blows, Hard to Hit, High Jump, and Opportunist, 
  Uncanny Dodge
  Feats: Dodge, Improved Initiative, Disorienting 
  Maneuver, Iron Will, and Weapon Focus, Power Attack
  Skills: Acrobatics +13
  Special: Burning Claws (Energy Ray 4) Minor Item, 
  Armored Suit (+4)
  Strategy: Charge
  The Goblin
  Human, Large
  Brick Lvl 6
  CR: 6
  Exp. Award: 2,400
  Init: +0
  AC: 25
  Hps: 64
  Base Attack: +4
  Fort: +7 Reﬂex: +2 Will: +2
  Melee: Fist +12 (1D3+9)
  Powers: Super Attribute (Str, 30)
  Class Features:  Basher
  Feats: Cleave, Endurance, Over Sized Throw, Power 
  Attack, Die Hard
  Skills: Intimidation +3, Flight +4
  Special:  Armored Costume (Minor Item, Armor 5, 
  Flight 2)
  Special: Boxer
  Up For Sell
  Henchman Thug
  
  69
  Green Hood
  Combat Exert Lvl 5
  Human, Medium
  CR: 5
  Exp. Award: 1,600
  Init: +4
  AC: 18
  Hps: 52
  Base Attack: +5
  Fort: +5 Reﬂex: +3 Will:  +1
  Melee: Fist +8 (1D8 +6)
  Powers: Increased Attribute (Str +6)
  Class Features:  Combat Feat x2 (Throw Anything, 
  Diehard), Unarmed Strike, Bravery, Combat Style 
  (Hand-to-Hand), Combat Training
  Feats: Die Hard, Endurance, Improved Initiative, Power 
  Attack, and Throw Anything, Stunning Fist, Spring 
  Attack
  Skills: Intimidation +2, Climb +4, Stealth +2
  Special: Combat Suit (+6 AC), Invisibility Generator 
  (Lvl 2, Minor Item)
  Strategy: Boxer
  Thugs (two per hero)
  Combat Exert Lvl 2
  Human, Medium
  CR: 2
  Exp. Award: 600
  Init: +4
  AC: 12
  Hps: 18
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +1
  Melee: Fist +2 (1D3 +2)
  Ranged:  Machine Gun +2 (1D6)
  Class Features:  Look good for the Boss, Sneak Attack 
  1D6
  Feats: Endurance, Improved Initiative, Burst Attack
  Skills: Intimidation +2, Stealth +2
  Special: Combat Suit (+2 AC)
  Strategy: Sharp Shooter
  If you defeat the thugs and villains then you are able to 
  gather the information on the hidden lair and then deal 
  with it before it becomes a danger to the city and its 
  people.
  Results:
  Gain 1,500 Exp. and +1 to your Reputation and Law and 
  Order ranks.
  If you have any hero allies you can bring one or all 
  of them into this ﬁght, as you might need them.  
  You may of course make up to three characters if 
  you want, but make sure they are all 4th to 6th 
  level.
  If you don't have any hero allies, or need more (You 
  can have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to 
  your ally list at rank 1. 
  Up For Sell
  Green Hood
  
  70
  Urban Myth
  Urban Myth
  You wait outside the ofﬁce of congressman Gill, an 
  important man in Washington and also well respected 
  within the local city government.  If all goes well this 
  man could become a powerful ally in your war against 
  crime and in-justice within your city.
  The door opens after a short while and you are invited 
  in.  The Congressman is sitting in a comfortable looking 
  couch and stands to shake your hand.
  “It's quite an honor to meet you,” Says the Congressman 
  as he sits back down next to you. “I have to admit, I'm 
  sort of a fan of you and your work.”
  You thank him for his kind words, but also make it clear 
  there is much more that needs to be done before the city 
  is safe.
  “I could not agree more,” Says Gill as he relaxes. “In 
  fact, that is sort of why I asked to meet with you today.”  
  Gill then hands you a photo.  On it is a picture of a huge 
  alligator, but something is odd about the beast, as it 
  seems to be wearing a vest and tie.  The creature is 
  clearly dead.
  “I'm sure you have heard of the urban myth that giant 
  gators live in the sewers of the city,” Gill asks with a 
  smile.
  Of course you have, the story goes that a kid received a 
  pet alligator but when the creatures bit the boy his 
  mother ﬂushed the alligator down the toilet, where it 
  then washed up in the dark sewers of the city, to grow 
  huge, living on rats and other unfortunate victims.
  “Well it may not be such an urban myth after all,” Gill 
  explains. “This creatures was found dead near a sewer 
  entrance over by the outtake pipes in the downs.  Reports 
  and an autopsy show the creature is a mutated version of 
  a normal alligator, but this one shows a larger brain and 
  dexterous ﬁngers.”
  You look more closely at the photo.
  “I don't want to sound mad,” Gill continues, “But I think 
  there is a community of mutant, intelligent gators, 
  hidden in our city's very bowels.”
  And you want me to investigate, you ask, this myth and 
  see what, if any of it is true?
  “You are more then qualiﬁed.” Offers Gill. “Considering 
  your gifts and abilities.  I cannot think of anyone else 
  more ready to face whatever dangers wait in those 
  tunnels.”
  A few days later you are descending into the dark of the 
  sewers below the city, not sure what you will ﬁnd.
  Pick one of the following…
  If you have a Survival skill rank of 5 or higher then go to 
  part 2 of this mission.
  If you have an Investigation skill rank of 6 or higher then 
  you may to part 3 of this mission.
  If you have a Handle Animal skill rank of 7 or higher 
  then go to part 4 of this mission.
  If you have none of these skills at these ranks then end 
  the mission here as you discover little to nothing.  You 
  may, however, continue with the mission tree.
  Part 2
  You spend several days in these endless tunnels and 
  discover that they even go deeper then you thought.  
  Make a Knowledge (Local) skill check Vs. DC 16 to 
  map out the local tunnels and discover the entrance to 
  deeper tunnels yet unexplored by you or possible by 
  (Gain 25 Exp.) and continue to part 5 of this mission.  If 
  you failed the Knowledge (Local) skill check you ﬁnd 
  that you are becoming confused by the maze.  These 
  tunnels and passage generate and will need to ﬁnd other 
  means to explore this dark, smelly realm.  End the 
  mission here.
  Results:
  Gain 500 Exp. and continue with the mission if able.
  Part 3
  As your explore the dark passages and tunnels of the city 
  sewers it becomes clear that there are not nearly as many 
  rats and vermin as there should be.  Make a Perception 
  skill check Vs. DC 15.  If you are successful (Gain 25 
  Exp.) you ﬁnd that many of the rats' nests have been 
  disturbed and the rats eaten.  Something is keeping the 
  rat population down.  Continue with your exploration of 
  these sewers and go to part 5 of this mission.
  
  71
  If you fail the Perception skill check, then you really ﬁnd 
  nothing of note and conclude that all of this is just some 
  hoax, the myth is just that, and a myth.  End the mission 
  here.
  Results:
  Gain 500 Exp. and continue with the mission if able.
  Part 4
  As you explore the dark passages of the sewers you 
  ﬁgure that the alligators, if there are any, will need a 
  place to nest and rest.  Such a place might be located 
  near the city's water main, where they are many ledges 
  where a creature could build a nest.  Make a Climb skill 
  check Vs. DC 18.  If you are successful with the Climb 
  skill check (Gain 25 Exp.) you discover that there are 
  several such nests, but all are empty.  Continue with this 
  mission with part 5.
  If you fail the climb skill check you discover nothing 
  and ﬁnd the tunnels empty of animals other then a few 
  rats here and there.  End the mission here.
  Results:
  Gain 500 Exp. and continue with the mission if able.
  Part 5
  Seeking out deeper parts of the sewers 
  you discover a large nest of rats, which 
  have been eaten and torn apart.  As you 
  stoop to pick up one of the mangled rats 
  to see what killed it you hear a roar behind 
  you.  Out of the tunnels charges a huge 
  bone-white alligator.
  Mutant Gator
  Mutant Animal
  CR: 5
  Exp. Award: 1,600
  Init: +2
  AC: 21
  Hps: 45
  Base Attack: +5
  Fort: +6 Reﬂex: 31 Will: +2
  Melee: Bite +10 (2d6+4) 
  Powers: Super Attribute (Strength), Multiple Limbs 
  (Legs) 2, Natural Weapon 4
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Combat Training
  Feats: Skill Focus (Swim), Dodge, Mobility, Spring 
  Attack, Weapon Focus (Bite), Combat Reﬂexes, Power 
  Attack, Furious Focus
  Skills: Swim +15
  Strategy: Sharp Shooter
  Urban Myth
  
  72
  If you are defeated by the alligator you may of course send a hero point to turn the tide of the battle.
  If you defeat the creature is lays stunned in the dank water.  It's too big to carry out of the sewers, so unless you have 
  a camera to take pictures, you will just have to leave the beast here.
  Results:
  If you are unable to bring back some sort of evidence about the mutant gator, you have nothing to show for your 
  efforts and can only warn the Congressman and the city that the beast, and possibly other live in the sewers below 
  your very feet.
  Gain 2,000 Exp. and +1 to your Reputation.
  Urban Myth
  
  73
  Mission Trees
  City Funds?
  City Funds? #2
  City Funds? #3
  City Funds? #4
  Star Gate #1
  Star Gate #2
  Star Gate #3
  Master Mind’s Trail #1
  Master Mind’s Trail #2
  Master Mind’s Trail #3
  Master Mind’s Trail #4
  Home Invasion #1
  Home Invasion #2
  Home Invasion #3
  Huntsman
  Hounds on the Loose
  Gang War
  Missing
  Cover Up
  Help Us Remain Hidden
  Urban Myth
  Strange Patient
  Safe House
  Cape Hunters #1
  Cape Hunters #2
  Mob Hit
  Up For Sell
  
  74
  NPC Heroes
  Blast Star
  Energy Manipulator 5th
  Enhanced Human, Medium
  CR: 5
  Exp. Award: 1,600
  Init: +2
  AC: 20
  Hps: 35
  Base Attack: +2
  Fort: +2 Reﬂex: +4 Will: +3
  Melee: Fist +2 (1D3)
  Ranged: Blast +4 (3D6)
  Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 15 (+3), Wis 13 
  (+2), Chr 12 (+1)
  Powers: Energy Blast 3, Fly 1
  Class Features: Destroyer, Disaster Zone, DR 1
  Feats: Skill Focus (Power Activation), Skill Focus 
  (Science), Skill Focus (Craft Device)
  Skills: Power Activation +6, Knowledge (Science) +8, 
  Sense Motive +4, Swim +1, Survival +3, Craft (Science 
  Devices) +9, Perception +5
  Special: Containment Armor (+8 Ac), Protected sight
  Special: Strategy: Sharp Shooter
  The Pugilist
  Combat Expert 5th
  Human, Medium
  CR: 5
  Exp. Award: 1,600
  Init: +6
  AC: 22
  Hps: 52
  Base Attack: +5
  Fort: +4 Reﬂex: +3 Will: +3
  Melee: Fist +9 (1D8+5)
  Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 13 
  (+2), Chr 12 (+1)
  Powers: Super Str x2, Super Dex, Super Con x2
  Class Features: Unarmed Strike, Combat Feats (x3), 
  Bravery, Combat Training
  Feats: Unarmed Strike, Power Attack, Improved 
  Initiative, Improved Disarm, Improved Bull Rush, Vital 
  Strike, Improved Vital Strike, Improved Grapple
  Skills: Perception +4, Intimidate +4, Survival +3, Climb 
  +3, Sense Motive +4, Swim +3
  Special: Combat Suit (+10 Ac), Protection of sight 
  goggles, Hard Gloves (+2 Damage, +2 To hit)
  Special: Strategy: Boxer
  
   
  
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  15. COPYRIGHT NOTICE 
  System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on mate-
  rial by Jonathan Tweet, Monte Cook, and Skip Williams.
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  J. Cook. All rights reserved.
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  Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and 
  Bill Webb; Based on original content from TSR.END OF 
  LICENSE 
  Copyright notice
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document Copyright 1999, 2000, Wiz-
  ard of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, based on material by 
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  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker. 
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  ards of the Coast:  Authors Christopher Perkins, Rodney 
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  Authors Patrick Kapera, Kevin Wilson
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  Blood and Vigilance Copyright RPG Objects 2003, 
  Authors: Charles Rice
  
   
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SOURCE: textdata/thevault/Comic Book Adventures/Mission Books/Avalon Games - Comic Book Adventures - Mission Book 4.pdf