TEXT: The Modern Dispatch
  Superhero�Adventure�Outlines
  Page 1
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  phil�reed,�chris�davis
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  #44
  Superhero Adventure Outlines
  by Phil Reed
  This issue of the Modern Dispatch features ﬁve 
  short adventure outlines for RPGObjects’ Blood 
  & Vigilance. The adventure outlines were written 
  to inspire both quick encounters and full-length 
  adventures in the GM’s campaign. As with all game 
  material – and especially adventure supplements 
  – the information in this PDF should be rewritten and 
  modiﬁed as the GM sees ﬁt. These are not rigid plots 
  that must be followed but, rather, simply suggestions 
  for adventures and distractions during a larger 
  adventure.
  Each adventure outline is presented as follows:
  Adventure Title
  Summary: A very short description of the events and 
  characters involved.
  Set-Up: The scene before the action begins. This 
  section details not only where the adventure will 
  take place but also when and how the heroes become 
  involved.
  Adventure: These are the events of the adventure 
  or encounter in question. Notes on the tactics and 
  goals of the NPCs, as well as information on how the 
  heroes may win the encounter, are detailed here.
  Follow-Up: What happens when the dust clears. This 
  includes both immediate and long-term effects of 
  the adventure. Future adventure possibilities may be 
  easily drawn from this section.
  Rewards: Bonus XP, equipment, and social rewards 
  that the player character heroes may enjoy if they 
  successfully complete this encounter are listed here. 
  Additionally, some negative effects of the adventure 
  – when appropriate – are included in this section.
  Characters mentioned within these adventures are 
  not detailed herein and should be replaced – where 
  appropriate – with characters already existing in the 
  GM’s campaign. These adventure outlines are not 
  meant to disrupt the GM’s campaign but, rather, to 
  provide the GM with a source of ideas. 
  For more superhero adventure material please 
  consider Ronin Arts’ Superline series. Though 
  written for another superhero game the adventures 
  found in the Superline series can be easily adapted to 
  Blood & Vigilance or any other superher roleplaying 
  game. 
  Open Game Content
  All text in this PDF with the exception of the product 
  identity, is presented as open game content. While 
  this means absolutely nothing to your campaign it 
  does give other publishers permission to use this 
  material as long as they follow the open game license 
  (see the end of this book).
  About the Author
  Philip Reed has been working professionally in 
  the roleplaying game industry since 1995. In that 
  time he has worked for such companies as Atlas 
  Games, Privateer Press, and Scrye magazine. Today 
  Philip spends his days at home running Ronin Arts, 
  writing and designing new games, and watching 
  
  The Modern Dispatch
  Superhero�Adventure�Outlines
  Page 2
  DVDs. To learn more about Philip Reed – and Ronin 
  Arts – please visit www.roninarts.com and www.
  philipjreed.com.
  The Adventures
  A Warning from the Stars
  Summary
  An alien appears over the city and issues a dire 
  proclamation.
  Set-Up
  As the player character heroes are locked in battle 
  with a supervillain a powerful booming sound erupts 
  high above them. Anyone that looks up will see 
  a streak of white light approaching the city at an 
  unearthly speed and, seconds before the beam strikes 
  the heroes, the light stops moving and a glowing 
  humanoid hovers twenty to thirty feet above them. 
  Almost instantly the being speaks.
  “Residents of this world heed my warning! The 
  scourge of the cosmos comes for your souls. 
  Abandon this world or face a terrible fate.”
  Though the battle may continue it will likely stop 
  when the visitor from another world begins speaking. 
  The heroes’ opponent will attempt to slip away 
  during the encounter with the alien.
  Adventure
  This is an information gathering encounter and not 
  a combat. If he is not attacked, the being – who 
  calls himself First Warning if anyone thinks to ask 
  him his name – will remain in place and answer 
  some questions for roughly 10 minutes. The being’s 
  answers are vague and cryptic and First Warning 
  does not answer every question that is asked. Some 
  possible questions the heroes may ask – and the 
  answers the being will give – include the following:
  Who are you?
  I am First Warning, viewer of the future and servant 
  of the cosmos.
  Why are you here?
  To give you warning of your world’s coming 
  destruction. Flee this world immediately.
  Who is the “scourge of the cosmos?”
  It is the ancient terror that has plagued all existence 
  since the previous age of reality.
  How do we defeat the “scourge?”
  You cannot. It is a force of the cosmos and a part of 
  the fabric of existence. You must ﬂee or it shall take 
  your soul.
  After 10 minutes the being thanks the heroes for 
  their time, reminds them that they must remove all 
  life from the Earth, and then ﬂies into space. First 
  Warning cannot be followed or tracked.
  If First Warning is attacked he ﬂies ﬁfty feet into 
  the sky and explodes in a blinding ﬂash of light that 
  knocks everyone within three miles prone and leaves 
  them stunned and blinded for 3d6 rounds. No save 
  allowed. This is a plot device and there is no game 
  mechanic, power, ability, or action that can save the 
  heroes from this blinding attack. First Warning then 
  shoots into the stars and leaves the world. He cannot 
  be followed or tracked.
  Follow-Up
  The event was captured on ﬁlm by a local news team 
  and for 2d6 days the city is gripped in a state of 
  
  The Modern Dispatch
  Superhero�Adventure�Outlines
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  panic. The public demands protection and thousands 
  look to the heroes for answers and protection. 
  Any investigation into First Warning and his dire 
  prediction, including research and communication 
  with other beings and worlds in the cosmos, end in 
  dead ends.
  After 2d6 days the panic subsides – the public still 
  demands answers but not as strongly as they did 
  before – and after another week the people of the 
  world have all but forgotten the event. While the 
  heroes may continue to seek out answers regarding 
  First Warning and his prediction of disaster, there’s 
  no information to be found . . . at this time.
  Rewards
  If the heroes attack First Warning they each lose 
  1,000 XP. If the heroes expend the time and energy 
  necessary to reassure the public after the event they 
  are each rewarded 500 XP (this is in addition to any 
  XP normally awarded by the GM at the end of an 
  adventure).
  Meteor Storm
  Summary
  A quiet afternoon in the city is shattered when a 
  sudden rain of meteors breaks out.
  Set-Up
  It’s one of those beautiful spring days when the 
  weather is perfect, the sun is bright, and winter and 
  troubles are forgotten. As with almost everyone else 
  in the city, the player character heroes are enjoying 
  the weather. Maybe they’re in the park. Maybe 
  they’re at the zoo. Maybe they’re just taking a walk 
  through the city.
  Suddenly, meteors begin streaking from the sky, 
  slamming into the city and causing a massive public 
  panic. There’s not a cloud in sight but high above the 
  clouds – visible only to those that succeed a DC 35 
  Spot check – is a lone ﬁgure hovering in place, arms 
  outstretched. Storm Center has returned.
  Adventure
  Storm Center is a powerful supervillain that has 
  not been seen since the early nineties – many 
  have assumed that the villain died in the Cosmic 
  Catastrophe, a major event that nearly destroyed the 
  world in 1992 (see box). Storm Center’s goal is to 
  disrupt activity in the city and to announce his return. 
  If no hero interferes with the supervillain’s assault on 
  the city he will continue to rain meteors on the city 
  for 2d4 minutes after which he’ll ﬂy away.
  If any heroes ﬂy up to encounter Storm Center, he 
  will cease his meteor strike and engage the heroes. 
  Storm Center will ﬁght until he is stunned at which 
  point he will summon a massive lightning storm 
  and attempt to escape in the clouds and powerful 
  weather. Storm Center does not ﬁght to kill but if he 
  sees a chance to brutally destroy a hero he will take 
  it. Storm Center is not here to ﬁght but, merely, here 
  to be seen. He will not take any risks that may land 
  him in jail. The GM must ensure that Storm Center 
  escapes after a few rounds of combat with the heroes.
  Follow-Up
  Once Storm Center escapes it will be time to deal 
  with the destruction on the ground. For every minute 
  Storm Center spends raining meteors on the city there 
  are 1d4+1 problems for the player character heroes to 
  contend with. The following are just a few samples 
  of the types of problems that the heroes may ﬁnd 
  themselves dealing with after Storm Center’s meteor 
  storm.
  The Cosmic Catastrophe
  During the summer of 1992 a terrible solar 
  storm washed across the Earth, knocking 
  out communications, electrical power, and 
  numerous other utilities and services for almost 
  a week. This global event, quickly dubbed the 
  Cosmic Catastrophe by the media, also had 
  the unexpected effect of seriously draining 
  the powers of most of the Earth’s heroes and 
  villains. Almost one hundred super-powered 
  beings were killed during the event, many of 
  them by angry citizens who were looking to the 
  heroes for assistance during the crisis, and even 
  more by the sudden loss of their powers.
  It took the world months to recover from the and 
  no matter how much energy and money has been 
  put into trying to track the source of the crisis 
  not a soul on the Earth knows what caused it. 
  Or, for that matter, how to protect the Earth from 
  the event should it ever occur again.
  Some of Earth’s mightiest heroes – and most 
  dangerous villains – were lost during the crisis. 
  Those whose bodies were never found were 
  assumed to have survived but over a decade 
  after the event anyone still not spotted in public 
  is assumed dead. 
  While it is likely that many took the opportunity 
  the crisis presented to retire it’s difﬁcult to 
  accept the dozens that were never found all 
  chose to retire at once.
  What the Cosmic Catastrophe was, and whether 
  or not it will ever occur again, remains a 
  mystery.
  
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  Superhero�Adventure�Outlines
  Page 4
  A child has been trapped in a car. A meteor struck the 
  car and its intense heat has fused the doors shut. The 
  child is unharmed but cannot escape. 
  A meteor struck a ﬁre hydrant and now water is 
  ﬁlling the streets and sidewalks. The player character 
  heroes must cap the geyser before any serious 
  damage is caused.
   A bus was struck by a large meteor and is now on 
  ﬁre. Several people are dead, several are injured, and 
  few are acting rationally. The player character heroes 
  must rescue the survivors and extinguish the ﬂames 
  before any more deaths occur.
  One building was hit hard and is now barely standing. 
  Rocks and debris fall from the sides of the building 
  as people attempt to evacuate the structure before 
  it collapses. If the building falls it is likely to cause 
  a serious amount of damage to the surrounding 
  buildings and anyone unfortunate enough to be 
  within a few blocks radius. The heroes can either 
  try to prevent the building from collapsing or clear 
  the building and surrounding area of citizens before 
  the building falls. A team may choose to work both 
  options.
  Rewards: If the heroes ﬂy up to deal with Storm 
  Center they each gain 500 bonus XP (this is in 
  addition to any XP normally awarded by the GM at 
  the end of an adventure). An additional 250 bonus 
  XP is awarded to any player character hero that is 
  particularly brave during the aftermath of the meteor 
  storm – the GM may choose to select this player 
  character on his own or allow the group to vote on 
  which hero deserves the bonus.
  Registration Debates
  Summary
  A public debate between senators – one pro-supers 
  registration and one against the idea – is brought to 
  a screeching stop when a supervillain and his armed 
  thugs attack the theater in which the debate is taking 
  place.
  Set-Up
  For years the government has debated forcing super-
  powered beings to register but, so far, nothing has 
  been signed into law. Unfortunately for the supers 
  of the United States, the recent terrorist attacks of 
  2001 has generated increased support for the pro-
  registration movement and it appears that it’s only a 
  matter of time before registration is the law.
  The heroes, either in their secret identities or in full 
  costume, are attending this latest in a long string of 
  debates. As the night wears on the senators and the 
  crowd become increasingly agitated and, at one point, 
  blows are exchanged in the audience. As the melee 
  in the crowd is ending an explosion rips through 
  the main doors to the theater and Bloodbath steps 
  through the smoke.
  Adventure
  The heroes must stop Bloodbath and his crew – there 
  is one thug for each player character hero at the 
  debate – from killing the senators and citizens in the 
  audience. Security forces will assist the heroes as best 
  they can but it’s imperative that the heroes move the 
  battle outside before anyone is killed. Bloodbath and 
  his crew will start the proceedings by attacking the 
  nearest citizens, attempting to kill as many innocent 
  people as possible before the heroes reach them.
  These intruders are not here to die and, if disabled, 
  will surrender to the heroes.
  Follow-Up
  As soon as the battle is over government troops 
  enter the scene in full combat gear and with support 
  vehicles. They’ll take claim of Bloodbath and his 
  crew and any player character heroes that interfere 
  will immediately be marked as enemies of the state 
  – this designation is all the troops needs to arrest 
  anyone. The troops will move quickly to the nearest 
  military base, prisoners in tow, as quickly as possible. 
  If the heroes check in on the senators a few days 
  after the incident they’ll be politely thanked for 
  their assistance. This meeting could either swing a 
  pro-registration senator to their side (assuming the 
  meeting goes well) or turn an anti-registration senator 
  against them (again, depending on how the meeting 
  progresses).
  Rewards
  If either of the two senators in the debate are killed 
  the heroes each lose 1,000 XP. If the player character 
  heroes capture Bloodbath they each immediately gain 
  500 bonus XP.
  For each member of the audience that is killed in the 
  event the pro-registration movement gains dozens of 
  new supporters. Even if the heroes manage to save 
  every member of the audience the movement gains 
  new supporters – it appears to be only a matter of 
  time before registration becomes law.
  If the heroes meet with a pro-registration senator a 
  few days after the debate – and if they manage to 
  swing the senator to their side – each hero gains 500 
  bonus XP (this is in addition to any XP normally 
  awarded by the GM at the end of an adventure).
  
  The Modern Dispatch
  Superhero�Adventure�Outlines
  Page 5
  Storm Center’s Inﬂuence
  Summary
  An unidentiﬁed man dressed in a poor imitation of 
  Storm Center’s costume appears on the roof of a 
  downtown building, demanding the city submit to his 
  will or he will destroy it.
  Set-Up
  While working their day jobs or otherwise occupied, 
  the player character heroes hear reports that a crazed 
  man in a cheap imitation Storm Center costume is 
  disrupting business and trafﬁc downtown. Reports 
  indicate that the man is making wild demands and a 
  large crowd has formed in the area. The heroes must 
  ﬁnd a way to excuse themselves from their current 
  obligations and rush downtown to deal with the 
  situation before something terrible happens.
  Alternatively, if the heroes do not have secret 
  identities or jobs, they’ll be called to the scene by 
  authorities or stumble across the event while on their 
  routine patrol of the city. No matter how they come 
  across the event, things become very dangerous as 
  soon as costumed heroes enter the picture.
  Adventure
  Once the imitation Storm Center sees even one 
  costumed hero he leaps from the building screaming 
  that he’ll never be captured alive. The heroes must 
  grab the man before he falls to his death.
  Follow-Up
  If the player character heroes fail to catch the 
  man he’ll die – on camera – in front of the eyes of 
  everyone – the crowd immediately turns hostile, 
  screaming and threatening the heroes. While the man 
  may have been insane, he didn’t need to die. The 
  police could have handled the situation, the crowd 
  will chant.
  If the heroes rescue the man the crowd will cheer 
  and they’ll be proclaimed heroes by the media and 
  praised for the next 1d6+1 days. The police will take 
  the crazed man away and he’ll be given psychiatric 
  treatment for several years to come.
  Rewards
  If the heroes saved the man they’ll gain a +2 
  circumstance bonus to all Charisma checks for as 
  long as the media continues to praise them (see 
  above). The heroes may choose to check in on the 
  man; any heroes that do so immediately gain 100 
  bonus XP.
  Train Derailment
  Summary
  A train carrying hazardous materials derails in the 
  city, disrupting trafﬁc and threatening the safety of 
  thousands.
  Set-Up
  During the early morning commute, just as the heroes 
  are making their way to their day jobs, a train passing 
  through hits a city bus and instantly leaves the tracks. 
  The resulting accident kills a handful of people, 
  injures many more, and leaves the city gridlocked. 
  The heroes make their way to the site and begin 
  assisting emergency workers. Suddenly, without 
  warning, one of the derailed cars explodes, belching a 
  black, noxious cloud into the sky.
  Adventure
  This encounter rapidly changes from a rescue 
  scene to a containment nightmare. The heroes 
  must continue to assist in rescue operations as they 
  attempt to dissipate the cloud before it can affect too 
  many more of the city’s citizens. When the cloud 
  is ﬁrst released 1d6+4 citizens are affected, each 
  one dropping to the ground and dying – immediate 
  medical attention is required or else they will die. 
  Each round after the cloud is released an additional 
  1d4 citizens are affected (and dying). The heroes 
  must capture the ﬂag and transport it into space, 
  disperse it with powerful winds (a DC 20 Control 
  Weather check), or ﬁnd some other way in which to 
  destroy the cloud. The GM should be prepared to 
  reward quick-thinking, inventive uses of powers and 
  abilities.
  Follow-Up
  For each citizen that dies each hero receives a –1 
  penalty on all Charisma checks for the next 3d4 days. 
  If this penalty exceeds –20 (more than twenty people 
  have died in the accident) the heroes suffer 2 points 
  of Charisma damage. It will take the city 1d10+5 
  days to clean up the disaster minus one day for each 
  hero that assists in the cleanup efforts.
  Rewards
  If the cloud does not kill any citizens the heroes 
  involved in the encounter immediately gain 500 
  bonus XP. In addition to this bonus each hero also 
  gains 500 bonus XP (this is in addition to any XP 
  normally awarded by the GM at the end of an 
  adventure).
  If the heroes assist in the cleanup efforts each one 
  involved gains a +2 circumstance bonus to Charisma 
  checks for a number of days equal to two times the 
  number of days the cleanup effort required. To gain 
  this bonus a hero must spend at least 12 hours each 
  day assisting in the cleanup.
  
  The Modern Dispatch
  Superhero�Adventure�Outlines
  Page 6
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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