TEXT: Cookie Monsters
  by Darrell Hardy
  The adventure begins when the heroes are 
  approached by Davis Johnson, a friend of 
  a friend, who asks for their help with some 
  ghosts.
  “Well, I think they’re ghosts,” he says. 
  “I don’t know for sure. But there’s definite-
  ly something weird going on.”
  Johnson explains that he recently moved 
  into a house on a cul de sac in a quiet resi-
  dential neighborhood. It’s pleasant enough, 
  but the neighbors have been acting strange 
  recently.
  “Ever since the weather turned warm, 
  they’ve been all jittery. And a week ago, 
  some of them just up and left. Packed up, said something 
  about a ‘long vacation,’ and took off.”
  When he tried to talk to his neighbors, most were evasive 
  and pretended not to know what he was talking about. Graham 
  Parks, the neighborhood’s token aging hippie, was the only 
  one to tell him the truth.
  “He says it’s a pack of ghosts. They look like scouts—you 
  know, the girls who sell the cookies—but they’re actually 
  ghosts of the people who originally owned the land our houses 
  were built on. They were killed for their land, and now they’re 
  haunting Pine Circle Drive.”
  Johnson has seen the ghosts himself. They looked like a 
  troop of uniformed girls, ages 8-12, dragging a wagon full of 
  cookie boxes. He was driving away from the neighborhood 
  when he saw them, and watched everyone on the street rush 
  inside and close their doors.
  “I’ve never seen people so scared,” he says. “It freaked me 
  out. And so I came to you to see if you could... you know, do 
  some poking around. And maybe some punching.”
  Background
  Five years ago, Sarah Washington and her troop of scouts 
  were almost the top cookie-sellers in their district. She was 
  obsessed with being the best (the top seller won a very nice bi-
  cycle) and bullied the rest of the troop to constantly sell, sell, 
  sell! She hoped that the Pine Circle cul 
  de sac would put her over the top, but no 
  one bought any. Simmering with rage as 
  she left the neighborhood, she stepped 
  into the street without looking. She nev-
  er saw the car that sent her flying head-
  first into the streetlight on the corner.
  Sarah died instantly. But she still 
  wants to win that bike.
  The Haunting
  When cookie-selling season begins each 
  spring, the ghost of Sarah Washington 
  returns to haunt Pine Circle Drive. She 
  manifests four other scouts and a wagon 
  filled with cookies boxes, then visits each house on the street 
  in turn. While on the hunt, she and her manifestations are vis-
  ible and solid in the physical world.
  Sarah knocks on every door and rings every doorbell. The 
  first time a door is opened to her (or she catches some one 
  outside), she attacks!
  If no one opens a door to her the first time around, Sarah 
  hits every house two more times, growing more aggressive 
  and agitated each time. She pounds on the doors and shouts, 
  “I know you’re in there! I know you want cookies!” If rejected 
  after three times around the cul de sac, she disperses her man-
  ifestations and lies dormant in the ground beneath the street-
  light that killed her. She rises to start the cycle again d12+12 
  hours later, angrier than the day before.
  If Sarah kills someone with her attack, her vengeance is 
  satisfied, and she goes dormant beneath the streetlight  until 
  the next cookie season. If not, her attacks on the houses grow 
  increasingly aggressive until she eventually smashes her way 
  into a victim’s home and enters through the broken door.
  Finally, if someone were to present Sarah a bike matching 
  the one she was hoping to win, she would vanish as if her ven-
  geance was satisfied. This would only be a temporary solution 
  of course, as she would return again the next year.
  The uniformed girls come bearing goodies, but leave a trail of terror and 
  death in their wake. Can this neighborhood survive cookie season?
  
  © 2016. Ghost Punchers and all original characters, marks and logos are trademarks of Hardy Tales 
  LLC. Original cookie by Chance Smith from the Noun Project, licensed under the Creative Com-
  mons Attribution 3.0 Unported License. This game references the Savage Worlds game system, 
  available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associ-
  ated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. 
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose 
  of this product.
  www.hardytales.com
  Investigation
  The characters may pursue various avenues of investigation:
  Ghost Land: By poking around in public records, the he-
  roes can easily debunk Graham Parks’ story of dead landown-
  ers. The land the neighborhood was built on was empty farm-
  land sold to the city in 1967 and sold to developers in 1988.
  Scouting for Trouble: With a successful Investigation 
  roll, the heroes find records of Sarah’s fatal car accident. On a 
  raise, they learn the names of the four girls who were with her 
  at the time. (They correspond to the four manifestations Sarah 
  creates, but are themselves very much alive. They’re reluctant 
  to speak about Sarah, but might eventually admit she was a bit 
  of a bully.) On two or more raises, the investigators confirm 
  that Sarah died from hitting the streetlight.
  Recent History: If the heroes look into local incidents 
  since Sarah’s death, a successful Investigation roll reveals 
  that two people have died under mysterious circumstances 
  during the past two cookie seasons. Latisha Reynolds died 
  two years ago. Dan Owens died last year. Both of them died 
  from suffocation while in their homes. On a raise, the heroes 
  learn that, while medics found bruising inside the victims’ 
  mouths and throats, there was no sign of whatever had ob-
  structed their air flow.
  Asking Around: By talking with Graham Parks and the 
  other remaining locals, the heroes can learn the “recent his-
  tory” information above with a successful Persuasion or In-
  timidation roll. On a raise, they learn that “everyone knows” 
  it was the ghost scouts who did it; people saw them go into 
  Latisha and Dan’s houses, but no one saw them leave. On two 
  or more raises, they learn that while the official “cookie-sell-
  ing season” is set by the local scout council, the locals know 
  the ghosts are active because the street light never turns off.
  The Streetlight
  The streetlight that took Sarah’s life is a standard 25 foot-tall 
  metal pole with an electric light at the top. It is, as the heroes 
  may suspect, Sarah’s link. To effectively destroy it, they need 
  to remove it from the sidewalk, break it into multiple pieces, 
  and scatter those pieces at least half a mile from each other. 
  The streetlight has 12 Toughness, which must be overcome 
  each time a piece is broken off. If the punchers attack the 
  streetlight in any way, Sarah immediately appears to defend 
  her link, even if she was previously lying dormant.
   Sarah Washington
  Sarah isn’t much for conversation. Her only topics are cook-
  ies, revenge, and how much she wants that bicycle.
  When confronted, her first tactic is to send the other scouts 
  to hold the mediums down while she uses her Force Feed abil-
  ity on them. If this doesn’t work, she draws the scouts into 
  herself and uses the increased mass to become a 20 foot-tall 
  version of herself with her Super Size ability.
  If she feels like she’s losing the fight, Sarah ditches her 
  physical form and flees to the streetlight.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d10, Notice d12, Stealth 
  d10, Taunt d10
  Charisma: —; Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  • 
  Force Feed: By making a successful Fighting roll, Sar-
  ah shoves a cookie into her victim’s mouth. The cookie 
  immediately replicates itself down the victim’s throat, in-
  flicting 2d6 damage. The cookies are manifestations and 
  vanish a few seconds after inflicting their damage. This 
  attack can only be used while Sarah is in physical form.
  • 
  Ghostly: Sarah has all the special abilities of a ghost (Es-
  sence Drain, Fear –2, Hard to See, Spiritual)
  • 
  Link: Sarah is linked to the streetlight on Pine Circle 
  Drive that killed her.
  • 
  Manifestation (Omen—Four Scouts): Sarah manifests 
  four other scouts who look like the girls who accompa-
  nied her on the day of her death. They have d4 in all stats, 
  and Sarah uses them to swarm her victims (grappling 
  them with their d4 Fighting) and hold them down so she 
  can feed them the cookies they deserve. (She gets a +1 
  gang-up bonus for each scout attacking the victim.)
  • 
  Open Door Policy: Sarah is unable to enter houses ex-
  cept through an open door or window. Once inside, she 
  can pass through internal walls the standard ghostly fash-
  ion, but those outer walls, doors, and windows are im-
  passable to her and her scout manifestations.
  • 
  Super Size: By pulling her scout manifestations into her-
  self, Sarah turns into a giant version of herself. While su-
  per-sized, Sarah has +3 Toughness and Strength of d10.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Ghost Punchers/Savage Worlds - Ghost Punchers - Adv - Cookie Monsters.pdf