TEXT: Written by Adam Eichelberger
  Developed by Eddy Webb and Michael Goodwin
  Edited by Genevieve Podleski
  Layout by Tiara Lynn Agresta
  Art by XX
  An adventure for Exalted 
  using the Storytelling Adventure System
  White Wolf Publishing, Inc.
  2075 West Park Place Blvd  
  Suite G
  Stone Mountain, GA 30087
   If anyone preach to you— besides that which you have received, let him be Anathema. 
  – Galatians 1:9 (Douay-Rheims translation)
  © 2011 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use 
  only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the 
  Lost, Hunter the Vigil, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned 
  subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. 
  All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com
  STORYTELLING ADVENTURE  SYSTEM
  MENTAL 
  OOOOO
  PHYSICAL 
  OOOOO
  SOCIAL 
  OOOOO
  SCENES
  12
  XP LEVEL
  35
  
  An adventure for Exalted 
  using the Storytelling Adventure System
  © 2011 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use 
  only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the 
  Lost, Hunter the Vigil, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned 
  subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. 
  All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com
  White Wolf Publishing, Inc.
  2075 West Park Place Blvd  
  Suite G
  Stone Mountain, GA 30087
  An adventure for Exalted 
  using the Storytelling Adventure System
  STORYTELLING ADVENTURE  SYSTEM
  MENTAL 
  OOOOO
  PHYSICAL 
  OOOOO
  SOCIAL 
  OOOOO
   If anyone preach to you— besides that which you have received, let him be Anathema. 
  – Galatians 1:9 (Douay-Rheims translation)
  SCENES
  12
  XP LEVEL
  35
  
  1
  Introduction
  They are the brave princes of the earth who guard against the 
  wicked and dreadful Anathema-kings of old. They are the thin 
  scarlet line between the most civilized Realm and the barbarians 
  at the gate. Without their ever-watchful-eye and powerful dragon-
  touched hands, Creation would be defenseless against the evil 
  foe. They know their enemy. They stay one step ahead of the 
  wretched. To serve is an honor, and to retire is a glory. 
  They are the shikari—the warriors who form the Wyld Hunt.
  This is a story of a circle of shikari, a group sworn to defend 
  the Realm and destroy the foul Anathema, wherever they may 
  hide. This is a story of what happens when duty goes wrong. 
  What happens when the indomitable hunt is hunting the wrong 
  target? When they are ready for one demon-breed but end up 
  against another? 
  And, most important, what happens when the hunters must 
  hunt their own?
  What’s Inside
  In Hunting a Monster provides the Storyteller with a complete 
  Exalted story, from beginning to end. While this story is designed 
  to work early on in a series, it is not designed to be the beginning 
  of a series, nor is it intended for completely new players. The 
  enemies are designed to be very competent—befitting a group of 
  errant shikari. This degree of competency could be fatal in the 
  hands of a tactically-oriented Storyteller if your players are not 
  well-versed in Exalted combat. If your players are not tactically-
  oriented, don’t worry; we’ve included notes to help you out. 
  This Storyteller Adventure System (SAS) product allows 
  players to take part in a hunt gone bad. Characters must summon 
  up their cunning and martial prowess to face a foe which they 
  were not expecting, and may not be equipped to face. At the 
  same time, In Hunting a Monster asks what the characters will 
  do when faced with having to slay one of their own: will they 
  blindly follow the dogma of the Immaculate Faith, or will they 
  begin to question the foundation of their beloved Realm?
  
  2
  As the first act progresses, the characters uncover signs that their prey 
  is a Lunar, not a Solar. His actions leave few traces of his passing. The 
  investigative trail points to a group of wyld barbarians near the city, 
  leading the shikari to conduct a surgical strike or an all-out assault on 
  the Hratrak barbarians, as befits their talents and choices.
  The second act is all about the rising action of the hunt. The shikari 
  locate a temple where their Forsaken target’s prior incarnation once 
  walked. The hunters discover the history and truth of Dathesk: It is a 
  social experiment being conducted by an aged Lunar. Worse still, Mayor 
  Thurfas, an agent of Wolf’s Horn the Trickster, has been helping the 
  Anathema stay hidden. The entire town may be against the shikari. 
  Riding back to Dathesk, the hunters confront Mayor Thurfas. 
  Eventually, Wolf’s Horn steps in to protect his loyal servant. With his 
  own grim determination and insane courage, Wolf’s Horn battles the 
  Dragon Blooded in the quickly-deserted streets of Dathesk (most of the 
  townsfolk are smart enough to get out of the way—property damage 
  tends to follow in the wake of Exalt-on-Exalt combat). 
  In the midst of this battle, something unexpected happens: it turns 
  out the All-Seeing Eye’s intelligence was correct after all! There is a 
  Forsaken Anathema in Dathesk, but until this moment had not yet been 
  chosen. Useless Sparrow takes action, either to defend the Terrestrials (if 
  Horn is overtaking them) or to intervene against a surprise attack from a 
  beastman (if the Terrestrials are defeating Horn). In a single moment of 
  glory, he is chosen as a Dawn. Taking advantage of the sudden change, 
  Wolf’s Horn absconds with Sparrow and retreats to his Manse. 
  Now the hunt is on! Do they crush the last of Horn’s army in a 
  glorious strike and take the Anathema in a direct confrontation, or 
  do they sneak in through a hidden coastal exit from his manse? Once 
  through the silvery heart of darkness, they confront the wicked Lunar 
  Trickster. After a final battle with their Lunar target, the shikari must 
  decide what to do with Sparrow. He is now Anathema, but he was 
  their faithful servant, and wants to serve them still. Perhaps even 
  more disturbing, how did the All-Seeing Eye botch sending them on 
  a mission to hunt an Anathema, only for the original demon-spawn 
  they were going after to appear because of their actions in the mission? 
  Even the Realm’s astrologers should not be capable of such divination.
  What stories will the Realm tell of the shikari now? Will they be 
  hailed as glorious conquerors, preserving the honor of the realm from 
  ancient demons? Or will their names be stricken from the Immaculate 
  Faith as they are cast down as demons?
  About the Storytelling Adventure SyStem
  If this is your first Storytelling Adventure System (SAS) product, 
  you’ve chosen a fine place to start. To keep this story kit lean and 
  focused, though, we haven’t included a lot of the core premises and 
  Storyteller suggestions that are at the heart of the SAS. Whether 
  you’re a new Storyteller or an old hand, be sure to read the free 
  SAS Guide, found at the SAS website:
  www.white-wolf.com/sas
  Here are some of the features available in In Hunting a Monster:
  • Interactive links. Clicking on anything in red will take you 
  directly to the section referenced, or to an appropriate character 
  sheet or prop. It can also take you to an external website that could 
  be useful.
  • Storyteller characters. Clicking on a Storyteller character’s 
  portrait will take you to that character’s sheet. Clicking on the sheet 
  will take you back to the character’s writeup. 
  Treatment
  In Hunting a Monster tasks Dynasts and Lost Eggs to hunt down and 
  slay a newly chosen Forsaken (or Dawn caste Solar) in the Threshold. 
  According to the Wyld Hunt’s intelligence, this Anathema resides in 
  or around a community with little influence from the Realm, one that 
  only pays a nominal tribute. Unfortunately, the shikari are about to 
  discover that even their renowned intelligence can be mistaken. What 
  waits for them in the sleepy community of Dathesk is not a Forsaken 
  warrior, but a silver-born Trickster. 
  Act One begins with the shikari en route to Dathesk, a town in the 
  northeastern Threshold. They are on a mission to annihilate a Solar 
  Anathema. Their mortal logistician, Useless Sparrow, responsible for 
  handling all the character’s day-to-day needs throughout the hunt, 
  communicates what he knows of Dathesk. The story then flashes back 
  to Cathak Setod, the circle’s superior in the Wyld Hunt, giving them 
  one last lesson. Setod explains the mission—to slay a Golden Child—
  and has a brief conversation about the current state of the Realm. 
  Then the shikari enter Dathesk. Mayor Carriker Thurfas greets 
  them and tries to assure them there is no Anathema in Dathesk. A 
  second flashback gives the characters a chance to interact with the 
  Realm bureaucracy and receive their formal briefing from the Office 
  of Harmony. Additionally, clever shikari can secure resources to help 
  the hunt (though with the pending economic and political collapse, 
  the Office is reluctant to hand over any of its dwindling budget).
  
  3
  Theme: The Hunt
  In Hunting a Monster is all about the hunt itself. The central focus 
  is on the hunt of Anathema, but the hunting is more than just physical. 
  The story here is about a hunt for meaning and purpose. There is also 
  a hunt within the characters for purpose in their ritual killings when 
  asked to hunt one of their own. Depending on your shikari’s backstories, 
  this could be a hunt for recognition within the Realm, a chance for 
  Lost Eggs to make something of themselves and be held as peers by 
  the Dynasts, or one last mission before they can go home and forget 
  all about the Hunt.
  The hunt defines many shikari. It is how they exercise their power 
  and dominion over the whole of Creation. It is a chance to do honor 
  to the Realm, earn glory for themselves, and hunt political power that 
  comes with that popular power, for the hunt makes men into heroes, 
  and for heroes unto legends.
  Mood: That We Do Not Become  
  A Monster
  There’s an old cliché about being careful when hunting a monster, 
  lest you become one yourself. In the first act, Cathak Setod asks the 
  characters to reflect upon the Realm, upon the nature of the Hunt 
  and upon the texts of the Immaculate Order. The characters have a 
  chance to build a rapport with a kind, young and very handy mortal. 
  Then they’re duty-bound to kill him. Why? Because he was Chosen? 
  Because their texts call him Anathema? Who truly is the monster? Or 
  is faith in the Immaculate texts so strong that we need never question 
  it? Shall that dogmatic mind keep one from devolving into a monster, 
  or have they already?
  An Episode in Your Series
  This story is intended to be run early in your series, but not at the very 
  beginning. While it can be run as your first story, In Hunting a Monster 
  is designed to take a group of Terrestrials who have already forged a 
  bond with one another and thrust them into a difficult situation, both 
  physically and spiritually. Cathak Setod can help you forge a link from 
  your earlier series to this story. He can serve as a father figure and patron 
  for your circle, coaching them before one or two earlier hunts. As an 
  Elder Shikari, his reputation for success (particularly against Lunar 
  Anathema) is legendary.
  Useless Sparrow is another way to forge a link from your earlier 
  sessions to this story. Having him serve as their logistician during 
  missions prior to In Hunting a Monster will help strengthen the circle’s 
  emotional ties with him. Alternatively, if you already have a mortal 
  character in a position of trust within the circle, and it makes sense to 
  bring him or her along, you could replace Sparrow with that character.
  Depending on what actions your characters take in the conclusion, 
  you have a number of directions to take when the story finishes. If 
  the shikari forsake the Realm, then Setod may gather a group of elder 
  shikari to crush his wayward pupils, but is Setod up to the task? If 
  your characters do the proper thing—the right thing, according to the 
  Immaculate texts—and slay Sparrow, then other members of Horn’s 
  circle may come after them. The shikari may have questions about 
  how the All-Seeing Eye messed up their intelligence so badly. (If you 
  have a sorcerer who is aware of the Sidereals, this could get ugly and 
  interesting very quickly.) In addition, the increased fame from surviving 
  such a harrowing mission buys considerable political power.
  reference mAteriAl
  The Compass of Terrestrial Directions Vol. I – The Blessed Isle 
  can help you add depth to the Wyld Hunt. The book details the 
  Immaculate Order and the Wyld Hunt’s command structure and 
  their pseudo-military breakdown. This may help you understand the 
  sort of planning and logistics required to create an elite strike force 
  designed for asymmetrical warfare and engaging in full spectrum 
  operations by what amounts to the Realm’s standing emergency 
  executive authority.
  The Thousand Correct Actions of the Upright Soldier is a 
  collection of Terrestrial battle tactics and holy texts that can help 
  you think of quips for Setod and the Office of Harmony. More 
  importantly, it includes several new Charms and collected errata for 
  existing Dragon Blood Charms. If you do not have access to this book, 
  we strongly encourage you to check out the free Scroll of Errata 
  from DriveThruRPG.com, which contains the corrected Dragon Blood 
  Charms. This story is written with the assumption that players and 
  Storytellers are using the corrected Dragon Blood Charms.
  The Army Field Manual 3-0, Full Spectrum Operations is a great 
  (and free) resource if you want to do a little research into how the 
  real world conducts similar operations. Sections 6-41 and following 
  are most relevant to the Wyld Hunt, especially the concepts of 
  defeat mechanisms. You can introduce such concepts through sacred 
  texts of the Wyld Hunt, or doctrinal texts such as the Thousand 
  Correct Actions.
  
  4
  A Story By Itself
  If you want to run this story on its own, characters you make for 
  the story should have at least 35 experience points. Their backstories 
  should include a successful career in the Wyld Hunt for at least a few 
  characters in the group, though not necessarily all. One person might 
  have Useless Sparrow as a Follower or Henchman. Others may be 
  shikari who have begun to doubt the glory of the Realm. Another 
  might be a fervent and loyal follower of Hunt’s tradition, who believes 
  in the might and glory of the Realm above all else.
  If you are planning on running this story alone, take some extra time 
  in the first act to make sure you drive home the early introspection 
  on what it means to be a hunter. Show Useless Sparrow as someone 
  useful to the party, but be careful not to upstage the players. Make him 
  a commodity for them to use, not the main show.
  Backstory and Set-up
  Few citizens and patricians know how exact and detailed the Wyld 
  Hunt’s intelligence truly is. That’s because very few realize the Office of 
  Harmony is being fed close to real-time information from a Creation-
  spanning network of vigilant viziers—the same bronze Sidereals whose 
  brazen actions orchestrated the collapse of the Solar supremacy. Even 
  the few Terrestrials who are aware of the Bronze Faction’s assistance 
  usually do not comprehend the precision of the Sidereal’s predictive 
  powers. They’ve simply learned not to question the stranger reports of 
  Anathema activity they receive. It’s often easier and more cost-effective 
  to send a group of shikari to a faraway land than it is to question the 
  All-Seeing Eye’s intelligence and risk creating a tyrant like the Bull 
  of the North.
  The viziers are capable of predicting where and when a Solar will 
  be Chosen, and they can have shock teams already en route when the 
  momentous event passes.
  Only rarely is their intelligence wrong…
  Backstory
  In the aftermath of this story, Heaven will file away a report detailing 
  one of the most severe Bronze Faction screw-ups since Fallen Lapis. (At 
  least this time there won’t be any war criminal charges levied against 
  the poor bastard assigned to this prediction.) 
  You see, the Wyld Hunt’s intelligence is not perfect. 
  Most Sidereals would never freely admit that their predictions may 
  not be infallible. After all, what could possibly escape their notice? 
  That was the sort of thinking which led to this incredible debacle by 
  a young Bronze faction Sidereal. He didn’t check the causalities he 
  was altering within the non-linear, iterative layers of the Loom. He 
  overlooked that the future in his forecast relied on the group of shikari 
  his intelligence would send to the area.
  This young vizier spotted a disruption in the Loom. This particular 
  disrupted caused a wrinkle in the tapestry, causing it to roll in a manner 
  distinctly similar to how fabric does not fold. This could only be an 
  Exaltation, for no other fold has that look, and it’s a trivial matter for 
  a Sidereal to discern the Exalt as a Solar. Being the dutiful Bronze 
  Sidereal that he was, the vizier swiftly informed the Wyld Hunt with 
  the general time and location where they could find the Anathema.
  Unfortunately for the shikari, the Sidereal missed two things. First, he 
  made did not realize he was creating the conditions for the Exaltation, 
  for such tautological threads are extremely rare within the Loom (and 
  thus younger Sidereals sometimes overlook this possibility). Second, 
  he miscalculated the probability of hidden Lunar interference. This 
  means Wolf’s Horn went unnoticed, and the shikari’s briefing included 
  no warnings of Lunar interference.
  So, ready to face the Solar Anathema, the shikari are dispatched with 
  training and tactics appropriate for a Golden Child. As elder Hunters 
  can tell you, prepping and hunting the wrong type of Anathema is 
  tantamount to disaster. One doesn’t spar with the serpent as one 
  wrestles with the Yeddim.
  Unless you want to get bit or trampled.
  Set-up
  In Hunting a Monster assumes the circle is a band of Terrestrial 
  Exalted involved in the Wyld Hunt, and that they are not starting 
  characters. Their involvement in the Hunt may be something new, or 
  it may be an integral part of a character’s backstory. The level doesn’t 
  matter, as long as they are all shikari, if only for this task.
  Members of the Immaculate Order are easy enough to push into 
  the Wyld Hunt, if they’re not already involved. Dynasts can be much 
  trickier, depending on the Dynast. Members of House Tepet might be 
  trying to establish a name for themselves, seeking to gather an army 
  from the Threshold which sees them as a savior from the wicked 
  Anathema. An army can help replace the shattered Tepet Legions, and 
  
  5
  The Cast
  Useless Sparrow
  Quotes: “What can I gech’ya, shikari?”
  “Somethin’ smells rotten in town, Terrestrials.”
  (After Exaltation.) “The hunt is all I’ve ever been good at. What do I 
  do now?” 
  Motivation: Serve and Protect All He Loves. Notable Intimacies 
  include: the unit he’s assigned to (Happy Obedience), Dathesk (Fond 
  Memories). 
  Background: Born in Dathesk two and a quarter decades ago, the 
  mortal called Useless Sparrow was a troublemaker in a land of staunch 
  and dour townspeople who watch outsiders with suspicion—outsiders 
  like him and his mother. He eventually grew out of this phase, but not 
  before he ended up in some serious trouble with a few teenagers playing 
  Gateway. So his mother sent him away to live with his cousins on the 
  Blessed Isle. There, Sparrow earned the moniker Useless Sparrow by 
  flunking out of what little education his family could afford for him 
  (and it was very little – why bother spending it on the worthless cousin 
  when your own sons will make good use of it?). This lead to partying 
  and binge drinking, until Sparrow realized, while face down in his 
  set a Dynast up to challenge the Bull of the North. Perhaps a young 
  Dynast wants to get his family off his back for a little while—or just 
  see the world! Lost Eggs who are not part of the Immaculate Order 
  might be offered a chance to join one of the Great Houses after a 
  successful hunt. 
  The story begins with the shikari on a ship, heading for their 
  hunting grounds. The details of why they agreed could be important 
  to their motivations for saving or slaying Sparrow (which is why the 
  first act offers a few flashbacks – you’re encouraged to talk to players 
  before the game if they wish to expand those flashbacks to include 
  personal persuasion).
  choSen of A celeStiAl nAture
  This story is designed for Dragon Blooded, but that doesn’t mean 
  you cannot use other Exalts. However, the use of Celestials requires 
  alterations. Here are some ideas to help integrate other Chosen 
  into the story:
  Solars: Here are two possible ways to use Solar Exalted. First, you 
  could completely invert the story. Perhaps a group of Solars heard 
  from a Gold Faction contact about a new Chosen and are trying to 
  get there before the Wyld Hunt does. For another, stranger style of 
  play, perhaps one Solar, convinced of her own Anathema status, is 
  working with the Dragon Blood to purge others of her kind.
  Abyssals or Infernals: These Exalts might also make use of the 
  Anathema Hunter Robin style. Perhaps a Deathlord commands his 
  Abyssals to collect the newborn Solar and bring him back for torture 
  and turning. Maybe the Infernals are seeking an ally or trying to 
  bring a new, pliable mind to their Yozis. 
  Sidereals: A single Sidereal could be assigned to the shikari to 
  ensure this particularly dangerous Solar is slain. If so, another Sidereal 
  may be setting up the player character to take the fall for the inept 
  reading that leads to this debacle. Alternatively, a group of Sidereals 
  may have some characters who want to save the Solar and some who 
  are trying to ensure he dies, creating inter-circle conflict.
  Alchemicals: Perhaps the hardest to fit this story, really creative 
  Storytellers could refit this story to have a group of Alchemicals 
  stumble across the Wyld Hunt while the Hunt is going after the 
  yet-to-be-Chosen. 
  
  6
  The Cast
  own bile, that he was wasting his life. Soon after, he took the razor 
  and entered the Immaculate Order.
  Since then, Sparrow has worn the moniker of monk. He wasn’t very 
  good at that either, but he was brave, compassionate, and willing to try 
  his damndest. This perfect combination of factors caused his superiors 
  to assign him to the Wyld Hunt (as bait). The Mouth of Peace herself 
  signed his first orders, certain that this screw-up would find peace in 
  the embrace of the Immaculate Dragons. He’d die a hero and make 
  up for all his past mistakes.
  That’s when Useless Sparrow discovered his knack: logistics. Like 
  the parcel carriers of the old First Age, he was very good at ensuring 
  everything was in place for his cadre. He could procure things from the 
  (utterly inefficient) Deliberative. He could predict foul conditions for 
  travel and be ready for them. He understood his role and played it well.
  In short order, Sparrow gained a reputation as a hard-working 
  logistician among the mortal support staff assigned to the Wyld Hunt. 
  Now he’s assigned to a group of shikari that could be his end, one way 
  or the other.
  Description: If he were a bird, Sparrow would be a heavy bird, too 
  wide to fly. His movements are inelegant, yet they are precise and 
  coordinated. He’s not clumsy, just lazy. Sparrow’s head is shaved, like 
  most monks, but marked with only three little dots, two in a row and 
  one below the top right dot. There were supposed to be six, but his 
  thick skull broke the needle.
  Sparrow’s oxen-eyes are dull, causing people who don’t know him to 
  assume he’s stupid or slow. Those who do know him don’t underestimate 
  his speed and fortitude. He may look average, but he’s surprisingly 
  competent.
  Storyteller Hints: While it’s not critical that the party warm to 
  Sparrow, liking this character can help make determining his fate a 
  more difficult decision. What’s important is that the circle trusts or 
  pities Useless Sparrow in some way, even if only as some flunky taking 
  care of the menial details beneath them. This will help drive home an 
  emotional impact for the players when they must confront their trusted 
  servant – or, for players roleplaying a Conviction-based monster, allow 
  them to demonstrate how heartless their character truly is.
  The character sheet in this story presents Useless Sparrow as he 
  would appear post-Exaltation, during Act 3’s climax. Since Sparrow is 
  only recently Exalted, his Charm capabilities are below that of normal 
  starting Solars (he has not had time to master his initial Charm suite).
  Notes: Sparrow wears Exceptional Lamellar Armor (+1 soak, +1 Mobility). 
  The armor was a gift from one of his prior squads for a job well done handling 
  a particularly bitchy Terrestrial. Since the gift came from her, many monks 
  have wondered what exactly he did to handle her. 
  Combos:
  Sparrow Strike Flight (cost: 1wp; 2m per Dipping Swallow Defense, +1m per 
  die for First Excellency): Dipping Swallow Defense, First Melee Excellency: 
  Burnished golden wings spread from the hilt of Sparrow’s weapon as a brilliant 
  flock of birds rises around him. The birds guide his weapon through the best 
  possible motions. Their buffeting wings draw the master’s steel to precise 
  parries, regardless of his tendency toward overextended movements.
  Wolf’s Horn
  Quotes: (Upon realizing the Hunt isn’t after him) “You didn’t expect 
  to find me, did you?” 
  “You fools! Dathesk is mine! Her people are mine! Her gods are me and 
  my children!”
  (With seething hatred) “I have survived wilderness and war. I have built 
  implacable societies. You will not undo me, Terrestrial.” 
  Motivation: Build a Strong, Independent Society. Notable Intimacies 
  include: Wyld Hunt (Irrational Hatred), Solar Bond (Regret), Dathesk 
  (Fierce Protection).
  Background: He has 
  survived for nearly three 
  centuries. Hunt after Hunt 
  has failed to fell him. All 
  those who have tried to stop 
  his society have died. All 
  those who try to stop his great 
  experiment will meet the 
  same fate. He is a master of 
  deceit and lies, and a rebel 
  against the Realm’s central 
  oppression. “Never trust a 
  Dragon Blood, and never tell 
  them the truth,” he tells his 
  students and experiments.
  Wolf ’s Horn was born 
  into squalor and poverty at 
  the fringes of civilization. 
  
  7
  He Exalted in his late twenties, after the Realm crushed his homeland 
  and scattered the survivors to the winds. He fought in the last great 
  battle of that campaign and escaped when he saw they could not win. 
  In his escape, he caught an arrow with his ribs and bled for several 
  hours, until he collapsed on the banks of a pristine lake. His blood 
  diluted the water and painted Luna’s reflection red.
  The Lady saw that crimson hue on her reflected gown, and she smiled 
  on the fallen rebel, for his kind belong to her. He refused to die and she 
  granted him mercy as only the Silver Lady could. She promised him 
  war and strife in exchange for his life, and his refusal to surrender was 
  all the approval she needed. Who else deserved one of the Exaltations 
  that would, inevitably, find him?
  Wolf’s Horn fixed his tattoos with the help of a No Moon whom the 
  Wyld Hunt slew shortly thereafter. Horn learned to fight the Hunt and 
  grew to hate them and everything for which they stood. This hate was 
  not merely because they were out to slay him. No, Horn’s rage grew 
  much deeper. 
  For nearly a century, he was a failure to the Silver Pact. Every attempt 
  he made to engineer a society in accordance with the Thousand 
  Streams met with utter collapse at the hands of the Wyld Hunt. Every 
  time he escaped, but every time he had to start over. He raged until 
  the Pact thought he’d gone insane.
  Then one day, his madness left him. Horn realized he’d been going 
  about this the wrong way. He shouldn’t be creating a society to stand 
  up to his hated foes. He should create one that knew the foe’s lies and 
  could lie right back to them. Create a society that would see the benefits 
  of a quiet revolution, biding its time until the Realm was weak enough 
  to cast off her yoke. They started paying nominal tributes with inferior 
  goods and counterfeit talents that wouldn’t be noticed until it was too 
  late to follow which tributary generated them. 
  The mad dog learned to play nice, all the while building an army of 
  beastmen and waiting for the perfect weapon to use against the shikari 
  and the Realm.
  Description: A tall and imposing individual, Horn’s stance always 
  seems to lead one’s eyes from him to the moon, then back to him. He’s 
  generically attractive, symmetrically so, appealing to animal instincts 
  that this one could produce good progeny. Mortals want to run with 
  his pack. They want to help him. By the time they figure out he’s 
  crazy, they’re already sitting with him around a fire pit, roasting their 
  pet and wearing a grass skirt on their head while sipping things they 
  hope are only alcoholic.
  Horn dresses in finely-tailored clothes that are light, breath well, and 
  allow him to shed them quickly. He hates to ruin them when shifting 
  form, but if he’s threatened or in a hurry he will. If he knows an enemy 
  is coming, he’ll be garbed in moonsilver armor that clings to his form 
  so closely that one might believe he’s naked. People often mistake 
  his eyes for a strange hazel color, while those who are very observant 
  notice they are the yellow eyes of a lupine.
  Storyteller Hints: Wolf’s Horn has many more Charms than his 
  character sheet lists. We’ve limited them to the Charms most relevant 
  to this story, which is most likely combat. Should the need arise, you can 
  assume Horn is comparably proficient in social combat and knows many 
  Mental Charms as well. He knows neither sorcery, nor necromancy.
  Notes: Horn’s Beastman form has the following mutations: Enhanced Sense 
  (Smell), Fangs, Gazelle’s Pace, Talons, Tail, Thick Skin. His suite of powers from 
  Gift Charms gives him his claws, and causes him to regenerate 1 lethal every 
  action. This costs him a total of 11m to activate, including the shapeshifting 
  cost. His combat traits (claws and soak) assume he is using this suite.
  When using Relentless Lunar Fury, Horn tends to activate a suite of Fury 
  Charms giving him the following effects: his claws become piercing, reduce 
  the Defense Value penalty of all attack actions by one for the duration, and 
  eliminate another 2 points of penalties to Dodge or Parry Defense Values. 
  Lastly, Horn recovers 1m for every extra success on the attack roll when he 
  strikes a target, up to 3m (Stamina). This costs him a total of (9m, 1wp) to 
  activate and lasts eight actions.
  Horn has several Combos. Two of his favorites are listed below. 
  Combos:
  Beyond the Wyld Roar (cost: 10m, 1wp, +1m per die of accuracy or parry 
  DV, +2m per automatic level of damage, +4m per perfect, +1wp to bypass 
  armor): First Dexterity Excellency, Flowing Body Evasion, Ferocious Biting 
  Tooth, Impressions of Strength, Burrowing Devil Strike, Unstoppable Lunar 
  Wound. Arching his back and issuing a terrific roar, blue-white essence bursts from 
  every strand of fur on Horn’s lupine body. He lunges at an opponent with impossible 
  force, trailing afterimages of argentous forms that rain every possible attack upon 
  an enemy in a single shimmering blow. Every moonlit move is carried with grace 
  beyond perfection, just as every twist of his body carries him past his foe’s futile blows.
  The Wolf Brooks No Foe (cost: 5m, 1wp, +2m per success, +3m for Butterfly 
  Eyes Defense): Butterfly Eyes Defense, Butterfly Eyes Fist, Second Manipulation 
  Excellency. With a flash of silvery light and a roar of utter certainty, a transparent 
  sphere of white-blue light surrounds Wolf’s Horn, warding him from all his foe’s 
  attacks. Then, with the authority due a Steward of Creation in his voice, he speaks 
  a dreadful word that bewilders his foe, causing her to stumble as he wishes.
  
  8
  no Silver, no Problem!
  For Storytellers who lack the MOEP: Lunars book, don’t worry! 
  The notes on Horn’s character sheet explain the basic powers of his 
  beastman form, as well as his fury-related abilities. This should be 
  enough to carry you pretty far in his combat with the shikari. Other 
  relevant powers include a Charm similar to Infinite (Ability) Mastery 
  but for Dexterity, and several social Charms to exert unnatural 
  mental influence.
  Beyond the Wyld Roar allows him to make a perfect dodge or 
  parry as well as apply automatic damage to all his damage rolls, 
  similar to Fire and Stone Strike, as well as use his Dexterity Excellency.
  The Wolf Brooks No Foe allows him to create an illusion that 
  he has used a relevant perfect defense, and (if necessary) an ability 
  to take him out of harm’s way. While this has no true effect on his 
  defense, it can make an enemy abort attacks from an extra action 
  Charm or refuse to activate late-step Charms. It also allows him, as 
  a Simple Charm, to make an attack against his opponent’s Mental 
  DVs to dictate her next action.
  Mayor Carriker Thurfas
  Quotes: (After a request he does not intend to fulfill) “…is that what 
  you want, Lord Terrestrials?”
  “I still say your intelligence is wrong, shikari. No Anathema has set foot 
  here in centuries.”
  “My friends, we must work as hard as we can to appease these 
  great warriors!”
  Motivation: Grow and Administer Dathesk. Relevant Intimacies 
  include: Wolf’s Horn (Fear and Loyalty), the Realm (Distrust), the 
  Wyld Hunt (Fear of Being Exposed).
  Background: Mayor Thurfas was born and bred to his position. Wolf’s 
  Horn oversaw everything from his conception to his birth, education, 
  and installation as mayor of Dathesk. Installed at the tender age of 
  fifteen, Mayor Thurfas has led the people of Dathesk out of a terrible 
  drought and into an unparalleled time of economic prosperity that’s 
  lasted for almost twenty five years. Though not a great warrior himself, 
  he commands the respect of the entire town and projects an aura of 
  competency and assurance. 
  That aura is not wholly undeserved, for the mayor is competent, 
  though slow to act. He governs through a flexible policy of non-
  interference with the day-to-day lives of his citizens. In this case, 
  “flexible” means that he still takes an appropriate tax, levies the town 
  militia, and sometimes has to implement temporary farming or hunting 
  regulation to solve potential supply issues. Such regulations have strict 
  time limits, and only Wolf’s Horn can supersede Mayor Thurfas or force 
  a new, permanent law. Eventually, when the people are strong enough, 
  even Horn won’t have to take such measures.
  Carriker Thurfas is also responsible for all negotiations and relations 
  with the Realm.
  Description: Mayor Thurfas is a heavy-set man. People often say he 
  resembles a bear in hibernation, probably because of his full head of 
  brown hair and well-trimmed beard. Though nondescript and lacking 
  true presence, within Dathesk he commands the attention of every 
  room.
  Carriker wears a large pendant which resembles a wolf’s face. He 
  claims it’s a symbol of the god of Dathesk’s people, but not the City God.
  Storyteller Hints: Mayor Thurfas is not intended to be a combatant 
  (a heroic mortal could probably slay him without much trouble). 
  Instead, he’s intended to be a social and mental foil, one who 
  opposes the characters by pretending to help them and never quite 
  accomplishing it. Pay attention to exact requests the shikari make and 
  be sure to fulfill them as literally and as slowly as possible.
  Mayor Thurfas has almost no combat abilities. He is cunning and sly 
  and knows when to look incompetent. His downfall, however, may be 
  his reputation as an effective leader. He can’t get around that. 
  
  9
  In the darkest portions of his soul, Setod sometimes wishes the 
  Anathema really would bring down the Realm. Yet, despite this, he is 
  loyal and would never betray his Isle. He will stand beside the Realm 
  forever. He is duty incarnate.
  Description: As befits an Earth Aspect of his breeding, Setod is a 
  powerfully-built man. If one saw him next to a pile of peaty earth, 
  one might wonder where the histosol begins, where the Dynast ends, 
  and if his soul were somewhere between the two. He’s simply-dressed, 
  unassuming, and people who midjudge his intellect from his appearance 
  may pay dearly for their oversight. 
  He towers like a mountain, rising from the dirt beneath his soles to 
  the highest heavens. His earthen skin shows little sign of his age, but 
  that will soon change. A few lines around his eyes and lips indicate 
  he will soon begin the rapid aging that occurs close to the end of an 
  Exalt’s life.
  Storyteller Hints: Setod’s role is that of the wizened mentor. He 
  appears only briefly in this story, but his influence and scenes are crucial. 
  His purpose is to get the shikari to question why they’re defending the 
  Realm. Even though he would never consider betraying it or helping 
  an Anathema, his commentary on the Realm may be potent enough 
  to convince young idealists that the Realm is wrong. (Should that 
  happen, he will add an Intimacy of regret towards his “fallen” student.)
  Cathak Setod has many other Charms than those listed, and his 
  artifacts (his goremaul and superheavy plate) have several minor 
  abilities. However, as Setod plays a supporting role for only a few scenes 
  in this story, we will not include those abilities here. Only his relevant 
  Martial Arts style (Jade Mountain Style) has been included. This is 
  an earth-aspected Terrestrial style, found in Scroll of the Monk, p. 
  53. (If you do not have Scroll of the Monk, replace Setod’s Charms 
  with Earth Dragon Style, up to the Form Charm, and Five Dragon 
  Style up to the Form Charm, but allow him to use it with the Grand 
  Goremaul. This will provide a rough approximation that will get you 
  through scenes he’s featured in.) 
  The Cast
  Cathak Setod
  Quotes: “Remember the Actions, shikari! 
  You must not simply attack an Anathema. 
  You must seek to destroy their capability, 
  dislocate their dispositions, disintegrate their 
  command structures, and isolate them. Only 
  then will you have absolute victory.”
  “The Deliberative? Weak, pathetic old 
  men playing at running a pretend empire. 
  More interesting in filling their own pockets 
  than serving the people and the glory of the 
  Realm.”
  “Even so, she is our Realm and she must be 
  protected. Even if she does deserve to fall…”
  Motivation: Defend the Realm, 
  No Matter What. Notable Intimacies 
  include: the Deliberative (Contempt), 
  the Scarlet Throne (Disgust), Dynastic 
  Houses (Distrust), Anathema (Twisted 
  Camaraderie), Mnemon Kehav (Honor 
  Her).
  Background: Setod has been a crusader 
  of the Realm for over two hundred years. He’s fought, struggled, and 
  nearly died for his beloved Isle many times. For over four decades he’s 
  fought the Lunar Anathema threat in the East, laying low beastman 
  horde and Thousand Streams Experiment alike. He is a thorn in the 
  Silver Pact’s side and an inspiration to young shikari.
  At least, that’s the image. The truth is far more complicated. Setod 
  is a man who surrendered his idealism a long time ago. He’s seen too 
  much evil done in the name of an empire he once believed in. He’s 
  taken part in too many murders and too much culling to ever consider 
  himself clean. His life, all too quickly approaching its end, is one which 
  forces him to swallow regret, eat his duty, and march through the Pole 
  of Fire to finish his meal.
  Only recently did Setod take on the assignment of teacher and 
  mentor to young shikari. He is a hosted ostiary of the Hunt, a great 
  general who could command the entirety of the Hunt’s resources. But, 
  as with everything else he has ever done, Setod will teach all he knows 
  and ensure his students do not grow up blind, like he did.
  Cathak Setod
  Quotes: 
  You must not simply attack an Anathema. 
  You must seek to destroy their capability, 
  dislocate their dispositions, disintegrate their 
  command structures, and isolate them. Only 
  then will you have absolute victory.”
  “The Deliberative? Weak, pathetic old 
  
  10
  Should the Sun RiSe
  Scenes Flowchart
  Scene Flowchart
  Act 1
  Begging the Dragon
  the unholy hoRde
  …May BecoMe theM
  Behold!  
  RuleR of VeRy little
  the deMon’S tRail
  GReat holy aRMy
  to Root out eVil
  Act 2
  Where Once the  
  Forsaken Stood
  Act 3
  Students of  
  Earth and Fire
  Act 3
  Pupils of Wind
  and Water
  thoSe Who  
  hunt MonSteRS…
  
  11
  Begging the Dragon
  MENTAL - 
  PHYSICAL ••• 
  SOCIAL •••
  Overview
  The story begins aboard a ship that’s approaching the Threshold 
  coast. Useless Sparrow speaks with the shikari about their mission, 
  making sure he has the details right. If the characters are jumping 
  into this in media res, then this scene brings them up to speed on the 
  mission and gets them into the mood. If you set up the basics of the 
  mission in a prior session, then this is a way to refresh everyone with 
  what’s going on and expand on building series themes.
  This scene also contains a flashback to a training session with Cathak 
  Setod. Use this flashback to elaborate on the state of the Realm through 
  Setod’s opinions and experiences. At the same time, Setod’s brutal 
  training will help get everyone’s blood pumping, giving them a combat 
  high to get exhilarated for the coming story. Since most of the first act 
  revolves around investigation, this training allows combat-oriented 
  characters to flex their muscles early and rest assured that they have a 
  place in the story. You may also use this scene to have the shikari practice 
  Exalt-on-Exalt combat. Remind them that fighting other Exalts is a 
  different experience than fighting spirits, demons, or ghosts. For seasoned 
  players, this is a chance to show what a band of young Exalts can do to 
  one of their respected elders. Dealing with Setod properly should not 
  just be an exercise in physical combat, but a match of wits as well.
  Description
  The shores of the Threshold spread from horizon to horizon, the ship 
  sailing closer with every passing moment. The ship rides on smooth 
  waves towards her destination, as if the spirits of the ocean know they 
  are transporting the holy princes of Creation to their task. 
  Useless Sparrow rests at the bow, a ledger in one hand and pen in 
  the other. “Let’s see…” He pauses for an inordinate amount of time, 
  before continuing in his usual drawl. “Once we arrive in Dathesk, 
  we’ll set up shop, err, I’ll set up shop in the mayor’s estate. Then we 
  start hunting ourselves a Forsaken. Since it’s been a few weeks, if he 
  hasn’t established himself a strong base and following, we can take 
  the direct approach and apply your power directly against him. If he 
  has a base of operations, then we’ll need to take the indirect route, 
  avoiding his strength until his support structure crumbles.”
  (Flashback) 
  Great marble pillars, numbering sixteen in all, surround the 
  atrium’s earthen floor, forming a great circle. Straw mats ring the 
  pillars, providing a spot to rest, away from the dirt. Soft strings 
  of essence roll over the mats, seeping throughout the soft woven 
  rushes to light the chamber with an almost ethereal glow. Here waits 
  Cathak Setod.
  “Come, shikari!” the Great Mountain growls, his voice sounding 
  like two boulders being ground together. “Show me what you’ve 
  learned.” His grip on his goremaul tightens almost imperceptibly. His 
  feet slide through the dirt, widening his stance and readying him against 
  any foe. “I am Forsaken, now show me the power of the Realm.”
  (For use during flashback, as appropriate.)
  “Keep the enemy off balance – both physically and emotionally!”
  (If the shikari lose.) “If you cannot defeat me, how will you ever 
  take a Forsaken?” 
  (If the shikari win.) “With skill like that, you may survive a true hunt.” 
  Setod sighs a heavy sigh, like when the mountain finally gives 
  enough to let a cave collapse. “Once, there was a time when the 
  Realm was great and the Scarlet Empress ruled for the people. Once, 
  the Deliberative created laws for the Realm, and not for themselves. 
  Then the Thousand Scales started appointing replacements to the 
  Deliberative. The Upper Chamber sat in continual turmoil over 
  allegations of Lost Eggs making it into the halls of power.
  “And that’s what it became about: the halls of power. The Realm 
  began to rot on that day.”
  Storyteller Goals
  Use this scene to set the stage for the hunt. Sparrow communicates 
  the character’s main goals to them, which are: go to Dathesk, find a 
  Forsaken Anathema either there or in the vicinity, slay it, and return 
  to the Realm. 
  Use the flashback for two things. First, get everyone’s blood pumping 
  through combat. Second, set the tone of the hunt by building a 
  memorable combat. When the shikari confront Wolf’s Horn in his 
  Manse (during the scene “Those Who Hunt Monsters”), they will be 
  
  12
  reminded of their battle with Cathak Setod. This flashback, combined 
  with the battle in “Those Who Hunt Monsters,” provides a nice 
  bookend for the story, emphasizing the Terrestrial motifs of teamwork 
  against a powerful foe.
  Character Goals
  Shikari will want to learn what mission they’re about to undertake. 
  During the flashback, their goal is to defeat Setod, showing him what 
  they have learned from his time teaching them how to fight Anathema.
  Actions
  Hunting Practice
  Cathak Setod is a skilled warrior and very competent in Exalted 
  combat. He knows what it means to battle an Anathema and, while he 
  cannot replicate their power, he will not hold back until his students are 
  on death’s door. If he takes a character to Incapacitated, he will back 
  off. If the character is in real danger of death once damage has been 
  resolved, Setod will call for a break to tend to the wounded warrior.
  If Setod goes first, he’ll start off by activating his Form Charm. If 
  someone beats him in the Join Battle roll and does likewise, Setod will 
  go on the offensive immediately (trying to remind them they must 
  defend, even while powering up). 
  While he is armed with a Goremaul, he knows his students very well. 
  If one of them has low Stamina, he targets that student with Falling 
  Rockslide Onslaught (unless another student presents a more tempting 
  target to smack with his hammer). 
  Consequences
  If the players best Setod in physical combat, then he is willing to 
  help them in some minor way. Take into consideration the circle’s 
  backgrounds before Setod lends them Resources 2, Followers 2, or a 
  minor artifact such as Hearthstone Bracers. If he defeats them, players 
  do not suffer any penalty.
  Move to “Behold! Ruler of Very Little.”
  Begging the Dragon
  
  13
  Behold! Ruler of Very Little
  Behold! Ruler of Very Little
  MENTAL •  
      PHYSICAL -  
  SOCIAL ••
  Overview
  In this scene, the hunters arrive in Dathesk and meet with the mayor, 
  Carriker Thurfas. Mayor Thurfas then gives them the grand tour of 
  their rather meager city, shows them the boring nightlife, and tries 
  to be the best ambassador of goodwill he can be (which isn’t saying 
  much). Meanwhile, the shikari can start deploying a forward base for 
  the Hunt and ask questions about the Anathema – a creature which 
  no one seems to know anything about.
  Then, in another flashback, the characters can speak with Setod and 
  Sparrow about the state of the Realm, and gain a deeper understanding 
  of how far the Realm has stumbled via a briefing from the Office of 
  Harmony. Characters may even be shocked to learn Setod feels pity 
  for the Anathema. Lastly, you may be able to endear Sparrow to the 
  players by having him help secure resources for the Hunt (Sparrow 
  knows several tricks for cutting through the Realm’s inefficiencies).
  You could also skip the formal briefing with the Office of Harmony, 
  and instead focus on Setod’s actions before and after the briefing 
  (moving the briefing off-camera). This may allow you to focus more 
  on Setod’s disdain for the Realm’s bureaucracy. You could also have 
  a low level functionary provide a briefing full of mistakes and wrong 
  intelligence to help cement how inept the Office has become.
  This scene allows our heroes to establish a relationship with Mayor 
  Thurfas, understand the current state of the Realm, and continue to 
  grow a relationship with Useless Sparrow.
  Description
  Your righteous Hunt arrives in Dathesk. The sleepy town’s thatched 
  huts, rustic roads, and well-tended fields are a testament to the people’s 
  work ethic and quiet contributions to the Realm’s coffers. The city 
  appears to be a peaceful place, one whose inhabitants look upon the 
  visiting princes of Creation with a mix of trepidation and awe.
  Useless Sparrow snorts once, spits, and says, “It’s been so long 
  since I was here last. Hard to believe there’s some demon-spawned 
  Forsaken making this place a living hell, ain’t it?”
  “That’s because there isn’t, Sparrow,” answers a portly fellow 
  garbed in what meager accoutrements pass as ceremonial garb in 
  the Threshold, a large pendant displaying a wolf’s head resting 
  on his chest. He approaches you quickly, but keeps his eyes at a 
  respectful level. “Shikari of the Wyld Hunt, welcome to Dathesk. I 
  am Carriker Thurfas, Mayor of Dathesk. If you require anything, 
  please let me know.”
  (If the characters question Mayor Thurfas about the Anathema.)
  “Great Ones, the Immaculate Order sent word you would be 
  coming to liberate us from an Anathema, that we were not to lose 
  hope. But there is no Anathema enslaving us.”
  (If the characters question Sparrow about the mayor’s pendant.)
  “That? Huh… I think it was a symbol of the old god of Dathesk. 
  A wolf spirit. Wolf’s Horn, that was his name. Purty sure he’s been 
  dead for a long time though. They still worship him, but only cuz they 
  ain’t fully gone Immaculate. Lots have, but some can’t let things go.”
  (When you trigger the flashback to Setod.)
  The Office of Harmony is a rather odd-looking place. Her statues, 
  depicting the pre-enlightened forms of the Immaculate Dragons, stand 
  in sharp contrast to the world around her. The serene beauty of the 
  Blessed Isle is abruptly disrupted by this shrine to enlightenment. The 
  shrine’s paint has begun to peel, but the monks pace the courtyard 
  with the same vigilance they have since the Realm’s founding.
  “See that?” Setod begins with a grumble as he walks through the 
  Office halls with you all. “The paint’s not the only thing suffering. 
  The weeds are growing. The plaster on the walls is cracking. And it’s 
  all in time with the Realm’s coffers emptying. The great irony is that, 
  as nature overgrows the shrine, as the Realm forgets all about us, 
  the shrine looks more harmonized with the Isle’s Essence than ever.”
  Then Sparrow clears his throat. “H’okay, shikari. You’re here for 
  your official briefing – but it’s already stuff you know, so let’s just 
  hurry on through it and see if we can’t get them to give us a bit more 
  budget for this.”
  
  14
  Behold! Ruler of Very Little
  Storyteller Goals
  Establish Mayor Thurfas and the town of Dathesk. Set the shikari 
  at ease with the town, while provoking a slight sense that something’s 
  amiss with the mission. Use the flashback to remind the shikari of the 
  Realm’s corruption and troubles: empty treasuries, corrupt bureaucrats 
  in the Thousand Scales, self-serving senators, Dynasts who take their 
  pleasures out on the mortals who sustain their extravagance—has the 
  Realm become like the Anathemic Tyranny of old? Does it deserve 
  to fall? Juxtapose the seemingly incompetent (but beloved) Mayor 
  Dathesk with the incompetent (and annoying) Realm bureaucrats.
  Make Sparrow a useful commodity without stealing the action from 
  the players (see the Bureaucracy actions, below).
  Character Goals
  Establish a base in Dathesk. Some players may also wish to start their 
  investigation by questioning the Mayor or some of the locals (a well 
  placed flashback may interrupt such questions before they get too far, 
  then set up the investigation in “The Demon’s Trail”).
  During the flashback, the characters will want to acquire as many 
  other resources and artifacts as they can for the Hunt.
  Actions
  Deploying Forward Base
  Dice Pool: (Intelligence + War), Difficulty 3 or (Intelligence + 
  Bureaucracy), Difficulty 4.
  Action: Dramatic.
  The shikari seek to quarter in a municipal building, setting up their 
  maps of the area and a center to collect and analyze intelligence. 
  Setod would relate this to the defeat mechanism of isolate. By securing 
  their own position, they remove Dathesk as a potential source of the 
  Anathema’s strength.
  Hindrances: Mayor Thurfas, while pretending to help, seems to 
  be fairly incompetent and constantly contradicts orders. (-1 External 
  penalty.) While this would normally make the action contested, the 
  mayor cannot directly oppose the shikari without giving himself away.
  Help: If the characters secured help in the “Begging the Dragon” 
  (unless they gained the artifact), they gain 1 bonus success from the 
  extra Resources, Followers, or similar. 
  Bureaucracy Charms: Confluence of Savant’s Thought (use 
  Bureaucracy instead of War at Difficulty 3 instead of 4), Geese-Flying-
  South Administration.
  Roll Results
  Botch: Not only do the shikari fail to set up an effective base of 
  operations, some other accident befalls the shikari (such as a fire, or a 
  henchmen getting into a brawl with the locals). You should choose from 
  one of these effects or something similar: the shikari’s unit suffers a -1 
  to its Drill during its first Mass Combat engagement, they lose access 
  to their Resources (to pay for damages), or they gain a -1 external 
  penalty to all Investigation and Lore checks until the end of the Act 
  since they lack their central communications hub. 
  Failure: The shikari fail to set up an orderly, clean, and proper 
  headquarters. This lack of coordination has no detrimental effect – it 
  only means the hunters have failed to garner the bonuses listed below. 
  They may even have a base set up, just not a useful one.
  Success: The shikari now have a working headquarters, allowing 
  them to set up a solid line of communication through their functionary 
  or henchmen (if they do not have Followers or Henchmen, then 
  Sparrow has recruited some of his friends from the city). Because of 
  this network, the shikari receive one bonus success to all Investigation 
  and Lore rolls until the end of the Act. 
  Most Righteous Requisitioning Method
  Dice Pool: (Charisma or Manipulation) + Bureaucracy, Difficulty 3.
  Action: Dramatic. Almost everyone hates dealing with a government 
  agency, and the agencies of the Realm are only slightly worse than 
  those elsewhere (since the Empress designed many of them to keep 
  her in power). Chronic ineptitude and grumpy old monks man the 
  requisitioning process for the Hunt. This action lets the characters 
  work through the organization, acquiring fiscal and human resources 
  for the Hunt.
  Hindrances: Characters with Appearance 1 suffer a -2 internal 
  penalty for being too ugly. 
  Help: Geese Flying South Administration. Asking Sparrow to help 
  adds 2 bonus successes (he knows who to talk to and how to work the 
  system, getting the right forms and loopholes, and taking from the 
  right pots of money not to get noticed).
  
  15
  Roll Results
  Botch: Someone in the Office takes a dislike to the shikari, cutting 
  their funding or sending them inferior troops as backup. Apply 
  one of the following effects, or something similar: troops sent with 
  the shikari suffer -1 Drill; the shikari lose access to all Resources 
  background (misappropriation in the lower house) for the duration of 
  this story; the Office of Harmony rescinds use of one or two artifacts 
  procured through Arsenal.
  Failure: The civil servants at the Office of Harmony fail to act 
  in a timely manner. Nothing happens to any Resources or Arsenal 
  dots the characters currently possess, but the characters cannot 
  access the benefits of Backgrounds whose benefits are specific to 
  connections within the Realm from so far away. This means such 
  15
  Backgrounds cannot be brought to bear quickly enough to affect the 
  outcome of the story.
  Success: The shikari secure fiscal and human resources for this 
  hunt. The hunters can access the full benefits of all their Backgrounds 
  pertaining specifically to their Realm contacts. 
  Consequences
  Upon completion of this scene, the characters will have had an 
  opportunity to set up a forward base in Dathesk, secure extra resources 
  for the Hunt, and will be ready to begin their initial investigation in 
  “The Demon’s Trail.”
  
  16
  The Demon’s Trail
  MENTAL ••• 
       PHYSICAL -  
  SOCIAL •
  Overview
  Having secured their position in Dathesk, the shikari are ready to 
  start seeking this hidden Anathema and destroy it. The first thing they 
  need to do is ensure that the city is free of Anathema influence. The 
  doctrinal texts of the Hunt teach shikari to be certain of their own 
  home, lest the enemy dislocate them, setting them off balance. 
  Successful investigators will determine that the Mayor was wrong 
  – there are signs of demon infestation. Mayor Thurfas will claim 
  ignorance, and this claim is backed by powerful Lunar compulsions 
  that cause him to believe he’s telling the truth (any Charm used to 
  perfectly pierce this deception should use the Charm roll off guidelines 
  on Exalted, p. 179). Perhaps more disturbing than the mayor being 
  incorrect, however, are the signs themselves: many young women’s 
  dwellings have been forcibly entered, though the women seem to bear 
  no memory of the incident.
  What’s really going on? Prior to the shikari’s arrival, Wolf’s Horn had 
  been dallying around with the women he felt were the best possible 
  candidates for his breeding programs. He does this from time to time, 
  taking their children away and letting the administrators blame it on 
  capricious forest spirits. A faux hunt is called against one of his failed 
  beastmen, and the village is satisfied.
  Description
  (Upon a successful investigation roll.)
  After several hours of searching Dathesk high and low for signs 
  of Anathema influence, you unearth something rather curious: a 
  house on the outskirts where one of the cattle in the field has been 
  brutally slain. The blood trails back to the house, a crude abode 
  of clay and mud brick. The door latch is broken, and the woman 
  inside is confused. She doesn’t seem to remember how it happened. 
  She has lived there alone since her husband died in a barbarian raid 
  several years ago, but she has this foggy memory that she was with 
  someone recently.
  Storyteller Goals
  Get the characters on the Anathema’s trail. Give the first hints that 
  this mission may not be as straightforward as they were lead to believe. 
  Build a sense that this Forsaken is quite unusual for one of his kind – he 
  has guile and tact.
  Character Goals
  Uncover any signs of Anathema infiltration in Dathesk and deal with 
  it appropriately, as well as use it to pick up their target’s trail.
  Actions
  Signs of the Demon
  Dice Pool: Perception + Investigation, Difficulty 5.
  Action: Dramatic (2 hours).
  Hindrances: -2 external penalty if the shikari do not have a forward 
  base (see “Behold! Ruler of Very Little”).
  (If the shikari are unsuccessful.)
  After hours of searching Dathesk, the city appears perfectly clean 
  of Anathema influence. The people here are a strong and steady 
  sort. They know portions of the Immaculate texts and offer various 
  rumors and hearsay about strange goings-on in the quiet city, but 
  nothing substantial. Just common peasant rumors, beneath the notice 
  of a prince of the earth.
  Sparrow gives a loud yawn in the late afternoon and says, “Same 
  ol’ sleepy town I remember. Kinda funny though, I don’t really 
  remember the people being this faithful. Guess they grew on our ways 
  after I left.”His last words have a hollow ring to them, as if Sparrow 
  doesn’t believe his birthplace has suddenly become more devout.
  “I wonder how the cannibals of Hratrak took this 
  sudden devotion…”
  (After either.)
  “I’ve heard of some Anathema being able to rewrite memories, 
  bosses,” Sparrow offers as he chews on a blade of grass. “Maybe 
  we should raise an army and go after him? Course, if he can rewrite 
  memory, then maybe a surgical strike would be better?”
  
  17
  Help: If the characters have Henchmen or Followers, they gain 1 
  bonus die per source of help (Backgrounds acquired during this story 
  and Backgrounds otherwise purchased stack).
  Roll Results
  Botch: Not only do the characters fail to uncover any trace of an 
  Anathema, they unearth “evidence” that suggests they must be in 
  the wrong city. Sparrow insists they are not, and suggests sending 
  a messenger back to the Realm while they wait to hear word from 
  the Office. 
  Failure: The characters fail to uncover the house that Wolf’s 
  Horn left in haste. (This is a good point for Sparrow to speak, as per 
  “Description” above.)
  Success: The shikari uncover the Anathema’s most recent victim. 
  At two threshold successes, characters notice claw marks – perhaps 
  Tiger Claws – on the bashed lock. At three, they also notice a patch of 
  mangy hair in the house. At four, they realize this is not hair but fur; 
  the target may be a wyld mutant. At five and above, they find other 
  women who have had similar experiences to the victim.
  Interviewing the Victim
  The woman that Horn recently impregnated is willing to help with 
  minimal convincing (her Mental DV is 2). If a character uses a Charm 
  to discern the woman is pregnant and informs her, she is automatically 
  willing to help. If convinced, she will give the characters a token she 
  found in her house one morning. Sparrow can identify it as a talisman 
  of the Hratrak barbarians, northeast of Dathesk. The Anathema may 
  have control over the barbarians.
  If the shikari press Mayor Thurfas, he claims not to know what’s going 
  on. He will try to make amends for his mistake and, at first convenient 
  opportunity, slip away to inform Wolf’s Horn. He’s not an idiot, 
  however, and will wait until the shikari are sleeping or out of the city.
  i follow him!
  It is possible a particularly savvy or lucky character may notice 
  Mayor Thurfas is being dodgy and follow him when he tries to slip 
  away. In this case, Wolf’s Horn will not approach the mayor unless 
  the characters are hidden (see Sneaking/Hiding in Exalted, p. 131) 
  and Horn does not notice them. 
  If the players successfully sneak up on Carriker and Horn, then 
  you may want to skip ahead to “Should the Sun Rise.”
  Consequences
  By this scene’s conclusion, the shikari will have a trail they can follow 
  to the Hratrak barbarian tribe. They should also have a sense that this 
  Forsaken is more cunning than they might have suspected. Guile is not 
  something the Forsaken are known for, so he may be uniquely powerful.
  Sparrow suggests they could attempt to raise a local militia. If the 
  shikari decide to take this course of action, move to “Great Holy 
  Army.” If they decide to pursue the trail they have, then move to “To 
  Root Out Evil.”
  17
  
  18
  Great Holy Army
  MENTAL - 
    PHYSICAL -  
  SOCIAL ••
  Overview
  Knowing now that their target may have a small barbarian horde 
  under his command (even if he does not control them, the Hratrak 
  are still a horde), the shikari have decided to raise a militia and strike 
  out at the Hratrak. So, in the streets of Dathesk, they call upon the 
  men of Dathesk to raise their arms and join this band of Wyld Hunters. 
  If they succeed, they will have a small, but devout, fang of warriors.
  If they fail, they can always intimidate the hell out of the townsfolk 
  and press them into service.
  Description
  leader (giving them a 4 Mental Dodge DV and a 3 Mental Parry DV). 
  Remember that the characters may also form a unit to give themselves 
  a Magnitude rating (probably around 2).
  Magnitude: 3
  Policy: Protect the Interests of Dathesk; Loyalty: 6
  Success provides them the army in the sidebar.
  greAt holy militiA
  Magnitude: 2
  Drill: 1
  Close Combat Attack: 1 
  Close Combat Damage: 2
  Ranged Attack: 1 
  Ranged Damage: 1
  Endurance: 3              Might: 0 
  Armor: 1             Valor: 2
  If the shikari press the Datheskans into service, reduce their Drill 
  and Valor by 1.
  If any characters are curious how they’ll provision these soldiers, 
  Useless Sparrow volunteers to take care of it (hand waving the problem 
  by letting an NPC handle it).
  Consequences
  With their new army backing them, our Terrestrials heroes set out 
  for the barbarian horde of the Hratrak. This trip will take several days, 
  but those days pass without incident. Move on to the “Unholy Horde.”
  A light wind picks up the fine dust and debris on the roads running 
  through Dathesk as Useless Sparrow grabs a horn, takes a breath, 
  and sounds a loud blast. As the sound passes through the streets, the 
  people gather and look upon their shikari warriors with a sense of 
  awe. What could the princes of the earth need of them?
  “All yers, shikaris,” Sparrow mumbles.
  Storyteller Goals
  This is a time for our Terrestrials to shine as lords among men. This 
  is a time for them to stand up, deliver a proclamation, and draw a 
  righteous army unto themselves for the glory of the realm! Have the 
  extras interact with the shikari, prompting the Dragon-Bloods to inspire 
  the citizens through their Exalted oratory.
  Character Goals
  Gather a militia to assist in waging war against the Anathema. 
  Actions
  Mass Social Combat
  This scene is a Social Combat against a Unit (see Exalted, p. 175). 
  The People of Dathesk are the unit, with Mayor Thurfas as their 
  for the barbarian horde of the Hratrak. This trip will take several days, 
  but those days pass without incident. Move on to the “Unholy Horde.”
  
  19
  To Root Out Evil
  MENTAL ••  
     PHYSICAL -  
  SOCIAL -
  Overview
  The mighty shikari have decided to execute a surgical strike, locating 
  the Hratrak on their own and seeking their Anathema prey among 
  them. A brave decision for which the villagers will sing their praises, 
  as it does not risk the villagers’ necks. The villagers bid the shikari 
  a fond farewell and promise to sing the Immaculate chants for their 
  safekeeping.
  The trip takes three days. During the last day, the hunters are able 
  to gather clues about their opponent’s nature as an inhuman entity, 
  perhaps a beastman. Then the weather takes a sour turn and our shikari 
  must deal with a particularly nasty storm.
  Description
  Character Goals
  Find the Hratrak Barbarians while seeking clues of their Anathema foe. 
  Actions
  Hints on the Trail
  Dice Pool: Perception + Awareness, Difficulty 3, or Perception + 
  Survival, Difficulty 4.
  Action: Extended (every roll represents 1 hour).
  Hindrances: The storm breaks out on the third roll (-2 external penalty).
  Help: Survival Charms: Hostile Environment Preparation Method, 
  Extension of the Water Dragon’s Blessing.
  Roll Results
  Botch: If the botch occurs after the storm breaks out, the storm 
  starts to get to the shikari. Without Charms to protect them, they 
  start taking environmental damage (5B/hour, Trauma 2) from the 
  high winds, torrential rain and blowing debris. Otherwise, the storm 
  starts immediately.
  Failure: The shikari fail to uncover any useful information during 
  that hour of their trek.
  Success: The characters have seven hours to make checks. Successes 
  above the threshold count towards the running total. For every five 
  net successes, up to a maximum of 20 successes, they uncover a piece 
  of information from the following: a wood fetish portraying a man 
  with whorls on his skin; a set of tracks whose profile indicates stamped 
  metal footwear (beyond the ability of most wyld barbarians) and animal 
  talons; a broken golden necklace; and a barbarian wolf-tooth talisman. 
  (A Perception + Craft [Fire] roll can identify the golden necklace 
  as orichalcum that was mixed with another trace magical material, 
  perhaps a wedding necklace—garnering five or more successes identifies 
  the other material as moonsilver)
  Consequences
  The characters have now had a chance to uncover vital clues about 
  their opponent. If all went well, then they should have a good idea 
  that their opponent is somehow inhuman. He may be a wyld barbarian 
  himself. Savvy hunters may suspect a Lunar.
  Move to the “Unholy Horde.”
  19
  The air is pregnant with anticipation and the promise of rain. The 
  demon’s trail winds through the wilderness, following game trails, 
  gyrating wildly at times, but rather simple to follow. The only thing 
  that remains steady about this Forsaken’s path is that it trends away 
  from Dathesk.
  (When it begins to rain.)
  The threatening skies finally decide to exact their vengeance. 
  Water falls from the heavens in such torrents it cannot rightly be 
  called rain. This is more like an angry weather god hurling it from 
  the heavens with all his might. Raging winds buffet the flora, picking 
  up debris from the trail and pelting you with it.
  Storyteller Goals
  This scene is about investigation and mounting evidence of a Lunar 
  Exalt. Use this scene to drop hints and cultivate suspicion among the 
  shikari that this is not a Forsaken. Be careful not to give the whole 
  thing away, but if the players guess at what they’re facing, let them 
  savor their cunning.
  
  20
  The Unholy Horde
  MENTAL ••  
  PHYSICAL ••• 
  SOCIAL -
  Overview
  In this scene, the holy warriors arrive at the Hratrak Barbarian’s 
  camp. If the shikari come with an army or make themselves known, 
  then the barbarians are quick to respond, mobilizing immediately 
  for war. If they sneak in, they can avoid bloodshed. Either way, 
  this scene presents an opportunity for the hunters to destroy the 
  Anathema’s ally and weaken his power base, even if the Forsaken 
  himself is not present. 
  At the end of the scene, the characters will find a leather map 
  detailing the way to an old shrine from long ago – a site sacred to 
  this Anathema.
  Description
  (If they came alone.)
  Abruptly, the woods come to an end. Beyond, the land has been 
  clear cut and abodes crudely built from the lumber. They look like 
  they would collapse under the slightest pressure. Twisted creatures 
  that can hardly be called men make their homes here. Products of the 
  Wyld, they are hybrids of men and wolves, abominations against the 
  Immaculate Dragons.
  Smaller beastmen play around fire pits with stone axes, pretending 
  to be butchers of men. Their mothers encourage them from the sides 
  with lupine growls and chirps. Over one fire spit, a monkey is slowly 
  roasting, black blood dripping and sizzling into the fire below.
  There, behind all the crudely-hewn buildings, lays a heap of logs 
  arranged into some kind of disjointed structure. It’s larger than all 
  the others and bears a distinctive blue and white paint. That is where 
  the Forsaken will be, if he is here.
  (If the shikari came with an army.)
  The sound of a ram’s horn bursts through the air, ending the 
  monotonous sound of your soldiers’ marching. Brave souls that 
  they are, the Datheskian warriors grip their spears in terror, looking 
  every direction save the one from which the sound came. Only after 
  Sparrow snaps a few with reeds to get their attention do they fall in 
  line, awaiting your orders.
  A roar follows the horn as a ravening horde of beastmen emerges 
  from the tree line. They are twisted amalgamations of man and wolf. 
  The loping horde carries axes of various quality – some stone, others 
  steel, and everything in between. Each has the blue-white warpaint 
  of his master upon his brow.
  The Forsaken does not appear to be with the horde. Instead, a 
  very large wolfman stands at their head, bellowing a challenge in his 
  damned tongue to you and your band.
  Storyteller Goals
  By the end of the scene, provide the characters with a map, either 
  from the fallen wolfman hero who leads the barbarians or from the 
  heap-building, to a shrine the Forsaken inhabited in a past life. 
  Try to draw blood from one of the characters too, to help reinforce 
  their desire for battle.
  Character Goals
  The shikari have an opportunity to destroy the wyld barbarians 
  and disintegrate one of the Anathema’s bases of power. After they 
  discover that the Anathema is not here, their goal will shift to 
  finding where to go next.
  Actions
  First Blood
  If the shikari come with an army (or if they fail in their attempt 
  to sneak into the master’s den, below), then the beastmen engage 
  them in a mass combat. The beastmen are led by a wolfman hero 
  (Exalted, pp. 282-283). Their complementary unit is detailed in 
  the sidebar.
  
  21
  In the opening maneuvers of the battle, the barbarians try to 
  assassinate special characters, especially Relays (see Exalted, p. 162). 
  They are smart enough to know the enemy requires some way of 
  maintaining communications and if they want to have a chance against 
  Terrestrials, they need every advantage they can get. 
  If the shikari carry ranged weapons, the barbarians try to close the gap, 
  assuming that the enemy’s preferred weapons are ranged. Otherwise, 
  they’ll try to keep the Terrestrials at range for as long as possible, 
  knowing that the Terrestrial anima flux can do them great damage.
  mAgnitude: 3
  Drill: 2
  Close Combat Attack: 3 
  Close Combat Damage: 3
  Ranged Attack: 2 
  Ranged Damage: 2
  Endurance: 6         Might: 0 
  Armor: 2        Valor: 3
  At the end of the battle, the shikari can make their triumphant way 
  to the master’s den and take what they like from his maps and minor 
  trinkets. If they do not go to the den, then the wolfman (or another 
  barbarian, if the hero is dead) taunts them, clutching his sacred map 
  in his hands.
  Into the Master’s Den
  Hunters who come alone may attempt to sneak into the Master’s 
  den, trying to avoid any combat.
  Dice Pool: Dexterity + Stealth.
  Action: Contested (wolfmen, dice pool 6).
  Hindrances: Recent storms have left debris everywhere (-1 
  external penalty).
  Help: Soundless Action Prana (removes hindrance), Zone of 
  Silence Stance, Distracting Breeze Meditation.
  Roll Results
  Botch: The character slips on something and ends up flat on his 
  back. In addition to the failure, the character suffers a -2 Internal 
  penalty to their Join War or Join Battle roll.
  Failure: A beastman notices one of the shikari and shouts a 
  warning, rousing the horde. This provokes the mass combat above.
  Success: The characters sneak into the master’s den. There they 
  have access to his notes and maps. Now they only have to sneak 
  back out (repeating this action).
  Consequences
  The maps from the master’s den reveal a temple a day’s journey 
  away. The Anathema would have once called this ruin home. 
  Sparrow plots a way to the ruins from the encampment. If the 
  battle was particularly brutal, Sparrow makes mention of feeling 
  sorry for the beastmen. If there was no fight, he thanks the shikari 
  for protecting the lives of the barbarians.
  Move to “Where Once the Forsaken Stood.”
  21
  
  22
   Where Once the  
  Forsaken Stood
  MENTAL •••  
  PHYSICAL • 
  SOCIAL -
  Overview
  Using the map from “The Unholy Horde,” the shikari make their 
  way to a ruined temple: a ruined Manse. There they will uncover the 
  truth about Dathesk and Wolf’s Horn. They will discover evidence of 
  the breeding program in the form of notes, old ramblings, and symbols 
  painted by the barbarians about their god (a Lunar) descending upon 
  the city and blessing their blood with his essence.
  They have walked into the domain of a Trickster, not a Forsaken. 
  Their intelligence was wrong.
  This is another investigation scene and the first of the two revelatory 
  scenes in the story. This scene gives the characters the last proof that 
  they have entered the domain of a powerful Lunar and need to move 
  quickly if they are to trap him in Dathesk.
  Description
  Character Goals
  Uncover their prey and avoid getting burned by the essence vents.
  Actions
  Why Didn’t You Dodge?
  The essence vents around the damaged manse go off about every 
  ten minutes. The powerful blasts are colorless and odorless, being seen 
  only by the effects they have on the moss and stones. Getting caught 
  in one of these blasts can be rather painful.
  If a character is on or near a vent when it goes off, make an attack 
  with 10 dice against the character’s Dodge DV. These vents have 10L 
  base damage. Only natural soak applies. Shikari can destroy or plug 
  up these vents by dealing them 10 levels of damage. They have a soak 
  of 10B/10L and Hardness 8. 
  The Sun Was Never Here
  Wolf’s Horn abandoned this Manse long ago. Too many foul 
  memories fog his mind of this forgotten Solar abode. Horn’s followers, 
  however, remember that he once walked here. To them, this is a sacred 
  place, pregnant with his power—for how else would one explain the 
  bursts of essence? 
  Horn’s followers often sneak in and set up crude murals and carvings, 
  depicting the story of the Hratrak barbarians and their god—the god 
  of Dathesk, the Lunar Wolf’s Horn. The rudimentary carvings depict 
  Horn the shifter, the Trickster, Horn the builder, and the god of 
  Dathesk. They depict Horn as lord of the Hratrak and the people of 
  Dathesk as his willing servants, with the mayors as his priests.
  Dice Pool: Intelligence + Lore, Difficulty 5.
  Action: Extended (every roll represents 5 minutes).
  Hindrances: Characters who lack Linguistics (-2 internal penalty) 
  have difficulty translating the languages in the Manse. If characters 
  destroyed the pillars, they have destroyed parts of the story by accident 
  (-3 external penalty).
  Help: If the characters were able to set up a headquarters, then 
  Sparrow was able to gather information that gives him 1 bonus success 
  per roll.
  A day passes before you arrive at the decaying building. Only a 
  few columns remain upright, holding scant bits of what must have 
  once been a mighty entablature. In several spots, the moss has been 
  burned away, marring a number of pillars. Tiny vents lay around 
  the base of each scorched pillar. 
  “I’ve seen something like this before,” Sparrow offers. “It’s a 
  damaged manse. Looks like it’s venting essence every now and again. 
  Probably don’t want to get hit by that. Might burn.”
  Storyteller Goals
  After presenting a minor challenge to keep the shikari on their toes, 
  your goal is to give the characters enough information to make the 
  final connections of Horn’s involvement in Dathesk. It is important 
  the characters realize that Dathesk is under a Lunar’s control.
  
  23
  Roll Results
  Botch: The characters misread the signs and come to an outlandish 
  conclusion, such as that the Forsaken has been in Dathesk the entire 
  time—and is Mayor Thurfas himself!
  Failure: The characters fail to understand what the murals are 
  telling them. 
  Success: For every 2 threshold successes, the shikari learn one of the 
  following pieces of information: 
  •  The murals show a shapeshifter posing as a god. 
  •  The murals were done by the Hratrak, not the shapeshifter. 
  •   The shapeshifter is named Wolf’s Horn, and his body is covered 
  in silver whorls. 
  •   He has defeated several Wyld Hunts (the Hunt does not go 
  after gods). 
  •  He breeds with the women of the city to create new beastmen leaders. 
  •  His symbol is the same as the pendant Mayor Thurfas wears.
  Consequences
  Now that the shikari realize they’re hunting a Trickster, not a 
  Forsaken, and that Mayor Thurfas is his priest, it’s time to return to 
  Dathesk and confront the mayor.
  Continue with “Should the Sun Rise.”
  23
  
  24
  Should the Sun Rise
  MENTAL - 
   PHYSICAL ••••               SOCIAL •
  Overview
  Upon returning to Dathesk, the shikari confront Mayor Thurfas. 
  He denies everything about Wolf’s Horn. When it becomes apparent 
  how much the characters know, Horn reveals himself, either taking 
  a swipe at one of the characters or, if he fails to establish surprise, 
  by simply presenting himself. He will not allow his pet mayor to be 
  challenged, for Thurfas represents a bloodline he’s not ready to lose. 
  His Conviction and Valor do not allow him to back down from a fight 
  he believes he can win, and these shikari have been a thorn in his side. 
  Horn will not be alone, either, as he makes sure to bring several of his 
  best bodyguards, one of whom goes out of his way to clobber Sparrow 
  before the fight begins (leaving him alive but wounded).
  When the fight starts to show a clear victor, Useless Sparrow steps in. 
  If the shikari are losing, he steps in and attacks Horn. If the characters 
  are winning, a beastman tries to get the drop on one of the shikari 
  and Sparrow intervenes. Either way, that act of courage, that single 
  choice to be a hero, is what dooms him. He Exalts as a Forsaken, the 
  original target!
  In the ensuing chaos, Wolf’s Horn nabs the stunned young man and 
  retreats. He’s attempting to save Sparrow’s life and his own.
  Description
  The heavyset mayor is standing in the city square, feeding several 
  pigeons and looking at a fountain which proclaims the Datheskian 
  tenacity. Mayor Thurfas dusts his hands and looks towards you. “My 
  lords, you’ve returned,” he hesitantly says.
  (When Horn reveals himself.)
  A dreadful roar splits the air. Moving like a silver streak through the 
  streets, a powerfully built Lunar lunges to the fountain’s lip. In his full 
  Lunar glory, the beast is an imposing figure to behold, with claws sharp 
  enough to cut steel in a single swipe. His head resembles a man’s, but 
  with a slightly elongated, lupine jawline. He towers over the fountain, 
  nearly ten feet in height.
  “Shikari” is all he snarls before motioning for his six wolfmen to 
  attack. 
  Moving with the speed of the wind and the ferocity of the thunder, 
  one wolfman leaps and swipes at Sparrow. His claws slice the young 
  man’s chest and arm, the force of impact lifting him off his feet and 
  throwing him into a nearby cabbage cart. 
  (If the characters are losing.)
  Horn laughs as he strides forward, confidently. “Your reign of terror 
  ends here, Terrestrial. It’s time you learned who your betters are.”
  “They rule this world, not you!” Sparrow bellows as he swings 
  with part of the damaged cabbage cart. He grimaces in pain at using 
  his broken arm, but the determination to save his honored masters is 
  evident in his eyes.
  The Lunar handily disarms Useless Sparrow and grips him by the 
  throat, lifting him into the air. Horn snarls as Sparrow gives a roar—
  and a brilliant flash of light erupts from him, stunning everyone for an 
  instant. Sparrow is standing, trembling with rage and exhaustion, his 
  anima burning around him. His eyes glow as his new Forsaken mark 
  shines on his head. He has been chosen.
  (If the characters are winning.)
  Wolf’s Horn steps back hesitantly, blood trailing down his cheek. 
  His eyes dart from one of you to the next, recognizing his doom. Then 
  Sparrow lets out a loud battle cry as he clubs a beastman sneaking 
  up behind you.
  The beastman turns, barely harmed, and snarls at Sparrow, gripping 
  him by the throat and lifting him into the air. A brilliant flash of light 
  erupts from him, stunning everyone for an instant! Sparrow is standing, 
  trembling with rage and exhaustion, his anima burning around him. 
  His eyes glow as his new Forsaken caste mark shines on his head. He 
  has been chosen.
  (Either way…)
  Seizing on the respite, Horn grabs Sparrow. The young man is too 
  shocked and awed to resist as he collapses from exhaustion against 
  Horn. The Lunar then bounds away from him, as fast as possible.
  
  25
  Storyteller Goals
  Use this scene and the combat to build emotional tension. Put 
  the shikari in danger. Make them feel the might of a Celestial Exalt 
  (or, if they’re doing really well, build on that emotional high with 
  encouragement). Then, when the time is right, hit the emotional 
  crescendo with Useless Sparrow’s Exaltation.
  Character Goals
  Destroy the Anathema!
  Actions
  When Horn appears, he’ll attempt to establish surprise (prior to 
  rolling Join Battle). If he succeeds, his first action is to attack whichever 
  character he thinks he can harm the fastest. Either way, at the start 
  of this battle, Horn commits his six wolfmen (Exalted, p. 283). These 
  creatures are not extras, and Horn does not wait for them to die before 
  getting involved in the fight. He uses them as resources to buy him the 
  time to power up (activating Charms like Instinctive Dexterity Unity 
  and Relentless Lunar Fury) before getting into the battle. 
  If the characters have any troops provided from Backgrounds, then a 
  beastman horde keeps them busy, making this combat a simple Exalt-
  on-Exalt fight. If the army they have is the militia from Great Holy 
  Army, the militia flees from Wolf’s Horn.
  When Sparrow Exalts, the shock is enough to warrant redoing the 
  Join Battle roll. The sudden pause in the fighting brings everything 
  to a halt. Horn pours everything he can (channeling his Conviction 
  as well) in going on Tick 0 and absconding with Sparrow. Given his 
  movement enhancing Charms, he should be able to escape the shikari.
  the wolf fAllS
  In the unlikely event the characters slay Horn in this scene, then 
  Sparrow will flee the scene as quickly as he can. On his first action 
  after the Join Battle roll, the new Exalt breaks and runs. The other 
  barbarians will cover his retreat and one of Horn’s sons takes Sparrow 
  to the Manse where the characters would normally face Horn in Act 
  3. Continue with Act 3 as normal, except skip, “Those Who Hunt 
  Monsters.”
  If Sparrow cannot get away, he pleads for his life, but will fight 
  back, as described in the scene “May Become Them.” If they kill 
  Sparrow here, then skip Act 3 and move to the aftermath.
  Should the Sun Rise
  Consequences
  The characters have a problem. Their logistician has been turned 
  into a demon. Horn has escaped. The Hunt is afoot and they must 
  destroy Horn before he can regroup.
  If the shikari wish to try the direct approach, go to “Students of Earth 
  and Fire.” For the stealth entrance, see “Pupils of Wind and Water.” 
  Note that three hours pass in trailing Wolf’s Horn (so characters recover 
  motes as appropriate for their hearthstones).
  the Scouring of dAtheSk
  Dathesk is a city that the characters know was under Horn’s control. 
  More fanatical characters may decide that Dathesk must burn for 
  this sin. This would fit well with mood of That We Do Not Become 
  Monsters. Be sure to give the shikari plenty to think about, morally 
  and ethically – empathetic villagers who do not want to be killed 
  help build sympathy, while using passages from the Immaculate text 
  can help build a sense of righteousness in a scourer.
  If the characters or a character decides to punish Dathesk, Mayor 
  Thurfas pleads for them to punish him instead. He’ll make a futile 
  attempt to defend the city with his life if he must. 
  25
  
  26
  Students of Earth and Fire
  MENTAL - 
  PHYSICAL •• 
  SOCIAL -
  Overview
  Horn knows the shikari are coming. He knows he has little time to 
  prepare and does not attempt to cover his tracks. Instead, he gathers 
  the remnants of his barbarian horde at his manse and prepares to make 
  a last stand. He’ll have his most trusted lieutenant, a mortal, take 
  command of the horde and lead them against the shikari.
  Horn knows it’s a suicide mission he’s sending his men on. He’s 
  stalling for time and attempting to convince Sparrow that it’s better to 
  turn on the Realm and live. While he could simply use his Charms to 
  sway Sparrow, he refuses to do so. Independence is so core to his being 
  he simply will not use unnatural mental influence to force another to 
  ally with him.
  Description
  Character Goals
  Crush Horn’s army before dealing with him. It’s time to destroy 
  his base of power!
  Actions
  This is a Mass Combat with the remnants of Horn’s army, whose 
  traits are listed below. The lieutenant commanding them is a Mortal 
  Hero (Exalted, p. 280). While he is willing to fight to the death, his 
  men may find their valor breaking. As they realize they cannot win 
  this fight, increase the difficulty of their Valor rolls by 1.
  The Mortal Hero knows the Terrestrials are much more powerful 
  than he is. He will attempt to Envelop their unit (Exalted, p. 
  166) and keep them with as many penalties as possible. In the 
  end, however, this unit is not a strong match for a group of Exalts 
  (especially if they have a unit backing them) who are competent 
  in Mass Combat.
  This fight exists to give the characters a chance to stunt and regain 
  more motes or Willpower. Let the characters chew on the rockery 
  terrain, blast away parts of the cliff, and don’t forget to use their 
  Anima flux for secondary effects (setting the grass on fire, disturbing 
  the aedicule, buffeting the wolfmen off the cliff, or setting the grass 
  surging to grab the wolfmen).
  mAgnitude: 3 (120 wolfmen)
  Drill: 2
  Close Combat Attack: 3 
  Close Combat Damage: 3
  Ranged Attack: 2 
   
  Ranged Damage: 2
  Endurance: 6  
   
  Might: 0 
  Armor: 2  
   
  Valor: 3
  Consequences
  Having crushed the Anathema’s army, the shikari are now ready 
  to face Horn himself. Move to “Those Who Hunt Monsters.”
  26
  As you chase Wolf’s Horn, you crest a hill close to a series of cliffs 
  leading down to the shores. There, on those high stone walls, rests 
  an aedicule. This is Horn’s manse, his tabernacle, and soon to be his 
  tomb. Around the entrance gather a hundred or more wolfmen, armed 
  to the teeth and bristling with rage at the hateful hunters who’ve come 
  for their master.
  A lone man stands amongst a horde of barbarian beastmen, most 
  likely the Anathema’s child. The man draws his blade and raises it 
  in salute to the shikari. “I die for Wolf’s Horn!” he calls out and his 
  wolfmen roar.
  Storyteller Goals
  Characters might be lacking motes after the last combat (unless 
  they used something like Elemental Concentration Stance to heal 
  their wounds in the fires of Dathesk). This scene can provide them a 
  chance to recover vital essence via stunting before the climactic battle.
  
  27
  Pupils of Wind and Water
  MENTAL ••• 
  PHYSICAL •• 
  SOCIAL -
  Overview
  Horn makes no attempt to hide his trail. He has his army readied 
  for a bloody conflict. He knows the shikari are coming and is readying 
  for them. He’s speaking with Sparrow and waiting with dread for the 
  coming conflict.
  The shikari, on the other hand, have elected to take a different 
  option. Instead of wading through bodies and making a terrible mess 
  of things, they have decided to move like the wind and water, sneaking 
  into their opponent’s stronghold and crushing him. They’ve decided to 
  go along the shoreline and come up from the cliffs, making their way 
  in a back entrance and arriving at the battle with Horn.
  This scene is a series of vignettes, at the end of which the characters 
  will be in place to battle Wolf’s Horn.
  Description
  Actions
  Scaling the Cliff
  Before the characters can enter the manse and cut their prey off 
  from his followers, they must first scale the cliff face and enter a 
  secret passage near the back of the manse. The cliff is rather steep 
  but has a partially hidden path already cut into it.
  Dice Pool: Dexterity + Athletics, Difficulty 5.
  Action: Dramatic.
  Hindrances: The pounding, stomping horde above causes some 
  of the stones to come loose (-1 external penalty).
  Help: The rough-hewn path makes it easier to climb, but only if 
  a character spots it (Perception + Awareness at Difficulty 1, grants 
  2 bonus dice on the Athletics roll). 
  Athletics Charms: Incense Smoke Ladder and Dancing Ember 
  Stride (both of which remove the need for this check). 
  Roll Results
  Botch: The character falls, suffering 17B piercing damage. (See 
  Falling, Exalted, pp. 126-127).
  Failure: The character fails to find purchase, or gets stuck on the 
  way up, and must start over (or simply make a new roll).
  Success: The character arrives up at the tunnel and can sneak 
  into Horn’s manse through this back entrance.
  Into the Wolf’s Den
  Now that they’re in the manse, the shikari can stack the deck 
  in their favor, and they must navigate the sometimes dangerous 
  manse underbelly. The actions below are examples of the types of 
  things they can do or may have to face in the manse.
  Barring the Front Door: The front door has a massive bar made 
  of petrified wood. Five men are normally required to move the 
  heavy thing, sealing the manse. This is a feat of strength rated at 12. 
  Sealing the door and not getting caught before it’s too late requires 
  a Dexterity + Stealth roll, difficulty 1. Failure may provoke a Mass 
  Combat, as described in “Students of Earth and Fire.”
  Burning Hall: One hallway has an overflow of the manse’s essence, 
  causing it to continually burn. A character attuned to the manse is 
  not harmed by this, but everyone else treats this as a bonfire.
  27
  An aedicule sits atop a high cliff along the shores. There a horde of 
  barbarians gathers, roaring, beating the drums of war, and whipping 
  themselves into a frenzy. They prepare for a battle to the death against 
  their most dreaded and hated foes. Each swears he will lay down his life 
  for his master. Each tells tales of his own valor and his greatest victories.
  And not a one notices you scaling the cliff face behind the 
  aedicule-manse…
  Storyteller Goals
  Characters may be rather mote tapped at this point. This scene 
  provides characters a chance to stunt their infiltration, stunt their hunt, 
  and recover motes. It can set them up and build up their confidence 
  before the glorious battle.
  Character Goals
  Infiltration and seal Wolf’s Horn inside his manse with them, setting 
  themselves up for the kill. Lock horn in the Manse with them.
  
  28
  Recovering Sparrow: This is not an easy undertaking, nor should 
  it be attempted lightly. Sparrow is resting in a room accessible only 
  through the hearthstone chamber. Horn waits in the hearthstone 
  chamber, so rescuing Sparrow is a Dexterity + Stealth opposed by 
  Horn’s Wits + Awareness. If the shikari rescue Sparrow and do not try 
  to slay him immediately, he may even help against Horn.
  Sealing the Back Door: A trap door leads to the tunnel and back down 
  to the cliffs. Clever characters can seal this exit using Wits + Larceny 
  (Difficulty 2) to prevent Horn from being able to escape this way.
  Shutting Out the Light: The manse has several skylights designed to 
  let light and fresh air in. To keep out bad weather, these skylights can 
  be closed. There is no visible means of closing the skylights, though 
  it is obvious they can be closed. Characters who can perceive the 
  immaterial, or those who pass an Intelligence + Occult (Difficulty 4), 
  notice the little gods whose duty is to close the skylights. They respond 
  to the commands of any Exalt, or any spirit of higher essence. This 
  has no effect on the actual battle other than to intimidate Horn, and 
  prevent him from turning into a bird to escape.
  Consequences
  Having snuck into his manse and cut off the enemy from his men, 
  the shikari are ready to complete their hunt. Wolf’s Horn must be slain 
  and the battle concluded in “Those Who Hunt Monsters…”
  
  29
  Those Who Hunt  
  Monsters…
  MENTAL - 
  PHYSICAL •••••  
  SOCIAL •
  Overview
  The holy hunt has reached its righteous climax. The shikari have 
  fought through barbarians and traitor tributary nations, and lost their 
  valuable servant to demonic possession. Now it’s time to face their 
  wicked foe and slay him. What tales will they tell about this day?
  Description
  Storyteller Goals
  After everything they’ve been through, and everything Horn 
  has been through, this is the moment of truth. This is the time for 
  Horn to release all his anger upon the shikari and strike to kill. He 
  is unreasonable and unrelenting. 
  Character Goals
  This Lunar, though not their original target, has done his best to 
  stymie the character’s efforts and destroy them at every step. He has 
  killed before. Were it not for him, Sparrow would still be their 
  logistician, instead of a Forsaken. Horn must be destroyed. 
  Actions
  Horn is ready for an attack. He has been resting in his Manse and 
  is back to his full strength. He is in his war form and now knows his 
  opponents. He will try to kill with as little effort as possible. He is 
  not so foolish as to waste his time slaying an incapacitated foe out of 
  spite. If he incapacitates a shikari, he’ll focus on the next one instead 
  of wasting the time delivering the coup de grace. 
  Above the hearthstone chamber there is an observatory. Horn will 
  attempt to grab a character and throw him up there (preferably an 
  Air-aspect, who would have the easiest time following) and single 
  the shikari out up there, under a star chart and miniature map of 
  Dathesk. If he gets a character up there, he’ll use things like Lightning 
  Stroke Technique to cut through their defenses quickly. 
  Horn will also try to lead the characters on a chase through the 
  Manse, such as the one through the blazing hallway from “Pupils 
  of Wind and Water.” If the characters snuck in and his army is 
  still outside, Horn will call them to him or bust open the door 
  (requiring the same Feat of Strength the shikari had to go through). 
  If he succeeds, this battle shifts to mass combat and Horn will use 
  Charms like Maintaining the Pack and Moonlight Curtain Drawn 
  to maintain his unit as a defensive barrier against the shikari.
  Consequences
  With the fall of Wolf’s Horn, the shikari can breathe for a moment. 
  They just felled an ancient and very powerful lunar. They’ve done 
  the Realm’s work this day. Now they must decide what to do 
  with Sparrow.
  Horn waits in his hearthstone chamber. He rests, cross-legged, in the 
  center of the atrium’s earthen floor, equidistant from a ring of pillars 
  at the chamber’s edge. Sixteen in all: five showing Luna in her phases, 
  five showing the sun in his, three for the forms of Horn’s mistress, one 
  depicting birth, another representing breath, and one empty.
  The lunar Anathema takes a breath, each pillar lighting up with 
  silver-blue streams of essence. “I am ready,” he growls.
  (If coming from “Students of Earth and Fire”)
  As the doors to his manse open wide, streams of essence light the 
  narthex and adjoining corridor leading to the hearthstone chamber. Horn 
  stands slowly, his claws dragging along the stone beneath him. “You have 
  mercilessly slaughtered so many. You have come into a land that does 
  not belong to you to hunt a monster who was not even there! Tell me, 
  shikari, which one of us is truly the demon?”
  (If coming from “Pupils of Wind and Water”)
  Horn’s ear twitches and he snarls. “I can smell you, Terrestrials.” 
  He draws himself to his feet, enraged. “You come into my house, 
  uninvited. You destroy generations of work in Dathesk. You will suffer 
  for what you have done, and when you are done suffering, Sparrow 
  will suffer in your stead.”
  
  30
  …May Become Them
  MENTAL - 
  PHYSICAL ••• 
  SOCIAL •
  Overview
  Useless Sparrow was a good logistician. He did not ask to become 
  Anathema and, even in what may be his last hours, he still feels loyalty 
  and pride at his service to the Realm. He knows what now is, and he knows 
  the Wyld Hunt must come for him. He knows his duty—to die for his 
  Realm—but if he gave up that easily, he would never have been Chosen.
  Sparrow does not want to die. He wants to fight for the future, now 
  that he has the power to do so, and he wants to believe he can still 
  serve. But will his once-masters see it that way? Will they allow him to 
  go free and claim he died? Will they forsake the Realm and join him 
  (as he will offer to any Dragon Blood who wants to spare him)? Or will 
  they put their personal emotions aside and slay him?
  Do they even have the strength left to accomplish such a thing? 
  Sparrow may be newly Chosen, but he still has some power, some measure 
  of strength inherent to his Exaltation. If they keep to the Immaculate 
  warrior’s path, do the shikari have the strength to lay him low?
  Description
  Use the memories of Sparrow’s help to appeal to the characters’ sense 
  of pity and loyalty. Target characters with the highest Compassion 
  and flash back to Cathak Setod’s talking about the coming collapse 
  of the Realm. Is it worth killing Sparrow over this? Is it worth a loyal 
  servant’s life? Remind them Setod said he feels some kinship with 
  the Anathema. What if they’re wrong? What if the Realm is wrong? 
  What Horn said may have some truth to it, that the shikari came in 
  and butchered his men.
  The characters should also be reminded that Sparrow would not have 
  Exalted if they had not brought him. This may open up a different line 
  of reasoning: how did the All-Seeing Eye know a Forsaken would be 
  here before the Forsaken was even Chosen? That’s worth exploring, 
  but also keep the characters’ minds on the fact that they are the reason 
  Sparrow Exalted. Provoke that introspection.
  Character Goals
  Decide what to do with Sparrow.
  Actions
  If the characters decide to spare Sparrow, there are no actions that 
  need to be rolled. Let them have this emotional moment. If they 
  decide he must die, then Sparrow fights to his very last breath. He 
  is surprisingly adept at Exalted combat. Remember that he was a 
  logistician for the Hunt for some time. He’s seen Exalts fight Exalts 
  many times.
  Sparrow makes liberal use of his combo, Sparrow Strike Flight, and 
  attacks in Flurries, usually no more than two or three attacks at a time. 
  He’ll channel his Virtues to try and offset penalties from Flurries. 
  Remember that while Sparrow is not a powerful Exalted combatant, 
  he is still an Exalt and the shikari may be drained from their recent 
  fight with Horn. However, if you do want him to pose a more thorough 
  challenge, then give him Heavenly Guardian Defense and replace 
  Dipping Swallow Defense in his combo with Heavenly Guardian (or 
  link the two Charms, per Glories of the Most High).
  Consequences
  It’s over. The Hunt is concluded. If Sparrow is dead (or they claim 
  he’s dead), it’s time to return to the Realm. If he’s alive and they leave 
  with him, then it’s time to forge a new path – one of life and hope 
  away from the fading Realm.
  At the hearthstone chamber’s far side there is a narrow door. A bar 
  crosses this door, sealing Sparrow in the little room on the other side – 
  though he is comfortable, at least. He has, in his left hand, an ancient 
  daiklave still shining after all these centuries. He does not seem pleased 
  to be holding it.
  “I know why you’re here, masters,” he says somberly. 
  (Remove the last line if the characters sneak up on him.)
  Storyteller Goals
  While the climactic struggle lies in the “Those Who Hunt 
  Monsters…,” this scene is the emotional climax of the story. Remind 
  the characters of everything they’ve learned about the Realm. Bring 
  up her flaws and the flaws of the Hunt. Remember the words of Setod. 
  Remember what the master taught them.
  
  31
  Aftermath
  After everything they’ve been through, things won’t quite be the 
  same for the brave shikari. This botched hunt may have just become 
  one of the circle’s finest hours, but there are still some unanswered 
  questions. Potential plot threads include:
  The All-Seeing Eye: Intelligence has been wrong before, but 
  this time it’s different. They had the location right, but the type of 
  Anathema they were hunting was wrong. Everyone makes mistakes, 
  but what’s odd is the right type of Anathema popped up in the middle 
  of the Hunt, and in the form of their logistician. That’s a little too 
  odd for coincidence and may provoke the characters to investigate 
  the Eye, perhaps leading them to shake the foundations of the Realm 
  by uncovering a conspiracy among their Sidereal viziers.
  In Yu-Shan, the young Bronze Faction Sidereal who botched this up 
  spends the next several weeks covering up his mistake. Will that be 
  enough to protect to protect their target from inquisitive characters – 
  a target whose very name has been stricken from the official records?
  An Unconquered Friend: If they spared Sparrow’s life and let him 
  go, then they have a friend in the Threshold. Sparrow will never 
  forget their kindness, which will shape his actions for years to come 
  as he becomes a lone wanderer and righter of wrongs. The characters 
  can sleep well, knowing they have a friend among Anathema. What 
  happens if Sparrow becomes powerful enough to challenge the 
  Realm someday? 
  The Pillar of Duty: If the characters forsake the Realm, 
  Cathak Setod will not take this betrayal lightly. He will gather his 
  considerable forces (including those Sidereals who he knows back 
  the Hunt) and come after the shikari. Even with all his resentment 
  towards the Realm, he cannot abandon her, and those who do must 
  be destroyed.
  The Functionary of Hateful Demise: Mayor Thurfas was a 
  competent and very skilled bureaucrat. He was an effective and 
  adaptable leader, even if he was out of shape. If the shikari burned 
  Dathesk, or even if they just took Thurfas’ life for payment, a 
  Deathlord approaches the Mayor and offers him a chance for revenge. 
  The Functionary of Hateful Demise accepts.
  Experience
  Each session awards 4 experience points. In Hunting a Monster 
  has a couple extra awards after the story is over:
  •  Characters who succeed in all Bureaucracy actions in the first 
  action gain 1 experience point.
  •  Characters who roleplay exceptionally well in the Scouring of 
  Dathesk, no matter if they spare or burn the city, should gain 
  1 experience point.
  If you run In Hunting a Monster as a multiple-session story, give 
  strong consideration to giving out a 5 experience point Story Award 
  (per Exalted, p. 273).
  
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  Cathak Setod
  Signs of the Demon: 
  No forward base (-2 
  external penalty)
  Deploying Forward 
  Base: Mayor feigning in-
  competence (-1 external 
  penalty).
  Most Righteous Requi-
  sitioning Method: Ap-
  pearance too high or too 
  low (1 or 5: -2 internal 
  penalty).
  Pressing Datheskians into 
  service (-1 Drill & Valor)
  Begging the Dragon
  The Demon’s Trail
  Behold! Ruler of Very Little
  Great Holy Army
   •  •  •
   •  
   •  •
   •   •
  None
  Signs of the Demon: 
  Followers, Henchmen, or 
  similar (1 die per)
  Deploying Forward 
  Base: Defeated Setod 
  in prior scene (1 bonus 
  success).
  Most Righteous Req-
  uisitioning Method: 
  Sparrow’s government 
  knowledge (2 bonus suc-
  cesses).
  None
  Introduce the hunt and its goals.  
  Use Setod to set the mood about the Realm
  Start the hunters on the trail and hint the target not a Solar.
  Introduce Dathesk. Establish the character of Mayor Thurfas. Have Sparrow help the 
  shikari. Juxtapose Mayor’s screw-up with Realm’s inefficiencies.
  Set the stage for the characters to shine in proselytizing an army.
  Learn the mission and its specifics.  
  Impress Cathak Setod and best him in a practice duel. 
   Uncover signs of Anathema in Dathesk
  Establish a base of operations and secure resources for the Hunt.
  Recruit holy warriors to fight evil.
  •  •  •
  —
  —
  —
  None
  Presence Charms.
  Confluence of Savant’s 
  Thought, Geese-Flying-
  South Administration.
  Presence and Socialize 
  Charms
  —
   •  •  •
    •   •  
  —
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  Storm on the trail (-2 
  external penalty)
  No Linguistics (-2 internal 
  penalty)
  Shikari destroyed the pil-
  lars (-3 external penalty)
  Noisy debris (-1 external 
  penalty)
  Sparrow becomes an 
  Anathema
  To Root Out Evil
  Where Once the Forsaken Stood
  The Unholy Horde
  Should the Sun Rise
  —
  —
  —
   •  
  None
  Established a headquar-
  ters (1 bonus success)
  None
  Sparrow Exaltes!
   Hint that the Anathema is Lunar. Cultivate suspicion.
  Reveal the truth behind Dathesk and that Mayor Thurfas  
  is the Lunar’s pawn.
  Draw first blood (if they came for combat). Ensure the characters  
  find the map to the temple for the next scene.
  Build tension and reach an emotional crescendo with  
  Sparrow’s Exaltation.
  Find the Hratrak Barbarians and seek clues of their Anathema.
  Uncover their prey (and not get burned).
  Destroy an Anathema stronghold or just take the map to  
  the next part of the Anathema’s trail.
  Destroy the Anathema!
  —
  —
  •  •  •
  •  •  •  •
  Hostile Environment 
  Preparation Method, 
  Extension of the Water 
  Dragon’s Blessing
  None
  Soundless Action Prana, 
  Zone of Silence Stance, 
  Distracting Breeze 
  Meditation.
  None
    •   •  
   •  •  •
    •   •  
  —
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  physical 
  social 
   
  SCENE:
  PCs
  H E L P
  mental
  physical
  social
  SCENE:
  OT H E R
  PCs
  STs
  None
  None
  Scaling the Cliff: Party 
  loosens the stones (-1 
  external penalty
  Differences between the 
  shikari.
  Students of Earth and Fire
  Those Who Hunt Monsters…
  Pupils of Wind and Water
  …May Become Them
  —
  —
  —
   •  
  The enemy’s will wavers 
  (increase his Valor dif-
  ficulty by 1).
  None
  Scaling the Cliff: Find 
  the hidden path (2 bonus 
  dice)
  None
  Provide bountiful opportunities for player stunts to recover motes.
  Bring the hunt to a conclusion with a brutal combat.
  Give the shikari a challenging parkour scene with plenty of  
  stunting opportunities.
   Set the emotional climax of the scene. Get the characters to question 
  the ethics of their next choice.
  Put an end to Horn’s army.
  Destroy the Anathema.
  Infiltrate Horn’s manse and set up for the kill.
   Decide what to do with Useless Sparrow.
  •   •  
  •  •  •  •  •
  •  •  
   •  •  •
  None
  None
  Incense Smoke Ladder, 
  Dancing Ember Stride
  None
   —
  —
   •  •  •
  —
  26
  27
  29
  30
  
  noteS         
  chaRMS
  naMe 
  coSt
  naMe 
  coSt
  aniMa
  WillpoWeR 
  expeRience
  Soak
  B 
  L 
  A
  dodGe dV
  health
  -0
  -1
  -2
  -4
  Incapacitated
  liMit BReak
  ViRtue flaW
  ViRtueS
  coMpaSSion  
  conViction 
  teMpeRance
  ValoR
  BackGRoundS
  WeaponS
   
  Speed / Accuracy / Damage / Parry DV/ Rate
  peRSonal 
  |
  peRipheRal 
  |
  coMMitted
  eSSence pool 
  eSSence
  naMe: 
  caSte: 
  concept: 
  aniMa: 
       aBilitieS         
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Medicine 
    (First Aid +1)
  Performance
  Presence
  Resistance
  Ride
  Sail
  Survival
  War
    (Force Projection +2)
  Athletics 
    (Heavy Lifting +2)
  Awareness
  Bureaucracy
  Martial Arts
  Melee
  Integrity
  Lore
    (Logistics +2)
  Useless Sparrow
        Wyld Hunt Logistician
  Artifact  
    (Orichalcum Daiklave)
  Contacts 
    (Dathesk) 
  Contacts 
    (Realm Satrapies) 
  Manse 
  Resources
  11 
  8 
  7 
  Punch 
  5 
  6 
  3B 
  DV4 
  3
  Kick 
  5 
  5 
  6B 
  DV2 
  2
  Clinch 
  6 
  5 
  3B 
  DV- 
  1
  Orichalcum Daiklave 
  5 
  11 
  9L 
  DV5 
  4
  Dipping Swallow Defense  
  2m 
  First Melee Excellency  
  1m/die 
  Integrity Protecting Prana  
  5m, 1wp 
  Ox-Body Technique  
  x2
  LaMellar Armor 
  7L/9B
  uSeleSS SpaRRoW
  Dawn
  Glorious rising wings
   13
   31
  5
  5/m a scene: -1 external penalty to so-
  cial/physical opposition; +2 Difficulty 
  Coordinated Attacks against him; 
  +2DV; Immunity to fear Emotion. This 
  is an Emotion effect (5wp).
  Red Rage of Compassion 0
  
  noteS         
  chaRMS
  naMe 
  coSt
  naMe 
  coSt
  aniMa
  WillpoWeR 
  expeRience
  Soak
  B 
  L 
  A
  dodGe dV
  health
  -0
  -1
  -2
  -4
  Incapacitated
  liMit BReak
  ViRtue flaW
  ViRtueS
  coMpaSSion  
  conViction 
  teMpeRance
  ValoR
  BackGRoundS
  WeaponS
   
  Speed / Accuracy / Damage / Parry DV/ Rate
  peRSonal 
  |
  peRipheRal 
  |
  coMMitted
  eSSence pool 
  eSSence
  naMe: 
  caSte: 
  concept: 
  aniMa: 
       aBilitieS         
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Wolf’s Horn
       Charismatic Revolutionary
  Occult
  Performance 
    (Addressing His Cult +2)
  Presence
    (Brainwashing +1)
    (Encouraging Independence +1)
  Socialize
  Survival
    (Tracking +2)
  Resistance
  Athletics 
  Awareness
  Bureaucracy
    (Constitution Drafting +2)
  Dodge
  Integrity
  Lore
  Martial Arts
    (Claws +2)
  Medicine
  16 
  16 
  10 
  (in war form)
  Warform Claw: 
  5 
  17 
  14L/5 
  DV7 (13 dice) 3
  Warform Kick: 
  5 
  16 
  17L/5 
  DV5 (9 dice) 
  2
  Stealth
    (Avoiding Sight +1)
  War
    (Pack Tactics +1)
  Tell: Wolf eyes
  Wolf’S hoRn
  Changing Moon
  Timber Wolf
  Artifact  
    (Reinforced Breastplate)
  Cult (Dathesk) 
  Contacts 
    (Dathesk & Traders) 
  Influence (Dathesk)
  Heart’s Blood
  Manse
  Reputation
  Solar Bond
  Tattoo Artifact
    (Hearthstone Bracers)
  Knacks: Deadly Beastman 
  Transformation, Devastating Ogre 
  Enhancement, Flickering Star 
  Infusion, Internal Form Mastery, Life 
  of the Hummingbird, Honing the 
  Stolen Form, Prey’s Skin Disguise, 
  Subtle Silver Declaration  
  1m
  Dexterity  – 
  First Dexterity Excellency  
  1m/die
  Flight of the Sparrow  
  3m 
  Flowing Body Evasion  
  4m 
  Golden Tiger Stance  
  2m
  Ground Denying Defense  
  3m
  Instinctive Dexterity Unity  
  2m+, 1wp
  Secure Cat Stepping  
  1m
  Third Dexterity Excellency  
  3m
  Wary Swallow Method  
  1m
  Wasp Sting Blur  
  2m/tick 
  Wind-Dancing Method  
  3m
  Stamina – 
  Halting the Scarlet Flow  
  2m+
  Might Bolstering Blow  
  2m 
  Ox-Body Technique  
  x3
  Relentless Lunar Fury  
  1m, 1wp,
  +2m/Fury-OK 
  Steadfast Yeddim Meditation  
  2m+Third 
  Stamina Excellency  
  3m
  Charms: 
  Strength –  
  Agitation of the Swarm Technique  2m
  Claws of the Silver Moon  
  4m, 1wp
  Consumptive Worm Hungers
  Ferocious Biting Tooth  
  4m
  Impressions of Strength (All edges)  2m
  Second Strength Excellency  
  2m/success
  Subduing the Honored Foe 
  4m
  Unstoppable Lunar Wound  
  2m/die 
  20
  48
  8
  10m, appear as one person he knows 
  for scene (illusion). +5 dice related 
  actions.
  Curse of the Raging Bull  5
  
  noteS         
  chaRMS
  naMe 
  coSt
  naMe 
  coSt
  -0
  -1
  -2
  -3
  -4
  Incapacitated
  aniMa
  WillpoWeR 
  expeRience
  Soak
  B 
  L 
  A
  dodGe dV
  health
  liMit BReak
  ViRtue flaW
  ViRtueS
  coMpaSSion  
  conViction 
  teMpeRance
  ValoR
  BackGRoundS
  WeaponS
   
  Speed / Accuracy / Damage / Parry DV/ Rate
  peRSonal 
  |
  peRipheRal 
  |
  coMMitted
  eSSence pool 
  eSSence
  naMe: 
  caSte: 
  concept: 
  aniMa: 
       aBilitieS         
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Bureaucracy
    (Public Policy +3)
  Integrity
    (Resisting Bribes +1)
  Investigation
  Lore
    (Agriculture +2)
  Medicine
  Presence
    (Speeches +1)
  Resistance
  Socialize
  Survival
    (Hunting +1)
  Mayor Carriker Thurfas
        Effective Executive
  2 
  0 
  0
  MayoR caRRikeR thuRfaS
  Backing 
    (Dathesk)
  Followers
    (Dathesk Militia) 
  Resources
  
  noteS         
  chaRMS
  naMe 
  coSt
  naMe 
  coSt
  -0
  -1
  -2
  -3
  -4
  Incapacitated
  aniMa
  WillpoWeR 
  expeRience
  Soak
  B 
  L 
  A
  dodGe dV
  health
  liMit BReak
  ViRtue flaW
  ViRtueS
  coMpaSSion  
  conViction 
  teMpeRance
  ValoR
  BackGRoundS
  WeaponS
   
  Speed / Accuracy / Damage / Parry DV/ Rate
  peRSonal 
  |
  peRipheRal 
  |
  coMMitted
  eSSence pool 
  eSSence
  naMe: 
  caSte: 
  concept: 
  aniMa: 
       aBilitieS         
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Artifact
  Backing 
    (The Wyld Hunt)
  Breeding
  Command
  Connections
    (All-Seeing Eye)
    (The Legions)
    (The Immaculate Order)
    (The Magistrates)
    (The Threshold)
  Manse
  Reputation
  Resources
  Archery
  Athletics
  Awareness
  Dodge
  Integrity
  Linguistics
  Lore
  Martial Arts
    (Clinches +2)
  (Native: High Realm; (Forest Tongue,  
  Low Realm, Riverspeak)
  Cathak Setod
       Legendary Crusader of the Hunt
  Medicine
  Melee
  Occult
    (Lunar Exalter +2)
    (the Wyld +1)
  Performance
  Presence
  Resistance
  Ride
  Sail
  20 
  17 
  15
  Jade Grand Goremaul (Hundredweight) 4 
  11 
  21L/5 
  DV5 
  2
  Punch 
  5 
  10 
  4B 
  DV6 
  3
  Kick 
  5 
  9 
  7B 
  DV4 
  2
  Clinch 
  6 
  11 
  4B 
  DV- 
  1
  Socialize
  Survival
    (Tracking +1)
  2
  cathak Setod
  Earth
  5m to soak Lethal with full Stamina. 
  +5 dice to resist knockback/grapple. 
  If his feet are on ground, add 5 to 
  Stamina for all purposes.
  15
  21(40)
  19
  Charms: 
  Strength –  
  Boulder-Crushing Grasp  
  3m
  Falling Rockslide Onslaught  
  4m, 1wp
  Fortress of One  
  3m per 
   
  1B/1L
  Jade Mountain Form  
  6m 
  Pasiap Still Stands  
  1m per 
   
  2B or 1L
  Pillar of Marble Stance  
  1m+
  Sliding Glacier Grip  
  4m, 1wp 
  4
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Godlike Power/Exalted/Exalted 2E/Exalted 2E - In Hunting A Monster (SAS).pdf