TEXT: !
  
  1
  An Avalon Games Product, All rights reserved, Version 1.0, 2015
  All comments, suggestions and contacts can be made at…
  Avalon Games Company, avalon@comstar-games.com                                                                                            
  Or
   Our Content Director, Robert Hemminger at...
  hemdog560@hotmail.com
  Or visit                                                                                                                                                                              
  Avalon Games at… 
  www.avalon-games.com                                                                                                                                               
  Written                                                                                                                                                                            
  by
  Robert Hemminger
  Cover 
  by
  Phill Simpson
  Trade Dress
  by
  Tamas Baranya
  Product design, artwork and layout 
  by 
  Robert Hemminger
  Edited by
  Jeff Gomez
  Interior
    Artwork by
  Robert Hemminger, LPJ and Peter Szabo Gabor and Eastern Raider Games
  Compatibility with the Pathﬁnder Roleplaying Game requires the Pathﬁnder Roleplaying Game from Paizo    
  Publishing, LLC. See http://paizo.com/pathﬁnderRPG for more information on the Pathﬁnder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathﬁnder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁnder Roleplaying Game and the 
  Pathﬁnder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathﬁnder Roleplaying Game Compatibility License. See http://paizo.com/pathﬁnderRPG/compatibility for 
  more information on the compatibility license.
  Pathﬁnder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
  
  2
  Contents
  Introduction
  Contacts and Informants
  City Map
  Alien Arrest
  Elections (And Event)
  Final Contract
  Gang Summit
  Hang Um’ High
  I Need Something Special
  Inner Earth
  Man Without A Name
  Marked For Death
  Master of Terror Threat #1
  Master of Terror Threat #2
  Master of Terror Threat #3
  Master of Terror Threat #4
  The Methuselah Chamber
  Monster Hunters 
  My Old Heroes Are All Gone
  New Star Gate
  The Nutty Man Will Have His Day
  Old Time Vengeance
  Overmind’s Secret Base
  Run Down District
  Sewer Hunters
  Your Death Has Been Paid For
  Mission Trees
  NPC Heroes
  Page 3
  Page 4
  Page 12
  Page 13
  Page 15
  Page 16
  Page 17
  Page 18
  Page 19
  Page 22
  Page 29
  Page 32
  Page 34
  Page 36
  Page 41
  Page 42
  Page 43
  Page 45
  Page 49
  Page 54
  Page 57
  Page 58
  Page 59
  Page 61
  Page 62
  Page 63
  Page 64
  Page 65
  
  3
  Introduction
  Underworld Adventures and Old Heroes
  This series of adventures and missions is for the Avalon solo super hero system.  This is a series of missions for 5th to 
  7th level characters, and can be used to get your game started or continue the story from the previous mission books.  
  The missions here will link to the those found in the previous mission books so you can continue 
  your story and character's history with little interruption.
  So put on your mask and ﬂing your cape over your shoulder and continue your career as a super hero.  
  Getting Started
  Your quest for justice and the safety of the common man has taken you all over the world and even to other worlds.  
  Now you deal with threats to all of mankind, not little crimes but world shaking threats.
  Your horizons have surely broaden since your days patrolling the streets.
  Mission Notes
  If you don't have the listed ally or contact you may not take missions from that contact.  
  You must also meet all listed prerequisites to take on the missions listed.
  Once a mission has been completed you may gain any beneﬁts listed for its completion.
  Only one mission may ever be taken at a time and only one per issue may be completed.
  If a result of an event on the patrol roll states that you may continue with the issue you may either take 
  on a mission if one has yet to be taken on, or you may work on an ongoing investigation.
  The Adventure's Modiﬁer is +2
  
  4
  Contacts and Informants
  Contacts and Informants
  Use the following contacts and informants to ﬁnd 
  available missions and adventures open for play with 
  this Adventure book.
  Councilwoman Fredric
  Her political base is the low south side, which covers the 
  Bowery, Low Town, and the south docks.  While not as 
  rich or inﬂuential as the other city council member, she 
  is faithful to her belief that the Southside can be brought 
  back from its run down state and made into a place 
  where families can raise their children without fear of 
  gang violence and Mob inﬂuence.
  To know Councilwoman Fredric you need a 
  Reputation rank of 8 or more.
  Available Missions:
  Run Down District.
  Mayor Hamilton
  Mayor of the city, Hamilton is a political animal through 
  and through. He is willing to do whatever is necessary to 
  stay in power and has been known to cut corner to get 
  the job done. Ultimately, however, he has the city's best 
  interest at heart.
  To know Mayor Hamilton you need a Reputation 
  rank of 10 or more.
  Available Missions:
  Masters of Terror Threat #1.
  Masters of Terror Threat #2, May only be taken if 
  Masters of Terror Threat #1 has been completed.
  
  5
  Congressman Gill
  The good Congressman has held power in Washington 
  for ages it seems, and has a hand in many pies.  While 
  the city is just one that falls in his district, he still holds 
  the town as his hometown and keeps an eye on things.
  To know Congressman Gill you need a Reputation 
  rank of 16 or more.
  Available Missions:
  Monster Hunters.
  Lieutenant Wilds
  Usually a by the book lawman, Wilds does though know 
  how to turn his eyes away when the book just won't get 
  the job done.  Wilds has seen it all - that is, until super 
  heroes showed up.  With all these caped crusaders 
  running around his job seems twice as hard.
  To know Wilds you need a Law and Order rank of 7 
  or more.
  Available Missions:
  My Old Heroes are all Gone.  May only be taken after 
  the Event Elections and You are Marked For Death has 
  taken place.
  Detective Samuel
  Murder and crime ﬁll his day and ﬂowers and tulips his 
  night. Samuel is called in when the department needs a 
  case solved and fast. His skills as a detective are well 
  deﬁned and his ability to see through the maze of clues 
  are wonder to watch.
  To know Samuel you need a Law and Order rank of 
  10 or more.
  Available Missions:
  Man Without a Name. May only be taken if Old Time 
  Vengeance has been completed and before the Event 
  Elections
  Contacts and Informants
  
  6
  Judge Turner
  Called the hanging judge, Turner is a tough woman that 
  takes no lip and sees that her caseload is well ﬁlled with 
  murderers and criminals of the worst type. She has 
  begun a crusade against super villains and the heroes that 
  seems to bring them in all the time.  Vigilantes are 
  criminals as far as she is concerned.
  To know Judge Turner you need a Law and Order 
  rank of 21 or more.
  Available Missions:
  Hang Um' High.
  Commissioner Van Dike
  Chief of the police in the city and beholden only to the 
  mayor himself, the commissioner is tough man that 
  knows his department is full of corrupt cops, but, as he 
  says, he has to work with what he's got, not what he 
  wishes he has.
  To know Van Dike you need a Law and Order rank 
  of 26 or more.
  Available Missions:
  Methuselah Chamber. May only be taken if Man Without 
  a Name has been completed and before the Event 
  Elections
  News Reporter Kelly
  Investigative reporter for the Star city news, Kelley is a 
  tough-minded reporter always getting into trouble and 
  always getting her story.  She has made the super hero 
  scene her beat these days and reports on all the supers 
  and their villain foes.
  To know Kelly you need a Go Gooder of rank 8 or 
  more.
  Available Missions:
  Masters of Terror Threat #3, May only be taken if 
  Masters of Terror Threat #2 has been completed.
  Contacts and Informants
  
  7
  Star Labs Scientist Updike
  Updike is a scientiﬁc geek, lost in his own world of 
  mathematics, gadgets, and odd things.  He is a true 
  scientiﬁc genius and seeks to understand all the wonders 
  of the universe.  His labs at Star Labs are ﬁlled with odd 
  bits of space junk and left over experiments.
  To know Updike you need a Go Gooder rank of 11 or 
  more.
  Available Missions:
  New Star Gate.
  CEO 
  of Unicom, 
  Mr. Franks
  Unicom is an international corporation that has its hands 
  in all sorts of high tech gear, products and innovations.  
  The company seeks to bring technology to the masses 
  and make a high proﬁt at the same time.  The company's 
  CEO, Mr. Franks is a mysterious man, little seen and 
  seldom heard from.
  To know Mr. Franks you need a Go Gooder rank of 
  21 or more.
  Available Missions:
  Overmind's Secret Base, May only be taken if New Star 
  Gate and Alien Arrest has been completed. 
  Rafael
  A gang member and long time thug, Rafael is a hard core 
  gangbanger, but he knows that he is a little ﬁsh in a 
  much bigger pond.  Still he has his ear to the street and 
  knows what's going on.
  To know Rafael you need a Street Thug rank of 10 or 
  more.
  Available Missions:
  Gang Summit.
  Contacts and Informants
  
  8
  Sewer Joe
  An old homeless man that has made his home in the 
  sewers, he sees everything it seems but seldom talks to 
  anyone.
  To know Sewer Joe you need a Street Thug rank of 
  16 or more.
  Available Missions:
  Sewer Hunters.
  Parliament of the Sewers
  The Parliament of the Sewers is an organization made up 
  of representative from the various communities that live 
  in the sewers beneath the city.  While it has little power 
  outside of its sphere of inﬂuence, the parliament has a 
  great deal of power within the sewers themselves.  The 
  Parliament of the Sewers allows the disparate 
  communities within the sewers coordinate enough to 
  maintain their fragile existence. 
  To know the Parliament of the Sewers you need a 
  Street Thug rank of 36 or more.
  Available Missions:
  Inner Earth, May only be taken if I Need Something 
  Special has been completed.
  Doctor Lucas
  Some folks call him a quack, some a failed medical 
  student.  Whatever his history, “The Doc” will heal 
  anyone that needs his services, no questions asked.  He 
  keeps a quiet ofﬁce in the Southside of town.
  To know Doctor Lucas you need a Vigilante rank of 7 
  or more.
  Available Missions:
  I Need Something Special.
  Contacts and Informants
  
  9
  Detective Bruce
  A tough man, Bruce cares for little.  As far as he is 
  concerned the city is a sewer and the people that live 
  here are just rats.  He has seen too much blood, death, 
  and terrible things to change his mind.
  To know Detective Bruce you need a Vigilante rank 
  of 10 or more.
  Available Missions:
  Old Time Vengeance, May only be taken if My Old 
  Heroes are all Gone has been completed.
  Powers Division 
  Agent Kelly
  A typical Power Division ﬁeld agent.  She was identiﬁed 
  as a mutant by the organization when she was attending 
  high school and was immediately recruited after she 
  graduated.  Having experienced anti-mutant prejudice all 
  her life, Kelly feels a strong loyalty to Power Division, 
  which is the only place she ever truly found acceptance.
  To know Agent Kelly you need a Vigilante rank of 21 
  or more.
  Available Missions:
  Alien Arrest.
  Viper Ninjas
  Viper Corp. (Shinja Batsu) is the American branch of a 
  corporate ninja clan.  Originating as a ninja clan in 
  ancient Japan, the Viper Clan has kept pace with the 
  times and is now a multinational corporation.  Although 
  Viper Corp. maintains many legitimate holdings through 
  which to launder money, its primary source of income is 
  still corporate espionage and assassinations.  When giant 
  mega corporations need illegal acts performed off the 
  books, Viper Corp. is there to perform them quickly and 
  professionally.
  To the Viper Ninjas you need a Vigilante rank of 31 
  or more.
  Available Missions:
  Marked for Death. May only be taken if Run Down 
  District has been completed and the Event Elections has 
  taken place with Van Dike losing and you were public in 
  your support of Mayor Hamilton. (Viper Ninjas)
  Contacts and Informants
  
  10
  Crime Unlimited 
  Monthly Meeting Place
  This is not a person but a place, one of the many meeting 
  places for the crime unlimited organization.  Most 
  months it's a bar or nightclub, but it can also be a 
  sandwich stand or an old warehouse.  Each month it 
  changes and only those with the know will ever know 
  where it is on any given month.
  To know where Crime Unlimited Monthly Meeting 
  Place is you need a Mob rank of 7 or more.
  Available Missions:
  Your Death has been Paid For, May only be taken if Run 
  Down District has been completed and the Event 
  Elections has taken place with Van Dike losing and you 
  were not public in your support of Mayor Hamilton. 
  (Crime Unlimited Monthly Meeting Place)
  
  
  Mob Boss Franco
  Boss of the Devinci Mob Family, he has been in the 
  game his whole life. Even so, these damn super types are 
  changing the game way too fast for him to like it.
  To know Mob Boss Franco you need a Mob rank of 
  10 or more.
  Available Missions:
  Final Contract, May only be taken if Run Down District 
  has been completed and the Event Elections has taken 
  place with Van Dike winning and you were public in 
  your support of Mayor Hamilton. (Mob Boss Franco)
  Crime Unlimited Fence
  One of many fences for the criminal operation, this fence 
  can get his hands on just about anything. For a price, that 
  is.
  To know Crime Unlimited Fence you need a Mob 
  rank of 21 or more.
  Available Missions:
  The Nutty Man Will Have His Day, May only betaken if 
  Hang Um' High has been competed ﬁrst.
  Contacts and Informants
  
  11
  Ace of Spades
  Terrorist, spy and now a super villain, Ace of Spades is a 
  mad man, but one that has his own vision of the future 
  and one that knows a lot of secrets.
  To know Ace of Spades you need a Mob rank of 31 or 
  more.
  Available Missions:
  Masters of Terror Threat #4, May only be taken if 
  Masters of Terror Threat #3 has been completed.
  Contacts and Informants
  
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  13
  Alien Arrest
  Alien Arrest
  Agent Kelly looks you over like you were some sort of 
  bug that just crawled out from under the rug.
  “I understand you have been harboring an alien,” She 
  accuses you, “One that is a threat to this world. Lady 
  Blue is what you call her, from what I understand,” The 
  agent says as she looks for your reaction.
  You can lie to her and say you have never seen nor know 
  about this alien she is looking for.  If you take this tactic 
  make a Bluff skill check Vs. DC 20.  If you are 
  successful (Gain 25 Exp.) you are able to lie your way 
  out of helping the agent and buy a bit of time. 
  You can tell her you know of the alien, but not where she 
  is located at this time.  To pull off this lie make a Sense 
  Motive skill check at DC 18.  If you are successful (Gain 
  25 Exp.) you are able to buy a bit of time before the 
  agent is able to locate your friend.
  You can tell her you know all about Lady Blue and also 
  where she is, but that you will not help in the witchhunt 
  the agent is conducting.  Make an Intimidation skill 
  check Vs. DC 20 to bully the agent in to backing down.  
  If you are successful (Gain 25 Exp.) you buy some time 
  as she goes to look for some other way of tracking down 
  your friend.
  You can tell her that you know of the alien.  She is your 
  friend and you will take the agent to meet her, but you 
  will not help in harming her in any way nor allow the 
  agent to arrest her without a real good reason.  Make a 
  Diplomacy skill check Vs. DC 19.  If you are successful 
  (Gain 25 Exp.) Agent Kelly agrees to your terms.
  If you fail any of these skill check the agent threatens 
  you with arrest and censor should you attempt to block 
  her investigation or if you aid the alien in avoiding 
  arrest.  Make a Sense Motive skill check Vs. DC 24.  If 
  you are successful (Gain 25 Exp.) you sense that she is 
  up to more then just ﬁnding and arresting Lady Blue.  
  What she is planning though is not clear.  If you fail the 
  skill test you suspect nothing.  Regardless, she learns of 
  Lady Blue's location and heads off to arrest her.
  If you have avoided leading Agent Kelly to Lady Blue 
  then you have time to warn your friend.  You of course 
  ﬁnd her at Star Labs with Updike working on the Star 
  Gate.  Lady Blue has no clue who agent Kelly is or why 
  she wants to arrest her, but Lady Blue is more then 
  willing to submit to the arrest if it will help in some way.
  You try to explain that agent Kelly and the organization 
  she works for are not about helping people, but 
  controlling them.
  She understands and will go into hiding if you think it 
  best.  Updike says he knows a place where she can go 
  that is safe from the government.
  If you have been unable to keep Kelly from ﬁnding Lady 
  Blue then a few moments after you arrive to warn Lady 
  Blue, Agent Kelly arrives with a full tactical squad of 
  ﬁeld agents, ready for a ﬁght.
  Set up a battle in a lab or open space.
  Agent Kelly
  Mutant Brick 4
  CR: 4
  Exp. Award: 1,200
  Init: +10
  AC: 19
  Hps: 54
  Base Attack: +3
  Fort: +9 Reﬂex: +5 Will: +3
  Defensive Abilities: DR 2/-
  Melee: Unarmed Strike +9 (1d3+6)
  Powers: Super Attribute (Strength) 1, Super Attribute 
  (Constitution) 1, Super Speed 2
  Class Features: Built Tough, Never Surrender
  Feats: Power Attack, Improved Unarmed Strike, Furious 
  Focus, Improved Initiative
  Skills: Climb +13, Investigate +4
  Gear: Power Division Uniform (Armor 3)
  Other Gear: Communication Link
  Strategy:  Boxer
  !
  
  14
  Power Division Troopers 
  (x3 Plus x1 per extra hero ally present)
  Combat Expert 4
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 37
  Base Attack: +4
  Fort: +6 Reﬂex: +5 Will: +3
  Melee: Unarmed Strike +5 (1d8+1)
  Ranged: Laser Pistol +8 (5d6)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Bluff +4, Intimidate +10, Survival +8, Stealth 
  +11
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy:  Sneak
  If you are defeated by Kelly and her troopers they take 
  Lady Blue and disappear.
  If you are able to defeat her then Lady Blue is able to 
  escape capture while you hold Kelly and her troopers 
  captive.  Once she is away you release the agent and tell 
  her she should go look for alien threats somewhere else.  
  Kelly warns you that this is far from over and she will 
  return and see that you and your allies are all placed 
  under arrest.
  Results:
  End the issue here and gain 1,000 Exp. and +1 to your 
  Reputation.
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Alien Arrest
  
  15
  Elections
  Elections 
  (An Event on issue 5)
  It's that time once again, the city is holding its local 
  elections for several important positions, with the ofﬁce 
  of Mayor the most heated.  Currently Mayor Hamilton 
  leads his opponent Police Commissioner Van Dike, but 
  the race is very close and anything can turn the tide.
  As the day to vote come closer you have to make a hard 
  choice.  Who will see that your city remains safe, 
  Hamilton or Van Dike?  You know that Van Dike is 
  corrupt, but cannot prove it as of yet.  On the other hand 
  Van Dike's conspiracy has been conducted right under 
  the nose of Hamilton, and has been ongoing for years.  It 
  is clear that Hamilton is not the right man for the ofﬁce.
  To make thing even more difﬁcult, your relations with 
  the police and Hamilton are an important part of your 
  job of keeping the city safe. Van Dike has made it clear 
  that if you stand in his way he will make life very 
  difﬁcult for you. See mission book #4 for details.
  As the day to vote arrives you watch the news as the 
  votes are courted.  It is very close.
  Roll 1D20.  On a roll of 1-9 Van Dike wins the elections 
  and becomes the new Mayor.  On a result of 10 -20 
  Hamilton remains in ofﬁce.
  You can modify the elections as follows.
  Make a public announcement supporting Hamilton.  +3 
  to the roll.
  Make a pubic announcement supporting Van Dike. -3 to 
  the roll.
  Release what evidence you have on Van Dike's 
  corruption. +5 to the roll.
  If Hamilton wins the election, Van Dike resigns his 
  position in protest and disappears from sight.
  If Van Dike wins the election he declares you and all 
  super heroes criminals and issues arrest warrants for all 
  of the super heroes in the city.  Reduce your Reputation 
  by -3.
  Make note of the election results for future mission 
  effects.
  If you have played through mission book #4 and were 
  involved in the trail of Master Mind then you had to 
  make a choice then as well: support Van Dike and lie on 
  the witness stand, or oppose him.  If you aided him and 
  lied then he holds this perjury over your head and has 
  made it clear he will expose you if he loses the election.  
  On the other hand if you did not go along with Van 
  Dike and his plans, you are already on his enemies list 
  and he will use his position as the new mayor to drive 
  you out of the city or have you arrested.
  
  16
  Final Contract
  Final Contract
  Mob Boss Franco smiles as you stand in his den.  “I'm glad you came to me about this.  Shows we have built up a trust 
  between the two of us.”
  You tell his there is no trust.
  “Well, I want to think differently, so I will tell ya who wants you dead,” The mob boss says.  It is clear he is enjoying 
  every moment of this meeting between the two of you.
  “Course if ya thought it through you would ﬁgure it out yourself.  Ya been a bug in his ear for a while now,” Franco 
  says.
  Van Dike's name comes to you.
  “Yep,” Franco continues to gloat, “That corrupt bastard even makes me look small time.  Seems he really hates you.  
  You will never be able to prove it though.  I can, however, help out, call off the dogs if ya want, give you time to bring 
  the man down.”
  Why, you ask, would he be willing to do you such a favor?
  “Because we are building trust remember, and I like ya.  Ya got style.”
  The assassination attempts end that night, giving you time to gather the evidence you will need to bring Van Dike 
  down.
  Results:
  End the issue here and gain 500 Exp. and +1 to your Mob rank.
  Iron Knight
  
  17
  Gang Summit
  Gang Summit
  Father Thomas and Rafael both thank you for stopping by.  The second gang summit has already begun, but everyone 
  stops what they are doing to watch you walk in.  Everyone is hoping no crazy vigilante super heroes will crash the 
  summit this time around but everyone is also sure you will confront any damager should it appear.
  “It's a ﬁne thing young Mr. Rafael has set up,” Father Thomas smiles as he walks the two of your into the church. 
  “This young man has single handily stopped most of the gang wars in town,” Father Thomas beams, proud of the 
  young man next to him.
  “Could not have done it with the two of you,” Says Rafael.
  You of course understand that Rafael has his own motives for these summits.  If he can keep thing calm then he can 
  quietly take over all the gang activity in the Bowery and make himself king of Low Town all in one masterful ploy.  
  You have been supporting him so far because it has keep the peace and crime is down.  You will though have to make 
  a choice sooner or later.  Continue your support of this young master crime boss in the making and keep the peace, or 
  eventually bring him down before he becomes too powerful.
  Rafael smiles at you as you stand there watching him work the room and continue to grow his support and power over 
  these thugs and gang members.
  Results:
  End the issue here and gain 500 Exp.  Increase your Reputation and Street Thug ranks by one each.
  Blast Star
  
  18
  Hang Um’ High
  Hang Um' High
  The judge is not pleased.  “I told you Mr. Smith, you will not be allowed to bring this evidence into my court room, “ 
  She says with a nasty tone in her voice.  
  “But you honor,” The lawyer pleads, “If I cannot have this evidence entered into the record, this so called “Hero” will 
  get off scot free, my case just falls apart.”
  “Too bad then,” Offers Judge Turner, “I will then have to dismiss this case out of hand then,” She says as she calls the 
  case closed and in your favor.
  It was a landmark case for superheroes in the city.  If a citizen is hurt while you try to save the city, are you liable?
  That was the basic premise of Mr. Smith's client, a man named Albert Nutty.  Mr. Nutty was on his lunch break from a 
  small accounting ﬁrm located in the downtown district when you stopped the Hood and his gang from robbing the bank.  
  In the battle with the villain there was an explosion and Mr. Nutty was hurt when you saved his life.  He then tried to 
  sue you for his pain and suffering.
  If he had been successful, well it would have put a real damper on the super hero activities of those few brazen citizen 
  of this city.
  “I will have my day, hero!” Nutty yells as he is escorted out of the courtroom.  “We'll see that you pay, and pay dearly!”
  Course if you had a dime for every time you have heard that you would be a rich hero.
  Results:
  End the issue here and Gain 500 Exp. and +1 to your Reputation.
  The Pugilist
  
  19
  I Need Something Special
  I Need Something Special
  The doctor thanks you for coming by.  “Look, normally I 
  try to not get involved in all the weird super hero stuff 
  that goes on around this city, but in this case I could use 
  your help.”
  What can you do, you ask the doctor.
  “Well I have this kid,” Lucas says. “He is real sick and 
  there is nothing medicine can do to save his life.”
  While you have super powers there is nothing you can 
  do for the child you tell him.
  “Ya I get that, but you know people, other super heroes 
  and villains.  Maybe one of them can help?”
  You think it over for moment and then it comes to you.  
  You tell the doctor that you do know someone that might 
  be able to help, but you will have to take a trip to ask 
  them, so it might take a few days.
  “Then hurry,” The doctor tells you, ”Because this kid 
  does not have a lot of time left.”
  A few hours later you are deep into the tunnels under the 
  city, heading for Proudtooth's village and the many 
  people of the sewer realm.  You think there might be a 
  member of the outcast mutants that has the power to heal 
  the hurt and ill.  She, like all of the mutants in that 
  community, is strange looking, with withering tentacles 
  for hair and very long ﬁngers, but you think she might 
  help.
  Reaching Proudtooth's village your friend welcomes you 
  and offers you a hot meal as you discuss your plan.  “Ya, 
  I know the mutant you are talking about,” Proudtooth 
  offers. “She is called Mother Light by the other mutants, 
  but I'm not sure they will let you take her away. Mother 
  Light is their most prized citizen.  I don't think the 
  mutant's leader, Eve, will let her just up and leave.”
  It is worth the try though, you ask?
  “Sure, don't hurt to ask I guess.”
  A few more hours go by as you and Proudtooth venture 
  even deeper into the sewer tunnels until you reach the 
  outcast mutant's community.  These mutants live in 
  shacks lying all about the old tunnels walls, a few 
  making their homes in the dry passages and runoff 
  tunnels.
  Eve greets the two of you as you arrive but frowns at 
  your proposal.  “I don't think we can allow Mother Light 
  to venture out of our protection. She is a very valuable 
  member of our community.  Can you not bring the child 
  here?” She asks ﬁnally.
  No you tell her, the boy is far too weak to be moved.  
  His only hope is the mutant power of Mother Light.
  “Then I will travel with you to the surface world,” 
  Mother Light says as she walks up.
  There is a heated argument among the mutants at this 
  point but Mother Light has made her choice and the 
  others will not stop her.  Eve makes it quite clear that 
  you are responsible for her safety, and should anything 
  happen to her, she will make sure you pay the price.
  You rush Mother Light up to the clinic where she is 
  taken in hand by Doctor Lucas.  The two work on the 
  boy. Mother Light's mutant power allows her to 
  rejuvenate cells and thus heal wounds and illness at the 
  source, and with amazing speed and little pain.  Within 
  hours the boy is fully healed.
  Seeing the others in the clinic that need her help, Mother 
  Light heals the broken arm of a young girl, cures several 
  cases of the ﬂu, and helps a man grow his hair back.
  She is tired after all the effort and Lucas shows her a 
  small bed in a room to the back.  “She will be ﬁne, let's 
  just let her rest.”  Lucas offers.  You leave for a time to 
  see to other matters but return soon enough to ﬁnd the 
  two hard at work healing new patients to the clinic and 
  bringing hope and wellness to a whole new crop of 
  people.
  You tell them that after they have ﬁnished with these 
  new patients Mother Light will have to return home.  
  They both agree, but by the time she is done she is once 
  more drained and must rest.
  
  20
  You use the time once more to deal with an old 
  investigation and leave for a short time.
  Upon you return you ﬁnd the clinic empty, Mother Light 
  gone and Lucas unconscious on the ﬂoor.
  You get Doctor Lucas on his feet and he tells you that a 
  few rather large men with guns came to the clinic after it 
  was closed, forced Mother Light into a car and drove off.  
  Lucas tried to stop them, “but they knocked me out.”
  Now you are in trouble…
  A successful Knowledge (Local) Vs. DC 18 will allow 
  you to discover that the mutant has been taken by Don 
  Malconie (Gain 25 Exp.).  Fail the skill check and you 
  will have to ﬁnd some other way to seek her out.
  If you failed the Knowledge (Local) skill check you can 
  try to ﬁnd out on the street who took her.  Make an 
  Intimidation skill check Vs. DC 20 to ﬁnd out the word 
  on the street.  If you are successful (Gain 25 Exp.) you 
  ﬁnd out that the old mob boss Don Malconie has taken 
  her hostage.
  If you failed this skill check there is one last chance to 
  ﬁnd Mother Light.  Make a successful investigation skill 
  check Vs. DC 25 to ﬁnd out clues to her whereabouts.  If 
  you are successful (Gain 25 Exp.) you ﬁnd out that Don 
  Malconie is very ill, and may be a prime suspect in the 
  mutant's kidnapping.  If you fail this skill check the 
  mutant is gone and you are in deep trouble with the 
  mutant outcasts.
  If you were successful on any of these skill checks you 
  ﬁnd out that Don Malconie is very ill, dying of cancer.  
  You think he is just being eaten alive by his evil soul.  
  Either way the old man is near death and seems to have 
  heard about the miracle of Mother Light's ability.  As is 
  his way, Don Malconie just took what he wanted instead 
  of asking.
  You head over to Don Malconie's estate in the Heights 
  and see the place is a virtual fortress, with armed guards 
  everywhere, security cameras, and state of the art alarm 
  systems.
  You can try to sneak into the place, just barge on in, or 
  try to bluff your way in.  
  If you try to sneak in make the following skill checks, in 
  the order given.
  Stealth Vs. DC 18
  Disable Device Vs. DC 19
  Sleight of Hand Vs. DC 20
  Gain 25 Exp. per successful skill check.
  If you just barge on in make the following skill checks, 
  in the order given.
  Intimidation Vs. DC 20
  Power Activation Vs. DC 19
  Diplomacy vs. DC 22
  Gain 25 Exp. per successful skill check.
  If you try to bluff your way in then make the following 
  skill checks, in the given order.
  Disguise Vs. DC 16
  Bluff Vs. DC 18
  Sense Motive Vs. DC 20
  Gain 25 Exp. per successful skill check.
  If you fail any of the skill checks, you may re-roll but at 
  a +2 to the DC.  Fail a skill check twice and you fail to 
  get into the compound unmolested.
  Should you fail to get into the compound covertly, you 
  are confronted by several well-armed thugs.
  I Need Something Special
  
  21
  Mobster Thugs (X10)
  Human, Medium
  CR: 3
  Exp. Award: 800
  Init: +1
  AC: 15
  Hps: 23
  Base Attack: +3
  Fort: +2 Reﬂex: +2 Will: +1
  Melee: Punch +2 (1D3)
  Range: Assault Riﬂe +3 (1D8, Burst ﬁre)
  Skills: Intimidation +3
  Special: Bullet Proof Vest (+5 AC)
  Strategy:  Sharp Shooter
  If you are defeated by the thugs you can spend a hero 
  point as normal.
  If you defeat the thugs you are able to enter the house 
  and seek out Mother Light.
  She is being held captive by Don Malconie and refuses 
  to heal him.  When you arrive the two are at a stale mate.  
  She will not heal the old mobster and he will not release 
  her.
  You of course solve the problem by taking her away as 
  Don Malconie dies of his evil nature.
  Some time later you deliver Mother Light back to her 
  people.
  I Need Something Special
  !
  !
   
  !"
  !
   
  !"
   
  !
  !
  !
  !"
  Results:
  End the issue here and gain 1,000 exp.  Increase your Do 
  Gooder rank by +1.
  If you were unable to rescue Mother Light, she is never 
  heard of again, as Don Malconie will never let her go 
  and sells her service to those in dire need and with the 
  money to pay.
  You are never welcome in the sewer realms again and 
  may not take further mission which involve the 
  Parliament of the Sewers.
  T - Mob Thugs
  Heroes can start in one of the 
  green shaded areas.  
  If they are able to sneak about 
  then they may start in one of the 
  blue shaded areas.
  T 
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  22
  Inner Earth
  Inner Earth
  With some time and planning you and Proudtooth set off 
  to discover the strange lands where the attackers of the 
  sewer people are coming from.
  With directions given to you by Sewer Joe you two 
  makes your plans and head off.
  With Proudtooth at your side it takes you many days of 
  looking but you ﬁnally comes upon a series of deep 
  caves and passage, natural in their make.
  “These are new to me,” Says Proudtooth, “I have never 
  been this deep before.”
  Just then the two of you are attacked.  A band of savage 
  cave men comes at you in the dark.  Cavemen, you 
  think. Will the wonders of the world never cease to 
  surprise you?
  Morlock Grunt (x20)
  CR: 1
  Exp. Award: 400
  Init: +3
  AC: 11
  Hps: 13
  Base Attack: +4
  Fort: +4 Reﬂex: -1 Will: +1
  Melee:  Large club +5 (1D8 +3)
  Powers: None
  Class Features: Unarmed Strike
  Feats: Weapon Focus (Club), Power Attack, Cleave, 
  Furious Focus, Improved Initiative
  Skills: Handle Animal +4, Survival +5
  Special: Animal Skin (Armor 1)
  Strategy:  Charge
  Proudtooth 
  Acrobat 5
  CR: 5
  Exp. Award: 1,600
  Init: +5
  AC: 20
  Hps: 29
  Base Attack: +3
  Fort: +1 Reﬂex: +9 Will: +2
  Melee: The Sword of the Rat +6 (3d6+2)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Hard to Hit, Uncanny Dodge, Flurry of 
  Blows, Damn Hard to Hit 
  Feats: Dodge, Mobility, Weapon Focus (Sword of the 
  Rat), Skill Focus (Bluff), Skill Focus (Stealth)
  Skills: Acrobatics +13, Bluff +12, Perception +9, Sleight 
  of Hand +13, Stealth +13
  Gear: The Sword of the Rat (Natural Weapon (Major 
  Item) 5)
  Other Gear: The Great Shiny Thing (Invisibility (Major 
  Item) 5)
  Strategy:  Boxer
  (For more on the Inner Earth see Heroes Weekly Vol 1 
  Issue #12)
   
   
  !
  !
  !
  7
   
   
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  !
  !
  7
  M - Morlock
  Heroes can start in the green 
  shaded area.  
  M
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  !
  !"#$%&&'!%('
  )"#*$%&'
  +,%(-'.$(/#&'
  !0(12&'
  3"##%$'-4'-5%'
  622%,'74,$8'
  !"#$$%&'()*+",'
  Inner Earth 
  
  24
  If you are defeated by the grunts you can spend a hero 
  point to save the day.
  If you defeat the cavemen, they ﬂee down the passage 
  and you pursue.  Soon enough you enter massive cavern, 
  ﬁlled with dinosaurs, forests and lakes.  A whole world 
  under the earth.  A world lost in time.
  The two of you have a choice. You can just head off into 
  the tall grass plains below or pick a direction either to 
  the left of right.
  If you head straight in then go to part 2.
  If you head off to the right then go to part 3.
  If you head off to the left then go to part 4.
  Part 2
  The grass grows taller and taller the deeper into the 
  cavern you go and soon you are close to becoming lost.  
  Make a Survival skill check Vs. DC 20 to remain 
  orientated to the exit passage.  If you are successful 
  (Gain 25 Exp.) you remain sure of your location.  If you 
  failed the skill check you become lost and confused.
  If you remain orientated then you may continue on 
  deeper into the wilds. Go to part ﬁve.
  If you are lost then continue on to part six.
  Part 3
  Heading off to the right you enter a deep forest and tall 
  ferns, trees, and palms.  The undergrowth is thick and 
  you soon become disorientated. Make a Survival skill 
  check Vs. DC 24 to remain orientated to the exit 
  passage.  If you are successful (Gain 25 Exp.) you re-
  main sure of your location.  If you failed the skill check 
  you become lost and confused as to where you are in re-
  lation to the exit.
  If you remain orientated then you may continue on 
  deeper into the wilds.  Go to part seven.
  If you are lost then continue on to part six.
  Part 4
  You head off the to the left and soon enter a brush ﬁlled 
  plains.  You have no trouble keeping your bearings 
  though, and soon see a city off in the distance near the 
  head of vast lake.  You can of course head off to the city 
  or continue on deeper into the cavern.
  If you head off to the city then go to part eight.
  If you keep going deeper into the cavern then go to part 
  nine.
  Part 5
  Soon enough you reach the end of the tall grass plains 
  and come upon a cultivated area of long vegetable 
  gardens and pens ﬁlled with a strange pig-like animals.  
  This is all surrounding a city of stone surrounded by a 
  tall wall.  Tending the crops and animals are creatures 
  like caveman, brutish and large, but intelligent.  They 
  shy away from you though and will not speak to you or 
  approach you in any way.
  You can either turn back at this point, or continue on 
  towards the city.  If you turn back then go to part ten.
  If you continue towards the city then go to part eight.
  Part 6
  You are attacked by a large snake as it slithers though the 
  undergrowth.
  Giant Snake
  CR: 5
  Exp. Award: 1,600
  Init: +3
  AC: 15
  Hps: 59
  Base Attack: +5
  Fort: +5 Reﬂex: +7 Will: +3
  Melee: Bite +7 (1d6+5)
  Special: Constriction (1D68+10)
  Feats: Skill Focus (Perception) Toughness
  Skills: Acrobatics +15, Climb +11, Perception +12, 
  Stealth +11, Swim +11
  Inner Earth
  
  25
  If you are defeated by the serpent then you can spend a 
  hero point to avoid the fate.
  If you defeat the serpent you can continue on.  Soon 
  enough you come to a plains ﬁlled with herds of 
  mammoths and other prehistoric animals, as well as the 
  predators that hunt them 
  You can continue on or turn back to the caverns exit and 
  leave. If you continue on then go to part eight.  If you 
  turn back go to part ten.
  Part 7
  Crossing the plains takes a few days and as you go 
  deeper you see a dense jungle ahead.  You are not 
  equipped to explore this deep into the strange lands so 
  you have to turn back.
  As you make your way back towards the exit tunnel you 
  are confronted by a band of caveman hunters.  They 
  waste little time and attack.
  Morlock Grunt (x10)
  CR: 1
  Exp. Award: 400
  Init: +3
  AC: 11
  Hps: 13
  Base Attack: +4
  Fort: +4 Reﬂex: -1 Will: +1
  Melee:  Large club +5 (1D8 +3)
  Powers: None
  Class Features: Unarmed Strike
  Feats: Weapon Focus (Club), Power Attack, Cleave, 
  Furious Focus, Improved Initiative
  Skills: Handle Animal +4, Survival +5
  Special: Animal Skin (Armor 1)
  Strategy: Charge
  Proudtooth 
  Acrobat 5
  CR: 5
  Exp. Award: 1,600
  Init: +5
  AC: 20
  Hps: 29
  Base Attack: +3
  Fort: +1 Reﬂex: +9 Will: +2
  Melee: The Sword of the Rat +6 (3d6+2)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Hard to Hit, Uncanny Dodge, Flurry of 
  Blows, Damn Hard to Hit 
  Feats: Dodge, Mobility, Weapon Focus (Sword of the 
  Rat), Skill Focus (Bluff), Skill Focus (Stealth)
  Skills: Acrobatics +13, Bluff +12, Perception +9, Sleight 
  of Hand +13, Stealth +13
  Gear: The Sword of the Rat (Natural Weapon (Major 
  Item) 5)
  Other Gear: The Great Shiny Thing (Invisibility (Major 
  Item) 5)
  Strategy: Boxer
  If you are defeated by the grunts you can spend a hero 
  point to save the day.
  If you defeat them, they ﬂee allowing you to follow.  A 
  few days later you see a city at the head of a vast lake, 
  the city surrounded by a massive wall.
  Soon enough you reach the end of the tall grass plains 
  and come upon a cultivated area of long vegetable 
  gardens and pens ﬁlled with a strange pig-like animals.  
  This is all surrounding a city of stone surrounded by a 
  tall wall.  Tending the crops and animals are creatures 
  like caveman, brutish and large, but intelligent.  They 
  shy away from you though and will not speak to you or 
  approach you in any way.
  You can either turn back at this point, or continue on 
  towards the city.  If you turn back then go to part ten.
  If you continue towards the city then go to part eight.
  Inner Earth
  M - Morlock
  Heroes can start in the green 
  shaded area.  
  !
   
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  26
  Part 8
  As you approach the city you are met by a band of the 
  Morlock, but this time they are lead by a strange lizard 
  like creature that is clearly in charge.  In raspy voice that 
  is hard to understand you ﬁgure out that the lizard 
  creature is welcoming you to the city.  He leads you into 
  the city and tells you his name is Pree'Ssss'khee.  Within 
  the city you see wonders to behold.  Massive dinosaurs 
  used as pack animals and tall spire towers where the 
  lizard people live, the windows acting as doors as the 
  lizard folk ﬂy between towers.   All about the city the 
  Morlock people toil, building and working as servants 
  for the lizard people.
  Pree'Ssss'khee tells you that she will take you to the 
  tower of the council and there your fate will be 
  determined.  If you are found to be enemies, then you 
  will be killed and eaten.  If you are friends then you will 
  be made welcome.
  At the tower of the council you are asked to wait outside 
  while the council speaks to themselves about your 
  arrival.  While the doors are closed you can tell the 
  debate about you is heated, one side thinking you are 
  enemies and spies.  This side, lead by someone named 
  T'Ssss'kk'sa demands your death.  The other side asks for 
  peace and friendly relations with you and the animal you 
  call friend (Proudtooth), this faction being lead by 
  Pree'Ssss'khee.  Eventually you are asked to enter the 
  chamber and to speak on your actions.
  You can tell then the truth of what you are here for or lie.  
  If you tell the truth then continue below.  If you try to lie 
  make a Bluff skill check Vs. DC 18.  If you are 
  successful (Gain 25 Exp.) you are able to bluff your way 
  through the meeting and keep most of what you are up to 
  secret from these people.
  Make a Diplomacy skill check Vs. DC 20.  If you are 
  successful see below and gain 25 Exp.  If you fail the 
  skill check also see below.
  Use the chart below to ﬁnd the results of the interview.
  If you entered into a battle with the Morlocks while in 
  the cavern, either with the hunting band or the guards 
  then reduce your -5 to the total.
  If you were successful with the Diplomacy skill check 
  add to your total by +3
  If you were unsuccessful with the Diplomacy skill check 
  reduce your total points by -3.
  If you tried to lie to the council about your quest and 
  were successful add +2 to your total points.
  If you tried to lie to the council about your quest and 
  failed the skill check, reduce your total by -5.
  If you were truthful to the council about your quest then 
  add +5 to your total points.
  Total you points and compare the total to the chart 
  below.
  -1 or fewer Points:  You are found to be spies and the 
  council has their guards attack.  You must ﬁght your way 
  free of the city and ﬂee the cavern.  Go to part twelve.
  0 Points:  You are found to be untruthful and must ﬁght 
  to the death in the arena to prove your truthful nature.  
  Go to part eleven.
  1-4 Points: The council is not pleased that you have 
  come to their lands but will not kill you.  They ask you 
  to leave and have your escorted out of their underground 
  realm.
  5 or more Points:  During the interview it come clear 
  that the Morlocks have been used to attack the people of 
  the sewers and that this was a plot by T'Ssss'kk'sa to take 
  power within the council by declaring war with the 
  upper world.
  Inner Earth
  Pree'Ssss'khee
  
  27
  Part 9
  Crossing the plains takes a few days, and as you go 
  deeper you see a dense swamp ahead.  You are not 
  equipped to explore this deep into the strange lands so 
  you have to turn back.
  As you make your way back towards the exit tunnel you 
  are confronted by a band of caveman like hunters.  They 
  waste little time and attack.
  Morlock Grunt (x10)
  CR: 1
  Exp. Award: 400
  Init: +3
  AC: 11
  Hps: 13
  Base Attack: +4
  Fort: +4 Reﬂex: -1 Will: +1
  Melee:  Large club +5 (1D8 +3)
  Powers: None
  Class Features: Unarmed Strike
  Feats: Weapon Focus (Club), Power Attack, Cleave, 
  Furious Focus, Improved Initiative
  Skills: Handle Animal +4, Survival +5
  Special: Animal Skin (Armor 1)
  Strategy: Charge
  Proudtooth 
  Acrobat 5
  CR: 5
  Exp. Award: 1,600
  Init: +5
  AC: 20
  Hps: 29
  Base Attack: +3
  Fort: +1 Reﬂex: +9 Will: +2
  Melee: The Sword of the Rat +6 (3d6+2)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Hard to Hit, Uncanny Dodge, Flurry of 
  Blows, Damn Hard to Hit 
  Feats: Dodge, Mobility, Weapon Focus (Sword of the 
  Rat), Skill Focus (Bluff), Skill Focus (Stealth)
  Skills: Acrobatics +13, Bluff +12, Perception +9, Sleight 
  of Hand +13, Stealth +13
  Gear: The Sword of the Rat (Natural Weapon (Major 
  Item) 5)
  Other Gear: The Great Shiny Thing (Invisibility (Major 
  Item) 5)
  Strategy: Boxer
  If you are defeated by the grunts you can spend a hero 
  point to save the day.
  If you defeat them the ﬂee allowing you to follow them.  
  A few days later you see a city at the head of a vast lake, 
  the city surrounded by a tall wall.
  Soon enough you reach the end of the tall grass plains 
  and come upon a cultivated area of long vegetable 
  gardens and pens ﬁlled with a strange pig-like animals.  
  This is all surrounding a city of stone surrounded by a 
  tall wall.  Tending the crops and animals are creatures 
  like caveman, brutish and large, but intelligent.  They 
  shy away from you though and will not speak to you or 
  approach you in any way.
  You can either turn back at this point, or continue on 
  towards the city.  If you turn back then go to part ten.
  If you continue towards the city then go to part eight.
  Inner Earth
  M - Morlock
  Heroes can start in the green 
  shaded area.  
  !
   
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  28
  Part 10
  You have spent many days in this strange land and it is 
  time to turn back.  Heading out you are attacked by a 
  large war band also heading to the exit.  There are too 
  many to ﬁght and so you rush ahead of them trying to 
  reach the exit before they trap you here forever.
  Use the Rural on foot chase charts but add +2 to all the 
  DCs listed.  If you are able to each the end of the chase 
  then you reach the cavern exit ﬁrst and are able to seal 
  the exit with explosive you brought along just for this 
  event.
  The explosion racks the passage you are in and seals the 
  exit for good, forever sealing the lost lands of the Inner 
  earth away.  End the issue here.
  If you are unable to escape the war band they drag you 
  off to the city tied up and in chains.  There in the city 
  you are thrown into a large arena to ﬁght for your life.  
  Go to part eleven.
  Part 11
  You are led to a large arena to ﬁght for your life.  It is 
  made clear that if you win the battle you will be escorted 
  out of the inner earth and never to return or you will be 
  killed on sight.  If you lose, well then you are food for 
  the gods.  As you stand there the gate opens on the other 
  side of the arena and out walks a dinosaur, a 
  Tyrannosaurus Rex with huge teeth.
  Tyrannosaurus 
  Dinosaur, Huge
  CR: 9
  Exp. Award: 6,400
  Init: +5
  AC: 21
  Hps: 153
  Base Attack: +13
  Fort: +15 Reﬂex: +12 Will: +10
  Melee: Bite +20 (4D6+22/ 19-20 Grab)
  (See Pathﬁnder Bestiary for details on all dinosaurs)
  If you are defeated by the monster you can spend a hero 
  point to avoid your fate.
  If you defeat the beast you are cheered by the crowds 
  and then escorted out of the city and the inner earth, 
  taken to the cavern's exit and told never to return.
  Deeper into the passage you set off explosive you gave 
  been carrying, explosive you planned for in case you 
  needed to seal the way back to the upper sewers.  You 
  can feel the explosion and know that the people of the 
  sewers are safe now; it will take ages for the odd people 
  of the inner earth to dig there way out. End the issue 
  here.
  Part 12
  You are forced to ﬂee the city and have to ﬁght your way 
  back to the exit from the inner earth. Use the Rural on 
  foot chase charts but add +3 to all the DCs listed.  If you 
  are able to each the end of the chase then you reach the 
  cavern exit ﬁrst and are able to seal the exit with 
  explosive you brought along just for this event.
  The explosion racks the passage you are in and seals the 
  exit for good, forever sealing the lost lands of the inner 
  earth away.  End the issue here.
  If you are unable to escape the war band they drag you 
  off to the city tied up and in chains.  There in the city 
  you are thrown into a large arena to ﬁght for your life.  
  Go to part eleven.
  Results:
  End the issue here and gain 5,000 Exp.  Increase your 
  Reputation and Street Thug ranks by +1 each.
  Inner Earth
  
  29
  Man Without a Name
  Man Without a Name
  Your investigation into the murder of Truman Steel and 
  the mystery of the Methuselah Chamber has come to a 
  stand still.  While you can connect the two together and 
  Truman's involvement in the conspiracy, you cannot yet 
  prove it with hard evidence.
  One of the mysteries still to be solved is who was the 
  man you rescued from the old The League of Amazing 
  People base.  So far two members of the League of 
  Amazing People are dead and connected to the mystery.  
  Maybe the rest of the League can offer you answers.
  As it stands Truman is dead, murdered, and Kgosi dead 
  from a heart attack after assassins tried to kill him.  That 
  leaves Jonathan Dimelot the hunter, Dash Mayday the 
  pilot and the shadowy ﬁgure called Eidolon.  You know 
  that Dash Mayday disappeared many years ago, rumored 
  to have returned to his otherworld kingdom, while the 
  mysterious Eidolon has not been seen for decades.  That 
  leaves you with Jonathan Dimelot, who turned to 
  adventure story writing and African adventure movies, 
  making him rather rich.  He lives in California now, on a 
  big ranch where he keeps rescued circus animals and old 
  zoo rejects.
  A few days later you are standing in the front room of a 
  huge mansion in the sunny heat of Sothern California, 
  the Dimelot ranch sprawling for miles around you.  All 
  about you are the heads of stuffed animals and big game 
  trophies.  Strange that a man that had dedicated his elder 
  years to preserving endangered animals has all of these 
  stuffed heads hanging about.
  “Killed that lion back in '32,” Says a voice from behind 
  you. “Thing damn near killed me as it rushed out from 
  behind a stand of willows and tall grass.”
  You turn to see the elder Dimelot walking into the room, 
  a large elephant gun in his hands.  As he walks past you 
  he looks you over and then hangs the gun on a display 
  rack on the wall.
  “Back in my day we did not dress all up in ﬂashy cloths 
  and costumes.  We just fought the bad guys in a good 
  pair of pants and any old shirt,” He comments as he 
  turns to face you.
  Different times, you say, calls for different types of 
  heroes.
  “Guess so,” he smiles with a wild grin.  “So what can I 
  do for such a famous super hero?”
  You tell him about Truman and Kgosi's deaths.
  “Yes I heard they both had passed on,” He says with 
  some sadness in his voice.  “Guess that leaves me the 
  last man standing.  They were good friends,” He says as 
  he pours himself a whisky and hands one to you.  “To 
  old friends,” he says as a toast.
  “So you are here about their deaths?” Dimelot asks as he 
  sits down in a plush chair by the window.
  Yes, you say.  You have questions about Truman and 
  what he was up to concerning the Methuselah Chamber.
  “So he went ahead and did it anyways,” Dimelot says 
  with a bit of anger in his voice.  “I told him a man should 
  live his life and then pass on, but he had other ideas.”
  So you knew, you ask, about the project?
  “Well, sort of,” Dimelot replies. “He approached me 
  years ago with a hair brained idea to live forever.  He 
  had worked up some crazy way to prolong a man's life 
  forever but did not have the money to make it work.  He 
  wanted me to invest my whole estate into it.”
  But you did not invest you ask?
  “Nope, like I said, a man has his time and then dies, 
  that's the way of the world.”
  But he did ﬁnd investors?
  “Yup,” Says the elderly man as he shifts in his chair. “I 
  heard he found someone to back him.  That though was 
  years ago.  You think Truman and Kgosi were killed 
  because of this immortality scheme of his?”
  Yes, you say, but why you do not know, nor can you 
  prove any of it.
  “Well then you should talk to Eidolon, Truman kept 
  asking about Eidolon and if I knew where he was.”
  
  30
  “Could be, that guy was spooky as hell,” Says Dimelot. 
  “Always gave me the creeps.”
  Dimelot shows you an old photo of the League members 
  without their masks, all standing around a brick building.  
  “That's Eidolon in his dark hat and coat,” Says Dimelot 
  as he points out the man in the photo.
  You thank Dimelot for his help but as you turn to go you 
  pull out a photo of the mysterious man you found im-
  prisoned in the sphere on the island of the League.
  “That's Eidolon,” Says Dimelot with some surprise.  Just 
  then a bullet hole appears in the widow near Dimelot's 
  head, the bullet passing through the old man. He is 
  instantly killed.
  Leaping to the window you search for the assassin, but 
  see nothing.  A high-powered riﬂe was used, and the 
  killer, if they were a good marksmen, could be a mile or 
  more away.  You will never be able to ﬁnd them.
  You turn to look at the photo Dimelot showed you as 
  you call the police.  You recognize the brick building; it's 
  located in the Bowery, an old run down factory.
  Part 2
  A few days later you are back in the city after answering 
  all the police's question in California.  It is clear they did 
  not want you back. Seems they have plenty of their own 
  super heroes and don't want any from your city causing 
  trouble.
  You arrange to meet with Councilwoman Fredric at her 
  home.  She and her daughter have been taking care of 
  the man you found in Florida.  In the time you have been 
  investigating the death of Truman, Fredric and her 
  daughter Jill have been making the nameless man 
  welcome and seeing to his needs.  Jill has taken quite a 
  liking to the man.
  When you get to the Fredric's house you ask to speak the 
  “Adam” as Jill has been calling him.  Alone with Adam 
  you show him the photo of the league back in their prime 
  and ask him if he remembers anything.  Surprised to see 
  himself in the photo Adam still cannot remember 
  anything before you found him in the glass sphere.
  “This photo,” Adam gasps. “If correct, that would make 
  me well over 120 years old!”
  Yes, you say, that might be why Truman was using you, 
  something about you allowed Truman to distill a drug 
  that could turn men young again.
  “Then why was he murdered?” Asks Adam
  That is the question you say.
  “I want to help out,” Adam tells you.
  Then you can, you tell him, tonight, when you two go to 
  the abandon factory in the bowery.
  Part 3
  The two of you stand outside the old factory as the moon 
  rises.  Records show it belongs the Steel family estate, 
  which does not surprise you.
  “I feel like I have been here before.” Adam says.
  You have if the photo is correct, you say, 80 years ago.
  The two of you can try to sneak into the factory, or just 
  barge on in.  From the looks of it the place has long been 
  abandoned.
  If you try to sneak in make a Stealth skill check Vs. DC 
  15.  If you are successful (Gain 25 Exp.) you sneak the 
  building and gain surprise on those inside.   If you failed 
  the skill check you fail to sneak in and instead are 
  surprised by those inside.
  If you just barge in make an Intimidation skill check Vs. 
  DC 18 to impress those you ﬁnd inside.  If you are 
  successful (Gain 25 Exp.) then those inside are caught 
  off guard and you gain a round of surprise.  If you fail 
  the skill check you fail to impress anyone and those 
  inside react as normal.
  Inside you ﬁnd a small lab where the liquid shipped in 
  from Florida is being synthesized into the hormone.  
  There are several guards, all well armed, and a few 
  scientists.  Also inside, supervising the whole affair, is 
  Van Dike.
  Man Without a Name
  
  31
  Guards (X20)
  Human, Medium
  CR: 1
  Exp. Award: 400
  Init: +1
  AC: 15
  Hps: 10
  Base Attack: +2
  Fort: +1 Reﬂex: +1 Will: +1
  Melee: Billy club +2 (1D6)
  Range: Pistol +2 (1D6)
  Skills: Intimidation +2
  Special: Bullet Proof Vest (+5 AC)
  Strategy: Sharp Shooter
  Adam
  Strange Visitor, Combat Expert 4th
  Exp. Award: 1,200
  Init: +2
  AC: 23
  Hps: 37
  Base Attack: +4
  Fort: +6 Reﬂex: +3 Will: +1
  Melee: Fist +9 (1d6+5)
  Powers: Super Str (x3)
  Class Features: Unarmed Strike, Bravery, Combat 
  Style, Maneuver Training
  Feats: Evasion, Power Attack, Cleave, Great Cleave, 
  Cleaving Finish, Combat Reﬂexes, Dodge, Improved 
  Bull Rush
  Skills: Climb +8, Drive +9, Intimidate +8, Survival +7
  Special: Armor (Armor 5)
  Strategy:  Boxer
  If you are defeated by the guards then you can spend a 
  hero point to avoid that fate.
  If you defeat the guards the scientist runs away leaving 
  you alone with the truck.  Van Dike also escapes, but 
  before he does he takes the only vile of the new hormone 
  formula that is ready.
  You are able to question the scientists who tell you 
  everything.  The hormone which is used as a catalyst for 
  the process was taken from the blood and ﬂuids generate 
  by Eidolon, who is effectively immortal himself after 
  exposure to strange chemicals used in the ﬁrst world war 
  (See Heroes Weekly Vol 2 Issue #8 for details).  Truman 
  rendered Eidolon unconscious and encased him in the 
  sphere to drain his immortality ﬂuids and then hoped to 
  use the hormone synthesized from that process to 
  regenerate his health and youth.  All that remained was 
  to construct a special chamber where the patient would 
  lie while the hormone and other special radiations were 
  combined to create rejuvenation.  Effective as long as 
  the patient continued to receive treatments over and 
  over, all patients could turn back the hands of time on 
  their bodies and live forever.
  Truman, however, did not have the money needed to 
  create the hormone or the chamber, and so sought out 
  allies.  He found one in Van Dike.  Van Dike, alongside 
  his rich friends and partners, siphoned the needed funds 
  from the city and used them to complete the research.  
  With Eidolon now released from his prison, the one and 
  only dose of the hormone now lies in Van Dike's hands.
  Interrogation of the scientist leads you to believe that the 
  Methuselah Chamber itself lies in a hidden lab under the 
  Van Dike brownstone in the downtown district of the 
  city.  That is no doubt where he has ﬂed.
  Results:
  Do not end the issue here, but proceed to the next 
  mission, The Methuselah Chamber.  Retain all lost hit 
  points and wounds you may have received in the battle 
  with the guards.
  Gain 2,000 Exp. and +1 to your Vigilante rank.
  Man Without a Name
  !
  !
  8
  !
  !
  8
  G
  G - Guard
  Heroes can start in one of the 
  green shaded areas.  
  If they are able to sneak about 
  then they may start in one of the 
  blue shaded areas.
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  
  32
  Marked For Death
  Marked for Death
  You did not even see the ﬁrst ninja as he came at you 
  from out of the shadows.  Now they are all over you.  
  They have you at a disadvantage here on the rooftops of 
  the city, but if you can reach an open space, you will 
  force them to come at you in the open, instead of from 
  the shadows.
  It's a race, and if you lose this race you are dead.
  Use the chase charts for on foot over the rooftops.  After 
  you have landed on a space, conduct the check as normal 
  and then roll on the chart below.  
  Roll 1D6:
  1:  One ninja comes at you from the shadows with 
  surprise for one round.
  2:  Two ninjas wait for you, conduct the battle as normal.
  3:  Three ninjas wait for you, conduct the battle as 
  normal.
  4:  Safe for now.
  5:  1D3 ninjas come at you, conduct the battle as normal.
  6:  Two ninja comes at you from the shadows with 
  surprise for one round.
  After you have completed the current battle, continue on 
  with the chase.  Retain any wounds and damage you 
  have received from previous battles.
  Once you reach the end of the chase chart, you will be in 
  an open park, near a children's playground.  There you 
  will face six more ninjas.
  Green Ninja
  Acrobat Lvl 4
  Human, Medium
  CR: 4
  Exp. Award: 1,200
  Init: +5
  AC: 20
  Hps: 32
  Base Attack: +3
  Fort: +3 Reﬂex: +11 Will: +3
  Melee: Unarmed Strike +5 (1D3+7)
  Ranged: Throwing Stars +8 (1D6+2)
  Powers: Super Attribute (Dexterity) 1
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Surprise Attacks, Uncanny Dodge
  Feats: Skill Focus (Stealth), Dodge, Combat Expertise, 
  Stealthy, Lightning Reﬂexes, Agile Maneuvers, 
  Improved Dirty Trick
  Skills: Acrobatics +12, Climb +15, Escape Artist +14, 
  Investigate +4, Linguistics +2, Perception +9, Stealth 
  +14
  Special: Grappling Gun (Wall-Crawling (Major Item) 
  3), Smoke Bombs (Generate Elemental Materials 
  (Smoke, Major Item) 3)
  Strategy: Sneak
  (See Hero Weekly Vol 1, Issue #16 for details on the 
  Viper Ninjas)
  Reward:
  End the issue here, or you may take on one of the other 
  options from this mission.
  Gain 3,000 Exp. (You and your allies) +1 to the Viper 
  Ninja's Rank.
  Viper Ninjas
  
  33
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Marked For Death
  
  34
  Master of Terror Threat #1
  Masters of 
  Terror Threat #1
  The Mayor thanks you for coming by on such short 
  notice.  He is clearly upset and worried about something 
  so you ask what is wrong.
  “We received this message this morning from someone 
  calling himself Ace of Spades,” The Mayor explains.
  You watch the tape and see Ace of Spades walk into the 
  frame holding a small green vial of some unknown 
  liquid.
  “Good day Mayor,” The master terrorist begins.  “I am 
  Ace of Spades and what I hold in my hands is the most 
  powerful explosive known to man.”  He lift up the vial 
  for you to see.  “I have had my agents place ten such 
  vials along with a detonation system and timer in various 
  places about the city.  You will wire 100 million dollars 
  to the account listed below before midnight tonight or I 
  will activate the bombs and blow your fair city all to 
  hell,” smiles the terrorist.  “You have a nice day now,” 
  Ace closes as the tape ends.
  “As you can see we are in a real pickle here,” Says the 
  Mayor as the police commissioner Van Dike enters the 
  ofﬁce.
  “I thought I told you we could handle this without some 
  super hero meddling,” Says Van Dike with a sneer.
  “Regardless, Mr. Van Dike,” Offers the Mayor with a bit 
  of venom in his voice, “I am still mayor of this city and 
  until the election I will make whatever decision I think 
  best to the city and its people.  The super heroes of this 
  city have proven themselves time and time again and I 
  will have them help out if they can.”
  “Just remember this is all on you then,” Says Van Dike 
  as he leaves, “And once the elections are over I will be 
  the new Mayor and you can be sure I will have you and 
  all your super hero friends thrown in jail for endangering 
  this city and its fair folk.”
  “God, I hate that man,” Says the Mayor.  “Now he is 
  running against me in the next election and is sure to use 
  this against me and you.” Offers the Mayor as he sits 
  down.  “Have you found any new evidence against him 
  and his corrupt allies?”
  You have not but assure the Mayor you are still looking.
  “Well in the meantime we have to deal with this Ace of 
  Spades,” Explains the Mayor, “Can you and your friends 
  stop this before midnight?  Otherwise I will have to pay 
  him.”
  You can try you tell the mayor as you leave to go and try 
  to save the city once more.
  There are ten devices hidden in and about the city.  Each 
  section of the city will have to be searched and the 
  device found, all before midnight, some six hours away.
  You must ﬁrst reach a new section of the city, which is to 
  be searched. Multiple heroes can move to a new section 
  of the city together. Note that you start in the Downtown 
  District so you don't have to count travel time to this 
  district.
  Each section of the city can be searched by one or more 
  heroes.  In each section of the city listed below one or 
  more heroes can each make a single skill check for those 
  listed here and at the indicated difﬁculty.  If you are 
  successful you have found the bomb.
  
  35
  Sections of the city to be searched:
  The Bowery
  Down Town
  The Heights
  The Industrial District
  Low Town
  Midtown
  North Point
  The Residential District
  The Warehouse District
  The West Side
  Skill checks to ﬁnd the bombs:
  Investigation Vs. DC
  Knowledge (Local) Vs. DC
  Some Power that might be usable Vs. DC 
  If you fail a skill check, a new check must be made to 
  locate the hidden bomb in that section of the city.
  Once a bomb has been found it can be deactivated with 
  little effort.
  Use the chart below to ﬁnd out how long it takes you to 
  ﬁnd all the bombs and if you were able to do so in time.
  Per section of the city moved into: +1
  Per attempt to ﬁnd a bomb in a single section of the city: 
  +1
  Count up the total points earned and compare them to 
  the chart below.
  Points Earned:
  Results:
  25 or less:   Located all bombs and deactivated them, the 
  city is saved.
  28 to 30:   Located all of the bombs but one explodes 
  before you could deactivate it.  The hero(s) involved the 
  last skill check all take 10D10 hits of damage.
  31 to 34:   Failed to locate two of the bombs. The hero(s) 
  involved the last two skill check all take 10D10 hits of 
  damage.
  35 - 40:   Failed to locate three of the bombs. The 
  hero(s) involved the last three skill check all take 10D10 
  hits of damage.
  40 or more:   Failed to locate four of the bombs. The 
  hero(s) involved the last four skill check all take 10D10 
  hits of damage.
  Results:
  End the issue here.  If you stopped all the bombs you 
  earn 3,000 Exp. and +3 to your Reputation.
  If you failed to stop one of the bombs you earn 2,000 
  Exp.
  If you failed to stop two of the bombs you earn 1,000 
  Exp. and reduce your Reputation by -1.
  If you failed to stop four or more bombs you earn 500 
  Exp. and reduce your Reputation by -3.
  Add the +1 to the Master of Terror's rank.
  Master of Terror Threat #1
  Terror Trooper
  
  36
  Masters of Terror 
  Threat #2
  You stand in an ofﬁce near the mayor's ofﬁce wait for 
  your meeting.
  If Mayor Hamilton won the election then go to part two.
  If Van Dike won the election then go to part three.
  Part 2
  You wait a little while and then stand as the Mayor 
  enters the small side ofﬁce.  “Sorry to keep you 
  waiting,” The Mayor offers with a short hand shake.  
  “Been one of those weeks with the election and all,” The 
  Mayor explains as he takes a seat.  “Sorry we have to 
  meet here but my ofﬁce is being redecorated.” He 
  smiles. “The perks of being re-elected, I get a nice new 
  ofﬁce.”
  As waste of tax dollars you think.
  “Anyways this morning we got yet another video tape 
  from that madmen Ace of Spades.  He asked for you to 
  be here when was is played.” The Mayor puts the 
  videotape into the player.
  A few moments later Ace of Spades appears on the T.V.  
  “Good day to all of you,” The master terrorist says with 
  a nasty smile. “I hope you are all well?”
  You are already thinking this is going to lead to 
  something bad.
  “Yesterday,” Ace continues, “My agents ﬁlled the city 
  reservoir with a mutanagenic chemical which should be 
  taking effect soon.  Everyone that has drunk the city 
  water will soon begin to ﬁll ill, then become deadly sick.  
  A few days later they will die a terrible death as their 
  organs begin to fail.”  As Ace of Spade talks, a woman 
  being injected with the chemical is shown behind him.  
  As the time passes woman becomes ill, then dies a 
  terrible, painful death.
  “We of course have the antidote, but it will cost the city 
  100 million dollars,” Ace offers. “But, the money will 
  have to be delivered by our heroes here,” He explains 
  again with the same nasty smile.  “Midnight at the statue 
  of city founder, John Jefferson, in the middle of the city 
  park.”
  The tape then goes blank.
  “Damn,” Says the Mayor as he pales.  “I just had a drink 
  out of the water fountain outside.”  Go to part four.
  Part 3
  You wait a little while and then stand as the Mayor 
  enters the small side ofﬁce.  “Sorry to keep you 
  waiting,” The Mayor offers with a short hand shake.  
  “Been one of those weeks with the election and all,” The 
  Mayor explains as he takes a seat.  “Sorry we have to 
  meet here but my ofﬁce is being redecorated.” He 
  smiles, painfully.  “Van Dike is already getting ready to 
  take over.”
  As waste of tax dollars you think, but to the victor goes 
  the spoils.
  “Anyways this morning we got yet another video tape 
  from that madmen Ace of Spades.  He asked for you to 
  be here when it is played,” Says the Mayor as he puts the 
  videotape into the player.
  Just then Van Dike bursts into the ofﬁce.  “I should be 
  informed of such a meeting if it concerns my city,” The 
  man yells.
  “You are not mayor yet!”  Yells back Hamilton.
  “And I refuse to allow this vigilante to be involved in 
  this affair,” Continues Van Dike.
  “It does not matter what you want!  The instructions that 
  came with the video tape state that our hero here is to 
  watch the tape as it is ﬁrst played,” Explains Hamilton as 
  he puts the tape into the machine and pushes play.
  A few moments later Ace of Spades appears on the T.V.  
  “Good day to all of you,” The master terrorist says with 
  a nasty smile. “I hope you are all well?”
  Master of Terror Threat #2
  
  37
  You are already thinking this is going to lead to 
  something bad.
  “Yesterday,” Ace continues, “My agents ﬁlled the city 
  reservoir with a mutanagenic chemical which should be 
  taking effect soon.  Everyone that has drunk the city 
  water will soon begin to ﬁll ill, then become deadly sick.  
  A few days later they will die a terrible death as their 
  organs begin to fail.”  As Ace of Spade talks, a woman 
  being injected with the chemical is shown behind him.  
  As the time passes woman becomes ill, then dies a 
  terrible, painful death.
  “We of course have the antidote, but it will cost the city 
  100 million dollars,” Ace offers. “But, the money will 
  have to be delivered by our heroes here,” He explains 
  again with the same nasty smile.  “Midnight at the statue 
  of city founder, John Jefferson, in the middle of the city 
  park.”
  The tape then goes blank.
  Van Dike rushes out of the ofﬁce yelling for his police 
  escort.  Says he and his police force will deal with this 
  and if you interfere he will have you shot on sight.”
  This will make things more difﬁcult.  Go to part ﬁve.
  Part 4
  If is a clear night and the moon is high in the dark skies.  
  You stand near the statue of its founder, an old bronze 
  that has more pigeon poo on it then should be allowed.  
  Shame, you think to yourself, Jefferson was a brave man 
  and a hero in his own right.
  Soon enough Ace of Spades walks out into the light cast 
  by the streetlight next to the statue and places a briefcase 
  on the ground before him.
  “Glad you could make it hero,” He says.  “You and your 
  like have been a thorn in the side of my organization, so 
  as payment we plan to kill you,” He grins.
  What about the money you ask?
  “We don't really need it, that was just to make sure you 
  would show up,” The terrorist tells you, “We of course 
  will take it anyways once I have killed you.”
  Ace of Spades
  Human, Combat Expert 10
  CR: 10  
  Exp. Award: 9,600
  Init: +3
  AC: 3
  Hps: 65
  Base Attack: +10 / +5
  Fort: +9 Reﬂex: +10 Will: +5
  Melee: Unarmed Strike +12 / +7 (1d10+3)
  Ranged: Laser Pistol +13 / +8 (5d6)
  Powers: All Converted to Feats
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance, 
  Evasion, Improved Evasion, Die Hard, Skill Focus 
  (Bluff), Skill Focus (Survival), Vital Strike, Improved 
  Grapple, Improved Disarm, Disarm, Spring Attack, 
  Improved Overrun, Improved Trip
  Skills: Bluff +9, Intimidate +9, Survival +9, Stealth +10
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy: Sneak
  Master of Terror Threat #2
  
  38
  Master Terrorists (x3 plus x2 per hero ally)
  Combat Expert 4
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 37
  Base Attack: +4
  Fort: +6 Reﬂex: +5 Will: +3
  Melee: Unarmed Strike +5 (1d8+1)
  Ranged: Laser Pistol +8 (5d6)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Bluff +4, Intimidate +10, Survival +8, Stealth 
  +11
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy: Sharp Shooter
  If you are defeat by the terrorists you can spend a hero 
  point as normal.
  If you defeat the masters of terror then you capture them 
  all and the cure for the poison.
  A few days later everyone in the city is given the cure 
  and all are safe.
  Results:
  End the issue here and gain 2,500 Exp.   Increase your 
  Reputation and Law and Order ranks by +2 each. Add 
  the +1 to the Master of Terror's rank.
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Master of Terror Threat #2
  !
  !
  !
  !
  A - Ace of Spades
  T - Terror Trooper
  Heroes can start in one of the 
  green shaded areas.  
  A
  T
  T
  T
  
  39
  Part 5
  The police are out in force and have most of the park 
  surrounded.  Van Dike stands alongside several 
  well-armed police ofﬁcers near the statue of Jefferson.  
  You are nearby in hiding, waiting for Ace to arrive.
  Soon enough the terrorist walks out into the light with a 
  frown on his painted face.  “I was very clear Mr. Mayor 
  elect. Our favorite hero was to deliver the money and no 
  one else.”
  “I have your money,” Van Dike says, “Just hand over the 
  cure and we can call it a night.”
  “Well, no that is not going to happen,” Ace of Spades 
  says with some bile in his voice.  “I said I was going to 
  deal with my favorite super hero and no one else.  Now I 
  will have to kill you and destroy the antidote for your 
  disrespect.”
  The enraged Van Dike orders his men to arrest Ace.  This 
  is when all hell breaks lose.
  Ace of Spade, alongside his troopers attack the police as 
  well as you and your super hero allies if any are present.  
  The police attack the terrorist, as well as you and the 
  other super heroes, but with less interest.  Roll a single 
  1D6 each turn for each police ofﬁcer involved in the 
  battle.  If the roll is a 5 or 6, then the police ofﬁcer 
  attacks the closest superhero.  Otherwise they attack a 
  terrorist instead.
  Ace of Spades
  Human, Combat Expert 10
  CR: 10  
  Exp. Award: 9,600
  Init: +3
  AC: 3
  Hps: 65
  Base Attack: +10 / +5
  Fort: +9 Reﬂex: +10 Will: +5
  Melee: Unarmed Strike +12 / +7 (1d10+3)
  Ranged: Laser Pistol +13 / +8 (5d6)
  Powers: All Converted to Feats
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance, 
  Evasion, Improved Evasion, Die Hard, Skill Focus 
  (Bluff), Skill Focus (Survival), Vital Strike, Improved 
  Grapple, Improved Disarm, Disarm, Spring Attack, 
  Improved Overrun, Improved Trip
  Skills: Bluff +9, Intimidate +9, Survival +9, Stealth +10
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy: Sneak
  Master of Terror Threat #2
  A - Ace of Spades
  T - Terror Trooper
  P - Police
  Heroes can start in one of the 
  green shaded areas.  
  !
  !
  !
  !
  !
  !
  A
  T
  T
  T
  T
  T
  P
  P
  P
  P
  P
  P
  P
  P
  P
  P
  
  40
  Master Terrorists (x5 plus x3 per hero ally)
  Combat Expert 4
  CR: 4
  Exp. Award: 1,200
  Init: +4
  AC: 19
  Hps: 37
  Base Attack: +4
  Fort: +6 Reﬂex: +5 Will: +3
  Melee: Unarmed Strike +5 (1d8+1)
  Ranged: Laser Pistol +8 (5d6)
  Powers: Super Attribute (Dexterity) 1, Super Leap 1, 
  Super Senses 1 
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance
  Skills: Bluff +4, Intimidate +10, Survival +8, Stealth 
  +11
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy: Sharp Shooter
  If you are defeat by the bad guys you can spend a hero 
  point as normal.
  If you defeat the masters of terror then you capture them 
  all and the cure for the poison.  In all the confusion Van 
  Dike runs off with the antidote in a brief case left by Ace 
  of Spades.
  A few days later everyone in the city is given the cure 
  and all are safe.
  Results:
  End the issue here and gain 2,500 Exp.  Increase your 
  Reputation rank by +1 each.
  Van Dike takes all the cheers and good press for saving 
  the city and never mentions you and your hero allies.
  Add the +1 to the Master of Terror's rank.
  Police Ofﬁcers (x10)
  Human, Medium
  CR: 1
  Exp. Award: 400
  Init: +1
  AC: 15
  Hps: 10
  Base Attack: +2
  Fort: +1 Reﬂex: +1 Will: +1
  Melee: Billy club +2 (1D6)
  Range: Pistol +2 (1D6)
  Skills: Intimidation +2
  Special: Bullet Proof Vest (+5 AC)
  Strategy:  Sharp Shooter
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Master of Terror Threat #2
  
  41
  Masters of Terror 
  Threat #3
  Kelly takes a sip of her trendy coffee drink and smiles at 
  you.  “So I hear that you saved everyone in the city once 
  more.”
  Just trying to do you part you explain.  Where did you 
  hear about the events, you ask, with the Masters of 
  Terror?
  “I have my sources,” She smiles once more, this time 
  like a cat with a new toy.  “Care to ﬁll me in on the 
  details?”
  If Mayor Hamilton won the election then go to part two.
  If Van Dike won the election then go to part three.
  Part 2
  You brieﬂy explain that Mayor Hamilton asked you to 
  help out with the newest threat from Ace of Spades and 
  his terrorist organization.  You then tell her what took 
  place and that she should push that the city is safe from 
  this madman and his thugs.
  You can try to get her to write all about you and your 
  hero allies.  This will of course improve your reputation 
  and help make you the darling of the city.  If you do this 
  then make a Bluff skill check Vs. DC 15.  If you are 
  successful (Gain 25 Exp.) you increase your Reputation 
  by +3.  If you fail though she sees through your 
  self-promotion and leaves out a lot of what you tell her, 
  so that in the end the story that appears in the paper is 
  rather bland where you are concerned.
  You can try to get her to write about how the city is safer 
  now that you and your hero allies have shown up.  This 
  will bring a sense of safety to a lot of the cities people.  
  Make an Intimidate skill check Vs. DC 15.  If you are 
  successful (Gain 25 Exp.) you are able to talk her into 
  writing an article that reﬂects your views on superheroes 
  and the city's need for caped heroes and masked 
  vigilantes.  This increases your Law and Order rank by 
  +3.  If you fail she leaves out most of this and writes a 
  very bland article about the event itself.
  You can try to get her to write an article about how you 
  and the other heroes of the city have brought a sense of 
  community to the population.  Make a Diplomacy skill 
  check vs. Dc 15.  If you are successful she writes and 
  article that highlights your views on citizenship and 
  service.  Increase your Do Gooder rank by +3.  If you 
  fail the skill check she just writes about the event and 
  nothing more.
  Results:
  End the issue here and gain 500 Exp.
  Add the +1 to the Master of Terror's rank.
  Part 3
  You tell her about the police raid and Van Dike's 
  interference in the events.  This makes him look rather 
  poor in light of his own self-promotion after the raid.
  You can try to makes Van Dike seem a self possessed 
  egomaniac whose action threaten everyone in th
  e city.  Make a Bluff skill check Vs. DC 15.  If you are 
  successful Kelly writes a full article that blasts Van Dike 
  and makes him look to be a coward and self obsessed.  A 
  full investigation is then called by the city council and 
  other agencies in the city government, making Van 
  Dike's ﬁrst days in ofﬁce difﬁcult and embattled.  If you 
  failed the skill check she just writes what she can prove 
  and nothing more.
  Results:
  End the issue here and gain 500 Exp.
  Add the +1 to the Master of Terror's rank.
  Master of Terror Threat #3
  
  42
  Masters of Terror Threat #4
  “Glad you came to see me,” Says Ace of Spade as he sits across from you, a glass partition between the two of you. 
  He has no face paint on and looks like a normal person.  Hard to tell he is a mad killer from his normal appearance.
  You ask what he wants.
  “Right to business,” He smiles. “I like that about you, no wasted time spent on pleasantries.”
  You sit silently waiting.
  “OK,” He says as he learns back. “I asked you here to tell you that a real danger is coming, a danger I can help you 
  defeat.”
  You continue to sit silently.
  “Don't believe me,” He says as he spreads his hands. “I understand, what with our history and all.  Believe me in this 
  though, the city is ripe for an invasion.  An alien invasion.”
  And how, you ask, does you know this?
  “I'm a master spy and terrorist, I now all sorts of things,” He explains.  “Now I can help with the perpetration to ﬁght 
  this invasion, all you have to do is ask.”
  You stand to walk away.
  “Come on,” He pleads with mock worry, “If you don't use me and my skills, be sure someone else will.”
  Better to sleep with scorpions, you think, then work with this madman.
  Results:
  End the issue here and gain 500 Exp.
  Master of Terror Threat #4
  Terror Trooper
  
  43
  The Methuselah Chamber
  The Methuselah Chamber
  You enter the brownstone owned by Van Dike along side 
  Adam.  Inside you see the place is a mess, as if he 
  returned home in a hurry.  As you two stand there you 
  both can hear a low hum coming from the basement.
  Heading down you see an open door in the basement 
  wall, which when closed would be near impossible to 
  detect.  Left open though, Van Dike has all but invited 
  you into the secret lab under his home.
  As you climb down the long ﬂight of stairs you two 
  come into a hidden lab, one well equipped and at the 
  back wall a large glass chamber set with a single chair.  
  Inside Van Dike sits, the hormone already being injected 
  into his arm and the radiation ﬂooding the chamber.  
  With a smile of triumph Van Dike gloats.  “You are too 
  late hero.  I have taken the only dose of the drug and 
  now will be the only man to live forever.”
  A short time later the chamber opens and out walks Van 
  Dike, a man changed.  Were once he was a middle-aged 
  man, out of shape and balding, here stands a giant, one 
  well built, strong and healthy.  “Now you see before you 
  a god!” Van Dike rages.  He takes a canister and crushes 
  it in his bare hands.
  “Now you will pay for you continued interference with 
  your life.”  With that Van Dike rushes to the attack.
  After the sixth round the mutation has taken its course 
  and Van Dike expands into a huge ball of ﬂesh and 
  limbs, then explodes.  Anyone in the battle that remains 
  must make a Reﬂex save vs. DC 15 for 1/3 damage of 
  10d6.
  The lab starts to burn and the roof then falls in.  You 
  have no choice but run for your life.
  Van Dike
  Mutant, Brick 5th
  CR: 5
  Exp. Award: 1,600
  Init: +0
  AC: 22
  Hps: 69
  Base Attack: +3
  Fort: +8 Reﬂex: +1 Will: +4
  Melee: Fist +8 (1d8+5)
  Special Defense: DR 6 / -
  Powers: Increased Str (X2), Increased Con 1, 
  Invulnerability 3
  Class Features: Basher, Crusher
  Feats: Unarmed Strike, Endurance, Diehard, Improved 
  Overrun
  Skills: Intimidation +8, Knowledge (City Government) 
  +5, Profession (Politician) +5 
  Special: Armored Suit (+12 Ac)
  Strategy:  Charge
  After the third round of combat Van Dike begins to 
  mutant, his ﬂesh rolling and growing, his face becoming 
  a mask of rage and ﬂowing ﬂesh.  
  Mutant Van Dike
  CR: 10 
  Exp. Award: 9,600
  Init: +3
  AC: 20
  Hps: 100
  Base Attack: +7 / +2
  Fort: +12 Reﬂex: +3 Will: +5
  Melee: Clubbing Fist +14 (1d10 +7)
  Special Defense: DR 6 / -
  Powers: Increased Str (X4), Increased Con 1, 
  Invulnerability 3
  Class Features: Basher, Crusher, Power Stomp, Second 
  Wind
  Feats: Unarmed Strike, Endurance, Diehard, Improved 
  Overrun, Improved Grapple, Improved Bull Rush
  Skills: Intimidation +10, Knowledge (City Government) 
  +5, Profession (Politician) +5, Survival +5 
  Special: Armored Suit (+12 Ac)
  Strategy:  Charge
  
  44
  Results:
  End the issue here and gain 5,000 Exp. and +1 to your 
  Vigilante rank.
  Epilog:
  After the adventure Adam tells you his story as he is just 
  now remembering.  He and Truman were friends back 
  when they shared adventures, Truman a master of 
  science and Adam a spirit of vengeance.  Adam tells you 
  that he died in the First World War, betrayed by a friend.  
  His spirit was given the task of seeking vengeance on 
  earth and he returned as a wraith, an unloving spirit that 
  walked the earth seeking to right wrongs and punish 
  those guilty of any crime.
  Each time he was killed in this un-ending battle he 
  returned, less a man and more a thing of hate.  He lost 
  part of himself each time he returned.  Meanwhile his 
  friends aged and grew old.  Truman had a hard time 
  excepting this end and sought to make himself immortal.  
  Seeing that Adam was unchanged all these years Truman 
  hatched a plot to siphoned the mystic energies of Adam's 
  wraith form and use it to syntheses a drug, one that 
  would keep Truman alive forever.  Truman tricked Adam 
  into entering the specially made container, a sphere 
  which trapped his spirit and siphoned his energies.
  All these years Adam has been used as a tool for 
  experimentation.  In the years he was gone though a new 
  spirit of vengeance arose, and took his place.  Now that 
  he is free, Adam is a human being once more, a normal 
  man who can now live a normal life.
  He thanks you for saving him and allowing him to live a 
  normal life, one where he and Jill can marry and raise a 
  family.
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  The Methuselah Chamber
  
  45
  Monster Hunters
  Monster Hunters
  Congressman Gill stands as you enter his ofﬁce.  “Glad 
  you could come on down to Washington on such a short 
  notice,” He offers.  Sitting across from the Congressman 
  is an Air Force General.
  Seeing the General, you ask what is the trouble that 
  requires your involvement.
  “Sharp as always,” Says the Congressman,” That's why I 
  like ya so much.”
  “You are correct of course,” Says the General without 
  introducing himself, “We do have a problem and the 
  Congressman here thinks you might be able to deal with 
  it for us.”
  “Ya see,” Continues Gill, “We sort of, well, we lost an 
  alien,” He offers a bit embarrassed.
  Lost, you ask?
  “The creature escaped,” Explains the General, “A secure 
  facility in the deserts of New Mexico.  It has been on the 
  loose for two days now and, we fear, it may well be 
  headed to a populated section of the state.”
  I assume, you ask, the creature is dangerous?
  “Very!” Says the Congressman.
  “We can have you on site within a few hours if we leave 
  now,” Offers the General as he stands. “The longer we 
  wait, the bigger the chance people, civilians, will died.”
  A few hours later you are standing in the desert heat of 
  the southwest, the dust rising as a storm brews.
  “We lost track of the thing two days ago, but it was 
  heading east, toward Albuquerque.  If it reaches the 
  city,” Offers the General as he stands next to you, “We 
  cannot begin to count the causality it might generate in a 
  populated area.”
  What, you ask, can the general tell you about the 
  creature.
  “We found it in the wreckage of a downed space ship a 
  few weeks back.  We have no idea what it is or where it 
  came from,” The general explains.
  You of course captured it, you observe, and started to 
  probe the alien?
  “Well we had to ﬁnd out what it was,” Offers the 
  General.
  Men like this turn your stomach as you set off to track 
  the alien, and try to prevent it killing anyone, or if 
  possible, the Air Force from killing the Alien.
  Make one of the following skill checks:
  Survival Vs. DC 20 to track the creature.
  Perception Vs .DC 20 to spot any clues where it might 
  be.
  A Power Activation Vs. DC 12 to use a relevant power.
  If you are successful on the skill check (Gain 25 Exp.) 
  you are able to track the creature to its current location.  
  Go to part two of this mission. 
  If you fail the skill check you come up with nothing, and 
  need to go to part three of this mission.
  Part 2
  You have been able to locate the alien, which has 
  stopped at a small, concealed water hole a few miles 
  from the city.  You have to make some choices at this 
  point.
  You can barge on in and just try to take the alien down.
  Try to sneak around and observe the alien a bit to see 
  what it is doing.
  Try to communicate with the alien in some way and ﬁnd 
  out what it is and where it's from.
  If you try to sneak about then make a Stealth skill check 
  Vs. DC 23.  If you are successful (Gain 25 Exp.) you see 
  that the creature tries to eat plants and drink some water 
  but rejects both as nasty tasting.  It is clear the creature 
  will stave if it is not returned to it own world or some 
  sort of palatable food is found.
  
  46
  If you fail the Stealth skill check the creatures hears you 
  and ﬂees into the night.  Return to part one of this 
  mission and try to locate the alien in some other manner 
  then the one you ﬁrst picked.
  If you try to communicate with the creature you 
  approach slowly as not to frighten the Alien.  With a few 
  hand gestures and simple words you try to show that you 
  are here to help the alien.  Make a Sense Motive skill 
  check Vs. DC 25.  If you are successful (Gain 25 Exp.) 
  you ﬁnd that the creature is intelligent and only wants to 
  go home.  You could use the Star Gate to ﬁnd the alien a 
  way home.  Go to part four of this mission.
  If you failed the Sense Motive skill check the creature 
  becomes frighten and ﬂees into the night. Return to part 
  one of this mission and try to locate the alien in some 
  other manner then the one you ﬁrst picked.
  If you just barge on in the alien screams in terror and 
  attacks.
  Alien Creature
  Visitor Brick 5 Combat Expert 5
  CR: 10 
  Exp. Award: 9,600
  Init: +4
  AC: 31
  Hps: 106
  Base Attack: +8
  Fort: +12 Reﬂex: +6 Will: +6
  Special Defense: Energy X Resistance DR 24 /-
  Melee: Unarmed Strike +13 (1d8+14)
  Powers: Super Attribute (Strength) 1, 
  Super Attribute (Dexterity) 1, Immunity (Vacuum, High 
  Pressure, Endure Elements, Radiation) 4, Regeneration 
  2, Super Speed 2, Super Leap 1
  Class Features: Built Tough, Power Punch, Unarmed 
  Strike, Bravery, Combat Style (Martial Artist), Combat 
  Training
  Feats: Dodge, Mobility, Spring Attack, Jaguar Pounce, 
  Improved Initiative, Combat Reﬂexes, Combat Patrol, 
  Combat Expertise, Iron Will, Skill Focus (Stealth), 
  Weapon Focus (Unarmed Strike)
  Skills: Perception +12, Stealth +20, Survival +15
  Special: Armored Carapace (Armor 8, Resist Energy 
  (Energy X) 2)
  Strategy:  Charge
  (You can ﬁnd out more on this creature in heroes Weekly 
  Vol 4 Issue #2)
  If you are defeated by the creature it then turns and 
  walks away, as you have nothing to feed it.
  If you are able to defeat the creature it falls unconscious 
  and you can call the military to come pick it up.
  If you wish once the military has the creatures you can 
  offer to escort it back to the city and the Star Gate at Star 
  Labs.  Make a Diplomacy skill check Vs. DC 20.  If you 
  are successful (Gain 25 Exp.) you are able to talk the 
  general into the plan and he makes the arraignments.  If 
  you fail the skill check he thinks you are mad and takes 
  the creature away for further study.
  Either way end the mission here.
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Monster Hunters
  
  47
  Part 3
  Unable to ﬁnd the alien before it reaches a populated 
  area a report comes in that a monster is rampaging on the 
  outskirts of the closest city and you now have to rush to 
  defeat the creature before anyone gets hurt.
  Once you arrive you see that the military has blocked off 
  the streets and is now waiting for you to battle the alien.
  Alien Creature
  Visitor Brick 5 Combat Expert 5
  CR: 10 
  Exp. Award: 9,600
  Init: +4
  AC: 31
  Hps: 106
  Base Attack: +8
  Fort: +12 Reﬂex: +6 Will: +6
  Special Defense: Energy X Resistance DR 24 /-
  Melee: Unarmed Strike +13 (1d8+14)
  Powers: Super Attribute (Strength) 1, 
  Super Attribute (Dexterity) 1, Immunity (Vacuum, High 
  Pressure, Endure Elements, Radiation) 4, Regeneration 
  2, Super Speed 2, Super Leap 1
  Class Features: Built Tough, Power Punch, Unarmed 
  Strike, Bravery, Combat Style (Martial Artist), Combat 
  Training
  Feats: Dodge, Mobility, Spring Attack, Jaguar Pounce, 
  Improved Initiative, Combat Reﬂexes, Combat Patrol, 
  Combat Expertise, Iron Will, Skill Focus (Stealth), 
  Weapon Focus (Unarmed Strike)
  Skills: Perception +12, Stealth +20, Survival +15
  Special: Armored Carapace (Armor 8, Resist Energy 
  (Energy X) 2)
  Strategy:  Charge
  (You can ﬁnd out more on this creature in heroes Weekly 
  Vol 4 Issue #2)
  Set up a street battle for this encounter.
  If you are defeated by the creature it then turns and 
  walks away, as you have nothing to feed it.  It takes 
  some time and a lot of deaths and property damage but 
  in the end the military is able to kill the alien.
  If you are able to defeat the creature it falls unconscious 
  and you can call the military to come pick it up.
  If you wish once the military has the creatures you can 
  offer to escort it back to the city and the Star Gate at Star 
  Labs.  Make a Diplomacy skill check vs. DC 20.  If you 
  are successful (Gain 25 Exp.) you are bale to talk the 
  general into the plan and he makes the arraignments.  If 
  you fail the skill check he thinks you are mad and takes 
  the creature away for further study.
  Either way end the mission here.
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Monster Hunters
  !
  
  48
  Part 4
  A few days later the alien is starving and hard to control but you have it now in the lab before the Star Gate and a passage 
  to the alien's home world.  With a gentle push you lead the creature into the gate and home.
  Results:
  End the issue here and gain 1,000 Exp.  Add +1 to your Reputation rank.  Also gain one Hero Point.
  If you were unable to stop the alien and the military had to step in, reduce your Reputation by -3.
  If you were able to get the alien to the Star Gate and home gain 2,000 Exp. and +1 to your Do Gooder rank.
  Monster Hunters
  
  49
  My Old Heroes are all Gone
  My Old Heroes 
  are all Gone
  During your many adventures you have encountered 
  several super powered heroes and vigilantes.  None 
  though have been as impressive as your ﬁrst meeting 
  with one of your own heroes, Truman Steel the Science 
  Detective.
  You ﬁrst encountered Truman a while back when you 
  were investigating a series of bank robberies, which used 
  a strange electrical device to open the bank vault after it 
  had been locked down for the night.  You traced the 
  device to Truman and discovered that it was one of his 
  many inventions.  You at ﬁrst thought Truman was 
  behind the robberies but later found that an assistant of 
  his had stolen the device out of storage and used it to 
  commit the crimes.  Since that meeting you have visited 
  Truman at his estate out in the Heights to listened to his 
  many stories and adventures as a member of the League 
  of Amazing People.
  The League of Amazing People was created before the 
  rise of the superhuman, a precursor to the modern 
  superhero team.  The League of Amazing People 
  performed much the same role as superhero teams, and 
  they did so without the amazing powers of those who 
  they would inspire.  If not for this team of explorers and 
  adventurers the modern concept of a superhero may 
  never have germinated. (See heroes Weekly Vol 2 issue 
  number 8)
  Arriving for your weekly visit with Truman you ﬁnd the 
  elderly man dead in his wheelchair, a strange, wavy 
  knife thrust into his chest.
  You call the police and then start your own investigation 
  until Lieutenant Wilds arrives to take a report and 
  conduct the polices' own investigation. Wilds apologies 
  when he arrives as he tells you that the commissioner 
  has orders that you and all super heroes are to not 
  interfere with police affairs and investigation.  You are to 
  be barred from the crime scene.  He has his ofﬁcers 
  escort you out of the house and the estate.
  It's a good thing you had a good look around before the 
  police arrived.
  Make an Investigation skill check Vs. DC 20.  If you are 
  successful (Gain 25 Exp.) you ﬁnd some clues.  If you 
  failed the skill check you ﬁnd nothing, and all hopes that 
  you might discover who killed your friend are dashed.  
  You could of course sneak back into the house after the 
  police have left and look some more.  If this is the case 
  make a Stealth skill check Vs. DC 15 to enter the house 
  undetected.  If you are successful (Gain 25 Exp.) you 
  enter the house without any one noticing.  If you fail the 
  skill check the police chase you off for good.
  Once you have entered the house you can make a new 
  Investigation skill check Vs. DC 25.  If you are 
  successful (Gain 25 Exp.) you ﬁnd some clues.  If you 
  failed the skill check once more you have failed your old 
  friend and ﬁnd nothing.  End the mission here.
  If you were successful on either Investigation skill check 
  you ﬁnd that the knife was a ceremonial dagger from a 
  native tribe out of central Africa. 
  Make a Perception skill check at this time Vs. DC 25.  If 
  you are successful (Gain 25 Exp.) you notice a small 
  pinprick on Truman's neck.  If you failed the skill check 
  you see nothing.
  The pinprick was clearly from a hypodermic needle, so it 
  might be that Truman was killed with some sort of drug 
  or poison.  A simple blood test would tell you what, if 
  anything, was injected into the man.
  Make a Heal skill test Vs. DC 12 to draw the blood.  If 
  you are successful (Gain 25 Exp.) you gain a sample of 
  Truman's blood.  If you failed the skill test you cannot 
  draw the blood and fail to follow this possible lead.
  If you were able to get a blood sample then later that 
  night you are able to analyze the sample.  Make a Sleight 
  of Hand skill test Vs. DC 18 to analyze the blood for any 
  drugs or poison.  If you are successful (Gain 25 Exp.) 
  you ﬁnd that a strange synthetic growth hormone was 
  injected into Truman and this massive dose is what killed 
  him.  The dagger to the chest was delivered some hours 
  after the drug had already killed your friend.
  
  50
  If you failed the Sleight of Hand skill test you are unable 
  to identify the drug and come up empty handed.
  Refer to the various skill checks called for up to this 
  point and total the points awarded.
  Were Successful with the ﬁrst Investigation skill check 
  called for: +5
  You failed the ﬁrst Investigation skill check but were 
  successful on the second one once you reentered the 
  house: +3
  You were successful on the Perception check to discover 
  the pinprick: +3
  You were able to analyze the blood sample with the 
  Sleight of Hand skill test: +3
  Total Point Results:
  1-5:  Go to part two of this mission.
  6-8: Go to part three of this mission.
  9 or more: Go to part four of this mission.
  Part 2
  Checking up on the dagger you ﬁnd that the tribe it 
  belongs to is the same tribe that Truman's long time 
  friend and ally, Kgosi, King of the Lions came from.  
  Could Truman's friend Kgosi have killed him?  The man 
  has an apartment on the West Side, so you head on over 
  there to ask a few questions.
  As you arrive you hear a struggle within and a yell.  
  Bursting into the apartment you ﬁnd three dead men on 
  the ﬂoor, and another struggling with an older African 
  American man.  You leap in to aid the older man who 
  you assume is Kgosi.  As you rush in the elder man rips 
  the throat out of his attacker with a clawed glove shaped 
  like a lion's paw.
  “Thanks for trying to aid me, but Kgosi can deal with 
  scum like these assassins even as an old man.”  He then 
  grasps his chest and falls into an open chair at the table 
  behind him.  It is clear the man is having a massive heart 
  attack and is about to die.
  “Please, tell me you are here to stop them…” He gasps 
  through the pain as death begins to roll over him.
  You ask what is going on and why he killed his friend 
  Truman?
  “I did not kill Truman,” Kgosi struggles to say, “He was 
  already dead when I arrived to confront him.  I stabbed 
  him with my dagger as a sign of respect and to give his a 
  weapon to hunt with in the spirit world.  It is a sign of 
  respect with my people.”
  What do you mean you were going to confront Truman, 
  you ask, about what?
  “Methuselah…” Is all he is able to say before he dies.
  That's a name you gave heard before. (See Mission Book 
  4 for details)
  Searching the apartment you ﬁnd that Kgosi had just 
  earlier that day bought a plane ticket to Florida and then 
  chartered a plane for the private island the Steel family 
  owned off the coast.  There seems to be more going on 
  here then just a simple murder of an old hero.  Go to part 
  ﬁve of this mission.
  Part 3
  Tracing the drug in Truman's system has proven 
  impossible, so you have to look for more clues 
  elsewhere.  The dagger, which was used to stab Truman, 
  was driven in well after Truman had died.  Tracing the 
  dagger is simple enough as it is the same type used by an 
  African tribe, a tribe that Truman's long time friend and 
  ally, Kgosi belonged to.  
  You happen to have Kgosi phone number, which Truman 
  gave you, in case there was an emergency, so you give 
  the man a call.
  He answers and is not surprised at the news that Truman 
  is dead.  “Yes I know about my friend's death,” He says 
  over the phone, “It might be best if you come over to my 
  apartment so we can speak.”  He then hangs up without 
  another word.
  As you arrive you hear a struggle within and a yell.  
  Bursting into the apartment you ﬁnd three dead men on 
  the ﬂoor, and another struggling with an older African 
  American man.  You leap in to aid the older man who 
  you assume is Kgosi.  As you rush in the elder man rips 
  the throat out of his attacker with a clawed glove shaped 
  like a lion's paw.
  My Old Heroes are all Gone
  
  51
  “Thanks for trying to aid me, but Kgosi can deal with 
  scum like these assassins even as an old man.”  He then 
  grasps his chest and falls into an open chair at the table 
  behind him.  It is clear the man is having a massive heart 
  attack and is about to die.
  “Please, tell me you are here to stop them…” He gasps 
  through the pain as death begins to roll over him.
  You ask what is going on and why he killed his friend 
  Truman?
  “I did not kill Truman,” Kgosi struggles to say, “He was 
  already dead when I arrived to confront him.  I stabbed 
  him with my dagger as a sign of respect and to give his a 
  weapon to hunt with in the spirit world.  It is a sign of 
  respect with my people.”
  What do you mean you were going to confront Truman, 
  you ask, about what?
  “Methuselah…” Is all he is able to say before he dies.
  That's a name you gave heard before. (See Mission Book 
  4 for details)
  Searching the apartment you ﬁnd that Kgosi had just 
  earlier that day bought a plane ticket to Florida and then 
  chartered a plane for the private island the Steel family 
  owned off the coast.  There seems to be more going on 
  here then just a simple murder of an old hero.  Go to part 
  ﬁve of this mission.
  Part 4
  Your tests show that Truman was killed by a strange 
  synthetic growth hormone, and odd weapon to use to kill 
  a man.  Still you have to follow the clues where they 
  lead and this clue leads you to a drug ﬁrm called Steel 
  Drugs, a company owned by Truman's family.
  You arrive at the company's ofﬁces later that night to 
  have a look around.  You can of course sneak in or just 
  barge in.  If you sneak in make a Stealth skill test Vs. 
  DC 18.   If you are successful (Gain 25 Exp.) you are 
  able to sneak passed the rather extensive security 
  systems, more then would normally be needed for such a 
  small company ofﬁce and warehouse.  You will have 
  surprise once you enter the building.
  If you failed the Stealth skill check you fail to bypass the 
  security system and the alarms go off.  No surprise now.
  If you just barge on in the alarm sounds and those inside 
  scramble about.  Make an Intimidation skill check Vs. 
  DC 18 to bully those inside to surrender.  If you are 
  successful (gain 25 Exp.) those inside will lose their ﬁrst 
  round actions.
  If you failed the Intimidation skill check conduct the 
  battle as normal.
  Inside you ﬁnd that the warehouse is full of guards and 
  workmen, unloading a truck with single case of a drug 
  called X-life.
  Guards (X20)
  Human, Medium
  CR: 1
  Exp. Award: 400
  Init: +1
  AC: 15
  Hps: 10
  Base Attack: +2
  Fort: +1 Reﬂex: +1 Will: +1
  Melee: Billy club +2 (1D6)
  Range: Pistol +2 (1D6)
  Skills: Intimidation +2
  Special: Bullet Proof Vest (+5 AC)
  Strategy: Sharp Shooter
  If you are defeated by the guards then you can spend a 
  hero point to avoid that fate.
  If you defeat the guards the workmen run away leaving 
  you alone with the truck.
  Inside the truck you ﬁnd a single case of the drug 
  marked X-life.  A quick check shows it is the same 
  synthetic growth hormone use to kill Truman.  The 
  shipping label on the case states it was to be shipped 
  from a private island off the coast of Florida, an island 
  owned by the Steel family.  Go to part ﬁve of this 
  mission.
  My Old Heroes are all Gone
  
  52
  Part 5
  To ﬁnd out what is going on you have to travel to an island off the coast of Florida, one that the League was based out of 
  and owned by the Steel family.  The base is hidden in the hollowed out top of the tallest mountain on the island.  Private 
  jets are needed to shuttle people to and from the island.  As the years have passed by this mountain base has been used 
  less and less.  In the past decade or so it has been all but abandoned. 
  It takes a bit of time to arrive at the island but you make it and as you step off of the boat plane on to an old dock you are 
  attacked by a pride of lions.
  Lions (x3)
  CR: 3
  Exp. Award: 800
  Init: +7
  AC: 15
  Hps: 32
  Base Attack: +3
  Fort: +6 Reﬂex: +7 Will: +12
  Melee: Bite +7 (1d8+5 plus Grab), 2 Claws +7 (1d4+5) 
  Special Attack: Pounce, rake 92 Claws 7 (1d4+5)
  Feats: Improved Initiative, Run, Skill Focus (Perception)
  Skills: Acrobatic +11, Perception +9, Stealth +8 (+16 in undergrowth)
  Strategy: Charge
  If you are defeated by the lions you can spend a hero point to avoid being eaten alive.  If you defeat the lions you are 
  able to proceed on into the dense woods that lie at the mountains base.
  My Old Heroes are all Gone
  G - Guards
  Heroes may start from the 
  green area shown.
  if you sneaked in then you may start 
  from one of the blue shaded areas.
  !
  !
  !
  !
  G
  G
  G
  G
  G
  H
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  
  Skull Isle
  
  54
  Walking through the woods you are able to make a 
  single Perception skill test vs. DC 20 to spot the security 
  camera which are tracking your progress.  If you are 
  successful (Gain 25 Exp.) you are able to avoid these 
  cameras and may continue on unobserved.  If you failed 
  the skill test you are watched the whole way up the 
  mountain.
  At the mountains peak you enter a small cave and ﬁnd 
  the hidden base, just like Truman described.  Trophies of 
  the League's many adventures line the passage into the 
  cave, a stuffed dinosaur from their time in the inner 
  earth, a space ship they used to travel to Mars, and even 
  a broken robot from one of their many battle with Doctor 
  Mechanical. As you enter the base itself you see that is it 
  not all that run down, and surprisingly well kept.  This is 
  in direct contradiction to what you were told you would 
  ﬁnd here. 
  If you were able to avoid the security cameras then you 
  may sneak on in without any trouble.  If though you 
  were unable to sneak past the cameras then you are soon 
  meet with the guard of the base, an old robot, but one 
  that is still very deadly.
  Old Robot
  Construct, Large
  CR: 8
  Exp. Award: 4,800
  Init: +1
  AC: 20
  Hps: 100
  Base Attack: +4
  Fort: +10 Reﬂex: +1 Will: -
  Melee: Clubbing Fist +6 (1D8)
  Range: Electrical Gun +4 (1D6)
  Strategy: Charge
  If you are defeated by the robot you may spend a Hero 
  point to avoid the fate.  
  If you defeat the robot guard you may carry on into the 
  base.
  Inside you ﬁnd several chambers and rooms, all unused 
  and ﬁlled with old equipment and computer banks.  
  Further into the base you ﬁnd an old hanger and here you 
  discover a bizarre scene.  In the middle of the hanger is a 
  large glass sphere and inside, ﬂoating in blue liquid is a 
  man.  Protruding from the sphere are several tubes and 
  wires, old and odd shaped, as if there were set up in the 
  ﬁfties.  Most of the equipment and computers in the 
  hanger are from that time period.
  Standing around the man are several robots, all of
  different design and shape, but all working at different 
  tasks.  Some are draining the blue liquid from the sphere 
  and into small bottles, while others are placing the 
  bottles into boxes and getting them ready for shipment.  
  On the boxes is a shipping label for Steel Drugs.
  As long as you do nothing to stop the robots from their 
  task or try to release the man held in the sphere, the 
  robots will leave you alone.  If you though try to stop the 
  robots' work or free the man the robots will turns and 
  attack in mass.
  My Old Heroes are all Gone
  
  55
  Robots (X10)
  Construct, Medium
  CR: 2
  Exp. Award: 600
  Init: +0
  AC: 16
  Hps: 20
  Base Attack: +2
  Fort: +8 Reﬂex: +1 Will: -
  Melee: Clubbing Fist, claws or other appendages +4 
  (1D6)
  Strategy:  Charge
  If you are defeated by the robots they then leave you 
  alone and go about their work.  They will though attack 
  if you try to interfere again.
  If you defeat the robots you may free the man from the 
  sphere.  It takes a bit of time to drain the sphere and get 
  him free, but once you do so he wakes up soon enough, 
  dazed and rather confused.  He is unable to speak and 
  can barely walk, and it is clear he has no clue who he is 
  or where he is, let along how he got here.
  You will have to take him back to the city and ﬁnd him a 
  place to stay.  Maybe Councilwoman Fredric and her 
  daughter Jill can help out.
  A few cases are also found, each with a shipping label to 
  Steel Drug's lab back home in the city.
  Results:
  End the issue here and gain 2,000 Exp.  Increase you 
  vigilante rank by +1.
  If you were able to go to part 2 ﬁrst, then gain 200 Exp.
  If you were able to go to part 3 ﬁrst, then gain 500 Exp.
  If you were able to go to part 4 ﬁrst, then gain 1,000 
  Exp.
  You have yet to solve the murder of Truman, and have 
  only uncovered more questions then answers.  It is clear 
  though that this all has something to do with the 
  Methuselah chamber, Van Dike, and a wider conspiracy 
  within the heart of your city.
  Gain a Hero Point.
  My Old Heroes are all Gone
  !
  !
  8
  !
  !
  8
  !
  !
  8
  !
  !
  8
  R - Robots
  Heroes may start from the 
  green area shown.
  R
  R
  R
  R
  R
  R
  R
  R
  R
  R
  
  56
  New Star Gate
  New Star Gate
  “What do you think?” Asks Updike as he shows you his new Star Gate.
  You still think it's a bad idea you say.
  “But this time I have added a new feature. Now we can see what's on the other side before we step into the gate,” Updike 
  offers as he turns the gate on.
  You both look at a monitor as the gate is activated.  “I am using the same coordinate we used when you rescued Mr. 
  Franks and his team.” Updike explains.
  “Oh my!” He says as the two of you watch the massive army of alien warriors preparing for an invasion.  The alien 
  tanks, weapons and soldiers are countless as they spread across the alien desert.
  Told you it was a bad idea you say as you switch off the monitor.
  Results:
  Gain 500 Exp.  You of course have to warn the government that the threaten invasion by the Overmind is getting ready 
  and may well soon launched.
  
  57
  The Nutty Man Will Have His Day
  The Nutty Man 
  Will Have His Day
  “Next we have a ﬁne laser, suitable for burning holes in 
  bank vaults or a super hero if one should show up at the 
  wrong time.” Offered the Crime Unlimited auctioneer.
  “We will start the bidding at 200 thousand dollars.  I see 
  a bid from the Goblin; do I see a bid for 250 thousand?  
  Yes the man with the thick glasses, I see your bid, do I 
  have a bid for three?  Three from the short man with the 
  chain saw for a hand, now three ﬁfty from the Hood, do I 
  hear four?  Four from the man with the glasses, do I have 
  ﬁve?  Four going once, four going twice, last call for 
  four hundred thousand to the man with the glasses, and 
  sold.”
  The man with the thick glasses smiles to himself, this 
  was the last thing he needed to get his revenge.  Soon the 
  super hero would feel pain.  It took his whole insurance 
  payoff, but he had the tools wreak vengeance on his 
  enemy.
  A few days later you are on patrol, something you have 
  not had the time to do in a while, not with all the crazy 
  adventures you have had of late.  It feels good to patrol 
  the city and see that it is safe, at least for tonight.  Just 
  then a blast of laser energy ﬂashes past your head.
  “That was just a warning hero,” Laughs some crazy man 
  in a piecemeal battle suit of different components 
  leftover from several powered battle suits and criminal 
  gear. “Now I will see you dead!”
  Nutty
  Human, Energy Projector 3rd
  CR: 3
  Exp. Award: 800
  Init: +4
  AC: 16
  Hps: 18
  Base Attack: +1
  Fort: +1 Reﬂex: +4 Will: +1
  Melee: Fist +1 (1d3)
  Ranged: Energy Blast +2 (2d6)
  Powers: Energy Blast 2
  Class Features: Sense Energy (All types)
  Feats: Improved Initiative, Run, Skill Focus (Power 
  Activation), Skill Focus, Knowledge (Science)
  Skills: Power Activation +4, Profession (Scientist) +2, 
  Perception +2, Knowledge (Science) +7
  Gear: Armored Costume (+6 Ac)
  Strategy: Sharp Shooter
  If you are defeated by Nutty then you may spend a hero 
  point to save the day.
  If you defeat Nutty you of course take him to the police.
  Results:
  End the issue here and gain 500 Exp. and +1 to your 
  Reputation.
  
  58
  Old Time Vengeance
  Old Time Vengeance
  You have sworn that you will bring to justice the killers 
  of your friend Truman Steel.  The case has led you down 
  some strange roads and all the way to a half forgotten 
  island.  
  Now the clues have led you to stand outside the labs of 
  Steel Drugs.  Whatever is going on is taking place here 
  and you mean to ﬁnd out just what is going on and why 
  Truman had to die.
  You may either sneak into the lab, barge on in and try to 
  fool those inside and come up with a disguise.
  If you try to sneak in you will need to make a Stealth 
  skill check Vs. DC 22 as the security is rather high for 
  this small lab.  If you are successful (Gain 25 Exp.) you 
  are able to sneak on in and see what's going on and gain 
  a free round of surprise on the guards.  If you failed the 
  skill check you set off the alarms and will be found out 
  soon enough.
  If you just barge on in make an Intimidation skill check 
  Vs. DC 18 to bully those inside.  If you are successful 
  (gain 25 Exp.) you are able to impress those inside and 
  gain a free round of combat on the guards.  If you fail 
  the skill check those inside could care less about who 
  you are and you enter combat as normal.
  If you try to get in by using a disguise, them make a 
  Disguise skill check Vs. DC 18.  If you are successful 
  you are able to pose as an executive for the company and 
  get on in with little effort.  You will thus gain two rounds 
  of surprise on those inside.  If you fail the skill check 
  they discover your subterfuge and you lose all element 
  of surprise.
  Inside you ﬁnd a few lab technicians and 10 guards, all 
  are with assault riﬂes.
  Guards (x10)
  Human, Medium
  CR: 1
  Exp. Award: 400
  Init: +1
  AC: 15
  Hps: 10
  Base Attack: +2
  Fort: +1 Reﬂex: +1 Will: +1
  Melee: Billy club +2 (1D6)
  Range: Assault Riﬂe +2 (1D8, Burst Fire)
  Skills: Intimidation +2
  Special: Bullet Proof Vest (+5 AC)
  Strategy: Sharp Shooter
  If you are defeated by the guards you can spend a hero 
  point to avoid this fate.
  If you defeat the guards you ﬁnd that the lab is working 
  on the liquid that was being pumped out of the sphere 
  that held the unnamed man.  This liquid is being 
  synthesized into the growth hormone you discovered 
  which killed Truman.
  A check around allows you to ﬁnd several reports on the 
  drug, all signed by Truman himself.  Seems he was the 
  lead designer of the drug and its curative effects.  The 
  drug, along side the use of some chamber or device 
  would lead to cell regeneration and age reversal.  A 
  preverbal fountain of youth.  All of this cost a huge sum 
  of money, money Truman did not have enough of.  It 
  seems he turn turned to a group of rich political and 
  corporate backers, all lead by Van Dike.  It seems though 
  that the drug is not yet ready and kills those exposed to it 
  instead of curing them.
  All of this is damning and good evidence to Van Dike's 
  crimes, but it proves nothing without hard evidence, and 
  to ﬁnd that you must ﬁnd the Methuselah Chamber.
  You hand over all you ﬁndings to Detective Bruce as he 
  is holding all the evidence to Van Dike's crimes.
  Results:
  End the issue here and gain 1,000 Exp. and +1 to your 
  Law and Order rank.
  !
  !
  8
  G - Guards
  Heroes can start in 
  the green shaded 
  area.  
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  
  59
  Overmind’s Secret Base
  Overmind's Secret Base
  Franks smiles as you walk into his ofﬁce.  “I am glad 
  you agreed to come,” He says as he walks you over to a 
  nice chair and offers you a seat.  “I know we seems to 
  get off on the wrong foot, but this time we have a 
  common goal.”
  What goal is that you ask?
  “Well stopping this Overmind from invading our world 
  of course,” He tells you with a broad smile.
  Just how, you ask, does he plan to do that?  You have 
  already informed the authorities of the impending 
  invasion.
  “Well when we were being held prisoner on that alien 
  world,” He explains, ”We were able to get a copy of the 
  signal used by the aliens to direct their gravity vehicles.  
  We have detracted that very signal here on Earth.”
  And where is this signal?
  “We have tracked it to an unpopulated portion of the 
  Jefferson Nation Forest,” He offers, “Near Silver 
  Mountain.”
  And you want me to check it out you ask?
  “You are the most qualiﬁed I think,” He answers.
  A receiver in your hand built by Frank's scientist, you 
  head off into the forest looking for the alien signal and 
  the hidden alien base.
  It does not take you long with the aid of the tracking 
  device to ﬁnd the aliens.  They have landed their 
  spacecraft in the middle of a glade and covered it with 
  branches from the near by trees.  All around the 
  spaceship are odd alien devices and aliens warriors 
  working to build something.
  Too bad Lady Blue is not here, she would be able to tell 
  you what these aliens were up to.
  Well no sense is just sitting here and watching them, best 
  go break up their little party.
  Aliens (x10 plus x2 per hero)
  Strange Visitor Assault Trooper 2
  CR: 2
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy: Sharp Shooter
  
  60
  Drones Warriors (x1 per hero)
  Construct, Large
  CR: 3
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy:  Sharp Shooter
  If you are defeated by the aliens you may spend a Hero 
  Point to avoid this fate.
  If you defeat these aliens you ﬁnd that the device they 
  were working on was going to be used to send out a 
  homing signal, so the Overmind's forces could open their 
  own star gate on earth and invade en mass.
  Results:
  End the issue here and gain 3,000 Exp. and +1 to your 
  Reputation.  Gain a hero point.
  If you have any hero allies you can bring one or all of 
  them into this ﬁght, as you might need them.  You may 
  of course make up to three characters if you want, but 
  make sure they are all 5th to 7th level.
  If you don't have any hero allies, or need more (You can 
  have up to three this event), then add any of the 
  following.
  All Star
  Bethany the Witch
  Blast Star
  The Blur
  Bounce
  Iron Knight
  Maxx
  Night Owl
  Lady Blue
  Queen of Hearts
  Paladin
  The Pugilist
  Sky Queen
  Sphinx
  Stonecold
  White Tiger
  Any ally you don't already have may be added to your 
  ally list at rank 1. 
  Overmind’s Secret Base
  !
  !
   
  !"
  !
  !
   
  !"
  !
  !
   
  !"
  A - Alien s
  D - Drone
  Heroes can start in the green shaded area.  
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  D
  D
  D
  
  61
  Run Down District
  Run Down District
  She smiles as you enter the hospital room.
  You ask how she is doing.
  “Well as can be expected after having my legs taken 
  away by corrupt cops,” She smiles wanly with half a 
  smile.
  You promise her that you will bring Van Dike and his 
  conspirators down, but it will take time.
  “Yes, I know, but in the mean time I have a plan to hit 
  them where it will hurt the most,” She offers with a 
  sneer.
  What, you ask, is the plan?
  “Well I think,” She offer, “We should redirect the money 
  they are stealing and put it to good use.  There are 
  several charities and projects in need of funds, so lets 
  play Robin Hood and steal from the corrupt and give it 
  to the poor.”  She then hands you the account numbers 
  and a list of organizations and government programs to 
  transfer the funds to.  “I cannot do it from this hospital 
  bed, but you could.”
  How you ask?
  “You will need to sneak into the City Treasurer's ofﬁce,” 
  She explains, “And enter the transfers from there.  This 
  will drain the money from Van Dike's accounts and add 
  the funds to the accounts I have listed for you.”
  This will escalate, you observe, the conﬂict between Van 
  Dike and the two of you.  It could lead to them trying to 
  kill you again.
  “I'm willing to take that chance,” She offers, “If it brings 
  that corrupt bastard down.”
  It takes you a few days to make plans but you are ready 
  now.  You will of course have to think of a way into the 
  city building after hours to complete the lengthy transfer 
  by using the city's computers located in the Treasurer's 
  ofﬁces.
  Make a Disable Device skill check Vs. DC 16 to disable 
  the alarm so you can sneak into the building.  If you are 
  successful on the Disable Device skill check (Gain 25 
  Exp.) you are able to deactivate the alarm for a short 
  period of time.  If you failed the skill check see below.
  Once you have deactivated the alarms you can sneak on 
  in.  Make a Stealth skill check Vs. DC 16, or DC 20 if 
  you failed the to disarm the alarms.  If you are successful 
  on the Stealth skill check (Gain 25 Exp.) you are able to 
  move past the guards and clean up crews.  If you failed 
  the skill check you are confronted by a guard and must 
  try to talk your way out of having him sound the alarm.  
  If you failed the Stealth skill check then make a Bluff 
  skill check Vs. DC 20 to talk your way out of the mess.  
  If you are successful (Gain 25 Exp.) the guard you ﬁnd 
  is a great fan and will look the other way while you do 
  your business.  If you fail the Bluff skill check you are 
  forced to ﬂee.  End the mission here and the issue.
  Once into the ofﬁce you will have to get into the 
  computers and transfer the funds.  This takes a bit of 
  time but you are able to get it all transferred, leaving Van 
  Dikes many hidden accounts now completed drained of 
  funds.
  Results:
  End the issue here and gain 500 Exp.
  
  62
  Sewer Hunters
  Sewer Hunters
  Proudtooth thanks you for coming down into his 
  underground realm.  “We need your help,” He says as he 
  shakes your hand and walks you into the Parliament's 
  meeting hall.  There you see the other strange members 
  of the Parliament of the sewers, strange mutants, 
  intelligent bugs, and albino alligators among others.
  “We thank you for your assistance in this matter,” 
  Begins the current chairmen of the Parliament, Eve of 
  the outcast mutants. “We have been under attack for the 
  last few months, attacked by a unknown enemy from 
  deep within the earth.”
  Proudtooth continues, “They are a strange reptile people 
  with even stranger human-like warriors and servants, 
  bestial men, savage in their nature.  At ﬁrst they just 
  attacked our outlying settlements, but then they became 
  bold and attacked one of out main villages just a few 
  days ago.”
  You as a group have a lot of power, you observe, why 
  have you not fought back?
  “We have,” Eve offers, “But our numbers are small, and 
  while we might have powerful members within our 
  community, they are few in number.”
  What, you ask, do you need me to do?
  “Find out who these strange enemies are and where they 
  live,” Requests Proudtooth.  “If we can locate their 
  home, maybe we can block their access to our tunnels 
  and passages.”
  What, if any, evidence or clues do you have you ask 
  them.
  “Only a few scrapes of fur the savage servants wear and 
  a few leaves dropped by their reptile masters,” 
  Proudtooth says as he shows you the items.
  You look over the few clues and come to a single 
  conclusion.  These invaders come from the same place 
  that Sewer Joe discovered a few months back.  The fern 
  in your hand is a match to the one Joe held when you 
  found him deep in the tunnels under the city  (See 
  Mission book 4 for details).
  It takes you a few days to ﬁnd Sewer Joe, but you ﬁnally 
  ﬁnd him near the docks, ﬁshing with a homemade 
  ﬁshing pole.
  “Never going down there again I tell ya,” He says when 
  you ask about his adventure in the deep sewer tunnels.  
  “Got nothing but monsters living don there.”
  It takes a bit of efforts but you ﬁnally get some 
  information out of him.  The directions he more or less 
  took to reach the “Wild Under Lands,” As he call it.  
  With this last bit of information, you should be able to 
  located the place Joe discovered.
  Results:
  End the issue here and gain 500 Exp. and +1 Street Thug 
  rank.
  
  63
  Your Death Has Been Paid For
  Your Death Has 
  Been Paid For
  Word on the street is that someone with deep pockets 
  wants you dead.  Nothing new there of course, but this 
  time your enemies have hired out assassins from Crime 
  Unlimited to do the job.
  You show up at the organization's newest meeting place, 
  an ice cream shop on the west side.  You always knew 
  that ice cream could make you fat, but dead, that's taking 
  things to an extreme.
  As you walk in those inside become very nervous, while 
  the ice cream bar server reaches down below the counter 
  to pull out a machine gun.
  You tell her to take it easy, you are here just to deliver a 
  message.  Call off the assassin or you will be forced to 
  deal with them in your own way.
  A few days later the ﬁrst assassin comes at you.  You do 
  not even see the ﬁrst knife as if ﬂies by your head, but 
  the second and third you are able to dodge, but just 
  barely.  Make an Acrobatics skill check Vs. DC 20 to 
  avoid the thrown knives as the assassin tries to pin you 
  to the wall.  If you are able to dodge out of the way 
  (Gain 25 Exp.) you can try to spot the assassin before the 
  next attack.  If you failed the skill check take 2D6 
  damage.
  Next you try to spot the assassin, so make a Perception 
  skill check Vs. DC 20.  If you are successful (Gain 25 
  Exp.) you are able to spy out the killer.  If you failed the 
  skill check take 2D6 damage and try again to spot the 
  killer.  Continue until you are either dead or you ﬁnally 
  spot the attacked.  The Perception DC will remain the 
  same for all checks attempted.
  Once you have spotted the killer you can rush them and 
  put an end to the attack.  Make a Climb skill check vs. 
  DC 18 to reach the killer in time.  If you are successful 
  you take the assassin down and end the attack.  Gain 25 
  Exp.  If you failed the skill check take 2D6 damage and 
  try again.  Continue to try to reach the attacker; suffering 
  2D6 damage each time you fail the Climb skill check.
  A few days later the next attack comes.  You may heal up 
  to half the damage you took from the knives.
  The second attempt on your life comes from a high-
  powered riﬂe on the rooftops while you are on the street 
  talking to one of your many contacts.  The ﬁrst bullet 
  hits home, doing 1D12 damage.
  You must reach cover before the second shot, so make a 
  Sleight of Hand skill check to dodge and weave your 
  way to safety.  The DC for this skill check is 20. If you 
  are successful you gain cover and 25 Exp.  If you failed 
  the skill check you are unable to reach cover and are hit 
  with a second bullet, taking another 1D12 damage.  
  Continue to make the Sleight of Hand skill check at the 
  same DC until you reach safety.  Each time you fail the 
  skill check take another 1D12 damage.
  This is of course getting out of hand, so you head for the 
  Ice cream shop only to ﬁnd it closed.  Just then you see 
  the bomb set to go off in the ﬂowerpot next to the door.  
  You can try to disarm the bomb before it explodes, and 
  thus save a lot of lives, as there are many apartments in 
  the building before you. 
  Make a Disarm Device skill check Vs. DC 18 to 
  deactivate the bomb.  If you are successful you gain 25 
  Exp.  Fail the skill check and the bomb goes off.  You 
  may make a Reﬂex save Vs. DC 18 for half the damage 
  from 3D10.
  The only way you are going to be able to stop these 
  attacks is to ﬁnd out who hired the killers to put you 
  down.
  Results:
  End the issue here and gain 1,000 Exp.  Add +1 to your 
  Mob rank.
  !
  
  64
  Mission Trees
  Run Down District
  Monster Hunters
  Gang Summit
  Alien Arrest
  Hang Um’ High
  I Need Something Special
  The Nutty Man
  Masters of Terror Threat #1
  Masters of Terror Threat #2
  Masters of Terror Threat #3
  Masters of Terror Threat #4
  My Old Heroes are all Gone
  Old Time Vengeance
  Man Without a Name
  Methuselah Chamber
  Marked for Death
  Your Death has Been Paid For
  Final Contract
  New Star Gate
  Overmind’s Secret Base
  Sewer Hunters
  Inner Earth
  
  65
  NPC Heroes
  The Blur
  Super Human 6th
  Enhanced Human, Medium
  CR: 6
  Exp. Award: 2,400
  Init: +4
  AC: 14
  Hps: 40
  Base Attack: +4
  Fort: +6 Reﬂex: +9 Will: +4
  Melee: Fist +4 (1D6)
  Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 13 
  (+2), Chr 12 (+1)
  Powers: Super Speed 8
  Class Features: Skilled Use
  Feats: Evasion, Skill Focus (Power Activation), Flurry 
  of Blows, Unarmed Strike
  Skills: Power Activation +13, Bluff +4, Perception +7
  Special: Battle Suit (+6 Ac), Protection Goggles, Speed 
  Booster System (Super Speed 2)
  Special: Strategy: Charge
  Queen of Hearts
  Detective 2nd, Combat Expert 4th
  Human, Medium
  CR: 6
  Exp. Award: 2,400
  Init: +7
  AC: 23
  Hps: 14
  Base Attack: +4
  Fort: +5 Reﬂex: +7 Will: +6
  Melee: Fist +5 (1D6+1)
  Ranged: Power Staff +7 (3d6)
  Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 15 (+3), Wis 15 
  (+2), Chr 16 (+3)
  Powers: All converted to feats
  Class Features: Broad Knowledge, Home City, Gear, 
  Contacts, Quarry, Bravery, Combat Training, Unarmed 
  Strike
  Feats: Skill Focus (Investigation), Skill Focus 
  (Profession), Lair, Connection (Spies), Wealthy, Vastly 
  Wealthy, Martial Artist, Improved Grapple, Improved 
  Trip, Improved Initiative, Blind Fighting, Spring Attack
  Skills: Bluff, +5, Disable Device +5, Drive +4, Escape 
  Artist +5, Investigation +3, Profession (Spy) +4, 
  Survival +3, Perception +4, Sense Motive +4, Stealth 
  +15, Power Activation +4, Sleight of Hand +4, Perform 
  +4
  Special: Power Staff (Energy Blast 3, Force Field 1), 
  Battle Suit (+10 Ac, +8 Stealth), Smoke Bomb, Super 
  Car, Super Plane
  Special: Strategy: Sneak
  
  LEGAL INFORMATION
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  15. COPYRIGHT NOTICE 
  System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on mate-
  rial by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte 
  J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, 
  Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and 
  Bill Webb; Based on original content from TSR.END OF 
  LICENSE 
  Copyright notice
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document Copyright 1999, 2000, Wiz-
  ard of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker. 
  Future System Reference Document Copyright 2004, Wiz-
  ards of the Coast:  Authors Christopher Perkins, Rodney 
  Thompson, JD Wiker, based on material by Bill Slavicsek, 
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  Redman 
  Pathﬁnder Role Playing Game: 2009 Paizo Publishing
  Silver Age Sentinels d20 Copyright 2002, Guardians Of 
  Order, Inc.; Authors Stephen Kenson, Mark C. MacKin-
  non, Jeff Mackintosh, Jesse Scoble.
  Spycraft Copyright 2002 Alderac Entertainment Group:  
  Authors Patrick Kapera, Kevin Wilson
  Unearthed Arcana 2004 Wizards of the Coast:  Authors:  
  Andy Collins, Jesse Decker, David Noonam, Rich Redman
  Blood and Vigilance Copyright RPG Objects 2003, 
  Authors: Charles Rice
  
   
  With over 1,000 games and gaming products, Avalon Games can offer 
  you any sort of game you are looking for.  Tabletop miniatures, RPG, 
  board games, card games and dice games.  Gaming art and gaming 
  accessories are all available at Avalon Games. 
   
  
SOURCE: textdata/thevault/Comic Book Adventures/Mission Books/Avalon Games - Comic Book Adventures - Mission Book 5.pdf