TEXT:  
   
  The Final Concert
  The Final Concert
  The Final Concert
  The Final Concert    
   
   
   
  An Adventure for Lost Souls 
   
   
   
  By Kathleen Williams & Joe Williams 
   
   
   
   
   
   
   
   
  Copyright © 1992, 2007 by Joe Williams 
   
  Email me at: freeRPGs@comcast.net 
  
   
   
  2 
   
   
   
  2 
  The Final Concert 
  Introduction 
  Rather than presenting a series of events, this 
  Lost Souls scenario describes a number of foes the 
  players can interact with. These foes can be used in 
  the context of the plot presented here, or in an 
  adventure of the narrator’s own design. Besides 
  presenting information on two new supernatural 
  foes (the janus bat and the succubus), this scenario 
  also gives details on a number of human foes, 
  including an evil medium. It also illustrates how a 
  character’s cause of death can become the basis of 
  a complete adventure. 
  Central Character 
  This adventure assumes the central player is a 
  journalist whose cause of death was “Caught in 
  rock star’s slamming door.” His Life & Death 
  history should include “Friend mysteriously 
  murdered.” 
  Background Story 
  (Give a copy of this background story to the 
  central player.) 
  The greatest media event of the 20th century 
  is about to take place - Myronna, the hottest pop 
  star ever to grace the airways will give her farewell 
  concert in just 48 hours. Every journalist on the 
  continent would give their eyeteeth to interview 
  the sexy lady and take photos of her final 
  performance, but she refuses to allow any media 
  personnel to attend - this is to be an once-in-a-
  lifetime thrill, she promises, and no pictures or 
  written records will be made. Persons who enter 
  the concert hall will be thoroughly searched for 
  cameras and tape recorders; recognized journalists 
  will be escorted from the premises. 
  Fresh out of college, you’ve been newly hired 
  by “The Daily Sun” to cover the story. Your boss, 
  Sid Crasscroft, hopes that such a fresh face won’t 
  be recognized by Myronna’s ‘media police’. A tiny 
  camera has been imbedded in your belt buckle and 
  you plan on taking as many covert photos as you 
  can - what a scoop! 
  You bribe a roadie to let you into the concert 
  hall so you can find the best place to take pictures. 
  As you’re lurking around backstage you’re startled 
  to hear several voices heading your way! Could 
  they be Mayronna’s bodyguards? Their reputation 
  is such that you don’t want them to find you, so you 
  open the nearest door and step inside. Two figures 
  stand and stare at you, mouths gaping. Your shock 
  and surprise is just as great - then you remember 
  that 
  you’re 
  a 
  journalist 
  above 
  all, 
  and 
  surreptitiously trigger your belt camera. Just then, 
  one of the figures steps forward and slams the door 
  viciously against your head. As your consciousness 
  fades into oblivion you find yourself focusing on 
  your last mortal vision: the uncostumed Myronna 
  is definitely a man.... and you have the picture that 
  proves it! 
  Possible Vows 
  At this point, the player must make one or 
  more ghostly vows based on his back-story. Some 
  suggestions: 
   
  • 
  I will not rest until I learn Myronna’s true 
  identity. 
  • 
  I will not rest until I make sure that the 
  photo has been published and Myronna 
  exposed. 
  • 
  I will not rest until I avenge my death. 
   
  Once the vow is made, the player leaves Limbo 
  and travels back to earth as a spirit; he or she may 
  invite any other ghostly companions to accompany 
  him. The adventure begins at a bus station a mile 
  from the concert hall. The body of the main 
  
  The Final Concert 
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  character has been left in a trunk at the station. It is 
  10 pm; the concert will begin in 2 hours. 
  The Bus Station 
  The Bus Station is dirty and dank. It consists of 
  a row of battered phones, a ticket booth (manned 
  by Bobby) and a storage room filled with boxes, 
  trunks and other bundles to be held or shipped on 
  the next bus. Bobby frequently ducks into the back 
  room with the luggage, where he checks on one 
  trunk in particular. 
  Bobby Bleckridge 
  Type: Innocent Person 
  Consistency: Material 
  Defense: Poor 
  WTL: 20 
  Abilities: Poor Strength, Inferior Intelligence  
  Appearance: 
  Pimply-faced 
  teenager 
  approximately 17 years old. Wears an attendants’ 
  uniform. 
  Personality: Trusting and patriotic. 
  Motivation: To become an Eagle Scout. 
  Combat & Powers: Bobby cannot fight ghosts. 
  Against people, he fights with his fists, doing 
  (Defense vs Poor) x 1 damage. 
  Notes: Bobby was on duty when two roadies 
  delivered a trunk containing the body of the central 
  character. They told him that the trunk contained 
  some of Myronna’s costumes and personal effects, 
  then they gave him a free pass for tonight’s show if 
  he promised to make sure no one messed with the 
  trunk. Completely wowed, Bobby agreed. Now he’s 
  having some doubts. There’s something very odd 
  about the trunk. It seems to be dripping... 
  Bobby may be manipulated into opening the 
  trunk, or the trunk itself may be opened via ghostly 
  means. If Bobby discovers the body, he will be 
  appalled. Calling over his friend, the night 
  watchman, they will decide on a course of action.  
  Billy Brown 
  Type: Innocent Person 
  Consistency: Material 
  Defense: Good 
  WTL: 20 
  Abilities: Good Strength 
  Appearance: Middle-aged Asian American, ex-
  cop. Wears security guard uniform. 
  Personality: Humorous and Greedy. 
  Motivation: To work 2 more years and retire 
  in comfort. To uphold the law. 
  Combat & Powers: Billy cannot fight ghosts. 
  Against humans, he uses his billy club for (Defense 
  vs Poor) x 2 damage. If really in a tight spot, he’ll 
  use his .38 revolver, doing (Defense vs Poor) x 5 
  damage. 
  Notes: Billy has made friends with the slightly 
  stupid Bobby Bleckridge. He loves regaling him 
  with stories of shootouts and daring police raids. In 
  truth, it’s been some 30 years since Billy has 
  actually seen any action on the streets. Still, he has 
  the heart of the adventurer and may choose to 
  investigate the death of the central character 
  without police help. The glory and the attention 
  would be worth it. If he discovers that the 
  fabulously wealthy Myronna may be involved, he 
  will do anything he can to approach her with a 
  blackmail attempt. Billy will spot the ornate belt 
  buckle on the corpse and take it as his own, telling 
  the scandalized Bobby that “the dead don’t care 
  anymore.” If he accidentally triggers the photo 
  mechanism, he’ll detect it due to the whirl of the 
  parts. Once he finds the film and develops it, he will 
  use the photo as a bargaining chip when 
  blackmailing Myronna. 
  The players may use Billy and Bobby as 
  pawns, though they can leave them to their own 
  devices. At eleven pm, Billy and Bobby will head to 
  the concert hall (Bobby gets in with his free pass, 
  while Billy passes himself off as extra security). 
  The Concert Hall 
  The concert hall is manned by large, surly 
  roadies and cowled gibberlings. It has over 800 
  seats, a balcony area, a stage and a number of 
  dressing rooms backstage. One large room is used 
  as a rec room for the roadies, and it is furnished 
  with couches, low tables and a TV and radio. The 
  concert is filled with screaming teenagers, more 
  than enough non-believers to give the players -3 
  
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  columns on any attempt to use of a supernatural 
  power while in view of the audience. 
  Myronna/Myron 
  Type: Neutral Person 
  Consistency: Material 
  Defense: Passable 
  WTL: 20 
  Abilities: Great Agility, Good Intelligence 
  Appearance: 
  Sexpot 
  blonde 
  in 
  metallic 
  skivvies 
  Personality: Coy and catty. 
  Motivation: Enjoys fooling the feds. Myronna 
  is also pleased that his lifelong dream of a sex-
  change operation will happen soon. He is secretly 
  in love with Gerard. 
  Combat: Myronna will revert to her street-
  smart youth if attacked and will defend herself 
  with a stiletto for (Defense vs Passable) x 1 
  damage. If confronted by supernatural foes, her 
  screams will immediately attract four cowled 
  gibberlings to her defense. Gerard has given her an 
  opal pendant which allows her to see and hear 
  ghosts. She rarely wears it because Barkeley 
  torments her when she does. 
  Notes: Myron Winklestein was a savvy trader 
  in the drug market, but he had one dream beyond 
  making tons of money - to become a woman. 
  Unfortunately, the drug trade is a rather macho 
  one, and he knew that his dream could never come 
  true if he wanted to stay in the business. 
  Myron was famous for synthesizing new drugs 
  from a variety of substances. He was considered 
  one of the most skilled chemists of the 
  underground. His fame lasted until the FBI 
  captured him some three years ago in an elaborate 
  sting operation. He mysteriously disappeared 
  while in their care and no one has seen him since, 
  until the central character snapped his photo 
  without his Myronna costume. 
  While Myron was in his cell, an incredibly sexy 
  woman appeared before him. Myron fell to his 
  knees, wishing only that he was as lovely. The 
  mysterious woman said she had been sent by a fan 
  of Myron’s skills, and that she would free him if he 
  agreed to help her patron. Faced to choose 
  between the woman’s proposition and 50 years to 
  life, Myron of course went with her. She enveloped 
  him in her robe, her white flesh pressed against 
  him for a moment, and then he was no longer in his 
  cell... he was standing in a pentagram in a 
  basement room, and sitting before him was Gerard. 
  Gerard offered him a way to escape the feds 
  and his drug dealing lifestyle. All he had to do was 
  make 
  a 
  special 
  formula 
  from 
  the 
  special 
  ingredients Gerard would supply. When the drug 
  was finished, Gerard promised he would fly Myron 
  to Sweden for the sex change operation he had 
  always wanted. 
  Thus began Myron’s service for Gerard. After 
  he becomes a woman, Myron hopes to marry 
  Gerard. Of course, Gerard has not made any such 
  plans, and expects Myron to become one of his 
  groupies. Myronna will turn against Gerard if it is 
  proved that he cares nothing for her, but before 
  then, she will do anything to make him happy. 
  Gerard Purvis 
  Type: Evil Medium 
  Consistency: Material 
  Defense: Good 
  WTL: 22 
  Abilities: Great Agility, Good Strength Superior 
  Intelligence 
  Appearance: Flowing black hair, piercing 
  green eyes, haughty demeanor. The central 
  character will recognize Gerard as the person who 
  slammed the door on him, causing his death. 
  Personality: Cultured and clever, Gerard is 
  very good at telling people what they want to hear. 
  Myronna believes that he is her best friend, but 
  Gerard could really care less. He will do anything to 
  achieve his goals, even if it means sacrificing 
  Myronna. 
  Motivation: To take over the world using any 
  means possible. 
  Combat: Gerard carries a soul whip which 
  drains (Defense vs Good) x 2 WTL from both the 
  living and the dead. Gerard will generally avoid 
  physical confrontations, but will defend himself 
  readily if attacked. He wears a bat-shaped pendant 
  through which he summons and controls the janus 
  bat. 
  Powers: As a medium, Gerard can see and hear 
  ghosts. He wears a ring which causes all 
  supernatural powers used against him to be at -2 
  columns. He also has the following powers: 
  
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  Entrap (Use = 1): When used on a lost soul, it 
  has an effectiveness of (target’s Will vs Great). If 
  successful, the power forces the target to haunt the 
  place where he was slain. The ghost cannot leave 
  the local area until some condition set by the caster 
  is met. Usually, the condition is such that the ghost 
  must rely on someone else fulfilling it. The 
  effectiveness of the power determines how difficult 
  the conditions are to meet. 
  Evil Eye (Use = 3): The victim is at -2 columns 
  on all rolls for (target’s Fate vs Great) x 2 turns. 
  Animate the Dead (Use = 8): Causes one 
  human corpse to rise up as a zombie for 20 
  minutes (see the Lost Souls manual for attributes). 
  As long as the corpse remains in line of sight, 
  Gerard has complete control over it. Otherwise, the 
  zombie must be given a simple series of 
  instructions to follow.  
  Notes: Gerard Purvis is an evil medium who 
  has learned how to use demons and spirits to his 
  own ends. For years he has been working to import 
  ectoplasm into the real world in order to create a 
  special drug - a drug which turns anyone whose 
  skin comes in contact with it into a complete 
  groupie, willing to do anything for Gerard. Because 
  of its ectoplasmic base, the drug works equally well 
  on humans as well as spirits. 
  The drug has finally been perfected and will be 
  sprayed over the audience of Myronna fans during 
  his/her concert. It is currently in a vat hidden 
  among the rafters of the ceiling. The drug is so 
  potent that only the death of Gerard will free the 
  victims from their servitude. It is also given to 
  Myronna’s roadies in the form of gelatin capsules, 
  but in weak doses - some are not even affected. The 
  effect of a capsule usually wears off within a few 
  hours. 
  At the peak of the concert, Gerard will send his 
  captive janus bat to knock over the vat with the 
  drug, releasing the hideous substance to pour over 
  the audience of two thousand. In the meanwhile, 
  his cowled gibberlings will act as his eyes, keeping 
  him informed of any suspicious activity in the 
  concert hall. If Gerard is confronted directly by the 
  players, and things look grim for him, he will 
  summon the spirit of Atilla the Hun to fight for him 
  while he escapes. 
  Roadies 
  Type: Neutral Person 
  Consistency: Material 
  Defense: Good 
  WTL: 24 
  Abilities: Superior Strength, Poor Intelligence 
  Appearance: Big, rough-looking fellows 
  Personality: Gruff and sullen. 
  Motivation: To protect Myronna from danger, 
  real and imagined. To set up the show. 
  Combat: Roadies cannot fight ghosts. Against 
  humans, they use truncheons that do (Defense vs 
  Good) x 1 damage. 
  Notes: Roadies act as barriers to living 
  persons more than ghosts. Brief conversations 
  indicate that “something is up” and that “Gerard 
  has some big plan.” Some will speak of Gerard as 
  spooky and weird, others will mention the strange 
  power he seems to have over Myronna. A number 
  of roadies have been drugged with the gelatin 
  capsules, and will not speak at all. 
  Cowled Gibberling 
  Type: Evil lost soul 
  Consistency: Incorporeal 
  Defense: Good 
  WTL: 16 
  Abilities: Great Agility, Good Strength, Poor 
  Intelligence 
  Appearance: Small, powerful creatures which 
  scamper in the darkness. They were dark robes 
  and their skin is pure white. They smell terrible 
  and tend to chatter nonsensically at all times. The 
  darkened corners of the concert hall are perfect 
  hiding places for the gibberlings. There are two 
  dozen lurking in the shadows. 
  Personality: Traveling in packs of two dozen, 
  gibberlings prey on weakened spirits. They 
  absolutely cannot stand light. 
  Motivation: To gibber, caper and attack 
  weakened souls. They are Gerard’s personal 
  servants and act as spiritual guards. They keep him 
  informed of any actions that might harm his 
  enterprise. 
  Combat: Gibberlings strike with their long, 
  bony fingers, draining (Defense vs Poor) x 2 
  damage. 
  
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  Powers: If the gibberlings wish, the hideous 
  noises they make can cause all characters coming 
  within their local area to flee for (Will vs. RR) x 2 
  turns. The RR depends on how many gibberlings 
  are present: 
  1-2 
  Inferior 
  3-5 
  Poor 
  6-9 
  Passable 
  10+ 
  Good 
  Janus Bat 
  Type: Evil entity 
  Consistency: Semi-material 
  Defense: Great (Poor when on the ground) 
  WTL: 18 
  Abilities: Good Agility, Great Strength 
  Appearance: Human-sized, shiny black skin. In 
  its normal state, the janus bat has the appearance 
  of Siamese twins with two sets of wings. Joined at 
  the buttocks, the janus bat is almost impossible to 
  sneak up on in combat. The beating of its powerful 
  wings can cause whirlwind damage. In this state, 
  the janus bat cannot fly. 
  Personality: Alien and creepy. 
  Motivation: The janus bat is being held captive 
  by Gerard. It cannot harm him directly, but would 
  be grateful to anyone who frees it from his power 
  (the janus bat is controlled by a tiny charm worn 
  around Gerard’s neck. It is bat-shaped and contains 
  a drop of the janus bat’s blood. If it is spilled, the 
  charm is broken. Gerard’s death will have the same 
  effect. Anyone taking over the charm will be in 
  control of the janus bat).  
  Combat: The janus bat carries a thick-bladed 
  sword in each of its four hands. It can strike four 
  times per turn, doing (Defense vs Poor) x 4 
  damager per attack. Or, it can use its clawed feet to 
  tear at its victim’s eyes, blinding the character for 
  (Defense vs Poor) x 2 turns. 
  Powers: The janus bat can separate itself into 
  two different entities for up to 20 minutes per day. 
  The two halves can fly at astonishing rates. They 
  are virtually blind, and use sonar to sense their 
  surroundings. Their sonar can detect ectoplasmic 
  entities as easily as material objects. They 
  communicate telepathically. Both will be under 
  Gerard’s control. 
  Notes: Gerard will not use the janus bat on the 
  main character unless he has no choice. He would 
  rather save it for a more important job - flying up 
  into the rafters and knocking over the vat filled 
  with the hypnotic drug. The bat is perched on a 
  rafter high above the stage, and is almost invisible 
  from the concert hall floor. 
  Succubus 
  Type: Evil Entity 
  Consistency: Dual 
  Defense: Passable 
  WTL: 35 
  Abilities: 
  Good 
  Agility, 
  Great 
  Strength, 
  Passable Intelligence, Good Nature, Passable 
  Alertness 
  Appearance: A very sexy woman. This illusion 
  can last as long as seven days, if the demon wishes 
  it. However, the demon cannot maintain its illusion 
  of beauty while in combat. At that time, it reverts to 
  a shaggy-haired creature with fangs and a 
  serpentine tongue. 
  Personality: Sensual and Inviting. 
  Motivation: To drain the WTL from lost souls 
  and living creatures. To do this, the victim must 
  willingly embrace the demon. The demon enjoys 
  tantalizing the living particularly, and may toy with 
  them for many months before finally dispatching 
  them. This succubus would love to make Gerard 
  another notch on her belt, but he has managed to 
  resist her advances. She has been summoned from 
  the nether regions to assist Gerard, which she will 
  do. 
  Combat: The succubus attacks with its whip-
  like tongue, which can cut a person to ribbons or 
  drain a spirit of its life essence. Her tongue does 
  (Defense vs Passable) x 2 damage. Any WTL that 
  she drains is added to her own WTL, even allowing 
  her to exceed 20 WTL. She is also endowed with 
  long, sharp fingernails which do (Defense vs 
  Passable) x 3 damage. If reduced to five WTL or 
  less, the succubus will attempt to grab the nearest 
  character (the player must roll Good on Agility to 
  avoid her grasp) and then vanish back to the abyss 
  from whence she came. The player must roll 
  Passable on Will or else be drawn with her into the 
  abyss. 
  Powers: The succubus has the following 
  powers. 
  
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  Materialize (Use = 1): The succubus can 
  assume material form for up to a half hour once 
  per day. 
  Trance (Use = 3): This power woks only on 
  males. For (Sanity vs Passable) x 2 turns, the victim 
  can only stand and stare blankly. 
  Aura of Death (Use = 2): For 4 turns per use, 
  everyone within 20 feet of the succubus loses 1 
  WTL per turn. 
  Notes: Gerard will summon the succubus once 
  his gibberlings fail to stop the players. The 
  succubus is a social creature, and will not attack 
  the players outright. She will converse with them 
  first, attempting to seduce the males one at a time 
  (a player must roll Good on Will to resist her 
  charms). This gives the players the opportunity to 
  learn how Myron met Gerard, since the succubus 
  was the one who brought them together. 
  The succubus is amused by Myronna’s love for 
  Gerard, and if she sees Myronna, she will 
  sardonically reveal Gerard’s contempt for the 
  singer. The succubus’ taunting may be just enough 
  to turn Myronna against Gerard. 
  Barkeley Finch 
  Type: Haunt 
  Consistency: Incorporeal 
  Defense: Poor 
  WTL: 16 
  Abilities: Poor Agility, Poor Strength, Great 
  Intelligence 
  Appearance: Bearded man in his mid-forties, 
  journalist. 
  Personality: Relentless and kind. 
  Motivation: Since his death, Barkeley has been 
  striving to avenge his death. 
  Combat: Rather than fight, Barkeley will 
  return to limbo. 
  Powers: None. 
  Notes: Barkeley is the main character’s ex-
  journalism teacher, and the friend that was 
  mysteriously murdered. Barkeley was writing a 
  book about the underworld drug trade when 
  Myron’s thugs caught him snooping in one too 
  many garbage cans. He has been bird-dogging 
  Myron ever since his death, hoping to take his 
  revenge. Since he has been in such close contact 
  with Myronna and Gerard, he can fill in the players 
  on any information they might have missed. 
  Attila the Hun 
  Type: Evil Lost Soul 
  Consistency: Incorporeal 
  Defense: Great 
  WTL: 60 
  Regenerates: 5 WTL per turn 
  Abilities: Superior Bully, Awesome Ride, Great 
  Brawling 
  Appearance: Attila is a short, barrel-chested 
  man with dark hair and swarthy features. He is 
  dressed in loose trousers and a padded cotton 
  shirt. He wears a cap of leather and cloth and 
  carries a sword at his side. Attila rides a short pony 
  common to the Huns. He is quite fond of this beast 
  and has nicknamed it “Little Bride.” 
  Personality: Attila is a conqueror at heart and 
  wishes to be feared and worshiped as royalty. He 
  desires wealth for the women and fine horses it 
  can buy. Though others view him as a savage, Attila 
  is actually intelligent and clever. His sense of 
  humor is sardonic and cutting. 
  Motivation: Summoned by Gerard, Attila seeks 
  only to hack and slash the enemy. If Gerard is slain, 
  Attila and his ten hordlings will return to their own 
  plane of existence. 
  Combat: Attila can attack with his fine sword 
  for (Defense vs Great) x 5 damage or his bow for 
  (Defense vs Good) x 4 damage. He wears leather 
  armor, which accounts for his Great defense. 
  Powers: Mongol Horde: Attila can make it 
  appear as though a battalion of Mongol attackers is 
  bearing down on the victim. The vision is so vivid 
  that the whinnies of horses and the smell of dust is 
  experienced. 
  Animal Magnetism: This power allows Attila to 
  excite the passion of any woman who lays eyes on 
  him. Unless she makes a Good Will roll, she will 
  find him irresistibly handsome and charismatic, 
  and will willingly accompany him to his tent.  
  Mongol Hordlings 
  Type: Evil Lost Soul 
  Consistency: Incorporeal 
  Defense: Good 
  WTL: 30 
  Regenerates: 5 WTL per turn 
  
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  Abilities: Good Agility, Great Strength, Good 
  Intelligence 
  Appearance: Sturdy Mongolian warriors. 
  Personality: Violent and noisy. 
  Motivation: To loot, pillage, and obey Attila.  
  Combat & Powers: They will fight with their 
  scimitars and spears, doing (Defense vs Good) x 4 
  damage. 
  Possible Events 
  The party will have to find a way to leave the 
  bus station and arrive at the concert hall in time for 
  the show. Characters must roll Passable or better 
  on their Direction to determine where the hall is. 
  On foot, the concert hall is about a one-hour 
  journey. 
  If any party member possesses either Billy or 
  Bobby, or if they can make contact with them, the 
  journey may be a lot quicker. They both have bus 
  passes. 
  Once the party has arrived at the hall, they will 
  have to find a way in. All entrances are guarded by 
  cowled gibberlings or roadies. Once inside, the 
  party will over hear roadies talking about Gerard 
  and Myronna, giving hints that there is more going 
  on than there appears. 
  Before too long, the characters will be spotted 
  by some cowled gibberlings, at which time Gerard 
  will be made aware of their intrusion. He can also 
  detect them through the eyes of the janus bat 
  perched high above. Gerard will first send his 
  gibberlings to attack. If they prove to be ineffective, 
  he will send the succubus to drain the life energy 
  from them. As a last resort, Gerard will unleash the 
  spirit of Attila the Hun. If possible, this should 
  occur during the concert, moments before the drug 
  spills on the crowd. Although Attila and his hoard 
  can only harm the other ghosts, the fans will be 
  able to see and hear them - thus causing a general 
  panic as the crowd tries to leave en masse. 
  The janus bat is crucial to Gerard’s plan, as it 
  has the power to fly above the crowd and dump the 
  hypnotic drug on top of them. It should make its 
  appearance rather late in the game. Even if the 
  players discover that it’s up there, they will still 
  have to figure out a way of reaching it. 
  Barkeley Finch can make his appearance at 
  anytime. His primary function is to direct the party 
  in helpful directions and to point out information 
  they might have missed. 
  
SOURCE: textdata/thevault/Lost Souls (Marquee Press)/Lost Souls The Final Concert.pdf