TEXT: DEMONS IN CROSS END
  Halloween Special
   
  In the heart of the crime-ridden slum of Cross End, a 
  crumbling old church becomes the epicenter of a battle 
  between two almighty Mythoi. The waning Holy Faith, 
  once the revered protector of order and sanctity, is 
  using the last of its power to try and stave off the Stag 
  Head, a deity of uninhibited animal urges. The unaware 
  crew are drawn into this bloody struggle where they 
  will eventually have to choose a side and make an 
  unspeakable sacrifice.
  Background
  Centuries ago, with the arrival of the first settlers to City of Mist, the 
  church of Santa Teresa de Ávila was constructed over a nearby site 
  sacred to the indigenous tribes in order to reform them and prevent 
  their wild practices from affecting the City. In actuality, it was the 
  Mythos of the Holy Faith that arrived in the City with full force, 
  trying to secure and control the sacred site - actually a location-based 
  Gateway for the Stag Head Mythos (see sidebar). The Holy Faith had its 
  followers construct the church in order to protect this location in the 
  years to come.
  As the years went by, however, the power of the Holy Faith waned, the 
  City grew, and a neighborhood was constructed around the site which 
  later became a slum known as Cross End, thus named after the church 
  and the district’s relatively remote location. With every passing year 
  the church fell further into disrepair until it became little more than 
  a ruin. The church falling apart was in fact the physical manifestation 
  of the the Faith’s weakening presence. While the church remained a 
  safe place, the influence of the Stag Head permeated throughout Cross 
  End, turning it into a literal concrete jungle.
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  © 2016 Son of Oak Game Studio
  CITY OF MIST
  halloween special!
  This City of Mist Case was created for our backers and followers to 
  celebrate our Kickstarter campaign. Follow the link below and help 
  us make City of Mist real by backing the project - we have plenty of 
  treats for you! 
   
   
   
  On our Kickstarter page, you can also find links to the free City of 
  Mist Starter Set required to run this Case, including the rulebook 
  and seven pre-generated characters.
  (Please note that due to the expedited process of releasing this Case, typos and 
  mistakes may still be found in this document. We apologize in advance.)
  CITY OF MIST KICKSTARTER PAGE
  http://kck.st/2ebDOio
  
  The Hook
   The crew may become involved in the investigation in the following ways:
  Michel Ahmagi, owner of the Ananda art gallery, approaches 
  the crew and asks to hire them to retrieve the stolen church 
  schematics. Calling his old university chum Declan L’Estrange 
  (or any other connection in the crew), Michel would report that 
  someone very capable broke into his gallery the previous night and 
  stole several items. Since one of the items was on loan from the 
  City municipality (the schematics), he is reluctant to call the police 
  and is willing to pay a considerable sum to have the item returned 
  to him, no questions asked. This option would most suit the crew 
  themes of Dabblers in the Myst and The Pros.
  The crew may hear or read about the barbaric, possibly ritualistic 
  murders in Cross End. As scattered reports of gruesome murders 
  in Cross End reach the media, any crew member can bump into 
  a small and very much downplayed newspaper article on the 
  matter. Characters with contacts on the streets, like Excalibur, 
  Salamander, or Post-Mortem, may even get a call from someone 
  related to the victims or a concerned leader of the community. 
  This option would most suit the crew themes of Masked Vigilante 
  Investigations and Dabblers in the Myst (due to the ritualistic nature 
  of the killings).
   
  Nowadays, only one custodian remains to protect the church, an 
  angelic young gunslinger called Christina, deadly as she is dedicated. 
  However, with the Stag Head’s growing influence, it has been able to 
  manifest its power through a street gang known as the Beasts. While 
  the Beasts still can’t enter the church, due to its mystical wards, 
  they have been picking it apart stone by stone and spray-painting 
  psychedelic graffiti of animal forms on its remaining walls, gradually 
  wearing out its protection.
  Both parties are aware of the fact that on the eve of Halloween, when 
  the veil between the worlds is thinnest, the Stag Head will make its 
  attempt to break loose of its centuries-old prison and manifest in the 
  City once again. Therefore, Christina has been working tirelessly to 
  restore the church’s power. To do so, she requires the heart of a true 
  believer, to be sacrificed at the altar before the clock strikes midnight 
  on All Hallows’ Eve. She has been hunting for it on the streets of Cross 
  End for the past week, masking her killings as the work of the Beasts. 
  Furthermore, aware of the Beast’s plans to acquire the schematics of 
  the church so they could bring it down altogether, she commissioned a 
  mercenary called Proximo to steal the schematics from an art gallery 
  in the Old Quarter and bring them to her for safekeeping.
  Bacchus. Pan. The Green Man. Dionysus. The Horned God. Many names were 
  given to the Stag Head over the years: some acknowledging the different aspects 
  of this Mythos, others confusing it with other Mythoi. Whatever the name given to 
  it, it has always been clear that the Stag Head is not exactly looking to tell a story 
  about firm boundaries and self-discipline. 
  Manifestations of the Stag Head always promote revelry, ecstasy, and abandon. 
  They invite you to throw the burden of cultural restraints off your shoulders and 
  give in to the intoxicating freedom of not caring anymore. Everyone has that 
  feeling in the pit of their stomach, the feeling that they are playing a role and 
  holding their breath. The Stag Head calls you to let go and unleash the most raw 
  version of yourself into the world: only through complete release can you truly 
  experience the meaning of being alive.
  As described in the Starter Set rulebook, p.19, the City of Mist may or may not 
  be a real city in our modern world. However, to keep the game focused on the 
  cinematics rather than on worldbuilding, you can assume that the City of Mist at 
  the very least appears to be a modern city in our world. This way, historical and 
  cultural references are still relevant even if the City has no definite location on 
  the planet.
  If you choose to place your City of Mist at a specific point on the globe, you 
  should adjust the details of this Case to match the historical and cultural context 
  of your chosen location.
  THE STAG HEAD
  HISTORY & CULTURE IN CITY OF MIST
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  CITY OF MIST
  
  THE Investigation
  ‘AnAndA’ Art GAllery (Old QuArter) 
  Tucked away in a typical paved side street in the Old Quarter, the 
  Ananda art gallery resides on the second floor of an old two-story 
  house. The crew will be ushered in by a nervous but rather striking 
  middle-aged man in a dark purple designer suit, sporting a heavy 
  French accent: Michel Ahmagi. 
  The gallery is in a mess: the robust door going up to the roof was 
  ripped off its hinges by a blast and there are the signs of another 
  explosion in the middle of one of the show rooms. However, a quick 
  glance will reveal the job was rather surgical and that nothing was 
  harmed beyond what was necessary for the job. 
  What happened here? 
  Proximo is an expert saboteur with the ability to make himself appear 
  a few feet away from his actual location. It was easy for him to reach 
  the roof via the fire escape stairs, blow up the roof security door with 
  an extra potent charge, run down the staircase, then blow up the 
  second security door into the gallery. Once inside, he quickly located 
  the schematics of the church in a glass display, carefully burned a hole 
  in the glass with a special burning gel, and rolled up the schematics 
  into a plastic case he had prepared. Shopping around for a moment, 
  he also picked up two other items to sell later. By the time he was 
  heading out, a security guard showed up, fired a few shots that missed 
  the mark, and then took a swing at Proximo, at which point the 
  burglar seemed to have exploded, knocking the guard out (in fact, he 
  was not standing there at all, and instead had a mine set up where his 
  illusion was). Stepping out of the smoke, Proximo collected everything 
  he needed, went out through the roof, made his way back to the alley 
  behind the building, mounted his bike, and disappeared into the 
  night.
  Here is what the crew can discover during the investigation:
  Three items were stolen:
  A modern art necklace made of gold and silver (which Michel 
  considered to be utter crap, but had displayed as a favor to a friend);
  A miniature Persian carpet (which he has a personal attachment to 
  as it is a family heirloom);
  The old schematics of a church in Cross End, part of a series of 
  twelve old schematics of city landmark buildings, that were loaned 
  by the City municipality to the gallery. This is the item Michel 
  is most worried about due to the possible implications for his 
  business.
  The job was done by an expert:
  The security camera feed shows Proximo in action. He is a swarthy 
  and muscular man wearing a military jacket, combat fatigues 
  trousers, and heavy boots, carrying a backpack and a belt of what 
  seems to be hi-tech explosive charges. His face always seems to be 
  hidden or turning away from the camera (he was using his powers 
  to ensure that). The moment when the security guard goes through 
  him as he ‘explodes’ is blurry at best.
  Careful study of the explosion sites by an expert can reveal that the 
  charges used were entirely custom-made. The chemical compound 
  used to burn a circular hole in the glass case also seems like a 
  home-brew substance.
  The burglar is hiding in a loft in the Industrial Zone:
  The burglar arrived and fled on a motorcycle that was parked in the 
  back alley. If the crew can identify the bike or somehow track it, it 
  will lead them to the loft (see next location).
  The crew can also identify and locate Proximo by calling contacts, 
  hacking military files, etc.
  The Beasts were also trying to get into the gallery recently:
  The roof is covered with fresh-looking grafitti of animal and plant 
  motifs in bright colors. The graffiti seems to be centred around the 
  door to the gallery.
  There are signs of previous attempts to break through the roof door 
  that are much less sophisticated than Proximo’s explosives - claw 
  marks cover the broken door.
  There are feathers and clumps of fur on the roof. Studying them 
  shows they do not necessarily belong to local cats and birds, but 
  rather to bigger creatures not native to the City (the Beasts). 
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  © 2016 Son of Oak Game Studio
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  Morty 
  As they investigate the roof or back alley, the crew is being watched by 
  Morty, a corvine member of the Beasts appointed to watch the gallery 
  in case anyone tried to get the schematics. Morty already informed his 
  leader, Bear, about the break-in last night and was told to wait and 
  follow any police or investigators who may become involved. If one of 
  the characters is investigating the roof or back alley on their own and 
  rolls 7-9 on the Investigate move, you can decide to expose them to 
  danger: panicked by their presence, Morty may try to flee and report 
  their involvement.
  Morty is a 15-year old gang member with a pouting mouth that seems 
  like it’s forming into a gray beak and a coarse plume of black feathers 
  growing out of his brow, temples, and cheeks. He is rather panicked 
  and isn’t really thinking straight; he might make a lot of stupid moves 
  as he tries to deal with the crew. You can use him as a way to connect 
  the gallery with the Beasts and Cross End but note that Morty doesn’t 
  know about the Stag Head or why the church is so important. For him, 
  being a part of the Beasts is simply a way of life. He has heard talks 
  about the Green God as an inspiration to the Beasts’ street art. For his 
  Danger stats, use the use the Beasts Danger (see below).
  PrOximO’s COnverted lOft  
  (industriAl distriCt)
  If the characters arrive at Proximo’s loft before the showdown on 
  Halloween, they will find him there. He has already delivered the 
  schematics to Christina and was paid, but he still has the other two 
  items. He is getting ready to sell those items for some extra cash, 
  planning to leave town with all the money he made.
  Proximo’s sombre loft is positioned above a crummy old warehouse 
  laden with crates and boxes; a shaky metal staircase in the warehouse 
  is the main access point to the loft. A dirty skylight lets natural light 
  in from above, overlooking a broad and heavy work bench covered 
  with parts, cans, casting gear, machinery, tools, boxes, etc. Other than 
  that, the place seems quite spartan, with a tiny sink, a small but loud 
  refrigerator, and a cramped bathroom. The only comfort is a gallery 
  with a double bed.
  Proximo is expecting trouble. He has the entire place boobytrapped 
  and his powers activated, projecting an image of himself a few feet 
  away. When the PCs secure a line-of-sight, you can assume that 
  whatever the characters are seeing is not the real Proximo. As he is 
  very skilled at using his powers, the illusion will behave exactly as he 
  would have behaved had it really been him: either he is packing up 
  or he listens suspiciously, then hides in the gallery or warehouse and 
  prepares to attack, etc. If anyone attacks the illusion, Proximo uses 
  that moment to attack them from hiding as per his custom move; the 
  player rolls Face Danger instead of Hit With All You’ve Got. This can 
  also happen if the PCs are in the warehouse or on the roof, as Proximo 
  has charges all over the place. Crew members can only directly attack 
  Proximo after they make an successful attempt to discover where 
  he really is. They may see a man-shaped disturbance where he is 
  standing, or notice other details in the environment, such as footsteps 
  in the dust or a bend in the floor where he is standing.
  If the group fails enough rolls, you may use your move to say Proximo 
  has fled. In that case, the crew can find clues in the loft connecting 
  him with Christina, such as a note with her phone number or a signed 
  contract. Otherwise, if he is caught or if an agreement is reached, 
  Proximo may tell the crew about Christina and the church. However, 
  as a professional, he did not ask and therefore does not know why 
  Christina needs the schematics.
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  Depending on the tone of your game, you can portray Proximo as 
  downright villainous or as a merely selfish man who is trying to get 
  by but doesn’t really want to hurt anyone. This will determine his 
  attitude in case he is somehow confronted with Christina’s atrocities. 
  the murders in CrOss end
  To save the City (as she sees it), Christina needs to simply place the 
  heart of a true believer on the church’s altar before midnight on All 
  Hallows’ Eve. As she found out in the recent days, that is more easily 
  said than done.
  The main problem is, it’s not quite clear what constitutes ‘a true 
  believer’ (see sidebar). Christina tracked down and murdered three 
  different people whom she identified as possible ‘true believers’, one 
  in each of the previous three nights:
  Corrina Dulak (three nights ago), a righteous lady who frequented 
  church regularly and was well-known in the community for her 
  charity work. However, though they will not speak of it openly 
  after her horrible death, her own family knew Dulak as a harsh 
  and domineering matron who demanded the highest standards of 
  purity and self-discipline from everyone, sometimes to the point 
  of abuse.
  Frank Dalton (two nights ago), a genuine and kind high-school 
  student who was always welcome anywhere in the neighbour 
  thanks to his rolling laughter and ability to defuse any animosity 
  by cracking jokes. For all his love to Cross End’s people, Frank 
  always dreamed of leaving the neighborhood and making a better 
  life for himself. Did that make him a bad person? Who knows.
  Saeed Beshara ((last night), a local rap singer known for his 
  inspiring lyrics that often talked of a direct relationship with 
  the divine. Saeed may well have been a Gateway in contact with 
  something from beyond the Myst, but studying his lyrics would 
  also show he was terrified of opening up to that greater force.
  Needless to say, all three hearts did not yield the result Christina 
  hoped for when placed on the altar, and the guilt for the lives she has 
  taken for naught now hangs over her young shoulders. 
  Christina’s Method 
  In order to mask the crimes she has committed, Christina decided to 
  pin them on her enemies, the Beasts, in the following way:
  She would make her move when her victim was alone and where 
  she knew she had a few hours before anyone would show up, e.g., 
  at home or in a dark alley, and usually late at night. 
  First she would shoot them right through the heart and kill 
  them. She needed the heart for its mystical properties; keeping it 
  biologically intact was not important. 
  Next, she would break the victim’s ribcage and tear the heart out 
  using an instrument she obtained, made out of a bear’s claw. This 
  took some time and made a big bloody mess.
  After acquiring the heart, she made sure to claw away also at the 
  entry and exit wounds of the bullet.
  She would then spread feathers and fur around the body (she 
  collected these from around the church walls).
  She meticulously spray-painted art similar to that of the Beasts all 
  around the body.
  Finally, she would unleash a cage full of rats at the scene and let 
  them tear at the flesh.
  If the crew calls someone for help in dealing with Proximo, they may be referred 
  to the city’s Bomb Disposal Unit. When help arrives, it seems somewhat less 
  impressive than the title. The ‘Unit’ consists of a single young officer named 
  Gus, who arrives on a scooter equipped with a rotating flashing orange light. 
  Mechanically, Gus is more of a tag than a Danger with its own moves. If anyone 
  wants Gus to take a shot at defusing bombs, they can roll Take a Risk with the 
  tag Gus adding to the Power of the action.
  Narratively, though, Gus is a stand up guy, who is willing to put himself at risk in 
  order to save people from blowing up. If you’re short of a true believer, perhaps 
  he is the one.
  Gus was conceived in one of the online playtests of this Case; the credit goes to 
  Nicholas Law, James Gantry, Justin Lafontaine, and John Lamb.
  gus
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  THE HEART OF A TRUE BELIEVER
  The question ‘What makes a true believer?’ is the mystery at the center of this 
  Case. Does being a true believer mean you are a follower of the Holy Faith? Does 
  it mean being a good person - and in what way? Does it mean having hope? 
  This is not a question for the MC to answer before the game. It’s a question for 
  everyone to answer together as the game unfolds.
  While it is not advised that the MC spell out this question for the players (a 
  mystery should be, well, mysterious), you can use it to build up suspense. 
  When one of the players rolls 7-9 on the move Investigate, you may choose the 
  option to ask a counter-question. Describing the character’s feeling of being 
  watched, either by some higher force or perhaps by something in the Beasts’ 
  strange graffiti, you can ask that player a simple question: “Are you a true 
  believer?”. There is no need to identify the source of the question; it goes out 
  from the MC to the player, not necessarily from an NPC to the PC. However, it 
  refers to the player’s character.
  Knowing which character is a true believer, or at least considers herself to be 
  one, could set up the scene for the grand finale. You can assume that Christina or 
  the Beasts (or both) are given this information about the PC through their Mythoi.
  By the time the crew arrives, all crime scenes have been sealed off by 
  the police, who left the place and moved the bodies to the morgue for 
  autopsy. If the crew investigates the three murder cases, they will find 
  pretty much the same clues:
  The victim was somehow instantly incapacitated, possibly by a 
  form of cardiac arrest. Were they frightened to death?
  The victim’s heart was clawed out and removed whole; 
  subsequently, the entire body was mauled and chewed, with shreds 
  of flesh found around the body. 
  The entire crime scene was covered by creepy graffiti depicting 
  beasts in the forest. However, a direct comparison may reveal 
  differences in style, or even that the art was copied.
  Overlooked and hidden somewhere on the crime scene, a single 
  bullet can be found. 
  The Beasts and their Den 
  The Beasts hang out in an abandoned office building overgrown with 
  trees and vines. What bare walls remain are densely covered by rich 
  graffiti art of various forest animals motifs. It almost seems alive if 
  you stare at it for too long from the outside; walking inside the Den, 
  one can become lost in the hallucinations of the Stag Head. If relevant, 
  you may ask each affected character’s player to make the Face Danger 
  move against a status of Delirious-2.
  The gang counts a total of 63 members. All members display partial 
  transformation into beast forms: half-crows (like Morty), part-stags, 
  semi-boars, quasi-badgers, etc. The ringleader is Bear, a towering 
  figure seven foot tall, hairy and brawny beyond what is humanly 
  expected, with a roaring voice and two beady brown eyes. Currently, 
  Bear has decided to keep the gang at a low profile since they have 
  been associated, even if informally, with the loss of three cherished 
  members of the community.
  If the characters approach the Beasts’ lair, their intentions will 
  determine the way with which they are received. If they come to snoop 
  around or make accusations, the Beasts will try to teach them a lesson, 
  and if things heat up, it could get violent and gruesome. Alternately, 
  if the crew takes a friendly and respectful approach, they might be 
  treated as allies.
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  Remember that the Investigate move allows you, the MC, to decide how much 
  you wish to reveal with each clue. Even if a player uses the move to ask “who is 
  the killer?”, the rules stipulate you owe them nothing more than a single detail 
  that will somehow help them solve this question. This detail could fall anywhere 
  between instantly revealing the truth to merely pointing at a new lead (that must 
  be useful). Depending on how you want to pace the investigation, you can adjust 
  how much is revealed with each clue.
  At the same time, do not limit yourself to the clues listed above. If a player finds a 
  clever and reasonable way of gaining more information about the Case, figure out 
  what they discover and grant them the clue they deserve. For example, Declan 
  L’Estrange can use his historical knowledge or business connections to dig up 
  some details about the church and its esoteric history; Flicker can learn similar 
  facts searching the website of a local history buff or wiccan group.
  CLUES AND SUSPENSE
  The clues available here are:
  The Beasts are certain that the three murders were pinned on them.
  The Beasts are no saints. Following the laws of the jungle, gang 
  members often leaves a trail of destruction in their wake. Their 
  vices include raiding shops, harassing people on the street, 
  breaking into private property, and a whole lot of vandalizing.
  The Beasts are no demons, either. Unless provoked, they rarely 
  become violent. They are mostly trying to have fun and make sure 
  no-one can impose obedience on them.
  Bear can’t prove it, but he thinks Christina is behind the killings. 
  He will only reveal this to a person he trusts.
  The Beasts are preparing to mount one final attack on the church 
  on the night of Halloween, during which they intend to usher their 
  god into the City.
  
  Church of santa teresa de Ávila  
  (Cross end)
  Eventually, all clues should point the crew to the church. Whatever 
  they know about Christina, the PCs probably understand that she is 
  a woman on a mission, willing to go to great lengths to accomplish 
  her goal. They may wish to confront her about their discoveries or to 
  sneak in and find out more about her conflict with the Beasts.
  The church is a dramatic-looking ruin situated at the edge of Cross 
  End, where it meets with the airfield; beyond it there is little but a 
  tract of empty land covered with wilting brown grass. Clouds broil 
  overhead as the PCs approach the place; it soon begins to rain. A 
  single column of light breaks through the clouds and illuminates the 
  church, fading out at times. 
  The church has three distinct areas:
  The main hall (including the sanctuary and the nave): This area 
  was recently  renovated: new pews were placed in straight rows, 
  the marble altar was polished, all the trappings of worship were set 
  up. Most notably, on the wall behind the altar, the great stained 
  glass window was repaired, depicting an angel spreading her 
  wings. Despite the renovation, the sanctuary is still somewhat 
  exposed to the elements with nothing overhead but a few heavy 
  and crumbling stone arches.
  The ruins: Outside, all around the main hall, there are piles 
  of debris and collapsed enclosures, the remains of the various 
  sections that previously made up the church. The ruins are covered 
  with the Beasts’ graffiti, especially the walls.
  The crypt: Beneath the main hall, accessible through several 
  spiral stone staircases, lies a spacious, dank, and dark basement. 
  In the center of the basement, there is a huge and very old fresco 
  depicting the Stag Head in a circle, studded with many sigils of 
  protection.
  Investigating the church can yield several additional clues, in case the 
  crew seeks confirmation to what they may already suspect:
  The altar is stained with blood. If anyone is able to identify the 
  blood, they discover it belongs to Christina’s three victims. 
  The plastic case with the rolled-up schematics of the church is 
  hidden behind the altar. Touching it, however, may incur the wrath 
  of the holy forces present (see below).
  Christina’s fake claw instrument is stashed away in a compartment 
  in one of the pews.
  Beneath the fresco in the crypt lies the Stag Head’s point of entry - 
  its Gateway.
  If the heart of a true believer is not sacrificed on the altar by 
  midnight of Halloween, the Stag Head will emerge into the world 
  once again, probably destroying the church in the process.
  If Christina is around, she will be kneeling at the altar, praying for 
  one last chance to save the City from the Stag Head. She has cropped, 
  platinum blond hair, fair skin, flushed cheeks, and piercing icy-blue 
  eyes. She’s usually sporting combat boots, jeans, a tank top, and a 
  leather biker jacket. Under the jacket, she has two oversized pistols 
  tucked into her belt against the small of her back. When she is at 
  the altar, the light going through the stained glass falls on the floor 
  around her in a strange pattern, creating the optical illusion she also 
  has wings.  
  the forces at Play
  THE HOLY FAITH
  Seeing that the crew found her, Christina will try to play out the 
  meeting in one of two ways: ask for their help and possibly their 
  ultimate sacrifice, or, if that fails, take by force the heart of whoever 
  seems to be the true believer in the bunch (perhaps based on the 
  questions you previously asked them, see the above sidebar,  
  THE HEART OF A TRUE BELIEVER).
  Remember that while this church still stands, its Christina’s turf.  
  Any imaginable divine effect can emanate from her, from the altar, or 
  from the stained glass window; see her moves for some ideas. Proximo 
  may also be present, most likely as a hired gun assisting Christina.
  The Showdown
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  THE STAG HEAD
  The Stag Head sees this night as its long-awaited opportunity to 
  reopen the Gateway at this location and manifest as a physical avatar 
  in the City. Whether or not it needs a person to act as this avatar is up 
  to you. If necessary, the Stag Head will communicate with any crew 
  member who may agree to help it take physical form.
  However, until midnight or until the church is destroyed, the Beasts 
  are the Stag Head’s only physical manifestation. They will mount 
  their attack to try and physically bring down the church and free 
  their god. It doesn’t take much to topple down the crumbling walls 
  of this old building. Armed with quads, chains, and hooks, as well as 
  jackhammers, chainsaws, and crowbars, the Beasts can definitely do 
  some damage to the church, if they manage to endure the burning 
  smite of the Faith’s presence and make it to the main hall. 
  HOW IT COULD GO DOWN
  Sooner or later, the party will have to face a decision: who should 
  they help? Does the fear of an avatar of ecstasy tearing through the 
  streets of the City outweigh their possible moral aversion of helping 
  Christina? Or will they find a solution that does not involve taking 
  sides?
  Depending on how your group feels about Player vs. Player games, this 
  dilemma could even split the party and turn them against each other. 
  In any case, this is a great place to invoke moves like Go Your Own 
  Way and Make a Hard Choice and to remind players of their option to 
  Stop. Holding. Back.
  What happens next is for you to find out!
  The Aftermath
  The outcome of the showdown at the church can have a wide spectrum 
  of implications. As you wrap up the Case, you may want to consider the 
  following questions:
  If the Stag Head broke loose, what will be the implications  
  for the City?
  If Christina is still alive, will she be brought to justice?
  What is the fate of the Beasts? Do they see their god for what it is 
  and, if so, does that make them more loyal to him, or less?
  What will happen next with the church or the pile of rubble it’s 
  been reduce to? Will it become the Stag Head’s new lair? Or a base of 
  operations for Christina’s missionary work?
  What about Cross End? How is it affected? Does anyone talk to the 
  families of the victims to let them know the truth? How do they take 
  it?
  And will Michel Ahmagi ever see his precious exhibits again?
   
  proximo
  You can find Proximo’s Spectrums and Moves on pages 65-66 of the free 
  City of Mist Starter Set rulebook. 
  The BeasTs 
  The Beasts are typical slum gangsters and thugs with one difference: 
  they are transforming into actual beastsת, growing feathers and fur, claws 
  and antlers, scales and tails. 
  Mythos: The Stag Head
  Spectrums: Hurt 2 · Scare 2
  Moves:
  Bare their teeth or swoop down (Shaken-1) 
  Claw, bite, or crush (Injured-2) 
  During the showdown: bring down a part of the church (Buried-2)
  The Dangers
  HALLOWEEN SPECIAL: DEMONS IN CROSS END
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  © 2016 Son of Oak Game Studio
  CITY OF MIST
  
  Collective: increase all of the Beast’s Spectrums and Moves by 1 for 
  a small group of Beasts, by 2 for a large group of Beasts or for Bear 
  himself, and by 3 for the entire gang.
  Leader: Bear has also the following moves:
  Preternaturally sniff out the truth (Exposed-3) 
  Roar to rally his Beasts (remove up to 2 tiers of negative statuses) 
  Christina
  Christina is a modern-day paladin of the Holy Faith. Dedicated and 
  pious, she would do anything to push back the forces she considers 
  dark and unholy. She is an expert gunslinger, always ready to put a 
  bullet through the agents of evil and isn’t afraid to get blood on her 
  hands, if necessary. 
  Mythos: Paladin of the Holy Faith
  Spectrums: Hurt 4 · Guilty 6
  Moves:
  Rain down bullets from her pistols on an area (Injured-3) 
  Deadly shot (Injured-5) 
  Roll with the punch (reduce all physical damage Statuses by 2 tiers) 
  Make one wish to change one’s moral mistakes and failures 
  (Guilty-2)Break down and ask for help
  At the church:
  The Saints blind the blasphemous (Blinded-2) 
  Heavenly winds push back the unbelievers (Pushed-3)
   
  The STag head avaTar
  If it emerges into the world, the Stag Head avatar is an enormous 
  creature that can best be described as a walking forest. It’s about as 
  big as the church’s main hall; it’s made of dense foliage, running 
  rivers, and creaking roots; it has eyes like two turbid green ponds in 
  which mesmerising colorful lights flicker. The ruckus of wild beasts 
  echoes from deep inside it along with some deeper, unearthly growl. 
  Antlers as large and as complex as tree branches grow out of its 
  topside. It can grow protrusions to serve it as arms if necessary, but 
  mostly it will just move through things and swallow them whole.
  Mythos: The Stag Head
  Spectrums: Banish 6 · Burn 6 · Appease 5  
  Moves:
  Immediately grow back parts of itself that are destroyed, unless 
  the damage was done by holy means (reduce all physical damage 
  Statuses that aren’t holy by nature by 4 tiers) 
  Smash (Smashed-5) 
  Swallow up something with grasping thorny vines (Entangled-4, 
  Nicked-1) 
  Force someone to unleash the animal within (No-restraints-5) 
  Spew out more humanoid Beasts 
  Change the weather
  HALLOWEEN SPECIAL: DEMONS IN CROSS END
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  © 2016 Son of Oak Game Studio
  CITY OF MIST
  
SOURCE: textdata/thevault/City of Mist (PbtA)/Sample Cases/City of Mist - Case - Halloween Special - Demons in Cross End.pdf