TEXT:  
   
  Patterns of Evil
  Patterns of Evil
  Patterns of Evil
  Patterns of Evil    
   
   
   
  An Adventure for Lost Souls 
   
   
   
  By Kathleen Williams & Joe Williams 
   
   
   
   
   
   
   
   
  Copyright © 1994, 2007 by Joe Williams 
   
  Email me at: freeRPGs@comcast.net 
   
  
   
   
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  Patterns of Evil 
  Introduction 
  This adventure is designed to start directly 
  after the players have finished an assignment, but 
  before they summon a Tunnel of Light to return 
  to Limbo. 
  It is about 10 pm on a cool autumn night 
  when the lost souls are approached by a little girl 
  dressed in a nightgown. She pleads with them: 
  “Someone put my teddy bear in a tree! Will you 
  get him down for ‘me?” 
  Rebecca Morley 
  Type: Good person 
  Consistency: Material 
  Defense: Pathetic 
  WTL: 10 
  Abilities: Good Charm, Great Persuade 
  Appearance: A four year old child dressed in 
  a flannel nightgown. Her feet are bare and she 
  speaks with a slight lisp. 
  Personality: Direct and charming. 
  Motivation: To get her teddy bear out of the 
  tree. 
  Combat: Becky is defenseless against attacks 
  by the living and the supernatural. 
  Powers: Becky is a budding medium, though 
  she is unaware of her powers. She assumes that 
  the ghosts are living persons. 
  Rescuing the Bear 
  If questioned, Becky will elaborate on her 
  story. “Somefing woke me up - maybe nanny 
  slammed the door too loud. Teddy was gone! The 
  window was open so I twied to close it. Then I 
  saw someone had put teddy in the tree. Pweese 
  get him for me - my gramma made him for me. 
  He’s special. If you hug him, all your ouchies go 
  away.” 
  The party will be unable to persuade Becky 
  that they cannot physically interact with the bear. 
  She will insist that they try and will lead them to 
  a tree near a hedge. A full moon shines brightly 
  on the scene and the party can easily see the bear. 
  Climbing the tree takes a Passable Climb roll. If a 
  party member touches the toy, he will discover 
  that it is a dual object. If hugged, the bear heals all 
  WTL damage, but it works only once per 
  character during the adventure. 
  While one of the players is in the tree, a 
  hulking brute looms out of the shadows of the 
  hedge, grabs Becky, and subdues her with a 
  chloroform-soaked rag. He stuffs her limp body 
  into a gunny sack as he leaps through the bushes. 
  Bo Deckman 
  Type: Evil person 
  Consistency: Material 
  Defense: Superior 
  WTL: 30 
  Abilities: Good Stealth, Great Brawling, 
  Superior Lie 
  Appearance: A heavy-set man wearing black 
  clothing. He has a small bottle in his hip pocket. 
  For his size, he is surprisingly nimble and quick 
  on his feet. 
  Personality: Cruel and cunning. 
  Motivation: To kidnap Becky. 
  Combat: Bo carries a dual consistency 9mm 
  pistol with a silencer which does (Defense vs. 
  Great) x 3 damage to either the living or the dead. 
  Powers: Bo is a henchman of Herbert Moss, 
  an evil spirit trapped on Earth (see below). In 
  order for Bo to interact with Moss, he must drink 
  an arcane potion every day. This allows him to 
  see all supernatural creatures for 12 hours. He 
  drank a dose just one hour ago. 
  
  The Pineville Horror 
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  Fighting Bo 
  Bo has a car parked on the other side of the 
  hedge. He will try to dump the sack containing 
  Becky in the back seat and drive away. The 
  players may try to stop him, but once Bo is in the 
  car and driving away they will not be able to keep 
  up with him. 
  If Bo is captured or subdued, he will claim a 
  strange woman approached him in a bar, offering 
  him $200 if he would kidnap her child from her 
  abusive father. Becky will deny this, but Bo will 
  stick to his story, though he knows it is a lie. 
  Becky will ask the party to find out who would 
  want to hurt her and teddy. 
  Making Vows 
  Although lost souls normally make ghostly 
  vows while in Limbo, it is possible to make a vow 
  while on Earth. Some possible vows are: 
  • 
  I will not rest until Becky is returned to her 
  home. 
  • 
  I will not rest until I discover who wants to 
  kidnap Becky. 
  • 
  I will not rest until I return the teddy bear to 
  Becky. 
  Becky’s Home 
  If Becky has been kidnapped, the players can 
  track her tiny footprints in the mud to the back 
  door of a nearby house. If she’s with the group, 
  she will simply lead them to her home. The back 
  door is ajar, and just as the party enters, they can 
  hear the front doorbell chime. A few moments 
  later, a woman rushes around the corner of the 
  house and slips inside the back door. If she sees 
  Becky, the woman will stare at her aghast, 
  blurting, “What are you doing here?” 
  Sandra Cunningham (the nanny) 
  Type: Neutral person 
  Consistency: Material 
  Defense: Passable 
  WTL: 20 
  Abilities: Good Conceal, Passable Lie 
  Appearance: A slim woman with short 
  blonde hair and pale blue eyes. She is about 23 
  years old and wears a conservative dress with 
  sensible shoes. They are muddy, indicating that 
  she has been outside recently. 
  Personality: Weak-willed and malleable. 
  Motivation: To help Bo, her latest boyfriend, 
  kidnap Becky. She knows nothing of Herbert 
  Moss. 
  Combat: Sandra does not fight. 
  Powers: Sandra has no powers. 
   
  Sandra met Bo a few weeks ago at a singles 
  bar. He told her Becky’s parents were hiding a 
  fortune, and together they planned to kidnap 
  Becky for a ransom. Knowing that it would be too 
  risky for Bo to enter the house, Sandra arranged 
  for the crime to take place outdoors. She put the 
  bear in the tree and made sure Becky awoke to 
  find it missing. Sandra also left the nursery 
  window open on a cold autumn night to ensure 
  that the child would be drawn to it and see her 
  bear stuck in the tree at the end of the garden. 
  Gambling on Becky’s self-reliance, she hoped that 
  the child would try to retrieve the bear herself, 
  which is exactly what happened. 
  After seeing Bo grab Becky, Sandra snuck out 
  the back door and around to the front, leaving a 
  ransom note on the door. She rung the bell then 
  hurried back into the house from the rear 
  entrance, ready with her story of “I couldn’t sleep 
  so I decided to warm some milk in the kitchen.” 
  The Ransom Note 
  Becky’s parents are in the living room when 
  the doorbell rings. Her father, Taylor Morley, is 
  reading a book while her mother Sarah sews. 
  Taylor answers the door and finds a note pinned 
  to it. It reads: 
   
  WE HAVE YOUR DAUGHTER. YOU WILL PAY 
  US 1 MILLION IN GOLD FOR HER RETURN. WE 
  KNOW YOU HAVE SPECS O’MAL-LEY’S LOOT SO 
  DON’T TELL US YOU’RE BROKE. WE WILL 
  CONTACT YOU BY PHONE IN A FEW HOURS 
  WITH FURTHER INSTRUCTIONS. DO NOT LEAVE 
  
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  YOUR HOUSE AND DO NOT CONTACT THE COPS. 
  IF YOU DO, THE KID DIES. 
    
  When the father reads the note, he throws it 
  aside and dashes upstairs to look for Becky (If 
  Becky was rescued by the party, a tearful reunion 
  will occur). 
  Mr. Morley is bewildered. “Who is Specs 
  O’Malley?” He wonders aloud. Mrs. Morley 
  ponders the question. “Mother once had a 
  boarder named Mr. O’Malley. He might be one of 
  the men in that picture on the mantle. But I’m not 
  really sure. I’ll call her.” 
  If the lost souls examine the old photograph 
  on the mantelpiece, they will see a young woman 
  (Grandma Ruff) standing between two men. One 
  of them is very handsome, and holds a comb in 
  his hands. The other is plainer and wears glasses. 
  In the background is a sign reading “Ruff Bed & 
  Breakfast.” On the back are the words, “Herbie, 
  Specs & Agnes, 1933” but a supernatural power is 
  needed to extricate the picture from its frame and 
  turn it over. 
  Mrs. Morley tries to make the call, but 
  receives no answer. “I’m worried, Taylor. It’s late 
  and mother isn’t answering. I must go to her.” Mr. 
  Morley stops his wife, reminding her that their 
  child’s life is at stake. Or, if Becky was not 
  kidnapped, he will say they must stay and protect 
  her. He offers to check on Sarah’s mother in the 
  morning. 
  Implicating Sandra 
  The nanny Sandra will lie to conceal her 
  involvement in the kidnapping, and the Morley 
  family will believe her unless they are presented 
  with hard evidence that she is guilty. This can be 
  found in her bedroom, just off of the nursery. 
  After searching the room, the party may find 
  the following: 
  • 
  A wallet-sized picture of Bo with “Love, to 
  Sandy” written on the back. Becky can 
  identify the man in the picture as her 
  assailant. 
  • 
  A crumpled note and envelope in her 
  wastepaper basket which is dated October 
  17th and reads “Tonight.” The paper has the 
  same watermark as the ransom note. 
  The lost souls may tell Becky their suspicions 
  about Sandra and urge her to warn her parents, 
  but Mr. and Mrs. Morley will view her accusations 
  as a childish dislike for a new nanny. 
  Denouncing Sandra to the Morleys will be 
  especially difficult if Becky is not available. 
  However, a supernatural power may convince 
  them that the nanny knows more than she’s 
  telling. If forced to, Sandra will admit that Bo has 
  kidnapped the girl. She knows nothing more. 
  Finding Grandma 
  Since there is little else of interest in the 
  Morley home, the party may wish to visit 
  Grandma Ruff’s house. In fact, if Becky is present, 
  she will ask them to look in on her beloved 
  granny; after all, she was the one who gave her 
  the wonderful bear. Becky will give directions to 
  Grandma Ruff’s house, which is only a few blocks 
  away. 
  The lost souls can discover this information 
  on their own by examining the following clues: 
  • 
  A scrapbook entitled “Our Wedding” lays on 
  the coffee table. Using a supernatural power, 
  the players can flip through it and read that 
  Sarah’s maiden name is Ruff. 
  • 
  An address book is next to the phone. It 
  contains the address for Agnes Ruff at 1227 
  SE Lovingood St. 
  • 
  A phone book can be found tucked in a book 
  shelf near the phone. The address for Ruff’s 
  Bed & Breakfast can easily be found. 
  Grandma Ruffs House 
  The house is located only a few blocks from 
  the Morley home. A Bed & Breakfast sign hangs 
  near the door; a smaller sign reading “Closed 
  until March 15” is posted underneath it. The 
  windows are all ablaze, and a shadowy figure 
  lurks behind the curtains. The front door has 
  been partially ripped from it’s hinges. 
  When the characters enter the house, they 
  see a cozy parlor. A bookcase contains a jumble of 
  sewing goods - yarn, needles and thread - along 
  with books about needlework, quilting and 
  knitting. An elderly woman is crumpled on the 
  
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  floor in front of the fireplace. She is moaning, and 
  her chest and head are bloody. She clutches a 
  quilt to her chest. A huge hairy creature stands 
  before her. 
  Kuang-shi 
  Type: Evil Lost Soul 
  Consistency: Dual 
  Defense: Great 
  WTL: 45 
  Abilities: Good Strength, Feeble Cunning 
  Appearance: Tall, with short white hair all 
  over its body. The Kuang-shi has long fangs, 
  sharp claws and eyes with no pupils. It can only 
  be killed by a bolt of lightning or an electric 
  shock; if captured, it must be incarcerated in a 
  room lined with iron. 
  Motivation: To kill Agnes Ruff at the 
  direction of Herbert Moss. 
  Combat: The Kuang-shi leaps in and out of 
  the fray, getting two attacks per round with it’s 
  claws for (Defense vs Good) x 2 damage each. 
  Once it has forced an opponent to her knees, the 
  Kuang-shi will bite deeply into her throat for 
  (Defense vs Poor) x 6 damage. 
  Powers: The Kuang-shi can leap up to twenty 
  feet. To strike a Kuang-shi before it jumps away, a 
  character must make a Good Quickness Roll. 
  Weakness: A lost soul who makes a Superior 
  Folklore roll will remember that Kuang-shi are 
  not very bright. If small objects are scattered 
  before the monster, he will stop what he’s doing 
  to pick them up, even in the middle of combat. 
  There is a jar of buttons on one of the shelves, 
  and if it is broken the Kuang-shi will stop his 
  attack on the old lady. He will collect all the 
  buttons before raging again. 
   
  If the Kuang-shi is not thwarted with buttons 
  or electrocuted in some fashion, he will kill the 
  old lady within two turns. He will then vanish. 
  Searching Grandma’s House 
  If the players manage to dispatch the Kuang-
  shi before it kills Grandma Ruff, they will hear her 
  gasp: “He came back and demanded the dagger. I 
  just kept burning O’Malley’s things, but then he 
  told me he had little Becky. So I told him where 
  the gold was - only I didn’t tell him everything. 
  It’s here, it’s here...” As Grandma lapses into a 
  coma, her hands loosen from the quilt she is 
  clutching. She will need immediate medical 
  attention or else she will die. 
  The blood-soaked quilt appears to be a 
  simple pattern of red and blue squares. An 
  observant lost soul will notice a small rip in one 
  corner, showing a glimpse of bright green. If the 
  top layer of the quilt is ripped away, a whole new 
  pattern is revealed underneath. 
  On a background of green, a number of small 
  gray patches are scattered over the quilt. A few 
  embroidered angels can be seen as well. The 
  patches are roughly in a grid pattern. In the 
  comer is a stylized depiction of a church with a 
  high spire. A person making a good Artistry roll 
  will realize that a graveyard is depicted on the 
  quilt. 
  Embroidered along the bottom are the words 
  “Num. 8:32.” While many players may guess that 
  this is a reference to a Bible chapter, only a 
  character who makes a Superior knowledge roll 
  will realize that the reference is false - there is no 
  verse 32 in the 8th chapter of Numbers. A Bible 
  can be found in the house, if the characters wish 
  to refer to it. 
  A page from a grimoire can also be found, 
  lying partly in the fireplace. The rest of the book 
  has been burned in the fireplace. Written in 
  Grandma Ruff’s handwriting, the singed page 
  contains her notes on invisibility spells. 
  A newspaper clipping dated June 13, 1934 
  reads: 
   
  Museum Robbed By Cunning Bandit 
  The Westlyn Museum of Culture was robbed 
  Sunday 
  night. 
  Although 
  security had been 
  increased due to the presence of the famous Nile 
  Collection of gold and jewels, the unseen thief 
  breached the building and made off with all the 
  ancient artifacts without raising the alarm.  
  “We’re quite stunned,” said Police Chief 
  Dawson. “Several pieces were solid gold and silver - 
  quite heavy to move, yet this fellow seem to have 
  had no trouble.” Dawson went on to say that he’s 
  sure the treasure will be recovered as soon as the 
  thieves try to sell the unique items, including a 
  pharaoh’s death mask, ceremonial Jackal dagger 
  and a number of scepters. 
  
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  Referee’s Note: Any player asking about the 
  Jackal dagger who makes a Passable Occult roll 
  will recall that this arcane artifact from Ancient 
  Egypt is supposed to have many mystical 
  qualities, one of which is the ability to bring the 
  dead back to life. If a lost soul bathes in the blood 
  of a child sacrificed with the Jackal dagger, he will 
  supposedly be restored to life. 
  Grandma Ruff’s Diary 
  Other clues include Grandma Ruff’s diary, 
  which can be found on her bedside table. The 
  latest entry reads: 
   
  He appeared to me again, and demanded the 
  dagger. He promised not to hurt me. I can’t believe 
  him, not after he tried to kill me and Specs. I know 
  Specs didn’t want to kill him all those years ago, 
  but it really was Herbie or us. 
  Funny how that changed Specs. He said he 
  wanted nothing more to do with robbing if it 
  meant killing folks. Refused to have anything to do 
  with the gold, too. Called it blood money. I didn’t 
  really have the stomach for it either, so we both 
  just let it stay hidden. When Specs died, I almost 
  turned myself in, but I thought, “Why should I go to 
  jail for something I did when I was a foolish girl of 
  twenty-three?” 
  I wonder what vain Herbie is going to do, now 
  that I’ve refused him? It’s better if I destroy all my 
  notes about the robbery now, before he tries 
  something nasty. Oh, I wished I’d never told him 
  the legend about that dagger! 
  Secret of the Quilt 
  Before Grandma Ruff was attacked, the spirit 
  of Herbert Moss appeared to her. She refused to 
  tell him where the Nile collection was hidden, 
  until he told her that he was holding her grand-
  daughter hostage. Trying to buy time, she told 
  him in general terms where the gold was located. 
  When Moss left, he set the Kuang-shi on her. 
  The lost souls can determine the exact 
  location of the treasure by “reading” the quilt. 
  The quilt shows the Westlyn Church in the upper 
  left corner; the spire of the actual church can be 
  seen from Grandma’s porch on a moonlight night. 
  The gray patches and embroidered angels 
  represent 
  the 
  tombstones 
  in 
  the 
  nearby 
  cemetery. The reference to Numbers 8:32 
  signifies that the gold is hidden eight rows from 
  the church in plot number 32. On a Good Search 
  roll, the name “Niles” and the date 1934 can be 
  seen, embroidered on this tombstone. 
  Westlyn Church 
  Though Grandma Ruff told Moss that the 
  gold was hidden in a family vault, he doesn’t 
  know which one. He has sent Waldo to find it for 
  him. 
  Waldo 
  Type: Evil Creature 
  Consistency: Dual 
  Defense: Great 
  Abilities: Superior Agility, Passable Strength 
  (Awesome in direct moonlight) Good Search 
  Appearance: Pale, fat man with weird eyes 
  and a crazy smile. He wears a white leisure suit 
  and a beautiful moonstone ring which he fondles 
  lovingly. Though he looks like a man, Waldo is 
  actually a Lunatic. 
  Personality: Looney. Likable and friendly 
  when the moon is not full, a dangerous adversary 
  when it is. 
  Motivation: To find the Egyptian dagger and 
  return it to his master, Herbert Moss. 
  Combat: A Lunatic is a talented tumbler and 
  can jump, twist and roll like an acrobat. He has 
  Awesome Strength when in direct moonlight and 
  noticeably weakens in shadows. He loses his 
  magical strength and abilities when his ring is 
  removed or destroyed. 
  Powers: The Lunatic uses his moonstone 
  ring to blind his victims for up to (Alertness vs 
  Good) minutes. The ring can also be used to 
  hypnotize a target, causing him to stare at the 
  moon for (Sanity vs Good) minutes. Three times a 
  night, Waldo can point the ring at a victim and 
  cause a lightning bolt to spring forth, doing 
  (Defense vs Great) x 3 damage. He will use this 
  power to open the vault when he finds it. 
  
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  Waldo is in a frenzy of activity when the lost 
  souls arrive. He is frantically digging up graves, 
  all the while muttering to himself. When he spots 
  the characters, he will greet them in a friendly 
  manner, “Has Mr. Moss sent you to help me? We 
  must return the heirloom to the Moss Mansion at 
  once -that’s what he said!” Waldo will continue to 
  prattle about a number of things, including the 
  beauty of the moon, “Such a lovely moon-
  drenched night! I just love the moon. It makes me 
  feel powerful.” 
  If the players threaten Waldo, he will call 
  forth six Children of the Ravenmocker to attack 
  them. If the lost souls try to circumvent him and 
  find the proper vault on their own, he will quickly 
  catch on and follow them. In any event, either 
  Waldo or one of the Children of the Ravenmocker 
  will obtain the dagger and return it to Moss. If 
  Waldo gets it first, he will give it to a Child with 
  instructions to fly to the Moss mansion with it. 
   Child of the Ravenmocker (6) 
  Type: Neutral Entity 
  Consistency: Dual 
  Defense: Passable 
  WTL: 25 
  Abilities: Great Agility, Passable Strength, 
  Passable Intelligence 
  Appearance: 
  Short, 
  spindly 
  humanoid 
  covered with dried skin. It’s skull is that of an 
  oversized bird, and it has talons rather than 
  fingers. A thin webbing of skin stretches between 
  each wrist and ankle. 
  Personality: Single-minded and merciless. 
  Motivation: These creatures normally attack 
  those who desecrate graves, but Waldo will 
  mumble a spell which will cause them to attack 
  the party. 
  Combat: A Child attacks twice with its claws, 
  doing (Defense vs Poor) x 2 damage. If both claws 
  do damage, the Child gets an additional bite 
  attack for (Defense vs. Good) x 3 damage. 
  Powers: A Child can fly at Great Speed. It has 
  a flawless tracking sense that allows it to follow a 
  target indefinitely. 
  Notes: You may adjust the number of 
  Children attacking depending on the size of the 
  party. 
  Moss Mansion 
  On a Good Memory roll a lost soul will 
  remember passing a nearly deserted road on 
  their way to the cemetery. The sign posted near 
  the road read, “Moss Estates.” Otherwise, they 
  may be able to track the Child of the 
  Ravenmocker, or coerce Waldo into telling them 
  where the Mansion is located. 
  The Moss Mansion has fallen into disrepair, 
  and though someone has made a halfhearted 
  attempt to board up the windows, there are still 
  plenty of gaps where a lost soul could slip in. A 
  dim light shines from within. If the party 
  examines the grounds, they will discover Bo’s car 
  parked in back (provided he eluded them in the 
  first scene). Anyone who makes a Passable 
  Memory roll will remember that this is the car 
  driven by the kidnapper. 
  Inside, the party will see that nearly the 
  whole lower floor has been gutted, and made into 
  one large room. It is dusty, and the furniture is 
  old and ripped. Mildewing portraits hang on the 
  walls and a large, claw-footed bathtub rests 
  incongruously in the center of the room. A 
  staircase leads upwards, but it has been blocked 
  off and is now impassable. Another stairway 
  leads to the cellar. 
  As the party enters the room, they will be 
  momentarily stunned by a flash of light. Herbert 
  Moss appears before a large, ornate mirror at the 
  far end of the room. “Welcome, “ he greets them. 
  “I thought Agnes might try to solicit help from the 
  other side. Well, it won’t do her any good. I am 
  determined to return to the mortal plane!” 
  Herbert Moss 
  Type: Evil Lost Soul 
  Consistency: Incorporeal 
  Defense: Superior 
  WTL: 30 
  Abilities: Great Dodge, Superior Alertness, 
  Superior Occult 
  Appearance: Tall, with slick-backed hair and 
  brown eyes. He is impeccably dressed, and has a 
  distinct air of superiority about him. He often 
  
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  glances into the mirror hanging behind him, as 
  though admiring himself. 
  Personality: Vain and determined. 
  Motivation: Moss believes that if he bathes in 
  the blood of a child sacrificed by the Egyptian 
  Jackal dagger, he will return to life. What he 
  doesn’t know is that anyone who returns to the 
  living plane in this fashion will become stark, 
  raving mad. 
  Combat: Herbert doesn’t care to fight, and in 
  fact doesn’t want to get too far from the mirror, 
  which is his focus. However, if approached, he 
  will defend himself with a pistol for (Defense vs 
  Good) x 3 damage. If badly wounded, Herbert 
  Moss will instantly vanish in a flash of light. The 
  players may surmise that he has entered his 
  focus. If they smash the mirror, Moss will take 15 
  points of damage and will be forced out -the 
  damage alone will probably be enough to 
  reincarnate him. 
  Powers: Herbert has the following powers: 
  Death Throes (Uses=5): Violent spasm of 
  pain course through the bodies of up to five 
  victims within thrown range. The pangs are so 
  intense that the victims are at -2 columns on all 
  rolls, including Defense, for (Stamina vs Passable) 
  x 2 turns. 
  Deflect (Uses=2) for 2 turns, any object or 
  person that strikes at Moss is deflected. This 
  power may be used instantly, and does not 
  require an action to activate. 
  Compel 
  (Uses=4) 
  For 
  (Intelligence 
  vs 
  Superior) turns, the target must perform a simple 
  action of 4 words or less. The victim cannot be 
  compelled to kill himself. 
  Bo Returns 
  If Bo escaped the lost souls in the first scene, 
  he will now enter the room from the cellar door, 
  carrying the unconscious Becky (or another 
  victim, if Becky was saved) in his powerful arms. 
  He places the child in the tub. 
  If the players have not retrieved the Jackal 
  dagger from the cemetery, Moss now pulls it from 
  beneath his jacket and tosses it to Bo. “You know 
  what to do!” he cries. 
  Bo will do his utmost to kill the child, and 
  will succeed in one turn unless stopped. He no 
  longer carries the dual gun, but he does have the 
  knife, which is also dual and does (Defense vs 
  Good) x 3 damage. Moss has offered him a share 
  of the gold as soon as the transformation is 
  complete, and Bo will fight fiercely to obtain the 
  treasure. Moss will use his supernatural powers 
  to ensure Bo’s success. 
  Once the child has been slain, Moss and Bo 
  will fight to drive away the unwanted lost souls 
  so Moss may bathe in her blood. If he does this, he 
  will become material - but he will also become 
  mad! 
  Missing Pieces 
  At this point, the players should have all the 
  missing pieces to the story: 
  Agnes Ruff, Specs O’Malley and Herbert Moss 
  grew up together. During the depression, their 
  families lost money and they were forced to 
  scrabble for work. When Herbert suggested they 
  turn to burglary, Agnes and Specs were horrified, 
  but Herbert wheedled and pleaded until they 
  relented. As an arcane scholar, Agnes was in a 
  unique position to help them; before Specs and 
  Herbert would break into a bank or museum 
  she’d cast an invisibility spell upon them. The two 
  men attributed their success to great luck. 
  Being greedy, Moss decided to cut Agnes and 
  Specs out of the picture by killing them and 
  making their deaths look like a lovers’ quarrel. 
  Unfortunately for him, they figured out his evil 
  plot, and Specs managed to plug him shortly after 
  the Westlyn job. 
  The shock was too much for the vain Moss. 
  Unable to forsake his mortal flesh, he refused to 
  enter the Tunnel of Darkness which came for him. 
  Instead, he became a lost soul on Earth, hiding 
  out in his focus - the large picture mirror that still 
  hangs in the Moss mansion. And then he 
  remembered something Agnes told them before 
  the Museum job: “Be sure to get the dagger with 
  the picture of the jackal on it. It’s supposed to 
  have the power to bring back the dead.” 
  Conclusion 
  The adventure will be happily concluded 
  when Herbert Moss is reincarnated and Becky (or 
  
  The Pineville Horror 
  9 
   
   
   
  9 
  the child) is safely out of harm’s way. The referee 
  may award Karma for the following good deeds 
  (awarded at the time they are accomplished): 
  +2  
  for preventing Becky’s kidnapping 
  +1  
  for bringing Bo to justice 
  +1  
  for exposing Sandra’s guilt 
  +1  
  for destroying the Kuang-shi 
  +2 
  for preventing Grandma Ruff’s death 
  +1 
  for destroying Child/Ravenmocker 
  +1  
  for destroying Waldo the Lunatic 
  +1 
  for preventing the death of a child 
  +1  
  for destroying Herbert Moss 
  Plus award points for completing Ghostly 
  Vows. 
   
   
    
    
    
    
   
  
SOURCE: textdata/thevault/Lost Souls (Marquee Press)/Lost Souls Patterns of Evil.pdf