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Dreams

of Orange

2017 Matthew Gordon

This scenario is divided in two ways: Important sections which are bolded, and special
information or extra levels of depth for the (handler) which are in parenthesis and in red font.

This is merely an outline and further improvisation/alteration is at the discretion of the Handler.

Dreams of Orange

Dreams of Orange is a Delta Green scenario with Mythos influence, which takes place
in a fictional town, Ashenbury, North Carolina. Unfortunately, agents are called in to investigate
a seemingly non-supernatural series of occurrences: increasingly frequent disappearances of
livestock and compromised crops in a small farming town at the base of the Appalachian
Mountains. However, as one of the farmers claimed he saw a creature or a UFO, Delta Green
has decided to step in. It should function to be played between 1980-present time.

Background

10 farms exist backed up to the Chikatee River, which is fed from a natural spring
somewhere in the Appalachain Mountains and cuts through the small town of Ashenbury. The
townif one could even call it thatessentially consists of the farmers who work these plots, a
gas station, and an abandoned drive-in theatre. Most grow tobacco or cotton, and keep a
variety of farm animals including chicken, goat, horses, and cow. Over the last 4-6 weeks, crops
have been rapidly succumbing to an unknown pest, and traditional pesticides which were
developed for American species of bugs are proving ineffective. In addition, large livestock have
gone missing, and two nights ago (September 29th) Farmer Dalton Hickory reported the
destruction of his stables by a myterious flighted ting and the disappearance of twelve
horses housed within.
Although it seems innocuous, many of the farmers have been reporting strange shapes
in the night sky, attributing UFOs, giant bats, and flying snakes, among other imaginative
descriptors. As weak of a lead, the potential of alien involvement and UFOs shouldnt be
taken lightly, and Delta Green sees this as an ample opportunity for new agents to gain some
experience, as little as it may be. This mission starts with a text at 3:24AM, October 1 to all
agents and an expectation to meet Handler Harrison in D.C. by 8AM (should be manageable
from anywhere in the contiguous US). They are briefed and deployed to North Carolina by
10AM.

The ideal scale of time for this story should fall within 12-16 hours of arriving in NC, as fatigue is
a mechanism in this story.

Creature/Enemies of interest:
This story involves a nightgaunt, a byahkee, and a (weakened) star vampire. Certain characters
are haunted by the nightgaunt and show telltale signs of sleep deprivation. Others have been
attacked by the byahkee, and left with strange punctures along their bodiesif they survived.
The star vampire is locked away until the final engagement.


Good places for sanity: At any point an Agent considers a vampire to be at work, SAN 1/1d8. At
any point considers alien or extraterrestrial species, SAN 1/1d8. If to the extent of body
snatchers, 1/1d6.


Handler: Agent Jakob Harrison

Harrison is the handler for this mission, and is rather annoyed with such a trifling waste
of DG resources. However, as higher-ups are adamant about the potential seriousness of alien
interaction, he has found a silver lining: use the opportunity for new agents to learn the ropes,
and investigate what should be a trivial case of beleaguered, superstitious farmers. He believes
the supernatural references are merely a desperate attempt at gaining aid, through publicity
or pity. As the farms back up to the strong current of the Chikatee River, it is likely that the
animals have simply been carried off from wandering too close
Unfortunately, his information and patience is limited, although Agents can call upon
him through encrypted email, call, or text. The Agents will be on their own unless they locate
evidence of great import to necessitate his aid, as he is busy with far more pressing matters.

Information immediately available (handler):
August 4-10: Reports of compromised cotton crop.
August 18-25: reports of compromised cotton and tobacco crop.
September 1-3: repeated reports of compromised tobacco crop.
September 29: Dalton Hickorys stables crushed and twelve horses have gone missing.

The World: Locations and primary interests

The Farms
The 10 large farming plots are all backed up to the Chikitee River, which flows down the
Appalachian Mountains and then cuts West-East toward the Atlantic. The farmsteads are split
50-50 just North or South of the river, with the Chikitee as one boundary to each. Three primary
events take place at any 3 of the farmsteads, in no set order. (handler) Try to place one near
the mountains. Agents may take samples of the bugs, but as they have strong jaws for chewing,
can get out of containers not glass/thick plastic (luck rolls to see if they remain in Ziploc bags,
mesh, etc.).

1. Dalton Hickory Farms: Agent(s) may meet with Dalton who lives in a two-story, wooden
house on a 3-acre farm. His house is rickety yet withstands the elements; the gaps in the
paneling likely make for a cold winter, though. He has worked the land in recent years to
grow maize, cotton, and other crops, but subsists through his sale of dairy cows and prized,
pureblood Arabian horses. He is not expecting aid, but is immensely happy you have come
to visit, and will do anything to help.
He reported on Sept. 29 that his stables were completely destroyed, and that all 12
horses mysteriously vanished. (Handler) Agents may converse with him about the area to
learn basic things about horses, horseracing, and that his land is poor for crops. He caused a
great storm with nearby law enforcement, and through some legal pull with his renown
horse-breeding (and income), caught the attention of DG. He was visited by one Dr.
Meyers who had an interest in investing in the Arabian horses.
He will take the Agent(s) to his stables, which are in shambles. They were a large
rectangle approx. 40 feet long, 20 feet wide, and 15 feet high. It seems that a wrecking ball
swept down through the roof and splintered the structure. As no machinery is nearby, and
definitely no tracks, this is most curious. (Handler) this is a result of the byahkee hunting.
Agents may search the area with little to no avail. Items to find include a *single* horse
hoof severed/chomped (in the crushed stables; SAN 0/1); withered/drained part of horse
(nearby area or behind the stables; SAN 0/1d4).


2. Farm of Jeffrey Dakota: The farm of Jeffrey Dakota was one of the first calls involving the
loss of crops, in early August. Agent(s) who visit his land will find a great tobacco field
decimated; over one half of the typically robust, green plants are found withered, brown,
and dying. (handler) Agents may choose to investigate to find larvae of the butterfly
Anthocharis cardaminesia, a non-native buttefly from Japan/Iran (handlers choice) and
related to other butterflies from the genus Anthocharis.
His farm house is a small, three-roomed structure: a kitchen, a living room, and a
bedroom. The power in his house is out, although there is a great deal of wiring which may
be found through search. Two generators can be found on the premises; one out back and
one in his bedroom. They clearly have been in a constant state of activity, and are damaged
from what seems to be heavy use. Many spent flashlights and kerosene lamps are also
present.
Should agents venture from the living room to a closed door, Dakota, or rather his
remains, can be found in his bedroom (SAN 0/1d6). His body has been dismembered and
lies strewn across the room, with puncture wounds. Successful search of the room reveals a
notebook (under bed or in nightstand) with crazed writings and scribbles, and an outline of
a tall, thin, humanoid shape with no major features (flat skin, no face) and stringy wings.
There are also notes of being visited by a man with the left eye orange (and concomitant
crop destruction) and then by the man again, this time his right eye orange (and
nightmares).
In the kitchen, a lighter and spoon with chemical residue (methamphetamine) can be
located and identified through appropriate skills. (handler) SAN can be implicated in his
drug use. He was killed by the nightgaunt, and tried to keep himself awake and away from
the dark, hence the generators and drugs. The puncture wounds are the result of tickling
and torture by the nightgaunt. Dakota was visited by Meyers, and the nightgaunt was
spread to him somehow.


3. Farmstead of Jessabel & Abraham Winther: The Winthers are a quarreling couple (and
have a slight country accent), and a perceptive agent might recognize symptoms of physical
abuse and poorly covered bruises (pick either of them). If possible, locate their farm further
away from the others. Their primary complaint has been of reduced cotton viability and
these goddamn worms that wont stop eating it. Their land, too, is plagued by the larva
(caterpillars). They were visited by an orange-eyed fella (left eye) who was curious about
what beautiful flowers they were growing at the back of their property.
A final worthwhile tidbit of information is that the worms dont seem to want to eat the
fricken flowers like the normal type do, in reference to their great flowering Nightshade
bushes near the back of the property, and that one bush simply dun got be dug out. They
blame a nearby farmstead for the missing plant as well as some goats, and threaten
violence. (handler) one of the Nightshade bushes was uprooted and ripped from the
ground, and agents can follow this lead to look around the property. Ultimately, this was
done by Meyers, who needed the flower as an ingredient for Space Mead. Further, the
violent relationship of the Winthers can be drawn upon for content, as needed.


Remaining farmsteads:
Agents who wish to visit remaining farms can be given a quick rundown of what information
the farmers provide, as to save time. Remaining farms echo the crop losses, and a few have
missing goats. All were visited by a Doctor/Man from the University who had an orange
eye; some report the left eye, while some report the right eye.


The UNC at Blowing Rock

Agents can follow the lead on the University Doctor/Professor Meyers. The University of
North Carolina has a satellite school in Blowing Rock, approximately one hour south of
Ashenbury, where a small four-story building has been erected to host primarily agricultural
research for the nearby states. In addition, the school recruited an entomologist, Dr. Vivian
Claremont, as well as one Dr. Meyers, an eccentric uranographist, who was reluctantly hired by
the UNC system to fill a vacant laboratory. This school is very small, has one secretary, few
students, and little funding. There is a single janitor on staff. (handler) The janitor has keys to all
offices/labs. Agents can interact with him to acquire the keys or use skills for his aid. He has
gang tattoos, is beefy, has saggy attire, and will not easily help the Feds.

If interacting with the secretary or other staff, they merely say: Dr. Meyers is a man of
great curiosity, in that he possesses an orange eye; yet depending on who you asked, or on
what day, it may be the left or the right eye. His colleagues at the school avoid him, especially
after a recent trip to somewhere deep in Asia.. the Himalayas.. no it was some plateau Ling?
Maybe it was Chinese.. Information is limited as he was reclusive and avoided.

Dr. Vivian Claremont
Of interest, is the entomologist Dr. Vivian Claremont. She is a lepidopterist studying a
variety of non-American Butterfly species, primarily from the Middle East and Japan/China. This
NPC can be found in her lab, toiling away under a microscope. Her lab is biological in nature and
houses chemicals, glassware, fume hoods, microscopes and such. The primary interest is the
greenhouse looking equipment which utilizes half of the lab space; within the subdivisions are
different species of butterflies in their various forms: caterpillar, chrysalises, and adults. Species
she is known to have include: Erebia niphonica, Hespera florinda, Papilo macilentus, Papilo
xuthus, and Papilo okinawensis. She will talk at length about these species and conversation will
slowly devolve into butterflies as Agents keep her.
She is eager to talk to investors and research-minded people, but is reluctant to engage
law enforcement (HUMINT; masking frustration). If persuaded, she will talk about a break-in
she has been trying to mitigate as her prized species are potentially invasive; it would ruin her
career if she could not manage their captivity. This break in correlates to roughly the same time
Dr. Meyers became fascinated in some of her specimen after a trip to Asia.
As she is a scientist, her attention to detail allowed her to notice that when Meyers left eye
was orange, he was interested in the caterpillar form of A. cardaminesia, while when his right
eye was orange, he was interested in the adults butterflies (A. cardaminesia).
Final knowledge she can impart:
1. is the identification of the bugs if collected from the farmsteads, and will identify any
insects if emailed a picture. They too are in fact Anthocharis cardaminesia. (handler)
they are associated with Meyers Left Eye (they will appear in many places he has
visited, as he carries them and they fall off of his person).
2. Dr. Meyers office is on the 4th floor.
3. He was recently committed to the Akklo Asylum after a bout of madness; she says
he became increasingly haggard and began lashing out at employees while raving
about a living nightmare or something

Office of Meyers
The office of Dr. Meyers is on the fourth floor and heavily locked by a recent installation
(~2 months ago, immediately following his return from Asia). It requires special access from
either retina or finger scanner, although the school was able to force Dr. Meyers into an
auxiliary access card for the janitorial staff. The ex-con janitor can be found on any floor
mopping, and will flee if he can identify Agents as agents. He is reluctant to aid anyone and is
just looking to do his job. The lock is quite strong and would basically require being blown apart
to enter.
Once unlocked, the door hisses and releases fine particles of dust, as if a physical seal
was in place around the frame. The portal slowly opens and reveals a horrendously dark room
which seems to swallow the light from the hall and any devices the Agents may have. A few
flickering dots of light float around the room like fireflies, but only their shape is illuminated
through the great darkness. Once an Agent(s) enter, a deep voice whispers
HAAAASSSSTTTUUUUUURRRRR.. (SAN checks) and the form of the nightgaunt is visible for a
split-second before vanishing. Once the Agents recover, the room begins to return to a normal
level of light, revealing the office of Dr. Meyers.
The office is filled with books and apocrypha concerning stars, planets, space, etc.
Agents may search to find:
1. Books of Lore (Necronomicon, De Vermis Mysteriis, etc) and undergo SAN checks if
needed.
2. The chalkboard is a star chart and upon close scrutiny shows known stars to
mankind in the bottom left corner (such as Sirius). There is an encircled area halfway
across the board, which would be hundreds of thousands of light years away:
Zephaniah-Ephobiusm X-9-81. (handler) The implications here is that this chart
shows a wealth of stars and systems unknown to man, and will remain so for
hundreds of years SAN checks if Agents make the realization; try to fuel this.
3. A few notes in the Books or in the desk detailing how to craft Space Mead, and notes
on how to summon mounts (SAN checks). These notes are scrawled in the hand of
Meyers.
a. Space mead ingredients roughly translated:
i. Nightshade extract
ii. Blood of a fresh goat
iii. Flecks of gold (a few milligrams will suffice)
iv. Pheromone from the A. cardaminesia
v. Ingredient of handlers choice
Combine ingredients and boil for 30 minutes. Evaporate off water.
Filter through coarse sand and dissolve remaining thick, pink oil in
ethanol. Drink. 24-48 hours of effect.


The byahkee now roosts in the Appalachian Mountains and has been infrequently
attacking livestock/people, although is a minor threat in the remaining scenario and does not
appear unless the handler wishes.
The nightgaunt is aware of the entire situation and has been trying to aid in sealing off
the star vampire again. It will attempt to aid the Agents, unless they attack it.

(handler) At any point the agents can call in for a care package or requisition items
from Handler Harrison. He is engaged with all he hears but is still relatively tied up in his work;
he will do the best to get the Agents what they request, but main items to include are a few
smoke grenades (can be used to outline the star vampire), few flares, a weapon or two, AED
(defibrillator). It can be delivered to their hotel.

The Akklo Asylum
Agents can follow the lead to visit the nearby Akklo Asylum. Headed by Doctor Herman
Blake, the asylum is located on the outskirts of Blowing Rock, ~15-20 minutes due East. Here
the Agents may interact with a recently admitted Dr. Frank Meyers. Dr. Blake is utterly
confused by the odd wounds and lesions on Meyers (stings from the nightgaunts tickles), as
well as his incessant need for wakefulness: caffeine, prescriptions, self-inflicted wounds, and
constant yelling fill his information sheet. He will allow a 20 minute session with Jim before
asking Agents to leave as it is late.
Jim Meyers, whose left eye is orange, is in a maximum security room, barred from the
outside by a metal door with giant bolts: one across the top, one across the bottom, and then a
handles lock. The door possesses a small slit for delivering food, medicine, etc.
(Handler) Jim can be persuaded to talk if given any sort of stimulant: coffee or soda
(from the breakroom), prescription stimulants (on person or from the medical ward), etc. He
talks in fragmented sentences: it, it, it, it, COMESSSS again again cant sleep cant sleep etc.
If given stims he will be coherent enough to explain he drank and it followed, it
haunts me cant sleep cant sleep it draws in my dreams. These allude to the space mead and
his travel, an inability to sleep, and that the nightgaunt is trying to interact with him by drawing
the rune of binding. Jim is so mad and beyond reason that the nightgaunt is beginning to slowly
attack him.
(handler) For Agents to physically interact they must sedate Jim, who in his psychotic
state shows inhuman strength and rage. He can be easily tricked into taking sedatives which are
given to him as stimulants. As he falls asleep he will scream out HE COMES FOR YOU NOW!
Once asleep the room is excessively dark and upon opening the door, the whoosh as if a seal
was broken from inside is again heard as well as soft laughing. Jim is found lifeless on the
ground (handlers choice), as the nightgaunt has finally killed him (SAN 1/1d6). Little is left here
for the agents to do.

(handler) It should be very late by now (11PM+). Agents can retire and wait for news
from Handler Harrison. Encourage CON checks for fatigue. Failed rolls plunge the Agent into a
fit of microsleep, where the Nightgaunt will approach them, raising its hands. It is attempting to
draw a rune in the air which will bind the star vampire if drawn in blood (handlers choice for
the shape of the rune). If attacked, the nightgaunt will thrust the Agent back into wakefulness.
The agent may also resume a waking state after a brief interaction with the nightgaunt, as
microsleep is extremely short-lived.

The next agent to fall asleep (either by choice or failed CON roll) will be pulled into the
dream realm. Any agent who touches the sleeping agent will also be pulled into the dream
realm (this allows the story to progress when agents prevent sleep, such as stimulants). Any
equipment they hold will be carried with them. At this point the nightgaunt will repeatedly
point at the agent(s) in the realm and then to the side of them, implying it is aware of how
many agents there should be. It will alternate between pointing at the location of missing
agents (such as to each side of 1 agent if there are 3 playing) and drawing the Rune of Binding
until players decide to continue. (handler) It will become irritated over time and could be seen
as aggressive; this should give the Agents the choice between its motives to aid or attack.

Dream Realm
The dream realm is reminiscent of the Appalachian Mountains through a filter of grey;
the world has dulled colors and takes on an ethereal quality, enhanced by the shifting shades of
grey and black which linger out of the periphery. This location is the third point interconnected
to the wormhole. The nightgaunt waits for the agents with a few horses (Arabian, stolen from
Hickory). The nightgaunt will ensure the players have the rune of binding before leading them
up the mountain to a clearing.
(handler) players may attack the nightgaunt but will not leave the dream realm until
banishingor dyingto the star vampire. Stats below.
There is a clear path up the mountain which is the only path of value to the Agents. The
nightgaunt will lead them if they did not attack it (or if they survived combat with it). This path
is difficult; it is essentially a hike up the mountains, and can be fraught with obstacles (handlers
choice).

It is worth noting the nightgaunt procured horses for the Agents for two reasons:
1. To ride up the mountain (easier travel)
2. To sacrifice to the star vampire so that they may see it

Once the Agents (and potentially horses) make their way up the mountain and through
the forest, they eventually come to a clearing in which there is a giant cube-like structure
(approximate dimensions 50 x 50 x 50). Nothing is worth noting in the area. The structure is
damaged in some way to allow entry within: a giant hole, a corner had been broken off,
massive crack through it, etc. There is a buzz or chitter in the air
As Agents approach, they may search the structure to learn about it. What they see: the
structure is built from layers of materials, as with Russian nesting dolls, with fragments of
each layer crumbled around the damaged area. (handler) Agent realization: its almost as if
throughout history different technologies of that time period were used to re-seal this prison
SAN 1/1d8 The outermost layer is 1 thick cement; the next layer within is 1 thick brick; the
next layer is 1 thick cobblestone; the next layer is decaying wood; the final layer is a 1 thick
soapstone-like material which can not be identified, and slowly changes from green to black,
from shiny to dull, and from Euclidean to non-Euclidean, as Agents look at it. What Agents hear:
a light buzzing/chittering sound from somewhere nearby
At any point, a scream from within can be utilized as a motivator for entry. The
nightgaunt will not enter the clearing, and if alive, will once more illustrate the Rune of Binding
before departing. The scream comes from Frank Meyers, who is being consumed by the star
vampire. Agents who witness Meyers withering: SAN 1/1d8. Agents who see the blood-limned
shape of the star vampire: SAN 1d8.

From here, the final act is combat with the star vampire (stats below) and properly
drawing the Rune of binding on the ground, in blood, and luring the creature over it. The
difficulty of this final engagement can range from medium to extremely hard, depending on the
Handlers discretion. Successfully drawing the Rune of Binding, or even attempting to, should
incur SAN losses, and it is unlikely that the Agents will successfully draw it on the first try.
Requiring multiple successes or a critical success is one way to ensure this fight occurs.

The star vampire emits a chittering sound, which is quite loud and may require skill
checks to prevent SAN loss or remain concentrated. While it is consuming, it regenerates 1d4HP
per round, and upon consuming a thing will continue to consume for 3 rounds. It is less likely to
attack while consuming. It is only visible while it is consuming and the blood of its victim is
visible throughout its body. Smoke grenades may be used to outline it briefly, but will also
hinder the Agents seeing each other if shooting. Its damage is quite excessive and the only true
way to finish is to bind it again.
Any agent who willingly cuts themselves to begin binding does a SAN check (violence)
and then will immediately attract the star vampire if it is not currently consuming. Luck checks
to spur horses toward the vampire are effective, as it may be trivial otherwise. Characters
suffer CON losses and/or HP losses from bleeding.
Successfully drawing the rune requires 2-3 successes on Occult rolls. Each failed attempt
to results in +15 to occult when drawing the Rune of Binding.
Once the rune is drawn the star vampire must be lured OVER or ONTO it. At this point
the rune activates and a brilliant light freezes the vampire in place. The cubed structure will
now begin to heal and reassemble its damaged layers. Players must make it out of the prison
in 2 turns to before it fully seals. After it seals, the binding fails, but the prison remains in tact. If
Agents are trapped within, the AED may be used to shock them back to reality.

Reality
Upon return to reality, assess the damage to Agents and allow survivors to recover.
Handler Harrison will call them to D.C. to debrief and inform them of promotions; his and
theirs.

(MAJOR INFORMATION POINT; DEBRIEFING) Dr. Meyers was actually a set of twins, Frank
and Jim. Collectively they substitute for one another with ease, blaming their definitive eyes on
changing heterochromia, which differs each day. Their mannerisms, behaviors, interests, etc.
are almost perfectly identical, except that Franks left eye is orange (he is right-handed) and
Jims right eye is orange (he is left-handed).
Together they visited Asia after their interests in celestial affairs and the occult began to
align. Traveling to Leng, they imbibed space mead and learned of great things which appear out
in space. With the lure of power and knowledge, they wish to return to whence they visited
(Zephaniah-Ephobiusm X-9-81). Upon their return to North Carolina, they fervently worked to
triangulate the star system and to make the space mead which they first tasted of in Leng. THey
stole some goats (one reagent, from farms), a bushel of nightshade (reagent, from Winther
farm), and broke into Dr. Claremonts lab (pheromone reagent).
This is a second major branch point: Jim took the adult butterflies while Frank took the
caterpillars. The pheromone reagent within the insect differs between its life stages. Jim ended
up making a potion which sent him into a deep realm of sleep where he dream-projected to
Zephaniah-Ephobiusm X-9-81, before glimpsing Hastur and then was followed by a Nightgaunt.
His subsequent madness involves the vision of Hastur and the constant approaches by the
Nightgaunt.
Frank both made the correct potion AND succeeded in summoning a byahkee, which
allowed him to physically visit Zephaniah-Ephobiusm X-9-81. However, Frank lost control of the
byakhee when it was driven back to Earth by an incredible chittering sound in a pocket of deep
space-time, near Zephaniah-Ephobiusm X-9-81. This pocket of space-time is a wormhole which
acts as a bridge between three points: the original ritual chamber in Leng, the coordinates in
space near Zephaniah-Ephobiusm X-9-81, and to a chamber within the Appalachian Mountains
where a Star Vampire was bound millennia ago.
The twins, upon returning from their respective realms immediately floundered with
fresh problems: a haunting nightgaunt, an unbound byahkee, and a horrible chittering which
was luring Frank from the stars he wished to visit. Their remaining quest was to first undo the
summons, and then understand where the time-pocket leads. Jim went mad from the haunting
of his dreams and the thought of Hastur, and began to explore any drug which might provide
wakefulness. Frank became trapped in space-time with the star vampire after failing to
appropriately navigate on a third trip with space mead. He is not the first to have incorrectly
ventured to this location, however, and those who initiated him in Leng, who are also
considered the Ageless Guardians, may have had a hand in this


CREATURE TABLES

Unbound Byakhee
STR 20 CON 14 SIZ 20 INT 15 POW 13 DEX 13 HP 17
SAN 1d6
Damage bonus +1d6
Armor: 2 points fur/hide
Claw 55%: 1d6 + db
Bite 60%: 1d6 + blood drain (-1d6 STR per turn)

The byahkee is a horrid creature which could be seen as a mixture of an insect, a snake, and a
bat, among other creatures. It has giant leathery wings attached to its snakelike body, while
touting a giant beak with razor-sharp teeth. Its hide is a dark blue-grey which glistens in light,
and it possesses 3 additional pairs of insectoid wings along its back. It moves with incredible
speeds and can traverse space with no difficulty. It has 6 legs which terminate in giant talons.

Nightgaunt
STR 13 CON 12 SIZ 15 INT 8 POW 10 DEX 16 HP 14
SAN 1d6
Damage bonus +1d4
Armor: --
Claw 55%: 1d4 + db
Grab 60%: 1d4
Tickle 60%: 1d6 +immobilize
Stealth 85%

The Nightgaunt is a dream-dwelling creature which resembles an elongated human devoid of
any distinguishing features; its skin is matte black and akin to the texture of a whale. It has a
flat, featureless face which seems intelligent and mocking. It can perceive in all directions
without apparent sensory appendages, and has a pair of thin wings. It stands 10-12 feet tall
with an even greater wingspan. A long, barbed tail coils behind this creature, and the stinger at
the end is utilized in tickling its victims. Great, unevolved claws round out this creatures vile
characteristics.

When tickling, the target becomes humiliated and loses -10% on all rolls. The sharpness of the
stinger is always a threat as the nightgaunt can use it as a full appendagesearching crevices,
manipulating objects, and if needed, piercing.

(Imprisoned/weakened) Star Vampire
STR 30 CON 16 SIZ 21 INT 13 POW 18 DEX 11 HP 30
SAN 1d6
Damage bonus +1d8
Armor: 2 points fur/hide
Flail 55%: 3d6 + db
Bite 60%: 2d6 + blood drain (-1d6 STR per turn)
Consume: +1d8/round (requires landing a bite)
Base regen: 1d3/round
Invisible: Is rendered invisible unless consuming blood, at which point it is visible for 3 rounds
and gains extra regeneration. Enzymes within rapidly convert the blood into biproducts.
Chittering: Constantly emits a loud chittering sound, which intensifies with the equivalent of
emotion (rage, anger, fury, attack, etc.)

Star vampires are great flying, invisible creatures which would appear to be a blend between a
snake an a jellyfish, or perhaps a mushroom. A broad cap forms the head of the creature,
from which dangle the long body of a snake and myriad thin whips and tentacles. They are
drawn to blood and have a ravenous appetite.

Star vampires do excessive amounts of damage should they directly engage. Working around
their digestion windows is the best way to handle them. If it succeeds in biting a target, it can
then consume.

As this one starts with finishing the consumption of Frank Meyers, it will regenerate 1d8 + 1d3
per round for 2-3 rounds (handlers discretion).

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