Pro-Paladin
First Post
The Attack of the Commie Mushrooms
A Cold War super hero adventure for 2-4 players.
Summary
Soviet super villains are ready to unleash their latest biological weapon on American soil and it's up to the heroes to stop them!
Background
This adventure can take place in any suitably large American City on the east or west coast or Great Lakes. Any date in the 1950s is most appropriate, although an earlier or later date could be used with some modification.
The characters for this adventure are all members of a secret government task force called "The Midnight Riders." Each PC has a special super power that led to their selection. The team should have diverse abilities to do well in this adventure. Some suggested characters are included in the additional material below.
The purpose of the Midnight Riders is dealing with Communist plots that no one else is qualified to handle, especially those plots that involve Bolshevik super villains. The Riders work behind the scenes for the most part, keeping Good Old America safe from the invisible but always present Soviet menace.
The latest mission begins when Candy, the third wife of Industrialist and Import/Export Millionaire C. Thomas Haverton, is brought into the team's HQ and tells her sad story (complete with ample tears, running makeup and much leg shown) to the heroes.
At first she suspected her powerful husband of run-of-the-mill adultery, but his increasingly bizarre and erratic behavior bears more than a passing resemblance to Soviet Mind Control! "I don't know where to turn!"
Clearly, this is a job for the Midnight Riders.
When Good Capitalists Go Bad
Haverton has been seduced by an Evil Communist Seductress and is now acting as her puppet in a complicated scheme to attack America and advance the agenda of the Godless Reds. The PC investigation of Haverton will yield various pieces of information, depending on the success of role-playing, the plans the PC's come up with (put a tail on him, bug the phones, track down his business associates, get the word on the street, try to locate the Soviet Sleeper Cell in the city, etc).
Easy Information that can be acquired with a minimum of effort (watch TV for an afternoon or two, look at some old newspapers, ask the average citizen.) is listed below.
- Haverton is one of the city's most wealthy businessman.
- He is a philanthropist who has done a lot to improve and beautify the city.
- He was a major contributor to the Mayor's reelection campaign.
- He has a weakness for the opposite sex that ruined past marriages.
- He is in the process of converting a decrepit portion of the city's docks into an upscale shopping promenade, complete with beautiful old-style gas lights.
- Many of his recent business decisions were unusual.
Medium Information will require sources closer to Haverton or extended trailing and stake-outs.
- Haverton's latest mistress has a strong hold over him.
- He has been importing unusual items, including foreign plant life.
- There are criminal types on his payroll, working the docks.
Difficult Information will be slow in coming and require extensive infiltration. It should come to light piece by piece as the big picture forms.
- Haverton's mistress is a Soviet super villain called "White Night" with powerful psionic abilities.
- The unusual plant life are dangerous Commie Mushrooms capable of impossibly fast growth and driving decent people insane with their spores.
- The new shopping promenade will be used in the planned fungus attack.
- Several other Red supers are present to assist in the evil attack.
Gradually the same old sordid story becomes clear: selling out Mom and Pa and Country over a Commie Dame. Haverton is completely under the domination of White Night and is using his considerable resources to accomplish her wicked scheme. He has used his import business to bring in the dangerous Commie Fungus and will use the new shopping promenade, complete with old style gas lamps, as an incubation chamber for this menace. Here hundreds of Americans can be exposed to the spores all at once.
Haverton might be captured and interrogated by aggressive PCs. In his present state of Soviet mind control slavery he is of little help. If the mind control he is under is broken, perhaps by hours of exposure to an endless loop of the American National Anthem combined with images of this Great Land, he will alert the characters to the full extent of the looming danger.
White Night might also be caught when she meets with Haverton to keep her psionic control. She will try to flee rather than fight at this point and if captured will attempt suicide (the Soviet villain "The Possessed" can continue her scheme if she dies).
The Bank Job
At some point in the early investigation the heroes will be called upon to stop a bank robbery gone wrong. The robbery is unconnected to the other events of the adventure and acts as both a red (no pun!) herring and an opportunity to get some "clobbering time" in to break up the investigative portion.
The American Super Villain "The Atom Smasher" has used his Super Strength to break into the vault of First Bank and is making off with the loot! The police are going to need a discrete assist from the Midnight Riders to defeat this criminal and his gang of bad elements, which may include another Super Villain or two. The heroes will have to win the fight, protect the innocent, and make sure the credit for stopping the robbery mainly goes to the city police. Achieving all three of these goals should be challenging but resourceful heroes should get the job done.
White Night
The Soviet Seductress behind the planned attack should prove a difficult adversary. In 1943 the Red Army recaptured a village near Leningrad during the Great Patriotic War. To their horror, they discovered only one survivor, surrounded by the mutilated bodies of Nazi soldiers and peasants. This survivor was a fifteen year old girl, covered from head to toe in blood and staring vacantly with dead eyes. She was quickly recruited by the Soviets and molded into a spy and assassin.
In addition to physical charms, intelligence and a total lack of compassion for others, White Night has powerful psionic abilities, including the ability to mentally dominate as well as perform telekinesis. The latter power creates an aura of bright white light and causes small objects to circle around her before becoming dangerous projectiles. Her psionic domination powers allows her to control multiple weak-willed individuals, but to control a stronger willed target (that is, the heroes) she must concentrate her full energies and take no other actions.
If she has a weakness, it's overconfidence. At first she'll simply send her lesser thralls against the PCs, feeling they are not a true threat. By the time she starts deploying her full powers against them, it might be too late.
The Freak Out
After the bank job and some more investigation another event occurs. Two All-American teens are discovered dead near the docks being converted into the shopping promenade. While camping on the beach they apparently suffered "fits of frenzy" and tore into each other to lethal effect. The cause is unknown, but some sort of Red Soviet Bolshevik Mental/Sexual Mind Control Ray, possibly fired from orbit, seems the most likely explanation, according to the newspaper, radio and TV reports. Teens are warned to avoid contact with the opposite sex until this new issue is resolved.
Using their secret government clearance, the PCs should investigate the site. They will find a camp site ruined, complete with a tent torn to pieces and a shattered gas lamp...
Closer investigation near the pier reveals mushrooms, including one that has grown to two feet tall! Before a sample can be obtained, Haverton Security (actually Red spies!) will suddenly appear and demand the characters leave. Disobedient heroes will have to fight these spies, backed up by White Night's mind-controlled slaves as described in the next section.
Deserted Docks
Following the death of the teens the dock area is closed off, both out of respect for the dead and to complete the final, secret touches on the shopping promenade before it is unveiled to the public. Of course, "Stay Out" signs aren't going to stop the Midnight Riders! Past the fence, there is no activity. The promenade looks complete, no workers are present. It seems the delay is mainly motivated by trying to distance the opening from the bizarre deaths.
If the PCs investigate they will get a good look at the new gas lights, the stores ready to open that contain nothing of interest to this case and the mushrooms growing beneath the newly built piers. Any character with knowledge of botany will be able to determine their growth here is highly abnormal. Taking and analyzing a sample will reveal the horrible truth.
When the characters try to leave they will be attacked by thralls of White Night, decent American workers under her mental control! They shuffle forward like zombies, clumsily wielding sledgehammers, chain saws, nail guns and other deadly items from the construction site. These slaves will try to destroy the mushroom sample and kill the characters. These poor individuals are not a serious threat, but killing them would be a major failure on the part of America's defenders. The best plan is to subdue and capture them and then defeat the mental domination, possibly back at the HQ.
If the thralls are released from their mental bondage they will be very thankful and can share some interesting information too, at the GM's discretion.
Stalin's Flower Garden
The PCs should eventually discover the truth behind the mushrooms. The Commie Fungus was harvested from the ruined tundra of the Tunguska "event" and is of alien origin. Normally they lie dormant in a state of stasis, awaiting the perfect conditions for their out-of-control growth.
These perfect conditions of the mushroom's home planet can be replicated by the release of a certain sort of light and chemicals that can be produced by gas lighting. When exposed to such light the mushrooms will begin to grow at a rapid rate, as well as releasing spores that cause hallucinations, fits of frenzy, lack of proper respect for the American Flag, and murderous violence.
The camping teens accidentally triggered one of the mushrooms. Fortunately, the light from their single gas lamp was relatively weak and the lamp was destroyed during the following Commie-induced Freak Out.
The plan of White Night is to trigger the mushrooms at the opening of the new shopping promenade. When the gaslights come on, they will bathe the mushrooms around the piers in their light, causing them to grow to giant size and emit spores. Hundreds are likely to die. The Reds will then offer the antidote to survivors, winning a massive political and public relations victory and putting a little more of a tip on the next domino...unless they can be stopped.
Rush and Attack
At some point, probably after the characters learn the full scope of the threat, White Night will deploy the Heroes of the Soviet Republic against the characters. The Super Villains "Proletarian," "The Red Shadow" and "The Possessed" (described below) will attack. This should be a difficult fight against strong opposition, raising tension as the climax approaches. Protecting good Americans, saving valuable property and beating the Reds is the goal.
Alternately, this attack could give underachieving PCs one last chance to capture and interrogate a no good pinko scum, filling them in on details they have missed and giving them a chance to complete the adventure.
If the characters have done an exceptionally good job of investigating, they might infiltrate the secret Commie headquarters (it's in a penthouse of a hotel owned by Haverton: those Red hypocrites seem to like our capitalist luxuries!) and be the ones to initiate this fight and in this case the adventure ends early. However, White Night and her remaining thralls (possibly even Haverton himself) will join in for a truly epic showdown.
Grand Opening
The PCs will probably end up in a race against time to get to the Promenade opening, shut down the gas lights and stop this insane Bolshevik plot. When they arrive Haverton and the Mayor might be in the process of cutting the ribbon and giving a speech on the triumph of our great Democracy over the forces of fear and ignorance. If Haverton is out of the picture the opening will still occur. All the work was finished weeks ago, his presence is simply ceremonial.
Hopefully crowd control ("Citizens! It isn't safe here!) combined with cutting the gas supply to the lights will bring the situation under control. However, White Night will launch a final desperate attack if it seems the PCs are going to be successful.
This attack will consist of her, some of her mind-controlled slaves, any remaining Soviet Super Menaces still on the loose, and ordinary Soviet spies caring gas lamps. These ordinary Reds will use their gas lamps on the mushrooms, quite possibly dying in the process (the more important Soviet supers have taken the antidote), to try to get them growing and releasing spores. Smart characters will realize this is the greater threat and put all their resources into stopping the lamp-carriers.
If the Mushrooms get enough light to grow to giant size, release spores and multiply the heroes can still minimize the damage with fast action. Simply smashing the mushrooms is possible, but only Super Strength can harm the fungus once it reaches giant size. Fire and lots of it should be useful. The citizens can hopefully be evacuated from the contaminated area. When the spores are released, allow the characters a saving throw to prevent going insane. Ordinary people automatically fail this save.
Defeating and capturing the evil Soviets will give the United States a major victory in the endless secret war of ideologies. It could also open the way for the Midnight Riders to take the offensive, possibly aiding anti-communist factions in eastern bloc nations or even taking on a mission into Moscow itself (I hear it's a big Party Town).
If White Night escapes, stopping her could drive the campaign, as she will continue to target influential but venal men for her nefarious purposes.
Character Profiles
The Midnight Riders (pre-gens)
Brock "The Rock" Johnson
A former football player and U.S. Marine, Johnson came to the attention of the Midnight Riders when his transport plane crashed during the Korean War. Not only did Brock survive, he was completely unhurt! A believer in service, duty and the American Way, "The Rock" now serves as an immovable object for the Riders. He is also from a poor background and maintains contact with the street scene.
Super Powers: Invulnerability to most types of damage.
LB-1776
LB-1776, or "76" to his friends, is a sophisticated government android created for the fight against Communism. 76 is a repository of knowledge and is strong and resistant to damage. Attempts to make it "human" were slightly less successful, the robot tends to limit casual conversation to various patriotic slogans.
Super Powers: Massive computer data bases, robot strengths and immunities.
Mary Evans "The Ghost of Liberty"
The daughter of a senator, Mary came to the attention of the Midnight Riders when she defeated an attempted Commie assassination with her special powers. Young and somewhat immature and mischievous she is nevertheless fully devoted to the Riders and will do the right thing...eventually at least! Her connection to her father will also be useful should the Riders need extra government resources.
Super Powers: Invisibility.
Lazar Janovic "Fixer"
The son of Serbian immigrants fleeing Communism, Lazar may be the world's smartest man. At the age of thirty he holds numerous doctoral degrees, is a wealthy inventor and highly sought after by government think-tanks. The Midnight Riders struck him as the most worthy cause and he awaits the day when his native land is restored. Lazar is optimistic and resourceful and seems to always be tinkering with his latest gadget.
Super Powers: Super inventor, genius intelligence.
Evil Villains, Foreign and Domestic
The Atom Smasher
When this criminal helped the Soviets to steal nuclear material he was accidentally exposed to massive amounts of radiation. As you might expect, this gave him super powers. The Atom Smasher has recently escaped from a federal prison and is determined to use is powers to take what he wants, no matter who gets hurt!
Super Powers: Super strength, resistant to damage.
Proletarian
While visiting Lenin's tomb, Ivan Petrovich was struck by a bolt lightning at the moment he set his hands on the dead dictator's case. When he recovered, he discovered he had the ability to control electricity! A devoted Communist, he eagerly agreed to use his powers to crush capitalism!
Super Powers: Control and direct lightning.
The Red Shadow
Petty thievery was the occupation of Anya Gradinov before she came to the attention of the Soviet government: stealing all the copper wire from a KGB office will do that! The influence of the White Night and a promise of Siberia should she step out of line keeps her nominally loyal to the Red cause. On the other hand, as long as she has a chance to use her talents and fill her pockets, she's happy.
Super Powers: Master thief, greatly heightened speed and agility.
The Possessed
Boris Maskimov was initially thought to be out of his mind, but when he escaped from the asylum, killing dozens in the process, his importance as a Soviet asset was suggested. Boris has the power to assume the personality and super powers of any deceased Soviet, while still keeping overall control with his own evil and manipulative personality. The limitation is he can only assume one persona at a time and it takes a minute or two to switch "identities." For the first battle with the PCs he will assume the powers/personality of "October Glory" a Soviet hero who could fly and fire blasts of pure energy. He may assume other identities, as needed. It's even possible if White Night is slain or takes her own life after being captured that The Possessed will take over for her!
Super Powers: Channel personality and super powers of fallen Soviets.
Ingredient Review
Gaslamp: A gas lamp taken to the beach leads to the death of teens and alerts the heroes to the danger they are facing. In the final battle, Soviets use gas lamps as a last ditch effort to grow the mushrooms. The gaslights installed by the compromised magnate on the promenade also qualify. The Gaslamps are a key part of the evil Commie Plan for unleashing the spores of madness.
Gaslighting: The light from the gas lights contains the correct composition and release of chemicals to awaken the encroaching fungus. The gaslighting is installed by the compromised magnate under Soviet domination.
Deserted Docks: An economic downturn has created deserted docks that Haverton is converting to an upscale walk and shop. In preparation for the attack of the Red Mushrooms and to protect the horrible secret the docks are kept deserted before the grand opening when no one is allowed entry. Entering the deserted docks will be a task for the PCs, and it is the site of much of the action and investigation. The fact that it is a dock allows the partial concealment of the fungus beneath the converted piers.
Compromised Magnate: Haverton, a business magnate, is exposed to disrepute by the control of White Night. As her slave, he is behind the gaslight installation to awaken the Commie Fungus. His role as a powerful business man "revitalizing" the community is key to the plot.
Encroaching Fungus: Fueled by gaslight and gas lamps the Mushrooms threaten to grow out of control and encroach on the entire shopping promenade and beyond, bringing madness and death with them.
The Image: This is White Night, evil Soviet Seductress and master psionic who is behind the entire scheme to attack America with alien mushrooms. Her seduction and control of the Magnate sets the plan in motion.
A Cold War super hero adventure for 2-4 players.
Summary
Soviet super villains are ready to unleash their latest biological weapon on American soil and it's up to the heroes to stop them!
Background
This adventure can take place in any suitably large American City on the east or west coast or Great Lakes. Any date in the 1950s is most appropriate, although an earlier or later date could be used with some modification.
The characters for this adventure are all members of a secret government task force called "The Midnight Riders." Each PC has a special super power that led to their selection. The team should have diverse abilities to do well in this adventure. Some suggested characters are included in the additional material below.
The purpose of the Midnight Riders is dealing with Communist plots that no one else is qualified to handle, especially those plots that involve Bolshevik super villains. The Riders work behind the scenes for the most part, keeping Good Old America safe from the invisible but always present Soviet menace.
The latest mission begins when Candy, the third wife of Industrialist and Import/Export Millionaire C. Thomas Haverton, is brought into the team's HQ and tells her sad story (complete with ample tears, running makeup and much leg shown) to the heroes.
At first she suspected her powerful husband of run-of-the-mill adultery, but his increasingly bizarre and erratic behavior bears more than a passing resemblance to Soviet Mind Control! "I don't know where to turn!"
Clearly, this is a job for the Midnight Riders.
When Good Capitalists Go Bad
Haverton has been seduced by an Evil Communist Seductress and is now acting as her puppet in a complicated scheme to attack America and advance the agenda of the Godless Reds. The PC investigation of Haverton will yield various pieces of information, depending on the success of role-playing, the plans the PC's come up with (put a tail on him, bug the phones, track down his business associates, get the word on the street, try to locate the Soviet Sleeper Cell in the city, etc).
Easy Information that can be acquired with a minimum of effort (watch TV for an afternoon or two, look at some old newspapers, ask the average citizen.) is listed below.
- Haverton is one of the city's most wealthy businessman.
- He is a philanthropist who has done a lot to improve and beautify the city.
- He was a major contributor to the Mayor's reelection campaign.
- He has a weakness for the opposite sex that ruined past marriages.
- He is in the process of converting a decrepit portion of the city's docks into an upscale shopping promenade, complete with beautiful old-style gas lights.
- Many of his recent business decisions were unusual.
Medium Information will require sources closer to Haverton or extended trailing and stake-outs.
- Haverton's latest mistress has a strong hold over him.
- He has been importing unusual items, including foreign plant life.
- There are criminal types on his payroll, working the docks.
Difficult Information will be slow in coming and require extensive infiltration. It should come to light piece by piece as the big picture forms.
- Haverton's mistress is a Soviet super villain called "White Night" with powerful psionic abilities.
- The unusual plant life are dangerous Commie Mushrooms capable of impossibly fast growth and driving decent people insane with their spores.
- The new shopping promenade will be used in the planned fungus attack.
- Several other Red supers are present to assist in the evil attack.
Gradually the same old sordid story becomes clear: selling out Mom and Pa and Country over a Commie Dame. Haverton is completely under the domination of White Night and is using his considerable resources to accomplish her wicked scheme. He has used his import business to bring in the dangerous Commie Fungus and will use the new shopping promenade, complete with old style gas lamps, as an incubation chamber for this menace. Here hundreds of Americans can be exposed to the spores all at once.
Haverton might be captured and interrogated by aggressive PCs. In his present state of Soviet mind control slavery he is of little help. If the mind control he is under is broken, perhaps by hours of exposure to an endless loop of the American National Anthem combined with images of this Great Land, he will alert the characters to the full extent of the looming danger.
White Night might also be caught when she meets with Haverton to keep her psionic control. She will try to flee rather than fight at this point and if captured will attempt suicide (the Soviet villain "The Possessed" can continue her scheme if she dies).
The Bank Job
At some point in the early investigation the heroes will be called upon to stop a bank robbery gone wrong. The robbery is unconnected to the other events of the adventure and acts as both a red (no pun!) herring and an opportunity to get some "clobbering time" in to break up the investigative portion.
The American Super Villain "The Atom Smasher" has used his Super Strength to break into the vault of First Bank and is making off with the loot! The police are going to need a discrete assist from the Midnight Riders to defeat this criminal and his gang of bad elements, which may include another Super Villain or two. The heroes will have to win the fight, protect the innocent, and make sure the credit for stopping the robbery mainly goes to the city police. Achieving all three of these goals should be challenging but resourceful heroes should get the job done.
White Night
The Soviet Seductress behind the planned attack should prove a difficult adversary. In 1943 the Red Army recaptured a village near Leningrad during the Great Patriotic War. To their horror, they discovered only one survivor, surrounded by the mutilated bodies of Nazi soldiers and peasants. This survivor was a fifteen year old girl, covered from head to toe in blood and staring vacantly with dead eyes. She was quickly recruited by the Soviets and molded into a spy and assassin.
In addition to physical charms, intelligence and a total lack of compassion for others, White Night has powerful psionic abilities, including the ability to mentally dominate as well as perform telekinesis. The latter power creates an aura of bright white light and causes small objects to circle around her before becoming dangerous projectiles. Her psionic domination powers allows her to control multiple weak-willed individuals, but to control a stronger willed target (that is, the heroes) she must concentrate her full energies and take no other actions.
If she has a weakness, it's overconfidence. At first she'll simply send her lesser thralls against the PCs, feeling they are not a true threat. By the time she starts deploying her full powers against them, it might be too late.
The Freak Out
After the bank job and some more investigation another event occurs. Two All-American teens are discovered dead near the docks being converted into the shopping promenade. While camping on the beach they apparently suffered "fits of frenzy" and tore into each other to lethal effect. The cause is unknown, but some sort of Red Soviet Bolshevik Mental/Sexual Mind Control Ray, possibly fired from orbit, seems the most likely explanation, according to the newspaper, radio and TV reports. Teens are warned to avoid contact with the opposite sex until this new issue is resolved.
Using their secret government clearance, the PCs should investigate the site. They will find a camp site ruined, complete with a tent torn to pieces and a shattered gas lamp...
Closer investigation near the pier reveals mushrooms, including one that has grown to two feet tall! Before a sample can be obtained, Haverton Security (actually Red spies!) will suddenly appear and demand the characters leave. Disobedient heroes will have to fight these spies, backed up by White Night's mind-controlled slaves as described in the next section.
Deserted Docks
Following the death of the teens the dock area is closed off, both out of respect for the dead and to complete the final, secret touches on the shopping promenade before it is unveiled to the public. Of course, "Stay Out" signs aren't going to stop the Midnight Riders! Past the fence, there is no activity. The promenade looks complete, no workers are present. It seems the delay is mainly motivated by trying to distance the opening from the bizarre deaths.
If the PCs investigate they will get a good look at the new gas lights, the stores ready to open that contain nothing of interest to this case and the mushrooms growing beneath the newly built piers. Any character with knowledge of botany will be able to determine their growth here is highly abnormal. Taking and analyzing a sample will reveal the horrible truth.
When the characters try to leave they will be attacked by thralls of White Night, decent American workers under her mental control! They shuffle forward like zombies, clumsily wielding sledgehammers, chain saws, nail guns and other deadly items from the construction site. These slaves will try to destroy the mushroom sample and kill the characters. These poor individuals are not a serious threat, but killing them would be a major failure on the part of America's defenders. The best plan is to subdue and capture them and then defeat the mental domination, possibly back at the HQ.
If the thralls are released from their mental bondage they will be very thankful and can share some interesting information too, at the GM's discretion.
Stalin's Flower Garden
The PCs should eventually discover the truth behind the mushrooms. The Commie Fungus was harvested from the ruined tundra of the Tunguska "event" and is of alien origin. Normally they lie dormant in a state of stasis, awaiting the perfect conditions for their out-of-control growth.
These perfect conditions of the mushroom's home planet can be replicated by the release of a certain sort of light and chemicals that can be produced by gas lighting. When exposed to such light the mushrooms will begin to grow at a rapid rate, as well as releasing spores that cause hallucinations, fits of frenzy, lack of proper respect for the American Flag, and murderous violence.
The camping teens accidentally triggered one of the mushrooms. Fortunately, the light from their single gas lamp was relatively weak and the lamp was destroyed during the following Commie-induced Freak Out.
The plan of White Night is to trigger the mushrooms at the opening of the new shopping promenade. When the gaslights come on, they will bathe the mushrooms around the piers in their light, causing them to grow to giant size and emit spores. Hundreds are likely to die. The Reds will then offer the antidote to survivors, winning a massive political and public relations victory and putting a little more of a tip on the next domino...unless they can be stopped.
Rush and Attack
At some point, probably after the characters learn the full scope of the threat, White Night will deploy the Heroes of the Soviet Republic against the characters. The Super Villains "Proletarian," "The Red Shadow" and "The Possessed" (described below) will attack. This should be a difficult fight against strong opposition, raising tension as the climax approaches. Protecting good Americans, saving valuable property and beating the Reds is the goal.
Alternately, this attack could give underachieving PCs one last chance to capture and interrogate a no good pinko scum, filling them in on details they have missed and giving them a chance to complete the adventure.
If the characters have done an exceptionally good job of investigating, they might infiltrate the secret Commie headquarters (it's in a penthouse of a hotel owned by Haverton: those Red hypocrites seem to like our capitalist luxuries!) and be the ones to initiate this fight and in this case the adventure ends early. However, White Night and her remaining thralls (possibly even Haverton himself) will join in for a truly epic showdown.
Grand Opening
The PCs will probably end up in a race against time to get to the Promenade opening, shut down the gas lights and stop this insane Bolshevik plot. When they arrive Haverton and the Mayor might be in the process of cutting the ribbon and giving a speech on the triumph of our great Democracy over the forces of fear and ignorance. If Haverton is out of the picture the opening will still occur. All the work was finished weeks ago, his presence is simply ceremonial.
Hopefully crowd control ("Citizens! It isn't safe here!) combined with cutting the gas supply to the lights will bring the situation under control. However, White Night will launch a final desperate attack if it seems the PCs are going to be successful.
This attack will consist of her, some of her mind-controlled slaves, any remaining Soviet Super Menaces still on the loose, and ordinary Soviet spies caring gas lamps. These ordinary Reds will use their gas lamps on the mushrooms, quite possibly dying in the process (the more important Soviet supers have taken the antidote), to try to get them growing and releasing spores. Smart characters will realize this is the greater threat and put all their resources into stopping the lamp-carriers.
If the Mushrooms get enough light to grow to giant size, release spores and multiply the heroes can still minimize the damage with fast action. Simply smashing the mushrooms is possible, but only Super Strength can harm the fungus once it reaches giant size. Fire and lots of it should be useful. The citizens can hopefully be evacuated from the contaminated area. When the spores are released, allow the characters a saving throw to prevent going insane. Ordinary people automatically fail this save.
Defeating and capturing the evil Soviets will give the United States a major victory in the endless secret war of ideologies. It could also open the way for the Midnight Riders to take the offensive, possibly aiding anti-communist factions in eastern bloc nations or even taking on a mission into Moscow itself (I hear it's a big Party Town).
If White Night escapes, stopping her could drive the campaign, as she will continue to target influential but venal men for her nefarious purposes.
Character Profiles
The Midnight Riders (pre-gens)
Brock "The Rock" Johnson
A former football player and U.S. Marine, Johnson came to the attention of the Midnight Riders when his transport plane crashed during the Korean War. Not only did Brock survive, he was completely unhurt! A believer in service, duty and the American Way, "The Rock" now serves as an immovable object for the Riders. He is also from a poor background and maintains contact with the street scene.
Super Powers: Invulnerability to most types of damage.
LB-1776
LB-1776, or "76" to his friends, is a sophisticated government android created for the fight against Communism. 76 is a repository of knowledge and is strong and resistant to damage. Attempts to make it "human" were slightly less successful, the robot tends to limit casual conversation to various patriotic slogans.
Super Powers: Massive computer data bases, robot strengths and immunities.
Mary Evans "The Ghost of Liberty"
The daughter of a senator, Mary came to the attention of the Midnight Riders when she defeated an attempted Commie assassination with her special powers. Young and somewhat immature and mischievous she is nevertheless fully devoted to the Riders and will do the right thing...eventually at least! Her connection to her father will also be useful should the Riders need extra government resources.
Super Powers: Invisibility.
Lazar Janovic "Fixer"
The son of Serbian immigrants fleeing Communism, Lazar may be the world's smartest man. At the age of thirty he holds numerous doctoral degrees, is a wealthy inventor and highly sought after by government think-tanks. The Midnight Riders struck him as the most worthy cause and he awaits the day when his native land is restored. Lazar is optimistic and resourceful and seems to always be tinkering with his latest gadget.
Super Powers: Super inventor, genius intelligence.
Evil Villains, Foreign and Domestic
The Atom Smasher
When this criminal helped the Soviets to steal nuclear material he was accidentally exposed to massive amounts of radiation. As you might expect, this gave him super powers. The Atom Smasher has recently escaped from a federal prison and is determined to use is powers to take what he wants, no matter who gets hurt!
Super Powers: Super strength, resistant to damage.
Proletarian
While visiting Lenin's tomb, Ivan Petrovich was struck by a bolt lightning at the moment he set his hands on the dead dictator's case. When he recovered, he discovered he had the ability to control electricity! A devoted Communist, he eagerly agreed to use his powers to crush capitalism!
Super Powers: Control and direct lightning.
The Red Shadow
Petty thievery was the occupation of Anya Gradinov before she came to the attention of the Soviet government: stealing all the copper wire from a KGB office will do that! The influence of the White Night and a promise of Siberia should she step out of line keeps her nominally loyal to the Red cause. On the other hand, as long as she has a chance to use her talents and fill her pockets, she's happy.
Super Powers: Master thief, greatly heightened speed and agility.
The Possessed
Boris Maskimov was initially thought to be out of his mind, but when he escaped from the asylum, killing dozens in the process, his importance as a Soviet asset was suggested. Boris has the power to assume the personality and super powers of any deceased Soviet, while still keeping overall control with his own evil and manipulative personality. The limitation is he can only assume one persona at a time and it takes a minute or two to switch "identities." For the first battle with the PCs he will assume the powers/personality of "October Glory" a Soviet hero who could fly and fire blasts of pure energy. He may assume other identities, as needed. It's even possible if White Night is slain or takes her own life after being captured that The Possessed will take over for her!
Super Powers: Channel personality and super powers of fallen Soviets.
Ingredient Review
Gaslamp: A gas lamp taken to the beach leads to the death of teens and alerts the heroes to the danger they are facing. In the final battle, Soviets use gas lamps as a last ditch effort to grow the mushrooms. The gaslights installed by the compromised magnate on the promenade also qualify. The Gaslamps are a key part of the evil Commie Plan for unleashing the spores of madness.
Gaslighting: The light from the gas lights contains the correct composition and release of chemicals to awaken the encroaching fungus. The gaslighting is installed by the compromised magnate under Soviet domination.
Deserted Docks: An economic downturn has created deserted docks that Haverton is converting to an upscale walk and shop. In preparation for the attack of the Red Mushrooms and to protect the horrible secret the docks are kept deserted before the grand opening when no one is allowed entry. Entering the deserted docks will be a task for the PCs, and it is the site of much of the action and investigation. The fact that it is a dock allows the partial concealment of the fungus beneath the converted piers.
Compromised Magnate: Haverton, a business magnate, is exposed to disrepute by the control of White Night. As her slave, he is behind the gaslight installation to awaken the Commie Fungus. His role as a powerful business man "revitalizing" the community is key to the plot.
Encroaching Fungus: Fueled by gaslight and gas lamps the Mushrooms threaten to grow out of control and encroach on the entire shopping promenade and beyond, bringing madness and death with them.
The Image: This is White Night, evil Soviet Seductress and master psionic who is behind the entire scheme to attack America with alien mushrooms. Her seduction and control of the Magnate sets the plan in motion.