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His last Hope is a short adventure for Kult in which characters become part of a desperate man's final attempt to escape eternal punishment.

This adventure may be used as an introduction to Kult or as an episode in an on-going campaign. It takes place in the U.S. during late autumn; the characters should be in a major city like Chicago or Washington, D.C. when the story starts. Characters may be relatively inexperienced and do not need to know any magic. You might want to consult Legions of Darkness for more information on Samael and the Death Angels. Text in Italics should be read to players.

Thomas Kristofferson is a mentally disturbed man with a history of physical abuse - first by his father, then by his foster parents. For years, he endured the torment, but it eventually overwhelmed him: in desperation, he promised his soul to whatever dark forces would grant him the power to get revenge. His prayer was so filled with despair that it caught the attention of Samael, one of the Death Angels.

Through a series of dreams and visions, Samael revealed himself to the 12-year old boy and taught him the meaning of vengeance. One night, while enraptured by visions, the boy made his way from his bed to the kitchen, where he picked up a carving knife. Later that night, when the boy finally saw what he had done with it, he fled the bloody house and disappeared into the night.

Emotionally scarred and vulnerable, Kristofferson found an illusory safety among the outcasts of society. Defenseless and desperate for love, he became easy prey for unscrupulous people who used him to their own ends, inevitably forcing him to continue his flight.

Kristofferson's thoughts were (and are) constantly on the crimes he had or believed he had committed. Due to his enormous sense of guilt, Kristofferson unwittingly summoned a nepharite, The Gatherer, who set out to find Kristofferson and create a fitting purgatory for him.

However, Samael still protected Kristofferson. In yet another vision, Samael warned him of The Gatherer, instructing Kristofferson on how to escape his impending punishment. Terror- stricken by his dreams, Kristofferson hastily managed, to gather the artifacts that would save him.

These artifacts, combined with a ritual revealed to Kristofferson, protect him from The Gatherer. They also draw Kristofferson's victims into his own purgatory. Kristofferson only needs one more thing to ensure his survival. He needs victims.


First Contact

The adventure starts when Thomas Kristofferson contacts the characters. He calls from a public phone. (Given that the characters could be of any background or occupation, the reason Kristofferson knows about them is left up to you.) He implies that he desperately needs the characters' help, and wants them to meet him at the Underground Cafe.

If the characters refuse, Kristofferson breaks down and beseeches them for help. He's willing to give them all he has if they'll help him. He doesn't give details, claiming that it's dangerous to discuss such matters over the phone.

Should the characters still refuse to see him, Kristofferson hints that he knows about their earlier exploits, or even their dark secrets, and threatens to turn his knowledge against them (Samael has given Thomas this information through visions and dreams. Such a "gift" is especially appropriate if the characters have thwarted Samael in the past.) .

Eventually, someone will make the decision to meet Kristofferson at the Underground Cafe. Kristofferson insists that the characters bring a car and tells them that they will need to make a short trip. If the characters ask Kristofferson how they'll recognize him, he replies that he will find them.

It's impossible to find Kristofferson in any records. Through his contacts in the underworld, he's managed to completely erase all such information.

The Underground Cafe

After- parking your car, you hasten through the relentless autumn rain toward the Underground Cafe. The lights of cars passing by cast reflections on the wet asphalt, and it's only a matter of seconds before you're drenched. Cursing, you draw your coat tighter and speed up your pace.

The Underground Cafe's pale-blue neon sign penetrates the rain's haze, and it turns out that the coffeehouse is in a basement. Rusty iron stairs lead down into the darkness.

The door opens inward, and a small bell tinkles merrily when characters enter. The room is dimly lit and smells strongly of burned coffee and cigarette smoke. The characters see that there's only one person in the room: a middle-aged woman behind the counter. She asks them what they'd like to order. Kristofferson arrives minutes later.

You hear the iron stairs Tattle as heavy steps draw closer. The door opens, and the little bell tinkles again. A man in a long brown coat enters the room. He's soaking wet. He stamps the mud off his boots. His face is sour and shadowed. A cigarette hangs from the corner of his mouth.

Kristofferson ignores the woman behind the counter and fixes his stare on the characters. He slams the door shut and shambles forward. The characters catch a stale, unpleasant odor.

The man takes a chair at the characters' table and falls into it. He leans over the table, resting his elbows. "I really appreciate you coming here. You have no idea what this means to me." His voice is coarse, almost a whisper.

Kristofferson explains why he contacted the characters. This is a very well prepared story, and he tells it convincingly. His story is partly true, so it's almost impossible to discern any lies.

"Some time ago, my father died. We never got along very well. I ran away from home when 1 was 12. Since then, I've been a drifter. Then 1 heard the old man had died, and somehow 1 inherited his stuff- including the house 1 grew up in.

"I moved in immediately, hoping for a better life, but strange things started to happen. Footsteps echoed in the attic, and the walls had strange shadows that disappeared when I looked straight at them.

"During the day, 1 searched through the house and found an old box in the study. I'd never seen it before, so 1 opened it. 1 found this..."

Kristofferson shows the characters a Polaroid of a carved, woodenhead. Innumerable cuts crisscross its exquisitely carved face, which bears a malicious sneer. The picture was taken against a white background. It's impossible for the characters to estimate the size of the head. This is one of the artifacts that completes Kristofferson's ritual. Experienced characters might recognize it as a statue of a nepharite, but cannot ascertain its purpose.

"Now that I have the box, things are getting worse. I wake up hearing footsteps in the house; sometimes I hear whispers. A couple of days ago, I got a letter that said I'll burn in Hell. I got so scared that I burned it. Please help me."

Kristofferson hopes this will be enough to arouse the characters' curiosity. If they don't show any interest, he will renew his efforts and pleas for help. He offers his life's savings, approximately $5000. Should the characters still seem indifferent, Kristofferson then uses his knowledge of the characters' secrets, threatening to use it in the most damaging way possible. He implies what he knows in cryptic statements. Should the characters finally agree to help him, Kristofferson rises, bidding that they follow. With this, he leaves the cafe.

En route

Kristofferson walks toward a black Miata that's parked outside the cafe. He disdainfully crumples up and tosses away a parking ticket that's on the two-seater-'s window.

The characters have to follow Kristofferson's car to reach his house. He claims that it's on a small-unmarked road not on most maps. He'd rather not give directions - finding the house is very difficult.

If the characters haven't arranged a car yet, they must find one now. At worst, Kristofferson agrees to meet them again at the cafe once they've found a car, but insists that they not delay.

When the characters at last are ready, Kristofferson gets into his car and leads the way. He doesn't let anyone ride with him. There's no problem following him; traffic is unusually light. Kristofferson drives out of town and into the countryside. The drive is indeed confusing. Kristofferson takes many back roads. After an hour's drive, he turns onto a narrow, bumpy road.

The road makes its way through a dense and dark forest. Some time has passed since nightfall, and the characters can see nothing more of Kristofferson's car than its tail-lights'.

Following his tail-lights becomes difficult. A thick fog settles over the forest, and characters must maintain a slow speed to stay on the road. They completely lose sight of Kristofferson's car. He maintains a considerably higher speed; the fog does not deter him.

The fog is extremely thick, almost tangible, and it becomes necessary to keep the windshield wipers working constantly. Eventually, the characters will conclude that Kristofferson's car is lost in the fog.

At this point, the characters are trapped by Kristofferson's ritual; he began it before meeting them. No matter what they attempt at this point, the characters end up at Kristofferson's house. Even if they turn the car around or leave the road and travel on foot, they arrive at the house. They have been drawn with Kristofferson into his purgatory, which is being crafted by The Gatherer.

The House in the Forest

The fog drifts aside, and you find yourselves in front of a solidly built, two-story house. A cold light shines from the front door and a second-floor window. A thin veil of smoke struggles from a brick chimney toward the dark and rain-laden sky. Aside from the Miata parked by the porch, there's no sign of Kristofferson. The road leads to a garage by the house.

The house appears ordinary. There's no additional light source other than what the characters bring with them. This is the house where Kristofferson, as a boy, killed his foster parents. He's since returned and killed the current residents, offering their bloodied flesh as part of Samael's ritual. The house and its environs are now part of Kristofferson's purgatory.

If the characters search through Kristofferson's car, they find little. A vehicle registration issued to Jordan Hansen is in the glove compartment. The address matches the one on the mailbox.

Besides trampled grass, there's no sign of Kristofferson. He doesn't answer if the characters call for him. If they try to leave, their trail eventually leads them to the house again.

There's nothing else to do but enter the house. Wooden stairs lead to the front door. Nobody answers or opens the door, but it is unlocked.

Within the House

The front door opens onto a small hall, where a paraffin lamp sheds its light. Apart from this light source, this level of the house is completely dark. Should the characters try to light a lamp that uses electricity, they do so in vain. Torch lights or other such lamps function as expected, but cast only a dull light over the premises. Shadows play hide-and-seek in the corners of characters' eyes. The house is eerily silent, except when the floor creaks as the characters move about.

THE FIRST FLOOR

1. Veranda: White painted stairs lead to the small veranda. Beneath the door lies a woven "Welcome" mat. The stout oaken door has an oblique glass window in it. If the characters peck through, they catch a glimpse of the hall.
2. Hall: There's a mat on the other side of the door, a coat rack on one wall and a shoe rack beneath it. Kristofferson's muddied boots stand on the floor in front of the shoe rack. All the doors on the first floor are open. A key ring hangs on the kitchen doorknob. The keys lock and unlock all the doors in the house.
3. Stairs: These stairs lead to the second floor. The stairs are covered by a carpet on which characters may find dried bloodstains and mud. The main switch and fuse box can be found in a closet under the stairs. The main switch seems to function properly, but it's impossible to get the electricity running.
4. Living/Dining Room: This room's dual functions are evident by its furnishings. In one corner is a large screen TV and an expensive stereo system. The walls are adorned with paintings and photographs. The photographs show a family of four, presumably a mother and father with their son and daughter. Other family photographs are on the mantelpiece. None of the people in these pictures bears any resemblance to Kristofferson.
5. Bathroom: The bathroom has a small toilet with a soiled basin. Both old and recent copies of Time and People sit in a basket by the toilet. Bloodstains and mud cover the floor.
6. Bedroom: This is doubtless a teenager's room. The walls are covered with posters of rock groups and part of the room is occupied by a stereo and computer. The CD collection consists mostly of modem music. The room and its contents seem untouched.
7. Corridor: This corridor connects the living room, the back door and the kitchen.
8. Kitchen: This is a relatively large and well, furnished kitchen, but this impression is shattered by the chaos that Kristofferson has created- he's used the kitchen without ever cleaning up! Pots, pans, china and leftovers lie pell-mell in the room, and the empty refrigerator is open. The room has a state smell.

THE SECOND FLOOR
1. Hall: The stairs from the ground floor lead to this small hall. All doors except the one leading to the study are open. Light issues forth from under the study door.
2. Bedroom: This is the master bedroom. It's furnished with a large double bed. Bedclothes are crumpled up, and other clothes lie scattered on the floor by the closet. Kristofferson has chosen this as his temporary bedroom.
3. Bedroom: The room, covered by a layer of dust, is furnished according to the tastes of a young girl. The walls are hung with posters of horses and pop singers. The bedspread is spotted with blood.
4. Bathroom:There's a bathtub, a shower, a toilet and a basin in this large room. Dirtied Turkish towels hang on a wall of azure Dutch tiles. The basin is soiled, and the bar of soap is brown with dirt.
5. Study: The door to this room is locked. Characters can hear the faint crackling sound of an open fire. This explains the light cast into the hall. No one will answer the door in the study. Eventually the characters should understand that the answer to their problem can be found within the study. The keys to the room are on the ring hanging on the kitchen doorknob. It's also possible to break the door down.

Proceed to the Purgatory section below when the characters succeed in opening the door.

THE GARAGE
If the characters open the large doors of this building, they find that it functions as a garage and workshop. Aside from a few tools, the building is empty.

Kristofferson's Purgatory

Behind the study door, the characters find the heart of Kristofferson's purgatory, which is constructed of pieces from the actual study and portions of Kristofferson's childhood nightmare.

If the characters enter the study, they're confronted by The Gatherer (see below), who has come to collect Kristofferson. Kristofferson is warded by Samael's ritual, however, so The Gatherer attempts to take the characters in Kristofferson's stead.

If the characters choose not to enter the study and confront what lies within, they're condemned to wander the purgatory of the house and its grounds. The Gatherer eventually collects them wherever they may be; if the characters dawdle in the house, you can speed up the timing of The Gatherer's arrival. The Gatherer can make its appearance by stalking down the hallway from both directions, essentially herding the characters into the study.

A small lamp is lit on a table by the study's bed. Shelves line the walls; the upper shelf holds all sorts of toys. The lower shelves are covered with broken glass. Scorpions and snakes crawl and slither in the glass and on the floor. A big teddy bear, mutilated and pierced with several knives, dangles at the end of a hangman's noose. Blood trickles from the bear's open wounds. The walls are covered with pictures of lonely and crying children, and the faint sounds of crying children can be heard. A hard rain rattles against the window. Kristofferson sits, huddled on the bed, clutching a toy tiger to his chest. He's staring blankly ahead, murmuring seemingly nonsensical words.

Logs bum and crackle in the hearth. Tossed before the fire are four bodies. Glassy eyes stare out of deteriorating faces, and maggots crawl on the grisly remains of two adults and two children. The bodies of the Hansen family are covered with countless lacerations, and the floor around them is stained black with their dried blood. When the last character enters the room, the door slams shut; it cannot he re-opened by them.

The Gatherer will only make his presence known after the characters are trapped in the study. It rises from the congealed blood as the room expands and distorts. Distances seem skewed and unnatural, and the characters see themselves and each other as twisted caricatures.

The Gatherer looks coldly upon the characters before turning its gaze toward Kristofferson, who is standing on the bed. When looked upon, Kristofferson wrenches as if struck. He reaches out toward the characters and cries out in a shrill voice: "Take them instead. They're yours. You have no power over me! Take them!"

The nightmarish creature turns to the characters once again. Its cheerless face scrutinizes them thoroughly. Its voice is cold and deathly as it intones, "I come not for them. 1 have come for you Sinner." It steps toward Kristofferson, but seems unable to advance any further.

"You see!" Kristofferson cries out, his thin voice filled with triumph. "You cannot have me! 1 offer you them in my place! Take them," he hisses, pointing at the characters.

If the characters choose to attack or defend them- selves against The Gatherer, it first uses its creations (see below) to fight them and its own powers to defend itself. Each character that "dies" in this battle effectively becomes trapped permanently in Kristofferson's purgatory, where she has to endure all the sufferings of a tormented child. Even if the characters otherwise defeat Kristofferson, characters who are killed remain in his purgatory- a terrible fate.

If the characters close on Kristofferson, he shrinks back and screams that they must keep away. If they don't, he threatens that "daddy" will show them a thing or two, and The Gatherer's creations will burst into the room (see below).

Sooner or later, the characters undoubtedly understand that their only hope is to deliver Kristofferson to The Gatherer. Kristofferson does whatever is necessary to keep the characters back, including drawing a gun and shooting anyone who approaches.


The Foster Parents

As the repercussions of the ritual unfold, and it appears that The Gatherer is unable to collect Kristofferson, it turns its wrath upon the characters. "You shall be the Sinners 1 will punish.

The door slams open and crashes into the wall. Two grotesque figures fill the doorway. A dirty and unkempt man unbuckles his belt, ready to lash out at anyone nearby. Behind him is a hysterical woman armed with a gleaming kitchen knife.

"Let's not be naughty, now. Daddy will show you what happens to naughty children".

The grotesque figures created by The Gatherer draw closer to the characters.

The two beings were created to torment Kristofferson in his purgatory, but they attack his replacements instead. They're twisted caricatures of his foster parents, taken from the visions of Kristofferson's fevered brain. The Gatherer stays back while these monstrosities act, still hoping for a chance to seize its true target.

Kristofferson stays on the bed, clutching his toy tiger and concentrating on the arcane phrases that keep The Gatherer at bay. He believes The Gatherer will leave with the characters; this hope bolsters his confidence.

However, if the characters defeat The Gatherer's two creatures, Kristofferson momentarily loses his concentration and hope. This lapse is all The Gatherer needs to reach out with its long arms and bring the Sinner to it. As the sounds of screams echoes, the room fades away as the characters find themselves back in the "real" world.

Killing Kristofferson also saves the characters from potential imprisonment. If the characters don't survive the confrontation with The Gatherer or its phantasms, they take Kristofferson's place in the purgatory. In this case, they will see Kristofferson fade away as they permanently inhabit Kristofferson's purgatory.


Conclusion

The remainder of this story assumes that the characters manage to defeat Kristofferson or his "foster parents."

You blink and shake your head as you find yourself in the study on the second floor. Kristofferson's last words still ring in your ears. "No, Mommy, help me! No...". You're greeted by dawn's first light as the warm sun emerges above the tree-tops.

The characters find themselves in the house where they began their journey into Kristofferson's purgatory. Only the survivors return, still bearing whatever wounds they received. They are free to search the rest of the house and grounds. The study appears to he a normal one, albeit in disarray. The bodies of the family are gone, but the bloodstains remain.

The only thing left to do is leave the house and return to the city. The characters probably never really understand what happened or precisely what part they played in the drama, although they may eventually understand the details, (This could make a future story).


Further Opinions

This adventure may be expanded upon in a number of ways. Various encounters with Kristofferson may be spread out over other episodes in a campaign, and this story could he the culmination of those events. Kristofferson would he a good underworld contact for the characters, eventually building their trust (and making the initial meeting that much easier).

Perhaps after this adventure, you may allow further research into the history of Thomas Kristofferson. Thus, characters might team the truth of how they found themselves in Kristofferson's purgatory.

The characters might also have angered Samael, The Avenger, who might have had future plans for Kristofferson. If this is the case, they now have a very powerful enemy.

Thomas Kristofferson
Kristofferson is cold-blooded and cunning, but still an emotionally scarred person.

AOL 13
EGO 10
STR 13
CHA 6
CON 15
PER 16
COM 8
EDU 4
Terror throw modification: none     Age: 27     Movement: 6 m/round     Actions: 2     Initiative bonus: +1    Endurance: 105
Skills: Sneak 15, Dodge 10, Handgun 16, Unarmed combat 15, Occultism 5, Drive vehicle 12
Damage Capacity: 4 scratches :1 light; 3 light = 1 serious; 3 serious = 1 fatal
Attack mode: according to weapon.


The Gatherer
The Gatherer is a very skilled nepharite, one drawn to Kristofferson by his guilt-ridden thoughts. It has come to take him into a specially prepared purgatory. In Inferno, The Gatherer takes the form of a tall, muscular man dressed in leather and a black cloak. Its clothes are sewn directly into its skin. Its hands are covered by red-hot iron gloves and its face is obscured by a mask. The smell of charted flesh follows in the being's wake.

The Gatherer's main motivation is to take Kristofferson. Only if it appears obvious that Kristofferson is shielded in some manner does The Gatherer take the characters. While it would delight in having an entire group to torture and torment, Kristofferson is its main target.

AGL 40
EGO 30
STR 50
CHA 20
CON 50
PER 20
COM 1
EDU 20
Terror throw modification: +5     Senses: like a normal nepharite     Movement: 20 m/round     Actions: 6
Initiative bonus. +28     Damage bonus: + 10     Endurance. 280
Skills: Unarmed combat 30-, Search 25, Torture 100, Dodge 30
Attack mode: according to weapon, or red-hot iron gloves (same damage as burning oil)
Magic: Death magic to 50 (with all its invocations), Possession spell, LR 30. Gives ability to possess a human body in our world while the caster's own body remains in Inferno or purgatory (see page 215 of Kult).
Damage Capacity: 10 scratches = 1 light; 9 light = 1 serious; 7 serious = 1 fatal; takes two fatal wounds before dying.



The Foster Parents
These are gruesome caricatures of Kristofferson's foster parents. They are drunk, violent and mean. They drool constantly and reek of had liquor.
AGL 15
EGO 5
STR 15
CHA 1
CON 15
PER 5
COM 5
EDU -
Terror throw modification: +1     Senses: like a normal human     Movement: 7 m/round     Actions: 3
Initiative bonus: +3     Damage bonus. +3     Endurance: 105
Skills for both: Dodge 15, Unarmed combat 10 and Weapon 1 5 (a dagger for the mother, a belt for the father)
Damage Capacity. 4 scratches 1 light; 3 light = 1 serious; 3 serious = 1 fatal
Attack mode: according to weapon (treat belt as a blackjack for damage)



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