Some bonds can't be broken. Forged in mud, under enemy fire, the heart pounding, home just a memory, sharing misery and the frenzy of combat - bonds forged by spilt blood, and stronger than blood. You were a unit of soldiers in Afghanistan then a unit of mercenaries in Central America. You fought men, and the dark creatures that control them. After a decade, with money in the bank, the unit disbanded - each of you trying to go home.
Maybe once you've seen behind the curtain, you can never go home. It's only been a few weeks when the Lt sends you a message, simply "Help". On greyhounds and amtrak, you're rolling into town to do whatever it takes to defeat whoever, or whatever, has him up against the wall.
This adventure is one of investigation, discovery and drama, and would best suit players looking for a hard hitting, plot driven, game session (i.e. more SVU/Criminal Intent than Action/Adventure). Please note that this plot includes some adult themes, although the depth to which these are explored will be left up to the players to decide during play.
from Part 1: Introduction:
This scenario is entirely self-contained, although a copy of Night's Black Agents is needed to play. The game is a demonstration game taking one session of between 3 and 4 hours.