Hunting for wolves got 2 votes, so John Seward will do this.
On section 982, another howl brings everyone to a halt. John Seward faces an ESP test. Rolling the dice yielded a 9, so John Seward fails the test and heads to section 760.
760
Quincey Morris’s wolf-hunters set off again, towards the edge of the graveyard.
Suddenly you hear the sharp crack of a twig breaking underfoot.
The Texan freezes, raising an arm, signalling for the rest of you to do the same. “They’re here,” he says in a dry whisper.
You peer into the gloom ahead of you but can see nothing. As you stand there, your ears straining for any sound, you become aware of a panting breath coming from the left.
Slowly turning your head, you see them – several hunched shapes, perched on top of gravestones or crouched, half-hidden behind large stone crypts. From their moon-silhouetted postures they look like they walk on two legs like men, but their bodies are covered with thick grey fur, they have sharply-pointed ears, like those of a German Shepherd, and their eyes shine redly in the reflected light of the moon.
Add 1 point to your
Terror score and then
Take a Terror test. If you pass the test, turn to
335. If you fail the test, turn to
108.
With John Seward’s Terror score at 3, there is no way that he can fail a Terror test here, so he will proceed to section 335.
335

365
“Werewolves,” comes Van Helsing’s voice from behind you and for the first time you realise that all six of you have been reunited in tracking down the wolves. Only now the hunters have become the hunted.
The pack circles your small band of brave souls – they have you entirely surrounded – and then they attack.
The six of you form a rough circle. Nine Werewolves attack in total. Roll one die for each Werewolf and check below to see not only who each one attacks but how many of the monsters that individual is able to deal with, without assistance.
| Die Roll | Vampire-Hunter | Werewolves dealt with |
| 1 | Professor Van Helsing | 2 |
| 2 | Dr Seward – YOU! | See below |
| 3 | Arthur | 2 |
| 4 | Quincey Morris | 3 |
| 5 | Jonathan Harker | 2 |
| 6 | Mina Harker | 1 |
Any Werewolves that are dealt with by any of your companions are crossed off the list. You will have to deal with any that attack you directly. However, for every use of
The Pen is Mightier special ability you cross off, you may remove one Werewolf from the total number you have to fight. The Werewolves will have the initiative in the battle and each one has the following stats:
WEREWOLF COMBAT 8 ENDURANCE 8
If you manage to defeat all of your opponents, make a note of how many Werewolves remain. For example, if three Werewolves attacked Van Helsing, the old man will have only been able to deal with two of them.
If there are no Werewolves left alive, turn to
406. If there is at least one still to be dealt with, turn to
426.
Rolling the nine dice yields the following numbers: 4, 4, 4, 6, 2, 6, 4, 5, 6. This means that one Werewolf attacks John Seward, four Werewolves attack Quincey Morris, one Werewolf attacks Jonathan Harker, and three Werewolves attack Mina Harker.
With one Werewolf attacking John Seward, he can either fight it off normally or use his last The Pen is Mightier ability to remove it. Whatever the case, there will be three Werewolves that will need to be dealt with, so we will proceed to section 426 afterwards.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Dr John Seward’s Adventure Sheet

Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 3
The Pen is Mightier: 1 use
Equipment and Notes:
Winchester Rifle
Holy Bible
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Orvos
Say No To Fascism. The left is the one true way to go.