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Sins of The Past

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0% found this document useful (0 votes)
154 views44 pages

Sins of The Past

Uploaded by

Lucas Sherring
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SINS OF THE PAST

An Adventure For Abandon All Hope


By Dominic Covey

Layout, editing, product management: Chris Davis

editing: Playtesting:
Chris Van Deelen Aidan Spangler, Bill
French, Chris McDonald,
Artwork: Dan Cathey, Darrell
Dominic Covey Dunning, and Todd Zupan

www .RPGObjects.com
Abandon All Hope is heavily supported by its official web site, www.RPGObjects.com.
At RPGObjects.com you will find many resources such as maps, adventures, articles, character
sheets, as well as products only sold via the web

© Copyright RPGObjects 2011


SINS OF THE PAST
SINS OF THE PAST
Sins of the Past is an adventure for the science-fiction/ characters will work carefully to find exploitable flaws
horror role-playing game, Abandon All Hope. Having in Needles’ secure little setup, and convince him to
survived Perdition and managing to keep themselves come around - or else they may have to resort to taking
alive since, the party finds that there’s more at stake him out by force and installing someone more agreeable
than just survival. Various forces are moving towards to the plan.
an enigmatic goal, one which seems threatening at
best, apocalyptic at worst. With the help of old allies However they deal with Needles, once they’ve secured
the characters begin to set in motion a plan to build the cooperation of the ‘Giants the characters soon learn
strength, so that when the enemy’s schemes come to that Patch’s ambitious plan is bound to fail without
fruition there will be at least some show of resistance intimate knowledge of Blade himself. As the “supreme
against the powers of the Nether. commander” of the terrible axis of demon-enslaved
gangs that is brewing deep in the ship, an understanding
of Blade and his tactics will be vital for victory. To this
SUMMARY end the characters must find someone who knew Blade
The adventure begins rather innocuously, with the well. That person turns out to be Johnson, a hero who,
player characters looking for a safe place to camp while it was thought, died defending the “stronghold” he
they gain their bearings. It has been some time since helped create.
the troubles of The Right To Live took place, but from
the darkness a familiar face soon makes an appearance: With the hope of finding such assumptions false, the
Shel, a troublemaker whom the characters defeated characters set out to locate the ruins of “Sanctuary”
on behalf of the Jailhouse Giants, is discovered and discover evidence of what happened to Johnson
trying to access a shipboard computer - for seemingly (and where he was taken). This journey will take
inexplicable reasons. the characters through an abandoned part of the ship
that due to failing life support systems, is slowly
After capturing Shel and interrogating her as to succumbing to the sub-zero temperatures of space. In
her purpose and mission, the characters realize that addition, the tremendous pressures that devastated
something is afoot with the growing “axis” of gangs Gehenna in many sectors will present serious obstacles
being built by Blade (of the UltraMax Psychos) and to life and limb that the players must overcome.
Lucretia (of the Daughters of Slaughter). Setting out Through this cold and lightless system of collapsed
to find someone who can make use of this information, tunnels the characters will pass, until finally they locate
the characters stumble upon old friends, the Furies, Sanctuary. But one last threat faces them: a demon
who are more than eager to find out what their rivals, that has been pursuing them since they left the safety
the Daughters, have been planning. of the ’Giants’ new home hopes to lead them to ruin, as
well as destroy the cowardly madman who returned to
The Furies are recovering from their sound defeat Sanctuary after the battle that left it a burning wreck.
at Sanctuary, but their new leader, Patch, is quick to
accept the party’s story at face value. Moreover, she
hopes the PCs’ previous dealings with the Jailhouse CHAPTER ONE - STORM ON
Giants will prove to be an asset in negotiating an
“alliance” of their own. With the Furies and ‘Giants THE HORIZON
working together, Patch hopes to begin the process When you are ready to begin, read or paraphrase the
of raising a coalition capable of holding off whatever following introduction:
campaign Blade and Lucretia are building up for.
You find yourselves navigating a series of dark
Getting the cooperation of the Jailhouse Giants won’t tunnels, flooded to about knee depth with icy
be that simple, however. Dr. Needles, plastic surgeon cold, brownish-colored sewer water. You’re not
to the stars and former serial killer, has taken over particularly alarmed by the state of the area,
the gang in the absence of its previous boss, Johnson, because in the past week or so you’ve seen large
and isn’t about to relinquish command - or invest any areas of this part of the ship flooded, and power is
resources in some “foolish alliance”. With luck the down virtually everywhere.

Page 2
Life has become a day-to-day struggle to find food,
drinkable water, and a safe place to rest for the
night. Wash, rinse, and repeat. You’ve learned
through your experiences of when to fight, and

SINS OF THE PAST


when to run. The ability to move in silence has
proven to be just as important as the ability to box,
use a knife, or shoot a gun.

You’re cold, wet, and you smell. But at least these


tunnels seem to be leading somewhere relatively
secure. You’ve been following stenciled signs on
the walls towards an inter-level communications
and computer center; if the rumors from other
survivors are to be believed, such places are often
capable of being secured against intrusion. If
things go well, you may have a mini-fortress to SHEL
hole up in, at least for a night or two.

As usual you scout out the area cautiously, making If there is a battle, or if the characters wait, a member
sure that no one else has staked out the area as of the Daughters of Slaughter emerges from a flooded
their own little hiding place. Luckily it proves to side tunnel. She wears a gas mask, making her hard
be empty, save for the rotted remains of a trustee to identify, but she is in fact a young woman named
or two who probably died here during Perdition. “Shel”. The PCs may have encountered Shel in the past
The communications center itself is pitch black, (in the adventure, The Right To Live); if this is the case,
its numerous computers completely without power. she will be astonished but eager for revenge when she
What’s more, the chamber features a sizeable recognizes the PCs.
raised area for its computers and consoles,
creating a reasonably dry place to bed down. Shel (convict 8113745) was involved in industrial
sabotage and a string of robberies to fund domestic
Just when you prepare to enter, there is a slight terrorism when she was just a youth, earning her a
electric crackling in the air - it’s enough to make sentence on the Gehenna. After Perdition she led a
you freeze in place. As you watch from hiding, the small group of desperate convicts in killing random
crackling grows louder and the two corpses sitting passersby for their equipment, smokes, and drugs. She
at the consoles seem to inflate like fleshy balloons. later fell in with the Daughters of Slaughter, who gave
Within moments each splits open in the fashion her new purpose serving the demons of the Nether.
of an overripe fruit. From inside slithers a pair
of pulsating, bloated beasts with six tentacles, six * SHEL (ANARCHIST/DAMNATION)
tails, and six baleful green eyes that appear to scan
the darkness with cold, alien intelligence. PROWESS 7 Social 7 Guilt 5
REFLEXES 7 Intimidation 8 Despair 2
The two demons that have manifested are Nexper WITS 9 Psy Potential 0 Insanity 2
Sexts. Call for Despair checks.
WILLPOWER 2 Psy Strength 0 Health 10
Unless the characters attack or otherwise make their
presence known, the two demons will not notice the TRAITS GEAR
party. If observed from hiding, the demons seem to Brawler Makeshift Armor
investigate the area, tearing apart the remnants of the Fifty-Two Breath Mask
dead bodies as if clumsily searching for any sign of life
to quench. After one minute, failing to find anyone Public Menace Brass Knuckles
alive in the room, the two demons dissolve into thin air. Quickness Basic Tools
Seducer 2 Light Rods
If the characters attack, however, the demons remain Sociopath Codebook (see below)
and fight; in addition, a female convict soon enters the
room to investigate the sounds of combat. Steely-Eyed

Page 3
* If Shel did not survive The Right To Live, simply The possible interrogation methods they can use are
replace her with a female NPC of similar skills and listed here for the Warden’s convenience:
fighting ability.
Interrogation Method Opp.Intimidate Guilt
WHAT’S GOING ON check check
SINS OF THE PAST
Shel is on a mission. The two demons were in fact Beatings +0 -0
summoned in a Flesh Sacrifice ritual and “sent” ahead Cigarette on cheek +1 -1
of her to scout out the computer center and clear the
room. Unless the characters made themselves known, Pull out teeth +2 -2
the demons will have found no one present and will Break arm +0 -0
have then vanished, making it a much easier fight to Tear off fingernails +1 -1
overcome Shel on her own.
Break fingers +0 -0
Shel was sent to reactivate the power here and access Cut off fingers one-by-one +2 -2
one of the room’s computers with a set of basic tools Threaten general abuse +0 -0
and a special computer codebook provided by the
Daughters. The codebook will give her access to a part Break leg +1 -1
of the ship-wide network, allowing her to do a trace Cut off toes one-by-one +2 -2
on a specific individual. This will basically allow her
to tap into the Warden computer’s prisoner tracking Each method of interrogation requires the character(s)
system, allowing her to pinpoint the exact location of to make an opposed Intimidate check with Shel. Each
that individual. The individual in question is Patton, interrogation method can only be used once against
current leader of the Protectors faction. Shel herself Shel, whether successful or not. In addition, each time
is unaware of the reason for this trace, and she is only a listed method is attempted: a Guilt check is required
following orders given to her by her superiors. to avoid accumulating Guilt for torturing her. More
brutal torture methods grant a bonus to the opposed
If the PCs do not emerge from hiding after the demons check, but also provide a penalty to the Guilt check.
leave, they may watch as Shel reactivates one of the
computers and begins her search. Note however, that Unless a player specifically refuses to have her
before she gets very far she will notice the party , and a character get involved, all of the party members must
fight is inevitable. make Guilt checks after each torture method is used.
Characters who fail this check accumulate +1D2 Guilt.
Shel will surrender if reduced to 5 Health or lower, On a more positive note, they may now purchase the
throwing away her weapon and cowering
before the characters.

BREAKING SHEL
Once the demons are either slain or
avoided, and Shel is defeated, the PCs
will have a captive - and one who is
apparently up to no good. Unfortunately,
Shel is not going to talk without some
persuasion. And the only thing that
impresses her kind is sheer ruthlessness.

The characters have several possible


options for getting Shel to talk.
Unfortunately, attempting to enter into
a reasonable discussion is not one of
them. Which option they use is up to
them; present the nearby illustration to
the players to show them a list of more
“realistic” options to choose from.

Page 4
Torturer trait if they have sufficient BPs (and meet the A short while after leaving their now-compromised
normal pre-requisites); instead of having to wait for a campsite, the player characters are come upon by a
chapter break to do so. small group of Furies. They had been following Shel,
and are keen on finding out what she was carrying.
WHEN SHEL FINALLY CRACKS Read the following:

SINS OF THE PAST


Assuming the characters eventually succeed, Shel
cracks. She will relate the following bits of information From out of the darkness comes a throwing knife,
to her captors: which imbeds itself in a pipe running just inches
above your head! Soon more figures can be seen,
 She was sent by the Daughters of Slaughter to get a motley group of women armed with a variety of
one of the computers here up and running. knives and shivs.
 She was told to use stealth because there is
believed to be a cell of Furies in the area; since the “Put down your weapons!” one of them shouts.
events that took place around Sanctuary (in The
Right to Live), the Daughters and the Furies have The four women are “switchblade sisters“, a term used
become mortal enemies. for more experienced members of the Furies gang.
 Shel was given a codebook that, once the system They serve Katherine, a woman who has become the
was online, would allow her to perform a trace on a ad hoc leader of the Furies since Perdition. The four
specific prisoner. gangers are intent on taking the party captive to find out
 That prisoner was Convict 0001452; Shel does not what they took from Shel, but having no love for non-
know the convict’s real name or significance. She gang members they are more than willing to kill off all
does not know why the Daughters want to pinpoint but one PC to accomplish this goal!
0001452’s whereabouts.
 A character must succeed at a Social check with The characters can avoid combat by immediately
a +2 penalty to identify Convict 0001452. If complying (holstering their weapons), or trying
successful, the character realizes that 0001452 to talk their way out of trouble. The latter can be
is more widely known as “Patton”, leader of the accomplished in a number of ways, including providing
prison faction known as the Protectors. He was in detail how they helped save the Furies in The Right
a renowned Special Forces commander in the To Live (assuming the player characters played that
Terran military before the Purge, and joined many adventure), mentioning that they’ve met and worked
former soldiers in exile when the Gehenna was with Katherine before (also assuming they helped
sent into space. If the characters do not succeed at her and her companions out in the aforementioned
this check, don’t worry, Katherine will relate this adventure), or making an opposed Social check with the
information to them later. ‘sisters. If any of these are successful, the ‘sisters will
 Once Shel pinpointed his coordinates on the ship, cautiously relax their posture and explain why they‘re
she was to relay the information to her superiors. here.

Shel has little else to relate to the party, and will 4x SWITCHBLADE SISTERS (VICE OFFENDER/
attempt to negotiate her release. She cannot be trusted SURVIVAL)
for long, however, and if spared will likely slip away
and try to reunite with the Daughters; if this is the case, PROWESS 8 Social 2 Guilt 2
they may encounter her again in the future, this time REFLEXES 9 Intimidation 8 Despair 4
with additional Daughters allies. Ultimately, what the WITS 7 Psy Potential 0 Insanity 0
party does with her is entirely up to them. 10
WILLPOWER 7 Psy Strength 0 Health

SWITCHBLADE SISTERS! TRAITS GEAR


Following their strange encounter with an old enemy,
Brawler Convict Basic Gear
the characters may be left wondering what the
Daughters of Slaughter are up to. They’re not the Caged Angel* Switchblade (treat as shiv)
only ones. Another all-female gang, the Furies, has Comstock Style First Aid Kit
been keeping tabs on the Daughters and the actions of Knife-Fighter
their members. Shel did not go to the computer center
Stronger
unobserved.
Woodbourne Shuffle

Page 5
If the PCs put away their weapons, or otherwise underway, giving them a glimpse not only of the
convince the ‘sisters they can be trusted, continue with numbers of Furies (close to fifty or more) here, but also
the following: the resources at their disposal.

Apparently satisfied, the woman who spoke earlier Patch will meet the characters in her headquarters, a
SINS OF THE PAST
continues. “You’re in Furies territory, and we shamble of a room taken up by periodic tables, posters
make the rules here. You encountered a little skank of the alphabet, and basic diagrams explaining the
earlier - one of the Daughters of Slaughter. What complex relationships between the PTM’s government
was your business with her?” branches. She keeps company with two high-ranking
Furies, though besides brandishing room-brooms
Give the players a chance to explain their characters’ and remaining vigilant, these latter refrain from
actions. The Furies are enemies of the Daughters, so conversation.
telling the truth wouldn’t be a bad option. Lace, the
’sister in charge of this small group, already knows The characters may have met “Patch” before, though
the characters took the codebook off of Shel, and is she’s not immediately recognizable. Formerly known
somewhat aware of her mission. She is simply giving as Katherine, Patch lost an eye during the fighting for
the PCs a chance to come clean; if they use deception, the prisoner-held stronghold at Sanctuary, necessitating
try to trick the ‘sisters, or conceal the fact that they took an eye patch - hence her new name. She’s also joined
the codebook, they will only look like liars when Lace the ranks of the Furies (previously she was unaffiliated
finally reveals she knows the characters have it. with any gangs), and her intelligence and ability to lead
have led to rise to a position of prominence among
Eventually it will come out that the Furies were them.
following Shel’s movements and are aware she had a
codebook. Lace insists that the party come with her to If the PCs have met Patch before (in her past
talk to the interim leader of the Furies, a woman she incarnation as “Katherine“), she will be surprised to
refers to as “Patch”. see them, and their meeting will be far more friendly
than it otherwise might have been.
CENTER FOR EDUCATION & BETTERMENT
Ever since Sanctuary fell, the surviving Furies in this MEETING WITH PATCH
part of the ship have set themselves up in a deserted Patch is interested in the characters because of the
Education & Betterment facility - better known as a information they bring. Whether or not she met them
“reform school”. E&B centers were located every few before, she knows they have in their possession the
levels aboard the ship, providing a place for convicts to codebook that the Daughters of Slaughter acquired
come to better themselves through literacy, education, to place a trace on a certain prisoner. Patch wants to
and social programs (attending an E&B center was one know who that prisoner is.
of the first steps a convict might make to show he was
willing to work towards gaining trustee status). All constructive conversations are two-way streets,
and Patch is ready to show her goodwill by answering
The Furies have been killing time here to allow the party’s questions as well. Unlike some of her
their members recuperate from wounds, the shock of subordinates, she has nothing against outsiders
Perdition, etc. In addition, the time spent here has (including males), and is willing to work together
allowed their current leader to begin coming up with for a common good. Psychopaths, sociopaths, and
plans for how to track down those Furies who’ve been mavericks among the party will be treated fairly and
lost, stranded, or otherwise separated from the rest of evenly - at least until they give her a reason to change
the gang. Part of this involves tracking the movements that attitude.
and activities of the Daughters of Slaughter.
In reality, Patch suspects the characters have stumbled
The party will be taken here to meet with the gang’s upon only a small part of a larger and more terrifying
new commander, Patch. Patch is currently using puzzle, and that she may need their help (and the help
the old administrative office as her temporary of others) if they are to survive.
“headquarters”. She and her followers have amassed
a considerable stockpile of improvised weapons, The following lists the major points of information
and even begun constructing handmade firearms and Patch can share with the party. Don’t read these off
bombs. The characters will likely pass through parts point-by-point, but rather try to work them into the
of the reform school where this activity is currently conversation of the meeting:

Page 6
 The Furies managed to survive the disaster at
Sanctuary, but in their flight lost contact with their
temporary allies, the Jailhouse Giants, who headed
east.
 The surviving Furies have turned to Patch for

SINS OF THE PAST


leadership since the fall of Sanctuary. She only
recently joined their ranks, but her determination
impressed the women and now they look to her for
guidance.
 Even though she’s looked up to, Patch does
not feel she has the legitimate authority to lead
the Furies indefinitely. Instead, the recognized
leader of the Furies is a woman named Ilona,
who disappeared during Perdition. The Furies
have been disorganized and demoralized since
Ilona vanished, though there have been reported
sightings of her on deeper levels of the ship.
 Patch is looking for a way to find Ilona and, if PATCH
she’s in danger, rescue her and restore her to her
position among the Furies. She’s quick to remind the characters that the Furies
and ‘Giants fought together against the Embracers
When the characters relate the information they learned at Sanctuary, and that the ‘Giants now “owe them”.
from Shel, Patch grows concerned. Finding the ‘Giants and petitioning them sounds like a
good start. Her only problem? Finding a group of able
 Patch knows who the C.I.N. 0001452 belongs to. convicts willing to play diplomats…
0001452 is more widely referred to as “Patton”,
head of the prison faction known as the Protectors. PATCH (DISSIDENT/ESCAPE)
He was a renowned general in the Terran military
before the Purge, and joined many former soldiers PROWESS 6 Social 8 Guilt 0
in exile when the Gehenna was sent into space. REFLEXES 6 Intimidation 7 Despair 5
 Patch speculates that if the Daughters are looking WITS 7 Psy Potential 0 Insanity 0
to capture or kill Patton, it must be for a reason.
WILLPOWER 9 Psy Strength 0 Health 20
Patton’s experience as a general suggests that
they want him gone to remove his strategic skill
from the picture. But why? The Protectors are not TRAITS GEAR
allied with anyone, at least not as far as she knows, Educated Switchblade (treat as shiv)
and so killing him would neither help nor hinder Extra Health Riot Armor
the Daughters’ cause.
Innocent First Aid Pack
 Considering reports of her own followers on the
activities of the Daughters and ‘Psychos, as well Knife-Fighter 1D20 Smokes
as this new information about Patton, Patch has a Made Man (Furies)
theory. She believes the Embracers, ’Psychos, and Steely-Eyed
Daughters are planning “something big”, possibly
Woodbourne Shuffle
in conjunction with their demonic masters from
the Nether. Patch is hesitant to say it, but it could
well be that they are going to assist in a full-scale
“invasion” that would make the current incursion
CHAPTER TWO - HOW THE
look like a drop in the bucket. MIGHTY HAVE FALLEN
Assuming the characters are willing to accept Patch’s
Patch’s proposes a surprisingly ambitious solution. proposition, they have their work cut out for them.
To combat whatever the Embracers are brewing up Finding where the Jailhouse Giants went after the fall
in the bowels of the ship, she suggests trying to build of Sanctuary may be easy (Patch knows they went
an “alliance” from the gangs who stand opposed to east), but convincing them to join the Furies in an
damnation. It’s clear the Daughters, ‘Psychos and alliance to stand up once more against the forces of Hell
Skinheads all stand with the forces of Hell, but there - especially after the disaster at Sanctuary left many
are bound to be many more who have resisted thus far.

Page 7
KATHERINE “PATCH” LAUGHLIN
“Patch” is the courageous young leader of the Furies, a gang of women that has long fought against the odds to
stay alive. Many of her compatriots were hardened criminals before Perdition, yet Patch herself was anything
but; a former union organizer and protest leader, she was sentenced to Gehenna for non-violent dissident
SINS OF THE PAST
crimes. Still, her willpower and stubbornness have proved indefatigable, allowing her to maintain a steady
moral compass despite the horrors that have turned stronger men into unprincipled killers.

Patch has grown considerably tougher (and in prison terms, more respectable) from her experiences since
Perdition. Injuries suffered in the battle for Sanctuary left her battle-hardened, and a strong survival sense (and
willingness to kill to defend the innocent) has turned her into a considerable fighter. When words will not work
to keep the peace, Patch is ready to use violence to force it down everyone‘s throats.

‘Giants dead - will take both negotiating expertise… THE TUNNELS EAST…
and a lot of guts! A map of the tunnels leading from the current hideout
of the Furies to the new headquarters of the Jailhouse
Patch only knows that the ‘Giants continued east. She Giants is reproduced nearby. For the characters,
has some sketchy maps of the tunnels leading there, but exploration of these tunnels will be the only way to find
the exploration will basically be up to the characters. where the ‘Giants have settled. As such, the potential
Before they leave, Patch will allow each character to encounters along the way are detailed here.
select one pick from the following list of useful items
(though there are limited quantities of each item, so
1. SUBMERGED PITFALLS
multiple picks of the same item may not always be
This low square tunnel is flooded up to your knees.
possible). It’s the best she can do considering the
The water is ice cold, murky and brown.
circumstances:

Item Qty Avail Virtually all of the tunnels on this level are flooded
with water from ruptured reservoirs or sewage pipes.
Battery (full) 3 Wading through such cold and filthy water is not a
First Aid Pack 6 pleasant experience, but is not normally dangerous.
Hand Torch 2 Sometimes, however, the water can hide potential
hazards.
Light Rod 2
Tools, Basic 1 At those areas marked with “1” on the adventure map,
Riot Shield 1 the water in the tunnels conceals hidden pitfalls. These
pitfalls could be open stairwells, drainage pits (lacking
Rubber Slugs (10) 1 a cover), access shafts connecting to tunnels underfoot,
Component (any) 2 etc.

Page 8
When the party encounters a location marked “1”, the At the end of ten turns, the room is completely flooded.
first character in line plunges into the flooded pit. This Any character still inside the room has one turn per
causes no damage, but the character will begin sinking point of Willpower to hold her breath. If she runs out,
if she fails a Reflexes check, and may drown. she drowns. After five more turns the doors open,
expelling the floodwater (and any PCs, alive or dead)

SINS OF THE PAST


Warden’s Note: Unless a character is traveling alone, into the tunnels.
this should not pose much of a threat. Instead, use
these pitfalls as a means of forcing the PCs to abandon Loot: Searching underwater requires a full turn’s
heavier equipment (or entire packs) to avoid drowning, actions, but every time a character dives there is a
or to instill in them a sense of dread each time they chance she finds something. Roll on the table below
plunge underwater and send loud echoes through the to see what is found (note that each item can only be
surrounding tunnels! found once):

2. TOXIC SLUDGE Roll Find


A rank odor of acidic chemicals fills the air, while 1-5 Nothing
the flow of water ahead seems blocked up by a 6 Rusted scalpel (treat as shiv)
thick miasma of an olive green sludge.
7 Syringe
This part of the tunnel is flooded with sludge spilled 8 Rigid component
from the various automated water and sewer treatment 9 Conductor component
plants on this level. This sludge is usually treated with
chemicals that break the muck down, but the amount of 10 Bottle containing one dose of cardiolax
chemicals present in the sludge is well beyond safety 11 First aid pack
limits. As such, the sludge has built up, dammed the 12 Pocket of air (extends the ability of one
passages, and remains quite toxic. character to hold her breath by +1 turn)

Characters attempting to wade through the hip-deep


muck may do so, but without wearing protective gear, 4. RAVING ADDICT
a character takes 1 point of damage to Health for every At the end of the passage can be seen a desperate
ten feet traversed. This damage is caused by the caustic looking man with bloodshot eyes.
properties of the chemical sludge, which causes mild
burns on bare skin. The man is a member of the Jailhouse Giants, but he is
so badly addicted to cardiolax that he is not himself. As
soon as he sees the party he draws a trazor (toothbrush/
3. FLOOD CHAMBER razor; treat as an improvised weapon) and lunges at
You’ve come into a small square chamber flooded them, hoping to kill them and loot their bodies for any
to about hip level and littered with debris. You see cardiolax they might be carrying.
medical waste, busted hospital equipment, rusted
mattress coils, etc. The door on the other side of ADDICT (MURDERER/SURVIVAL)
the room appears to be closed.
PROWESS 6 Social 6 Guilt 4
This room is in fact a flood chamber, part of the system REFLEXES 6 Intimidation 4 Despair 9
of keeping these sewage areas clear and functioning.
As soon as the last party member enters the chamber, WITS 5 Psy Potential 0 Insanity 0
the door will slide shut behind the characters and WILLPOWER 4 Psy Strength 0 Health 10
the room will begin filling quickly with water. It is
immediately obvious that unless the characters find a TRAITS GEAR
way out (and quickly!) they will drown in the room. Corpse-Handler Convict Basic Gear
The PCs have ten turns to figure a way out of the room. Looter 1 Light Rod
For the first three turns the characters may attempt to Made Man (‘Giants) Improvised Weapon (1D4)
use Hacking to escape via the doors, but after three Scrounger
turns the security panel interface will be blocked by a Tortured
watertight panel that closes to protect it from the rising
Tunnel Rat
water. After this the only option is to smash open one
of the doors, but note that each door can take 30 points
of damage before it falls.

Page 9
If the characters refrain from killing the man and Once the characters spring its trap, the Engorged
somehow disarm him, he has a breakdown before their Horror will pursue them (even out of the tunnels and
eyes. Assuming they treat him with dignity he can into the Hospital; see below) until either they are killed
be made to join the group, and can lead them to the or it is destroyed.
Hospital (see later) where the Jailhouse Giants are
SINS OF THE PAST
based. He knows little of what’s going on recently, If the Horror is killed, any Death Slithers created from
however, as he’s been scrounging the tunnels for days. its Stomach Burst ability will be expelled from its obese
corpse into the surrounding water. Subtract -1 from the
5. SUDDEN FLOOD number of slithers generated, as one of these swims
You’re navigating the flooded tunnels when you down a nearby drain (the PCs may meet the missing
hear the sudden groan of metal and a crash, creature later, at area 10).
followed by a surge of sewer water. Before you can
find safety, a wall of roiling brown sewage comes The remaining Slithers will swim underwater,
thundering down the tunnel in your direction. essentially allowing them to move invisibly, though
they must surface (and become visible again) to attack.
The creature living at area 6 has preyed upon countless
lost souls and explorers, consuming most of their flesh ENGORGED HORROR
but leaving limbs and other bones to fill the flooded
PROWESS 10 Social 1
tunnels. At some point a massive amount of rotting
human limbs choked one of the passageways, creating REFLEXES 2 Intimidation 8
a “dam”. The dam has since broken, and a flood of WITS 4 Psy Potential 6
sewage as well as the ghastly remains are headed for WILLPOWER 4 Psy Strength 50
the party.
SPECIAL RULES
Each character in the tunnel takes 1D2 points of Large Size, Frightening, Hopelessness, Fist, Stomp,
damage from the flood. Anyone who is hit must Grasp, Bite, Aura of Filth, Feast, Tough Hide, Stomach
also make a Reflexes check or be knocked over (and Burst, Waste Not.
underwater).

Once the flood has passed the water level will have THE HOSPITAL
risen by a foot. In addition, pale, rotting limbs bob Lying at the end of a maze of flooded halls and tunnels,
up and down in the filthy water, along with other this former hospital block was a major medical center
indigestible matter (bones, teeth, clumps of hair, etc.). servicing over fifty cell blocks on this level. The
Those who are still conscious must succeed at a Despair Hospital was designed not only as an infirmary for the
check or gain +1 Despair. Those who fell over and treatment of common everyday sicknesses, but also for
were submerged in the charnel filth make this check major trauma, recovery, and long-term care.
with a +1 penalty.
RECENT EVENTS
6. ENGORGED HORROR After the Fall of Sanctuary the Jailhouse Giants were
If the raving convict found at area 4 was recruited by a gang without a home. Without their leader Johnson
the party he will lead them away from this area, as he is to guide them, it seemed like they would disband,
aware of the creature’s presence here. their members splitting up to face their fates alone
in the dark. That might well have been the destiny
The all-too familiar odor of death and decay rises of the ‘Giants, if not for a particularly cunning and
from these tunnels, causing you to proceed with manipulative individual who found himself in the
caution. In the darkness your lights pick out the unlikely position of leading them from their most recent
glossy glow of bare skulls and bones on nearby defeat.
ledges, seemingly picked clean and polished. At
that moment, a swarm of bubbles begins to rise at Dr. Needles, a former plastic surgeon (and, as it
the center of the flooded waterway. happens, a convicted serial killer), brought the Jailhouse
Giants here and to a place of relative safety. Under the
Check for Despair as a grotesque monstrosity, an auspices of getting his hands on medicines to treat the
Engorged Horror, rises to challenge the party. The injuries of those who survived the fall of Sanctuary,
enormous beast will immediately attack, hoping to in reality the doctor, still clinging to his theories
overwhelm a PC, devour her, and then move to the next concerning how demons are manifested, was looking
character in line. for something else: an enormous supply of cardiolax

Page 10
with which to keep the growing fear of the ’Giants in Occupants: There’s a 10% chance of bumping into
check. a lone, unarmed gang member here, disposing of a
bucket of waste or otherwise relieving himself. He will
Needles has since managed to convince the ‘Giants to be surprised (but, oddly, not overly concerned) by the
stay at the Hospital for the long-term by building up party’s sudden appearance.

SINS OF THE PAST


the myth that the “demons” native to the Nether are
kept at bay by strong lights. While he has the ‘Giants B. Atrium: This large room was previously a waiting/
stringing up lights and scrounging for light rods to keep holding area for patients sent here by their block’s
the Hospital lit at all hours, he’s secretly been drugging custodians for medical treatment (i.e. anything not
their food supply with cardiolax found in the Hospital’s considered an immediate emergency). The “atrium’s”
well-stocked pharmacy. So far he has been successful paint scheme was done in soothing colors and decorated
in preventing a manifestation - and keeping the gang’s with pleasant paintings/abstract sculptures suggesting
members safe. Needles has been walking a tightrope, harmony; most of these are now broken, faded, toppled,
however, knowing that the ‘Giants would not respond or vandalized. In addition, the room itself is flooded
well if they found out he has tricked them into become to about knee-level in cold, dark, foul-smelling water
addicts to the powerful drug. But as a man ruled by (not unlike the tunnels leading here) in which floats all
cold reason, he knows that providing the ‘Giants with manner of rotting garbage and debris. A bank of bright
hope (even false hope) is the only thing preventing lights glare blindingly out over this area from the old
them from fracturing, despairing, and attracting demons check-in desk (see below).
to their hideout. The exit here leads to the tunnels and passages that
eventually link the Hospital to Sanctuary.
OVERVIEW
While a map of the Hospital is provided nearby, and a C. Check-In Desk: This area overlooks the “atrium”
brief key sketching out the area is included below, an area. Numerous powerful lights, fed by gas-powered
in-depth description of every room in the Hospital is generators elsewhere, flood the “atrium” from this area
not provided here. Instead, use the following section as at all hours. The desk itself is “fortified” with a wall of
an “outline”, and fill in the details as needed yourself. old computers, mattresses, and pillowcases filled with
debris (makeshift “sandbags”) behind which a band of
A. Restrooms: These restrooms have seen better well-armed ‘Giants are stationed night and day. These
days; all are damaged and deteriorating fast. Serving men, despite being assigned the task of guarding the
the patients of a large facility required daily custodial front door to the Hospital, are strangely complacent
care, and without the machines to clean/maintain them and react indifferently to the PCs (see the Cardiolax
the restroom fixtures have begun to fail, resulting Addiction sidebar on why).
in disgusting overflows, backups, flooding, etc. In Occupants: The will be 4-5 guards here, all armed
addition, one part has collapsed into the sewer tunnels with scatter guns and at least four rubber rounds apiece.
- this hole is the entrance through which the PCs will One of them also has a cell block special with which
enter the complex. to use against more powerful intruders - as well as to
Most gang members now simply urinate/defecate signal that the facility is under attack.
in buckets in their rooms, coming here to empty their
waste in a sticky, clogged toilet basin or bowl. The D. Patient Rooms: Most former patient rooms are
restrooms are kept lit by dangling light rods from the now occupied by anywhere from 1-4 gang members
ceiling, and these are changed out regularly. and their belongings. Most are in a shambles (littered

LIGHTS
Where the characters go in the Hospital they will find lamps, bare bulbs, strings of Christmas lights, emergency
floodlights, etc. lighting the halls. The ‘Giants have scavenged numerous gas-powered generators to power
this ad hoc electrical grid, which provides decent illumination everywhere throughout the facility. Wherever
lighting is scarce, the gang members have resorted to hanging light rods (like medieval torches) from the walls,
replacing these every few hours when they grow dim.

All in all, the characters should get the sense that the gang as a whole seems to exhibit a phobia against what
they perceive to be an “encroaching darkness“. In fact, PCs won’t have to look far to find a ‘Giant hurrying to
replace a fading light rod, or a gang member nervously twitching or reaching for his weapon every time there is
a momentary power fluctuation in the Hospital’s makeshift power grid.

Page 11
with cigarette butts, empty ration pack containers with times, with orders to prevent looting.
rotting food, communal latrine buckets, etc.), and each Occupants: 2-3 gang members armed with scatter
room can be remotely locked shut from the nearest guns and five rubber rounds apiece, with orders to
orderly station. As such, most inhabitants - wary of prevent anyone from entering the pharmacy. They have
getting locked in - jar their doors with some heavy a battery-powered floodlight with them at all times.
SINS OF THE PAST
object, or completely remove the door altogether! These men are well-paid by Needles and are effectively
Occupants: 1-4 gang members, with various “loyal” to him. They cannot be bribed, though their
armaments. addiction to cardiolax makes them too indifferent to
Loot: Since the ‘Giants are more or less afraid of the consider reporting the attempt.
dark, each room is likely to be lit with at least a single Loot: The pharmacy still contains a large supply of
light rod, though working lamps/ceiling lights are not restricted medicine amounting to 40 doses of cardiolax
entirely unknown. Beyond this, the only loot to be and two doses of tranq.
found would be personal belongings.
G. Biohazard Incinerator: This chamber features a
E. Pharmacy: The pharmacy was hit hard when the full-size incineration unit previously used to destroy
‘Giants took over the complex. Against Dr. Needles’ potentially contaminated lab specimens and clothing.
strong dissent the vast supply of basic drugs was The ‘Giants now power it up only to cremate their
partitioned out among senior gang members to be used dead, at Needles’ insistence (not only for the sake of
to keep power and control the junior members of the the community’s general health, but also to remove the
gang. The pharmacy is now mostly empty, though danger of devourers animating the cadavers).
1-2 gangers may be encountered here sifting through
the looted wreckage (though usually only finding H. Dental Theatres: Each of these rooms was fitted
such mundane drugs as laxatives, over-the-counter with a dental chair (with restraints) and equipment/tools
painkillers - and perhaps a few dirty, used sharps). for basic oral care. A few are occupied.
Occupants: 1-2 gang members, with various Occupants: Since Johnson got separated from the
armaments and a light rod apiece. The men are eager gang, his right-hand, Big E-Z (C.I.N. 2361179), has
for a fix and will try to strike a generous deal with the risen to a position of prominence. Big E-Z currently
PCs to acquire any drugs they may be carrying. resides in one of the dental theatres (indicated with
an “*”), along with 2-4 personal henchmen. Though
F. Pharmacy (Restricted Drugs): After the ‘Giants Needles has effective control over the ‘Giants, Big E-Z
began looting the Hospital against his direction, Dr. leads a small faction of the gang that have been itching
Needles brought a handful of loyal men here and to confront/depose of the doctor. Big E-Z has grown
secured this restricted pharmacy. Inside, Needles found tired of Needles’ airs of self-importance and general
the large supply of cardiolax he needed to put his plan unwillingness to explain his actions to the rank-and-file.
into motion. Needles still has guards posted here at all He only needs evidence to remove him, or enough men

Page 12
on his side to stage a coup. Either will suit him just
fine. The powerful gangster could be a potential ally
of the characters if/when they seek to remove Needles
from power, but he could just as easily be an enemy if
they cross him.

SINS OF THE PAST


BIG E-Z (MURDERER/SURVIVAL)

PROWESS 8 Social 8 Guilt 6


REFLEXES 8 Intimidation 8 Despair 4
WITS 6 Psy Potential 0 Insanity 0
WILLPOWER 4 Psy Strength 0 Health 20

TRAITS GEAR BIG E-Z


Brawler Convict Basic Gear
Cold-Blooded Slug Gun
Extra Health 10 rounds of ammunition
Fifty-Two
them in a terrible state (supplies scattered everywhere,
Streetwise broken glass and crates on the ground, toppled beds and
Torturer oxygen tanks, etc.)
Occupants: There‘s a 25% chance of encountering
Loot: Big E-Z has been secretly amassing supplies a lone ‘Giant here, bedding down for the night in the
and smokes to secure the cooperation of others in the glow of a cherished light rod. He may or may not be
event his bitterness against Needles comes to a head. territorial; either way he probably has very little of
His room is usually guarded by his henchmen, but if interest to the PCs.
the PCs manage to penetrate the sanctum they will find Loot: Random junk; use the table in the rulebook to
20 rounds of slug gun ammunition, 10 rounds of rubber determine random finds (no weapons or armor).
scatter gun ammunition, three batteries, and ten cartons
of smokes (2,000 smokes). L. Specimen Lab: During normal operations this lab
was used to test specimens for disease; such specimens
I. Surgery: The Hospital has two surgical theatres, included urine, stool, blood, bone marrow, etc. The
though they are not currently being used. They are lab also included an autopsy room. Overall the lab’s
uninhabited. equipment is comprehensive, and though a good 75%
of the machinery does not currently function due to
J. Radiology: This complex of rooms contains a lack of power, Needles has managed to preserve
equipment used for diagnosis, x-rays, and cancer the equipment here against looting - two guards are
treatment. Most of the machinery is useless, thanks to stationed outside at most hours, and the door is locked
the limited power resources of the current inhabitants. (he has the only key). Needles hopes to eventually
Realizing that he would never get these up and running, be able to use the equipment here to more thoroughly
Needles authorized Big E-Z to scavenge several of examine (and gain a better understanding of) a demon,
these machines for parts to “light up” the Hospital. should the ‘Giants somehow manage to secure a
Loot: Characters scavenging these areas have a preserved specimen.
10% chance of finding a functioning component (roll Occupants: Two gang members armed with beat
1D6 for type; 1-2 Rigid, 3-4 Conductor, 5 Capacitor, 6 sticks will be on guard here. They have a battery-
Electromagnetic). powered floodlight with them at all times. They are
not exactly dutiful, however, and a bribe of 50 Smokes
K. Storage: These areas contained, at one point, could convince them to go for a “quick smoke break”
everything from hospital linen to patient clothing, non- (leaving the door unguarded for 10-30 minutes).
perishable (and non-chemical) medical supplies to spare Loot: Characters scavenging these areas have a 50%
hospital beds, lights and surgical tools, plus boxes of chance of finding a random component (roll 1D6; 1-2
light rods and emergency equipment. Most of these Rigid, 3-4 Conductor, 5 Capacitor, 6 Electromagnetic).
areas were scavenged in a hurry by the ‘Giants, leaving

Page 13
M. Orderly Station: Orderlies were routinely used to gang members may or may not be armed, but they will
monitor and help in the treatment of prisoner-patients. ask the PCs leave (else raise the alarm) if the characters
Orderlies were similar to trustees, requiring trustee are discovered.
status and given special privileges for working for the Loot: The room contains a significant supply
Warden. The orderlies of this Hospital deserted during of usable Volatile components (40 in total). The
SINS OF THE PAST
Perdition; the room was vandalized by the ‘Giants generators themselves could also be scavenged, given
when they occupied the facility. time.
Occupants: Two gang members armed with beat
sticks will be here at any given time. Each man has Q. Physical Therapy: This large center was used
a light rod to see by - and to keep back the darkness. before Perdition for the rehabilitation of prisoners
They have a jury-rigged intercom connected to the suffering from physical injury, including broken bones,
Intensive Care Unit and Quarantine Unit, with which spinal injuries, paralysis, etc. The room contains a
they keep in contact with Needles. The men are variety of weight lifting, exercise, and physical therapy
reasonably loyal to Needles (he secretly pays them machines and equipment. The ‘Giants currently use the
in Smokes), but due to cardiolax addiction are a bit room for daily exercise and to kill time lifting weights;
lethargic; they will only respond to calls of distress after as such, numerous gang members are likely to be found
a 1D3 turn delay. here at almost any hour. The room is kept well-lit by
the facility’s emergency generators.
N. Breakroom: Reserved for orderlies during off- Occupants: 6-24 gang members, with various
hours, this room had pinball machines, pool tables, armaments. Characters looking for rumors, news,
television, and vending machines stocked with luxury someone skilled to do their ink, companionship, or even
items (hot coffee, soft drinks, snack foods, etc.). The a fight can find any (and all) of these here given time
‘Giants vandalized the walls, smashed open the vending and patience.
machines, and looted almost everything. At any given
time a large number of gang members are likely to be R. Emergency Unit: This unit is situated near
found here, playing pool, pinball, or otherwise just the entrance to the Hospital and is badly flooded.
lounging around here. Originally the rooms here were used for emergency
Occupants: 4-16 gang members, with various patients being brought in for immediate care and
armaments, clustered under the safety of bright diagnosis; typical patients included knifing victims
fluorescent ceiling bulbs (powered by the emergency and other victims of convict-on-convict violence. The
generators). The PCs may find someone here who’s unit was well-stocked with equipment and supplies but
interested in exchanging information, or looking to most of this was ruined during the flooding. The unit is
barter, though they are just as likely to find a bored currently abandoned.
gang member eager for a fight!
Loot: Unless the characters are bold enough to steal, S. Intensive Care Unit: Patients not ready to
most “loot” found here will be owned by someone be released after treatment, or requiring constant
in the room. Typical items might include weapons, supervision, were taken here. This area is currently
ammunition, smokes, and recreational drugs. where Needles tends to the needs of the injured, though
being the sole doctor around he rarely spends more
O. Morgue: This refrigerated unit is not used by the than a few minutes with each patient - unless their
’Giants; Needles is wary of letting dead bodies lie injuries/sickness interest him beyond routine treatment.
around (only to risk rising again as devourers), so he There are likely to be a handful of patients in the ICU
has all bodies incinerated as soon as possible. Thus, the at any given time. Light rods illuminate the halls and
morgue is just a cold, empty bunker. individual rooms.
Occupants: 4-8 gang members in various states of
P. Emergency Generators: This small “vault” health. Three of these are victims in recovery from
contains heavy machinery used for emergency power accidental cardiolax overdose (before Needles got the
generation in the event that the Hospital was severed proportions of water-to-chems right). Needles is aware
from the ship-wide power network (which it currently of their condition and keeps these men in seclusion, but
is). The room contains a considerable supply of they are otherwise unguarded. Only a character with
chemical fuel used to power the generators, which in Medical Knowledge is likely to recognize the signs
turn supply the facility with what little electricity it that these men are suffering from cardiolax overdose
currently uses. (and not “fatigue“, as Needles has diagnosed them).
Occupants: There’s a 25% chance that the Questioning them may lead the characters to discover
characters encounter 1-2 gang members here, refueling how the men got sick - all three started exhibiting low
a generator that has begun to run low on juice. The heart rate, dizziness, and euphoria soon after drinking

Page 14
water from the Food/Water Supplies - and by extension, the food-dispensing machinery has been over-taxed
what Needles has been up to. by the sheer numbers of gang members now using the
Loot: The ICU is stocked with rudimentary medical facility. Plastic-sealed crates of looted ration packs and
supplies, the equivalent of three doses of tranq, 20 bottled water line two of the four walls, though these
syringes, and fifteen first aid packs. supplies are also dwindling.

SINS OF THE PAST


Occupants: 6-24 gang members will be here at any
T. Quarantine Unit: This special unit features given time, as it is one of the best lit locations in the
individual isolation cells, each outfitted like a regular complex. Some are eating or playing card/dice games
ICU room but with an airlock/overpressure system to at the tables; others will be playing basketball at the
prevent biological contamination. There are currently makeshift hoops they’ve constructed.
no patients in any of these rooms, and in fact, Needles Most of the men are willing to trade with newcomers;
resides in one of the quarantine cells, preferring the characters looking to spend their Smokes will find
isolation (and quiet) of the quarantine unit to the ample smokers eager to barter away their personal
dangerous (or as he puts it, “urbane”) company of the belongings (small weapons, batteries, recreational
other ‘Giants. The quarantine unit is kept well-lit with drugs, etc.) for the party’s cigarettes.
brilliant white ceiling lights. Loot: Stealing from this area will result in
Occupants: Needles can be found here during repercussions, but the stockpile includes over 750
“nighttime” hours; otherwise he can be found in the ration packs.
ICU. He does not like visitors, however, unless they
are peers or high-ranking members of the gang. He V. Kitchens: Orderlies were previously employed
has access to an intercom that he will use to summon to fix fresh meals here, as well as to keep the food-
aid from the Orderly Station if he is endangered or dispensers stocked. Without them, the ‘Giants have
threatened by intruders. made a mess of things, and at least two fires have
Loot: Needles‘ personal belongings are surprisingly broken out here since the ‘Giants took over (luckily
Spartan, and include a few dozen clinical texts, one they were extinguished before they spread beyond the
or two anatomical charts (for morbid decoration more kitchen). Needles has closed down the kitchens in
than anything), and a small “bar” with some of the finer response, forcing the ‘Giants to resort to ration packs
pruno confiscated from his ‘Giants compatriots in the - a bone of contention that could lead to potential
Kitchens. A hidden cache containing 2,500 Smokes problems down the line.
lies concealed inside a desk in the room; he uses these Occupants: The gang‘s longtime “fixer”, Jelly
to keep certain men “loyal” to him. A forward thinker, Dawg (C.I.N. 7511091), no longer has a “shop” per
he also has a “bug-out bundle” prepared under his bed, se, but continues to hook the gang up with things they
which he plans to take in an emergency situation should want/need regardless. In defiance of Needles’ orders,
he need to flee. This bundle contains a shiv, a first aid Dawg comes here during “nighttime” hours (2400 to
pack, a work pass emulator, 20 Smokes, a lighter, and 0200 hours) with 1-2 compatriots to check on their
three light rods. supply of pruno, a primitive form of convict-made
Needles has decorated the wall of his “apartment” alcohol. Dawg and his crew sell the stuff to their
with an unsettling collection of file photos of over fellow gangers for a considerable profit, and he has
two dozen female convicts‘ (faces only), all of them become quite popular as a result. Big E-Z is actually
quite attractive. Someone with attention to detail will aware of their activities but believes it is harmless
notice all of these exhibit common features: well- (he also believes his secret knowledge also gives him
shaped cheekbones, symmetrical eyes, elegant nose, leverage, if he ever needs it, to coerce Dawg to his side
and cupid‘s bow lips. This collection has special in a struggle for power).
significance to Needles, who is obsessed with the Jelly Dawg is something of a moderate between the
female face; he will claim the collection is nothing two growing Jailhouse “power blocks” (I.e. Needles vs.
more than a reminder of his life as a “surgeon-to-the- Big E-Z), and could be approached by the PCs for help.
stars”, but his interest in the women depicted (who are Dawg doesn’t want to see anyone killed, but he knows
only identified by C.I.N. in the photos) may in fact run Needles’ brand of uncompromising, autocratic rule isn’t
deeper than that… good for the gang. He could be convinced to take over
from Needles if the characters somehow find a way to
U. Cafeteria: This large well-lit room was used get the doctor to step down. If this is the case, Dawg
for patient meals (those patients too sick to walk, or promises he will commit the ‘Giants to an alliance with
restricted from mingling with other patients due to the Furies. If the players are unable to come up with
violence problems, took their meals in their respective any ideas for deposing Needles on their own, Dawg
rooms), and continues to serve as a communal gathering may come up with the first 1-2 options outlined in the
area for the gang. The room is badly vandalized, and section titled Getting Needles To Step Down.

Page 15
Loot: The pruno stills are hidden in two fifty-gallon from the end of this dead-end corridor. A shattered
soup vats somewhere in the bowels of the kitchens. toilet and sink lie in a heap on the floor of the
The pruno supply itself would command 100-400 tunnel, having fallen through the hole overhead.
Smokes if somehow bottled and sold. Through the hole you see a man peering down at
you.
SINS OF THE PAST
W. Food/Water Supplies: These bulk pantries contain
packaged and preserved foods, as well as water and Explaining themselves right away will prevent a fight.
other potable liquids. Much of this was looted by the The man is a member of the Jailhouse Giants, and
‘Giants when they took over, at least before Needles the PCs soon realize have found their way under the
cracked down and put the remainder under guard (there Hospital’s restrooms (area A on the Hospital map).
are always a few guards here, with orders to shoot
anyone attempting to steal food). Needles visits these Play out the meeting however you like, but assuming
areas each day, ostensibly to “inventory” the food/water the PCs make no trouble they will ultimately be
levels - in reality he comes to administer cardiolax to allowed entry to the complex. The man is surprised to
the food and water supplies to keep the population in encounter other convicts so long after Perdition and the
control. fall of Sanctuary, and their sudden appearance from the
Occupants: 2-3 gang members armed with scatter dark tunnels is even more unexpected.
guns and five rubber rounds apiece. They have orders
to prevent anyone from stealing, and are authorized The characters will be granted permission to enter the
to use lethal force to do so. The men are not entirely Hospital once they state their business and intentions.
vigilant, however, and a bribe in the neighborhood of Any men they first meet are just grunts, however, and
200 Smokes will convince them to look the other way if the affairs of the Furies, Daughters of Slaughter, etc.
the PCs want to gain entrance to the supply room(s). are beyond them. They do sense the urgency of the
Loot: Characters managing to get past the guards party’s purpose here, however, and agree to share some
will find significant food and water supplies here, in the information. The basic points they relate are:
range of 300 ration packs (and/or similar food items).
In addition, a successful Wits check - simulating a  The Hospital is now the refuge of the Jailhouse
search - will uncover a few empty bottles of cardiolax Giants. The halls are kept lit at all times to “hold
Needles forgot to dispose of properly in the vicinity of back the darkness”.
the water supplies. Furthermore, a character sampling  The lights, they explain, keep back the demons. If
the water here will experience a calming effect and asked, the men eagerly state that there have been
mild euphoria, as her Despair is reduced by -1 over the no manifestations of demons in the Hospital since
course of the next hour. their leader came up with the plan to “light up” the
complex.
ARRIVAL  If asked, the men identify their leader as “Dr.
When the characters arrive at the Hospital from the Needles“, a “creepy son-of-a-bitch” but also a man
tunnels, read the following: of ideas. Those “ideas” have kept them alive so
far.
The flooded tunnels have so far been entirely  Questions about the lights are met with open
lightless, but now you catch sight of a dim glow answers. The men explain that the lights are

CARDIOLAX ADDICTION
During their visit to the Hospital the characters will encounter convicts who, if one looks hard enough, are
showing signs of cardiolax addiction. Individual ’Giants seem unusually relaxed, calm, and even happy. Their
only concern seems to be in keeping the darkness “at bay” - a false worry implanted in them by Needles to keep
them from suspecting they’re really being drugged.
A character with the Medical Knowledge trait can examine any of the ‘Giants she encounters (requiring a
basic checkup, including monitoring heart rate, the dilation of eyes, lack of sweat, etc.); it soon becomes clear
that all evidence seems to indicate the inhabitants of the Hospital are, to varying degrees, under the influence of
a calming substance. That substance is, of course, cardiolax.
Cardiolax is not normally harmful even in large doses; a user does not risk injury or permanent damage
from over-use. However, the fact that it instills a false sense of calm can lead to a lowering of one’s defenses,
a passiveness in taking any form of action, and a deadening of the survival instinct that helps a person react to
danger.

Page 16
powered by the emergency generators here. They
insist that the lights are responsible for keeping any
and all demons from their refuge.

JAILHOUSE GIANTS (MURDERER/SURVIVAL)

SINS OF THE PAST


PROWESS 6 Social 6 Guilt 2
REFLEXES 6 Intimidation 4 Despair 0
WITS 5 Psy Potential 0 Insanity 0
WILLPOWER 4 Psy Strength 0 Health 10

TRAITS GEAR
Corpse-Handler Convict Basic Gear
Looter 1 Light Rod
Made Man Improvised Weapon (1D6)
Scrounger NEEDLES
Tortured
Tunnel Rat Needles is not entirely unappreciative of the party’s
presence here, but he has a lot of work to do and must
MEETING WITH NEEDLES prioritize his time. He will be polite but not gracious,
Eventually the characters will be brought to Needles, though he will answer the party’s questions if they
who is working in the Intensive Care Unit when they insist on engaging him:
arrive:
 If asked about the battle for Sanctuary, Needles
“I have no time for visitors,” says a familiar voice will describe how he assumed control of the
from behind the curtain that screens half of this Jailhouse Giants after the stronghold fell, as there
hospital room from the other. Your escort seems was “no one better at the time” . He managed to
stunned, and ready to take you back the way you keep the gang together and led them here, where he
came, when a tall man steps out from behind the has created a relatively safe “hideout” for them.
screen, hastily dressed in a blood-stained surgeon’s  This statement may strike the PCs as being in
smock. You instantly recognize convict 3586661, direct contrast to Needles’ previous belief that
“Dr. Needles”, by his handsome face and calm, “large gatherings” of convicts are a bad idea (see
stony gaze. The Right To Live). If the characters bring this up,
Needles seems unable to come up with a retort,
Needles neither smiles nor even nods in greeting but moments later he explains that the presence
on seeing you. Instead he turns to your escort and of “so many lights” has served as a deterrent to
speaks again. “I have a lot to do. But these men the demons, protecting the gang from marauding
are to be trusted. Give them food and any medical creatures.
care they need.” Then, to you, he says rather  If and when the characters mention they were
curtly, “You’re welcome to stay as long as you sent here by Patch of the Furies, Needles seems
need.” uninterested. He tells the party that the ‘Giants are
too diminished from the fall of Sanctuary to join

THE VOTE
In The Right To Live the characters had a chance to become the leader(s) of Sanctuary and, by extension,
greatly improve their standing with the Jailhouse Giants. If one of the player characters managed to win the
vote in that adventure, barring total incompetence he or she will be seen in a much more positive light by the
‘Giants in this adventure.

Though Dr. Needles will still be regarded as their defacto leader, any PC who won the vote in The Right to Live
will generally be treated with respect and deference. In addition, he/she receives a -1 bonus to all Social and
Intimidate checks when dealing with the Jailhouse Giants.

Page 17
NEEDLES
Whether or not they befriended him before, Needles is arguably one of the most magnetic personalities the
characters have ever met. Handsome and flawlessly well-mannered, yet haunted by a horrific past of savage
slaughter, he somehow manages to project an image of sophistication despite being a remorseless killer. His
SINS OF THE PAST
level-headedness has an intoxicating effect on others, luring them into trusting him, yet despite his outward
pleasantness he puts the welfare of none above his own. A doctor of medicine and amateur scientist possessed
with rare gifts of brilliance, he has managed to flourish since Perdition, channeling his obsessive genius
towards discovering more about the entities native to “Hell”, putting this knowledge to practical use benefiting
himself and those who follow him - whether they like it or not.

Needles cares little for those who don’t see things his way, and cares even less for those who would get in the
way of his research and/or plans. Yet he is not openly homicidal; he is no fool, and knows he must behave if he
wants to live. Still, he can be arrogant, and considers himself to be better by degrees than the “common rank
and file” of the prison.

any “alliance”. They will certainly not risk leaving very survival of everyone concerned. PCs who worked
the lighted wards of the hospital for any reason. with Needles before probably realize that’s not his
He will not listen to the party‘s arguments beyond intention, so finding a means of making it clear to him
a vague promise to “take it under consideration” that he needs to let someone else take charge should be
, no matter how insistent the characters are, a top priority.
ultimately telling them that “the Jailhouse Giants
aren’t taking any risks as long as I am in charge” . Getting Needles to voluntarily step down won’t be easy,
 Needles ends the conversation with an effort to at but unless the characters are cold-blooded killers, it’s
least sound hospitable, inviting the characters to likely to be their best option. They can, of course, do
stay as long as they need. what most people expect (namely, kill him to get rid
of him), but characters with any conscience - or sense
of gratitude for Needles’ lifesaving actions in previous
NEEDLES (MURDERER/POWER) adventures - may find this a difficult option to settle on
(and one that should run the risk of accumulating Guilt
PROWESS 5 Social 8 Guilt 5 for all those who participate).
REFLEXES 7 Intimidation 8 Despair 0
WITS 10 Psy Potential 5 Insanity 2 There are other avenues, however, but it’s up to the
20 players to discover them and use them to get Needles
WILLPOWER 8 Psy Strength 1 Health
to relinquish command of the Jailhouse Giants. These
avenues can be discovered by exploring around the
TRAITS GEAR Hospital and speaking with the inhabitants, etc.; these
Calculated Fighter Surgical Smock are briefly summarized below:
Combat Medic First Aid Pack
 Prove that “lights” have no real effect on
Educated Syringe
keeping demons at bay. Needles has been using
Extra Health One dose of cardiolax this lie to mask what he’s really been doing,
Isolation Five doses of tranq drugging the ‘Giants. If the characters sense
Medical Knowledge Key to Specimen Lab Needles has been lying and prove to the population
Obsession (Women) that the doctor has been leading them on, Needles
will have no recourse but to step down (the ruse is
Quickness up). The easiest way the party can do this would
Sociable be to provoke a manifestation within the Hospital
or, even better, if they haven’t killed it already,
GETTING NEEDLES TO STEP DOWN lure the Engorged Horror from area 6 (in the
The object of this chapter is for the characters to find a tunnels outside) into the Hospital and into the light.
way to remove Needles from his position as “leader” of The characters must be ready to kill the creature
the ‘Giants. He is, after all, an obstruction to forging an once it’s inside and quickly explain their actions,
alliance with the Furies, and his obstinacy threatens the however, or else face the wrath of the gang for
having endangered their refuge!

Page 18
 Lead dissenting ‘Giants against Needles in a so getting information from them wasn’t easy. But I
coup. Needles isn’t exactly popular, and forcing have my methods…”
him from his position of self-imposed power will
put him in his place. The characters will find “According to the captives, the Psychos, the
an eager ally in Big E-Z, who wants to depose Skinheads, the Daughters of Slaughter, and

SINS OF THE PAST


Needles, whom he doesn’t trust. Similarly, Jelly the ‘Embracers’ have been strengthening their
Dawg, a more moderate personality, could be fledgling ’axis‘. We only saw the tip of the iceberg
approached to replace Needles as the leader of the at Sanctuary. Blade, leader of the Psychos, had
gang. The characters will need to tread gingerly, since been elevated to the status of “supreme
however, to avoid provoking the gang into a mob commander” over this axis’ armies. He was
mentality that could end up killing Needles, instead leading his forces to ransack the levels of the ship
of simply removing him from power! we had left in our exodus, killing all holdouts and
 Find evidence that Needles has been drugging anyone else they came across.”
the ‘Giants. Though it’s been for their own good,
no one appreciates being lied to - and drugged! “Blade is the one you want to kill, if you’re
Through investigating and asking around the to thwart the enemy. But it won’t be easy. He
Hospital the characters may find out about Needles’ apparently has a surprising knack for tactics and
secret. Examining the patients in the Intensive strategy. Admirable, considering his origins in the
Care Unit, as well as searching the Food/Water street. So you see, you’ll have to understand him if
Supplies, will uncover evidence of his tampering. you want to beat him. Only one man knows Blade’s
Confronting Needles with this evidence will reveal mind well enough to turn his strengths against him,
his plan and force him to step down or else risk and that is Johnson, his longtime nemesis - and, as
being strung up by a very angry mob! I found out from the drugged-up gangers, his one-
time cellmate.”
NEED-TO-KNOW INFORMATION! Needles lets that startling revelation sink in for a
Eventually the PCs will secure a means of removing
moment. If the PCs mention that Johnson is dead,
Needles from power, and force him to accept the offer
Needles’ grin only grows bigger, before he continues.
of an alliance. Once it is clear he has no choice but
to give in (or surrender, if it came to a fight), read the
“We were able to draw very little else from the men
following:
before they… succumbed to the interrogation, but
before they did, they mentioned they had been at
You half-expect Needles to be pissed for what he
the battle for Sanctuary. And, they openly boasted
must see as a grave betrayal, but he keeps his cool.
that Johnson did not die there, but rather was
Instead of seething he slowly buttons up his collar
captured, humiliated, and taken prisoner.”
before nodding in a dignified acceptance of defeat.
“Very well,” he says. “If you’re intent on leading
“If you hope to have any chance of defeating the
the ‘Giants to their doom, it is clear I cannot stop
growing axis of gangs poised against you, might
you. Or convince them how foolish it is to follow
I suggest you go back to Sanctuary and look for
you. About the only thing I can do, then, is to at
signs of where they took Johnson, oh fearless
least help the ‘cause‘. Before you cast me out,
leader?”
might I offer some information you may find
useful? Perhaps, in exchange for clemency?”
Warden’s Note: Hopefully the characters will have
forced Needles to step down and accept an alliance
The offer is tempting. Needles may know
without actually killing him. Even if it comes to a
something, or he could be bluffing to maintain his
fight, Needles will surrender to avoid being killed.
usefulness to the gang. Yet ultimately something
Other ‘Giants who might otherwise want Needles gone
tells you he is not.
will be quick to remind the PCs that, as a doctor, he
is invaluable to the gang - and any thought of killing
Needles grins for the first time. “Only a handful
him should be reconsidered. But in the event that
of men here at the Hospital know this - a few men
the confrontation degenerated into a lethal fight, be
loyal to me - but we captured two UltraMax Psycho
prepared to provide another means of delivering the
infiltrators a week or so ago. They were ready to
above information to the PCs; the revelations about
report the location of our hideout on a radio set
Blade and Johnson are vital to the story that propels the
when we discovered them. They were also under
adventure!
the effects of a powerful narcotic known as ’Jump‘,

Page 19
CHAPTER THREE - DANGERS THE JOURNEY
Things have changed since the fall of Sanctuary;
IN THE DARK Gehenna itself has slowly transformed since Perdition,
Needles, Jelly Dawg, and even Big E-Z can hook the and evidence of the massive alterations to the ship
SINS OF THE PAST
PCs up with directions to the ruined part of the ship continue to exhibit themselves, as the characters will
that used to be Sanctuary. It’s far enough away that the soon discover.
characters will likely spend a day or so trying to reach
it (more like 2-3, due to unexpected damage to the ship; A map of the tunnels and chambers lying between the
see below). Hospital and Sanctuary is provided nearby (the PCs
exit via the Hospital’s front entrance, area B). The
If the PCs managed to replace Needles with Jelly Dawg, journey itself will not be an easy one. As Warden, use
the latter (having access to all sorts of scrounging this chapter as an opportunity to portray how the ship
resources) will outfit the party with a few basic supplies itself is slowly becoming an alien landscape due to the
to help their chances of success. Big E-Z has no such changes of Perdition. This section should feel like an
scrounging talent (nor does Needles), so if either are exploration, one which is teeming with danger.
still in control this assistance will not be offered. In any
event, the assistance mentioned will be limited to: There are a few things to keep in mind about the region
between the Hospital and Sanctuary:
 Three light rods (barely enough to cover a 24 hour
period)  This part of the ship is without power, so the
 A few rudimentary digging implements (can be characters will need to bring lights of their own.
used as improvised weapons)  Traveling in dark, heavily-damaged sections of
 A single 50 ft. length of “rope” (made of braided the ship, even with lights, requires characters to
bed sheets) be cautious - and to take things slowly. As such,
 A single first aid pack for the party the party is limited to traveling three squares per
hour, and a maximum of eight hours at a time.
Whoever the leader of the ‘Giants ends up being The party will need to rest after eight hours of
(Needles, Big E-Z, or Jelly Dawg) will warn the exploring (rest takes at least one hour).
characters that the tunnels leading back to Sanctuary  In some areas, the lack of functioning life support
were already structurally hazardous to begin with, and systems means the temperature has dropped to
there could now be unexpected dangers lying in wait. almost freezing levels. The PCs will traverse
He reminds them to stay cautious and keep up their corridors that are slippery with ice, or are hung
guard. He also informs them that should they lose their with ice crystals. Universally the air is cold, and
way, or lose sight of other landmarks, that Sanctuary human breath turns into billowing steam upon
lays past “three cataracts”. He has no other advice leaving one’s mouth.
for them; for now, they will simply have to brave the  Certain areas are flooded, requiring the PCs to
darkness on their own. wade or even swim through the dark and bone-
numbingly cold tunnels.

Page 20
OPERATING IN THE DARK
During this chapter the characters run the risk of being plunged into darkness. The ‘Giants have been hoarding
their light sources and their supply is running low. Unless they have brought their own light sources from
previous adventures, the characters may find themselves alone and in the dark before they know it.
SINS OF THE PAST
Exploring in the dark is risky. Consider using the following rules:

 When playing out an encounter, limit the vision of the characters to three squares around them. Keep track
of enemy movements secretly if they‘re out of this range. Unless an enemy comes within three squares,
only describe “nearby sounds” and a vague indication of the direction they’re coming from.
 Ranged combat is almost impossible. Firing at a target who can’t be seen should be next to impossible,
though the PCs may use the sudden explosion of light (assuming they use guns) to momentarily see/
pinpoint enemies lurking in the darkness.
 When the lights do go out, call for Despair checks (failure means a character gains +1 Despair). Finding
oneself stranded in the dark without a light is certainly cause for fear!

7. TUNNELS A character with either of the traits mentioned above


These tunnels are oddly reminiscent of a Terran will feel a bone-numbing sense of sickness and dread as
cavern system; an incredible degree of damage, she passes this point. This continues for a few minutes
the settling of debris, and the appearance of ice all before fading into a nagging unease that will last until
combine to create structures similar to those one the sorrow leech is discovered and killed. A character
might find in underground caves. Stalactites and with an Insanity score of 4 or higher will actually see
stalagmites of ice, draperies of melted steel, gorges the creature.
where floors have fallen away and rough bridges
where old supports have fallen, are among these. The creature’s encounter with the party is not its first
run-in with humans. When the King of the Cannibals
The deserted, pitch-black tunnels - which have until (see Chapter 4) turned the refugees of Sanctuary against
now been abnormally dead silent - are suddenly one another, and then later murdered the survivors, the
shaken by an alien howl echoing in the distance. sorrow leech was attracted to the ruins of Sanctuary
You steel yourselves for a confrontation with by the King’s feelings of shame over his actions. For a
whatever the darkness might be hiding. time it haunted the King, until its Insanity Aura ability
- which made him relive each cannibalistic meal over
Check for Despair. Those who fail accumulate +1 and over again in his head - drove him to insanity. Now
Despair. The source of the strange howl (some able to see the invisible creature that stalked him, the
alien entity elsewhere among the tunnels) does not King armed himself with a powerful weapon (see later
make an appearance, however, though its sounds - for details) and drove the sorrow leech from Sanctuary.
monstrous howling, ghostly baying, etc. - may be heard
periodically, always far away but near enough to rattle Unwilling to be destroyed simply for the sake of
the party. consuming one pathetic human, the sorrow leech
begrudgingly moved on, and has been looking for new
8. THAT WHICH WAITS prey ever since.
Only a character who has the Sixth Sense (or
Supernatural Sense) trait will detect anything out of the When the party passes this point, select the character
ordinary when the party passes the area marked “8”. with the highest Guilt gauge (alternately, select any
All other characters are oblivious to the creature that character that has an Insanity gauge high enough to let
lies in wait here. her see the creature; it will select her instead, to prevent
her from revealing its existence). The sorrow leech
The “creature” in question is a sorrow leech, a form makes that character the subject of its attentions.
of invisible demon that feeds on sorrow, guilt, and
emotional anguish stemming from its victims’ past The creature is looking for someone to seduce and
misdeeds. The creature is no stranger to human subvert. Being invisible it will follow the party from
suffering, and after getting its first taste (see below) it this point on (possibly throughout this entire chapter
has become quite addicted to the sensation. and well into Chapter 4) and attempt to learn about the

Page 22
character it is attached to. As Warden, now would be a Second Offer The demon will grant the host a
good time to take aside the player in question and get supernatural healing ability; she
her to explain her characters crimes and how she came regains 1 Health every hour.
to have such a high Guilt gauge. Use elements from the
background, origins, and general story that your player Third Offer The demon will bestow the host

SINS OF THE PAST


comes up with for her character, as fuel for the sorrow with +10 Health (as if she had the
leech to use against her. Extra Health trait).

Over the course of the adventure the sorrow leech Note that the sorrow leech can only actually grant one
will attempt to wear its chosen prey down. First and benefit; it cannot grant them all.
foremost its Insanity Aura ability causes an increase in
Insanity by +1 per day. Use this as a chance to creep If at any time the character agrees, she gains the benefit
the player out; don’t just say “you wake up and realize as promised but also the symbiosis cost. In the case of
you’re at +1 Insanity”. Instead, have that character this particular sorrow leech, the demon takes control
experience nauseating dreams, dark phantasms, and of its host on a failed opposed Willpower check, rolled
mind-bending delusions. The accumulation of Insanity at the start of every combat turn. Thus, any time the
is a slow, psychological effect; play it up for effect. characters enter combat during the adventure, the host
runs the risk of being taken over by the sorrow leech.
For example, using information from the character’s If this occurs, it will have the possessed character
background, describe the horrifying dreams that vividly attempt to kill whichever companion least expects it
relive her past crimes. Describe in detail the faces of (usually a loved one, best friend, etc.). After combat
her former victims in puddles of water, in shards of this compulsion ends, leaving the confused host to
broken glass, etc. Whenever she is left alone, she may answer for her actions!
hear the familiar voice of a victim calling to her from
a dark passage, or might be tormented by the cries for 9. EMPTY CELL BLOCKS
help of those same victims in her sleep. Though the damage is extensive, this looks to have
once been a cell block, not unlike the one you used
Each day the sorrow leech will also try to make contact to live in - at least before things went downhill, that
with its victim. Though it is perfectly content with is. Icicles hang from the ceiling, bars, etc.
psychologically torturing its prey, it also desires to turn
its prey against her companions - what would be better If combat takes place here, use the Nightstalker Hideout
than to trick its prey into killing her companions, then map for the layout of these areas. Note that most will
feeding off of her grief after the fact? be deserted, empty except for random debris from
collapsed ceilings and various patches of ice.
To the character in question, these attempts at contact
come in the form of whispers from the dark that no one Loot: Assume it takes an hour to search each cell block
else hears, voices in her head that nag at the back of her for useful items. Characters who take them time to
mind when she‘s in conversation with someone else, or search can make a Wits check; if successful, they find
unsettling, vague dreams if/when the party camps for what amounts to one roll on the Random Finds table.
the night. Each time the sorrow leech makes contact
with its prey, it offers a symbiosis benefit, starting with 10. MAGLEV TUNNELS
the benefit listed at the top of the table. If the character The sound of rushing waters echoes through
refuses (either out loud, or simply by thinking it in her these tunnels. Sewage, plus water from ruptured
head), the voices/dreams cease. It attempts to make ship-board reservoirs elsewhere, appear to have
contact again later, but this time it will increase its offer gravitated to the low-lying maglev tunnels, turning
to the next symbiosis benefit on the table, as shown these former “highways” into rivers. Not that you
below: would, but you have no idea where the current
would take you if you jumped in.
Attempt BENEFIT OFFERED
First Offer The demon will hereafter offer As with elsewhere on the ship, many maglev tunnels
advice and guidance, allowing the are now flooded on this level. These swift-moving
character to modify any roll she “rivers” are dangerous to travel, as the water is ice cold
makes by +/-1 once per day. and the murkiness of the water hides all manner of
submerged dangers.

Page 23
THE THING IN THE WATER
If the characters somehow manage to build a raft and choose to use it to navigate the tunnels, consider
introducing a minor encounter sometime during their voyage.
SINS OF THE PAST
Attracted by the lights/sounds of their passage, a death slither living in the lightless waters of the river
detaches itself from a wall and swims, underwater, after the party’s raft. Approaching from behind, it attempts
to slither aboard and strangle whichever PC is in the rear.

Allow opposed Wits checks for the characters to notice the creature as it approaches. If they fail, the creature
gains a surprise attack against the PC of its choice. Note that because of the deafening sound of the raging
waters, the other party members on the raft may not even notice their comrade is in distress until it’s too late!

Characters could construct a “raft” to navigate the 12. CHAMBER OF TORMENT


waterways, but the effort would take at least six This room, largely overgrown with the same
hours and would require three Rigid components fluorescent mold found elsewhere, appears to be
per passenger, plus knowledge of the Improvisation badly damaged. Intermixed with icicles, shards of
trait. In addition, the waters are rough, requiring a mirror-like glass lie strewn everywhere.
Reflexes check (made by the character aboard the
raft with the highest Reflexes) every 50 ft. to avoid Physical damage to the Gehenna is not all that affects
capsizing. A boat that capsizes spills its occupants the ship; the strange twisted energies of the Nether have
into the waters, who must swim to stay afloat and/or also begun altering things in unusual ways, and this
reach the nearest side tunnel to safety. You can require room is one of many locations aboard the ship where
additional Reflexes checks to ascertain whether they are such energies are stronger than normal.
successful or not. Finally, loose equipment not tethered
to the PCs may be lost in such a scenario. The presence of these energies is not dangerous, per
se, at least not to the innocent observer. Yet, to anyone
11. FUNGUS TUNNELS with a Guilt score of 1 or greater, they may prove a
You didn’t realize it at first, but the walls of these hazard, as they are geared towards tormenting those
passages appear to be overgrown with a strange who have tormented others.
form of life. What at first you thought was frost is,
at least around here, actually fungus. When your For such characters, passing through this room is an
lights are extinguished, the fungus continues to unsettling experience. Each individual character may
shed an eerie blue light, just barely strong enough make a Wits check on entering the room; those that
to see by. succeed see, in his or her own mind, the face of a past
victim in one or more shards of glass scattered through
These corridors provide a potential respite from the the room. These victims will appear as they did at the
need for artificial light sources by the party. The PCs moment of death (smashed in head, gouged-out eyes,
can, when traveling through those corridors colored severed neck, etc. - use a description fitting each player
blue on the map, extinguish their lights and save them character‘s background), but they seem to stare at the
for later, as there is enough ambient light here to travel offender in question for a moment before grinning,
by. Note that these areas are the only areas (unless revealing oily black teeth and slimy, black tongues.
otherwise noted) that will have any light at all! Each face quickly corrupts before the viewers’ eyes,
until nothing remains.
Warden’s Note: The fungus, like fungus found
elsewhere on the ship after Perdition, is a form of Immediately require each player who sees an apparition
botanical life native to the Nether, and its presence, to check for Guilt. A character who fails gains +1 Guilt
qualities, and potential dangers are not thoroughly from the chilling reminder of his or her past crimes.
understood. Though it glows steadily with a dim light
(on par with weak candlelight), the fungus seems Characters who investigate, take a second look, or
relatively harmless. It does pose a danger to human life physically examine the glass see no further apparitions.
through close exposure (see area 14), but it is otherwise In fact, the glass shards seem entirely mundane.
not immediately harmful.

Page 24
Loot: The glass shards can be taken as weapons. In 14. DYING MAN
addition to dozens of smaller shards, there are 1D4 that You’ve entered a small chamber that glows from
could be used as improvised weapons. the luminous fungus on its ceiling, walls, and floor.
Virtually every surface is covered with the stuff.
You sense movement and turn to see, in one corner

SINS OF THE PAST


13. THE GRAND WATERFALL
For a half hour you’ve been aware of a thundering of the room, an old man lying down and propped
rumble in the distance, and now you’ve finally against one wall. To your horror you see that
found the source. A grand waterfall fills this huge, much of his chest, left arm, and a great deal of his
shaft-like chamber, cascading fifty feet or more into face has been overgrown with the glowing fungus.
the darkness below.
Call for Despair checks. Those who fail gain +1
This is not one of the “three cataracts” described by Despair from seeing the old man partly consumed by
Needles as signifying the entrance to Sanctuary, but it is fungus.
a large cascade nonetheless.
The old man, convict 2246361, is dying, and no
The water from burst pipes on over a two dozen levels amount of intervention will save him. Having survived
is channeled here, creating a raging 50 ft. waterfall Perdition as one of the lucky few, he made the mistake
in this near-vertical shaft. The air is icy, though its of camping out in an area already overrun with the
temperature is still a mere fraction of the water, which strange alien fungus. Overnight the fungus spread
is bone-numbingly cold. to his body as he slept, and now he is slowly being
consumed from within.
The PCs find themselves near the top of the falls.
Using directed light sources (such as a flashlight) to 2246361, known as “SOB” by former cellmates, never
investigate up reveals a large tunnel just 20 ft. overhead got along in prison - or anywhere, for that matter. On
(where the waterfall emerges), which may be accessible Earth he was a vagrant from an early age, a lifelong
via rough, icy ledges. Looking downwards with a alcoholic who squandered every opportunity when
light source reveals a pit bottom which appears to be it presented itself and bucked authority whenever it
blanketed in strange alien flora flourishing (despite the imposed on his chosen lifestyle. A wanderer and tramp,
sub-zero temperature) at the base of the mist-shrouded he developed liver disease and was finally captured
waterfall. The odd-looking flora includes sickly- by the law when he was found, comatose and close
looking mosses, giant deformed mushrooms, and ferns to death, in the barren interior of a robot-controlled
that seem to shiver and move despite the lack of any railcar when it stopped at an industrial loading station
significant wind. There does not seem to be a safe way in the Alaskan ice fields. 2246361 continued to fight
down. the system at every chance, refusing rehabilitation
and the PTM’s efforts to find him a place in society.
To reach the top of the falls (and the tunnel that leads Eventually, after getting arrested for stealing food,
away from this chamber), the characters will need to he was sentenced as a “repeat offender” to Gehenna.
climb. This requires a single Reflexes check on the part Even during his time aboard he made no effort to make
of each character. Using rope to aid in climbing gives friends or allies; when Perdition came, he slipped out of
the characters a -1 bonus to this check. A character his cell during the chaos and never looked back.
who fails falls; a second Reflexes check is allowed for
that character to grab onto a lower ledge; otherwise SOB cannot talk due to the fungal consumption of his
she plummets the remaining distance to the floor of face, but he gestures weakly for any non-panicking PC
the shaft (taking appropriate damage). A character that to come close. He tries to speak, but when he realizes
succeeds at this second check must start the climb over. he cannot muster a voice, instead weakly motions to a
cardboard box nearby. All of a sudden the box begins
Warden’s Note: What lies at the bottom of the shaft is to shudder and move, and a scratching sound comes
up to you to decide. Besides strange alien fungus and from within. The man then dies.
plants, the pit bottom could be inhabited by a strange
creature, or perhaps could be littered with the rotting Warden’s Note: SOB discovered something quite
remains of previous convicts who failed the climb unusual during his exploration of the ship before his
and fell to their deaths - possibly leaving broken but tragic demise here. While wandering the tunnels he
salvageable equipment behind. In addition, a character found a peculiar form of vault that was filled with
who survives the fall might find passages leading off a wide variety of Terran animal life, preserved in
to other levels, from which strange noises or glowing cryostasis. Most of these specimens were intended to
lights can be seen… be used to stock any future settled penal colony with

Page 25
familiar wildlife. After a harrowing encounter with might be allowed to take Killer as a replacement.
a brown bear that had somehow escaped, he found a Finally, the party might consider taking Killer as a
puppy and took it with him. “party mascot”, and he will prove himself up to the
challenge by diligently following the group, alerting
When SOB realized he was dying he put the puppy them to danger, and fighting bravely alongside them in
SINS OF THE PAST
(his sole companion, whom he named “Killer“) in the combat.
box, leaving just enough of a crack in the top for it to
breathe. He hoped that by putting it there it would not Loot: SOB had managed to gather some things useful
be consumed by the same fungus that was consuming to a survivor before he succumbed. These items include
him. three ration packs, two light rods, 2D20 Smokes, a
box of 1D10 matches, two bottles of Scotch (worth 200
Killer is a pit bull puppy, though he is large for his Smokes apiece), and an Ignition component.
age and would be more than a match for most dogs
(or smaller-sized demons). As a puppy he is naturally 15. PIT OF TRASH
curious and playful, though he is also quite bright - (This is a trustee-specific encounter. If there are no
and fiercely loyal. When the PCs find him, he growls trustees in the group, this area proves empty).
and yaps at them, thinking them a danger, but with the
passing of his former master (SOB), the whimpering You’ve discovered a large shaft bisecting the
pup soon takes a liking to them and attempts to follow passage here. Luckily you’re at the bottom and not
them. the top, as it looks to be a sheer drop.
What the characters do with Killer is up to them. The bottom of the shaft appears to be filled with
A character who is looking to pick up the Trusty all sorts of rubble, from heaps of organic trash to
Companion trait might consider taking Killer as her smashed security monitors and the crumpled metal
companion; similarly, a character that already had the plate of what may have once been a custodian.
trait but lost her companion during her adventures Much of everything is covered in a layer of frost,

KILLER (DOG/SURVIVAL)

PROWESS 3 Social 1
REFLEXES 3 Intimidation 5
WITS 5 Psy Potential 8
WILLPOWER 5 Psy Strength 10

SPECIAL RULES
Small Size, Bite, Keen Senses, Limited Sentience,
Menacing.

Small Size: This creature is small. Two creatures


of its kind can occupy the same square on a standard
battle grid.

Bite: A dog’s bite attack does 1D4 Health damage.

Keen Senses: A dog is considered to have the Sixth KILLER


Sense trait.

Limited Sentience: Dogs are immune to Guilt and Insanity effects, and make all Despair checks with a -1
bonus. Despair otherwise affects them normally (subject to the Warden’s judgment).

Menacing: By growling, barking, and baring its teeth a dog may attempt an opposed Intimidate check against
an opponent as an attack action. If the opponent fails she cannot come within 10 ft. of the animal, though she
may attempt to negate this effect on her turn by attempting another opposed Intimidate check.

Page 26
A MORAL QUANDRY
The Warden computer’s request to the trustee(s) offers a chance at inserting a moral dilemma the PCs must
contend with. The Warden’s orders are to “apprehend” Loco, but he will certainly do his best to prevent
being taken alive. Even if they do manage to capture Loco, what are they to do with him? The characters

SINS OF THE PAST


have nowhere to take him, and without any nearby custodians, no one to hand him over to. They could kill
him, but some player might find the execution of a prisoner distasteful at best, morally unacceptable at worst.
Ultimately it’s up to the party what they do and how they persecute the Warden’s orders (if at all).

no doubt from the winding down of the ship’s life The convict mentioned in the mission briefing is
support systems on this level. Loco (see area 17), whom the Warden computer has
determined is a threat to its continued operations due
If there are any trustees in the group, read the to his senseless killing of trustees. This continued
following: destruction of useful “assets” cannot be allowed. The
Warden is essentially giving the PCs authorization to
As your companions explore the rubble, you notice eradicate Loco and his men; if they comply, a reward of
something odd - one of the dozens of computer some sort is promised.
monitors lying in the heap flickers on, and a phrase
briefly appears on the screen beneath a layer of Whether the PCs agree or not is up to them, but a
frost. violent conflict with Loco and the Nightstalkers is
already quite likely. See area 17 for details.
INCOMING MESSAGE…
Warden’s Note: The “reward” promised by the
If the character(s) in question notify the other (non- Warden computer for the eradication of Loco and
trustee) characters, when they turn to look, the monitor his Nightstalkers is, ironically, not to be found in
immediately goes off - they see nothing. The message this adventure. This may lead the players to assume
will re-appear only when no one else is looking. the Warden lied to them, but in reality they will be
rewarded eventually in the final adventure of this
The message is apparently from the Warden computer. campaign, Oblivion.
It will only reappear if/when a trustee (or trustees) is
the sole occupant of the room. If the trustee(s) refuse 16. NIGHTSTALKER SENTRY
to remain alone in the room, the message does not re- At each of the locations marked “16“, read the
appear. Assuming the trustees among the party find a following:
way to return here alone, the computer screen comes
back on and displays a message: The suffocating darkness is unbroken ahead, but
the silence is disturbed by the slight sound of
ATTN ASSET: stealthy footsteps...

YOUR COOPERATION IS REQUIRED IN A A convict clad in all-black clothing patrols each of these
MATTER OF IMMEDIATE CONCERN. CONVICT areas. These sentries are equipped with special night
5990127 IS NO LONGER IN HIS CELL AND HAS vision goggles (only the sentries, not the other members
BEEN INCITING OTHER ESCAPED INMATES of the gang) which allow them to see near perfectly in
ON THIS LEVEL. TOGETHER THEY HAVE the dark. Members of a small but motivated “gang”
BEEN RESPONSIBLE FOR VIOLENT ATTACKS calling themselves the “Nightstalkers“, they have orders
TARGETING ASSETS OF THE PRISON. DUE to retreat (unseen if possible) on encountering outsiders,
TO CIRCUMSTANCES ELSEWHERE NO and report their findings to their boss (see area 17).
CUSTODIANS ARE AVAILABLE FOR THIS TASK. They are to avoid a fight if possible.
AS SUCH, YOU ARE INSTRUCTED TO LOCATE
5990127 AND PERSONALLY APPREHEND Unless the characters hide (in which case they may only
HIM. DO AS INSTRUCTED AND YOU WILL BE be seen if they fail an opposed Wits check), the PCs
REWARDED. will be noticed and the Nightstalker will withdraw. He
will return ten minutes later with the rest of the gang,
THANK YOU, ASSET. including their leader, Loco. What they do when they
confront the party is detailed under area 17.

Page 27
NIGHTSTALKER (MURDERER/SURVIVAL)
TRAITS GEAR
PROWESS 7 Social 4 Guilt 5 Backstabber Riot Armor
REFLEXES 5 Intimidation 7 Despair 3 Cold-Blooded Riot Shield
6 0 Insanity 1
SINS OF THE PAST
WITS Psy Potential Extra-Health Cattle Prod
WILLPOWER 2 Psy Strength 0 Health 10 Isolation 3 batteries
Obsession (revenge) 1D20 Smokes
TRAITS GEAR Public Menace Lighter
Backstabber Riot Helmet Tortured
Obsession (revenge) Night Vision Goggles (see
sidebar) The Nightstalkers (of which there are nine in total,
Scrounger 1 Hydrogen Cell including the two sentries and Loco) are based in an old
Tortured 1 Light Rod cell block, reproduced as a battle map nearby. The cell
doors no longer close, and the men sleep haphazardly
Shiv
about the place in various cells under heaps of
scrounged blankets. A few fires are kept burning for
17. NIGHTSTALKER CAMP light and warmth, but ice patches still cover the floor in
The glow of a burning fire down the tunnel ahead places. These patches make combat inside the hideout
stands out in stark contrast to the darkness difficult (anyone entering an area indicated as “ICE”
everywhere else. must make a Reflexes check immediately or fall prone).

A group of convicts calling themselves the Loco makes his abode from the old shower area of
“Nightstalkers” (due to the perpetual darkness of this the cell block; it is now decorated with furnishings
level) have made this area their home, taking over from a looted recreation center including couches,
a ruined cell block and using it as their “base“. The recliner, lamps, nightstands, bookcases, etc. A fire
Nightstalkers are led by a former stick-up artist who is kept burning at all hours to keep the room warm.
calls himself “El Loco”; he’s not a wannabe luchadore, A chandelier, hanging crooked from the ceiling and
but rather a man who nurtures a burning hatred for adorned with a quartet of light rods instead of candles,
trustees. Before Perdition he (and others like him, keeps it well lit.
including those who now follow him) were victimized
by trustees on a number of occasions, and he long Warden’s Note: Relations with the Nightstalkers will
vowed that if the “tables were ever turned” he would vary depending on the personal history of each PC.
“make them pay”. Assume that Loco starts somewhat wary of the party
(though not overtly hostile), but he can be convinced to
Loco (Convict 5990127) has made good on his deal with them under certain circumstances. Characters
promise; when Perdition occurred he killed his cell
block’s resident trustee through strangulation, then
armed himself and began hunting down others who’d
wronged him. He takes particular delight in using
stun-weaponry to paralyze his prey before brutalizing
them and only eventually “executing” them in a flashy
display (see area 18). He’s killed at least a dozen
former trustees so far, but they’re getting scarcer these
days and so he’s finding new targets for his homicidal
aggression.

LOCO (ANARCHIST/SURVIVAL)

PROWESS 7 Social 5 Guilt 6


REFLEXES 6 Intimidation 8 Despair 2
WITS 7 Psy Potential 5 Insanity 2
WILLPOWER 5 Psy Strength 1 Health 20 LOCO

Page 28
living in the waters, but
what exactly he cannot
say.
 Loco can give
directions to the “three

SINS OF THE PAST


cataracts” that lead to
Sanctuary.
 Loco may be
willing to barter (see
the entry for “Loot”,
below, for an idea
of what they have
to trade) with the
characters.

who openly brag of killing trustees, or are wearing In combat Loco may
obviously stolen trustee equipment will earn his good prove to be a difficult foe, as he wears full riot armor
graces quickly. Those who frown on that kind of and wields a riot shield as well. He will use his cattle
thing, or take a “higher” moral ground, are quick to prod on his chosen enemy, who will always be the
make him lose his temper - and earn his disfavor. closest thing to a trustee (if there is no recognized
trustee present, he will go after someone with the Stool
Loco saves his worst reactions for actual trustees. Pigeon or Mole trait instead; failing this, a character
Any character who has the Trustee trait (of any level) with Orderly trait; and if there are none of these, any
and is discovered will inspire in him a burning and “goody-two-shoes“ will do). His men will engage the
unforgiving hatred. There will be no negotiating, and other characters in groups of two, hoping to use their
Loco will immediately bend all of his efforts to capture Backstabber trait to full advantage. Anyone who is
that PC and/or kill her. If the characters came looking subdued will be taken to the Pit of Fire (area 18) to be
to parlay or trade, they now have a full-blown attack on “executed”.
their hands!
Loot: In addition to stolen furnishings, the
Unless they’re obvious about it, however, characters Nightstalkers do have some loot taken from executed
don’t usually go around with “Trustee” emblazoned trustees, as well as from scrounging. These include
on their foreheads. Thus Loco will only be aware of a two riot helmets, a suit of riot armor (this is damaged,
character’s Trustee status if either he or one of his men but can be fixed with basic tools and the use of a Rigid
succeeds at a Sociability check (if the players gripe, component), a mace canister, a riot baton, a slug gun,
explain to them that the same sort of check that allows nine ration packs, nine light rods, a 50 ft. length of
PCs to learn the secrets of NPCs they’ve met, also rope, a can of flammable oil (used for starting fires),
applies to them). If he detects a trustee in their midst, 500 lbs. of scavenged wood and paper products (used
he warns his men and orders the party’s capture. for maintaining fires), five cartons of cigarettes (1,000
Smokes), six hydrogen cells, 1 Chemical component, 3
If the characters manage to secure his cooperation, Precision components, and 1 Torsion component - but
however, what Loco knows is sketched out below. no tools. They also have a small supply of breaching
Feel free to fill in the details as suit’s the tone of the rounds (see sidebar) which they’ve used to gain access
conversation: to locked cells and other restricted areas; there are eight
of these special shots remaining.
 There are some unusual places in the area where
the laws of reality seem to operate under a 18. PIT OF FIRE
terrifying distortion (he’s referring to areas 12 and This enormous chamber is essentially a broad,
23). deep shaft descending to unknown depths of the
 He warns the characters to stay away from the ship. A metal walkway skirts the walls of the shaft;
fungus found throughout this level. He claims that this walkway appears to be scorched black and is
no one knows if it’s dangerous, but it’s better to be melted in places.
safe than sorry.
 He warns the PCs against trying to navigate the This shaft is pitch black and filled with the same cold
flooded maglev tunnels. He says there are “things” air that pervades this level, but every hour or so a
gusher of blinding plasma ascends from the deep in

Page 29
NIGHTVISION GOGGLES
Each Nightstalker sentry makes good use of a scavenged
gizmo known as “night vision goggles”, which allows him
to see in the dark - a handy tool in these lightless environs.
SINS OF THE PAST
NIGHTVISION GOGGLES
Control Level: 2 Complexity: N/A
Cost: 5,000 Smokes Time Required: N/A
BP Cost: N/A Components: N/A

Originally put aboard for convict work teams operating


in powerless areas, night vision goggles are electrically-
powered optics that allow the wearer to see in near-total
darkness. A character wearing night vision goggles can
see clearly in the dark as if she possessed a strong light
source. This item requires a hydrogen cell to operate.

a plume of white-hot fire. The origin of this fire is often melts and falls into the depths of the pit.
actually the emergency venting of radiated atmosphere
from the ship’s engines, which becomes electrically If the characters come here, roll 1D12. On a roll
charged as it travels up the shaft at high speeds, turning of either 1 or 12 their arrival coincides with the
into a plasma-like state. phenomenon. The appearance of the plasma will be
heralded by a brilliant scarlet glow from below, which
Loco (see area 17) uses this area for executing trustees seems to gradually grow in intensity, as if rising to their
who’ve fallen into his hands. Hateful of all who once level. The characters have ample time to leave, but if
served the Warden computer, he and his followers they do not, in 1D3 turns a plume of plasma fills the pit
capture, torture, and ultimately bring all trustees they chamber on its way up to levels above. Those present
find here to die. That these executions occur in a flash in the chamber take 3D10 damage to Health from heat
of brilliant fire also serves as “entertainment” for the and radiation.
gang.
19. SPOOR
The apparatus for these “executions” is simple; a wire Select a random character, and then read the following:
bed frame is suspended from the edge of the pit over
the gulf. They then wait, from a safe distance, for the You suddenly feel a warm sticky substance
plasma storm to claim its next victim. Victims are underfoot. You stop, but not in time to prevent
incinerated quite quickly, as is the bed frame, which stepping in what appears to be spoor.

BREACHING ROUNDS
The Nightstalkers discovered a cache of special ammunition, which could easily fall into the party’s hands.
This new item is detailed here.

BREACHING ROUNDS
Control Level: - Complexity: N/A
Cost: 25 Smokes Time Required: N/A
BP Cost: N/A Components: N/A

Breaching rounds are a special form of pistol ammunition used to breach locked doors. A breaching round is
essentially a small shotgun shell fired from a conventional pistol, packing enough power to blow out a locking
mechanism at point-blank range. A breaching round does the damage of a barricade buster at a range of one
square. Beyond this range the breaching round loses force and has no effect.

Page 30
The character has stepped in the spoor of some On reaching the tunnel, characters will have to brace
unknown demon. Luckily the creature that left the themselves against the current, but exploration is
spoor has moved on, and will not be encountered. possible. Unfortunately, the water flooding this latter
tunnel comes from numerous smaller pipes, so there’s
Loot: Examination proves it contains one or more no way past.

SINS OF THE PAST


human bones, plus a random find from the Random
Finds table (albeit fouled with feces). 22. SAMARITAN?
You emerge from the tunnel to find yourselves at
20. EXCAVATION REQUIRED the edge of a partly-collapsed scaffold. Far below
Up ahead is a dead end, sealed by tons of fallen you see another tunnel, perhaps fifty feet down.
debris.
To your surprise the tunnel is not empty. From
Each of these locations marks a part of the tunnel your vantage point you see a man clad entirely in
system that has collapsed. Characters can either seek a yellow radiation suit and mask in pitched hand-
another way around, or they can attempt to dig their to-hand combat with another convict. This latter
way through. convict is most certainly a member of the UltraMax
Psychos, and he seems poised to kill his rival at
Digging through a cave-in to the other side requires any moment.
digging implements, as well as time. The amount
of time taken depends on the number of characters The player characters are faced with a few options.
digging: First they can ignore the scene playing out below
them (it‘s not their business, after all), or they can get
No. of Diggers Time To Clear involved. If they stay out of it, eventually one of the
1 24 hours convicts bests the other, at which point the winner
loots his dead foe and departs. Which combatant
2-3 12 hours
is victorious is up to you. If the stranger in the
4-5 6 hours radiation suit won, nothing else occurs. But if the PCs
6+ 4 hours knowingly let a stranger be killed by an UltraMax
Psycho without intervening, they must all make Guilt
Warden’s Note: Note how long it takes for characters checks or accumulate +1 Guilt (only if they had
to tunnel, as they may eventually run out of light if the ability to help; if the characters have no ranged
they’re not careful. weapons, then it can be assumed they had no means of
intervening).
21. FALSE CASCADE
If the characters get involved (such as shooting at the
A waterfall bisects this passage, plummeting to
‘Psycho from where they are), whether or not they hit
unknown depths far below your feet. A large sign
and kill the intended target, the distraction is enough
appears to have fallen down the shaft from the
to give the masked stranger the edge he needs. With a
levels above and gotten stuck in the ice; faded
powerful thrust he impales the ‘Psycho on his shiv and
letters read “LEVEL -- ESC-PE PODS”
wins.
The sign provides tantalizing hope of escape should
The masked stranger loots his foe without saying
the characters ever return here in the future, but for the
anything, nor responding to the party’s calls. Once
time being the sign’s incompleteness (the actual level
he’s finished he looks up in their direction and, after
number on which the pods are located has peeled off) is
a moment of staring at them through eerily-reflective
enough that abandoning their current mission will likely
goggles, simply nods in a curt acknowledgment of debt
not be seriously considered.
before vanishing down a side tunnel.
The characters can bypass this waterfall, or they can
Warden’s Note: The man in the radiation suit is,
attempt to climb the rubble-strewn wall to reach the
unbeknownst to the characters, a member of the gang
tunnel from which the water is pouring. Doing so
known as the “Fittest”. Normally a member of the
requires a Reflexes check for each climber, else risk
gang would be expected to fight his own battles (or die
falling. The tunnel entrance is only 20 ft. above the
trying), and for better or worse the party’s intervention
current corridor’s level.
will not soon be forgotten.

Page 31
This encounter not only gives the party a chance to
aid a stranger (and strike a blow at the ‘Psychos), but
Roll Item Found
also take steps towards redemption - by performing a 1-5 Nothing
selfless act. The act also has additional repercussions 6 Dirty but usable clothing
that will not be immediately felt, but which may lead
SINS OF THE PAST
7 Broken furniture (may be turned into an
to future encounters with the Fittest in the future
improvised weapon)
(specifically, in the next adventure in this series,
Oblivion). 8 Wiring from ceiling panels (salvageable as 1
Conductor component)
23. LIQUID MADNESS 9 Ration pack
You swear you can hear soft giggles somewhere 10 Hydrogen cell (random charge remaining)
nearby.
11 Lost flashlight (25% chance of having a
As with area 12, this place marks the point where working hydrogen cell inside)
Nether energies have a strong influence. As such, all 12 First aid pack
manner of unpredictable phenomenon is possible here.

As the characters navigate this tunnel, a strange silvery 25. THE GULCH
liquid seems to pool above the characters. The pond Perdition seems to have altered the very structure
is perfectly reflective, like a pool of mercury. The of Gehenna, nowhere more visible than here.
liquid soon begins to drip from the ceiling, each drop Besides the appearance of strange fungus and
sounding like breaking glass as they hit the ground. plant life elsewhere, the sheer physical damage to
the ship from the catastrophe has devastated areas,
The liquid poses no danger unless touched. A character collapsed tunnels, and sealed off entire sections.
who touches the liquid feels agonizing pain and must But here the claustrophobia of the tunnels is
make an immediate Insanity check or gain +1D4 challenged by an enormous black “void”, some
Insanity. Note, however, that this insanity gain is not sort of cavity created by the sudden collapse of
permanent, but will diminish at a rate of 1 Insanity numerous ship levels. The tunnel you are traveling
per day. A character whose Insanity gauge increases along gives way abruptly; you cannot see the limits
enough to incur Madness only suffers from the Madness upwards, or down.
effect until her Insanity decreases again.
This gigantic “cavern” was created by the structural
The fluid cannot be potted, and loses potency the collapse of several of the ship’s levels during Perdition.
moment it touches the ground. Its dimensions are not readily ascertainable, and would
require exploration to accurately measure.
24. RUBBLE HEAP
These halls are a maze; collapsed side passages Warden’s Note: More than likely the party will
and rubble-choked corridors branch off of the main turn back when presented with this obstacle, but be
tunnel all the time, but most seem impassable. prepared if they insist on exploring this unusual place.
Descending to the floor of the cavern should require a
Characters can attempt to excavate these areas, but treacherous climb, and the bottom, littered with jagged
loose debris and unstable structural supports mean debris, will make for a lethal landing should anyone
that they collapse as soon as they are cleared. The slip and fall. Once attained, the rugged floor of the
characters can usually avoid danger with a successful cavern can be populated by anything you like. Amidst
Reflexes check; otherwise they may be hurt for 1D3 tons of sifting debris the characters are likely to find
damage. the contents of dozens of cell blocks all compacted and
devastated, including destroyed custodians as well as
Instead of excavating, careful characters can search the dozens (if not hundreds) of dead bodies.
rubble at any of these locations. A search requires a
light source plus 1D3 hours of time, and will glean the Whatever is ultimately to be found here is up to you;
searcher(s) a random find: the cavern could simply be an uninhabited cavity in the
depths of the ship, or it could be the drainage point for
flood waters elsewhere, or even the habitat of a demon/
group of demons.

Page 32
26. TRIPLE CATARACTS whereabouts of Johnson and an understanding of his
Tired and sore from your explorations you come to ultimate fate - information vital to sustaining the hope
the base of an almost cliff-like obstruction where of the fledgling “gang alliance“.
the floors above collapsed to this level. Debris
from the collapse lies everywhere, while a roaring

SINS OF THE PAST


SANCTUARY
stream of frosty water cascades from a gaping Sanctuary is not the same as the PCs remember it,
wound in the cliff’s side. Because the fallen debris however. The same catastrophic forces that have
is piled virtually to the top in convenient “steps”, it reshaped large parts of the ship also pushed D9665 into
might be possible to climb astride the waterfall to a similar spiral of degeneration. Weakened structural
the tunnel above. supports, collapsing corridor walls, and disintegrating
interior spaces have since turned the old stronghold
A search of this area reveals some interesting clues, into a warren of precarious tunnels and crawlspaces. It
including old bandages (soiled and bloody), various now lies beyond a series of three cascading cataracts,
used-up syringes (rusted or crushed), empty shotgun requiring the party to climb under harrowing conditions
shell casings, and abandoned personal belongings to access it.
(roll three times on the Random Finds table). These
were the belongings of the fleeing Jailhouse Giants The warrens of Sanctuary are also now home to a
when they escaped Sanctuary after its fall; these items single occupant. This man, the so-called “King of
were not considered vital to their survival and were the Cannibals”, was at Sanctuary when it fell, but
abandoned here. Though nothing here is of much use instead of fighting alongside the other refugees he hid.
to the PCs, it is evidence that they are close to their After the defeat (and after the ‘Psychos, Skinheads,
destination. and Daughters took what they wanted from Sanctuary
and left) he emerged to find a deserted ruin. Long
Climbing the icy wreckage to the tunnel above is easy possessed with a strange androphagic mental disorder,
enough, and once they get there, the characters see being surrounded by so many dead bodies tormented
another cascade just beyond. Ascending this 30 ft. him. He attempted to lobotomize himself to cure his
cascade is a little more difficult (requiring Reflexes cannibal cravings, but he failed. It was a miracle he
checks to avoid falling), but once there, the characters didn’t die from the botched effort.
find themselves in another heavily-damaged corridor,
sealed off except for a third and final cataract. This A day or so after the battle, a small group of stragglers
small cascade (only 15 ft. high) can be climbed easily, - following outdated rumors of the stronghold’s
at which point the PCs find themselves at the top. A existence (but arriving too late) - discovered him. They
half mile down this final passage the party finds itself were desperate for food and for a safe shelter, and were
at area 1 (Chapter 4). devastated by the discovery that Sanctuary had not
survived.
CHAPTER FOUR - SANCTUARY The King, now surrendering completely to his cannibal
Eventually the characters will find themselves nearing
compulsion, offered the refugees renewed hope.
the ruins of cell block D9665, formerly the location
It’s testimony to their desperation that the men and
of the convict-constructed stronghold “Sanctuary“. It
women were so easily swayed by so unassuming and
is here, hopefully, that they will find clues as to the
uncharismatic a man, but the King reminded them

THE KING OF CANNIBALS


Though he looks and acts different now, the players may recognize the so-called “King of Cannibals” as none
other than “Nibble“, the mild-mannered androphage from Seeds of Rage. Nibble has come a long way since
that earlier adventure, though a violent and fatal confrontation is now inevitable.

Nibble played a very minor role in Seeds of Rage, and it is quite possible he escaped notice, his murderous
nature going undiscovered. This is the assumption in Sins of the Past. But what if the characters killed Nibble
in Seeds of Rage? This can be fixed relatively easily; you can either replace Nibble with some other NPC of
your own design, or instead simply assume Nibble somehow survived that earlier confrontation. Like PCs,
Nibble could have been allowed a roll on the Recovery Table, recovering hours or even days later after the
characters left him for dead. Such a twist of fate will only give him more fuel for his rage when he finally
comes face-to-face with the party, as he realizes they’re the same people who tried to kill him before!

Page 33
SINS OF THE PAST

that the ‘Psychos had moved on, the ‘Giants had One night the King overheard these same survivors
been pushed out, and they were safe. They were also conspiring to fix the lottery and serve up the King
surrounded by dozens of slowly decaying bodies which, as their next meal. Feeling betrayed, seeing his little
if they acted quickly enough, could be saved from kingdom dissolve before his eyes, the King moved
corruption and made into a lasting food source... swiftly, poisoning the night’s meat. By morning he
was the only one left, and surrounded by heaps of the
Following his lead, the refugees descended into recently dead to sustain him in his lonely reign.
savagery. But soon they began to run out of “meat”
- fresh or otherwise. With his people facing desperation A Demon of Guilt, attracted by the murder of so
once again, the King came up with a solution, a lottery many, came to Sanctuary to torment the King in his
in which a random member of their “tribe” would be self-imposed solitude, but he eventually drove it away
selected and made to fill the bellies of the others in a through the use of a potent weapon (which he continues
cannibal feast. Over the following days their numbers to keep at his side in case it - or any other outsider -
dwindled as one by one the inhabitants were killed by returns to threaten his secure little hideaway).
their comrades to serve as fresh fare, until at last just
the King and a few murderous others - the strongest KEY TO THE RUINS
- remained. The King believes he’s been forgotten, living in
contented squalor far from the prying eyes of others. A
During this time the King - long overlooked as brief overview of his “domain” is provided below, with
insignificant - knew real power and was shown real entries keyed “1” through “17“.
respect. It was euphoric, a sense of authority he’d
never known. But it didn’t last.

EXPLOSIVE TRAPS
The King has prepared for the return of the sorrow leech (or other intruders) by putting flammable fuel in
containers and leaving these containers throughout the complex. The idea is that, when fighting an intruder,
he will try to corral her near one of these containers then, using his scorcher, burn both the intruder and the
container. The container will explode, doing additional damage to the intruder.

These explosive traps are indicated with a dark circle on the map. Each container contains the equivalent
of 1 Volatile component, and can be scavenged. In game terms, if a container is ignited (for example, if the
scorcher’s area of effect covers a square inhabited by a container) it will detonate, inflicting 1D6 damage to
anyone in an adjacent square.

Page 34
1. FLOODED TUNNELS What appears to be a lone survivor is, in fact,
The patter of dripping water echoes off the rusted something quite different. The “woman” (actually an
metal walls of these labyrinthine passages. apparition) resembles one of the convicts killed by the
King and his minions, and now haunts these tunnels.
These tunnels are flooded to shoulder-depth, leaving However, unless a character possesses the Sixth Sense

SINS OF THE PAST


about five feet of space beneath the ceilings overhead. or Supernatural Sense traits, she will simply appear to
The water is universally murky, filthy, and frigid. be a shell-shocked survivor (otherwise the character in
Numerous obstructions (former furnishings, skeletal question feels a sense of dread around her).
remains, collapsed wall sections, eroded pipes, and odd
junk) make passage extremely difficult, reducing speed The woman is unresponsive; any questions the
to two squares per turn. characters have will be met with the same blank stare.
If the characters begin to approach her, or begin to
2. ICE CAVE suspect something is up, she mutters (in a whispered
You enter a large flooded cavern which was once voice) a strange warning:
two-stories high, but is now filled with a lake of icy
cold water. This used to be the rear entrance to “Make sure you bring food…”
Sanctuary, but now enormous icicles dangle from
the roof, and ice has begun to form at the edges of The woman then turns and slips away through the
the water. Every sound you make echoes through flooded tunnel, turning the nearest bend. If the
the chamber, but it is otherwise silent. If you characters pursue her, once they round the corner she
had expected to find UltraMax Psychos (or their appears to have vanished into thin air. This calls for
allies) inhabiting this place, it looks like you were Despair checks (those who fail gain +1 Despair).
mistaken…
4. DRY CAVES
This place is eerie, but empty. Heaps of rubbish swept by the floodwaters fill this
chamber, creating an unstable but relatively dry
3. LONE SURVIVOR area to climb up on.
You hear movement in the water. Turning you see
something unexpected: a squalid young woman These two chambers were once part of the maintenance
in rags standing waist-deep in the water. Her areas behind the cell blocks, but they have since flooded
hair is wet and weed-like, hanging limply over her not only with water, but with a great deal of trash. This
pale face. She regards you with an odd, vacant debris creates a solid enough area for characters to walk
stare, and you imagine she must be suffering from on, allowing them a respite from swimming through the
hypothermia in this cold. floodwaters.

The King and his followers never came here, preferring


to remain on dry land whenever possible due to
imagined dangers lurking in the water. Ironically, a
cache of rations were left here when the ‘Psychos,
Daughters, and Skinheads looted Sanctuary (the rations
were left behind so they could carry away more looted
weapons and ammunition).

Loot: The deeper, larger cave contains a cache of


seven ration packs, one unused light rod, and a first
aid pack.

5. BELLS
You curse when you realize you’ve accidentally
triggered a tripwire. Bells and noisemakers jingle
noisily, their chimes echoing through the darkness.
Though you ready yourselves for a fight, nothing
comes to investigate the alarm.

Page 35
The King set up strings of metal bells and noisemakers temperatures, the syringe and its contents are frozen,
(made from spoons, forks, empty ration tins, etc.) however. It must be thawed (at room temperature) for
at these areas, so that intruders would trigger them. the drug inside to be usable.
The sound of the alarm can be heard throughout the
complex. If/when triggered, the King becomes aware
SINS OF THE PAST
8. DUMPING SPOT
of the party’s presence and arms himself. This small room, once part of the maintenance
tunnels running behind these old cell blocks, is
6. RUBBLE AND CLUES filled with what appears to be a carpet of human
This cavern is at least dry, but it is as dark and bones!
cold as everywhere else in this complex of man-
made caves. Icy rubble covers the floor, making it Call for Despair checks; those who fail gain +1 Despair.
an uneven surface at best.
Over the course of several weeks the King and his
Characters investigating this chamber find signs that it followers dumped the remains of their meals here after
was inhabited after the fall of Sanctuary (in the form of one of their number vanished near the Pit (their former
dirty bedding made from old blankets, evidence of old dumping spot; see area 9). Examination of the bones
campfires, etc.). shows they were all gnawed on extensively, as if to
make sure nothing was wasted.
In addition, those searching will find an abnormal
number of small slips of paper scattered about. Most 9. DEEP, DARK PIT
of these are completely blank, but two or three have a This huge chamber is dominated by a gargantuan
black dot on one side. Their purpose is unclear. pit leading into the deep. Dozens of dramatically-
pointed icicles dangle from the edge. As you enter,
Warden’s Note: The slips of paper were used in the one of these icicles - the size of a man - breaks off
lotteries to see who would be killed to feed the rest. and falls without a sound into the darkness below.
Anyone drawing a blank slip was safe, while a convict
who drew a slip with a black dot became the next meal. Characters can circumvent the Pit by sticking to its
edges, where an icy, narrow ledge permits one to skirt
Loot: In one corner of the room is an unexploded around it. The Pit itself groans with the passage of
flashbang round (for a scatter gun) that failed to frigid air, but is otherwise dark and empty. Floodwaters
detonate when fired during the ‘Psychos’ assault on fill the Pit at a certain depth, but far enough down that a
Sanctuary. fall would almost certainly be fatal.

7. DEAD PSYCHOS 10. WORKSHOP


In this small cell you see a heap of dead bodies, This junk room is littered with bits of rusted metal,
none more than a few days old. The three men all twisted and bent piping, and empty canisters.
have strange tattoos on their arms; they all appear Rudimentary tools lie scattered all about, and a
to have had their legs removed with almost surgical strong chemical odor fills the air and stings the
precision. eyes.

Well after the battle, a small party of UltraMax Psychos The King turned this area into a “workshop” of sorts
was sent back to Sanctuary to make sure no Jailhouse to repair the scorcher he recovered, as well as to create
Giants returned. Encountering frigid temperatures, the fuel for it. Using only the most basic tools he was
group expected to find the ruins empty and were taken able to fix the weapon and produce a limited supply of
by surprise when the King ambushed them. After he flammable fuel for it.
murdered them he dragged them here and took their
legs as “meat”. Loot: All told there is a set of basic tools, 1 Precision
component, 2 Rigid components, and the equivalent of
A character making a Sociability check, or who has met 5 Volatile components still in this room.
UltraMax Psychos before, recognizes the tattoos on
their arms as the ‘Psycho symbol. 11. KITCHEN AREA
Your lights sweep over crude cooking apparatus
Loot: One of the dead men still has a syringe filled made from salvaged sheet metal and a primitive
with a dose of redline on his person. Due to the icy campfire. The campfire is dead and cold.

Page 36
The cannibals used this area to cook their “meals”. The SPECIAL RULES
central feature is a large pot, in which meat was thrown Small Size, Frightening, Mocking Laughter, Symbiosis,
to be boiled into a gruel unrecognizable to the more Bite, Vile Venom.
weaker-stomached members of the “tribe“.
Warden’s Note: The cannibal “tribe” lived primarily

SINS OF THE PAST


Characters looking inside the pot find numerous human in this former cell block, though they moved about
bones and skulls - clear evidence as to what was eaten the complex freely as well. Signs of crude settlement
by the inhabitants after Sanctuary fell. Seeing this can be found here in the form of numerous blankets,
gruesome evidence requires a successful Despair check soiled and tattered clothing, crudely-made personal
(ignore this if the PCs are already aware the inhabitants belongings, extinguished campfires, etc.
turned to cannibalism) to avoid gaining +1 Despair.
Loot: Lying amid the refuse is a slightly battered
Loot: Some of the implements here were made from camcorder, apparently used by the UltraMax Psychos
metal rods and sharp pieces of steel taken from the to film the attack on Sanctuary for “posterity” but then
ship’s hull, and amount to two improvised weapons lost, and subsequently overlooked by the cannibals.
(1D6) and a shiv. The camcorder’s digital memory can be accessed with
the right equipment (see later for details), allowing the
Hidden in the small niche marked with an “*” is a contents to be viewed. Whether they recognize it or
box of a corrosive detergent, once used by janitorial not, this is the item the PCs have been sent here for:
custodians to clean the shower facilities. About half the evidence of what happened to Johnson after the fall of
box is empty (the rest could be considered to amount Sanctuary.
to 1 Chemical component). The King used this same
detergent to poison those who conspired to turn on him, 13. EMPTY THRONE
killing them all. This small cave seems to be occupied by a large
“throne” constructed of junk. The throne is empty.
12. MAIN CHAMBER
By far the largest chamber in the complex, this The inhabitants of the ruin built this “throne” for their
former cell block appears to have been used as “king”, but since the murder of his subjects he has since
a living space for more recent occupants. By the abandoned it.
look of the place it was neither the ‘Giants nor
the ‘Psychos… but perhaps some other group who 14. PANICKED WOMAN
came here after the fall of Sanctuary? Turning the bend you see a pale woman standing in
the passage, a look of fear on her face.
You think the place empty until your ears detect the
faint sound of something eating nearby… “No!” she whispers with bone-chilling terror in
her voice. “Someone switched my ticket with
Dwelling in this cave are two Creeping Confidantes theirs! I‘m not ready to die!”
(see New Demons at the end of this adventure), which
were drawn to Sanctuary by what occurred here at the With that she turns and runs.
hands of the King. Though he rebuked their offers of
symbiosis, they still linger here, feasting on what is left If the characters encountered the apparition at area
of his cannibalized victims. They know to skitter and 3, the “woman” appears to be one and the same as
hide whenever he approaches, but the characters are that mysterious figure. If the characters pursue the
new and will be set upon as fresh prey when they are woman, she leads them to the small circular chamber
discovered. in the upper left part of the map (marked with an “*”).
Continue reading:
2x CREEPING CONFIDANTES
The woman runs into a small, cold circular
PROWESS 5 Social 5
chamber, from which there is no escape. She seems
REFLEXES 4 Intimidation 5 to realize her predicament, but all of a sudden
WITS 6 Psy Potential 8 some invisible force stretches out her arms and
WILLPOWER 4 Psy Strength 10 legs and she screams. As you watch, unable to
intervene in time, her arms are bloodily cut from
her torso, then her legs, then her head, finally

Page 37
ending her screams. The lifeless trunk that remains 16. BETRAYERS
falls to the floor but - as if you’d been experiencing A steady downpour of water drips from the distant
an apparition - it vanishes, revealing just a skeletal ceiling of this cylindrical chamber, which you’ve
ribcage succumbing to rot. entered from the bottom. Your lights reveal what
looks like a frost-covered “table” made out of

SINS OF THE PAST


Call for Despair checks; those who fail gain +1D4 metal debris, around which sit half a dozen rotting
Despair. corpses. The stench here is staggering.

The event is just an apparition, the reliving of an event When the King began the “lottery” he and his top
that occurred weeks ago when one of the lottery losers, associates came here for their meals, devouring their
facing imminent death (and consumption) tried to portion of murdered victims at the table. One night the
flee. She was chased to this dead-end where the entire King overheard the last six survivors contemplating
community set upon her and tore her limb from limb. fixing the lottery to ensure that he, the King, became
the next meal. The King acted quickly, and poisoned
Once the apparition plays out, the room is found to the meat. By a stroke of uncanny luck, all six men
otherwise be empty except for a few small slips of consumed the poison and died horrific deaths.
paper (identical to the “lottery tickets” found at area 6).
The corpses are still reasonably intact, despite the onset
15. WET TUNNEL of decay. An examination shows that all six men died
A torrent of water drips from the ceiling of this the same: a powerful corrosive ate away their cheeks,
tunnel in a steady downpour, most likely due to teeth, and tongues, leaving their mouths a hollow,
fractured pipes in the workings overhead. bloody opening. The same corrosive substance ate
holes in their necks and, if their shirts are removed, left
The leaking pipes on the levels above create a sort of gaping cavities in their stomachs. Seeing these terrible
“rain” that washes this tunnel in a considerable volume injuries requires those present to succeed at a Despair
of water day and night; most of this water is channeled check or gain +1 Despair.
into drains, but icy puddles have begun to form here
and there where these drains have become clogged with Loot: The only items of interest are of a morbid bent,
detritus. including six flagons made from hollowed human
skulls, a pair of dice made from human teeth, and a
This tunnel is unexceptional except for the fact that, if human shoulder blade filed down to create a hatchet-
the sorrow leech from the earlier chapter is still with like implement (treat as improvised weapon, 1D6).
the PCs, its invisibility can be countered here. Though
it remains invisible to most eyes, the falling rainwater 17. KING’S LAIR
will still strike the invisible creature, and in doing Wherever it isn’t submerged under murky brown
so vaguely outline its contours (and thus reveal its water, the floor of this place appears to be a sea
location) if it is present in the tunnel. of rubble. This place may have once had multiple
levels, but these have all collapsed leaving just this
Players may or may not think to do this, but it is the small flooded cave. It is slightly warmer here than
only sure way (short of going insane) to negate the elsewhere in the ruins, leaving the water and walls
creature’s invisibility. It is even possible the characters free of ice and frost.
have no idea the creature is with them until they come
here and see the strange phenomenon first-hand… From the darkness a voice speaks out:

UNEXPECTED HELP?
If the sorrow leech from Chapter 3 is still pursing the characters invisibly, or has entered into a symbiosis with
one of the PCs, the party may have an unexpected ally. Though it never planned on returning to Sanctuary, now
that the player characters have inadvertently dragged it here the creature will seek out revenge. Because the
King of the Cannibals drove it out previously before it could have the pleasure of killing him, it will now turn
its attentions on the King, focusing all of its attentions on him in an effort to destroy him.

Because the sorrow leech effectively “relinquishes” its former prey to turn its attention to the King, a PC who
regrets entering the symbiosis with it may be allowed a chance to escape the pact - if you‘re feeling merciful.

Page 39
“I never thought I’d see you again, I thought you
would have died. I bet you don’t even remember NIBBLE
me. That’s the way it is with me. That’s the way
it’s always been. So forgettable. But look who’s
the last one standing now? They came here and
SINS OF THE PAST
needed my help, and I gave it to them. And what
did they do? They tried to kill me. But I had the
last laugh, didn’t I?

“I suppose it sent you here, didn’t it? To punish me


for the sins of the past? Well I drove it away once
with fire - and now I’ll do the same to you!”

With that the King of the Cannibals rises from his


hiding place amidst the rusted, mangled, twisted, and
uneven debris. To the PCs he looks like a plain, balding
man who might have been an accountant or librarian
in life, unexceptional and overlooked by a world he
grew to despise for not noticing him. He has decorated
his face with swirls of tribal paint, but he still seems Because of his Insanity (Rage/Moderate) trait, Nibble
somehow ordinary despite the mask. One would almost cannot avoid fighting through attempts at conversation
be forgiven for discounting the foolish cretin’s ravings, or rationalizing. In addition, he can continue to act
if not for the burning red light that causes his eyes to even after being reduced to 0 Health or lower for a total
glow perceptibly… of seven turns.

In combat, the King uses his scorcher to great effect.


He will try to position his attacks to affect as many THE END?
characters as possible, and to hopefully force them to The adventure ends when the characters defeat the
fall back. He has set up explosive traps throughout the King and are either killed by or managed to drive
complex, and will try to trick the characters into being off the sorrow leech encountered at the beginning of
near these when he sets them off. Chapter 3.

“KING” NIBBLE (MURDERER - UNALIGNED) The camcorder found in Chapter 4 (at area 12) will
be of immediate interest to the Jailhouse Giants, but
PROWESS 7 Social 5 Guilt 9 it also contains alarming information that will be of
REFLEXES 7 Intimidation 5 Despair 0 vital importance to the Furies as well. Getting that
WITS 5 Psy Potential 10 Insanity 6 information from the camcorder’s digital memory into
20 the interested parties’ hands will be easy, if and when
WILLPOWER 4 Psy Strength 2 Health
the video recorder is brought back to the Hospital.
TRAITS GEAR Needles (or whoever is in charge) will be able to
Extra Health Scorcher jury-rig a means of reviewing the movie files. This is
Insane (Rage/Moderate) 10 “shots” for scorcher accomplished by hooking the damaged camcorder to
an old television scavenged from the hospital’s storage
Improvisation Shiv
room (a process taking 1-2 hours). When it finally
Isolation comes on for an audience of Needles, Patch, Jelly
Lobotomy Dawg, and the PCs, the footage proves to be shocking:
Obsession (Human Flesh)
Psychobaric - Lvl 1 Through a haze of periodic static come images of
the battle for Sanctuary unfolding; the cameraman
Psychopath was obviously an amateur because the film shifts,
Seen Beyond The Veil is frequently out of focus, etc. But eventually the
hectic, fragmented clips of various gunfights and loud

Page 40
explosions come to an end. The final clip, apparently
recorded for posterity on orders from Blade, shows the
FINAL REWARDS
For surviving Sins of The Past, the player characters
capture of Johnson.
each receive a reward of 200 Build Points, which
they can spend to improve themselves now that the
Surrounded by heavily-armed UltraMax thugs, a

SINS OF THE PAST


adventure is over. In addition, for surviving the dangers
bloody and barely conscious Johnson is tossed to the
and various challenges in and around the ruins of
feet of a triumphant Blade. Blade’s first few words
Sanctuary, the characters may each reduce their current
- no doubt gloating over the surprising capture of his
Despair by -1D6.
rival - are sadly unintelligible due to the poor handling
of the camcorder by the cameraman. But the last words
of Blade’s triumphant speech are not: BONUS REWARDS
Bonus rewards are also awarded to player characters
“We could have been gods, if not for the plague of depending on their specific Personal Goal. These
shortsightedness that affects you. I can’t see why it rewards should be given privately between the Warden
isn’t obvious to you, old friend. I see them for what and each individual player so as not to reveal their
they are, and what they will bring. All of human secret motivation to the rest of the group.
history was nothing but an interlude, and we are
drawn back to the same point when creation was Suggested rewards are outlined below:
borne from chaos. I will show you Oblivion, and
you will understand.” REDEMPTION
 For conspicuous acts of bravery and character
Immediately those present at the viewing begin to (taking on an enemy so that others can flee, using
chatter desperately amongst themselves. Most assume up her own resources, i.e. a first aid pack, to help
the dialogue indicates that Johnson was in fact killed another character, etc.): +25 Build Points (award
(“shown Oblivion”), but after a few moments of heated up to two times).
debate on what to do now that Johnson is “gone” ,  For avoiding combat with the raving addict: +25
Needles (if present; otherwise Patch, if Needles was Build Points.
replaced) steps in:  For finding a peaceful solution to removing
Needles from his position with the ‘Giants: +75
“Wait a minute everyone… They didn’t kill him, at Build Points.
least not outright. The ‘Oblivion’ Blade referred For exceptional role-playing (i.e. acting in character, or
to is an actual place aboard the ship. Before otherwise pursuing a Personal Goal through actions not
Perdition, it was the nickname of one of the covered above): 10-100 Build Points.
most hazardous levels on Gehenna, a place of
automated foundries, smoke filled smelters, and
irradiated manufactories. It was part of the ship’s POWER
vast underbelly, the inner workings to keep the  For helping Big E-Z assume control of the ‘Giants:
ship running. Those rare convicts sentenced to +100 Build Points.
work details there were often killed in industrial  For finding a peaceful solution to removing
accidents, hence the name, ‘Oblivion’ - most who Needles from his position with the ‘Giants: +100
went there were never seen again.” Build Points.
For exceptional role-playing (i.e. acting in character, or
The question, then, invariably becomes ‘how do we get otherwise pursuing a Personal Goal through actions not
to Oblivion’? None of those present know how to reach covered above): 10-100 Build Points.
it. But Needles does know who might…
SURVIVAL
The efforts to find someone who can pinpoint  For adopting Killer: +50 Build Points.
the location of Oblivion - and thus start the PCs  For aiding the masked stranger at area 22: +50
on the trail of Johnson, the one man who knows Build Points.
the weaknesses and shortcomings of the now- For exceptional role-playing (i.e. acting in character, or
legendary villain, Blade - are detailed in the next otherwise pursuing a Personal Goal through actions not
adventure, Oblivion. covered above): 10-100 Build Points.

Page 41
ESCAPE Typical Manifestation: Creeping Confidantes come
For discovering clues as to the location of onboard into being whenever a murder or other deed causes a
escape pods (at area 21): +100 Build Points. manifestation of guilt. When it appears, it seems to
For exceptional role-playing (i.e. acting in character, or skitter out from the darkness (from overhead ceiling
pipes, out of a ventilation shaft, a hole in the floor, a
SINS OF THE PAST
otherwise pursuing a Personal Goal through actions not
covered above): 10-100 Build Points. sink/toilet, etc.), ready to consume the bloody remains
of its summoner‘s crime.

DAMNATION CREEPING CONFIDANTE


 For every demon manifested during the adventure
as a result of the party members accumulating PROWESS 5 Social 5
of Despair, Guilt, or Insanity: +25 Build Points REFLEXES 4 Intimidation 5
(award up to two times).
WITS 6 Psy Potential 8
 For using three or more torture techniques on Shel:
+25 Build Points. WILLPOWER 4 Psy Strength 10
 For agreeing to a pact with the sorrow leech at
area 8: +25 Build Points. CREEPING CONFIDANTE SPECIAL RULES
For exceptional role-playing (i.e. acting in character, or
otherwise pursuing a Personal Goal through actions not Small Size: This creature is small. Two creatures of
covered above): 10-100 Build Points. its kind can occupy the same square on a standard battle
grid.

NEW DEMON Frightening: Characters beholding a confidante must


This adventure introduces a new form of demon, the make a Despair check or accumulate +1D2 Despair.
Creeping Confidante. Game information for this
creature is presented here. Mocking Laughter: A creeping confidante’s laughter
mocks those who harbor secrets or pretend to be
CREEPING CONFIDANTE something they are not. Anyone within earshot of the
Creeping Confidantes are low-intensity Demons of creature when it laughs (an attack action), who has
Guilt that nonetheless manage to harvest their fair some sort of secret she does not want her companions
share of human souls. Part of this is due to the potent to know, becomes visibly shaken (all checks, Attack
venom each demon carries in its fangs, while the rest is Rolls, and Defense Rolls use a dice one step worse than
owed to the creature’s insidious way of driving men to normal until the creature is killed).
commit horrific deeds. Creeping Confidantes generally
manifest whenever a murder (or some other crime) has Symbiosis: A creeping confidante is able to offer
been committed, especially if the perpetrator is about one symbiosis benefit to its host, in exchange for one
to be discovered. The demon appears and quickly symbiosis cost.
proposes a deal: it will consume all evidence of the
deed, in exchange for a pact. Creeping Confidantes Bite: A confidante’s bite inflicts 1D2 damage.
usually do this by literally devouring the remains of
the crime (it can swallow entire murdered victims in Vile Venom: A confidante’s fangs drip with a
moments, lap up large pools of blood off the floor in poison that causes extreme agony to those who have
seconds, and completely digest murder weapons and committed evil acts. All bite attacks by a confidante
other incriminating evidence just as swiftly). A sort of inflict an additional +1 damage for each point of Guilt
demonic “clean-up crew”, the Confidante will claim to the victim possesses.
perform this service only if the perpetrator enters into
a symbiosis with it. In reality, however, the creature is
just as likely to do it anyway, because by helping the
perpetrator escape accusation it increases the chances
she will kill again… Physically a Creeping Confidante
is quite unsettling to behold; it resembles an enormous,
ropy centipede of overlarge proportions, its pulsating
form skittering on fifty or so legs, with a head that is
strangely reminiscent of a twisted, grinning kabuki
mask.

Page 42

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