6010 - Something About A Sword
6010 - Something About A Sword
• ! •
Cred its
Written & Designed by: Walter Hunt, Evan Jamieson & Richard Meyer
Editing & Layout: John Hopler, Charles Ryan & Shane Lacy Hensley
Front Cover Art: Paolo Parente Back Cover Art: Richard Pollard
Logos: Ron Spencer, Zeke Sparkes & Charles Ryan
Cover Design: Hal Mangold & Matt Tice
Graphic Design: Hal Mangold & Charles Ryan
Interior Art: Ashe Marler, Richard Pollard & Loston Wallace
Maps & Diagrams: Barry Doyle
Special Thanks to: Michelle & Caden Hensley, Christy Hopler, the Listserv
Rowd ies, Jason Nichols, Dave Seay, Maureen Ya tes, & John "Z" Zinser
Pinnacle Entertainment Group, Inc. Deadlands, Weird West, Wasted West, Hell on
P.O. Box 10908 Earth, the Deadlands: Hell on Earth logo, the Hell
Blacksburg, VA 24062-0908 on Earth sublogo, the Pinnacle Star burst, and
www.peginc.com ordeadlands@aol.com the Pinnacle logo are Trademarks of Pinnacle
(800) 214- 5645 (orders only) Entertainment Group, Inc. © 1999 Pinnacle
Entertainment Group, Inc. All Rights Reserved.
Dedicated to: The Deadlands fans who make this
Printed in the United States.
all possible.
First Printing
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ctlapter One:
Title Mission
Howdy, Marshal. As you may have guessed But we don't care about all that Leave the
from the cover, this Wasted West adventure has heavy stuff to the theologians. What we care
to do with a sword. Of course, this is not any about happened after the First Crusade, when
old, rusted hunk 0 ' metaL mind you, but a the Knights Templar were formed. These "monks"
powerful relic with a long history. This pig- were, by and large, genuinely devoted to
sticker's so special it's even got a name- Evanor. protecting European pilgrims who wanted to
In the right hands it can be a great help in visit the Holy Lands traveld by Jesus Christ
turning the tide against the Reckoners. In the Later, at least in the world of Deadlands, the
wrong hands, welL it's actually just another knights also found themselves in a role similar
pointed stick. But the bad guys would love to to that played by the Agency and the Texas
make sure no goody-two-shoes hero-types get Rangers in pre-war America. They were monster
their mitts on it hunters.
For now, just sit back, relax, and we'll fill you Few knew this, of course, because the Knights
in on all that's happened before your posse did a good job of smacking evil around like a
arrives on the scene. You nosy player types had red-headed stepchild when they weren't wasting
best clear our before we count to three. their energy on so-called Saracens. Like their
L2 ...0kay, let's go. modern-day counterparts, the Knights kept most
of this secret so as not to cause panic and
rhe story So Far doubt in the masses. It also would not help
relations between Arabs and Europeans, and
Evanor's story begins long ago, during the most of the Grand Masters of the Temple
Crusades. That's right- this is a real honest-to- knew this war was not only an unfortunate
God Templar's sword. As in the kind carried in situation, it also fed the ev il that grew in
the Holy Land and wielded by the original the arid deserts and labyrinthine cities of
. h I (h d r the region.
Kmg ts Temp ars. See T e Last Crusa ers, or
better yet, a real history book if you want to
-:': .
. .
KIf
you're paying attention, MarshaL
know more about the Crusades.) . " 're telling you the Old Ones who
The Crusades themselves may not have bee nished the manitous so long ago must
all that holy- the Christian knights who invadea Y-"'"""""'"'-ve accomplished this feat some.t..i.w.m
~ire;.....,..."".,.".....,,g...{~" ~, _,,,,...-._"Z
the Middle East were of dubious intent, and after the Mi~dle Ages. Th.a t's not .
Perpetrated cannot
many horrible deeds their own to this storY" b,ut we' know how s~arp you
chroniclers deny. guys are. . ...:- . ·If'·
Sweetwater had numerous clients across the
f 'ti
USA and CSA, and Eliot' work frequently took
oh, right. Evan0t Back to that. him away from his home in Jarrett, Wyoming.
At some ROintin the "real" crusade against When he was present. he was active in the
evil, when the Knights were truly as pious community. even serving at one time as Master
and holy as they claimed. a few of their most of his district Masonic lodge.
dedicated brothers imbued their weapons with Remarkably, Eliot. his town, and even his
their spirits. creating very powerful magical immediate family survived the bombings. In the
relics. Of course. this kind of thing didn't lawless chaos that followed. the former salesman
happen often. and it usually involved the joined Jarret's militia and was assigned a
ultimate sacrifice of the wielder. Northern Alliance assault rifle. He served well
One such sword was called Evanor by its for several years, but then tragedy struck. A
owner. This noble knight. Sir Gregory Barnes. rogue mutant band hit the town and penetrated
died fighting a scourge of demons that erupted its defenses. The humans won, but in the
from hidden culverts during the infamous "Siege resulting firefight, a massive fire broke out,
of Jerusalem." His sacrifice. which saved swept through the town, and killed scores of
hundreds of Arabs and misguided European civilians. Eliot' family was among the dead.
attackers as welL filled Evanor with holy might
and made it a weapon to be feared throughout rhat Which D~es "~t Kill Me. ..
the history of humanity's then-secret war Eliot simply walked out of town the next day.
against the Reckoners. taking only his rifle and a few weeks worth of
When the Old Ones trapped the manitous and milrats. No one expected him to return, and most
locked out the Reckoners during the Great Spirit thought he'd be dead within the month. Imagine
War. the sword became more or less dormant. In their surprise when Eliot Ritter returned just
1863 however. when the Reckoning began. over a year later wearing the bright tabard of a
Evanor surged back to life. ready to strike at the Templar. In his hand was one of the many
dark forces that returned to the world. It would swords Grand Master Simon Mercer had
be a few years before someone picked up the scavenged and bestowed upon his new
relic and realized its powers, however. wasteland warriors- Evanor.
Scouting Party
While the posse is in the Wyoming area, they
come across a recon / hunting party headed by
Old Arnold, the leader of the Jarret militia (see
below). He's a rough -looking sort, wearing a mix
of camos and dripping with bandoleers full of
shotgun shells, knives, and even a grenade. The
rest of his group (3 men) are carrying assault
rifles. They're all dressed for stealth and armed
for a fighting retreat shou ld they encounter
something they can't handle. Interestingly,
Arnold is carrying a Geiger counter as well. He
thinks it might help him locate the mutants.
Once approached and everyone's weapons are
eventually lowered, Arnold tells the group that
there are mutants, maybe even a bad Doomsayer
in the area (he doesn't know the difference
between Doomsayers and Doombringers), and
the militia is attempting to scout them out.
If the posse is cordiaL Arnold also asks if
they've seen a Templar named Eliot about. Read
the following when you're ready:
T'o Jarret
Jarret is just a few miles down the road. The
posse shou ld have little trouble getting there.
Along the way, however, they do find signs of
the mutants' presence. A lone traveler has been
lain and robbed. His skin is charred and
nn/~ o -- a sure sign of the atomic blast miracle
iAiMiIiI~! Doomsayers. The corpse clicks like a
timer if someone uses a Geiger counter
on him. The traveler isn't known by the people
of Jarret.
7'
arrett t Wyomillg
I" = 10 yards
)unkyard
JUllhard
rM~;;;11c(;:;.;-.ly not much of a In the northeast corner of the "downtown"
. enough travellers to area sits a fenced-in junkyard full of rusted cars
. ,.ma~e l ~ real store Worthwhile, but its and thousands of ruined appliances. The
. I'ptoprietdr,~~ck Henderson, does his best for "owner" is known only as Willy. He's not a
the folks in the town. He makes what profit he junker, but he is fairly handy with electronics. He
can selling and trading items with prospectors sells components to junkers at the standard rate,
and people who go into the wastes. and buys them for half that.
Henderson's is the only place in Jarrett for the Willy also has a few vehicles he's fixed up for
posse to get new supplies and equipment. sale. Allow your posse to buy any normal
While Rick doesn't have much fancy stuff, he vehicle (motorcycle, car, pickup) you feel fits
does keep a stock of food (mostly scavenged your campaign. Willy can also do repairs and
milrats), clothes, survival gear, and some types modifications should your road warriors' own
of f uel. He doesn't sell weapons. Those he trades rigs be a little worse for wear.
for go into the town's arsenal. Marshals should Willy is another of Eliot' admirers, but knows
feel free to tailor what Rick has in stock to little else about where he might have gone. The
make things interesting. only clue he has is revealed if a character asks
Rick can do some armor repair, and given about the parts the Templar sold to Rick
time, can even make bullets. His prices are high Henderson. When that occurs, Willy offers the
(the prices from Hell on Earth should be upped following:
by 25% or more), but he's the only game in town,
and he doesn't like to haggle much. Fortunately, Yeah Eliot brought those doj1ojits to me
the quality of his goods makes trading with him Jirst, but they didn 't do me no good.
worth it. They're nothing I've ever seen before.
If asked about Eliot. Rick says the following: Batteries I can use. Some kinda high-tech
electronics chips don 't do me squat.
He was a good man. Do anythingJor us
And I reckon we 'd have done- I mean 'will If asked about Burke, Willy adds the following:
do '- anything Jor him.
Hmm. There was a Jella named Burke
Embarassed at admitting his fear of Eliot' who used to come around aJew years
death, Rick quickly changes the subject and back. I think he was Jrom some hoighty-
points to an odd mix of electronic parts in a toighty place Back East. Best I can
bucket behind his counter. remember, he scavenged some 0' my
salvage Jor electronics. Real high -tech
He, uh brought these in about two stufJ. I didn 't have no use Jor it. Kinda like
months ago. Some kinda electronics parts what Eliot brought around recently I ain't
or somethin '. I guess Willy didn 't have any seen him in a Jew years though. Figured
use Jor 'em. I don 't either, but I didn 't want the monsters got 'im.
to tell Eliot that. 'Sides, he's brought me
plenty oJ stUff over the years that I made Willy
good trades oJJ oj. So I gave 'em $100 Corporeal: D:2d8, N:2d6, S:2d6, Q:2d8, V:3d8
credit Jor it. Figures. He told me to spend Climbin' 4d6, dodge 3d6, fightin': brawlin', knife
the credit whenever Jolks came in who 4d6, shoot in': Shotgun 4d8
couldn 't aJJord what they needed. Mental: C:2dlO K:2d6, M:2d6, Sm:2d8, Sp:3d6
Area knowledge 3d6, guts 2d6, search 3dIO,
If the heroes want these components, they scroungin' 6d8, tinkerin' 6d8
cost $400. An Incredible (II) science, tinkerin ' Edges: Light sleeper I
or related roll reveals that they are some Hindrances: Big 'un -I
sort of prewar experimental electronics Pace: 4
never seen before, but little else. .. ize: 7
Rick drops one other important clue s . d: 14
.. '. . ·., know why Eliot ' :'-oouble-barrel shotgun, 12 rounds of 12
hrrn,(i
' ',.1'\ ' .' , Willy gauge quail loads (4d4 damage), big knife,
that assorted hand tools.
rhe Old Stl1l1e Church
The church in Jarrett stands at the south end,
visible from everywhere in town. Somewhat the
worse for wear, it's windows have been smashed
and the grand wood doors have been stripped
from their hinges. StilL even in its state of
disrepair there is still a quiet and tranquil feeling
in the air as the posse enters.
This was Eliot' home, and it literally feels like
a sacred place. In truth, the belief and
admiration of the locals has made it sacred
ground. See the Hallowed Ground section
below for details.
Eliot truly did live a simple life. He has an old
but relatively clean mattress in one corner, a few
old couch pillows, a kerosene lamp, several
scavenged books on the Crusades, and, curiously,
two books on electronics. One of the books is a
high-school textbook, the other is an advanced
electronics text that might have come from a
graduate college course. An Onerous (7) search
roll reveals Eliot dog-eared the latter to a section
on electro-magnetic pulses and their devastating
effects on electronics. (He had hoped to find a
way to create an EMP besides a nuclear
explosion, but had no luck.}
Have each player make a Fair (5) search roll as
they poke around the place. Whoever makes it
finds a pre-War highway map laying in a corner
amid some rubble. Eliot used this map a few
years back to navigate the area around Jarret, 011 rhe rrail
but hasn't needed it in a long time. The map is When the group has gathered all the pertinent
stamped with the legend "Last Chance Gas N clues, it's time to move on. This is your chance
Go," a mile marker, and the Lincoln Highway to make the heroes care a little about the people
logo. The map itself has the Last Chance of Jarret. Assuming they haven't been total jerks,
marked clearly upon it- it's about 30 miles from many of the townsfolk gather at the gate to see
Jarret. Near the Last Chance, in pen, is written a them off and wish them luck. The posse isn't
single word: Burke. If the posse hasn't spoken Eliot Ritter, but they seem heroes just the same.
with Rick Henderson at the General Store, they
may not know that this is the name of Eliot'
junker friend. It's the only clue they have in any Boul1ty
case, though, so they should likely start packing Reassuring the people of Jarret and not
up and following the map. acting like total jerks: 1 white chip each.
Learning who Burke is from Henderson: 1
Halll1wed Grl1Ul1d white chip to the character who elicits the
The extreme faith the people of Jarret have for response.
Eliot Ritter has made the entire church sacred Finding out about Burke from Willy: 1
ground. Evil supernatural beings, including white chip to the nosey character.
Harrowed, must make an Incredible 00 Spirit roll ~j rjJt'!.ing the highway map: 1 red chip to
every round (every 5 seconds if not in combat) /'. he posse member who fmds It.
spent inside the church. If the roll is failed, the· ends: The p~ople of Jarret are truly .
being's flesh begins to burn and he takes the one of the bnght spots of humanity m
difference in Wind. On the plus side, "good" -he"Ya~ted We.st. If ·ttl-e-
characters may add +2 to their faith rolls for altru~stlc a.q~ i '-v ...,-,.,,:••V\.l
their faith in hours after visiting this shrine. Jarfet and.Jts ::beCemt:1:·,ni~rn
allies.' .
* last Challf:e
.Marshal: 12
last ctlal1f1e
The posse heads out of Jarrett traveling Over the next few nights of campfire
southwest, in search of the gas station depicted conversation, Glory revealed that she was a
on the map found among Ritter's belongings. As former scientist who had quit her profession
they approach, the posse finds the station is cold after Hellstromme Industries invented the
actually the center of a tiny settlement occupied city-buster bomb in 2063. Ever since, she
by a group of bikers- though not, as it turns out, searched to find another means of unlocking
your typical biker gang. Unless the posse comes the creative powers of her mind. In the years
in guns blazing, there's a good chance they are before the Last War, she traveled abroad and
invited to share the hospitality of the studied ancient Eastern religions. When the
inhabitants. ghost rock bombs started dropping, she simply
The bikers are a mostly friendly lot who can despaired for a time, then accepted humanity's
provide the posse with assistance (in the form of doom as the inevitable consequence of its folly.
information, supplies, or even transportation) to Then one night Glory had a dream, an
aid them in their quest. However, the bikers are inspiration clearer than she had ever
also expecting trouble of their own, in the form experienced before. A new hope could only be
of the twisted minions of Malias. If the posse built from the power of a shared vision. Unlike
agrees to help the locals out, or simply stays in the mad scientists who toiled alone, she would
Last Chance too long, they wind up smack dab create a haven that would welcome all corners,
in the middle of a nasty firefight. and together they would gain the strength to
fight the Reckoners and reclaim the Earth.
rasy Riders Torn found himself profoundly affected by
Glory's dream. As he'd wandered from town
Back in 2089, Torn Weir and Myra Crosby were to town, Torn had learned to do a little
part of a posse of cycle-riding adventurers. They tale-telling about his posse's exploits. He
had just struck it semi-rich after recovering a '" started because it was a good way to earn
small cache of ghost rock from the ruined .' .bi self a hot meal and a warm bed. It
workshop of a junker incinerated by his own r ", n't take him long, though, to notice
arcane device. The two were joyriding through .- w good the stories made the locals feel.
Wyoming with their share of the profits when . how they se~med to ,gi'(.e th.;;e::.;,m
:.;,~h,:.:o~;;...,.~Jl-.f,~,....A..........
fate crossed their path in the form of a Torn liked being a so~~ce ~9( .
hitchhiker, a rather matronly, gray-haired woman 'more than;Uving the life"ofa ,
named Glory Dupre. adventurer: ' !. " ;~f+!. M
,.' ~ . ~i' .
triO .pulLed into the Last Since that time, Eliot has disappeared but the
"N GLory leapt to the Doombringer has not. In fact. the Doombringer's
wotld~r l~r;tying "This is the place I patrols have come ever closer to the commune's
.. ' ~r.earo }' 'Tom shocked both women lands, roaming the nearby wilderness and
.tnat the deserted rest station waylaying parties of travelers on the nearby
would be . new home. Myra had some roads (\ike the one the party likely discovered in
misgivings, but Glory's unshakable belief in Chapter One.
her dream eventually convinced Myra to give Malias' true intent is to prove the ferocity of
the plan a chance. the mutant hordes so that other mutants will
flock to his side. Now that the Templar is dead,
he believes a new horde can help him capture
rhe last Chance Commune the Rock Springs master and learn its secrets for
Whil e Myra and Glory cleaned up the Last the Cult 0 ' Doom. At the very least. the horde
Chance, Tom hit the road to call on contacts might distract the robots while he slips into the
from his adventuring days. He told his biking Apfeltech complex.
buddies that they now had a spot to call home, All the people at the Last Chance know is
to repair their hogs and tend their wounds. He that the area is crawling with muties lately- the
found a couple of road warriors he'd helped out violent sort. An assault on Last Chance itself
in the past and convinced them to add Last seems inevitable. That's true, for Malias believes
Chance to their routes. He told anyone who was destroying this well-known norm bastion will
interested that they were welcome to find their attract scores of new mutant followers to his
own destiny by joining the community. side.
Over the intervening five years, Last Chance
has grown into a small settlement. It has a
permanent population of about forty men and
women, and another 25-30 road warriors and
Getting rhere is Half the fun
adventurers treat it as a base of operations. In The posse can approach Last Chance either
addition to the gas station (which sells home- by the direct route of following the Lincoln
brewed alcohol) and garage, the commune has Highway that runs between Jarrett and Last
added another lucrative source of commerce- a Chance, or they can cut cross-country. Each
small. but relatively elaborate laboratory that approach offers a different possibility of
manufactures toothpaste from natural encounters, as detailed below.
ingredients grown on-site.
It has also followed through on Glory's vision rhe Roadway
of a free community of ideas. Though Tom and The Lincoln Highway is obviously the most
Glory remain its leaders, no one in Last Chance direct route to the posse's destination. If the
has a title, and all important decisions are posse is traveling by any kind of wheeled
reached through public debate. At the moment. vehicle other than an ATV, it may be their only
the debate is focused on the question of how to real option.
defend themselves against the forces of the
Doombringer that have been encountered nearby. Ambush Sites
I 'he On.'.'
. n.mr"r.l"nge r
JJ
. The highway runs through the foothills and
some other pretty rugged terrain. There are
About a month ago, stories began to circulate many spots which would make ideal ambush
that a Doombringer had moved in west of locations. In a number of spots burned out
Last Chance, somewhere in the vicinity of vehicles and bodies stripped of all possessions
Rock Springs. For the first few months he litter the highway.
and his army of mutants and Doomsayers If your posse chooses to proceed cautiously
seemed content to control that area, which through these areas have them make Fair (5)
was inhabited by a handful of human packin' rolls. Those who succeed find signs that
survivors. Then Eliot Ritter passed through ome of these areas were indeed occupied by
Last Chance and heard about the ' . ushers. Most of the tracks look to be at
n,",,'::arl<'" ",~"""" week old or more. These ambushes were
the work of the mutant patrols Malias sent to
harass the inhabitants of Last Chance.
"" HitchhHrers!
Around mid-morning, the posse hears the
unmistakable sounds of a heavy vehicle
rumbling toward them from behind. They turn to
see the following sight:
Cross-country
A posse that doesn't want to draw attention
to itself may decide to stay off the roads and
approach their destination via a cross-country
route. The surrounding terrain is rugged but by
no means impassable. It slows the posse's pace,
but doesn't pose any dramatic tests of
navigational skill.
Not long after they set out however, one or
more posse members gets the feeling they're
being watched. Make a hidden Hard (9) search
roll once per half hour of game time for each ,
member of the posse until one or more gets a ,
inkling that the group is being watched-then
leave it up to the group to decide w hat to do
next.
out who's rhe Commune
irely different things. Fear Level 4
"'~!'·~,~"'.l':> involves an opposed The posse's arrival time at Last Chance varies
roll their search according to its route. If the heroes come by
he highest roll against the road and don't waste too much time
of 3d6. investigating nonexistent ambushes, they reach
one roll each ten minutes and keep the gas station slightly before noon. A posse
track of the raises achieved on each roll. If the traveling cross-country can arrive anywhere
posse gets two or more raises ahead of the between I and 5 PM, depending on how much
muties, they spot their quarry, a mutant patrol time is wasted dealing with the mutant patrol.
(described below). If the enemy gets two or more Either way, the scene the heroes observe upon
raises ahead, the posse believes they lost their their arrival is pretty much the same. The posse
pursuers. The process may begin anew later if comes over a small rise and sees a compound of
their presence is noticed again. buildings up ahead, including a gas station with
If the posse retraces its own path, a Fair (5) a large overhead sign that reads "Last Chance
trackin ' roll reveals the tracks of their pursuers Gas N' Go- Last Gas for 50 miles".
(with additional successes adding details about The station consists of a pair of gas pumps in
the type and number of tracks), which the posse front of a concrete block repair garage. Two
can then attempt to follow at an Onerous (?) TN. other buildings flank the garage along the
If the patrol sees the posse approaching its roadside. Parked out in front of these buildings
way from a distance, it turns and flees into the are a dozen motorcycles and a tanker truck.
wastes. They can be pursued and hunted down, Behind the station, a level piece of land
but it may take several hours to do so. If the contains some well-tended fields of growing
heroes engage the patrol in close quarters as the crops. There are several other structures, ranging
result of an ambush, switchback, or other clever from tents and tar-paper shacks to a large, two-
tactic, the mutants stand and fight. story, wood-frame building in the center of the
If any of the patrol members survive an complex and a windowless concrete building.
encounter with the posse, they immediately Barbed wire fencing surrounds much of the
head for Malias. The Doombringer immediately compound's perimeter and people can be seen
dispatches fresh patrols to keep an eye on the putting up more. There are crude barricades at
heroes, but doesn't attack again. He can't afford both edges of the compound bordering the
to lost another army just yet. highway. Both are manned by two armed guards.
By making Onerous (?) search rolls, the posse
Mutallt Patr(ll can observe other details about the scene.
There are eight muties in the patrol. They Reveal one fact for each success rolled, whether
have no way of contacting Malias and no idea by one or several characters:
the posse members are anyone important. They Smoke and the grinding sounds of machinery
just follow the norms to see what they're up to. are emanating from the windowless building.
Corporeal: D:3d6, N:2d6, S:3dIO, Q:2d8, V:3dIO There are small children playing happily in
Climbin' 3d6, fightin': various 4d6, sneak 3d6, the vicinity of the wood frame building.
throwin': unbalanced 4d6 Signs in the windows of the roadside
Mental: C:3d6, K:ld4, M:2d8, Sm:ld6, Sp:2d6 buildings read "Free Air With Fill-up", and 'Try
Area knowledge: region 3d4, guts 3d6, scroungin' Our New Low-Fat Veggie Burger".
4d6, survival 3d6, trackin' 3d6 One of the guards in the barricade nearest the
Hindrances: Ugly as sin I posse looks like a syker (the bald head and
Edges: Thick -skinned 3 tattoos give it away).
Pace: 6
Size: 6 rhe CheciP(lillt
Wind: 16 There is minimal cover between the posse's
Gear: The mutants are armed with a sition and the checkpoints, so nobody is going
variety of makeshift weapons. Roll a close to the complex without rousing the
b) S.TR +'!<lQ""'" "'fi,;~ t the barricades. This shouldn't cause a
however, as the posse doesn't look
anything like the mutant army the commune is
"'o n the lookout- for.
As soon as the posse comes within a deeper scars on his soul. He "C;l .... VJ,l~'
hundred feet of the checkpoint. a long-haired speaks at alL and when he does,
man with a headband pokes his upper torso up appears surprised by the sound of his rl
wall of the building is covered by an enormous exactly what he wants to do. He has found a
map of the surrounding region, which contains a way of life that he would die to defend, and has
yellow area noting "You Are Here". This map is the ability to make others feel the same way.
identical to the one found in Eliot' home, though Tom admired Ritter greatly, and would like to
the locals have marked all the roads and bridges know what has befallen his friend. Once he gets
that were destroyed in the war. an inkling of what the posse is seeking, he
A slender well -tanned man in a work shirt offers them assistance, but he withholds
and jeans stands behind the counter. He asks if revealing too much until he decides the heroes
the posse wants lunch. If they do, they learn are suitable successors to the Templar.
meat is not on the menu. ("Too hard to come by
out here. Not to mention what that stuff does to Prl)file
your colon ...") Instead the fare consists of soy Corporeal: D:2d6 N:2d12, Q:2d6, SAdlO, V:4d6
burgers, turnips, garden salads, fresh baked bran Climbin' 3d12, dodge 2d12, drivin': motorcycle
muffins, etc. Tom takes any ribbing or criticism 3d12, shootin': pistol 3d6, swim min' 2d12
about the food in stride, and maintains a Mental: C:3d6, K:4d6, M:3d12, Sm:3d6, SpAd12
friendly demeanor toward the group regardless Area knowledge: local 3d6, guts 2d12,
of the attitude they take toward him. leadership 2d12, persuasion 3d12;
scrutinize 3d6, tale tell in' 3d12
rl)m Weir Edges: Fleet footed 2, nerves 0' steel 2,
Tom is the sort of man many people . ough as nails 2
underestimate at first. He is unassuming . indrances: Loyal -3, lyin' eyes -3,
a: .
physically, and his quiet voice retains a bit of " ~arnin' -3 (preserving Last Chance)
Maine accent from his boyhood days back Eas. ace: 12
However, anyone with an ounce of Spirit so e: 7 ,_
notices that he exudes an extraordinary .Wind~:~O .
presence. Unlike many who wander the Wasted
West Tom Weir is where he wants to be, doing
ill "ee~ rhe Fence Brigade
If the heroes ask any questions about
Ritter, show Tom the map overlay in their About a half dozen men and women are
possession, or sitnply pay enough attention busily adding to the barbed wire fencing that
to the map tto suggest their intentions, Weir surrounds most of the perimeter of the
uses t~e ~nowledge he possesses to bargain compound. If the posse has not already
for their ald. He tells them just enough about encountered Tom Weir, he is among the workers
the Templar's visits to Last Chance (see Tom's here (and acts just as described in The Cafe
Story later in this chapter for details) to make above). If at least two members of the posse lend
it clear that he knows a lot more, then says a hand 10 putt10g up this fencing, the project is
that he can't speak further now due to some completed by dinner time. If not. a small gap
pressing problems. remams ~long the east side of the compound
He briefly outlines the commune's situation, and proVides a second point of entry for the
and asks for the posse's help. After the group attackers later in the evening.
decides, he excuses himself to help put up
f~ncing outsid.e. Anyone who wishes to may join rhe Meeting House
him, the remamder of the posse is left to
The front door of this barn-like structure
continu~ its inspection of the commune grounds.
opens into a large central chamber with several
Even If the posse gives no indication of their
long wooden trestle tables and a podium at one
interest in the deceased Templar, Tom still asks
end.
for the group's help by playing up the danger of
At in a corner at the far end of the room, two
the situation and the innate goodness he senses
women are laboring over a large pot of boiling
in them (hopefully, there's actually some in
water on top of an old wood stove. On a table
there). In either case, the posse is free to say no,
nearby is a pile of old, torn sheets. As the posse
and to leave at any time thereafter.
enters, one of the women uses a large stick to
pull a wad of sodden rags out of the pot. She
places them on a clean sheet on a second table.
\ .
Once the women notice the heroes, they
introduce themselves as Myra and Blossom.
They explain that they are boiling rags to use as
bandages in case the mutants attacks as
expected. The pair are more than willing to talk
to the posse about life at the commune or Eliot
Ritter (although they have very little information
to offer on that subject). The two fold bandages
as they talk. They also flirt shamelessly with
any of the male heroes in the group.
If the posse engages the women in
conversation for more than twenty minutes, they
finish folding the last of the bandages, then
announce that they need to go get some more
water from the spring. With a wink, they invite
the heroes to come along.
If any posse members take the ladies up on
their offer, the trip consumes the rest of the
afternoon. The pool lies almost due south of the
commune .at the base of a rocky ridge. Everyone
sets off With a complement of containers
(canteens, ten-gallon jugs, etc.) in hand. The
n is sunny, the view is picturesque, and
most seems like you can hear "Born to be
• •tw~:'~1 ing in the distant breeze. What
s next depends on the maturity of your
group, but let's just say it's time for a little R&R
before the fight begins in the next chapter.
.last Challc·~
The bad guys are not in evidence on either Hindrances: Clueless -.3, Ta~dy- "-3 '
the trip out or back, however. What the posse Pace: 10 I, • . . •
If the posse has talked with enough members junker on a full -time basis. He pursued his new
of the commune. they should have learned that avocation so single-mindedly that he neglected
Ritter visited the hermit junker Burke. who lives his family and alienated most of his old friends.
in the wastes south of Last Chance, before he When he was drafted into the Northern Alliance
set out on his mission to Rock Springs. Based army in 2080. no one mourned his departure.
upon what they have learned. the posse should and his family did not move with him to his
feel that a brief detour to visit Burke is in order. posting in WaShington. D.C.
In truth. a trip to the hermit is absolutely Burke's military service came to an abrupt
essential to their successful recovery of Eliot' end after the Last War with the coming of th e
sword. and likely their ability to survive this Reckoners. He gradually made his way back
adventure as well. west. only to find his hometown redu ced to
Unfortunately. Burke is not exactly anxious to rubble and his family dead. Burke was overcome
receive unannounced visitors. and keeps his with grief over the fact that he had failed to
residence fortified with a bunker. lethal protect them and that his self-absorption with
automatons. and junker devices. The commune his new abilities had blinded him to the things
members know how to circumvent most of this that were truly important. Even most of his
security network. and share this information former friends and neighbors treated him like a
f reely if asked. The final barrier. however. pariah. a madman whose powers derived from
requires the posse's own deductive powers to the very ghost rock that had devastated their
solve. lives. Only one man. an old college buddy named
Eliot Ritter, believed Burke's remorse wa s reaL
rhe royma~er and took him into his own home in Jarrett for
a time as a boarder.
Thaddeus Burke was a local schoolteacher In the end. however. there seemed little
who loved mathematical puzzles. and d~signed ! '" reason to remain in Jarret amidst all the
and bUilt f!lech~ntcal to.>:s In hIS spare tIme. He t; In. mories and the smoldering hatred.
lIved happIly WIth hIS WIfe and two young son ~ jJ'. 'Ike moved away into the wastes and
untIl. 2077, when he met Carl Colton, a colleagu . iJ( his own solitary little world. For
of RIdley Velmer. Colton mtroduced Burke to th · . panionship. he took several militar
science .of technomagic. and found Burk~ a most automatons he managed to rom
apt PUPIl. Soon. Burke had constructed hIS own Apfeltech's showreom .. used
G-ray collector and taken up the craft of the his twin talents ,to ·con ,!.
Two months ago, Eliot asked the junker to
make him two special devices. One was a
protective "lock box" for his sword that could
only be opened with a key. One key would be
carried by Eliot and set to destroy itself should
For; he lived alone, until Tom and Eliot' heart stop. The other, Burke would hold
Glory took over the Last Chance and the onto for safekeeping. The junker thought the
commune began to spring up around it. Templar's paranoia was laughable. Just how
Eventually, Tom came to see Burke, and despite powerful could one little sword be anyway. In
nearly being killed by the complex's defenses, the end, he did it anyway because it was a
somehow convinced him to come to the Last challenge and another project to let him exercise
Chance for dinner that night. Although he no his considerable talents.
longer felt comfortable in the company of other The second device was an electro-magnetic-
humans, Burke still recognized the group's pulse generator. Eliot needed to generate an EMP
uncommon kindness and decency, and found but obviously didn't want to detonate a nuke.
himself agreeing to help build the equipment This one was easy. Burke whipped up such a
required for Glory's toothpaste production line. device in only a few days.
Since that time, he has retained minimal but Now Burke is feeling a little guilty. He gave the
civil relations with the commune members. devices to his friend a month ago and laughed
A few years ago, Burke received another at his paranoia and altruism. Eliot hasn't been
shocking visitor: Eliot Ritter appeared on his seen since, and Burke wishes he could have told
doorstep wearing the tabard of a Templar. Given his friend goodbye.
Burke's own distaste for humanity in generaL the
hermit snorted derisively at Ritter's
transformation into a do-gooder and scoffed at
Getting rhere
the "magic sword" he had belted around his Burke's place is just a few miles south of the
waist. Last Chance. It's an easy trip by vehicle and only
a little more dangerous on foot. If the heroes
have had an easy time of it, feel free to let them
run into a small band of muties heading to join
Malias' gang. Otherwise, let 'em be, Marshal.
Getting In
As the posse approaches Burke's, read them
the following description:
rhe Key
Assuming the party agrees to find Eliot,
possibly playing on Burke's guilt, he gives it to
them with instructions for its use. It is concealed
in the back of a small windup toy, a metal man
adorned in Templar garb, Sitting on the
mantelpiece behind his chair.
Burke explains how the key works. At the top
of each hour it emits a low, beeping tone for 15
seconds. This tone becomes louder and more
rapid when pointed in the direction of the box.
To determine the right direction, the key
should be held away from the body with the
point outward. The wielder can then make a
Cognition roll to discern the direction. The TN
for this roll depends on the distance to the box.
Check out the Key Location Table. Once the
posse gets within 100 yards of the box, the key
pulses continuously.
If the roll succeeds the wielder is pointed in ,~
the general direction of the box. Traveling in tnisr-
direction without losing one's way requires a
Hard (9) survival: any roll. Heroes with the sense
0 ' direction Edge get a +4 to this roll. Failing the
roll means the posse is pOinted the wrong way,
and won't come anywhere near the sword.
- Marshal: 34
ct,apter Four:
~l1d of tt,e T'rail
This is it. The last stop on the posse's trail The bunker bigwigs would have changed that
and the big climax to Something About a Sword. assessment if they had known what was hidden
Hopefully, the heroes possess the key to Eliot' beneath the streets of this out of the way place.
lock box and the information that the Templar's An innocuous brick building in downtown
hiding place was in a water tower somewhere in Rock Springs served as the headquarters of
Rock Springs. If they don't, they might well be Apfeltech, a small -time computer hardware
doomed. The fight they're about to get into is developer. At least that's the appearance it gave
nasty. If they don't have the EMP device, and to the outside world. Behind the shabby lobby
probably Evanor as welL they're likely screwed. and offices with threadbare carpets was a state-
of -the-art electronics and robotics laboratory.
Hitting the n ail Apfeltech was a division of Home Electronics
Before the heroes set out for Rock Springs, Industries, which in turn, through a series of
they might want to ask some of the Last dummy corporations, was a subsidiary of the
Chancers some questions. If they ask about bio-engineering giant Pentacorp (for more on
Apfeltech, they just get blank stares. No one here Pentacorp take a look in The Wasted West).
(except Burke) has ever heard of it. About Rock Just prior to the war, the scientists at
Springs, the locals think the danger comes from Apfeltech had been hard at work on a neural
the growing mutant horde. They have no idea of network computer that could be used to boost
the true dangers there, though they don't recall its user's mental capacities. The system was
hearing of anyone ever living there, even though developed with military applications in mind. A
it wasn't nuked in the War. single operator hooked to one of these
computers would be capable of controlling
R()C~ Sprillgs dozens of remote combat robots.
The heart of this system was a climate-
Even as the second largest city in Wyoming, "A controlled room far beneath the main
Rock Springs didn't exactly qualify as a first- .. ~ . oratories. This room was filled from
strike target for the Apocalypse. Southern " ,~. ling to floor with racked jars. In each
Alliance planners had the city near the bottom was a single human brain. All of these
of their list of follow-up targets, but since th ins were wired ther into an
world went to Hell on a rocket sled once the ,enormous " ... .".."."..""'-~.".,-
bombs started dropping, they never got quite accessed.
that far down the list. interface: :.
Fresh fleat, Ch"p Sh"p
What made this. use of human brains for Large clouds of radioactive fallout from the
cpmput~ng power ql!ferent from similar detonations of other towns and targets nearby
I attempts by: Hellstromme Industries was that forced most of the population of Rock Springs
these brains weren't zombified. They were to move away in the days shortly after the war.
living brains Harvested from clones vat-grown Those who didn't leave were quickly
by Penta corp. Since the clones had never been overwhelmed by the mechanical monstrosities
awakened, the brains had no memories or which swarmed up from below the city streets.
structured thoughts-they were blank slates The robots' victims were hauled back to the
ready for use by the computer. robotics lab. There they were dismembered, and
unfortunately, this also meant the brains had their body parts used as components in the
no natural defenses against spiritual predators biomechanical abominations being assembled in
like manitous and the like. The chamber housing the Apfeltech basement. The brains of most
the brain banks was heavily warded and victims were added to the brain bank. This has
shielded against intruders from the spirit world. been the fate of all who have run afoul of Rock
Springs' mechanical inhabitants since the war
Meet the Mew g"ss ended- all except Eliot Ritter.
On Judgment Day, the founder and lead
researcher at Apfeltech, Rosalita ApfeL was 011 the M"re
hooked into the computer's neural interface. She The number of robotic creatures in Rock
was using it to run through some training Springs has grown in the years since the Last
exercises with the practice robots in the War. So much so that they have nearly
basement. exhausted the resources available in the city.
Although Rock Springs wasn 't high on the They've still got plenty of bulk materials like
Rebs' target list, the US missile silos outside of scrap metaL but the delicate electronics needed
Fla ming Gorge were. This area was blanketed to create more robots are scarcer than hen's
with ghost-rock bombs. The supernatural shock teeth. The city's supply of TVs, radios, and home
wave from these weapons was felt in Rock computers was used up long ago-soon the
Springs. One of its many effects was to collapse metallic horde will need to expand its territory
the arcane wards protecting the Apfeltech brain to gain new sources of electronics.
bank. Manitous which had been trying to If the posse fails to destroy the evil growing
penetrate these defenses for years swept in and in Rock Springs, the countryside will soon be
possessed the brains. crawling with the mass mind's mechanical
This sudden onslaught of malicious spirits shock troops.
sent Rosalita into a coma. She awoke days later
to find that the manitous had taken over the rhe Knight remplar
system and had already begun redesigning the
practice robots into harvesters which in turn Eliot Ritter had been a Templar for nearly
could gather the resources needed to build even three years when he made his final journey to
more robots. Rosalita immediately tried to shut Rock Springs four months ago. During the time
the system down, but found that the spirits had he wore the tabard, he investigated every
already dismantled most of the computer's built- crevasse, scrub forest, and urban ruin within a
in safeguards and-to her horror-had even hard- few days' ride or walk of his home town of
wired her into the system. Jarrett. The survivors of the Last War knew Eliot
There was one defense mechanism that the Ritter welL as did the shadowy creatures that
manitous hadn't been able to get around: the the War had spawned. The first group welcomed
deadman's switch. Rosalita had installed this him whenever he came through, and the second
system for just such an emergency. If the group knew to stay out of his way.
user of the neural interface ever flat-lined, Eliot knew he was just one man; he had no
the computer was hard-wired to dump great resources he could count on-no army like
gallons of acid into the brain bank; hrockmorton, no legion of rad-priests like
i".u.I4..
destroying the brains. It was a stand-offt
eouM~ escape, and,. the manitous cotrttf
~ussen . But he also knew that as a wearer
··'Iemplar cross, his duty was to push back
kill herwit~out destroying themselves. the power of the Reckoners wherever he was
-. " .. .., . able. He picked his battles carefully, and like
most people, largely avoided Rock Springs.
Two months ago, in pursuit of a raiding band
that had made an attempt against the Last
Chance, Eliot Ritter found himself approaching
the abandoned city.
He quickly lost the trail of the raiders, but like
most who entered Rock Springs, they never
emerged again. Eliot did find huge blood stains
and leftover "parts" of the raiders, however. His
subsequent investigations in the area told him
there were bizarre metallic creatures-robots
mostly but with grisly human parts either stuck
or attached to their frameworks. There were too
many of them for him to fight, even with Evanor,
but fortunately, it seemed the creatures were
content to stay in Rock Springs. For a while, at
least.
So Eliot establish a hideout on the outskirts
of the city and studied them. That's when he
decided he needed an EMP to take the robots
out and get to whatever was controlling them.
Welcome to Braillville
Fear LevelS
Once the posse determines that it must go to
Rock Springs, there are a number of ways in
which it can approach the city. How the
characters make their approach depends largely
on what they know, and what they've obtained.
If they possess the acetate map, and have ml)t Ritter's Hidel)ut
successfully located the hideout on it. they After his first visit. Ritter realized that to
know w here to start in Rock Springs. There is remain in the City for any length of time, he'd
further information there, including the rest of need a bolt-hole to rest while performing his
Ritter's journal. reconnaissance. He chose an abandoned water-
If they possess the key (but not the map) and tower in the Blairtown section of the city
know how to use it and what to look for, Ritter's overlooking the rail yards. The party should be
hideout is not on their itinerary, but they can able to spot it easily enough by climbing to a
use the key to approach the hiding place for the high place and making a Fair (5) cc:gnition roll.
box that holds the sword. During each foray into Rock Spnngs, Eliot
made his way to this tower and used it as a
Apprl)aching Rl)d Springs base, a wall against which he could put his
Use the following description for the City: back, and a vantage point to view the City and
its bizarre inhabitants.
From the outside, Rock Springs does It was Eliot' belief that he had made these
not appear to have been nuked. There is a visits without attracting much attention. In
ghost-rock storm to the south, but it do~s fact. the Apfeltech mass mind had taken
not hover over the city itself; many multI - notice of his comings and goings, but had
story buildings still stand, and there is an been prevented fro m killing him by
extensive raiIyard to the southwest. The ,r in rference from Rosalita Apfel. Rosalita
city is divided by a narrow river that flOWS :' aaesn't have the strength to continuously
northwest to southeast. , ." t the mass mind, but she can cause
oblems for it when she puts her mind
Regardless of their direction of approach, Jj 't. The scientist is.basically a. v-lru.s,.I·l+_........l!.JP~_..
city appears the same- a sprawling ruin scarred the system which the cQmputer .ean't
by conventional bombing and fires. It is eradicate. . ' u .
abandoned but most buildings still stand.
a set of metal shutters. A person standing on
" e water " . ' originally part of the the platform can unlatch the shutters and view
' wasatch rail ' yaras"below, is a tank twenty Rock Springs.
f~e.!,' ip ~ia91r,te1.' , an:d thirty feet in height on The sleeping area has a bedroll and a few
Oie top bf a1framework forty feet in the air, It days' supply of dried food, There is also a
can be reached by means of a single ladder on whetstone and a small bottle of oiL Judging by
, the ,southwest corner attached to one of four the dust, nothing appears to have been disturbed
support pylons, The ladder extends to the roof for several months,
of the tower, and gives access to a trap door.
There is a similar ladder on the inside of the rhe Cache
tower, extending to the floor of the tank, If the heroes search the immediate area of the
The tower itself is long since empty of water, platform, have them make a Hard (9) search roll.
During Eliot' trips to Rock Springs, he gathered Anyone who succeeds locates a sliding
scaffolding material and sheets of scrap metaL mechanism in the floor of the platform. A Fair
which he has used to build an interior structure (5) lockpickin ' or tinkerin' roll is sufficient to
around the inside walls. open the compartment. More action-oriented
Climbing the tower requires a Foolproof (3) heroes can bash it open with 10 pints of damage,
climbing roll for each member of the posse, Inside, the posse finds $200 in NA silver and a
Make a single Incredible (II) search roll for the cardstock envelope, The envelope contains Eliot
mass mind, using a scavenger bot's search score Ritter's notes on the creatures of Apfeltech.
(see page 4I), to notice something happening at
the tower, If it's successfuL the brain sends out a rhe "(ltes
patrol of four scavengers which arrives within Eliot was no dummy. He knew it would take
an hour. an army or a really clever plan, The trouble with
The following description can be used when the army was that it would not only get people
the posse gains admission to the water tower: killed, it would provide the robots with more
"people parts" if they were defeated. So he opted
The inside of the tank is a maze of for the "clever" angle, That's where Burke and
scaffolding, catwalks, and makeshift the EMP device came in, (The EMP device can be
platforms. In the dim light from outside found on Eliot' body, See page 42 for the details,
from the open trapdoor and your MarshaL)
flashlights, the view is Of a frightening Note: June 23, 2094 is an arbitrary date for
place, with lurid shadows cast by the Eliot' departure from Jarrett. Choose any date
haphazard furnishings. Every step you that fits your campaign, but the timing of Eliot'
take is echoed like the pounding Of a travels should be maintained,
hammer.
25 June. Reached Last Chance midafternoon,
Tom knows where I'm headed, and he says that I
What's III rhe r(lwer won't come back if I go, He's weird like that.
Other than the place Eliot slept. the tank Still. I can't let the creatures spread out of Rock
contains little of value, Various junk and Springs,
scavenged material from Rock Springs, perhaps 25 June. Later. Spent the day with Burke, He
meant for Willy'S junk yard in Jarrett, or for the was happy with the sensor array, but overjoyed
hermit Burke, is stored in semi -organized with the four model train cars, Funny thing for
fashion on the various platforms and most people, but not for Burke- what he needs
scaffolds. Junkers can make Fair (5) is far different from what he wants, or doesn't
scroungin' rolls to find structural or want. We talked about Rock Springs. He's dead
mechanical components. set against it. He called me a martyr, a damn
Ritter's sleeping space in the tank is fooL and a dozen other things, He even said that
located on a platform a man's height below I was throwing my life away because I had
the roof of the tank, It is in the northeast thing left to live for. I should've knocked him
corner of the tank, facing the town, and ass for bringing up Val and the children,
:ee-re:aeiledbb\ . a "e-ountercioekwisewa'1 --""..,., right.
' A section of the At least he made the box for me, And the
, .. f;~placed b~ generator, Hope it works,
~Rd of the T'rail '
2 7 June. On the road. Took lunch near Point me following the scavenge; s on ~y last·
of Rocks. Bitter Creek is running more clear trip here. It was like a spider, or 1:1 "
than I remember. It doesn't taste as much like segmented worm, all made of metal and
aluminum. I refilled the canteens, and when I plastic- although I saw some human par.ts
come back-if I come back - I'll let Tom know. mixed up in its innards. Its weapons '. "
27 June. Later. At Rock Springs. Tired, not looked like big dental drills. It was plated.
much to say. The cache is undisturbed. Bullets would have bounced right off.
2 9 June . After watching these machines for Thank God I had Evanor. I took the parts to
the last few weeks, I've noticed there are two Burke but he didn't want them. Said they
distinct types. were defective. Willy didn't want them either.
The first type is some sort of scavenger, like a Too high-tech for him. Sold them to Rick instead.
rug cleaner or a vacuum. There doesn't seem to Later. I was just getting some shut-eye when I
be any regular schedule for this type, they just swear I saw a pack of metal crows flying over
move around the city, picking up anything in the water tower.
their path. There was a group of three that 30 June. The creatures must be controlled
passed near the water tower late this morning. from somewhere. Some sort of "mass mind."
They clamped on to the rails and cleared off Burke said there was a high-tech company here.
some debris that was left by a storm. They don't Apfeltech. That's got to be where the central
look too heavily armed. mind is. If I can EMP the bots, or maybe the
The second type is more dangerous. These mind itself, I can probably hack them to pieces
things are one-of-a-kind, some kind of combat with Evanor.
robots. Some have sets of claws or pincers. Later. Spotted ten men on foot. Look like
Some have guns. Some have wheels, some walk mutants. There was a Doomsayer with them . Or
like huge men. Everyone is different, and they're maybe a Doombringer. Cou ld they be in league
all dangerous. with these things? Good God. I hope not. If the
I'd better describe one of them, in case Cult of Doom gets this technology ...
something happens to me. One of them caught I'd best strike tonight.
Fightillg III rhe streets
The heroes have two objectives: find the As your heroes set out into the city to find
sword and find the Apfeltech mass mind. The the sword, give them the fo llowing description to
first task is rel atively easy. See Using the set the mood:
Key, below. The second task is a little harder.
Apfeltech can be found by simply roaming the The city Of Rock Springs is never quiet.
city and scoring 10 successes on a Hard (9) As you travel through the streets, empty of
search rolL attempted once per hour. This is life, there is the constant hum of
dangerous because the party must dodge robot machinery Shapes and figures are picked
patrols all the while (see The Welcoming out in stark shadows and it seems as if
Committee). An easier way of finding Apfeltech nothing is ever quite where it was when
is to look in an old phone book and scan the you last looked. It is as if the city is one
steet address. It takes a single Hard (9) search vast machine- a living entity; a malevolent
roll to find a phone book that hasn't been thing watching your every move.
ruined by the weather.
~rallQr
Finding the sword might not be the most
important goal of this epic tale, but it is very
likely the greatest treasure some lucky character
is going to gain before he joins a thousand other
heroes in Boot Hill.
Evanor has the following statistics: Defensive
Bonus: +5; Speed 1; Damage STR+3dI2. The
weapon's basic statistics work for anyone who
wields it. However, its true advantages are only
present when in the hands of a Templar or
others who are divinely inspired by the forces of
good. Good Doomsayers can also use it, as can
old-fashioned blessed (such as those from the
Weird West). Such characters can call upon
powers of the sword simply by spending a Fate Legend: If a Legend Chip is spent while the
Chip. The color of the chip determines the user is facing an evil supernatu ra l being, the
sword's effect. sword begins to glow with an unearthly white
White: Each white chip spent increases the light. This takes 2 full rounds, ending on the
sword's AP by 1 and adds +2 to the damage total. same segment in which it bega n 2 rounds later.
The user may spend as many white chips at During this time, the wielder can do nothing
once as he wishes, up to his faith level. These other th an issue a litany of offenses to the
may be spent after the sword has hit its target. damned creature. This means the sword-bearer
Red: The wielder can move the sword with can make an overawe roll on each of his actions
lightning speed, allowing him to make two of those two rounds but nothing else.
attacks per action. It also makes it hard to The next hit on the fiend that causes even a
defend against. Lower any opponent's effective single wound automatically kills it (even if it
skill by - 2 when figuring TNs. This effect lasts would otherwise be immune to thi s kind of
for a number of actions equal to the character's damage).
faith. This is very tiring, however. When the effect The only catch is that the moment the hero
ends, the user suffers 2d6 Wind. starts uttering his curse, the f iend knows the
Blue: The sword can heal by transferring the sword's power and that it is doomed if it is
vitality of any opponent it has wounded to the hit. Most such creatu res open up with their
wielder. To use it, the sword-bearer must first most devastating attack, and if that
strike a wound on a living creature. Undead and · ., do sn't work, run like Hell.
machines have no life-energy to siphon. Once .. " he power only lasts for one
wounds have been determined, the wielder can ' c?unter," up to an hour or so. If the
spend a blue chip and heal that number of . il entity truly gets away (not 'ust evades
wounds to his own body (not someone else's ' 'e.hero for . ~ write dwing a
this is an instantaneous effect). He may spread power no longer . Tli~ '.h~ro, .
the vitality out among multiple wounded areas if spend· another . he ~anages Jo catfh
he wishes. the creatu . .
rhat's it! I'm Outtie!
Burke's EMP What's left of Rosalita Apfel's good side is
miniature World War about to lure the hero's to the factory so that
-size metal globe they can kill her, thereby destroying the mass
s. Tough wires run mind and freeing her from a decade of mental
"'· "',l'n,nnc: in an indecipherable slavery.
If the posse decides they've had enough and
In the center of the globe is a big red decides to leave, remind them that the evil here
button. When activated, it sends out a will spread soon. And if the Cult of Doom finds
tremendous EMP that fries all lesser electronic a way to replicate this incredible technology,
, devices (watches, calculators, pacemakers) welL let's just say the Wasted West is going to
within 100 yards. get a lot more Wasted in the future.
It automatically shuts down all other In any event. if your posse is Hell bent on
electonics in the same range for 2d6 rounds. leaving, navigate them by the Apfeltech HQ
Electronics covered in military-grade shielding anyway. There they'll see several trashed
are safe unless they're within 5 yards of the combots and a pile of dead mutants. Malias is
bomb. Then they're fried, too. already inside and preparing to make a deal
with the mass mind. If the posse won't go in
now, it's time to find a new bunch of heroes,
ShowdowlI! Marshal.
We're almost at the end, Marshal. The big
showdown where everything comes together in Apfeltech HQ
one big fight to the finish. But first we have to As the heroes approach the factory, read the
get the posse to Apfeltech HQ and the mass following:
mind. Fortunately, Rosalita Apfel herself helps us
do just that. The combot limps down the street- it
As the heroes emerge from the building seems to have been wounded prior to
where the sword was hidden, read the following: your meeting. It's metallic head pans right
to left as it hobbles along. obviously
As you crawl out of the window, you looking for danger. None appears, and
see a com bot standing directly over you. within minutes, it points to an old fenced -
You f reeze, then watch in surprise as it in factory The fence has long since been
turns its head slowly as if to say no. It's demolished, but the building within seems
arms reach down towara you, palms up, as in good shape. Ominous clanging comes
if Offering you assistance. from inside.
Suddenly. a shoulder-mounted gun of Near the large entrance are several piles
some sort pivots left and fires! To your Of smoking slag. burning scrap, and
shock and relief. it blasts a scavenger charred body parts. Mingled among the
emerging from a nearby alley The com bot junk piles are the bodies Of mutants. It
then steps backward and motions for you seems the Doom bringer you've heard so
to f ollOW it. much about is already here...
Give the heroes roughly twenty seconds of
real time to decide. If they are still dithering Pact of ~'il
around when time's up, the com bot sputters It's time, Marshal. Break out the battle mat
violently, as if fighting some internal bug and the miniatures. The heroes are about to
(Rosalita is fighting off a legion of manitous, engage in one Hell of a fight.
after alP), and then turns its shoulder-gun As they enter the factory, whether they sneak
on the party. Before a fight breaks out, let in or not, they see Malias and his mutant horde
Rosalita regain control. The 'bot reaches up tanding in the center of the factory floor. Before
and bends the barrel of the gun, ruining it, is another smoking com bot. Surrounding
then runs in the direction of Apfelte:::~~1!11!111 _~~'- four more combots, all poised to strike,
.! H:l:o.rrl" • ., . -'Tr .' _curiously holding their attacks. Malias has
p~oyen his strength (via the nuke spell) and
' gained the attention of the Apfeltech mass mind.
Describe this scene to the heroes, then allow
them to overhear the following before they take
any action: The mass mind keeps its
on duty in the factory. The (irst. .'
From the center oJ the Jactory floor party encounters are these beefed-up
comes a raspy voice. It can only be that oj versions. If you allow additional robots
the Doombringer. show up in time, use the stats we gave
"".and spread your minions all over the you on page 42.
West! That is the deall oJJer you, Apfel.
Else, my own minions and l will nuke Pr.,file (Cqard C~mb~ts)
your Jactory and everything in it!" These bad boys are humanoid with shoulder-
A thousand groaning computer voices mounted guns and claws fitted with tungsten
respond Jrom speakers placed in the blades (hence the AP value).
corners oJ the building and the combots Corporeal: D:3dlO, N:2d6, Q:3d8, S:4d12, V:2d12+4
themselves. "We sense the truth in what Climbin' 2d6, dodge 4d6, fight in': brawlin' 4d6,
you say Doombringer. Now prove your shootin': machine-gun 4dlO
loyalty to ApJeItech by destroying these Mental: C:3d6, K:3d4, M:-, Sm:3dlO, Sp:-
intruders." Search 4d6
At that, the combots spin directly Pace: 6
towards you! Size: 8
Terror: 5
rhe Fight Special Abilities:
Armor: 5
The whole gang turns to face the heroes now. Damage: Claws (STR+ld8; AP 2), machine-gun
There are four combots, a pack of mutants, and (4d8, Speed 1, ROF 6, Range Increment 20)
the Doombringer. If the heroes defeated the Fearless
mutant horde at the Gas-N-Go, there are only a Summoning: If a combot or group of
dozen. If they did not there are 24 (a dozen combots senses defeat one member of the
healthy survivors plus a dozen new recruits). group sends a summons that is answered
If you feel this is too much for the party, see in 2d20 rounds by Id4 more combots.
The Cavalry?, below. If this force is too small
(that's one tough, posse, Marshal!), allow another Mqtant Crqnts (12 .,r 24)
couple of combots to arrive on the scene to These grunts are terrified of the combots.
protect their master. They had no idea what they were getting into. If
At any rate, once the combots are destroyed, Malias is put down (whether he's killed
four more arrive. This continues until the heroes permanently or not), they break and run for the
figure out how they need to get to the control nearest exit.
booth where the mass mind oversees the Corporeal: D:3d6, N:2d6, S:3dlO, Q:2d8, V:3dlO
creation of its minions. A Hard (9) Cognition roll Climbin' 3d6, fightin': various 4d6, sneak 3d6,
during the fight can spy a dark mass behind the throwin': unbalanced 4d6
one-way glass of the control booth. Mental: C:3d6, K:ld4, M:2d8, Sm:ld6, Sp:2d6
Area knowledge 3d4, guts 3d6, scroungin' 4d6,
rhe Caralry'! survival 3d6, trackin' 3d6
Rosalita Apfel is doing her best to override the Edges: Thick skinned 3
system. She's been practicing for a decade, and Hindrances: Ugly as sin -I
by now can control one combat at at time for Pace: 6
about 5 minutes, before the legion of manitous Size: 6
living in the Apfeltech brains overwhelms her. Wind: 16
When the fight starts, have one of the ' ,.. G r: Malias has armed his mutants a
combots shudder then turn on its companions. )t"':. >.Ut Ie better this time around. All of
blasts whoever seems to be doing the most hefn have sledgehammers for
damage to the heroes. destroying robots (STR+2dlO), and
If it is destroyed, it takes Rosalita anothe istols. with .AP ro\,lnds .~ul:t!JJ,QIS'~"~~~~:-fF"i-'1!o::-1
rounds to gain control of another. 2; Speed 1; ROF l~ Range In£'r.Plm,,"'n "·.
,
Undead
Weakness: Only a Doomsayer can
permanently destroy Malias. (Or Evanor, of
course.)
Coup: The character gets 1 point of Armor
when resisting radiation-based attacks,
including spells of the Cult 0' Doom.
I.,
West. t he Dead l ~nd s: Hell on Earth
nacle starburst. and the Pinnacllll()go
Entertainment Group. Inc
9 781889 546568
ISBN 1 889546-~6-9
"'lILt" ",,"mem Croup, Inc. All Rights Reserved