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6010 - Something About A Sword

The document outlines a Wasted West adventure involving a powerful sword named Evanor, originally wielded by a noble knight, Sir Gregory Barnes, during the Crusades. The narrative follows Eliot Ritter, the sword's last owner, who battles against a Doombringer named Malias and his mutant army in Rock Springs, while the heroes must uncover the fate of Eliot and prevent the sword from falling into evil hands. The document also provides details on how to engage players in the adventure, including encounters with militia members and signs of mutant activity.

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0% found this document useful (0 votes)
7 views49 pages

6010 - Something About A Sword

The document outlines a Wasted West adventure involving a powerful sword named Evanor, originally wielded by a noble knight, Sir Gregory Barnes, during the Crusades. The narrative follows Eliot Ritter, the sword's last owner, who battles against a Doombringer named Malias and his mutant army in Rock Springs, while the heroes must uncover the fate of Eliot and prevent the sword from falling into evil hands. The document also provides details on how to engage players in the adventure, including encounters with militia members and signs of mutant activity.

Uploaded by

Obsidaeus
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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. . .

• ! •
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

Look for regular, free updates on the Pinnacle website: www.peginc.com.

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.

Dillenger lite a M~th t~ a Flame


Eliot used Jarret as his base of operations and
A European with too much time and money maintained a small home in the town's former
on his hands decided to come to the "colonies" church. As with most Templars though, Eliot
and teach us "Yanks" some culture. This fellow's roamed the region, sharing his protection and
name was Rutherford Ellington Dillenger. He set healing touch with many survivor settlements in
up a small museum on a railroad car and the area.
traveled the West showing off his many prize During his wanderings. Eliot happened to
possessions. One of these treasures. was, of venture near the town of Rock Springs. He
course. Evanor. (Those of you who play discovered something sinister there-and that
Deadlands: the Weird West may remember secret drew him like a moth to a flame. The
Dellinger from the adventure "Abra Cadabra, danger in Rock Springs was not an immediate
Arab Cadaver." in Hucksters & Hexes..) threat, but it was one that was growing daily.
Evanor had many adventures after that. Eliot investigate and observed the strange events
ending up in the hands of some of America's there for several more months before he was
greatest heroes through the years. But those ready to strike.
stories are for another day. For now we are
only concerned with the relic's last owner, rllter the D~~mbrillger
Eliot Ritter.
A Doombringer named Malias was rallying
mutants in the area when he also happened
Eliot Ritter . pon Rock Springs and the strange secret there .
. ad little affinity with the strange creatures
, 000lled there. but given time. he felt he
could bring the bizarre community into his
community of doom.
the sword that both shielded
R()c~ Springs arcane detection and destroyed
So what is Rock Springs' insidious secret? case was not opened with the prpper
Hang on to your hat. Marshal. This is a weird He had two keys made. One he left with
one. Burke, the other he took with him. His key '
Before the war, a company named Apfeltech was rigged to self-destruct if it did not
made robots here. Their speciality was sense his life-presence.
integrating advanced artificial intelligence into After the battle with Malias and the
their machines. Though they had not yet robots, Ritter crawled into a basement.
revealed this to the public, Apfeltech had locked his sword in its case, and died. The
actually successfully merged cloned human key self -destructed and Evanor was secured.
brains with machinery.
Yup. They were just asking for trouble. Post- Has ARyb(ldy SeeR My remplar't
Reckoning, the biorobotic survivors were quickly The locals all know and love Eliot. They also
inhabited by manitous and turned to evil. They know he often must wander on some mission or
have been gathering forces, building new robots, another and can disappear for weeks at a time.
and improving their offensive capabilities by But everyone also knows there's a Doombringer
scavenging metal and weapons from Rock in the area lately, and they're starting to get
Springs-a process that has taken over a decade. worried. Few knew of Eliot' discovery in Rock
Now they have almost exhausted the little town Springs. They know only that this Doombringer
and are about to march on the surrounding appeared a short time after their favorite world-
communities. saver disappeared.
Hopefully, the heroes want to find out what
Oops! WrORg rril! happened to Eliot and save him if possible. If
Eliot Ritter had carefully watched these not, they're bound to want that incredible sword
creatures for some months, and knew there was everyone claims he carried .. .
a centralized control unit somewhere in the old
Apfeltech base. He had returned to Rock Springs
to destroy the "master" when he ran smack into
Malias.
Malias the Doombringer had a mutie army
ready to go in and "negotiate" with the Rock
Springs master. Whether he captured the
technology by guile, an alliance, or brute force
was of little consequence to him.
As Malias' troops and Ritter clashed, the
bases "combots" were attracted to the action
and joined the fight, wiping out most of the
mutants and mortally wounding Eliot.
Malias was killed, but being a Doombringer,
returned to unlife a few days later. Now the
angry radiation priest is rebuilding his mutant
hordes so that he can return and put the Rock
Springs biotechnology to work for the Cult 0'
Doom.

"obody rouches My Sword!


By this time, Eliot was well aware he'd hit the
"sword lottery" with Evanor. He feared it ever
falling into the wrong hands (unaware the swo
would not function for those of evil intent),
shortly before his trip to Rock Springs, took a
very special precaution against it. The
paid a visit to a junker he trusted named Burke.
He had the techno-wizard construct a case for
rhe Setup
Now that you know what's going on, it's time
to get your heroes on board for the fun. There
are two basic ways you can get your posse
hooked into this adventure.

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:

You sure? He's about 6 feet ta!I. shor~ dark h~ir,


carries a magic sword. Yup. I sQ/d magIc. Calls It
Evanor. Thing can cut through a rattler WIth one
swipe. Aw geez, I'd sure hate to think what might
happen if that Doomsayer got his hands on it.
Well. if you ain 't seen him. ..

The bit about the sword should catch most


hero's interest. If they ask for more details,
Arnold tells them he should get moving now, but
if they want to meet him and some others back
in Jarret, he'd be happy to accomodate.

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'

Old Arnold (M Militia Member) ~ .


Jarrett Arnold, as well as most of the
Fear Level 3 gate guards, are known forgiving... '.
Once the posse gets to Jarrett. they find that newcomers a hard time. It doesn't do te.t ,
it's not an unusual town-it's no different than a just anyone in. StilL when tir:nes are tough~ "
hundred other places that survived the bombs. the militia members are a fairly competent
However, it is the first step on the trail of the bunch.
relic they seek. Nobody's likely to be sneaking in, There are usually three on gate duty at
as a high barbed-wire fence surrounds Jarrett. any given time. The stats below are for
and its town guard is alert and SUSpICIOUS. In Arnold. For other militiamen, use the same
fact. the community is fairly insular, and doesn't stats minus the brave and tough as nails Edges.
see many strangers. That's one of the reasons Corporeal: D:2d6 N:2d6 Q:ld6 S:2d8 V:3d8
Eliot settled here. Climbin' 3d6, dodge 3d6, fightin' 3d6, shootin':
If it's daylight. the Marshal can use the rifle 3d6
following description as the posse approaches: Mental: C:2d6 K:3d8 M:ldlO Sm:2d6 Sp:3d8
Area Knowledge 3d8, guts 3d8, leadership 2dlO,
A weathered sign near the guardhouse scrutinize 3d6
says "Welcome to Jarrett. wyoming" with Edges: Brave 2, tough as nails I
several population numbers scratched out. Hindrances: Obligation: Jarrett -3, stubborn -2
The current figure is 130. . Pace: 6
A high fence made out Of barbed WIre Size: 6
protects the tOWn. There is a gate . with a Wind: 18
makeshift guardhouse on the mam road Gear: NA assault rifle, 2 bandoleers of ammo
leading into it. As you come closer. dogs (strapped across the chest). hunting knife.;
bark, and several gun barrels appear on leather jacket. and pants.
the gate. You can hear the so unds of
weapons being cocked. .
A voice shouts, "Who's there? Identify Da Mayor
yourselves or taste lead'" Assuming no one starts World War Four with
the militia, the gate guard comes back a short
while later with a talL red-headed woman
If you used the setup we gave you, the voice wearing a cowboy hat and chewing on a twig
belongs to a generic militia member. If not. thiS like nobody's business. This is Mayor Reese, or
is where the heroes meet Old Arnold, the leader Linda as she likes to be known. Lmda has been
of the town guard. Arnold enjoys giving people mayor for over a year now, and has tried her
the third degree when he's working the gate, so best to keep things together here 10 Jarrett.
the heroes had better be on their toes.
After asking a few questions, Linda offe~s . to
show the posse around Jarrett. She lS SUSpICIOUS
Gettillg III at first. but if the posse represents Itself welL
Once the posse identifies itself. the gate guard she may be convinced to provide information. In
wants to know why the heroes have come to particular, if there is a Templar 10 the posse, she
Jarrett. Have the posse members talk with the mentions the name of the town's former
guard a bit. After he's satisfied, the guard opens protector, Eliot Ritter.
the gate and lets the posse in. He then tells the If the posse members ask about the
posse to wait at the guardhouse while he gets missing Templar, it should quickly become
Mayor Reese. obvious that Eliot Ritter is held in some
If things don't go welL or someone in the reverence by the mayor-as well as anyone
posse gets the guard riled up~w hich i.sn't all ... els the posse should meet !n Jarrett. If
that difficult- he starts shoot mg. HIS first round ,~ (ne. . posse encourages her, Lmda has .
is a warning shot that salls harmlessly overhead, ,,~ eral tales to tell about the Templar, his
Other posse members can make Onerous (7) .~ ploits, and of course, his swc;> rd.
persuasion rolls to calm the guard down. If the ~ ryone in the area know~ . t is .1 :\<1'~~l"".<;LL'~","""N~·~~'lIol'!l""!lM
rolls are successfuL he still lets the posse 10, but but Eliot never reyealed any.
demands to know which member of the posse powers. ' " /','.-
backtalked him.
mutants, but she'd really rather have Eliot back,
(How's that for an insule) The offer isn't much,
maybe $500 in trade goods and ammo for the
whole group, but Reese hints that the heroes
would likely wind up with Eliot' sword as well.
The heroes are also welcome to the town's
hospitality for the duration of the search.

hpll)riRg the rl)WR


The posse is now free to move about the
town on its own, and the heroes may make their
way to any of the spots detailed in the next
section.
The people of Jarret are wary to strangers at
first. but if the posse acts friendly, they open up
quickly. Even if the party doesn't initiate the
topic, Eliot Ritter comes up fast and often. The
people of Jarret are full of incredible tales
revolving around this stoic hero and his mighty
sword. A cruel Marshal can have a little fun
here, especially if there's a Templar in the posse.
"
A little professional jealousy never hurt anyone.
Most everyone is aware the Cult 0' Doom is
about, and they're more than a little worried
about it. especially with "their hero" missing for
nearly a month now. They respect Mayor Reese
and Old Arnold, but don't think the militia is any
match for a Doomsayer and his army of
mutants.
If the party wants more information, Mayor
Reese mentions that a few of Eliot Ritter's
closest companions still live in Jarrett, including Janet locatiolls
an ex-gunfighter that Eliot rescued in the Jarrett, Wyoming was never much of a town,
wilderness. even before the bombs came down. People were
If the members of the posse don't tell the leaving because the only major employer, a clay
mayor anything about their business in Jarrett, processing plant, had closed up and moved on.
she figures the heroes are just another bunch of But because Jarrett wasn't that important, the
glory hunters resting up before their next town didn't get hit with the bombs of the Last
shootout. She points out the main features of War. The townsfolk decided to stay and make
the town: the Oasis Bar, Henderson's General the best of it. That means the buildings here are
Store, the junkyard, and the church. She makes in a little better shape than most places, but
sure the posse knows Jarrett is a quiet town, and those that aren't being used may have sat empty
that anybody who starts trouble will be on the and neglected for more than twenty years.
road out of town before the sun goes down. The town holds important clues the posse
Afterward, she bids everyone a good day and needs to find before they head off into the
heads back to her office, wastes. Use the descriptions below to help you
Assuming the heroes do mention Eliot, point them in the right direction.
Linda is quick to ask them for help in
finding him. She's afraid of what may rhe Oasis Bar
happen with the Cult 0 ' Doom about and is The bar is located near the center of town, on
anxious for the town's defender to return he ground floor of what was once a hotel.
If the heroes seem competent but yn the posse enters, the first thing they see
~,,,.,""jJ,j' .'~"I,ing ,p.lind Eliot out of the good~~""~Di8,· sign that says "LEAVE ALL WEAPONS AT
of their he~iC Mayot ~Reese offers to hire the THE DOOR". Inside, there's a large bar with many
heroes to' fird its mis~ing guardian, Failing tables set up around the room. Behind the bar is
that, ~,~'ll taJ<~ . their ·fi~lp ' il'l .w tping out the MeL the owner and barkeep for the Oasis. He's a
tall, friendly man. He's somewhat wary of posse for as I
strangers, but despite this he tries to make them Room rates are
comfortable. without. If the group .
Mel makes several kinds of local hooch: she agrees to cover their tab ·
Cinzing, Straw kill, and the strongest. Tutti-frutti days." That means she'll cover th'e
Kablewy. Each of these is pure grain alcohol long as it seems the heroes are
mixed with various fruit juices. It costs $2 a shot doing their job.
and $50 a bottle if the posse wants to buy some
of his concoctions. One-ryed Jad Calh~qn
Drinking with Mel is the best way to talk to One-Eyed Jack was "just passin' through"
him. He often samples his own wares, Jarrett a few years ago, but he had a chance to
particularly if the sun is descending over the sample the hooch at the Oasis Bar and he hasn't
yardarm. If a member of the posse makes a Fair left since. This is where the party is most likely
(5) persuasion roll, Mel provides some additional to meet him as well.
information about the Templar. StilL there aren't too many who answer the
Mel says that when the Templar defeated call to defend Jarrett quicker than Jack. Despite
some eviL he'd come back to the Oasis and tell having lost an eye, he's as sure a shot as there is
everyone the tale in his calm, almost surreal in Jarrett, and he always puts himself in the
voice. His stories were plain, sincere, and thick of things whenever there's a fight.
downright good for business. And the next day, His view of Eliot was based strictly on the
everyone present positively radiated hope. respect of one warrior for another-he doesn't
Mel also says that Eliot traveled a lot. but hold much with the faith angle. Eliot told him
usually stayeded in Jarret for a day or two out of there was something strange going on nearby,
every week or so. It isn't like him to go missing and he had been studying it for a few weeks.
for an entire month. Then he left Jarrett and hasn't been back since.
Since the heroes are strangers, Mel is quick to A quick character might notice that the
point out that he rents rooms in the hotel above. timeline doesn't match up. The Doombringer
He has three rooms that he can rent to the wasn't noticed until just about a month ago.

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:

A tanker truck is heading down the


highway straight toward you. Even from a
distance, you can see that the truck has
sheets Of armor plating along its sides and
a gun mount on top of its cab. The driver
is red-balling your way at a good clip,
stirring up quite a cloud Of dust.

If the heroes attempt to halt the vehicle with


anything short of a full -scale roadblock (which
could be difficult to assemble in the few minutes
they have), the driver continues on without
stopping. If any of the brainers try to stand in
the roadway to block its path, the driver gives
one warning blast of her air horn and barrels
straight ahead without slowing down.
Anyone who abandons position immediately
suffers nothing worse than the indignity of
brushing some dust and dirt off their clothes.
Anyone who stands their ground must make an
Onerous (?) dodge roll. or wind up as a hood
ornament for a few yards before being hurled to
the ground for 14d6 massive damage. The driver
extends the posse the universal finger salute of
greeting and continues on down the road. ,\~
If your heroes get their panties in a bunch J~
over this rudeness and bullets start flying, check
out page 18 for the stats of the truck and its
driver. Any attack now might provoke some
tense negotiations later, when both parties wind
up at the Last Chance.

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

over the barricade, levels a rifle at the closest own voice. . ,.


hero and call s out. "State yer business, stranger". Phoenix and Clifton are an odd coilple
As soon as a posse member offers any to say the least. but they make a pretty
reasonable story to explain his presence good team. They pulled in to the Last
(whether or not it's the truth), the guard lowers Chance for gas about three months ago
his weapon. "WelL come on in, then. We got gas and have stayed on because the commune
and grub, and a few other things you might like, gave Phoenix the first real sense of belonging
too," Posse members can either talk further he's had since his Legion days. The Sergeant is
with the guards, or head toward any other part looking forward to using his special talents to
of the compound. repay the group for its past hospitality.

Billy Cliftl)lI Prl)file


Clifton, 38, is a long-haired rebel without a Corporeal: D:2d6 N:3d8, Q:ldl2, S:3dlO, V:4d12
cause, an ex-CSA soldier who doesn't care much Climbin' 2d8, drivin': motorcycles 4d8, fightin': ax
for authority- particularly "those damn Law 3d8, shootin': rifle 3d6, sneak 2d8
Dogs who think they know what's best for Mental: C:ldlO, K:2dIO, M:ldl2, Sm:2d8, Sp:4d4
everybody." He's made his way through the Academia: occult 2dlO, area knowledge 2dlO,
Wasted West as a hired gun- and a very good blastin' 5dlO, guts 3d4, medicine: general 2d10,
one-but he doesn't consider himself a hero by overawe 2d12, survival: desert 3d8, trackin'
any stretch of the word. Billy is highly 2dl0
superstitious, and all the omens tell him Edges: Arcane Background: Syker 3, brave 2,
something ugly is about to go down (a fact he fortitude, sand 3
shares with anyone who listens). If it were up to Hindrances: Bad ears: mild -I. loyal (Billy
him, he'd have moseyed on down the road before Clifton) , oath: Unity sykers -2
stuff hit the fan. For the past two years, however, Pace: 8
Willy has followed the lead of Sgt. Phoenix (see Size: 6
below), and the Sarge has no intention of leaving Wind: 16
the commune in the lurch. Gear: Motorcycle helmet. lever action rifle with
40 rounds
Prl)file Syker powers: Arson, brain blast, fleshknit.
Corporeal: D:4dI2, N:4dlO, Q:4d8, S:2d6, V:4dlO mindwipe, slow burn
Drivin': motorcycles 3dlO, fightin': brawling 3dlO,
filchin' 3d12, shootin': pistoL rifle, SMG 4d12, Gettillg Acquaillted
sneak 3dlO, speed-load: pistoL rifle 3dl2 Once Billy decides the group is OK, he shoots
Mental: C:3d6, K:ldIO, M:2d4, Sm:2dI0, Sp:ld4 the breeze with anyone except a Law Dog. He
Area knowledge 3dlO, demolition 2d10, scroungin' can tell the players what the various buildings
3dlO, search 4d6, streetwise 2dlO in the complex are (see descriptions below).
Edges: Eagle eyes I. light sleeper I. the Voice: If the posse asks to meet the commune's
grating 1 leader, Billy directs them to Tom in the cafe. If
Hindrances: Bloodthirsty -2, intolerance: law asked about a map, Clifton shrugs and says
dogs -3, superstitious -2 "Don't take a map to see that yer in the middle
Pace: 10 a' nowhere, boyo."
Size: 6 Though Billy is the talkative one, Sgt.
Wind: 14 Phoenix has the more useful information
Gear: Motorcycle helmet, .50 caliber pistol with to impart. If the posse asks about the
12 rounds, SA assault rifle with 8x scope and ... r~ plar Eliot Ritter, the Sergeant
20 ro unds -;:, g}J' tlenly interrupts. "Ritter was a good
n. Came around here a lot. If you want
Sgt. Phl)ellix J
,_ know more, I suggest you ask that
Phoenix is a talL lanky syker with haunted . zy old junker Burke QuUn LHtl...JA"a-SW!ii•....".,..,....jJi,.Jti:J....l..
eyes and a bald head resplendently tattooed Ritter visited him ~ll i1tfie .
with a crimson dragon. His experiences on were frienas,.long 'ago;'-
Faraway left him partially deaf. and with even the War.'" , { ","
ambushing scavvies, and demands either
reparations (if they actually did any damage to
the truck) or the group's ejection from the
nt. the posse premises. Tom listens to the posse's explanation;
investigate any of the If they are properly apologetic to Allie, he lets
s. The sections below them stay. Allie turns away sullenly, however,
what and whom the posse and if not later bribed or cajoled into a better
encounter in each area. mood, looks to gain vengeance on her attackers
at the first opportunity.
Gas StationiGarage
If the players have the need and the barter to
Prf)file
pay for it. there is alcohol available in the Corporeal: D:3d12 N:4dlO, Q:2d8, S:2d6, V:2dlO
pumps. Two bikers are working on their cycles Drivin': wheeled vehicles 4d10, fight in': sword
in the garage itself. 3dlO, shootin': rifle, machine gun 3d12, ridin'
In. addition, a tanker truck is parked just 2d10, sleight 0' hand 3d12
outsIde the garage, and someone is leaning Mental: C:3dlO, K:3d8, M:ld8, Sm:4d6, Sp:2d6
under its hood. If the players have come by the Area knowledge 3d8, bluff 4d6, gamblin' 4d6,
HIghway, thIS truck looks very familiar. As soon guts 3d6, scroungin' 2d6, streetwise 3d6,
as anyone comes within 50 feet of the truck, survival: desert 2d6
the driver stands up to check out the intruders. Edges: Belongings: tanker truck IS, sense of
Her reaction depends upon whether she has direction L veteran of the Wasted West 0
previously encountered the posse on the road. Hindrances: Ailin': chronic -5, mean as a rattler
-2, stubborn -2, vengeful -3
Allie Wf)rthiRgtf)R Pace: 10
Allie is a talL raw-boned frontier woman with Size: 6
broad features and sun-bleached auburn hair. Her Wind: 16
deep, husky ~oice is frequently punctuated by a
Gear: Kevlar vest. .30-.06 rifle with IS rounds,
chronIc hackmg cough. She's an independent and a big knife.
road warrior who has seen (and survived) her
share of the Wasted West's horrors. The Last Allie's Rig
Chance is a regular stop, where she drops off If you're using the basic vehicle rules from
fuel or other goods in exchange for crates of the Hell on Earth rule book, assume Allie's
tooth powder that she sells elsewhere. Her big tractor I rig combo has a Durability of 100/ 20. If
ng, WIth Its armor-plated sides and roof you have access to the Road Warriors book, her
mounted machine gun, is her pride and joy. truck is a standard cab-over tractor and tanker
Truth be told, it's fortunate Allie works alone. trailer which have been given an AV of 3 in all
She's loud, argumentative, stubborn, and just locations.
plain mean-spirited. She's also got a long The rig has a NA SAW mounted in an
memory about anyone she believes has done her articulated mount on the roof of the cab.
wrong, and won't rest until she's evened the
score. rom and Myra's House
If she has not seen the group before, she The middle structure of the three roadside
acknowledges them warily with a nod. buildings is a small unassuming residence. Its
If she saw the group on the roadway and they doors are unlocked, but no one is inside. The
dId no damage to the vehicle, she snorts furnishings are rustic, and there's nothing here
"You, again." She is unrepentant about worth filching or even examining more closely.
refusing to stop, but otherwise reacts the
same as outlined above.
If the posse fired on the truck, Allie is rhe Cafe
livid, and rushes the nearest posse member
screaming vengeance. She wrestles with
him until the two nearby bikers pull
,tt~ :.~€:tFtree . until a ·,."..,..........
• lUlU
nun
Gap

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, • . . •

does see, on an Easy (5) search rolL is a solitary Size: 6


building off in the distance that appears to be Wind: 20 .. ',f."
hewn out of the very rock face and surrounded Gear: Pair of pearl-handled .45 pistols '"
by a high barbed wire fence. If asked about this with 20 rounds, and a bandolier with •.
place, the women tell them Burke the toy-maker four throwing knives.
lives there. If pressed for details, they offer the
following information: BI(tss(tm
Blossom is a slender, athletic, young, dark-
Burke's a crotchety old coot who wants haired savage who Tom found lying injured on
little to do with other people. He lives the roadside near the outskirts of Rock Springs
alone, waited on by a bunch Of nearly four years ago. She awoke with amnesia,
automatons that he dresses up in fancy and has not recovered her memory to this day
costumes and has programmed to perform (although she is haunted at times by ominous
household duties. Burke maintains dreams of mysterious creatures that look like
minimal contact with the commune; he machines).
contributed some Of the equipment for
Glory's lab. In exchange, Last Chance Pr(tfile
trades him food and other basic supplies Corporeal: D:2dlO N:4d8, Q:.3d6, S:4dlO, V:4d8
on a regular basis. Burke has a rather Climbin' 2d8, fightin': brawling 2d8; filchin' .3dO;
lethal security system set up to keep out shootin': pistol 2d8, sneak .3d8
unwanted intruders. Mental: C:2d8, K:2d6, M:.3d8, Sm:4d6, Sp:4d6
Area knowledge .3d6, guts 2d6, scroungin' .3d6,
Myra and Blossom have made deliveries there track in' 2d8
and know how to get past the first two parts of Edges: Purty L thick-skinned .3
Burke's three-tiered security system. They Hindrances: All thumbs -2
provide this information if the heroes have been Pace: 8
very friendly and make a successful persuasion Size: 6
attempt with a raise versus the women's Smarts. Wind: 14
They know Burke doesn't like uninvited guests Gear: .50 pistol plus 12 rounds.
and he'll be furious with them if he finds out
they compromised his security.
rhe laboratory
Myra Cr(tsby As the posse approaches this windowless,
Though Myra originally joined both the cycle cinder-block building, it hears the loud whir of a
gang and the commune because of her long- fuel -powered generator and a variety of strange
standing relationship with Weir, she is far more clinks, clanks, and rattles. A small but neatly
than just Tom's "old lady." She's a two-fisted, tended, herb garden stands to the north, giving
pistol pack in' mama, a voluptuous blonde who is off a pleasant aroma of fresh spearmint leaves.
also the commune's best crack shot. She enjoys The door to the building is unlocked. A silver-
raising Hell and a good fight as much as she haired woman wearing jeans, a work shirt. and
enjoys making love. While she's happy enough at pilot's goggles is inside, tightening a conveyor
Last Chance, she does miss the open road, and belt. All around, a vari ety of other machines
loves to hear the stories of the adventurers who grind, heat. and mix various ingredients into
pass through. a lumpy mass of whitish paste that also
smells of mint. The woman turns and
Pr(tfile says, "I've been expecting you. Take that
corporeal: D:4d12 N:4dlO, Q:4d6, S:4d8, V:2d12 / pa ' full ~f pow.der ove~ to the t~bl~ and
Drivin': motorcycle .3dlO, fightin': knife 2dlO, quif~ " ~ta~t putting I~ In the tinS for shipping.
draw .3d6; shootin': pistol 4d12, throwin': ~ ~ wants thiS batch all loaded on the
balanced 2d12 uck before dinner. so that she can leave
Mental: C:ld8, K:2d8, M:.3d12, Sm:ldlO, Sp:4d8 orro~ at first light::. She
Area knowledge .3d8, guts 2d8, language: Spanish her repairs a~d ·totally Ignores tl,1e posse .
2d8, persuasion 2d12; perform in': singing 2d12 for 10 to 15 mmutes (except to g~a~e at .
Edges: Purty L Two-fisted .3 anyone who d.oest;\'t fol.low",her m~!ruct1ons!.
'iori are embossed Profile
tn(:;l1 e~Qena;!i1:1l)m's"
Back East Tooth Corporeal: D:4d6 N:3d4, Q:ldlO, S:2d12, V:3d6
about two ounces Climbin' 2d4, lock pick in' 3d6
df the paste. are a number of small Mental: C:4d6, K:4dlO, M:4d6, Sm:3dlO, Sp:3d8
toois bn ;t1\~ ' . '.. that can be used to pack Academia: occult, area knowledge 3d6, language:
. and smooth"the paste into the tins. If none of Sp~nish 2dlO, medicine: general. surgery 3dlO,
. th.~. f!0sse members have done any work by rIdICule 3dlO; sCience: chemistry 4dlO, search
the time her repairs are done, the woman 2d6, tinkerin' 3dlO
mutters, "If you can't follow simple Edges: Gift of gab L mechanically inclined 2
instructions, what good can you be to us?" Hindrances: Cautious -3
She stalks out of the room, and refuses to talk Pace: 4
to the posse again until after the night's attack. Size: 5
If at least some of the posse does as they are Wind: 14
told, Glory's face slowly brightens. When her Gear: Set of surgical knives, and a collection of
repairs are finished, she responds more small useful tools.
cheerfully, "I think you'll do after all." She stops
long ~nough to answer a couple of the posse's
questions, then gets back to work. Topics she
has mformation to contribute about include the
Dinner and ~ntertainment
following: As dusk approaches, the aroma of cooking
The Templar: Glory last Eliot about a month food begms to emanate from the meeting house
ago, about the time the Doombringer showed up. and the residents begin to congregate there. Even
Eliot spoke to Burke the junker just before he if the posse has not agreed to help defend the
vanished. commune, it is invited to stay for dinner and left
The junker, Burke: Burke's robot servants to eat in peace. If the heroes have agreed to
are former military automatons he has refit. but help, some of the commune members
they remain highly lethal. Glory has never been encountered during the day join them at their
inside Burke's compound, but knows it is heavily table and press the group for any knowledge
guarded. Nonetheless, Burke once told her that they possess about Doombringers and their
getting inside his front door was "easy as pie". ways or other news of the West.
The meal is hearty and filling enough for
Glory Dupre anyone without a hankerin' for fresh meat. After
Glory Dupre is as close to a true scientist as the meal is over, Tom goes up to the podium. He
you'll find in the Wasted West. She knows the welcomes Allie and the posse to Last Chance,
old techniques of the mad scientists, and and if the posse has agreed to lend a hand, he
understands the methods of junkers like Burke, announces this fact (which earns a round of
but rejects both approaches. She has found her applause from the residents and a derisive snort
own inspiration out here in the desert, in the from Allie). The group then discusses what
form of a sixth sense fueled not by ghost rock tactics they should use in fighting off the
but by the spirit of this tiny community. And Doombringer's forces. The posse is free to join in
that Sixth sense warns her that Last Chance is the discussion as it pleases. Let the scene play
about to become embroiled in the greater out for a few minutes, introducing any major
struggle between good and evil. extras the posse has not already met. then cut
I?~pre is a true visionary, and like many
to the following:
VISiOnarIeS, does not suffer fools lightly. She Glory suddenly stands up and motions for
speaks her mind, and relies on Tom to keep silence. "They're coming", she says. "Go quickly,
the commune's strange mix of inhabitants before the sentries are overwhelmed." Just as she
working together. Her recent dreams have finishes speaking, a lone shot rings out in the
brought her premonitions that a group of night.
outsiders is coming to playa ro le in Last The people of Last Chance spring into action.
Chance's defense, but she dislikes the' ry directs the noncombatant members of the
of relying on people she doesn't know mune into the storm cellar on the south
__l\<:i._~the meeting house. Tom, Myra, Blossom,
trusl, Sbe .emains skeptical of the OOl'!WI!""
other bikers grab their weapons and
un,W " th~:"'graup ' . .' " . to prove its
woith ... ··!:~·~:' ".J';;'.
i' " . ' head t?ward the roadside where Willy and
'.1 ~.
PhoeniX are already posted along with two other
"
last Chain;
men. (Treat the five generic bikers as having
Tom's physical stats, shootin ' skill of 2d8, and
.45 caliber pistols with 15 bullets each.) MarshaL you can conduct the,!.(ir ..
Allie also runs out of the building and heads how you please based on these " "
straight for her truck. The posse is free to parameters. However, there area few ':!
position itself as it pleases. The attack matters of special interest that should be
commences 2 minutes after the warning is given kept in mind:
above. If any posse member reaches the south The roadside portion of the commune
sentry station before the attack begins, he finds contains a number of vehicles that might
Willy peering through his scope into the night. come into play. Either side may attempt to
He declares, "I saw a bunch 0 ' muties movin' jump-start and drive the motorcycles present.
thisaway up the road - maybe a dozen or more. You can use the basic vehicle rules in th e Hell
They ducked down into the wash when I fired on Earth rulebook or you can use the more
on 'em." detailed rules in Road Warriors to keep track of
Within a matter of seconds, however, the bad these vehicles.
guys are through ducking ...
"(I Sm(lij"g, T'lJr" Off r"gj"e
Alld for Dessertf a Siaverillg Horde In addition, the fu el tanks of all the vehicles,
as well as the gasoline pumps and underground
The bad guys mount their primary attack by storage tanks beneath, are all highly flammable
advancing up the west side of the road. The and carry some r isk of exploding in th e midst of
force gathered there at the outset of the assault the hail of gunfire and blasts of irradiated
consists of two squads of ten mutants, each led energy that is likely to erupt around them.
by an overseer and a Doomsayer. Whenever there is any weapon's fire in the
In addition, a second force consisting of one vicinity of the gas pumps use the innocent
squad of mutants and an overseer has bystanders rules to see if any round conn ec ts
approached Last Chance from the rear. If the with the pumps. Pull a card every time a ro und
fencing around the commune's perimeter has not hits one of the pumps. If the card com es up a
been completed, these forces attack through the Joker, the pump explodes, showering the area
gap in the defenses; otherwise, they circle with flaming alcohol. This does 6d20 damage
around to the road and enter the fray later as with a Burst Radius of 10 yards and burns fo r
reinforcements. Id6 rounds thereafter. On the plus side, if a
The mutants think their task is to wipe out pump blows, assume it wipes out IdlO mutants
the humans. In truth, Malias would love that, but and causes the rest to flee as well. Blowing up
his real goal is to raise an army by striking the Last Chance counts as a victory in th eir
against a well -defended norm settlement. If the book.
muties win, other mutants will flock to his side. Allie cares solely about protecting her tru ck
If they lose, that's okay too as long as the norms and only spends her own bullets to fire on those
suffer some fairly serious losses and the horde who are directly attacking the vehicle. If she is
doesn't. still carrying a grudge against one or more
The rad-priest isn't keen on mixing it up with posse members from earlier in the day, and th e
the norms himself- he feels it's too important to fued between them has grown volatil e enough,
capture the Rock Springs technology for Simon she may even attempt to gun one of them down
Rasmussen and the Cult of Doom. So he sits during the confusion of the melee if nobody is
back in the treeline and casts nukes at the watching. Allie's not above murder if she gets
strongest points of the norm's defense, the~ angry enough. Especially if she thinks she
retreats. His mutants have orders t? retreat If the can get away with it. If so, thi s might be a
battle is ~oing badly for them. Mahas kn~ws good time for Tom or Glory to give the
that's a risky order-lettmg the hord.e, decI~e for I " he 0 a quick warning.
themselves whe!1 to ru~ away-:but It s a ~Isk he ,t
" gt. Phoenix' syker powers are best
has to take. Besides, thiS band IS pretty Violent. d in reserve in the event the defenders
and he has little doubt they'll put their tails , n....into serious trouble during the figh t.
between their legs (some literally) before the .. sume the_attackers don't knuvv~';'?u.LJ""':>'"~--ii"";~''"'"~
situati?n ~s truly hopeless. syker.preSent (though if ' any,; ar[a~J5el:s
Mahas IS also paranOid about Templars now, If survive, that fact will I;\p',o¥pnl'lrrp'n
there's one in the party, he gets the first nuke. Matias if' he:'
_fit·GruAts.(30) Size: 7
Corporeal: D:3d6, N:2d6, S:3dlO, Q:2d8, Wind: 20
V:3dlO Gear: Double-barrel 12 gauge Shotgun with 10
'Clirnbin' 3~6, fightin': various 4d6, sneak 3d6, rounds, and a great ax (STR+2dlO).
throwin': unbalanced 4d6 Special Abilities:
Mental: C:3d6, K:ld4, M:2d8, Sm:ld6, Sp:2d6 Mutation: Leathery skin (-2 to all damage
Area knowledge 3d4, guts 3d6, scroungin' 4d6, rolls)
survival 3d6, track in' 3d6
Edges: Thick skinned 3 D~~msayer (I~Yil t~ Silas)
Hindra nce s: Ugly as sin -I Corporeal: D:2d6, N:2d6, S:3d8, Q:3d8, V:3dlO
Pace: 6 Climbin' 3d6, dodge 3d6, fightin': brawlin' 3d6,
Size : 6 sneak 2d6
Wind: 16 Mental: C:4d6, K:3dIO, M:2d6, Sm:ld12, Sp:3dlO
Gear: The mutants are armed with a variety of Academia: occult 4d6, area knowledge: Vegas
makeshift hand weapons. 3dlO, faith 4d10, guts 2dlO, science: physics
2dlO, scrutinize 3d6, search 2d6, survival 2dl2
Mutant Overseers (3) Edges: Arcane background: Doomsayer 3
Co rporeal: D:3d8, N:2d8, S:4dlO, Q:2d8, V:3d12 Hindrances: Intolerance: non-mutants -3, self-
Climbin' 3d8, fightin': axe 4d8, sneak 2d8, righteous -3
shootin': shotgun 3d8 Pace: 6
Mental: C:3d6, K:ld6, M:2dlO, Sm:2d6, Sp:2d8 Size: 6
Area knowledge 3d6, guts 3d8, leadership: 2dlO, Wind: 20
scroungin' 3d8, track in' 3d8 Gear: Doomsayer robe (green), knife, Geiger
Edges: Brawny 3, thick-skinned 3 counter, military radio
Hindrances: Ugly as sin -I Powers: Atomic blast. doomstones, EMP, mutate,
Pace : 8 nuke, sustenance, tolerance
",.
r.,m's st.,ry some kinda box on
the bike. Two boxes, tfdub~'ly.;·IO,
Presuming the combined efforts of the posse long, about the size of'his "
and commune members are enough to turn back though his sword was strapped
the enemy, the survivors return to the meeting back as usual. The other box was
house. Glory assists in patching up the wounded, the size Of a milk crate. He was rea].i' ·
while Tom relates what he knows of the careful with it. Borrowed some bungee
Templar Eliot Ritter: cords from me to secure it on his seat. I
didn 't ask what was in it. I figured if he
Eliot Ritter was a regular Joe before the wanted me to know, he'd have told me
bombs fell-a salesman, marketing himself·
specialist, somethin' like that. We talked hen he left, he took the access road-
quite a bit about life and the war. He was a the Point Of Rocks Bridge got bombed
thousand miles from home on Judgment early on in the War, so you can 't get to the
Day He made it home somehow Even Lincoln High way 'til almost Thayer Creek.
found his Wife and kids, but that didn 't But he was headed to Rock Springs all
last long. They all caught one Of the right. I knew where he was goin ',
plagues a year or so later. I know in my gut that Eliot is dead. I
That left Eliot all empty inside. He have a sixth sense about these things. But
packed up what he held precious and left I also know he didn 't quite finish
town, headin' west. Folks in Jarrett figured whatever it was he was up to. The
that was the last they'd see Of him - but he Doombringer's still around, Of course, and
came back a year later with a Templar that's part Of it, but I got a feelin ' there's
tabard and that magic sword of his. somethin' worse out there.
Folks actually laughed at him at first - Then Of course, there's that damn
you know how people are-but then they sword. Someone ought to find it before
saw him use that sword against the things the muties do.
that came outta the Wastes. After a while,
the bad guys- at least the smart ones- Once Tom finishes his story, he looks the
stayed away from Jarrett. The pickin's were heroes right in the eyes and says, "Eliot did a lot
easier elsewhere I guess. of good for the people in these parts. You people
Eliot didn 't stay hidin' in Jarrett all the did us a good turn tonight fighting off those
time though no sir, we saw him out here muties, We wish you the best of luck in finding
at the Last Chance from time to time, and that sword and pray that you don't meet the
he knew Burke pretty well from before the same fate I fear Eliot did."
War, so he'd go visit up there. Like most With that. Tom solemnly shakes the hand of
folks, he went scavengin', though each of the posse members and wishes them
everything he found he gave away luck on their quest.
The last place he went was Rock
Springs. He went out there a lot. Most 8"U8ty
folks think that's where that damn
Doombringer is holed up. That may be, but Defeating the mutant patrol early in the
if that's the truth he's been there longer chapter: I white chip.
than most people think. See, Eliot was Playing a major role in saving the commune:
pokin ' around Rock Springs for a few I red chip.
weeks before any Of us heard about the Transportation to Rock Springs: If one or
Doombringer. He went out there a few more posse members makes a genuine
times, quiet like, to check things out. He contribution to the defense of Allie's
had some kind Of hidey hole where he ck, she is amenable to giving the
stashed supplies and caught a few winks. a lift to the outskirts of Rock
I reckon we're the last folkS to have virtually eliminating any
seen him since he disappeared. He passed of creature encounters during
through here about a month ago on a ~1DiI-~-~~ of the triP· If the has
borrowed motorbike. He fueled up here, aeC:lae:a " , " vtSj~ tn~A.j~I,~~:,];;,~--'~Jr"3·"""~M
paid a quick visit to Burke, then strapped ~o ,Wqlt
· "Marshal: 26 '
ctlapter Tl,ree:
Surie ttle Herlnit

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:

Burke's complex sits on half an acre of


land, located at the base Of a jagged rock
outcropping that towers 150-200 feet above
it. The focal point Of the complex is a
small structure cobbled together out Of
scraps Of wood, stone, and tin. along with
part Of the rock face itself.
Beyond the building is a tiny oasis Of
lush growth, with cacti, flowering shrubs,
and even a small vegetable garden. The
property is surrounded on the other three
sides by a 6foot high chain link fence
with triple strands Of barbed WIre across
the top. A single metal door stands in the
southeast corner of the fence. Several
are moving back and forth across
1JIlI~~~rounds Of the property; upon closer
inspection. they seem to be a group Of
four automatons performing a variety of
gardening duties.
A visual inspection of the rock outcropping Posse members may,·
reveals it to be impossible to ascend without symbols as letters of the Greek
mountaineering gear. Anyone who attempts to Three of the symbols, Alpha (the .'
climb the fence (or to cut through it with wire letter of the alphabet, located at the·e.ast ·'
cutters) finds the gardening robots moving point of the rose), Omega (last letter 6["1 'I!
rapidly in his direction and replacing their the alphabet. located at the south point),
gardening implements with submachine guns. and Delta (the mathematical symbol for
They open fire on anyone who crosses over the change, located at the northwest point),
barbed wire or sets foot on the grounds, and form the answer to Burke's riddle. To change
fight until destroyed. Conversely, they allow first to last, one must press the symbols in
those who withdraw to pull back unharmed. the sequence Delta-Alpha-Omega.
Pressing any of the eight symbols causes it to
uGard"-B~ts light up and initiates the "entry sequence"
Corporeal: D:3d8, N:2d6, Q:3d8, S:4dI2, V:2dI2+4 (although pressing the same symbol again
Climbin' 2d6, dodge 4d6, fightin': brawlin' 3d6, immediately extinguishes the light. and cancel s
quick draw 2d8, shoot in': SMG 4d8 the sequence). Once three symbols have been
Mental: C:3d6, K:3d4, M:-, Sm:3dlO, Sp:- pressed, either the door opens (if the correct
Scrutinize 3d6, search 4d6 solution is entered), or the lights click off. On a
Pace: 6 failed attempt. the door itself begins to vibrate
Size: 8 and hum with energy, which increases in
Terror: 5 intensity with a second failure. On a third
Special Abilities: successive failure, the door discharges a burst of
Armor: 3 electrical energy, doing 4d12 massive damage to
Fearless anyone in direct contact with it. The process
Gear: Commando SMG, with two 30-shot clips then repeats itself until a resolution is reached.
If any of the posse members made friends
rhe D~~r with Myra and Blossom, they might have been
This leaves the posse with the door in the told the answer to this puzzle in purely
southeast corner. The door is made of solid steel mechanical terms: press the NW, E, and S pOints
and mounted flush against the fencing around it. on the compass in that order to open the door.
It bears no obvious indication of a lock or latch. Posses who have not received the solution from
The center of the door is embossed with eight the commune and can't reason it out on their
buttons in the shape of Greek symbols placed own may make an Incredible (II) Knowledge roll.
around a compass rose in the following pattern: Those who succeed recognize what each of the
Greek letters symbolize. The players can take it
from there.
If the posse decides to blow up the door, they
are welcome to do so, though this is unlikely to
A make the hermit at all cooperative.
~--A rhe Gardell Path
n When the correct solution is finally entered,
the door swings inward, opening onto a
flagstone path of gray, red, and brown stones.
The sides of the path are lined with cacti.
Just above the rose is a plaque engraved with brambles, and other brush that prevent the
the following message, in fancy block print: posse from wandering off track.
. If the heroes made friends with Myra
This door has neither lock nor key I ".. a
Blossom, they have been forewarned
in hopes that you will let me be. f..
()!' :lay on the gray stones". Although
If you must enter, make it fast. ;,( re are a couple of spots where this
Press three times, Change First to Last. ~~=iq~uires a short leap, anyone making an
But if three times you are mistaken, .... . y (5) Nimbleness .1 ~11;r~'~ hj~L.L.UI'· ~·H!>J.l.:r...,......-;//-,r~f-.Ar,.
It's hard to say when you 'll awaken! this Wltt}
informa '
pitfalls o~
Building ~nt rance
Finally, the posse reaches the door to the
residential structure itself. There are no more
guns, bombs, or hostile robots in the vicinity-
just a final puzzle for the posse to solve.
At the door, the heroes see the following:

Beneath the engraved symbols are five dial s,


°
each of which has ten settings from to 9. The
dials can be turned in either direction.

Bye, Bye Miss AmericanPie


If the posse talked with Glory Dupre on the,
previous day, they may have heard about Bur~e s
comment that the front door is as "easy as pie."
What he actually meant, of course, was :'easy as
Pi", as the symbols depict the mathematical
If the posse makes no attempt to avoid the formula for that measure. The solution to
red and brown stones, or one of the heroes fails unlocking the door is to input the mathematical
his Nimbleness rolL draw a card for each hero value of Pi, 3.1416, into the dials below.
who has strayed from the gray stones. If the Again, if the players can't come up with the
brainer pulls a Deuce or a Joker, solution on their own, the posse may attempt to
congratulations! She just avoided the dangerous deduce the answer, either by making an Onerous
stones through sheer luck. Any other other (9) roll versus any science Aptitude, or an
result means the hero put her foot down in the Incredible (Ill roll versus Knowledge.
wrong place. A red card means she stepped on a Whatever the means of their inspiration,
red stone; black means she got a brown stone. when the right combination of digits is finally
Red stones activate two junkguns (Speed L entered, the door swings open, setting off the
ROF 3, Damage 3dlO AP2, Ammo: 30, Range delicate tinkle of wind chimes. Before the posse
Increment 10) placed along the path as shown on is a hallway that slopes downward in elevation
the map. The guns swivel to face the target on and gently widens as it extends north.
the stone, fire a burst, and deactivate. Attacking
the guns causes them to activate and fire Jeeres
continuously until no targets remain. Each
Within moments, a robot decked out in formal
gun has a Durability of 9/ 2 and an AV of 2.
butler's livery putters up the hallway toward th.e
Each gun has a shoo tin , Aptitude of 2d8
players. If they have made it through the secunty
and a Quickness of 4d6. Targets may dodge,
system unscathed, he welcomes them In a clear
but risk triggering additional stones by
,mechanical voice:
doing so. Make a Hard (9) Nimbleness roll. I
failed, the brainer hit another stone while
the~ card,.
; Good day to you all. If any of you wish
rejfeshment, we have fresh fruit and clean
spring water on hana in the day room. If
not, the master awaits you in his study
Burte the He
If one or more heroes have been injured If the posse has resorted to
however, the house-bot takes quite a different entry, Burke is seated in the
tack: with a 12-gauge shotgun cradled
arms, pointed at the door. He tells
Dear me, look at the blood and dirt posse to state its business and then
you 're tracking in here. You shouldn 't see out.
the master in this condition. Come with If the posse has been harmed by the
me to the kitchen and we'll see if we can 't traps in the entryway, Burke may be either
get you cleaned up a bit. amused or hostile. The posse has about 60
seconds to explain themselves before he
In either event. the robot's appearance and definitely goes over to hostile.
patter should strike most of the posse as quite If, on the other hand, the posse has arrived
ludicrous. If anyone actually makes a joke or relatively unscathed, Burke is somewhere in the
rude comment out loud, the automaton does not room, tinkering with one or another toy. He
respond and continues herding the group down looks up as they enter, and ambles over to his
the hall. chair, still holding whatever he was adjusting,
The butler and other servants of the house and addresses the posse:
provide refreshment or bandages as appropriate.
Posse members should note that all of the If you 're selling something, I'm not
robots are armed in one fashion or another, but interested. If you 're looking for mon ey. I
they only fire if attacked. Naturally, if the posse don 't have any Nothing'Sfor sale, and I
harms any of the robots, they are unlikely to get don 't take commissions.
any cooperation from Burke. There are six Now what is it you want?
house-bots inside the bunker ready to fight if
the posse abuses their host's hospitality.
rhe Hermit Speah
The posse should not come to Burke unless
Corporeal: D:3d8, N:2d6, Q:3d8, S:4d8, V:3dlO they are hot on the trail of Eliot Ritter's
Dodge 4d6, fightin': brawlin' 3d6, quick draw 2d8, adventures or his sword. Their approach to
shootin': pistol 4d8 getting information, and Burke's perception of
Mental: C:3d6, K:3d4, M:-, Sm:3dlO, Sp:- their relationship to Ritter, the Templar Order, or
Scrutinize 3d6, search 4d6 even the town of Jarrett or the Last Chance
Pace: 6 commune, determines his response to their
Size: 5 questions.
Terror: NA Burke does not respond to threats, and uses
Special Abilities: his equipment and robot supporters to whatever
Armor: 2 extent necessary to protect himself. He does not
Fearless respo nd to bribery, either, though offers of
Gear: IOmm police pistoL 9 rounds of ammo. equipment or components by scavengers or
junkers in the posse improve his reaction. In no
rhe study circumstance does Burke offer to leave his house
Assuming the posse behaves, they are or accompany the posse anywhere- particularly
presently shown into Burke's study. Rock Springs, which he is loathe to discuss.
This room is part sitting-room, part library, Burke's speech consists of short sentences,
and part toy store; other than a comfortable largely devoid of elaboration or digression. He
armchair and two straight-backed wooden talks like a man who has little to say and
chairs, every surface, shelf and flat surface is few people to say it to. He gets right to the
arrayed with objects of various descriptions. point. When playing Burke, try to answer
Most are made of metaL but there are wood, ,.-' 0 ly the question asked- no more, no less.
glass and ceramic items: figurines, toys of .:. ~U:fke is condescending, gruff, and rude,
various kinds, clockwork mechanisms. In short, q " .he does val ue Ritter's friendship. If
this place is a junker's dream. Though chaotic, r'! e posse seems sincere in its desire to
Burke's possessions look meticulously kepbb1s · ' 'd out what happeI,led to hls:....l -.!'...a."""'"'... . .r.r,.,,~-..f.
the posse enters, some of the mechanisms turn, eventually. . . " . giv~s
whirr, or move about. the informa ·. n~e.9.i 'ti.
.': "~~t:.
• ~ .•• t-
If asked about why Ritter went to Rock
Q:3d6, S:3d6, V:2d6 Springs, Burke has the following to say:
.~Cllb;,:· croaSlc~~~,a8, drivin': car 3d8,
4d6, sneak 2d8 I don 't know exactly He didn 't talk
. M:4d6, Sm:3dl0, Sp:3d8 about his heroics to me much because I
. t 4d12, science: occult didn 't want to hear them. I've heard about
engineering 5d12, area knowledge 2d12, search the mutants, but I don 't think that's why
2d8, scrutinize 3d8, scroungin' 4dlO, tinkerin' he went to Rock Springs. He's been doing
5dl0 something out there for well over a
Edges: Arcane background: junker 3, month - a few weeks before the DNA
mechanically inclined 2 challenged showed up.
Hindrances: Cautious -3, intolerance: strangers He had a hideout in Rock Springs, in a
-3 water tower, I think. Ask those hippies
Pace: 8 down at the Last Chance. Or the idiots in
Size: 8 Jarret. They yap about what a hero he was
Wind: 14 constantly Eliot this, Eliot that. You 'd think
Junker Powers: AI. ammo, commo, gunsmith, they believed he was the Messiah Himself
sensor, shield That may sound nice to you, but that's a
Gear: 12-gauge Shotgun, 24 rounds of 12-gauge lot of responsibility to put on one man's
ammo, kevlar vest, and a collection of small shoulders! How would you like it if people
useful tools. were always asking you to save the
world?
Getting Information From Burte When asked about the devices Burke made,
Provided the posse can gain Burke's trust. This he answers only if the heroes seem trustworthy
should involve some roleplaying and a few hefty and make a persuasion roll with at least 2
persuasion rolls. The TN for these is up to you, raises. Until that time, he simply answers 'That's
but should be based on the posse's behavior in Eliot' business. Piss off!" When they finally win
gaining entry to the place. As long as the heroes him over, he reveals the truth:
don't do anything further to honk him off. Burke
can provide the group with some valuable Eliot believed that sword of his was the
information about the goal of their quest. next Excalibur. Thought he could save the
When asked about his relationship with Ritter, world with it. I never saw him use it, but
the grumpy junker tells the heroes: the locals all talk about it like it was the
true cross itself
Eliot and I went to school together and The last time he came here, he said he
we've been friends for a long time. He was afraid it would fall into the wrong
came up here from time to time, both hands if he were to... die. He wanted me to
before and after he started wearing that build him a special case for it, one he
ridiculous tabard Of his. could put the sword in if he were about to
He put me up in his house in Jarret die. If someone tries to open the case, and
when I was going through some tough they don 't have the key. it destroys the
times after the War. He was a good man. sword. Eliot. Of course, had one Of these
Maybe the only good man. But he was keys. His was set to melt down should his
stupid. heart stop.
Eliot elected himseIJ the defender of I have the other key Mine has a locator
this part of the West. I told him that in it as welL I'll give it to you if you'll go
painting a target on his head was just out there and find that fool.
plain foolish but he wouldn 't listen. He
said he had a higher calling he had to Assuming the party presses for more
follow Plain foolish if you ask me. mation on the second device, continue with
He was always welcome around here. lowing:
~~~.~~~~~~~~, ~'~V.~~,, ",~ . yO
The other device? It was an EMP
generator. That stands for "electro-
magnetic pulse" students. I suspect Eliot
Burte the Hermit
ran into some kind oJ robot out near Marshal, apply whatever modifiers
Rock Springs. Maybe it's one oJ the seem appropriate, but bear in mind the
Combine's automatons. Or a cyborg. Or key only pulses for 15 seconds once an
maybe it's something entirely new There hour, so only allow one Cognition roll per ..
was an experimental lab there beJore the person per pulse.
war ApJeltech. I know, because I Once in Rock Springs, the posse has to
scavenged a Jew parts Jrom there when I achieve a number of successes with the
got back to Wyoming. Eliot brought me key to get close enough to activate it fully.
some parts Jrom there, too. Had ApJeltech See Chapter 4 for details.
stamped right on the circuit board. But I - -. - '--" ~
didn't want them. All the parts I got beJore
burned up my robots. They don't seem ( _ ... . - - . . . " " _ . . . .
Key lOf:atioll
~ . ' "_J ___ ......... _ _ • ~~ ~ ~
i
designed Jor normal electronics. Don 't ask
me anything more about them 'cause I Location TN
don't know anything else. They were In Jarrett, or farther north or east 13
experimental. I'd need documents and At the Last Chance or Burke's house 9
design specs to learn anything else. Between the Last Chance and Rock Springs 7
In Rock Springs 5
If the heroes ask Burke to make another EMP,
he says he used all the rare and necessary parts
in Eliot' device. The party really doesn't have
BOURty
time to wait around another 3 days either. If solving the puzzles: I red chip per puzzle to
they insist, you'll need to find a way to get their whoever figures it out.
keisters in gear. Maybe a lone traveler is Getting information from Burke: I white
captured by Malias, overhears his plans, and chip.
somehow escapes to the Last Chance. When the Getting the key and instructions for its
party hears this, they should be given only a few use: I red chip.
hours to get to Rock Springs.

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.

Using rhe Key rhe Welc~ming C~mmittee


If the posse has the key (and God help them As the group moves about the City, they are
if they don't), they can use it to find the location sure to encounter some of Rock Springs' unique
of the lock box. If the posse hasn't yet figu red denizens. For the most part. the heroes should
out how to make use of it. it's time to clue them avoid them as much as possible. Even though
in somehow. Make the sound more obvious or they can likely win an encounter or two, the
add a vibration or some other behavior to draw more they fight. the more they'll be worn down
the attention of whichever character is carrying for the big finale. And they really want to be as
it. ("What's that in your pocket?) fresh and full of Fate Chips as possible when
In order to locate the box, the posse needs to they run into Malias and his mutie horde.
accumulate 5 successes on the wielder's search Make a IdlO roll once every half hour as the
rolls. Only the person carrying the key can make posse moves around Rock Springs. If they are
the rolL and he may only do so at the top of just gallivanting around making no attempt to
each hour (until the key gets within 100 meters hide themsel ves, add +1 to the roll. If they
of the lock box). For instance, if the hero gets a actively try to use sneak skills or special
success and raise on his first attempt. and then abilities, have them make Onerous (?) rolls. Each
a success and two raises on his second, the success and raise on the roll lowers the
heroes have accumulated a total of five encounter roll by - 1, but use the lowest total in
successes toward this total. Use only the highest the group to determine this. In addition, add +1
search total in the posse to figure this. to the roll for every encounter the posse has yet
Anywhere within Rock Springs, the TN for these had. If they've fought three bands of robots, it's a
rolls is 5. +3. The more they meet. the worse it gets. There
The key goes on full automatic with the fifth are no other modifiers to the roll. The robots
success, indicating that the box is within 100 can see in the dark, for example, so there is no
yards of the key's present position. At that point real difference between day and night.
the heroes have to use the old Mk I eyeball to --- - . -~- ---

spot the sword.


If the character holding the key goes bust. it ~ . __~ Pat~OI .~lIf;O~~t~!..~ .._ _.' J
means the posse has gotten way off track in
finding the box. Cross out all of the Roll Patrol
successes the posse has already achieved. If 1-3 The posse encounters nothing.
they mess up their very first search roll in 4-6 A group of Id4 scavengers.
Rock Springs, they're out in left field 7-8 A single combot.
somewhere. Require a TN of 9 for the next 9 A group of Id4 combots.
roll in searching for the box. ,0+ A group of Id6 combots .
Jf Jhe,..her.qes playa hunch and headl~iiI.I!-~~",.....
• ffi . . .

straight for Apfeltech, they're in luck. The


key starts buzzing ~p a storm as soon as
they e!1!~r, tue complex:
$t1t ., \ . • :'~-k' ", .•~
Factory Interior
small gatherer robots.
rhe Hiding Plaf!e
the city scrounging for Ritter reached the Apfeltech headquarters
. 'in the robotics factory in because the mass mind was distracted wiping
. ~pfeltech headquarters. They o~t the last of Malias' mutant horde. Badly
~re bu . bmg and equipped with mJured, he managed to break into the factory's
meehamcal blades and cutting torches. bOiler room through a busted window. With
fading strength, he wrapped his sword in a
Profile length of silk and placed it in the lock box. Then
Corporeal: D:3d8, N:3d8, Q:3d8, S:4d8, V:3d8 he say quietly and tried to heal himself, but
Climbin' Sd8, dodge 4d8, fightin': brawlin' 3d8 failed. Within minutes, the Templar passed on.
Mental: C:3d6, K:3d4, M:-, Sm:3d6, Sp:- The key to Evanor's lock box melted down as
Search 4d6, scroungin' 4d6 soon as his noble heart stopped.
Pace: 6 Assuming the posse uses the key to find the
Size: 4 sword, they'll be led directly to the busted
Wind: NA window in the basement of Apfeltech. Read
Terror: 3 them the following description of the scene:
Special Abilities:
Armor: 2 !he key leads you to a battered Office
Damage: Blades (STR+ld8), torch (3d8 AP2) bUIldmg. The street-level windows are all
Fearless broken, and the basement level visible
Summoning: When the scaventers detect an through them appears to be a large
enemy, they automatically summon a single storage room Of some sort. Cartons Of
com bot that arrives within 2d20 rounds. molding stationery, boxes Of leaky pens,
Wallcrawler: The scavengers can cling to and assorted other Office supplies litter
nearly any surface with a combination of the room
hooks, cables, and suction cups.
When they crawl inside, continue with the
Combl)ts following:
These are the foot soldiers of the mass mind.
They can vary greatly in shape and size, but the
After a brief search, you find a male
most common ones are bipedal and roughly
corpse haIJ-propped against a wall. The
humanoid in shape. The stats for these are
dead man wears the tabard Of a Templar
provided below. If you want to throw in a few
and a Masonic ring. What's left Of the
variations on this type, have fun Marshal. Nearly
body has been badly mauled, singed, and
beaten.
anything is possible.
Beside the body are two boxes. One is
long and thin, the other square and taped
Profile shut.
Corporeal: D:3d8, N:2d6, Q:3d8, S:4d12, V:2dI2+4
Climbin' 2d6, dodge 4d6, fight in': brawlin' 3d6,
shootin': machine-gun 4d8
Mental: C:3d6, K:3d4, M:-, Sm:3dlO, Sp:-
rhe lod Box
Burke's lock box is just a bit longer than the
Search 4d6
sword itself, with a handle on one side like an
Pace: 6
instrument case. The lock is electronic and
Size: 7
cannot be picked or circumvented by any
Terror: 5
normal means. Eliot had Burke build the box to
Special Abilities:
prevent any but the most determined from
Armor: 4
opening it without the special keys.
Damage: Claws (STR+ld8), machine-gun
If the key is used, Evanor sits within it,
(4d8, Speed I, ROF 6, Range Increment 20)
pped in a length of silk. The pommel is still
Fearless
with Eliot' blood.
Summoning: If a combot or group
1!lI!1I!tNl(;)llt the key, opening the box is a much
more difficult proposition. The characters must
either take the box back to Burke, or invent
some sort of incredible device (most likely a
junker device) that can decode the IR pulses that
trigger the lock (it works something like the
remote control to a television).
Trying to force the box open triggers the
booby-trap inside. Explosives lining the case
cause 4d20 damage with a burst radius of 5
yards. An incendiary device is also triggered. It is
supposed to melt the sword, and in fact, could
melt the engine out of a hover tank. Evanor is
magicaL however, and the incendiary device
won't actually hurt it. Neither Eliot nor Burke
ever suspected it was this tough.

~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.

rhe Control Booth


Once, before the Last War, the Apfeltech
control booth had a great view of the floor as
well as a tremendous panoramic view of Rock
Springs itself. When the windows were here, it
looked out over the up-and-coming industrial
center of Sweetwater County, and the beautiful
Uinta Mountains to the west, which turn purple
and indigo as the sun set beyond them.
The view today is somewhat different. Rock
Springs is a nightmare of machinery, and the
climatic changes caused by the War make the
sunsets much less spectacular. Even so, the
president of Apfeltech might enjoy a look out
those windows .. .if she could turn around. That
and the scavengers have long since boarded over
the window with slabs of metal.
Steel stairs lead up to the control booth. It
takes one entire round to climb them. The door
to the booth itself is locked, but it is a simple
one designed to keep roaming employees out. A
Malias bullet to the lock, a strength-based damage roll
Malias wants to win at any cost. He fights to of 10 or more, or a quick lockpicking roll gets it
the death, targeting troublesome Templars first. open in a jiffy.
Corporeal: D:2dIO, N:2d6, S:2d6, Q:3d8, V:2d12
Climbin' Id6, drivin': car 4d6, f ightin': brawlin' 4d6, steel Medusa
shootin': SMG 4dlO, sneak 4d6 On the west side of the office, framed against
Mental: C:3d8, K:2d6, M:2d8 Sm:4d8 Sp:3dlO the eerily lit walls, is a complex console. In front
Academia: occult 6d6, area knowledge Las Vegas of it is an old computer chair, now wired to the
3d6, faith 6dlO; guts 5dlO, leadership 3d8, floor and the console with dozens of tubes and
overawe 4d8, science: nuclear physics 3d6, wires. Its occupant, Rosalita ApfeL was, and is,
scrutinize 2d8, search 4d8, survival 2d6 the brains behind Apfeltech; but now she is
Pace: 6 more a prisoner of her company's technology
Strain: 24 (he's already used 10 for two nukes) than its master. Metal and plastic interfaces
Size: 6 connect her to the chair, the desk, and assorted
Wind: NA equipment scattered around the room. condui~ s
Terror: 7 connect these machines through holes bored In
Special Abilities: the office walls. These lead to the brains buried
Extra Strain: Rasmu ssen's latest crop of deep in the Apfeltech corporate offices across
Doombringers have more energy than the town (they die quickly when Rosalita is slain
average Doomsayer. Th eir Strain is equal to and so aren't detailed in this adventure).
twice their Vigor " Have whoever sees her make a Hard (9) guts
Invulnerability: Doombringers can be ck as they realize the horror this poor
"killed," but their atoms reassemble in ' , tl.has been through .
...
-days:- ..,.~ -.. " " As the posse enters, a female voice whispers
·sp~ns: atomic ~last.. .fission, globs, ICBM, . from the pale face of Rosalita. She says only
mutate, MIRV, nuke.. .. 'h,
"kill me." It has been a long time since she has
, , ~\ ,\~-~.+ '
spoken aloud. Her lips are stiff. her jaw muscles
have atrophied, and her eyes are blinded by
whatever light slips in from the open door of When the heroes finally.defeat
the control booth. everything we've thrown at them, '
The sound comes from all around, though centipede raises its head in a groaning!
the human figure's lips do seem to move in sync screaming death throe and falls
with the speech. backwards off the factory roof. It falls to
the street below in a massive crash that
Oh "0 YOIl Don't! rattles the City and shakes the remaining
Before the posse transforms into a debating windows from the factory walls.
society, the group's junker begins sizing up how The control booth is trashed, but Rosalita still
to disconnect her chair, or someone takes a shot breathes. As the party approaches, she tries to
at Rosalita's noggin, the mass mind sends a whisper one last message before she passe on:
surge through its human host, stunning her.
She's cooked for the rest of the encounter. "You have no idea the good you've done
If she still controlled a com bot. it turns on the this day Now quickly. finish me before
party now. In addition, the back wall of the more Of the robots come."
control booth is suddenly ripped apart by the
biggest com bot the group has seen yet! This one Any attempts at removing Rosalita from her
is shaped like a giant centipede with spikes for chair kill her. After thirteen years, her nervous
legs and a head the size of a Volkswagon. It rips system is too inter-connected with that of the
into the control booth and seems to actually mass mind to survive separation.
swallow Rosalita whole! In fact. it's using its Regardless of how she dies, any robots in
head as a shield to protect her. This keeps it contact with the group freeze up and can be
from biting, but it still uses its two spiny easily dispatched. Read the following:
forearms to impale any characters who happen
to be present. Rosalita gives you one last smile as the
To get to Rosalita, the party must defeat this life fades from her {rail body As she
thing. It's head completely covers her otherwise. slumps back into ner chair, a mind-
Remember that shots can penetrate the head numbing metallic din rises up through the
and hit Rosalita, though. Use the standard rules building and from the streets outside. A
for cover found in the Hell on Earth rulebook. horrifiC metal shriek shakes the building
to its very foundation. then echoes fom a
Profile (Ciant Centipede) dozen sites around the ruined city You are
Corporeal: D:3dI0, N:2d6, Q:3d8, S:4dI2+4, listening to a metal cacophany directly
V:2dI2+4 from Hell. It ends with a crescendo Of
Climbin' 2d6, dodge 4d6, fightin': brawlin' 4d6, collapsing metal that nearly deafens you.
shootin': machine-gun 4dl0 When your ears finally stop ringing, all is
Mental: C:3d6, K:3d4, M:-, Sm:3dlO, Sp:- silen t.
Search 4d6
Pace: 6
Size: 14 B(lunty
Terror: 9 Hang on, Marshal. We're going a little nuts
Special Abilities: here, but the group deserves it for finishing
Armor: 5 this adventure.
Damage: Forearm spikes (STR+2dI0; AP 2; Just Surviving: I red chip a piece.
each spike may attack independently), bite Recovering Evanor: I Legend chip to
(STR. though it can't use this attack in this each Templar, squire, or Companion in the
scenario), grenade launcher (4dI2; Shots 5; f Blues to everyone else.
Speed I; ROF I; Range Increment 20; the . Malias: I Blue chip to
centipede obviously can't use these in the who (in your opinion) helped
control booth, but might chuck a few d down.
onto the factory floor if characters
firing at it from there.l
Fearless
...and you have a tendency to die by it!
Heroes are rare in the Wasted West™, and the
servants of the Reckoners would like to keep
it that way. The people of the small survivor
community of Jarrett. Wyoming had their own
homegrown hero, the mysteriOUS Templar, Eliot
Ritter.
When Jarrett comes under attack by the
forces of the Reckoning, Ritter vows to find the
source of the evil and destroy it. He mounts up
on a motorcycle, and zooms off to do battle- and
that's the last that's seen of him.
That's where the posse comes in. It seems
Simon Mercer, the Templar's Grand Master, has
had a disturbing vision about Ritter's sword-a
sword that in the wrong hands could give the
Reckoners a big boost (as if they need it). Simon
needs someone to find the sword, and fast!
This adventure for the Hell on Earth™
roleplaying game pits your posse against
hideous mutant attacks, rad-priests, and even
peace-loving hippies in a desperate race to
find the mysterious sword, lost somewhere in
the ruins of western Wyoming. Only steely
determination, a sharp eye, and a strong sword
arm can prevent a terrible menace from being
unleashed on the Wasted West. Think you're
up to the task, brainer?

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
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