6014 - The Boise Horror
6014 - The Boise Horror
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Chapter One:
CettiR' Started
_.:. . _~,-----,._M__a_
rs-r;h_
al_~)
Simon, the Grand Master of the
Templars himself. is responsible for the
Bo· se Horror. Granted he isn't actually
performing the murders, nor does he
have a clue as to his role beyond a few
troubling nightmares, but the truth
remains: Without Simon, there would be
.Gettin' Started
no Horror.
Baphomet squirms around in Simon's
psyche somewhat like a manitou does
in a Harrowed. However, the demon has their own backyard- how could they be
eons of experience in keeping itself expected to "save the world?" For a
hidden in a victim's head, so Simon is time, this discovery brought it
unaware he's carrying an unwanted satisfaction.
passenger inside his skull. The Grand Baphomet truly wants only one thing:
Master's will has, to date, been too revenge. It knows the one thing more
great for the monster to overwhelm, important to Simon than anything else,
even from within and it intends to destroy it in front of
However, Baphomet isn't content to
merely hide in the shadows of Simon's
mind. For years, it's been slowly
undermining the Grand Master's health
and wilL resulting in his current state-
and that's not all it's doing either.
.., ., ~.
Boise, Idaho
I" = 25 Yards
Theres also a blossoming black stonework stands out against the old.
market in Boise. A waster making a The Grandmaster seems to like it that
Hard (9) street wise roll can find more way- he says it serves as a reminder of
exotic goods, but this is an offense the War.
likely to get both buyer and seller Inside, the Temple has been
exiled if discovered' remodeled extensively. The Templars
Exactly what "exotic" entails is up to replaced most interior walls with
you Marshal. and should fit the style of columns, opening up the already
your campaign. Even here, the selection spacious central meeting hall even
is going to be limited- this is Boise, not more. A large white tabard with the
Junkyard, after all! For example, this Templar's cross hangs overhead. Along
might be a good place for a waster to the walls hang paintings of real
find a few rounds of .45 gyrojet Knights Templar scavenged from
ammunition, a couple of hits of museums and lodges.
Brainburst or Rage, or maybe a An eclectic collection of church pews
Librarian's old (and bloodstained) gathered from around the area fill most
palmcorder. of the space and a ragged red carpet
The most unscrupulous black runs down a center aisle to the front of
marketeer is Sam Hinkleman. Publicly the hall. A thoroughly uncomfortable
he sells lizards-on-a-stick, his own stone chair sits at the front on a short
"Hinkleman's Amazing Soda Pop," and platform. Simon hears petitioners while
other "delicacies." However, a year ago, seated there.
he dug up the corpse of Johannes All Templars in town are expected to
Faulk, a Templar. Since then, he's been attend petitions as well; special pews
selling bone fragments from the body are positioned behind Simon's "throne."
for $1000 a piece. Any heroes wearing the tabard are
Anyone owning one of these bones going to spend most of their daylight
receives a +2 on any opposed roll - hours here while in Boise!
mental, physical. what have you. Should
Simon ever find out about Hinkleman's
little enterprise, the black marketeer is rhe Hall of Heroes
likely to wish he'd only been exiled. On a nearby hill stands an old
church and cemetery conveniently
overlooking the Temple. The same
rhe remple workers that restored the Temple also
The appearance of the Temple is put in long hours cleaning up and
likely to disappoint any visitor rebuilding this structure as well.
expecting to see the Notre Dame of the The adjoining graveyard has also
Pacific Northwest. Simon chose the been repaired-and re-"hallowed." By the
former Lodge of the Boise Freemasons time they got around to it. most of the
as the headquarters for his Order, and dead likely to get up and walk already
let's just say the Freemasons didn't had, but. just to be sure, the workers
exactly blowout the financial stops dug up all the coffins and filled them
when they built the original structure. with dirt.
That's not to say the Lodge is cheaply A Squire or Companion who falls in
built. but rather that most folks arrive battle is buried in this cemetery. The
expecting something, well. a little more hero is given a re-sanded and inscribed
imposing and awe-inspiring. tombstone bearing her name and
The Lodge building suffered a fair deeds. Assuming her remains are found
amount of damage in the bombing in the first place, that is.
during the Last War. Simon has had the Templars, on the other hand, are
damage repaired, but the new entombed inside the church itself.
Simon has any fallen Templar whose
body is returned to Boise cremated in a
special ceremony. The ashes are then
placed in an urn or acceptable
substitute (keep in mind in the Wasted
West "acceptable substitute" includes
cookie jars, moonshi(1e jugs, and worse).
Simon then says a eulogy over the
um and places it in a prepared niche in
the church wall. Biletnikoff. the
Librarian assigned to Boise, then places "Cetti'" Started
a plaque over the niche listing the
usual information found on these
memorials along with any known
... •
..-~'-------_\! •
deeds of consequence. available space in the facility at present.
Along the walls of the church are If the heroes have not yet noticed the
busts of the Templar Martyrs- the scarcity of other Templars, it becomes
Saints of the Order, if you will. There blatantly obvious upon entering the
are about a dozen or so sitting barracks. Only four other Templars
underneath the plaques of the fallen besides Simon are currently in the
Templars and there remains room for Barracks.
nearly twice that number. Two of these, Walter Stilson and
Finally, a huge book entitled The James Kaiser, have recently been asked
Book of Martyrs rests at the back of the by Simon to remain in Boise as
church. In it are recorded all the known assistants and trainers-someone has to
deeds of the Martyrs. Although it look after the shop while Simon's away.
contains nothing of assistance to The other two, Denis Carlton and
posses in this adventure, it's possible Winnie Franklin have arrived only
one or more heroes may want to recently in Boise. Simon has detailed
peruse it. For the information held in them to a "special mission," but they
that book, we're going to have to direct have no idea what it entails. If the
you to The Last Crusaders; otherwise, posse doesn't meet the two here, it
we'd be taking up way too much room does when Simon calls the group to the
that could better be spent tormenting Temple.
your posse'
rhe Barrach
This old hotel houses any Templars
who are visiting or living in Boise. Even
Simon lives here, although his room is
a little bigger- but just a little.
In keeping with their spartan image,
the furnishings are sparse at best.
Army cots the Templars salvaged from
a military hospital provide bedding and
a community shower is the only feature
Ihat might be considered even slightly
indulgent in the building. Simon's rank
gets him a desk in his room. Other
than that, a few more square feet and a
few personal items are all that
distinguish his room from any other.
The biggest room goes to Biletnikoff.
the Librarian (since he's not a Templar,
he gets a little special consideration).
He's had a few walls knocked out and
has built a set of rather comfortable
living quarters. He keeps the room
nearly hip-deep in books, papers, and
dataslugs that he studies as he compiles
t\s reports for others of his organization.
Any Templar is free to stay in the
Barracks while in Boise; in fact, it's
expected of him. There's no shortage of
BeRis earlt!)R WiRRie FraRi'liR
Denis was barely in his teens when Winnie was an active athlete in her
th e bombs fell. He grew up on a steady school before the Last War, but she was
diet of fantasy novels and role-playing also very shy. Since the Apocalypse,
games prior to the Last War. He's only she's found little reason to learn new
been a Templar for a year or so, but communication skills and is always
he's still high on the idea of being a standoffish and gruff.
modern "knight of the round table." Most folks who get to know her
However, he takes his duties and faith overlook her lack of social graces; she's
quite seriously despite his enthusiasm. a good woman to have on your side in
a fight. She's conSiderably more
experienced at the Templar business
PrMile (BeRis Carlt!)R) than Denis, but his extroverted nature
corporeal: D:2d6, N:2dIO, Q:4d6, S:2dIO, tends to overrun her wiser council.
V:2d12 Corporeal: D:ld8, N:2dI2, Q:3dI0, S:3d6,
Climbin' IdIO, drivin': motorcycle 3d10, V:4d8
fightin': brawlin', sword 5dlO, shootin': Dodge 2d12, drivin': car 4d12, fightin':
rifle, SMG 3d6, sneak 2dlO brawlin', sword 5d12, shootin': pistol,
Mental: C:2d6, K:ld8, M:ldlO, Sm:2d6, SMG 5d8, sneak 4dl2
Sp:ld8 Mental: C:3dI2, K:2d8, M:4d4, Sm:3d6,
Academia: Arthurian history 4d8, Sp:ld8
academia: occult 2d8, faith 4d8, Academia: occult 4d8, disguise 3d8, faith
medicine: general 2d8, persuasion 5d8, medicine 3d8, scrutinize 3d12,
3dlO, survival: forest 3d6, tale-tellin' survival: mountains, plains, urban
4dl0 4d6, trackin' 2dl2
Edges: Arcane background 3: Templar, Edges: Arcane background 3: Templar,
purty 1 guts 2, nerves 0' steel L sand 4
Hindrances: Big britches 3, law 0' the Hindrances: Loyal -3, oath -5: poverty
West -3, oath -5: Poverty and Blood and Blood, stubborn -2.
Pace: 10 Pace: 12
Size: 6 Size: 6
Wind: 20 Wind: 20
Special Abilities: Special Abilities:
Templar: Armor of the saints 3, Templar: Armor of the saints 4,
gallantry 4, lay on hands 4. deadeye 3, endurance 4, inner
Gear: A sword (STR+2d8), Kevlar vest strength 2, lay on hands 4.
(AV2), NA assault rifle, 2 clips with Gear: Katana (STR+2d8), Ruger
30 rounds each, Templar's tabard. Redhawk .357 revolver, shoulder
Description: Denis makes a conscious holster, 25 rounds ammunition,
effort to look the part of a Lancelot Templar's tabard.
or Galahad. Hi s hair is pulled into a Description: Franklin appears to be
stylishly-functional pony tail and he's close to the same age as Denis, but
careful to keep his face clean shaven. much more serious. A katana with a
He tries to live up to his version of well-worn handle rests on her hip
the ancient code of chivalry, and a shoulder holster holds a .357
including politeness to ladies and revolver. Her black hair is cut short
fighting fairly. He rides an old and straight.
motorcycle he calls his "steed" and
wears his sword across his back at
all times- which causes him no end rhe H!)spice
of grief when he needs it in a hurry! This former apartment building now
serves as a combination visitors hostel
and general hospital. Petitioners are
allowed to stay in the Hospice for up to
a week, after which time they must
move to one of the tents in Town
Square. Since there are only about 50 or
so units available in the Hospice, the
flood of petitioners often overwhelms
the facility and forces many to spend
their entire time in Boise in a leaky
. GettiB' Started
,
pup tent.
The Hospice rooms are more
elaborately furnished than those in the
Barracks, but the decor is Early Post- Meetillg the Gralld Master
Apocalypse. That means mix-and- Simon greets the heroes in the
match. Fine antiques sit side-by-side Temple, regardless when they reach
with bargain basement rejects. The Boise. He has cleared the building of
building also has running water, but no petitioners- a sure sign to anyone who
electricity. Simon has refused several knows him that he has matters of great
offers to install a generator (some folks importance to discuss. Fred Biletnikoff,
suspect it's because he's a little skittish the Temple Librarian, Denis Carlton and
about ghost rock). Winnie Franklin are also in attendance
Ten of the rooms have been converted at the meeting.
into sick wards for the few ailing Even posse members who are
individuals untreatable by the Templars' completely unfamiliar with the man
Jay on hands There is no "hospital staff" can tell Simon is either seriously
as such. In the rare instance that the fatigued or suffering from an illness on
ward is filled, a Squire or two may be a Fair (5) Cognition roll.
assigned to tend to the patients' He introduces Biletnikoff, Carlton and
everyday needs, such as food and Franklin to the posse. Biietniko(( is
hygiene. wearing a plain, coarse brown robe, not
Should the posse inquire, the Hospice unlike those medieval monks used. He
is full during their visit. Literally also has the trademark "Moe" bowl-
minutes before they arrive, the last haircut. but isn't tonsured. The
room is taken by a man named Warren anachronistic image is somewhat
Moran. However, the woman currently shattered by the fact he has a high-
staffing the entry desk, Pat Johnson, tech Librarian's palmcorder in his
tells the heroes there are plenty of hands.
tents available for their use out in the Carlton is a Templar in his mid- to
Town Square. late 20s with a sword slung across his
back and shoulder-length blond hair
[ar Witnesses
After the other Templars arrive, the
Hospice guests begin milling about,
rubbernecking to see what's going on. In
no time, the posse has a crowd on their
hands (or at least as close as one gets in
after the scream and then fleeing the
scene just prior to the posse's arrival at
the Hospice.
If the heroes have not yet learned the
victim's name, either one of the Hospice
guests or Pat Johnson, the person
, responsible for admitting guests, can tell
heroe:; may them at this time.
rumors and infcirmaticln Neither Simon nor Biletnikoff comes
Boise Horror. A to the Hospice, Walter Stilson informs
speculation exists any posse member who seems
but very little hard Below concerned about this that Simon's health
are some of the more entertaining has been so poor that it's likely Simon is
rumors the posse may, encounter, simply too weak to come, perhaps even
None are true, but may provide hour bedridden. As for BiletnikofL he answers
of amusement nonetheleSs, that while the Librarian is technically a
Companion, he's not a "front-line kind of
-'» The Horror is the ghost of the guy, if you know what I mean."
bloodwolf Teller and the others killed, By the time they've spoken to the
That's why nobody ever sees it and Hospice guests, Franklin and Kaiser
why it only strikes on nights of the full have cleaned up most of Moran's
moon. A variation on this rumor claims remains and recommend everyone
a pack of the monsters still hide in the adjourn for the night The room is sealed
nearby wilderness, (In reality, Baphomet and the Templars return to their
fixed on the full moon cycle only after guardposts- although the Horror has
Teller slew the blood wolf. The first time already struck, they still have a duty to
was just coincidence.) fulfill.
2.) Tne Horror is actually a mutated
cross between a man, a rat and an Simon Says
escaped alligator, Long before the War, True to Stilson's guess, Simon is
the monster was around, created by simply too weak from his condition to
radiation and waste from the Union's rise from bed that night He is, however,
Hanford nuclear power plant (Totally at the Temple by mid-morning the next
false) day. By the time the heroes speak to
him, he's already gotten most of the
3.) There is no Horror, It's really part story from Stilson and Kaiser.
of some twisted Templar rite, While he's attentive to what the
Throughout history, there's all sorts of posse has to say, any waster that
evidence they consorted with demons, makes a Fair (5) scrutinize roll gets the
why they can't "solve" the sense the Grand Master is a little
' ~'rr;vst"r'v, they're the ones behind it! distracted. Although the heroes may
is an ancient rumor about the suspect he's hardened to the Horror's
original Knights Templar. A ,Hard rampages after years of experience, the
(9) academia: occult roll truth is the upcoming Summit is
reveals this, Obviously, the foremost on his mind. Between that and
waster won't tell a his failing health, he has little to spare
Templar or Companion for other concerns- particularly a
this one! ) , recurring problem like the Horror that
has confounded the best efforts of
some of the greatest heroes in the
Wasted West.
It's not unlikely some of the posse
members may begin to suspect Simon
at this point. That's fine- it just adds to
the air of tension and distrust!
-- - - -- -~.-,---.....-'-~--- ,---~
Ad Mr. librarial\ ~--------~- . 12V .~.~~
Should the posse seek out
Biletnikoff's assistance, he readily
~ GettiB7 Started
answers any questions. However, he's
uncomfortable allowing any but a
fellow Librarian access to his stacks of
records.
He notes that the Horror has plagued
the area for nearly seven years and the
rhe Call of Duty
Templars are no closer to discovering its Late in the afternoon, Simon calls the
secrets than they were in the heroes, Biletnikoff, Carlton, and Franklin.
beginning. At this point. he tells them of the
If questioned about previous upcoming )unkyard Summit. To the
attempts, he tells them of Teller's heroes and Templars he adds:
attempt back near the beginning.
"You are to be my assistants
"The man was a traveling and guards at the conJerence and
storyteller and Jairly Jamiliar with during the journey to and Jrom
the occult. He was convinced the junkyard. I'm sorry I could not
Horror was an abomination he reveal this to you sooner; but too
called a "bloodwolf," some sort oj much was at stake to risk even
horrific vampire-werewolf an accidental slip oJ the tongue.
crossbreed. The Combine would, no doubt,
1iJrns out he was right-aJter a jump at the opportunity to strike
Jashion. There was one oj these at the head oj the Order.
creatures nearby, and it did kill at Transportation, courtesy oj
least one person. Teller; with the junkyard, will be arriving shortly
help oJ a group oj Templars, killed aJter nightfall and we must make
the monster. For a Jew weeks, it haste to reach the rendez vous
seemed the Horror had been point south oj the maelstrom."
deJeated.
unJortunately, the next Jull Simon gives the posse leave to
moon, the monster struck again. gather their gear. Any members who
OJ course, that hasn't stopped are not Templars or Companions are
Teller Jrom proclaiming Jar and allowed to participate, provided one of
wide that he 'killed' the Boise the Order speaks on their behalf.
Horror. " Simon offers no payment. but
promises to provide for food and shelter
While he's talking, observant posse to the best of his ability. If necessary,
members may catch sight of a few Marshal, you may throw a small
interesting tidbits. Have any hero who amount of compensation to the posse,
examines the room make an Onerous but remember, Simon's looking for
(7) Cognition roll. If successful, he notes heroes, not mercenaries'
a number of books on the occult lying
near Biletnikoff's desk. With a raise on
that same roll, he can tell a majority of
them specifically deal with the subject
Bounty
of demonology. Accepting Simon's request without
As usual, Biletnikoff is wearing his haggling: 1 white chip. This isn't
brown robe and boots. This may ti"p off really optional for any Companions or
observant characters, but the Librarian Templars, but they still get the reward.
denies any accusations at this point. He Each clue found at Moran's murder
also won't deny or confirm any scene: I white chip to the hero
suspicions the heroes have about finding it.
Simon until he has concrete proof. He Determining someone other than
knows what a blow such a thing could the murderer left the boot prints:
be to the Templars if it should be true. I red chip.
Chapter rwo:
wt,at Goes IIp. • II
Once Simon has revealed the mission requested Simon's permission to attend
he has for the heroes, the posse is to better chronicle this extremely
going to find itself pressed for time. historic event.
The transportation arrives in a few Simon explains he wants to wait
hours and the journey to the until nightfall to depart. Also, he tells
rendezvous is going to eat up most of any Templars in the group to pack away
that. The end result is the posse has their tabards for the journey. While a
less than an hour from the time he group of travelers may leave Boise
tells them of the journey until the without drawing too much attention, a
group must depart. group of Templars is sure to-especially
This is entirely intentional on Simon's if it includes the Grand Master himself!
part. MarshaL if you want to keep the
It's not that he doesn't trust the posse's nerves a little taught here, you
heroes. If he didn't, he wouldn't bring may have them attempt disguise rolls
them in the first place. Rather, he against a Fair (5) TN. If anyone fails
realizes that secrets have a way of nothing disastrous happens, but should
becoming common knowledge-even one of the heroes go bust on the roiL a
among the best intentioned. And, since petitioner or vendor greets her by
the Templars place no restriction on name as they leave the city.
access to Boise, Combine spies could be
sitting on his doorstep. Literally.
Over Hill and Dale
The trip to the rendezvous pOint
rhe Rendezvous takes nearly six hours from the
edge of the Boise maelstrom. It's
Just before dusk, Simon, the heroes, never pleasant traveling after dark
Carlton, Franklin, and Biletnikoff meet in the Wasted West and
in the Temple. The posse and the other even worse
two Templars are to serve as guards when you
for the Summit, while Biletnikoff
don't know where you're headed. It's
also quite likely the heroes have had
little sleep in light of the events of the
last night. All in all, the trip should prove
stressful and exhausting to the posse.
If you want to emphasize this,
Marshal. you can have each of the
short, heroes make a Hard (9) Vigor roll. Any
exlrtalJSllmg jOurney the posse who fail take the difference in Wind
from Boise to the rend,zvous pOint: which can only be recovered by an
an open field. You'll al*, find the hour's rest.
lowdown on Simon's game statistics The group, following Simon's lead,
here. (Yes, we broke our own rule soon leaves the major roads and heads
about giving numbers for the Wasted down an ancient dirt road. Finally,
West's big players. He's going to die Simon calls the group to a halt on the
soon so we figured what could it "VII' edge of a large open field. He explains
nurt') yo their transportation will arrive within
~k at the Size of that ThlngI the next two hours or so.
Arter a short wait in the dark, one of
the Sky Pirate's enormous skyships
picks them up in the middle of the Simoll
night. Travel is calm at first. Includes No doubt you're wondering at this
game statistics on the skyship and point if the healthy members of the
the ultralights it carries in its hangar posse are having such a hard time of it,
bay. how is Simon handling the journey.
Birds of Prey. Betrayed by an Certainly, he has reserves of willpower
infiltrator cyborg, the skyship is and strength, but even so, the trip is
ambushed by Combine B-aptors bent taking an obvious and terrible toll on
on Simon's capture. To escare, the the Grand Master. Biletnikoff frets over
posse is forced to abandon the his condition, until Simon orders him to
skyship. Unbeknownst to them, the be quiet. He is determined to attend the
cyborg escapes with the group. Summit. no matter what the personal
Includes game statistics on Combine cost.
Raptors. Although they don't realize it, the
The Heel-JOe Express. The posse journey's effects on Simon have other
continues its treI<; to )unkyard on foot. benefits for those around him. As yet,
In route, Simon retells the story of while he is awake, Baphomet cannot
Hell's Canyon, providing a the heroes manifest its power, so Boise gets a
with a vital clue to the Boise Horror's respite from the Horror tonight.
identity. However, the strain the overland trip
BetrayedI Jackson Arnold, in a last has placed on Simon's health does
.-...... effort. attempts an assassination weaken his ability to resist the demon
attempt on Simon. in the long run.
Simoll's Profile
By this point, you've no doubt noticed
game statistics are conspicuously
missing for Simon. You're probably
wondering what we were thinking
omitting that crucial information.
That's a very good point.
We've got a lot of reasons for being
gunshy about doing it.
First. Simon cannot die until it's time.
Rest assured, it will occur in this
adventure and that the posse is
involved, but unless you're willing to
derail the story and work it from
scratch, Marshal. you must keep him
alive.
Lie, cheat. fudge dice rolls, invent
.What Goes Up l'
deus ex machinas until your eyes bleed,
but keep him alive. As you'll see in a
moment. that shouldn't be too tough,
~~--~--------~----~--'
but posses have a way of throwing the Mental: C:4d8, K:3d8, M:5dI2, Sm:2dIO,
best laid plans for a loop. Be flexible; Sp:6d12
adapt and overcome. Academia: history 4d8, academia: occult
Second, there are times when the 6d8, area knowledge: Idaho 4d8,
going is going to get very tough in this disguise 6d8, faith 9d12, guts 8dl2
adventure, and Simon can serve as a leadership 7d12, medicine: general
wild card to get the posse back on its 5d8, overawe 7d12, professional:
feet. We don't want you to limit his accountant 5d8, survival: city, forest.
abilities; there should be very little he mountain, desert 4dlO
can't accomplish when he puts his Edges: Arcane background 3: Templar,
mind to it. Think of him not so much brave 2, renown 5, relic 5: Simon's
as an important character, but rather sword, sand 4, "the stare" 1. tough as
as a walking, talking plot device that nails 3, "the voice" I: threatening
you can use at will to shift the plot Hindrances: Enemy - 5: Anti-Templars
back on track. and Combine, heroic -5, oath - 5:
Now that we've said all that, Poverty and Blood, stubborn - 2
remember that the adventure is first Pace:17
and foremost about the heroes and Size: 6
what they do- not what a super- Wind: 37
powered figurehead can accomplish. Special Abilities:
What his profile doesn't reveal is that Templar: Rewards: All at level 5.
Simon is deathly ill; the trip to Junkyard Greater Rewards: All. Blessings:
is doing irreparable harm to both his Saint Lynch and Saint Stern.
physical and spiritual self. (Blessings and a slew of new
Most of the time, he is so weakened rewards are detailed in The Last
by Baphomet's constant assault on his Crusaders.)
will that he's more liability than asset. Grit: 5
Often, he may even be forced to lean Relic: Sword: Simon's sword adds +6
on one of the heroes just to walk from to his attack and damage rolls.
pOint A to pOint B. Only in the most Additionally, when it causes
extreme situations should he take damage to a truly wicked creature
action. Otherwise, why would he feel (Marshal's calD. the wielder can
the need for the posse's assistance in spend a white chip to heal a like
the first place? number of wounds. For example, if
Okay, we've beat this dead horse the hero caused 3 wounds, he could
enough. After saying all of that, we heal a heavy wound to his guts and
also know deep down you're probably another wound level elsewhere on
wanting a look at Simon in game his body. Simon does not "loan" this
terms, regardless of any caveats and weapon out!
stipulations. Gear: Infantry battlesuit fitted with
All right then, here you go. plate-metal reinforcements (AV 2, but
any attack has a 75% chance of
hitting a plate, which ups the AV to 3),
Profile: Simoll sword (see above), NA officer's
Corporeal: D:2d8, N:3dI2, Q:4dIO, S:5dlO, sidearm, 2 clips of ammo, Templar's
V:4dI2+2 tabard, whatever else you see fit.
Climbin' 3d12, dodge 5d12, drivin': car Description: Simon is in his late 40s-
2d12, fight in': brawlin', club, sword or maybe early 50s. His age shows in
8d12, quick draw 4d10, shootin': pistol. his weather-beaten face and his
rifle 5d8, sneak 4d12, throwin': graying hair. He keeps a neatly
balanced, unbalanced 3dl2 trimmed beard (also graying) but no
loo~ at the Size of
that rhillg!
About two hours or so after the
group arrives at the rendezvous point,
have each hero make an Onerous (?)
Cognition roll. Those who succeed hear
a faint droning sound, not unlike a
number of airplane propellers.
At this time, Simon produces four old
highway flares from his gear. He gives
one to each posse member (and
Carlton and Franklin, if the posse has
less than four members) and tells them
to each take a corner of the field and
light their flares. The field is nearly 200
yards square, so it may take a few
minutes for each person to get into
position.
Once the flares are positioned, the
droning slowly begins to grow in
strength. Soon even those brainers who
failed the Cognition roll can hear it
distinctly. A dark mass begins to
eclipse the stars on the southern edge
of the field and the buzz reaches a
crescendo. Within moments the sky is
completely obscured, leaving the field
in near total darkness, with only the
spitting red flames of the flares to light
it.
rhe Sh is Falling!
The unnatural blackness hanging
over the heroes begins to descend,
causing a powerful sense of
claustrophobia even in an open space
the size of four football fields.
Suddenly, a bank of blinding
floodlights blanket the field in
mustache. His voice is deep and unnaturally bright whiteness. The
resonant and he seldom smiles sensation is almost painful after almost
anymore. He wears his spotless white eight hours of adapting to the darkness
tabard over an infantry battlesuit of the wilderness.
which has been modified with metal As their vision clears, the heroes can
plating to resemble an ancient suit of see the object overhead is the one of
armor. His sword is nearly 4' in length, the largest man-made objects they have
razor sharp, and bears the Templars' ever witnessed. WelL at least since the
cross as its only decoration. Last War. An enormous dirigible, nearly
170 yards in length, hangs overhead and
is slowly descending onto the field.
Underneath the main balloon hangs a
two-story cabin nearly 40 yards in
length, bristling with gun turrets and
missiles.
The "transportation" Simon spoke of Hard (9) Cognition toiL a waster notices
is one of the Sky Pirates' two his hand move ever ~o slightly toward
remaining Hellstromme industry his sword. In a loud, commanding voice,
skyships, the largest flying objects built Simon says a single word, "Vertrag."
by man. Phelps turns around, makes an
The sight of the gargantuan aircraft embarrassed grimace and sheepishly
is likely to force a savage character to says:
the edge of mortal terror. Such heroes
must make an Onerous (?) guts check "I never was much good at this
in the face of such a terrifying spy stuff-that's why I was a
technological behemoth. pi/ot. I was supposed to say
As the airship nears the ground, 'Eisen' first wasn 't I?
ropes drop from doors along either side I always forget that sign-
of the cabin and flight suit-clad countersign thing. I guess I just
crewmen slide ra pidly down to the figured if you didn 't run or start
ground. Once there, the crewmen guide shootin' when I landed this
the colossal ship to an almost feather- monster, you must be the folkS I
light landing. was here to meet.
Stencilled near the front of the cabin And, unless you were waitin '
on both sides is the skyship's name, on another 170-yd long rigid
"Sky Raider 1." airship to arrive here in the
Simon motions for any heroes middle Of nowhere on this
holding flares to prepare to board. partic'lar night, I was probably
the fellow you was expectin' as
well."
UPt UPt and Away
The group is met by a quartet of He laughs at himself-or maybe his
submachinegun-carrying Sky Pirates joke at Simon's expense, it's not clear
wearing flightsuits and sky-blue berets. either way-and turns back toward the
With them is another man wearing the ship.
remnants of a Confederate Air Force The Grand Master, although
pilot's uniform. He strides confidently obviously not pleased at the trusting
forward with a smile on his aging, lack of discipline displayed by Phelps,
good-ol'-boy face and greets the posse, hesitates only a minute before following
shouting over the engines. the Sky Pirate on board. Inside the
cabin, the sound of the engines is
"Good evenin'folks. I trust almost inaudible, little more than a low
you've been expectin' us! Hope we vibration in the air.
didn't keep you waitin ' too long. Phelps leads the group to a small
My name's Capt. Howard Phelps, room on the first level of the cabin
but you might hear some of these lined with bench seats. There, he asks
brainers call me 'Ironsides' when the heroes to make themsel ves
I'm not around. comfortable for a few minutes; after the
I'm here on behalf of Mr. Ike ship is airborne and on course, he'll
Taylor down in junkyard to pick a return to show them around.
group of VIPs. Now, unless you Less than half a minute after the
folks happen to make a habit of posse is aboard the Sky Raider 1, the
standing around pastures with skyship begins to rise smoothly and
highway flares at night, I'm gracefully into the air.
bettin' that's you.
Now, I've never been too
comfortable spending too much rhe Grand rour
time on the ground, so if you're True to his word, Capt. Phelps returns
not opposed I'd like to get moving. to the waiting area within ten minutes.
The Sky Pirate is a genuinely affable
Phelps turns and starts toward his man who doesn't stand on ceremony.
ship. Simon appears somewhat He's an old warhorse who'd rather rely
uncertain about following him. On a on common sense than tradition and
ceremony. He used to be a ground
attack pilot. but caught some shrapnel
rhe Codpit and lower Quarters
during the last months of the war- The Sky Raider I's cockpit is more
hence the nickname "Ironsides." Now, like the bridge of an ocean-going
his injuries keep him out of any high-G vessel. Most of the cockpit crew do
maneuvers, but his experience and their jobs from standing positions, and
savvy make him a natural for the this enormous room not only holds the
skyship. flight controls for the skyship, but also
Phel ps starts the tour at the front of the radio room and the navigation and
the long cabin on the first floor. As he radar stations. Additionally, there is
leads the group forward, he tells the access to a twin-20mm cannon turret
group the skyship was one of six mounted underneath located here.
designed and used by Hellstromme There are three Sky Pirates on duty
Industries. The huge craft were here at any time, more in the event of
employed as airborne cranes and even combat.
helped build the dome over junkyard. Also at the front of the lower level
Later, Hellstromme Industries refit the are the quarters for the cockpit crew.
skyships as passenger shuttles and Four double rooms sit on the starboard
eventually decommissioned them prior side of the cabin and the captain's
to the War. Later, the Sky Pirates got quarters are on the right.
their hands on a few of them and refit
th em with gun turrets and a few other
surprises. Hangar and Garage
The skyships are vacuum-dirigibles; The rear half of the lower level is
instead of helium or hydrogen, they filled by storage and recovery space for
have large zero-pressure cells inside the ground vehicles and about half a dozen
enormous balloon cavity. This makes ultralight aircraft. There is also a small
the skyship much safer in combat as mechanic's tool room located on this
it's completely nonflammable. level as well.
A special high-tensile strength The garage holds three dirt bikes
polymer developed by Hell stromme and a jeep. None of these vehicl es are
Industries encases each cell-strong heavily armed and are used only rarely
enough to hold its shape against by the crew. A large, starboard-side
tremendous pressure of containing a door lowers into a ramp, allowing
vacuum, yet light enough to remain vehicles to enter and depart the garage
weight efficient. The cells are even area from the outside. Two 55-gallon
fitted with a dual -layer, self-sealing, drums of spook juice are also stored
exterior sheath and their own vacuum here, along with an archaic hand pump
pumps to restore their pressure deficit to fill the vehicles' fuel tanks when
in an emergency. necessary.
The end result is the skyship has an The ultralight hangar is more of a
even greater lift capacity than hydrogen storage area than a landing strip; there
airships ever achieved, while remaining simply isn't room on the ship for that.
sa fer than those using helium. The Instead, the aircraft are launched in-
craft has a functional range of over flight by a weak steam catapult and
3,000 mil es without refueling and can recovered with an enormous skyhook.
lift nearly 80 tons for extended periods. Both procedures are a bit tricky to
Although originally a civilian vessel, the perform, and require an Onerous (7)
Sky Pirates have added a few "extras" flyin'roll to accomplish smoothly.
that give the airship more firepower The entire aft wall of the cabin has
than a flight of fighter jets- and more been removed to allow easy access to
leg room tooT the hangar area. There is no way to
close this opening, and the view can be
quite daunting to ground-hugging
heroes.
A ladder leads up to the mess hall
above, and a larger aperture allows
-- engines and other equipment to be
haul ed by winch to the second level
repair shop. Four more twin-20mm
cannon turrets are accessed from this
area.
What Goes Up
rhe Upper level
The second level of the Sky Raider I's Repair Shop and Armory-
cabin is devoted primarily to living The repair shop holds a vari ety of
quarters. While the ultralight pilots tools and replacement parts. There is
each rece ive a private room, the rest of also a 1,000 gallon tank of spook juice
the crew has to make do in one of the here as well. Refueling hoses run to
two barracks-like bunkrooms. There are the hangar level for use with the
open crew quarters both to the bow ultralights.
and stern of the cabin, with the aft A large, 2-ton winch hangs in the
section devoted to mechanics and access way near the armory. The crew
technicians. uses it to hoist engines up to the repair
The mess hall is also located on this shop and weaponry down to the
level; there is no separate "Captain's hangar.
Mess." The kitchen adjoins it, and the The armory stocks mostly NA
crew keeps enough food and water on weapons and ammunition. Twenty NA
board for two weeks. Although the assault rifles, 15 NA Commandos, and 10
cooking isn't exactly five-star, it's NA officer's sidearms are the skyship's
generally safe and not likely to make a total load, with approximately 4,000
waster's innards turn pastel colors. rounds of 5.s6mm and 200 rounds of
Three cabins have been designated 9mm ammunition. Finally, two man-
for "VIP use" on this flight. Simon and portable rocket launchers ( see the Hell
Biletnikoff take one, and the heroes, on Earth rulebook) with four rockets
Franklin, and Carlton have to decide are also stored here. A crew member
how to divvy up the other two. Each staffs this area from behind a
cabin has a single bed, but the Sky reinforced steel cage at all times.
Pirates can provide folding cots for the Weapons are only issued to Sky Raider
rest of the group. I crew members!
~0---J2;L....;:C=:::::::::.)L-/;~@{]
U
~~~~~~I_-----jSky Raider 1
t" = 15 Yards
L Hangar Bay 2. Slorage 3. Bridge Crew Quarlers 4. Captain'S Cabin Bridge
6. Repair Area 7. Gall ey 8. Ki lchen 9. Showers 10. Crew Quaqcrs 11. Observation Deck.
Two more twin-20mm cannon turrets Of course, the odds of this
are accessible from this level. one from happening are pretty slim-unless the
the fovward crew compartment and one posse gets into a running gunfight
in the repair shop. A ladder leads up inside the superstructure...
from this level into the dirigible
superstructure above.
Armed for 8ear
The Sky Raider I's cabin provides AV
rhe lift Superstructure 3 from outside attacks; the polymer-
Phelps doesn't take the group into this fabric balloon is AV L and each vacuum
area, although he does point out the cell is AV 2 and requires 30 points of
access ladder. The ladder leads up to the damage to cause a l' breach.
inside of the "balloon" portion of the Sky The skyship has a total of seven
Raider I. Four, 2S-yard long, elliptical twin-20mm cannon turrets mounted on
vacuum cells are suspended within the its cabin. On the first level. there are
polymerized fabric cover. Two walkways, two on either side of the hangar and
one above and one below the vacuum one underneath the cockpit, while on
cells provide access to them. The upper the second level. one is mounted on
walkway is 4S' above the lower and both the bow and the stern.
there is a ladder at each end and Each turret has two linked M-200
between each cell connecting the two. MPSW 20mm cannons (Shots SO, Speed
At the bottom of each cell is a large L ROF 6, Range 20, Damage
vacuum pump that serves to maintain 4dI2+speciaD. The M-200 is detailed in
zero pressure within the cell in the The Wasted West. Both cannons in the
event of an integrity breach. The turret must fire at the same target, but
outside of each cell is slightly flexible, the gunner suffers no recoil effects
kind of like a giant superball. This is from multiple bursts.
the external. self-sealing layer of the Additionally, the sky ship carries four
cell. It can seal the cell in the event of AIM-140 AMRAAM missiles (Shots L
a rip up to 3' diameter. Speed L Range 70, Damage 4d20, Burst
Any waster unlucky enough to be 10), with one pair mounted facing
close to a cell during such a breach forward and astern. These weapons are
must make a Fair (S) Strength roll or be difficult to replace and used exclusively
pulled into the cell. Within two rounds, for air-to-air combat. You can find more
the cell seals and the vacuum pumps details in Iron Oasis. The skyship is also
engage, trapping the poor sap in a zero- capable of carrying a sizeable bomb
pressure environment. load, but no such payload is present for
At that pOint, unless in a this mission.
hermetically-sea led suit of some sort,
the victim suffers from the lack of
oxygen; use the rules for Drowning, in rhe Ultralights
the Hell on Earth rulebook, with an Last on the list of the Sky Raider I's
Incredible (II) TN, and substituting Vigor weaponry are six armed ultralight
for swimmin1. Additionally, for each 6 aircraft. These planes allow the skyship
cumulative points of Wind lost in this to function as a flying aircraft carrier,
fashion, the brainer takes I wound level and make it and its sister ship a
to each hit location from explosive valuable part of the Sky Pirate armada.
decompression. Landing on a moving, flying platform
Harrowed characters merely suffer I is no easy task, so the skyship
wound to each location after two rounds ultralight pilots are usually among the
of exposure to the vacuum. The dead best-and they're not bashful about
guys just get all the breaks, don't they? letting others no that. If your posse has
any fly boy heroes, they may find
themselves challenged to a friendly
duel by the skyship's pilots.
Unfortunately, Throckmorton's plans are
about to put any air jockey pissing
matches on hold for a while.
.- _.. hiij·i"p lirtralig-h-t -"
- ..- -- What Goes Up ~
Cost Passengers Engine
~ ......
~ __ -,~ _ _ _ _ _ _ _ __ _ ~
....1
Raptm
Below are the updated aircraft
statistics for the raptors, using the new
aircraft rules from Iron Oasis. Use
veteran walkin' dead statistics for their
Trails and Aptitudes, but treat them as
vehicles for damage purposes.
~- .- -- -~
---- -
Raptor
~ ~- -- .
:
Cost Passengers Engine
NA 5 Twin Turbine
Gas Tank MPG Handling
NA NA +2
Top Speed Stall Accel.
200 mph NA 20
Durability Armor Size
50/ 10 6 +3
Load Limit
150
rhe Heel-roe £xpress first two nights. They may catch sight of
a Raptor combing the countryside in the
distance, but none come near.
Once they've shaken (or defeated) In case you're wondering, Arnold is
their pursuit, Simon all but passes out. trying hi s metal-hearted best to reach
The heroes are free to take a few hours the Combine. His equipment is designed
of well-earned rest and begin heal ing to take advantage of a dedicated
any wounds. Around noon, Simon even network of satellites- sadly absent in
regains enough strength to use lay on the post-Apocaly pse. On the few
hands on any injured heroes. occasions w hen a Combine vehicle is
Arnold, posing as Franklin, obviously close enough to contact, he can't make
does not volunteer to lay on hands,. Not contact for fear of discovery.
only is he unable to do so, but, until he
sees another Templar do it. he doesn't
even know such an ability exists. The ReminiSCing
Combine doesn't make a habit of The third night out. Simon has grown
educating it's troops about the more comfortabl e enough with the posse that
miraculous abilities of the "enemy." he becomes a little more conversational.
If asked to do so before seeing When they finally break at the end of
another Templar do it, he acts the evening's travel, he tell s them a tale
momentarily confused and then says, they might find interesting in light. of
"Uh, not right now." After he w itnesses the events in Boise.
the gift in action, he first claims to be
unable to do it. If a waster points out "Seems like the last time I took
that all Templars can lay on hands, he a journey as long as this one, we
mimics the actions of the first Templar ran into more trouble than we
and acts befuddl ed w hen it fails. expected as well. It's almost
enough to make a man s wear off
traveling.
Hoofin' It Perhaps y ou've heard the tale-
Simon, although still very weak, tells perhaps not. But it's a fi tting one
the group they must begin heading f or tonight. Yo u see, it's probably
toward Junkyard after nightfall. He where all of this began, with a
estimates they are still nearly 75 miles mismatched group of heroes
from the border of Ike Tay lor's free state heading into more than they'd
and the Combine w ill soon be crawling bargained for.
over the area looking for them. By n was nearly /0 year.s ago when
traveling at night. they may avoid most we left Boise that firs t time... "
of Throckmorton's search parties.
Simon then begins the tale of the
journey to Hell's Canyon and the quest
bring down Baphomet. You can use the
information provided in Chapter One,
Marsha,1 Marshal, or if you have The Last
Crusaders, you ca n use the more
complete version found there.
Either way, Simon omits the portion
about his killing of the innocent. Over
time, he's convinced himself he
imagined her last second release. )0 ~ Whit C"es Up
might argue that point. but she's not
here and Biletni koff isn't one to
contradict Simon in public. close, stun him with zap, and, if
He is also completely unaware of the necessary, fini sh with a spur attack and
actual fate of Baphomet and believes marked for death. Arnold makes every
that a single blow f rom his sword laid it attempt to take Simon alive- and even
low. Since then, the weapon has use him as a hostage- but won't hesitate
exhibited powerful magical abilities, so to go for the k ill if he looks in danger of
this isn't too far fetched. failing his mission.
However, he does mention the If the posse is setting a watch during
demon's ability to possess its victims rest periods, Arnold attempts to
and the glowing green eyes of those so manipulate guard shifts so that he has
controlled. one alone. If he succeeds, have the
Should one of the heroes suggest that heroes make Incredible (II) Cognition
Baphomet. or something like it is the rolls to detect his attempt. Any waster
Boise Horror, Simon expresses doubt. succeeding spots him jolt Simon w ith
Baphomet is dead and the deaths are zap. If they fail, they can try aga in on the
violent affairs, not apparent "accidents" next round against a Fair (5) TN as
like those the demon used in the past. Simon begins to fight back.
Any posse member making an Onerous The heroes may very well suspect
I7l scrutinize roll catches Biletnikoff's something is up w ith "Franklin" by this
eyes narrow just a fraction at the time. Should the posse have placed the
suggestion. He denies it if confronted, fake Templar under watch or if he's not
however. alone on duty, he attempts to eliminate
his guard first.
Once defeat is obvious, Arnold tries to
Betrayed! escape. If unable, he fights to the death.
Even if Arnold gets a few licks in,
If the posse hasn't discovered his true Simon survives. His gifts are more than
identity, early in the morning on the sufficient to let him survive a single
fourth day, Arnold succeeds in making assassin's blade. If you want to have him
contact w ith the Combine cell in injured- and thus an even greater
)unkyard. Fortunately for the posse, they hindrance to the posse- feel free.
are now too close to )unkyard territory However, under no circumstances does
for a concentrated air attack. The Sky Simon die in this attack.
Pirates would chew to pieces the few
aircraft Throckmorton can get into place
in time. Boullty
Each automaton or Raptor
Arllold Strihs destroyed: I w hite chip to the hero
Arnold receives orders to "neutralize" w ho destroys it.
Simon on his own- and any other Getting off the Sky Raider I safely:
members of the delegation available as I white Chip.
well. If possible, he takes Simon alive; if Avoiding Raptors once on the
not. he is authorized to kill him. As long ground: I red chip to hero making
as Throckmorton gets his hands on the the roll.
body, he can find a way to capitalize on Defeating Arnold's attack on
the Grand Master's death. Simon: I red chip.
Shortly before the posse rouses to Figuring out Arnold is an imposter
depart for the last day of travel. Arnold before his attack on Simon: I blue
makes his move. Still disguised as chip.
Franklin, he has no problems moving in Actually defeating the Combine
close to Simon. His plan is simple: Get in attack on the skyship: I blue chip.
Chapter rhree:
111 JUI1~yard
Firefight!
Initially, the Black Hats have
positioned their vehicles to either side of
the interstate. A driver and gunn er man
each vehicle and the rest of the Black
Hats are hiding in the ditch along the
western side of the highway. When the
posse reaches the middle of the ditch,
the vehicles roll into the middle of the
road and all the Black Hats open fire
with everything they've got.
Depending on the posse's success in
detecting and avoiding the lookout. the
situation may develop much differently,
but that's their starting points.
There are four Black Hats plus two
more for each posse member. Simon and
Biletnikoff don't count for this purpose;
both are noncombatants in this fight.
Additionally, the Black Hats have two
vehicles, one mid-sized pickup and a
sports utility vehicle.
Throckmorton's standing orders are to
take Simon alive is possible. The
Combine troops won't fire at anyone
openly wearing a Templar's tabard, but
in the dark, all other bets are off.
This group has been in enough Mental: C:2d6, K:2d6, M:2d8, Sm:2d6,
scrapes to have a healthy respect for Sp:2d6
sykers and Doomsayers. Once one is Academia: occu lt 2d6, area knowledge:
detected, she draws the Iion's share of Denver, Utah 2d6, artillery Id6,
fire from the ambushers. demolition 2d6, gamblin' 4d6, guts 3d6,
medicine: general 2d6, overawe 2d6,
scroungin' 3d6, scrutinize 2d6, search
Prllfile: 8Ia,:~ Hat 3d6, survival 3d6, trackin' 3d6
Corporeal: D:3d8 N:3d6, Q:3d6, S:3d6, Pace: 6
V:2d8 Size: 6
Dodge 2d6, drivin' 2d6, fightin': brawl in' Wind: 14 (Hits 30)
3d6, lockpickin' 2d8, shootin': MG, rifle, Terror: NA
SMG 3d8, sneak 3d6, speed-load 2d8, Special Abilities:
swimmin' 2d6, throwin': balanced, Armor: Scavenged Kev iar (AV 2, guts)
unbalanced 2d8
Gear: HI Damnation assau lt rifles
(Ammo: 10mm; Shots: 30: Speed: I;
Aftermath
ROF: 9; Range: 10/ 20; Damage: 4d8, Okay, we'll do the easy one first. If the
AP 2), large knife (STR+ld4), frag posse sneaks by the goons, it's a short
grenade (booby-trapped), LBE hike and they're home-free. See, we said
harness. it was easy.
Description: These Black Hats are If they fight the Combine forces and
wearing standard road gang-type win, they have the opportunity to
gear and clothing. They're even scrounge the Black Hats for loot.
lacking the signature black hats that Normally, no one in their right mind
are their namesake. However, their would try to pilfer Black Hat equipment;
gear is distinctly Combine when seen it's a well-known fact that
up close (within about 50 feet or so), Throckmorton's toys are all booby-
and all have an implant scar on the trapped. However, it's very possible the
backs of their necks. heroes may not realize they're up
against Black Hats until the first assault
rifle explodes in one of their faces!
In the spirit of fairness, give any
. ----- - ~-~ -- waster with sticky fingers an Onerous
(?) Cognition roll- or Fair (5), if the
Cost Passengers Engine scavenger has night vision capabi lity or
NA 3+8 v -6 a light source. If she succeeds, she
Gas Tank MPG Suspension notices the weapons the bushwhackers
20 30 Standard were using are Combine equipment.
Wheels Top Speed Pace What she does after that is entirely up
4 90 225 to her.
Durability Armor Handling The Black Hats' assault rifles,
40/ 8 2 0 grenades, the pick-up truck, and the HI
Size Load Limit SAW are all equ ipped with explosives
+3 20 that detonate if anyone without a
Weapons: Roof: HI SAW (Ammo 12mm; Combine chip in their brainpan fiddles
Shots: 60; Speed: I; ROF: 9; Range 101 with them. Damage is as listed in the
20; Damage: 4dl01 AP 2) HOE Ru/ebook.
---.. _. . . ...., On the other hand, the SUV is a bit of
captured booty taken during a recent
1 Sports Utility --Vehir:le
---~ .~ - "'-
j raid on a trade caravan, as is the M2HB.
Any brainer brave enough to examine it
closely and make an Onerous (7)
Cost Passengers Engine tinkerin ' roll can tell neither is trapped.
NA 5 V-6 Also, there are four 5-gallon jerry cans
Gas Tank MPG Suspension of honest-to-God gasoline in the back of
30 gallons 30 Off-road the pickup.
Wheels Top speed Pace On the off chance the heroes lose the
4 90 225 battle, the Combine troops take the
Durability Armor Handling survivors prisoner. It's a long trip back to
35/ 7 2 0 Denver, though, so the heroes should
Size Load Limit have ample opportunities to escape.
+3 20
Weapons: Roof: M2HB (Ammo: .50;
Shots 100; Speed I; ROF:3; Range: 40; Alittle Help!
Damage 4d10) With the Junkyard checkpoint so near
to the ambush site, the posse may
expect the Militia to come to their aid.
If so, they're in for a nasty surpri se.
As per Ike's standing orders, the
-
__ ____ _ tiger-stripe camouflage flank him as he
approaches, somehow keeping a watch
on their surroundings as they
~-~~~~~~---~~
•
-
simultaneously give the posse an
appraising stare. The man's face
refl ects both relief and a genuine .;;.- ..... . .~_ ,.. w . . . . ______ _- - ' -- _ _ _ _- - '_ _ ;;- : -
concern.
"Welcome to Junkyard," he says as
the group emerges from the Hummers. After a day with no word, we
"My nam e's Ike Tayl or and I certainly assumed the worst. r even sent
hope you're who I thin k you are." out couriers looking for your
second, Simon- fo, I think her
name is. Right?
lie's Speel:h Anyway, when word came
Ike makes a qui ck round of shaking f rom the checkpoint that you'd
everyone's hands. Although he's made it through I can't tell y ou
obviously got a little politician in hi s how relieved we all were. Simon,
veins, hi s hands are ca lloused and y ou've become a living symbol of
rough from yea rs of hard work. His hope to a lot of fo lks these last
piercing green eyes beli e the light tone fe w y ears. That's why rf eel your
of hi s voice. He's a man who accepts no support Of the Pact is so
compromise once hi s goals are set. important- it will help rally the
In short, he and Simon are bound to average person behind us. Cod
clash. knows, we need all the support
After a moment to complete we can get.
introduction s, he gives the delegation a
quick bit of ex planation. Simon li stens to Ike's words with a
neutral expression. A waster who
"Wh en the skyship returned makes a Hard (9) scrutinize roll notices
without y ou fo lks on board, we Simon's body language indicates he
had given y ou up for lost. Th e isn't quite buy ing in to Ike's speech.
Combine doesn't return its Ike himself appears oblivious to
captives- or at least not without Simon's lack of enthu siasm and
some infernal piece of machinery continu es:
stuck in their heads.
L Hell stromme Li brary 2. The Ledge 3. Town Ha ll (fo rmerly Hell stromme Industries
4. Hell stromme High 5. Junkyard Hillon 6. Hell stromme Arena
"/ understand you have been group to one of the more reputable bars
traveling all night. I'll not keep in the area, such as the Steamer or Tech
you standing out here any longer I Noir, but warns them away from the
expect you'd all like to get a bit of Ledge ("If you ask me, it's just not worth
food in you, clean up, and take a the ri sk to get a drink- plus it's a dive.
little rest before we try to get Literally).
underway Tomorrow afternoon, He can also tell them about the
you'll have the opportunity to meet Market and Junkyard's currency of
the other members when we have choice, Widgets.
our first sit-down but I think you Finally, he mention s the Hellstromme
folks deserve a solid day of rest. Arena is a little more than a block to
We've arranged rooms for you in the east. He adds there's a skullchucker
the Junkyard Hilton a few blocks tournament going on at present.
from here. I'll have the drivers take Tonight's match pits the Screamin'
you there now Demons aga in st the reigning Junkyard
champions, the Sku llcru shers. Tickets
At that, unless the posse has any are $20, and he'd be happy to get the
questions for Ike, he motions for the posse some if they want.
drivers to take the group to the Hilton. If the heroes express concern about
the security of the Hilton in their
absence, they find the hotel quite well
rhe JUl1bard Hiltol1 protected. Ike's no fool about the
The junkyard Hilton occupies the importance his high-profile visitors hold
former site of the original Hilton Hotel. for the Combine. He also knows the
Due to the Steel Sky, the Hilton in organization maintains a smalL but
Junkyard was a mere six stories high, very active cell within his very own
but it occupies most of a city block. city. To keep Throckmorton from taking
The new management has done all it out the leadership of his most
can to recreate the feeling of a pre-War important opponents, Ike has placed a
luxury hotel. Clean linens and towels, company of the Junkyard Militia in and
full -service maids (really full-service for around the hotel as guards.
the right price), a lounge complete with MarshaL Iron Oasis provides in-depth
singer and even cable TV- one channel, details on Junkyard and goings-on
but cable TV nonetheless- are among thereabouts if your posse is interested
the amenities boasted by the Hilton. in doing some serious sight-seeing or
All of this comes with a steep price just plain meddling.
tag, though: $150 a night. Fortunately for
the posse, the City government is picking
up the tab for them. Ike has arranged for
each member to get his own private
Guess Who's Baf:~'!
room and also provided for meals in the Regardless of what the rest of the
hotel dining room. Room service, posse plans for the day, Simon spends
however, is on the individual hero's tab! the time resting in hi s room. Although
he put on a good show during Ike's
greeting, any hero who makes an
About rOWI1 Onerous (7) scrutinize roll can tell the
Heroes being what they are, no doubt Grand Master is nearly dead on his feel.
a couple of the posse members are Biletnikoff remains in the Hilton as
going to forgo rest for a chance to see well - his duties as a chronicler have
the big city. The desk clerk, Pat Jeffers, is left him ill -prepared for the strenuous
happy to let the "VIPs" know the best activities of the past few days.
spots in town to visit. He can direct the Simon's weakened state has given
Baphomet even greater freedom. Only
the constant activity of the past few
days kept the demon from taking a
victim or two. Now that Simon's taking a
breather, Baphomet is determined to
make up for lost time- full moon or not'
AScream in the Dar~
Late on the night of the posse's
arrival. Baphomet claims its first victim
in Junkyard after most of the city has
settled down for the night. Any hero
awake and in the area who makes an
Onerous (7) Cognition check hears an
agonized scream suddenly cut short a
lillie after 2 AM. Those in the hotel itself
but awake must make an Incred ible (It)
TN to detect the sound, with those
asleep need ing a raise on that TN.
Heroes not in the area at all have no
chance to hear it.
The monster possesses Nico "The
Sword" Flowers, a member of the
Screamin' Demons skullchucker team
in a back all ey near the Hilton. Flowers
had been drinking at the Steamer after
the night's game and was on his way
back to the Hell stromme Arena when
the demon takes control of him.
Flowers, a burly man to start with,
has had some heavy cybernetic
replacement surgery on hi s body.
Among other modifications, hi s left
hand has been replaced with a buzz-
saw. Needless to say, Baphomet finds a
number of creative uses for that
particular appendage.
His abdomen has been opened as
well, although not as neatly as the
What Happened'! wounds on his arm and legs, and his
Unless you decide to all ow one of entrail s have spilled into his lap. In spite
the heroes to reach the scene first. of his terribl e wounds, the killing blow
Marshal. the Junkyard Militia arrives obviously came to his neck- his head is
before anyone else. The soldiers near nearly severed from his trunk and hangs
the Hilton are on a high state of alert limply, resting again st his right shoulder.
and react quickly to the screams. Note, Blood spatters crisscross the wa ll and
however, that on ly a squad of fi ve ground around the body. One of the
actually investigate the attack. The rest Militia soldiers stands off to one side
remain at their posts arou nd and insid e heaving into a rusted and battered trash
the Hilton- ju st in case it's a Combin e can, while the others avoid looking too
diversion. closely at the corpse.
The Militia quickly seals off the area, Now that the gawking hero has
but any posse member who arrives gotten an eyeful of the mess, he has to
within a few minutes can ca tch a make a Hard (9) g uts check'
glimpse of the scene.
A large man- or what's left of him, at
any rate-lies in an alleyway, partia lly Getting a Closer loo~
propped up against the wall of a Those heroes w ith a stronger
building. The man has straight and very stomach (or just more curiosity than
deep wounds running the length of his good sense) f in d getting past the Militia
legs. It appears as though the cuts reach soldiers a difficult exercise. Unless the
to the bone in several places. His right wasters are somehow known in
arm is severed completely, and lies next Junkyard, the soldiers aren't" likely to
to him in several clean-cut pieces. allow them to mess w ith a crime scene.
Search: Fair (5). There is a cross
painted in blood on the wall near
Fl owers' right shoulder. Baphomet has
begun laying the ground work for
Simon's disgrace- it's a Templar's cross.
Medicine: Fair (5). From the amount
of blood lost, the wound to the throat
was the last one inflicted.
Medicine: Onerous (7). There are no
defensi ve wounds on the victim. As
before, usually these are found on the
arms and hands, indicating a victim tries
to fend off an attacker. Apparently, the
man either couldn't or chose not to
pro tect himself!
Medicine: Hard (9). The instrument
that inflicted the majority of the wounds
was a sharp, saw -like blade-not unlike
the one on the victim's hand. However,
the wounds to the abdomen were
inflicted by a claw or similar appendage.
If the hero exa mined the body in Boise,
she recognizes the wound as similar to
those on Moran. A raise on this roll tells
the hero the buzzsaw on the victim's left
arm was in fact the murder weapon,
although how such was accomplished is
anyone's guess'
After the posse has had a chance to
exa mine the area (jf they managed to
get through at all), Militia Detective-
A Law Dog ca n talk her way past the Sergeant Louise Bartova arrives. She's a
lin e w ith an Onerous (7) persuasion or no-nonsense cop who's overworked. and
overawe ro ll. Other heroes don't have it doesn't have time for the "amateur-
quite so easy; non-Law Dogs must detective hour." She chases the heroes
make a Hard (9) bluff roll to convin ce out of the area without much ado and
the soldiers to let them into the area sets to berating the soldiers on sight for
around the body. allowing "civilians" into her crime scene.
Assuming one of the heroes Sergeant Bartova has little interest in
manages to fast ta lk her way in to th e hearing any posse theories at the
area, she ca n search for cl ues before moment. After a few minutes of
th e Detective-Sergeant arri ves. As reviewing the crime scene, she writes
before, she finds all cl ues w ith listed off the attack as a bloodsport revenge-
TNs equal to or less than those listed for motivated homicide or a Moorlock
each appropriate Trait or Aptitude, but attack- either one works for her.
she can only attempt each roll once.
Trackin': Hard (9). There is only one
set of tracks-that of the victim- in the Missed the 80an
grime on the alley. Although there is If none of the heroes heard the sound
blood close to a nearby manhole cover, it of the screaming- or if they did but
appears to be a spatter rather than part failed to get a closer look at the scene-
of a track. they get the rundown on it in the
morning f rom a clerk or even the TV.
The posse learns most of the
.......... information from the previous section if
any members make Hard (9) street wise
M_arshal"J o~ persuasion roll s. They don't pick up all
.. ...... . ,. ----
- ...... --~:---~--- -~ of the cl ues, they do get the basics.
f~II~lYing Up
If the heroes don't buy off on the
Militia's pat explanation, they can do ~ III Julliyard
further research on their own. The next
day, an Onerous (?) street wise roll lets
the posse retrace Flowers' activities. The
Summit doesn't begin until the homeless. Some continued to live down
afternoon, so they have the morning to there following the War. Those that
investigate. remained began to adapt to their
His team lost the match against the environment becoming completely
Skullcrushers. After the match, he and subterranean.
some of his teammates went to the There's only one drawback to their
Steamer for a few drinks. Around 2 AM, existence-a distinct shortage of food. So,
Flowers left the bar alone to head back the Wasted West being what it is,
to the Arena. He said he needed to pick they've become cannibalistic and
up a few personal items he left in the occasionally raid the surface for victims.
locker room. Any hero who expresses interest in
No one recalls hirn having any the Moorlocks is eventually directed to
altercations while in the bar. While all Buck Masterson and his Down Below
bloods port athletes make enemies over Tours. Buck is not only the leading
the course of time, Flowers didn't have expert on Moorlocks, he even charters
any particularly aggressive ones that groups to hunt the under-dwellers,
anyone can remember. guaranteeing a "trophy" or the
No witnesses can be found to Flowers' customer's money back. Buck is detailed
murder; apparently, the alley was in Iron Oasis.
deserted at the time of the attack. It's
unclear as to why he was in the alley,
but it is along a possible route between Whither Simon'!
the Steamer and the Arena, so he might A waster trying who specifically asks
have been taking a shortcut. about Simon or Biletnikoff's
If the heroes track down Flowers' whereabouts during the attack must
personal gear, they find little of interest. make an Onerous (7) street wise or
A Screamin' Demons uniform (soiled), a persuasion roll. Success reveals that
dirty jockstrap, an ancient and slightly Simon never left his room, but
rotted copy of sports Illustrated (a special Biletnikoff slipped out to visit the crime
issue devoted to )unkyard's bloodsports), scene shortly after the Militia departed.
and $65 dollars in widgets is stuffed into If confronted about it. Biletnikoff
a duffle bag his locker. None of these answers that he heard the screaming
provide any clues to the cause of death. from his room and was drawn by his
own naturally curious nature. He didn't
want to interfere with the investigation,
The Moorlods so he waited until after the Sergeant
Unless one of the heroes is from was done with her work.
)unkyard, the posse is unlikely to have
heard of Moorlocks before Bartova's
announcement. A little digging in local
bars or other establishments turns up
8',"l1ty
the basic story on Moorlocks if the Posse avoids or defeats Combine
waster makes a Fair (5) streetwise, ambush: I red chip.
survival: urban. or persuasion roll. Each clue found at the scene of
The full story on these subterranean Flowers' murder: I white chip to the
tribesmen is detailed in Iron Oasis, but waster finding it.
here's the condensed version. )unkyard Posse meets Buck Masterson: I
has two sub-levels called "Down Below" white chip.
by the city's inhabitants. In the last few Posse connects Flowers' murder
years prior to the War, they had become with Moran's death In Boise: I red
foiled!
Shortly after Simon's capture, Militia
forces from outside begin fighting their
way to the conference room. The
Combine troops are forced to withdraw.
No doubt the posse will pursue
Simon's captors, That's all right- Phelps'
plan accounts for a determined pursuit.
The mercenaries outside haven't been
sitting on their hands, While the attacks
were underway above, a squad of them
hurriedly rigged a few demolition
charges on the lbwn HaiL They didn't
have time to set charges capable of any
serious damage to the building, but they
are sufficient to seal off the exits behind
the retreating Black Hats,
Although quite weak, the Grand Any pursuers close on the Black Hats'
Master remains a truly formidable heels must make a Hard (9) Nimbleness
opponent. If attacking an automaton, or dodge roll to avoid being caught in the
his sword cleaves through its armored explosion and debris, Those failing the
neck, neatly severing its head, It then roll suffer Id6 massive damage for every
promptly detonates for 6d20 damage! point by which they missed the roiL
All the heroes have to take their The rubble blocks the rear exits, By
licks normally. Ike's guards are killed, the time the heroes circumvent it, the
while he and Raptor both receive a Combiners have retreated Down Below.
Casualty list
When the smoke clears, the heroes
can get a quick accounting of the dead
anti wounded, Of the representatives, Dr.
Mitcpell is dead, His '1PfJrentice is
seriously wounded, as is Larry Rexing
and the other Doomsayer. Ike Taylor and
Raptor are also wounded, but not
seriously. A number of guards are killed
.Wh,erer Fights...
or badly injured.
Biletnikoff. while battered, suffered
only a few light wounds, thanks largely
to the fact a piece of the ceiling fell on doesn't receive medical attention. The
him, covering him from the worst of the librarian then all but insists the posse
battle. go after him.
Doctors from )unkyard Memorial rush Before they leave, Biletnikoff brings a
to the scene, to treat the survivors. Any cloth-wrapped bundle and gives it to a
hero with injuries is treated. Allow the posse member- preferably a Templar or
characters to reduce all wounds of Companion, if possible. In it is Simon's
critical or less severity by one level. Also, sword. He gives them the gist of the
Larry Rexing, though seriously injured sword's abilities (but not in specific
himself. volunteers to use touch of the game terms!) and says:
Doomsayers on the posse's behalf. For
this purpose, Larry has 12 Strain. His "This has served Simon for
companion assists as welL but he has years. Perhaps it can better serve
only 10 Strain. him this time in another's hand.
Trust it when all else seems lost;
Illto the DowlI Below after all. it has tasted the blood of
a demon. "
J~' s Arriral
Two days after Simon's death, )0
arrives in town. She meets with
Biletnikoff and the posse and learns the
truth. )0 also supports Biletnikoff's spin
on the legend for the good of the Order.
As the most senior Templar, )0
assumes temporary leadership of the
Order and awards the title of Companion
to any hero who Isn't already one Dr a
Templar. She remains in )unkyard to sit
on a new Summit-which she supports.
)0, unlike Simon, is of the opinion that
the lesser evils can be dealt later.
Finally, for their efforts in eradicating
the Combine cell. Ike awards the posse
$2,000 each in widgets, along with
)unkyard citizenship. Legend: The hero can use any
single Greater Reward for a number of
minutes equal to his faith.
Sim~nt Saint of Determination
Like you didn't see this coming! The
heroes who destroyed Baphomet are
the first to be visited by Simon.
BouBty
Deed: Simon appears to Templars Each clue found In Roberts' murder
who press on to accomplish their goals scene: I white chip to the hero
in spite of seemingly insurmountable discovering it.
odds. Marshal. this is a subjective one, Getting Buck Masters to act as a
so you'll have to determine when it's guide: 1 white chip.
occurred. However, the hero's cause Surviving the Combine attack: 1 red
should appear truly lost, yet in spite of chip.
great danger or sacrifice to himself. he Destroying Baphomet: A Legend chip
continues to persevere. to the hero administering the final
White: The hero gains +4 to all blow. (From the pot if there's one in
Vigor and Spirit Trait rolls for a number it; otherwise a onetime use chip if
of minutes equal to his faith. not).
Red: The hero instantly recovers all Bringing word of the Combine's
lost Wind (to his normal maximum). Defeat to Ike: $2000 in widgets and
Blue: The Templar may reroll any )unkyard citizenship papers for every
failed Trait or Aptitude check-even if hero involved.
he went bust! He can then spend Fate Going along with Blletnlkoff's
Chips to increase the roll normally, but story: Renown 1 (Templars). Word
he must invoke this power immediately gets around when you've got a
after failing the original attempt. librarian on your side.
Deadlands, Hell on Earth, Weird wesl, Wasled WeSl, The Deadlands: Hell on Earth Logo,
lhe Hell on Earth sublogo, the Pinnacle Slarburst, and the P[T\1,age logo are _
Trademarks of Pinnacle Entertainment Group, Inc. '"
, ",..
',,"
There's a bad moon rising over Boise, idaho.
Th e (ull m oon is coming aga in- the tim e w hen
the Boise Horror strikes. Thi s mysterious and
malevolent creature has plagued the hom e of •
the Templars for yea rs and cl aimed scores of
innocent victim s, yet no one has so much as
caught a glimpse of th e monster. Now, as the
lunar orb waxes larger, peopl e hu~dl e in fea r
and spea k in hu shed whi spers, wond ering w ho
w ill be the beast's next kill.
When the heroes arrive in Boise, they find
th e Templ ar ranks thinn ed by attacks from ,the
Anti-Templar Modeen. Worse the Grand Ma ster
is nea rly bedridden with a mysterious illness,
and a sil ent dread grips the peopl e w ho depend
on hi s knightly ord er for protection. it's up to
the posse to unravel the mystery of the Boise
Horror and stop it before it not only kill s
another innocent victim, but faith in the
Templ ars th em sel ves.
But before th ey ca n perform thi s formidabl e
ta sk, th e heroes learn that Simon needs them
for a secret mission- a miss ion that not only
may decide th e Order's fa te, but the fate o f the
entire Wasted West as welJ1
Get ready for a non-stop ride. Once the action
starts, the heroes won't have time to ca tch their
brea th until after the fin al climactic sh owdown
with an ancient evil!
51500
[)cadJdnd~, I
til(.' Itcll on Wrth
J
logo. the: Pinnac le slarhurst, and the Pinnacle
9 781889 546728
tire Trademarks of Pinnaclt' Entertainment Group, Inc. ISBN 1-889546-72-0
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