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6014 - The Boise Horror

The document is a creative work detailing an adventure set in the Deadlands universe, specifically focusing on a character named Simon and his encounters with a demon named Baphomet. It outlines the backstory of Simon's quest, the challenges faced by him and his companions, and the overarching threat posed by the Boise Horror. The narrative emphasizes themes of morality, the consequences of actions, and the struggle against evil forces in a post-apocalyptic setting.

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Obsidaeus
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0% found this document useful (0 votes)
44 views66 pages

6014 - The Boise Horror

The document is a creative work detailing an adventure set in the Deadlands universe, specifically focusing on a character named Simon and his encounters with a demon named Baphomet. It outlines the backstory of Simon's quest, the challenges faced by him and his companions, and the overarching threat posed by the Boise Horror. The narrative emphasizes themes of morality, the consequences of actions, and the struggle against evil forces in a post-apocalyptic setting.

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: John Goff


Editing & Layout: John Hopler & John Goff
Front Cover Art: Michael Osadciw Back Cover Art: Tom Biondolillo
Logos: Zeke Sparkes & Charles Ryan Graphic Design: Zeke Sparkes
Interior Art: Tom Biondolillo & Chuck Kroft Maps & Diagrams: Tom
, Biondolillo
Special Thanks to: Joyce Goff. Christy Hopler, Alan Seyberth & Shane Hensley
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 Starburst, and
www.peginc.comordeadlands@aol.com the Pinnacle logo are Trademarks of Pinnacle
(800) 214-5645 (orders only) Entertainment Group, Inc. © 2000 Pinnacle
Entertainment Group, Inc. All Rights Reserved.
Dedicated to: Sherry, Julie, and Bernie- my
second favorite Idahoans Printed in the United States.
First printing

Sf1anner: ItWasCC
Chapter One:
CettiR' Started

Well, Marshal. this is the Big One- the


one that can earn your heroes a place
in stories of taletellers from the Maze
rhe story So Far
to the Mississippi. Over the course of This story begins just a short w hil e
this adventure, they're going to come after the Big Bang. Back then, the only
face to face with the Boise Horror and Templar around was Simon himself and
have a shot at carving their names into the organization of warriors was
the history of the Wasted West. nothing more than the dream of a
And that's just the half of it. driven and dedicated man.
Big things are happenin' down Or, as some folks believe, a fanati c.
)unkyard way, and the posse is Anyway, Simon no sooner put on his
scheduled to playa vital role in them tabard than he was caught up in a
as well. In case you haven't guessed, quest. Although he had no idea at the
we don't recommend throwing this time, he was about to set into motion a
adventure at your posse until they've series of events that wou ld threaten his
had the chance to get a little vision and taint his very soul.
experience- and power- under their You can find the whole story in The
body armor. Last Crusaders, but for the sake of
Before we get into the meat of the convenience, here's a condensed
adventure, we should point out that the version of the encounter.
Iron Oasis sourcebook is an almost
indispensable tool in running this
adventure- )unkyard plays a big part in Simon's Quest
this story. Likewise, the posse will be The region near Boise was
encountering a number of cybernetic plagued by an in sidiou s, evil
opponents, so you'll need Cyborgs to creature the sma ll community
use them to their fullest. Finally, The called the "Sou l Taker."
Last Crusaders, whi le not necessary, The monster
provides additional background info on had the
the Horror itself.
power to possess the mind and bodies They put their heads down and
of others to force them to commit acts bulled through, however, eventua lly
of great evil. Worse yet, its victims had forcing their way to a cave on the north
no memory of the monster's edge of the canyon. There, they faced
possess ion. The on ly clue to its deeds the monster's last line of defense-a
were its victims' eyes glowed green group of living folks it had enslaved.
while possessed. Simon and the others tried to avoid
Simon and four other brave souls fighting Baphomet's pawns, but you can
finally caught on to the abomination. only have so many cocked guns before
The heroes set out to hunt down and one goes off by accident. In the ensuing
put an end to the Soul Taker's fight, Simon killed a young girl- but not
depredations. After weeks of travel before the demon released her from its
through uninhabited wilderness, the spell. At the last moment, Simon realized
group encountered an old, wrinkled the girl was freed, yet in the heat of
woman who called herself "Granny battle, he chose not to stay his hand.
Butterworth." The blow from his sword nearly cut
Granny warned Simon that the the girl in half.
monster he faced was an ancient
being- an honest-to-God demon the
group would later learn was named 8aphomet's Rerenge
Baphomet. It cou ld seize control of During the fight, one of Simon's
others' minds and force them to do its companions was mortally wounded.
will. She added that the group could However, the Templar, intent on
defeat the creature, but that one of defeating Baphomet, pressed his attack
them wou ld die if Simon made the rather than heal his friend's injury.
wrong decision at the crucia l time. The monster fell to pieces- Iiterally-
The old woman also told Simon he from a single blow of Simon's sword. It
was in danger of losing his compassion. did so with an unsettling look of
Without that, she said, his other good satisfaction on its face. As the creature's
deeds were of little consequence. body shattered, the life of Simon's
Unfortunately, those words of wisdom companion drained forever away.
were forgotten after the tale of the Simon had chosen unwisely and
demon hiding in the region once ca ll ed Granny's prophecy had come true.
Hell's Canyon. Worse yet, the Templar's callous murder
And that lapse of memory would of the young girl earlier had opened a
come back to haunt Simon and chink in his own psyche that the
everyone near him. demon Baphomet exploited. Since that
In spades. time, the monster has hidden inside
Simon's own mind, never revealing
itself to the outside world.
Fall from Grace Well...almost never.
True to Granny's words, the heroes
found the demon's lair in the twisted
forest blanketing Hell's Canyon. Just rhe Demon's Plan
because we're rushing this version of For almost seven years, the seat of
the story, don't think it was a wa lk in the Templar organization, Boise, Idaho,
the park for Simon and his companions, has been plagued by a fearsome
though. They had to fight and claw abomination. None have ever seen it- or
their way up the ca nyon against some at least none have lived to tell about it.
of the best armed walkin' dead this Some of the greatest heroes of the
side of Phoenix. Wasted West have tried to destroy the
monster, but none has succeeded.
Now, Marshal. if you're as sharp as
we think you are, you've already got a
pretty darn good idea what's going on.

_.:. . _~,-----,._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.

rhe Boise Horror


Even though Simon destroyed its
physical form, Baphomet retained its
power to possess the minds of others.
In fact, its disembodied state has
actually served to strengthen its power
over its victims. Now, Baphomet can
actually cause those under its control
to transform temporarily into
monstrous abominations.
The demon has learned from its
earlier defeats. It knows if it's too
obvious about its methods, it will be
discovered. And Baphomet isn't quite
ready for that yet.
So instead of using one controlled
victim to slaughter another-thus
leaving a trail of evidence-it forces
each possessed waster to literally rip
himself to shreds. Worse yet, it allows
the poor, trapped mind have just
enough consciousness to feel the pain
and horror of self -disembowelment.
Baphomet savors the horror of each
of these events as a gourmet does a
fine meal. And, as an added bonus, it
leaves no evidence of an attacker and
no witnesses. The demon has
discovered the way to commit the
perfect murder.
At first, it was satisfied with merely
tormenting one victim at a time. Then
it noticed normal folks were starting to
doubt the power of the Templars. After
alL they couldn't catch the monster in
his very eyes. It intends to rip the very
guts out of the Templars organization
rhe Junhard Summit
and lay them at the Grand Master's feet. The Chamber, the Schismatic Cult of
And it plans to use Simon's own hands. Doom, and the Templars all oppose the
Baphomet realized it had one last ace tyrannical expansion of Throckmorton's
to play. It would reveal that Simon power. To date, none of these
himself was the Horror in Boise and organizations has had a hope in Hell of
shatter the faith of folks across the land going toe-to-toe with the Combine. The
in the Templars. Combine is simply too large and too
Although it's waited years, the demon well equipped.
is pretty sure the prime time for the Ike Taylor has a plan to change all of
unveiling is just over the horizon. You that. He calls it the Iron Pact. For years
see, Baphomet has just learned that he's worked to gain the confidence of
Simon's taking a trip and it plans to the leaders of these various groups
make sure wherever he's going that with one purpose in mind: the hopes of
Hell's coming with him. forging an alliance with the power to
stand against Throckmorton and the
Combine.
Meanwhilet 8ad at the Junhard ... The Chamber was an easy sell. Not
Ike Taylor, the founder and leader of only is Junkyard prime real estate for
Junkyard, has been eyeing General junker experiments, but Throckmorton's
Throckmorton's Combine for years. He showing way too much interest in the
knows that cybernetic megalomaniac is Chamber's activities lately. And by that
bound to try to push his control West at we don't mean he's sending them
some point-with Junkyard as its first flowers and dinner invitations either.
stop. And he also knows Junkyard's The Schismatic Cult came next. While
militia would be nothing more than a Joan and her followers aren't
speed bump to Throckmorton's goons. necessarily as interested in thwarting
To that end, Ike has been forging the Combine as the other groups,
alliances with just about every able- they're also not going to turn down
bodied fighter he can. Nearly all the road potential future allies against Silas and
gangs within driving distance of his fanatical Doombringers. A horde of
Junkyard are at least nominally allies. Grundies screaming for your blood has
Yet, even with his wheeling and dealing, a tendency to motivate one to negotiate
only the Rocky Mountains- and the Sky alliances.
Pirates above them-are holding the The toughest cookie in the jar proved
Combine at bay. to be the most "righteous" of the lot,
Ike knows that Junkyard's respite from the Templars. On the surface, you'd
Combine attacks won't last for long; think Simon and his bunch would jump
Throckmorton's forces grow stronger at the chance to take a poke at the
every day. It's only a matter of time Combine, but that's not been the case.
before the Combine is able to swat the Simon has always had problems with
Sky Pirates from the air, and then the Ike's readiness to overlook past
Junkyard Militia-along with the few misdeeds and make agreements with
truly reliable road gangs in the area-will outlaws.
be nothing but axle grease for However, Ike's perseverance and
Throckmorton's war machine. work has finally paid off. Whether he's
Fortunately for Ike and Junkyard, there finally let sense override stubbornness
are other powerful factions in the or his will is just faltering with his
Wasted West, some of which detest the health, Simon has finally agreed to
Combine as strongly as he does. meet with the other members and
discuss formalizing an anti-Combine
alliance.
The meeting is set to begin in
Junkyard in a little more than a month.
High-ranking members from each
organization will be in attendance with
their retinues.
'< :;y ~ -:,.;,...;;
rhe Setup
This adventure assumes the posse ~ Gettill' Started
~
contains at least one Templar or
Companion. That might seem a little
restrictive, but Simon's always been a bit
uptight about dealing with non-Templars.
This time he's got good reason to be
particular.
. The heroes are going to be working
sIde by side with Simon as he prepares
for and attends the Junkyard Summit.
The Grand Master isn't likely to trust
just any waster with a job as important probably woM~m
as this one. Only tried and proven allies what is, right? From now on, each
are going to be called upon. chapter in one of our (,",ll~sized
If none of the heroes fits those adventures. will have " Ishort summary
qualifications, Marshal. you may have to at the begmnmg. They'te designed to
set up a preliminary adventure that lets gIve" Marshal a concise idea of what
the heroes prove their value and exactly is going to take place during
trustworthiness to Simon. the course of the action for that
The story begins with the posse in chapter. During the course of the ~
Boise- for whatever reason best suits adventure they can also serve as a l'
your campaign. Sharp-eyed wasters quick reference sheet for the course of
notice a serious shortage of folks evertts.
wearing tabards. The recent attacks by Welcome to Boise. The posse
Brad Modeen has left Boise a little arrives in Boise. If this is the heroes'
shorthanded on Templars. first visit. allow them a little time to
(In fact. if you're looking for a way to wander the settlement and familiarize
get the posse in good with Simon, the themselves with the area and recent
scenario in the back of The Last events.
Crusaders is an excellent opportunity. The Summons. This is a fairly
Not only do the heroes get a shot at a short section. In it. Simon sends a
pretty major villain, they also have a summons to any Templars and/or
chance to single-handedly save the Companions in the posse to meet with
TemplaT's headquarters in Boise.) him.
There's a palpable air of dread over The Horror strikes. The second
the town. Not only is the full moon night after the posse arrives, the
rapidly approaching- the time when the Boise Horror ,gtrikes, killing a waster
Horror traditionally strikes- but Simon's named Harmon Mullins.
own fading health and the scarcity of On the Scene. Not surprisingly,
Templars in the region has folks clues are few and far betwe.en. Ther<?
seriously skittish about the future. are no witnesses, but a really
. Any Templar or Companion is going to thorough posse might get a hint of a
fmd herself a very popular person in suspicious person (actually Biletnikoff)
Boise real quick' People are going to being at the scene.
flock to the hero like moths to a
flashlight.
•. ...
~""
The Call of Duty. Simon reveals
purpose of the Summit and "asks"
This unexpected popularity has a the posse to accompany him to
secondary effect as well. Simon is )unkyard as personal
secretly contacting the few Templars and guards. He requests the
Companions in the area to serve as a heroes shelve their
guard for the trip to the )unkyard investigation of the
Summit since, outside of the faction Horror until they return
leaders, few know of the meeting. from the meeting.
Now, guess whose names just got
added near the top of his list?
elc(lme to real Templars or even Companions, but,
rarely, one of these shirkers may
approach a wearer of the tabard with a
battery of questions about what's
Boise inside the maelstrom.
Luckily, the harried hero can quickly
lose the pest by entering the
Before the posse gets summoned to maelstrom. Not a one of these wilting
speak with Simon, they're going to have flowers will risk the storm. No amount
a little time to wander around Boise. If of cajoling or exhorting can convince
this is their first journey to the one to enter the maelstrom. However,
birthplace of the Templars, no doubt an overly supportive Templar or
they're going to want to wander around Companion may find himself saddled
and gawk at the settlement. On the with a fawning follower when he next
other hand, if they've been to Boise tries to depart Boise!
before, you may want to skip the "get
acquainted" phase; if that's the case,
MarshaL feel free to jump ahead to The rhe Boise Maelstrom
Summons on page 13. The first thing that strikes new
We've detailed most of Boise in The visitors to Boise is the fact that Simon
Last Crusaders, but we're including a has chosen to place his headquarters
quick rundown on the settlement here inside the swirling maelstrom left over
to make it easier on you, Marshal. from a ghost rock bomb. Like all other
While we know you've probably got two maelstroms, this one looks- and
copies of every Hell on Earth sounds-like a 5-mile wide tornado
supplement we've ever printed, this reaching from the ground to the clouds.
way you won't have to bounce back However, the Templars' deeds and
and forth between books as much heroism have weakened the maelstrom
during an adventure session. around Boise a great deal. Wasters
passing through this maelstrom draw
two cards and use the lowest when
rhe OQts~irts determining the sp iritual damage dealt
Outside the maelstrom there's not by the storm. Templars and Companions
much to the city, just the burned out get to draw five cards and take the .
ruins of buildings. A few visitors not lowest.
ready to brave the maelstrom have set Brainers expecting the usual
up residence in tents and ramshackle Deadland when they break through the
shelters, but the total number is fewer lO-yard wide maelstrom wall are in for a
than 200 around the entire pleasant surprise. Inside the storm, the
circumference of the black storm. Many Fear Level is only 3-pretty close to the
of these are traders in junk or salvage average for the entire Wasted West.
and, due to their poorer location, often further evidence of the Templars'
make more favorable trades than those efforts. Also, the howl of the winds is
inside Boise. muted to little more than a distant
Also likely to be holed-up out here is rumble.
an occasional Templar wannabe whose Finally, there is no residual radiation
convictions aren't strong enough to risk inside the maelstrom. That means
the swirling winds of the maelstrom. wasters don't have to worry about the
Such characters are always pathetic glows while in the settlement. This
individuals, realizing their shortcomings occurrence completely defies logical
within a stone's throw of their goal. explanation. Most assume that it's
Most seek to avoid meeting the gaze of nothing short of miraculous "proof"
that the forces of Good do indeed
support the Templars. unfortunately, as
a side effect of this, Doomsayers don't
la recover Strain any faster while inside
the Boise maelstrom- you can't have
everything'
Downtown Boise
Boise itself is a surprisingly small
Gettill' Started
settlement for one of such importance.
It's concentrated in an area about three
city blocks in size near the southern
edge of the maelstrom. The Templars found to provide temporary housing.
use only four buildings for the Order's Now they serve as overflow for the
headquarters and lodging, and they perpetually full Hospice.
control the majority of the standing Actua lly, most of the tents are what
structures "Downtown." After all. the Army ca ll ed "shelters" which
habitable real estate is at a prime this means they're barely big enough for
close to Ground Zero! two people and a small amount of gear.
The number of permanent However, they are waterproof and
inhabitants of Boise tops out at about provide adequate- if somewhat musty-
50. Granted there are about four to five- protection from the elements. There are
hundred folks milling about also a few larger tents, officially known
"Downtown" Boise at any given time, as "Tent, General Purpose, Small." that
but the vast majority of these are are reserved for important visitors.
traders, petitioners, and other
transients. Most of these folks live in
tents and other temporary shelters in rhe Marht Streets
Boise's new "Town Square." The streets radiating out from the
central buildings are usually lined for a
couple of blocks in any direction with
r(lWII Square merchants hawking their wares from
Boise's "Town Square" is built on carts or tents. Careful shoppers can
what used to be a normal intersection. find most common goods here at
Most of the surrounding buildings were standard (i.e. book) prices. Most
rubbled by the ghost rock bomb that hit legitimate vendors offer Templars and
Boise. Simon had the debris cleared by Companions a 5% or even 10% discount.
the first survivors to join the order. but it's considered "bad form" by both
Then, the Templars pitched hundreds of the Boise Templars and merchants alike
old, surplus U.S. Army tents they'd to actually accept it.

.., ., ~.

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

rhe SUmm()IIS tied into a ponytail.


If any non-Templars are with the
group, the Grand Master asks any
As noted earlier, there is a distinct Templars or Companions accompanying
shortage of fol ks wearing a red cross in them to vouch for their character and
Boise. Simon is hurriedly seeking deeds. Should no one be willing to do
trusted members of his order to so, Simon politely- but very firmly-
accompany him on the upcoming trip to insists those "questionable" posse
Junkyard and soon hears of the heroes' members wait outside the Temple.
arrival. Within hours of their entry into What he is about to reveal is not for the
Boise, a Squire locates them and tells ears of the untrustworthy.
any Templar or Companion, the Grand Marshal, just so we're clear, The Boise
Master requests his presence as soon Horror takes place after the adventure
as possible. found in the back of The Last
It's considered good manners for a Crusaders. If you've not yet run that
Templar to head to the Temple one and would like to, you can use
immediately upon arrival in Boise Simon's speech on page liD of that book
anyway, so this summons might be instead of what follows. After
unnecessary. If not. the Squire stresses completing The Boise Horror, you'll have
Simon's interest in meeting with them to do some major retooling to make the
quickly. If the heroes don't put an other adventure work, so if you're
appearance right away, the Squire comes interested in running it. we'd
looking for them again. recommend you do so at this point.
Hard rimes at the Y'emple After completing hi s short speech,
Simon dismisses the heroes. He does
After these introductions are not elaborate further on the mission,
complete, Simon tells the heroes the regardless of the heroes' questions. If
following: the posse balks at his secretiveness, he
doesn't hesitate to simply order any
"If you've been in the Templars and Companions to stay in
settlement any time, I'm sure Boise until further notice. He brooks no
you've noticed there are precious discussions on this subject.
Jew wearing the red cross oj the Simon is referring to the upcoming
Order about. Circumstances have Junkyard Summit, of course, but the
conspired to weaken our posse is free to assume what it will
presence here at the very heart oJ their leader's intention s.
our Order. Carlton is full of ideas as well, but
Brad Modeen, aptly called 'the he waits until he's out of earshot of
Destroyer' has slain three oj our Simon to begin talking. Among his
noblest brothers- including Aaron suspicions are: a strike against
McConell, who has shouldered the Throckmorton himself, a hunt for the
burden oj righteousness nearly as elusive Boise Horror, a scouting mission
long as I have. Fortunately. the into the ruins of Phoenix (he's heard
Destroyer has been dealt with as stories of the creatures therein and
befits one oj his kind." thinks it a suitable quest), or a Holy
War on the remaining Anti-Templars.
(Be sure, MarshaL to insert Carlton, in case you've not guessed, is
appropriate thanks and commendations somewhat enthusiastic about the
as necessary if the posse was whole "knight-in-shining-armor" aspect
responsible for bringing Modeen's reign of the Order.
of terror to a halt.)

"We have never been great in ABrief Respite


number and the death oj three is After their meeting with Simon, feel
a telling blow. particularly three free to give the posse some time to rest
oj such stature. OJ late, my own and recreate. The Templars provide food
health has been less than I would and a roof (or tent) over the heroes'
wish and my physical heads while they remain in the
shortcomings are beginning to settlement. Boise is one of the few safe
tell on my day-to-day duties. To harbors in the Wasted West and the
that end, I have detailed two oj heroes are going to need to be at full
our more experienced Brothers to strength before moving into Chapter
assist me on a permanent basis Two.
here in Boise. Wounded heroes are healed by the
For you, I have another Templars if needed. Templar heroes are
mission-one oj such importance enlisted to train new members of their
that its eJJects will wash across order. Junkers can recharge their
the lands Jrom the PacifiC to the batteries or even tinker on a new
Mississippi and perhaps beyond. I device. Librarians may try to corner
cannot yet reveal the details, but I Biletnikoff to gain access to his
must ask you to remain here in archives; in turn, he'll ask to get a copy
Boise Jor now When the time of any works they've acquired.
comes, you will know your duty. Exactly how long of a break you give
just as J know you can be relied your posse is up to you, Marshal. If you
upon to perform it honorably" keep track of the phases of the moon
in your campaign, you'll want to time it
so the next part of the adventure
occurs on the first night of the full

Marshal" moon. Just remember: boredom can set


in very fast when you're used to the
fast life.
rhe Horror Stri~es!
Sometime after the posse meets
with Simon, a monkey wrench is
thrown into the works. As we said,
exactly when this happens is up to you,
Marshal, but we wouldn't recommend
more than a few days of calm before
the storm. Less than a week break fits
with our story line best.
A couple hours past midnight on the
first night of the full moon, Baphomet
slinks out of Simon's subconscious to
prey on its first victim. As usual, there
are no witnesses to the deed.

And the Vil:tim is...


Warren Moran, a petitioner who
arrived in Boise shortly before the
posse, is possessed by Baphomet in his
room at the Hospice. The creature
overpowered his mind and, as usual,
forced the man to rip himself apart. Just
prIor to hIs demise, Baphomet eased its
control just enough to allow Moran one
last horrified and gurgling scream
before tearing his own throat out.
Have all posse members make an
Onerous (7) Cognition roll, incorporating
all bonuses for big ears, light sleeper, 8i1etni~off the Detectire
keen, etc. Those heroes who succeed
hear the scream clearly. Any that get a
raIse on the roll can tell it came from Fred Biletnikoff, the Templars'
the Hospice. Librarian, has been in Boise for more
The permanent residents of Boise than five years now. He's seen the
have long learned to fear the nights of aftermath of more attacks than anyone
the full moon, the time when the except SImon, and he's taken a great
Horror makes its rounds. None of the Interest in solving the mystery.
other residents of the Hospice stir from Over the years, he's noted that while
their rooms when Moran dies; they've many things have come and gone in
all heard the stories of the monster Boise, one thing has remained the
that haunts Boise. same- Simon. At first. the Librarian
The Templars and Companions are a feared the Grand Master himself was
different story, of course. Traditionally, responsible for the murders, but. much
they stand guard on nights of the full to his relief, careful observation
moon for just such an occasion. Tonight, revealed that Simon was never
they're spread thin thanks to the small anywhere near the victims at the time
number in Boise. None are near the of their deaths. Nonetheless, he hasn't
Hospice at the time of the attack and it shaken the feeling that the Horror is
takes them a few minutes to locate the somehow tied to Simon.
or igin of the screams. If any of the Biletnikoff also has a good deal of
heroes are nearby, or get a raise on the knowledge on occult subjects, thanks to
Cognition roll above, they reach the his profession. Recently, he's begun
murder before any of Simon's Templars. reviewing the earliest accounts of
Unfortunately, the heroes are not the Templar deeds, and those of Simon in
first. particular, hoping to find some
overlooked clue to the Horror's identity. By keeping his own nocturnal vigils
Not long ago, he reread the passages on secret. Biletnikoff has come close on
Hell's Canyon and Baphomet. Biletnikoff several occasion to catching the monster
fears he may finally have found the in the act. How he does this is Simple:
source of the Horror. He goes where the guards are not.
As the Horror only strikes at solitary
victims, he also avoids crowded areas
Profile (Fred 8i1etni~off) like Town Square. Occasionally the
Corporeal: D:ldB, N:2d6, Q:2d6, S:2d6, monster does attack an unfortunate
V:3d6 waster there, but the safe money is on
Climbin' Id6, shootin': pistol 3dB, sneak an isolated victim. The Hospice, with its
3d6 private rooms, is a prime hunting ground
Mental: C:2dB, K:2dI2, M:ldB, Sm:3dlO, for the Horror.
Sp:3d6 So, just prior to the attack on Moran,
Academia: history 4d12, academia: occult Biletnikoff entered the Hospice hoping
6d12, area knowledge: Wasted West to catch the monster in the act.
3d12, faith 2d6, guts 4d6, language: Moments later, he found Moran's grisly
English Sd12, language: French 2d12, remains. Fearing he would have to
language: Latin 2d12, overawe 3dB, answer questions that could cast doubt
scroungin' 2dlO, tale-tell in' 4dB on Simon, he left the scene before the
Edges: Companion \, brave, 2, Librarian heroes arrive.
2
Hindrances: Cautious - 3, curious -2,
loyal (Simon and the Templars) - 3
Pace: 6
At the Sf;ene
Size: 6 When the heroes arrive, they're
Wind: 12 greeted by a grisly sight. Moran's
Gear: Palmcorder, small flashlight, NA remains lie on the bed in his Hospice
Officer's pistol (when traveling). room, and streaks of blood from arterial
Description: Biletnikoff looks to be in spray are splashed on the walls. Bloody
his mid-40s. He has taken to an old, hand prints also mar the wall beside
coarse brown robe like those worn by the bed.
monks in the Middle Ages when in Not only is Moran brutally
Boise and keeps his hair cut short. He disemboweled, many of his organs are
1
l'IUI\.t~- t:l n.,; 'i'C;rrrp,'aY:$i a-..'"I'\.T SAT't\:i\.... ,\7 t7'0's.~.0.~e0 ~.r•.?JN·;0 .~.i.s: bwI)f J.i.~e S.G\tr:\t"
particular, in the highest regard- ghoulish science project. More blood
although not quite high enough to than a human body should hold
take the Oaths of Poverty and Blood puddles around the man, soaking into
himself. He believes the Order may be the old mattress on which he is lying.
the greatest force for Good in the His face is formed into a mask of terror
Wasted West and believes it to be his and pain, and one bloody hand is
duty to chronicle its deeds. clenched into a claw-like rictus.
Each hero viewing the scene must
make a Hard (9) guts check.
late Night Prowler
The Librarian knows the Horror
chooses its victims on nights of the full loo~ing for Clues
moon. He's not sure why, but to date, the Once the obligatory round of
monster has yet to change its routine. upchucking is over, the wasters can get
He also knows it seems to have an down to examining the room.
uncanny skill at aVOiding any guards Heroes find all clues with listed TNs
Simon posts to defend against it. equal to or less than those listed for
each appropriate Trait or Aptitude. In
other words, a posse member who gets
a 9 on her trackin ' rolL finds both clues
~16 listed for that Aptitude. Each hero can
attempt a given roll only once, but every
--- - ..-. - member of the posse can try each roll.
If you're feeling generous, Marshal.
you can have Carlton or Franklin point
out any clues the heroes miss.
Trackin': Fair (5) TN. A pair of bloody
Gettin' Started
boot prints lead from the gore at the
edge of the bed out the door. The trail
ends a short distance down the hallway.
(These were left by Biletnikoff in his the post-Apocalypse). If none of the
rush to avoid other investigators. He left heroes suggest it. one of the Templars
via a fire escape at the end of the hall recommends they set up some form of
prior to the heroes' arrival.) crowd control until the mess can be
Trackin': Hard (9) TN. A few threads cleared up. Boise Horror rumors are bad
of brown thread stuck on the fire escape enough without adding fuel to the fire.
at the end of the hall. (Biletnikoff.) If they so desire, the heroes can
Search: Fair (5) TN. Although Moran's interview any of the residents. None saw
hands are bloody, the prints on the wall anything, although all did hear the
do not match his; the fingers are longer victim's final scream. Oddly (at least to
and thinner, almost claw-like. (They are, the heroes), not even his closest
in fact, Moran's prints, but Baphomet neighbors heard so much as a scuffle
reshaped them into horrible claws while prior to his death.
possessing Moran.) If a hero asks a resident if they heard
Search: Hard (9) TN. Although bloody any footsteps, she must make a Fair (5)
hand prints are all over the bed and scrutinize roll. If she fails, the resident
nearby wall. there are none on the only remembers hearing someone
doorknob, window, or anywhere else in running from the room shortly after the
the room. Only a pair of bloody scream. If she succeeds, the witness
bootprints is evident leaving the scene. remembers hearing them enter the room
(That's because Moran did it himself)
Search: Incredible (11) TN. In the crack
between the bed and the wall, the hero
finds a gold wedding band. It's inscribed
with the initials "WTM." Only a small
amount of blood is on it. (The ring is
Moran's. It slipped off during Baphomet's
transformation of his body.)
Medicine: Fair (5) TN. All of Moran's
wounds are on his abdomen and throat.
Medicine: Onerous (7) TN. Moran was
alive for most. if not all. of the
mutilation on his body. (Actually, all.)
Medicine: Hard (9) TN. Moran was not
bound during the procedure, nor does he
have any wounds on his hands or arms
to indicate he fought to defend himself.
A waster getting a raise does note that
Moran's fingernails have blood and flesh
caught underneath them. While it's
unlikely, if the hero can analyze these
samples, they turn out to be Moran's
own.

[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

$3000 1 Single piston


Gas Tank MPG Handling All things considered, then, the Sky
30 5 +4 Raider should be more than equal to
Top speed Stall Accel. the task. It would take a squadron of
80 mph 40 mph 5 mph Combine Raptors to seriously threaten
Durability Armor Size the skyship.
10/2 o +2 Unfortunately, that's just what's
Load Limit waiting for the craft.
20

Weapons: Fuselage (xl): 50 lb. bomb Birds of Prey


(Shots I. Speed I. ROF I. Damage 8d20,
Burst 10); wings (x2) NA SAW (Shots )unkyard has taken every precaution
60, Speed 1, ROF 12, Range 20, to maintain the highest level of secrecy
Damage 3d8) around the flight to Boise. However,
Special Equipment: None Throckmorton is no fool. Combine spies
in )unkyard itself have been closely
mOnltonng the recent level of activity
Clear Sties Ahead in the city.
Simon is the last member of the
The Sky Pirates sent the skyship to Summit to make the journey.
transport Simon for a couple of reasons. Representatives from both the Chamber
First, the skyships are their most and the Schismatic Cult of Doom arrived
"luxurious" and impressive aircraft. The earlier this week. It didn't take much to
Sky Raider I's presence is a show of figure out the sudden appearance of the
respect to Simon and the Templars. Sky Raider I outside of )unkyard was
Although he suspects that sort of thing somehow related to recent events.
doesn't matter to Simon, Ike doesn't
want to chance stepping on any toes at
the last minute' There's too much
Jachl)n ArIIl)ld
riding on the summit for that. The Combine saboteurs in )unkyard
Also, the trip to Boise and back is dispatched their best assassin, Jackson
out of the operating range of most of Arnold to discover what was up. Arnold
their other aircraft. A refueling stop is is a former member of one of the
not only difficult to arrange, but it also Confederacy's CEAL (Cybernetically
increases the odds that the Combine Enhan ced Arcane Life-form) Teams. He's
will catch wind of the operation (and equipped with an infiltrator package
try to put a stop to it). Not only can the and is one nasty piece of work- both
skysh ip stay aloft for the entire journey, mentally and physically.
it's better suited to the limited landing Arnold was one of the initial few
facilities available around the Templar's cyborgs who received a spirit fetter after
Temple in Boise. he'd already been Harrowed. As a result,
Finally, the very size of the Sky he had developed a few powers of his
Raider I makes it ideal for the mission. own. He was detailed as an infiltrator1
It carry Simon and his personal retinue assassin cyborg. His equipment reflects
easily- something most of the Sky those mission requirements, which also
Pirates' aircraft can't do (ever see even made him a perfect choice as a Combine
two people wedged into an ultralight?). spy in )unkyard.
The enormous skyship is also one of His favorite method of assassination
the most defensible aircraft in their is to get close enough to use his zap
rIeet. It packs the firepower of two or power to stun his victim. Then he uses
three dogfighters and it has its own marked for death on the target and
squadron of ultralights to boot' finishes her off with his s,?ur.
He ambushed and killed one of the
Sky Pirate guards assigned to the
rhe Ambush
skyship a couple of days before the Just about three hours after departing
aircraft's departure. Arnold used hi s Boise, near the former Idaho-Utah
death mask power to steal aboard and border, the Sky Raider I is attacked by a
impersonate the man. He also hid a group of Raptors. A few minutes prior to
tracking beacon onboard the Sky the attack, Arnold disables the skyship's
Raider 1 and activated it when the radar array so that the Combine aircraft
aircraft departed Junkyard, thus alerting can move in for the kill undetected. The
the Combine to the sky ship's location strike force includes six Raptors, each
and heading. carrying a squad of five automatons.
Throckmorton knows by this time
that Simon himself is on board the
Profile Oadson Arnold) skyship. The General gave orders to take
Corporeal: D:ldS, N:2dI2, Q:3dI0, S:3d6, the Grand Master alive if at all possible.
v:2dS He wants Simon brought to Denver
Climbin' 3d12, dodge 2d12, fightin': spur where he can stage an elaborate
5d12, lockpickin' 2dS, shootin': pistol, crucifixion in front of his headquarters.
SMG, zap 4dS, sneak 4dl2 He believes if he can kill the head of the
Mental: C:3d8, K:2d6, M:2dS, Sm:3dlO, Order, he will do irreparable harm to the
Sp:4d6 morale of not only the Templars
Academia: occult 2d6, area knowledge: themselves, but also the other groups
Junkyard 2d6, disguise 4d6, guts 2d6, opposing him.
overawe 3d8, perform in' 4dS, Consequently, the attacking Raptors
persuasion 4d8, streetwise 5dlO, strike to incapacitate the Sky Raider L
survival: desert. mountains 4dlO rather than just blow it out of the sky.
Edges: Emancipated 4, rank 1. two-fisted Furthermore, two of the Raptors are
3 detailed to attempt a mid-air boarding of
Hindrances: Bloodthirsty - 2, obligation: the skyship to deploy their automatons
Combine - 4, outlaw: BlackHat - 4 onto the aircraft to subdue the crew.
Pace: 12 Throckmorton is not fooling around here.
Size: 6
Wind: 14 (Harrowed)
Special Abilities: Incoming!
Cyber Systems: AI, antenna, CPU (4 Thanks to Arnold's sabotage, the crew
slugs processing, 4 slugs storage, 1 is completely unprepared for the attack.
slug reader port), cyber hand Only a sharp-eyed pilot wearing night
(infiltrator), infiltrator package, vision goggles prevents the ambush
power focus 5, radio, self -repair from being totally successful. The pilot
unit. spirit fetter, spur (STR+2dS), spots the Raptors moments before the
threat tracker program 1. attack and sounds an alarm klaxon
Harrowed Powers: Death mask 5, alerting the rest of the crew.
marked for death 3, zap 3 The posse is likely asleep at this point
Gear: Sky Pirate flight suit. blue beret. so, have them roll Cognition against an
NA Commando, 2 clips of ammunition. Incredible (10 TN to avoid surprise. Even
Description: Arnold currently if they took the precaution of remaining
resembles Michael Trent, a (now- awake or posting a guard, those
deceased) member of the skyship's individuals must roll against a Fair (5)
guard force. He appears to be in his TN to immediately act when the alarm
late 20s, and has black hair and a sounds. Surprised heroes recover
beard. normally.
Unable to get a radar lock on the
Raptors, the weapons station fires the
skyship's AMRAAM missiles anyway
hoping for a chance impact. One of the

Marsha,l" aft missiles does impact with a


Raptor- the one deSignated to assault
~_L.iI,;~_ _ _ -- ..:.. _-'--...,.,........""-_ ~--~~"'r:~~.. the hangar bay
While this throws a wrench in the
Combine plan momentarily, it also
alerts the Raptors that they've been
spotted. They immediately open fire.
What Goes Up
One Combine aircraft disgorges its
automaton squad on top of the balloon
superstructure. Three of the remaining
Raptors launch missiles, targeting the Special Equipment: AQP- llOO radar,
Sky Raider I's external thrusters. The decoy launcher, radar jammer, radar
last one rakes the side of the skyship warning receiver.
with its twin M-120s as it maneuvers
into position to replace the destroyed
Raptor. I" the Air
The Sidewinders are partially Within less than two minutes of the
successful in disabling the engines, alarm sounding, the ultralight pilots
reducing it to a bare crawl As to the begin launching their aircraft. The
minigun fire on the cabin leveL hangar crew is experienced at this sort
MarshaL the effect is entirely up to you. of scramble and are able to get all out
If there are any heroes in the posse within another minute. Don't forget
with the jlyin' Aptitude, you can drop that any hero piloting the craft must
some of the pilots so posse members make an Onerous (7) {lyin' roll to keep
can take to the air in one of the control during the ditficult takeoff.
ultralights. Or maybe the shots injure The ultralights are outclassed by the
the crews manning the 20mm turrets Raptors, but the Sky Pirates are used to
allowing the heroes to use them. bucking the odds. While their wing-
Neither Simon nor any of the others in mounted SAWs don't have much chance
Ihe group are hit by this attack. against the Raptors' heavy armor, the

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

Weapons: Fuselage: 2 x M-120 (Shots


300, Speed I, ROF 15, Range 20,
Damage 4d8, articulated mount); (x2)
2 x AtM-9S Sidewinder (Shots 1,
S?eed 1, ROF 1, Range 70, Damage
4d12, Burst 10, fixed mount)
50-lb. bomb each one carries does. The Intercom announcemen ts and
pilots alternate harassing one of the panicked yell s by crewmen let the
Combine craft with machinegun fire posse know where the board ers have
while another makes a bomb run from en tered the skyship. A team of five Sky
above. Pirate guards heads to each location,
If you're using the air combat rul es and they welcome any hero who
from Iron Oasis, thi s is a prime assists them.
opportunity to let the heroes get their At some point during the battIe on
hands dirty in a dogfight. Players on the skyship, the Templar, Franklin,
board the skyship ca n also take a hand becomes separated from the posse. The
in sniping at the circling Raptors if less forced her absence is, the better.
they've got suitable weaponry or During this time, Arnold ambushes her,
powers. For exampl e, slow burn, EMP, takes her cloth ing and gear, and
and nuke can put a hurting on one of assumes her appearance to better
the cybernetic birds of prey. Al so, if one infiltrate Simon's retinue.
of the posse members gets a raise on The automatons are not carry ing a
an opposed bluff. overawe, or standard weapons load. Instead of mini-
persuasion, she convinces the armorer HE grenades, they are equipped w ith
to hand over a rocket launcher or two. small tear gas cannisters. These
The ultralight pilots manage to drop function just like normal tear gas
one of the Raptors and the turret grenades (see The Wasted West), but only
gunners get another after several have a IO-foot radiu s. They use these
minutes of combat. If the heroes do liberally as they're immune to the effects
take part in repelling the Raptors, any The automatons are tough opponents,
kill s they get are in addition to thi s even w ith the Sky Pirates' help. Marshal,
number. However the attack costs the you may want to further split the
Sky Raider I dearly as well: five of the squads into two- or three-unit teams to
skyship's eight ultralights- or all those give the posse a fighting chance.
piloted by skyship pilots, whichever is
less- are lost in the dogfight.
Pr.,file: Sh Pirate Guards
Corporeal: D:2d8, N:3d8, Q:3d6, S:2d6,
We've Been B.,arded! V2d8
Two rounds after the last ultralight Dodge 2d8, fightin: brawlin' 3d8, shootin':
launches, the replacement Raptor has rifl e, SMG 3d8, sneak 3d8
aligned itself on the hangar. It sweeps Mental: C:2d8, K:2d6, M:3d6, Sm:2d6,
the bay with its M-120s for a full round Sp:3d6
and then forces itself into the hangar Guts 3d6, overawe 2d6, scroungin' 2d6,
opening. It's too large to fully enter the scrutinize 3d6, survival 2d6
bay, but it does get in far enough to Pace: 8
drop its ramp and allow the automaton Size: 6
squad to disgorge into the bay. Wind: 14 (30 hits)
Afterward, the battered craft backs off Special Abilities:
to limp home; both its primary weapons Armor: Kevlar (AV 2 on guts)
are badly damage. The automaton s Gear: NA assault rifle or NA
immed iately begin forcing their way Commando, 3 clips of ammunition,
forward to the cockpit. survival knife.1
At the same time, the automaton Description: Sky Pirate guards are
squad on the balloon have torn through made up of members of the gang that
the outer fabric and are making their can't fly an aircraft and lack any
way down toward the cabin. mechanica l skill s. As a result, they're
often considered second-class Sky
Pirates by the other members, but
they take a certain pride in their
position. They usually wear black or
gray flight suits (when they can get
them) and berets dyed some shade of
blue.
Profile: Automatons
Corporeal: D:2d6, N:2d6, Q:3d6, S:4dI2,
V:2dI2+4
Climbin' 2dS, dodge 2dS, fightin': brawlin'
3d6, shootin' MG 4d6, sneak 3d6
Mental: C:2dlO, K:ld6, M:ld6, Sm:ld6,
Sp:ld4 dead. It's possible the heroes are tough
Overawe Sd6, ridicul e Id6, scroungin' enough to bea t them, but don't cut them
2d6, search 3dl0 any brea ks. They paid their money and
Pace: 6 they're taking their chances.
Size: 8 When th e posse rea lizes how dire
Wind: NA their straits are, they may become
Terror: 9 disheartened. However, things aren't as
Special Abilities: bad as they seem at first.
Armor: 3 The Sky Raider I had been flying
Auto-Targeters: +4 to shootin ' roll s pretty close to the ground to begin w ith
Fearless hoping to avoid detection, and hits to its
Gear: Chain gun (Ammo: i2mm; vacuum cells and engines have forced it
Shots: 120; Speed: I; ROF: 9; RI: 10/ 20; even lower. Any hero who looks outside
Damage: sds, AP 2) and makes a Fair (S) Cognition roll can
Grenade Launcher: (Ammo: Mini tell the ground isn't more than SO' away.
tear gas grenades; Shot s: 20; Speed: While they 're welcome to jump- and
I; ROF: I; RI 20; Damage: Special) take Sd6+2S massive damage'- Clever
Regenerate: Automatons can heal posse members are likely to recall the
themselves by scavenging for parts Sky Pirates used rappelling ropes to exit
in ruin s. Treat thi s as a normal the skyship near Boise. These rigs are
healing roll made once per day of
scroungin ' against a Fair (S) TN.
Self-Destruct: When an automaton
is put down, it explodes for 6d20
damage with a Burst Radius of 10.
Undead
Description: Large metallic robot
resembling to a disturbing degree an
enormous, armored skeleton. One
arm has been replaced by a large
chain gun and a grenade launcher is
mounted on the shoulder. Each
squad of automatons is painted in
distincti ve camouflage pattern s.

We're in Over Our Heads Here!


Even if the posse and Sky Pirates
manage to stem the first wave of
automatons (yeah, right), the other
Raptors drop their squads on the
skyship to reinforce. It shouldn't take too
long for the heroes to realize they're
fighting a losing battle.
If you've got a posse of hardcases that
absolutely refu se to run, MarshaL they
can stay and fight it out. However, there
are still an awful lot of automatons left
on the Raptors: five on every surviving
one. These continue to attack until
they've taken the skyship or they're all
positioned at all the lower cabin level Simon, although obviously pained by
exits except those in the cockpit. the decision, agrees w ith Denis. With a
(Skydiving, in case it comes up, is not an sad, slow voice, he says:
option. The Sky Raider I is simply too
low to allow a chute to open in time.) "No. Denis is right, we must go
Of course to use this esca pe route, on. if we fail in this mission likely
the posse has to gather up Simon and no one w ill be able to stand
the rest of the group, fi ght its way to the against the Com bine; that is more
lower level, and rappel 50' to the ground important than anyone Of us. We
on rough terrain w hile Raptors soar f ight a battle that cannot be
overhead- but, hey, they're heroes' measured in individual lives, but
Using the rappelling rigs is a fairly only in the f inal outcome.
simpl e affair, requiring only a Fair (5) It may fa ll to all of us to one day
climbin' roll. Failure merely mea ns the make s uch a sacrifice. Today, it is
waster didn't get the gear positioned Denis w ho carries the burden.
correctly; he must spend a round
correcting it and then try again. Only if a With that, he clasps the young man
hero goes bust does he become a firmly on the shoulder briefly and then
human lawn dar t, dropping straight to turn s away.
the ground (for 5d6+25 pOints of massive After any further good-byes or words
damage)- and a very nasty rope burn to of encouragement from the posse, Denis
boot! turns and strides back into the skyship's
corridors. That is the last any of the
heroes see of him. Denis does not
last Stand survive the battle if he remains alone,
Getting everybody sui ted up and down although he does hold the automatons
the rope takes some tim e- a commodity back just long enough.
in short supply on board the Sky Raider
I at the present moment. It's soon
obvious to all that there's no way to get We Can Be Heroes. ..
the group down the rope with the Marshal, if one of your heroes is
automatons closing in. Drastic situations adamant in staying with Denis, you have
call for drastic measures. a couple of options here. Should none of
If no one in the posse suggests it, the posse convince the kamikaze hero
Simon says someone w ill have to remain to leave, you can let her stay with the
behind to buy the rest of the group the Templar and fini sh out the battl e.
necessary time to escape. He initially However, Simon will not allow more than
ba lks at asking any of the group to one more member to remain behind-
make such a commi tment, as it means any more losses and the mission is in
certain death. If none of the heroes jeopardy!
steps forward, Denis does so. Or, if the hero is heroic or has a death
This is exactly the sort of moment a wish, you can even opt to let her take
hopeless romantic like Denis has been the young man's place. In that case,
looking for his entire life. He volunteers Denis never makes the offer in the first
to hold back the Combine attackers long place.
enough for the heroes to get Simon In either situation, the hero who does
safely away. Try as they might, the posse so earns a blue Fate Chip. Trust us, she'll
is unabl e to dissuade the young Templar. need it' Also, she gets the motivational
He sees this as his chance to perform a speeches f rom Simon and Biletnikoff,
deed worthy of legend- the chance to and a sure place in the annals of the
save the Grand Master. Templ ars.
Whoever does so is almost certainly
doomed. Within two rounds of moving to
intercept the attackers, she fi nds herself
facing two of the metal monsters. If the
hero is a Templar herself, and the
automatons can determine this, the
monsters don't go for the kill
immediately. Instead, they move in and
attempt to subdue her. If one of them
falls, the other does revert to tried-and-
true tactics and hoses her down w ith
What Goes Up
his chain gun.
Should the valiant waster survive the
first pair, another automaton arri ves
-._---------------,
within two rounds. If the hero manages road and shoulder. Al so, not far from
to defeat this automaton, she find s the their poin t of groundfalL a cul vert large
rest have been driven back or defeated enough for all the group to hide in runs
by the Sky Pirates. und er the road.
However, she is separated from the The area is surrounded by low, but
group and mu st wa it until they reach numerous, hill s most covered with
)un kyard to attempt to mount a rescue scattered copses of trees. The ruins of
party. Raptors still hound the skyship houses dot the landscape as well. All in
and remaining in the area mea ns certain aiL there's no shortage of hiding places.
death. As long as the heroes make an effort
to get under cover, they have a chance

What About the Sb Raider n


to avoid detection. The posse must make
an opposed test of either sneak or
Shortly after the heroes abandon ship, survival aga inst a search roll by a Ra ptor.
the Sky Pirates begin to turn the tide of The craft has search 3dlO and only one
battle. A large part of this is due to the posse member (the waster selecting the
fact the automatons rea lize Simon is no hiding spot) ca n attempt the roll.
longer on the skyship and retreat. The If the posse w ins, the Raptors pass
Sky Raider, wounded, but not yet over them and head north. If the Ra ptor
defeated, limps slowly back to Junkyard win s, but with only one raise or less,
to report Simon's loss. Since none of the
crew saw the heroes bail out in the
confusion, Captain Phelps is convinced
that the automatons retreated beca use
they captured Simon.

Hit the Dirt


Once on the ground, the group's
troubl es aren't over yet. There are still a
number of Raptors buzzing around
overhead and they're going to realize
Simon's not on board the skyship pretty
soon. The heroes have only a littl e time
to find cover or cl ear out before the
locale is crawling with Combine troops.
Running isn't a rea l option. Simon's
condition has slipped f rom bad to worse
thanks to the constant strain of the past
day and night. One hero mu st physically
support the Grand Master during this
part of the escape or he collapses.
Fortunately, the region is fairly rough
and provides numerous places for the
group to hole up.
The posse finds themselves near an
old interstate (184 for those of you
keeping score at home). The highway is
far enough from any major settlement
that it's not yet been well cleared; a few
wrecks and abandoned ca rs clutter the
the heroes must make another opposed The overland journey takes nearly
roll. If it gets two raises on the roll, four full nights of travel to reach the
they're spotted and have to contend w ith outskirts of )un kyard's terri tory. Simon's
a Raptor. Whether or not it is carrying a weakened condition slows the group to
squad of automatons is up to you, nearly half its normal pace and the
Marshal, but we recommend you base it Grand Master falters often enough to
on how strong the posse is at this pOint. keep Biletni koff hovering nearby in case
Only the single Raptor is in the area he should drop. Luckily, 184 leads directly
at the time. Unsure the group contains to Jun kyard, so as long as the posse
Simon, the other Combine craft continue keeps track of the highway, it has no
to harry the Sky Raider l. problem keeping its heading.
The posse has no difficulties for the

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

By the time they start their fourth


night of travel, the heroes should be
pretty road-weary. They've been shot at
rhe last Ditf;h
by automatons, dropped from a blimp, That's "ditch" as in "la st ditch effort."
and chased across the w ilds of southern by the way.
Idaho. To cap it all off. not only did they While the Combine ca n't get any of
just discover out that "Franklin" was a its heavy hitters in to play before the
man, baby, but one with a bad attitude posse reaches )unkyard, it does have a
and foot-long razors coming out of his small force of Black Hat raiders nearby.
arms' Even as the posse is dea ling w ith the
However, any waster w ith area cy borg Arnol d, the Black Hats are
knowledge: junkyard, Idaho, or Utah who ru shing to set up an am bush.
succeeds on a roll against Fair (5) TN The Combine force is composed of a
figures out the group is within no more few squads of Black Hats and a couple
than a dozen miles of the Junkyard of converted and armed civilian
border. In fact, within ju st an hour or so vehicles. They've been conducting hit-
of trudging south, the heroes catch sight and-run raids on traders heading into
of the Great Sa lt Lake. Sanctuary can't and out of )unkyard for the past
be far away' month or so.
If the posse's guard relaxes at this To keep Ike's Militia from getting to
point. they're in for a nasty surprise- but stirred up, they've disguised
they should be getting used to those by themselves as a road gang. They sti ll
now. use standard HI weaponry (booby-
Throckmorton's army has one more traps and aID. but at a distance, it's
hurdle to place in front of the weary difficult to spot their di stin ctive
delegation. He might not be able to get arm s. And no, they're not wearing
his fancy Raptors into play this close to black hats either- that's
Junkyard, but he's still got his favorite ju st too much
homicidal goons- the Black Hats- to ca ll of a give
on. away!
fashioned military gear. Without these,
the ambus hers are nearly invisibl e in
the ear ly morning darkness.
Any waster using some sort of night
vision rolls an opposed test of
Cognition aga inst the Black Hat
"last lookout'S sneak. The lookout also roll s
Within sight Junkyard hi s Cognition versus the hero's sn eak. A
checkpoint. the heroes must either single raise on the Cognition roll for
sneak past or battle their way through either side spots the other party. Going
one final Black Hat ambush. bust on the sneak roll automatically
Through the Gates of Iron. The exposes the brain er blowing the roll.
delegation is escorted to the city and while going bu st on Cognition not only
welcomed by Ike Taylor. They're leaves the sap clueless, but also reveals
provided with accommodations and him to the other observer as well'
then have a chance to explore If the heroes have no night vision
Junkyard or lick th eir wounds. capabilities, they have a much harder
Guess Who's Back? In an all too time spotting the bushwhackers. Roll as
familiar scene, a victim is slaughtered above, but give the Combine lookout a
near the hotel where the posse is +5 bonus to his Cognition roll and a +10
staying. Junkyard authorities blame (!) to his sneak. Stumbling around in the
Moorlocks after a cursory investigation. dark is not the way to avoid an ambush!
If the posse digs deeper they discover If neither side detects the other, the
disturbing similarities to Moran's death posse literally walks into the Combine
in troops. Both sides mu st roll for surprise
against an Incredible ([I) TN. The
Firefight! section below deta il s the
The Black Hats have found Black Hat tactics.
themse l ves a spot not a mile from the If they're spotted by the lookout. the
Militia's checkpoint on 184. Thanks to Combine troops attack immediately.
Arnold's tra nsmission, they're pretty Have the heroes roll for surprise against
sure the posse is com ing this way. A a Fair (5) TN if one of them caught
lookout wit h night vision gear is posted sight of the lookout and an Incredible
on a patch of high ground nearby in ([I) TN if no one did. Go on to the
case the heroes flank th e position. Flrefight! section below regardless of
the outcome.
However, if the posse is slick enough
Spotting the Goons to detect the ambush and not be seen
The posse reaches the sight of the themselves, they've got a coupl e of
ambush aro und 3 AM. This assum es options. Should they ca n try to creep
they've followed 184 to this pOint; if not. past the ambush, see the Be Very
you may have to do a littl e fudging, Quiet ... section. On the other hand, if
Marshal, but between the Rockies to they decide to turn the tables on the
the east and the Grea t Sa lt Lake to the Black Hats, the Combin e goons must
west. there aren't too many other roll surpri se against an Incredible (II) TN
routes ava ilable. If all else fails, Simon themsel ves' If the posse takes the
remembers the 184 checkpoint and second option, see Flrefightl below.
suggests heading for it.
Catc hing sight of the Black Hats is
tough for the heroes unl ess they have Be Very Quiet...
some form of night vision, either A very observant and careful posse
th rough arca ne abiliti es or good, old- may be abl e to sneak past the Black
Hats unnoticed. This isn't easy. The
thugs are expecting the group to come
through that night.
Each hero in the group mu st make a
Hard (9) sneak roll to creep past the
ambush. If anyone of the posse fail s,
the Black Hats are alerted. ju st because
the heroes probably deserve a break, if
all of the heroes ma ke the roll, so do
Simon and Biletnikoff. If not. it doesn't
really matter.
Assuming they're successful, the
heroes have only a short hike to the 184
checkpoint. In fact, they can even see its
lights from the ambush site.
If they fail, the Black Hats attack.
However, since the Combine troops
weren't expecting the posse to appear
right on top of them, the soldiers must
roll surprise against a Fair (5) TN.

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

M.arshal ~ checkpoint guards pretty much turn a


blind eye to any shenanigans outside
~-.-~. -------,.---------r-;--..-. Jmnkyard territory. Ike uses this policy to
maintain relations w ith many of the
road gangs in the area, and, so far, it's
served him well.
What happens outside of junkyard
stays outside of junkyard.
Now, the Militia would make an
exception to that rul e if they knew
Black Hats were invol ved in the fighting.
The unit that attacks the posse learned
that a few months ago- that's why
they've taken pains to disguise their
true identities.
The Militia explains thi s to the posse
when it makes it to the checkpoint.

We rhought You Was Dead . ..


As soon as they rea lize who the
heroes are escorting, the checkpoint
erupts into a flurry of acti vity. Based on
the reports from the Sky Raider I's crew,
Ike believed Simon had been ca ptured or
killed during the Combine attack. Now
that it's obvious he wasn't, the
leadership of junkyard makes haste to
get him to the safety of the city itself.
Of course, if one of the heroes
remained on the skyship and actually
survived the battle to arrive in junkyard,
you'll have tp adjust things a bit.
For exampl e, perhaps the wannabe
marty r convin ces Ike that the
delegation survived and is in need of
assistance. Ike might not want to ri sk
rhrough the Gates of
an officia l rescue expedition, for fear of
aggravating nearby gangs he's also
Iron
courting wi th a show of armed force in The Militia guards make the posse as
their "territory." However, he also comfortable as possible w hile
wouldn't want to risk the outside transportation is sent f rom j unkyard.
chance Simon did survive the attack, so Within two hours, a coupl e of HMMWVs
he might provide the hero w ith a little arrive to carry the group back to th e
und er-the-tabl e assistance. City. One of the Hummers mounts an
LGAT anti tan k weapon, w hil e the other
sports a Bushmaster 25mm cannon on
Simon's Code top. Each vehicle has a driver and a
Although he doesn't say any thing at gunner, and they explain Ike Tay lor
the time, Simon is very displ eased with him self detail ed them to escort the
the Militia's handling of the ambush. group to junkyard.
While it might seem hypocritical to The last 50 miles of the trip passes
outsiders not very familiar with his own quickly and without any incid ent.
complex code of ethics, he is of the Within the territory it claims, the
opinion that the Militia should have junkyard Militia maintain s the peace
stepped in and aided the heroes. effecti vely. The Sky Pirates keep the
The group was obviously the victim skies clear of any Combine raiders and
in the exchange and w illing to fight on th e chec kpoints prevent road gang
their own behalf, and therefore, in raid s. Even the highway has been
Simon's eyes, the posse was worthy of repaired; the rid e is not only peaceful
assistance. but relatively smooth as well!
rntering Junhard clusters of ten ts and other temporary
shelters dot the landscape, interrupted
, he city is surrounded by an iron occasionally by an old blast crater or
wall, built from the remains of one of the designated latrine areas.
Hell stromme's Skydome. Only one ga te Instead of cutting straight across the
allows entry into )un kyard, and, as open area, the Hummers head south
usuaL it's packed w ith travelers waiting through Outer junkyard. If asked, the
to get in. driver expl ai ns the route avoids the
When the posse's HMMWV s arri ve, worst of the traffic in the Inner City.
Militia guards clear a route for the This remark may surprise wasters used
vehicles and the group is moved quickly to the open road s of the post-
to the head of the line- des pite some Apocalypse!
very creative vocal complaints by After a coupl e of minutes, the
di splaced visitors. In spite of the crowd's Hummers pass a large warehouse
displeasure, the vehicles are guided into surrounded by a number of
the inner gate area. mismatched booths. This is the Market
There, the Militia stops the vehicles and even the short glimpse the heroes
and the posse is asked to step out. can snatch as they roar pa st reveals an
Once out. the guard s quickly scan each astonishing array of goods ava ilabl e for
member of the group w ith an odd- purchase.
look ing, hand-held device. This is a Shortly aft er the Market, the
cyber-scanner, and the guards use it to Hummers turn toward the city'S inn er
detect infiltrator cyborg s. wa ll. This one is actually the bottom 20'
Should any of the heroes act ually be or so of the original Skydome. Taylor
a cyborg, both she and her companion s and company left it in place as a
are questioned extensively to determine second lin e o f defense w hen they tore
if she's a Combine plant. Once the scan down the rest of the dome. Unlike the
is compl ete (and the identity of any outer wall. th e inner one has a number
cyborgs confirmed as friendly), the of gates, all of which are manned and
guards issue each posse mem ber a protected by machine-g uns and other
week-long travel pass. The passes can heavy weapons mounted on parapets.
be renewed at the end of each week The vehicles pull into the eastern
for the duration of the Summit. half of the city, the primary residential
All normal entry fees ($50 in goods area for junkyard. Again, wasters
per person, or $150 for cyborgs) are who've spent the last 10 years or so
waived in light of the dipl omatic nature scraping by on the cast-offs of the Last
of Simon's visit. War and li ving in bombed-out buildings
are li ke ly to be somewhat awestruck.
The buildings in Inner junkyard aren't
Headin' Downtown just rebuilt- most of them escaped the
From the gate, the HMMW Vs head to Big Bang virtually unscathed thanks to
th e Town Hall on the south side of the Sky dome.
junkyard. Along the way, the heroes get
a glimpse at the metropolis of the
Wasted West. For those w ho've never Y'own Hall
been to the city before, it should prove The Hummers wind through the
to be an eye-opening ex peri ence. streets for a short distance and stop in
The first area the group passes front of the tallest building in junkyard.
through is Outer junkyard- a cleared Town Hall- once the headquarters for
fi eld that serves as a ca mp for gangs, Hell stromm e Industries- stand s 15
caravans, and v isitors too cheap to rent stories tall. And all of them in excell ent
a room in the city proper. Hodgepodge condition.
A tall. lean black man wearing a
surprisingly well -preserved pair of
jeans, white shirt, and tweed jacket

Marshal~ hurries toward the vehicles when they


pull up. A quartet of Militia guards in
j--~'1I...

-
__ ____ _ 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

, ~rre" "' wm;",'. :~' '":);,,:'=~-'J1


Chapter Four:
wt,oever Figt,ts
MOBsters. . ~
By this time, the heroes should be
aware that something's rotten in the
former state of Deseret. Hopefully,
rhe JUI1~ya rd Summit
they've made the connection between Shortly after noon on their second
Flowers' and Moran's deaths. If they've day in Junkyard, the Summit meetings
been pay ing attention at the right beg in. The representati ves f rom each
moments, they al so know about faction, along w ith their personal
Biletnikoff's interest in demonology and attendants and guard s, meet at the
his presence at one (or possibly even Junkyard Tow n Hall. Ike has set up a
both!) murder scenes. Last but not least, conference room on the second fl oor
they've gotten the story of Baphomet for the meeting.
straight from Simon's mouth. The Junkya rd Militia is out in force;
Before they can make any furth er nearly a hundred troops are stationed
leaps of logic, however, their in and around the building. Hummers
investigation of Flowers' death is cut with antitank weapons or heavy
short by the beginning of the Junkyard maChine-gun s block each intersection
Summit. As Simon's personal guard, they leading to the Town Hall. It looks as
are expected to attend the meeting, even though the heroes job is going to be a
though the Junkyard Militia is out in mere formality'
force as well. Once inside the building, only
Hopefully, the heroes have taken Templars and Companions are allowed
advantage of the opportunity to rest and to actually enter the conference room
recover from their earlier adventures- itself. All other posse members must
they're going to need to be in top form wait in a nearby lounge. Not only
very soon. In this chapter, every thing does the conference room have
comes to a head and they're going to limited space, but Simon feels only
have to fa ce not only Black Hats and m embers o f th e Ord er
cyborgs but a genuine demon as well! should be privy
The heroes' success means much to to the
the Wasted West's future
pockmarked skin, is seated along the
wall as well.
There are just enough seats
remaining along the wall to
accommodate the heroes and
Biletnikoff.
Dar'tidlbants meet
"""n'ij,n speeches. <:ilT,h n
rh;,no'.. of heart.
Opellillg Speeches
The Butler Did It. b ne of the staff Once the group has settled in, Ike
of the Hilton falls preY, to Baphomet. begins the meeting. He takes a moment
The Combine StrikesT In a fierce to introduce the primary participants,
attack, the Combine cell in )unkyard beginning with himself and Major Price.
raids the Summit, killing a few Next. he identifies the wizardly junker
participants. Simon is kidnapped. as Dr. Harrison Mitchell. representative
Into the Down Under. The posse of the Cham ber, and his apprentice,
pursues the raiders Down Under- Tom Glauser. He moves on to the
poss ibly facing Moorlock ambushes Doomsayer, Larry Rexing, who seems
nearly every step of the way. genuinely friendly to everyone, and
Baphometr The posse faces the ends with Simon.
Boise Horror at last. Simon is killed. He then begin s the meeting by
Loose Ends. )0 arri ves. She pledges speaking against the Combin e and
the Templars to the alliance. Simon Throckmorton's dictatorial tyranny. This
becomes a Martyr. theme is picked up and carried in turn
by each representative. Each ends by
stating hi s respective faction 's support
for the alliance.
guard sit. A pair of men in combat
armor w ith faceplated helmets and
plasma pi stols sit near the junkers. A AChallge of Heart
pair of Sky Pirates in matching Finally, Simon's turn to speak arrives.
uniforms with blue berets are He stands slowly, still fatigued from the
positioned behind Major Price. Another journey. He pauses for a moment, both to
Doomsayer, this one with severely rega in hi s composure and to survey the
room one last tim e, and then begins.
His speech starts with the by-now
expected anti-Combine tone. Simon
labels them one of the greatest threats
to humanity's future since the Last war.
Whoever Fights...
Then, unexpectedly, his words turn to
the end of the Last War and the decline
of humanity. He moves on to the rise of
road gangs and other petty warmongers the hope that there is more to life
and predators, warning that these differ than evil and suffering. He must
from the Combine only in scale. join us or Throckmorton may
very well rule us all."
"Does it make sense to slay the
serpent in its nest. yet ignore the
viper's eggs?" Negotiatiolls
If the posse heeds Ike's plea and
When his words draw confused looks talks to Simon, they have to catch up to
from the representatives, Simon explains him at the Hilton. He has already retired
that while he does stand against the to his room, nearly exhausted, but is
Combine, he will not compromise the willing to speak with the heroes. Ike
ideals of the Templars to do so. and other members of the Summit are
Ike interrupts him at this point to ask turned away, however.
what he means, by this. Simon is determined to oppose Ike's
Simon explains that Junkyard's willingness to treat with gangers and
practice of turning a blind eye to-and other scum. If the posse fought the
even protecting road gangs- is Combine ambush outside Junkyard, he
unacceptable and that it must stop in cites the failure of the Militia as proof
order for him to pledge the Templars to that Junkyard cares only about what's
the alliance. In his eyes, the road gangs best for Junkyard. He feels that by
differ from the Combine only in sanctioning Ike's pact, he would be
opportunity; with the might and betraying everything the Templars
armament of the Combine, none of stand for.
them would be any better. The heroes can try a number of
When Ike responds that the alliance approaches to sway Simon's opinion.
needs the support of the gangs, Simon One approach would be to broaden the
looks at him without emotion and scope of the alliance to more general
quotes Friedrich Nietzsche: goals than the mere defeat of the
Combine. Another possibility is to
"Whoever fights monsters bargain for concessions from Ike in
should see to it that in the process return for the Templars' assistance.
he does not become a monster. Whatever tack the heroes take,
And when you look into an abyss, Simon proves a difficult sell. The posse
the abyss also looks into you." spends the rest of the day and into the
evening convincing Simon to give the
With that, Simon turns and leaves the Summit another chance. Despite his
room. Biletnikoff, looking befuddled, resistance, Simon does eventually agree
hurries after him. Heroes who remain reluctantly if the heroes attempt to
see the conference erupt in confusion as sway him. Don't make it easy on the
the members try to agree on a course of players, their heroes should actually
action. Ike quickly approaches any posse make some real arguments to Simon,
members still in the room and asks not just say, "I want to make a
them to convince Simon to return. He persuasion roll."
says: Should the posse not talk to Simon,
Biletnikoff does. The librarian has a
"Without Simon, we may rally clearer view of the world than the
the might to oppose the Combine, Grand Master and realizes there are
but we'll never have the will. He is shades of gray rather than black and
a living symbol of Good to many white. Lacking posse intervention,
survivors. To them, he represents
Biletnikoff convinces Simon to continue one of the other hotel patrons happens
with the talks. along.
Once inside, they are faced with a

rhe Butler Did It classic locked-room murder mystery.

That night, after hours of debate, Sleuthia'


Simon collapses more than sleeps. The cleaning closet is in disarray;
Baphomet takes another opportunity to supplies, mops, and brooms are
claim a victim in Junkyard. scattered about the room. The janitor
Exactly when this occurs is up to lies face down on the floor in a pool of
you, Marshal. but we recommend his own blood. His face is open in a
sometime after the posse has settled in silent scream and hands are
for the night. outstretched and blood-soaked. Near his
This time, it strikes closer to home, right hand is another bloody cross,
choosing a member of the hotel staff, similar to that one found near Flowers'
an old janitor working the night shift. body.
The man, Harmon Roberts, was Other than the door through which
straightening a cleaning closet near the the posse entered the room, only a small
heroes' rooms. I' x 2' ventilation grate provides an
Unfortunately for Baphomet's plans, entrance. Searching for clues turns up
the man's health didn't prove up to the the following, provided the hero meets
torture. Roberts died of a heart attack or exceeds the listed target number:
before the monster could complete its Search: Fair (5). The janitor'S keys
evil act. are on a ring on his belt. One of them
Any hero who makes an Onerous (7) fits the outside lock on the door.
Cognition roll (or Incredible (11) if she's Tracking: Onerous (7). The thin layer
sleeping), hears the noise of what of dust in the ventilation shaft is
sounds like a short scuffle followed by undisturbed.
a heavy thump from a nearby room. Medicine: Fair (5). The man suffered
An investigation of the hall reveals a serious wound to his abdomen. That's
nothing at first- no noise, no open the source of the blood.
doors, etc. But, after a moment have all Medicine: Hard (9). The cause of
the posse members in the corridor death was a heart attack, not his
make a Cognition roll. The highest wounds.
rolling waster spots a small trickle of Medicine: Incredible (II). The
blood oozing out from under the abdominal wounds are similar to those
cleaning closet door. on both Moran and Flowers, but not as
severe.
Aloded Room
No one answers if a hero knocks It's the Fuzz!
(duh!), and a quick check reveals the The heroes got the jump on the Militia
door is locked. by sheer luck- bad luck in Roberts' case'
A waster can pick the lock on a Fair However, the commotion eventually
(5) Jockpickin ' roll. A more direct hero catches the attention of other residents
can force the door with a Hard (9) and within ten minutes of the posse's
Strength roll. Failing that, the posse can discovery, some of the Militia guards
simply remove the hinges (the door aSSigned to the Hilton arrive.
opens outward), but this takes about 5 Not willing to risk the verbal abuse
minutes, during which time at least suffered by their fellows the night before,
they quickly clear the area and allow no
one back into the area until Sergeant
Bartova arrives. This time she doesn't
have such a pat answer, and eyes the
heroes with some suspicion, but she
keeps her thoughts to herself.

~~:------------.'---~~--~
By this time she's aware they are
somehow involved in important
meetings taking place with the
government of the city. She's not about
to risk running afoul of Ike Taylor just
because she's got doubts about the
group.
She does question them and asks
them to "not leave town" until things
are sorted out. After alL they're her
only witnesses, she reminds them.

rhe Combine Stri~es


Eventually, the hotel settles down, but
not long before morning. The heroes no
sooner get back to bed than it's time for
them to start getting ready for the
second day of the Summit.
The Combine cell in Junkyard has also
been getting ready for the second day of
negotiations. Throckmorton by now is
a~~a'{'e 0{ }Ke's p}an lot' an anU-CotnlAine
coalition and realizes the threat that
such an alliance could pose. He's
determined to prevent it if possible, and
he has delegated that task to the
commander of the Junkyard cell, a
cyborg named Jonas Phelps.
Phelps is an old special operations
soldier, and a crafty fighter. If he wasn't, number of Militia uniforms, rifles, and
he'd have been rooted out of the city by other pieces of equipment.
Ike's Militia long ago. He's cooked up a Phelps issued out the small supply of
plan to get some of his heaviest guns to Militia gear to 20 of the mercenaries.
the conference chamber while the Then early in the morning, the Combine
meeting is in full swing. forces seizes a Militia troop truck-
leaving no witnesses, of course.

W~lves in Militia CI~thing


Under his command, Phelps has about Ri~t!
20 regular Black Hats, a heavy drone Next, he has Gregor Ilyanich mobilize
cyborg, and a couple of automatons the part of the Worker's Alliance to stage a
Combine managed to smuggle in protest outside the Town HalL
piecemeal over the past few months. masquerading as disgruntled Junkyard
He's also got a small force of non- employees. The protest begins shortly
chipped mercenaries (use the Black Hat after the representatives arrive and
profile without the booby-traps) working quickly turns ugly.
for him, and he uses these guns-for-hire Ilyanich, using well-placed agitators,
for undercover missions and sabotage managed to rustle up nearly 50
throughout the city. protestors not directly tied to the
About two years ago, Phelps' Worker's Alliance. He salted the group
detachment annihilated a Militia with a few of his own trusted men to
company near the Combine cell's base in ensure the protest escalates according to
Down Under. Nearly 100 Junkyard troops schedule and it does. Within less than a
were massacred in the ambush, and the half-hour of the representatives entering
Combine forces walked away with a the conference chamber, a Molotov
cocktail is thrown outside.
The Militia detachment assigned to the automaton lays down cover fire with
the Hall immediately calls for help, but its chaingun.
the ~ombine has severed phone lines to This furious assault quickly
the building. The drone cyborg, by this overwhelms the door guards, leaving
time stationed near the building, jams both dead or dying by the end of the
the broadcast with its own radio. second round.
However, within minutes, the disguised Simultaneously, the drone uses its
mercs arrive in the stolen truck as power ram to break through the floor
"reinforcements." over the conference room. This takes a
They deploy to the opposite side of round. As soon as the floor is shattered,
the building and tell the guards there the automaton with it begins firing tear
they've been sent to relieve the existing gas grenades into the room. Everyone in
force, so that it can redirect its efforts at the room is within the gas' area of effect
controlling the rioters. With jammed and must make Hard (9) Vigor rolls.
communications and mass confusion, On the third round, the drone and the
the guards agree, leaving one side of the automaton drop into the room and begin
building completely under Combine attacking. Unless heroes outside have
control. slowed down the second floor assault.
As soon as the area is clear, Phelps' the other automaton bursts through the
Black Hats, automatons, and drone move door on the same round. Everyone in the
in. Phelps remains in a nearby access room must roll Cognition against an
tunnel, and directs the attack via a Incredible (IJ) TN or be surprised.
secure-channel radio. The Black Hats remain in the hallway
on the second floor, to avoid getting in
the way of their cybernetic allies. Those
We Don't Heed Ho Stiniin' Doors! on the third floor then move to delay
The Combine force rapidly mounts a any Militia guards from reaching the
back stairwell (Phelps' infiltrators long second floor.
ago mapped out the building). A well-
placed bribe got the Combine cell the
exact location of the conference Profile: Combine Drone
chamber. Half the Black Hats and one of Corporeal: D:3dI2, N:2dlO, Q:3dIO, S:4d6
the automatons stops on the second (3dI2+4 with Samson), V:2d6
floor stairwell, while the rest ascend to Climbin' IdlO, fightin': chain sword 4dlO,
the third floor along with the drone and shootin': MG, rifle 5dI2, sneak IdIO
second automaton. Mental: C:2d8, K:3d6, M:1d6, Sm:3d6,
The Black Hats on the third floor use Sp:ld6
HI Blazer SMGs equipped with silencers Area knowledge: Down Under, junkyard
to quickly clear the floor for the drone 2d6, guts 2d6, overawe 3d6, search
and automaton. Once both groups are in 3d8, tinkerin' Id6
position, Phelps gives the signal to Edges: Rad-tolerant 3
attack. Hindrances: Intolerance -3, subjugated
-5
Pace: 10
Gunfire in the Chamber Size: 7
The second floor detachment moves Wind: 14 (Harrowed)
first. The automaton bursts through the Special Abilities:
stairway door and begins saturating the Cyber systems: A!' cyber eye (laser
area with mini-HE grenades. After a sight. thermal imaging), cyber skull,
round, the Black Hats armed with HI EMP hardening, heavy hard points
Damnation assault rifles rush in while (all locations), radio, Samson,
shocker, spirit capacitor, spirit fetter,
targeting computer
Manitou/Power: 6dlO/ 1O
Gear: Dreadnought armor, M-I20A2, 250
rounds of ammunition, chain sword
(STR+2d10), power ram

Description: The drone is a huge,
nearly robotic, Russian cyborg. Posses
unfamiliar with drones are likely to
mistake it for a new model of
Wh,ever Fights...
automaton. Its limbs are little more
than hydraulic lifts and its hands have
been replaced with heavy duty claws.
The M-120 chain gun sits atop its left The second set of cards go towards
shoulder, the power ram is attached to nullifying Rexing's assistant, Mitchell's
the left arm, and the chain sword is apprentice. The attackers deviate from
wielded in its right hand/ claw. It fires this sequence only if a Doomsayer or
its chain gun with no targeting syker hero poses a more immediate
penalty. threat.
When they recover, Ike, Raptor, and
the Sky Pirate guards overturn the table
RUllllillg the Battle and take cover behind it. The Chamber
Things look really bad for the good guards rush to Mitchell. one pulling him
guys at this point. The Militia guards are to safety while the other covers him.
little more than a speed bump to the The drone spends its drain running
heavy combat equipment Phelps has Samson (2), its cyber-eye 0), skull (I),
brought to bear. Ike never seriously targeting computer (I), armor (4), and
believed the Combine would attempt a chain gun (I). It doesn't overload a
direct assault against the Summit in the system unless necessary and then
heart of Junkyard, and his error is going draws the power from its spirit capacitor.
to cost him dearly. If engaged in close combat, it powers up
The gas in the room severely restricts shocker, pulling power from the
the defenders' effectiveness. Even if they capacitor or turning off the cyber-eye,
resist the respiratory effects of the tear targeting computer, and chain gun.
gas, it still obscures vision and imposes The automatons don't use grenades
a -4 on all shootin' rolls. The cyborg and inside the confines of the conference
automatons don't suffer this modifier room, relying on their chain guns
thanks to thermal imaging. instead.
Phelps has pre-designated the targets
for the attackers., based on his
assessment of the immediate threat AHero falls
they pose. Rexing receives the first After the first round of combat, only
attack, followed by Dr. Mitchell. Any other the heroes represent any real resistance
Doomsayers and sykers are also high to the attackers. Ike's faction takes an
priority targets. occasional potshot at the Combine, but
We know we've given you a whole are too under-gunned to make much of
passel of guns and gunmen to handle, a difference. The violence of the first
Marshal. but here's a couple of shortcuts. attack leaves Simon reeling and
You'll want to read this over a couple of Biletnikoff near unconscious on the
times before you run the encounter- floor.
there's a lot going on! Be prepared to run The heroes are the only thing
the scene fast and loose. between the Combine and victory!
Except for any heroes that succeed in We've already covered the plight of the
the Cognition roll to avoid surprise, heroes in the conference room. Those
everyone in the room is caught off-guard in the hall face a swarm of Black Hats
by the attack and loses the entire first trying to clear the escape route for the
round of combat. cybernetic assault team.
Assume the automatons and drone Allow the heroes to fight unaided for
use their first cards hosing down Rexing at least a couple of rounds. Then,
and Dr. Mitchell. You can roll for effect, if Simon draws on his deepest reserves,
you'd like, but both those men drop in rallies himself and attacks the nearest
the first round automatically. You've automaton-or the drone if somehow
probably noticed we didn't give you stats both automatons have been eliminated.
for them- now you know why!
number of heavy wounds and pass out
from Wind loss, If the second
automaton remains in the fight, the
blast blows it through the window or
into the hallway and out of action,
Simon drops in a bloody heap on the
floor, The drone, shaken, but not
destroyed picks up his body and falls
back into the hall. where the Black
Hats cover its retreat.
If Simon attacks the drone instead,
his attack fails to penetrate its armor
and he takes a severe jolt from its
shocker. The drone promptly snatches
him up and retreats as above,
If neither event fits with the course
of the battle, Marshal. be prepared to
improvise, Perhaps Simon charges the
forces in the hallway and takes a hail
of bullets, Or maybe he simply charges
off after the retreating survivors,
Regardless of how you accomplish it.
Simon should end up in the Combine's
hands at the end of the battle,

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. "

A little searching reveals the Biletnikoff rightly believes Baphomet


Combine forces have scuttled into the is vulnerable to the sword and wants
Down Below via a nearby access the posse to have it nearby should the
tunnel. Ike, though injured orders the need arise. He won't tell the heroes his
city sealed off and reinforces the guard suspicions about the demon and Simon
on the surviving Summit delegates. He though.
calls the posse to him and explains he'll
order a large scale mobilization of the
Militia to begin a systematic search of Bud Masters
Down Below, but this will take the If the posse did any legwork on the
better part of the day. Moorlocks, they probably heard about
He understands time is of the Buck Masters. He's their best bet for
essence in Simon's rescue, but he dares following the trail Down Under. He's
not send troops into the Down Below in also a great help in avoiding Moorlock
less than overwhelming numbers. He ambushes if they take him along.
explains the last time he sent a force of If asked, Buck agrees to guide the
any size into the underground, he lost posse as far as the entry to Sub-Level
nearly a hundred soldiers-and gained Two, if necessary-for a price. To be
nothing. exact, for $1000. Under no conditions
The posse should be chomping at the does he agree to enter Sub-Level Two.
bit at this point. Simon is in the hands That's a steep charter, but Buck's no fool.
of the Combine and )unkyard won't be A successful persuasion against an
able to mount a rescue mission for Onerous (7) TN lowers that fee by $50
hours and even then success is not for each success and raise, but only
guaranteed. It's time for the heroes to one such roll can be attempted. If the
earn their pay (Okay, so they're not posse asks, Ike agrees to pay the
getting paid. It's a figure of speech,) guide'S fee.
If that's not enough to motivate the
heroes to take matters into their own
hands, then Biletnikoff approaches Chasin' the C~mbine
them. He says he fears that in his Heading Down Below should be a
weakened and wounded condition, daunting proposition for the posse-
Simon may die within hours if he ,especially since Ike' reluct~nt to send
even a hundred men down there! But.
hey-that's why we call posses "heroes!"
Profile: Moorlod
Down Below is a cross between a Corporeal: D:3d6, N:3d6, Q:2d8, S:3d8,
massive subway system, an abandoned V:3d8
underground mall, and a steam tunnel Climbin' 3d6, dodge 3d6, fightin': brawlin',
network. Corridors large enough to drive knife 3d6, shoot in': crossbow, pistol
down are crossed by access crawlways. 2d6, sneak 4d6
In a few areas, flickering 40-watt bulbs Mental: C:3d8, K:2d6, M:2d6, Sm:3d6,
provide limited illumination, while in Sp:2d8
others, raw sewage covers the floor. Area knowledge: Down Below 3d6,
Strange graffiti marking Moorlock scroungin' 4d6, survival: urban 4d6,
territory adorns the walls. trackin' 3d8
Assuming the posse enters at the Edges: Thick -skinned 3
same place the Combine troops did, Hindrances: Bloodthirsty -3
tracking them isn't difficult. A large Pace: 6
group of soldiers and a couple of Size: 6
walking tanks leave a pretty obvious Wind: 16
trail when they're in a hurry! Special Abilities:
A Fair (S) trackin' roll each hour Weakness: Light. Exposing Moorlocks
keeps the heroes on their trail. The trip to bright lights imposes a -2
through Sub-Level One takes two hours. modifier to all their Aptitude rolls.
If Masters is with the posse, he Gear: Ragged clothes, large knife
automatically makes the trackin' rolls. (STR+ld6), police pistol or crossbow, 10
Once on Sub-Level Two, the posse rounds of ammunition or bolts
must make another Fair (S) trackin' roll Description: Moorlocks are extremely
or lose the trail. A little less than an pale humans with wide eyes. They
hour passes before the heroes encounter wear ragged, ill-fitting clothing. Many
the Combine base. have large, oozing sores due to
Tracking the Combine isn't their only vitamin deficiencies caused by their
worry, though; they've also got to dodge cannibalistic diets.
Moorlocks. If the posse doesn't have
Masters along, they run into a Moorlock
ambush every hour they're on Su b-
Level One and again about IS minutes
Baphomet!
after they enter the lower level. With At the end of nearly three hours
him, they only encounter the last. wandering the dank tunnels, the posse
reaches the edge of the Combine's
hideout. The Black Hats chose their
Moorlod Ambush headquarters well; it's one of the drier
At each ambush, have the heroes roll spots in the area and dim incandescent
for surprise against an Incredible (II) TN bulbs are strung along the ceiling.
unless they're taking extraordinary As the posse enters the edge of the
precautions. The Moorlocks drop from Combine's territory, the lead hero
pipes, scurry out of small feeder holes, detects (no roll necessary) two fortified
or even rise from the mud to attack guard posts hidden in the shadows.
them. There are three Moorlocks, plus However, it appears there are no guards
one for each posse member. at the post.
The Moorlocks retreat when half their A quick search of the posts reveals
number are killed or incapacitated. Hey, there are guards, just no living ones.
parts is parts for these guys-relatives or Each post holds the corpse of a single
not! Black Hat. his head opened like a burst
watermelon by the detonation of his
chip implant!
At this point. all heroes who make a
Fair (S) Cognition roll hear the faint
sounds of horrible screams from down
the passage behind the guardposts.

rhe Remains of the Combine
Following the passage leads the
posse to the Combine's primary
• Whferer Fights. . ..
marshaling point. a large underground
chamber nearly 100' long. Now it's a
horrific slaughterhouse.
Black Hats lie with their heads burst rhe Demon You Know
open from chip explosions. Unchipped In the center of all the carnage lies
mercenaries are literally pulled to the battered body of Simon. His face is
pieces and strewn about the chamber. contorted in an unholy smile and his
A bloody automaton with gore dangling own eyes have the same green
from virtually ever appendage stands radiance seen on the victims. When he
inert along one wall. while the drone realizes the posse is in the chamber, he
cyborg struggles to tear its own head turns his distorted face to them and
off. Here and there, a particularly hardy says:
mercenary continues to disembowel
himself. his eyes glowing a putrid ';4. h, more playthings. / have
green. hidden too long in this mortal
Phelps, his one natural eye radiating she//. I'd forgotten how good it
sickly green, stands in a corner was to exercise my full power."
gyrating rapidly as his systems are
simultaneously overloaded. Moments The thing rises and begins to grow
after the posse's entrance, his into a 7' tall amalgamation of man and
vibrations reach a fever pitch and he demon. Suddenly, the features revert
explodes in a disgusting mix of circuitry briefly to those of Simon. His face is
and flesh. drawn with pain and the effort of
Witnessing this scene requires the fighting Baphomet's control. He gasps:
heroes to make an Incredible (11) guts
check, by the way. "/'ve been played for a fool for
years. / can see now the monster
has been hiding in my body and
ravaging the innocent. Now, it
wants to make a mockery of
everything I've stood fOr.
My-anger let the beast into my roll at the beginning of each round.
soul. I can't undo what has been Baphomet can control one victim in
dope, but I can do one thing. this fashion at a time in combat,
I will hold the monster here but can make this attack in
with me. When it dies this time, it addition to its normal actions.
dies for good. Now- it falls to you Anyone wielding Simon's sword
to end this once and for all!" gets a +5 bonus to resist this.
Regeneration: Baphomet
The demon reasserts control and automatically heals 1 wound level
Simon's features are dissolved into its per hit location on each of its
monstrous visage. Then, realizing actions, or once a round if rendered
Simon's trap, it howls in rage. The unconscious.
monster seeks to escape to the surface Space Distortion: All ranged attacks
and fights only to break free of the against the demon receive a -5
heroes at this point. It's lived for penalty.
centuries and has no desire to die before Weakness: Simon's Sword. Simon's
it has destroyed the Templars' name. sword is the only weapon that can
destroy the monster. Otherwise, it
merely continues to regenerate.
Prl)file: Baphl)met Description: The monster resembles
corporeal: D:ldS, N:3dI2, Q:5dI2, S:5dI2+4, the standard T-talL horned, cloven-
V:3dI2+4 hooved monstrosity normally
Dodge 3dl2, fightin': brawlin 6d12, sneak associated with demonic entities.
4d12, throwin': balanced, unbalanced However, some of Simon's features are
3dl2 still evident in its face. Occasionally
Mental: C:2dS, K:3dlO, M:5d12+2, Sm:2d12, these become more prominent as the
Sp:3dI2+4 Grand Master struggles for control.
Academia: occult 6d10, guts 5d12+4,
overawe 7d12+2
Pace: 17
Size: 7
loose ~l1ds
Wind: NA Once the posse defeats the demon,
Terror: 11 the body drops to the ground and reverts
Special Abilities: to Simon's form. For a moment, life
Armor: 3, plus light armor -5 returns to his eyes and he looks up at
Celerity: Draws an additional action the surviving posse members. His last
card each turn. words are "Thank you."
Damage: Claws x 2 (STR+2dS) The Combine gear in the chamber is
Magic Resistant: The demon either already destroyed or booby-
receives a +5 bonus to resist any trapped. However, there is a sizeable
magical (including syker and cache of weapons and gear taken from
Doomsayer) based attack. In Militia patrols over the years, although
addition it reduces any damage Ike "requisitions" it on the posse's return.
done by such an attack by 5 points And, if you feel they had too easy a
in addition to its normal armor. time of it. there are always Moorlock
Possession: If Baphomet wins an ambushes on the way out, Marshal.
opposed contest of Spirit with a
victim with at least one raise, it
gains complete control of the victim. The legend I)f Siml)n
The victim can break the The posse emerges battered and
possession by winning another carrying Simon's corpse. Biletnikoff
Spirit test. but can only attempt the meets them when they emerge and,
unless the posse blurts out what
actually happened, hurries them out of
the public eye for a "Templar ceremony."
Once in private, he impresses the
importance that Simon's name not be
t~ nished for the good of the Order. He
also explains he long feared Simon
might be somehow tied to the murders,
but didn't know how to proceed.
He suggests the group paint Simon as
a martyr who died in the defeat of the
Boise Horror and the Combine forces-
not a total untruth. Even if the posse
refuses, he records this as fact in his
journal and it is quickly disseminated
throughout the librarian network,
causing folks to doubt tales to the
contrary.

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
1999 Pinnacle Entertainment Group, Inc All Rights Reserved.

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