99 The tribe remains on its own but is prepared to fight when the need arises. They also can do something no other group can: infiltrate a Xiticix Hive. Deathbringer Warriors wear Xiticix exoskeletons as armor, including a skull for a helmet. The necromancers found a way to remove the glands of the Xiticix and extract the identifying scents. This paired with the unique armor allows warriors to gain access to the more vulnerable areas of a Xiticix Hive. The tribe does not hesitate to fight alongside those who fight against the Xiticix. However, the presence of necromancers makes many uneasy. For now, Lazlo and others trust the necromancers, but not without reservation. Quiwan Li is secretive, but his ambitious lieutenant Brok Magnil raises the greatest concern. He hungers to build his own empire one day. THE TOMORROW LEGION AND THE XITICIX Castle Refuge sits a thousand miles away from the nearest Xiticix Hive, directly through the heart of Coalition territory. The Legion is aware of the threat posed by the Xiticix, but at this time they are not able to take a direct stand against this alien menace. The best they can do is help to unite the factions willing and able to fight the spread of this existential threat— even approaching the Coalition. They may find success with a united force, one already begun with Lazlo and the PsiStalker tribes, and then take to the field. There are some perils too great to ignore, and the Xiticix threat is one of them. Besides acting as peacemakers to bridge the enmity between the powers capable of warring against the Xiticix, the Tomorrow Legion can search for new weapons to defeat them. Perhaps a ritual exists capable of transporting the Xiticix to an uninhabited world, or some Pre-Cataclysmic bio-weapon from the Golden Age of Man targeting only these alien beings exists. In any case, the Tomorrow Legion’s role in the battle against the Xiticix can be as ambassadors and researchers, not merely warriors. ENCOUNTERS IN THE HIVELANDS To generate encounters in the Hivelands, use the new Hivelands Encounters table on page 98 in conjunction with the Game Master’s Handbook. SAVAGE TALE: STIRRING THE HIVE While exploring in the north, the Tomorrow Legion learns refugees from Tolkeen—especially D-Bees—are moving into the area to settle. The lands show promise, as many people already live out here. However, a greater menace seems ready to move into the same territory. The Xiticix Hive in Fargo verges on expansion, and any such expansion will move south and west, right into the areas the refugees plan on settling. Westward Ho This part of North Dakota may seem bleak, but small wooded areas and grassland fill the horizon. While traveling through, the Tomorrow Legion receives word about a group of Tolkeen refugees heading north. Their path puts them in close proximity to Xiticix Hives. The team heads north to save the refugees. There are no roads to follow, only animal trails. Finding the missing group is not easy. The team must pick up on the trail and follow it. This undertaking requires a Michael Logan (Order #41085069)
100 successful Survival roll at −2 (or Notice at an additional −2). If the team fails, a patrol of aggressive Xiticix Warriors finds the Legionnaires first and initiates combat immediately. If successful, the Legionnaires find the refugee caravan at dusk, drawn up into a wagon circle. They set a few very small fires, only noticeable once the team draws near. Most of the vehicles are make-shift wagons, their horses resting just inside the circle. The refugees also have a few scavenged hover vehicles, all in very bad shape with no weapons. The weary group startles easily. Their nervous guards train their guns on the heroes while everyone else tries to hide. The guards make the team keep their distance while asking questions. A Fennodi, Nercé Sints, approaches the group. She continues the questioning but does so in a calm and friendly manner. She asks about the Tomorrow Legion and the team’s mission. She provides only the most cursory information about the refugees. The settlers want to find a fertile spot along one of the nearby rivers where they can establish farms. They tried further south, but others had already settled the good spots. They wanted to go west but changed their mind when they heard about the demons. Sints now leads them north, and she does not heed advice to head back. The heroes must persuade her and the other settlers of the danger in a Social Conflict. E Nercé Sints: As a Civilian with the Fennodi racial abilities (see Savage Foes of North America). Civilians (40): See Savage Foes of North America. Wilderness Scouts (4): See Savage Foes of North America. Horses and Wagons (10): As Carriages (see Vehicles in Savage Worlds). Speedster Hovercycles (5): See The Tomorrow Legion Player’s Guide. Bugs to Spare In the morning, the refugees set out early. If the team persuaded the refugees, then the large group starts moving to safer lands. If not, the refugees resume their course with or without the team. The hover vehicles flank the wagons. Few Michael Logan (Order #41085069)
101 passengers ride in the wagons, instead, most walk between the wagons and other vehicles. They do not travel long before the Xiticix attack. If the Legionnaires chose to travel with the caravan, anyone with Danger Sense can make an opposed Notice roll versus the hidden Xiticix Hunters’ Stealth. If the Legionnaires do not go with the group, they soon hear gunshots and the screams of horses. They can attempt to sneak up on the attack—the heroes’ Stealth versus the Xiticix Hunters’ Notice. Sneaking up on the attack gives the Xiticix more time to kill the refugees though. This group of Xiticix is not large; however, they are highly organized. The Hunters remain at a distance, providing cover for the Warriors. If the team goes to save the caravan, the Hunters use their rifles to snipe at the team. Otherwise, they only shoot at those who directly attack them. The Warriors swarm the back of the caravan, going straight for those walking. The refugees duck beneath moving wagons or up the line as the Warriors follow them. Once attacked, the Hunters attempt to flee—but not before marking someone with their scent. No one can smell the scent except those with heightened senses of smell, like Dog Boys. If the Legionnaires did not convince the refugees of the Xiticix danger before, they believe it now. They happily change their course. The team may decide to guard the refugees as they head back south, or they may choose to hunt down the remaining Xiticix. Xiticix Warriors (1 per hero): See Savage Foes of North America. Xiticix Hunters (1 per 2 heroes): See Savage Foes of North America. Getting Eaten Alive If the Legionnaires go with the caravan, the Xiticix pursue them immediately. Use the Chase rules, starting the Xiticix on Chase Card 1 and the caravan on card 4. Since the Xiticix are flying, the Range Increment is 25. The refugees act as one unit. The Legionnaires can act as a group or separately. For the Xiticix, use stats for the Xiticix Super Warrior on page 189. The Xiticix do not give up their pursuit, and if they catch up to the caravan's Chase Card, the chase ends and a combat ensues at once. If the Legionnaires and the refugees manage to evade the Xiticix for four rounds, they identify a spot to set an ambush. If the team decides to hunt the Xiticix, then they must first find the bugs, but the bugs are hunting them too. This is an opposed Survival roll versus the Xiticix Hunters, but the Hunters get a +4 to their roll (due to the scent). Whoever finds the other first can attempt an ambush (see Surprise in Savage Worlds). If the Legionnaires sneak up on the Xiticix, the Xiticix Hunters get a +2 to their Notice (due to the scent). When the battle finally comes, the Xiticix attempt to swarm the heroes. If the team has time to arrange the attack, they can place the refugees out of harm’s way. If not, the refugees are caught in the middle. Warriors make direct attacks, along with Leapers who attempt to Pounce. The Workers encircle the camp, and attempt to push anyone escaping back into the center (see Push in Savage Worlds). The Diggers attempt to pin anyone trying to escape. After two rounds of combat, the team is shot at by hidden Hunters. Anyone who successfully beats a Hunter in an opposed Stealth versus Notice roll can find it and attack. They Hunters stay at a distance and do not directly engage. Once the Warriors are defeated, the remaining Michael Logan (Order #41085069)
102 Hunters attack the team as Super-Warrior reinforcements arrive. If they survive the battle, Sint and the refugees are immensely grateful to the Tomorrow Legion. They ask the Legionnaires to help them find a safe place to settle and promise to spread the word of the Legion's heroism to all they meet. For their part, the heroes have learned first hand the danger posed by the Xiticix menace, and have gained an insight into how hard this new foe will be to eradicate. That wisdom must be shared with their superiors at Castle Refuge as soon as possible Xiticix Warriors (1 per hero): See Savage Foes of North America. Xiticix Leapers (1 per 2 heroes): See page 185. Xiticix Diggers (1 per 2 heroes): See page 184. Xiticix Workers (1 per hero): See page 183. Xiticix Hunters (1 per 2 heroes): See Savage Foes of North America. Xiticix Super-Warriors (1 per 2 heroes): See page 189. Michael Logan (Order #41085069)
103 CHAPTER SEVEN T he tsunamis and earthquakes created by the raising of Atlantis smashed the eastern seaboard of North America, dooming hundreds of millions of lives in mere minutes. Southern Florida practically washed away as rising sea levels turned the southern states into a massive swamp. The sea and buckling earth swallowed the metroplexes of the central and northern Atlantic states. Much of humanity’s Golden Age simply ceased to exist. Exposure to the energies of the Rifts and radiation from devastated nuclear facilities damaged the DNA of the few survivors, causing weird mutations in the populace. Forced to survive in the ruins of their once-mighty civilization, the mutants turned to barbarism as the new Dark Ages descended. Even as most of the rest of the North American continent finds itself recovering—developing a new postpost-apocalyptic society from the ruins of what came before—the Mutant Lands of Dinosaur Swamp and Madhaven still struggle in the throes of brutish tribalism and savagery. MADHAVEN The great center of commerce and technology fell. Earthquakes and tidal waves decimated Manhattan. The earth buckled, forcing Manhattan and neighboring Long Island up. When the upheaval was over, the islands sat 500 feet higher with a connecting land bridge. The change drained the Harlem River, turning it into a plain. After the dust settled, a new landscape appeared, and vegetation overtook the ruins. The natural magical energies once flowing through Manhattan turned on it. Old stories attributed supernatural disturbances to the unknown Harlem Nexus. The Rifts released this magical energy, bringing back the dead as ghosts and mutating the few left alive. Today, the lands resemble great ranges of mountains and caverns made of stone, concrete, and steel. Caves and tunnels— inhabited by the Haven Mutants—dive deep in the earth. Some believe the ruins hide treasures, but no one finds anything THE MUTANT LANDS Michael Logan (Order #41085069)
104 beyond souvenirs in the rubble of Times Square and an occasional artifact in Flushing Meadows. Little remains of the old city, as each borough fell to the forces of the Rifts. The powerful Financial District resembles a jungle. Brooklyn’s ghosts act like sports fans of old, and the mutants use the fields for physical contests. The Haven Mutants gathered the few remains of the Statue of Liberty and built an idol, the Mighty Lady. Madhaven is a dark shadow of its former self. Most residents of Manhattan died during the Great Cataclysm. Other Entities drawn to the released magical energy joined the native ghosts and haunt the ruins. Visitors cannot escape its dread and sorrow. For psychics, the horror immediately permeates and affects them. No one leaves Madhaven unscarred. The lingering psychic trauma and presence of Entities in Madhaven suffuses the area with an everpresent, unsettling sense of dread. This “Creeping Madness” imposes a cumulative −1 penalty on Fear checks for every 24 hours spent within Madhaven’s borders, up to a maximum of −6. The Creeping Madness does not extend to the Garden, and just 12 hours within its bounds resets a hero’s Fear check penalty to 0. The Arcane Resistance Edge counters the Creeping Madness’s influence. CREEPING MADNESS Michael Logan (Order #41085069)
105 Haven Mutants Those few humans surviving the fall of Manhattan changed. Alien energies, radioactivity, and pollution combined with magical energy transformed humans in a single generation. This warped their appearance, leaving them more monster than human. They developed more helpful mutations, such as different forms of psychic immunity. They embrace it all, including their monstrosity. The transformation helped the mutants endure through the Dark Ages with its alien invasions and centuries of turmoil. The mutants are fiercely territorial, with little interest in living anywhere else. Of course, they do not trust outsiders, especially the D-Bees, demons, and monsters who arrived in Madhaven’s earliest days. Their distaste for others is well-founded. Most outsiders come to destroy or capture the mutants, while pillaging Madhaven. Those showing the mutants respect visit safely though. The Haven Mutants thrive, gathering into clans ranging from 100 – 600 mutants. Shamans—the most magically powerful and intelligent mutants—concocted a cult around the goddess Isis, who resembles the rebuilt Lady Liberty. Their rich oral history helps keep the faith alive. Time and isolation allowed mutants to create their own society. During the Dark Ages, they built tunnels and underground lairs as refuges. Today, they fight the horrors of Madhaven, so all mutants become warriors at the age of 13. The Shamans enjoy uncontested leadership and exist as a new aristocracy, but the people vote on the rest of the leadership (from a selection chosen by the Shamans). Mutants belong to one of eight racial groups. They live in clans and remain loyal to the clan more than anything else. All believe in their superiority over the rest of humanity, considering themselves Beast Men resemble bipedal gorillas. As the most intelligent of the mutant races, it is no wonder technology intrigues them. Dyno-Men on the other hand reject both technology and magic— they destroyed civilization. The mutants hark back to an earlier time, as they look more like theropod dinosaurs and live on land and in the water. Leopard Men are militants who show no mercy, either killing or enslaving non-mutants. They resemble their human ancestors, except for leopard spots and a mane. Mantis Men are tall and thin with elongated appendages. They are generally peaceful, embracing philosophy and psychology. Perhaps as a result, they want nothing to do with humans. Metal Morphs begin life with fragile, weak bodies which they strengthen by grafting metal and other materials to them. They distrust technology and science, blaming reckless use of the two for the different mutant races. Pseudo Men look almost human but for the physical abnormalities related to their powers. They range from angelic in appearance to the grotesque mutants depicted in 20th and 21st century science fiction. Quill Men have faces akin to rats with spikes instead of hair. They are quick and precocious. Savage Lummox are large and brutish with little intelligence. They see themselves as protectors of all Haven Mutants. MUTANT RACES Michael Logan (Order #41085069)
106 the next evolution of Man. This unites them as a greater family, so disputes among clans do not develop much beyond minor fights. The Knights of the Order of the White Rose A wild paradise hides in the ruins of Manhattan—Central Park, now known as the Garden. The wild overtook the lands, and today, a forest spreads out from the former haven. The Knights of the White Rose reside here. Many stories about the Knights of the White Rose abound, and most are true. These former Mystic Knights forsook their brethren long ago, when their troop moved to destroy the village of Bloom and steal the alien White Rose plant. A few of the Knights—led by Sir Colt and Sir Rolden Stonefist—spoke out against the needlessly wanton act. A fight ensued, devastating the Mystic Knights. The surviving rebels and villagers fled the battlefield with a handful of White Roses. Led by Sir Colt, they sought a place to hide beyond the reach of their enemies. A Rift sucked the party in, transporting them to Madhaven. Before they found sanctuary, many of the refugees and Knights died or fell victim to Madhaven’s overwhelming madness-inducing effect. By the end, they discovered a forest lay at the center of Madhaven’s aura of terror. In the Garden they found the peace and safety they sought. The new inhabitants of the forest planted the alien White Roses, from which the order takes its name. They built a kingdom protected by a magical ward centered around Cleopatra’s Needle. From the outside, it appears to be a burned-out crater. Anchoring teleportation magic to the Egyptian obelisk, the Knights of the White Rose venture out to find allies and fight their evil counterparts. Though the Mystic Knights mercilessly hunt the Knights of the White Rose, the Order still works to reform their comrades, as well as protect the innocent and defeat injustice throughout the Magic Zone. DINOSAUR SWAMP Stretching south from what was once North Carolina to the flooded ruins of Florida, Dinosaur Swamp boasts a diverse array of environments—from hardwood forests in the Appalachian foothills of the north, to the marshlands of the piedmont, to the sandy marshes and River of Grass in the south. Dinosaurs ripped from Earth’s past and alien beasts from the Rifts dominate this wilderness, supplanting the native wildlife and turning the landscape into a death trap for humans and D-Bees alike. A vast network of ley lines destabilizes the Appalachians, causing unpredictable dimensional shifting. Travelers trying to reach Dinosaur Swamp from the easilytraveled routes beyond the Appalachians often find themselves cast into another world by ley line storms and lost forever. Approaching through the Magic Zone and Dark Wood (see Rifts® North America: Arcana and Mysticism) offers its own challenges but diminishes the chance of suddenly being transported to a world with a methane atmosphere. While explorers from the Coalition States and Magic Zone—and D-Bee tribes deposited by the Rifts—struggle to establish new outposts of civilization in Dinosaur Swamp, the primary sapient inhabitants are mutated humans. Less thoroughly warped by the energies released by the Coming of the Rifts than the Haven Mutants, these barbarians Michael Logan (Order #41085069)
107 suffer from largely cosmetic mutations: bestial facial features, fur or scales, snail-like eyestalks, tails, unusual skin colors, and the like. They take less pride in their uniqueness than the Haven Mutants, feeling separated from their pre-Rifts heritage. The barbarians live by hunting, gathering, and raiding each other (and outsiders) for food, slaves, and supplies. They hunt the dinosaurs, eating their meat and making tools and weapons of their claws and teeth. The barbarians also harvest the SteelTree forest of the Carolinas, crafting tools and arms from its leaves, bark, and wood. Tribes too distant from the SteelTrees trade with other tribes for the precious Mega Damage weapons, or else steal them in raids. A few clans began finally practicing agriculture in the last few generations. Risking their lives between hostile barbarians and deadly dinosaurs, artifact hunters have stripped rare treasures from the tumbled cities of Dinosaur Swamp. Such valuable prizes are not as plentiful here as in Madhaven, but the pay makes the risk worthwhile. Those seeking military secrets find less to discover in this region: the great cities of the south were centers of civilian manufacturing and media production. The most worldchanging (and valuable) technological secrets lie sunken amid the barrier islands off the coast of Florida, where the aerospace industry of the Golden Age rests beneath the waves. Inhabitants of Dinosaur Swamp Despite the multitude of natural dangers lurking in and around Dinosaur Swamp, many humans and D-Bees call it home. Char is the most developed city in the area, but many other communities exist throughout the region's enormous primeval swamps. BARBARIAN TRIBES Many of the inhabitants of Dinosaur Swamp belong to a Barbarian tribe. Most members of a tribe are of a single race, born and raised within the group. Other tribes allow people to join and accept anyone of any race or background. Over the years, tribes rise and grow, or dwindle and become extinct. Small scattered tribes live throughout the area, but the three most powerful ones reside in the Old Carolinas. Wolf Runners, the most primitive of the tribes, worship a half-man and half-wolf totem. Each family is a den with a leader, and each den belongs to the greater pack. They are nomadic but gather in established meeting points. Their animalistic nature makes it difficult for them to understand modern weapons, but they are experts with the simple weapons they use—including those made from SteelTree and dinosaur claws. The Rams live in a village off the shores of a large lake. They have a commune system where everyone fulfills a role. They dedicate themselves to the exploration of the mind and body, encourage psionic abilities, and excel as artisans. Despite their more intellectual nature, they do train fierce warriors and tend to raid smaller tribes for goods. The Devil Horde exemplifies the worst in Barbarians. They are nomadic raiders, fighting, pillaging, and destroying their way through the swamps. They also include necromancers and shifters who aid in the tribe’s campaigns. HOMESTEADERS Refugees from Tolkeen and similar situations now make their homes in the wilderness of Dinosaur Swamp. They gather in small communities to live a life free from the Coalition States. Family groups are the backbone of the homesteader communities, and most Michael Logan (Order #41085069)
108 farm. The wilds do provide some land for ranching, but hunting, trapping, and fishing are more common. The larger communities also attract those who provide services to their neighbors. PSI-STALKERS Psi-Stalkers make their home in some of the most dangerous places in North America, including the coastal regions of Dinosaur Swamp. The wild brings out primal instinct in Psi-Stalkers, even those connected to the CS—many abandon their posts to join their wild brethren. Here, they forge strong bonds with the many animals, except for their primary enemy, predatory dinosaurs. The Old Carolinas With their political borders long forgotten, the Carolinas are regarded now as one region. The Appalachian Mountains in the northwest descend into forested foothills, flat piedmont, and finally marshlands covering the eastern half of the Carolinas. The southwestern portion of the Carolinas—roughly three-quarters of old South Carolina—lies covered by the Ironwood Forest, where the alien SteelTree grows. CHAR AND THE IRONWOOD FOREST A dimensional shift evidently transplanted the metallic-gray SteelTree to Rifts Earth where it now grows exclusively in the southwestern Carolinas. While resistant to conventional axes, the trees are vulnerable to magical fire and plasma. The barbarian tribes rely on deadfall and leaves to make their arms and armor, but some explorers newly come to the region experiment with using plasma torches to harvest entire trees. These loggers work out of Char, a city built on the ruins of Charlotte, North Carolina. Standing on the northern border of the Ironwood Forest, the outer suburbs of the city remain overrun with SteelTrees and monsters. The inner hub offers shelter from monsters, but its anarchic nature presents its own dangers. City rat gangs compete for power, with open violence disallowed only in the central square of Trade Street. The Wayside Inn keeps Headhunter mercenaries on staff to protect the rooms and barbershop, but the Night’s Rest Inn, a shadowy flophouse, hosts all sorts of criminal activity. Chamberland’s Arms and Armor offers salvaged equipment, while Viggo’s Firearms offers the finest custom-built conventional weapons in North America. Beneath the patchwork canvas roof of Roma’s, the cyclopean hostess offers the best food and drink in Dinosaur Swamp. Georgia The Horror Forest covers most of Georgia. A mix of gangly pines in the west and scrublands in the east, the Horror Forest takes its name both from the territorial carnivores hunting and warring in the woods and the ruined cities haunted by Entities. The sandy marshes covering the southeastern corner of the state blend in to the swamps of Florida. ATLANTA Though not the concrete jungle of Madhaven, the former delta hub still boasts some remnants of civilization, with the ruins of an athletic field, bottling plant, and airport still standing. Most of the barbarians and D-Bees calling Atlanta home lurk in the MARTA Tunnels underneath the city. Specifically, the Rat Men control the northern tunnels. Smoothed out to accommodate hover trains in the years before the Coming of the Rifts, the tunnels offer dangerous shelter. Rain turns many of the tunnels into free-flowing sluices, sweeping along debris and drowning the unwary. Michael Logan (Order #41085069)
109 Human barbarians and D-Bees compete for resources in the city, but a group of renegade True Atlanteans also calls Atlanta home. Hunted by Sunaj assassins (see Savage Foes of North America), the Eleytherians (“freedom fighters” in Atlantean) may prove helpful allies if or when the Tomorrow Legion dares to challenge the might of the Splugorth. FORT HAWKINS Rifts frequently open in the ley line network surrounding the Ocmulgee Mounds in the center of Georgia. Decades ago, a pair of wizened elf Wilderness Scouts named Pennent and Gran decided to watch over the Rifts and set up camp in the ruins of Fort Hawkins. Reminiscent of Castle Refuge, Fort Hawkins stands on the ruins of a true archaeological site but was rebuilt in concrete and stone to last through the ages. The elves run a school for Wilderness Scouts, accepting barter and service in return for the benefit of centuries of experience. Florida Much of Florida now lies below sea level; everything south of Tampa Bay sits beneath the waves, with the shoreline receded many miles inland. Forest covers the panhandle, while the central portion escaping the floodwaters became a lush, tropical swamp. Sandy barrier islands shelter the east coast from hurricanes, while the drowned southern half of the state is now the Sea of Grass. The epicenter of Dinosaur Swamp sits in Florida, as well as the most tempting treasures. Unfortunately, the Splugorth and their pirate allies hunt the peninsula for dinosaurs for the arenas of Atlantis— and slaves when they can find them. Michael Logan (Order #41085069)
110 THE TIME HOLES While Rifts throughout North America occasionally spit forth dinosaurs, forces emanating from Florida tune Rifts in Dinosaur Swamp especially to Earth’s Mesozoic Era. This results from the Time Holes, an experiment by the pre-Rifts KLS Aerospace Corporation to create an orbital gateway system, allowing space vessels to be teleported out of Earth’s atmosphere. The experiment went haywire during a ley line storm shortly after the Great Cataclysm, and the Time Holes are still open to this day. Every 27 days, the Time Holes open for a 10-day stretch. Most of the Rifts connect to the Mesozoic Era, but others open onto alien worlds, allowing more dinosaurs and even stranger monsters to cross to RiftsEarth. The area surrounding the KLS facility is now a charnel ground where terrifying predators wait to pounce upon new arrivals to the world. JUNGLE CASTLE The towers of a ruined castle rise above the swamps of central Florida, the most visible remnant of a vast entertainment complex once offering magic and delight to young and old. Ghostly hardlight holograms of anthropomorphic beasts, princesses, star warriors, and superheroes drift among the surface ruins, but dangerous elementals haunt the service tunnels underneath this “Jungle Castle.” THE BARRIER ISLANDS Out on the sandy flats of the barrier islands—guarded by a lagoon full of dinosaurs, sea reptiles, and other predators—sit the ruins of “the Cape”— the fabled home of the American Empire’s spaceflight program. As much danger as the lagoon predators offer, the ruins themselves offer more. Many lay half-filled with water poisoned by toxic chemicals and radiation, while others feature still-functioning ancient automated defense mechanisms. This does not stop would-be salvage crews from exploring the islands. Coalition States scouts, and others yearn to discover the secrets hiding among the blockhouses, gantries, launch pads, missile silos, and runways still enduring through the ages. THE TOMORROW LEGION IN THE MUTANT LANDS The Mutant Lands teem with danger. Ghosts and monsters lurk beneath the canopy of Madhaven, so too does the threat of madness. Dinosaur Swamp offers the temptation of secrets recovered, while promising danger at every turn Madhaven's inhabitants are not simply evil. Though the Haven Mutants do not trust outsiders, the Tomorrow Legion can gain access. If the Tomorrow Legion accepts the mutants’ claim to Madhaven and treats the people with respect, they can gain safe passage there. Of course, not all clans are friendly. The Tomorrow Legion has a standing alliance with the Knights of the Order of White Rose. They fight alongside each other against evils found in the Magic Zone. The Knights can find safety in the walls of Castle Refuge. The Order returns the favor to those unlucky, wayward Legionnaires who find themselves lost in Madhaven. However, any heroes welcomed into the safety of the Garden must promise to keep the paradise secret. No such alliance yet exists with the tribes and explorers of Dinosaur Swamp. In fact, the Coalition currently makes more headway there, sending spies into Char and exploration teams to the Michael Logan (Order #41085069)
111 Florida barrier islands. While the elf Wilderness Scouts of Fort Hawkins seem natural allies to the Tomorrow Legion, no overtures have yet been made. There is a great opportunity for Legionnaires to win hearts and minds in Dinosaur Swamp. ENCOUNTERS IN THE MUTANT LANDS To generate encounters in Dinosaur Swamp and Madhaven, use the new Mutant Lands Encounters table (below) in conjunction with the Game Master’s Handbook. SAVAGE TALE: THE COLLECTOR Horror stories about Madhaven normally keep people from venturing too deep, but the heroes must pursue a group of slavers and their captives fleeing through Madhaven to reach the Splugorth outpost on the far side of the island. Unfortunately, the stories are true; those who enter may not leave. The Tomorrow Legion must rescue the slaves before the ghosts of Manhattan kill them or make them go mad. MUTANT LANDS ENCOUNTERS D20 RESULT 1– 5 Same results as in The Game Master’s Handbook. 6–7 Bandits: As the results in The Game Master’s Handbook, but these desperate souls are in over their heads in a hostile environment. 8 Entity: Either a single Greater Entity or 1d4 Lesser Entities haunt the heroes. In Dinosaur Swamp (especially in and around the Jungle Castle), these Entities often take the form of ghostly children, while their forms are far more variable in Madhaven. 9 –10 Coalition Scouting Party: As the results in The Game Master’s Handbook, but these desperate souls are in over their heads in a hostile environment. 11–13 Mutants: A hunting party of either Mutants or Barbarians roam the area. 3d6 are encountered, and they are led by a Wild Card Mutant Barbarian or Mutant Shaman. Roll on the Opposition Leader Table. 14 Large Wandering Monsters: As the Wandering Monsters result in The Game Master’s Handbook (typically larger carnivorous dinosaurs and similar creatures). 15 Same result as in The Game Master’s Handbook. 16 –17 Small Wandering Monsters: A pack of 2d8 human-sized or smaller predatory creatures—small theropod dinosaurs, wolves, and the like— harries the Legionnaires. They are easy to drive off but continue stalking from a distance. 18 –19 Splugorth Slaver: As the result in The Game Master’s Handbook. 20 Same result as in The Game Master’s Handbook. Michael Logan (Order #41085069)
112 A New-New York A group of human slavers are kidnapping people from small communities near the East Coast. The Legionnaires are dispatched to find them, joining a team of trackers from the affected communities on the outskirts of Madhaven. The trackers fill the team in on the situation. They caught up to the slavers a day ago. Pressed, the slavers decided to head to Madhaven, hoping the trackers would not pursue. The trackers are not really equipped to face the slavers, let alone the horrors of Madhaven. Worst of all, the slavers took no precautions before entering the concrete jungle. They, and the trackers’ loved ones, are at the whims of the monsters and ghosts. The Legionnaires know where the slaves entered Madhaven, but following their trail proves difficult. The environment swallows up signs of movement. The shifting soils, the overgrowth, and the falling ruins all make finding the slavers difficult. The slavers’ one-day lead does not help matters either. The heroes must find the trail and catch up to the slaves before they reach the eastern coastline. The search is a Dramatic Task, using Survival or other appropriate skill. Each round counts as a day’s worth of searching. The task takes as many rounds as necessary for the heroes to acquire 16 Task Tokens. The horrors of Madhaven plague the Legionnaires as they track their quarry. To remain sane, they must each make a Fear test every day of the search using the rules for cumulative Creeping Madness (see page 104). When one of the team draws a Club, they face one of the many threats in Madhaven. Other complications might be additional Fear checks, collapsing buildings, or other obstacles. To make the adventure last a little longer, draw an Encounter each day of the search (see Travel in Savage Worlds) in addition to the Dramatic Task. The largest obstacle is the environment, which seems always ready to collapse. The vibrations from a lumbering vehicle or Glitter Boy can cause eroding buildings to topple. The natural world reclaims the metropolis, and entangling vines hide dangerous sinkholes. Enemies abound in the passes of Madhaven. A Caterpillar Man might offer his service to find the slavers—saying he just saw them—only to try to make a meal out of the heroes. Weaker Entities play tricks, both harmless and dangerous. Though some Mutant Barbarians give uninvited guests a wide berth, others may see a heavily armed group as a territorial threat. Wandering packs of Phantom Wolves may decide on making the team their next meal. Fortune hunters often scour the remains of Manhattan for souvenirs, electronics, and other small personal effects of the Golden Age. The gut of a Giant Ruin Worm corpse may hold a stash of armor or weapons. The ruins of Madhaven house only a small number of neutral or friendly beings. The team may meet Wilderness Scouts, a neutral tribe of Mutant Barbarians who only become friendly if treated respectfully, or a patrol of Knights of the White Rose. EXTENDING THE ADVENTURE Michael Logan (Order #41085069)
113 On the Hunt Having caught up with their targets, the Legionnaires can make plans to strike. The slavers remain at least several hours away, and they must travel through rugged and chewed-up terrain. In the distance, the team finally catches sight of the slavers, but before they can close the distance, a Giant Ruin Worm bursts up from the ground beneath them. The Giant Ruin Worm attempts to ambush the heroes. Any hero with Danger Sense or similar abilities may attempt to Notice the rumbling in the ground. Most do not detect the slight shifting, which could easily be nothing more than small animals working through the dense floor. With a successful roll, the hero realizes the rumble comes from underground and is moving upward. This allows the team to move before the worm swallows them. On the first round, anyone within a Medium Blast Template centered on the Giant Ruin Worm needs to make an Evade at −2 to avoid being swallowed. Anyone swallowed may attempt to attack from the inside. However, each round in its gut, the worm’s muscles crush them. Giant Ruin Worm: See page 168. To the Rescue The fight with the Giant Ruin Worm gives the slavers a chance to get away. In their haste, however, they leave an obvious trail. The Legionnaires can catch them within a day. Upon catching up with the slavers, the team finds someone, or something, has found them first. They find themselves weaponless and imprisoned in a collapsed high-rise. The new threat—a Gluttonous Ghostly Entity—hides nearby. The Entity does not want to kill or eat the prisoners. It provides food and water. It decorated the prison with aging Michael Logan (Order #41085069)
114 furniture, art (mainly sculpture), and other treasures. Rotting screens act as walls to create rooms. In one, a beautiful woman sits in a gilded cage. The ghost surrounds her in ruined luxury, including a gold toilet, and dresses her in fine clothes. The Ghostly Entity does not directly attack. It remains invisible as it hides and plays with the heroes. Any character with detect arcana may choose to search for the culprit. However, it also actively hides, using conceal arcana to oppose attempts to find it with its Psionics skill. If undetected, it snatches important gear and weapons. Often, it places them on another person, hoping to turn the heroes against one another. It also uses the puppet power. While it remains safely hidden, it mainly uses the controlled hero to taunt the others. When discovered, the Entity uses puppet to control a team member with dangerous weapons, and uses telekinesis to throw objects, including Legionnaires, at team members. Once safe and sound, the Legionnaires and their quarry must safely leave Madhaven. First, they need to convince the slavers to release their captives and leave Madhaven with Legionnaires. This is a Social Conflict to persuade the slavers to risk the horrors of Madhaven again. Persuasion efforts suffer a −2 penalty, as they fear retribution as much as the ghosts. If the Social Conflict is unsuccessful, the slavers refuse to release their captives and try to fight their way out. Crossing Madhaven again requires another Dramatic Task, as before. If the heroes know the location of the Garden, they can make their way there instead, where the Knights of the White Rose can safely teleport them out of Madhaven. E Entity, Ghost (1): See page 164. This Gluttonous Ghost also has conceal arcana, confusion, fear, havoc, illusion, and puppet. Rescued Slaves (2 per hero): See Civilians in Savage Foes of North America; they are unarmed. Slavers (1 per hero): See Bandit in Savage Foes of North America. They are unarmed, but their weapons are scattered about the Ghost’s lair. SAVAGE TALE: MOBY REX The team is chosen for an Exploration Mission of Dinosaur Swamp, mapping the area. The ultimate aim of the mission is to discover a safe path to Fort Hawkins and the Wilderness Scouts there. Unfortunately, the mission becomes more complicated once they are hunted by the dreaded Moby Rex. Welcome to Dinosaur Swamp A couple of days into their scouting mission, the Legionnaires sense someone watching. They see nothing but hear whispers and giggles. Any team member with detect arcana can roll Notice opposed by the Haunting Entities’ Stealth to see if they can find who's following them. Those who can do this as an Innate Ability or as a free action may continue to do so. A band of small, ethereal children observes the team from a distance. The children, dressed in shorts and t-shirts, play games and sing songs. They cheerfully interact with anyone who plays with them, smiling and singing creepy songs. If the team attempts to flee, the Haunting Children pursue. When the team settles in for the night, the Haunting Children grow a bit edgy. Their reaction depends on the group’s action as they camp for the night. If anything in the area is disrupted or destroyed, the Haunting Children Michael Logan (Order #41085069)
115 immediately attack. They prefer throwing rocks and using bolt. If the group does little to the site, then the ghosts continue to sing and calm down. They try to lure their new companions into a false safety. Once members separate or go to sleep, the children begin to drain their life essence. If overwhelmed, the ghosts flee. Haunting Children (1 per hero): Use Entities, Haunting on page 165. They have Performance d6 and the following additional powers: bolt, empathy, and puppet. When they use empathy, Haunting Children sing songs to make their targets trust them and wish to protect them. The songs also elicit depression in targets. Just Another Day in the Swamp The next afternoon the heroes come across a clear spring, with rare clean water. It flows into a small waterhole frequented by dinosaurs. Several herbivorous species graze nearby, drink, or rest in the lake. They startle at the heroes’ arrival but do not flee unless approached. Not long after, the Legionnaires hear a crash through the undergrowth. Four Tiger Claw Raptors burst forth. They stop for a moment, survey the scene, and rush forward. They look for a path unobstructed by the heroes or dinosaurs. With the arrival of the smaller dinosaurs, the other dinosaurs become alert and survey the situation. The Raptors race off into the underbrush. Meanwhile, the trees begin to shift and sway as something approaches. The creature is careful and quiet, but nothing this big can remain truly hidden. The larger dinosaurs crane their necks. They bellow back to the others and begin to stampede. The heroes must succeed at an Agility roll or be trampled by the dinosaur’s retreat. A few smaller trees crash down into the lake, felled as a monstrous Carnivorous Theropod emerges from the woods. It looks like a combination of the most terrifying aspects of a Tyrannosaurus Rex and a Deinonychus. The extended tail gives the creature better balance and maneuverability, much like Deinonychus. It also makes use of its larger, thicker arms, unlike a normal Tyrannosaurus Rex’s arms. As it stalks out into the clearing, it strikes out at anything nearby. Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d12+12, Vigor d12 Skills: Athletics d10, Fighting d12, Notice d10, Stealth d6, Survival d8 Pace: 10; Parry: 8; Toughness: 48 (20) MDC Edges: Ambidextrous, Frenzy (Imp), Nerves of Steel, Quick, Two-Fisted, Woodsman Special Abilities: Alert: Like other skilled predators, Rex gains a +2 to all Notice rolls. Armored Mutant Hide: Its thick hide is mutated and resembles the SteelTree armor of the Barbarians; +20 MDC Armor and +12 Toughness. Bite/Claws: Str+2d12 Mega Damage, AP 18. Fear (−2): This creature hunts for sport. Size 8 (Huge): Moby Rex can take two additional Wounds. Tail Sweep: May strike foes Size 5 or smaller for Str+2d6 Mega Damage at no penalty. MOBY REX Michael Logan (Order #41085069)
116 If the heroes engage Moby Rex, the creature goes for the largest or most threatening among them first. The team can choose to run and escape, using the Chase rules. If they fight, Moby Rex flees once it takes three Wounds. If the team attempts to pursue, panicking dinosaurs block their way. Tiger Claw Raptors (4): See Dinosaur, Small Carnivorous Therapod (page 163). Dinosaur, Large Sauropod (4): See page 162. Dinosaur, Armored Herbivorous Quadruped (6): See page 161 Hatching a Plan Moby Rex terrorizes the area. Everyone fears the beast, even the dinosaur-hunting Mutant Barbarians. They and others tell tales of Moby Rex’s ferocity and cunning. The Legionnaires can choose to hunt down Moby Rex or flee. If they choose to leave, a group of Wilderness Scouts from Fort Hawkins finds them and asks for their help in killing Moby Rex. In return, the scouts promise to provide the Legionnaires with the routes they seek to the fort. Stalking or setting an ambush for Moby Rex is a Dramatic Task over four rounds—but Moby Rex poses only one threat here. Complications include encounters with other dinosaurs of the swamp, environmental hazards such as hidden pits and other dangerous spots, Death Weaver Spiders, or unfriendly Mutant Barbarians. If the team succeeds at collecting 16 Task Tokens in the time available, they successfully track or ambush the apex predator, getting The Drop on him or luring him into whatever trap they built. If the team fails, Moby Rex gets The Drop on them as he comes bursting unexpectedly out of the swamp. During this fight, Moby Rex does not flee; he fights until one side wins. Many of the barbarian tribes of the wasteland are communities of "muties"—humans so mutated beyond imagination that almost anything is possible. GMs may allow their players to create these kinds of characters using the Making Races rules in Savage Worlds and the modifiers for D-Bees and Mutants in The Tomorrow Legion Player's Guide, with the following guidelines: Take the Mutant racial modifier. Take Outsider as a racial modifier. Take Illiterate as a racial modifier. Bad Reputation as a racial modifier, if it fits the mutant's origin story. Represent the infinite number of crazy genetic mutations possible with Racial Abilities. Arcane Background (Gifted or Psionic) can be taken as a Positive Racial Ability if the GM thinks it will be balanced in combination with the player's choice of Iconic Framework. The mutant's Race is not considered human for the purposes of selecting Iconic Frameworks. Players don't gain points for Negative Racial Abilities that have no reasonable expectation of adversely affecting their character. BUILDING MUTANTS Michael Logan (Order #41085069)
117 CHAPTER EIGHT T he wind-scoured gullies, hoodoo rocks, and protruding fossils of the Alberta badlands seem like hell on Earth, but north of them looms something even worse. Human survivors huddle in the badlands to escape the wrath of the kingdom of monsters enthroned in Calgary. A permanent Rift equal in size to the Devil’s Gate in Missouri sits in the heart of Calgary, at a super nexus point. For untold generations after the Coming of the Rifts, it spit out an unceasing torrent of monsters. The Simvan, Xiticix, and all manner of demons and dinosaurs supposedly first came through the Calgary Rift. Demons eventually dominated the metropolitan area, turning the ruins of Calgary into a battlefield between rival factions from different planes. This stymied the horde’s expansion—the demons rarely raid further than a few hundred miles from their city—but also gave the factions a chance to cohere into power bases. Out of this arose a leader, and out of that leader’s ambitions, a kingdom was born. Few would-be spies surmount the difficulties of approaching Calgary, so for now the idea of any actual organized state amid the ruins remains an absurd if frightening rumor to most. The Psi-Stalker tribes of western Canada know differently. For as long as their tribes’ tale-tellers can recall, the Psi-Stalkers have harried the monstrous forces within the city. As a rite of passage, young hunters organize raids to penetrate as far into the city as possible. These days, increasingly organized demonic defenders repel the Psi-Stalkers. Gargoyles watch from overhead perches, heavily-armed Brodkil patrol the streets, and Neuron beasts and greater demons swiftly respond to alerts from overwhelmed guard patrols, all in the name of their terrible leader, Hell Lord Doom. The Psi-Stalkers report signs of recent construction and huge mounds of earth from excavations. The smoke of scores of bonfires shroud Calgary, while hundreds of flying demons whirl endlessly in the sky above the city center, keeping watch for intruders. Something monumental brews deep in the ruins of Calgary, but no free soul has seen it and lived to tell the tale. THE CALGARY MONSTER KINGDOM Michael Logan (Order #41085069)
118 THE HELL PIT No outsider knows about the Hell Pit, an attempt to stabilize the Calgary Rift into a portal between Rifts Earth and the home dimension of the demonic faction ruling the Kingdom of Monsters. A being called Hell Lord Doom crushed all opposition to his rule and now commands legions of followers who work tirelessly to create a passage for an army to thunder through and conquer the entire world. Using thousands of disposable human slaves, the demonic horde excavated a hole four-miles in diameter around the Calgary Rift. The work continues now with the carving of intricate vile runes into the walls of the pit. Once finished, the demons only have to erect the huge pillars serving as foci for the Hell Pit and sacrifice the thousands of lives needed to open the passage. If the Hell Pit opens, the walls between the worlds shatter and Calgary becomes a literal hell on Earth, an outpost of the fiendish dimensions. If Hell Lord Doom's plan comes to fruition, massive demonic armies will cross into Rifts Earth easier than fording a river, bringing all the war machines of their home world to bear against those who oppose them. Within days, Hell Lord Doom will be able to deploy an army greater than any seen on Earth for centuries, possibly conquering the planet in weeks. Assured none of his mortal enemies know how close he verges on triumph, Hell Lord Doom only worries his superiors might figure out his deception before he can launch his assault. Hell Lord Doom The being called Hell Lord Doom stands poised to become one of the most dangerous powers in North America, and possibly all of Rifts Earth. Possessed of enough mystical might to challenge Lord Dunscon of the Federation of Magic, but with the military acumen of Karl Prosek, Hell Lord Doom seems on the verge of becoming the greatest threat the Tomorrow Legion has yet faced. Only, he isn’t really Hell Lord Doom. He is, in fact, Vicious Blade, a Raksasha who made himself indispensable to Doom before murdering him and assuming his identity. Vicious Blade walks a dangerous tightrope; he fears his demonic superiors might one day discover his duplicity but hopes fulfilling Hell Lord Doom’s mandate better than the greater demon could nets him not only clemency, but approval. The paranoid self-aggrandizement Vicious Blade uses to bolster his courage poisons the craftiness with which the Raksasha won his throne in the first place. The impostor Hell Lord Doom arrogantly concedes no possibility any champions of Rifts Earth might discover his plans, let alone be able to disrupt them. He fails to realize he himself is the weak point in his plans. If heroes of the Tomorrow Legion penetrate Hell Lord Doom’s defenses and slay him, the entire Hell Pit project would fall apart as the demons of Calgary war among themselves. CALGARY CITY The challenge for heroes seeking Hell Lord Doom’s destruction lies in getting to him. Demon patrols keep a watchful eye on the ramshackle ruins of Calgary. Tumbled pre-Rifts skyscrapers and office blocks dominate the remains of the city, but the demons constructed much for Michael Logan (Order #41085069)
119 themselves. A flourishing city-state rings around Hell Lord Doom’s castle: a state filled with human and D-Bee slaves. Over 350,000 slaves serve the various demons and monsters making up the citizenry of Calgary, a ratio of about 3 –1 that serves the slaves no good given the raw power of their masters. Most slaves descend from the pre-Rifts inhabitants of Calgary, supplemented by waves of peaceful D-Bees who made the mistake of stepping through the Rift. Beaten down by centuries of abuse, many slaves lead their lives in a state of constant numb horror; denied any kind of education, they cannot even conceive of freedom. With no fear of a slave revolt, the demons treat the humans and D-Bees with utter contempt. Masters brand their marks into worker’s foreheads, while pleasure slaves receive a tattoo. Lacking all rights, demons kill slaves in the streets over the pettiest offenses, with nominal recompense paid to their masters. The few slaves with fire enough to fight serve as gladiators for the demons’ sport. The Bone Pit arena serves as the entertainment hub for Calgary, offering daily matches and massacres from the slave- and beast-filled cages ringing the arena floor. It also acts as an informal court room, where demons can challenge each other to grudge matches to settle feuds. The bones of the fallen are strewn across the arena floor. Despite the brutality heaped upon slaves in Calgary, some humans willingly come to Calgary to ally with the Monster Kingdom. Evil cultists and warlocks who work under the protection of demon lords walk the streets with impunity, their badges of allegiance marking them as fellow monsters in the eyes of demons. The only hope outsiders Michael Logan (Order #41085069)
120 have of infiltrating the city lies in going undercover as cultists; thankfully, hope hides in the most unexpected of places. Deep within Calgary sits the Lotus Petal, a market for exotic incenses and scents from around the Megaverse®. The proprietors are a small clan of Sunaj assassins (see Savage Foes of North America) working undercover on orders to sabotage Hell Lord Doom’s plans. The Splugorth see no profit in a world overrun with demonic hordes, so the Sunaj clan surreptitiously frees captives, hides runaways, and smuggles people into the badlands. As the completion of the Hell Pit draws closer, they desperately seek a means to alert outside forces like the Cyber-Knights, Tomorrow Legion, or Tundra Rangers of the looming danger. If necessary, they will attempt to assassinate Hell Lord Doom on their own but infiltrating his fortress may prove beyond even their capabilities. Hell Lord Doom’s Fortress A stone rampart 30 feet tall and 12 feet wide surrounds Hell Lord Doom’s castle tower. The tower itself stands 330 feet high. Built for 18-foot-tall demons, internally, the tower encompasses only 12 stories. The exteriors of both buildings bristle with weapon Michael Logan (Order #41085069)
121 E HELL LORD DOOM Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+6, Vigor d12 Skills: Athletics d8, Fighting d12, Intimidation d10, Notice d12, Persuasion d10, Psionics d12, Research d8, Shooting d8, Spellcasting d12+2, Stealth d12, Taunt d8 Pace: 6; Parry: 10; Toughness: 36 (16) Hindrances: Overconfident (Major), Stubborn (Minor), Vow (Major— Obey the lords of Hades) Edges: Arcane Background (Magic), Arcane Background (Psionics), Combat Reflexes, Danger Sense, Frenzy (Imp), Master of Magic, Master Psionic, Psi-Blade, Psi-Shield, Rapid Recharge (PPE only), Strong Willed. Gear: Enchanted demonic armor (+8 MDC Armor), enchanted demonic flail (Str+2d6, AP 12, Mega Damage, +2 Fighting, ignores Parry and Cover bonuses from shields, Parry +1). Powers: Magic: Banish, blast, blind, bolt, deflection, detect arcana, entangle, illusion, protection, speak language, summon ally, zombie. PPE: 30 Psionics: Conceal arcana, empathy, healing, illusion, mind link, mind reading, puppet, smite, speak language, telekinesis. ISP: 30 Special Abilities: Claws: Str+d6 damage. Demonic Hide: Raksasha gain +8 Armor (stacking with armor worn) and +6 Toughness. Fast Regeneration: Except for Wounds caused by a Weakness, makes a natural healing roll every round. Fear (−2): Cause Fear checks at −2 when encountered. Fearless: Immune to Fear effects and Intimidation. Infernal Form: Immune to normal fire, heat, and cold (but affected by Mega Damage sources); immune to disease and poisons. Metamorphosis: For no ISP cost, he may roll Psionics to take on the form of any living being as an action and indefinitely as a combination of disguise and shape change. This ability allows the Raksasha to accurately imitate specific individuals (−4 to opposed Notice checks, resisted by the demon’s Persuasion, if it has studied the target). Mist: Raksasha can turn into mist as an action with a Psionics roll. Perfect Night Vision: Ignore all Illumination penalties. Size 6 (Large): Most Raksasha stand only 8 –10 feet tall, but Hell Lord Doom spends his time imitating an 18-foot tall Greater Demon, granting him +6 Toughness and an additional Wound. Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents with the Champion or Holy Warrior Edge (including Cyber-Knights and true Mystics); Wounds from such attacks cannot be regenerated. Weakness (Silver): Silver weapons have the same effect as Holy Weapons. Michael Logan (Order #41085069)
122 emplacements, including both TechnoWizard and normal technological heavy vehicular weapons. The first two levels of the tower serve as a throne room and audience chamber. Above them sit chambers Hell Lord Doom only allows his entourage to visit: armories, personal quarters for Doom’s bodyguards, a war room, and more. The war room contains a magical map of evershifting sand showing enemy strongholds and troop movements throughout North America. At the top of the tower, one finds Hell Lord Doom’s personal chambers— but no staircase or door leads to them. Only teleportation magic and flight can access these chambers. THE ARMY OF HELL’S WRATH The war room map serves as a stark reminder of the danger of the Calgary Monster Kingdom. Far from the mess of competing factions and species found only a few years ago, the kingdom now exists as a credible military power. Approximately 100,000 demons, D-Bees, and diabolical human cultists stand ready to march under the banner of Hell’s Wrath: a blood-red field with a black circle representing the Hell Pit. They only wait for their millions upon millions of allies to arrive from the demonic realms for their conquest to begin. Hell Lord Doom divides his army into several hundred small units, deploying only a few squads, platoons, or (at most) companies at any one time to harass Cyber-Knight, Psi-Stalker, and Tundra Ranger forces in the area. These patrols carry no banner, presenting themselves instead as the semi-disorganized raider parties humans expect from monsters. In this way the true unified nature of Doom's minions remain hidden from outsiders. When the time comes to march in force, the guerrilla tactics they hone make Hell’s Wrath the most dangerous army on Rifts Earth. VANCOUVER AND BRITISH COLUMBIA North and west of Calgary lies the temperate rainforest of what was once known as British Columbia. Cedar and spruce dominate the landscape, clinging far up the region’s many mountain ranges, stopped only by the snow line and the Ayup. Thats a fade-town, all right. Here one day, gone t’other. Best we check it out afore it spooks the horses, y’hear? —Hopalong Cressit, Fennodi Michael Logan (Order #41085069)
123 glaciers beyond. Thousands of miles of trackless wooded mountains and valleys stretch into the arctic and east to fogladen Vancouver Island. Few sapient beings call the British Columbia wilderness home. Roving bands of demons from the Calgary Monster Kingdom raid the area but monsters are rare. Most of the expanse is given over to Pre-Rifts native wildlife— bears of all North American species, deer, elk, moose, mountain lions, wolves, and smaller creatures as well as megafauna migrated north from the Montana Magic Zone. The only inhabitants of note on the mainland are a few scattered First Nations tribes and the Cyber-Horsemen of Ixion. The City of Ixion Transplanted to Rifts Earth by an immense ley line storm, the city of Ixion sits deep in the interior of British Columbia, its exact location unknown to any save the Cyber-Horsemen. The biology of the Ixion centaurs is nearly identical to other nomad tribes, but they long ago adopted the custom of replacing most of their horse-like lower body with cybernetics upon reaching adulthood. This practice robs the Ixion of their connection to the Faerie Folk, but also shields them from the effects of captivity. After repelling attack waves of demons attracted to Ixion by the ley line storm that brought it to Rifts Earth, the CyberHorsemen only cautiously explored their new world. Decades passed before they made the acquaintance of the CyberKnights and Tundra Rangers. Though accepting the overtures of friendship, the cybernetic centaurs remain suspicious of other D-Bees, seeing in their unfamiliar forms the demons who menaced Ixion rather than recognizing them as fellow refugees. Any heroes who are permitted to visit the city of Ixion find it a marvel. A processional gateway leads to a colonnaded public square. Private dwellings and public buildings sit at various levels, matching the rise and fall of the landscape, with the great temple of the centaur gods on a promontory above the city. The whole is made of fusion-formed stone with embedded climate and lighting controls. Force fields can be raised between the columns to Once or twice a year in the northeast of British Columbia, a 40 to 140-mile-long Rift appears. Taking the form of a barelyperceptible shimmering across the line of sight rather than the crackling hole between worlds most Rifts manifest as, the Shifting Veil Wall changes locations each time it appears. The Rift lasts from bare minutes to hours but sometimes lasts for days. The sheer size of the Shifting Veil Wall means that scores of creatures might pass through it in a few minutes, while thousands could pass through if it lasts for days. Sometimes it opens onto parallel Earths, sometimes to demonic home worlds or Splugorth slave worlds. The Shifting Veil Wall may be an after effect of the ley line storm that brought Ixion to Rifts Earth, accounting both for its size and movement. Once a raging, rushing wall, now the fading storm laps irregularly against reality like the receding waves of a sea calmed after a hurricane. THE SHIFTING VEIL WALL Michael Logan (Order #41085069)
124 protect from the elements or attack. Ixion stands ready against the demonic forces of Calgary. Vancouver Island Something worse than demons, though, might lurk on Vancouver Island off the coast of British Columbia. The foggy ocean surrounding the 290-mile-long, 62-mile-wide island is home to over 3,000 cadborosaurus. These immensely long aquatic predators drive off all attempts to reach the island by water, devouring whatever dares to venture into its hunting grounds. Explorers looting the remains of the city of Vancouver on the mainland occasionally report strange noises echoing across the bay from the island, but those who fly or magically travel there never return. The most likely reason for this high mortality rate is that cadborosaurus young infest the beaches and coast of Vancouver Island, hunting easy prey during their formative months before venturing out into the ocean. The island might instead be overrun with other monstrous predators, an island mirror of Dinosaur Swamp or the Montana Magic Zone. Perhaps the mountainous interior hides outposts of some threat from beyond North America, such as Chinese, Japanese, or Russian forces. It is possible, if unlikely, that fogshrouded Vancouver Island houses some beneficent but isolationist political power: a kingdom of dwarves or elves or even some lost civilization of the Golden Age of humanity. The only way to find out is to risk an expedition to this hostile island. Michael Logan (Order #41085069)
125 THE TUNDRA RANGERS The Tundra Rangers descend from the Royal Canadian Mounted Police (RCMP), continuing the tradition of dedication and bringing law and order to much of the far northern parts of North America. They travel the lands of North and Southwestern Canada to protect all Canadians. Many of the RCMP’s bases survived the Great Cataclysm. From these locations, brave soldiers set out to bring peace and save lives. The new world took the lives of most of the RCMP. The few survivors gathered at a recently constructed underground military complex, a smaller cousin of the USA’s Lone Star facility in Texas, built for scientific research and manufacturing cybernetics, bionics, and combat equipment, near Fort Smith. This became their Headquarters and provided an opportunity for the RCMP to help restore their homeland. But they were forced to wait as a dimensional anomaly shifted their base and its inhabitants 265 years into the future, depositing them in 81 P.A. The world changed, but the Mounties did not. Slowly, they gathered intelligence to help formulate a new plan. Now called the Tundra Rangers, the Mounties have returned to their roots as an independent peacekeeping force. They launch patrols from ten satellite bases distributed throughout northwestern Canada and a large installation, in Regina, Saskatchewan. The Tundra Rangers ally themselves with the free people of Canada, including the indigenous Americans and peaceful D-Bees. Small groups, usually 2– 6 Rangers, travel throughout the land. These groups aid the communities they visit, helping to establish order and peace and Canada is a free and beautiful land of diverse people… Keep its people safe. Keep the peace. Recognize and defy tyranny in all its guises. Protect and help those in need but understand that they must stand on their own two feet and do for themselves. Your greatest gift to others is helping them to do so. The pursuit of justice must be relentless. The unjust must always be brought to pay for their crimes (i.e. “we always get our man”). Other people have different beliefs and ways of life. We embrace and celebrate those differences and share in the commonality of all intelligent and peace-loving beings. Never doubt the good we are doing. Believe in yourself and so will others, for truth and conviction are contagious. Never make a threat, demand, or ultimatum you are not willing and able to back up with force. Never betray a trust. Keep your word of honor, for it reflects on us all. We have earned the trust of others and it is a commodity beyond any tangible reward. Cherish it and never abuse it. Never compromise another Ranger, and never speak for another man. One person can make a difference. Never doubt it. A Ranger never stands alone. THE CODE OF THE TUNDRA RANGERS Michael Logan (Order #41085069)
126 protecting the people from the many new threats. Those communities volunteer what they can, especially information. When necessary, larger groups of Rangers form to battle greater evil. The Rangers' code tells them that even a single person on a horse, hovercycle, or snowmobile can offer relief to those in need. Their snow-white body armor emblazoned with a red maple leaf stands for truth and justice. Many people of the North trust the Tundra Rangers, and they enjoy an alliance with the Cyber Knights and peace with the Simvan. Anyone dedicated to the protection of the innocent and the spread of peace can count themselves as allies to the Tundra Rangers, including the Tomorrow Legion. New recruits join the cause as the Tundra Rangers continue to live and die by their code. THE TOMORROW LEGION IN THE MONSTER KINGDOM Though located over 1,800 miles away in lands obscure to the citizens of Castle Refuge, the Calgary Monster Kingdom presents an threat to the continued existence of Rifts Earth. Hell Lord Doom nearly has it in his power to unleash a demonic horde capable of sweeping across the world, and barely anyone has the slightest hint of the danger. Thankfully, allies of the Tomorrow Legion in the area may yet learn in time. The Tundra Rangers and Cyber-Knights cautiously reconnoiter the outskirts of the kingdom, rescuing human refugees who mysteriously escape the city. If the MONSTER KINGDOM ENCOUNTERS D20 RESULT 1– 5 Same results as in The Game Master’s Handbook. 6–7 Refugees: A group of 2d8 ragged escaped slaves (use the statistics for Civilians, but they have no ranged weapons and are suffering a level of Fatigue) beseech the heroes for aid. They are led by two Wild Card civilians who do not see eye-to-eye on how best to escape the demons. Roll on the Opposition Leader Table and once on the Other Authority Figure Table. 8 –10 Simvan Monster Riders: As per The Game Master’s Handbook. Roll on the Opposition Leader Table but add +2. 11–12 Wandering Monsters: As per Game Master’s Handbook. In Calgary, this includes Greater Demons and Neuron Beasts. 13 –15 Brodkil: As per Game Master’s Handbook. Roll on the Opposition Leader Table but add +2. 16 –17 Daemonix: As per Game Master’s Handbook. Roll on the Opposition Leader Table but add +2. 18 –19 Gargoyles: A flight of 1d6+1 Gargoyles patrols the sky. At least one carries the alternate equipment listed in the entry in Savage Foes of North America. Roll on the Opposition Leader Table but add +2. 20 Same result as in The Game Master’s Handbook. Michael Logan (Order #41085069)
127 Sunaj of the Lotus Petal plant evidence of the Hell Pit’s construction on a refugee, then Lord Coake will assuredly send the Tomorrow Legion to aid in the destruction of the Hell Pit. The most effective means to derail the operation is to kill Hell Lord Doom, as only he possesses the will and authority to keep the monsters of Calgary on task. Because the binding of the demonic dimension to Earth stands partially completed, slaying Doom in Calgary ends him forever instead of banishing him back to his home world. If he cannot be killed, then destroying the Blood Pillars sealing the magic of the Hell Pit becomes the next best possibility. These massive stone pillars undergo difficult rituals to ready them for their purpose; the destruction of even one sets completion of the pit back by months. Three of the needed four Blood Pillars stand complete. The completion of the fourth signals the beginning of the massive human sacrifices required to fuel the opening of the portal. ENCOUNTERS IN THE MONSTER KINGDOM To generate encounters in the Monster Kingdom use the new Monster Kingdom Encounters table on page 126 in conjunction with the Game Master’s Handbook. SAVAGE TALE: NORTHWEST PASSAGE Weeks ago, Armin Maxie—a humorouslooking D-Bee called a Fingertooth Carpetbagger—brought scented candles and dire news to Castle Refuge. The trader found in the city of Calgary, long ago abandoned by humankind, a thriving city ruled by demons—a veritable Kingdom of Monsters. Worse, the city thrived on the labor of brutally enslaved humans and D-Bees. While purchasing the candles (“scented with the flowers of a dozen exotic worlds!”) from a shop called the Lotus Blossom, someone slipped the Carpetbagger a holo-display communicator containing recordings from an encampment of escaped slaves hiding in the Alberta badlands south of Calgary. Unaware of any means to contact the Tundra Rangers or Cyber-Knights, Armin rushed south to Castle Refuge, sure the Tomorrow Legion would not abandon the refugees. Armin was right, of course, and the Legionnaires are chosen to lead the rescue expedition. After trekking across half of North America, the heroes now scour the wasteland of wind-scoured gullies and looming rock formations to rescue the refugees. Into the Badlands The badlands sit 90 miles from Calgary, well within the 300-mile radius claimed by the Monster Kingdom as its domain. Thankfully, even demons find the thousands of square miles of rugged terrain difficult to patrol. If the heroes can complete their mission and return to their base camp, they can rendezvous with Tomorrow Legion sky boats to carry them home. Unaware aid is on the way for them, the badlands escapees strive to remain concealed from Calgary's slave catchers. They hide in caves carved by hand from the soft sandstone mounds amid the Hoodoos Trail, a former national park dominated by mushroom-shaped formations with sandstone stalks and harder capstones. Heroes with the divination power easily locate the refugees, but the Legionnaires must still venture through the badlands to rescue them. Otherwise, locating Michael Logan (Order #41085069)
128 the hidden refugee camp is a Dramatic Task. The Legionnaires must accumulate 20 Task Tokens over five rounds. The refugees hide incredibly well, so the heroes making rolls for the Dramatic Task suffer a −2 penalty. Each round represents one day spent searching. Complications might include demon patrols, other wilderness encounters, natural frozen hazards, and so on. Heroes utilizing fly or aerial vehicles risk combat with a clan of Gargoyles. If the heroes avoid enemy patrols during the search, the Game Master should set the scene with descriptions of Gargoyle flights in the distance, abandoned Brodkil campsites including gnawed human bones, and similar unnerving sights. If the Legionnaires accumulate the necessary Task Tokens within the time allotted, they discover the caves the refugees call home. If not, they discover the refugees' abandoned caves. In this case, it is evident that an enemy patrol discovered them recently and led the refugees away to the north. The slaving party moves slowly with its captives, allowing the heroes a chance to catch and attack the patrol and rescue the refugees. Brodkil (1 per hero): See Savage Foes of North America. Brodkil with Cybernetics (2): See Savage Foes of North America. The cyborged Brodkil try to draw fire while their invisible companions infiltrate the heroes’ position. Brodkil Leader (1): See Savage Foes of North America. Don’t Have to Live Like a Refugee Whether discovered or rescued, the refugees number 23 humans, two D’Norr, and three Fennodi. All are half-starved Civilians (see Savage Foes of North America) except for a disguised Sunaj assassin calling herself Pilar Brent. Gray-eyed, statuesque, and tattooed, Pilar wants to use the heroes to warn the Tomorrow Legion leadership of Hell Lord Doom’s plans and takes the Legionnaires’ side in the ensuing debate. The refugee leaders, a human named Tyrone and a D’Norr named Ruby, disagree about leaving the badlands. Even if they have already been captured once, Ruby argues that it's too risky to make the journey, while Tyrone embraces the chance for freedom. The remaining refugees are split between them. The heroes must beat Ruby in a Social Conflict What magnificent creatures of pure primal energy, sojourning on our plane, these elementals are. —Eli Jacobsen, Conjurer Michael Logan (Order #41085069)
129 to persuade the refugees to join them in the trek to Castle Refuge. If it seems like the heroes might lose, Pilar passionately joins the argument on the third round, conferring a +2 bonus to Persuasion rolls that round. Ruby: D’Norr Civilian (see Savage Foes of North America). Pilar Brent: Use Sunaj Assassin in Savage Foes of North America. Refugees (27): As Civilians (see Savage Foes of North America). They are Fatigued. Climb Every Mountain If the heroes succeed in convincing the refugees to come with them, hiking the badlands offers the surest path back to safety. Crossing the plains south of Calgary makes the heroes and their charges obvious targets for Monster Kingdom patrols. The journey to the rendezvous point requires a 10-day trek across the barren wastes. During that time, the heroes need to feed themselves and the refugees (unless the heroes packed enough rations for 30 or more people for 10 days). Each day calls for a Survival roll to provide enough food and water for the Legionnaires and refugees. Civilians possess Survival d4 and roll group rolls to feed themselves, but their first roll is made at −2 due to the hardships they suffered in hiding. Failure means the party begins to suffer from hunger (see Hazards in Savage Worlds), but lack of food is just the beginning of their difficulties. The Legionnaires must also deal with Travel encounters (up to one per day). Each day's travel requires a draw from the Action Deck (see Travel in Savage Worlds). Enemies besides the pursuing monsters could include bears, drakes, Fury Beetles, Rhino-Buffalos, unfriendly Psi-Stalker patrols, and the Monster Kingdom patrol listed below. Strangers might include a small group of mercenaries, additional fleeing refugees, or a lone Tundra Ranger. Treasure is hard to find out in the wastes, and the heroes have little time for detours or treasure hunts, but the party could come across an abandoned vehicle they could search for salvage. Obstacles might include a crevasse that bars the Legionnaires way or a blizzard that forces the party to make Vigor checks to resist the Cold (see Hazards in Savage Worlds). The Game Master may wish to allow players to tell Interludes around the campfire during the exhausting journey. During the trials the Legionnaires and their party endure, failing a roll leads to the death of a refugee (or d4 refugees on a Critical Failure) as they fall off cliffs, get swept away by streams of EXTENDING THE ADVENTURE For an extended campaign, the heroes face an encounter every day they search (see Travel in Savage Worlds). Obstacles include chasms, ice-cold streams, rockslides, and sheer cliff faces. Strangers include First Nations hunters and Tundra Rangers (see page 155) who aid the heroes or wild Psi-Stalkers who offer to help if they can eat some of the D-Bees. Possible Treasures include caches of preserved food stored by survivalists, veins of gold ore, or a broken-down Mountaineer ATV. Enemies are either a flight of Gargoyles or a Brodkil patrol. Michael Logan (Order #41085069)
130 snow-melt, eat poisonous berries, or the like. Pilar routinely suggests abandoning the refugees. She plans to warn the Tomorrow Legion leadership about the Hell Pit herself, making sure they take action while also evaluating the Legion's strength for her Splugorth masters. As such, she turns against the heroes only if they threaten her life—and gives up her secret only if dying. On the last day of their journey, disaster strikes. Just as the heroes are about to escape the badlands, a Monster Kingdom patrol bears down on them. The villains coordinate their pursuit with walkietalkies and TW communication gear, answering to a greater demon named Hlarj who intervenes only if the Game Master wishes. Brodkil (1 per hero): See Savage Foes of North America. Brodkil with cybernetics (2): See Savage Foes of North America. The cyborged Brodkils try to draw fire while their invisible companions infiltrate the heroes’ position. Brodkil Leader (1): See Savage Foes of North America. Gargoyles (1 per hero): See Savage Foes of North America; reflecting the Monster Kingdom’s growing danger, every Gargoyle carries a mini rail gun and maul. Simvan Monster Riders riding Ostrosauruses (1 per 2 heroes): See Savage Foes of North America. E Hlarji: Use Greater Demon in Savage Foes of North America. Michael Logan (Order #41085069)
131 CHAPTER NINE T he following Plot Point Campaign sets the Legionnaires against a secret new vampire plot that threatens to tip the balance of power in the lands beyond the current Vampire Kingdom borders and send the vampires' enemies reeling. Codenamed Deathspike, this top secret vampire initiative marks a dangerous new era of cooperation between the kingdoms of the Mexico Empire, Milta, Ixzotz. A few years ago, the three kingdoms undertook the formation of a new special forces operation consisting of highly equipped Secondary Vampires. These Deathspike units were tasked with combating the rising threat of Vampire Hunters in the lands to the north. The new units spent many months in training to use advanced weaponry and armor, and unconventional tactics to hunt and kill those who would prey on vampires. While vampires typically eschew armor, heavy weaponry, and other human technological inventions, Deathspike vampires know the Vampire Hunters exploit this arrogance, and so put the tools of their enemies to use. Now these Deathspike operatives have begun to infiltrate the lands to the north of the Vampire Kingdoms, setting up advance bases and a network of safehouses from which to launch their clandestine operations. As the heroes become aware of this dangerous new vampire threat, they must try to spread the word about the change in vampire tactics and thwart a Deathspike attempt against the most visible face of the vampire resistance, Doc Reid. Unfortunately, Reid's growing mania prevents him from accepting assistance from anyone not prepared to join his crusade, and the Tomorrow Legion's policy is to maintain a distance from the deranged doctor. The Legionnaires must find a way to bridge this gap and prevent Deathspike from winning a crucial victory in their guerrilla war. If the Legionnaires are unable to rally their allies, old and new, against the growing menace of Deathspike the vampires' new approach will snuff out the one thing that keeps the human settlements alive in this troubled region: hope. INTO THE DESERT NIGHT Michael Logan (Order #41085069)
132 Suggested Sequence of Events The Into the Desert Night campaign consists of five scenarios that can be run back-toback, if the GM desires, or interspersed with additional Savage Tales to allow the plot to develop more organically. Each scenario gives some guidance for the GM as to the types of adventures to run after each plot point. To begin the campaign, the heroes are venturing south to the edges of the Vampire Kingdoms in search of new allies for the Tomorrow Legion's cause. While Erin Tarn remains wary of Doc Reid's messianic message, there are many human and D-Bee communities in need of support in these parts, and the Legion is determined to provide it, if possible. The first stop, on the border of the Vampire Kingdoms' territory, is the city of Ciudad Juarez. The city is renowned for being free from the vampire menace that blights the rest of the Vampire Kingdoms, so it makes the perfect base of operations to explore the dangerous lands to the south. The GM can either use the Travel rules (see Savage Worlds) to cover the journey to the region, or start the campaign as the heroes approach the city. THE CITY ON THE EDGE OF NIGHT After a long journey, the Legionnaires finally draw close to Ciudad Juarez and the gate to the Vampire Kingdoms. Once they arrive in Ciudad Juarez, the heroes know they can enjoy a brief respite to recover from their travels before they head out into the Kingdoms themselves, and the dangers that lie therein. Don’t Let the Bed Bugs Bite A few days out of Ciudad Juarez, the Legionnaires begin to come across the remains of desolate and abandoned farmsteads. In the late afternoon, they spot a small herd of goats. As they approach, the animals become skittish and bolt into nearby bushes. Following the goats leads the team to a nearby ranch, where piles of goat skeletons, bones picked clean, bleach in the sun, and vultures feast on the dried husks of people. The large ranch house—practically a skeleton itself—lacks doors or windows. Most of the ruined possessions remain, except for weapons. At the back of the ranch runs a creek. The trees and bushes grow more numerous closer to the creek bed. Just beyond stands an abandoned husk of a chapel surrounded by trees. Only a third of the roof remains, and rotting boards or tree limbs and foliage cover most of the windows. The sun has gone down by the time the Legionnaires finish examining the area. The treacherous terrain and supernatural threats make continuing after dark a dangerous proposition. They need to make camp for the night. Well-worn trails indicate other animals, besides the goats, live here. Just before dusk, white-tailed deer carefully skirt SESSIONS ADVENTURE 1–2 The City of The Edge of Night 1–2 Adventure Generator 1 The Lone Ranger 2–3 Adventure Generator 1 All the Troubles in the Way 2–3 Adventure Generator 1 Tables Turn 2–3 Adventure Generator 1 Staking Deathspike Michael Logan (Order #41085069)
133 the farmstead. Plagues of raucous squawking grackles nest on the ranch house’s exposed beams, the trees, and the remains of the chapel’s roof. As midnight nears, the noise abruptly stops. A group of Chupacabras is sneaking in to attack. They plan to surround the team and take the Legionnaires by surprise. Suspicious Legionnaire on watch or with Danger Sense can make a Notice roll against the Chupacabras’ Stealth to avoid Surprise. Chupacabras (3 per party member): See page 158. When the beasts are dispatched, the night chorus begins once more. On the Road to Juarez The team must travel several more days before they reach Ciudad Juarez. This journey is a good opportunity for an Interlude and the GM can use the Travel rules again to play through these days (see the sidebar on page 134). Two days out of Juarez, the scene grows troubling. The wreckage of robot horses and desiccated armored corpses show signs of fights between h o m e s t e a d e r s , bandit gangs, and vampires. At night, the heroes fall prey to a band of Wild Vampires. Just after dusk, bats swirl overhead seeking out bugs and other food. Growls and howls echo along the flat open plain. These are not just wolves or coyotes; they are Wild Vampires. Unfortunately, the desolate landscape offers few places to hide and little help in setting up an ambush. In no time at all, the snarling feral monsters hurtle from out of the darkness. Wild Vampire (2 per hero): See Savage Foes of North America. The intent of this encounter is to expose the Legionnaires to the unthinking fury of the Wild Vampires. When they later face vampires employing very different tactics, the contrast will be the more stark. No Vampires in Ciudad Juarez? The Legionnaires arrive in Ciudad Juarez. Here, they can find answers about the devastation they saw on their journey. Signs welcome visitors to the bustling trade city of Ciudad Juarez, while others celebrate the city’s freedom from vampires. Tight streets packed wit h people and vehicles make travel through the city difficult. People of all types walk by, but they keep their heads down and stay to themselves. Street Michael Logan (Order #41085069)
134 vendors call out to pedestrians, while pickpockets and thieves intently follow marks. It seems everyone carries a weapon. Ciudad Juarez caters to every type. Stores line the streets and offer just about anything. Bars are raucous even during the daytime, spilling loud music out into the street anytime a door opens. Red light businesses dot the area. The lights of gambling halls blink and shine brightly day and night. Well-equipped guards stand casually at the doors of body shops, warehouses, and other workshops. Everywhere, the police patrol—on foot, on hovercycles and motorbikes, some even on horseback. In the sky, a few patrolmen in power armor sweep the city. VAMPIRE STORIES The Tomorrow Legion should see Ciudad Juarez is vampire free, at least on the surface. Despite suspicious individuals sneaking around at night, no obvious vampire attacks occur. Speaking with the locals can offer insight. Use the Networking rules to reach out to each group. THE POLICE Patrolmen just re-iterate the city’s official line that Ciudad Juarez is free of vampires. However the police are one of the more obvious sources of corruption. They ignore minor crimes occurring just a few feet away and can be routinely seen taking bribes or actively partaking in criminal activity. All attempts to dig deeper attract aggressive police attention, with officers first trying to threaten and intimidate the Legionnaires before such attention escalate to arrest and physical violence. Police (1–2 per hero): See Soldier in Savage Foes of North America. A success on the Networking roll identifies a genuinely dedicated police Few settlements exist in southern and western Texas. Riaders from the Pecos Empire are among the few to travel along these routes. Obstacle: Before the Rifts, most cities drew their water from nowempty underground aquifers, leaving dangerous sinkholes and no fresh water. Sandstorms and dust storms develop without warning, unleashing rolling clouds of choking darkness. Though this region lacks consistent rainfall, any storm brings the threat of flooding. And with any good storm, tornadoes can develop almost without warning. Strangers: Few people traverse these lands. However, hunters and traders do travel between smaller communities. They may know about nearby settlements and have supplies—for a price. The heroes may find occasional lonely farmsteads that suffered the same fate as the ranch at the start of the campaign. Treasure: The raiders of the Pecos Empire picked much of this area clean. However, caverns may still hold natural treasures, including precious gemstones like topaz and quartz. Enemies: This is raider territory, and a gang riding through might be brave or foolish enough to think they can take on the Tomorrow Legion. See Pecos Empire Raider in Savage Foes of North America TRAVEL TO JUAREZ Michael Logan (Order #41085069)
135 officer. Friendly and forthcoming, the officer offers advice and assistance, but is exhausted and overworked from recent mandatory overtime. Officials increased nighttime forces along the city’s borders. The number of travelers coming into Juarez decreased too. Why this happened is unknown. CITY OFFICIALS Officials say nothing new, repeating “There are no vampires in Ciudad Juarez.” A successful Networking roll draws out of them that what happens outside the city is of little concern. Besides, they believe Reid’s Rangers and other vampire hunters should deal with any increased attacks. That's not a city matter. AREA CRIMINALS The regulars at dive bars keep quiet. With a success on the Networking roll, these bandits, thugs, and mercenaries mention bounties. They say little, fearing the Legionnaires are competition, but it seems a group in town offered a hefty price for the heads of burned vampires. LOCALS Locals report a variety of stories. Common tales include how someone barely escapes the clutches of a ravenous vampire or gossip on romances between vampires and humans. They talk conspiracy theories and hearsay, but divulge little to do with the increased attacks. A successful Networking roll, however, learns of an outlandish tale. Missionaries take beggars and refugees for help—a hot shower, fresh clothes, a good meal or two—then these lost souls disappear only to end up at a dinner party hosted by a vampire. The story ends with the claim that a cabal of powerful vampires, known as the Executive Circle, rules the city through corrupt officials. Finding the Right Clique Once they have heard the name, a little more digging allows the Legionnaires to discover more about the Executive Circle. These vampires control every aspect of the government and hold sway over the Black Market and other disreputable merchants. They live out in the open as normal people, business owners, and philanthropists, while concealing their vampire nature. They control the money and the power. If they start asking questions about the Executive Circle, the team finds out about a woman who worked for the vampires, Dalia Marquez—a former night cleaner— at a fine hotel. During the conversation, she admits she is a vampire. She came from the Mexico Empire about a decade ago. A Master Vampire turned her as a reward for her dedicated service. Afterwards, she continued to care for her mortal family. Then, a rival staged an accident that left most of her family dead. She took her few remaining family members and settled in Ciudad Juarez. Once here, her ability to make people forget attracted the attention of the Executive Circle. Busy at first, calls from the Circle decreased concurrent with the rise of Wild Vampire attacks. The Circle's offers of employment stopped, though, when she took a job with the Guild for the Gifted (see page 67). Following a vampire attack during a ritual at the Circle of Stone, a senior member of the Guild wanted to avoid any hysteria among the membership, so he hired Marquez to wipe the minds of the survivors. Their stories intrigued Dalia, so after the job, she scouted out the site, looking at tracks and other markers. She found no signs of Wild Vampires, whose frenzied attacks would have left the area a bloody mess. Instead, the site had been Michael Logan (Order #41085069)
136 forensically cleaned. Only Secondary Vampires like herself would be so thorough. Dalia went to speak to members of the Executive Circle, suspecting them of coordinating the supposed Wild Vampire attacks. During the interview, Don Miguel Alonzo told her to drop the matter and ordered her to make the leaders of the Gifted forget it as well. She did her job but kept investigating. Don Miguel found out. Out of the blue, he invited her family to dinner. At first she'd assumed he was trying to frighten her by threatening them. In time, though, it became clear Don Miguel had made them mind slaves. Now Dalia wants the truth, but she also wants revenge. She just needs help capturing Don Miguel and asks the team to help her. E Dalia Marquez: See Secondary Vampire on page 174 with the additional powers empathy and mind wipe, Notice d10, Persuasion d8, and Extraction (Imp). DON’T LOSE YOUR HEAD Dalia plans to capture Don Miguel Alonzo to interrogate him. She secretly plans to kill him for what he did to her family, but she keeps that to herself. Don Miguel regularly visits a specific burlesque house and spends the night with a few of the girls. He does this secretly, so he travels incognito with only two vampire guards, leaving him vulnerable. Marquez gives the team a day to plan an ambush, suggesting they need to keep the guards busy and draw attention to themselves while she catches Alonzo. During the fight, Marquez attempts to abscond with him, forcing the Legionnaires to scramble to catch up and a Chase ensues, with the fleeing vampire just three cards ahead of the heroes. E Don Miguel Alonzo: See Secondary Vampire on page 174. He has the Connections (Executive Council) Edge. Vampire Guards (2): See Secondary Vampire on page 174. They have a Shooting of d10, Frenzy (Imp), and carry two TK Revolvers (Range 12/24/48, Damage 2d6+2, RoF 1, AP 5) If Marquez gets away, it takes a few minutes for the heroes to pick up her trail. They find Marquez and Alonzo in a deserted Black Market workshop, silver chains binding Alonzo to a wooden pole, his hands and feet stabbed through with wooden stakes. Marquez ignores the heroes as she interrogates Alonzo, spraying him with holy water from a child’s squirt gun. His skin sizzles and burns straight to the bone, the wound does not heal. A circle of garlic surrounds Marquez and Alonzo, making it difficult for other vampires to interfere. THE SECRET Whether the heroes confront Dalia or assist her, they get a little information out of Don Miguel Alonzo. He received a message from his superiors in the Muluc Kingdom telling him about the attack at the Circle of Stone. They ordered him to ignore the attack and to make sure others did the same. He was assured he would be warned before any further attacks occurred in or around Ciudad Juarez. Don Miguel mentions that the messenger did not speak. He came by day, dressed from head-to-toe in Bushman body armor and carried an Energy Rifle and a Vibro-Knife. Alonzo’s human guards attacked the messenger, but they proved unable to do anything. The stranger’s speed and skills matched those of a vampire, but Alonzo cannot explain the weapons or the daytime visit. Michael Logan (Order #41085069)
137 Aftermath The team can take whatever action they wish against the two vampires. Killing Don Miguel is easy, as he is on the verge of death—though his head needs to be chopped off, his heart staked, and the two parts of his body burned to actually destroy him. If this does not happen, the heroes have made a powerful enemy in Ciudad Juarez. Dalia Marquez fights the team only if they attack her. Otherwise, she kills Alonzo, and goes her own way. Having learned one of the secrets of Ciudad Juarez, the heroes are free to delve deeper into the Executive Circle, or to explore and help the surrounding settlements resist the depredations of roving bands of Wild Vampires. While they find many such bands, none fight in an organized way—as the story of the attack on the Stone Circle described— and there is no sign of the mysterious messenger. THE LONE RANGER Run this scenario when the heroes have encountered a few Wild Vampire attacks, and have seen a ruined homestead or two. As they patrol the wilderness, the Legionnaires prepare to make camp at the end of a long day. As the sun goes down, they hear the sounds of a firefight chattering in the near distance. There is only a single nearby homestead marked on the map. In a matter of minutes thick smoke rises into the air in the direction of the homestead, silhouetted against the gathering gloom. Arriving on the scene, the heroes discover the small homestead is under sustained assault from a well-armed group of attackers. The defenders are losing badly, with the homesteaders themselves dead, the buildings wrecked by explosions and burning furiously, and the last survivor fighting valiantly against a superior force. He is badly wounded as the heroes come into view, but desperately returns fire against wellarmed and armored foes. If the heroes join the fight, the attackers direct their attention to the newcomers. The force is small, but well trained and fights as a cohesive unit. If the attackers suffer any casualties at all, they break off the attack and retreat. They scatter into the wilderness to regroup later at a designated rendezvous. Secondary Vampires (1 per hero): See Secondary Vampires, Deathspike, on page 174. SOLE SURVIVOR Once the attackers have been driven off, the Legionnaires can turn their attention to the last remaining survivor of the attack. The brave fighter is mortally wounded, on the brink of death (Incapacitated and Bleeding Out) and fading fast. The first hero to reach him hears him gasp, "They walk by day…must tell…Doc Reid" as he lapses into unconsciousness. A successful Healing roll brings him round temporarily, in which case he repeats his message, adding that his attackers were vampires. His wounds, however are too severe to treat, and he passes away in the Legionnaire's arms. Searching through his effects, the heroes discover his name was Jack Garland, and he was one of the vampire hunters of Reid's Rangers. If the heroes insist on restoring the Ranger to health, using magic or other powers, his eyes flutter open. He parts his lips, as if to smile, then a strange look passes across his face and with a Michael Logan (Order #41085069)
138 snarl, he bares his new fangs and attacks the Legionnaire who healed him. Jack was bitten during the attack and, while he fought off the vampire, his fate was sealed. He is a newly-turned Secondary Vampire, and he's out for blood! E Secondary Vampire: See page 174 After the fight, if the heroes do not properly destroy his body, the vampire Jack Garland regenerates and attempts to sneak away. If successful, he dogs the heroes' tracks for the rest of the campaign, waylaying and attacking them whenever he can as a constant thorn in their side. If the Legionnaires hunt the fleeing vampires, they find the creatures covered their tracks expertly. A successful survival roll at −2 manages to pick up the trail of a single vampire. Tracking the creature to a small cave, the heroes catch up with a female Secondary Vampire as dusk falls. If they attack, the vampire returns fire for a few rounds before retreating deeper into the cave to remove her armor. That done, she turns to mist and drifts away through tiny fissures in the cave ceiling, leaving behind Bushman body armor and a JA-11 Energy Rifle. Secondary Vampires: See Secondary Vampires, Deathspike, on page 174 armed with JA-11 Energy Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 4). Aftermath It should be clear to the heroes that the enemy they fought was nothing like the Wild Vampires they have seen up to now, but were reminiscent of the organized attack Dalia told them about. If they didn't encounter Jack Garland as a vampire, however, they have no evidence that vampires were responsible for the attack. The brave man was one of Reid's Rangers, and it's obvious his last message must make it to Fort Reid at all costs. Once the heroes decide to undertake the journey south, the GM can take one or two sessions to chart their trip to Fort Reid using the Travel rules (see Savage Worlds and also Travel to Juarez on page 134). ALL THE TROUBLES IN THE WAY Run this scenario as the Legionnaires trek through the Chihuahuan Desert to reach Fort Reid. Taking the longer route along the Rio Grande offers protection— vampires rarely travel close to the river. However, they must still cross the desert to reach Torreón and Fort Reid. This area of Northern Mexico shows signs of life; grasslands develop on the edge of the desert. Small communities dot the landscape, including Monterrey— an outpost of the Pecos Empire and home to an agrarian population. The city offers a central hub for neighboring villages of independent farmers and ranchers. The Pecos Empire provides protection against rival militaries, however, the villages must fight the vampires on their own. As they travel, the Legionnaires find a village in need of assistance. Into Hot Water As the team approaches Monterrey, the evidence of vampire attacks on villages and similar settlements increases. Those with extensive fortifications continue to effectively fight the vampires. Wealthy towns stay safe by using top-of-the-line anti-vampire equipment. Smaller ranches and farmsteads do not fare so well. After passing several devastated smaller settlements, the Legionnaires find the village of Agua Caliente in the late morning. Signs of regular vampire attacks are obvious. If the heroes do not go to inquire about the village, then a Michael Logan (Order #41085069)
139 small contingent of farmers—working in the fields surrounding Agua Caliente— approaches the team. They seek help in ridding the village of the vampire menace. The village stands behind a scarred and splintered wooden palisade. The wood is solid, but old, with sharpened post ends. Four towers peek up just above the poles. An artesian well feeds a manmade moat surrounding the fortification, but water barely moves—it is more mud than water. As the team arrives, children are struggling to remove the rock and dirt damming the water. The villagers guide the heroes to a comfortable spot to rest. However, if there is a Heroic Vampire in the team, two men armed with plastic water rifles stand watch over the vampire. After the team has some time to rest and recover, an older gentleman with well-cut and maintained clothes approaches. “Anyone hunting Los Locos is welcome within our walls.” A handful of others come in with fresh baked goods, coffee, and tacos. Introducing himself as Don Antonio Ruiz, the elder continues: “We have found ourselves overrun as of late. Organized packs of Los Locos, I believe you call them vampires, regularly attack Agua Caliente. In the past, small packs would come from time-to-time. It would not take much to deter them.” He points to the towers, each containing a water cannon with an attached hose. Two of the towers also have a rail gun. “Lately, they come more often and in larger numbers. Worse still, they come with a plan. Every night for a week, the same pack attacks. They eat away at our defenses. The moat is nothing more than a ditch for pigs to wallow in. They claw at the adobe and the wood. We do not know how long we can hold out. We sent word to Fort Reid several days ago, but the rangers will not return in time. We ask you, please help us.” It is just past noon, so the team can make some preparations. If anyone wishes to inspect the area, a member of the guard escorts them to answer any questions. VILLAGE INSPECTION The adobe and wood near the main gate are crumbling and discolored. The wooden posts beneath the towers are being whittled away. Deep scratches mark where vampires climbed the palisade. Dried blood stains the sharpened top of many of the palisade stakes. Dirt and rocks from the area fill much of the moat, particularly near the towers. A grate made of silver covers a small duct where water from inside the village flows out into the moat. Some bars are broken and rest in the mud beneath the grate. Many rocks are piled here, some of them large and heavy. Each tower houses an electric highpressure heavy water cannon. Two full barrels of blessed water accompany each cannon. Pumps and hoses trail down to the village’s central well. The two barelyfunctional, bullet-pocked rail guns are loaded with wooden flechettes. The village’s water supply comes from a central artesian well right in front of their chapel. Buckets, barrels, and long hoses lay about its base. The well sits on a weak but consistent spring fed from an aquifer the people use to irrigate their lands. More recently, it has been used to fend off the vampires, but Don Antonio does not know how much water remains in the aquifer. The chapel is the strongest building here, made of brick and stone with doors of solid wood. Inside, a hidden Michael Logan (Order #41085069)
140 door beneath the altar leads into a cavern glistening with stalagmites and stalactites. A font of blessed water sits near the door. Windows line the second story gallery, each equipped with racks of shotguns, pistols, and similar weapons. The villagers come here during an assault. By the time the Legionnaires finish surveying the village, the sun begins to wester. The team can prepare positions and cover for themselves or rest. The village follows its normal nightly routine. They set watches, with two guards per tower. Two guards also stand at the gate. They ring the chapel bell to notify the villagers of an attack, the need to seek shelter, invasion of the grounds, and the end of the attack. Reinforcements Arrive As the Legionnaires complete their preparations for the defense of the village, a dust cloud appears on the horizon. As it gets closer, the party can see a rider on a robotic horse. The villagers open the gate to welcome the newcomer and the mysterious rider slides off the robotic horse and doffs her cowboy hat. “I'm Evie Rodriguez from Reid’s Rangers. I’ve come to help y’all out with your little vampire problem. The villagers look to her, back out onto the open road, and to one another. Evie knows what's on their mind. “Yep, just me. Forces are kinda tight right now. And since you folks have a problem with the wild ones, the powers that be sent me to investigate. Once I get a feel for things, I can send for help if needed. But it looks like I got help right here.” Ruiz leads Evie and the team to the chapel. Don Antonio explains the problem. Evie listens quietly, taking it all in. She does not seem surprised by any of it. Evie goes along with the plan in place or helps to concoct a new one. If the heroes have questions about vampires, Evie answers them, however, she only knows the basics about vampire biology and politics. She knows nothing of Deathspike or its agents. If the heroes mention the Ranger they found, her demeanor changes and she becomes somber and serious. Michael Logan (Order #41085069)
141 "Jack was a good man. At least he died with his boots on. After we're through here, I'll take y'all to Doc Reid. He'll want to know everything you heard and saw." EVIE RODRIGUEZ Evie took up vampire hunting after losing her parents to the creatures. She left her siblings behind to join Reid’s Rangers and rose quickly through the ranks. She's determined that no child should become an orphan at the hand of vampires. Following Grizzly Carter’s example, she takes the mantle of hero seriously. E Evie Rodriguez: See Vampire Hunter, Reid’s Ranger on page 155. She has Smarts d10, Vigor d12, and increased skills: Repair d8, Riding d8, Thievery d6, Shooting d12, Stealth d10, and Survival d10. She rides Bronze—her robot horse (see RH100 Robot Horse on page 34). The Vampire Attack Once the moon sits high, the nightly assault begins. Legionnaires on watch and those with Danger Sense can roll Notice to detect the oncoming vampire force. It takes a raise for those on watch to get a good idea as to the number of attackers and make out any weapons they carry. The vampires come in from three directions—the two sides and the front of the village. They kick-up a lot of dust, making counting them at long range nigh impossible. The entire force is comprised of vampires, so thermal imaging does not work. Once at medium range, those with appropriate equipment can see through the dust cloud. The vampires separate into three lines as they race in. The first line carries stones or bags of dirt and begin filling in the moat and blocking the water at the grate. The second line attacks the fort directly, either chopping at or scaling the walls. The back line provides cover, shooting at the guards and other defenders and is clearly coordinating the assault. Each side of the village is attacked simultaneously by a force comprised of the following vampires. Wild Vampires (3 per hero): Line one. See Savage Foes of North America. They have an additional +2 to Armor for carried stones or bags of dirt. Wild Vampires (2 per hero): Line two. See Savage Foes of North America. All carry axes; 20% carry Battle Axes (Str +d8) they use to chop at the walls. Secondary Vampires (1 per 2 heroes): Line three. See Secondary Vampires, Deathspike, on page 174 armed with JA-11 Rifles (Range 30/60/120, Damage 4d6, RoF 1, AP 4; Heavy Beam; Multi-Optics Scope; can fire ion as an NG-IP7 or a silver bullet as a Hunting Rifle with 1 Shot). Vampire Commander: See Secondary Vampires, Deathspike, on page 174. Has a d8 Shooting die and carries an NG-303 Rail Gun (Range 30/60/120, Damage 2d10+2, RoF 3, AP 6). The Wild Vampires fight to the last, but the commander flees once the majority of Wild Vampires are dead, or if all Secondary Vampires are defeated. As If the GM feels the party cannot handle the full invasion, Evie Rodriguez can either come with a few more rangers or send for them. Use the Vampire Hunter, Reid’s Ranger on page 155. GM'S NOTE Michael Logan (Order #41085069)
142 soon as they flee, Evie shouts that they must get rid of the commander or the attacks will continue, jumps on her horse and chases after them. If the team chooses to pursue the commander, a Chase ensues with the vampires on Card 5 ahead of their pursuers on Card 1. If the heroes fail to help Evie, she returns at dawn having lost the vampires' trail. Hunting the vampires in the light of day requires a successful Survival roll at −2 to pick up the trail. Once found, they must fight and defeat the commander before they can expose and kill the remaining Wild Vampires. The commander is prepared to go to his final rest without revealing anything of Deathspike. He knows the secret must be preserved at all costs. Fort Reid With the village safe, the heroes are free to move on to Fort Reid with their escort. Evie Rodriguez takes the Legionnaires on the last leg of their journey. The GM can add in one or more encounters as the heroes cross the dangerous wastes of the Vampire Kingdoms (see Travel in Savage Worlds) until they reach the haven that is Fort Reid. Once at Fort Reid, the Tomorrow Legion is accommodated in a separate barrack. Evie Rodriguez is assigned as their liaison. Doc Reid orders the team to be confined to quarters unless accompanied. They can attend meals, lectures, and training sessions, but they cannot take part or go on missions. Robert “Grizzly” Carter interviews the Legionnaires upon arrival. He asks about their mission and all their vampire encounters. He also answers any questions they have about Fort Reid and the Rangers. If the heroes mention the Ranger they tried to save, Carter bows his head and falls silent. He takes great interest in the Ranger Garland's last message, and tells the Legionnaires Doc Reid will want to talk to them. THE DOCTOR WILL SEE YOU After a couple of days, the Legionnaires are escorted to see Doc Reid. The audience takes place in a clean, well-equipped medical lab, featuring a dissecting table and an array of medical instruments. Doc Reid himself is conducting a sort of autopsy on a staked vampire, which has also been strapped securely to the table, just in case. The doctor works at his grisly task, all the while cross-examining the heroes gruffly about the details of their experiences, particularly what they know about the dead Ranger, what he told them, and what they think it means. As he keeps up his interrogation, Doc Reid's multiple arms work on the vampire corpse before him. He expertly dismembers the organs around the heart, which is pierced with a wooden stake. Once he is satisfied the heroes have told him everything, he dismisses them, telling them they are free to accompany his patrols as observers only, unless they want to renounce the Legion and join the Rangers permanently. Aftermath Thee Legionnaires have now seen Deathspike agents up close (though they don't know the vampires' codename), and have witnessed the way those agents coordinate their attacks and utilize advanced weaponry and armor. Finally, they have made contact with Reid's Rangers and won a kind of acceptance with these tough vampire hunters. For the next couple of sessions, the GM should have the Legionnaires accompany the Rangers on missions around Fort Reid. Evie Rodriguez is still assigned to accompany any patrols and investigations Michael Logan (Order #41085069)
143 the team goes on, but they are nominally attached to a unit run by a Ranger named Dirk Palmer. Vampire activity in the area has risen considerably in the last few weeks and the Rangers are constantly stretched thin patrolling and securing the numerous villages that cluster around the fort. TABLES TURNED Run this scenario after the Legionnaires have been out on patrol with Reid's Rangers a few times. They have formed some bonds of friendship in the organization and have proved themselves useful in a firefight. Palmer is a young Ranger making his name with the Vampire Hunters. He and the Legionnaires have worked together on several missions and he has been friendly and welcoming, seeking their advice on tactics, and asking how the Legion would handle matters. He is charming, with a ready smile and a never-ending supply of increasingly outrageous stories of his daring heroics to explain how he came by his cybernetic eye. Now Dirk has discovered intel on a forthcoming vampire attack against a small village a day or so to the south of Fort Reid and is instructed to take the Legionnaires with him to protect the village. In fact, Dirk is an undercover agent working for Deathspike. He is one of many humans so under the control of the vampires that he does not need to be mind controlled to do their bidding, he genuinely believes that humans should be under the dominion of the Vampire Kingdoms. Michael Logan (Order #41085069)
144 By this time, the Legionnaires have attracted the attention of the Deathspike vampires in the area. Dirk has been trying to learn as much about them as possible and relaying that information to his superiors in Deathspike. The vampires have decided they can't allow the Legion to forge a closer alliance with Reid's Rangers, and have instructed Dirk to handle matters. His orders are to lure the Legionnaires into an ambush and ensure they never return. Village of No Return Dirk leads the patrol into the desert south toward their target. Draw two cards for encounters using the Travel rules (see Savage Worlds) and resolve the results. By that time, night is beginning to draw in and Dirk suggests they rest rather than risking encountering the vampires during the night. With the exception of the bestial howls of a distant Wild Vampire pack, the night passes uneventfully. At first light, the patrol prepares to break camp and complete the trip to the village of Arroyo de Sangre, less than a couple of hours away. Scouting the village from afar reveals that it is tiny—just five or six small adobe buildings clustered together amid a patchwork of dusty fields. It also appears to be deserted. Dirk claims this is a sign they have caught the vampires unawares, and that the patrol should be able to stake them out while they sleep. Once the heroes arrive in the cluster of buildings, however, things change rapidly as the vampire spring their trap. BETRAYED! Once within the ambush area, heavy weapons and explosives erupt suddenly. The Rangers on the patrol, with exception of Evie and Dirk, are cut down at once, leaving the Legionnaires and the two remaining Rangers to fight it out. Fire is coming from all sides, and the patrol is pinned down. The heroes' best bet is to reach the safety of one of the buildings, but first they must take cover! Secondary Vampire (1 per hero): See Secondary Vampires, Deathspike, on page 174. Equipped with Bushman body armor and NG-303 Rail Guns (Range 30/60/120, Damage 2d10+2, RoF 3, AP 6) or JA-11 Rifles (Range 30/60/120, Damage 4d6, RoF 1, AP 4; Heavy Beam; Multi-Optics Scope; can fire ion as an NG-IP7 or a silver bullet as a Hunting Rifle with 1 Shot). Human Minion (2 per hero): See Soldier in Savage Foes of North America. Dirk hunkers down behind some boulders, apparently frozen with fear. The Legionnaires have never seen him like that before. Evie attempts to lay down some Suppressive Fire (see Savage Worlds), if nobody else thinks to. With luck and teamwork, it might be possible for the heroes to escape the withering fire and mount a counterattack. If the opportunity presents and the Legionnaires look like they might lose, Dirk takes his opportunity to gun down the heroes. E Dirk Palmer: See Vampire Hunter, Reid’s Ranger on page 155. THE TUNNELS If any of the Legionnaires gets separated from the team, or if the tide of the battle seems to be going against the heroes, the most isolated hero spots a human head peeking from under some rubble and beckoning. The concealed figure is one of the few remaining villagers. Long ago, they built a small network of narrow tunnels under the village to protect them in times of hardship. If the Legionnaire follows the Michael Logan (Order #41085069)
145 villager, she leads the way into a tight labyrinth underground. The tunnel system leads to each and every building in the small village, and heroes can use it to hide, redeploy, and pop up behind a vampire attacker, turning the tables on their ambushers and allowing the Legionnaires to take the vampires by surprise instead. THE TURNCOAT If Dirk is captured or questioned after the battle, he denies all knowledge of a trap, but if he gets the sense that his disguise is compromised, his demeanor changes completely. "You'll never defeat Deathspike! They are sworn to destroy you—you're as good as dead!" He spits and laughs bitterly. With the merest blink he activates a bomb inside his cybernetic eye. Any hero right next to Dirk's body can make a Notice roll to hear the soft beeping of the countdown. If they succeed, those heroes get an Athletics roll to dive clear of the blast as Dirk's head explodes. Anyone caught in a Small Blast Template suffers 4d6 damage. Aftermath The heroes have seen the vampires as they really are. Well armed, armored, and prepared to strike in the daytime, as Jack Garland told them. They have also learned the codename for the vampire force: Deathspike. Doc Reid is deeply troubled by the traitor in his midst. This manifests itself by an increase in his paranoia and in the number of sermons he delivers. Patrols are stepped up and the Rangers are encouraged to be even more vigilant in their hunter for the vampire scourge. For the next few weeks, Evie leads the Legionnaires on patrols into the desert looking for evidence of Deathspike and trying to discover the location of its headquarters (treat these as Security Patrol missions. See the Game Master's Handbook). STAKING DEATHSPIKE Run this scenario after the heroes have accompanied the Rangers on several missions to identify the whereabouts of the Deathspike HQ. The Legionnaires by this point know that the vampires have organized a group of agents who can operate in broad daylight, are trained in advanced weapons and tactics, and are called Deathspike. They know too that the organization is capable of infiltrating even a group as tight-knit as Reid's Rangers, that they use human agents to manipulate and infiltrate, and that Evie Rodriguez is really mad about it. Unearthing the Vampire Army Evie has been painstakingly gathering and cross-checking all the information the Rangers have gleaned to find the enemy's command headquarters. She has compiled a detailed map of the area with notations for all related attacks, sightings, and rumors. She reasons the Deathspike headquarters likely exists in an area central to the attacks. DISCOVERING HEADQUARTERS Checking potential sites for vampire presence unnoticed is a Dramatic Task requiring 20 Task Tokens over 4 rounds. Each round covers a week of scouring the wilderness. If the team fails, they still discover the camp but do not do so unnoticed. The vampires learn about the investigation, allowing them to prepare Michael Logan (Order #41085069)
146 for the assault. This makes things more difficult when the attack comes. For each Task Token they come up short, the vampires are better prepared. With the site identified, the heroes and their Ranger allies can scout out the area. The camp is situated far to the south of Fort Reid. The vampires have destroyed the settlements in the surrounding countryside, and make their base in a network of caverns and sinkholes in the area. Even a quick analysis shows the caverns form a labyrinthine network of tunnels. A few contain large, active springs—so likely no vampires. The few homesteaders still living in the area report seeing people in identical full body armor. Some, but not all, take off their helmets during the day. A search of the vicinity reveals guard patrols and lookouts. However, they find only two guard posts, at the north and south mouths of the caverns. OUTSIDE THE CAVERN Patrols: Disguised humans pretending to be prospectors or farmers on the way to market patrol in a ten-mile radius, concealed weapons hidden in their robot horses and burros. Each patrol has two guards, and three patrols survey the area at one time. At night, they have two patrols with three guards each, with one a Secondary Vampire. They do not use disguises at night. Human Scouts (4 – 6): See Soldier in Savage Foes of North America. Secondary Vampires (2): See Secondary Vampires, Deathspike, on page 174. They only patrol at night. Robot Horse/Burro (1 per 2 guards): See page 34. The soldiers’ heavy ranged weapons sit in easily-accessed “saddlebags” that appear full of fruit or ore if traveling in disguise. Sentry Posts: Two guard posts are dug into the ground near the north and south entrances of Deathspike’s headquarters. During the day, three sentries guard each post, with at least one a Secondary Vampire. At night, only one sentry remains, while a Secondary Vampire moves between them. Human Sentries (4): See Commando in Savage Foes of North America. Change their armor to Bushman Medium EBA (+6 Armor, +2 Toughness). Secondary Vampires (1 per hero): See Secondary Vampires (Deathspike) on page 174. They have a Notice of d8. Sinkholes: Flanking the north and south entrances to the cavern are two large sinkholes. The holes are camouflaged to blend in with the surroundings. Guards regularly patrol around them during the day but ignore them at night. Approaching the holes is extremely dangerous, as each holds 60 Wild Vampires. Half are staked, but the rest are ravenous and noisy. If they get a hint of the scent of blood, their frenzied howling attracts the attention of the guards. Wild Vampires (120): See Savage Foes of North America. IINSIDE THE CAVERN Entrances: On the north and south side of the cavern, large, fake rocks and netting make the entrances appear impassible but only act as doorways. Pool Rooms: The first rooms by the north and south entrances are large, empty, open spaces. The floor of each room is covered in bat droppings as a large colony of bats occupies the ceiling. In case of attack, the vampires can control the creatures as swarms. In the center of each, a shallow pool bubbles up from a spring below. Tunnels branch off from them. Michael Logan (Order #41085069)
147 Two main tunnels lead off each room. The most prominent one winds its way through the cavern complex to arrive at the opposite pool room. The other tunnel in each room is sealed by a fake wall acting as a secret door. These tunnels lead straight to the headquarters' command room. The Command Room: This large room holds all human allies and vampires. In the center, make-shift walls enclose a command center. Screened off quarters for the soldiers flank it. Sleeping Chambers: Two smaller tunnels branch off the command room. One heads east while the other goes west, and both lead to separate vampire sleeping chambers. The rooms mostly hold coffins but contain a few tables with chairs. A comfortable cot accompanies each coffin. Staked Secondary Vampires occupy half of the coffins. RETURNING TO FORT REID After scouting the camp's surroundings and reconnoitering as closely as they dare, Evie orders the team to stay and watch the camp while she heads back to Fort Reid to share their discoveries with her commanding officer. The GM can include run-ins with the guards or Quick Encounters to give a sense of time passing. Eventually, Evie returns with her commanding officer. They review the situation, getting the Legionnaires’ assessments of the camp. The officer takes notes as the team and Evie plan the offensive. Evie now commands a unit of 30 Reid's Rangers—the most she could secure. Reid is still suspicious of both Evie and the Legionnaires, wary of another ambush and reluctant to lose more Rangers to this new enemy. Michael Logan (Order #41085069)
148 The Vampire Offensive The heroes must work with Evie to decide on a plan of attack. The vampires take the offensive if the heroes failed the previous Dramatic Task. The course of the battle depends entirely on the time of day. In all cases, at the first sign of an attack, the guards attempt to alert those inside the cavern. If the Legionnaires attack by night, any Secondary Vampires outside turn into mist and flee inside. Wild Vampires, staked (120): See Wild Vampires in Savage Foes of North America. For every Task Token by which the Legionnaires failed the Dramatic Task, five of the active Wild Vampires are brought from the sinkholes to the pool chambers. Half the total number of vampires remain Incapacitated in the sinkholes. Secondary Vampires (1 per hero): See Secondary Vampires, Deathspike, on page 174. They have a Notice of d8. Secondary Vampires, staked (2 per hero): See Secondary Vampires, Deathspike, on page 174. They remain Incapacitated in one of the two sleeping chambers unless revived. For every Task Token by which the Legionnaires failed the Dramatic Task, one of these vampires is revived and added to the guard posts outside. Human Soldiers (2 per hero): See Soldier in Savage Foes of North America. They are all in the command room. Orderlies (1 per vampire): See Civilian in Savage Foes of North America. They have Vigor d8 and Toughness 5. DAYTIME ATTACK Attacking during the day is the most effective strategy. Even though the vampires can operate underground and even outside in their sealed armor, they still tend to rest more during the day and leave the defense of the base to their human followers. The sentries on duty actively patrol the area and can make a Notice roll against the Legionnaires' Stealth to detect the team and Reid's Rangers and try to raise the alarm. In the succeeding round, at least one sentry tries to flee and alert the rest of the force. All Wild Vampires remain in their pits. They cannot act and are treated as Incapacitated. They do raise a commotion if mortals pass close enough to the pits for them to pick up the scent of blood. Inside the command room, the guards and vampires are prepared only if a sentry reaches them. If not, the team surprises them in the first round of combat. Enemies remain partially armored and have their weapons. The orderlies try to hide, but they may get in the way of attacks on the vampires. On the first round after the team appears, at least two Secondary Vampires try to escape to the sleeping chambers to revive the staked vampires. Every round thereafter, only one tries. It takes one round for a vampire to reach the sleeping chamber (and one to return). They can revive one vampire per round. NIGHT OFFENSE Attacking at night is far riskier, but if the team lost the earlier Dramatic Task, it is the vampires who choose to go on the offensive, and they attack at night. The guards are on duty (see Outside the Cave). Each patrol can make a Notice roll against the Legionnaires' Stealth to detect the team and Reid's Rangers and try to raise the alarm. Once patrols notice the Legionnaires (either by finding them or getting attacked), at least one per group tries to flee and alert the rest of the Michael Logan (Order #41085069)