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Outbreak - White Out
Outbreak - White Out
by christopher j. de la rosa
1
a scenario for Outbreak: Undead..
Written by
Christopher J. De La Rosa
Edited by
Robert Watts, Ivan Van Norman
Art
Christopher J. De La Rosa
Beta Testers
Clint Keller, Steven Thomson, William Ho, Hillary Tollerud,
Geoffrey Pietz, Kara Konenen, Eric Fischer, Nicholas Linares,
Alec Baclawski, Paul Zichichi
Table of Contents
Introduction 3
Scenario Rules 4
Cast 8
Gear 9
Bestiary 12
GMs Section 20
part 1 22
part 2 24
part 3 26
part 4 28
part 5 30
Scenario Point Results 32
2
Outbreak:Undead..
Introduction
Two remote research stations the Hudson to a year, depending upon how food was
in Alaska and Moosehead in Canada, both rationed. The Moosehead-Hudson Mystery,
prospected in almost the same territory, near as it came to be called, became somewhat of
the Alaskan/Yukon border for gold, and other a tourist attraction in the Yukon, particularly
precious ore. Situated a mere 60 miles from as a supplement to their normal tourist draw
each other, they both disappeared along with of natural splendor, and is often told as a sort
their research teams, never to be heard from of cautionary tale about the forces of nature
again after the winter of 86 in the wake of a and mans role within the grand scheme of the
particularly erce blizzard. The stations were natural order.
in service for nearly 10 years between them,
and their crews had an astonishing combined
250 years worth of wilderness experience.
Their disappearance was as sudden as it
was unexplained. No one really knows when
they went missing as concerns about the
team were only raised after they were over
a month overdue for a crew rotation. After
numerous search parties were launched, all
that could be discovered were the old sites,
long since burned to the ground. No remains
were found. Theories range from a re that
burned the station down that drove them to the
wilderness to die, to aggression between the
two camps, which was common knowledge,
but never thought to be homicidal. What
was most perplexing was that both stations
disappeared around the same time. Granted,
it was during a very harsh Arctic Circle winter,
but both stations were fully equipped to feed
and house their crew for nearly 8 months
The truth, of course was not so simplistic, nor was it truly a classic tale of man vs. nature.
The events that wiped the two research stations off the map were, for those involved, the
closest thing to an icy hell as could possibly be imagined.
My name is McGregor and by the time you read this, I will probably be dead... 3
Scenario Rules
In this scenario, you play as the crew from the Temperature (Fahrenheit/
Research Station Hudson. There are some Celsius/Kelvin) - Modifier -
additional rules in order to more fully realize description
the scope of this campaign: Expanded rules
for environmental modiers for intense cold Temperatures lower than these temperatures
and weather, changes to Morale as it involves are considered un-survivable:
the stronghold, an expanded view on a critical -112/-80/193 +5 Difculty
resource Fuel, and a slew of new zombie -94/-70/203 +4 Difculty
threats that can even be adapted to other -49/-45/228 +3 Difculty
campaigns of your own design. This is done -22/-30/243 +2 Difculty
because this scenario features not only the -32/0/237 +1 Difculty
threat of the undead, but the threat of mother Temperatures greater than this do not
nature herself! constitute environmental modiers (excluding
extreme heat, which will not be covered here).
Ice/Cold The campaign starts with the temperature
The presence of ice and cold will be a being just warm enough to not warrant
constant danger to the characters exposed to additional Environmental Modiers for
the harsh conditions of Alaska as winter bears temperature.
down upon them. This takes the form of more
than just mere environmental modiers. A Str - Endurance check for cold weather can
prevent these Environmental Modiers from
Each day (20 Time) make a check based on having any effect on any other check that the
the environmental modiers (i.e. if the total characters might have to take that would be
environmental modiers are +4 Difculty, then negatively impacted by the Environmental
the d% would have to turn up a 20 or less). If Modiers from Cold. Make this check at the
this check is successful, then the temperature beginning of each Encounter and every period
drops enough to increase the environmental of Time exposed to the elements.
modiers by 1 (see the following secion
on Temperature). If this check fails, the
Blizzard
The weather will begin to intensify as the
temperature remains constant. If the failure
blizzard approaches. Starting at the beginning
is a catastrophe, the temperature increases
of the campaign, during each Time, roll a d%,
enough to reduce the Difculty by 1.
the chance of the blizzard whipping up and
causing additional environmental modiers,
Note that the lowest temperature possible
and slowing travel, will be 20% per Part of
by this scenarios standards will only be
the scenario... which means that by Part 5, the
maintained during a Blizzard. If a Blizzard
blizzard will have arrived and will be present
ends while the modier is at +5, the
100% of the time. During the blizzard the
temperature will raise enough to be a +4
following rules come into effect:
Difculty.
Movement is reduced by half.
If for whatever reason the temperature is
Characters that move and ee a
warm enough to not require any additional
zombie encounter, or for any reason
Environmental Modiers, then the temperature
require a Per - Navigation check, it
will not increase further.
will be increased in Difculty equal to
Temperature the environmental modiers. Unlike
normal eeing rules, the blizzard is so
This scenario features Temperature, disorienting that getting lost in one will
which will serve as the basis of not only increase lost time by 1 Time per DoF.
general survivability, but will constitute as an Continue rolling the check to determine
Environmental Modier at certain extremes. whether or not the blizzard will roll in. The
Articles of cold weather gear can offset these blizzard will dissipate (temporarily) by
penalties in addition to granting a bonus to failing the check.
Per - Survival or Str - Endurance checks. 2 Sustained Noise.
Automatically decrease the temperature
4
enough to warrant an increase of the counts, as does Jasper).
Environmental Modifer by +1. If the Getting lost.
Blizzard ends by rolling a catastrophe,
the modier persists even if the blizzard Starting Morale:
is over, otherwise, the Environmental Easy: 7
Modier goes away when the Blizzard Moderate: 5
ends Hard: 3
.
Snow Morale and NPC Behavior:
Snow is a soft surface which makes travelling 7+ - Agreeable
across it far more laborious than it would on 4-6 - Uneasy
solid ground. This is reected in the reduced 2-3 - Hostile
rate of travel that characters have. 0-1 - Violently Hostile
Morale
Unlike most strongholds that maintain a Food can also given to sled dogs, but it is
population, Morale will be based solely preferred that they consume from Food, Dog
upon the actions and events that feature the Meat supplies rst.
primary cast members. Different behaviors
will manifest at certain levels of Morale and Fuel
certain traits will likewise emerge. This will Fuel in this scenario is extremely important.
take the form of either solidarity at high levels, It must be carefully rationed between using it
or will become a descent into paranoia and to heat the station, drive snowmobiles to go
madness. This is generally reserved for doing on missions, or to use as an effective weapon
this campaign with fewer players than there against the undead by creating Molotov
are cast members. Cocktails.
Keeping the station unheated. Requires Snowmobile: 1 CU of fuel will allow 10+d6
an Empathy check or 1 Morale will be miles to be travelled on a snowmobile. The
lost. This check is made after 5 Time and fuel tank can hold 8 CU worth of fuel.
each 5 Time thereafter with a +1 Difculty
modier.
The death of a crew member (Marc
Molotov Cocktails: 1 CU of fuel and 1
5
Resource can be used to create 3 Molotov out by snowfall. As a result, day periods are
Cocktails. considered twilight instead of actual day Time
periods for purposes of calculating Risk and
Station: 1 CU of fuel allows for the station environmental modiers.
to be heated for d6+4 Time. If the station is
unheated, then the inhabitants will begin to Scenario/Survival Points
take Difculty penalties for Cold, but will not (SP)
need to make Per - Survival checks unless Success in this campaign will be determined
the station is damaged. The insulated station by Scenario/Survival Points (SP). Players
will reduce the penalties from cold, however. earn Scenario/Survival Points by completing
Keeping the station unheated for too long will Victory Conditions and Victory Sub-Conditions.
demoralize the crew. Each Victory Condition will earn the players 3
SP and each Victory Sub-Condition will earn
Fuel can also be used to power the generator. the players 1 SP. There are many factors that
See the Gear section for details as to how. will add to the players SP total at the end of
the campaign, which are best left to the GMs
Fuel, Kerosene can only be used for Molotov knowledge only. The players will get different
Cocktails and to heat the station. It cannot be endings to the scenario based on the number
used to fuel the Snowmobiles. of SP they have earned. GMs can award or
penalize the players SP for reasons not in the
Risk the campaign notes. The players earn SP as
Risk in this scenario does not tally and reset a team, although there is nothing wrong with
after an All Out Defense mission as normal. some good-natured rivalry between players to
Instead, each point of Risk adds +1% to all see who can earn the most SP individually.
subsequent Encounter E% checks. In this
way, reducing Risk, as well as nding ways
to minimize accumulating Risk is extremely Additonal Scenario
important. For the most part, All Out Defense
missions are scripted encounters in this
scenario, although a GM can make a Trailing
Options
Zombies roll against players that stay in Extended Survival
their stronghold for too long. Considering the A variant on this scenario is to increase the
Stronghold level is a mere 11, the chance of span of time between Parts. Each chapter
even low Risk resulting in an All Out Defense can be its own session, with the characters
mission is extremely high. However, should a surviving for however much Time it takes.
GM roll a successful Trailing Zombies roll, then Either that or the Time can be increased
success in an All Out Defense mission can several times over in order to force characters
reduce Risk normally. to manage food and fuel supplies.
Noise Solo
Noise will add to Risk normally, but it will This scenario can be played solo, where a
not always do so during a blizzard. See the player takes control of one character and the
Blizzard rules for more detail. Otherwise, the other characters react based on the Morale of
Noise rules are the same. the Stronghold.
Polar Night
This scenario takes place during the winter
of the upper latitudes of the Northern
Hemisphere. As a result, there are many days
without a true sunrise or day to speak of.
While there is often enough light to do normal
activities, in this scenario, there is a blizzard
bearing down upon the characters, and
whatever little light there is is quickly blotted
6
Map of Surrounding Area
7
Cast
Crew Roster for the 1986
Hudson Research Station
Characters may add the relevant bonuses for
taking on the roles of the following characters.
This heavy gear protects against harsh cold. It The heater has ducts running the length of the
grants the following bonuses/penalties: station to provide warmth. It will use 1 Fuel per
+25 to Per - Survival checks in cold Time active.
weather.
+50 to Str - Endurance when resisting Ice Axe
effects from cold. CU: 2
+1 Difculty for all Str - Leaping, Lethality: 30
Climbing, Swimming) checks due to the FC: 1
extreme bulkiness of the gear. Durability: Medium
9
requirement. wearing these.
Dog Sleds
These dogs are bred and trained to pull sleds
Snowmobile
Size: 2
across icy terrain. A sled dog team consumes
Noise: 4
d3 Food per day. This is increased to d3+2
Cargo: 6
food per day if they are used to pull the sled.
Fuel: 1 per Time (8 capacity in the fuel tank)
Mush! Passengers: 2 (1 driver + 1 passenger)
Sled dog teams can be pushed to go faster. A Speed: Can travel 10+d6 mi per Time
Dogsled can travel an additional d6 miles per
Time, but the Food requirement is increased to Special:
d6+2 as opposed to d3+2.
Living Lost
Sled dogs are Living, so follow the rules as Getting lost with the ability to move fast is an
such. Their combination of intelligence and especially bad combination. Getting lost with
training is what prevents the Lost rule that a failed Per - Navigation check when using
usually applies to faster moving vehicles. a snowmobile will add an additional d3 Time
per Degree of Failure in a Per - Navigation
Scent check instead of just the normal 1. If this is
Sled dogs have highly developed senses of done during a Blizzard, this is increased to d6
smell and can be used to increase the chance Time per Degree of Failure. Fuel will be used
of a Per - Spot check of their drivers by +20% normally during these periods of Time.
if they are not moving. This bonus cannot be
used during a blizzard.
Snowshoes
CU: 1
10
Hudson Station
Dog Kennel
Kitchen Area
Marc's Laboratory
Leader's Quarters Quarters
Women's
Quarters
Generator
Garage
Rec Room
Heater
(Motorpool)
Men's
Quarters
Exterior Storage
11
Bestiary
Standard shoulder, with wide antlers and an incredible
amount of muscle. Needless to say, among
Frozen Nightmares, the moose is the most dangerous
If encountered in the wild during a blizzard, variety.
they will move so slow as to appear to
be frozen in place. They are deployed as The Nightmare, Moose has all the rules of
sleepers for this reason if encountered during a Nightmare of the core rulebook with the
a blizzard. They otherwise follow the same following exceptions:
rules as they do in the Core Rulebook. Size: 4
Strength: 60
Keelut Attacks: 0-2 DoS (kick, as Nightmare entry),
These beasts look like massive hairless 3-4 DoS Ram (6d6 bludgeoning damage), 5+
wolves with the esh on their muzzle nearly DoS Crush.
stripped to the bone. They are dangerous
individually, but they are almost never Special:
encountered in such a way regardless. Crush - The Crush attack is not as frequently
fatal as with other Beasts, so the character
Keelut have the same rules as Hellhounds gets a +50% chance to their BR% to resist it. If
of the Core Rulebook with the following they pass, they are not killed, but cannot make
exceptions: any actions other than move next turn.
Size: 1 Gore, Ram attacks
Strength: 15 (d10 damage)
Special: Ursus, Small - (black bear)
Vicious - The increased damage is reected The Black Bear is a smaller variety of Ursus.
above It has all the rules of an Ursus but with the
Bane (Fire) following exceptions:
Alpha - One Keelut of the pack in the Size: 2
Encounter is the Alpha. It has the Pounce Strength: 40
horror trait and has +10 Strength. Attacks: 0-4 DoS (Maul, 2d6 slashing
damage), 5+ DoS (Bite, 6d6 damage)
Unique Fire
In this scenario, an encounter with Fire
is treated as an opponent, defeating it will
Nightmare, Caribou extinguish the ames.
The large, antlered beasts make for even
more fearsome opponents after they have
Size: Swarm
been turned to zombies.
Strength: special
Perception: n/a
The Nightmare, Caribou has all the rules of
Speed: n/a
a Nightmare of the core rulebook with the
Attack: special
following exceptions:
Defense: equal to Size
Attacks: 0-2 DoS (Kick, as Nightmare entry),
3+ DoS Gore (2d6 piercing damage, +1d6
Special:
damage per DoS beyond 3).
Size - A re will use swarm rules to determine
its intensity and how to extinguish (kill) it. A
Nightmare, Moose res starting size is 0 + 1 per DoF in whatever
One of the largest of the land mammals of the
attack using a ame weapon was made. Count
north, the moose is nearly seven feet tall at the
12
it as a stationary opponent that is deployed
where the failed attack was made.
13
One Big Monster(s)
The pair of One Big Monsters (OBMs) in Strength: special
this scenario are quite unique in that the Damage: special
characters will have little to no chance of Defense: G - 0/R - 0
actually destroying them. Obviously, a GM Virus: 0
can include such missions and give their Speed: fast (Lv. 4)
players such means in order to destroy them, Perception: high (Lv.4)
which would give this scenario signicant Sense: V/H/Li
replay value, but as it is, the two OBMs of this
scenario serve as only powerful bogeymen Special:
to keep players moving. They also represent Attacks: The Aipaloovik unleashes one attack
the chaotic force of nature that they are up per turn. The percentage chance of the attack
against. Even braving the blizzard, they are missing is equal to the number of feet traveled
still subject to the chance encounter of these in a single turn. The attack will have a base
powerful creatures if they venture where no chance of success of 95%
man was meant to tread.
0-1 DoS - Waterspout - The Aipaloovik creates
The two creatures are the Aipaloovik and a waterspout that reduces movement by
Irdlirvirisissong. They need not be named to 25% next turn. A Per - Balance, Drive check
your players, they are more for GM reference. can be made to avoid this effect. A suitably
They serve their purpose equally well being dramatic burst of ice, and groan from beyond
nameless forces of nature. can be utilized in order to let the characters
know that they are being hunted.
Aipaloovik
(ay-puh-loo-vick) 2-3 DoS - Wave - The Aipaloovik creates
a wave of water (and ice) that threatens
This creature lives in deep waters. to drown their target. The character is
It is an evil monster that is bent immediately required to make a Per - Balance,
Drive check or they will be drenched. This
on destruction and death and will require a Str - Endurance check in order
takes particular delight in it. It is to avoid freezing and having their movement
the elemental force of nature that reduced by 50%.
embodies the raw destructive power
of water. The Aipaloovik has never 4 DoS - Force of Nature - The Aipaloovik
been seen directly. Its power has been creates a combination of elemental hazards
that disorient and harm their targets.
felt by many, however. It manifests Characters hit with this take 3d6 damage and
in the form of naturally occurring have their movement reduced by 50% next
water hazards such as waves, riptide, turn.
waterspouts etc. but what may escape
initial detection at rst, is that these 5 DoS - Riptide - The Aipaloovik successfully
are conscious forces of the Aipaloovik gets their prey in the water and proceeds
to drag them downward into the icy abyss.
sent to kill those who trespass in its The character must pass a Str - Endurance
waters. It is unknown whether or not (swimming) check with full environmental
any method exists to destroy the modiers added to difculty. This will begin to
Aipaloovik, but surviving its attacks is drown a character should they fail.
possible.
Combat - The Aipaloovik cannot be fought in
Type: Unique (OBM) the conventional sense, but it will be unable
Size: unknown to attack a character not on the frozen lake or
Attack: special in the water. They will also allow a character
14
to ee the encounter after d6 consecutive will be exactly what happens. The enraged
failed attacks on the part of the Aipaloovik... Irdlirvirisissong will also get a +35 bonus to
although, it does not give up. The Aipaloovik is their Attack.
simply biding its time and waiting. Subsequent
successful E% in their watery territory will Stalker - Successful E% with the
indicate that the Aipaloovik has returned in Irdirvirisissong will require a Per - Spot check
order to surprise the characters and hopefully from the survivors. Failing this check will
succeed where it failed earlier. initiate an encounter with the Irdlirvirisissong.
Irdlirvirisissong gets a surprise round
Irdlirvirisissong and is deployed in melee range of one of
the survivors. If the Per - Spot check is
(The Dancing Giant) successful, the beast is seen trying to sneak
up on the survivors and the encounter will be
A humanoid giant, that has a peculiar evaded. The Irdlirvirisissong will harass the
rhythmic dancing gait that is almost survivors in the same way for each period of
humorous to see considering its size Time thereafter, as if the same E% result was
and obviously lethal capabilities, but rolled until a Per - Spot, Navigation check is
successful by 3 or more degrees of success,
resist the temptation to watch (let or after making a Per - Sneak check after
alone laugh at) Irdlivirisisong. spotting it.
Defense: G - 1/R - 1
Virus: 0
Speed: fast (Lv. 4)
Perception: high (Lv.4)
Sense: V/H/Li
Special:
Crush - Landing this attack will require a
character to take a BR% check or be killed
instantly in a horric fashion. Succeeding the
BR% check will not avoid the attack entirely.
They will instead only take 3d10 damage.
15
Missions
Breach
Revised Missions Zombies that achieve degrees of
success in their Str - Breach check, but not
All-Out Defense enough to break all of the reinforcement given
to a window or door will strip away that many
An All-Out Defense mission does not feature
reinforcements to that window or door. Simply
as giant a wave of zombies in the same sense
succeeding in a Breach check when only
as the core game. Instead, one of any number
1 reinforcement is present, it will prevent a
of threats befall the station, which can include
zombie from entering that turn, but can enter
zombies. The greatest danger in this scenario
on subsequent turns. Zombies that make
is the structural integrity of the research
Degrees of Success in excess of the entry
station being compromised, as the number of
points reinforcement will immediately enter,
zombies encountered is comparatively few.
but will be Prone as normal should they be
entering through a window.
Special:
Barricade
The tables, cabinets and refrigerator can all
All-Enclosing be moved in front of doors and windows to
Because of the construction of the station, provide +1 Reinforcement. This still cannot
Rie weapons cannot be used to thin out the exceed the Structure of the building. They
number of attackers before the start of the require Str - Lift/Pull to move into place.
encounter. Indeed, it is likely that the survivors Barricandes are not destroyed when zombies
will not be aware that they are being attacked make successful Breach checks against them,
until their attackers are literally pounding on rather they are toppled. Toppled barricades
the doors. can be lifted back into place with a successful
Str - Lift/Pull check.
Reinforce Point
A specic entry point can be fortied to require Run!
additional degrees of success for a zombie to Because the nature of the enclosure is to keep
Breach. During the Time in between zombie out not only wild animals, but the weather,
attacks, a character may attempt a Per - it was not intended to be a fortress against
Fortify check on a single entry point. Each an attack. For this reason, All Out Defense
degree of success will consume 1 Resource missions will not have the 10d10 Round
and require that zombies make checks with requirement before abandoning the station
that many degrees of success in their Breach is an option. In nearly every circumstance,
check in order to enter the house. The point eeing the stronghold will increase the danger
cannot be reinforced greater than the Structure the survivors are put in by exposing them to
of the building, which in this case is 3. the elements, let alone risking exposure to
what hunts them. A stronghold will only have
Entry - Doors a Time requirement if the Structure is reduced
to 0 before or during the All-Out Defense
Any zombie that starts their turn within
mission.
5 of a door with 0 Reinforcement may freely
enter the house.
Equipment Manufacture -
Bait/Noisemaker
Entry - Windows A character can construct Bait out of food or
Any zombie that starts their turn within 5 of
dog meat. This will lure any carnivore beast
a window with 0 Reinforcement may enter the
or zombie by increasing the DoS of an E% by
house, but spend a turn Prone as they crawl
1. This bait will last until it is consumed by the
through the window. Only one zombie at a
beasts lured to it. This can also be used as a
time can enter a window.
prerequisite for any Trap mission taken.
Objective:
Scout Perception check with any type specic
bonuses for photography, writing or science.
Same as Core Rulebook, but requires
additional Travel rules utilizing either Foot,
Success:
Dogsled, or Snowmobile.
A relevant journal entry is written or
extraordinary photograph is taken. This may
Failure:
Breaker, Breaker Nothing.
The station tries to make contact with the
Canadian Moosehead station or Ft. Murray.
Repair Heater
The heater has been damaged or is not
Prerequisites: CB Radio, Generator working properly. In order to bring it to working
order, it must be xed before the inhabitants
Time: special freeze to death.
17
Special: Prerequisites:
Stronghold that has taken Structure damage,
Good as new 1d6 Resource + 1 per total lost Structure
The heater functions with such efciency that Points.
it now generates heat for 1 additional Time per
CU of Fuel spent. Time:
1d3+1 Time
Good enough
The heater was not as broken as initially Objective:
thought. Reclaim 1 Resource spent in the Perception check with any bonuses for repair
Prerequisite. or maintenance specic to the kind of repairs
being made.
This is more serious than I thought
The outlook is grim. Roll for this missions Success:
objective again. If the roll is a failure, this 1 Structure is repaired.
mission cannot be attempted again and the
heater cannot be repaired.
Failure:
The Structure is not repaired, but the
Jury Rig Resource can be used for subsequent
A character can reduce Time or Resource cost attempts at this mission.
by 1, each reduction will increase the Difculty
of the objective by 1. Special:
Repair Stronghold Weather Damage
An attack or accident severely crippled the During a Blizzard, there is a chance that the
stronghold and major repairs need to be weather will destroy what hasty repairs have
made.
18
been made. A blizzard will destroy 1 Structure Zombies
worth of repairs with a consecutive 10% per The cause of the disturbance was that large
Time a blizzard lasts to a maximum of 80%. zombie beasts took residence near the station
and killed the crew. The crew and the beasts
that killed them will be found at the station as
Repair Radio Relay Station zombies. One zombie beast Size 3 or greater
The station at the top of the mountain behind will be on the E% Table at 3 DoS or greater.
Hudson serves as a radio relay for the remote
valley station as well as Moosehead. The Electrical Danger
weather has taken its toll on it. The station The very damaged relay uses high voltage.
still functions, but it is nowhere near to full An attempt at this mission and failing will inict
capacity. Traveling to repair it might help the 1d10 damage per Degree of Failure in the
station pierce the interference of the oncoming objective worth of electrical damage.
blizzard in order to maintain contact with both
Fort Murray and Moosehead station. Breaker Breaker
Breaker Breaker missions can be taken
Prerequisites: at this relay station as if taken at Hudson
Travel 10 miles up the mountain to the relay station. Such missions taken at the station will
station at the peak, 4 Resource allow communication with both the Hudson,
Moosehead and Fort Murray. There will also
Time: be a at bonus of +25% to the objective of
Once at the station, it will take 4d10 Time in such missions taken at the relay station.
order to x.
Fire!
Objective: A re has broken out in the station! It must
Perception check with any repair-specic be extinguished quickly before it burns to the
bonuses for electronics. ground!
Success: Prerequisites:
The relay is now functioning at a much greater Use of ame weapon inside the station
capacity. Breaker Breaker missions now have (make check using the lethality of the weapon,
a chance of success of 20% per Time spent. if successful, the room catches re). Or a
catastrophe in any mission or attack in the
Failure: room with the Heater or room where fuel is
The station is not repaired. The check can be stored.
attempted again, and the Resource can be
re-used. Time:
Special
Special:
Objective:
CB Radio Douse the ames. See Bestiary section for
The Radio Relay Station has a fully functioning rules on battling re.
CB Radio. Players can use it while in the
station and can raid it for parts when they Success:
leave. The parts take up 2CU and will allow a The re is extinguished
+50% bonus to any repair missions made on
any stations broken radio. This will also render Failure:
the CB Radio at the station useless. The station burns to the ground.
Broken Special:
A harsh version of this scenario can have
this power station knocked out entirely at the
Douse
beginning of the scenario, which forces this
A character may make a check to extinguish
mission to be taken if any Breaker Breaker
Fire. This is done by making an Attack roll
mission is to be attempted.
with a bonus for using Fire Extinguishers. 19
GM Notes For Scenario
Bleak Tundra
Unlike other Encounter % based mission
options, a failed E% will not produce any Standard Zombie: Keelut
encounter whatsoever. It will only mark the
passing of time where nothing notable is Number of Stanard Zombies per Encounter:
found. d3+3 (additonal rules for pack hunters)
20
SCENARIO BREAKDOWN..
Victory Condition
To complete Parts 1-5
Victory Sub-Conditions
See individual section entries.
Zombies
Standard:
Frozen
Str: 20 Dam: d6 Def: G - 0/ R- 0 Vir: 1 Spd: Med (lv 3) Per: Med (lv 3)
Sense: V/H (15% each) = +30 E% modier
Template Zombies:
Beasts (dependent upon Region)
Disembowled (Grotesque zombies as per Core Rulebook)
OBM:
Aipaloovik - Aquatic beast that drags those that try to cross the lake to their deaths.
Irdlirvirisissong - Humanoid beast, that if heard, should be avoided. To be seen is almost certain death.
Has a peculiar rhythmic dancing gait that is almost humorous to see considering its size
and obviously lethal capabilities, but resist the temptation to watch (let alone laugh at)
Irdlivirisisong. Its best just to run.
Stronghold Level: 11
Special:
Marc, one of Hudsons station crew left two days ago by dogsled to check on
Moosehead. He hasnt returned yet.
GMs Note:
This is the time to let the players
explore their characters. They can
take several actions and as a GM, you
can set limitations or let them freely
explore the station and perhaps the
surrounding area. Once the Victory
Condition is met, Part 2 starts.
Victory Condition(s)
Survive for 40 Time (2 days)
Victory Sub-Conditions
Repair CB Radio - This will allow for more
effective Breaker, Breaker missions.
Complete the Repair Relay Station
Mission.
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Part Two - Marc's Return
Through the wall of white, a distant gure can be seen riding in from the North. Marcs
voice can be heard frantically yelling Mush! Mush!, driving the sled dogs in from the
storm at their back. The crew of the Hudson wait at the doors and windows as Marc
arrives. He staggers in and ops to the ground. It takes a moment for the crew to realize
that Marc is bleeding from multiple wounds, the blood frozen in crystals to his clothing
hastily donned. Heather Halsey rushed in to assess his injuries.
Wolves he says, Dead and coughs up blood before passing out.
The crew look at each other puzzled, but Heather snapped everyone back to attention
and had them carry Marc to the kitchen. The tables former contents were hastily shoved
off and Marcs body was laid on top of it. Heather takes a closer look and sees the
wounds... bite marks.
If the Keelut are defeated before they kill all the sled dogs, the characters still have access to the Dog
Sled mode of transportation. If the characters do not hear the dogs barking or didnt kill the Keelut in time
to save the dogs, the sled will be unavailable. Not hearing the dogs will cause the characters to discover
the bodies of the dogs mutilated and a faint trail of blood in the snow leading into the wall of white of the
blizzard. (-1 Morale)
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Part Three - Riders on the Storm
Something is clearly amiss. Those creatures that attacked the sled dogs and Marc
appear to be wolves, but they do not look quite like wolves. They appear diseased.
Moosehead is in trouble, but there are packs of these monsters between Hudson and
Moosehead (and who knows what else).
Communication
Fort Murray - ...silence
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Part Four - Moosehead
Upon arrival at Moosehead, the ames that consume it can be seen through the
sheet of white from the incoming blizzard. Shouts and gunshots can be heard.
Population
There will be 1d3+1 Population at the
Moosehead station.
Resource
Searching the Moosehead station will yield
Resource. Considering that the Hudson station
and Moosehead stations are supercially the
same, the resource catalog for Hudson can
be used to purchase Resource gathered from
Moosehead station. If the station is burned
down, or the re is not extinguished, Resource
cannot be gathered.
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Part Five - White Out
After returning from Moosehead the characters and survivors (if any) struggle to
contact Fort Murray for rescue. Meanwhile all that they struggled to outrun will begin
to catch up with them. On top of this, the blizzard that only threatened the characters
before now rolls in and masks out the sky with a sheet of white.
Victory Condition(s)
Survive long enough for rescue... should
it come (GMs discretion). Should rescue
arrive there will be a set amount of Time
the characters have to survive. This could
be days... making the amount of Time
needed to survive equal to the roll of
multiple d10s.
Victory Sub-Conditions
None
Final Encounter
Blizzard
The blizzard will be in full force. The only place
where characters will not suffer environmental
modiers is inside the Hudson Station itself.
Vision within it will be severely impared unless
the Generator is running to provide power to
the lights.
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Scenario Points
the survivor could barely summon the energy
Scenario Points determine the kind of ending
to care. The body of their friends lay nearby
the characters have earned.
and frozen in the Hudson station. A grin creeps
across the survivors face, ripping off the mask
Scenario End Bonuses:
just as the people surrounding open re.
+1 SP per surviving player character
The soldiers close in on the remaining
+1 SP per Pop of rescued survivors from
survivor that bleeds his life onto the snow, We
Moosehead
were followed almost from day one... theyre
+1 SP per Morale at the end of the scenario
your problem now the survivor manages to say
+1 SP per Victory Sub-Condition fullled
before being silenced by a nal round. Beyond
+1 SP per photo of note taken by a character
the wall of white, the distant howl can be heard;
+3 SP per Victory Condition fullled
a sound new to the soldiers. A new threat now
faces them. A threat they know that those they
Endings
had just killed had failed to survive...
0-10 SP - Disaster - The survivors battle the
10 Years Later...
Keelut and the Frozen as the blizzard batters
the Hudson Station. One by one, the survivors
Monty picks through the Alaskan forest,
succumb to their wounds as the endless wave
his rie in hand. A light trail of blood allows his
of attackers batter the crude defenses until they
dog to purposefully stride through the pines
give way. A stray molotov cocktail ignites a can of
towards the mountain. White mounds of snow
fuel that erupts into a ball of ame that consumes
still speak of the winter of months ago and cling
one wall... then another. In short order, the entire
to the mountaintops. Monty follows his dog
station is consumed in ames. The survivors
deeper and deeper into the woods towards the
stagger out and bring weak and clumsy blows
mountains. Something catches his eye. An ice
against their enemies as their strength fails them.
axe, now corroded and useless is buried into a
Killing the last keelut and burying their ice axe
tree. Upon closer inspection Monty sees a nylon
into the skull of the last Frozen the survivors
bag hanging from the handle of the axe. Curious
collapse to their knees and see more shadows
he takes it and opens it... reaching inside he
coming in from the white out. Struggling to
nds a plastic case with old oppy disks and
their feet, the survivors brace themselves and
several undeveloped rolls of lm. From among
their grip tightens on their weapons and brace
the rocks, Monty heard his dog bark frantically
themselves... a shadow, a dancing shadow
and it is joined by the barks and snarls of
approaches.
another beast. Monty readies his rie as a howl
pierces the thin mountain air.
11-19 SP - So Close - A pile of dead keelut
and frozen lay at the feet of the survivors. The
20+ SP - Fort Murray - After days of evading
corpses are piled and burned with some of
the roving packs of beasts, the survivors make
the remaining fuel. On the side of the building
their way over the mountains; leaving behind
breaking the energy of the storm. There is no
two smoldering stations. The survivors ice axes
help coming. The remaining survivors gather
are slick with blood as they near Fort Murray. As
their things and decide to strike out for Fort
they approach the fort, distant gun reports can
Murray. After days of travel, killing the odd keelut
be heard. The Polar Night barely lit the scene
that trailed them until they crest the mountain
of Fort Murray under attack. Survivors quickly
overlooking Fort Murray. They scramble down
took cover among the sparse tree line. They
the hill, so happy to see it. As they near it, their
grasp their weapons tightly as they prepare to
hope is dashed as a gunshot erupts from the
continue their ght to survive. Risking a glance,
towers of the base. Being utterly without cover,
the survivors look behind the tree and see the
the survivors are one after another shot where
soldiers of Fort Murray do not appear to be
they stand. The nal survivor feels a hot sting as
ring at them. The survivors cautiously make
one bullet tears through their leg. The survivor
their way towards the perimiter of the base. The
collapses to their knees and their lack of energy
same ice-covered zombies that harassed them
combined with the blood loss begins to blur their
at Moosehead station attack the base in droves.
vision. The silhouettes of many human shapes
approach and surround the survivor. Too tired,
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Special Mission - All Out Defense (Fort
Murray)
Success:
The survivors are reunited with what remains of Fort
Murray. They went through an equally harrowing
ordeal. The soldiers recounted how the entire base
slowly succumbed to a virulent disease and at the
same time were under attack by what appears to
be frozen men and women. When asked when
they could expect rescue, the soldiers went silent.
There would be no rescue. The blizzard not only
prevented all aircraft from coming anywhere near
the base, the neighboring cities have been ordered
not to send snowmobiles on the ground... they have
been left to die. This sinks in and the survivors
take stock of all theyve been through. The soldiers
mention that the blizzard is not going to let up and
theyre on their own. A piercing howl breaks the
uneasy silence. The soldiers were unfamiliar with
this threat... in a matter-of-fact tone, the survivor
tells the soldiers We were followed.
Epilogue
There are many possible endings that contribute to
the Moosehead/Hudson Mystery. The denial of Fort
Murray of any contact with either of the two stations
is hotly debated as to whether or not it was a cover-
up to hide a terrible secret... to either hide what they
found or to deny it ever happened in the rst place.
Whatever came of the alleged rescue, one thing is
for certain, the Hudson and Moosehead stations
are gone, and the staff roster of Fort Murray at that
time is strictly classied. This has done nothing but
increase the mystery surrounding the events of the
Winter of 1986 and there are those who pursue the
truth relentlessly: If there were survivors they may
still be hiding, desperate to share their knowledge
with the world that forgot them.
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