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war of the dead

War of the Dead


Requires the Savage Worlds RPG by Pinnacle Entertainment for Use.
Design & Writing: Lee F. Szczepanik, Jr.
Editing: Tommy Brownell
Interior Art: Butch Mapa
Graphic Design: David Jarvis
Cover & Layout: Aaron Acevedo

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product. Some material from Savage Worlds Revised, Tour of
Darkness, and Slipstream copyright Pinnacle Entertainment Group, Inc. and used with permission.
Daring Entertainment can be found on the Internet at: www.daringentertain.com
War of the Dead is dedicated to George A. Romero, Tom Savini, Max Brooks, Z.A. Recht, and Robert Kirkman.

Contents
GM’s Summary 3 Act Two: Back to the CRZ 5
Act One: The Nursery 3 Act Three: A Friend Acts Strangely 12

War of the Dead is ©2010-2012 Daring Entertainment, LLC. All rights reserved. War of the Dead,
Daring Entertainment, and associated logos are trademarks of Daring Entertainment, LLC.

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war of the dead

Chapter fOUR:
To Reign in Hell (Week 3)
The characters had little time to fathom the
GM’S SUMMARY information thrown at them as soldiers from Groom
Sometimes a cornered animal is the most dangerous Lake, Nevada arrived to take control of the prison and
variety; and the characters are nothing if not cornered. extract the survivors. The operation was short-lived
when two events happen simultaneously. First, Hell
After battling their way across the country through Fuerrie and his men attacked in full force. Second,
cannibals, insane survivor camps, countless Living Commander Morrison’s �inal betrayal was revealed as
Dead, and the pursuit of Edward Russo— the strangest Ragers from the underground facility made their way
Living Dead of all— the characters managed to use into the main prison.
brute force to secure a Federal Prison from a band
of outlaws. As it turned out, the outlaws were from Faced with no other options even as the outlaws
a nearby town of several hundred residents that had in�iltrated the prison, the characters led their allies
been renamed Helltown and was under the leadership in a mad race through the underground network and
of none other than Hell Fuerrie, a former criminal that back into the mountain caves.
had plagued the characters not long after the initial As Chapter Four: Week Three opens, the characters
outbreak. Less than thrilled about losing the prison, must battle their way through the Rager infested
Hell orchestrated a series of attacks to take it back; caves. Exposed to the bitter winter night with freezing
actions that cost him men at every turn. temperatures, the group has little choice but to seek
In the midst of being constantly threatened by Hell, assistance at the Citizen Relocation Zone before the
the characters also had to deal with a serial killer cold takes lethal effect upon them— never mind the
on the loose within the prison. After signs pointed children and infants within the group.
to an innocent man being the killer, an unfortunate After being granted access to the underground
confrontation led to his death. It wasn’t until later that government facility, the group meets General Drazinsky
the true face of the killer was revealed: Commander and his staff, and in the process learn more about the
Morrison, a man that had been with them since true depths of the shadow war between factions of
Sanctuary and had risked his life for the group many the remaining government: A war that focuses upon
times. the Living Dead, and one that could shape the face of
At the same time Commander Morrison’s secret was the New World Order emerging from the fallout of the
revealed, Alicia Stone told the characters the truth outbreak.
concerning the prison, the underground laboratory,
and mountain base. The prison was codenamed Limbo, ACT ONE: THE NURSERY
and was a place where convicts with no outside ties
After stumbling upon a cavern containing female
were sent to be used for human experimentation into
Ragers and their young, the group must battle its way
paranormal abilities and study of the Living Dead. As it
through the male Ragers that guard the place. Locked
turned out, the Living Dead were not a new discovery,
in a race through the caverns to reach the safety of
but had been something of which the government had
the open areas beyond, the characters must use every
been aware for decades. Usually appearing in small,
resource available to survive.
sporadic numbers, such events were quickly quieted
and covered-up by Federal agencies. As a result, study Meanwhile, the Ragers exhibit new behavior, and
into what caused their creation, and how to control something dangerous begins to surface from inside
it— even weaponize it— had been a focus of both the young Steve Elliot.
Federal Government and UniMed for quite some time.

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war of the dead
SCENE ONE: PROTECTING THE YOUNG
THE RAGER BATTLE
Begin with the following recap:
The battle only lasts two rounds, and the
attacking Ragers are more interested in keeping
After discovering the ravaged remains of an outlaw the characters busy while the young are taken
in the mountain base and learning that Hell Fuerrie to safety, than in killing the group. Although
had a man in Helltown with intimate knowledge of the the Ragers are very lethal foes under normal
Federal Prison, you continued your �light to freedom conditions, they are surprisingly disinterested in
through the network of caves that originally allowed killing the group during this �ight.
you to escape the Ragers from the CRZ.
All they want to do is keep the characters busy
Carefully making your way through the tunnels, until the grotto is cleared.
completely lost in unfamiliar territory, you stumbled
upon a large grotto. There, as shocked by the beams
from your �lashlights as you were at the sight, were
a half-dozen female Ragers nursing their newborns. The Ragers are fast, strong, and have signi�icant
Once again, Damaris’ sixth sense alerted her to Toughness. Combined with their ability to not be
unseen danger, and she screamed that everyone wounded by a second Shaken result, and all Shooting
needed to leave immediately. But before you could rolls against them suffering a –2 penalty, the characters
open �ire or retreat, nearly a dozen male Ragers and their allies are going to have to hit fast and hard.
dropped from positions along the high ceiling. The key part of this scene is that despite their
The males stood between you and the females as normal Berserker nature, the Ragers are going to
they roared an open challenge. display an odd sense of community. While the four
creatures attack the characters, the other male Ragers
are going to assist the females in climbing the walls
Melissa, Sharleen, and Nancy, all scream in unison with the newborns. They are going to retreat through
as the Ragers roar at the group. Alexandro leaps back a large hole in the ceiling that leads into an upper level
several steps and curses in Spanish, taken completely of the caverns. Furthermore, the Ragers attacking
off-guard. the characters will only do so for 2 rounds before
attempting to retreat up the walls of the chamber and
Have each Wild Card character make a Guts check
through the hole above.
at a –2 penalty for Fear effects, and make a group roll
for the Extras (using a d4–2 for the general survivors The entire attack was nothing more than a distraction
since they are unskilled in Guts). If the group roll is a to keep the humans busy while the newborns were
failure, roll 1d6+3. The result is the number of Extras taken to safety.
that �lee the area at their Pace plus maximum on their Regardless of whether the Ragers attacking the
current running die. group manage to escape or are killed, the behavior
Alexandro’s team, though Extras, automatically should disturb the characters. Until now, the Ragers
succeed at their Guts check as long as he does. They have never shown any inclinations besides all-out
won’t abandon Alexandro, no matter what. attacks to destroy their prey. The sense of community,
and the actions to protect the young, adds a new layer
Deal Action Cards!
to Rager mentality.
It’s now up to the remaining Wild Cards to battle
Once the encounter with the Ragers is taken care
the Ragers. If the Extras have �led, then they won’t
of, the remainder of the journey through the caverns
be a concern until after the combat. Otherwise, the
can be handled with a couple of random encounters.
characters will have to defend them from the Rager
Roll 2d6 twice and consult the Encounter Chart below.
attack.
If the same encounter is rolled both times, either roll
There are four Ragers that begin combat 4” from again or choose a new event.
the group. On their turn, they will rush in and use
the Sweep Edge to take down as many opponents as
possible.

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war of the dead
ENCOUNTER CHART
2: No Encounter
PANICKED EXTRAS
3-4: Choose a random ally. The chosen character Any Extras that �led at the beginning of the
twists his ankle and falls. His movement is reduced battle are randomly spread throughout the cave
to Pace 4, with a d4 running die for the rest of the network. The characters are going to have to �ind
adventure. them and reunite everyone. This can be run as a
simple Notice or Tracking roll, or can be narrated
5-6: One of the infants starts crying, either with the
as part of the drama with rolls from the Encounter
group or nearby if the characters are looking for them.
Chart.
This alerts three Ferals that were sleeping nearby, and
they attack the characters.
7-8: The characters stumble upon an outlaw that is
sitting with his back to the wall of a small recess within Before anyone can react, Steve picks up a medium-
the tunnel. His left arm is missing below the elbow, sized rock and heaves it at the creature. The rock
and he is extremely weak from a combination of blood bounces, striking the infant once in the chest and
loss and fever. That, however, is not the worse of it. His causing it to gasp for breath. Reverend Waller, despite
eyes are milky-white, his skin is ashen, and his jaw is the nature of what they behold, spins on Steve and
already dis�igured as his teeth are half-formed into demands to know what the boy thinks he is doing.
those of a Feral. His hair is dry and falling out in places. Steve has a dangerous look in his eyes as he repeats
what Breena and Shannon said earlier: this world is no
As the characters approach, the outlaw turns his
place to bring a baby.
head and releases a sound halfway between a hiss and
a feral growl. Reverend Waller is stunned into silence. The
newborn Rager continues to gasp, blood leaking from
Seeing someone in the middle of the transformation
its mouth.
into a Feral is a grotesque sight, causing a Guts check
at a –2 penalty for Fear effects. If the characters don’t do it, Alexandro will end the
infant’s torment.
9-10: The characters stumble upon two Living Dead
that have not been frozen by winter. They were once Steve looks satis�ied, and will ignore all further
outlaws, and appear to have attempted to commit questions.
suicide by shooting themselves in the head, but missed
doing enough damage to prevent reanimation. ACT TWO: BACK TO THE CRZ
Both Living Dead are Shamblers, and are Wild Cards With the vehicles destroyed by the outlaws that
for this encounter. in�iltrated the cave network to make it into the prison,
11-12: Two Ragers appear from separate side the characters are stranded in the harsh winter night
tunnels 6” in front of the characters and attack the with inadequate gear for a long journey. Faced with no
group. Deal Action Cards! On round 3 of combat, two other options to secure the safety of the women and
more Ragers appear 8” behind them, drawn to the children, the group heads to the CRZ to beg assistance
noise. from those in control of the zone— a force that
Following the encounters above, and after everyone previously drove them away.
is reunited if any of the survivors �led earlier (see: After gaining entrance to the underground facility,
Panicked Extras), the group stumbles upon a �inal they are introduced to General Drazinsky and learn
scene within the caverns— a newborn Rager has been more about the state of the world— and a dangerous
abandoned within a narrow tunnel. Alexandro stops war between factions of what remains of the Federal
the group and shines his light on the creature, which Government.
lays there with moving arms and legs and gives off a
sound that is a mixture between a cry and a growl.

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war of the dead
Alexandro turns to the characters and strongly
SCENE ONE: WANDERERS IN THE NIGHT suggests the CRZ. He doesn’t see any choice in the
Read the following as you begin Act Two: matter. There’s no way they can survive in the cold
with minimal winter clothes and absolutely no food
or supplies. Unless the outlaws manage to seriously
After what seems like an eternity, you �inally make thin out the Rager populations, they’ll also have those
it through the caverns and into the open, albeit cold, creatures to worry about. Not to mention, even without
night air. The sky is a cloudless night, and without the the Ragers, can they be certain that Hell Fuerrie and
lights from the world’s massive cities casting their his army won’t hunt them down?
glow, the half moon is �loating within a brilliant ocean As Alexandro asks that last question, the group
of stars. It is a thing of beauty to behold, despite the sees two aircraft approaching in the distance. If the
horror that otherwise surrounds your existence. characters don’t do so, Alexandro will order everyone
The vehicles you left behind on that mad night of to take cover just inside the cave. They don’t know
your initial �light through the caverns are even worse what’s coming, and it’s best not to be in the open.
for wear. Although the Ragers prior to your last visit No doubt, the characters will watch the approaching
to the site had demolished all but two Humvees, the aircraft. They turn out to be two more Osprey, and they
vehicles are now burned husks. Charred remains �ly directly toward the prison. Moments later, even on
greet you, stealing from you any hope of scrounging the other side of the mountain, the characters can hear
any forgotten supplies to help you on your upcoming the faint thuds of heavy explosions. The question, of
journey. course, is whether that was the Osprey attacking the
It’s obvious that when the outlaws entered the outlaws and Ragers on the ground, or Hell and his
caverns in a wild attempt to make it into the prison, people �iring on the aircraft.
they made sure any possible means of escape for your As Rager growls echo from deep within the cave
camp were eliminated. network, Alexandro once again suggests they head
for the CRZ. They have to get everyone out of the cold,
Anyone that fell into the freezing water inside the and with the infants and children, they might stand a
caves must make a Vigor roll at a –2 or suffer a level better chance of reasoning with the occupants. If the
of Fatigue. characters argue that it could also get them all killed,
Alexandro will agree. The difference for him, though,
Alexandro curses in both Spanish and English. is that the CRZ “might” end in their deaths, whereas
Although he didn’t expect much after his last visit to remaining exposed to the cold will surely do so.
the site, he had held onto a desperate hope that at least Besides, there were a lot of vehicles left there. If the
a few meager supplies could have been salvaged. With people in the Zone don’t confront them, they’ll at least
the cars burned to a crisp, that hope has evaporated. be able to salvage some wheels and get the hell out of
Reverend Waller asks what they do now. The prison Dodge.
is gone, and that place— Helltown— is suicide. They Even Bobby Levison will chime in. He’s shot in
haven’t seen any other places around here since the the leg (and Alexandro in the arm). Common sense
CRZ, and from what the characters and Alexandro said dictates that the place has medical facilities. As much
about their encounter there, those folks don’t seem all as he dislikes the idea of walking into a government
that friendly to outsiders. installation, he’d rather not die from an infection.

GETTING TO THE CRZ


If your group prefers a lot of combat, instead of just cutting to the next scene after the decision
to seek help at the Citizen Relocation Zone, you can toss in a few random encounters against the
Ragers or Ferals. If you go this route, the attacks should have no more than 3-5 of the creatures at
a time. That way you will keep the characters on their toes, without being likely to cause a series
of unnecessary deaths.

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war of the dead
Once it is decided to head to the CRZ, Alexandro and �light they took that day, she doesn’t remember where
Dallas share a strange look between them that the it is.
characters can pick-up on with a Notice check at a –2 Have the characters make a Survival check. On a
penalty. If asked, Alexandro will just shake his head success, they �ind a car with a box of old coats and hats
and comment that he is getting tired of doing nothing in the backseat, as well as over a dozen MRE’s. On a
except running and �ighting. In truth, the look was raise, they discover two nearby station wagons where
about Alexandro’s festering Rager infection, though the batteries, oddly, did not die. Although the cars both
that won’t be revealed until later in the Chapter. have less than a quarter tank of fuel each, there are
It takes the characters approximately 2 hours, with four cars very nearby that each contain over a half of
all the survivors in tow, to make it to the outskirts of tank of gas.
the CRZ. As the group discovers the cars, have the characters
makes a Common Knowledge roll at a –2 penalty. On a
success, the characters’ experience traveling halfway
SCENE TWO: SEEKING HELP across the country, meeting all sorts of survivors, and
encountering all sorts of danger, gives them pause.
As the characters approach the Citizen Relocation Why was a box of winter garments left in a car next
Zone, read the following: to military issue MRE’s? Why did two cars nearby to
that discovery have working batteries after so long in
the cold, yet not enough fuel to get anywhere; while
The 20-feet high concrete walls loom into view, softly
other cars nearby had just enough fuel that siphoning
illuminated by the light of the half-moon re�lecting off
it would look appealing?
the snow. The gigantic steel doors open like a hungry
maw, inviting you into the darkness beyond. The characters realize it is a trap. Everything was
placed to entice whoever found it and distract them—
Faith sneezes twice in quick succession, reminding
perhaps even to get them busy rummaging through
you that she is still sick and that the cold is most
other vehicles.
de�initely not doing her any good. Bobby Levison has
slowed considerably, the wintry air wreaking havoc The soldiers of the CRZ make their move. How the
on his injured leg. combat begins depends on the Common Knowledge
roll.
Damaris is silent as you approach the CRZ. Whether
her silence means that danger is not waiting on the If the characters got a success on the roll, they can
other side of the gates, or that her early warning act normally in the �irst round. Otherwise, on a failure
system is on a coffee break, remains to be seen. they are surprised the �irst round and not dealt an
Action Card.
Two-dozen soldiers in snow camou�lage and heated
Any characters that fell into the water inside the
gear attack the group. Their entire bodies are covered,
caves must make another Vigor check at a –2 penalty, or
with their eyes concealed behind goggles. They begin
suffer a level of Fatigue. If they become Incapacitated,
24” away and �ire canisters of tear gas at the group.
they suffer the effects as described under Hazards
The canisters are �ired so that there are enough
(Cold) in the Savage Worlds rulebook.
Medium Burst Templates to cover the entire group of
As the characters arrive at the gates, the CRZ is exactly survivors. As long as the characters achieved a success
as they remember it. The quickly constructed housing on the Common Knowledge roll, they and any other
units for the displaced survivors are in ruins, vehicles Wild Card characters can attempt an Agility roll at a –2
of all makes and models litter the area, and abandoned to avoid the tear gas (see: Diving for Cover under the
military vehicles stand silent vigil at random intervals. Area Effect rules in the Savage Worlds rulebook). The
There are no frozen Living Dead standing statuesque Extras must make a group roll of Agility d6, and suffer
in the snow. What they see are the remains of the a –4 penalty to account for the children’s reaction as
creatures on the ground where they had once stood. A well. While not a precise method, given Alexandro’s
closer inspection will reveal that each of them, down team, it keeps the roll simple and accounts for the
to the last, has had its skull shattered by blunt force. general surprise that the gas canisters have caused.
Unfortunately, Nancy and the other women escaped For the group Vigor roll for the Extras (see: Tear
through a personnel door somewhere in the mountains Gas), consider the group to have Vigor d6.
that was unsecured during the chaos. Given the mad

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war of the dead

TEAR GAS
When a canister of tear gas is released, place a Medium Burst Template on the target point. This
stays in place for 3 rounds (less if a strong wind is blowing). Anyone under the template each
round must make a Vigor roll at –4. Those who fail are Shaken, and remain Shaken as long as they
are in the gas cloud. Once out of the gas, a character cannot attempt to recover from being Shaken
for 3 rounds. Gas masks negate the effects of tear gas.
The Living Dead are not affected by tear gas.

If any members of the group resist the Tear Gas Use the results below to determine how far the
effects, it is most likely going to be the Wild Cards. characters get at the end of the Social Con�lict.
While the rest of the camp is coughing, joking, and
trying to keep the faces of the infants covered, the SOCIAL CONFLICT RESULTS
soldiers slowly make their way toward the group. All
of the soldiers have M-16 ri�les trained steadily on the Zero: Even with the infants, the characters failed to
survivors. By the time the men reach the group, the convince the soldier to offer them aid. They cannot get
Tear Gas is dissipating and the Extras are slowly rising into the CRZ until they take some other action.
to their feet. 1-2: The soldiers don’t want to see the infants die
When the soldiers get 6” away from the characters, and will offer to take them inside for medical attention,
one of them will inform the group that they have �ive particularly Faith. They will allow the parents to
minutes to gather the others and leave the CRZ. If they accompany them, but everyone else must remain on
fail to comply, his men will open �ire. The characters the surface. If their leader decides to do so, he will
knew the situation would probably turn out like come out to talk with them.
this from their last visit, so they are going to have to 3-4: The group is allowed into the facility, but they
negotiate their way inside. None of the soldiers know will have to turn over their weapons to do so. Bobby
Nancy, so her presence will be of no help. She might Levison and his men are far from thrilled with the
have once been part of the CRZ facility, but as of the idea, but given the extent of Bobby’s injury, comply
present moment, she is just a member of a camp of without con�lict.
survivors— and possible danger— that have made
5+: The characters negotiate very well and they
their way into the Zone.
are allowed inside. The concern for the children and
Use the rules for Social Con�lict from the Savage infants is so great that once inside no one strips them
Worlds rulebook for the interaction. The soldiers of their weapons.
are not counter-arguing, so the Persuasion roll is
unopposed and simply counts successes and raises.
If the characters mention the infants and bring them If the characters only gained a result of 1-2, then
to the soldiers’ attention, give them a +2 bonus to the the scene will drag out until General Drazinsky, the
rolls. Just as before, the soldiers are interested only in commander of the facility, and six armed soldiers
protecting the territory, and will gladly do so without come out to talk to them. Once he gets their story on
bloodshed. They aren’t interested in murder if it can what has happened, he will allow them into the facility
be avoided, and once the infants are revealed it will be as though they gained a 3-4 result.
obvious to them that the characters are not part of an If the end of the scene is played out that way, adjust
invasion force. the introductions in Scene Three accordingly.

8
war of the dead
who is in command of their group, and when he speaks
SCENE THREE: THE MEN AND his tone is clearly one used to being quickly obeyed.
WOMEN OF THE CRZ It’s up to the characters to decide who is going to
be the representative for the camp. Once they are
Read the following narrative: introduced to the General, the man then introduces
himself as General Franklin Drazinsky, commander
An armed escort leads you across the Citizen of the facility. He doesn’t give them an of�icial military
Relocation Zone and to a heavily armored transport. name or designation for the base.
Once loaded into the the troop compartment, the The rest of the scene is role-playing, and how it �lows
vehicle travels several miles into the the Zone. You will depend on the actions of the characters.
watch through the tiny view ports as the transport First, if the characters ask about the Ragers, Living
comes to a stop at the foot of the mountains. Even Dead, and the events that led to the fall of the CRZ,
through the thick armor, you hear the hiss of escaping the General will simply state that it was a very bad
air as, before your eyes, twin 30-ton steel blast doors situation, and one that cost a lot of lives. Those that are
slowly swing outward. left— well over 200— are alive only because of some
Beyond the doors is a tunnel large enough to traf�ic very desperate measures. As to what those measures
military hardware, illuminated by black lighting were, or anything else concerning the loss of so many
designed to hide the opened entrance from prying lives, he will not discuss at this time.
eyes at night. General Drazinsky will attempt to throw the
The transport rumbles forward, disappearing into characters off their guard by informing them that
the mountain. Though masked to the outside world, he knows who they are. Although limited, they have
the booming echo of the locks sealing is like a gunshot satellites still capable of monitoring activity on the
through your stomach. ground, and they’ve been watching the characters
since their �light from Sanctuary. The General will
even turn to Alexandro and say, loud enough for the
The facility is constructed along the same lines as group to hear, that he is Alexandro Ramon Cortez. He’ll
Cheyenne Mountain and Groom Lake— at least as far list Alexandro’s smuggling crimes and the cartel he
as �iction and conspiracy theories assume. There is a worked for, and even reveal that Alexandro did time
veritable city that extends some 8 levels below ground, in La Mesa Prison in Tijuana along with Jack Tanner—
with the most highly secured command and control better known in the United States as Hell Fuerrie.
centers being on the bottom level. The transport rides
down the tunnel to a wide thoroughfare, along which Although having served in the same Mexican prison
are prefabricated units that serve as motor pools, as Hell Fuerrie no doubt gives the characters pause,
waiting areas, debrie�ing stations, and other assorted Alexandro tells the General that he never heard of Jack
minimum security operations. Tanner, and never met the man before encountering
him as Hell Fuerrie at the prison.
Bobby Levison whistles and comments that no
wonder the Feds never used the tax money to actually The General looks at Alexandro hard, and then
�ix the roads or take care of real business; they were tells his men to take Alexandro, Bobby Levison, and
too busy building Death Stars. everyone else, to the in�irmary to be checked out by
Doctor Titus. He wants to speak to the characters
The vehicle stops, and the soldiers motion the alone.
characters to exit. As they do so, a man in a military
uniform, along with six additional armed soldiers, After the soldiers lead the others away, he will
approaches. The soldiers that brought the characters turn to the characters. If any of them have a history
into the facility keep their guns trained on them. in the criminal justice system, military services, or a
career that would have put them on the radar, General
The approaching man is somewhere in his late 50’s Drazinsky mentions their history as well. He has
to early 60’s, dressed in combat uniform with his four- relevant �iles on all of them. If asked why, he’ll say
star rank clearly displayed. His face is heavily lined that they have become quite the legends out there in
and �irmly set. the Dead Zones (as they have designated the general
He stops 2” from the characters and his eyes take in territories overrun by the Living Dead). Once it became
each and every detail of the survivors. He then asks clear they were heading toward the CRZ, he made sure

9
war of the dead

10
war of the dead
GENERAL DRAZINSKY’S SITUATION
Although it will not be revealed until Week 7, General Drazinsky has a real problem. When
UniMed betrayed the CRZ and initiated an outbreak within its borders, one of their top scientists
(who was also left for dead) escaped with a very potent drug in his possession. The drug was
created by harvesting the rare immunity to infection that a select few carried, and had a very
unique effect on the Living Dead (as revealed in the Week 4 adventure). Unfortunately, the scientist
managed to integrate himself into Helltown along with the hundreds of other survivors under Hell
Fuerrie’s protection, and the General’s commando units have thus far been unable to retrieve him.
The General will betray the characters and force them into a situation where they will have to
secure Helltown. Once the town is secured, they will be expected to hand over the scientist, or he
will allow their allies to be used for Living Dead experimentation.

he knew all he needed to know about them. There are The characters no doubt have a lot of questions.
very few that can survive everything they have, never Unfortunately at this stage, General Drazinsky holds
mind doing so while traveling halfway across the all the cards and isn’t willing to divulge anything
country mostly on foot. except the fact that the people at Groom Lake want
He’ll nod to them and tell them that they have his to �ind a way to control the Living Dead. They plan to
respect. use them as a biological weapon to not only retake
American soil, but to eventually expand into foreign
The General and his soldiers will lead the characters nations. They believe that the immunity possessed
down the main thoroughfare and into a small of�ice by the characters is a key to that, and they want those
built at the far end. The place is spartan, with only the gifted with it at all costs.
United States �lag, a laptop, a desk and chair, and two
other chairs. A single window looks out upon the main If asked about the existence of the Living Dead
area of the base. In the distance, three men are working before the outbreak, his eyes will become suspicious
on a tank engine. Four of the six soldiers stand guard as he comments that they are better informed than he
inside the of�ice against the wall; the other two remain realized.
just outside the door. Either way, he won’t discuss the matter further at
General Drazinsky is aware of the situation the this stage. He tells his men to take the characters to
characters faced at the Federal Prison. Through see Dr. Titus, and after they’ve been checked over and
the course of the role-playing, he’ll reveal to them gotten some rest, they will all get together and talk
that someone named Dr. Stone had been using the again.
equipment at the facility to transmit data to Groom The General will not take “no” for an answer. It isn’t
Lake— a.k.a. Area 51. His facility had been intercepting a request.
that data. Ever since the characters arrived in Sanctuary, The characters are led down a small tunnel to the
Groom Lake has been aware of the situation and of the rear of the top level, deeper into the mountain. In
immunity that one or more of them (depending upon addition to the medical clinic, the area contains a series
how you handled it for your group) carry. When they of 4-room living quarters all connected in neat rows,
stumbled upon the prison, Dr. Stone updated Groom a hair salon, a general store, a small library, a small
Lake on everything. The unit that arrived yesterday movie theater, and a restaurant, amongst whatever
was sent to retrieve the characters. else you wish to toss into the mix.
He’s glad they failed. He had been debating The area is designed as a series of intersecting
mobilizing his own men to stop them, but Hell Fuerrie walkways, with smaller tunnels leading from the main
and his men did it for him. area. Two soldiers guard each of the smaller tunnels.

11
war of the dead
After the La Mesa situation is handled, Alexandro
ACT THREE: A FRIEND ACTS STRANGELY tells them that he’s been doing a lot of thinking, and
Alexandro informs the characters that he will he’s decided to hit the road. There has to be someplace
be leaving and heading south, insisting that it is out there that is safe— where the people have made
something he has to do alone. When he asks them to a life for themselves and their loved ones. He’s
keep Damaris with them and look after her safety, the decided to head toward the Gulf Coast. He wants to
characters quickly realize that there is something vital scope out the shores, see if there is a way to get off
that he is not telling them. the mainland, maybe track down any rumors of a safe
island somewhere. He’s sure information is out there.
Further questions are interrupted, however, when Remaining on the mainland, though, after everything
the power within the complex suddenly goes of�line he has seen and lived through, just doesn’t strike him
and everyone goes on high alert. as feasible in the long term.
The real thing he wanted to talk to them about;
SCENE ONE: ODD BEHAVIOR however, is Damaris. The travel is no doubt going to
Dr. Titus is a heavy-set man with thinning hair and a be treacherous, and he doesn’t plan to bring the entire
ruddy complexion. He is friendly enough, and attends camp. Just him and his team, as they can move fast and
to any wounds or Fatigue the characters might possess. disappear easily when it gets dangerous. He wants to
leave Damaris with them. He trusts them. They are the
The characters’ allies have all been given living
closest thing to a family that he has left in the world.
quarters for their temporary stay in the facility.
He knows they will keep her safe.
After the characters have been examined and have
Have the characters make a Notice check. On a
checked on their allies, they discover that Bobby
success, they realize that there is something else going
Levison is going to be �ine. He got lucky and the bullet
on that he isn’t telling them.
was easy to remove. The big man is already trying
to hobble about and get his leg healed as quickly as Before the characters can �ind out what it is, the
possible. In fact, the big guy actually runs the risk of power goes of�line. Red emergency lights turn on, and
making his situation worse. a loud alarm blares from the speakers built into the
walls.
Faith’s Flu has gotten worse, but Dr. Titus and his
staff have given her medicine and are going to be The men and women of the CRZ facility drop what
watching her closely. He has assured Shannon and they are doing and rush to grab weapons.
Daniel (and the characters) that Faith will be �ine, but
it’s best to play it safe. TO BE CONTINUED NEXT WEEK.
Dallas tells the characters that Alexandro is in the
motor pool and wants to speak with the characters
alone.
After mentioning that his arm is going to be �ine,
and is actually not as bad as it could have been— all
things considered— Alexandro looks them �irmly in
the eyes. He tells them that he never met Hell Fuerrie,
Jack Tanner, or whatever the hell the guy’s name is,
before the attacks on the prison. There were a lot of
people in Le Mesa. If the characters wonder if he is
lying, allow them to make a Notice check. On a success,
they realize he is telling the truth. On a raise, they also
get the impression that he is very worried about what
reaction they will have to the La Mesa information,
especially after the recent betrayal by Commander
Morrison.

12

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