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WoTD Chapter4 Week2 DAR4055

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100% found this document useful (3 votes)
268 views10 pages

WoTD Chapter4 Week2 DAR4055

Uploaded by

Mike Mitchell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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.
Special Thanks to David Harriss for providing the rule for Night Vision Goggle batteries.

Contents
GM’s Summary 3 Act Two: into the Tunnels 5
Act One: Prison Battle 3 Act Three: Even The Best laid Plans... 10
Encounter Chart 4

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 2)
GM’S SUMMARY ACT ONE: PRISON BATTLE
The characters are trapped like mice in a maze of The group must �ight their way through not only an
death as they attempt a last ditch effort to get out of invasion from the outlaws, but also Ragers that did not
the prison. Assaulted by outlaws that made it into the take the bait and go outside.
facility at the end of the last adventure, the characters
must �ight for their lives against the combined forces SCENE ONE: ATTACK OF THE OUTLAWS
of the invaders and the remaining Ragers, as they rush
toward the underground facility. Begin this adventure with the following recap:
Unfortunately, the initial battle for survival is barely
the beginning. Once trapped within the tunnels with As Sergeant Ellis conducts a kamikaze attack on the
nowhere to go but forward, they make a startling outlaws surrounding the prison, leading the Ragers
discovery about Rager genetics that could spell the outside as uncontrollable shock troops, you lead the
end of humankind faster than the spread of the Living survivors through the darkened prison in a bid to use
Dead. Meanwhile, a group of Ragers pursue Bobby the underground government tunnels to escape.
Levison and his men into the underground escape
Damaris’ strange sixth sense, a result of
route, causing another �ight for their very survival.
experimentation by her father at UniMed to cure
Once in the mountain base, the group discovers the her blindness, caused her to scream a warning— but
remains of outlaws that were attempting to enter the the outburst came a second too late. Outlaws have
prison through the underground facility— a fact that in�iltrated the prison, and are raining �ire down upon
leads to the realization that Hell Fuerrie and Helltown your group from the catwalks high above the cellblock
know more about the prison than ever imagined. After �loor.
dealing with another breakdown within the camp, the
characters must not only contend with both Alexandro
and Bobby Levison being wounded, but also with the
Ragers that still live within the cave network.

OPTIONAL RULE: NIGHT VISION GOGGLE BATTERIES


Although never covered in the original play test, since War of the Dead �irst released there has
been the occasional question about the battery life of Night Vision Goggles. David Harriss, a fellow
Savage Fan, came up with the following concept to handle the batteries eventually failing, and
agreed to share it as an of�icial rule in the War of the Dead series.
Use the Ally Ammunition rules for Night Vision Goggle Batteries, with the same four steps
between being active and out of juice. For each major scene (including combat), the batteries
suffer a –1 step. Additionally, after any encounter during Travel (see: Encounters under the Travel
section in the Savage Worlds rulebook), the battery drops another –1 step.
Typically, the goggles operate from two AA batteries that the characters might be able to replace
by making a Survival roll, using the scavenging chart from War of the Dead: Chapter One for
appropriate penalties or bonuses.

3
war of the dead
If the characters are wearing night vision goggles,
they suffer no penalty due to lighting to attack the ENCOUNTER CHART
outlaws, though the above railing does cause a –1 2: No Encounter
penalty to hit them while they are leaning over to �ire
on the survivors. Otherwise, the characters suffer a –3 3-4: Two outlaws confront the characters, and one
penalty to strike the outlaws: a –2 due to the lighting of them tosses a grenade into the group (Damage
penalty, and a –1 from the cover. 3d6 Damage, Medium Burst Template). One of the
characters can make an Agility check at a –4 penalty to
Naturally, the characters might have to be on hold for toss the grenade back before it detonates. On a failure,
their action to attack the outlaws, so they can attempt the grenade goes off and the character takes an extra
to interrupt their opponents’ actions with an opposed die of damage.
Agility check, as �iring on the invader while they are
away from the railing in-between their own shots is 5-6: As the group near a junction where corridors
impossible. intersect, two Ragers drop on them from the pipes high
above. Have the characters make a Notice check with
Deal Action Cards! any appropriate penalties due to lighting conditions.
On their actions, Reverend Waller and Daniel get the On a failure, they are surprised this round.
women and children into the lower cellblock directly 7-8: The group is attacked by two outlaws under
beneath the outlaws, making them impossible to hit. Medium cover (–2 to hit them) from the far end of a
Exactly how the characters and their Allies defeat corridor. The outlaws are using the Suppressive Fire
the outlaws is going to depend on the group. There are maneuver, forcing the characters to make a Spirit
four outlaws on the catwalk, all armed with M-16 ri�les roll or become Shaken. Have each character makes
(Damage: 2d8, Range: 24/48/96, ROF: 3, AP 2, Auto, a Notice check, with a penalty dependant upon the
3RB). There are metal steps that switchback upon Spirit roll: no penalty if the Spirit roll was a raise, a
themselves as they rise at either end of the catwalk. –2 if it was a success, and a –4 if it was a failure. On a
Once the characters defeat the outlaws, Bobby successful Notice check, they see a third outlaw with a
Levison is on the radio wondering what’s going on. �lamethrower coming into range behind the group. If
After being informed of the situation, he curses loudly. the Notice check was a failure, the third outlaw gains
Ellis and the Ragers are giving the army outside some at +2 bonus to his attack with the �lamethrower.
real hell, but so far nothing has appeared from the 9-10: Three Ferals attack the group, causing Fear
woods between the prison and the mountain. checks from the Allies. The Ferals appear to have
As the group continues toward the basement, roll been outlaws that were attacked by the Ragers after
2d6 twice and consult the chart below for possible in�iltrating the facility.
encounters. 11-12: As the group is forced to traverse a relatively
open area, four outlaws, two at either end, set-up
cross�ire to attempt to eliminate the group. The
SURVIVOR REACTIONS outlaws are considered to be under Medium cover for
a –2 to hit them with return �ire.
The scene in the laboratory is gruesome,
especially for those allies— like the children— Once the group has played through the encounters,
that are not used to seeing such carnage. Although Bobby Levison comes over the radio. The Ragers
the script doesn’t speci�ically state the reactions have appeared from the tree line. He’s on his way to
of many of the allies, the �light into the laboratory meet them in the basement. Two of the militia tells
is a good time to spotlight some of the Extras in Alexandro and the characters to get the women and
the group and give them human reaction to what children inside, they will remain at the door to await
they discover. Bobby and make sure he can get in. They request
Alicia’s hand, if the characters almost forget to give
it to them.

4
war of the dead
see more blood, and more signs of gun�ire. Near the
ACT TWO: INTO THE TUNNELS door leading to the tunnels, which is also ripped half
off the hinges, they see the bodies of three Ragers.
Ragers further attack the group as they �lee through The creatures are dead, their torso and face ripped by
the tunnels, causing injuries to Bobby Levison and bullets.
Alexandro. Once within the mountain base, Shannon
has a meltdown that puts the entire escape at risk, Melissa Fimori starts to panic when she sees the
and the characters must intervene to keep everyone creatures, and refuses to go into the tunnels. She just
moving. wants to go back to the administrative wing and lock
herself back in the room. Caleb grabs her in a hug and
SCENE ONE: FLIGHT THROUGH THE TUNNELS stops her from running back toward the laboratory,
but it is going to require the characters to calm her
As the group descends into the laboratory, read the down. Have them make a Persuasion roll. On a failure,
following: her panic intensi�ies and she starts screaming at the
top of her lungs and will have to be carried by Caleb
to continue onward. On a success, she calms down,
The laboratory is illuminated as usual, its power but the sheer fright in her eyes freezes her somewhat,
source separate from the generators at the prison and and her movement is reduced to Pace 4 (running die
thus far untouched. Just inside the doorway leading to d4) for the rest of the adventure. On a raise, they get
the main �light of stairs is what remains of a soldier’s through to her and can continue normally.
body. The head and the right leg are missing. The
other leg appears to have been ripped apart at the Melissa’s mental state at seeing the creatures is very
knee, and both arms are bent at unnatural angles. fragile, and therefore only one normal Persuasion
What remains of the torso is torn open, reminding you attempt can be made (though bennies may be spent
of the aftermath of an over-excited child opening a as normal). If the characters want to make additional
gift on Christmas morning. If not for the combat gear, attempts, the subsequent Persuasion rolls suffer a
it would have been impossible to tell what the body whopping –4 penalty.
had once belonged to. Once the group manages to deal with Melissa, read
Nancy starts gagging as she looks upon the carnage, the following as they enter the tunnels:
and Shannon buries her face in Daniel’s chest.
Reverend Waller and Alexandro cross themselves
at the same time, muttering a small prayer in both Just as before, the tunnels are cast into darkness,
English and Spanish with whatever power source that keeps the laboratory
section going not doing its job here. The place is
Down in the laboratory, the entire scene is a massive, constructed out of concrete. As you turn on
representation of the soldier’s body— exaggerated. your �lashlights, your footsteps echo with each step,
Blood smears the walls. Doors are ripped from hinges. the sound worse than a gunshot in an otherwise silent
Equipment is destroyed from a combination of gun�ire night.
and brute strength. Another soldier, only his upper
body remaining, lies where he died with his head
pushed through a computer monitor. Dark, crusted Reverend Waller whistles as he looks around, a
material marks areas of the �loors, and it isn’t until sound that draws all eyes to him. He silently mouths an
you draw closer that you realize it’s what remains of apology as he looks sheepishly at the characters. Caleb
several internal organs. is in awe as he looks around, and whispers a comment
Nancy gags and heaves, adding her own color to the about no wonder the government was going bankrupt.
grotesque tapestry. Have everyone make a Notice check. On a success,
they hear low growls and what sounds like something
dry snapping, further down the tunnel. How they
Each character must make a Guts check at a –1 for proceed is up to them, but after a short distance, the
fear/nausea. �lashlights illuminate a grisly scene. Three Ragers,
No doubt the group will want to move cautiously two of them male and one of them female with a �irm,
through the facility, especially beyond the laboratory round belly, are crouching down as they rip pieces of
where there is a series of cross-crossing corridors �lesh, bone, and internal organs from the remains of
and other rooms. As they leave the laboratory, they the �inal soldier.

5
war of the dead
The Ragers react to the light and prepare to launch One of his team (Dallas, if he is still alive) points
at the group. out that thus far the Ragers have been con�ined to
Deal Action Cards! Sanctuary, and obviously to this area after what
happened at the CRZ. So, the threat is manageable.
The Ragers are going to rush the group and begin
ripping and tearing into whoever is closest to them. No Alexandro shakes his head and asks him if he doesn’t
doubt, the characters and their allies are going to open think they will migrate. Sure, intense light makes
�ire on the creatures. Reverend Waller will grab the them less effective— seems to blind them a bit—
women and children and verbally herd them a little but it doesn’t injure or kill them. There is nothing to
further back the way they came, to put some distance stop them from spreading outward, especially if their
between them and the Ragers. numbers can increase so quickly. Just like any other
living thing, they’ll eventually move on. When that
The group clearly has the advantage in sheer happens, then what? They are fast, incredibly strong,
�irepower, and should make short work of the and like to attack in numbers. How many survivor
creatures. The key point to display here is that the camps will fall? How many new Ragers or Ferals will
female Rager is pregnant. Once she is down, Alexandro be made by infection, never mind procreation?
will tell everyone with a weak stomach to turn away
as he draws his knife and approaches the corpse. With Unless the characters have anything to say, the group
skilled precision, he uses the knife to cut the creature is silent as the implications of everything Alexandro
open. The unborn creature inside is fully formed, and has said slowly sink in.
appears as a fetus Rager. There is very little human The silence is abruptly broken by the sounds of
about it. Bobby (and the militia that remained behind for him)
Anyone that questions why Alexandro committed screaming for everyone to run, as they come barreling
such an act is met with a hard stare. He points out that down the tunnel. Bobby is hurt and limping as fast as
these things were created by UniMed, and not until he can, blood pouring from a wound in his thigh with
after the outbreak. Just looking at her, she appeared to every painful step. He’ll quickly say that he was shot,
be near full-term in the pregnancy. He had to con�irm not bitten, and then add that the creatures aren’t far
that. So what does it mean? It means that not only can behind as he limps/sprints past them. They couldn’t
they create new Ragers through infection, but that get the main door sealed in time.
their pregnancies develop at a greatly accelerated Alexandro will yell at the characters to get everyone
rate. The magnitude their numbers can multiply by to the mountain base, he and his team will hold off
is staggering. At least the Living Dead need to infect the Ragers. If any of the characters try to argue, he’ll
their prey— and even with the fact that anyone that yell at them that they’ve come too far to have it end
dies becomes a Living Dead— there eventually has to here. They don’t know what it is in the mountain right
be a cap as the living become fewer and fewer. But the now, and the group will need combat support. He and
Ragers . . . they are something that makes his blood run his team will hold the creatures off while they get
cold. The only saving grace is that they aren’t like the everyone to safety and clear out anything waiting for
Living Dead, and can be killed normally. them.

ALEXANDRO’S LAST STAND


It is very important that the characters lead the survivors toward the mountain base and allow
Alexandro and his team to combat the Ragers alone. Although Alexandro will reappear with a
gunshot wound to the bicep, the truth of the matter is that he was actually bitten by a Rager. As far
as mechanics go, he suffered 1 Wound and has at least a day before the infection begins to affect
him.
The gunshot wound was to hide the bite, as his team whole-heartedly believes that he deserves
a chance to break the news to Damaris in his own way before his life ends.
Alexandro’s true fate should be kept a closely guarded secret at this stage, as it will lead into
dramatic role-playing later in the Chapter.

6
war of the dead
Reverend Waller tells the characters that everyone Once the characters give the all clear, both Caleb
has to move, now! Already the growls and snarls of the and Reverend Waller will have a series of rapid �ire
Ragers can be heard echoing throughout the tunnel. questions for the characters. What is this place? What
Steve, Melissa, Sharleen, and Damaris start to cry, happened here? If the characters haven’t �illed the
and Damaris tells Alexandro that he can’t die. Her big survivors in on what they learned from Alicia at the
brother assures her that he won’t, but that she needs end of Chapter Three, they will also ask: Why the hell
to go with the characters to safety. He’ll �ight a lot is there this kind of network under a Federal Prison?
better if he doesn’t have to worry about the Ragers What the characters do for a reply, and how much
getting her. He tells her to keep her mind open, and information they reveal, is up to them. In the middle of
try to warn the characters if something is waiting for the explanation, however, they all stop as they hear a
them. sound that chills their blood. From somewhere in the
She nods through her tears, and heads off with the rubble deeper within the facility comes the painful cry
characters. of someone begging for help.
As the characters lead everyone toward the Investigating the source, they discover an outlaw
mountain, behind them in the darkness they hear the lying just on the other side of a mound of rock. He is
intense mixture of gun�ire and growls. badly mangled, chunks of �lesh ripped from his arms
and chest, revealing the bone underneath. The wounds
SCENE TWO: BEATEN AND BATTERED are already showing the black and puss-green signs of
infection. Around him, the barely identi�iable remains
As the characters reach the far end of the tunnel, with of what might have once been three other outlaws
Bobby Levison struggling to keep pace with everyone paint the rubble a dark red, almost black.
else, read the following:
As the characters come into view, the outlaw looks
in their general direction with eyes that can obviously
not see them, and again pleads for help. He is delirious
The tunnel expectedly narrows as you lead the
with pain, and mutters that they are everywhere in
others on a mad �light from the Ragers. The doorway
the caves. Conroy never told them the things were in
at the end of the tunnel is as dark as it was on your
the caves. He said the caves would get them into the
previous visit, and the thick, dented metal door still
prison.
hangs upon a single hinge from the blackened and
damage doorframe. That is all the man says that makes any sense. If the
characters try to question him, his answers will be
Beyond the doorway, the same broken metal door
gibberish as his mind drifts further and further away
rests halfway up the staircase. You lead everyone past
from the pain. He asks someone named Jenny if she
it; guns held ready, as you cautiously cross the next
wants to go out to dinner instead of cooking. He yells
doorway, down the small corridor, and to the �inal
at someone named Jason for getting two “D’s” on his
blown out door.
report card. Then he curses, saying that he’s late for
Beyond lays the darkness of the mountain facility. work— again!
Your �lashlights once again illuminate the twisted
The only thing left is for the characters to put him
steel support beams, the pre-fabricated rooms that
out of his misery.
have been crushed beneath tons of rubble, and— most
importantly— the hole in the wall that opens into the At the same time, the sounds of combat from the
cave network. tunnels end.
The beam of light stabs at the darkness, and you Soon after the outlaw is put to a �inal rest, Shannon
release a breath you did not realize you had been starts screaming. She lays Faith on the �loor and lifts
holding as no light is re�lected from the eyes of waiting a rock over her head to smash the baby, crying that
Ragers. Breena was right. They should never have brought
defenseless babies into this hell, and that they are all
The facility appears to be clear.
going to die.
The sounds of battle between Alexandro’s team and
Everyone else is frozen with fear and taken by
the Ragers echo down the tunnel behind you.
surprise from what she about to do and it is going to
be up to the characters to stop her. Shannon is 5” from
them, and attempting to physically stop her without

7
war of the dead

8
war of the dead

SHANNON AND FAITH


It is assumed that the characters or their allies will somehow stop Shannon, so if they fail to do
so and the child is murdered, be sure to adjust the adventures to account for any fallout that might
occur within the survivor group.

shooting her will require them to have a higher they get the hand, however, and is it one that would
Action Card. The characters can avoid the Action have opened the facility’s doors? Obviously, there is no
Card risk; however, by attempting a Persuasion roll time to investigate for an answer. Whatever the case,
at a –2 penalty as though Shannon was suffering from Hell Fuerrie has come a long way since North Carolina,
Surpirse this round. On a failure, she will crush Faith and has entirely too many resources at his disposal.
with the rock. On a success, she will drop the rock to Plus, if Hell Fuerrie has someone in his town that
the ground and sink to her knees in tears. knowledge of what the prison really holds, is that
If the characters fail the Persuasion roll, deal Action the reason that the outlaw is so dead-set on getting
Cards as normal. Anyone that beats Shannon can act the place back? If the characters don’t think of that
�irst and cross the 5” as a part of normal movement to question, Alexandro will mention it.
stop her. Whatever the answer, one thing is for certain— it is
Once Shannon is dealt with, Alexandro and his team time to go.
arrive. Alexandro is hurt, a gunshot wound to his left Alexandro suggests they look around before they
bicep. He says that Dallas shot him by accident while head into the caves; see if there is another way out and
taking out a Rager, and he needs to check for the bullet if there are any weapons.
and get it treated. Luckily, the shot was a through-
and-through, and a Notice check at a –2 penalty will Searching the dead outlaws will give the group three
discover several medical kits on the far side of the M-16 ri�les and 6 magazines of 20 rounds each (120
facility. They are kits that were once attached to the rounds). The magazines currently loaded into the
walls, and were knocked loose during the chaos that ri�les are empty. Beyond that and the medical kits, they
brought the facility down. will �ind nothing of use except a dozen MRE’s over by
the far wall. Without power, and with the controls
The kits contain bandages, sutures, antiseptics, smashed, the main blast doors to the facility cannot be
band-aids, burn cream, and tape. Anyone with Healing opened; and the personnel doors are blocked by tons
can attempt to treat Alexandro (treat as Wounded of rubble.
–1); otherwise, a member of his team will make an
unskilled attempt. Bobby Levison is Wounded –2, and In other words, the cave network is their only option.
needs to be treated. Once the characters and their allies are ready to
Once Alexandro and Bobby have been treated, the move, Reverend Waller gives a brief prayer for the
group can discuss the implications of the outlaws dead outlaws, and follows everyone into the caves.
in the facility, and what the man said. Obviously,
Helltown has someone with knowledge of the facility, ACT THREE: FINAL FLIGHT TO FREEDOM
as the outlaws were instructed to use the caves to
enter the mountain, and then make their way to the The characters lead their allies back into the network
prison. How they were going to get past the �ingerprint of caves from which they originally �led in Chapter
scanners is a major question, and something their Three. Coming into the caves from a different angle,
man should have known about. A search of the area however, they are quickly turned around and lost on
around the outlaw, requiring a Notice check, reveals where they are going.
a severed hand that doesn’t belong to any of the dead Being lost is the least of their worries when they
men. The hand is already slightly decayed, though the stumble upon a nest of Ragers.
�ingerprints were treated to be preserved. Where did

9
war of the dead

INJURED ALLIES
In running the two attempts to cross the natural bridges, you have a lot of leeway in determining
who is injured in the fall. While this would be a good time to take out a few of the Extras, caution
should also be used in eliminating Caleb, Steve, Melissa, Breena (and the infants), and Damaris, as
they all play dramatic roles later on. That is not to say you can’t injure— or even kill— them during
the scene, just that doing so will require you to adjust the drama in the coming adventures.

Once the two encounters have been handled, read


SCENE ONE: A RETURN TO THE CAVES the following:
The characters and their allies must make two Agility
checks at a –2 penalty to navigate the treacherous
You have no idea where you are. None of the caves
natural bridges that span the caverns. Make a group
look familiar from your previous �light through them.
roll for the allied Extras (consider the group’s Agility
The going is treacherous, made even more dangerous
to be d6), using a Wild Die for the group roll as normal.
with the children and infants.
On a failure for either group roll, randomly choose
After crossing several natural bridges and countless
three of the Extras. On the �irst Agility check, they
tunnels, you come upon a wide chamber. Although no
fall to the level below, a distance of 20 feet for 2d6+2
sounds initially came out of it, as your �lashlights play
damage. The group will have to make a Climbing check
over the tableau, your breath catches in your chest.
(see: Climbing skill in the Savage Worlds rulebook) to
make it down to recover the fallen allies. To determine Within the chamber are a half-dozen female Ragers,
the actual effect the fall had on any allies that were all of them nursing newborn young. As the beams of
wounded by the fall, use the Aftermath rules found light cross over them, they open their mouths and
in the Healing section of the Savage Worlds rulebook. growl.
This can be very important as the characters will have “We need to leave— now!” Damaris yells.
to decide what to do with any Incapacitated allies, or
Without warning, numerous hulking brutes drop
those that are “walking wounded”.
from the ceiling above and stand between you and the
For a failure on the second Agility check, choose females. Large, heavily muscled, male Ragers.
two Extras. Those two unlucky people slip from
They spread their arms, growl a challenge, and
another bridge and fall into a frigid body of water
prepare to strike!
below, suffering 1d6+1 damage. Furthermore, they
must immediately make a Vigor roll at a –2 penalty
or suffer a level of fatigue from the shock of the cold
water. The allies can climb back up to the group by
making a Climbing roll, with appropriate penalties for TO BE CONTINUED NEXT WEEK.
the fatigue. If the Extras were wounded in the fall, the
characters will have to make a hard decision, using the
Aftermath rules as previously mentioned.

10

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