Goblinville Gazette #3 - Picaresque - Dastards + Deviations
Goblinville Gazette #3 - Picaresque - Dastards + Deviations
Goblinville Gazette #3 - Picaresque - Dastards + Deviations
P I CA RE SQ UE
P
ICARESQUE is a game of drama and intrigue for 3-5 players, including
a GM (Grand Maestro). You play well-acquainted lesser nobility of minor
name and pitiful means. You are also a Picaro: to obey the laws and mores of
a petty, corrupt society would be to confine yourself to a life of pettiness and
corruption. You deserve more than your current station, and by your wits and guile,
you will get it.
Your goal is to drive hard for your character’s goal, to make comedy of their failures
and satire of their glories. The GM’s goal is to put interesting perils between your
character and what they want.
Prep Set Up
To play, you’ll need a copy of these rules and The GM starts the game by announcing the
a copy of the character sheet for each player. scheme that has brought your Picaros togeth-
The Picaresque sheet bundle can be found at er. While you each will have your own goals, a
www.narrativedynamicspress.com. shared ambition has brought you together and
aligned your interests.
You'll also need pencils and some six-sided dice:
Each player creates a Picaro, following the
The GM needs one die:
steps on page 6. When you get to step 10, you
The Peril die.
get to tell the other players about your Picaro.
Each player needs two dice in a unique color: Fill in details freely and ask others for ideas.
Their Action die and their Interference die. When others introduce their Picaros, ask ques-
tions about what interests you.
You all share a pool of 5 or 6 matching dice
for the middle of the table: The GM listens while the players make their
These are the dice for talents, reputations, Picaros. Ask questions, suggest reputations,
Shame, and Injury. and take notes: especially about ambitions and
rivals, as you'll be adding more detail to these
later.
When each player has a Picaro, the GM
frames the first scene of play.
2
Playing the Game
P
LAY PROCEEDS over turns. Each turn is a single scene. The players take turns creat-
ing scenes (clockwise), starting with the GM.
Turns
At the start of the scene, each player who wants their Picaro to be present sets their action die in
the pool. On their turn, a Picaro may act as many times as is relevant. Each other Picaro may act
once. After their roll, they must swiftly exit the scene or fade into the background.
Debts
Picaros regularly accrue and spend debts to others in their fair city.
When a Picaro wants something (help, money, discretion) from a citizen (any character played
by the GM) the GM decides whether that thing is freely given, flatly refused, or whether the
Picaro will owe that citizen a debt.
When a Picaro owes a debt to a citizen: that citizen may cash in their debt freely, on any terms
they choose, by demanding something of the Picaro.
At the end of that scene, determine whether the Picaro followed through on the demand.
➳ If they did, the debt is cleared.
➳ If they didn’t, and the citizen is not an enemy of that Picaro, they become one.
➳ If the Picaro fails to make good on a debt to an enemy, the GM immediately gets an extra
turn, where that enemy brings their influence to bear on taking down the offending Picaro.
If a citizen owes a debt to a Picaro, the Picaro can cash it in to:
➳ Introduce that citizen to any scene. They will provide according to their means and inclination.
➳ Gain a bonus die representing that citizen’s aid to a single roll.
The Picaros cannot reasonably track debts between each other; the history of claims and count-
er-claims is too sordid. Debts between Picaros are not tracked in play.
Crossing Swords
If a Picaro crosses swords with a citizen (or another Picaro) seeking only to do harm, both parties
are Injured. Any parties already Injured die. If a Picaro is attacking someone with another goal
in mind (to defend their name, to gain entry to a location, to take something away from their
opponent) make an action roll instead.
3
Action Rolls
Throughout the course of play, Picaros will often want something from someone else. When you
want something from someone and they won’t give it to you, you describe how you intend to get
what you want, and then you roll. This decision to escalate to a roll is up to that Picaro’s player.
The GM never calls for rolls.
5
Player vs. Player
In the course of play, the Picaros may or may not find themselves directly at odds. If one Picaro
seeks to act against another, the acting player must ask if success in the action is possible. (Could
I convince you to join me at the party? Can I catch up
with you if I run full-tilt? I challenge you to a duel,
do we cross blades?) The other player must agree to the
action. They may say no, with no need to justify their
answer.
They may also say, “no, but”, and offer
a lesser success. (Maybe you can’t
tackle my Picaro in the middle of the
street, but you may be able to corner
him in a back alley).
If the other player answers yes, then
the acting player may roll. The GM
states the peril. The other player has
the first opportunity to interfere,
should they so choose.
Picaros
Y OU ARE A ROGUE possessed of art and skill. The obscurity of your name is
evidence of the decadence of the current state of polite society and nothing more.
1. Name 5. Fetes
Choose or roll for your first and last name. See It would run counter to all etiquette to discuss
the names tables on page 7. your age. Choose or roll how many notable
fetes you’ve attended.
2. Shared Ambition 1. This Spring’s will be your first.
Note your shared ambition based on the GM’s
2-3. A few, here and there.
introduction. Note the three obstacles between
4-5. As many as you please.
your band and this ambition. 6. It’s not a matter for coarse accounting.
3. Private Ambition 6. Fashion
Choose your private ambition or roll for it
Choose or roll for your fashion sensibility.
(this table varies for each situation). Note the
Note it in your inventory.
three obstacles between you and this ambition.
1. Dour 11. Ostentatious
4. Familiar Location 2. Muted 12. Bright
Choose or roll your familiar location. This is 3. Austere 13. Sleek
one of the few places in the city you are truly 4. Serious 14. Scandalous
at your leisure. 5. Modest 15. Suggestive
1. Under the docks 6. Quaint 16. Risque
2. Empty warehouse 7. Conservative 17. Haphazard
3. Pawn shop basement 8. Officious 18. Garish
4. Mouldering graveyard 9. Tasteful 19. Experimental
5. Subterranean canal 10. Refined 20. Inexplicable
6. Run-down pub
6
7. Patron 11. Introductions
Name your patron and add them to your list of Introduce yourself to your friends based on
friends. Choose (or roll) whether they are now: what you know so far. Talk through how your
Picaros know each other. Once you have a
1. Dead sense of how you all aligned your shared ambi-
2. Retired from public life tion, you are ready to begin play.
3. In debtor’s prison
4. Long missing
5. A sworn enemy
6. Exiled First Names
8. Talent 1. Alvaro 11. Hernán
Choose or roll for a talent: 2. Baltasar 12. Lope
3. Barros 13. Lorenzo
1. Letters 11. Bawdy humor 4. Cosme 14. Melchor
2. Dancing 12. Pickpocketing 5. Cristóbal 15. Mergildo
3. Oration 13. Swordfighting 6. Diego 16. Pascual
4. Cuisine 14. Insults 7. Eyague 17. Rodrigo
5. Meaningful 15. Drinking 8. Felipe 18. Sancho
glances 16. Brawling 9. Garci 19. Tomé
6. Music 17. Forgery 10. Gaspar 20. Truylos
7. Painting 18. Intimidation 1. Agueda 11. Inés
8. Calligraphy 19. Confidence games 2. Antonia 12. Isabel
9. Gardening 20. Cards 3. Beatriz 13. Jerónima
10. Needlework 4. Barbola 14. Leonor
5. Catalina 15. Luisa
9. Inciting Experience 6. Clara 16. Magdalena
Come up with one experience that spurred you 7. Damiana 17. Mariana
into action from your well-deserved leisure. 8. Elvira 18. Olall
9. Floriana 19. Ursula
Name the rival whose family is responsible, 10. Francisca 20. Violante
choosing from among the characters related to
your peers’ ambitions. Last Names
1. Blacklisted from social clubs for your 1. Moreno 11. Blaque
political stance. 2. Carrillo 12. del Canto
2. A new sigil replaced your family’s on the 3. de la Cruz 13. Cerrada
palace walls. 4. Ramos 14. Chico
3. Your family pitiful lands were seized to pay 5. Caballero 15. Cortés
a debt. 6. Farfán 16. Donoso
4. An ill-chosen affair has made you a pow- 7. Barroso 17. Macías
erful enemy. 8. Lomelin 18. Peinado
5. Accused of a crime and the trial left you 9. Pinto 19. Pizarro
penniless. 10. Quijada 20. Pletes
6. A sibling was killed while trespassing on a 1. Vaca 11. Montañés
rival’s estate. 2. del Aguila 12. Riquel
10. Reputation 3. Aloy 13. la Roja/el Rojo
4. Cabezas 14. Marqués
Tell the story of your experience to the other
5. Cardero 15. Nelleda
Picaros. Answer their questions. They come 6. Ejarque 16. Perdigon
up with a 1-4 word reputation: what others say 7. Fillado 17. Sañudo
about you behind your back. 8. Galán 18. Solucio
9. Luengo 19. Suero
10. Marita 20. Vizcaína
7
Against the Duke
A PICARESQUE Situation
PREMISE: Tartessos, city of ports and canals. The corrupt Duke Gadir has allied himself with
pirates preying off the trade that is the city’s lifeblood. The city’s smaller houses have become im-
poverished, while Gadir’s landowning peers have become wealthier than ever. The city’s infrastruc-
ture has long been strained by its rapid growth. Decay and disease are pushing the sewers and canal
to their breaking points. You few are daring or foolish enough to have sworn to topple his regime.
8
☞DASTARDS
Core concept, design, writing: Michael Dunn-O'Connor
Editing, layout: Eric Swanson
Cover illustration: Silently Watching" by Howard Pyle
Illustration on p.6: The Duel" by William Henry Margetson
Typefaces: 1645 Old Spanish, IM Fell DW Pica, MalaTestaCK
©2019
MUTAGEN
TRAIL
A GOBLINVILLE MOD
Mutagen Trail is a roleplying game about a caravan of mutants traveling across a tractless wasteland.
The mutants have to make tough decisions to survive day to day in a strange and hostile world. If they live long
enough, maybe they’ll find some hope for the future.
The player's goal is to explore the wasteland, pursue answers to the questions that interest them, and keep their
caravan alive. The GM's goal is to provide interesting destinations for travel, with clear obstacles in the way. When
the players reach a location, they should have interesting opportunities and urgent perils; both should imply greater
mysteries out there in the wasteland.
4
Injured: When you take an action, add 1d6 and
RuleS for Wandering discard the highest roll. If you must mark injured
but are already injured, you die. Injured characters
thE Wastes mutate at end of session.
Dead: If you die, take a moment to grieve your
character, then roll up a new one! One of your car-
Taking an Action van’s 2d6 non-player characters just got promoted.
When you take a risky or challenging action,
describe the action to the GM. They will give you Caravan Inventory
roll cards based on the described action, and you
The players’ caravan has a number of inventory
or other players may add roll cards by using abilities
slots equal to their mode of travel’s capacity. One
or offering a twist. Roll a die for each card and then
inventory slot can hold enough provisions to sustain
assign the dice as you choose, one die per card.
the group for one day of travel, hold one unit of
Possible roll cards include:
barter, or hold some other useful or important gear
1. The action itself, and whether or not it or object. The Quartermaster is in charge of keeping
succeeds. track of the caravan’s inventory.
2. An off-chance of something bad happening. Provisions are the jerky, potable water, hardtack,
3. A chance of something bad happening. etc. that the group needs to survive. Under normal
4. A likelihood of something bad happening. conditions, the group as a whole needs to consume
1 unit of provisions per day of travel.
5. Use of a mutation, involving a risk of over-ex-
erting yourself and getting sick. Barter is a catch-all term for the generally-accepted
6. Use of gear to help you in a significant way, trade value of miscellaneous items. Each barter-able
along with a risk of breaking the gear or having it item takes up an inventory slot and has one or more
backfire. descriptors. The barter value of the item is roughly
equal to the number of descriptors it has (e.g.
7. A twist added by another player, carrying with it
“hides” is worth 1 barter; “ancient shiny gadgets”
additional risk to that player.
is worth 3 barter, etc.) Units of barter are denoted
8. Use of a relevant skill (no additional risk, but by xBy, where x is the number of units and y is the
limited uses per session). value of the barter, e.g. 2B1 is 2 units of value-1
9. If you are sick or injured, you must add 1d6 barter, while 1B3 is 1 unit of value-3 barter.
and discard the highest result.
10. If a pet is acting for you, take the pet roll card
only.
Travel Actions
Each day they’re on the road, the caravan must
decide how to travel. They choose to rest, travel at a
Conditions moderate pace, or push forward at a grueling pace.
Sometimes (often) bad things happen to you. When They may also choose to subsist on meager rations,
this occurs, you may be forced to mark a condition, normal rations, or generous rations. Then they take
and face the consequences until you can recover. dice based on their choices and make a travel roll.
Tired: Can’t invoke mutations. If you must mark The Leader makes the final decision about the cara-
tired but are already tired, mark sick instead. van’s pace and rations, and rolls/assigns the dice.
Shaken: Can’t invoke skills. If you must mark shak- When the caravan chooses to rest, they do not make
en but are already shaken, mark injured instead. any progress towards their destination. However,
Sick: When you take an action, add 1d6 and each player may make a roll to recover from a con-
discard the highest roll. If you must mark sick but dition. In addition, the group may attempt a useful
are already sick, you die. Sick characters mutate at camp project, like gathering provisions, bartering
end of session. with fellow travelers, scouting the route ahead, or
repairing a broken vehicle. The GM tells the group
how many progress points they’ll need to complete
the project; the group takes 1D for the camp project,
and 1D for complication.
5
If the caravan chooses to move at a moderate pace,
they take 1D for movement and 1D for complication. The options available to the caravan in a given
In addition, if a 4 or greater is assigned to complica- settlement depend on that settlement’s prosperity.
tion, players may roll to recover a condition. All options equal to or less than the settlement’s
prosperity are available.
If the caravan decides to move at a grueling pace,
they take 1D for movement and 1D for complication. 0. Rest
They MUST assign the highest die roll to movement, 1. Gather Info (1B to attempt to gather useful info
and then add 2 to the result. Players may not about the region)
attempt to recover from a condition.
2. Barter for gear and provisions
3. Heal (+1B/day, automatically clear a condition
The caravan may decide to tighten their belts and each day)
subsist on meager rations. If they do, they do not 4. Hire a Guide (1-3B for a local guide, can be
consume a unit of provisions for the week, but they used 1-3 times as a skill or pet)
must roll an additional die and discard the highest 5. Train (2B to learn or improve a skill)
roll.
6. Gift (3B to improve relations with a local faction)
If the caravan treats themselves to generous rations
they consume an additional unit of provisions, but End of Session &
they get to roll an extra die and discard the lowest
roll.
Character Growth
Scars: Each mutant describes the most important or
Individual players may contribute relevant skills or formative experience they had during the session.
mutations to the travel roll (e.g. a player with scout- Based on that experience, they may add a new scar
ing may contribute if the camp project is to scout out or change an existing scar.
alternate routes; a player with cooking can help the
group stretch rations or preserve wild food), at the Skills: Each mutant who used all of their skill pips
risk of opening themselves up to a complication. during the session may either improve an existing
skill (outline an additional pip) or add a new skill
that they practiced during the session.
settlements Mutations: Each mutant who was sick or injured
The caravan may come to a friendly settlement and at some point during the session rolls a new
choose to stay a while. If they do, each player may mutation. If they roll a mutation they already have,
choose to attempt to recover a condition and also that mutation intensifies and becomes both more
take another action of their choice, and the group powerful and unmistakable to anyone who interacts
does not need to roll on the complication table while with them.
in town. However, staying in a settlement is expen-
sive: it costs 1B per day for the caravan to stay. There
may also be an additional one-time entrance fee if:
• The group has bad relations with a local faction (+1B)
• The settlement is prejudiced against mutants (+1B)
• Times are particularly tough (famine, war, etc.) (+1B)
6
GAME MUTATOR: RUNNING THE GAME
You should also scale the difficulty by raising the
Caravan & Mutant Creation stakes of the players’ actions. For a minor complica-
Guide the players through the Caravan creation tion you might throw in a chance of being shaken,
and then the Mutant creation process. Answer their while for a catastrophe the players shouldn’t be
questions and give suggestions as appropriate, but surprised by a likelihood of injury.
mostly stay on the sidelines and let them follow
FORTUNE ROLLS
ideas that seem interesting to them.
When a player asks a question about the world
THE HOOK that could go either way (e.g. “Do I know anyone in
Based on the caravan’s profession and individual camp?” “Does it look like it will rain today?”). You
players’ backgrounds, give the players a reason to can make a fortune roll: On a 1-3, the outcome is
follow the trail: finding a rumored far-off city of great negative for the player(s); 4-5, neutral; 6, positive.
wealth, escaping pursuit by a powerful enemy, get-
MUTANT DEATH
ting hired to deliver goods for a local chieftain, etc.
Life on the trail is nasty, brutish, and short; don’t
be afraid to kill a character off, especially if they’re
Travel & Encounters doing something particularly risky or heroic. When
Much of Mutagen Trail is spent on the road. When a player’s character dies, simply have them roll up
the caravan is moving (i.e. when the players are a new mutant based on one of the caravan’s NPCs,
making travel rolls), the scope should be zoomed or have a stranger encounter them on the trail and
out and expansive. Give vivid details about the join up.
landscape but paint it in broad strokes and don’t
worry too much about specifics or accounting for
everything that happens over the course of the day.
Trail Preparation
In Mutagen trail, destinations are important, but the
Whenever the characters roll a complication or arrive journey is the highlight of the adventure. The trail
at a landmark however, you should zoom in close should be chock full of harrowing threats, strange
both in space and time and have an encounter. In an characters, agonizing dilemmas, and challenging
encounter, describe the situation in detail and give it obstacles. This section will lead you through the pro-
immediacy, especially if the encounter is a threat. Let cess of creating a Mutagen Trail adventure module.
the characters lead the way by attempting actions,
but if they’re stalling you can prod them along by BASIC TRAIL GEOGRAPHY
upping the stakes. It’s okay for one player to take Get yourself a Mutagen Trail GM sheet (or a blank
the spotlight for a little while, but try to make sure piece of paper) and a pencil.
that all players get a chance to act; you can address a
Come up with a general idea of what the landscape
player directly if they aren’t volunteering actions on
is like. Write down some descriptors and common
their own, or set a defined turn order to ensure that
features, e.g. dusty, grey, windswept, scorching,
everyone gets to act.
verdant, slimy, mesas, highways, caverns, jungle.
ENCOUNTER DIFFICULTY
Begin by picking a starting point and an end point,
You can scale the difficulty or severity of a complica- and give them evocative names, e.g. Bonetown,
tion simply by determining ahead of time how many Hadley’s Keep, Camp Misery.
successes they players will need to overcome it: 1-2
for minor, 2-4 for major, 3-6 for catastrophe. Use Draw a squiggly (or straight, or jagged) line between
these numbers as a rough guideline; if the players them.
do something particularly clever you can check off Add 5-10 landmarks to the map, both on- and off-
2 or more successes at once, and if they insist on trail, and add detours, alternate routes, spurs, etc.
doing something foolish or irrelevant feel free to Landmarks might include peaceful settlements, raid-
ignore the success.
7
er strongholds, hermit encampments, mysterious Opportunities: Possibilities for the players to gain
ruins, bizarre (un)natural formations, etc. something valuable or useful, but typically not
Based on your landmarks, identify 2-5 important without putting forth some effort or solving a puzzle,
factions that the caravan might interact with during e.g. an abandoned factory, a patch of rare herbs, a
their journey. Depending on their size, settlements lone traveller willing to join the group.
may be factions themselves, or they may even LANDMARKS, FACTIONS, SETTLEMENTS &
contain multiple factions. NPCS
Mark mileage for every length of trail between Describe each landmark: What do the players see as
landmarks and trail branches. Depending on their they approach? Is it hospitable, majestic, mysterious,
pace and mode of travel, you can expect the caravan eerie? Is it inhabited, and is there anything of value
to travel 10-20 miles per day. 150-250 miles is a to be found?
good length for a one-off adventure. Describe each faction: What are its members like?
ENCOUNTERS How do they make a living or maintain power? Are
For the region as a whole, list some complications they stationary or nomadic? Determine the default
and opportunities the caravan might encounter. stance of each faction: when the caravan meets
Most of these should be complications, but some them for the first time, will their relationship be
should be mixed or positive opportunities. Include bad, neutral, or good? (Should be neutral for most
a good mix of: factions.)
Threats: These will directly harm the players if un- Describe each settlement: How does it survive and
addressed, e.g. bloodthirsty cannibals, gargantuan protect itself? What is plentiful and what is scarce?
centipedes, ancient rogue security robots. How do they feel about mutants and strangers? Pick
or roll (1d6) a prosperity level for each settlement.
Obstacles: These will prevent or impede movement This determines the actions available to visiting play-
unless overcome or circumvented, e.g. a collapsed ers, as per the Settlements section above.
bridge over a canyon, a pitched battle between rival
factions, a vehicle breakdown. Finally, for each faction and settlement (and for other
landmarks as appropriate), name 1-3 colorful NPCs
Hardships: Unfortunate losses or negative effects the players might encounter, and write a 1-sentence
that must be mitigated or accepted, e.g. a parasite description of each: their role in the community,
infects the caravan, scavengers make off with half of what they look like, personality quirks, strengths,
the provisions, knee-deep mud slows travel to a crawl. goals, etc.
8
SAMPLE ADVENTURE filled, player is sick; when 3 are filled, player goes
violently insane and seeks low ground at all cost,
the BlOod BarRens seeking a pool of the goo to drown themselves in.
RAZOR SQUIRRELS
Threat. Wolf-sized grey squirrels with razor-sharp
The Landscape teeth and claws. Keep dens littered with skulls, hunt
The Blood Barrens are chalky, rolling hills, woven in small packs.
through with ancient crumbling roads, rocky ravines, GIANT SCORPIONS
and seasonal creeks. Thorny scrub and gnarled trees
Threat. Dog- to horse-sized pale arachnids with
are the most obvious vegetation. It is parched in the
powerful pincers and/or venomous stinger. Glow
dry season and battered by frequent thunderstorms
faintly in the dark. Nocturnal, seeking out warmth
in the wet season. The players start on the eastern
(e.g. campfires).
edge of the Blood Barrens, at Rustville, and will
make their way west to Dawn’s Perch, in the foothills GIANT ANTLION
of the Foggy Mountains. Threat/Obstacle/Hardship. Huge larval insect,
ambush predator that hides in a burrow beneath
The Hook loose sand, and pulls prey in using a set of long,
hooked mandibles. Might capture and devour a
Why are the players traveling this route? Come up
pack animal or unsuspecting traveler, or a group of
with a good reason for them to go west that lines up
them might make passage along a stretch of trail
with their profession and/or character histories. For
slow and hazardous.
example:
GIANT LACEWING
The players must flee the formidable and menacing
Golden Imperium, which seeks to rid the world of Threat. The adult form of the Giant Antlion, this
mutants. 3-meter-long dragonfly-like creature hunts at night,
swooping down out of the dark and carrying off its
A mysterious new nation of cybernetic bears lives in prey to be devoured elsewhere.
the forest beyond the mountains and will pay good
barter for old tech artifacts. GOLDEN GOAT
A great city has risen on the other side of the moun- Opportunity. A regal goat with silvery horns and
tains, so populous that a theatre troupe can play for flowing, golden fleece. Elusive and intelligent, but
a year and not run out of paying audience-members. highly prized for its horns, fleece, and meat.
10
of his neck. He is very friendly if a bit odd, and loves
wielding guns and bows hiding in the rocks above
music. Tom is beloved of both the Cougars and the
the road. They demand 3B as a toll for passage. The
Scorpions; harm him and earn the wrath of both
players may attempt to haggle, trick, or intimidate
gangs. If asked about the blood fever, Tom will tell
their way through, but if it goes poorly the Cougars
the players about greyroot.
will fight.
BONEY GULCH TRAIL (ALTERNATE ROUTE)
SKULL BUTTE TRAIL (SPUR)
Mile 80. The Boney Gulch trail leads through a
Mile 60. The turn-off for the trail to the Tru-Site
canyon and cuts off a lot of winding around that
Temple is marked by a bleached gecko-skull on a
the main road takes; the trail is 20 miles long but
post. The right eye of the skull is filled with a melted
rejoins the main trail at Mile 120 (saving 20 miles
lump of green glass.
of travel). However, the trail is extremely dangerous
TRU-SITE TEMPLE during a storm, with almost no way to escape raging
Settlement/faction floods; and encounters with the Scorpion Gang (as
Mile 60+10; Neutral; Prosperity 3; Population well as with actual scorpions) are much more likely
~200. Cultist village of stone and mud houses on than elsewhere.
top of a small flat-topped hill 10 miles off the main SCORPION GANG HIDEOUT
trail. The Tru-Site Temple preaches that the waking
Settlement/faction
world is but a thin shroud covering the world of
Mile 10; Neutral; Prosperity 4; Population ~100.
spirits, and only through intense training can people
The Scorpion Gang lives in a cavern hidden up a side
see through to the truth. Members pluck out their
canyon in Boney Gulch. The players will only find it
right eye as part of initiation rites. The Temple will
if looking for it explicitly, and can only stay here if
welcome in the players and not require any payment
friendly with the Scorpions. The Scorpions are dour
to stay; however, they will attempt to convince
and deadly, preferring ambush tactics and night-
players and caravan NPCs to stay behind. By the
time raids to open battles. They tend to wear sleek
third day, if they’ve had no luck, they will drug the
black leather with lots of metal studs and piercings.
players and attempt to brainwash them. The cultists
grow most of their own food in gardens around Skull SCORPION GANG CHECKPOINT
Butte, including a medicinal garden. Mile ~100. If the caravan has yet to encounter the
Oculus Thorntree: Charismatic Cult Leader. Unas- Scorpions and pay them a toll, they will do so now.
suming with a close-cropped salt-and-pepper beard. The Scorpions don’t have a physical checkpoint
Generous and calming, but can become increasingly per se; they will surround the group in the dead
furious if his authority is undermined. of night, bathe the caravan in blinding floodlights,
and demand payment of half the group’s remaining
TWO-FACE TOM’S DINER barter or 2B, whichever is greater.
Settlement
BLOOD SWAMPS
Mile 75; Prosperity 2; Population 1. A handmade
wooden sign on the road marks a turn-off for Miles 130-145. At Mile 130 the caravan will
Two-Face Tom’s Diner (& Motel & Trading Post!), 1 surmount a rise and see the peaks of the Foggy
mile down a spur. The place is an old gas station, Mountains in the distance (their destination is in
scattered with rusted out cars and heaps of junk. The the Foggy Mountain foothills). But between them
diner acts as neutral ground between the two rival and the mountains, the land flattens out into a large
gangs, the Cougars and the Scorpions. When the shallow depression mottled with murky pools. The
players arrive roll 1d6. On 1-2, there are no other red goo that falls from the Blood Rain pools here
visitors; on 3-4 there is a small group of travelers and forms into giant roving Blood Beasts (see En-
heading the opposite direction; on 5 there are Cou- counters, above). The players should at least see one
gar gang members present; on 6 there are Scorpion from afar, even if they manage to make it through
gang members present. the swamp without any complications.
Two-Face Tom: Sole owner and proprietor. Tom Hardship: Movement rate through the swamps is
is an old man with a scraggly beard and a small, reduced by 1, and each character has a 50% chance
malformed extra head growing out of the right side each day of contracting the blood fever, unless
extraordinary steps are taken to avoid this.
11
DAWN’S PERCH
End location; settlement
Mile 160; Neutral; Prosperity 5; Population
~300. Nestled in the foothills of the Foggy
Mountains, Dawn’s Perch is a place to recuperate
for travellers who’ve survived the perilous journey
over the passes, and final place to prepare for
those about to make the climb. It also lies at the
crossroads of a north-south trade route running
along the edge of the Foggy Mountain range. The
Perch’s permanent residents make their living
hunting, trading, and acting as guides. At any
given time there are 1d6 other groups passing
through Dawn’s Perch going in one direction or
the other.
Dawn Devereaux: Town Headwoman. Friendly to
travelers but clear-eyed and strategic.
Zander Boone: Hunter/Guide. Competent but
a bit abrasive, with a long grey ponytail and
squirrel-skin cap. Will hire himself out as a guide
over the mountains for 3B.
DEVIANTS
Lead Mutator Nicolas Garcia
Additional Mutations Michael Dunn-O'Connor
Editing, layout Eric Swanson
Typefaces Secretly Wishing For Rain
Special Elite
Avenir Next Condensed
Roadside
12