With a handful of mysteries, the heroes must help Doctor Turnbull make rendezvous with his contact, investigate the origins of an alien artifact found in the jungles, and figure out how to fix their ship all before the Nazis attack.
The Outpost is the largest settlement on Chaco and a crossroads of locals, native laborers, stranded expatriates, veterans of the Chaco War, and flotsam from across the Racimo Cluster.
Totaling 10,000 souls at any given time, Paraíso is composed of a sprawling shantytown clustered around a small starport, a presidio and a massive, stinking swampworks and refining facility.
This episode has three key scenes, as well as much roleplaying as the heroes can stomach. Key areas are detailed in this episode, though the rest of the Outpost is up to the GM’s design.
The heroes probably have a few goals. The likely ones are listed below with the most helpful scene for accomplishing those goals:
The heroes have a handful of questions they need answered, probably starting with why the Paraguayan air force would want to shoot them down. Below is a table of typical information the heroes might seek and the likelihood they’ll find the answers they need:
This requires either a Streetwise roll and some cash or an Investigate roll and some time. The information gained is per attempt and success with additional information if the hero rolls a raise. On a failure, the hero must roll a Stealth versus a d8 Notice, as the Western Black Sun Society has spies and informants all over the Outpost. A failure indicates that they were “made” and the Nazis know where to find them. They are trailed by Nazi agents, as described in When Nazis Attack!
Goni’s exclusive contact).
Either investigating the item the heroes found or following up on other information, the heroes are likely to hear wild stories about the silvery metal cylinders that turn up in pawnshops from time to time. The information below is accurate, and takes a Streetwise raise to gain. Any failures or “less than raise” results are wild speculation and rumors, though you can drop a few other tidbits from other information areas if you’re being a Kind GM™. There are no Investigate options for alien artifacts, as they are unknown outside of a few Guarani and other local folk.
Additional Information
Clearly the information above has easter eggs that lead to the greater plot of the story, and that’s fine. Allow the heroes to start piecing together the situation and their opposition. Below are additional details they can find out if they run into more questions while researching the artifacts.
Since the Paraguayans and the Bolivians have all but abandoned the place, the Guarani are the only ones left that actually care what happens on Chaco. They are also troubled by the fall of their “dark brothers” the Wanu, and other strangeness in the jungle. Dealing with the Guarani is difficult, and, once a contact is found with a Streetwise roll, a Persuasion roll at -1 is required to get any useful information. If the questioner has a d4 in Knowledge(Guarani) (or if their Common Knowledge includes Guarani customs, etc), they make an unmodified Persuasion roll.
Additional Information
Other information presented below can be found with a Streetwise success from various people, as it’s not strictly Guarani knowledge.
Locating Turnbull’s contact is problematic. The doctor met the contact on a radio conference about early humans, but only knew him by his callsign: KRUX. The professor just assumed he could make planetfall and call the guy, but regardless of the attempts, no one on planet responds to the callsign. Unfortunately, KRUX isn’t even a man; she’s a British spy that used a voice modulator to sound like a man. Locating information on KRUX requires a Streetwise or Investigate roll at -2 at 2 hours per check. Any failed checks yield nothing. A roll of 1 on the skill die (regardless of the wild die) alerts Jundt to the party’s investigation and brings the heat (When Nazi’s Attack).
On a success, they find that “strangers,” meaning anyone not born here or who made planetfall in the last 5 years, typically live in the central part of town in or near the marketplace. On a raise, or a success in KRUX’ neighborhood, they learn that a woman recently (2 years ago) arrived, rented out a flat nearby and contracted to have a radio whip installed. What’s odd about that is that she had the whip camouflaged as being part of a drain pipe. On a raise, or a success in KRUX’ neighborhood, the speaker indicates exactly where the flat is.
Proceed to The Spy.
“When things slow down, kick in a door.” – general pulp saying..paraphrased…
If the heroes are bored of bumming around asking a bunch of questions that only spawn more questions, you have a few options. Point them more directly to one of the contacts below, or run When Nazis Attack.
Turnbull’s contact, KRUX, is actually a woman named Eloise Bennett, an outspoken agent who pushed too hard with her superiors at MI-6 and ended up stationed on Chaco “monitoring” the swampworks that the locals have thrown together. Like Turnbull, she was a scientist, an astro-palentologist. A paper she wrote on early humans was noticed by MI-6 and they offered her a job five years ago. KRUX made overtures about information interesting to Turnbull, but never received his coded reply, and thus has no idea that he’s coming to find her.
She has since become embroiled in the Western Black Sun Society’s efforts to find similar information, and works to thwart them at every turn. When Turnbull sets up his radio set and begins to broadcast a series of old codes she gave him, she assumes it’s Jundt setting up a trap and makes herself scarce.
Once the heroes identify KRUX’ likely location, they arrive at a burgeoning firefight.
Several local gang members were contracted to take out Ms. Bennett once Jundt discovered her location. When the heroes arrive, the local policia are disengaging from a fight that they never should have undertaken. The gang has set up positions behind rusting automobile hulks and other detritus and has set Bennett’s apartment building on fire. Several gang members rush out of the flaming building holding a radio set and other personal items, though Bennett is nowhere to be found.
On a Notice check, the heroes can pinpoint the apartment that’s on fire. The whole building will be engulfed in 6-18 rounds rounds and the building will collapse 1d4+5 rounds after that. Bennett will be long dead by then.
The Policia can be persuaded to stay and provide covering fire if the heroes wish to rush into the building and save the woman. (Persuasion success)
Local Gang Members - 10
Policia - 5
The gang members begin breaking off the attack almost immediately after their amigos emerge with Bennett’s radio set. If pressed, or pursued, they split up and melt into the thriving marketplace and surrounding neighborhoods. A Tracking success allows heroes to follow any given gang member, however, if they wish to track a specific member (most notably the gang member with Bennett’s personal belongings), this requires a Tracking roll at -2.
Smoke fills the second floor of the apartment building (accessed by the front stairs or a back fire-escape). Each round, heroes must make a Vigor check or receive a Fatigue level. A wet cloth over a hero’s face grants a +2 bonus to the roll, while those wearing a gas mask or similar device do not need to roll.
The floor and ceiling directly in front of Bennett’s apartment door is completely engulfed in flames if the heroes arrive fairly quickly after the scene starts. (Adjust the progress of the flames accordingly if they delay.) To add to the difficulty, Bennett’s apartment door is shut and locked. The hero must spend at least one round in the affected area bashing or otherwise opening the door. For each round in the fiery area, a hero takes 2d6 damage from the flames and his or her clothes may catch fire. It takes a Strength roll to break open the door.
Bennett is unconscious on the floor just inside her apartment. Depending on how long the heroes spend in the building, they can try to get back through the fiery hallway or attempt to get out of the second story window.
Bennett is incapacitated by smoke inhalation, but once she reaches fresh air, she loses one fatigue level every five minutes.
Though initially wary, she knows the following information:
Bennett can be persuaded to assist them group, though she will not leave Outpost Paraíso. She can gather additional information (presented previously) and arrange meetings with the Mystic or with Drake. She only agrees to arrange a meeting with Drake on a Persuasion raise. (Note: She tells them vehemently not to mention her and suggests they take a bottle of Ganois’—a locally produced high-alcohol fortified wine that Drake favors), She doesn’t talk about her time with Drake without lots of Ganois’ and a Persuasion raise.
You can also use her to provide the heroes with more mundane information, like where to find the best deals on parts for their busted ship, trustworthy desert or jungle guides, equipment vendors, and the like.
If Bennett’s radio set is returned to her, she receives a +1 on her Streetwise and Research rolls to find more information for the group and the group receives a +1 on all social skills when dealing with Bennett.
As a contact for Turnbull’s research, she’s not very useful. She knows what he knows, essentially. Several primitive cultures across the galaxy share legends of a fiery heavenly body that appears during times of strife or plenty, and most of these cultures worship the body as a god. She can provide essentially the same information on the cylinder as was presented earlier.
Madame Tiky’ta styles herself a Guarani witch, but in reality, she’s a Turkish national on the run from several government and business interests. She operates a palm-reading business on the edge of the shantytown, but truly makes her living brokering information. Paraíso is an illicit crossroads in the Racimo Cluster, where smugglers, mercenaries and other less savory types hide, regroup and make plans.
Tiky’ta is easy to deal with, if a little obtuse in her “role.” Presented with the equivalent of $100 (or the artifact) and a Persuasion success, she divulges the following information. Without a Persuasion raise and at least a $200, Tiky’ta alerts her contacts, and word of the party’s business reaches Jundt.
If the heroes possess the artifact, she will describe some of the symbols on the thing (religious iconography associated with a fiery god). For $500 she’ll tell them the following:
If they do not possess the artifact, and have a Persuasion raise plus $500, Tiky’ta informs them that the only way to find what the Doctor seeks is to locate a “marker.” She describes what a marker looks like and tells them that many exist among the jungle tribes. For $1000, she points them to the Wanu shrine described in the Wages of Fear section.
Colin Drake is a British ex-military man who came to Chaco as a mercenary during the Gran Chaco War. While not much of a soldier, Drake is a mechanic, engineer and inventor. He funds his experiments by leading expeditions into the deserts and jungles of the Chaco as well as selling various artifacts, real or fabricated.
He served both sides at various times throughout the war, but ended up on the Paraguayan side. He is quite knowledgeable about the Chaco, Guarani and the various power players in Paraíso. He’s also a secretive bastard and very difficult to deal with.
In an older neighborhood near the swampworks, Drake built himself a home base. It’s literally a fortress with high stone walls and electrified concertina wire running along its top. The turret of an Italian tank is imbedded in the roof of the place, allowing Drake a 360 degree firing arc, though he can’t depress the gun below 0 degree elevation (meaning he can’t hit anything within 100 yards of his wall).
The main yard of the compound is crowded with junk, including disemboweled vehicles stacked on top of each other, various disassembled machinery and lots of weapons, all non-functional. The main building contains a huge work bay in the center, also cluttered with tools and half-finished projects. Drake lives in a small apartment above the work bay that also connects to the turret on the roof.
Entry to the compound is by invitation only. There are no intercoms or other communication devices outside the wall. Drake leaves the place in an armored van about three times a week to pick up supplies, sell off some stock, or perform repairs on one of his creations around town. The only one in town that can negotiate a meeting with Drake is Bennett, though she loathes doing so.
Drake’s compound is guarded by a variety of “robots” that he’s cobbled together. Most are barely functional and more remote controlled than self-aware, but three of his creations actually function independently of the control board he has set up in his work bay and apartment.
Dealing with Drake is difficult. He is three parts absent-minded professor and one part angry drunk most of the time. Mentioning Bennett sends him on a cussing and tool-throwing tirade that usually ends in questioners being chased out of the complex by the Junkyard Dog and the Gunsel.
In order to get the man to talk, the heroes require a Persuasion raise or a Persuasion success and a bottle of Ganois’ (about $200).
He knows the following information:
Drake is resistant to leaving his compound, especially on a long trek back into the Chaco desert. He can’t be persuaded by good looks, money or liquor, until after the Nazis attack. If the heroes assist him in defending the place, he will take them to the shrine if they agree to pay his expenses (about $1000) and give him right of first refusal on any artifacts they find.
The details of these scenes are fluid, since you can throw them in anytime you feel like the players are getting bored running around town. However, a great place to spring the big Nazi attack is after the heroes get some information out of Drake.
What follows are three mini-scenes you can use to keep the heroes honest.
Run this anytime the heroes are dawdling or otherwise getting off track. Especially if they’ve failed Streetwise or other information gathering checks, as this almost always gets back to Jundt.
The set up for this scene is in a crowded place, like the marketplace or tea house. Three of Jundt’s soldiers, dressed in civilian clothing begin tailing the group, looking for a nice ambush site. They wait to attack when the heroes move into less populated areas, such as an alleyway, secluded courtyard and the like.
For those heroes specifically looking, it takes a Notice roll to decide that these three seem out of place and cagey in crowded conditions. Once the heroes move to a less populated area, it takes a Notice raise to realize that the heroes have seen the three figures drifting in from opposite directions before.
Cigarette Man – a Wild Card
Once they’ve chosen an ambush site, the three split up and approach the heroes from three different directions. Two hang back, walking slowly, while the third approaches the party asking for a light for his cigarette. It takes a Notice roll to pick up his German accent. Once the heroes are distracted, the other two take cover and start firing, while the cigarette man, pulls a pistol from his coat and tries to take one of the hero’s hostage.
He requests that everyone drop their weapons and give up any artifacts, maps, or other information about local ruins. Though he promises to let them go, once he gets what he asks for, he radios for a car and takes the heroes to Jundt’s compound. The car pulls up in three rounds and contains five Nazi soldiers in full uniform. They load the heroes up and the Cigarette Man and one of the agents (driver) accompanies them, leaving the soldiers and other agent behind.
Nazi Regulars - 5
How this standoff resolves is up to the heroes’ actions. If the Cigarette Man is killed or incapacitated, the other two flee into the twisted streets and alleys. Cigarette Man’s aim is to get the heroes to come along quietly. See the Troubleshooting section for more information on their fate.
Aftermath
The two agents know little about what’s going on. They know that they report to Jundt, through the Cigarette Man, and that they live in a compound just outside Outpost. They can point to the area on a map, if pressed.
The Cigarette Man knows the above, and that he’s supposed to take any artifacts, maps, and information from the heroes and drive them to the compound.
At some point, Jundt loses his composure and wants the heroes meddling questions to be terminated. This encounter is rather fluid in that it’s flashy, it’s going to cause a lot of ruckus and then everything goes back to normal. The people of Chaco, particularly the residents of Paraíso, are used to conflict.
Arrange this encounter as a straight up fight after the heroes come out of a shop, bar, restaurant, or their quarters. They immediately notice that the street that was lately crowded with cart vendors, shoppers and passers-by is completely empty. Nazi soldiers led by Lieutenant Cassel have set up positions across and along the street. Cassel stands on a building across the street (behind cover) and announces that the heroes are under arrest for “rabble rousing” and other crimes. At about this time, the soldiers make themselves known (gun barrels slide out of windows and from behind other cover, clicks of safeties, breeches, and the like).
If the heroes do anything, other than drop weapons and raise their hands, the Germans open fire. Cassel’s position includes a sniper, though Cassel only observes from over the man’s shoulder. If the fight goes badly, he takes a back exit from the building and reports his failure back to Jundt.
Aftermath
If the heroes are captured or incapacitated, they are dragged off to the Nazi compound.
The soldiers know almost nothing, though they know where the compound is. Cassel knows little more; only that he was supposed to secure any artifacts, papers, journals, and the like.
This scene is best run when the heroes are negotiating with Drake, with little success. Suddenly, his alarm system starts blaring and various remote control contraptions spin up. He rushes to his “remote window” to find Nazis deploying for an attack!
Setup
Jundt has dispatched his most trusted lieutenant, Vala Bohm, to lead the attack, which includes a squad of soldiers, a gun truck and Der Eisenmann. They are arrayed with the squad in over watch, awaiting a breach in the wall, the gun truck in a hull-down cover position (only the mortar can fire), and Eisenmann approaching the wall the Drake’s compound.
Vala Bohm – Wild Card
Nazi Regulars – 20
Tactics
Once the Eisenmann is in position, Vala orders the mortar to fire into the compound grounds to cause confusion and forestall defense. The squad maintains an over watch, shooting at anyone that becomes visible. Der Eisenmann begins attacking the wall and anyone that presents themselves as a target outside the compound.
Once there’s a breach, Vala orders the squad forward behind the Eisenmann, while the gun truck maneuvers to provide both mortar and machine gun support through the breach.
Drake’s Defenses
In addition to his robots, Drake has several additional defenses that should thin the herd:
Aftermath
If Drake and the heroes are defeated, they are taken to the Nazi compound for interrogation. If her squad and Eisenmann are defeated, Vala orders the gun truck to get away at best speed, while she moves the machine gun to a back firing-arc hard point to forestall pursuit.
If cornered, Vala is an accomplished martial artist and knife fighter, as well as a crack shot.
If captured Vala gives up the following with an Intimidation success:
If the heroes assist in the defense of his home, Drake agrees to (or offers to) escort the heroes to the desert shrine of Masu huk'ucha. Give them a few days to get their supplies together, then Drake meets them on the outskirts of Outpost in his massive desert vehicle (think monster truck with six wheels).
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| Episode 1: Wages of Fear |
| Episode 2: Outpost Paraíso |
| Episode 3: A Little Piece of the Moon |
| Ships and Vehicles |
| Mooks and Wild Cards |
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