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The Tribe goes to War

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Author: JP Chapleau
Homepage: http://www.geocities.com/jpchapleau
System: DeadLands
Type: Scenario
Category: Horror
Requirements:

'The Tribe' live in the abandoned Metro stations of Montreal, Canada. An attack on their
settlement leaves them trailing their children through the post apocalyptic world of
Deadlands. A scenario for five players originally run at Vaticon 2000.

Scene 0: Who is the Tribe

The PCs live in the ruins of the city of Montreal (surprise, that's where I come from). They
live in the most important metro station: Berri-Uqam, hence their tribe name the Beriuqam.
All the PCs have subway station names (Frontenac, Peel, McGill, Snowdon).

The Tribe lives on the rails and quay on the second level (the green line) Most of the station
lies in ruins and there are many ways out.

The Road Warrior is NOT a member of the tribe, and he is a Harrowed character (an
undead).

Frontenac' powers

Frontenac has magical powers, given time, he may actually create the Pantheon he
believes in. However now, it mostly affects only those who believe in him.

Thriller Dance: This only works if Frontenac's PLAYER stands up and dances around like
Holy-M Jackson in the video of the same name. For it to work, Frontenac must make a
Faith roll target 15 (give him +1 for all who participate in his dancing (clapping or singing is
okay, laughing at him is not)). If he makes in, he lowers the Fear Level around him by 2
(and 1 for each additional successes).

Billy Graham's Hand of God: For this to work, Frontenac most stand up and preach his own
gospel. Again Faith target 15 (give him +one for each 'AMEN', 'Alleluiah' and 'Praise the
Lord')

The Road Warrior

The Road Warrior is dead. He can only regenerate by eating raw meat (irradiated or not).
He does not know about it himself. However if at anytime, someone were to test his vital
signs, he is dead and cold. Don't tell him about this. Remember the Road Warrior WILL
RISE AGAIN (and not as a Zombie)

Scene 1: The Kids

All the PCs are gone to meet the Road Warrior. They are outside the settlement and
everything is quiet.
A lone scream from a young girl (McGill's daughter Madonna), will echo through the sewers
(have them make a cognition to recognize who it is).

The PCs should all rush to save the kids, but will arrive too late. The village erected on the
Angrignon quay is now in shambles. Anything valuable (shiny or firearms) have been
stolen. Let the players look around for a while.

They should eventually pick up a trail leading into the metro tunnel to a maintenance
doorway. It is locked from the outside. Once they force their way in, a machinegun will go
off, it is a sentry-gun (think the guns placed in the halls in Aliens). The gun has limited
ammo (but should be able to seriously hurt someone.

Once they leave the gun behind, the corridor leads up to the surface, but the kidnappers
are gone…

Scene 2: Trailing the kids

Here the scenario breaks down a little. When they emerge from the hole, have them do a
little investigation around the hole. The tracks seem to lead up north toward the Skull-cloud.
On Montreal, but a definite location is nigh impossible to determine, and no kid foot-print is
anywhere to be seen (the mutants and holding them over the shoulder, like potato sacks).

They will know of only two people living near here and who knew the location of the village:
Old Chet who lives to the south, near the river (1 hour walk) and the Rappas who live way
out west (2 hours walk).

Scene 3: Old Chet

Old Chet leaves in a shack. He is currently on a bad trip after having to repel a few mutants
who came and tried to take him away. He is intensely paranoid and any hostile gesture will
result in him attacking wildly.

What Chet knows:


-The Mutants have found a new leader (true)
-The Mutants want to take his drugs (false)
-Most mutants glow in the dark (mostly false, but some do)
-He has smelled a lot of rotten smells coming from the earth (true, he is referring to the
Zombies movie about in the sewers)

Scene 4: Heavy G & the Rappa

To portray them, think of Black gang-bangers who take themselves seriously, and mix that
with the court of the King of Thieves. Heavy G thinks of himself as the first Black Lord of
Montreal.

He too is stressed, a number of his Rappa' have disappeared in the last 2 weeks, he was
about to mount a raid on the tribe, thinking THEY were the ones responsible.

What Heavy G knows:


-His men have reported weird mists near the cemetery (true)
-Some have met a man who claimed he could control radiation (true)
-He thinks the Road Warrior might be responsible (false)

Scene 5: Boomer the Doomsayer


After the PCs have met either or both, then have them spot, then chase down a
"Mysterious, purple-clad man". After a chase, Boomer will surrender. He wants to talk. He
will explain the doomsayers' philosophy that mankind is doomed, and that the next
evolutionary step are the mutants.

He possesses powers he derives from Radiation: he can heal people through radiation or
blow things up (go loose, it is unlikely the PCs can kill Boomer, unless, they gun him down).
Boomer will admit his "men" are probably responsible for taking the kids, but will defend
himself by saying they have not understood his gospel.

Finally he will say that there are worse things than the mutants in town. He will say that
things stirred in the night there and that many mutants have disappeared over there.

Scene 6: The Mutants

Leaving Boomer, the Players should be heading towards the cemetery. If not, then run this
scene wherever they are.

The players will come across a battle scene. Many mutants are lying on the ground,
whimpering for help. There is also a lot of rad-green goo lying around (the defeated
zombies). All in all, about 20 mutants lie here, most nearly-dead (they will die unless
Boomer comes to save them, Frontenac' power won't help them). Some are ready to speak
and say they have kidnapped the kids, but that the zombies have taken them in through the
sewers to parts unknown.

Scene 7: The Zombie Lord

The PCs should now head for the cemetery and the final confrontation with the Zombie
Lord. No one will help them. Plus if they waste too much time, then the kids have even less
and less chance of survival…

The Cemetery is an eerie place (fear level: 6). Clouds death-cold mist hover idly over the
ground, preventing anyone from seeing where their feet touch the ground.

Have them walk around a little and from there, spot a rad-green glow through the mist. Yup,
you guessed it, it is the Zombie Lord with his fold. One by one, he has begun to ritually kill
the tribe' kids and then raising them as soon as death comes over them.

Let this be a titanic battle. Some may die during the battle, that is okay.

Dramatis Personae

None of these NPCs have stats. When you need to find what the NPC must roll, either
make it up or draw a card. Make it interesting.

-The Zombie Lord

The Zombie Lord stumbled across the Mont-Royal Cemetery by luck. There, he managed
to raise a small army of zombies. So far, he has sent his troops northwards, where a
number of human settlements were founded. At the start of this adventure, he has over 100
radzombies and about 300 normal zombies. All, depending on him to survive.

His magical power includes only raising zombies.

-Boomer, the Doomsayer


Boomer came to Former-Montreal to spread his gospel of evolution through mutation. The
Mutants of the West Island received him well, but didn't really understood his words of
peace.

In other words, he is the one responsible for the current situation, but not intentionally. The
mutants thought that he was preaching forced mutation.

-Old Chet

Old Chet used was, and still is a junkie. Anything will do. He knows the Road Warrior and
tends to stay away from everyone else.

-Heavy G & the Rappa'

A group of young black men who think of themselves as Rappa, the real name for black
poeple. They are extremely racist and believe themselves superior to all others. Their
relation with the tribe is tense but they have informal relations (Frontenac believes Blacks
are the descendants of the Music-Spirits).

-The Mutants

Most of them are but bluberings things, shambling around, but others are only slightly
mutating. Most are not really bright and when Boomer came and told them they were
superior, they liked him already… The West-Island Mutants are about 50 spread thinly
across the West Island.

-The Tribe Kids

Most of the kids were found wandering the streets or on their parents' corpses by
Frontenac. He has raised them. Now, the older ones have even had a few of their own. The
PCs should be able to save most of them, but a few will have been converted into
RadZombies…

McGill

You are the leader of the Berriuqam tribe. You have gained your place because you are
charismatic, a good warrior. You are very pragmatic and want to become the founder of a
dynasty, like the kings Frontenac speaks about.

You remember being at your grandparents' house when the Apocalypse came. You do not
know what happened to your family. You old name was Pierre, but were baptised McGill by
Frontenac because he found you in a mall in McGill station. You like the name and have
kept it.

McGill would be your basic modern-day jock. He likes everyone in the tribe, as he knows
everyone is needed in these dark days.

Motivations
-Ensure the future of the Tribe
-Ensure your power at the head of the tribe

Personal Information
-Speaks only Metro
-19 years old (born 2075)
-Still has pictures of his family in his pouch
-Favours using his tomahawk
-Hates mutants

Relations

Frontenac: The Old man knows much. He is the one who has founded the tribe by uniting
youngsters in the old subway station. He often tells tales of begone heroes.

Peel: Peel is the scavenger of the tribe. He can is the only one to fix things. Peel seems is
the only one who could take over the tribe. Watch him carefully

Snowdon: Snowdon is the big bad bruiser of the tribe. He is a workhorse who supports you
most of the time. He has a bizarre accent however

The Road Warrior: the Road Warrior is one of your only contacts with the external world.
He carried news around. Most of the news corroborates what Frontenac predicts.

Frontenac

The old man who calls himself Frontenac is only 43 years old. Before the War (13 years
ago), he was a dime-store clerk who would spend his life playing "role-playing" games and
watching Hollywood movies. From those movies, he has created himself an interesting
Hollywood-like version of history.

Frontenac took the name because when the City killer fell, he was waiting for the metro in
Frontenac station. Seeing all the dead people around him, he took this as a sign. His eyes
had been burned with the sight of the skull-shaped blast. He now has difficulty seeing. To
read, he uses glasses he took from an old folk' home.

Frontenac has spent many years as a scavenger in the ruins of Montreal until he came to
an opening that lead to the Berri-Uqam station, the biggest station in Montreal.
Remembering an old movie, he saw, he set out creating an Indian-like tribe you called
Berriuqam. However, you have never told the truth of the origin of the name to the kid. You
claim some Great Spirit told you.

Frontenac named the members of the Tribe after the metro station he found them in.

Motivations
-Ensure the future of the Tribe
-Make sure the youngsters remember history (though your knowledge of history comes
from Hollywood...)
-Rid the world of Monsters

Personal Information
-Speaks Metro, French and some English
-43 years old (born 2051)
-Carries a number of odd Indian-like artefacts salvaged from former gift shops
-Fights with a staff topped by a skull

Magical Powers
-Thriller Dance: Only you know the secret dance of St-Michael-Jackson and the moves that
protected him from evil in the Thriller video. For this to work, YOU THE PLAYER must
stand up and dance around like MJ. The more effort you put into it, the better the success !
-Billy Graham's Hand of God: Frontenac makes speaches that would put any televangelist
to shame. By standing up and making calling upon the name of the LORD! He can heal
wounds.

Relations

Mcgill: Mcgill is the boy who reminds you of Braveheart and Waterworld. You want him to
become a leader like King Arthur

Peel: Peel is the scavenger of the tribe. A pacifist, he does not enjoy fighting and prefers to
hoard massive amounts of junk in his quarters.

Snowdon: Snowdon is the big bad bruiser of the tribe. You think of him as a Little John: big,
strong and brilliant as an ox.

The Road Warrior: You don't like the Road Warrior. He keeps getting back with bad news
you can predict ahead of time. He is a bad influence on the tribe.

Important

He is the elder of the tribe and deserves respect (mix Yoda with an Indian chief and you're
pretty close) Frontenac mixes some Christian ideals with pseudo-indian mythology. There
are Saints in the pantheon along with winter spirits and angels.

Peel

You are the brains of the tribe. You like to tinker and study artefacts of the past. Though
many things still mystify you (like electricity), you are the only one who puts a little faith in
science where most of the tribe believes in Frontenac's spirits. You are disliked because of
your hoarding nature.

You took your mechanical abilities from you big brother. He died when the bombs fell.

In a modern world, you would be a nerd, but events have made you a warrior.

Motivations
-Discover ancient artefacts and understand them
-Better the lot of the tribe through science

Personal Information
-Speaks only Metro
-24 years old (born 2070)
-Still has pictures of his family in his pouch
-Favours guns
-Don't really mind mutants
-Owns a Gameboy
-Knows how to make bullets

Relations

Frontenac: The Old man knows much. However he sometimes has weird fits of rambling.
From books, you can tell he is sometimes saying things that are not historically true, but
you don't mind. He IS a good storyteller.

McGill: McGill is the leader. Athletic and smart, you don't like his martial attitude fueled by
Frontenac. However he mostly leaves you alone, and you're fine with that.
Snowdon: Snowdon is the big bad bruiser of the tribe. Although the others treat him like an
idiot, he is clever and very helpful. You like him

The Road Warrior: the Road Warrior is one of your only contacts with the external world.
You often trade things you have found in exchange for batteries.

Snowdon

You were raised in the tribe. You only remember Frontenac raising you as his son. You
love the Tribe, as this is the only family you ever really had.

Most of the others treat you like a kid and you hate that. You want to be treated like a man.
You are anxious to prove yourself.

Frontenac has told you it is your destiny to become McGill's right hand man (though you're
not sure what that means). You have gathered this must mean you will support him to
glory.

Peel has thought you how to read and you often help him in his work. But he often speaks
about things you don't really understand.

You are very tall and muscular for your age, and you already tower over the others.

Motivations
-Prove to the tribe you are a man
-Become a great warrior.

Personal Information
-Speaks only Metro
-15 years old (born 2080)
-Fights with a big club made with a park-meter

Relations

Frontenac: The Old man is your father. However he tends to spend more time with McGill
than with you.

Peel: He is the scavenger, and he likes to take many things and carry them back to the
village. You often help him but he speaks of some kind of magic called science. He is very
intelligent

McGill: McGill is the leader of the tribe. He is athletic and is a great speaker. You like him
and he likes you.

The Road Warrior: You don't really like him because he often tells monster stories. Bigger
monsters than there are here. Though he is not really a member of the tribe, he is friendly.

The Road Warrior

Before the War, you were drafted and deserted. Taking your bike, you drove it East. You
were hiding in the mountains north of Montreal when the bombs fell. You hid for a while,
until zombies forced you out of your house. You went around, taking weapons and
ammunition. You went to the South, the West. You have been to a number of cities but
you've found few friendly places.
You stumbled into the Berriuqam tribe while looking for ammo. They were fighting a
monster and you helped them bring it down. Since then you have befriended them. Their
"village" in a subway station is one of the nicest places you've been to. Even if the Old man
is a bit senile.

Motivations
-Survive
-Keep the Tribe alive

Personal Information
-Speaks French and English
-29 years old (born 2065)
-Your two most prized possessions include your Harley and a 45 magnum you took from a
cop.

Relations

Frontenac: The Old man has lost it. He speaks to everyone as if they were in somekind of
Hollywood movie. But, you don't really care. It was he who named you the Road Warrior,
and all the tribesmen call you that. You don't mind it. If they are a little crazy at least they
help each other, that's good enough for you

Peel: This kid is a genius. You often trade batteries for bullets or other supply you need.

Snowdon: Snowdon is the big bad bruiser of the tribe. He is not very bright but is friendly.
He doesn't like you much.

McGill: The leader, he is prone to action and lacks experience. The others are very loyal to
him. He is very interested in what lays outside the Island where they all live.

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