Act Two

Synopsis

The town of Bleakford is a one-horse town along one of America’s old highways. Even before the Great War, Bleakford was in the middle of nowhere and had a small population, mostly supported by military families connected to Joint Base Lewiston to the east.

Upon arrival in Bleakford, the PCs will discover a graveyard of the old world, populated by ghouls and wild Wasteland fauna. They will have to find the source of a broadcast controlling the robot attackers: a custom-made signal booster designed and built by Akiva Trestridge to extend the range at which her mechanical soldiers can operate.

Over the course of Act Two, the players will have the opportunity to:

  • Explore the ruins of an irradiated ghoul town.
  • Locate and disable a mysterious transmitter responsible for coordinating robot attacks.
  • Learn the history of the town and what happened to its unfortunate citizens.

Bleakford

Bleakford is several miles northeast of Beriday Gulch across irregular, difficult terrain. Traveling on foot to Bleakford takes the better part of a day for the PCs, if they keep a moderate pace. Depending on how long they took to reach the crash site and deal with the robots there, the PCs might have to camp overnight in the wilderness.

To increase the sense of danger as they approach, the Overseer can add a wandering pack of 4 dogs or a pair of mongrel dogs as a random wilderness encounter. If the PCs are low on resources or wish to pick up some supplies, they can encounter a wandering trader caravan.

Encounter: Bleakford Approach Encounter: Bleakford Approach 2 Location: Bleakford

After walking the wastes, the PCs eventually reach their destination. Read or paraphrase:

A soft, sickly glow lights up the ruins of the small town. The scattered houses at its center and to the west are dilapidated and bleached pale by the elements. Among them, a few larger structures stick out; the bent steeple of a chapel, the rusted mast of a radio station, a water tower riddled with holes. Down below, a few humanoid shapes move among the wreckage of Bleakford, their senseless moans audible over the wind.

Bleakford Random Encounters & Loot

As the PCs explore the town, they might encounter some of its irradiated inhabitants.

When players enter a new area, like Brisbee Mobile Homes or Henley Chapel, roll a d20 and consult the Bleakford Random Encounter Table. Any creatures indicated at a location, such as the elderly ghouls in Bleakford Apartments, are in addition to results rolled on the table below.

If the PCs take time to move cautiously and scout out locations, you can let them make a PER + Survival test with a difficulty of 1.

Success lets a PC spot threats in the region prior to entering and have the option to initiate combat.

Failure means the PC does not spot a threat in advance. The NPCs initiate combat.

Bleakford Random Encounter Table

/rollon Bleakford Random Encounter Table
Table: Bleakford Random Encounter Table
ROLL (1d20) Encounter
1-5 No Encounter
6-10 Weak Feral Ghouls
11-15 Feral Ghouls
16-18 Putrid Glowing One
19-20 Toughened Glowing One

Weakened Feral Ghoul

NPC: Weakened Feral Ghoul

Level 1, Mutated Human,

Normal Creature (10 XP)

BODY MIND MELEE GUNS OTHER
4 5 2 - 2
HP INITIATIVE DEFENSE
5 9 1
PHYS. DR ENERGY DR RAD. DR POISON DR
0 0 Immune Immune

ATTACKS

  • UNARMED: BODY + Melee (TN 8), 2dC6 Radioactive Physical damage

SPECIAL ABILITIES

  • IMMUNE TO RADIATION: The feral ghoul reduces all radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
  • IMMUNE TO POISON: The feral ghoul reduces all poison damage suffered to 0 and cannot suffer any damage or effects from poison.
  • FERAL: The feral ghoul is unintelligent, driven purely by feral instinct. Feral NPCs cannot be persuaded or influenced by Speech tests. Feral NPCs will move towards and attack the nearest enemy. If they cannot detect an enemy, they will move towards the nearest source of bright light or loud noise. Failing that, they will move around randomly or simply lie down and do nothing.
  • GHOUL: A ghoul is healed by radiation. It regains 1HP for every 3 points of Radiation damage inflicted upon it.
  • PLAY DEAD: A feral ghoul which is prone and not moving is difficult to tell apart from a corpse. It takes a PER + Survival test, difficulty 2, to spot a ghoul which is currently ‘playing dead’. They often use this to ambush unsuspecting passers-by.

Inventory

2dC6 junk items can be found on a dead ghoul’s body, which can be salvaged as normal.

Putrid Glowing One

NPC: Putrid Glowing One

Level 4, Mutated Human,

Mighty Creature (62 XP)

BODY MIND MELEE GUNS OTHER
7 5 4 - 3
HP INITIATIVE DEFENSE
22 12 1
PHYS. DR ENERGY DR RAD. DR POISON DR
2 1 Immune Immune

Attacks

  • UNARMED: BODY + Melee (TN 11), 4dC6 Radioactive Physical damage, plus see Putrid, below.

Special Abilities

  • RADIATION PULSE: Once per combat, the glowing one may unleash a pulse of radiation. This inflicts 5C6 radiation damage to everything within Range C. If it inflicts 3 or more damage, then any defeated ghoul within that range is restored to 1HP and returns to the fight.
  • IMMUNE TO RADIATION: The glowing one reduces all radiation damage suffered to 0 and cannot suffer any damage or effects from radiation
  • IMMUNE TO POISON: The glowing one reduces all poison damage suffered to 0 and cannot suffer any damage or effects from poison.
  • FERAL: The glowing one is unintelligent, driven purely by feral instinct. Feral NPCs cannot be persuaded or influenced by Speech tests. Feral NPCs will move towards and attack the nearest enemy. If they cannot detect an enemy, they will move towards the nearest source of bright light or loud noise. Failing that, they will move around randomly or simply lie down and do nothing.
  • GHOUL: A ghoul is healed by radiation. It regains 1HP for every 3 points of Radiation damage inflicted upon it.
  • PLAY DEAD: A glowing one which is prone and not moving is difficult to tell apart from a corpse. It takes a PER + Survival test, difficulty 2, to spot a ghoul which is currently ‘playing dead’. They often use this to ambush unsuspecting passers-by.
  • PUTRID: The glowing one is crawling with a blanket of glowing, irradiated blood bug maggots. If a PC is damaged by the putrid glowing one’s Unarmed attack, they must make an END + Survival test with a difficulty of 1. On a failed test, the PC contracts the Rad Worm illness.

Inventory

  • 2dC6 junk items can be found on a dead glowing one’s body, which can be salvaged as normal.

Toughened Glowing One

NPC: Toughened Glowing One

Level 4, Mutated Human,

Mighty Creature (62 XP)

BODY MIND MELEE GUNS OTHER
7 5 4 - 3
HP INITIATIVE DEFENSE
22 12 1
PHYS. DR ENERGY DR RAD. DR POISON DR
3 2 Immune Immune

Attacks

  • UNARMED: BODY + Melee (TN 11), 4dC6 Radioactive Physical damage

Special Abilities

  • RADIATION PULSE: Once per combat, the glowing one may unleash a pulse of radiation. This inflicts 5C6 radiation damage to everything within Range C. If it inflicts 3 or more damage, then any defeated ghoul within that range is restored to 1HP and returns to the fight.
  • IMMUNE TO RADIATION: The glowing one reduces all radiation damage suffered to 0 and cannot suffer any damage or effects from radiation
  • IMMUNE TO POISON: The glowing one reduces all poison damage suffered to 0 and cannot suffer any damage or effects from poison.
  • FERAL: The glowing one is unintelligent, driven purely by feral instinct. Feral NPCs cannot be persuaded or influenced by Speech tests. Feral NPCs will move towards and attack the nearest enemy. If they cannot detect an enemy, they will move towards the nearest source of bright light or loud noise. Failing that, they will move around randomly or simply lie down and do nothing.
  • GHOUL: A ghoul is healed by radiation. It regains 1HP for every 3 points of Radiation damage inflicted upon it.
  • PLAY DEAD: A glowing one which is prone and not moving is difficult to tell apart from a corpse. It takes a PER + Survival test, difficulty 2, to spot a ghoul which is currently ‘playing dead’. They often use this to ambush unsuspecting passers-by.
  • TOUGHENED: The glowing one is more resilient than normal and has increased Damage Resistance (included above).

Inventory

  • 2dC6 junk items can be found on a dead glowing one’s body, which can be salvaged as normal.

No Encounter

The wandering ghoul inhabitants of Bleakford are not currently in the region the PCs are about to enter.

Weak Feral Ghouls

Encounter: Bleakford - Weak Feral Ghouls

The region the PCs travel to is occupied by a group of 4 weak feral ghouls. The ghouls are emaciated and injured from a recent encounter with a hungry pack of dogs that has left them tattered—more so than usual. Each of the ghouls has half its normal HP.

Feral Ghouls

Encounter: Bleakford - Feral Ghouls

The region the PCs enter is currently occupied by a trio of feral ghouls.

Putrid Glowing One

Encounter: Bleakford - Putrid Glowing One

A glowing one is in the region the PCs are about to enter. It is currently playing dead and crawling with a blanket of glowing, irradiated blood bug maggots. If a PC is damaged by the putrid glowing one’s Unarmed attack, they must make an END + Survival test with a difficulty of 1. On a failed test, the PC contracts the Rad Worm illness.

Toughened Glowing One

Encounter: Bleakford - Toughened Glowing One

A swollen glowing one is in the region the PCs are about to enter. This bloated ghoul has layers of radiation-hardened skin and fat protecting its organs and gains the Toughness perk.

Remains Of The Day

In addition to loot noted in specific locations, the entire area of Bleakford can be scavenged for supplies. It is a Large Area that has been Mostly Searched. Due to the high concentration of radiation in Bleakford, it has an Ongoing Radiation hazard with an interval of 10 minutes.

Its Item listing is as follows: 2-4 Ammunition, 0-1Armor, 0-1 Beverages, 2-4 Clothing, 1-2 Chems, 3-4 Food, 4-6 Junk, 0-1 Oddities/Valuables.

Locating The Signal Boost

Dr. Trestridge will have placed the signal booster atop the Slocum’s Joe statue, assuming the WKAK Radio Tower would be too obvious, but you’re free to place it wherever they like. If the PCs search Slocum’s Joe too quickly, consider placing it elsewhere in town.

Many of the potential locations require some climbing to reach, like the Water Tower or WKAK Antenna. Climbing these locations to reach the signal booster requires an (AGL or STR) + Athletics test with a difficulty of 3 and can be completed over multiple attempts.

After locating the booster, deactivating and removing it is a simple task. Once this is completed, the PCs get new information from Galen (see “Leaving Bleakford”).

Exploring Bleakford

Players can explore the town at their own pace, choosing whichever locations they want in whatever order they choose. Their ultimate goal in Bleakford is to locate and disable the signal booster somewhere in town, but the approach is entirely up to them.

Bleakford Apartments

Location: Bleakford Apartments

Bleakford Apartments is a concrete, three-story building on the east side of town near the road. Each unit has a small kitchen, bathroom, living room, and single bedroom. A Nuka-Cola machine with one nuka-cola bottle stands outside the manager’s office. Noteworthy units in the apartment building are:

Ground Floor, Unit 4: Unit 4 contains a skeleton wearing a pre-war suit. On the table in the living room is a functioning camera, and a notepad. The notes within indicate that the occupant believed his neighbor was a communist spy sent to Bleakford to gather intel on “Real Americans.”

Ground Floor, Unit 5: The ill-fated neighbor of the communist-hater, the occupant of Unit 5’s skeleton hangs over the sink in the bathroom. A discarded pipe gun lies on the bathroom floor.

Second Floor, Unit 2: The door to unit 2 is locked but can be opened with a PER + Lockpick test with a difficulty of 1 or broken down with a STR + Athletics test with a difficulty of 1. If the door is broken down, roll on the Bleakford Random Encounter table to determine what, if any, ghouls are drawn by the noise. Home of the assistant to Bleakford’s mayor, the bedside table in her bedroom has several opened boxes of mentats.

Third Floor, Unit 3: This unit contains Mr. and Mrs. Pickwell, an elderly pair of feral ghouls. Mrs. Pickwell has only recently become feral and still wears a patchwork dress and apron and can growl the words, “stay for tea.” The last meal she prepared herself, some grilled radroach, is plated in the kitchenette. The Pickwells stay inside their unit and do not leave it to investigate a disturbance elsewhere in the apartment complex.

Brisbee Mobile Homes

Location: Brisbee Mobile Homes

The mobile home park northeast of town is home to 3 feral ghouls. The five trailers are in poor condition, rusted out, and some contain errant radroaches. Roll a d20 when the PCs enter a trailer: on a 11 or higher the trailer contains a radroach.

Encounter: Brisbee Mobile Apartments Table: Brisbee Mobile Apartments 2 - Radroach

The first mobile home a PC enters contains a chemistry station and 1 dose of jet.

Parcel: Brisbee Mobile Apartments

Henley Chapel & Cemetery

Location: Henley Chapel & Cemetery

The chapel and cemetery on the west side of town contains no notable items, but the steeple is highly likely to contain the signal booster.

The main chapel downstairs has a few scattered skeletons amid the pews, some of which have pocket watches and jewelry worth a total of 10 Caps.

If the signal booster is here, a PC can make a PER + Sneak test with a difficulty of 1 to spot the device within the church bell, which is rigged to use the metal of the bell as an ad-hoc antenna.

Houses

Location: Houses

There are a dozen houses clustered in the heart of Bleakford and on the west side of town. Of these, five have collapsed from disrepair.

Location: Mayor's House

Mayor’s House: The largest house house, which belonged to Bleakford’s mayor, has a safe in the upstairs bedroom that can be opened with a PER + Lockpick test with a difficulty of 3. Inside the safe are several stacks of prewar money, (earned after the Mayor struck a deal to stow radioactive material within city limits), a .44 pistol, and 3 shots of .44 magnum ammo. There is also a contract from Triton Material Disposal, subsidiary of Poseidon Energy, that outlines the terms of the agreement with the mayor.

Parcel: Mayor's House

Irradiated Dump

Location: Irradiated Dump

The irradiated dump east of town is responsible for the high rads and numerous ghouls in Bleakford. A pile of festering refuse that barely conceals the worst toxic waste in town. Enterprising PCs can pick through the refuse for salvage, however: it is a Large Area that has been Untouched. However, the pockets of radioactive waste are a greater danger to those who explore it.

Its Item listing is as follows: 2-3 Clothing, 1-2 Food, 1-2 Beverages, 5-8 Junk, 0-1 Weapon (Melee), 0-1 Chems.

Radioactive Waste: The waste is an Occasional Hazard that is triggered by a failed PER + Survival test made to search the dump, causing 4dC6 radiation damage.

Dumpyard Dogs: A group of dogs, descended from the town’s original pets, reside in the irradiated dump.

Do not roll for a quick encounter in the dump. If the PCs enter it, they encounter 3 dogs led by a mongrel dog.

Encounter: Irradiated Dump

Red Rocket Station

Location: Red Rocket Station

On the highway that leads southeast from the town, the Red Rocket station is in shambles. A shipping vehicle has rammed through the front doors before going critical, leaving the coolant area a scorched wreck. Of note, a billboard outside the station has the faded message: “Burn in Hell, Slow-Joe.”

Slocum's Joe

Location: Slocum's Joe

On the south side of town across from the Red Rocket station, Slocum’s Joe is a donut and coffee shop. On its roof, a fiberglass sculpture of the smiling mascot has been battered by the wind and is almost entirely reduced to its skeletal frame.

Inside, a chalkboard display announces:

“Slocum’s Joe. We’ve got better coffee than the OTHER guys.”

If the signal booster is here, a PC who examines the statue can make a PER + Sneak test with a difficulty of 1 to spot it strapped to the metal framework, which acts like an omnidirectional antenna.

Water Tower

Location: Water Tower

The water tower stands on a small hill in the south-west part of town. A patchwork chain-link fence surrounds it, and weeds have overtaken the area.

A small service shack at the tower’s base contains a simple toolkit and a RobCo terminal that monitors the condition of the water tower. While it is password protected, the forgetful serviceman has helpfully taped the password above the monitor: HYDROHOMES.

ROBCO INDUSTRIES UNIFIED OPERATING SYSTEM COPYRIGHT 2075-2077 ROBCO INDUSTRIES Welcome to RobCo Industries (TM) Termlink Bleakford Public Works Water Department System Status !!! WARNING !!! Blockage detected in main outflow pipe. Immediate maintenance required. !!! WARNING !!! Increased levels of carbonic acid//hydrogen sulfide//methane contamination detected. Flush and decontaminate holding vessel immediately.

A successful INT + (Medicine or Science) test with a difficulty of 1 allows a PC to identify the chemical contaminants as byproducts of tissue decomposition, suggesting that there is a body inside the tower… and there is. If the PCs ascend the tower, a glowing one has fallen through a hole in the reservoir’s top to float in the water remaining within, turning it into a rancid, irradiated soup.

If the signal booster is here, a PC can make a PER + Sneak test with a difficulty of 1 to spot the device rigged to the water tower’s metal sides, using it as an ad hoc antenna.

Encounter: Water Tower

WKAK Radio

Location: WKAK Radio

In the northeast part of town, WKAK Radio (serving the tri-county area!) is a small building with a front office and producer’s booth.

The producer’s booth is barred from the inside. A PC can make a STR + Athletics test with a difficulty of 1 to shove the barricade aside to enter. Within, the skeleton of the DJ lies sprawled over his desk. Next to him is the following note:

Ladies and gentlemen, I have an urgent update. Unnamed sources in Bleakford have informed me that our own mayor has cut a deal to turn our town into a dumping ground for hazardous waste materials for a period of no less than 26 consecutive months [Note to self, get the listeners angry. The madder they are, the more they listen. The more they listen, the bigger the advertising revenue!]

If the signal booster is here, a PC can make a PER + Sneak test with a difficulty of 1 to spot the device rigged to the radio antenna.

Leaving Bleakford

When the PCs deactivate the booster, Galen updates them.

Scribe Galen“Hoo, you really have pissed somebody off. Our robot controller must have noticed the loss in transmission. I bet you put a whole bunch of units offline. Just in time, too. I was getting emergency broadcasts from a mess of other settlements about approaching machines. Wait…”

Galen’s broadcast becomes static for a moment, and when it returns is distorted by significant interference.

Scribe Galen“I have good news and bad news. Good news is: killing that booster forced our friend to increase power to their local signal. They could have just sent us a signed invitation. Their signal has more bars than Goodneighbor. Bad news: a couple of hotheads from Bunker 441 are already on their way. I can’t get through this interference to warn them about the robots. They’ll be going in blind.”

Galen gives the PCs the location of the broadcast’s origin, a short distance east of their current position.

X