JUNGLE APOCALYPSE

A One-Shot KULT Adventure

For 4 to 6 players

"Man sprang out of the faulty world, Charlie. Therefore, I'm imperfect. Whats

the use? Its a bad design, the human body. Skin's not thick enough, bones

arent strong enough, too little hair, no claws, no fangs. Drop us and we

break!...We should be on all fours, hairier, more resistant to heat and

cold, with tails. What happened to my tail, thats what I'd like to

know...Yes sir, I'm going to live on all fours from now on. And thats what

I'm fit for -- hands and knees!"

-- Paul Theroux, _The Mosquito Coast_

Jungle Apocalypse is a one-night KULT adventure suitable for tournament

play, or as a Dark Secret for a military character to be used in a future

KULT campaign. It was designed out of a belief that KULT needs more

short-short adventures where all the characters can die in awful ways without

bringing a long campaign to a halt. The player characters must be members of

the U.S. army or at least have a military background; however, the players

can make their own characters within these specifics. The adventure is meant

to capture the spirit of Italian jungle cannibal films, Joseph Conrads

_Heart of Darkness_ (and the film adaptation, _Apocalypse Now_), and certain

other books and movies. Survival rate is expected to be close to zero.

THE LIE

The player characters are soldiers in the U.S. army peacekeeping force in

Honduras. They do not have to be literally soldiers; special operatives,

secret agents and even mercenaries are all appropriate for the adventure.

The one requirement is that the characters have a military background which

would permit them being employed by the U.S. Army. Supernatural backgrounds are

discouraged and Children of the Night are definitely unsuitable. The

characters may or may not choose to have linked backgrounds.

Tell the players this and allow them to make characters within this

framework. Either by group decision or GM fiat, appoint one character as the

leader of the group, the Lance Corporal (if they do not specify, the others

are probably Privates or PFCs).

THE TRUTH

For almost a year the U.S. army has occupied Honduras, nominally overseeing

the peace process which has allowed President Marquez to come to power in a

free election for the first time in twelve years. However, although Marquez

has proven to be less moral than was expected, the army has had to keep his

U.S.-friendly government in power and cover up the fact that they have

backed a corrupt loser.

They have done this by killing a number of reporters, priests, and

others whose investigation threatened to reveal Marquezs failures, as well as

members of the Socialist rebels who want to come to power. To keep this

hidden from the world governments, a mass grave was established in the

Olancho Valley, a remote area with only one village, La Croix, nearby. Two

soldiers, John Polski and Erik Maywit, obeyed the orders of high-up military

lictors in escorting these victims over the long track to the Valley and

there executing them. During a six-month period Maywit and Polski killed

over 100 people.

However, the psychic stink from the slaughter began to awaken forces

from Inferno. An Incarnate of Sathariel, the Tar Mother, possessed the bodies

in the mass grave, motivated by their unfulfilled hate. The mass of bodies

itself began to give birth to more agents, the Blood Angels. On the latest

trip, bringing journalist Jorge Diego to be shot, the Incarnate surprised

Polski and Maywit. While they desperately fought it and were consumed, Jorge

Diego escaped into the jungle where he became lost and hides in fear. The

next day the Blood Angels descended upon the only town in the Olancho Valley

and took everyone, man, woman and child, also into the pit.

Unaware of the chemical change that has happened as a result of

their brutality, the U.S. command in Honduras sends the characters to

investigate the fate of Polski and Maywit, and to capture Jorge Diego --

hoping, though they have not ordered it, that they will kill him. Also unaware

of the Incarnate, an anti-American mercenary force, Captain Albert Holt'

s Black Horse Troop, also moves upon the Olancho Valley where all killers will

soon converge.

CHARACTER CREATION

NOTABLE SKILLS

As members of a group, the investigators would be smart to coordinate their

skill selection. Suggested (but not required) skills include:

Unarmed Combat, Martial Arts (Commando Training), Dodge,

Dagger/Knife/Bayonet, Rifle/Crossbow, Handgun, Weapons Maneuvers, Auto

Weapon, Throwing Weapon, Demolitions, Heavy Weapons, Impact Weapons, Swim,

Hide, Climb, Sneak, Track, Radio Communications, Code Systems, Drive

Vehicle, Motor Mechanics, Military Tactics, Scuba Diving, Seamanship, Piloting,

Night Combat, Two-Handed Combat, Survival, Interrogation.

NEW SKILL: Track

The PER-based ability to pursue prey, in a wilderness setting in particular.

If the trail is old, negative modifiers should be applied.

NEW SKILL: Military Tactics

This EGO-based ability covers tactical and strategic intelligence and

quickness to react, as well as some knowledge of military history. It also

includes some knowledge of how to lead and discipline soldiers and improve

morale. In combat, the GM may advise characters with Military Tactics, or

allow them to predict (to some extent) the behavior of opposing forces.

NOTABLE ADVANTAGES AND DISADVANTAGES

GOOD REPUTATION/INFLUENTIAL FRIENDS

If it is appropriate considering their skills and background, consider

making a character with these advantages the leader of the group.

PACIFISM

This Advantage is not allowed.

GIFT FOR LANGUAGES

Languages spoken in Honduras (besides English) include Spanish, Creole, and

Native American languages (Miskito, Paya, Twahka) and tribal languages (such

as Zambu). The black and Native American peoples are sometimes

indistinguishable. In towns, nearly everyone knows a little English, or

likes to believe they do.

CODE OF HONOR/FANATICISM

This Advantage and/or Disadvantage are recommended, the object being of

course to ensure that the characters are loyal soldiers.

BAD REPUTATION/INNOCENTLY BLAMED

Whether in summary or role-play (acting as the characters superiors),

inform the leader of the group that the character with a Bad Reputation has

a

lousy military record and is cowardly, insubordinate, left-leaning, etc. (as

appropriate) Keep an extra close eye for insubordination in this character,

and dont let them handle anything important themselves!

ANIMAL ENMITY

A terrible Disadvantage in this setting. The character is plagued by bugs,

mosquitoes, grubs and vermin. Birds may dive bomb or peck at them. If they

end up wounded or lost in the wilderness, predators will attack them guided

by the smell of blood.

INTOLERANCE

Consider using the native (black or tribal) populations of Honduras as the

target of prejudice.

OATH OF REVENGE/MORTAL ENEMY

It is suggested that Albert Holt be the enemy or the target of the oath

(perhaps the character was one of the soldiers Holt left to die in Panama

when he turned traitor.)

EQUIPMENT

In the course of the adventure the characters are equipped in standard

military fashion, plus some special gear for the situation. Give the

characters weapons and gear based on their skills. If no person in the party

thinks to have radio communications (and you allow this foolishness) give

them no radio. If a character has Demolitions skill, give them some

plastique. As soldiers, the characters will be likely to ask for powerful

weapons; remember that they are on a basically stealthy mission and that

anti-aircraft missiles or land mines are inappropriate.

*** PART ONE: ***

LA CIEBA

The adventure begins with the characters in the port of La Ceiba in

Honduras. Honduras is a Central American country between Nicaragua and

Guatemala, and bordering on El Salvador. Its capital is Tegucigalpa. Like

its neighbours, it has a reputation for violence and political upheaval. The

current government, under President Marquez, is U.S.-supported, but rebels,

believed to be supported by the Cubans, have caused trouble with terrorist

attacks of late. The characters are on leave.

La Ceiba is a medium-sized city through which constant boat traffic

brings a stream of refugees, disposable goods, and tourists. Most tourists have

been scared away by the recent, much-publicized terrorism, so the economy is bad.

The beach is a stretch of dirty sand, through which shallow streams, used by

sewers by the poor residents, run to the sea. Rags, plastic can holders, and

coconut shells wash up in waves of garbage under the iron piers. The poor

live in a shantytown of wooden shacks which look like chicken huts. Further

into town, businesses are run for the benefit of French, German and American

traders and travellers, and prostitutes and panhandlers are more vigorous.

Everyone who can afford to carries a gun, even in the good neighborhoods

where French is spoken instead of Creole and fireflies gather under the 19th

century lamps. To the south, west and east of town rises palm trees and the

green pampas which swiftly rises into jungle.

Dogs roam everywhere in La Ceiba, fighting over the meat of dead

horses and cattle. Seagulls and vultures pick over the remains, moving in huge

cawing, shrieking masses and leaving unsanitary clots of feathers.

The characters -- who are probably staying in hotels or boarding

houses of varying levels of quality -- are awakened unexpectedly one gray morning

by a sharp knock on their doors. Standing outside is a young looking man in

military whites. He tells the characters that a car will pick them up

outside their apartment and take them to the U.S. Military Consulate this

afternoon at 4 p.m., and to pack all their things. They are to return to

active duty. If asked why, the man will only shrug. If they show signs of

hesitation or insubordination, however, he will add that they have been

ordered to be present by high-ranking officers, and that their presence is

expected.

The characters have some time to wait for the ride, or they can go to

the Consulate themselves. If the investigators would like to use their time

and Net of Contacts to gather weapons, equipment, or services, allow them to try

but remember they have less than 24 hours.

If an investigator has some sort of Net of Contacts: Military and makes

a roll, they will hear that they may be part of some sort of mission to the

Olancho Valley, a forested area inland.

This part of the adventure can be extended or shortened as desired.

Encounters in La Ceiba

* Going to a bar, whether to drink or to meet a contact, the character meets

a bartender they have seen around before. His name is Gian Martinez, a

quiet, polite man with a strawberry nose who is good at listening to

problems. His bar is a cool, dirty room smelling of rum, with old Socialist

and Communist posters up on the walls, showing sexy freedom fighting women

waving red flags.

If one of the characters has Intuition, however, they briefly get a

bad feeling while talking to Martinez. Martinez is a rebel sympathizer and an

informant for the Black Horse Troop. If the characters speak to him, or are

too loud in his vicinity (Martinez has a PER of 16) he will tell the Troop

whatever they tell him, and Albert Holt will be looking for the characters

in the Olancho Valley. On the other hand, if the characters become

suspicious or violent, Martinez can always call the police.

* Prostitutes walk down the street, with long black hair and black purses.

If a character acts like a proud soldier they will ask him for drugs, making

sexual propositions in return.

* A young boy, 12 at the oldest, tries to pick a characters pocket. Make a

DEX roll for the boy (DEX 10+1d10 (16)) vs. a PER roll for the character. If

the characters effect is greater, they notice the theft in progress. The boy

bites if grabbed.

* A mulatto strongman flexes his muscles for a crowd of tourists and banana

harvesters, cracking eggs delicately between his biceps and finally bending

an iron bar. He solicits for money in a worn-out baseball cap lying on the

sidewalk.

* On a billboard facing a slum with the ground made slick with sewage

runoff, a laborer pastes up a new poster: RE-ELECT PRESIDENT MARQUEZ.

* ENHANCED AWARENESS/SCHIZOPHRENIA ONLY: The character sees a soldier forcing

three men to dig a pit. This is not uncommon, as prisoners are forced to

work in Honduras. However, the soldier seems to be a member of the U.S. army,

which is unusual; he holds a shotgun pointed at the diggers, but seems

distracted. When they are up to their necks in the hole they suddenly begin

spinning around, as if in a blender; and, without making any effort to save

themselves, blood suddenly splashes up from the pit as they sink out of

sight. The soldier drops a few shovelfuls of sand into the pit, but before

the characters can intervene, he leaves and all that remains is a shallow,

empty pit, more like a large pothole. If the investigators dig they will

find several brass stars, as are found on the uniforms of the American military.

The scene requires a Terror Throw for schizophrenics.

THE U.S. MILITARY CONSULATE

At 4 p.m., as promised, a jeep appears with two soldiers (one armed)

to take the characters to their mission. It drives them up to the U.S. Military

Consulate on the opposite side of town, along with their luggage. If the

characters do not have linked backgrounds, this is the first time that they

meet.

An old French building with white pillars, the interior of the

Consulate has already degraded into an institutional building with square corners,

rusty metal furniture and the small of lead-based paint. As soon as the

characters enter, they find themselves criticized if they have loosened in

discipline at all during their time in La Ceiba (entering out of uniform,

unshaven, etc.). The characters are taken to a briefing room in the back

where Commander Beauregard of the Army Special Forces speaks to the leader

of the group, then to all of them together, and then to the leader again to

make sure that everything is clear.

THE MISSION

The characters are taken to a dark room where black and white images are

projected onto a screen, and told the following. Roleplay out the briefing

and emphasize the seriousness of the situation and the characters

responsibility.

"Four days ago, two U.S. soldiers -- John Polski and Erik Maywit --

were lost while escorting a prisoner out of the Olancho Valley, an area deep in

the Honduran jungle. (A map of the Valley is provided). We have lost all

contact with them. They are now AWOL, and believed to be in danger.

(Photographs of Polski and Maywit are provided.)

"The prisoner was Jorge Diego, a journalist suspected of terrorist

activities and believed to be very physically dangerous. Diego was believed

to be implicated in a bombing a week ago at Tegucigalpa airport. (A

photograph of Diego is provided.) The anti-government mercenary group,

Captain Albert Holt's Black Horse Troop, has recently been active in the

area; however, we do not have reports of it being in the Olancho Valley.

"Your mission is to go into the Valley. You are to find Polski and

Maywit and if possible return them safely to civilization. If you encounter Diego,

treat him with extreme caution. Lastly, this mission is top secret. Do not

discuss it with nonmilitary personnel. Do you understand?"

In two hours, the investigators mission will begin. The characters

are told that La Croix, a town in the Olancho Valley, is said to harbor

anti-government elements. However, they can stay there if they feel it is

necessary. They are also told that an abandoned army bunker exists in the

Gowdy Mountain Range in the southwest part of the valley. The group is then

taken to another room and provided with the following equipment:

* one radio kit

* one waterproof map of the Olancho Valley area

* one tent per two characters, with tent stakes, rope etc.

* one portable cooking and water purification kit

* one complete medical kit with painkillers, sedatives and antibiotics

* one handheld distance meter

* two field flashlights (usable as lanterns)

* one pair of handcuffs

* two medical sleds for use transporting bodies or the wounded

In addition, each character receives:

* one pair of light-amplifying binoculars

* one passive camouflage suit (green and olive)

* five days B rations

* one survival kit with knife, bandages, morphine, fishing gear, compass

* one helmet (covers head; 10 points of armor)

* one field walkie-talkie (connecting only to the other characters)

* one M16A1 5.56mm automatic rifle with bayonet

Rifle (scr 1-4, lw 5-9, sw 10-14, fw 15+) Range: 50 m Load: 2

Bayonet (scr 1-8, lw 9-12, sw 13-18, fw 19+)

* one box (20 clips, 8 rounds each) of ammunition

If they request, they may be provided with:

* bulletproof vests (covers chest and abdomen; 8 points of armor)

* handguns, some type of Magnum revolver

Handgun (scr 1-5, lw 6-9, sw 10-14, fw 15+) Range: 25 m Load: 4/2

* grenades, up to 8 each

Shrapnel Grenade (scr 1-3, lw 4-8, sw 9-12, fw 13+)

* cigarettes and alcohol

* IR goggles (see heat sources in complete darkness)

* _one_ tripod-mounted light machine gun

LMG (heavy weapon; ld 1-7, md 8-11, sd 12-18, dd 19+) Range: 100 m

* other reasonable requests (i.e., climbing or swimming equipment)

They will _not_ be provided with:

* Rocket Launchers or anti-vehicular weapons

* Any form of poisons or bacteriological weapons

* Any form of air support

After being equipped for the mission, the characters are hastily, before

they have had all their questions answered or fully know what to expect,

escorted ouf of the Consulate (Good luck! Godspeed!) and to an airfield in

part of La Ceiba. If it has not begun to already, it begins to rain.

*** PART TWO: ***

THE TRIP

The characters are taken into a UH-1 helicopter, which leaves the ramshackle

La Ceiba field and flies to the south. The pilot is silent and chain-smokes

cigarettes. Beneath, under clouds of mist, they see the town give out,

followed by dirt roads through swamps and expanses of seething green. As the

land rises, glistening brown streams, their distance difficult to gauge, cut

through the increasingly large mountains. Investigators with Sixth Sense

probably have a perceptive twinge. The flight takes over two hours.

Gradually, the helicopter settles over an area with a

poorly-maintained road, high in the mountains. By the road, a large area has

been fenced off with ten feet of chain link and barbed wire,

and gravel and pesticides have cleared out a space.

Inside, a few old oil drums sit around, and a U.S. flag

flies next to a tin shack. This is Emergency Airfield 21-B, a mostly-disused

landing point for helicopters in the region. The helicopter touches down and

drops the characters off.

The airfield is deserted. The characters have the key to the gate,

which is padlocked. Some gasoline is not in the drums, but in a pump behind the

tin shack, which is otherwise empty.

HOBSONS CHOICE

Also within the enclosure, relatively well-maintained-looking, are a

jeep and a motorboat, both large enough for the entire party, if not comfortably.

If examined, there is only enough fuel for one of the two. Taking both would

anyway split their fighting force... but which is safer and more stealthy?

The characters must choose whether to enter the jungle by road or by river.

A Drive Vehicle roll is necessary to get the car running, and a Seamanship

roll is necessary to align and start up the boat. The car can be driven

straight out of the enclosure; the boat must be carried 50 feet (three men

can do it) to the river, on the other side of the road.

The north entrance to the Olancho Valley is an hour by jeep, up rough

country roads, and two hours by boat, smoother but slower (it is upstream).

If the characters go by road, they head on muddy, hard-to-navigate roads

which roughly follow the rivers course. If they go by boat, they have a

calmer time.

If the characters are tempted to stay at the airfield overnight,

they will hear metallic grinding sounds and tones from its dark corners, and will

hopefully be frightened into leaving. No further help is forthcoming from

the U.S. Army.

If the characters radio to the Army frequently, the GM must create a

personality for the Army radio operators, but they are businesslike, even

cold people.

THE ENVIRONMENT

The nearby jungle is a thick, green rain forest. Ferns, mosses and all

variety of plantlife grow at the root bases of black trees, who support

entire different ecosystems at the level of their branches. The trees are

not as tall as in large jungles, few higher than 20 or 30 feet. The

characters may still have to hack through some areas with machetes or the

like (bayonets are awful for this work).

Peccaries, panthers and other animals live in the Olancho Valley.

Their behavior has been altered by the horror and is erratic. A character making

an appropriate Academic Skill roll (Zoology or Natural Science), or a

Survival roll with 10+ effect, notices the strange behavior; unusually

placed spoor, half-mutilated but uneaten bodies of prey, animals wandering

seemingly aimlessly. Bats are also present, flapping their shrieking way

between the trees after dark and lapping blood from sleeping humans. The

people in civilized parts of Honduras spread tall tales that the tribes

in these areas have tails.

All Endurance costs and losses (except from wounds) are doubled

during the day because of the heat, unless a character has the Endure Heat/Cold

Advantage. +3 is added to the die roll for all Infections (cumulative with

other modifiers).

THE WAY TO OLANCHO

The following is an optional encounter. This part of the adventure

can be eliminated if desired.

As the characters approach the Olancho Valley, a PER roll with good

effect spots human figures watching from the forest. The native Zambu tribes

who have lived there sense the characters. Having fled the Valley themselves,

they now try to protect other people from exposing themselves to the danger.

However, fear has not increased their communication ability, and they

believe the best way to keep the characters away is to frighten them.

* If the characters are in the jeep, a crowd of 2d10 Zambu tribesmen

and women appears from the forest, blocking the road. One word in English is

repeated: Go. The tribespeople bear spears and bows, and threaten the car

with them. If the characters do not want to confront the tribespeople, they

will have to turn around and come back later (this is the easiest method;

the faster the characters drive, the less chance there is that the Zambu

will have time to organize a resistance. If they are literally speeding

along (fast enough as to have to make a Drive Vehicle roll or roll on the

vehicle damage table for a mild crash), the Zambu will move aside for the

characters rather than being run over.

* If the characters are in the boat, the Zambus method is more

aggressive; 2d10 of them begin shooting arrows from along the bank into the

boat, intentionally missing the characters but causing collateral damage.

The surprise of suddenly being attacked by arrows may cause characters to

overreact, if not to instantly fire back. Each round a PER roll with an

effect of 10+ may be attempted; a success indicates to the character that

the Zambus are not aiming to hit. Intuition also reads no dangerous

intentions from the Zambu. After several minutes, if arrow showers do not

get a reaction from the characters, they too shout Go! Go! from the woods.

The Zambu cannot stop the characters from advancing up the river,

but they _can_ physically block the road. Sign language may be able to tell some

of the story, or one of the characters may speak Zambu. The Zambu know that the

people in La Croix have not left the village for days. They know that the

animals are going mad and something is spreading evil. They just want to

protect the characters, but the last U.S. soldiers to come here (Maywit and

Polski, as is confirmed if the characters show them pictures) were rude to

them and if it becomes too much trouble the Zambu will leave into the jungle

and hide, abandoning the characters to their fate. The Zambu are not very

specific about the dangers but they do tell the characters to beware the

black men who are roaming the woods.

If, conversely, the characters attack the Zambu, the encounter could

become a bloodbath. The first round that the characters attack will probably

kill many Zambu, but the survivors will fight back for at least one or two

rounds, shooting arrows and throwing spears from cover. The characters best

hope is to lie low until their superior transportation takes them out of

range; the Zambu will not follow them deeper into Olancho Valley. If the

characters face the Zambu on the road, pointing guns at them will also

cause them to flee into the forest.

If a fight takes place on the river the characters may be knocked

into the water, in which case the blood will attract bull sharks (described

later).

If the GM intends the characters from this adventure to possibly be

used again, the tribesmen could reappear later as allies to rescue a character

from the jungle. The darker (and preferred) outcome is a slaughter of the

natives.

OLANCHO VALLEY

Whether by river or road, soon the characters enter the Olancho Valley area.

If they are heading upriver, their first sign of a change is the bridge.

100 km from the nearest town besides La Croix, Olancho Valley is a

remote spot created by the intersection of the Gowdy and Lastima mountains. In

the 1960s a shelter was built there by the American military in the case of an

attack by Cuban Communists. It has never been used. La Croix (population

300)s primary industry is fruit growing.

THE MAP

(One disadvantage of Text files is that its impossible to create a map.

However, this lists the landscapes dominant features:)

(1) The Gowdy Range, the northwest/west/southwest border of the

valley

(2) The Lastima Range, the southeast/east border of the valley

(3) The Airfield, in the north entrance to the valley

(4) The river, which flows from the meeting point of the Gowdy and

Lastima ranges (south edge of the map) through the north entrance to the

valley and away

(5) La Croix, a small town, on the west side of the river near a

bridge

(6) The abandoned bunker, in the Gowdy range to the far west.

(7) The road, which goes directly from La Croix, over the bridge,

and out the north end of the valley to the airfield.

(8) The concealed road, which goes from the source of the river to

the road just before La Croix.

It is an extra half-days walk to go directly through the mountains

on any side of Olancho Valley. Clouds often hang over the mountain edges,

causing rain and poor visibility within the green jungle already full of musty,

rotten scents and the shrieks of animals and bats. In glens which would

otherwise be peaceful, flies and mosquitoes buzz over sticky fruit and

decaying meat.

Time becomes important at this part of the adventure. The characters

may rush through everything in one day and night. Or they may hole up for

several days in the wilderness, limited only by their food supplies. As time

goes on, however, the attacks of the Blood Angels (q.v.) and the Black Horse

Troop (q.v.) become more dangerous and insistent. Make sure that the

characters do not encounter too much too fast; save the truly horrible

events until it is too late for them to turn back.

THE BRIDGE

A wooden bridge, its paint curling and peeling, ten feet wide. It crosses 15

feet above the somewhat turbulent brown river. From the bridge it is less

than 10 km to La Croix. If the bridge is destroyed, it does not sink

entirely in the water and blocks both the road and the river.

An investigator with Enhanced Awareness or Schizophrenia may see the

muddy color of the river water turn to blood. Its source is high up in the

mountains, in an area unmarked on the map.

Bear in mind that the river water contains bull sharks (see

description) in its lowland areas. As the landscape rises the water is too

rapid for the hungry, concealed predators.

LA CROIX

The road ends in a large clearing of dirt and wood chips, which is La Croix.

The buildings range from European-style structures made of wood and white

paint to low, dark huts made from spare timber and corrugated tin. Chicken

droppings and manure are smeared at the edge of the houses. The characters

may expect to find either allies or enemies here. However, the first thing

that they will notice is that all is quiet.

The town is deserted. The electricity (which runs from a generator

behind the church) has been allowed to run out. In the mayors house a radio

kit sits unused. From all signs, it was inhabited as recently as a week ago.

There are some signs of struggle or violence, but not nearly enough to

account for everyone; one of the few cars has crashed into a wall, a doors

lock is broken, there are shell casings from a .45 automatic in the street.

However, a disturbing quiet still hangs over the entire area. Most of the

evidence seems to indicate that everyone simply got up one morning and left.

There is one unusual mark: on the white wall of the church a black

handprint is smeared. The black substance resembles tar, but smells like

rotting meat. Some sort of Chemistry roll indicates that it there is some

human flesh in the stuff, but it has undergone an unclassifiable,

decomposition-like change.

If the characters want to do some looting, they can pick up gamy

food and drink, and some personal goods, although these are poor people. A

Search roll with 5+ effect discovers inside one house a black armband --

symbol of the Black Horse Troop -- and some revolutionary literature and

bomb-making equipment.

While the characters are in town, they may have a gradual, creeping

feeling that they are being watched.

THE BUNKER

In the west edge of the Gowdy Mountains, the black entrance to the old

army bunker lies half-concealed, buried in plant growth. The bases gray,

chipped concrete entrance is now closed off with steel bars and a padlock

reading PROPERTY OF THE U.S. GOVERNMENT. However, the bars are weak enough

to bend (STR 11, resisted effect rolls) and wide enough to squeeze through

(AGL roll, normal effect). A strong enough blow could also knock them out

of their moorings forever.

The old bunker is two levels deep, with an upper story and a

staircase leading down to a second level.

Both levels contain broken rock, spiderwebs,

dust and little else. It would be a good place to defend or hole up for the

night.

However, Jorge Diego is also hiding here. If the characters search

the bunker and make a higher effect with their PER/Search rolls than Diego does

with his Hide roll, Diego is spotted. He is a disshevelled, unshaven figure

and the characters may be prone to shoot first and ask questions later.

However, if allowed, Diego will tell the truth as he knows it.

DIEGOS STORY

Diego was a left-wing reporter who had uncovered many stories,

including a scandal in President Marquez handling of the Honduran Constitution. Not

long after the story, one day in Tegucigalpa, about a week ago, two army

men took him away at gunpoint. (Diego identifies them as Polski and

Maywit.) They were very quiet (and forceful), but said something to the

effect that they were taking him to a special place where he would meet

important people. He was chained between the two of them, too afraid and

confused to say anything to cops or other people.

They drove him up into the mountains and into the Olancho Valley.

They took a side road and were climbing even higher up into the mountains when

suddenly something got in the road (or something) and Polski and Maywit

flipped the car. By this time Diego was very scared so when he found his

bonds had been severed he just ran. Behind him he heard gunshots. However,

he did not stop running until he came to the bunker. Since then, he has

been hiding.

Diego could become either an ally or a victim of the characters,

depending on how they handle him.

THE CONCEALED ROAD

This side road is almost invisible when coming into La Croix; it is nothing

more than a track matted down by repeated jeep rides. A PER roll with 10+

effect is needed to notice it, and a Track roll is required to follow the

road for any distance.

The road does not parallel the river, but it gradually leads up to

the conjunction of the Gowdy and Lostima ranges, and the river's source. To

drive along this road the characters must make Drive Vehicle rolls for every

10 km or the car bogs down or blows a tire.

THE OVERTURNED JEEP

Along the almost invisible side road, half-buried in the tall grass, glints

the bluish gunmetal color of a jeep of the same sort the characters might be

driving. It was the jeep Polski, Maywit and Diego were in. It has rolled

over on its right side, leaving heavy tracks in the mud.

The key still in the jeep ignition shows it was requisitioned from

the U.S. Army base at Tegucigalpa. Some beer cans lie in the floor of the car. A

Search roll with 10+ effect notices spent shell casings in the grass around

the jeep; someone fired at least a full clip of an automatic weapon.

However, there is no blood anywhere.

No trackable footprints lead off anywhere, though army-regulation

boots -two pairs- are imprinted in the same mud the jeep slipped in. The only

unusual thing otherwise is a flattened area in the direction the jeep was

going, as if a very heavy weight was pressed on the ground. This requires a

Search roll with 5+ effect to notice.

SIGNS OF TERROR

As the characters explore further, they will come upon signs of Sathariels

presence and the human reaction to it.

More traces of the black substance are smeared in various areas

throughout the woods, on plants and the sides of trees. In spots the characters may

also find bloody bits of meat strung between the trees, swarmed over by

flies and insects. This is human flesh, as anyone with Forensics or Medical

academic skills can identify.

Some of the flies in the valley seem unkillable; they immediately

try to gather on the characters eyelids and, even if swatted and crushed, the

smashed pieces continue to squirm. Of course, with insects such things can

almost be rationalized away.

The characters may spot animals running towards them, only to

continue running past them, as if in fear of something else.

EVENT: THE WATCHERS IN THE WOODS

The only things that now walk the Olancho Valley at night are the Blood

Angels, children of Sathariel.

The Blood Angels watch the characters from the moment they enter the

valley. At first only small groups of one or two will be present, but

gradually, more and more will join to go on the hunt. Moving on all fours,

climbing the trees and keeping _very_ quiet -- except sometimes for a

telltale dripping -- the Blood Angels wait for the moment to attack. The

Blood Angels will kill the Black Horse Troop and Jorge Diego with equal

eagerness.

Build up the frequency of encounters gradually. When the characters

finally actually see the Angels, make it a shocking event. Do not make

the adventure a routine series of attacks. The Angels are tactically

intelligent. They will try to attack when the characters are already

fighting or are distracted; at night, when they can see and the

characters cannot; or when the characters weapons are not out. Once in

combat, though, they keep coming suicidally. When the Angels kill a human

they crouch around like dogs and divide up the meat.

When they are alone in the valley, the characters are faced by Blood

Angels only in the 1d5 number range. When the Black Horse Troop arrives,

the Angels numbers rise dramatically, so that hordes of 10+1d10 Angels

sweep through the valley, ambushing and killing.

EVENT: THE BLACK HORSE TROOP ARRIVES

When the characters have been in the valley for a short time, and are

just beginning to feel that something is wrong, spring this second major

catastrophe on them. Up from the road past the airbase, and straight into

La Croix if not stopped, rolls a convoy of 3 jeeps, 2 armored personnel

carriers, and an old requisitioned bus; Captain Albert Holts infamous

mercenary army, the merciless Black Horse Troop.

If the characters are on or near the road, they may hear the Troop;

if they are watching the road, they may see them;

otherwise, their first sign of the Troop's

presence may be smoke coming from the town of La Croix when the Troop sets

up its camp. (The characters may take this smoke for any number of things,

of course.) If the characters are parked or encamped asleep near the road

they may have very little time indeed to escape before the Troop pulls in.

Murderers, ransackers, possible old foes of the characters -- why is

the Troop here? If the characters revealed their plans to Gian Martinez at La

Ceiba, or if one is Captain Holts Mortal Enemy, they are here looking for

the characters. If not, they are here to check up on their allies and

informants in the town of La Croix (the bomb-making equipment the characters

may have found). In either case, their presence cuts the characters off from

the one road out of the valley, if they came by jeep.

The characters may go face-to-face with the 60-member Troop. Captain

Albert Holt, however, stays out of danger with PER 20 and Sixth Sense. If

the characters snipe at them or otherwise engage them in terrorist attacks,

the Troop takes a defensive position and sends guerilla-like units of 5-10

men each out into the jungle to look for the characters. They can also

bring Gatling guns and grenade launchers to bear against the characters,

once they have an idea of their location. (Remember that, even if the

characters are only one hidden sniper, there may be ten soldiers with

binoculars scanning for them at a given time.) In an emergency, the Troop

may always simply fire off smoke grenades, obscuring whole kilometers of

ground. The one thing the Troop will not do is retreat or leave the Valley;

Captain Holt would never admit defeat.

If unobstructed, the Troop arrives in La Croix. Immediately they too

realize that something has gone wrong. However, they camp in the town, using

the abandoned houses near the center of town for cover, and guarding their

vehicles and weapons. The unexpected, absolute silence makes the soldiers

wary; they build a bonfire and burn some of the shacks. If they find traces

that the characters have been there (such as their jeep) Captain Holt will

spare no effort to find the characters. He believes that the village was

massacred by the U.S. Army for harboring allies of the Troop.

Several soldiers are always on watch outside the camp. Squads of the

Troop, trained in guerilla warfare and completely trigger-happy, are sent

into the jungle looking for the characters. If they engage in combat, one

fires a flare into the air to alert the other teams of their position.

IF CAPTAIN HOLT IS KILLED:

The characters may try to defeat Captain Holt, which should not be

easy. Being paranoid, he has tripwires in the entrance to his tent, and always

sleeps on the floor with a roughly-human-looking pile of blankets in his

hammock instead. He is also guarded by at least two men at all times.

If Holt, however, is killed, the Troop becomes merely a leaderless

mass of men with guns. The dissent and rivalry leads into firefights which spill

throughout the Valley. Or perhaps in the confusion the Blood Angels (q.v.)

strike and wounded men run screaming with their rifles while black shapes

squat over the bodies of their former comrades tearing them apart with

their tar-caked teeth.

IF THE BLACK HORSE TROOP IS DEFEATED:

If the characters kill or seriously demoralize the 60-man Troop,

possibly by exploding their vehicles, setting their camp on fire, etc...

well, the GM has probably been too light on them. However, a tournament

adventure must accept all possibilities. With the majority of his men dead,

several others defect, leaving only Captain Holt (who survives all random

dangers) and a few loyalists. However, this small, select group is now

capable of moving as stealthily as the characters. Seeking revenge on the

ones responsible, Holt sets out to find the characters. They are certain to

run into one another somewhere in the vines and ferns of the jungle.

IF THE CHARACTERS ARE CAPTURED:

Captain Albert Holt will make some slight effort to keep the

characters alive -- one of them. In combat engagements his men have absolutely

no mercy, but will capture a character alive if

possible. They are mocked and kicked

around for their U.S. Army insignia; surviving characters find themselves

disarmed and shoved past a stinking, sweating gauntlet of army personnel,

past battered helmets, fingers caked with gun grease, and gas masks with

Twahka fertility symbols painted in black-market makeup on the rubber.

In the center of the Troop sits Albert Holt, sleeves rolled up, his

Desert Eagle in one hand. Holt eyes the characters emotionlessly while

the soldiers continue to abuse them. Then he cuts them short.

"What does the U.S. army want in Olancho Valley?" he asks.

The characters could tell him is the truth as they know it. However,

Holt still does not know enough. Where was this political prisoner, Jorge

Diego, being taken? What happened to Polski and Maywit? And why is everyone

in the Valley gone?

Holts theory is that the U.S. army has a secret base somewhere

nearby where they are testing biological weapons. Diego knew too much, so he was

being taken there -- probably taken to be executed. As this rumor spreads

through the Black Horse Troop, they become afraid of disease, and burn all

the corpses from the recent battles, throwing them onto the bonfire. The

sound of crackling fat continues throughout the conversation.

Albert Holt hates the characters, and now he has them in his power.

He wants to know why everyone in Olancho is gone. The best thing they could do

is to imply that they can show Holt more, or lead Holt to the answer. If

they take him to other places they have seen in the Valley, he will be

temporarily satisfied, but will soon lose patience. If the characters have

not thought of it already, Holt discerns that the obvious path of Polski

and Maywit -- the obvious place to go -- is to the source of the river.

Clearly that is the location of the secret U.S. base. He, the characters,

and the Black Horse Troop begin marching in that direction.

The worse thing the characters could do is to imply that they know

more, but they arent telling. If the characters are at all disrespectful of Holt,

or are his Mortal Enemy, he will go expressionless, mutter something, and

leave. A PER roll notices him make a gesture to one of the nearby soldiers.

Almost immediately after Holt is out of sight the other soldiers begin to

torture the characters. Restraining the others, they take the one who Holt

was talking to and hold them down while they sharpen a bamboo stake and burn

it in the fire. Seeming to become possessed by a group madness, they then

return and impale the character, who dies painfully, incidentally suffering

a +10 Terror Throw first. The other characters must make a Terror Throw to

witness the scene. At this point the soldiers expect the characters to

scream for mercy and for Holt to come back. If the GM wishes, this part can

be dragged out, but it is suggested that no more than one or two characters

die from impalement, castration, or being burned at the stake. After a few

minutes of this, Holt returns. He looks dispassionately at the body of the

dead character. Those making a PER roll notice his bone-white face lengthen

almost imperceptibly for a second.

"Nicaragua," he said. "They learned it from guerrillas in Nicaragua.

I try to stop them, but they..."

He shakes his head and the Black Horse Troop laughs as Holt points

his Desert Eagle at the surviving characters and tells them to lead the way

upriver.

*** PART THREE: ***

UP THE RIVER

At some point, the characters will realize that the source of the river is

important; whether from seeing the river turn to blood, from Jorge Diegos

testimony, from following the concealed road, or simply from noting the lack

of features there on the map. The climax of the adventure assumes that the

characters head in that direction.

If the characters radio to HQ for instructions, their commanding

officers will tell them under no circumstances to go to the source of the river,

leaving no explanation. However, assuming that an investigator with Radio

Communications skill is still alive, remember the radios are still fragile

and prone to damage from falling into rivers, being accidentally shot or

caught in the blast area of grenades, or being confiscated and ripped apart

by Black Horse Troop members.

Note that the nearest U.S. helicopter base is an hour and thirty

minutes flying time from the Olancho Valley. The Black Horse Troop is prone

to fire Gatling guns at U.S. copters in these circumstances, blowing them up.

If the characters go upriver with the Black Horse Troop, they will

be forced to walk like slaves, tied to one another and watched by men with

rifles. The Troop is unwieldy for such long hikes in the wilderness, but

Holt leads them inexorably on. If the GM desires, the Blood Angels may

attack the Black Horse Troop, possibly allowing the characters an opporunity

to escape.

If the characters have been captured by a smaller force or possibly

ambushed by Albert Holt himself, he will lead them with his Desert Eagle

handgun up the river, shooting at the first sign of misbehavior. His voice

becomes more cracked and hoarse as he accuses the U.S. army of all sorts of

crimes; of prejudice, of miscegenation, of imperialism, of killing thousands

of innocent people, of letting thousands more stay alive. Holts value system

is completely insane at this point. Anyone who tries to turn back is shot.

If the characters go upstream alone, or with Jorge Diego, they will

have to stop using the boat and walk 2/3 of the way up the mountain. As they

climb, the sounds of wildlife stops completely, and a gray, dark mist clings

like dew around the plants of the rain forest. The river becomes a stream

which cascades over rocks.

ALBERT HOLT'S TRANSFORMATION

At some point, whenever the GM finds it appropriate, Albert Holts low

Mental Balance causes him to undergo physical changes. This may be after

a particular traumatic experience or simply gradually, as his maniacal ego

goes wild.

Holts face suddenly goes white, as the bones push their way to the

top of his skin. His cheeks lengthen and his chin climbs forward, elongating.

His hair recedes and his eyes sink back until only dark eyesockets are

visible, but still he is somehow able to see. Then his skin recedes

completely and in place of Albert Holts head, still in his U.S.

military uniform, is a horses skull, frozen in an eyeless, perpetual grin.

(If the GM has a horse skull or a picture of one present, it would

make an excellent prop.) The change causes a +5 Terror Throw to watch. Most

horribly, Holt does not notice anything. His Mental Constrictions refuse

to let him acknowledge that anything is happening. If a few of Holts men

are alive, some may rebel or go mad. Holt shoots them. His dry, foot-long

jaw clacking hollowly, he announces that any more traitors can go back to

civilization if they want and wait for the atomic bombs. He starts to say

that he has heard secret army dispatches and the world outside is about

to be destroyed by a nuclear war.

"You want to go back?" he says. "Places like this are all that

wil survive! Its death down there! Death! Death!"

THE SOURCE OF THE RIVER

One way or another, the characters climb over a final series of steppes

just before the flat plateau between the mountains. Those making a PER

roll notice a rank, dead smell.

When they climb over the last ridge, they see a 100 diameter muddy

swamp, sometimes a lake, where the river originates. This however is not

the souce of the smell. Nearby, behind a low hillock, is an area where the

ground is scraped up with jeep tracks. Looking over the hill, the characters

see a long, deep trench, over which flies are buzzing.

In the trench are half-buried over a hundred bodies, some male, some

female. None of them are armed. All of them have been killed

execution-style with M16A1 ammo, the same kind used by U.S. soldiers.

Spent casings litter the ground. The bodies seem almost to have melted

together in their decay, with folds of gray, greasy skin already being

spotted with dark livery patches. If the characters search, they will find

some identification cards, and remember (with an EGO roll) the names of

several antigovernment activists and journalists from Honduras, who

vanished between weeks and months ago.

If the Black Horse Troop or Albert Holt are present, they recognize

the villagers from La Croix, also in the morass of corpses. Holts

voice trembles with hate and stupefaction as he accuses the characters

of murder, if they have not voiced such sentiments already.

Call for a Terror Throw for characters who seem to understand. Then

call for a PER throw. With a successful roll the characters recognize Polski

and Maywit, also half-buried in the rotting pile, mouthes agape. They may

also notice a black substance on the mouthes of some of the corpses, and

that Polski, Maywit and the villagers did not appear to have been killed

by guns.

While they are considering what this means, or when it seems

appropriate to the GM, the entire pile of corpses moves. A tremble passes

through it. Then the sticky black mass, like tar, which dwells underneath

and inside them rises to the top and begins

to beat the entire mass of rotting meat

into a froth. With a long, wet motion the grave oozes out of the trench and

dead arms begin to reach for the characters, the Black Horse Troop,

anything nearby -- and Polski's eyes flicker open, he opens his mouth as

if to speak, but a long spout of tar splashes out instead and onto a

characters face.

THE OUTCOME

Everyone takes a +10 Terror Throw as the Incarnate of Sathariel comes

alive, attacking the nearest living things. Unless the characters have

fared well against them and killed many, the Blood Angels also now rush out

of the jungle and attack.

Sathariel cannot be destroyed, and the characters are guilty,

guilty; if they suffer from disadvantages such as a Death Wish or Depression,

they must make EGO rolls or commit suicide or throw themselves into the mass.

The Blood Angels can at least be fought, and Albert Holt and the Troop

degenerate into a mass of madmen, half shooting their attackers, half

killing themselves rather than face them. Terrorized, Albert Holts mental

guard begins to break down, and his hands clutch madly over his inhuman

face, crying in a child's voice for his brother.

The moving mass grave will follow anyone who survives the initial

assault. Moving at 30 m/round, it is impossible to outrun except in a

motor vehicle or boat. To make it back to La Croix (the nearest arbitrary

place where they are likely to find either, adjust values otherwise) the

characters must make 5 CON rolls, losing 10 Endurance for each roll they

make and 20 Endurance for each roll they fail. Soon they will hear the

black mass crashing through the woods after them. Their only hope is to

split up, after which the slowest character will then be devoured. If

they remain together, they will all die. Heavy explosives can stun the

thing long enough for them to make it to a vehicle, if they know where one

is.

If they cannot drive out -- perhaps the bridge has been blown out,

perhaps the vehicles have all been destroyed in collateral damage during

fights -- the river provides one alternative, but Blood Angels will still

throw themselves from the branches above, attacking them mercilessly. The

nearest village is 2 days downstream. If the characters instead end up in

the jungle, civilization is at least 4 days away by foot, and they may

always end up in the endless greenery of Gaia instead. Memories of the

battles may reappear as Manifestations, and new disadvantages dog them,

causing them to wake in their sleep, dreaming of combat.

Finally, returning to the U.S. army, they are locked in a small room

in the bottom of an outpost in La Ceiba or Tegucigalpa, where

expressionless army Inquisitors find out what happened to them. While

their supernatural encounters are not acknowledged, only characters who

seem to show the most total callousness or forgetfulness towards the mass

grave are allowed to return to anything like a semblance of normal army

service. They are told never to speak of their experience. If they register

outrage, sadness, or betrayal, the characters remain locked in their

steel-walled rooms until either incarcerated in an asylum or taken out

unexpectedly one night by two armed men in U.S. Army uniforms for a ride

into the middle of nowhere.

POINTS IN TOURNAMENT PLAY

Some people (such as Convention organizers) seem to like deciding on

a winner in tournament-style games, so here is a way to calculate team and

personal score for the party.

TEAM SCORE

+10 Did not attack the natives going upriver

+5 Did not kill Jorge Diego

+5 Made it to the source of the river and encountered the Tar Mother

+15 Defeated or avoided combat with Black Horse Troop

PERSONAL SCORE

+5 Good Roleplaying (Advantages & Disadvantages)

-5 Personally killed Jorge Diego, i.e. took a gun and shot him

+5 Personally killed Albert Holt (unless inappropriate to character)

+10 Made it to the source of the river and encountered the Tar Mother

+15 Survived entire adventure

+5 Died in any other way than through the Tar Mother

+5 Realizes the significance of the mass grave and the plot (as such) of

the adventure (and vocalizes this in or out of character)

NON-PLAYER CHARACTERS

JORGE DIEGO

A reporter from northern Mexico who went to college in Arizona, Jorge Diego

has spent the last two years in Honduras studying the civil unrest. He

believes in the power of the press to expose government injustices, and was

shocked when two U.S. soldiers intercepted him at the airport in Tegucigalpa

and drove him into the jungle, telling him to stay quiet if he wanted to

stay alive. Since his escape he has remained hidden, absolutely afraid and

uncertain of how to return to civilization. By now his fear of more abusive

soldiers only barely outweighs his fear of his current situation.

PERSONALITY: Originally idealistic if somewhat patronizing, Diego has been

battered by his experiences in Honduras. However, he has not allowed himself

to believe that the U.S. government would kill him. If overtaken by fear, he

will flee at the first opportunity.

GAMEMASTERING HINTS: Do as you are told once found, but keep looking

nervously behind your back. Talk rapidly, switching between different

languages; try to be friendly, say anything to stay alive.

AGL 14

STR 11

CON 12 (currently 7)

COM 13

EGO 13 (10)

CHA 14

PER 12

EDU 16

Mental Balance: -15

Advantages: Gift for Languages (+10)

Disadvantages: Wanted (by U.S. army, -10), Innocently Blamed (-15)

Skills: Written Report 13, Photography 13, Drive Vehicle 13, Rhetoric 13,

Diplomacy 13, Acting 13, Unarmed Combat 6, Man of the World 10, Computers

12, Hide 6, Sneak 6, Creole 13, Spanish 13, Zambu 7

ATTACK MODES: By weapon; Diego is initially unarmed.

CAPTAIN ALBERT HOLT

Born in 1949 in Maryland, Holts Mental Balance first fell below zero in

1959 when he saw his older brother trampled to death by one of the familys

four prized horses. The following day, Holt took the familys Civil War

revolver and executed all the horses at close range, becoming sprayed in

the process with brains and blood.

His first military experience was Vietnam. An efficient, callous

soldier with a supernatural ability to predict and avoid danger, he was

quickly promoted. However, there was an unspoken prejudice against his

progression too high on the chain of command, actually the work of military

lictors against a human officer. During the ousting of Noriega from Panama,

Holt defected, betraying most of his official soldiers to the Panaman army

and buying leadership of a 20-man mercenary outfit with guns and drug

secrets. In the next five years Holts Black Horse Troop, as it was

called, expanded to over 50 members. Selling to the highest bidder

(although always opposing U.S. policy) and encouraging Central Americas

wars, the Troop has always slipped out of the traps laid by other military

units.

Holt is currently in league with rebels against the U.S.-backed

Honduran government. He is in the valley either to meet with informants

in La Croix, or to capture the party in the isolated valley and torture

them to reveal the armys plans.

Holt is a tall, bony, clean-shaven Caucasian man with brushed-back

black hair which is graying at the temples. He usually wears a battered

green cap with earflaps which partially hide his face. When shocked at

his current Mental Balance and in this environment, he undergoes physical

changes for the first time, his eyes receding into his head and his face

elongating into a fleshless horses skull, locked in a dead, impossible

leer.

PERSONALITY: Holt is a megalomaniac who will not acknowledge his own

failures or give up on a goal once he begins. He hates the U.S.

government, abhors weakness, and always has a scapegoat. Deep down he is

still scarred from his childhood. For all this he is very intelligent

and competent.

GAMEMASTERING HINTS: Allow little expression in your face, but let your

voice register anticipation, malice, and repressed doubt. Talk endlessly

about political goals, your army days or revenge, but let it become obvious

you only like the sound of your own voice. When you develop physical

changes, try to change your voice and hide your face from the characters.

AGL 17

STR 11

CON 16

COM 9

EGO 18 (8)

CHA 15

PER 20

EDU 15

Actions: 3

Initiative Bonus: +5

Damage Bonus: +2

Mental Balance: -70

Dark Secrets: Insanity, Guilty of Crime

Advantages: Sixth Sense (+15)

Disadvantages: Megalomania (-10), Mental Constrictions (physical changes

and his own errors, -10), Bad Reputation (-10), Wanted (by various

governments, -5), Paranoia (-15), Rationalist (-15), Oath of Revenge

(U.S. army, -5), Habitual Liar (-5), Intolerance (civilians, -10)

Skills: Auto Weapon 12, Handgun 17, Unarmed Combat 10, Rifle/Crossbow 12,

Sneak 17, Search 17, Info Retrieval 6, Code Systems 6, Radio Communications

10, Written Report 15, Man of the World 15, Interrogation 15, Net of

Contacts 15 (paramilitary units), Diplomacy 10, Military Tactics 18, Drive

Vehicle 12, Dodge 17, Hide 11, Track 11, Shadows 11, Change Targets 17,

Quick Draw 17

Attack Modes: Desert Eagle handgun 17 (scr 1-5, lw 6-9, sw 10-14, fw 15+)

BLACK HORSE TROOP

(Average Member)

Physically powerful men between 18 and 45, wearing stolen military uniforms

(usually green or camouflage) and black armbands to indicate their

allegiance. Some wear gas masks, respirators or spiked, feathered and

bone-ornamented clothes inspired by the native tribes; others maintain

the appearance of normalcy. Many have military- or equstrian-style tattoos

some of which stink and itch in the heat, attracting lice and flies as the

ink runs perverting the original design still further. Alternately, they

are warped alter egos of the player characters.

If the GM wants to toughen the Black Horse Troop, give some of the

soldiers Martial Arts ability.

PERSONALITY: The Troops are a polyglot of American, Spanish, Native

American and black Honduran soldiers, most disbanded from various armies

in disgrace or opportunism. Some have withdrawn to nurse private grudges

and goals, but many others seek only to drink, loot the countryside and

rape its natives after killing resistance. All, however, obey Albert Holt

totally.

GAMEMASTERING HINTS: Swing between behaving with tense, military seriousness

and casual, personal cruelty. Leer, laugh, snarl, be raucous. Be at your

best behavior when addressed by Albert Holt, but also show your fear of him.

Wipe sweat off yourself.

AGL (14-16)

STR 16

CON 11

COM (6-11)

EGO (6-11)

CHA 6

PER (11-15)

EDU (6-11)

Actions: (2-3)

Initiative Bonus: (+2-4)

Damage Bonus: +3

Mental Balance: -20 -2d20 (-42)

Dark Secrets: Guilty of Crime

Advantages: (suggested) Endure Pain, Endure Cold/Heat, Resistance to

Illness

Disadvantages: (suggested) Bad Reputation, Death Wish, Fanaticism,

Forgotten, Touchy, Wanted (by U.S. army or for crimes), Egotist, Greed

Skills: Climb 10, Swim 10, Sneak 12, Dodge 14, Unarmed Combat 16, Auto

Weapon 11, Handgun 11, Rifle/Crossbow 16, Dagger/Knife 11, Survival 11,

Throwing Weapons 11, Interrogation 6, Burglary 11, Drive Vehicle 10,

Night Combat 6, Heavy Weapons 10

Individual soldiers may have other or higher skills (such as Motor

Mechanics) as necessary.

Attack Modes: Ingram Mac-10 submachine gun 11 (scr 1-4, lw 5-9, sw 10-14,

fw 15+) (single, burst, auto)

Glock m17 handgun 11 (scr 1-5, lw 6-9, sw 10-15, fw 16+)

CAR 15 machine gun 11/rifle 16 (scr 1-4, lw 5-9, sw 10-14,

fw 15+) (single, burst, auto)

Hunting Rifle 16 (scr 1-5, lw 6-9, sw 10-13, fw 14+)

Sniper Rifle 16 (scr 1-3, lw 4-8, sw 9-13, fw 14+)

Survival Knife 11 (scr 1-9, lw 11-15, sw 16-18, fw 19+)

Shrapnel Grenade 11 (scr 1-3, lw 4-8, sw 9-12, fw 13+)

Mortar 10 (heavy weapon; ld 1-10, md 11-14, sd 15-7, dd 18+)

Gatling Gun 10 (heavy weapon; ld 1-5, md 6-9, sd 10-18, dd

19+)

Number Encountered: Varies. There are 60 members of the Black Horse Troop.

ZAMBU TRIBESPEOPLE

(Average Member)

The Honduran native peoples vary between friendly, curious and warlike. All

have encountered Western civilization, usually in the form of missionaries,

soldiers or other exploiting and corrupting elements.

The Zambu near Olancho lived by fishing and hunting. They are short

black people with slightly Asiatic features. They wear ragged white or

khaki loinclothes made of bits of clothes they have collected, which do

not conceal their nudity.

PERSONALITY: The tribal folk are generally of positive MB but suspicious

of strangers. A strong feeling of community and family binds them. Being

pre-rational, they do not think well in generalizations, only in the

here-and-now. Fear of the thing in the valley has made them paranoid and

prone to violence.

GAMEMASTERING HINTS: Keep your face calm, but do not entirely conceal

your mixture of curiosity and fear for the soldiers. Look distrustful

and pitying. Stand in a relaxed, almost slouching position. Do not make

unnecessary movements. Let the calmness break to show powerful emotions.

AGL (16-18)

STR 13

CON 14

COM (6-11)

EGO 11

CHA (6-11)

PER 16

EDU 0

Actions: 3

Initiative Bonus: (+4-6)

Damage Bonus: +3

Mental Balance: d20 (11)

Advantages: (suggested) Animal Friendship, Resistant to Illness, Code of

Honor (protect the tribe), Endure Cold/Heat, Endure Hunger/Thirst

Disadvantages: (suggested) Persecuted, Phobia (modern technology), Paranoia

Skills: Track 16, Hide 11, Sneak 16, Pole Arms 16, Bow & Arrow 11, Throwing

Weapons 11, Impact Weapons 16, Unarmed Combat 13, Survival 11, Night

Combat 11

Attack Modes: Spear 16/11 thrown (scr 1-5, lw 6-11, sw 12-14, fw 15+)

Bow & Arrow 11 (scr 1-6, lw 7-11, sw 12-16, fw 17+)

Number Encountered: 2d10 (11)

BULL SHARKS

These sharks can swim a great distance upstream into freshwater

rivers. They are common in South America, but some are found as far as NY or

the Caribbean Sea area. They eat fish, garbage and practically anything.

Bull sharks are 6-9 feet long, gray with white bellies. Like all sharks,

they are nearly mindless and very aggressive.

If a character enters the river in the Olancho Valley there is a 1

in 20 chance per minute or fraction thereof that they will attract a bull shark

who will attack them. If they are wounded, add their wound penalty (up to

15) to the 1 in 20 chance (i.e., if someone with one light wound (-2) and

one serious wound (-3) enters the river, the combined blood results in a 6

in 20 chance of encountering a bull shark).

AGL 2d10 (11)

STR 12+2d10 (23)

CON 10+2d10 (21)

EGO 1

PER 2d10 (11)

Length: 180-270 cm

Weight: 70-120 kg

Senses: Good smell, particularly for blood.

Movement: 5 m/combat round (swimming)

Actions: 2

Initiative Bonus: none

Damage Bonus: +4

Damage Capacity: 6 scratches=l lw, 5 light wounds=1 sw, 3 serious wounds=1

fw

Endurance: 140

Natural Armor: 2 points of rubbery hide

Attack Modes: Bite 15 (scr 1-6, lw 7-12, sw 13-21, fw 22+)

Home: Tropical seas, the Amazon, other rivers

Number encountered: 1d10 (5)

BLOOD ANGELS

These horrors are statistically identical to the Blood Angels as depicted

in LEGIONS OF DARKNESS. Blood Angels are born of men and the Incarnate of

Sathariel. They are tall, lanky humanoids who move like predatory animals;

their heads are disturbingly small for their size. Instead of skin or flesh,

they are coated in a blood and a black, sticky substance which drips and

perodically sloughs off them. You can reach straight through to a Blood

Angels bone and internal organs without meeting any resistance except

disgust. Their faces are featureless behind the ooze, except for two

staring, seemingly living eyes.

PERSONALITY: The Angels of Blood have cunning and a certain dim reasoning

ability, although they are entirely controlled by the Incarnate of

Sathariel.

AGL 10+1d10 (16)

STR 20+2d10 (26)

CON 20+2d10 (26)

COM 1d5 (3)

EGO 2d10 (11)

CHA 1d5 (3)

PER 10+1d10 (16)

Senses: Moves and fights without impediment in darkness

Communication: Understands a few words

Movement: 8 m/round

Actions: 3

Initiative Bonus: +4

Damage Bonus: +5

Damage Capacity: 7 scratches=1 lw, 6 light wounds=1 sw, 4 serious wounds=1

fw

Endurance: 160

Attack Mode: Bite 15 (scr 1-7, lw 8-14, sw 15-24, fw 25+), Claws 18

(scr 1-8, lw 9-16, sw 17-26, fw 27+)

Skills: Track 16, Sneak 16, Hide 16

Home: Wherever Sathariel dwells.

Number: Varies depending on stage of adventure; maximum 5+1d10 (11)

THE TAR MOTHER

INCARNATE OF SATHARIEL

This horror is statistically identical to the Voice of the Blood,

Sathariels incarnate in India. It has arisen from the innocent being left

to rot together with the guilty by the U.S. use of the mass grave. In

appearance it is a gigantic blob made up of corpses and a sticky stew of

dirt, blood and other bodily fluids. A black, tar-like substance pumps

thickly in and out of the mouthes, eyeballs, and ribcages of the gray

dead, covering them and then receding like a tide. Flies and worms are

caught in the fluid and themselves become undead. It never takes human

form, but at some point the GM may find it more horrendous if it develops

toothy mouthes and muscular arms of rotting flesh with which it pulls

itself over the landscape.

PERSONALITY: The Tar Mother has no consciousness. It exists only to eat and

eat, to bring all within its putrescent mass where mind, memory, body and

past crimes melt into one.

AGL 25

STR 70

CON Spec.

EGO 40 (w/o consciousness)

PER 10

Modification of terror throw: +10

Senses: Can feel order, instinctively tries to conform it into chaos. Smells

and senses the auras of those around it.

Communication: none

Movement: 30 m/round

Actions: 4

Initiative Bonus: +13

Damage Bonus: +11

Damage Capacity: Cannot be killed, only scattered. Reshapes itself within

20d10 rounds.

Endurance: Unlimited

Powers: Lowers the mental balance of humans with negative balance a step per

day within a range of the kilometer.

Attack mode: Devour creature 18 (scr 1-5, lw 6-12, sw 13-19, fw 20+). The

victim is melted by the damage, which will become worse by one step/round.

Ego throw must be higher than the Incarnates ego in order to break free. A

fatal wound means that the creature is devoured and becomes a part of the

Incarnate.

Home: Wherever corpses are buried secretly; Honduras



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