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HELL ON THE HOMESTEAD

A PunkApocalyptic: The RPG Mission for Expert Mercs

You don't need me to tell you that everything falls apart. In


cracked old books and half-corrupted vid pods, old white-hairs
called it “entropy” and then babbled on about laws of thermal- PART 1:
something-or-other.
We just call it “everything’s going to shit.” THE GOOD DAYS
This is one of those going-to-shit stories. Or, instead, it's the Shunted in some bit of highlands, beyond an area of jagged
setup and payoff for you to create your flavor of going-to-shit- ruins and high radiation—likely a nuked site—the people of
story. Nowhere live in relative peace. It's likely pure accident that led
It starts with Nowhere. This aptly named settlement is the founding families to stumble upon the place, but the three
nestled away amid some craggy bit of land, just enough off surviving founders can't agree on what exactly brought them
the beaten path to evade notice—at least at first. Nowhere here all those decades ago.
makes a perfect base of operations or occasional sanctuary Nowhere rests in a relatively lush canyon valley, irrigated
for a group of mercs. Sure, it has its shit-heels and challenges, with fresh water fed by remote mountain streams, and
but for the most part, the folk are relatively good-natured, obscured by rock formations and further hidden by the
usually willing to barter and cooperate with others in wary Nowherians’ cultivation of the land. It's a near-perfect home
good faith. Even better, it hides a mini greenstrip garden. in deadly times.
Well-watered, full of turnips, beets, and their associated    Nearly 70 folks live in Nowhere. Almost all are the descendants
greens, and a steady supply of root vegetables it’s what of the original five founding families who stumbled upon the
passes for paradise these days. place. However, the settlement has absorbed trustworthy
In what follows, the settlement of Nowhere is presented as wanderers though the decades with many benefits to the gene
a backward paradise. General information is given for the trade pool. Like any community, Nowhere has its particular laws and
and resources the town can provide. There are writeups for the customs, most of which are supposedly codified in the Original
various people living in the village, local color, background, and Charter, a written agreement between the founding families, and
even a bit about rivalries and possible intrigues and adventures overseen by the Council of Founders. Still, day-to-day activity is
that might take place in Nowhere. The more your mercs use rather humdrum.
Nowhere—engaging in its peculiar form of succor and sanity— Most folk farm the staple products of the settlement:
the better. Hell, let them sprout some roots, get involved with turnips, various types of beets, and a scattering of tubers,
the community, and maybe even knock up, get knocked-up by, and mushrooms both meaty and psychoactive. Much of the
and marry some of the Bescraft brood. harvest is preserved and canned for consumption during the
But all paradises risk being burned. In the second part of cold months and drought. Mainly, the sugar beet harvest is
“Hell on the Homesteads,” things seriously go to shit. At some earmarked for the brewing of pungent beer, much of which
point, when the mercs come home again, they find Nowhere is distilled into a potent hooch. That liquor serves as a social
a crippled and captive settlement, under the heel of nihilistic lubricant for the people of Nowhere.
nomads calling themselves the Gnasher-Mashers, living by
plunder, ravage, and murder. What the mercs choose to do
about Nowhere's little apocalypse is their own business. A sane
person might turn around, cherish the memories, mourn the
dead, and move on.
But most mercs aren't sane. Some will probably want to save
CREDITS
the town and revenge themselves on the marauders, or some Words and Cartography: Stephen Radney-MacFarland
Development and Art Direction: Robert J. Schwalb
similar horseshit. The second part gives you all the information Word Polishing: Tom Cadorette
you need to allow those mercs to make a bad situation even Last Defense Against Bullshit: Jay Spight
worse or maybe even save the day. Making It Look Awesome: Kara Hamilton
Whatever the future may bring, grab a jar of beet hooch, and
let's dig into the rise and fall of Nowhere. Hell on the Homestead is © 2020 Schwalb Entertainment,
LLC. All Rights Reserved. PunkApocalyptic is © 2014 Bad
Roll Games. PunkApocalyptic and its associated logos are
trademarks of Bad Roll Games. Schwalb Entertainment
and its associated logos are trademarks of Schwalb
Entertainment, LLC.
PO Box #12548, Murfreesboro, TN 37129
info@schwalbentertainment.com
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www.schwalbentertainment.com
All in all, life's pretty fucking boring but provides advantages
NOWHERE MAP KEY to mercs looking for a place to cool down for a few days and
1. Entrance A small path leads from the rocks outside get a little smashed.
through the shallow waterway giving access to Nowhere.
2. Hunters Lodge This large wood and skin tent serves as
lodging for those Hunters in Nowhere. NOWHERE AND OUTSIDERS
3. Council Moot This circular building serves as meeting The people of Nowhere are friendly but cautious. They've
hall and study for the Council of Founders. come across several wanderers and those who have somehow
4. Laurith Homestead This small plain house and
outhouse serves as the residence for the Laurith family. stumbled upon the community. The Hunters kill those who
5. Bescraft Homestead This large dwelling is don’t contribute to Nowhere's little society or represent some
accompanied by a glassblowing workshop, sand kind of unstable threat to the town’s peace. Exile is not an
storehouse, and outhouse. option, as the townsfolk worry about those sent out coming
6. Nimrod Homestead Close to the middens, this back with others to try and steal or take over what is theirs.
rundown house and outhouse is home of the Nimrods.
7. Tangles Strange twisted trees and brambles cover Nowherians value contribution. By the Original Charter, every
these areas. They’re carefully cultivated as the chief able-bodied person of majority must farm and work to preserve
source of wood for Nowhere. the excess harvest. This goes for outsiders too. Unless, of
8. Middens These pits of shit and refuse are tended by course, they are more suited for the Hunters, but then the
the Nimrod clan.
9. Klath Homestead These brewers have a large well- Hunters also have their contributions to pursue. In short, if you
tended house and a stone brewery. want to stay in Nowhere, you must find a way to contribute and
10. Storehouses These tall, tower-like storehouse are in good faith. Slackers, bullies, and charlatans get their throat
filled with beer, hooch, and preserved root vegetables of slit in the middle of the night and turned into fertilizer, and no
all sorts. one blinks an eye or even brings up the disappeared during
11. Galit Homestead This clan’s compound consists of a
small shack and a foundry and workshop out back. breakfast conversation.
12. Mill This mill is used to churn beats and other Those that do consistently contribute, obey the laws, and
vegetables into pulp. treat the folks of Nowhere well are treated like family—in both
13. Turup Homestead This woodworking clan tends good and bad ways. You'll always have a bed, a place at the
to work outdoors when they are not cultivating the dinner table, and a glass full of hooch. Nowherians, however, by
brambles. Their compound consists of a house made of
intricately carved wood and an plain outhouse. nature, will ever pry into the particulars of their guests’ exploits
14. O’Flagh Homestead This clan’s compound has a small and goals, praising those they find beneficial, and heaping guilt
house, a mushroom shack and an outhouse. on those they find contrary to guide the newcomers toward the
15. Salts Homestead A rather unassuming house, a “right path.” That path almost always includes settling down,
storehouse, and an outhouse constitutes the Salt’s family getting married, and producing offspring. The community
compound.
16. Gateway to the Greenway Beyond this area is the always needs a fresh infusion of new stock in order to at least
greenway where most of Nowhere’s crops are grown. stay stable if not continue to grow.

NOWHERE LAW
The laws of Nowhere are inscribed in its Original Charter. This
document was supposedly written when the five original
families found the river and greenway. In honesty, few other
A small cabal of Nowherians serves as Hunters. Typically,
than the three folks on the current Council of Founders can
the smallest and most agile of the folks are inducted into even read the charter's language—Neo-Esperanto.
that secret society, which acts as both a defensive force and The Council of Founders consists of all elders of the families—
scavengers of whatever might be useful for the community. the actual men and women who founded Nowhere. The youngest
Still, more importantly, they spend much of the more hospitable of them is 70, and as they realize that they'll soon be dust, they
months hunting mutant prairie dog—the settlement's primary dream of turning over their seat on the Council to younger,
source of animal protein. The entire wasteland is pocked with capable members of the community who can be taught to read
massive prairie dog towns full of the varmints. the Charter. To date, only a pair of the younger Nowherians fit
Nowhere's peace and prosperity has allowed it to nurture the bill, and one is ambitious and ruthless, and comes from one
and maintain a few crafts. The Bescraft family maintains a of the adopted families (that is, not of a founding line). The other
glass-blowing works and is exempt from working in the fields, is from a founding family but is not very bright. So, for now, all
since glasswork is so essential for the canning of harvests and three of the Founders fret for the future.
drinking hooch. The Charter has the typical laws you would imagine that govern
The Galit family have several proficient tinkers and metal a sane group of people—don't kill unless you have to, don't
workers but lack the Bescrafts’ dispensation from farm work, steal, don't rape, don't purposely hurt another. Oddly, these laws
so typically do the bulk of that work in the winter months. don't seem to apply to those outsiders who don't get with the
Just about every family practices a craft to some extent, from program. It also formalizes the compulsion for farm or hunting
leatherworking and woodworking to brewing and distilling. The work, and guidelines for excusing that work for the young, the
typical Nowherian toils toward a level of comfort. sick, and the old, and other special dispensations granted by the
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Council of Founders. It also states that outsiders are to be treated rival factions form, and life becomes a little harder for all
with hospitality until they are found lacking, and if found lacking involved because of their disagreements and conflicts. Such
must be eliminated and recycled. factionalism rarely devolves to violence—or at least nothing
Beside all these general and cogent prohibitions and more severe than an occasional brawl—but the persistent
compulsions, the Charter also features a virtual labyrinth of gossiping and pettiness works to undermine the peace and
oddball laws, some of which are so strange they might be a tranquility of Nowhere.
misunderstanding of the often-vague Neo-Esperanto language. The key to understanding Nowhere politics is understanding
Here are just a small sample of such laws. the relationships between the founding families and the so-
• Before eating or preparing a pickled turnip, you must called “nuevo families.” The nuevo families are those outsider
ensure it bounces. Those that don't bounce must be used folks who’ve been adopted by the community.
as fertilizer. The Bescraft clan is the most powerful and influential of the
founding families. It's the largest clan, possesses the secrets
• You must greet elders by looking them in the eye and of glass-blowing, and enjoys the dispensation that spares it
saying, “I see you.” the drudgery of fieldwork. To say that the Bescraft lord their
• If you spill hooch, you must say, “me bedarus” three times. exclusive rights over the town would be an understatement.
If you don't, you must go an entire moon cycle without Their matriarch, Kyan Bescraft, holds one of the seats on
hooch. the Council of Founders and is a hard-nosed, no-nonsense
• If you defecate anywhere but within an outhouse, you will voice of practicality and even ruthlessness. This tiny and wiry
receive 10 lashes (with special dispensation for the young, woman of at least 80 is spry for her age and sharp as a tack.
the sick, and the elderly). Urination outside of outhouses Her formidable presence often overshadows the other two
does not suffer such prohibitions. surviving counselors, both men whom she easily dominates.
• If you are old and sickly and are confined in bed for one More often than not, Kyan’s will is the Council’s.
full year, you must drink a mixture of inky mushroom and The Bescraft matriarch's power stems from not only her
indomitable will and keen intellect, but also her fluency in
hooch (which kills the offender).
Neo-Esperanto and comprehensive knowledge of the Charter.
But her greatest asset is her clan and its abundance of strong
THE POLITICS OF NOWHERE and fertile women. While Nowhere is a paradise by current
No matter how tranquil a place might seem, there's always that standards, its people still face the hard life of hard work,
slick and slathering goo of politics churning deep within its accidents, disease, and violence that plagues every settlement
bowels. Nowhere is no different. Families have disagreements, in the Wasteland. And while mortality may be lower than
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settlement, but unlike the Bescrafts, they have been unable
THE IMPORTANT FAMILIES to make secrets of their crafts. Their long-deceased patriarch,
OF NOWHERE Gregor Klath, went out of his way to teach the fundamentals of
Bescraft (glass-blowing; founding family). brewing and distilling to all of the families in Nowhere's early
Controlling family with their matriarch, Kyan,
leading the Council of Founders. Consists of 11 years. Nearly all of Klath's elders are gone now, and the new
members, with six women currently seeking generation is jealous of Bescraft's power. They often toy at
suitable spouses. alliances with both the Galit and Nimrods, both nuevo families,
Galit (tinkers; nuevo family). Their patriarch to try and foil Bescraft domination, but so far, such plans have
Belos is a harsh critic of the Bescraft, but the come to naught. On the other end of the spectrum, the Turup
widower also wants to marry Kyan’s youngest
granddaughter. The family is seven people clan is a quiet and unassuming family who has long stayed out
strong. This family designed and built the mill of politics.
and irrigation system for Nowhere’s greenspaces, The three remaining families are the nuevos. The oldest and
and serves as the tinkers and builders for the most significant of these families are the Galits. Absorbed into
settlement.
the Nowhere fold a mere 15 years after the founding, the family
Klath (brewing; founding family). Eight members,
with all the older generation wiped away. is filled with slightly eccentric and eclectic thinkers who dream
Laurith (candle-making and honey; nuevo family).
up a variety of devices and tools for the settlement. The Galits
The newest and smallest family, it sports only a devised the settlement's irrigation system, built the mill, and
father, mother, and young son. They keep quiet, are responsible for the upkeep of the Hunters’ weapons. Given
tending to support the Bescrafts. all that they've done and continue to do for the settlement,
Nimrods (muck-tenders; nuevo family). Disgraced they are frustrated by their lesser status as nuevos and covet
but ambitious, the family is overshadowed by the the special dispensation from farmwork that the Bescraft has.
devious Kais. About 15 years ago half of the family
was wiped out by a purge. It has five members. Their patriarch, Belos Galit, is among the Bescrafts’ harshest
O’Flagh (apothecaries; founding family). Their critics when the widower is not trying to woo Kyan's youngest
patriarch, Mendris, sits on the council and has granddaughter, Lillan, who has only recently come into her
tried to teach younger folks Neo-Esperanto. The majority.
family is five members strong. The newest family is the Lauriths, who joined the settlement
Salts (farming; founding family) Its patriarch only five years ago, bringing their bees and the secrets of honey
Landis sits on the Council, but is losing his
memory. This family tends to focus on farming and candle-making. Only three members active and grateful for
rather than politics these days. It consists of seven the peace that Nowhere provides; they make little waves.
people. The same can't be said for the Nimrods. Originally called the
Turup (woodworking; founding family) This small Orsons, this family has been troublemakers from the start. The
family of four people tends to keep to themselves original clan joined the community some two decades ago,
and focus on farming and their craft.
and in less than five years, they made a rather idiotic attempt
to overthrow the council and burn the Charter. The rest of the
families stopped them, killing most of their clan, and agreed
to let those young and innocent enough to stay, only if they
outside the hidden enclave, it is still an all-too-familiar visitor. renamed themselves the Nimrods, and agreed to several
Kyan knows that the means of survival is through childbirth and penances. These included hauling the shit from the outhouses
manipulates her daughters and granddaughters into strategic to the middens, never engaging in the crafts of brewing and
marriages like a master strategist in the game of survival. distilling (the Orsons' drunkenness was touted as the main
The relations with the Bescrafts and the other families are reason for the uprising), and being responsible for an increased
complicated. No other family wants to displease Kyan and crop yield each season.
her brood, and many wish to hitch their men to the clan via Since then, while quietly accepting their lot, the family is a
marriage and childbirth, but there's a shit-ton of animosity seething mess of resentment and plots, though impotent to
writhing in that particular pool of piss. The O'Flagh and the make good on their vengeful schemes. It also doesn't help that
Salts, two of the other four surviving founding families, have most of the Nimrods are, in fact, utter fuckwits. That is, except
elders on the council who usually defer to Kyan and her clan, for Kais Nimrod. This middle son of the family has a brain, and
but are continually being pressured by their own to stand up has manipulated the soft-hearted Landis Salts to teach him
to the iron lady. But both Mendris O'Flagh and Landis Salts Neo-Esperanto once Landis realized his son Jaco was a bit too
are old and tired, and the latter suffers from slight bouts of dim to learn the language's nuances. Kais is a cold and ruthless
memory loss (or is maybe faking it). Neither is a match for the son of a bitch, duplicitous and conniving, but also handsome
indomitable Kyan, and they know it. and charismatic. He has already stolen the heart of the young
The other two founding families couldn't be more different. Lillan Bescraft and manipulates the girl in his ultimate plan to
The Klath clan are the chief brewers and distillers of the throw down her clan and rule Nowhere.
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THE HUNTERS NOWHERE HUNTER DIFFICULTY 10
In sharp contrast to the squabbles and petty politics of the Defense 12 Health 29 Size 1 Speed 5
Nowhere families, are the Hunters. In theory, the Hunters stand
Muscles 11 Hands 13 Brains 11 Mouth 10
apart from the rest of Nowherian society, with children who
Meat 12 Feet 13 Eyes 11 Guts 10
show promise for hunting entering the Lodge, both a building
for the group and a symbol of the organization to which they Sneaky When the hunter would hide or sneak, make the attribute roll with
1 asset.
commit themselves. Once there, they undergo a series of trials Gear light armor, crossbow, spear
tailor-made to strip away their identity and allegiance to family.
WEAPONS
These trials tear down the ego, replacing it with devotion to the
Spear (melee) Roll Hands (+3) with 1 asset to hit Defense: Success: 1d6
Lodge. Once indoctrinated, each Hunter loses their family name damage; range 10, thrown
and is given a Hunter name, typically a crude and often rude Crossbow (range 30) Roll Hands (+3) with 1 asset to hit Defense: Success:
name that reflects their faults. For instance, one of the leaders 1d6+2 damage, action to reload
of the Hunters is named Dogfucker. You can imagine how he
got that moniker. GIANT PRAIRIE DOG DIFFICULTY 5
Of course, it’s all somewhat imperfect in practice. While Defense 12 Health 12 Size 1/2 Speed 6
each member of the Hunters is supposedly stripped of their Muscles 12 Hands 10 Brains 6 Mouth 10
family identity altogether, such allegiances die hard, and many
Meat 12 Feet 12 Eyes 12 Guts 12
Hunters still maintain clandestine ties to their original family.
Flaws in the system aside, the Hunters serve as the first Skittish When a creature moves into the prairie dog’s reach, and it is within 5
yards of a prairie dog hole, it can retreat as a reaction down the hole.
line of defense against the horrors of the outside world, and
are an instrumental fighting force, doing much with very little. WEAPONS
They are also trained as rather sneaky fuckers and fearless Teeth (melee) Roll Muscles (+2) with 1 asset to hit Defense: Success 1d6
damage.
scavengers, hunting down the giant prairie dogs of the wastes,
and other smaller game, and gathering anything that might be
useful for the settlement’s survival. grant an advantage to those wishing to trade such items with
Sneaking about in pairs, Hunters will likely be the first folk Nowherians. But such trade and even carrying such weapons in
mercs encounter before reaching Nowhere. Hunters are curious the village have restrictions.
but extremely cautious with strangers. There might stalk a According to the Charter, bullets and firearms can only be
group of mercs for as long as possible and try to increase their sold to the Council of Founders, but the Council will likely
numbers before making contact. They are usually 14 hunters trade at a rate of two bullets for each unit of food, water, and
total around at any given time, with a little more than half medicine, or three bullets for each unit of hooch. How much is
that number roaming the wastes around Nowhere. They have a unit of hooch? Well, enough to get one person plastered for
developed and practice elaborate bird and animal calls, and a couple of nights or just one night if they’re a raging alcoholic
can communicate basic messages to each other at distances (like the designers and writers of this game). A normal person
from a half-mile to a mile within the valley where Nowhere is might draw it out to get good and numb for three or four
located. nights. But when have mercs ever been normal people?
Firearms, rocket launchers, and spearguns, and similar
TRADE powerful projectile weapons can also be sold to the Council for
Compared to the world at large, Nowhere’s a storehouse for 10% above the prices presented in PunkApocalyptic, Chapter 4,
clean water and food (if you don’t mind eating preserved beets but only for units of food, water, and medicine. Council-bought
and other root vegetables supplemented with strips of giant items typically go right to the Hunters.
prairie dog jerky). Even better, the place has hooch! But while You can probably try to sell these items on the down-low
Nowhere is rather bountiful when it comes to these staple to the Klaths, Galits, and Nimrods, and you will get a higher
products, it has a definitive lack of others. value for them (typically 1 bullet for each unit of food, water,
First and foremost, Nowhere has very few bullets and guns, or medicine, with firearms and the like for 20% above listed
and those they do get are given to the Hunters. Very few of the prices). But if word gets out, you’ll probably get your throat slit
family folks have guns and bullets. The Galit has a handful of by the members of other families.
firearms in various states of disrepair they are always looking While there is no prohibition against trading power and fuel
for salvage to fix. It’s said the Bescraft clan has a stash of a few within Nowhere, the relative low-tech aspect of the settlement
rifles and pistols, and you can bet those weasels the Nimrods means not very many people want such things, except for
have a stash of some weapons. Still, such firepower is rarely maybe the Galits. Fuel is used on the rare lantern or Molotov
seen out in the open within the settlement. The handful of cocktail, and to burn off the middens, while there are very few
firearms the Hunters hoard are kept in the Lodge under lock gadgets that require power within the settlement, and most of
and key until they go exploring. These shortages them have been snatched up by the builder family for tinkering.
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The mission to save Nowhere is designed for five expert path
PART 2: THE SHIT mercs. It assumes the mercs began their relationship with the
settlement when they were starting or even novice, built some
GOES DOWN connections and got the lay of the land. It also works if this is
the first time the mercs come across Nowhere but lacks the
Well, now you have a snapshot of Nowhere at its prime. Sure, it emotional punch of seeing folks they’ve traded with, drank
has its problems, but it’s fucking heaven compared to the world hooch with, and quite possibly fucked (in the good way) get
outside. Now we’re gonna watch the place burn. the pointed end of the shitstick shoved up their asses (quite
How did this come about? Let’s just say an ambitious fucker literally, in the case of some Gnasher-Masher executions, with
bit off more than he could chew. Yeah, you got it. The whole several townsfolk impaled alive on sharpened poles). It’s sad
thing was started by that slimy son of a bitch Kais Nimrod. You but true—seeing random fuckers you don’t know viciously
see, one of his younger brothers is a Hunter named Shits-In- murdered lacks a certain immediacy or intimacy. More effective
The-Soup (or just Soup for short), and they have one of those and heart-wrenching if the GM was able to make the mercs
imperfect relationships that happen when the Hunters snatch a establish some kind of connection with the settlement.
young one away from their family. Anyhow, Soup came across If you want to spring this whole mess on the mercs a little
a small camp of wanderers in the wastes, just beyond a spot early or when they’re masters or your group has fewer or fewer
the Hunters call Last Jags, a jumble of crumbling concrete and mercs, you’ll want to adjust the number or the type of foes
twisted steel that the prairie dogs love to hide in, easy pickings and challenges presented below. You can find excellent advice
for a Hunter. The group was small but full of tough hombres, on how to do this in the Missions section of Chapter 5 in the
armed to the teeth. Soup made contact (or more like stumbled PunkApocalyptic rulebook.
upon them and neither side seemed interested in immediately You can use the basic map of Nowhere to help describe the
killing the other). He found their leader, a big motherfucker
encounters; you’ll want to get out markers, paint, or beet juice
named Bad Tooth, to be a likable enough sort—for a mutated
to paint on the mayhem when the mercs encounter new scenes
degenerate, that is. Soup went back with the news, but instead
in the settlement. Feel free to make it messy. The Gnasher-
of sharing it with his fellow Hunters, he told Kais about the
Mashers sure as shit have.
meeting. It didn’t take long for the gears in Kais’s devious mind
How will you and the mercs know that the mission
to start turning. He braved the wastes with Soup, met with Bad
is accomplished? Well, that’s easy. When every single
Tooth, and they concocted a plan to bring Bad Tooth’s band
into Nowhere’s fold and perform some wetwork for the Nimrod motherfucking Gnasher-Masher is dead. Maybe the mercs
family, of course. might allow one or two of them to escape. Yeah, sure. That’s a
What neither Kais or Soup suspected was that Bad victory of a kind, but you know some of those assholes will try
Tooth’s little band was just the vanguard of a much larger this whole thing again. Killing the shit outta every single last
and degenerate band what goes by the charming name the one is the only way to be sure.
Gnasher-Mashers. The Gnasher-Mashers caught wind that
some crazy place with a lot of food, water, and soft flesh was THE APPROACH
tucked away somewhere beyond the wastes, and they came Even from a distance, the mercs catch wind that something
a-looking. Who clued them off, it could have been anybody, but has gone very wrong. The occasional chimney smoke of the
boy would it suck if it were one of the mercs who got too drunk settlement has made way to billows of black smoke thicker
one night and let their tongue start a wagging, wouldn’t it? than when the Nimrods burn out the middens. Getting closer to
No matter who spilled the beets, Kais’s hope to gain the narrow entrance path is when they see the carnage. A few
control of Nowhere soon became its doom, when a bunch of townsfolk are impaled as described above, half a dozen Hunter
bloodthirsty and sadistic perverts with a stockpile of death- heads are posted on pikes, and Shits-In-The-Soup is crucified,
dealing weapons made short work of most of the Hunters and his arms and legs brutally broken, supported on a T-frame by
rode roughshod over the once-peaceful settlement. It’s bad. his ruined appendages lashed behind his back. Surprisingly, he’s
Really fucking bad. What’s described below is just the tip of still alive, but not for long.
the bloody spear. We’ll skip the worst, most depraved acts the Unfortunately, a group of Gnasher-Masher sentries is
Gnasher-Mashers inflicted in their initial push into Nowhere. stationed outside, a tough-skinned mutant (Defense 13), a
It’s PunkApocalyptic, so you can easily use your imagination, or mastiff, and 2 scumbags who attack any non-Gnasher-Masher
maybe it’s best not to think about it unless you get off on that who dares approach. Even if they’re losing, they don’t attempt
shit, friendo. to warn the rest of their band—they’re just too dumb and
bloodthirsty for that.
THE MISSION Once the sentries are dispatched, Soup has mere moments
The salvation of at least what is left of Nowhere starts amid the to live. He’s too far gone for help, but he might have enough life
shitstorm. It assumes the mercs are showing up days late and left to answer a couple or three questions. He is in deep pain
bullets short. Much damage has been done, but all is not lost. and shock, so the answers may not make much sense, and he
Unless the mercs decide to say fuck it and leave, there’s a slim knows little of the state inside of Nowhere, but he can at least
chance they can save the day. fill in the details of how this happened.
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THE MESS 15. SALTS AND GALIT HOMESTEADS
And what a mess it is. Much of Nowhere is on fire. The Council Once the mercs make it to Nowhere’s outskirts, they find nearly
the entire Salts family has scampered on their roof. Landis was
Moot, along with the homesteads of the Lauriths, the Nimrods,
too old and slow, and his hacked-up body is scattered near the
and O’Flaghs are all aflame. Individual Gnasher-Mashers or
front door. A scumbag and two mutants (one with the leaper
small groups are roaming about looking for more people to mutation and the other with the brutal charge mutation) have
molest and/or kill, along with anything that can burn. These just started setting the Salt home on fire. Only fast thinking and
fuckers can be encountered at any time, as they’re scattered hard fighting will save the family.
throughout Nowhere. A typical encounter will consist of either The Galits were relatively lucky, having planned for just such
a single brute, a trio of mutants (each with a single random an occurrence years ago. Other than two of their family who
mutation), or a scumbag armed with a blunderbuss. Oh, and if got caught outside when the Gnasher-Mashers rolled into
that weren’t bad enough, the Laurith’s bees! are without a hive, town, the rest hid in a makeshift escape bunker built in a cave
and are flying about in a swarm, extremely pissed off at the they discovered below their homestead. While their house was
world. The rest of the Gnasher-Mashers are up to even greater torched and destroyed, they were able to stash most of their
acts of despicable violence in a few key areas. precious tools and gear safe in the bunker.
2. HUNTER’S LODGE WRAPPING IT ALL UP
The Lodge now serves as a charnel house for a group of We are just going to assume that the mercs didn’t end up
Gnasher-Mashers. A badass with a pistol and six bullets leads either on Bad Tooth’s banquet table, or being forced to eat their
a group of 6 scumbags, who are busy torturing, ravaging, and friend, or more mercifully, with their heads on pikes or bodies
mutilating the last group of 3 Nowhere hunters. It’s a bloody anally impaled on stakes. It’s just cheerier that way.
mess. There has been much killing already, and the floor is Once the Gnasher-Mashers are defeated, all that’s left is
slick with blood and viscera. Creatures moving more than their picking up the pieces and moving on. Sure, the mercs will be
Speed over the course of a round must succeed on a Feet roll or heroes, and the survivors of Nowhere will hold them in even
fall prone. greater esteem, but there’s little resting on that particular
Of the surviving Nowhere hunters, one is so far gone, they’ll laurel. There’s a lot of rebuilding to do, and who knows who the
not be any use. But if the mercs are quick enough, they can Gnasher-Mashers told about Nowhere, so maybe the moving
save the other two, but both of them are at 15 Health. They are on part might be the smartest thing to do. But who knows?
ready to fight, though, each wanting to kill the shit outta some Perhaps Nowhere can be rebuilt, stay safe, and the folks can
Gnasher-Mashers. forget about this little incident and live on drunk and happy to
a ripe old age, though it’s just as likely they won’t. Given their
5. BESCRAFT HOMESTEAD relative state of healthiness, the Galit family is likely to lead
By far, what’s going on in the Bescraft Homestead is the worst. any possible renaissance of the town.
Bad Tooth is here, and though he seemed charming when Soup Stranger things have happened in the Wasteland, though,
first met him, he is just a sick and manipulative bastard. Oh, and always will.
and he’s a cannibal and likes to introduce others to the taste of
human flesh. BAD TOOTH DIFFICULTY 25
At the point of the mercs’ approach, he’s killed off most of Defense 12 Health 50 Size 1 Speed 5
the Bescraft family. That wily Kyan is hiding in an old trunk in Muscles 12 Hands 11 Brains 10 Mouth 13
the basement. She’s a survivor that one. But he has Kais Nimrod
Meat 12 Feet 12 Eyes 10 Guts 11
and young Lillan sitting at the dining room table, forcing them
to share the most disgusting parts of Lillan’s relatives with him Very Competent Bad Tooth makes attack rolls with 1 asset (included).
Gear light armor, machete, revolver with 6 bullets
at gunpoint. Of course, he brooks no interruption of his culinary
party and won’t hesitate to use his revolver to take care of WEAPONS
unwanted guests. Machete (melee) Roll Muscles (+2) with 1 asset to hit Defense: Success 1d6
Once Bad Tooth is taken care of, and the mercs search + 2 damage
Revolver (range 15 yards) Roll Hands (+1) with 1 asset to hit Defense; Success
the house, they’ll likely find Kyan in her hiding place and the 1d6 + 3; reload, unreliable
Bescraft stash of guns (a pistol, two rifles, and a dozen bullets).
SPECIAL ACTIVITIES
Kyan insists the mercs use them to take out the rest of the
Get In Your Head On Bad Tooth’s turn, he can use a reaction to target
Gnasher-Mashers if they haven’t already. one creature within 5 yards. The target makes attribute rolls with
1 complication for 1 round.
10. STOREHOUSES
A group of 4 scumbags started looting the storehouses, but
then found a store of hooch. They are all drunk, and suffer
1d3 complications to all attack and attribute rolls but will still
attempt to put up a fight.
7

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