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Written by: Oliver R.

Shead
Edited by: Scott Vandervalk
Illustrators: Andy Walsh, Alexander Chelyshev, Maarten Hermans, Joshua Meehan

© Immersion Studios and Oliver R. Shead


ISBN: 978-0-9946287-2-5

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Black Zone

Summary diplomat, and get her to call the railway and stop
them.
The PCs are near Louisville, in Kentucky (see page
However, the Red Hand are counting on this, and
196 of the Infected! Rulebook), when they stumble
know the Ghosts are involved. They will follow the
across two people fleeing from a pack of Infected.
PCs from the Black Zone, assuming that they’re all
Without the PCs’ assistance, the pair will certainly
Ghosts, with the intention of capturing them and
be overwhelmed.
discovering the Ghosts’ hidden base.
If the PCs intervene, they will discover one of the
survivors is in fact one of the last living members of
Dramatis Personnae
a diplomatic crew from one of Pappa Doc’s trains
(see page 204 of the Infected! Rulebook). The other Andreas Markholm:
is Andreas Markholm, a member of the Ghosts, a
secretive military organisation resisting the Red Brn 6 Athletics 6 Medical 4 Health
Hand and the Infected in this area (see page 196 of Dex 5 Command 6 Melee 5
Pres 5 Deception 5 Military 5 5 5 4
the Rulebook).
Tact 3 Deduction 5 Observation6
Base Init
Several months ago a deal had been worked out Awa 5 Diplomacy 4 Ranged 7
Int 5 Dodge 5 Stealth 7 10
between Pappa’s trains and the Red Hand and Res 6 HtH 6 Wilderness 6 Morality
recently a diplomatic crew was sent through to Luck 6 Intimidation 5
smooth the way of one of their trains. However, 6
Circumstances
the Hand changed their minds, figuring there were Allies 6 Status 5 Reputation 5
bigger fish to fry. They captured the diplomat team,
Advantages Immune (8) Talent for Survival
and tortured her until she told crucial codes needed
to relay the “all clear” signal to Pappa’s trains. Disadvantages Chronic Pain One Eye Angry
Now a train Soft Hearted Brutally Honest Guilty Conscience
is inbound, Equipment
unaware that Markholm keeps a small arsenal of weaponry, armour and
an ambush is lying equipment around him and in his bases. He usually has
in wait for them. body armour (Absorb +6/+6 HR 3) and a heavy assault
rifle (Dmg +6 HR 3), camouflage fatigues, grenades and
The Red Hand left the whatever else he considers necessary.
diplomats as bait for the
A senior member of the Ghosts, with an
Infected in a local Black
eyepatch and a grizzled, hard exterior.
Zone. Against the odds,
Markholm has seen it all, and has been
one of them managed
fighting the Infected and the Red Hand for
to escape, and was lucky
several years now. Happy to speak his
enough to run into one
mind about anything, he doesn’t mind
of the Ghosts.
offending those with thin skins – he calls a
The only way to avert a spade a spade, and is more than willing to take
catastrophe is to head back the consequences. Beneath his brash and tough
into the Black Zone to find the manner though, Markholm is genuinely caring

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about other people, particularly women and very slight build, Walmsley is tough, quite strong,
children, whom he calls “innocents” – and he’s and utterly determined. He has escaped the Red
literally willing to die for a good cause or a soul Hand and will now do whatever it takes to save the
in need. railway and O’Ready.

For more information on Andreas Markholm, see Red Hand Lieutenant Markus Williams:
page 202 in the Infected! rulebook.
Physical 7 Physical 6 Health
Sergeant of Engineers Jacinta O’Ready: Social 5 Martial 7
4 4 4
Mental 6 Knowledge 5
Physical 4 Physical 5 Health
Spiritual 5 Perception 6 Base Init 13
Social 6 Martial 4
3 3 3 Social 5 Morality 4
Mental 6 Knowledge 6
Spiritual 5 Perception 6 Base Init 10 A&D Equipment
Social 5 Morality 6 Patient Light assault rifle (+4 Dmg, HR 3), 5 clips.
Light pistol (+2 Dmg, HR 2).
Equipment None when found in the scenario. Though she is used Light Sleeper
Heavy ballistic vest and helmet (+6/+6 Absorb,
to handling all sorts of weapons and equipment. Circumstances
HR 3).
Allies 5
A Sergeant of Engineers in Pappa Doc’s Railway (see
page 204 of the Infected! Rulebook), Jacinta An opportunistic man in his mid-40s, Williams was
O’Ready has Red-level clearance, meaning she’s an aspirant film director in his life before the
trusted absolutely, and is privy to information that outbreak. However, what he really excelled in was
few know. Jacinta was sent into Louisville as part of manipulation and opportunism, and rose quickly in
a small ground team, to inspect the railway line in the ranks of the Red Hand. Williams was the one
the town and to assess the local warlords to ensure who captured O’Ready in the first place, and he was
there wouldn’t be a problem with Pappa’s trains also the one who persuaded General Pollard and the
coming through and trading in the region. Turns out other major leaders to agree on an ambush of
her reception wasn’t as warm as she’d hoped. Pappa Doc’s trains. He knows it’ll be messy, so he
O’Ready is in her mid-30s, with a short, almost has absolutely no intention of being around when it
elegant build. She’s thoroughly tough and happens. In fact, his plans mostly involve luring the
determined, seeing herself as a soldier to the Ghosts in to see what all the fuss is about with
railway first and foremost. She has family on the these Infected.
train coming in (two daughters – Amelia and
Stephanie), and she will not let them perish. Flavour Text: Before each section is some flavour
text, written in italics. Read this to the players as
Private Lucas Walmsley: an introduction to the next part of the scenario.
Physical 5 Physical 5 Health
Social 4 Martial 5
Mental 5 Knowledge 5
3 3 3 Introduction
Spiritual 4 Perception 5 Base Init 10 (Be sure to introduce the PCs to how they got here,
Social 4 Morality 7 and what they’re doing in Louisville.)
Equipment None when the scenario begins, though he can handle
You have been following an old road, keeping in
all sorts of weaponry.
sight of it but away from it, circling around the
A young, fresh-faced recruit, Walmsley is no piles of rusted wrecks, sticking to the treeline
pushover. He has grown up through the outbreak where possible, staying below ridges so you aren’t
and knows what it takes to survive. Though he has a silhouetted, and doing your best to not be seen.
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You’re just about to break for lunch when the silence automatically fail. If they Bungle their check, then
is shattered by a shriek. One — then another, and they can’t defend at all.
another, echoing through the hills in discovery.
Throughout this engagement, Markholm will do
Then you hear the rapid crack of shots, and shouts.
his best to keep Walmsley alive, and will prove
Someone’s in trouble.
extremely effective with his fire — but the Narrator
Around the bend, the PCs see a huge pileup of should provide a couple of tense moments where
destroyed old cars. Grass covers them, small trees the PCs also have to protect Markholm from
are starting to poke through — and it’s completely Infected attacking from behind.
impassable. Struggling through this obstacle
Runners x4 PCs’ numbers
course is a thin young man (Lucas Walmsley) who
is covered in dirt, bruises and blood. His face looks Physical 5 Physical 5 Health
like it’s been a boxing bag. With him is a heavy-set Social 3 Martial 5
man in military fatigues (Andreas Markholm), who’s 3 3 3
Mental 4 Knowledge 2
trying to drag him over the obstacles – only just in Spiritual 4 Perception 5 Base Init 9
front of a seething pack of Infected. Every now and Social 3
then this second man takes a shot at the pursuers,
Claws, Bite, Unfeeling, Scream, Scent
dropping one with pinpoint accuracy — but still,
their fate is all-but sealed: the injured man is
slowing them both down too much.
Bursters x2
There are vehilces blocking the way for the PCs,
making it hard for them to clearly see the Infected. Brawn 7 Physical 4 Health
There are several dozen vehicles in the pileup, and Dex 4 Martial 6
3 3 3
there are nearly twenty Infected after them both. Social 4 Knowledge 4
Mental 4 Perception 5 Base Init 8
If the PCs don’t intervene, the two men will
certainly be caught and devoured, with long, Spiritual 4 Social 2
lingering screams. Trying to combat the Infected is Claws, Bite, Unfeeling, Shriek, Scent, Burst
still fairly difficult. There are caravans, trucks, and
overturned cars blocking the way. The PCs will lose This young man is Private Lucas Walmsley, one of
sight of the two men and the Infected, and have to the security detail provided for Jacinta O’Ready.
constantly rush to new positions to gain line of sight After he and Markholm thank the PCs for saving
on the Infected (who know how to hide and hunt their lives, Walmsley will tell them in-between gulps
among the cars), which makes for a deadly game of for air that O’Ready is stuck in a building back down
cat and mouse. The Narrator should make this fast- the road, and the Infected are coming for her. The
paced and deadly, and spring at least one Infected Red Hand put them all there, and he was the only
surprise-attack on the PCs, as one creeps up from one who got out. Andreas Markholm found
the side, or from behind (or as a Burster traps them Walmsley just as the Infected were about to catch
against the side of a truck). Ideally this would be him, stepping in even though the odds were so high
against an isolated PC. (Markholm will just shrug and say it’s part of his job
description – if asked what this, he’ll just say, “We
Have the attacked PC roll an Awareness/Observation
help people around these parts.” He’s not willing to
check, opposed by the Infected’s Dexterity 5/Stealth
tell the PCs about the Ghosts just yet.).
5 check. If the PC succeeds, then they should roll for
Initiative, otherwise they’re taken by surprise, and Walmsley was there when the Red Hand tortured
O’Ready for information on the railway, until she
5
finally gave it — now the train’s driving straight into Markholm says. “Say nothing or they’ll butcher us
an ambush! all.”

O’Ready is the only one who knows the frequency The impression should be that resistance is futile.
and the codes used to contact the railway. Only she There are over 3x the PCs’ numbers in Red Hand
can avert this catastrophe. soldiers, and the two vehicles are likely impervious
to anything that can be fired at them (not to
Of course, that whole suburb is a known Black Zone,
mention their cannons).
where the Infected have multiple packs, and even
Markholm will realise that it’s extremely dangerous. See page 116 of the Infected! Rulebook for details of
He’ll ask them if they’re willing to come with him, these two vehicles.
and if they refuse he’ll understand and move off
The Red Hand will not fire on the PCs unless fired
to handle it on his own. If they’re members of the
upon. As they roll up, their weapons will track the
Ghosts, he’ll insist they come with him.
PCs’ positions, and their men will come pouring
Narrator’s Note: The Narrator should make sure out, taking what cover they can, and attempting to
to give plenty of opportunities to characterise surround the PCs.
Markholm to the players — have him joke with
When the situation is firmly in hand, Lieutenant
them to ease tension, help them out when
they’re in trouble, and show how upset and Markus Williams himself will step out of the Bradley
tortured he is when seeing innocents being and approach the PCs.
hurt. It’s important to make the players care
“We haven’t been introduced. My name is
about him.
Lieutenant Markus Williams, of the Red Hand.
We’re the law round these parts. We’re looking
We’re The Law Round Here for two fugitives. Murderers and thieves — they
killed several of my men and stole property from
A few minutes after the last skirmish has ended,
our people in the city. You seen anyone like that
the Red Hand under the command of Lieutenant
around here?”
Williams will come rumbling around the bend in
a Bradley light tank and a pickup truck — they’re
looking for Walmsley, and will immediately suspect
the PCs. Walmsley and Markholm will immediately
attempt to hide in the pileup — leaving the PCs to
bluff their way out of this situation.

The dull rumbling of engines abruptly cuts


through the still air, and a moment later
a Bradley armoured personnel carrier
and a pickup truck come racing around
the bend. Their light tan paint has
been scarred, rusted and battered.
Grills are over the windows, and large
handprints dribble red paint down
their sides. Markholm and Walmsley
curse and duck down behind a
couple of cars. “They’re here for us,”

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This is a good time for the PCs to not only do some The PCs might attempt to hide in the ruins of an
good roleplaying, but also to use their social skills. old house, and to do so they should roll Dexterity/
Attempting to lie to Williams will require a Tact Stealth, opposed by the Awareness 4/Observation
or Presence/Deception check, opposed by his 5 of the Infected just behind them. If the PCs pass,
Awareness/Deduction. read the following:

Williams will try to be charming and friendly. He’ll You scurry into the ruined old house, stepping
ask where the PCs are from, what they’re doing carefully so as not to topple bricks, or shatter glass
around here, and invite them into Louisville for underfoot. It’s dark inside, but plenty of light still
some good mid-western hospitality. comes through a massive hole in the wall. You smell
dust and mould, and then you hear more muted
He’ll also offer to make it worth the PCs’ time if they
growls and snarls from outside, along with the
happen to see either of these men.
sound of bare feet padding on the ground. One, two,
If the PCs fail their check, he’ll work on intimidating three…more…there are many of them, all gathering
the PCs, or even beating them. If it comes down to around your hiding place, snarling and fighting with
a standoff, the Red Hand will certainly win due to each other. Then a deeper voice snarls, silencing
their numbers and vehicles. them and footsteps slowly approach through the
uneven bricks, “Sniff… sniff… sniffffff…”
In such a situation have the PCs roll a Presence/
Intimidation check at –4 to attempt to make the There are a lot of packs of Infected around here, all
Red Hands back off — failure would indicate that riled up thanks to the Red Hand playing subsonic
the Hands don’t find them threatening at all, and tones through carefully-placed speakers around the
will close for the kill. Of course, in such a situation district. This is calling the Infected to the region, and
Williams will keep other soldiers between him and they’re hyper-aggressive, looking for prey that they
the PCs. know should be around here.

Ultimately, attempting to fight the Hands will end This encounter in the house should require several
in everyone dying, or being beaten and robbed. So more Stealth checks, as the Infected try to sniff
long as the PCs do not give away Markholm and them out. If at any point they are discovered, then
Walmsley, the Hands will eventually leave. the pack will attack from every angle — through
windows and doors on all sides of the building.
(See page 10 for the stats of the Red Hand soldiers.)
Runners x2 PCs’ numbers
The Swarms Alpha x1
The way soon turns into ruined suburbia. Old
houses rot under the pale sun, vines, grass and Brn 6 Athletics 7 Intimidation 7
6 5 Health
young trees swarming over piles of masonry, Dex 7 Command Melee

broken glass and furniture. There are bones Pres 6 Deception 6 Military 4 4 4 4
in the rubble, here and there. They’ve been
Tact 1 Deduction 6 Observation6
Base Init
Awa 6 Diplomacy 3 Stealth 6
chewed and cracked right open for the marrow. Int 5 Dodge 6 Wilderness 5 13
A sure sign of Infected. Res 6 HtH 7
Luck 6
Walmsley sees a group of high-rise apartments
ahead, and points to it excitedly. “There! That’s Claws, Bite, Unfeeling, Scream, Infection, Scent
the place,” he says. But just as he starts hurrying
This attack should not be so terrible as to stop the
forwards, you hear some rubble dislodge behind
PCs advancing. It would be better for the PCs to
you — something’s there!
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escape this one and move closer towards their
Ghosting: Remember that Markholm is a Ghost,
target, building suspense as they go. The Narrator with Immunity level 8. This means that he can
should emphasise the dragging nature of this add a third die at +8 to his Stealth rolls against
encounter, the vulnerability of the PCs where the Infected, who can’t smell him so easily –
they’re crouched behind walls, with various allowing him to “ghost” right past them. Of
openings that will make it difficult for them to move course, if he stands right in front of them, they’ll
and not be seen. Get them to be clever, moving see him, but creeping past, using terrain, keeping
out of sight, he’s not nearly as noticeable as the
from room to room if necessary, to avoid contact if
others, and he will use this to full advantage
at all possible, and reward them for good ideas, like – causing distractions to the Infected, luring
making distractions. them away, and allowing the PCs to escape
dangerous situations.
If the PCs do start a firefight at any point during the
approach to the apartment, that will alert every
other Infected in the region. At least 2-3 packs
will immediately come after the PCs – each one of
The Dark Tower
around double to triple the PCs’ numbers. Some The apartment tower is stained and broken, with
of these will come from behind them, forcing the a thousand shattered windows staring out over a
PCs to rush towards the apartments, with Infected landscape of broken cars and scattered detritus. The
attacking them in ever greater numbers (it would doorway stands empty, and dark. It’s hardly inviting.
be fairly dramatic to have small groups continually You’re just starting to approach when you hear a
rushing towards them, one after another, sound like a bottle being kicked. It tinkles and pings
incrementally building the pressure). Remember loudly through the street, and hunched figures rush
also that the Infected don’t like to attack across flat, into the street right after it.
open ground (they know a firing range when they
The PCs are in a vulnerable position, halfway
see one). Instead, they’ll tend to stay out of sight,
across the street, and they have to rush into cover
then wait for the PCs to come to a bottleneck, or
immediately or the Infected will see them. They
creep closer behind terrain, until their numbers
must make a Dexterity/Stealth check ­­­–2, opposed by
are overwhelming. They’ll also come from as many
the Awareness 4/Observation 5 of the Infected.
different directions as possible – the attacks should
feel unpredictable and frantic. Runners x1 PCs’ numbers +2
No other packs will interfere with the PCs’ progress If the PCs successfully hide, the Infected will race
to the apartment towers… but there will be plenty past the building, and keep on rushing down the
of sign of their presence, and the occasional echoed street, giving them a scare but nothing more.
shriek from behind them and through the buildings
At this point, the PCs should also be allowed to
around, giving plenty of indication of how many
make an Awareness/Observation check. If they
Infected there are around. The PCs should move
succeed, they will notice a figure in a high window
carefully, hustling from one piece of cover to the
further down the street ducking back out of sight.
next, until they finally reach the apartment complex.
Getting 4 or more successes will mean they see it is
a figure in army camouflage (a member of the Red
Hand). The figure disappears out of sight, to call the
Red Hand and let them know the Ghosts are there.

Heading up into the apartment tower, the PCs will


find it dingy, dirty and dark. Walmsley knows that
O’Ready was in the building a couple of hours ago
8
— but she could be anywhere now. Unless the PCs with them, will be enough. The Narrator should
have light or nightvision goggles, they’ll find it very play up the terror of the moment, and the dragging
difficult to navigate their way up the stairs and along tension. PCs who have lights will probably shield
the corridors. Any light they have will be a dead them with their hands so as to provide minimal light
giveaway to the Infected — and the cramped, dark — otherwise they’ll be discovered.
confines of the building are extremely dangerous.
Discovery: The Narrator should have the players
Walmsley takes them to the last place he saw make Dexterity/Stealth or Intelligence/Stealth
O’Ready, which is up several flights of emergency- checks at various occasions, as they come into
exit stairs, and into a corridor. However, as soon as proximity with the Infected. The Narrator should
he reaches the corridor, he’ll recoil. The PCs will roll Awareness 4 /Observation 5 for the Infected. If
notice that the corridor is filled with several bloated the Infected notice something with 1–3 successes,
Infected, all splattered in gore, and surrounded by then one or two will start to investigate, but if
the mess of their feeding. Those are the remains of they gain 4+ successes, they will shriek at their
Charlie Cutter, one of Walmsley’s friends. discovery, and the entire pack will converge
on the PCs. This is an extremely dangerous
2 Runners
situation, particularly if the PCs are on a
1 Burster stairwell or in a corridor— the Infected
will come rushing after them. At first,
All of the Infected here have gorged
not all the Infected will know where
themselves and are barely able to move.
they are, but as shooting starts, more
They are sluggish, and suffer –2 on all their
and more of them will converge on the
rolls. If the PCs want to get past, they’re going
PCs. At this point, their only chance is to
to have to kill them quickly and quietly —
find a way to barricade themselves, or get
after one round of combat, the Infected will
out as soon as they can. The Narrator should
shriek and raise the alarm.
describe the darkness lit with flashes and the
On this level, Walmsley will find signs that deafening roar of firearms in close confines,
O’Ready has been here (the electrical cable how the Infected smash out of doors, and come
used to tie her hands is left in one of boiling up the stairs after them. If the
the rooms), but nothing else. PCs are close to the top, the Narrator
could have them accidentally stumble across
Continuing further up, the PCs may make an
O’Ready, who is hiding and barricaded in a top level.
Awareness/Investigation check –4, every five
minutes. Have one person roll for the group. Each
time they roll, the Narrator should describe where Mob Rules: Remember to make use of the Mob
they’re looking, and give them options — do they Rules from page 141 of the Infected! Rulebook.
Roll 1D10 per Infected, at the level of their Skill
take the left or the right corridor? They hear a
(usually level 4 or 5), as one attack. This will
sound, a shriek, further down… do they investigate represent the fury of the assault, the way the PCs
it, or move away from it? are dragged down, bitten, scratched, hit and torn
apart. It also keeps the speed of the game going
The Infected are scattered throughout the building
in small groups, and coming into contact with
them is inevitable. The impression should be that
the building is swarming with the creatures, even
though the PCs don’t actually see all that many — a
glimpse, a noise, the sounds of a room occupied

9
Fatality: Don’t be afraid to be brutal as a shriek, and come charging out the nearest door,
Narrator. Players know that they’re playing a barrelling down the stairs.
zombie game – people are going to get bitten,
and they’re going to die. If someone makes a Markholm will hold the door shut, and seeing that
mistake and gets cut off, then they’ll likely be there’s no other solution, he’ll shout at the PCs to
attacked by a pack and torn apart. Of course, go, and that he has a small hut in a riverside village
they might be able to hide – but let the dice do not far from here — follow the river west, and
the talking. they’ll find it. There’s a radio there — now go!

Markholm will hold the door as long as he can. As


Finding O’Ready the PCs flee, they will hear him starting to laugh, as
he realises his end is finally at hand — and then it’s
O’Ready is hiding in a top-level room, with the door
cut short by a massive explosion (several grenades
barricaded as best she can with old filing cabinets. If
being detonated at once).
she hears the PCs in trouble, she will drag open the
door and call to them to get inside. Otherwise, if the Narrator’s Note: The PCs probably won’t
PCs make enough successes on their Investigation see Markholm actually die, leaving plenty of
check, they will find her on their own. opportunity for him to return in a later scenario
— or even later in this scenario.
Brutally tortured by the Red Hand, O’Ready isn’t He could be horribly scarred, or have amnesia, or
in very good condition. Her wrists are bloody from even be picked up by the Red Hand and captured
the bonds that she was tied with, one shoulder is — meaning the PCs left him behind and must
dislocated and one eye is swollen shut. But she’s now rescue him. His ultimate fate we leave up to
the Narrator.
determined to stop the Red Hand, and that shows in
a glimmer of iron in her one good eye.
Markholm has a long-range radio, and he needs to
Village Ghosts
get to the top of the building and make a broadcast. Once out into the streets, the PCs will have to run
and hide from more groups of Infected, alerted by
If the PCs have managed to get here without
the massive explosion and the shrieks behind them.
alerting the Infected, then they’re in the best
There are several packs out here, but if the PCs are
position — otherwise, they’re likely already under
clever, and keep quiet, using the cover of old cars,
siege by dozens of the creatures, who will break in
they can escape undetected.
at any moment.
With a successful Awareness/Wilderness check –2,
the PCs will soon find the river and start heading in
The Death of Markholm
the right direction. However, on the way back, the
Escaping the tower will require several more group will be tailed by a group of the Red Hand. The
Dexterity/Stealth rolls, with small groups of Infected PCs should be permitted an Awareness/Observation
sniffing around and looking for the PCs — either check –4 to notice their tails. However, distracted by
that, or they’ll need to fight their way free. Either the exhausting day, and the importance of moving
way, just before they reach the outside world, the quickly, it is likely that they won’t notice much.
Infected should suddenly become aware of them
If the PCs get 1–3 successes, they will observe a
— if the PCs all make their Stealth rolls, then while
figure ducking out of sight, and will realise that
they’re on the stairs, have O’Ready accidentally kick
they’re being watched, or followed. If they get 4+
an old soda can down the stairs (she is only half-
successes, they’ll see several figures watching them
conscious after all). At this point, the Infected will

10
through rifle scopes, and will know that they have Observation check -6 to notice the attack being
ambushers on two sides. prepared by the Red Hand (unless they’ve already
escaped the ambush earlier). If they succeed, they
At this point, if they try to run the Red Hand will
will spot one or more figures moving into position,
fire at them, and the trap will be sprung — troopers
and will realise that they’re trapped against the
will attack from multiple positions, intending to
banks of the river with no way out.
capture them and from find out where the Ghosts
are encamped (if the PCs aren’t Ghosts then the Red If they fail the check, the first signs of trouble will be
Hand will just execute them). However, the PCs’ best when the Red Hand open fire, killing villagers and
chance at defeating this ambush is to act casually, likely hitting any of the PCs who are out in the open.
moving into the woods and then sneaking past them There will be no chance to dodge this attack, as the
— or springing an ambush on them in turn. Acting PCs weren’t aware that it was coming.
casual will require a successful Tact/Deception
The Red Hand will attack very aggressively, using
check, opposed by the Red Hands’ Awareness 5/
accurate covering fire to keep any defenders’ heads
Deduction 4, then once in the woods, they will need
down, then advancing using what cover they can.
to make Dexterity/Stealth rolls, opposed by the Red
They’ll kill everyone who fights back, including all
Hands’ Awareness 5/Observation 5.
the villagers — they’ve been told to take the PCs
See later in the section for the details on the Red prisoner if possible, but they really only need one
Hand attackers. captive.

While this is going on, Lieutenant Williams will


The Hamlet be commanding them to lay down their arms and
surrender, via the loudspeaker on his Bradley APC.
Following the river brings them into a tiny hamlet
He’ll also laugh and mock them as they are gunned
in the woods. There are only three buildings. They
down one by one.
don’t have a surrounding wall, but they are securely
barricaded against the Infected – with many scratch Red Hand Soldiers x2 PCs’ numbers +2
marks and dark bloodstains showing where the
creatures have tried to get through. Physical 6 Physical 6 Health
Social 5 Martial 6
The head of the community is a man called James. 3 3 4
Mental 5 Knowledge 5
He and his extended “family” of seven lives here Base Init 11
Spiritual 4 Perception 5
– there are two other men, two women and two
Social 4 Morality 5
young children. All are wary of strangers, and are
armed with light rifles and shotguns. If the PCs tell Equipment Light assault rifle (+4 Dmg, HR 2), 3 clips,
heavy ballistic vest & helmet (+6/+6 Absorb, HR 3)
them they are friends of Markholm’s they will be
greeted warmly, and shown to an old boat shed
down by the edge of the water. It’s small, but Red Hand Leader, Lieutenant Markus Williams
heavily reinforced — James has the key, and will let
Bradley Armoured Personnel Carrier
them in.
The Red Hand are armed with a motley assortment
Inside is a stash of supplies, weapons, ammunition
of shotguns, light and heavy rifles, and light
and equipment — enough to equip a small army, as
assault rifles.
well as a bed and other supplies.
The PCs have access to a vast amount of guns
At this point the PCs will likely be unwinding and
in Markholm’s shed with which they might be
relaxing, and should be allowed another Awareness/
able to defend themselves. This includes a light
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machinegun, light and heavy assault rifles, a sniper look at them, they will remember the PCs as hated
rifle, anti-personnel mines and even a grenade enemies, and the word will spread far and wide:
launcher. There are also thousands of rounds of bring them in, dead or alive, for a high reward.
ammunition. Of course, this could also be quite
Narrators should give the PCs the Disadvantage
volatile if the house starts taking fire.
Enemy: Red Hand at level 6. But they should also
Encourage the PCs to think strategically – including increase their level of Allies by +1 in this area – they
creating diversions, using fire or smoke to shield are well-loved by the Ghosts and Pappa Doc’s trains.
themselves from view and clever use of weaponry. Also, remember to provide them with a decent level
If the Red Hand take 50% casualties, their morale of Experience for their hard work! A rough estimate
will break, and they’ll retreat. If they find it difficult would be 10 Experience, though this could be
to get to the PCs due to the amount of fire they’re increased with good ideas and role-playing.
taking, Williams will call on the PCs to give him
Markholm and Walmsley, and then promises he’ll
let them go (a lie).

If Williams is killed or incapacitated, the rest of the


Red Hand will flee.
Narrator’s Note: If the PCs are being totally
ovewhelmed by the Red Hand, this could be
a good time to re-introduce Markholm, who
returns to his village after having somehow
survived the blast (he was knocked unconscious,
and then the Infected didn’t notice him when
they came boiling down the stairs — he was
covered in so much Infected blood and guts that
they didn’t smell him).
The Narrator could even re-introduce him when
the PCs have been captured, and Lieutenant
Williams is about to have them executed — a
single sniper round ending his reign instantly,
and plunging his troops into chaos.

Epilogue
Ultimately, the PCs will survive best if they use
their wits, their cunning and their stealth to best
advantage – trying to take on the Infected and
the Red Hand head-on is a recipe for disaster. If
they alert the train, then the crew of Pappa Doc’s
railway will treat them as heroes, with a free ticket
to live and work on one of the trains (though they
will still have to work hard and continue to prove
their loyalty). Pappa Doc will also visit vengeance
on the Red Hand, with no supplies coming through,
and allies turning against them, which will end up
in a brutal turf war. If the Red Hand got a good
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Fangs For Reading

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