TEXT: Stock #82-0021                                                                               Version 1.0 April 28, 2006
  STEVE JACKSON GAMES
  e23.sjgames.com
  GURPS,  Warehouse 23, and the all-seeing pyramid are registered trademarks
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  STEVE JACKSON GAMES
  TM
  e23
  BEWARE OF THE DIRE
  DREAMER . . .
  Tom Heskith, the son of a rich Kansas oil-
  man, has disappeared! Was he kidnapped?
  Did he run away? Or perhaps something a
  bit more sinister is going on . . .
  Chaos in Kansas is an adventure source-
  book for GURPS Horror and GURPS
  Cliffhangers. In The Dire Dreamer the
  characters will be swept up into a web of
  mystery and terror as they seek to find the
  missing person . . . without losing their
  lives or their sanity in the process.
  Chaos in Kansas provides the gamemas-
  ter with everything needed for a
  Cliffhangers campaign, including a map
  of Liberty and surrounding environs, hints
  on how to leave the players hanging from
  adventure to adventure, and ideas for using
  Liberty in future adventures.
  This PDF is a scanned copy of the last
  printed edition of Chaos in Kansas. No
  changes or updates from that edition were
  made, but we have appended all known
  errata to the end of the document.
  
  CPr-- IN KANSAS 
  
  GURPS" Horror /Cliff hangerr 
  .................................... 
  INTRODUCTION ......................... 2 
  The Altar Cave 
  13 
  ................................ 
  Kansas and Liberty 
  2 
  Guardian of the Altar 
  13 
  .................................. 
  ......................................... 
  AboutGURPS 
  2 
  WikhHunt 
  13 
  ..................................... 
  .................................. 
  About the Author 
  2 
  The Place of Dreams 
  14 
  ................................... 
  .................................. 
  Using the Adventures 
  3 
  Ihe Dire Dreamer 
  14 
  .................................. 
  ..................................... 
  The Dire Dreamer 
  3 
  Jean of Blois 
  15 
  .................................. 
  ....................................... 
  The Cement Works ................................. 3 
  Consequences 
  15 
  ............................ 
  Using the GM Aids 
  3 
  Awarding Character Points 
  15 
  .................................. 
  ......................................... 
  Character Creation .................................... 
  3 
  Newspells 
  15 
  ........................... 
  Always Lrave ?hem Hanging 
  16 
  THE DIRE DREAMER .... , ................ 4 
  ................... 
  A Desperate Appeal .................................... 4 
  THE CEMENT WORKS 
  17 
  ................................ 
  The Missing Heir: Tom Heskith 
  4 
  Beginning the Adventure 
  17 
  .......................... 
  ...................... 
  Arrival in Liberty 
  5 
  Ihe Industrial Workers of the World 
  17 
  ..................................... 
  .................................... 
  The Heskith Mansion 
  6 
  Meeting the Bosses 
  18 
  ................................ 
  ....................................... 
  Jesse Heskith ...................................... 
  6 
  JohnSelby 
  18 
  ...................................... 
  Faye-Ellen Heskith 
  6 
  FredHaLFcy 
  18 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  .................................... 
  Pacing the Adventure 
  6 
  Arriving at the Site 
  18 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  ................................... 
  Clues 
  7 
  Big Mike's Story 
  19 
  ............................................. 
  ............................... 
  Visiting the Sheriff 
  7 
  "Big" Mike O'Roarke 
  19 
  .................................. 
  ................................ 
  The Liberty Daily Sentinel 
  7 
  Questioning the Workers 
  19 
  ............................. 
  . 
  ................... 
  Sheriff Don Burr 
  7 
  Ihe Guards: Duke. Bud Bill and Chuck 
  19 
  ................................... 
  .................................. 
  Bill Johnson 
  7 
  Demon of Capitalism 
  20 
  ...................................... 
  ................................ 
  Jinuny Parsons 
  7 
  Joe Wesley - Ghost 
  20 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  ...................................... 
  Suspscts ........................................... 8 
  More Hauntings 
  20 
  ....................................... 
  Jimmy Parsons 
  8 
  JerryGoad 
  21 
  .................................... 
  ..................... 
  Lucinda Appley 
  8 
  Songs and Quotesfrom the Wobblies 
  22 
  .................................... 
  .................................. 
  Luci~daAppley 
  8 
  Solidarity Forever 
  22 
  .................................... 
  ........................... 
  City College of Liberty 
  9 
  Ihe Preacher and the Slave 
  22 
  ................................. 
  ................................. 
  Professor Kemper 
  .'. 
  9 
  Ending the Spirit Strike 
  23 
  ................ ................. 
  ....................................... 
  Extract from the Journal of Father Montclair 
  10 
  Consequences 
  24 
  .................. 
  ............................ 
  TheGoatMask 
  10 
  Awarding Character Points 
  24 
  ................................... 
  ................................ 
  Southside 
  11 
  7he Next Clifianger 
  24 
  .......................................... 
  .................................... 
  Dream Probes 
  11 
  WELCOME TO KANSAS .................. 25 
  ....................................... 
  ' Red Herrings 
  11 
  Geography ......................................... 
  25 
  1 
  The Moonshiners .................................. 1 1 
  ............................................ 
  History 
  25 
  The Archaeological Site ............................. I I 
  Southeastern Kansas ................................ 
  25 
  Lucinda Reacts ...................................... 
  12 
  Libeny ............................................ 
  25 
  ................................... 
  TheOldCemetety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  12 
  NonhernLiberty 
  26 
  .................................... 
  Other Attacks 
  12 
  Southside ........................................ 28 
  ............................... 
  Mrrnbers of the Cwcn 
  12 
  Bibliography ........................................ 31 
  The Compton Boys ................................. 12 
  .......................... 
  Thecavern ........................................ 12 
  Map of Liberty 
  32 
  CURPS, Zllumind, Rolaphyer and the all-seeing pyramid are registered trademarks and Cliffingem is a trademark of Steve Jackson Games Incorporated . All 
  names of other products published by Steve Jackson Games are registered trademarks or trademarks of Steve Jackson Games Incorporated. or used under license . 
  Chos in Kunsos is copyright @ 1989 by Steve Jackson Games Incorporated . All rights reserved . Printed in the U.S.A. 
  ISBN 1-155634-155-5 
  1 2 3 4 5 6 7 8 9 1 0  
  STEVE JACKSON GAMES 
  
  About GURPS 
  Steve Jackson Games is committed to 
  full support of the GURPS system. Our 
  address is SJ Games, Box 18957, Austin, 
  TX 78760. Please include a self-ad- 
  dressed, stamped envelope (SASE) any 
  time you write us! Resources now avail- 
  able include: 
  Roleplayer. This bimonthly newsletter 
  includes new rules, variants, new races, 
  beasts, information on upcoming releases, 
  INTRODUCTIOW 
  This book contains two adventures set in the 1920s midwestern boomtown 
  of Liberty, Kansas - a town where the Ozark Mountains meet the Great Plains, 
  and where the sedate, self-confident, modern world meets the terror of the 
  unknown. 
  In 7he Dire Dreamer, the adventurers must solve a kidnapping and deal with 
  the evil force that threatens the town of Liberty. There are opportunities for 
  characters of all types - sometimes stealth and trickery will be most important, 
  and sometimes muscles and speed will be required! 
  In ?'he Cement Works, the investigators will be asked to solve a very mun- 
  dane, ordinary problem . . . which mushrooms into a truly unique experience. 
  Kansas and Liberty 
  scenario ideas and more. Ask your game 
  retailer, or write for subscription informa- 
  Chaus in Kansas also includes background information on Kansas and the 
  tion. 
  town of Liberty, GMs should read through this section before commencing play, 
  New suppzemerlts arid adventures. 
  as it contains information relevant to the adventure. It also includes a number of 
  we're always 
  On new 
  ideas that can be easily developed into interesting sub-plots. GMs should keep 
  and we'll be happy to let you know what's 
  available. A current catalog is available for 
  their map of Liberty and this adventure after the mystery has been solved. who 
  an SASE. 
  knows what unspeakable horrors may crawl into this fair town in the future - 
  Errata. Upt0date 
  errata sheets for 
  another adventure book is in the works already! 
  GURPS releases, including this book, are 
  always available from SJ Games; be sure 
  to include an SASE with your request. 
  PLAYERS SHOULD STOP READING HERE!!! 
  Q&4. We do our best to answer any 
  game question accomp&ed by an SASE. 
  Gamer input. We value your com- 
  ments. We will consider them, not only for 
  new products, but also when we update 
  this book on later printings! 
  BBS. For those of you who have home 
  computers, SJ Games operates a BBS with 
  discussion areas for several games, includ- 
  ing GURPS. Much of our playtest feed- 
  back for new products comes from the 
  BBS. It's up 24 hours a day at 512-447- 
  4449, at 300, 1200 or 2400 baud. Give us 
  a call! 
  Page References 
  Rules and statistics in this book are 
  specifically for the GURPS Basic Set 
  (Third Edition). Any page reference that 
  begias with a B refers to a page in the 
  Basic Set- e.g., p. B102 means p. 102 of 
  the Basic Set, Third Edition. A reference 
  that begins with H refers to GURPS Hor- 
  mr; a reference that begins with an M indi- 
  cates GUWS Magic. 
  About the Aurhor 
  James Hurst is a long-time gamer who 
  makes his living as an actor in the Wichita 
  area of Kansas. Entroduced to wargames 
  by his brothers, he discovered roleplaying 
  games in 1977. Chaos tc Kansas is his 
  first published work; he plans on doing a 
  second book set in Liberty for early 1990. 
  Introduction 
  - 2 -  
  1 
  
  Using the Adventures 
  Both of the adventures in this book are designed for use with GURPS 
  Using the GM Aids 
  This book contains several special 
  Homr, and will fit either a full magic or a secret magic campaign. They will 
  items the GM can use for added interest 
  also work perfectly well in a GURPS ClifFangevs campaign - all the GM has 
  ,d 
  conveni,ce. 
  They are intended to be 
  to do is arrange for the end of each session to occur at a suitably dramatic point, 
  photocopied for use; GMS should not show 
  leaving the players in suspense until the next game session. 
  the book to players! 
  The adventures may be updated for a modernday campaign. Some sugges- 
  tions for this are included in the description of Liberty. Or the site could move 
  These are the two "Eastern Union" 
  away from Kansas. Liberty could easily become a mining town or the center of 
  telegrams found on P. 4. They may be 
  a new industry. Any area with a boom economy is appropriate. 
  photocopied, cut out and handed to the 
  players, one at a time, at the beginning of 
  the adventure. For more realism, copy 
  The Dire Dreamer 
  them on colored paper; authentic tele- 
  grams are yellow. 
  Rich, handsome Tom Heskith has vanished. He just didn't come home one 
  night, and now there is no trace of him. Did he run away? Was it foul play, or 
  Newspaper Cli~pings 
  There are two of these - one for each 
  an accident? His mother suspects it to be the work of evil spirits . . . and she is 
  advenhlre. PhotmoW them on ordinvy 
  not far wrong. 
  paper (though, if it is available, gray or 
  Tom has been kidnapped by a coven of witches who serve the Dire Dreamer 
  sliatly yellowish paper might look more 
  . . . a hideous revenant of an ancient wizard. The coven is led by Tom's own 
  like 1920s newsprint). 
  For 7he Dire Dreamer, this is the news 
  fiancee, Lucinda Appley. When Tom grew squeamish over the coven's ac- 
  report in the sidebar on p. 5, If one of the 
  tivities, Lucinda decided to use him as the human sacrifice needed to free the 
  PCS successfully researches the situation, 
  Dire Dreamer. The adventurers must sort through the red herrings surrounding 
  he may be handed the "actual newspaper 
  Tom's disappearance and then face the horror of the Dire Dreamer itself. 
  clipping" that he finds. 
  For The Cemenf Works, this is the clip- 
  ping found on p. 17. If the investigators are 
  The Cement Works 
  in Liberty when the adventure starts, they 
  will read this in their morning paper. 
  This is a change-of-pace adventure. It starts mundanely, as the PCs are asked 
  Otherwise, the clipping may be mailed to 
  to help deal with a local labor disturbance. But it soon escalates to horror; a man 
  them by John Selby when he retains them 
  has been murdered, and his ghost walks! 
  to investigate. 
  The actual culprit in the local labor troubles is the ghost of Joe Wesley, an 
  M~~ of Liberty 
  IWW union organizer. While snooping around the site one night, Joe was killed 
  This map, on p. 32, is for the GM's 
  reference. It is very unlikely that a city 
  by Jerry Goad, a company guard. Joe now haunts the site as a spectral agitator. 
  of this rmeh delail wouldbe available 
  The investigators must unearth the true nature of the disturbance and appease 
  for a 
  Kansas 
  in the 192Os or 
  or exorcise the spirit. Though not without risks, this adventure is intended to be 
  '30s. Thelocals know whereeverything is, 
  tongue-in-cheek. The quirks of the NPCs and the humorous situations should be 
  and there aren'tenough visitors to make it 
  worth anyone's time to create a map. If the 
  played up for all they're worth. The players should feel sympathy for the 
  players want their own map, they should 
  earnest, clever ghost, even as they fight him. 
  be required to draw it themselves. (Of 
  course, if the players and GM find this 
  boring, the GM can hand them a copy of 
  Character Creation 
   hi^ map.) 
  The adventures are suitable for four to six 100-point characters, but ex- 
  perienced characters will also find them challenging and fun. A variety of char- 
  acter types and skills will be useful. At least one member of the party should be 
  a detective or occultist. In order to preserve the mystery aspects of the adven- 
  ture, players should create characters from outside the Liberty area. Characters 
  with Area Knowledge of Liberty or local influence will unbalance the adventure. 
  7he Dire Dreamer is a dangerous scenario; PCs need combat skills, par- 
  ticularly firearms skills, to complete it successfully. Demolition skill will also 
  come in handy, Other useful skills are Climbing, Criminology, Detect Lies, 
  Diplomacy; Driving (Auto), Fast-Talk, First Aid, French, Lackpicking, Occul- 
  tism, Research, Shadowing, Stealth, Streetwise and Tracking. 
  7he k
  n
  t
   Works, on the other hand, is not physically dangerous unless the 
  PCs initiate violence. Social skills will be far more important than combat . . . 
  but let the players learn that for themselves. 
  Now, welcome to the wheat fields of Kansas! But be careful where you go 
  after dark . . . 
  - 3 -  
  htroduetion 
  
  THE DIRE 
  The Missing Heir: 
  Tom Heskith 
  Age 19, wavy black hair, brown eyes; 
  S'lO", 155 Ibs. 
  ST 10, DX 12, IQ 10, HT 11. 
  Basic Speed 5.75; Move 5. 
  Dodge 5. 
  Advantage: Wealthy. 
  Disadvantage: Weak Will -2. 
  Skills: Baseball-15; Carousing-11; 
  Driving (Auto)-1 3; Guns; (Rifle)- 12. 
  Language: English- 10. 
  Weapons: Baseball bat (ld+3 crush- 
  ing), .22 rifle (ld+2 crushing). 
  The missing heir is in serious trouble. 
  Unless rescued fairly soon he will be 
  sacrificed by his fianck, Lucinda Appley. 
  If the investigators save him, Tom will 
  (after a few day's rest) be ready and able to 
  assist them in any further adventuring 
  needed to complete the investigation. His 
  feelings toward his fian& will have un- 
  dergone a dramatic alteration. 
  Tom is a nice kid, a good athlete, with 
  an easygoing nature. Hopefully, he will be 
  more careful who he gives his heart to in 
  future. 
  If rescued, Tom tells the adventurers 
  about his kidnapping at the Old Cemetery, 
  and that Lucinda visits Cedar Ridge on a 
  regular schedule. 
  DREAMER 
  A Desperate Appeal 
  The character most prominent in occultism or detection receives the follow- 
  ing telegram: 
  1 0 : O O  AM 
  LIBERTY, KANSAS 
  MAY 18, 1 9 2 7  
  FRIDAY 
  YOU MUST SAVE MY SON STOP I KNOW YOU ARE GOOD 
  PEOPLE AND CANNOT REFUSE THE CALL O F  A S P I R I T  
  I N  P E R I L  STOP NO REWARD I S  TOO GREAT I F  YOU CAN 
  HELP STOP PLEASE HURRY STOP 
  SIGNED 
  MRS J E S S E  HESKITH 
  Before the investigators can puzzle out the intent of this communication, 
  another arrives: 
  ( EASTERN UNION ) 
  10:04 AM 
  LIBERTY, KANSAS 
  MAY 18, 1 9 2 7  
  FRIDAY 
  S P I R I T S  BUNKUM STOP J U S T  KEEP MY MRS HAPPY 
  STOP RETAINER FOLLOWS STOP ADVISE ARRIVAL TIME 
  STOP 
  J E S S E  HESKITH 
  This second telegram is accompanied by a bank draft for $200. 
  Any character who succeeds in an IQ roll or makes a Research roll recalls a 
  recent headline and can find a front-page article of two days previous, as shown 
  in the sidebar. Thus, Heskith's story appears to be perfectly true. 
  Still, before departing for Liberty or accepting the commission, the party 
  may want more information about Heskith. This information could be dis- 
  covered in a newspaper morgue, a large public library, or anywhere else that the 
  GM rules is reasonable. 
  The Dire Dreamer 
  - 4 -  
  
  A successful Research roll reveals that Jesse Heskith was a wildcat oilman 
  who struck it rich. He is now the president of one of the nation's largest inde- 
  pendent oil companies. Heskith is not a joiner or politically active. His wife 
  belongs to various spiritualist and theosophical groups. 
  The investigators should telegraph Heskith with their response. If the group 
  accepts his offer, Heskith sends train tickets by wire for the entire party. This 
  brings them to the town within three days from most points in the United States. 
  If the group has access to a plane or airship, Wilson's Aerodrome near 
  Liberty can accommodate them and will store planes in a hangar for $20 a week. 
  Arrival in Liberty 
  The heroes are met at the Santa Fe station (location 34) or Wilson's Aero- 
  drome (location 1) by Heskith's chauffeured limousine. 
  Joe, the black chauffeur, is inclined to talk. On a reaction roll of Neutral or 
  better, he keeps up a running commentary about the town as they drive to the 
  mansion (see pp. 25-31 for details of the town; the map is on p. 32). 
  Joe points out the mix of old and new buildings, including a new five-story 
  office block, the tallest building for 100 miles. There are several elaborate, 
  though small, motion picture palaces, and two rival vaudeville theaters. 
  Fashionable new emporia rub shoulders with old-fashioned general stores and 
  neighborhood markets. 
  He is optimistic about the town's future. He will specifically mention the big 
  new Selby cement works being built outside of town. 
  As the car passes some of the many big, new houses, Joe comments that, 
  "Since the oil boom, seems like everybody's livin' in a mansion, exceptin' the 
  Southsiders." If asked, he explains that Liberty's poor live south of the railroad 
  tracks, and adds ". . . the farther south the poorer." 
  Joseph Johnson 
  Joe Johnson has ST 10, DX 13, IQ 10, HT 10. Age 36, brown eyes, dark 
  skin, short black hair; 5'11", 
  177 lbs. Absolute Direction; High Pain 
  Threshold; Social Stigma (Black); Sense of Duty (to Heskiths). 
  Quirks: Very talkative; Likes loud ties; Teetotaler. 
  Skills: Area Knowledge (Liberty)-13; Brawling-15; Climbing-14; Driving 
  (Auto)-16; First Aid-12; Guns (Pistol)-15; Mechanic-1 I. 
  Language: English- 10. 
  Weapon: .38 revolver (2d-1 crushing). 
  Joe Johnson is Jesse Heskith's chauffeur, valet, bodyguard and friend. Joe 
  has worked for Mr. Heskith for 16 years, starting as his aide in the oilfields. Joe 
  is devoted to the Heskiths and is a trusted confidant; the investigators' behavior 
  toward Joe will have a great effect on the way Heskith treats them. If Joe were 
  to recommend that Heskith fire them, that is what would happen, immediately. 
  Joe is fond of Tom and has been worried about his taking up with the wild 
  Lucinda. He doesn't care for Lucinda, but can't explain why. 
  Intelligent and talkative, he makes friends quickly. If the adventurers treat 
  him well, he can be of great help with his knowledge of the area and his skills . 
  . . not to mention h's combat ability. If Joe is alienated, he will do nothing that 
  might harm any oft Heskiths, but he will not risk himself to help the adven- 
  turers themselves! k, 
  The GM should use Joe as a "mouthpiece." He will stay with the PCs 
  through much of the adventure, and can be used to give them any information 
  that they need and can't immediately find out for themselves. 
  - 5 -  
  fie Dire Dreamer 
  
  The Heskith Mansion 
  Jesse Heskith 
  Male, age 45, grizzled brown hair and 
  moustache, brown eyes, 5'10". 160 lbs. 
  ST 10, DX 10, IQ 11, HT 10. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantage: Very Wealthy. 
  Disadvantage: Honesty. 
  Skills; Geology (Oil Prospecting)-1 4; 
  Merchant (Oil Business)-16; Engineer 
  (M king)- 1 3. 
  Language: English- 1 1. 
  Jesse Heskith was one of the wildcat oil 
  men who struck it rich in the oil boom sev- 
  eral years ago. He has turned his one-man 
  business into a major national corporation. 
  Through it all, he has maintained a reputa- 
  tion for tough but fair dealing that makes 
  him one of Liberty's most respected cit- 
  izens. 
  Faye-Ellen Heskith 
  Age 42, black hair with silver streaks, 
  blue eyes; 5'4", 115 lbs. 
  ST 9, DX 10, IQ 10, HT 11. 
  Basic Speed, 5.25; Move 5. 
  Dodge 5. 
  Advantages: Attractive; Voice; Very 
  Wealthy. 
  Disadvantage: Delusion (Believes her- 
  self to be a spiritual adept). 
  Skills: Occultism-10; Savoir Faire-1 1 ; 
  Singing-12. 
  Language: English-10. 
  Faye-Ellen Baker was a banker's 
  daughter. Her father helped fmance young 
  Jesse Heskith, and the couple were 
  betrothed before Jesse's first big strike. 
  The marriage caused raised eyebrows, for 
  she was the town's leading debutante and 
  he a rough and ready prospector. It was a 
  love match, and they are still devoted to 
  each other and their only child. 
  Faye-Ellen became involved in spiri- 
  tualism years ago and believes implicitly in 
  her non-existent sensitivity. She is friendly 
  with Madame Robu, the fortune teller (lo- 
  cation 41). and may suggest that the party 
  seek Madame Robu's help. 
  Soon the limousine sweeps up the long tree-lined drive of the Heskith estate 
  (location 2). Immaculately kept, the 20-room Heskith mansion is an expensive 
  but tasteless hodgepodge of neo-Georgian and Victorian, with Art Nouveau 
  touches. 
  On their arrival, a butler ushers the investigators into a plush parlor where 
  they are met by Mrs. Heskith. She is almost hysterical, babbling of psychic 
  vibrations and evil auras. Her gist is that her son has been spirited away by 
  malign supernatural forces. She wants the characters to exorcise these spirits and 
  rescue her son. 
  Moments later, Mr. Heskith arrives from outside. His expensive western- 
  style clothes are splashed with mud, indicating that he has recently returned from 
  searching for his son. After seeing his wife into the care of a maid, he greets the 
  adventurers. 
  "Howdy, folks. Name's Jesse Heskith. I don't believe in spooks nor spirits. 
  I sent for you because my Missus is going crazy with worry over Tom. I hope 
  bringin' you in like she asked will keep her occupied while the sheriff and I keep 
  lookin' for him. 1'11 give $20 a day each just to do that. If you do find my boy, 
  I'll give you a $500 reward. And if somebody's hurt or kidnapped him, I want 
  'em brought in. You do that and I'll double that reward. What do you say?" 
  If the party accepts this proposal (for a modern-day scenario, multiply the 
  dollar amounts by ten), Heskith gives them the basic facts below and directs 
  them to the sheriff for details. 
  The morning of May 15, Tom did not come down to breakfast. He some- 
  times left early or rose late, so no one was alarmed by his absence. Later, it was 
  discovered that his bed had not been slept in and his car was not in the garage. 
  When he had not returned by dinner time, the family started to make inquiries. 
  Heskith also provides a note of introduction which gives the group a +2 
  reaction bonus when dealing with law-abiding locals. In order to help the iinves- 
  tigators find their way around town, he offers them the use of his limousine and 
  chauffeur. Of course, this lets him keep a discreet eye on them! 
  Pacing the Adventure 
  This is the point at which the investigation actually begins. The heroes are 
  trying to rescue Tom Heskith, but the adventure has a second goal: the defeat of 
  Lucinda and the Dreamer. It is possible that the investigators might rescue Tom 
  without uncovering the existence of the Dreamer. In that case, the GM must 
  arrange a new plot device to keep the investigation alive, such as having a PC or 
  friendly NPC fall under the Dreamer's control. 
  Much of the early part of the adventure should run like a mystery story, with 
  the emphasis on gathering information and interviewing suspects and witnesses. 
  As the investigators travel about town, the GM should check the various site 
  descriptions in Chapter 3 and give them appropriate information (and appro- 
  priate fisticuffs or gunplay). 
  Eventually, the PCs will realize that Lucinda is evil; at that point, there are 
  several ways they might find the location of her "secret" cave - the lair of the 
  Dreamer. To conclude the scenario, confrontation with the villains and monsters 
  is necessary. The heroes will almost certainly need NPC assistance. Even so, 
  they will be better off using stealth and avoiding direct combat as much as 
  possible. The villains fear exposure as much as attack, and use their subtler 
  powers of misdirection and influence to confuse the investigation. 
  Battling the Dire Dreamer is especially dangerous - without strong 
  weapons, NPC aid and (especially) the Goat Mask, the party is likely to be 
  destroyed. 
  i%e Dire Dreamer 
  - 6 -  
  
  \ 
  Clues 
  Two places where the adventurers may want to commence their investiga- 
  She~ff 
  Don Barr 
  tions are the sheriffs office and the local newspaper office. 
  Age 50, ruddy complexion, balding, 
  pale blue eyes; 6'2", 250 lbs. 
  ST 12, DX 8, IQ 11, HT 10. 
  Visiting the Sheriff 
  Basic Speed 4.5; Move 4. 
  Dodge 4. 
  The sheriffs office is in the County Courthouse (location 21). Sheriff Don 
  Advantages: Legal Enforcement 
  Barr has his offices on the top floor, next to the county jail. Barr js in his office 
  Powers; Toughness DR 2. 
  on a roll of 1 on one die, or an appointment can be made a halfday in advance. 
  Disadvantages: DUQ (to Law); Fat. 
  Skills: Area Knowledge (Liberty and 
  A deputy will always be on duty and will not allow access to the files without the 
  environs)-l4; Brawling-12; Gw 
  sheriffs consent. Barr only gives his consent if the characters can prove their 
  13, (12-gauge shotgun)-8; ~racking-13. 
  connection with Jesse Heskith. 
  Language: English-10. 
  Weapons: .44 revolver (2d crushing); 
  Either the sheriff or his deputies can add the following to what the PCs 
  12-gauge show 
  (M cmhing). 
  know: Among the last people to see Tom were his fiancee, Lucinda Appley; Paul 
  Matson, the maitre d' at the Chez Andre Restaurant where Tom and his fiancee 
  Sheriff Barr does not like outsiders in- 
  fringing on his jurisdiction, but he will 
  lunched; and Jimmy Parsons, Lucinda's former boyfriend. The sheriff or his 
  coop,te 
  as a favor to his friend Heski*. 
  deputies can supply the following addresses: Lucinda Appley - Coronado 
  Apartments (location 23); Paul Matson - Chez Andre Restaurant (location 20); 
  Jimmy Parsons - Broadview Hotel (location 19). 
  Bill Johnson 
  The items below are only found by searching the sheriffs files. After each 
  Age 59, pinched, drawn appearance, 
  hour of file-checking, a PC may attempt a Research or Criminology roll. A 
  white hair, blue eyes; 5'8", 136 lbs. 
  ST8,DX 10,IQll,HT9. 
  successful roll yields one of the following, chosen randomly (no repeats): 
  Advantage: Eidetic Memory. 
  1. Several arrest reports, dated up to six months ago, naming Tom Heskith 
  Disadvantage: Nearsighted. 
  Quirks: Dislikes strangers; Hates being 
  and Lucinda Appley on various charges including reckless driving, disturbing 
  intemplPd at work. 
  a 
  the peace, and being picked up in a speakeasy raid at the Cavern (location 44). 
  Skills: Administration-1 1; Calligraphy- 
  The charges were all dropped or disposed of with a nominal fine, and the culprits 
  12; ~esearch-16. 
  released into the custody of their parents. 
  Language: English-1 3. 
  2. Warrants for the arrest of Bobby Lee Compton and Johnny Ray Compton 
  Bill Johnson has worked at the Daily 
  on charges of assault, moonshining and evading arrest. On a hunch, the sheriff 
  se~rtirlel for longer than he cares to remem- 
  has added to the report that he wants to question them in connection with the 
  ber. He considers the morgue his own per- 
  sonal domain and dislikes other people 
  Heskith case. Wanted posters for the Comptons are clearly visible on the walls. 
  entering it. Blessed with an eidetic 
  3. Six cases over the last 13 months of cattle reported missing and later found 
  Ory,  ill never forgets a face or a fact, but 
  dead and curiously mutilated along country roads south of Liberty. With a 
  does not consider it to be his role in life to 
  successful Occultism roll, the researcher notices that each cow went missing at 
  Out people with deficient memories. 
  the time of a pagan festival. 
  After studying the files, allow each researcher a Research-2 or Criminology- 
  2 roll to realize that Liberty's Southside has a crime rate far above the national 
  Jimmy Parsons 
  average. It also has a large number of suicides. Many of the violent crimes and 
  Age 19, blond hair, green eyes; 5'10", 
  suicides are of a particularly bloody nature, involving virtual evisceration of the 
  160 lbs. 
  victims. And the number of missing-persons reports is unusually high. 
  ST 10, DX 11, IQ 10, HT 12. 
  Basic Speed 5.75; Move 5. 
  Dodge 5. 
  The Liberty Lkdy Sentinel 
  Disadvantages: Bad Temper; Odious 
  Personal Habit (Always Speaks in Slang). 
  Newspaper reports at the Libem Daily Sentinel (location 15) reveal nothing 
  Skills: ~aseball-14; Driving (Auto)-12; 
  the investigators have not already discovered about the disappearance. If the 
  Guns (Shotgun)-12; Riding (Horse)-12. 
  characters are on the lookout for unusual stories, they must first deal with Bill 
  Language: ~nglish-10. 
  Weapons: Baseball bat (ld+3 crush- 
  Johnson, the crusty old file clerk. Bill only grants access to the files on a reaction 
  ing); 20-gauge shotgun (3d 
  roll of Good or better, made at a -3 penalty. For every $10 of bribe money 
  offered, the group gains a + 1 bonus on the roll. 
  Jimmy Parsons is in love with Tom's 
  After each hour of file-checking, a PC may attempt a Research+l or 
  ~
  ~
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  ~
  ~
  $
  ~
  ~
  ~
  ;
  l
  b
  ,
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  ~~~~~ 
  Criminology roll. A successful roll yields one of the following, chosen randomly 
  cdt for her to handle. Jimmy did not ap- 
  (no repeats): 
  prove of Lucinda's interest in magic and 
  1. Reports on the cattle mutilations. This is the same information as in the 
  t h i i S  that 
  Kernper's classes On 
  primitive religions and ceremonial magic 
  police files. 
  turned her mind. Lucinda dropped him for 
  Tom after Jimmy voiced his disapproval. 
  - 7 -  
  m e  Dire Dreamer 
  
  Lucinda Appley 
  Age 19, bobbed blonde hair, hazel 
  eyes; 5'5". 122 lbs. 
  ST 10, DX 10, IQ 14, HT 9. 
  Basic Speed 4.75; Move 4. 
  Advantages: Beautiful; Magery 2; 
  Voice; Wealthy. 
  Disadvantage: Fanaticism (Personal 
  Destiny). 
  Skills: Acting-17; Driving (Auto)-1 1 ; 
  Guns (Pistol)-12; History-14; Occultism- 
  17; Savoir-Faire-18; Sex Appeal-14; 
  Stealth-11; Streetwise-14. 
  Spells: Ceremony to Destroy Barrier of 
  Bernardus-16; Deathtouch-16; Simple ll- 
  lusion-14; Summon Altar Guardian-13. 
  Weapons: .22 automatic (Id+ 1 cr.). 
  Lucinda is driven by a terrible hunger 
  for power and sensation. Jaded by her con- 
  trol over her peers, she sought new ave- 
  nues to power through occultism. Con- 
  tacted by the Dire Dreamer, Lucinda 
  quickly learned more magic from it and 
  now seeks to free it. She believes that she 
  will be able to learn enough to control the 
  Dreamer itself. In point of fact, her will has 
  been sapped by repeated uses of the Goat 
  Mask (p. 10). and she is now completely in 
  thrall to the Dreamer. 
  Lucinda was completely amoral even 
  before she became the creature of the 
  Dreamer. As soon as Tom threatened to 
  expose her activities, she decided to get rid 
  of him. He has been kept alive only be- 
  cause she plans to use him as the sacrifice 
  in the Ceremony to Destroy the Barrier of 
  Bernardus. 
  Lucinda is friends with the owners of 
  the Cavern, a speakeasy south of town 
  (location 44), and conveniently near the 
  center of the Dreamer's power. Cavern co- 
  owner "Bull" Cassidy is another of her 
  conquests. He is allowing her to keep Tom 
  in the cave below the speakeasy. 
  i%e Dire Dreamer 
  2. A Sunday supplement story about the "Goat God," a local legend of a 
  goat-headed creature that roams the Cedar Ridge area south of town. The legend 
  dates from the origins of the town and are put down to moonshiners and super- 
  stition. Parallels are drawn to the Osage Indian stories of evil spirits in the area. 
  3. A four-year old editorial entitled "Clean Up Southside." The sheriff and 
  city fathers are called on to do something about the shocking conditions of crime 
  and poverty on the south side of town. Many reasons are cited for the conditions. 
  However, it is noted that the area has always had a bad reputation. 
  After studying the news files, allow each researcher a Research-2 or 
  Criminology-2 roll, exactly as described above for the sheriffs office, to realize 
  that the Southside is a very crime-ridden area. 
  Suspects 
  Jimmy Parsons 
  Jimmy Parsons is an old beau of Lucinda's. She dropped him more than a 
  year ago to start going with Tom. Jimmy is known to have been jealous of Tom 
  ever since. On the afternoon of Tom's disappearance, several people saw Jimmy 
  and Tom arguing on the college campus. No one heard what was said, but all 
  agree that Jimmy pushed Tom twice and punched him in the jaw before leaving. 
  The sheriff has questioned Jimmy closely, but Jimmy claims that he doesn't 
  know what happened to Tom, and that he was alone in his apartment on the night 
  of Tom's disappearance. He insists that he and Tom did not fight that day; it was 
  just a disagreement over sports. No one can corroborate any part of his story. 
  Jimmy lives alone in a suite in the Broadview Hotel (location 19). His 
  parents died two years ago and Jimmy is supported by their estate. 
  If his rooms are visited, several framed photos of Lucinda are evident. 
  Anyone making a Vision-1 roll notices a group portrait of the college baseball 
  team. One of the figures in the photograph has been burned out with a cigarette: 
  Tom Heskith. There is nothing else incriminating in the apartment. 
  Lucinda Appley 
  Lucinda is the only child of Liberty's most respected lawyer. Her father is, 
  in fact, the Heskith family lawyer. Lucinda was a spoiled child who grew up with 
  a warped hunger for power. She had a reputation for being wild, but her natural 
  talents for acting and lying kept her out of real trouble. Indeed, most people still 
  regard her affectionately. She is too subtle to attack most people directly, and her 
  blackmail always makes her victims become fellow conspirators. 
  As a young teen, she became the leader of the local "flaming youth" (as wild 
  teenagers were then called). Soon, however, her craving for power and sensation 
  led her into occultism. She learned what she could from Professor Kemper, then 
  began studying on her own. Her nights in Southside speakeasies brought her into 
  contact with the mind of the Dire Dreamer. She became the tool it had long 
  sought - a person with the intelligence, Magical Aptitude and will to break the 
  magical barrier that sealed it in its cavern den. 
  Lucinda formed some of her more perverse friends into a coven. She 
  dropped Jimmy Parsons, who refused to go along, and took up with the more 
  pliable Tom. She soon had her little coven involved in activities with which she 
  could blackmail them, such as rustling cattle for sacrifices. Lucinda keeps them 
  bound to her will by her blackmail threats and their awe of her magical powers. 
  Lucinda lives in a five-room luxury flat in the Coronado Apartments (loca- 
  tion 23). The doorman will announce visitors before allowing them up to her 
  apartment. Lucinda never rises before noon. Her housekeeper comes in early 
  and leaves by 1 p.m. Lucinda makes social calls or shops in the afternoon. Her 
  
  nights are spent at the Cavern speakeasy (location 44), presiding over the coven, 
  or in communion with the Dreamer. She is never home before 3 a.m. 
  If the adventurers want to search her flat, they can try to sneak up the fire 
  escape, or use Acting or Fast-Talk to bluff their way through the service 
  entrance. 
  The apartment is guarded by a fierce dog, a purebred Alsatian (ST 10, DX 
  11, IQ 5, HT 1319, Speed 8, Dodge 6, damage ld-2 cutting), which attacks all 
  intruders. The dog may be quieted with a Animal Handling roll made at -5. 
  Lucinda's grimoires are kept in a locked steamer trunk in her bedroom 
  closet. Each of these two books weighs fifteen pounds; between them they 
  contain all of the spells Lucinda has learned. She keeps the key to the trunk on 
  her at all times. 
  If interviewed, Lucinda shows every evidence of grief and worry over 
  Tom's vanishing. Her Acting skill makes it difficult to Detect Lies when ques- 
  tioning her. She maintains that Tom was in good spirits when they lunched. If 
  confronted with the majtre d's statement (see p. 28), she passes the argument off 
  Professor Kemper 
  as a lovers' tiff. 
  Age 29, skinny, square, serious face, 
  square eyeglasses, lank sandy hair, brown 
  eyes; 5'10", 110 lbs. 
  City College of Liberty 
  ST 9, DX 10, IQ 14, HT 8. 
  Basic Speed 4.5; Move 4. 
  City College (location 4) has a competent but unremarkable faculty. Un- 
  Dodge 4. 
  remarkable that is, save for one man, Professor Kemper (see sidebar, p. 9). The 
  Advantage: Alertness +2. 
  Disadvantages: Arachnophobia; Skin- 
  college is proud of Professor Kemper's presence; any character inquiring about 
  ny. 
  local folklore or Indian artifacts is directed to the Professor. 
  Quirks: Nervous tic at corners of 
  Professor Kemper's office is on the first floor of the History and Philosophy 
  mouth; Keeps an unlit pipe in his mouth. 
  Skills: Archaeology-18, Climbing-12; 
  building. His tiny cubicle is full of Indian artifacts, stacks of books, and papers. 
  Fkst  id-14; ~istory-14; ~nife-12. 
  Kemper is in his office the first time the investigators visit him. He disclaims any 
  Languages: English-14; French- 15; 
  acquaintance with Tom or Jimmy, but recalls Lucinda as an excellent student, 
  German-15. 
  Weapons: Large knife (ld-3 cutting, 
  until she dropped out. If asked, he says that she took his classes on primitive 
  ld-2 impding). 
  religions and ceremonial magic. If asked about his work in the Adirondacks or 
  on the "Goat God," he is furtive and refuses to speak. The first subject is very 
  Paul Kemper was the wuruierki~td of 
  American archaeology, a full professor at 
  traumatic to him; the second is one about which he plans to publish and regain 
  by the time he was 24. 
  his reputation. In either case, his manner is very suspicious. 
  Then in 1922, Kemper led an expedition to 
  In order to gain Kemper's aid, the characters need to convince him that there 
  examine suspected pre-columbian sites in 
  the Adirondack Mountains. There, Kem- 
  is a connection between his work and Tom's disappearance. (Should they fail to 
  pr fouod proof of cenain meofies. Unfor- 
  enlist his help, the town library can be a source of the same information, but it 
  tunately, the proof cost him his expedition. 
  will be much harder to get.) 
  Two-thirds of his party mysteriously died; 
  Kemper's files contain many stories about the "Goat God." Some tales 
  ~~~~~~~,",";
  claim the man-like figure gibbered; one story says it spoke French. The figure is 
  had found. 
  sometimes spotted trotting through the woods, and some witnesses claim it 
  The exhausted and heartbroken Kem- 
  attacked them with a dagger. All stories are officially discounted as folly or 
  Per 
  cleared 
  but 
  was forced to resign from Harvard. He fell 
  hoaxes. 
  into obscurity, but continued his re- 
  A copy of Kemper's Adirondacks monograph is also here. In it, Kemper puts 
  searches while living off his savings. 
  forth hisclaims that many pre-~olombian~cultures 
  were linked by a belief in 
  Two years ago,- Kemper applied and 
  was accepted for a teaching post at City 
  powerful supernatural forces from "outside time." The paper goes on to claim 
  College, Libern. The 
  had faded 
  the actual existence of these beings. With a successful Research roll, another 
  the administration liked getting a bar- 
  copy of this monograph can be found in the college library. 
  gain (Kemper had offered to accept a 
  The last important evidence in Kemper's possession is a transcript from the 
  reduced 
  Kemper was not desperate for a job. 
  journal of a French clergyman of old Louisiana. Translating this document 
  Actually, he had tracked the mysterious 
  requires a French language roll and a full day's study, due to the archaic forms 
  Jean of Blois story to the Liberty area. He 
  used. Kemper speaks fluent French, so he has no translation on hand. If his 
  hopes to 
  sufficient evidence to prope1 
  himself back into the academic spotlight 
  reaction to the party is Good or better, he will read it aloud to them. Otherwise, 
  to Harvard. Kernper is unaware 
  if he is cooperating at all, he will suggest that the city librarian might be per- 
  of the activities of the witches. He has only 
  suaded to translate for them, and that he would permit her to read the journal as 
  been to the site of Blois' camp once, during 
  long as it does not leave his office. 
  the day. 
  -9- 
  7he Dire Dreamer 
  
  The God Mask 
  This powerful magical device was 
  created by the wizard Jean of Blois before 
  he became the Dire Dreamer. It is now in 
  the possession of Lucinda, who received it 
  from its creator. She keeps it in a large 
  hatbox, locked in the trunk of her car. 
  The device is the skin of a goat's head 
  stretched on a light framework. The eyes 
  have been replaced with crystalline lenses 
  and the horns wrapped in gold foil. It has 
  three powers. 
  1. When worn, the goat mouth seems to 
  move with the words of the wearer. This 
  uncanny sight requires viewers to make a 
  Fright Check at + 1. 
  2. The wearer can see through the crys- 
  tal eyes and detect illusions automatically. 
  3. The mask provides a reservoir of ten 
  Strength points which may be used by the 
  wearer for casting spells. Once used, these 
  Strength points can only be restored by 
  bathing the mask in the blood of a freshly 
  killed mammal that weighed at least 100 
  pounds. 
  An unfortunate side effect is that 
  anyone donning the mask must engage in a 
  Contest of Will with the Dire Dreamer (IQ 
  16). If the person fails the contest, the Dire 
  Dreamer will always be aware of the char- 
  acter's presence within a half-mile radius 
  of the Dreamer. In addition, for each 
  failure in such a contest, the character has 
  a cumulative -2 penalty on resisting spells 
  cast by the Dreamer. 
  me Dire Dreamer 
  Extract from the Journal of Father Montclair 
  17 October, 1731. A young man, Paul Blanchard, came to me today with a 
  story so horrible that I at first believed him to be mad. He told me of traveling 
  far to the west and north with his brother to trap for pelts. There they found a 
  settlement of our countrymen beyond any previously known. He said that these 
  settlers were witches, following an insane wizard called Father Jean. The young 
  man's tale of his adventures and his miraculous escape was so fearful I could not 
  believe it until he showed me his terrible proof. We buried his brother's 
  decapitated head secretly. It did not stop moaning until the sacrament had been 
  done thrice. I shall send to the bishop for aid. May God have mercy on us all. 
  23 January, 1732. The exorcist, Father Leval, has arrived. He plans to outfit 
  an expedition and set out for that viper's nest as soon as the weather permits. 
  Paul Blanchard will lead the expedition. May God go with them. 
  8 July, 1732. I had given up hope, but Father Leval was brought in today, 
  carried on a litter by some Indians. He was raving with brain fever. He rests 
  now, but I fear he will not long survive. 
  10 July, 1732. Father Leval woke this afternoon and desired me to hear his 
  story. I will put down his words as nearly as I can recall them: 
  "The journey to the witch's camp went well. Young Paul, eager for venge- 
  ance, pushed the men hard. After a long journey, we arrived at the settlement 
  Paul had described. A collection of rude cabins inhabited by a degenerate-seem- 
  ing rabble lay before us. Their leader was a tall, powerful old man with a deep, 
  booming voice. 
  "At first they welcomed us, but soon one recognized Paul and raised the 
  alarm. The old man produced a goat's head mask from beneath his clothes and 
  placed the hideous item upon his head. As his people fell on us, the mask spoke, 
  filling us with dread. Fortunately, our own men held firm and soon we had 
  defeated the ill-armed rabble. Even though I was sure I had seen their leader fall 
  in the melee, his body did not lie amongst the slain. 
  "One of our men was badly gashed by a scythe. We tended him and prayed 
  for his recovery. He grew feverish and began moaning, striking out at unseen 
  enemies and cringing in terror from invisible foes. 
  "During the night, strange chanting was heard from the nearby hills. None 
  of us dared venture into the night, fearing what rough beast or demon we might 
  enounter in darkness. Before dawn, hideous screams were heard from the same 
  quarter, and a great flock of black birds took wing with a sound like thunder. 
  "The next day I went through the papers and books taken from one of the 
  cabins. They were horrible blasphemous things. I dare not even hint at their 
  contents. I burned them and all that we found with them, save one. Amongst the 
  papers was a scroll written by a holy man, a monk named Bernardus. I felt drawn 
  to study the charm thereon. I prayed that I should never have need of it. Alas, 
  how vain, all such earthly hopes. 
  "As I kept watch that night, several of the men began to moan and cry out in 
  their sleep. Fear gripped me as three of them started up as if struck mad and 
  attacked their comrades with their belt knives. Three of those still sleeping were 
  killed before I could rouse the camp. Two of the madmen were slain and the third 
  raved and struggled so violently that we had to tie him. We kept watch and 
  prayed throughout the remainder of the night. 
  "At dawn we set out to find the vile goat-headed wizard, knowing that the 
  sudden madness must be a curse of his sending. We finally found a cave in the 
  hills that showed the tracks of the escaping witches. In it, we found what had 
  become of the old wizard and his people. So horrible, the madness . . . how 
  could anyone choose such a course? Earthly immortality, but such a price. 
  Horrible, horrible!" 
  
  Father Leva1 grew so frantic here that I tried to quiet him. He began to rave 
  again of charnel horrors that turned my blood cold. He mentioned the charm of 
  the monk Bernardus with praise, and wept at the fate of his companions. Then 
  he expired. I can only guess at what truly happened and how he managed to 
  Dream Probes 
  A unique power of the Dire Dreamer is 
  escape to where the friendly Indians found him. May he rest in peace and may 
  the Dream 
  This power enables the 
  the horrors he fought never again trouble the world. 
  Dreamer to contact the subconscious 
  minds of Dersons within a half-mile radius 
  Clipped to this manuscript is a note card with a hand-written inscription: 
  of it.   or h e  subconscious mind to be vul- 
  nerable, the subject must be asleep or un- 
  "The accused warlock and murderer Jean of Blois . . . escaped from his cell 
  conscious.  he Dreamer does not need a 
  with the aid of his followers . . . he was never apprehended . . . It was rumored 
  specific target for these probes. They sim- 
  - - 
  that he had sailed to the New World." 
  - 7he Devil Cult in Europe by Josias Dunwood. 
  ply contact at random any mind within 
  range. However, any person known to the 
  Dreamer by previous probe contact, or 
  direct communication, can be probed again 
  Southside 
  Southside is described in the section on Liberty (see p. 28). It is a dangerous 
  place to investigate, but its speakeasies hold keys to the puzzle. 
  Information available in Southside includes the fact that Lucinda is not just 
  a member but the leader of the local "flaming youth" set. It can also be learned 
  that while Lucinda has kept a low profile lately, she still frequents the Cavern 
  speakeasy (location 44). 
  Red Herrings 
  Not everything in Liberty is related to Tom's disappearance. Two lines of 
  investigation which will ultimately prove fruitless: 
  The Moonshiners 
  The sheriff suspects that the moonshining Compton boys (see sidebar, p. 12) 
  are involved in Tom Heskith's disappearance. Actually, that's one of the few 
  crimes that they are not guilty of. The Comptons are in the hills southwest of 
  Liberty; this is common knowledge in the Southside. If the investigators try to 
  track them down, they must make rolls against Tracking and either Tactics-1 or 
  Criminology-2 to locate them. Only one attempt may be made per day. 
  at the Dreamer's will if they are within 
  range. 
  This is essentially a special kind of 
  Mind-Search spell (See p. M26). Any- 
  thing that would shield against Mind 
  Search would shield against a Dream 
  hobe. 
  The subject of a Dream Probe must 
  engage in a Contest of Wills with the 
  Dreamer. A very good or holy person 
  would be at +2 or better to resist. If the 
  target wins, the probe has no effect, and 
  resists against further probe efforts at a + 1 
  (this is cumulative). 
  If the Dreamer wins, it can read the 
  victim's mind, down to his innermost 
  thoughts. Meanwhile, the victim is sub- 
  jected to nightmarish images from the 
  Dreamer's own subconscious. These im- 
  ages include scenes of magical rituals, 
  1700s France and frontier settlements. 
  Through these landscapes strides a tall, 
  gaunt old man with the burning eyes of a 
  fanatic. The dream ends with the dreamer 
  being eviscerated alive, enduring hideous 
  agony but never dying. The dreamer 
  awakens feeling hatred for life and a thirst 
  However, the Comptons are alert for snoopers and deal with them ruthless- 
  for destruction. 
  The effects of these probes on the pop- 
  ly. A careless approach to the Comptons will be very dangerous, and should be 
  ulace of 
  in Libem has bm felt 
  played as a potentially fatal encounter. 
  through the years: depression, suicide and 
  If faced with overwhelming force, the boys try to escape over the back roads 
  murder. Even those not probed are sub- 
  in their Model T. If captured, they will reveal no connection to Lucinda; in fact, 
  jected 
  the 
  of 
  who are. 
  A PC may be the target of a Dream 
  they don't care for her at all. They are honest, God-fearing gangsters, and will 
  if he sleeps in southside, or else- 
  spit and cross themselves at mention of her name. 
  where within the area of the power. A roll 
  of 1 or 2 on one die indicates that a random 
  hero in the area is the target of a probe. To 
  The Archaeological Site 
  gauge the effects of a successfd probe, roll 
  ., 
  Kemper has spent many weekends along the banks of the Gray River search- 
  on Ge Fndght check Table (P. ~ 9 4 )  
  with a 
  + 10 modifier. Treat any physical effect as 
  ing for the site of Jean of Blois' encampment. He succeeded only a week ago in 
  no effect; the character suffers a disturbed 
  finding some fragments of a musket and some buttons that fit the period. After 
  niht's sleep, but is unaware of any of the 
  making the discoveries, he reburied his test pits . The site can only otherwise be 
  dream's details. Any Quirk, Phobia or 
  Delusion result is applied as normal. The 
  found by walking along the banks and making a Vision-4 or Archaeology-2 roll. 
  character remembers the dream and is at 
  Anyone finding the site will also spot Kemper's diggings. The thoroughness 
  to resist the Dreamer's spells in the fume; 
  with which he covered them is a clue that a professional was at work! 
  this effect is also cumulative, so someone 
  However, the dig has nothing to do with the missing heir, nor will the site 
  ~
  h
  &
  h
  ~
  ~
  ~
  ~
  ~
  ,
  "
  ~
  ~
  ever reveal anything which might help to deal with the Dire Dreamer. If the 
  the fume. 
  investigators link Kemper with the site, he will be secretive and defensive; he is 
  not ready to publish, and may even suspect the investigators of being in the pay 
  of an evil cult or a rival academic! 
  The Dire Dreamer 
  
  Lucinda Reacts 
  At some point during the investigation, Lucinda will begin to feel 
  threatened. This may be early or late, depending on how the PCs approach her 
  and her friends. But when she feels that the investigators present a danger, she 
  Members of the Coven 
  will strike ruthlessly. 
  The coven members are all teen-agers 
  from well-off families. They are: 
  Jerry Beecher 
  Jack Horseman 
  Milly Bender 
  Ted Morse 
  Bill Carter 
  Cindy Pouncil 
  Zena Davidson 
  Betty Jane Starker 
  The coven meets once a week near 
  Cedar Ridge to conduct ceremonies. The 
  members of the coven are all dissipated 
  and cynical. They are all afraid of Lucin- 
  da. If interviewed at home or captured, 
  they lie, shift blame, deny knowledge, or 
  use their parents' social positions, as ap- 
  propriate. It takes Interrogation or Fast- 
  Talk rolls at -4 to make them divulge what 
  they know of Lucinda's activities. None of 
  them are consciously aware of the Dire 
  Dreamer's existence, though all have vis- 
  ited its cavern. 
  The GM can assign statistics to the 
  coven members as desired or simply as- 
  sume them all to be average. AU have 
  Driving (Auto)-12. 
  Jerry Beecher will have his .22 rifle at 
  a meeting (Rifle-12, ld+2 crushing). The 
  rest will arm themselves with improvised 
  clubs (swing + 1 crushing) or broken bot- 
  tles (swing -3 cutting). 
  The Old Cemetery 
  Joe Johnson, the chauffeur, and Professor Kemper will both mention the 
  legend that an abandoned cemetery on the Gray River's east bank is haunted. If 
  one walks thirteen times around a certain preacher's grave there, the man's ghost 
  will rise and speak with you - or attack you. 
  The story is just a legend, but the graveyard is a sinister place. This was 
  where Lucinda often met Tom; it is where she arranged to have him kidnapped 
  by a Guardian of the Altar. The beast subdued Tom and hid the car in the river. 
  The sheriffs riverdragging team finds the car three days after the party arrives 
  in town, if the party has not already located it. 
  If the PCs make a successful Tracking roll in the graveyard, they find the 
  tracks of Tom's car leading into the river, and those of what appear to be several 
  men walking on their hands (the tracks of the Guardian). 
  However, Lucinda will learn that the PCs are planning to visit the grave- 
  yard. If she did not already feel threatened, this will worry her! She sets an 
  ambush here, summoning a Guardian and stationing it in the woods. It will rush 
  out and attack when the PCs seem vulnerable. Coven members are also there to 
  act as reserves if needed and to clean up after the battle. If things go at all against 
  them, the coven members run for their two cars, hidden 60 yards away at the far 
  end of the graveyard. 
  Other Attacks 
  Lucinda won't give up after one attempt. If the investigators stop going into 
  The Compton Boys 
  dangerous places of their own free will, Lucinda will use her Southside connec- 
  Bobby Lee Compton 
  tions to make sure they hear a rumor that will set them up for an attack. 
  Male, age 25, brown hair, brown eyes; 
  6'0", 170 lbs. 
  The details will vary, depending on the situation, but possibilities include: 
  ST 13, DX 10, IQ 8, HT 10. 
  A mundane ambush on the streets of Southside, probably at night, by thugs 
  Basic Speed 5; Move 5. 
  in Lucinda's ~ a v .  
  Dodge 5. 
  An attack' by an Altar Guardian (p. 13). This will either be in the forest, or 
  Advantage: Toughness DR 2. 
  Disadvantages: Berserk; Illiterate. 
  at night; Lucinda will not use a Guardian where anyone might see it and live to 
  Skills: Brawling-14; Driving (Auto)- 
  tell the tale. 
  11; Guns (Rifle)-13; Professional Skill 
  An encounter with the Compton boys. Lucinda can locate the Comptons 
  (Moonshiing)-10; Stealth-10. 
  Weapon: .30 rifle (5d crushing). 
  through her underworld connections, and send the PCs where they will cross 
  paths with the moonshiners. Her lures might be a phony ghost story, or false 
  Johnny Ray Compton 
  recollections of Tom using the designated place as a spot to "get away from it 
  age 28* sandy 
  brown eyes; 
  all." She will make sure the Comptons hear that private investigators are look- 
  5'9". 150 lbs. 
  ST 10, DX 12, IQ 11, HT 9. 
  ing for them! Lucinda loves the idea that her underworld rivals might do her 
  Advantage: Alertness + 2. 
  killing for her. 
  Disadvantage: Bully. 
  Skills: Driving (Auto)-1 2; Knife-15; 
  Knife Throwing-15; Professional Skill 
  The Cavern 
  (Moonshining)- 14; Stealth-1 2. 
  Weapon: Large knife (thrust ld-2 im- 
  Eventually, the PCs should realize that the Cavern speakeasy holds an im- 
  paling, swing ld-2 cutting). 
  portant secret. In fact, Tom Heskith is being held in the cave behind the Cavern 
  speakeasy (see p. 30 for details of the Cavern's layout and staff). To rescue Tom, 
  the adventurers must find a way into the back of the Cavern, an area off-limits to 
  normal visitors. During business hours, the investigators can sneak past the 
  owners and other clients in groups of one or two, stage some sort of diversion, 
  or organize a full-scale raid. 
  m e  Dire Dreamer 
  - 12- 
  
  Beyond the portion of the cave used for customers is a red curtain that 
  conceals a locked wooden door (Lucinda has the key). Behind the door is a dark, 
  unused cavern. The heroes must bring their own light or use candles from the 
  tables. The floors here are slippery and uneven. The rearmost chamber contains 
  Guardian of the Alfar 
  a fissure, next to which a rope ladder descends 20' to the cave below. 
  This evil creature has a bloated, taran- 
  tula-like body. Its eight limbs resemble 
  muscular human arms with clawed hands. 
  The Altar Cave 
  The head is also humanoid, but with a 
  fanged mouth and huge faceted eyes. 
  This cave has fantastic crystals growing from the ceiling which refract light 
  Seeing a Guardian for the first time calls 
  into weird patterns. In the center of the chamber is a calcified altar stone on 
  for a Fright Check at -4. Seeing one unex- 
  which lies the bound and gagged but otherwise unharmed form of Tom Heskith. 
  g z t y  at any time 
  for a Fright 
  Touching the altar or removing Tom from it causes a dull gonging sound to 
  ST 25, DX 12, IQ 5, HT 15/20. 
  commence. After five seconds, the Guardian of the Altar appears. It emerges 
  Move 7. 
  from extradimensional space above the altar. If the adventurers have a chance 
  Dodge 6. 
  The monster's chitinous exoskeleton 
  to study the altar, they are barely able to discern the ancient carvings on it. These 
  gives it PD 
  DR 
  reliefs include a goat-headed humanoid figure before whom a spider-like 
  Advantages: Acute Hearing +4; 
  monster (an Altar Guardian) bows. Those familiar with Kemper's monograph 
  Peripheral Vision. 
  Disadvantage: Light Sensitivity (see 
  recognize the altar as a relic of a prehistoric demon cult. The GM can create his 
  below). 
  own cult for this role, use one already established in his campaign, or just leave 
  Special Abilities: The Guardian has 
  it as a hazy menace. 
  natural infravision that permits it to locate 
  The Dreamer chose this part of the Gray River valley as his headquarters 
  ~,";',l''''~~lll~~~~~~~ 
  :gpz heat 
  because the presence of the altar makes the surrounding half-mile-radius area a 
  With its many clawed hands, the Guar- 
  place of normal mana. If the altar is destroyed, the area's mana level is reduced 
  dian is extremely agile. It can cling to and 
  to low. Anyone attempting to destroy the altar (DR 8, HP 180) must do so 
  ~y","~~i~'~t 
  afford 
  quickly or face another Guardian's attack in five seconds. See the sidebars for 
  silk-producing spinnerets on the end of 
  more information about the altar and the Guardians. 
  the creature's abdomen can be used to en- 
  Once rescued, Tom (see sidebar, p. 4) will be willing to help. He will 
  tangle opponents. The Guardian 
  at-. 
  tempt this attack once every five seconds. 
  confirm that Lucinda is heavily involved with magic, and is serving some evil 
  To fire, it must oum 
  back on the target. 
  power. He also knows when and where the coven meets. Having rescued Tom, 
  ~ t s  
  range is 10 yards; its skill with this at- 
  the investigators should be motivated, either by indignation or Mr. Heskithis 
  tack is 12. The only defense is Dodge. An 
  reward, to deal with those who kidnapped him . . . 
  entangled creature cannot take any physi- 
  cal action except to try and break free. 
  Breaking the strands calls for a Contest of 
  Witch Hunt 
  Strength against the silk's ST of 25. Only 
  one attempt may be made per minute. The 
  The dirt road that leads past the Cavern continues south past Cedar Ridge. A 
  strands may be cut or burned through in 
  screen of dry brush hides the clearing where coven members conceal their cars 
  ld-3 seconds. 
  The Guardian does not like bright light 
  during meetings. The clearing can only be spotted from the road by a Vision-3 
  and in anything stronger than candlelight is 
  roll. If Tom was rescued with force and publicity, the coven will of course never 
  at -3 on all attacks. 
  The Guardian will not attack anyone 
  return here again; they have other, similar sites that Tom doesn't know about. 
  the Goat Mask. 
  Possible clues to such sites (e.g., maps) could be found by a search of the home 
  of Lucinda or any of her coven. 
  The Guardian dwells in an extra-dimen- 
  A small footpath (Tracking-2 to find) leads from the clearing along the south tztt 
  ~
  ~
  d
  ~
  c
  ~
  base of the ridge. The path leads to another clearing roughly 20 yards across. In 
  cd,. 
  It is summoned 
  by any 
  the center of the clearing is a small ring of stones used as a hearth by the coven. 
  handling of such an altar without the 
  A daytime investigation here will yield nothing of occult significance, and only 
  Proper ritual. 
  a Tracking-6 roll would find any unusual prints. 
  The altar makes the summoning rela- 
  tively easy (see p. 15). The summoning 
  only costs half the amount of Fatigue nor- 
  However, if the investigators arrive here during a coven meeting, the scene 
  mal for such a creature. and the creature 
  will be automatically bound to serve the 
  is quite lively. The witches arrive between 9:30 and 10 p.m., don their robes and 
  for a number of hours egual to 
  mill about, drinking and talking. At 10 p.m., Lucinda, wearing scarlet robes, 
  half the su-oner*s 
  IQ. 
  ~f the summoning 
  arrives. She begins the ceremonies which take their revolting course until about 
  fails, the Guardian attacks the caster unless 
  11 :30. Then the final hair-raising chant begins. Lucinda steps out of the firelight 
  they have the 
  Mask On. 
  momentarily and returns wearing the Goat Mask to lead the final excesses of the 
  ritual. At midnight, the grand finale occurs. Lucinda casts a Simple Illusion of a 
  Guardian of the Altar, which capers about the fire at her direction. She then 
  dispels the illusion and the meeting breaks up. (Anyone spying on the meeting 
  - 13- 
  i%e Dire Dreamer 
  
  The Dlre Beamer 
  The Dreamer appears as a hugely 
  bloated mass of human entrails and organs 
  surmounted by a mumdied human head. 
  A sickly sweet odor of corruption sur- 
  rounds it. Eight feet across, it weighs 500 
  lbs. Seeing the Dreamer for the first time 
  would call for a Fright Check at -5. 
  ST 35, DX 12, IQ 16, HT 12/20. 
  Basic Speed 6; Move 6. 
  Dodge 6. 
  Advantage: Magery 2. 
  Languages: French-16; Latin-15. 
  Spells: Ceremony to Destroy Barrier of 
  Bernardus-19; Control Person-17; Simple 
  Illusion-2 1 ; Perfect illusion-20; Illusion 
  Disguise-18; Summon Guardian of the 
  Altar-20; Create A Dire Dreamer-17. 
  Special Abilities: The Dreamer will 
  mostly rely on its spells in combat. If 
  forced into closer engagement, or when 
  feeding, it uses its physical attacks. 
  On opponents up to four yards distant, 
  it can squirt acid from its viscera for ld-3 
  damage, with a skill of 15. A critical hit 
  blinds the target for 3d turns. 
  An adversary up to one yard away can 
  be attacked by the coils of its entrails. A hit 
  has a Steal Health effect similar to that of a 
  vampire (p. H42). The entangled target, 
  however, loses 1 HT for every four com- 
  bat turns in the Dreamer's coils. This 
  stolen HT may be converted immediately 
  to restore its lost HT or to increase its ST. 
  For every 3 HT points drained, the 
  Dreamer can raise its ST by 1. It can Steal 
  Health from an entangled individual 
  without concentrating. The trapped char- 
  acter can only attempt to break free in a 
  Contest of Strength. The Dreamer can en- 
  gulf one human-sized figure at a time. 
  It will drain HT from a victim until he 
  dies. Afterward, the Dreamer will eat the 
  bodies of its victims, ripping with its teeth 
  and sucking with distended lips and 
  tongue. Anyone who chances to see this 
  must make a Fright Check at -6. 
  m e  Dire Dreamer 
  must make an appropriate Fright Check when the illusion appears.) Most of the 
  coven returns to the Cavern speakeasy for a post-midnight drink. 
  The GM can use this scene as given or alter it as desired. If the heroes have 
  investigated faithfully but have been unable to find or rescue Tom in a reasonable 
  period, the GM could let them stumble across the coven during the Ceremony to 
  Break the Barrier of Bernardus and have Tom present to be sacrificed. 
  If the characters disturb the ritual (probably by screaming or attacking), the 
  witches seek them out and attack. Lucinda uses her spells or her automatic pistol, 
  as appropriate. If the adventurers wound a couple of witches or otherwise gain 
  the upper hand, the coven members break and run for their cars. 
  The Place of Dreams 
  This is the lair of the Dire Dreamer itself, the most sacred site of the coven. 
  Lucinda is the only one who knows where it is. Actually, the whole coven has 
  been there, under the influence of the Dreamer, but the others do not remember 
  their visits . . . and perhaps this is merciful. 
  The heroes' invasion of this site will climax the adventure. They may find it 
  by following a fleeing witch after breaking up a coven meeting. Or, if the 
  Dreamer feels it can deal with them easily, they may be given hints or even direct 
  instructions by a witch or another mind-controlled slave of the Dreamer! 
  On the north side of Cedar Ridge is a small cave mouth, partly screened by 
  the thick growth of cedars. Spotting the cave requires a Vision-:! roll; finding 
  Lucinda's tracks requires a Tracking-2 roll. Here is the source of the evil rot at 
  the core of the Southside. 
  The dark interior of the cave drips with water. Any light glistens on the 
  limestone columns and gypsum flowers. There are several dead-end passages. If 
  the Dreamer fears the strength of the party, it uses illusions to mask the correct 
  passage and to lure invaders into pits (most of them are 3 yards deep, for 3d-9 
  damage) concealed by illusions. It may also use illusions to confuse and frighten 
  the party. 
  In most circumstances, the Dreamer wants to lure the adventurers to its lair 
  and feed on them. Any characters that have been touched by a Dream Probe, or 
  who have used the Goat Mask, become the targets of its Mind Control spells. 
  Coming around the last bend before the Dreamer's lair, a very faint shim- 
  mering light can be discerned. This comes from the Barrier of Bernardus. Pass- 
  ing through the Barrier, one enters a large, roughly diamond-shaped chamber. 
  The mottled stone of the cave is marked here and there with crudely painted 
  cabalistic signs. Some of the stalagmites are adorned with human skulls. In odd 
  corners are arrangements of bones, old coins, plus assorted odds and ends. Most 
  are relics of the struggle between the Dreamer and Father Leval. Some of these 
  items would help clear up missing persons cases in the Sheriffs files. The 
  antique coins are worth up to $400 to a collector. 
  The Dreamer uses Illusion Disguise to appear as something or someone 
  harmless, a stalagmite or victim, until it can attack with surprise. If any of the 
  characters acquires a Major Delusion from failed Fright Checks here, that 
  Delusion will be "the Dreamer is great and good." Treat them as having been 
  permanently charmed (like a vampire's agent). Such a person is spared by the 
  Dreamer for future use. It is possible that the adventure will end here, with a 
  couple of investigators enslaved by the monster, and the rest eaten! 
  Should Good triumph and the Dreamer be destroyed, its mummified head 
  will explode in a gob of foulness. The rest of its body will remain in a stinking 
  charnel-heap, looking like the viscera of several butchered humans, and autho- 
  rities are likely to think that is what it is. 
  
  Consequences 
  The Liberty authorities will, grudgingly, believe that some young people 
  were playing at witchcraft. They will not believe in monsters, or that the 
  youngsters were responsible for the bones and butchery in the cavern. They will 
  blame it on Southside perverts and derelicts . . . The Daily Sentinel report will 
  take this line, even if some of the reporters know better. After all, murders are 
  just as sensational as monsters. 
  Professor Kemper will be eternally grateful for any information he gets 
  about the Dreamer, the altar, or the Guardians. He will believe, though he will 
  caution the investigators not to tell the story too widely, for several reasons. 
  Lucinda will thank the investigators tearfully for rescuing her from the 
  monster's thrall. Then she will vanish into the bosom of her family, not to be 
  seen in public for months. She has not reformed in the least, but she has learned 
  caution. If the investigators did not take the Goat Mask by force, she still has it, 
  well hidden, and will use it again someday. 
  The Heskiths are of course overjoyed, and all promised rewards are paid in 
  full. 
  Awarding Character Points 
  Rescuing Tom is worth two points. Defeating or bringing Lucinda to justice, 
  another two points. Destroying the Dire Dreamer, three points. Points should 
  also be awarded for good roleplaying at the end of each session. This is par- 
  ticularly important if the players are the type who enjoy talking to NPCs and 
  rooting around Liberty for clues. 
  In a "pure" roleplaying session, three or even four points can be awarded, 
  but reduce this in a session in which they achieve one of the above objectives. 
  Five points should be the maximum awarded to any character in a single session. 
  New Spells 
  Some spells used in this adventure are not listed in GURPS Horror or the 
  GURPS &sic Set, Third Edition. Information needed to play them is given 
  here. 
  Create A Dire Dreamer 
  Special 
  The less said about this, the better. No one in the adventure will cast it, and 
  it is very unlikely that the PCs will have a need for it. If the GM wants something 
  this nasty in his campaign, he should determine the costs and components for it. 
  Summon Guardian of the Altar 
  Specid 
  This spell can only be cast on a suitable altar. These are found in ancient 
  mystical sites: caverns beneath the sea, hidden caverns, lost valleys and similar 
  obscure places. The altar makes the spell easier to cast than a normal Summoning 
  (seep. H24) - half normal energy cost, and the creature automatically obeys the 
  caster. Failure in the casting results in the Guardian attacking the caster. Re- 
  quires sacrifice of a warm-blooded animal weighing at least 100 pounds. 
  Duration: Hours equal to half the caster's IQ 
  Base Cost: 25 to cast 
  Zime to Gzst: 30 minutes 
  Jean of Blois 
  The Dire Dreamer was once a French 
  wizard called Jean of Blois. Sought by the 
  law for various violent and depraved 
  crimes, he escaped to the New World with 
  his coven where, according to his arcane 
  researches, a place of mystical power ex- 
  isted. 
  Jean of Blois took his coven into the 
  wilderness and founded a tiny settlement in 
  the valley of the Gray River. There he 
  communed with ancient powers and 
  learned a spell that would transform him 
  into a near-immortal monster. A pair of 
  unfortunate trappers fell into his hands. 
  One became an experiment, testing part of 
  the transformation; the other escaped and 
  brought the wrath of the Church and his 
  fellow countrymen down on the witches. 
  Mortally wounded in the initial skir- 
  mish, Jean was brought by his followers to 
  a cave. There they performed the agoniz- 
  ing ceremony to transform him into the 
  Dire Dreamer. As the ceremony reached 
  its climax, Blois devoured his own fol- 
  lowers. 
  The newly born Dire Dreamer used its 
  power to drive some of its persecutors 
  mad. When the rest found its lair the next 
  day, it slew and devoured most of them. A 
  priestJexorcist with the attackers had pre- 
  viously taken a scroll of power from the 
  wizard's own arsenal. The priest must 
  have had untapped magical power, for he 
  successfully invoked the Bamer of Bernar- 
  dus, sealing the Dreamer in the cave. The 
  effort destroyed the priest's health; he died 
  shortly after reaching safety in the west. 
  Although physically trapped, the Dire 
  Dreamer was able to use its Dream Probe 
  power to search for a human tool to free it 
  from its prison. After centuries of destroy- 
  ing weak and ineffectual minds, the 
  Dreamer made contact with Lucinda Ap- 
  Simple Illusion 
  Area 
  This creates an insubstantial image that can have no physical effect on the 
  real world. An illusion may be a single object or a whole scene. It affects no 
  senses except vision. Any intelligent creature can dispel it by "disbelieving" - 
  - 15- 
  R e  Dire Dreamer 
  
  concentrating for a turn and making a successful IQ roll. The touch of any 
  intelligent creature, or any attack, or any spell except Control Illusion, will also 
  dispel it. Other things just go through it. It may move beyond its starting area, 
  or change shape and size up to its maximum, but the caster must concentrate to 
  do this. 
  Duration: 1 minute. 
  Always Leave Them Hanging 
  Base Cost: 1 to cast; half that to maintain. 
  If the GM is running a true-to-the-genre 
  clifmanger campaign, he will not want to 
  Perfect fllusion 
  Area 
  let this adventure end peacefully . . . 
  Either of the following scenes can be 
  used for a "cliffhanging" transition be- 
  tween m e  Dire Dreamer and the next ad- 
  venture, 7he Cement Works. 
  On The Road Again 
  As the PCs are leaving Liberty, their 
  car (or taxi) will be sideswiped as they 
  cross a bridge. The attacking car will 
  speed down the road, going much too fast 
  for the players to catch. With a little luck, 
  the PC operating the car will miss his Driv- 
  ing roll, leaving the car teetering on the 
  edge of the bridge - a perfect place for the 
  GM to say "Okay, that's it for now!" 
  - 
  As for Simple Illusion, but affects all senses except touch. It cannot be 
  dispelled except by Dispel Magic or Dispel Illusion. It has DR 0, HT 1. If it is 
  broken, the damage heals as soon as the damaging object is removed. 
  Duration: 1 minute. 
  Base Cost: 3 to cast; half that to maintain. 
  Illusion Disguise 
  Regular 
  This is a spell thrown over and around a living being to disguise it. The 
  caster must first create the illusion (using either of the above two spells). The 
  Illusion Disguise will then superimpose the illusion over the subject, so it covers 
  him and moves with him. The better the spell used, the better and more per- 
  manent the disguise; a Perfect Illusion disguise will even fool the sense of touch. 
  Concentration is required to maintain the disguise. The Illusion Disguise counts 
  Hit And Run 
  as only a single spell "on." 
  As the PCs check out of their hotel, a 
  police car screeches to a stop in front of 
  Duration: Until the illusion ends. 
  them. They are vushed against a wall and 
  Base Cost: 3. 
  roughly fisked.*~f they cad been friendly 
  with a particular policeman, or if they had 
  control 
  person 
  met the Sheriff, he is not part of the group 
  Regular; Resisted by IQ 
  roughing them up; these officers are all 
  This lets the caster use all the victim's senses and control all of the victim's 
  strangers. The officers are verbally abu- 
  physical actions (he has no access to subject's memories, skills, spells, etc.). The 
  sivebutwill not answer questions; they go 
  subject retains his memory and wits and is aware of what is happening - though 
  through the PCs' luggage right there on the 
  sidewalk. 
  not of the caster's identity. The caster can only "animate" one body at a time, 
  If any of the PCs are foolish enough to 
  and must concentrate to control the body. While concentrating, his own body 
  resist acfively, they will be knocked to the 
  falls limp. The caster can move between the bodies freely while the spell lasts! 
  sidewalk and surrounded by drawn service 
  revolvers. 
  Duration: 1 minute. 
  At this point, the GM tells the PCs that 
  Cost: 6 to cast; 3 to maintain. 
  the game is on hold until next time . . . 
  Zme to cast: 10 seconds. 
  
  THE CEMENT 
  WORKS 
  2 
  Beginning the Adventure 
  The Industrial Workers 
  If the campaign is being run in "cliffhanger" style, the Dire Dreamer adven- 
  of the World 
  ture ended with the PCs in trouble . . . either being run off the road, or being 
  The Industrial Workers of the World, 
  shaken down by some very unfriendly policemen. Either way, it proves to be a 
  or IWW, was founded in 1905 in Chicago. 
  case of mistaken identity. Liberty is having union troubles . . . and the PCs, 
  It 
  a mion with syndicalist goals. The 
  syndicalist idea was to organize all work- 
  being tough-looking strangers in town, were mistaken for union organizers! 
  ,,,, 
  ,,,, the world into, as they said, 
  Ironically, the officers who rousted them (or the plainclothes team who ran them 
  "One Big Union." The syndicalist aim 
  off the road) were supposed to escort them to the Kean Hotel to meet the wealthy 
  Was to use strikes7 culminating in a world- 
  wide general strike, to bring the capitalist 
  John Selby, who wanted to ask for their help. (A secretary will lose his job over 
  nations of the world to their knees. They 
  this confusion!) 
  would then place all means of production 
  Even without a question of mistaken identity, anyone who participated in the 
  and all political power into the hands of the 
  Dire Dreamer affair can be drawn into this investigation by Jesse Heskith, on 
  workers. 
  The IWW, 
  or "Wobblies" (the origins 
  behalf of his friend, Fred Halsey. Detectives, government agents, or policemen 
  he nickname ,, obscu,; 
  it my refer 
  may be summoned by the rich, influential John Selby. Arrangements are made 
  to the constant shifts in policy of the IWW 
  for the investigators to meet John Selby and Fred Halsey in Selby's rooms at the 
  leadership)* had a 
  but ulti- 
  mately inconclusive history. They won 
  Kean Hotel (location 18). After initial introductions have been made, the inves- 
  my 
  individual strikes, but could never 
  tigators are shown the following clipping from the Liberty Daily Sentinel: 
  achieve the sweeping successes they 
  needed. They developed many of the strike 
  procedures and propaganda techniques 
  that have become part of the standard ar- 
  senal of modem labor unions. They had 
  unprecedented success in organizing 
  migrant workers, lumbermen, blacks and 
  immigrants. Yet their membership never 
  grew to match the strength of Samuel 
  Gomper's American Federation of Labor 
  Workers walked off the con- 
  before the gates. Although the 
  (AFL). 
  struction site of the new Selby 
  mob had the appearance of a 
  Part of their problem was that the Wob- 
  Concrete Company factory north- 
  strike, none would discuss their 
  blies were constantly tom by internal fac- 
  east of Liberty, today at 10:30 a.m. 
  grievances. 
  tion fights. Also, their very effectiveness at 
  The stoppage occurred after an 
  Spokesmen for Selby Concrete 
  publicity made them a bigger target for 
  accident with a steam shovel slight- 
  Co. and Halsey General Contract- 
  anti-anarchist and anti-Bolshevik senti- 
  ly injured three men. 
  ing deny rumors of unsafe condi- 
  ment than other socialist organizations. 
  Work had stopped yesterday 
  tions at the site. Mr. Selby is 
  The killing blow to the IWW was 
  afternoon following a brawl which 
  quoted as saying, "This situation is 
  probably World War I. General IWW pol- 
  broke out in one of the unfiiished 
  obviously the work of Bolshevik 
  icy had always opposed war as a tool of the 
  buildings. In both cases, after the 
  agitators." No further comment 
  capitalists. The anarchist faction of the 
  initial disturbance, workers 
  was available. 
  Wobblies openly advocated sabotage 
  downed their tools and assembled 
  against industry. These two factors led to 
  at the front gates to demand a 
  mob and vigilante violence against the 
  meeting with their employer, Mr. 
  Wobblies. Eventually almost the entire 
  Fred Halsey, a local contractor. 
  MIRACLE RF 
  IWW leadership was tried and imprisoned 
  for treason. 
  Yesterday's disturbance was 
  Although briefly bolstered by this ex- 
  broken up by the foreman and 
  perience, it was then that the IWW began 
  company guards. However, today, 
  to disintegrate. Though they pointed to 
  their martyrs with pride, and appealed to 
  many people's imaginations, their in- 
  fluence waned and disappeared. 
  At the time of this adventure, however, 
  colds and influenzas 
  they are still active . . . and more than a 
  little fanatical. 
  - 17- 
  The Cement Works 
  
  John Selby 
  Age 56, balding, brown eyes; 5'8", 
  145 lbs. 
  ST 8, DX 9, IQ 14, HT 9. 
  Basic Speed 4.5; Move 4. 
  Dodge 4. 
  Advantages: Status 4; Wealthy. 
  Disadvantages: Age; Delusion (sees 
  Bolshevik conspiracies everywhere); 
  Nearsighted. 
  Quirks: Forgets to wear glasses; Hates 
  intellectuals; Drinks only distilled water; 
  Collects china. 
  Skills: Accounting-14; Administration- 
  16; Hobby (China Collecting)-16; Mer- 
  chant-17; Politics-15. 
  Language: English- 14. 
  John Selby is the nation's leading 
  manufacturer of cement and is known as 
  the "Cement King." He is a self-made mil- 
  lionaire who struggled up from the lower 
  middle class to become a friend of presi- 
  dents. Outside of his business, his only in- 
  terests are politics and fine china. 
  Selby will only support the investi- 
  gators as long as his theories about Bolshe- 
  viks are treated with respect. He reacts to 
  academics and other "intellectuals" at a 
  -4. 
  Fred Halsey 
  Age 44, ruddy complexion, salt and 
  pepper hair, brown eyes; 5'10", 170 lbs. 
  ST 12, DX 11, IQ 10, HT 10. 
  Basic Speed 5.25; Move 5, 
  Dodge 5. 
  Advantages: Ambidextrous; Tough- 
  ness DR 1. 
  Disadvantages: Addiction (Smokes 
  cheap cigars); Hard of Hearing; Truthful- 
  ness. 
  Quirks: Denies being hard of hearing; 
  Hunting enthusiast; Always wears bowler 
  hat; Dislikes music; Cracks knuckles. 
  Skis: Carpentry-14; Driving (Auto)- 
  11 ; Professional Skill (Contracting)-14; 
  Guns (Rifle)-14. 
  Language: English-10. 
  Weapon: .30 rifle (5d crushing). 
  Fred Halsey inherited his father's small 
  contracting business and has become quite 
  well-to-do from it, due to the influx of oil 
  money into Liberty. 
  Halsey has had quite good relations 
  with his workers (some of whom he 
  worked alongside when learning the busi- 
  ness) until recently. He has grown away 
  from them as the business expanded, and 
  many immigrants (whom he doesn't quite 
  trust) are on the payroll. 
  Halsey is in awe of Selby and Selby's 
  political connections. He agrees with 
  everything Selby says. He trusts his long- 
  time foreman, Mike O'Roarke, implicitly. 
  Meeting the Bosses 
  The two bosses don't know what is actually happening at the site. John Selby 
  is certain that anarchists are sabotaging his new factory as a part of their general 
  campaign to wipe him out, and thus deprive American capitalism of its most 
  staunch defender. 
  Fred Halsey doesn't know what to think. He has never had trouble with his 
  employees before - yet to him, whatever Selby says is gospel. He is terrified of 
  disappointing the influential Selby. Selby takes the opportunity to lecture the 
  party on the evils of socialism and the value of hard work. Halsey alternately 
  blusters at the PCs and fawns on Selby. 
  Selby offers the investigators $25 a day each, plus expenses, to look into the 
  problem. If Selby is defeated in a Contest of Merchant Skills, the offer is 
  doubled. Selby offers a bonus of $1,000 if the investigators can bring in the 
  "Bolshevik ringleaders." He will also pay this bonus if the party exorcises the 
  ghost; providing he has been convinced that there is a ghost in the first place. 
  Selby wants this matter handled quickly and quietly to prevent the kind of 
  propaganda war that might shake up his stock on the market. Halsey suggests 
  that the investigators journey to the site and meet with "Big" Mike O'Roarke, 
  the foreman. 
  The construction site lies two and half miles to the northeast of Liberty. The 
  site was picked for its stability and nearness to several potential quarries. The 
  work crews are ferried to the site by trucks early in the morning and carted back 
  at dusk. 
  Arriving at the Site 
  The first day the investigators arrive at the site (whether they are undercover 
  or operating openly) they see a crowd of men at the front gate. Big Mike is 
  standing on a crate addressing them. "Come on, you horrible men. What are ye 
  waitin' for? Get in here and get to work if ye don't want to be docked for the 
  whole day!" 
  The men grumble and shuffle. Some call for Mr. Halsey, but the bristling 
  foreman thunders curses until, finally, the men file through the gate. 
  The party may now present themselves at the gate. Big Mike takes them to 
  the site office. Over cups of bad coffee and swigs from his hip flask, he tells them 
  of recent events. 
  me Cement Works 
  - 18- 
  
  Big Mike's Story 
  Big Mike affects a thick Irish brogue and interjects many a "faith and 
  begorra" into his story, but the gist of it is this: 
  While checking on the state of progress in one of the buildings, Mike heard 
  someone singing Solidarity Forever. He demanded to know who was singing, 
  but no reply was forthcoming, except for nervous laughter. When he threatened 
  to dock everyone's pay if the singer wasn't turned over, the laughter turned to 
  sullen silence. Suddenly a thrown hammer struck Big Mike in the shoulder. 
  "Well, I saw red," he continues. "I grabbed a crowbar and yelled for the 
  guards. Then, before ye could say Jack Robinson, the lights went out and 
  everybody got to hittin' everybody else." 
  When the lights came on (for no more reason than they went out), the guards 
  managed to restore order. Big Mike announced that all present would be docked 
  a day's pay for fighting. Some of the men began demanding to talk to Mr. 
  Halsey. Mike refused, and after making threats, got them back to work. 
  The next day started normally, but just after mid-morning the sound of 
  shouting, coming from where a foundation was being dug, attracted Mike's 
  attention. "Steamin' up out o' the pit like Beelzebub himself, come the shovel. 
  The bloody fool in the cab was headin' straight for the canteen." 
  When the driver did not respond to their shouts, the nervous guards opened 
  fire. The machine lurched to a stop and the driver tumbled out crying for mercy. 
  Big Mike thrashed the man and fired him, despite the driver's protest that the 
  controls had jammed. "I checked the controls meself and there wasn't a blessed 
  thing wrong with 'em." 
  This summary firing launched another demand from the men for a meeting 
  with Halsey. Again, Mike profanely refused, but this time the workers walked 
  off the job. 
  After finishing his story, Mike shows the investigators around the site. The 
  compound covers some 5,000 square yards, fenced in with barbed wire (Selby 
  keeps tight security). The enclosure has two gates: a large one for trucks in front, 
  and a smaller pedestrian gate on the north side. The smaller gate opens on a 
  footpath down to Moccasin Creek, from which water is drawn. 
  The individual areas are described below under "More Hauntings." 
  Questioning the Workers 
  If the investigators talk to the workmen at the site or in town, the following 
  rumors and items of information can be gleaned. Make a reaction roll for each 
  half-hour of talk. On a reaction of Good or better, one random story is heard (no 
  repeats). If the questioner is known or suspected to be a "company man" the 
  reaction roll is made with a -5 penalty. 
  1. The "little people" are causing mischief at the site, hiding tools, spoiling 
  mortar and so forth. This mere superstition. Big Mike does not believe this. 
  2. John Selby is the devil incarnate and has Fred Halsey in his grip. Halsey 
  was a good boss until Selby put "the whammy" on him. This is an exaggeration. 
  3. A pair of immigrant German bricklayers have whispered that the devil 
  tried to tempt them while they were working. They sang hymns and drove him 
  off. The tempter was actually Joe the ghost, giving a lecture on socialism. The 
  bricklayers were too frightened by the disembodied voice to listen to it. This is 
  what convinced Joe that actions might speak louder than words. 
  4. Jerry Goad, one of the guards, quit suddenly five days ago and has been 
  on a bender ever since. This is true. Goad is the guard who killed Joe. The night 
  after the shooting, he saw Joe's ghost and immediately ran out on his job. 
  5. Selby is blackmailing Halsey to get the factory built under cost. This is a 
  baseless rumor. 
  "Big" Mike O'Roarke 
  Age 36, freckled, red hair, green eyes; 
  5'11". 165 lbs. 
  ST 14, DX 10, IQ 10, HT 11. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantage: High Pain Threshold. 
  Disadvantages: Alcoholism; Bad 
  Temper; Odious Personal Habit (Swears 
  constantly). 
  Quirks: Chews tobacco; Affects Irish 
  brogue; Always wears green; Believes in 
  leprechauns; Sings Irish songs constantly. 
  Skills: Brawling-14; Carpentry-15; 
  Leadership-1 1 ; Professional Skill (Con- 
  struction Foreman)-14. 
  Language; English-10. 
  Big Mike is only part Irish. He tries 
  hard to live up to memories of his roister- 
  ing father. In addition to his Irish quirks 
  (which Joe will exploit, given the chance, 
  possibly appearing as a leprechaun). This 
  has led Mike to alcoholism and brawls. 
  Mike is hard-nosed and short-tem- 
  pered, but also inclined toward superstition 
  and sentimentality. He has worked for Mr. 
  Halsey for fifteen years and is loyal to h i .  
  The Guards: 
  Duke, Bud, Bill and Chuck 
  ST 11,DX9,IQ9,HT 11. 
  Basic Speed 5; Move 5. 
  Dodge 5; Parry (Nightstick) 5. 
  Advantages: Acute Vision + 1 ; Tough- 
  ness DR 1. 
  Skills: Nightstick-1 1 ; Guns (Revolver)- 
  12; Tracking-9. 
  Weapons: Nightstick (swing Id+ 1, 
  thrust ld-1); .38 revolver (2d-1 crushing). 
  The guards are surly and insolent to the 
  workmen, but polite to their bosses and 
  their bosses' friends. They don't know 
  much about what is going on because, so 
  far, Joe has ignored them. They're not 
  sure why Jerry suddenly walked out on the 
  job, but say "he seemed spooked." 
  The Cement Works 
  
  6. Halsey is using cheap materials and dangerous equipment to cut costs on 
  Joe Wesley - Ghost 
  the job. This is a false rumor, suggested by the steam shovel incident. The shovel 
  In mortal appearance - Tanned, brown 
  was, of course, manipulated by Joe's powers. 
  hair, gray eyes; 5'11', weight not ap- 
  plicable, but thin-looking. See p. 23. 
  ST 30, IQ 13, DX 12, HT 10. 
  Demon of Capitalism 
  Move: not applicable. 
  Skills: Bard-13; Diplomacy-14; Sing- 
  On the second day that the adventurers are at the site, a disturbance occurs. 
  ing-lo; ~hrowing-1 3. 
  The sound of shouting comes from the direction of the canteen. Big Mike rushes 
  Spells: ~pportation-15; ~arkness-13; 
  to investigate. Presumably, the PCs will head for the noise, too. 
  Light-12; Poltergeist-15; Voices-14 (see p. 
  By the time they arrive, a crowd has already formed. Shouldering through 
  M69). 
  the press, the adventurers see the cook, holding a pot lid as a shield, edging 
  ~ o e  
  Wesley was a California migrant 
  towards a huge coffee urn. Suddenly, a stream of steaming coffee rises from the 
  worker who joined the IWW in 1919. 
  urn's spigot, drenching the cook, who howls and flees. 
  Blacklisted up and down the West Coast, 
  he became a full-time organizer for the 
  Joe the ghost is using Apportation to squirt the coffee. Anyone approaching 
  Wobblies. 
  within ten feet of the urn is attacked. Anyone struck must make a HT-2 roll or 
  Joe was in Oklahoma when he heard of 
  spend Id-1 seconds distracted by the hot coffee, but it does no real harm. 
  the Selby factory's construction. He de- 
  cided to snoop around the site for propa- 
  Once the immediate area is cleared and the crowd is assembled, the ghost 
  ganda-worthy conditions and was shot 
  becomes visible. A glowing haze condenses into a translucent human figure. To 
  dead by Jerry Goad. 
  the amazement of all, the figure appears to be financier J.P. Morgan, but a 
  He return* as a ghostthe next night* 
  Morgan embellished with goat horns and a barbed tail. Seeing this fiscal 
  still determined to carry out his mission. In 
  the words of IWW martyr Joe Hill, 
  nightmare causes each onlooker to make a Fright Check at -1; those who fail will 
  waste time mourning, organize." His early 
  entertain the crowd with their reactions! 
  attempts at disembodied speech-making 
  The apparition proclaims, "Look on the face of evil." With that, its features 
  Only 
  his audience. Now he is 
  melt into the likeness of steel magnate Andrew Carnegie; it speaks again, "I am 
  experimenting with spreading dissent and 
  minor sabotage. 
  Legion, the legion of the capitalist conspiracy." Again the features shift, this 
  Joe will avoid harming workers at all 
  time to resemble millionaire John D. Rockefeller. It continues, "The conspiracy 
  times (that's why he abandoned the 
  of the bosses that makes slaves of you all." The figure then grows to fifteen feet 
  shovel). He will not try to kill anyone, 
  even the bosses, unless actually harmed by 
  in height; its face is a fanged caricature of John Selby . It roars, "Your wages are 
  them. His tactics are to confuse, frighten 
  the chains that bind you to me!" This transformation calls for another Fright 
  and humiliate. 
  Check, this time at -3. About half of the workmen are by now running out the 
  Joe the ghost will attempt to maintain 
  his "capitalist demon" ruse, unless the 
  front gate; the rest are transfixed with terror. Unless attacked magically, the 
  PCS show that they know better. He will 
  apparition vanishes with hideous laughter. 
  appear as a top-hatted "Scrooge" and 
  Joe caps off his performance by hurling pies at anyone who looks like a 
  cackle about gouging the poor. 
  Confronted with knowledge of his true 
  "boss." This includes Big Mike, the guards and possibly the PCs. He throws 
  identity, or even a good guess, Joe will 
  them hard, plates and all, for ld-4 crushing damage. There are six pies. If no 
  drop all pretense and begin to openly 
  effective attack has been made against him (and it's highly unlikely, at this point, 
  propagandize his Wobbly views. 
  that anyone can deal with him) Joe retires to observe the results of his little 
  Joe's Ghoscly Abilities 
  scene. 
  Ghosts are described on p. H40. Brief- 
  One result is that the remaining workers walk off the site. None of the 
  ly* Joe 
  be harmed by any physical 
  workmen are willing to return until they are assured that the haunting has ended. 
  force, and he cannot make a direct physical 
  snack. He can, however, use his magical 
  Some of them are muttering that "Jerry Goad knew something." They're right. 
  abilities to do physical harm. 
  See the sidebar on the next page. 
  He will be vulnerable to any magical 
  attack that does not have a physical effect. 
  G ~ O S ~ S  
  can also be exorcised (SCX p. 
  More Hauntings 
  H37), but Joe's atheistic beliefs and firm 
  commitment to his cause mean that any ex- 
  But, though the investigators may become interested in Jerry Goad, the 
  orcism attempt is at a -4 penalty. 
  ghost isn't looking for his killer! No . . . he wants to harass the bosses. And he 
  does. Over the next few days, he appears at least once a day. He is both prankish 
  Joe the Ghost in a Modern Campaign 
  Labor-management relations have be- 
  and terrifying. 
  come less colorful since the days of the 
  Guardhouse. Just inside the front gate, the guardhouse is an 8' x 8' shack 
  Wobblies. 
  the 1960s9 Selb~ could be 
  with a table and a small oil stove. Except when making their rounds, there are 
  a 
  and JoeCOuld 
  ld-3 (always at least one) guards here playing cards and cleaning their guns. 
  be a member of a radical antiwar group. In 
  the 1970s or afterwards, Selby could be 
  Visitors must check in at the guardhouse or use Stealth to sneak by. Joe may 
  involved in mi~ng 
  or chemicals, and Joe 
  appear invisibly in the guardhouse, switching cards or hiding them in pockets 
  could be a radical environmentalist. 
  and sleeves to make the guards fight among themselves. 
  fie Cement Works 
  - 20 - 
  
  Site Ofice. The site office is a one-room, 8' x 15' wooden shack. It houses 
  a desk, a table spread with blueprints, a file cabinet, an oil stove, and a small safe 
  containing $200 for petty cash. The foreman and his two assistants are here only 
  intermittently during the day. The files contain receipts, work records, pay lists, 
  and so on. Anyone who studies the work records for an evening, and succeeds in 
  J e w  Goad 
  a Research+2 or Administration roll, notices a slight discrepancy. A small brick 
  Age 31, blotchy complexion, sandy 
  hair, pale eyes; 6'. 180 lbs. 
  pillar, unfinished at the end of one day, is noted as being completed when work 
  ST 12, DX 10. IQ 8, HT 11. 
  began the next day. The records also state that Jerry Goad quit without notice. 
  Basic Speed 5.25; Move 5. 
  If Joe appears in the office, he tosses papers around, manipulates scissors to 
  Dodge 5; Parry (Nightstick) 7. 
  cut paper dolls and squirts ink from fountain pens at the investigators. If he is no 
  Advantage: Toughness DR 1. 
  Disadvantages: Bully, Gluttony. 
  longer pretending to be a capitalist demon, he scrawls revolutionary slogans on 
  skills: ~ightstick-14; 
  G U ~ S  (Revolver)- 
  everything in sight. These activities require a Fright Check from anyone not yet 
  14. 
  accustomed to ghosts. 
  Language: English3. 
  Weapons: Nightstick (swing ld+2, 
  Tool Shed. The tool shed is crammed full of extra tools, spare parts, and a 
  thrust ld-1); -44 revolver (2d 
  - 21 - 
  The Cement Works 
  
  Songs and Quotes 
  porn the Wobblies 
  The following is a brief collection of 
  material that may be used to add color to 
  Joe's speeches. The Wobblies were espe- 
  cially noted for their use of songs and 
  theatricals as propaganda tools. 
  Excerpts from & IWW Charter, 
  Preamble 
  The working c h s  and the employing 
  c h s  have nothing it1 common. There cart 
  be no peace so long as hunger and want 
  are found among milliorts of working 
  people, and the few who make up the 
  employing class, have all [he good things 
  of life. . . 
  . . . abolitiort of the wage system . . . 
  L is the historic missiort of the working 
  clms to do away with capitalism . . . 
  The army of production must be or- 
  gartized. . . 
  Solidarity Forever 
  Rabh Chapfit 
  (Tune: John Brown's Body) 
  It is we who plowed the prairies; 
  built the cities where they trade; 
  Dug the mines and built the workshops; 
  endless miles of railroad laid. 
  Now we stand outcast and starving 
  'mid the wonders we have made; 
  But the Union makes us strong. 
  (chorus) 
  Solidarity forever! 
  Solidarity forever! 
  Solidarity forever! 
  For the Union makes us strong. 
  The Preacher and the Slave 
  Joe Hill. IWWSongbook 
  (rune: Sweet 9, and By) 
  Long haired preachers come out every 
  night 
  Try to tell you what's wrong and what's 
  right; 
  But when asked, how 'bout something 
  to eat 
  They will answer with voices so sweet: 
  (chorus) 
  You will eat, by and by, 
  Ln that glorious land above the sky; 
  Work and pray, live on hay, 
  You'll get pie in the sky when you die. 
  It is worth noting that this song is 
  believed to be the origin of the phrase "pie 
  in the sky." 
  Other Special Effects 
  To add even more atmosphere to the 
  adventure, GMs with high scores in Music 
  or Scrounging can use actual tapes or 
  records of protest songs for background 
  music! 
  me Cement Works 
  Canteen Tent. The canteen is a small field kitchen that serves soup, 
  sandwiches, coffee and pie. Many of the men pay to eat here rather than bring 
  their own lunches. The 10' x 14' tent contains a large oil stove, a huge coffee 
  urn, and four stacks of food crates and sacks. The old Chinese cook who runs the 
  kitchen has no interest in politics and no useful information. A number of 
  benches are set up nearby. 
  Buildings Under Construction 
  Three buildings are under construction. Two will house the actual factory 
  facilities; the third, the administrative offices. A warehouse will be added later. 
  The remainder of the compound is just a muddy field crossed by plank 
  walkways. One area is set aside for parking autos and trucks; another to park the 
  steam shovel and other heavy equipment. 
  OBce Building. This is almost complete, structurally. The exterior walls are 
  up, and the roof and floors almost finished. Piles of building materials and tools 
  clutter the floor space. 
  If the adventurers are snooping here at night, Joe uses the spells Voices and 
  Light to lure them into a small office. He slams the door and wedges it shut with 
  a handy 4" x 4" beam. Working from the basement below, Joe begins sawing 
  the floor out from under the party. He accompanies this with a lecture on the 
  imminent fall of capitalism, the dumping of the bosses and the unsound footing 
  of the wage system. 
  
  Factory Building A. This is currently only a concrete-lined pit. Four brick 
  pillars to one side will support the factory furnaces when the place is finished. It 
  is in one of these that Joe's body is concealed. The inexpert work on the conceal- 
  ing pillar can be detected with a Vision-:! roll, if one is looking for it. 
  Joe uses Voices here to create the sound of several men crying out in pain. 
  Anyone looking into the pit will see a group of men apparently crushed under 
  some beams. If they descend to help the victims, the huddled forms suddenly 
  coalesce into one huge figure with many heads and arms. The heads are those of 
  as hard-hatted construction men, dusty miners, wool-capped lumberjacks and 
  other workers. The arms wield a variety of tools, axes, crowbars, hoes and so 
  on. This nine-foot-tall apparition requires a Fright Check at -6. 
  After heaving off the illusionary beams, the figure, Joe, begins to orate, 
  starting with "Workers of the world, unite," and ending with a chorus of 
  Solidarity Forever. Joe is, of course, incapable of physical attack, but he does his 
  utmost to menace the group. If effectively assaulted by the party, he uses his 
  usual ghostly tactics. 
  Factory Building C. This is only a muddy hole in the ground with wooden 
  retaining walls. No work has been done here since the steam shovel incident. 
  The shovel and piledriver stand idle. An earthen ramp at the north end gives 
  access. 
  If a PC is near the edge of the pit at a time when Joe is near full Strength, he 
  may use Apportation to crumble part of the edge. His victim(s) must then make 
  a roll of DX-4 or slide into the pit. The fall cause only ld-3 damage due to the 
  soft mud. 
  Once someone is in the pit, Joe use Apportation with a flat rake to scoop up 
  the muck into a heap. He manifests himself out of this heap as a humanoid figure 
  of mud, wielding the rake in one fist. This "muckraker" form requires a Fright 
  Check at -4 for all viewing it. 
  The muckraker attacks by scooping mud up with the rake (this is still Appor- 
  tation) and heaving it at the target. This requires use of Joe's Throwing skill. A 
  hit does ld-5 crushing damage and the victim must make a DX roll to keep his 
  feet. 
  Joe slings verbal mud as well, calling the investigators capitalist lackeys, 
  pawns of the robber barons, oligarchic gangsters and so on. 
  Ending the Spirit Strike 
  Subduing the ghost of Joe Wesley will not be easy. In addition to the stand- 
  ard immunities of ghosts (see p. H40), Joe is resistant to exorcism. Due to his 
  atheism, even those with Clerical Investment have a -4 to their Exorcism skill 
  against Joe. 
  Finding his body and laying it to rest does not get rid of him. Neither does 
  bringing Jerry Goad to justice. Joe sees Goad as merely a pawn of Selby's. 
  However, either of these last two actions will be seen as a "comradely" action, 
  and will make Joe react favorably to the investigators; he will cease attacking 
  them, and occasionally stop his lectures and listen to what they are saying. If they 
  don't suggest negotiation, he will. The best chance to halt Joe's activities is to 
  convince Halsey to enter into collective bargaining with his employees. 
  Halsey refuses to do this without Selby's approval. Convincing Selby re- 
  quires a Contest of Diplomacy. The negotiator has a -4 penalty due to Selby's 
  stubbornness. If Selby has directly experienced any of Joe's manifestations, the 
  negotiator gains a +3 bonus, plus a + 1 bonus for each day of work that work 
  has been stopped. A Contest may be attempted each day. A critical failure 
  indicates that Selby has fired them. 
  The Cement Works 
  
  If Selby agrees that Halsey should negotiate, the adventure may be ended. 
  But if the players enjoy negotiations, the GM may allow them to act as mediators 
  in the bargaining. 
  The talks are held at the construction site so that Joe can represent the 
  workers. He demands higher wages, bonuses and disability benefits for the 
  workers, plus official recognition of the employees' right to collective bargain- 
  ing. Selby opposes all points, especially the last one. 
  The players may split into groups and represent the two sides of the argu- 
  ment, or the GM may arrange for adversary characters to represent management. 
  The negotiations may simply be a series of Contests of Diplomacy, or the players 
  can roleplay the arguments. 
  The Next 
  Consequences 
  Cliffhanger 
  If the labor side gains two or more of their demands, all the investigators 
  In a Cliffhanger campaign, the party is 
  who helped them argue their side gain a permanent +3 on reaction rolls with 
  relaxing in their hotel dining room . . . 
  unionists and socialists. If Selby avoids having to recognize collective bargain- 
  perhaps even at a dinner celebrating the 
  ing as a right, he remains grateful enough to pay the party the bonus mentioned 
  successful conclusion of the labor negotia- 
  above. He will pay the basic fee in any case. 
  tions. 
  Suddenly, a fist smashes through the 
  At the conclusion of the negotiations, Joe fades away. He departs whether or 
  wallnot far from their table. Bricks shower 
  not the labor side wins any concessions, content that he at least gave the men the 
  everywhere. The fist 
  then 
  idea. Of course, Selby and Halsey had better watch their steps at this factory or 
  smashes through again. Amidst the 
  screams, anyone who can make an IQ-4 
  they may need to call for the investigators again. 
  roll notices that it is a glinting reddishcop- 
  If they are not experienced occult investigators, the PCs may be surprised to 
  per color. 
  find out that within a few weeks, most of the people who sat down at the table 
  The fist comes 
  the 
  a lhird 
  with Joe (even on his own side) are convinced that the "ghost" was a hoax. 
  time; then the hand opens and reaches 
  about. It grabs a well-dressed gentleman 
  who had been finishing his diner and 
  Awarding Character Points 
  begins to drag him back through the wall. 
  Horribly, the hole is still much too 
  Discovering the true nature of the haunting is worth one point. Exorcising 
  small for thevictim. TheGM can devote as 
  or magically defeating the ghost is worth two points. If the players hit on the idea 
  much Or as little 
  the 
  as 
  of collective bargaining to appease the ghost without prompting from the GM, 
  may fit the campaign for the group . . . but 
  the sight is more appropriate for a butcher 
  that should be worth another point. And getting Joe to haunt Selby personally, 
  shop than a dining room. The hotel patrons 
  to help bring him to the table, is worth a point. One or two points should also be 
  are screaming and fleeing. 
  awarded for good or amusing roleplaying. 
  Now, except for a few grisly leftovers, 
  the victim has entirely vanished. The huge 
  metallic fist, now horribly stained, appears 
  again . . . 
  To be continued 
  in 
  The Copper Ghoul 
  The Cement Works 
  - 24 - 
  
  WELCOME 
  TO KANSAS 
  This chapter will give background information on the state of 
  Kansas, and details on the fictional town of Liberty, in the Roar- 
  ing Twenties. 
  Geography 
  Kansas is made up of rolling plains and steep hills, formed by 
  the prehistoric ocean which once covered the area. The state's 
  eastern portion, where the two adventures are set, has the state's 
  highest annual rainfall; thus there are many stream and river 
  floodplains, and woodlands. There are rocky ridges and small 
  canyons of weathered rock. The terrain is more like the Ozarks 
  in nearby Missouri than the rolling plains of westem Kansas. 
  The population centers of 20th-century Kansas are in the east- 
  ern half. The state's largest city, however, is Wichita in south- 
  central Kansas. Other prominent towns include Topeka, the 
  capitol; the college towns of Lawrence (University of Kansas) 
  and Manhattan (Kansas State University); and Kansas City, 
  Kansas, which sits in the shadow of its big brother, Kansas City, 
  Missouri. 
  History 
  The native Indians of Kansas were displaced in 1830 when 
  several eastern tribes were ceded the territory by the U.S. 
  government. These tribes were themselves supplanted by the 
  western expansion of white settlement in the 1870s. 
  In the 1850s, Kansas became the stage for open hostility 
  between pro- and anti-slavery factions. The often-bloody debate 
  was finally settled when Kansas entered the Union as a "free 
  state" on January 29, 1861 -just in time for the Civil War. 
  After the war, Kansas was active in the social movements of 
  Populism, Progressivism, Imperialism and Prohibition. How- 
  ever, after World War I, Kansas turned increasingly to extreme 
  conservatism and isolationism. The reformers who had fought 
  for Prohibition turned their attention to matters of private 
  morality. The state's political and cultural atmosphere became 
  increasingly repressive and stagnant throughout this period, 
  reaching a nadir in the 1930s. Combined with the declining 
  economic fortunes of the state, this eliminated Kansas as an 
  important contributor to national history for several years. The 
  state would not begin to recover from the effects of this isolation 
  until the end of World War 11. 
  In 1927, most of Kansas remains an agricultural state, dotted 
  with small farming communities. New tensions are caused by 
  the widening social gap between the rural areas and the cities. 
  Southeastern Kansas 
  In the 1890s, petroleum and natural gas were discovered in 
  the fields of southeastern Kansas and northeastern Oklahoma. 
  The resulting financial boom brought a level of urbanization not 
  previously found in the state, except in the Wichita and Kansas 
  City areas. This boom economy helped cushion the area against 
  the social malaise that paralyzed the rest of the state. The Great 
  Depression broke the spell of this protection but, while it lasted, 
  the boom encouraged prosperity and a positive attitude in its 
  citizens. 
  The people in the southeast are a microcosm of Kansas. 
  Though generally easy-going, they tend to distrust strangers, 
  particularly those expressing different points of view. Such peo- 
  ple may eventually be accepted into the community, but they 
  will always be considered "outsiders." 
  Even though the towns are not very large, there is a good deal 
  of difference in attitude between urban and rural folk. It should 
  also be kept in mind that while the people in the southeast may 
  be provincial, they are not naive. 
  Liberty 
  Liberty is in southeastern Kansas. It was founded in 185 1 as 
  a trading post. As settlers arrived in the area, Liberty expanded; 
  in 1861, when the railroad reached it, Liberty incorporated as a 
  town. Liberty became the county seat in 1870, and the popula- 
  tion swelled to about 8,000. By the 1920s it had reached ap- 
  proximately 10,000, a level it has maintained to the present clay. 
  Liberty is the setting for the adventures, but it is also a living 
  and breathing town in its own right. To this end, places where 
  the adventurers will stop for lunch, gas or entertainment are 
  included along with locations important to the adventures. GMs 
  can use this information to bring the town alive for the players 
  by letting them interact with a wide range of NPCs. 
  Liberty is divided into two halves. The middle classes live in 
  the respectable northern part. In the Southside, crime and pover- 
  ty are exacerbated by the centuries-long sway of the Dire 
  Dreamer. Even after the Dreamer has been destroyed, its in- 
  fluence will continue to linger. . . its vileness has touched many 
  permanently. 
  ( 
  LIBERTY 
  1 
  Welcome to Kansas 
  
  Modem-Day Liberty 
  tioned the Father Montclairjournal to him and asked him to keep 
  The adventures can easily be updated to the present. Some 
  it Secret. It will take a Good reaction to convince the pastor to 
  changes are suggested in the Liberty locations; others are listed 
  reveal the existence of the manuscript, and a Very Good reaction 
  below. In general, the town is not as wealthy. The Heskiths can 
  to reveal that thejournal dealt with a local witch cult. 
  still be oil-rich, but not fabulously wealthy. 
  Pastor Samuel Olson: ST 10, DX 10, IQ 11, HT 10. Strong 
  The Cavern will no longer be a speakeasy as such. Liberty is 
  Will + 3. Skills: Leadership-% Theology -12. 
  in a partly "dry" County. The Cavern will operate openly as a 
  4. City College ofLibeny. Becomes Liberty Community Col- 
  beer bar, with Stronger drink and possibly other drugs sold 
  lege in the 1960s. This small but handsome private college was 
  under the table. The Compton boys will be drug dealers rather 
  endowed less than ten years ago by the influx of oil money. The 
  than moonshiners. 
  college consists of five two-story brick buildings with a modest 
  growth of ivy. The five brick buildings are the McGill Admin- 
  The Real Liberty 
  istration Hall and Library, History and Philosophy Building, 
  Some of the details of the town of Liberty were suggested by 
  Liberal Arts Building, Science Hall and the Prescott Gymna- 
  the history of Independence, Kansas. Independence began as a 
  sium. See p. 9 for details of Professor Kemper. 
  trading post, its population growing with the westward expan- 
  5. Bible Baptist Church. This is one of the largest churches in 
  sion and 
  the advent of the 
  Its fortunes took 
  town, a large plain brick building with tall stained-glass win- 
  a 
  upswing when oil men based here (including Harry 
  dows flanking the front steps. Pasor Henry Dickson is also head 
  Sinclair) struck oil in nearby Oklahoma. 
  of the local Temperance League. The pastor has suspected that 
  Though it 
  a 
  bever 
  than 
  witches were in the area due to the cattle mutilations. He might 
  10,000 people)* Independence became a center 
  great 
  be persuaded to help in person, by calling out his congregation, 
  During the height of the 
  era, the town boasted more 
  or by bringing pressure to bear on the sheriff for a raid on the 
  lionaires per capita than any other city in the nation. The weal- 
  speakeasies. 
  spent 
  - building offices and fine houses, supporting 
  Pastor Henry Dickson: ST 9, DX 9, IQ 11, HT 10. Clerical 
  theaters for vaudeville and touring shows, and contributing to 
  Investment. Quirks: Local history buff; smokes pipe. skills: 
  public works, including an elaborate city park and zoo. 
  Diplomacy-12; History-13; Theology-16. 
  The great .wealth drained away in the Depression and Inde- 
  pendence went through a long period of general decline. In the 
  6. Lincoln Road Sporting Goods. This is the largest sporting 
  1g70s, new industries began to boost h e  local economy. The 
  goods store in the area. While it carries some athletic equipment, 
  town is now trying to restore its former glories. 
  the emphasis is on hunting and fishing gear. Bud Henderson, the 
  Some famous Independencians include author Laura Ingalls 
  owner, keeps a full selection of hunting rifles, shotguns, a-0, 
  Wilder, playwright William Inge, and explorer/filmmakers 
  fishing and camping equipment On hand- 
  Martin and Osa Johnson. 
  Bud Henderson: ST 12, DX 13, IQ 10, HT 10. Quirks: Tells 
  bad jokes constantly; Always wears baseball cap. Skills: Hunt- 
  Northern Liberty 
  ing-13; Merchant-12; Survival-13. 
  Affluent from the oil boom, northern Liberty boasts many 
  splendid new buildings. Offices and stores are being opened to 
  cater to the tastes of the rising middle classes. 
  I .  Wilson 's Aerodrome. Replaced on the same site by Tri-city 
  Airport in the 1950s. In the 1920s. "Ace" Wilson owns and 
  operates the small landing strip, its two hangars and support 
  facilities. Ace will hire himself and one of his aging but service- 
  able "J~MY" planes for $15 an hour, plus expenses. Ace might 
  join an adventure if lured with "fortune and glory." He is 
  assisted by his mechanic, "Gears" Molloy . 
  In modern-day adventures, the Tri-City Airport serves both 
  private pilots and regional commercial airlines. Regularly 
  scheduled flights are available to and from Dallas, Kansas City, 
  Chicago, St. Louis and Denver at standard rates. In modernday 
  settings, Ace is a war veteran who operates an air taxi service. 
  "Ace" Wilson: ST 11, DX 13, IQ 10, HT 10. Combat 
  Reflexes; Impulsive. Quirk: Wears silk scarf. Skills: Naviga- 
  tion-1 1; Piloting-15; Guns (.44 Revolver)-13 (2d crushing). 
  "Gears" Molloy: ST 10, DX 12, IQ 10, HT 11. Lame (one 
  leg). Quirk: Pessimist. Skills: Gambling-12; Mechanic-16. 
  2. rite Heskith Mansion. The mansion is set on a 15-acre 
  estate (see p. 6 for details). In addition to the mansion there is a 
  four-car garage, gardener's cottage, stables, formal garden, ten- 
  nis court and fishing pond. 
  3. ?'he Redeemer Lutheran Church. This handsome fieldstone 
  church has a tall steeple and beautiful stained-glass windows. 
  Pastor Samuel Olson knows quite a bit of the local history and is 
  a friend of Professor Kernper's (see p. 9). He will note that 
  Kemper has been excited and secretive of late. Kemper men- 
  7. lhe Appley Residence. Mr. and Mrs. John Appley are 
  highly respected citizens. They live in a large, gable-roofed, 
  Victorian house. Mr. Appley is a clever lawyer and devoted to 
  his family. Mrs. Mary Appley is a noted local hostess and phil- 
  anthropist. Both refuse to believe any ill of their daughter Lucin- 
  da (see p. 8) without the strongest face-to-face proof. Even if 
  convinced of Lucinda's activities, they will try to use their in- 
  fluence to protect her. 
  John Appley: ST 11, DX 11, IQ 14, HT 10. Charisma + 1; 
  Status 2; Overconfident. Quirks: Fishing enthusiast; Doting 
  father. Skills: Fishing-15; Law-16. 
  Mary Appley: ST 10, DX 12, IQ 12, HT 10. Beautiful; 
  Status 2; Stubborn. Quirk: Wears gold nail varnish. Skill: Sav- 
  oir-Faire-15. 
  8. % Public Library. A recently constructed gift from the 
  Carnegie Foundation, the library is small and contains little 
  occult information. Research rolls can be used to gain the infor- 
  mation below, but it's easier to ask the prim, but friendly, head 
  librarian, Miss Eula Woods . . . 
  The first white men in the area were French trappers and 
  explorers. They named the local river Gris, which was later 
  Anglicized to Gray. 
  When Liberty was settled, Liberty's valley was the only near- 
  by area not inhabited by the Osage Indians. They considered the 
  place evil. 
  Miss Woods will not accompany adventurers in the field, but 
  she might be persuaded to aid them academically. If the inves- 
  tigators cannot obtain Father Montclair's journal (see p. lo), she 
  can find out that the original is in the St. Louis Historical 
  Museum in St. Louis, Missouri. They will have to go there to 
  Welcome to Kansas 
  - 26 - 
  
  peruse the book; it will not be allowed out of the museum. If 
  13. Western Union Telegraph W c e .  The phone service in 
  none of the investigators speak French, Miss Woods can trans- 
  this area is still unreliable - the best way to send messages is by 
  late it for them. 
  telegraph. A telegram costs around five cents a word, on the 
  If questioned about local folklore, Miss Woods directs the 
  average, to a U.S. location, or 25 cents a word to an overseas 
  questioner to Professor Kemper at the College (see p. 9). 
  location. 
  Miss Eula Woods: ST 9, DX 9, IQ 13, HT 10. Language 
  14. Stockman's Club. This club is on the third floor of a 
  Talent. Quirks: Hates loud noises; Likes handsome men. Skills: 
  downtown office building. It has its own restaurant and an il- 
  English-15; French-13; History-13; Research-14. 
  legal bar. The club was founded in the 1890s by a group of local 
  9. Nickel's Five and Ten Cent Store. Carries a variety of 
  cattle ranchers and is open to members and their guests only. Its 
  goods and sundries. Willy Nickel is the proprietor. He is a 
  membership is now extended to oilmen and various lawyers and 
  popular man and hears much of what goes on in town. He thinks 
  businessmen connected to the cattle and petroleum industries. 
  well of the Heskith family and believes Lucinda to be a sweet 
  The food is excellent and reasonably priced, with an emphasis 
  girl. He will recall a stranger buying a Chicago newspaper two 
  on huge steaks. The current president of the club is C.C. Dean, 
  nights before Jerry Goad ran out on his job. 
  a rancher who became rich through the discovery of oil on his 
  Willy Nickel: ST 9, DX 11, IQ 13, HT 10. Hard of Hearing. 
  property. He talks and runs his ranch like a character out of the 
  Quirk: Makes bad puns. Skill: Merchant-13. 
  1870s. 
  10. U.S. Post Ofice. No& 
  postal services are available 
  C.C. Dean: ST 11, DX 12, IQ 10, HT 10. Strong Will +1, 
  here. Wanted posters for the Compton boys are posted promi- 
  Stubborn. Quirk: Loves the Old West. Skills: Fast-Draw (Re- 
  nently on the walls. 
  vo1ver)-15; Lasso-12; Merchant-13; Riding-13. 
  11. Country Club. This gathering place for the town's elite 
  15. lhe Liberty Daily Sentinel. Liberty's only daily paper has 
  has an eighteen-hole golf course, tennis courts, gymnasium and 
  its offices in one of the older downtown buildings. 
  clubhouse. The members are primarily professional men - doc- 
  The paper's ace reporter, Floyd "Swifty" Robinson, is from 
  tors, lawyers, bankers and so on - but the nouveau riche oil and 
  Chicago. A year ago, "Swifty" came to Liberty to lie low after 
  cattlemen, having the most money in town, are also members. 
  gangsters and City 
  made it clear that he was no longer 
  welcome in Chicago. With the heat now off, Swifty would love 
  12. Sisters of Mercy Hospital. A four-story building housing 
  a big scoop to propel him back into the big time. He may attach 
  a modern, fully staffed 500-bed hospital. Sister Mary Margaret 
  himself to the party if they do anything spectacular, such as raid 
  is the hospital's chief administrator. The renowned Dr. De la 
  speakeasies, fight moonshiners, or the like. 1f the party contacts 
  Pone is chief surgeon; Dr. Howard is his assistant. Dr. Fine, the 
  him, he demands exclusive rights to their story in return for his 
  county coroner, is based at the hospital. 
  assistance. 
  Sister Mary Margaret: ST 9, DX 8, IQ 14, HT 12. Empathy; 
  Floyd "Swifty" Robinson: ST 10, DX 13, IQ 10, HT 10. 
  Stubborn. Quirk: Secretly loves adventure novels. Skills: Ad- 
  Combat Reflexes; Overconfident. Quirks: Sharp dresser; Fidg- 
  ministration-15 ; Diplomacy-14; Theology-14. 
  ets with pocket watch. Skills: Disguise-12; Driving (Auto)-12; 
  Dr. De la Porte: ST 10, DX 14, IQ 14, HT 10. Reputation 
  Fast-Talk-14; photography-9; Shadowing-1 1. 
  +3. Quirk: Toys with stethoscope. Skills: Diagnosis-16; Physi- 
  cian-1 6; Surgery-16. 
  16. City Hall. The offices of the city manager, town council 
  Dr. Howard: ST 
  DX 
  IQ 13, HT 
  Nearsighted. 
  and other city government offices are in this vintage 1870s edi- 
  Quirks: Tells bad medical jokes; Plays up to patient's fears. 
  fice. 
  Skills: Diagnosis- 17; Physician-15. 
  17. Variety lheatre. Built in 192 1 the theater features vaude- 
  Dr. Fine: ST 8, DX 12, IQ 12, HT 12. Addiction (chain- 
  ville, alternated with touring plays. It was made into a four- 
  smoker). Quirk: Gruff manner. Skills: Forensic medicine-13; 
  screen movie house in the 1970s. 
  Physician-14; Surgery-13. 
  18. Kean Hotel. Excellent accommodations for $10 a night; 
  fine restaurant with room service. The lobby is a popular meet- 
  ing place for the town's fashionable set, both young and old. 
  When Lucinda Appley is socializing this is one place she may be 
  found. John Selby is staying here while his factory is being built. 
  The following items of gossip may be picked up here; make a 
  reaction roll every half-hour, and on a roll of Good or better, 
  give one randomly-chosen rumor. 
  Jimmy Parsons has made threats against Tom Heskith. 
  (True.) 
  Lucinda Appley is a sweet girl, but always seems to be in 
  with a bad crowd. (True and false; the crowd is bad, but she is 
  the main reason.) 
  Tom Heskith has probably been killed by gangsters who 
  wanted him to throw the baseball championship in May. (False.) 
  Fred Halsey is deeply in debt. (False.) 
  19. Broadview Hotel. Jimmy Parsons lives here (see p. 7). 
  Members of the hotel staff can be bribed or Fast-Talked to tell 
  about Jimmy's bad temper and ill manners. 
  20. Chez Andre. An elegantly decorated restaurant with 
  French cuisine and high (three times normal) prices. The res- 
  taurant is frequented by the town's upper crust. 
  - 27 - 
  Welcome to Kansas 
  
  Tom Heskith and Lucinda Appley lunched here on the day of 
  Tom's disappearance. The maitre d', Paul Matson, served the 
  pair personally in a private dining room. He was the only person 
  who noticed that Tom and Lucy were arguing over lunch. If 
  investigators press him successfully, he drops his haughty 
  French accent and says "Tom and Miss Lucy came in all smiles. 
  But during the meal I overheard raised voices. When they left, 
  she was tight-lipped and he looked half wild." 
  Paul Matson: ST 10, DX 12, IQ 10, HT 10. Six feet tall, 
  black-haired, earnest. Handsome. Quirks: Foppish dresser; Af- 
  fects a French accent. Skill: Savoir-Faire- 12. 
  21. County Courthouse. A three-story building with many 
  steps and granite columns. The first floor contains two court- 
  rooms, jury rooms, and offices for the county clerk and other 
  county officials. More offices, filing rooms, and the law library 
  take up the second floor. The sheriff's office and the county jail 
  are on the third floor. The jail has a drunk tank, six two-man 
  cells, and a solitary confinement cell. See p. 7 for details of the 
  sheriffs office. 
  22. Odeon neatre. Built in 1889, this vaudeville house fea- 
  tures national headliners such as Will Rogers. It was tom down 
  in the 1950s to make a parking lot. 
  I' 
  1))) 23. Coronado Apartments. A gracious spanish-styled'build- 
  ing. Lucinda Appley lives here. The manager, Horace Smiley, 
  will give an account of Lucinda's usual comings and goings if 
  bribed or deputized (see p. 8). 
  Horace Smiley: ST 10, DX 10, IQ 10, HT 10. Weak Will -1. 
  Quirk: Wears loud checked bow ties. Skills: Admini~tration~l2; 
  Writing-14. 
  in front. Bins in the front display fresh produce brought in from 
  local farms and orchards. 
  Ben Reed: ST 10, DX 10, IQ 10, HT 9. Charisma; Bad 
  Vision. Quirk: Wears walrus moustache. Skill: Merchant-12. 
  29. Hariy Edgerton's Plains Oil Service Station. Harry and 
  his son Harry Jr. run the garage and gas station. They will 
  attempt to fix any auto or mechanical device. They charge $3 an 
  hour (Modem day: $25 an hour). It takes them at least three 
  hours to perform any work, whether they fix the device or not. 
  No refunds, no guarantees. 
  Hany Edgerton: ST 10, DX 10, IQ 10, HT 12. Late fifties, 
  heavy -set, with a greasy, pockmarked face. Ugly. Quirk: Wipes 
  hands on overalls. Skills: Driving (Auto)-12; Mechanic-10. 
  Harry Jr.: ST 11, DX 10, IQ 9, HT 10. In his twenties, with 
  never-washed red hair. Greedy. Quirk: Chews Tobacco. Skills: 
  Driving (Auto)-13; Mechanic-11. 
  30. Lessman Garage. Ollie Lessman fixes cars and motor- 
  cycles for $3 an hour in the 1920s (Modem day: $30 an hour). 
  He will also rent cars for $5 a day. 
  Ollie Lessman: ST 11, DX 13, IQ 10, HT 9. Quirks: Mum- 
  bles constantly; Smokes cheap cigars. Skills: Driving (Auto)- 
  14; Mechanic-13. 
  31. Don's Diner. This greasy spoon is notable for the pres- 
  ence of Claire Robbins, a waitress with a nose for news. She 
  knows about Lucinda's and Jimmy's break-up and thinks it was 
  because Jimmy was too difficult for Lucinda to control. She will 
  say that Lucinda is no better than she has to be. Claire has an 
  opinion about everybody in town. Complimenting her bright red 
  bobbed hair is all it takes to start Claire talking. The GM can use 
  24. cify park. subsidized by the wealthy, the park has a 
  her as a source of clues and hints, or misinformation. 
  carousel, menagerie, miniature railroad, and weekly band con- 
  Claire Robbins: ST 10, DX 11, IQ 11, HT 10. Attractive; 
  certs during the summer. Park Avenue sweeps around in a great 
  Compulsive Behavior (Opinionated). Quirks: Loves to gossip; 
  oval through the park and there are several small back roads and 
  her 
  Lip Reading-1 
  trails through its wooded acreage. In the late 1940s a band shell 
  32. Grain Elevators. These tall, grain storage facilities are 
  and public swimming pool were added to the attractions. 
  sometimes called the castles of the prairie. 
  25. kalsey General Contractors. Fred Halsey is the biggest 
  33. Parson Brothers Meat Packing Plant. A squat, brick 
  local building contractor. The offices are in a old two-story 
  building containing a small meat-processing and cold-storage 
  brick building built in the 1880s. 
  facility. The Parsons do wholesale processing and butchering 
  26. Memorial Hall. Erected in 1921 as a memorial to WWI 
  for private 
  casualties, Memorial Hall contains a 2,000-seat auditorium and 
  34. Santa Fe Railroad Station. The passenger train service to 
  several meeting rooms. It is an imposing four-story red brick 
  Liberty is discontinued in the 1960s. After that, the station is 
  building which fills an entire city block. Concerts, revival meet- 
  converted into a Trailways bus station. 
  ings, touring shows, and civic meetings are held here. 
  27. Mrs. Carey's Boarding House. Mrs. Carey offers rooms 
  Southside 
  by the week with meals for $20. Mrs. Carey has run the board- 
  Just south of the railroad tracks, the affluence of Liberty 
  ing house by herself since her husband died in 1920. Jerry Goad 
  seems to fade. Well-kept homes and businesses give way to 
  kept a room here, but he hasn't returned since seeing Joe Wes- 
  shabby, rundown buildings. The change is gradual at first, but 
  ley's ghost. Mrs. Carey recalls him as ''~~udmouthed 
  and not 
  accelerates with every block farther south. The people change as 
  too bright, but he didn't go out much, except to work." The 
  well. TO the north, people have a normal range of attitudes; 
  boarding house was closed following her death in the 1940s. 
  farther south, sullenness and despair become standard. 
  Modem-day investigators will have their choice of several 
  The attitude of the people is a result of the Dire Dreamer's 
  motels at $30 to $50 per night. The Mid-America Motel is run 
  influence. Decades of Dream Probes have taken a toll on the 
  by Mrs. Carey's aging son, John Carey. The Mid-America SPe- 
  area's inhabitants. Even those not directly touched are affected 
  cializes in long-term room rentals. Half of the 20 concrete-block 
  by the general aura of depravity and violence. Only the very 
  rooms have kitchenettes: $120 a week without kitchen, $170 
  tough-minded are able to resist. 
  with. TV is $20 extra. 
  Crime is also rampant here. The best efforts of the town's 
  Mrs. Carey: ST 9, DX 9, IQ 10, HT 11. Intuition; Miserly. 
  leadership cannot cope with the problem, especially in this Pro- 
  Quirk: Always wears curlers and carpet slippers. Skill: Cook- 
  hibition era. 
  ing-15. 
  28. Reed's Grocery Store. Reed's is typical of the several 
  Informafion in Southside 
  neighborhood grocery stores that appear in the middle-class 
  Anyone who goes snooping in one of Southside's dives or at 
  areas of Liberty. It is a small brick building with a large window 
  the Buffalo Head speakeasy must make a Streetwise roll to avoid 
  \, I 
  Welcome to Kansas 
  - 28 - 
  
  being thrown out immediately. A critical failure indicates that 
  they are attacked by a thug (see below). Even if one manages to 
  'fit in" in a dive, a reaction roll of Good or better is required to 
  gather any relevant information. 
  Southside Thugs 
  These thugs may be used as desired by the GM to represent 
  muggers, psychopaths, drunks or other undesirables. Remember 
  that, because of the vile influence of the Dire Dreamer, there are 
  a lot of insane people in the bad part of Liberty, and even the 
  sane ones are mean and touchy. 
  Andy Maloney: ST 13, DX 10, IQ 9, HT 10. Toughness DR 
  1; Bully. Skills: Shortsword (for billy club)-1 1; Guns (Pistol)- 
  10. Weapons: Club (swing only, Id crushing); .38 revolver 
  (2d- 1 crushing). 
  "Bo" Stevenson: ST 10, DX 13, IQ 10, HT 8. Acute Hear- 
  ing +2; Alermess + 1. Greedy; Cowardly. Skills: Knife-16; 
  Guns (Pistol)-15. Weapons: Switchblade (thrust ld-3 impaling; 
  swing ld-3 cutting); .32 automatic (2d-1 crushing). 
  Charley Duryea: ST 10, DX 11, IQ 10, HT 11. Skills: Brawl- 
  ing-13; Carousing-10. 
  Street People of Southside 
  The following encounters are not keyed to the map. The GM 
  may introduce these people to provide information or as random 
  encounters (e.g., a 1 on one die for each half-hour spent in 
  Southside). 
  Elmer "Bingo" Bally: ST 9, DX 9, IQ 10, HT 8. Age 54, 
  black greasy hair, stubbly chin; 5'8", 134 lbs. Alcoholic; Ugly. 
  Skill: Carousing-1 8. 
  There is a chance that investigators on the Heskith case will 
  overhear a drunken vagrant mumbling brokenly about giant spi- 
  ders. If questioned, "Bingo" will be mostly incoherent. Drying 
  out the drunk will take at least three days and a First Aid-4 or 
  Physician roll. Sober, Bingo will recall wandering south of 
  town, near Cedar Ridge with a friend, "Knobby" Jones, when 
  they heard a party going on. He remembers going to investigate, 
  but the rest is blurred, apart from a DT's nightmare of a huge 
  spider. He hasn't seen his friend since. (The two saw a coven 
  meeting and a Guardian, and fled. Bingo's friend is in jail in a 
  nearby county for vagrancy.) 
  Maisie: ST 8, DX 9, IQ 11, HT 8. Age 61, gray hair, blue 
  eyes; 5'4", 110 lbs. Night Vision; Paranoid. Quirks: Constant- 
  ly mutters; Afraid of getting wet. 
  Nowadays we would call Maisie a bag lady. She sleeps in 
  alleys and makeshift huts when she is not in jail for vagrancy. 
  Maisie lives on handouts and scraps from the garbage. As a 
  child, she was driven mad by the Dire Dreamer's probes. Maisie 
  may approach the party looking for handouts and constantly 
  muttering about magicians, spiders and "crawling guts," which 
  are her memories of the Dream Probes. She will fear anyone 
  who tries to question her about this. It will take a roll on 
  Psychology-2 or Interrogation9 to get anything useful out of 
  her. She knows only scraps, but she will mutter about a French 
  magician and a goat-headed god who is "the Master of Dreams" 
  (see p. 11). 
  "Little" Jimmy Clay: ST 7, DX 14, IQ 11, HT 8. Age 12, 
  black curly hair, blue eyes, cute expression; 4'2". 80 lbs. Am- 
  bidextrous; Social Stigma (Black); Youth. Quirks: Dislikes 
  authority; Likes candy. Skills: Brawling-12; Fast-Talk-13; 
  Pickpocket-15; Streetwise-14. 
  Jimmy is a black orphan who lives with his old, widowed 
  aunt. Jimmy helps his aunt make ends meet by doing odd jobs, 
  panhandling and picking pockets. He uses his glib tongue to get 
  out of scrapes and has so far been unaffected by the Dream 
  Probes. Jimmy can get into virtually anywhere in Southside and 
  would be a very good contact for investigators. Jimmy charges 
  outrageously for any services (at least $10 for any information) 
  and may even try to pickpocket his employers. He will make 
  good use of his small and scrawny appearance to gain sympathy 
  from the tender-hearted. 
  Lizzie Dearborn: ST 10, DX 10, IQ 8, HT 12. Age 22, 
  brown hair, brown eyes; 5'6", 110 lbs. Attractive; addicted to 
  cocaine. Quirk: Rolls up dollar notes. Skills: Dancing-10; Sex 
  Appeal-12. 
  Lizzie was a dancer for the Cavern speakeasy. Her addiction 
  got her fired; now she does odd jobs and streetwalking. She is 
  acquainted with all the dancers and musicians in town. She 
  knows that Lucinda Appley hangs out at the Cavern and that Bull 
  wants Lucinda for his own girl. She also remembers that Lucin- 
  da used to disappear into the unused back portions of the cave for 
  hours at a time. 
  Southside Locations 
  35. First Southern Baptist Church. This one-sto~y wood- 
  frame building is the place of worship for most of the town's 
  black population. The congregation is very fervent. Reverend 
  James Shepard has a hard time keeping the spirits of his con- 
  gregation up, as many of them live in Southside and must deal 
  with its peculiar problems as well as the "ordinary" problems 
  of being black in the 1920s. 
  If convinced of the Dreamer's existence, Shepard will lend 
  his spiritual aid, and might even journey to confront the devil as 
  represented by the Dreamer. His aid takes the form of helping to 
  resist the Dreamer's magic, and distracting the Dreamer while 
  he points out illusions to others. 
  Some of his congregation work in the speakeasies and as 
  servants to the rich. If the Reverend asks them to, these people 
  will give information on the comings and goings of their em- 
  ployers. 
  Reverend James Shepard: ST 12, DX 9, IQ 12, HT 10. 
  Strong Will +3; Pacifist (Total Non-violence). Quirk: Wears 
  dark glasses. Skills: Leadership-15; Singing-12; Theology-15. 
  36. Baker Hotcse Hotel. Built in the 1900s as a luxury hotel, 
  its location on the wrong side of the tracks made it a failure. 
  Though encouraged by the city fathers in hopes of helping the 
  Southside's image, it is badly run down and caters mainly to 
  transients. The only permanent residents are the musicians, 
  entertainers and staff of the two big speakeasies. It has a well- 
  earned reputation for dangerous decadence. 
  Mona Rathburn: ST 8, DX 12, IQ 10, HT 14. Female, age 
  21, bobbed black hair, blue eyes; 5' 2", 120 lbs. Attractive; 
  Voice; Alcoholic. Quirk: Wears loud, cheap jewelry. Skills: 
  Sex Appeal-16; Singing-16; Streetwise-1 3. 
  Mona is Blacky Malone's girl. She is a torch singer at the 
  Cavern speakeasy and has been its featured attraction for almost 
  a year. She has the talent to make a great career for herself, but 
  her alcoholism and involvement with Blacky hold her back. 
  Mona knows that something in the Cavern's unused caves is 
  causing Bull and Blacky to argue a lot recently. 
  Sammy Sampson: ST 10, DX 13, IQ 12, HT 10. Age 23, 
  curly hair, brown eyes; 5'10"; 160 lbs. Musical Ability +2; 
  Claustrophobia; Social Stigma (Black). Quirk: Wears black 
  suits. Skills: Piano-17; Singing-15; Streetwise-15. 
  Sammy is the star attraction at the Buffalo Head where he 
  sings, plays jazz piano and sits in with the band. Sammy dreams 
  Welcome to Kansas 
  
  of moving to Chicago and joining one of the great jazz bands, 
  but for now he is stuck playing for Reed Smith (see location 45) 
  until he can pay off his gambling debts. Sammy knows all the 
  musicians in town and is friendly with Mona Rathburn. Inves- 
  tigators who want to infiltrate the Buffalo Head or the Cavern 
  might be able to get jobs there with Sammy's help. 
  Song and dance girls: Entertainers from the two speakeasies 
  live in groups of two or three here. Anna, Clara, Daisy, Janie, 
  Karla, Lana, Mabel and Madge work at the Cavern. Betty, Bob- 
  bie, Emmie, Flora, Milly, Nan, Oona and Zelda work at the 
  Buffalo Head. All have average stats, Attractive or better ap- 
  pearance and Dancing-14, Sex Appeal-12 skills. They know 
  little about their bosses' activities but know the schedules of 
  deliveries and movements of the staff at the speakeasies. 
  Jazz musicians: Performers imported from Chicago and New 
  Orleans lodge at the Baker House while playing for the speak- 
  easies. Bones, Big Ed, Moose, Red and Slim play the Cavern; 
  Jimbo, Georgie, Little Willy, Max and Skins work at the Buf- 
  falo Head. They have average stats, Fast-Talk-12, and Musical 
  Instrument-14. They know the same kind of information as the 
  chorus girls. 
  37. Kozy Kitchen Kafe. This greasy spoon has cheap food and 
  is patronized by many of Southside's down-and-outs. The owner 
  and cook is Hal Moore; the only waitress is Kamisha. She is a 
  bad waitress whose fear of imaginary enemies has led her to 
  poison some of the customers. Fortunately, her ineptness has 
  kept her from killing anyone; so far the victims have become 
  sick but have recovered. Nosy investigators may get worse than 
  indigestion from the food here. Hal will not serve non-whites, 
  and ethnics of any kind will be treated rudely by him - he is 
  viciously rude to his own waitress, Kamisha. 
  Hal Moore: ST 13, DX 10, IQ 9, HT 12. Intolerant. Quirk: 
  Hates bathing. Skills: Cooking-10; Knife (Cleaver)-12 (2d-3 
  cutting). 
  Kamisha: ST 10, DX 11, IQ 8, HT 10. Middle-aged black 
  woman. Unattractive; paranoid. Quirks: Shifty, hurt expres- 
  sion; trusts nobody but Moore even though he abuses her. Skill: 
  Poisons-9. 
  38. Al's. This is one of several flophouses (cheap hotels) in 
  Southside: $30 a night and don't let go of your wallet (Modern- 
  day price: $8 a night). The flophouses are crumbling buildings 
  of one or two stories. There are two or three large rooms with 
  ten cots each, and six to eight tiny, one-cot cubicles. These 
  places are good sources of street information and fleas. 
  The manager of Al's is Lou Schwartz. For a very petty bribe, 
  Lou will admit that Jerry Goad has been staying here, off and 
  on, for several days. 
  Lou Schwartz: ST 11, DX 9, IQ 9, HT 10. Bad Temper; 
  Greedy. Quirk: Wears sweat-stained vest and grubby trousers. 
  Skill: Club-1 1 (ld+ 1 crushing). 
  39. The Shelton A m .  Another flophouse. Larry Andale, the 
  manager, runs a sideline in forging permits and identification for 
  small vendors and con men. Joe Wesley took a room here before 
  his ill-fated trip to the cement plant. His goods have been confis- 
  cated and mostly sold by Lany. Letters and other papers iden- 
  tifying Joe can be found in the office. Larry will have to be 
  Fast-Talked, Interrogated (at -3 to skill) or threatened with the 
  police to reveal his knowledge of the stranger. 
  Larry Andale: ST 10, DX 11, IQ 10, HT 8. Coward. Quirk: 
  Chews tobacco. Skill: Forgery-12. 
  40. Rooms. A flophouse that makes the above two look clean. 
  "Rooms" is all the sign says here. June Hacker and her son, 
  Jake, frequently rob their guests and occasionally kill transients 
  who won't be missed. Anyone who they think has some money 
  or valuables is in danger here. On the other hand, they never ask 
  any questions. 
  June Hacker: ST 12, DX 10, IQ 10, HT 11. Toughness DR 
  2; Fat (210 lbs.). Quirk: Wears bright red mascara. Skills: Club- 
  12 (ld+2 crushing); Stealth-10. 
  Jake Hacker: ST 9, DX 11, IQ 11, HT 9. Ugly; Sadist. 
  Quirk: Pretends to be a ladies' man. Skills: Knife-14 (ld-4 cut- 
  ting, ld-3 impaling); Pickpocket-14; Stealth- 12. 
  41. Madame Robu's Fortune Telling Parlor. The Southside 
  home of Mrs. Robu is noticeable for two reasons. It is better 
  kept up than neighboring houses, and it has a garish sign pro- 
  claiming - "Madame Robu, Fortune Teller, Tarot Readings, 
  The Future Revealed, also Zither Lessons." 
  Mrs. Robu is a widowed Rumanian lady, little more than five 
  feet tall, and over ninety years old. How she came to Liberty is 
  unknown. She makes a frugal living through her business and is 
  popular among the town's spiritualism enthusiasts. Her Strong 
  Will +3 has protected her from the Dire Dreamer's influence. 
  Besides, her placid good nature is unappealing to his psyche. 
  If the investigators choose to consult her (possibly at the 
  urging of Mrs. Heskith), they will be shown into her stuffy 
  parlor which is hung with bright shawls and smells of cats and 
  herbs. Madame Robu will not join in active investigations, but 
  she has genuine Divination powers and may be used by the GM 
  to help out a confused party or to mislead the lucky or clever. In 
  no case should she do the PCs' work for them. Her advice will 
  always be cryptic. 
  Madame Robu: ST 8, DX 10, IQ 13, HT 8. Magery 2; Strong 
  Will +3. Quirk: Dresses like a gypsy. Skills: Crystal Gazing- 
  14; Cartomancy-15. 
  42. Eddie's Bait Shop. A low, rambling structure, badly in 
  need of ~aint. Eddie Wall does a fair business in live and cut 
  bait.  he' stench is almost unbearable on a still day. Other goods 
  for sale include fishing tackle, shotgun shells and home-made 
  beef jerky. Eddie Wall will hire himself out as a hunting guide 
  for $5 a day. Usually a slow-talking, affable man, he has a Split 
  Personality. At random intervals (usually a week or more apart) 
  his second personality will manifest itself. This personality is 
  aggressive and violent. In this state, he will call himself Jacky 
  and challenge any man present to some sort of physical contest, 
  such as wrestling. If defeated he will become violently angry and 
  try to kill his opponent. The second personality persists for 
  3d x 10 hours. 
  Eddie's wife, Belle, is a morose woman, frightened by her 
  husband's personality swings yet fiercely possessive of him. She 
  may fly into a rage if a pretty woman seems to pay too much 
  attention to Eddie. 
  Eddie Wall: ST 11, DX 10, IQ 10, HT 13. High Pain 
  Threshold; Split Personality. Quirk: Always wears woolen hat. 
  Skills: Boating-13; Fishing-14; Guns (20-gauge shotgun)-1 1 
  (3d crushing); Hunting-12; Survival-12. 
  Belle Wall: ST 8, DX 11, IQ 11, HT 9. Attractive; Jealous. 
  Quirk: Hums tunelessly while working. Skill: Cooking-12. 
  43. Abandoned Cemetery. This graveyard predates the 
  town's incorporation (see p. 25). 
  44. Zhe Cavern. The Cavern is a small frame building on the 
  side of a rocky ridge. The interior of the building opens into an 
  actual cavern, the tables and bar set on wooden walkways 
  amongst the stalagmites. There is a small jazz band and a floor 
  show every weekend. Drinks are overpriced: $30 a shot or 
  $8.00 a bottle. 
  A password is required to get in here; it can be obtained in 
  Welcome to Kansas 
  - 30 - 
  
  45. Buffalo Head Speakeasy. The Buffalo Head offers jazz 
  music, floor shows, and rot-gut liquor to its clientele. Its owner, 
  Mac Retanback: ST 10, DX 10, IQ 10, HT 9. Paranoid. 
  the handsome but oily Reed Smith, is a rival of Bull and Blacky. 
  Quirks: Tells lies about his former life; Wears a captain's hat. 
  If bribed heavily (at least $loo), blackmailed with legal threats, 
  Skills: Knife-12 ( Id-3 cutting, Id-3 impaling); Seamanship-9; 
  or Fast-Talked, Reed will reveal that Lucinda Appley is a silent 
  Singing-1o. 
  partner in the Cavern. If given the chance, Reed will "rub out" 
  48. Sam's Saloon. Situated in the basement of a ramshackle 
  any who attempt to blackmail him. 
  house. The barkeep and owner, Sam Higgins, is a quiet and 
  Reed might be persuaded to make a raid on the Cavern if the 
  pleasant fellow while running his saloon; he minds his own 
  investigators can convince him that his rivals are seeking to ruin 
  business and doesn't gossip. But after hours he seeks out victims 
  him, steal his girl, or something similar. This requires a Contest 
  (usually streetwalkers) and slays them, drinks their blood and 
  of Fast-Talk or Diplomacy against Reed's IQ. Reed will assault 
  buries their bodies in his back yard. He has killed six people so 
  the place with six thugs; use the stats from p. 29. 
  far. As his victims are mostly outside the law, the police are so 
  In the modem era, the Buffalo Head is a shady restaurant 
  far unaware of hisactivities. Investigators (particularly women) 
  where the liquor laws are often bent. Illegal drugs are sold and 
  may encounter Sam if they visit Southside at night. By day, Sam 
  used in the back rooms. 
  sleeps in a homemade coffin in his attic. 
  Reed Smith: ST 10, DX 12, IQ 10, HT 10. Bad Temper. 
  Sam Higgins: ST 8, DX 11, IQ 10, HT 9. Alertness; 
  Quirk: Pencil-thin moustache. Skills: Streetwise-15; Guns (.38 
  Delusion (thinks he is a vampire); Sadist. Quirks: Dislikes gar- 
  revolver)- 15 (crushing 2d- I). 
  lic; Uncomfortable near mirrors. Skill: Knife-1 1 (ld-4 cutting, 
  46. Dave's Dive. This is one of several small taverns in 
  1 d-3 impaling). 
  Southside. Closed frequently by the sheriff, they emerge phoe- 
  nix-like in some other location with slightly different personnel. 
  Bibliography 
  There will be several crude tables and an even cruder bar of 
  stacked crates. The booze here is dangerously contaminated 
  Buchan, Rex (ed.), Kansas Geology, U*versity Press of 
  50% of the time (see p. H66). 
  Kansas, 1984. 
  Jerry Goad will often be found drowning his guilt here during 
  Davis, Kenneth S., Kansas: A Bicentennial Histoiy, W. W. 
  the Cement Works investigation. Dave Dever, the proprietor 
  Norton & Co., New York, 1976. 
  and barkeep, is highly jealous of his wife, Sal. On any reaction 
  Miller, Nyle 
  Kansas: ne niny-founh Star, Kansas 
  roll worse than Neutral, Dave assumes that a male investigator 
  Historical S,,,iety, 
  Kansas, 1976. 
  is trying to flirt with Sal and warns him off in no uncertain 
  terms; anyone actually making a pass at Sal is attacked at once. 
  Zornow, William F., Kansas: A History of the Jayhawk 
  Dave Dever: ST 12, DX 11, IQ 10, HT 9. High Pain 
  State, University of Oklahoma Press, Oklahoma, 1957. 
  Threshold; Jealous. Quirk: Threatens to knock male visitors' 
  Renshaw, Patrick, Rze Wobblies, fie Stoiy of Syndicalism in 
  teeth out if they look at Sal. Skills: Brawling-12. 
  the United States, Doubleday & Co. Inc., Garden City, New 
  Sal Dever: ST 10, DX 11, IQ 9, HT 11. Attractive; Impul- 
  sive. Quirk: Wears seamed black stockings. 
  47. Mac's Place. Mac's Place is situated in an old cellar. Mac 
  The GM seeking a greater feel for the period or the area could 
  Retanback is an old sea dog who loves to sing and tell lies about 
  view some of the films made in Kansas, or William Inge's plays, 
  his South Pacific adventures to his customers as he tendshis bar. 
  such as Picnic or fie Dark at the TOP of the Stairs- A good 
  Mac believes he h a  enemies amongst the other saloon-keepers 
  source for atmosphere on the American socialist movement is 
  and may think inquisitive strangers are spies. 
  the Warren Beatty film Reds. 
  - 31 - 
  Welcome to Kansas 
  
  LIBERTY 
  1. Wilson's Aerodrome 
  2. The Heskith Mansion 
  3. The Redeemer Lutheran Church 
  4. City College of Liberty 
  5. Bible Baptist Church 
  6. Lincoln Road Sporting Goods 
  7. The Appley Residence 
  8. The Public Library 
  9. Nickel's Five and Ten Cent 
  Store 
  10. U.S. Post Office 
  11. Country Club 
  12. Sisters of Mercy Hospital 
  13. Eastern Union Telegraph 
  Office 
  14. Stockman's Club 
  15. The Liberty Daily Sentinel 
  16. City Hall 
  17. Variety Theatre 
  18. Kean Hotel 
  19. Broadview Hotel 
  20. Chez Andre Restaurant 
  2 1. County Courthouse 
  22. Odeon Theatre 
  23. Coronado Apartments 
  24. City Park 
  25. Halsey General Contractors 
  26. Memorial Hall 
  27. Mrs. Carey's Boarding House 
  28. Reed's Grocery Store 
  29. Hany Edgerton's Plains Oil 
  Service Station 
  30. Lessman Garage 
  3 1. Don's Diner 
  32. Grain Elevators 
  33. Parson Brothers Meat Packing 
  Plant 
  34. Santa Fe Railroad Station 
  35. First Southern Baptist Church 
  36. Baker House Hotel 
  37. Kozy Kitchen Kafe 
  38. Al's (a flophouse) 
  39. The Shelton Arms 
  (a flophouse) 
  40. Rooms (a flophouse) 
  41. Madame Robu's Fortune Tell- 
  ing Parlor 
  42. Eddie's Bait Shop 
  43. Abandoned Cemetery 
  44. The Cavern Speakeasy 
  45. Buffalo Head Speakeasy 
  46. Dave's Dive 
  47. Mac's Place 
  48. Sam's Saloon 
  
  I 
  of " Dire 
  Tom Heskith, the son of a rich Kansas oil- 
  man, has disappeared! Was he 
  kidnapped? Did he run away? 
  Or perhaps something a 
  bit more sluhter is going 
  on.. . 
  Chaos in Kansas 
  is an adventnre 
  source book for 
  OURPS Horror and 
  OrmPS Cliff- 
  hangers. In The 
  Dire Dreamer the 
  characters will be 
  swept up into a web 
  of mystery and terror 
  as they seek to find the 
  missing person . . . 
  without losing their live 
  sanity in the process. 
  Then it's on to The Cement Works, 
  where the workers are ready to go on 
  strike. the eauioment is taking on a life of its own. 
  ~ 
  ~ 
  ~~- 
  and things are not always as they seem . . . 
  p3,, 
  ~ i . a i : ~ i ~ f i  
  . ,!I, .p. ~* 
  ~..? ',, , , . !,:': 
  Liberty, Kansas, is the backdrop for the adventure. This sleepy little town (population: 8,832) is the typi- 
  cal Kansas city of the 1830s . . . or is it? Strange disappearances and mysterious noises are becoming disturb- 
  ingly frequent. Over 45 locations in the town are detailed, including restaurants, speakeasies, hotels and 
  many other locations. NPCs such as Sherlff Don Barr and the moonshining Compton boys are provlded to 
  flesh out both the adventure and an ongoing campaign. Minor NPCs are detailed in the locations in which 
  - 
  - 
  they are encountered. 
  Chaos in Kansas provides the gamemaster with everything needed for a Cliffhangers campaign, includ- 
  ing a map of Liberty and surrounding environs, hints on how to leave the players hanging from adventnre to 
  adventure, and ideas for using Liberty in future adventures. 
  
  Errata
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SOURCE: textdata/thevault/GURPS [multi]/Adventure/GURPS 3e - Adventure - Chaos in Kansas (horror cliffhanger) {SJG00695 6110}.pdf