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  IntroDuCtIon
  A simple job to run off some claim-jumpers turns deadly 
  when the Fated encounter an unexpected squatter 
  lurking in the ruins of an abandoned mining town.
   dEStIny StepS
  CREC 10C: “If you allow the hands to pull you down” 
  could very well describe the tendrils of the Beast of 
  Triggsville pulling the character underground. If this 
  is the case, instead of having the Beast rear up to 
  attack the character, have it lurk just beneath the 
  surface and describe its tendrils has having hand-
  like protrusions on their ends, which it uses to pull 
  the character down into its just barely visible maw. 
  CREC 11t: “Once you cross the bloody threshold” 
  could easily describe the Fated’s arrival at Repen-
  tance. After all, they pass right by a bloody coral as 
  they enter the town, which is right when things go 
  south very quickly.
   ProloguE
  This adventure begins when the Fated are approached 
  by Cyrus “Stonetooth” McReary, a well-known if 
  not entirely reputable prospector. If the Fated have 
  already been on an adventure or two, then he’s heard 
  stories of their exploits and has tracked them down 
  for assistance. If they are new to Malifaux, then Cyrus 
  has chosen them out of the hopes that his reputation 
  will impress them enough to overlook the dubious 
  legal ground upon which he is standing.
  ADAm roGErs
  An unwashed prospector’s smell hits you before 
  you catch sight of him. He’s a squat-bodied man 
  whose face seems to consist more of tangled 
  beard and bushy eyebrows than skin. “Name’s 
  Cyrus,” he says, without preamble or invitation. 
  “Cyrus McReary, but most folks jus’ call me 
  Stonetooth.” He flashes what he obviously believes 
  to be a winning smile, revealing a mouth of 
  yellowed teeth highlighted by a right canine tooth 
  that has been replaced by a shaped Soulstone. 
  “I’m looking to get you folks filthy, stinkin’ rich.”
  Behind him, a mousy-looking gentleman dressed in 
  the finger apparel of a barrister or merchant steps 
  forward and holds out a business card that reads: 
  “McReary and Cedrick: Prospecting and Mining 
  Consultants.” He offers you an apologetic smile. 
  “As my associate has alluded to,” he says, “We 
  have scouted a new mining site in the Badlands 
  and are assembling an expedition to deal with 
  some claim jumpers.”
  Cyrus’ face scrunches up as he spits on the 
  floor. Reaching into his pocket, he pulls out a 
  small Soulstone the size of a marble and tosses 
  it toward you. “That’s the first of plenty more, if 
  you’re willin’ to help us out.”
  Either way, read the following text:
  Characters 
  with 
  a 
  background 
  in 
  Soulstone 
  prospecting or a history with the M&SU will recognize 
  McReary as one of Malifaux’s first prospectors (or at 
  least, one of the first since the opening of the second 
  Breach). He became famous for his explorations of 
  the Northern Hills, and he was one of the signatories 
  on the charter of the United Miners Union (which 
  would eventually become the M&SU). He’s not a 
  Stonetooth'S Folly
  A one-Shot ADVENture For througH the BreACh 
  
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  particularly pleasant person to be around, but he’s 
  very good at finding Soulstone deposits.
  The mousy man is Alvin Cedrick, a barrister who 
  handles the legal aspects of McReary’s prospecting: 
  filing the paperwork for claims, handling his royalties 
  for previous claims, procuring supplies, and so on. 
  He’s quieter and more pleasant than McReary, whose 
  more boisterous personality often drowns Cedrick out.
  The Soulstone McReary tosses to the Fated is Lade 
  1 (Size 1, Quality 0). If the Fated agree to help them 
  out, then the Soulstone is theirs as a down-payment 
  for their services. Neither man is willing to go into 
  too much detail on the specifics of the job until the 
  Fated agree to help them out, though they do make it 
  clear that this is not a Miners and Steamfitters Union 
  job… and that they might run into a bit of trouble 
  with the Union if they take the job (for which, the men 
  promise, the Fated will be duly compensated). 
  If the Fated refuse to help the two men, McReary 
  takes back the Soulstone and the men bid them a 
  good day. If they accept, they shake hands and tell 
  the Fated to meet them at the Southgate Slums in 
  the morning. 
  You find McReary and Cedrick loading up a 
  wagon just a few dozen feet from the large gates 
  which will take you out of the city and into the 
  Badlands. After a few pleased handshakes, 
  McReary cuts right to the chase. 
  “Here’s the deal,” he says as he leans forward 
  to secure some mining picks strapped to the 
  wagon’s side. “Y’all might have heard about all 
  the scoutin’ and prospectin’ I’ve done in the 
  Northern Hills. I don’t regret a day of work I did 
  there, but the bottom line is, when you sign a 
  contract to prospect fer the Union, everythin’ 
  you find ends up belongin’ to them in the end. 
  Once I kenned to that, I set out on my own.”
  Cedrick doesn’t look up from the lanterns that 
  he’s tying to the other side of the wagon, but he 
  does lightly clear his throat. 
  “Right, me an’ Alvin,” McReary grins. "We ripped 
  up our Union cards and headed south into the 
  Badlands for some independent prospectin’. 
  Was thinkin’ to just lay claim to some coal, but 
  we found Soulstone instead. Best part about it, 
  most of the work was already done for us! The 
  mines were already dug an’ braced up, and there 
  was a little town called Repentance built around 
  it, stables and a general store and everythin’ 
  else you might need.”
  SCene 1: SoutH INto tHE BAdlAnds
  Once the Fated have gathered at the Southgate 
  Slums, McReary and Cedrick explain a bit more about 
  the job. Read the following text:
  At this point, a Guild guardsman approaches the 
  wagon to see just what McReary and the Fated are 
  up to, which pulls the boisterous prospector off into 
  another conversation. The guardsman doesn’t get a 
  chance to get a good look at the Fated, but if they 
  are wanted or have bounties on their heads, this is a 
  good time to inject a bit of tension into the story and 
  give the Fated another reason to want to leave town 
  for a few days. 
  If asked about how they discovered the mine, Cedrick 
  shrugs and blushes slightly before explaining that 
  he came across a record while he was searching 
  through the mining records of the first Breach. They 
  
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  indicated the remnants of a coal mining community 
  south of the city, and a cross-check against current 
  records indicated that nobody had yet claimed the 
  abandoned town as their own. A coal mine will 
  never reap the profits earned from a single vein of 
  Soulstone, but a steady source of coal income is 
  better than nothing at all. He and McReady were both 
  surprised to have discovered that the town was also 
  excavating Soulstones, as there was nothing about 
  the magical gemstones in the records.
  In any case, Cedrick picks up the story where 
  McReary left off. Read the following text:
  If the Fated want to verify Cedrick’s story or look into 
  resolving things legally, they can do so at this point, 
  though McReary will be annoyed at the delay.
  If the Fated have access to Duer’s Library (a large 
  collection of tomes and records dating back to the 
  days of the first Breach and earlier), then a TN 12 
  Literacy Challenge confirms what Cedrick told them 
  about the mining town. Its name was Repentance, 
  and though it initially produced a steady supply of 
  coal, deliveries from the dig site ceased the winter 
  after the camp opened. With a Margin of Success, 
  the Fated are able to uncover a requisitions record 
  for an experimental Soulstone excavator that was 
  delivered to the site a week before the deliveries 
  stopped.
  If the Fated decide to look into the legality of the 
  Union’s actions, a few hours of work and a TN 10 
  Bureaucracy Challenge reveals that while not exactly 
  fair, the Union contract is legal and gives the M&SU 
  first claim rights to any sort of mining deposits that 
  McReary or Cedrick discover in Malifaux. They gain 
  2% of the mine’s profit as a royalties fee for finding 
  the deposit, but only if they remain with the Union; if 
  they leave, they forfeit all royalties past and future. 
  It’s possible for characters to attempt to overturn the 
  contract in court, which places the Repentance mine 
  back into the hands of McReary and Cedrick. In order 
  to get a court appointment, the Fated must succeed 
  at a TN 12 Bureaucracy Challenge (with a + if the 
  Fated bribe the judge or another court official with at 
  least 5 scrip).
  On a success, the Fated can argue that the contract 
  is too broad and should be overturned, which is 
  handled with an Ongoing Challenge: 
  CASE no. 81882:  
  MCrEAry AND CEdrICK VS tHE M&Su
  • Skills Allowed: Barter, Bureaucracy, Convince, 
  Deceive, Literacy
  • Target Number: 11
  • Duration: 20 minutes
  • Success Requirements: 6
  • Failure Requirements: 2
  If any of the Fated use the Barter Skill, they must 
  also expend at least 2 scrip before making their 
  attempt; this represents bribing the judge and 
  other court officials for a positive verdict.
  If the Fated succeed, the courts agree that 
  McReary’s contract is unfair and render it null and 
  void, effectively terminating the Union’s claim to his 
  mine. On a critical failure, however, the court finds 
  that the contract is well within the boundaries of 
  the law and rules in favor of the Union. 
  “Unfortunately,” Cedrick says, coming around 
  to your side of the wagon as he tosses a 
  glance toward the guardsman, “we hit a 
  small snag. Morganna Trigg, our former 
  Union representative, somehow heard of 
  our expedition and followed us into the 
  Badlands. When she realized that we had 
  found a Soulstone mine, she informed us that 
  our contract with the M&SU extended into 
  perpetuity.”
  He sighs, as if reliving the defeat in his mind. 
  “I double-checked our contracts, and while 
  it’s a bit of a stretch to apply it to people 
  who have voluntarily left the Union, there’s 
  definitely a case for it. I wasn’t able to 
  convince a judge to hear the case, and now, 
  we’re just trying to get back to the town so 
  that we can run off the Union claim-jumpers. It 
  might not be strictly legal, but it was originally 
  our claim, and Stonetooth… er, McReary… 
  needs the money.”
  Cedrick taps his chest and lowers his voice to 
  a whisper. “It’s the consumption. It’s not too 
  far advanced yet, but he needs the money from 
  this claim to pay for doctors.”
  
  5151
  on tHE roAD
  Once the Fated are ready to depart, McReary piles 
  everyone into the wagon and starts driving the 
  horses south. He and Cedrick are covering the cost 
  of supplies for the trip (within reason; their funds are 
  limited and most of their purchases come at the cost 
  of favors owed to McReary).
  The journey to Repentance takes six days by wagon. 
  The trip can be blissfully dull and boring, or the 
  Fatemaster can choose to throw in an encounter with 
  the Neverborn or other desert denizens to make the 
  trip a bit more exciting. When the Fated finally arrive 
  at Repentance, proceed to Scene 2: Welcome to 
  Repentance (below).
  SCene 2: WElCome to rEPENtAnCE
  When the Fated finally arrive at Repentance (which 
  has been renamed “Triggsville” by Morganna Trigg), 
  read the following text: 
  The ride down from the hill to Repentance takes 
  about two hours. The town rests in a shallow crater 
  roughly four miles in diameter. There are a few scrub 
  bushes clustered around the town, but the rest of the 
  crater is only dust, sand, rock, and the occasional 
  tumbleweed. A brand new sign reading “Triggsville” 
  rests in the dirt at the edge of town, as if it had been 
  recently knocked over. 
  As the Fated approach the town, they will pass by the 
  holding pen where the original miners (and later, Trigg 
  and her Union Thugs) kept their beasts of burden 
  (a few horses and mules). As they pass, the Fated 
  can attempt TN 10 Notice Challenges; on a success, 
  they catch sight of a few splotches of blood on the 
  ground (the result of the Beast of Triggsville eating 
  the unfortunate animals).
  The Fated can also attempt TN 10 Homesteading 
  Challenges. On a success, the character realizes that 
  the ground in the pen – and indeed, in patches all 
  throughout the town – has been recently tilled (or more 
  accurately, churned up by the Beast of Triggsville).
  Whether or not the Fated stop to investigate, however, 
  it is at this point that the survivors of Triggsville 
  notice them and try to warn them about the Beast 
  that is hunting them. Read the following text as the 
  Fated arrive at the northern part of town:
  At this point, the scene shifts into Dramatic Time. 
  The Fated can attempt to talk McReary into returning 
  to the wagon by spending 2 AP and making a TN 12 
  Convince Challenge. On a success, he agrees to get 
  back into the wagon and does so on his turn. On a 
  failure, he ignores the character while shouting for 
  them to get to cover. 
  Just as McReary starts up another one of his 
  long-winded stories, you crest the top of a hill 
  and see the town of Repentance laid out before 
  you. A well-worn mining trail leads out of the town 
  for a few meters before being devoured by the 
  dust of the Badlands, and on the other end, you 
  can see a circle of old, decrepit wooden buildings. 
  As the wagon draws closer, you notice that the 
  structures have been nearly bleached white from 
  continuous exposure to the sun, but somehow, 
  they appear to be relatively intact.
  “That’s damned peculiar,” Cedrick says as he 
  stands up and squints toward the town. “Where is 
  everyone? Trigg should have called in a full work 
  crew by now.”
  McReary shrugs as he spurs the horses to move 
  faster. “Everybody’s prob’ly in the mines.”
  “Maybe,” Cedrick concedes, though the 
  explanation doesn’t seem to sit too well with him.
  Suddenly, you hear shouting from the southeast. 
  Through the spaces between the buildings, you 
  can just barely make out some people standing 
  on a field of boulders about half a mile in that 
  direction. A moment later, the report of a rifle 
  reaches your ears from the same direction. 
  Cedrick shouts in alarm and ducks down, 
  clutching at his hat as he takes cover. 
  “It’s Trigg!” shouts McReary. “She’s tryin’ to 
  ambush us! Cedrick, watch the wagon!” His face 
  flush with fury, the prospector grabs a mining 
  pick from the side of the wagon, tears it free, and 
  drops down to the ground. “I’ll distract ‘em, you 
  folks find some high ground!”
  
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  If any of the Fated hop down to join McReary, he 
  gives them a nod of silent appreciation and starts 
  leading them toward the rocks while using the 
  buildings as cover. He’s concerned about the rifle, 
  but if any of the Fated have firearms of their own, he 
  starts talking about how they can “cover him” as he 
  charges up towards the rocks and puts Trigg “out of 
  her misery.”
  On his turn, Cedrick spurs the horses onward into 
  town in the hopes of putting buildings between 
  himself and the people shooting at him. 
  Unfortunately, the people on the boulders aren’t 
  trying to attack the Fated; they’re trying to warn 
  them. The Beast of Triggsville is on the prowl, 
  and the Fated have just wandered into its hunting 
  grounds. It appears on Round 2 of Dramatic Time. 
  Its appearance and actions vary depending upon 
  whether or not McReary is on the wagon when it 
  arrives. 
  MCrEAry IS oN Foot
  Read the following text:
  Devouring McReary takes the entirety of the sand-
  worm’s turn.
  MCrEAry IS oN tHE WAGoN
  Read the following text:
  Devouring the wagon takes the entirety of the 
  sandworm’s turn.
  Cedrick yells for the Fated to get to high ground as he 
  starts running toward one of the closest buildings.
  thAt’s A SANDWorm
  Stats for the Beast of Triggsville can be found on 
  page 58. Its carapace is extremely hard, which 
  makes the creature difficult to injure, but the interior 
  of its mouth is flesh and vulnerable, as is a single 
  section of its carapace that was blown off by Trigg’s 
  explosives. Clever characters can use the Wait Action 
  to wait until the sandworm attacks, at which point it 
  opens its mouth or turns its body and exposes its 
  vulnerability. Any attacks made in this manner ignore 
  the sandworm’s Armor. 
  At the start of its next turn, the Beast of Triggsville 
  burrows back underground to digest its meal. The 
  Fated have a few moments to take stock of the 
  situation and come up with a plan. On the seventh 
  round of combat, the Beast of Triggsville resurfaces 
  again, this time to devour McReary or the wagon, 
  whichever it hasn’t yet consumed. If McReary has 
  managed to make it to safety (such as the boulders 
  or the second floor of a building, then the sandworm 
  goes after another appealing target (such as a Fated 
  on the ground) before once again sinking into the 
  ground. 
  Suddenly, the soil beneath McReary explodes 
  upward, and a creature from a nightmare 
  appears. It’s wormlike, with a hard, glittering 
  carapace, and it rears a full twelve feet up 
  into the air. McReary stares up at the monster 
  in horror as its gaping maw opens in four 
  directions like a blooming flower. 
  In the blink of an eye, flesh tendrils erupt from 
  the sandworm’s mouth and lash out, entangling 
  McReary’s limbs and jerking him up into the 
  air. He barely has time to curse before he 
  disappears down the massive worm’s gullet. 
  Suddenly, the soil beneath the wagon explodes 
  upward, spilling the wagon – and everyone 
  inside it – to the ground. You glimpse upward to 
  see a nightmarish creature rearing up from the 
  ground, its wormlike body rearing a full twelve 
  feet up into the air. The horses whinny in terror 
  as the monster’s gaping maw opens in four 
  directions like a blooming flower. 
  In the blink of an eye, flesh tendrils erupt from 
  the sandworm’s mouth and lash out, entangling 
  both horses and jerking them up into the air, the 
  wagon dangling beneath them. You can see their 
  wide, terrified eyes as they struggle to break 
  free, and then they disappear down the massive 
  worm’s gullet, leaving the wagon to crash back 
  down to the ground in a shower of splinters.
  
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  Any characters moving across the ground – 
  whether the tilled soil or the bottom floor of 
  any of the town’s buildings – are at risk of 
  being attacked by the sandworm. Characters 
  may attempt TN 12 Stealth Challenges to 
  avoid drawing the sandworm’s attention, but 
  they have to reattempt this Challenge every 
  minute. On a success, they are moving quietly 
  enough to avoid the beast’s attention. On 
  a failure, the sandworm rears up near the 
  character and attempts to devour them.
  Fortunately, the Beast of Triggsville is unable 
  to sense anyone moving on the upper floors 
  of the buildings, which makes it effectively 
  Blind if it tries to target them with an Action. 
  While it can detect characters on rock – such 
  as the boulders to the southeast of town – it 
  is unable to burrow through solid stone, which 
  makes such locations relatively safe (in that it 
  can always rear up from a nearby patch of soft 
  ground and try to grab them).
  One of the best weapons to use against 
  the sandworm is the dynamite found in the 
  General Store (pg. 55). A stick of dynamite 
  can be thrown with the Thrown Weapons 
  Skill and deals 3/4bb/5bbb damage that 
  ignores Armor. Setting up the Dynamite so that 
  it explodes in the sandworm’s belly requires 
  a successful TN 12 Explosives Challenge, 
  followed by either convincing the sandworm 
  to eat the explosives (or just lobbing them 
  right into its open mouth). If swallowed, the 
  dynamite gains ++ to its damage flip and 
  automatically causes a Severe Critical Effect 
  to the sandworm.
  
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  What Really Happened in Repentance?
  The town of Repentance was settled in the days of the first Breach. The human settlers 
  needed coal to fuel their machines, furnaces, and boilers, and this region had some. They 
  found the ground easy enough to dig through, but the foreman was eager to expand their 
  operations and invested in a Soulstone-powered excavator that could do the work of ten men. 
  Unfortunately, the workers weren’t skilled in the operation of this new device, and after a 
  week of constant use and no maintenance, the machine exploded. Several of the miners 
  were killed, but worse, the explosion imbedded shards of the Soulstone core into the hide 
  of a small, subterranean arthropod that happened to be burrowing nearby at the time of 
  the accident. Fueled by this energy, it grew to tremendous size within a few months. At 
  first, the miners thought the creature to be amusing and considered it something of a 
  mascot, but once it tore a miner’s arm from its socket, they realized the threat that it 
  posed. It burrowed underground before they could kill it, and soon it was large enough 
  to attack and consume all of Repentance’s inhabitants. 
  The sandworm fed on all the animals and plants of the valley in which it lived to sustain its 
  new, perverse size. When there was no more food left, it burrowed beneath the ground 
  and entered a state of hibernation. While it slept, McReary and Cedrick arrived in the 
  town and found its back, which was now covered in glittering growths that resembled 
  Soulstones. Thinking that they had stumbled across a Soulstone vein in the middle of 
  the desert, the two men congratulated themselves on their good fortune, but before they 
  could begin mining in earnest, Morganna Trigg and her Union Thugs showed up and 
  ran them off. 
  Trigg and her people tried to mine the “Soulstone vein” as soon as the coast was clear, 
  only to find that they couldn’t get the gemstones free from the strange “rock” they 
  were imbedded into. They decided to use dynamite to blast the rock, and the resulting 
  explosion woke up the sandworm. It responded violently, grabbing anyone within range 
  and yanking them into its mouth. Trigg, having sharp instincts for survival, realized that the 
  tunneling creature couldn’t burrow through solid stone and fled to the field of boulders 
  to the southeast of town, leaving most of her miners to their fates. She had planned to 
  wait for the creature to lose interest and move on, but it has proven to be a patient hunter. 
  She and the miners who made it to the boulders alongside her have made a few daring 
  forays into the town to gather supplies, but they’ve lost half their number to the sandworm’s 
  hunger. Worst yet, they’ve used up the last of their supplies and are suffering from severe 
  dehydration, hunger, and heat exhaustion. They had nearly given up hope, but the arrival 
  of the Fated and their expedition has drawn the creature’s attention and given them one 
  final chance at survival…
  
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  SCene 3: trIgGsVIlle
  The town of Repentance (or Triggsville, if one were 
  to use its new name) is laid out in a rough circle. All 
  of the residences have indications of violence, such 
  as broken floorboards or collapsed cellars. Some 
  appear recent, while others could be (and are) over 
  a century old. There are roughly two dozen buildings 
  making up the desolate little town.
  Most of the architecture is old, dating from the time 
  of the first Breach. Some of the buildings show some 
  early attempts to at being restored with more modern 
  tools and lumber, but these repairs are sporadic at 
  best and appear to have been interrupted before they 
  could be finished. 
  NotABle BuIldINgS
  • Saloon: The faded sign of the saloon proclaims 
  it to be “The Falcon and the Child.” It has been 
  knocked off the rusted metal hooks on the front 
  of the entrance. A TN 9 Notice Challenge reveals 
  that someone has hastily carved the words 
  “Went Southeast. God Save Us All” on the back 
  with a knife.
  • General Store: The shelves of the general store 
  have been knocked down, and withered husks 
  hint at the food they might have once held. A 
  few overturned cans of preserved food are all 
  that remains of the provisions brought by Trigg’s 
  expedition. A crate of Yamisaka Type 30 rifles 
  rests in the middle of the floor. Two remain in 
  the crate and one is lying on the floor in the 
  middle of the room, near a section of splintered 
  and blood-stained floorboards. A TN 10 Notice 
  Challenge allows a character to find a handful of 
  bullets scattered randomly throughout the room. 
  The bullets are all flattened, as if they were 
  fired into something extremely hard and then 
  ricocheted back. A second crate holds brand new 
  mining tools, including pick axes, helmets, and 
  an opened crate of dynamite with a dozen sticks 
  remaining. A quick search of the general store is 
  able to turn up some matches. 
   
   
  • Mayor’s Home: One of the single-story buildings 
  once belonged to the mayor of Repentance. 
  In a foot chest against the bedroom wall are 
  century-old ledgers showing the profitability of 
  coal deposits in 1795 and survey indications 
  suggesting an extensive deposit beneath the 
  town. Additionally, a purchase order shows the 
  arrival of a Soulstone-powered excavator in 
  September of 1796.
  • Worker’s Barracks: This long, single-story 
  building contains eight cracked and warped 
  wooden beds. A TN 10 Notice Challenge allows 
  a character to find a faded journal on the floor 
  next to a night stand. The ink is so faded that 
  reading the book requires a TN 11 Literacy 
  Challenge, but on a success, the character can 
  make out the letters well enough to follow the 
  narrative. The author notes some concern over 
  a new mining device that the mayor ordered and 
  makes many references to how complicated the 
  device appears to be. The next entry details a 
  cataclysmic explosion in the mine that killed 
  three workers. A few days later, another entry 
  notes that the camp’s spirits were lifted by the 
  discovering that one of the worm-bugs that lived 
  in the crater had grown to twice its normal size. 
  The miners adopted it as a sort of pet, but a 
  later entry details that one of the workers got a 
  nasty injury when their “pet” ripped his arm out 
  of its socket. The journal ends suddenly at this 
  point. 
  • The Mine: The entrance to the mine is located 
  on the western side of town. It’s little more than 
  a thirty-yard wide pit cut into the bottom of the 
  crater. The walls are braced with old, straining 
  timbers, and a more modern pulley system has 
  been set up next to some indentations that 
  might have once been a steep staircase cut into 
  the ground, providing additional safety to anyone 
  descending down to the mine’s entrance. When 
  the Beast of Triggsville awakened, it attacked the 
  miners in the mine and, in the process, knocked 
  out enough of the support beams to collapse 
  the mine. Now, the mine’s entrance is little more 
  than a shallow, three-feet deep hole ending in 
  soft, tilled dirt.
  
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  on tHE BouldErs
  If the Fated head toward the boulders on the 
  southeast part of town, it proves to be an island of 
  safety… at least, from the sandworm. Unfortunately, 
  Trigg and her Union Thugs are camped out atop the 
  boulders, and depending upon how the Fated handle 
  the situation, they might prove to be almost as 
  dangerous as the Beast of Triggsville.
  Read the following text:
  Trigg can explain her side of the story, as detailed in 
  the “What Really Happened in Repentance?” sidebar. 
  She and her two Union Thugs are the last remaining 
  survivors of Triggsville; everyone else has been 
  devoured by the sandworm (which she calls “The 
  Beast of Triggsville”). She knows that the sandworm 
  can’t burrow through the rock and that it appears to 
  track them by sound. She also knows that it’s very 
  patient; they’ve been trapped on the boulders for two 
  weeks and have only survived by making short, quick 
  runs into town while other survivors distracted the 
  beast. They’ve tried to shoot it, but its carapace is 
  too thick to deal any real damage to the creature.
  If the Fated succeed on a TN 11 Scrutiny Challenge, 
  they get the sense that Trigg is hiding something, and 
  pushing the matter gets her to admit that most of the 
  people that tried to distract the beast didn’t survive 
  the attempt.
  If McReary or Cedrick is with the Fated, they insist that 
  Trigg was trying to steal their claim. Her response is 
  a bitter laugh; she says that they can have the town 
  and the sandworm, for all she cares. She just wants 
  to leave and get back to civilization.
  Blow It up
  If the Fated haven’t yet discovered the dynamite 
  in the General Store (pg. 55), then Trigg mentions 
  that there should still be half a crate of dynamite 
  there. She thinks that they might be able to use the 
  dynamite to blow the sandworm up, but she’s unsure 
  as to the logistics involved (her demolitionist was 
  among the first to be eaten) or how they can get to it. 
  As you scramble toward the boulders, you 
  can make out the silhouettes of three people 
  standing on the edge of one of the stones and 
  gesturing wildly for you to hurry. As you finally 
  reach the base of the boulders, one of the figures 
  reaches down and helps you up, where a black 
  woman and two men are waiting for you. The 
  men are armed with rifles, but all three of them 
  appear sunburnt and dehydrated. 
  “Damned worm nearly got you back there,” the 
  woman says as she steps up to shake your hand. 
  “Morganna Trigg. I guess you’re just as screwed 
  as we are, now.”
  
  57
  57
  Given the chance, Trigg tries to talk the Fated into 
  distracting the sandworm long enough for her and 
  her Union Thugs to get to the general store, retrieve 
  the dynamite, and bring it back to the boulders. It’s 
  possible for the Fated to convince her to be the 
  decoy instead, though they will have to succeed on 
  a TN 14 Convince Challenge to do so; all three of 
  the survivors know that deliberately trying to draw the 
  beast’s attention is suicidal, though they also realize 
  that they might not have any other choice. 
  If the Fated get into a fight with Morganna Trigger or 
  her Union Thugs, all three of them use the Union Thug 
  stats on page 58 (though Morganna is considered to 
  have a Rank Value of Enforcer (7) instead of a Minion 
  (5)).
  Luring the beast away from the boulders is easy… all 
  a character has to do is start walking or running and it 
  will show up. If the Fated are serving as a distraction, 
  they will have to keep the beast’s attention for three 
  minutes (30 rounds), which is not an especially easy 
  task. At the end of this time period, Trigg and her 
  Union Thugs return to the boulders with the dynamite 
  and some matches. 
  If Trigg is talked into luring out the sandworm, she 
  swears under her breath before hurrying out away 
  from the town with her apprehensive Union Thugs. 
  Every five rounds (30 seconds), one is devoured, 
  starting with the Union Thugs and ending with Trigg. 
  This should give the Fated just enough time to reach 
  the general store before the sandworm finishes its 
  meals and turns its attention toward them. 
  It will be a hard fight, but if the Fated are able to defeat 
  the Beast of Triggsville, they will at least be able to 
  leave (mostly likely on foot, unless they managed to 
  somehow preserve their wagon). 
   
  CoNCluSIon
  Once the sandworm has been killed, a TN 10 
  Wilderness Challenge allows a character to salvage 
  a single charged Lade 1 Soulstone (Size 1, Quality 
  0) from its corpse, plus one additional Soulstone per 
  Margin of Success. These Soulstones are damaged, 
  however, and will shatter and crumble away once its 
  charge is expended. 
  There are no Soulstones to be found beneath 
  Triggsville, but the coal deposits buried beneath the 
  town could still prove valuable to anyone willing to 
  excavate the mine. Unfortunately, if the Fated didn’t 
  get McReary and Cedrick’s contract rendered null 
  and void, the M&SU swoops in after all the hard work 
  is done to claim the mine for their own. 
  If Trigg survives, she is grateful to the Fated for saving 
  her and (after a bit of recovering) might prove to be a 
  useful ally in the M&SU. 
  Similarly, if McReary and/or Cedrick live to see the 
  end of the adventure, they sink the last of their money 
  into excavating the mine in the hopes of finding more 
  Soulstones… a hope that ultimately proves to be 
  their financial downfall. 
  If all three are dead, the Union eventually sends a 
  few surveyors down to Triggsville, but they ultimately 
  decide that the cost of excavating the mine isn’t 
  worth the profit and hassle of transporting the coal 
  back north. The town can, perhaps, be used as a 
  base of operations for the Fated, provided that they 
  don’t mind traveling into the middle of nowhere to 
  use it.
  Additionally, curious Fated might note that the valley 
  in which Repentance was built is actually a crater. 
  Exploring what caused the crater – and whether it’s 
  buried in the town’s collapsed mine – could be an 
  adventure in itself. Perhaps the sandworm wasn’t the 
  worst of what fate has in store for Repentance…
  
  58
  58
  The Beast of Triggsville
  Might
  4
  Grace
  1
  Speed
  2
  Resilience
  6
  Charm
  -5
  Intellect
  -3
  Cunning
  2
  Tenacity
  3
  Enforcer (8), Living, Beast, Defiant
  Defense
  4 (12)
  Walk
  5
  Height
  4
  Initiative
  5 (10)
  Willpower
  5 (13)
  Charge
  6
  Wounds
  12
  Skills: Athletics 2, Flexible 4R, Notice 3, Pugilism 3, 
  Toughness 5, Wilderness 3.
  Armor +6: Reduce all damage suffered by this character by 
  +6, to a minimum of 1.
  Burrowing Charge: When this character declares the 
  Charge Action, it may make a single 2 AP Close Combat 
  attack instead of two 1 AP Close Combat attacks.
  Hard to Wound +2: Damage flips against this character 
  suffer --.
  Sand Swimmer: This character may move through sand 
  and dirt without any reduction to its speed, but it cannot 
  burrow through solid rock. It leaves no tunnel behind it 
  when moving in this way.
  Unimpeded: This character ignores penalties for terrain 
  while taking Movement Actions.
  (2) Devouring Maw (Pugilism) 
  AV: 7 (15)  ========  Rg: y2  ======  Resist: Df 
  Target suffers 3/6/9 damage.
  R Crushing Maw: After damaging, the target suffers a 
  Moderate Critical Effect to its Chest (R).
  c Swallow Whole: After damaging a target with a lower 
  Height than this character, the target must discard a 
  card or be immediately killed and eaten.
  (1) Grabbing Tendrils (Flexible) 
  AV: 5R (13R)  =====  Rg: y5  ======  Resist: Df 
  Target suffers 1/1/2 damage and gains the following gains 
  the following Condition until this character is killed or the 
  start of this character's next turn, whichever comes first: 
  "Held Tight: This character cannot move. If the character 
  that applied this Condition takes a movement Action, this 
  character is carried along with it." 
  R Pull and Drag: After damaging, push the target towards 
  you a number of yards equal to your Might Aspect 
  (minimum 1 yard).
  Union Thug
  Might
  3
  Grace
  0
  Speed
  0
  Resilience
  2
  Charm
  -1
  Intellect
  0
  Cunning
  -1
  Tenacity
  2
  Minion (5), Living
  Defense
  4 (9)
  Walk
  4
  Height
  2
  Initiative
  0 (5)
  Willpower
  4 (9)
  Charge
  4
  Wounds
  6
  Skills: Athletics 2, Carouse 2, Deceive 1, Evade 2, 
  Intimidate 3, Pugilism 2, Scrutiny 1, Toughness 1.
  Eat Lightning: When this character suffers damage, it gains 
  the following Condition until the end of Dramatic Time: 
  "Adrenaline +1: At the end of the round, this character 
  heals exactly 1 damage and lowers this Condition's value 
  by 1."
  Hand-Picked Men: This character gains + to attack and 
  damage flips while within 6 yards of a friendly Enforcer, 
  Henchman, or Master.
  (1) Brass Knuckles (Pugilism) 
  AV: 5 (10)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 2/3/4 damage. This weapon gains + to the 
  damage flip.
  R Broken Nose: After damaging, the target becomes Dazed 
  until all its damage is healed.
  C Aim Low: After damaging, the target becomes Slow.
  (1) You Lookin' At Me? (Intimidate) 
  AV: 5 (10)  =========  Rg: 8  ======  Resist: Wp 
  If this character is capable of being Charged by the target, 
  the target immediately declares a Charge Action against 
  this character, even if it is engaged. Any successful attacks 
  made as a result of this Charge suffer -- to the damage 
  flip. After resolving these attacks, if the target was able to 
  declare a successful Charge, it becomes Paralyzed.
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - One Shot - Stonetooth's Folly - (Chronicles #31).pdf