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  A One Sheet adventure for The Day After Ragnarok by H. M. ‘Dain’ Lybarger
  Wheels-up Landing
  This One-Sheet can be dropped into a campaign at any time 
  the heroes need to travel by air over bad territory; anywhere 
  in the Poisoned Lands north of Chicago, flying from Oslo to 
  Stockholm, or in Central Asia, Manchuria, or Mongolia. Change 
  the description of the town if need be. 
  Fair warning: this adventure is likely fatal for a group of heroes 
  lacking Pilot and Repair skills. 
  The heroes wind up paying for passage aboard a beat-up old Ford 
  Tri-Motor—its seen better days, and many repairs, but it’s the 
  kind of near-indestructible aircraft that stays in service near the 
  edges of civilization. Trouble is, it’s only near-indestructible. 
  TwenTy MinuTes Ago
  The pilot warned you of heavy weather 
  coming in. “Sky hasn’t been right 
  since Serpentfall. Didn’t used to get 
  thundersnow much ‘round here, 
  even in a bad winter. But now… 
  Still, it’s not as bad as it was, 
  right? Two years of solid winter 
  up here then… Things got pretty 
  lean.” His banter fell silent as 
  he concentrated on the bucking 
  control-yoke. When lightning 
  struck the starboard engine, 
  causing it to stream fire and smoke, 
  he cursed. The snow-covered hills 
  were coming up fast… “Buckle up, 
  folks! ‘Fraid we’re goin’ down hard…”On 
  first impact, the landing gear struts ripped 
  free, and the Tri-Motor bounced briefly 
  skyward. Then the belly of the plane slammed hard 
  into the powdery snow, and everything went dark. 
  Any LAnding you CAn wALk AwAy FroM…
  The heroes awaken inside the downed Tri-Motor. The pilot set 
  them down in the only clearing he could find, a narrow frozen 
  lake between forested hills. Taking stock of the situation, 
  they discover that the aircraft is badly damaged; the electrical 
  wiring in the starboard engine is fried, a rudder control cable 
  has snapped, and part of the underbelly ripped away when 
  the landing gear went—taking the majority of the heroes’ 
  luggage and supplies with it, tumbling out through the hole in 
  the fuselage. The Tri-Motor has taken three vehicular Wounds 
  from the crash, with Critical Hits to its Locomotion, Controls, 
  and Chassis.
  If one of the heroes is a Pilot, the pilot-owner of the Tri-Motor 
  didn’t survive the crash. Otherwise, he’s alive, but with a 
  broken arm and a mild concussion he won’t be able to do much 
  except (barely) fly the plane—if the heroes can fix it! Treat him 
  as an Incapacitated Extra. He’s ‘walking wounded’; coherent 
  enough to give a little grim advice about the area, but that’s it. 
  If he’s the only pilot, the heroes must keep him alive, no matter 
  what.
  The pilot’s map and navigation notes show that the Tri-Motor 
  went down somewhere just north of a small town. The map is 
  pre-Serpentfall, of course, so the marked town may not even 
  exist anymore. Still, without supplies or tools, it’s the heroes’ 
  only real chance of rescuing themselves.
  wALking AwAy
  The woods and heavy snowfall make travel difficult, giving 
  a -2 mph modifier to overland speed. The town is 
  about eight miles away as the crow flies, but 
  trudging that distance is rough, and hauling 
  supplies back to the downed aircraft 
  even rougher. Snow can be melted for 
  water, but remember the hazard rules 
  for Hunger, Cold, and Fatigue. The 
  heroes are in a bad spot, and should 
  be constantly aware of it.
  sCrounge or die
  The “shopping list” for repairing the 
  Tri-Motor isn’t long, but it’s pretty 
  specific: a 4’x5’ piece of corrugated 
  sheet metal, twenty feet of 1/8-inch 
  braided cable, electrical wiring for 
  the starboard engine, and something—
  anything—that can replace the landing gear 
  and allow for a takeoff on snow. Last but not 
  least, something to raise the fuselage high enough to 
  work underneath and make those repairs.
  The town on the map, when they reach it, doesn’t look like 
  it survived the “lean years” the pilot talked about. It seems 
  abandoned. There are burned-out ruins of houses and a 
  few businesses along the main street, dead power lines still 
  attached to poles, and a couple of rusting cars abandoned 
  where they sit. The general store, the bakery, and the Main 
  Street diner have long ago been stripped of anything edible, 
  as have the few remaining residences. A barber shop, a Post 
  Office, and a gas-station/garage fill out the rest of Main Street. 
  A gutted church and the deserted City Hall anchor the ends of 
  the only major cross-street. Everything is covered in a foot or 
  more of freshly-fallen snow, making it easy for the heroes to 
  see where they’ve been. 
  Likely ways to find items on the “shopping list” include pulling 
  down a segment of tin roof or the metal gas-station sign for 
  sheet metal, stripping power lines for braided cable, adapting 
  the spark-plug wires from a car to fit the starboard engine, and 
  
  2
  Wheels-up Landing
  scavenging more sheet metal or a car’s hood to make a takeoff 
  skid. The heroes may have other ideas that are just as plausible.
  Repair rolls are at a -2 without access to basic tools. The garage 
  in town has those in abundance—and even better, it has a 
  tripod chain hoist used to lift engine blocks out of cars. Ungainly 
  and difficult to haul back to the Tri-Motor, but perfect for 
  raising the nose to conduct repairs. 
  noT ALone
  As they explore, the heroes get the feeling that they’re being 
  watched. Allow Notice rolls if any player says that they’re being 
  extra vigilant. Successes give the heroes clues about what’s 
  coming. Tracks in the fresh snow that none of their party made; 
  drag marks in the dust across a building’s floor, sounds of 
  something moving in the shadows…
  If the heroes split up during their search in order to save time, 
  select someone who is alone to be the first victim. If they stay 
  within earshot of one another, select someone at the edge of the 
  group. The attack happens no earlier than sundown. Fast and 
  silent, out of the swirling snow comes a pack of gray-skinned, 
  feral-faced sub-humans, reeking of rotting meat!  
  Two Ghouls per hero plus two for the pilot should provide a 
  challenge. The ghouls make an initial mass attack, but if driven 
  off they change tactics; hiding, lurking, and harrying their prey all 
  night. The heroes might fortify one of the remaining solidly-built 
  structures in town (the garage or the City Hall, for example) and 
  make a stand there. Heroes who choose to defend a location with 
  only one way in or out, such as the bell-tower of the church, may 
  be surprised by the bestial ingenuity of their foes.  
  wALking BACk
  If the heroes defeat the Ghouls and survive the difficult trip back 
  to the crash site, a series of Repair rolls can get the Tri-Motor 
  airworthy again. Cooperative rolls can speed up the process—
  and given the extremely limited availability of food, the quicker 
  they can get airborne the better. Heroes with the Survival skill 
  might be better employed hunting for food than assisting with 
  the repairs, but that’s a stop-gap measure at best.
  CoLd nighT
  Repair work takes time. Night falls—and with it comes a 
  wendigo drawn by the smell of fresh meat! Once the heroes are 
  bedded down for the night inside the fuselage, it strikes. The 
  first sign of the wendigo’s presence is the creature’s unearthly 
  howl, just outside the plane! The second is the crashing sound as 
  it leaps atop the Tri-Motor, looking for a way in! 
  The biggest danger of the wendigo attack is irreparable damage 
  to the Tri-Motor. The heroes may be forced to use themselves 
  as bait to lure the creature away from the vulnerable plane. The 
  wendigo fights to the death; it won’t flee.
  A wing And A PrAyer
  Once everything is repaired that can be repaired, all that 
  remains is taking off. The frozen lake makes an adequate 
  runway, but the jury-rigged plane comes with no guarantees. 
  If the pilot-owner is still alive, he’s recovered enough to do the 
  job. If not, one of the heroes must make the attempt. Each 
  unrepaired Wound on the plane is a -1 modifier to the roll. 
  If they make it to their destination, the heroes will have proof: 
  flying really is safer than traveling on the ground… 
  ghouls
  See page 84 of DAR.
  wendigo
  See page 95 of DAR.
  Credits
  Writing & Design: H. M. ‘Dain’ Lybarger
  Editing: Kenneth Hite     Interior Art: Mike Vilardi
  Graphic Design & Art Direction: Hal Mangold 
  This game references the Savage Worlds game system, available from 
  Pinnacle Entertainment Group at www.peginc.com. Savage Worlds 
  and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no 
  representation or warranty as to the quality, viability, or suitability for 
  purpose of this product.
  Wheels-Up Landing is copyright © 2013 by Atomic Overmind Press. 
  The Day After Ragnarok is copyright © 2008-2013 by Kenneth Hite. 
  All rights reserved. 
  Ford Tri-MoTor 4-AT-B
  Last manufactured in 1933, the “Tin Goose” has three 
  220 horsepower Wright J-5 Whirlwind engines, one mounted 
  on the nose and one on each wing-root. Corrugated sheet 
  metal forms the body and wings. Even its control surfaces 
  are corrugated metal, not fabric. The control cables for those 
  surfaces run along the outside of the aircraft for easy access. 
  Even the gauges are mounted externally, directly on the engines; 
  pilots read them through the windscreen.
  The Tri-Motor’s simple construction and ease of repair make it 
  an ideal choice for frontier work. Skis or floats can replace the 
  standard landing gear, allowing it to get passengers into places 
  other planes can’t.
  Acc/Top Speed: 10/50     Climb: 10     Toughness: 12(2)
  Crew: 2 (pilot, co-pilot) + 12 (passengers)    
  Cost: $40,000 ($10,000 with Bush Pilot edge)
  
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