Languages English SQ combat styles (crossbow), rogue talents (trap spotter), track, trapfinding +1, wild empathy Gear leather armor, +1 mastercraft heavy crossbow, dagger, binoculars, tool kit, professional walkie-talkie SPECIAL ABILITIES Stealth Attack (Ex) A.C Boyd deals an additional +1d6 damage if he flanks his target or his target is flat-footed This works against favored enemies or when in his favored terrain B24: Moose Town Landmark Population: 144 (farmers, herdsmen) Salvage Value: Buildings: Houses (2), Watch Tower Tech Levels: production 3, maintenance Moose Town is small town that subsists by farming and raising alpacas for their wool It trades with Wright Town for anything it cannot grow or salvage Though its name is older, they have adopted a bull moose name Teddy who they help protect and feed during the winter Among the Wright Town trading circuit, Moose Town is the furthest south and is the closest actual settlement to raider country (not including the Fort, page 108) Thus it periodically falls victim to attack, and the citizens are better armed and more paranoid than many other settlements in the north Important NPCs Bloody Tom: Bloody Tom grew up a child soldier in one of the raider groups living south of Moose Town The life of a raider was all he knew, but as he became an adult, he began to realize there could be another way He rebelled against the raiders he was working with and decided to help protect the towns he once raided He settled in Moose Town, much to the consternation of many residents Even after ten years, many people still don’t trust Bloody Tom, but he continues to prove himself with every attack Bloody Tom is a small, lithe man with olive skin He has black hair and a scraggly black beard His left hand was injured in a raider attack and he was forced to have it amputated He uses a makeshift hook as a replacement Bloody Tom uses the stats of a raider (page 120) B25: The Fort Standard Population: 18 (rotating from Wright Town) Salvage Value: Buildings: Watch Tower For many years the Wright Trading Company was troubled by raiders who lived south of Wright Town They occasionally sent large groups of guards to hunt down and eliminate these raiders, but they never stamped out the raiders completely 114 Wright Town’s current attempt to stop the raiders is a small base south of Wright Town From here, a contingent of guards keeps an eye on the roads and patrol the area around the Fort The Fort is little more than a single concrete and metal building reclaimed from before the war, a water tower used as a lookout post, and a small palisade made from nearby trees and scrap The Fort has a compliment of a half-dozen guards and twice as many militia at any point in time They are rotated back to Wright Town every three months The Fort has succeeded in preventing or at least delaying several raider attacks, but it’s not a perfect solution and raiders still slip past the to attack caravans and settlements north of the Fort Adventure Hooks These are some of the stories that might emerge in the area in and around Wright Town War with the Wrights Where: Everywhere When: When the heroes somehow provoke the Wright family Should the heroes provoke the Wright family, the family responds with swift vengeance The exact strategy depends a lot on the heroes’ community and how they act However one strategy Jed Wright favors is starting to attack a weak asset the heroes control in the hopes of drawing the bulk of their forces away from the community Then a Wright force will strike at the heart of the group’s community in a swift, decapitating strike The heroes might be able to negotiate surrenders with some members of the Wright family and many of their subordinates, but Jed Wright is a stubborn man who will not surrender For the PCs to win the war completely, they need to take on Jed directly and capture, or more likely, kill him Forces: The Wright Trading Company can raise roughly 400 troops to fight Initially these are divided into three forces, the decoy force with 100 troops, the main force with 200, and a reserve force of 10 left to guard Wright Town Most of these are regular citizens conscripted into battle, but a few are veteran guards who have experience fighting mutants and bandits Wright Town Army (Large) N Large army of humans (warrior 1) hp 11; ACR DV 12; OM +2; ranged Resources ranged weapons Speed 1; Consumption XP 400 Wright Town Army (Medium) N Medium army of humans (warrior 1) hp 2; ACR 1/3 DV 10; OM +0; ranged Resources ranged weapons Speed 1; Consumption XP 135