TEXT: DIRTY 
  DEEDS
  
  Wyrd Miniatures, LLC  |  wyrd-games.net
  Customer Service Email - support@wyrd-games.net
  This book is printed under the copyright laws of the United States of America. Contents copyright ©2005-2016, 
  Wyrd Miniatures, LLC. All rights reserved. This book is a work of fiction; any resemblance to organizations, 
  places, events, or actual persons – living or dead – is purely coincidental. Copies of materials herein are intended 
  solely for your personal, non-commercial use, only if you preserve any associated copyrights, trademarks, or 
  other notices. Wyrd Miniatures, LLC holds exclusive rights to this work. Unauthorized duplication is prohibited. 
  You may not distribute copies to others for a charge or other consideration without prior written consent of the 
  owner of the materials except for review purposes only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2016. The Wyrd logo, the MALIFAUX logo, the Through 
  the Breach logo, the Penny Dreadful logo and all related character names, places, and things are trademarks 
  and copyright ©2005-2016 Wyrd Miniatures, LLC.
  Through the Breach books:
  The Fated Almanac 
  The Fatemaster’s Almanac
  Into the Steam
  Under Quarantine
  Through the Breach adventures:
  In Defense of Innocence
  Northern Aggression
  A Night in Rottenburg
  
  DIRTY 
  DEEDS
  
  The Through the Breach roleplaying game is continuing to 
  grow and expand the world of Malifaux with new rules 
  and adventures.
  Our expansion books, such as Into the Steam, highlight 
  large new areas of the world to explore while also 
  providing a host of new mechanics for players.
  The Penny Dreadful line is intended to focus on a 
  specific area or story in the world, providing Fatemasters 
  with the tools to take their players quickly into the action.
  The core Penny Dreadful line, which is released in print 
  and PDF, has full, multi-session adventures for a party of 
  Fated. They are made to be the campaign or a part of the 
  campaign for a group.
  Penny Dreadful One Shots, on the other hand, are single-
  session adventures for a party that are only released as 
  PDFs. They often include pregenerated characters 
  (though this one does not), allowing Fatemasters to 
  choose whether to insert them into an ongoing campaign 
  or to run a quick and dirty standalone session of Through 
  the Breach.
  What is a Penny Dreadful One Shot?
  credits
  WRITING
  Corey Frampton
  DESIGN
  Mason Crawford
  EDITING
  Aaron Darland
  CREATIVE DIRECTION
  Nathan Caroland
  TTB LOGO ARTIST
  Patrick Guinane
  ART
  Hardy Fowler,  Jorge Gomez, & Bram Sels
  LAYOUT
  Aaron Darland
  GRAPHIC DESIGN
  Jorge Gomez
  PLAYTESTING
  Paul Lippincott, Borja Vicedo Máiquez, & Adam Rogers
  
  introduction ...............................................................................4
  adventure ..........................................................................................6
  Prologue .............................................................................................................................7
  Scene I ...............................................................................................................................9
  Scene II ............................................................................................................................16
  Scene III ..........................................................................................................................18
  Scene IV ...........................................................................................................................20
  Scene V ............................................................................................................................22
  Scene VI ...........................................................................................................................26
  Conclusion .......................................................................................................................27
  FM Characters ....................................................................28
  Dead Outlaw ....................................................................................................................29
  Alley .................................................................................................................................30
  Red Kettral .......................................................................................................................31
  Ruthless Kidnapper .........................................................................................................32
  Guild Guard .....................................................................................................................33
  contents
  
  Introduction
  Introduction
  Working in the mines is hard and dangerous. It's no 
  wonder that when there was a collapse in the hastily 
  dug tunnels at Redemption that the Union workers 
  demanded more safety.
  Of course, when a mine in Malifaux stops production, 
  it's going to make more than a few people angry. In 
  order to apply pressure to the leader of the strike, 
  Daniel Kasuba, someone has kidnapped his wife 
  and child, and they've given him a message: end the 
  strike or his family dies.
  With only a couple of days to try to save his family 
  and no assurances that ending the strike will make 
  a bit of difference, Daniel has reached out to see if 
  anyone can help him.
  Luckily, the Fated are ready to help.
  This adventure allows the Fated a number of ways to 
  discover hints about where Daniel's family may have 
  been taken as they search Malifaux's seedier districts. 
  There are a number of untrustworthy contacts who 
  have been on the wrong end of the law who might 
  know something about Daniel's missing family.
  With the clock ticking down, the Fated are pressed 
  for time in their investigation. Once they've 
  discovered the culprit and where Daniel's family is 
  hidden, they'll need to act quickly to secure their 
  freedom. This search will drive players into the 
  Quarantine Zone, where they will confront the (not 
  so) notorious Red Kettral's secret hideout.
  This adventure strikes a balance between 
  investigation, roleplaying, and fighting as the 
  players try to help out a man just looking to save 
  his family.
  
  Introduction
  Player Name
  DestiNy stePs FulFilleD
  exP.
  GuilD scriP
  miGht
  DeFeNse
  iNtellect
  WillPoWer
  Grace
  Walk
  charm
  charGe
  sPeeD
  WouNDs
  cuNNiNG
  heiGht
  resilieNce
  teNacity
  skill
  physical
  physical
  mental
  mental
  av
  ratiNG
  asPect
  FateD Name
  curreNt Pursuit
  statioN
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  ASPECTS
  ASPECTS
  ATTACKS
  ATTACKS
  DERIVED ASPECTS
  DERIVED ASPECTS
  SKILLS
  SKILLS
  Within These Pages
  Here's a list of what you'll find in this adventure!
  chapter 1: 
  INTRODUCTION
  This is the section you're reading now!
  chapter 2: 
  ADVENTURE
  The adventure starts with the Fated meeting their 
  contact, Daniel Kasuba, whose family has been 
  kidnapped.
  After exploring Redemption, the Fated will head 
  back to Malifaux City to try to find where Daniel's 
  family is located.
  With a variety of avenues to discover clues or 
  approach the hired goons' hideout, players will be 
  able to approach this adventure in a number of 
  different ways.
  And, if they're lucky, they'll find Daniel's family 
  before time runs out.
  chapter 3: 
  FM CHARACTERS
  This section contains the stat blocks for the various 
  adversaries the Fated might encounter over the 
  course of the adventure, providing a quick reference 
  to make it easier for Fatemasters.
  Call Out Boxes
  There are many call out boxes like this one 
  scattered throughout the adventure.
  These boxes have two main functions. Boxes 
  like this one highlight rules or special notes 
  for the Fatemaster.
  Boxes like the box on the right are used to show 
  dialogue or description. They are intended to 
  be read by the Fatemaster aloud to the players. 
  Be careful, though; some are only intended to 
  be read if the Fated take certain actions or are 
  successful at certain challenges. 
  "Yeah, I was there." The drifter sighs, his 
  shoulders slumping at the admission. "It 
  only lasted a moment, and I still don't know 
  how I lived through it. There was only the 
  one Ortega, but she was so fast with that 
  gun of hers..." He shakes his head. "Two 
  of the bandits were dead before they even 
  realized she had drawn on them."
  His gaze becomes distant as the memory 
  comes back to him. "It was a ballet of death."
  
  Dirty Deeds
  Adventure
  This adventure begins with the Fated getting a job to 
  help a Union miner named Daniel Kasuba. It quickly 
  turns into an investigation into Daniel's missing 
  family, and the Fated only have approximately 12 
  hours from the time they talk to Daniel to save them.
  Because of this, Dirty Deeds is a race against time. 
  There is a hard clock on the adventure, and if the 
  Fated drag their feet, Daniel's family is doomed. In 
  order to keep tension high through the adventure, 
  make sure the players are aware that each passing 
  hour puts Daniel's family in greater risk.
  The Fated know that they only have until that night, 
  but you can help spread the tension to the players 
  by keeping close track of time spent throughout the 
  adventure, occasionally letting players know how 
  much time has passed.
  Travel Times
  It is possible that the Fated will be traveling between a 
  few different areas of Malifaux City in this adventure. 
  For ease of tracking this time, each area is located 
  close to one of the three main stations: Malifaux 
  Station, Industry Station, or Southgate Station.
  These Stations are all located on a direct line, so a 
  traveler must go through Industry Station to get to 
  Malifaux Station or Southgate Station.
  Each of these travel times takes into account the 
  different impediments that might slow down a 
  traveler, such as waiting for a train or maneuvering a 
  horse through a crowd of people.
  Travel Times between Stations
  •By train: 30 minutes (0.5 scrip)
  •By horse or carriage: 3 hours (2 scrip)
  •On foot: 5 hours
  
  Prologue:
  INCURSION
  As the adventure begins, the Fated receive an 
  urgent message from Daniel Kasuba, an M&SU 
  supervisor at the Redemption mine south of Ridley. 
  He’s currently leading a Union strike, but someone 
  (presumably the Guild) has kidnapped his family 
  and is using them to pressure Kasuba to bring the 
  strike to an end. 
  If the Fated are allied with the Union, then they 
  will be approached by one of their Union contacts 
  who are worried about Daniel and the Redemption 
  mine. Daniel contacted them via Aethervox (a sort 
  of radio) last night, telling them that he had a big, 
  urgent problem and needed some help. He didn’t 
  elaborate, but now the Union is concerned enough 
  that they’re sending people – the Fated – in to assess 
  the problem and offer whatever assistance they can. 
  If the Fated are mercenaries, then this same hook 
  works; instead of turning to their own people, the 
  Union hires the Fated in order to have “plausible 
  deniability” in the event that whatever Kasuba needs 
  help with involves killing Guild members. 
  Alternatively, Daniel might contact one of his friends 
  in Malifaux City who has worked with the Fated in 
  the past. Wanting to help, that friend goes to the 
  Fated and asks them to travel to Redemption to help.
  If the Fated are affiliated with the Guild, then getting 
  them involved in the adventure is a bit trickier. 
  The best approach might have the Guild send the 
  Fated to Redemption to pose as mercenaries that 
  have been hired by the Union while other agents 
  detain the actual mercenaries. If the Fated can gain 
  Kasuba’s trust, then they can earn his loyalty and 
  convince him to bring the strike to a quiet end. In 
  this case, it’s best to have the people who kidnapped 
  his family working for the Arcanists, rather than 
  the Guild; they’re testing Kasuba’s loyalty to the 
  Union while simultaneously laying the foundation 
  to radicalize the miners and Redemption for future 
  Arcanist recruitment once Daniel's family turns up 
  dead, murdered by the “Guild.” In this case, when 
  the Fated question Red in Scene 5: The Mercenary, 
  he claims that he was hired by someone working for 
  the Union, rather than a Guild Guard.
  Getting to Redemption isn’t difficult; the Fated can 
  board a train in Malifaux City and ride it all the 
  way north to Redemption’s small train station. The 
  entire trip takes about an hour and costs one scrip 
  per character, but the only train heading that way 
  departs at first light.
  The only other passengers on the final leg of the trip 
  are two Guild Guard and a dozen nervous workers 
  in overalls and dark shirts, who are traveling to 
  Redemption to work in the mines in place of the 
  striking miners. 
  When the Fated arrive at Redemption, read the 
  following text:
  The hard-packed dirt road leading from the 
  station climbs its way up the hill toward the 
  metal gates of the mining complex. Dozens 
  of miners have gathered at the top of the 
  hill, blocking anyone who would seek to pass 
  through the gates of the fence that encircles 
  the hilltop. 
  As you take this all in, a young miner who 
  doesn’t even look old enough to be shaving 
  peels off from the group and comes running 
  down the hill toward you. He skids to a stop 
  a few feet in front of you, his face red as he 
  holds a hand to his chest and fights to regain 
  his breath. “You’re the…” He pauses, drawing 
  one more deep breath before continuing. 
  “Sorry ‘bout that. Y’all are the ones the 
  boss sent for, right? He told me to be on 
  the lookout for anyone that didn’t look like 
  strikebreakers. Come on, I’ll bring y’all up 
  through the picket line.”
  Adventure
  
  The miner’s name is Tommy Forcina, which he 
  shares with the Fated as he walks them up the hill. 
  He’s only seventeen years old, but he’s mature for 
  his age. He’s excited about the strike and seems 
  anxious to get the Fated to Kasuba, who has been 
  expecting them.
  The miners on the picket line begin to threaten 
  and shout names at the Fated as they approach, but 
  Tommy waves them off, informing them that the 
  Fated aren’t strikebreakers and that they’re just here 
  to see “Danny.” The revelation takes a bit of steam 
  out of the miners, who step aside and let the Fated 
  pass without further incident.
  Behind the fence gates, a large canvas tent has been 
  set up beside the mine’s entrance, which is currently 
  barred by a large, humanoid construct with drills for 
  hands. It turns its head, watching the Fated as they 
  approach, but Tommy ignores the mining machine 
  and leads the Fated to the large tent.
  Read the following text to the Fated: 
  Once the other miners have left the tent, their leader 
  comes around the table, introduces himself as 
  Daniel Kasuba, and offers them his hand. His grip 
  is firm, his hand calloused and scarred from hard 
  work, and he looks the Fated directly in the eyes as 
  they introduce themselves.
  Once introductions have been made, Daniel steps 
  around the Fated to the front of the tent, looking 
  around briefly before closing and tying the tent 
  flaps. When he turns to face them again, his stoic 
  expression is gone and there is desperation in his 
  eyes. “I’ll come straight at this,” he says. “My wife 
  and daughter have been taken and I need your help 
  getting ‘em back.”
  Tommy ducks under the edge of the canvas tent’s open flap and motions for you to follow him. 
  Inside, you see four men gathered around a scarred wooden table, each of them listening intently 
  to a fifth man dressed in worn blue jeans and a dust-covered white shirt. His height, combined with 
  his dusky skin, broad shoulders, and angular features make it seem as if he could have been carved 
  from the same rocks as the mine; never has the phrase “a mountain of a man” been more accurate. 
  He leans forward, fists planted on the table as he continues his speech. “If those Guild scabs want to 
  work in our mines, then they’re going to have to get through us. Like I said, we’re not going to be the 
  aggressors in this, but if they try to push through the picket line, that’s in their own hands.” The other 
  men all nod their heads in understanding as they glance around at each other. 
  “Good, real good,” the tall man continues. “Alright, that’s it for now. Y’all get started on that while I 
  talk to these folk about something else I’ve got in store for those Guild bastards.”
  The miners all turn from the table, nodding to you as they walk past. One of them puts an arm 
  around Tommy’s shoulders and pulls him along with them. “C’mon, son, the boss has business to 
  take care of and I got a job for ‘ya.”
  Adventure
  
  Scene 1:
  REDEMPTION
  Daniel will motion for the Fated to seat 
  themselves around the table. The miners 
  are using wooden crates as serviceable 
  (but uncomfortable) chairs.
  Once the Fated have seated themselves, read the 
  following text:
  Daniel returns to the head of the table where 
  he curls his hands into fists and presses them 
  down against the scarred table. “I’m pretty sure 
  my wife and daughter were taken on account 
  of the business here at the mine. Last week, 
  we had a major collapse down the hole; one of 
  the new tunnels we were working gave way right 
  under us. It was a disaster. We lost two men, 
  and more than a dozen others got some serious 
  hurt.” He swallows hard. “My brother Dom, he 
  was… he was one of the two that died.”
  His knuckles press down on the table so hard that 
  they start turning white. “We’d been warning the 
  foreman for months now that we were digging 
  too fast. The ground just wasn’t stable, but it 
  didn’t make any difference to that woman. Just 
  like the rest of the Guild, all she cared about 
  were the damned ‘stones, and she didn’t care 
  none who got hurt or killed in the process.”
  “After the collapse, she must have expected 
  a strike, cause she was on the train headed 
  back to the city before the dust had even 
  settled. Probably spinning some bullshit 
  story to her superiors about us trying to 
  dig too quickly and ignoring her pleas for 
  safety.” He grinds his teeth. 
  “I’ve seen this happen at other mines. The next 
  thing the Guild does is bring in strikebreakers 
  to work the mines in our place. They’ll say it’s 
  just for a few days while we negotiate terms, 
  but once they’re in the mines and the ‘stones 
  are rolling out on the train again, we’ll lose 
  whatever leverage we have, and then we’ve lost 
  Redemption. We’ve been standing on the line 
  ever since, sleeping in shifts, waiting for them 
  to show up. We haven’t even had a chance to 
  get the dead out of the mine yet!”
  Adventure
  
  A TN 10 Scrutiny Challenge will reveal that Daniel 
  is being sincere about what happened at the mine; he 
  truly believes it was an accident and that the Guild is 
  using it as an excuse to take Redemption from them. 
  As he finishes his story, Daniel reaches into his back 
  pocket, pulls out a folded envelope, and passes it 
  over to the Fated. Inside the envelope is a black 
  and white photograph of an attractive woman and 
  a young girl of perhaps five. They’ve been chained 
  to an old wood stove, and though the woman is 
  trying to put on a brave face, it’s clear that both are 
  terrified. Scrawled on the back of the photograph 
  are the words “The strike ends by tomorrow night or 
  you’ll never see them again.” Daniel confirms that 
  they’re his wife and daughter. He allows the Fated to 
  keep the photograph; it breaks his heart to look at 
  his family in such a state, and he reasons that it might 
  help the Fated in their search. 
  Read the following text as the Fated look the 
  photograph over:
  As soon as he learned that his family had been 
  kidnapped, Daniel used the Aethervox in the 
  foreman’s office to contact the Union and ask for 
  help. As far as he’s concerned, the Fated are his 
  last hope. He can offer them a total of 22 scrip (his 
  entire life’s savings) for the safe return of his family. 
  It’s more than he can afford, but he knows that the 
  other miners will help his family out until they’re 
  back on their feet. 
  Once the Fated agree to help, Daniel thanks them 
  and shakes their hands again. He notes that they 
  had best get going before people start to wonder 
  what they’re up to, but he also asks that if they ask 
  around town about his family, that they try to keep 
  it low-key. There are plenty of miners who would 
  walk away from the strike at the drop of a hat if they 
  knew that his family was in danger, but if the strike 
  just ends, then he can’t guarantee that he’ll ever see 
  his family again. The strike is the only thing that’s 
  currently ensuring their safety.
  The Photograph
  If the Fated take the time to examine the photograph 
  of Daniel’s family, a TN 12 Notice Challenge reveals 
  that there’s a broken window behind his wife that 
  looks out onto the street below. It’s not only deserted 
  but strewn with rubble, and the visible buildings are 
  soot stained and almost falling down. Despite being 
  dark – the photograph was likely taken shortly after 
  sunset – there’s no sign of any streetlamps in the 
  distance, and the visible buildings seem to all be 
  leaning at weird angles that grow more extreme the 
  further they get from the camera. Taken together, the 
  clues all suggest that they are being held somewhere 
  in the Quarantine Zone in Malifaux City. 
  The Quarantine Zone is a big place, but the angle of 
  the buildings in the background of the photograph 
  provides a further clue to the Fated to help them 
  narrow their search. If the Fated are aware of the 
  broken window in the photograph (either because 
  they noticed it themselves or because it was pointed 
  out to them by a companion), then they can attempt 
  a TN 11 Geography Challenge to realize that the 
  photograph was taken in the Quarantine Zone district 
  called The Sink. Fated who have actually been to 
  the Sink automatically pass this Challenge; the tilted 
  buildings are quite distinct and unforgettable.
  “That’s my wife, Sara, and my little girl Lily,” 
  Daniel explains, his eyes pleading with you. 
  “Tommy brought me this letter yesterday, 
  said that some courier gave it to him. They 
  must have grabbed ‘em up yesterday morning 
  after I came up here. I didn’t even… I should 
  have been there to protect...” His voice 
  breaks, and he takes a moment to recover. 
  “Please, you’ve gotta help me. I can’t just sit 
  here and do nothing, but if I leave or end the 
  strike, then the Guild will sweep in and take 
  Redemption from us. And there’s no way 
  to know if those bastards will even give my 
  family back afterwards!”
  He presses a hand to his forehead, as if 
  trying to force his thoughts back into order. 
  “I’m told that you’re good at what you do, so 
  please, help me with this. I’ve got some scrip 
  squirreled away, and if that’s not enough, I 
  can smuggle some Soulstone dust out of the 
  mine. Anything, just please, help me get my 
  girls back.”
  Adventure
  
  The Strikebreakers Arrive
  As the Fated leave the tent, the miners at the fence 
  gates begin making a commotion, though this time 
  it’s not directed at them. Investigating the matter 
  further, the Fated see a dozen men and women in 
  overalls and dark shirts coming up the road, flanked 
  by two members of the Guild Guard; this is the same 
  group that arrived with the Fated on the train. The 
  Guild Guard have their weapons drawn but lowered, 
  a clear threat, and someone mutters that they’re not 
  moving no matter how many Guardsmen the Guild 
  throws at them. 
  Read the following text: 
   
  If the Fated wish to intervene before the scene 
  turns violent, they can attempt TN 14 Leadership 
  Challenges to either get the striking miners or the 
  Guild to back down.
  If they convince the miners to back down, then 
  they grumble and step aside, believing the Fated are 
  acting under Daniel's direction. The strikebreakers 
  are pushed and jostled as they’re forced to walk 
  uncomfortably close to the striking miners to get 
  through the gate, but no one is seriously hurt. The 
  Guild Guard catch the Fated's eyes once they’re 
  through, nod in appreciation for the assistance, 
  and then continue onward to the mine with the 
  uncomfortable strikebreakers. Daniel appears once 
  they’re gone, learns what happened, and tries to rally 
  the spirits of his miners. “Just because they got in 
  this time doesn’t mean the strike is over!” 
  For the rest of the adventure, the Fated suffer a - 
  penalty to all Social Skill Challenges they make as part 
  of the Questioning the Townsfolk Ongoing Challenge 
  (pg. 14); word of the Fated being “in the Guild’s 
  pocket” spreads quickly through the small town as the 
  miners realize that Daniel didn't asked the Fated to let 
  the strikebreakers through.
  If they convince the Guild Guard to back down, then 
  the two men take a moment to reconsider the current 
  situation, glance back at the ranks of the resolute 
  striking miners, and then order the strikebreakers to 
  return to town while they contact their superiors in 
  Malifaux City. The miners cheer as the Guard escort 
  the strikebreakers back down the hill, and the Fated 
  gain a + to any Social Skill Challenges they make 
  as part of the Questioning the Townsfolk Ongoing 
  Challenge (pg. 14).
  There’s a palpable tension in the air as the 
  group of strikebreakers comes to a stop some 
  ten feet away from the striking miners. “We 
  don’t want any trouble,” one of the Guild 
  Guard says, his voice deliberately calm, 
  “but we’re going through that gate with these 
  workers.”
  “Like hell you are!” someone shouts from 
  the back of the miners. Others take up the 
  cry and soon the whole group is shouting – 
  insults, taunts, they’re all lost in the roar of 
  the mob. 
  The Guard steps forward again, raising his 
  hands – including the one holding his gun – in 
  the air in a placating gesture. “Look, we don’t 
  want anyone to get hurt. Just step back and let 
  us through.”
  Adventure
  
  If the Fated fail to convince either group, then read 
  the following text:
  The Guild Guard exchange concerned looks and 
  tell the strikebreakers that they’re returning to town 
  to contact their superiors. The group heads back 
  down the hill, the strikebreakers helping to support 
  their wounded comrades. The striking miners, 
  meanwhile, bandage up the injured; there was only 
  a single gunshot victim and it’s not serious, but if 
  the Fated want to help, a TN 10 Doctor Challenge 
  (which requires doctor tools) does a sufficient job of 
  patching the miner up. 
  The striking miners have earned a victory, but it’s 
  not one that anyone feels like celebrating.
  Investigating Redemption
  The Fated have a few leads they can pursue before 
  leaving town. Daniel mentioned that he got the 
  letter from Tommy, who might be able to identify 
  the courier that delivered it. Particularly suspicious 
  Fated might even suspect that Tommy is involved 
  in the kidnapping! If the Fated wish to investigate 
  this lead, see the Talking to Tommy section on the 
  following page.
  It’s also possible that someone in town might 
  have noticed something when Daniel’s family was 
  kidnapped. The Fated can pursue this lead in the 
  Talking to Townsfolk section on page 14. 
  Finally, the Fated have a photograph of Sara and Lily 
  that suggests they’re being kept somewhere inside 
  the Quarantine Zone. If the Fated decide to head 
  right to Malifaux City to chase this lead, proceed 
  directly to Scene 2: A Thousand Words (pg. 16).
  The two Guild Guard step forward, the 
  strikebreakers on their heels as they push 
  into the group of miners. Despite some 
  initial resistance, the striking miners give 
  ground amid a flurry of shouts and threats, 
  but then there’s a flash of movement  from 
  the back of the mob and suddenly one of the 
  strikebreakers cries out in pain and falls to 
  one knee, blood pouring from a wound over 
  his eyes. 
  There’s a crack of gunfire as one of the Guild 
  Guards panics and fires his pistol, and then 
  the miners are surging forward with a roar 
  of anger. They hammer against the Guild 
  Guard and strikebreakers with fists and 
  crude clubs, until their fighting is interrupted 
  by a loud “STEP BACK!”
  Daniel Kasuba comes rushing out of his tent, 
  waving his arm toward the group. “All you 
  Union folk, step back! Let them through!”” 
  The groups begin to disentangle as one of 
  the miners jabs a finger at the shaken Guild 
  Guard. “Boss, hang up, they start–“
  Daniel’s punch comes out of nowhere, laying 
  the man on the ground. “I don’t care who 
  started it,” he says, hurrying over to the side 
  of a miner with a gunshot wound in his side. 
  “Get the first aid kit. And you!” He glares 
  back over his shoulder at the Guild. “If 
  you’re going to start shooting people, you’re 
  going to need a hell of a lot more men to 
  finish the job.”
  Adventure
  
  Talking to Tommy
  Finding Tommy isn’t particularly difficult; he’s 
  with the other striking miners at the top of the hill. 
  After the confrontation with the Guild Guard, he 
  tries to calm his nerves by pacing back and forth. 
  He’s all hopped up on adrenaline and his hands 
  are shaking, either due to almost being in his first 
  fight (if the Fated talked one of the sides down) or 
  from nearly being shot (if they failed to talk one of 
  the sides down). 
  If the Fated ask about the courier or the letter 
  that he gave to Daniel, Tommy tells them that 
  a messenger came up to the gates with the letter 
  yesterday afternoon and handed it to Tommy 
  just as he was heading home from his shift at the 
  line. The courier said that it was for Daniel, and 
  Tommy ran back up the hill to deliver it, thinking 
  that it was a letter from the Guild about the strike. 
  A TN 8 Scrutiny Challenge reveals that he’s telling 
  the truth. 
  Tommy doesn’t know about Daniel’s 
  missing family, and if the Fated mention that 
  they’ve been kidnapped or show him the 
  photograph of Daniel’s wife and daughter, 
  Tommy becomes upset and angry on his 
  behalf. A TN 8 Scrutiny Challenge reveals 
  that his anger is genuine. He mentions 
  that he has a friend in Malifaux City who 
  might be able to help him. He doesn’t 
  mention exactly what it is that his friend 
  does (he’s a smuggler), but points them 
  toward a man named Alley who does 
  his business out of a saloon 
  called Pick’s Place in 
  the Southern Slums of Malifaux City. Tommy says 
  that Alley owes him a favor and that they should tell 
  Alley that helping them find Daniel’s family is how 
  he wants to spend it. Finding Alley is handled in 
  Scene 3: The Smuggler (pg. 18).
  If the Fated ask him about the courier, Tommy 
  reveals that he looked like a rat – pointy nose, teeny 
  little eyes, looking around like he was afraid of his 
  own shadow. The man handed over the letter and 
  then hurried back down to the train, probably hoping 
  to get back on it before it pulled out of the station. 
  Tommy notes that the station keeps a record of 
  everyone that buys a ticket leaving town, and that it 
  might have his name. 
  If the Fated follow up on this lead, see the Train 
  Station on page 15.
  Adventure
  
  Talking to Townsfolk
  Since the miners have gathered at the top of the hill 
  after the tunnel collapse, the only people left in town 
  are their families and a few assorted residents who 
  aren’t actually employed by the Union, such as the 
  people who manage the saloon and general store. 
  Additionally, if the strikebreakers were chased away 
  from the mine, they’re setting up canvas tents at the 
  edge of town. 
  Questioning the townsfolk is handled with an 
  Ongoing Challenge.
  Questioning the Townsfolk
  •Skills Allowed: Bewitch, Deceive, Intimidate
  •Target Number: 10
  •Duration: 10 minutes
  •Success Requirement: 6
  •Failure Requirement: 2
  The Fated speak with a different townsfolk during 
  each Duration of this Ongoing Challenge. Most are 
  the husbands or wives of the miners up on the hill, but 
  a few might be people working at the saloon, general 
  store, or elsewhere in the small town. Depending 
  upon whether or not the Fated talked 
  the Guild or Union down from 
  fighting at the mine, 
  the Fated may have 
  bonuses or penalties 
  to 
  any 
  Social 
  Skill 
  Challenge made during 
  this Ongoing Challenge.
  If the Fated reach the 40 minute 
  mark of this Ongoing Challenge, 
  the train outside the station sounds 
  its whistle, indicating that it will soon be 
  departing. They will still have enough time 
  to reach the train without too much of a rush, 
  but if they continue questioning townsfolk (i.e., 
  progress through another duration), then they lose 
  their only ticket out of town. See the Conclusion 
  (pg. 27) for more information.
  If the Fated succeed at this Ongoing Challenge, 
  they speak with Kaela Ellison, the wife of one of the 
  miners, who saw Sara Kasuba and her daughter leave 
  their home with two men yesterday morning. Kaela’s 
  never seen the men before, but one of them had 
  long red hair and was wearing a wide cummerbund. 
  Both mother and daughter looked distraught, but 
  Kaela assumed that they were family that had come 
  to take them down to the train; more than a few of 
  the miners have sent their families away since the 
  mine collapsed and everyone started talking about 
  a strike. 
  If the Fated achieve a catastrophic failure, then they 
  instead come across Lucille Keifer, a woman with 
  whom Sara Kasuba has been having a low-key feud 
  for a few months. Lucille tells the Fated more or less 
  the same story, that she and Lily left for the train 
  station with two men, but she paints it up as Sara 
  leaving Daniel for another man. “I always knew she 
  was a hussy,” Lucille says, nodding at her own words. 
  “That poor man deserved better than the strumpet 
  he married.”
  Adventure
  
  The Train Station
  The train that the Fated rode into town is still sitting 
  outside the station, which is little more than a single 
  building just large enough to house its ticket taker, 
  an elderly black woman named Clara Jones. Clara 
  is an employee of Condor Rails, and doesn't mind 
  spending some time chatting. 
  A TN 9 Bewitch Challenge (if the Fated impress 
  upon her the seriousness of the situation, they gain a 
  + to this Challenge) is enough to befriend her and 
  get her gossiping about what an exciting couple of 
  days she’s had. Clara will go into detail about how 
  busy the past few days have been. Normally, a train 
  only comes through Redemption every three days to 
  drop off supplies and pick up Soulstones quarried 
  from the mine. In the past two days, however, there 
  have been three trains that have come into town, 
  which Clara considers to be an entirely unreasonable 
  number; she’s hardly had any time to catch up on 
  her latest book. 
  Yesterday morning, the first train arrived like usual, 
  though there weren’t any Soulstones to pick up, on 
  account of the strike. Clara remembers two men 
  getting off the train, one of them with long, red hair. 
  Just as the train was getting ready to pull out of the 
  station, they returned with Sara Kasuba and her little 
  girl, bought some tickets to the Southgate Station 
  in Malifaux City, and rode the train out of town. If 
  the Fated ask about Sara, Clara mentions that she 
  looked upset and was crying, but that she didn’t 
  think anything of it, “on account of her brother-in-
  law getting killed in the cave-in.”
  The second train that arrived was only an engine with 
  no attached passenger cars. Other than the engineer, 
  there was only a single other person on board, a 
  “thin man with beady eyes, like a weasel.” The man 
  told the engineer to wait for him and ran off toward 
  the mine, and when he came back about ten minutes 
  later, the engineer asked “Are you ready to depart, 
  Mr. Granite?” The man snapped at him, saying that 
  his name was “Graniss, with an S!” The engineer 
  gave her a wink while the man’s back was turned, 
  so she’s certain that the engineer was deliberately 
  mispronouncing the man’s name to annoy him.
  The third train arrived this morning; it’s the one that 
  the Fated rode into town, and it’s still sitting outside 
  the station. Clara kept quiet as the Guild Guard and 
  strikebreakers filed off the train and headed up to 
  the mine; she knows better than to stick her nose 
  where it doesn’t belong.
  Regardless of which clues the Fated managed to find 
  in Redemption, it should become clear that the trail 
  leads back to Malifaux City. The Fated can purchase 
  train tickets at the Redemption station for one scrip 
  each, which gets them back to Malifaux Station by 
  noon. They can disembark at one of three stations: 
  Malifaux Station (just north of the city), Industry 
  Station (in the Industrial Zone, in the northern part 
  of the city), or Southgate Station (at the southern 
  gates of the city). 
  The choice of which station the Fated disembark 
  at mostly affects their travel times across the city, 
  but the Fated can still travel between stations by 
  purchasing a ticket for half a scrip. 
  The mercenaries receive the order to kill Daniel’s 
  family at 10 pm, which gives the Fated ten hours to 
  rescue them. If the Fated take too long, they might 
  still locate the mercenaries, but it won’t matter any 
  more to Daniel's wife or daughter. This deadline 
  should be kept secret from the players; they don’t 
  know how long they have, but it’s fine to note that 
  you’re keeping track of how much time they spend 
  doing things in order to add a bit of urgency to 
  their investigation.
  The Fated have four leads they can potentially follow 
  in Malifaux City, depending on what they learned at 
  Redemption: 
  •If the Fated try to use the photograph to locate Sara 
  and Lily, see Scene 2: A Thousand Words (pg. 
  16).
  •If the Fated decide to speak with Tommy’s friend 
  Alley, see Scene 3: The Smuggler (pg. 18).
  •If the Fated decide to track down Graniss the 
  courier, see Scene 4: The Courier (pg. 20).
  •If the Fated try to find the red-haired man that 
  kidnapped Sara and Lily, see Scene 5: The 
  Mercenary (pg. 22).
  Adventure
  
  Scene 2:
  A THOUSAND WORDS
  If the Fated succeeded in identifying that the 
  photograph of Sara and Lily was taken in the 
  Quarantine Zone, they might try to hunt them down 
  on their own. Unfortunately, due to the sheer size 
  of the Quarantine Zone – it makes up around half 
  of Malifaux City – just picking a spot at random to 
  begin investigating is doomed to failure. 
  If the Fated succeeded on their Geography Challenge 
  when examining the photograph, however, then they 
  were able to identify that it was taken in a district 
  called The Sink, which narrows their options down 
  enough to make a search feasible. 
  The Sink is a section of the Quarantine Zone located 
  in the southeast portion of Malifaux City, just to 
  the east of Southgate Station. Many years ago, the 
  sewers beneath the district collapsed, creating the 
  massive sinkhole that gives the district its name. As 
  a result, the district is shaped like a wide dish, and 
  as one approaches the eastern edge of the district, 
  the buildings become increasingly tilted toward the 
  center of the sinkhole until they’re eventually clinging 
  desperately to the sides of the sloping ground at an 
  almost forty-five degree angle.
  The Sink Barricade
  Traveling to the barricades surrounding The Sink 
  doesn’t take any significant time if the Fated leave 
  from Southgate Station; they’re within eyesight as the 
  Fated step off the train.
  Once the Fated are at the barricades, characters who 
  are allied with the Guild can approach the Guild 
  Guard, claim they’re on a mission, and attempt to 
  get permission to enter the Quarantine Zone with 
  a TN 14 Bureaucracy Challenge. On a failure, the 
  Guard insist that they need the proper paperwork 
  to allow the Fated to enter, which will take days to 
  acquire through the proper channels.
  Other Fated can feign Guild Membership and 
  attempt this same tactic, but doing so requires one of 
  them to first succeed at a TN 15 Deceive Challenge. 
  If the character fails, the Guard tell the Fated that 
  they need the proper paperwork, as noted above. If 
  the character achieves a Margin of Failure, however, 
  the Guild Guard see through the ruse and attempt 
  to arrest the Fated for impersonating a Guild officer. 
  There are eight Guild Guard (pg. 33) here, four on 
  the ground and four atop the thirty-foot-tall wall. 
  The Guard atop the wall gain a + on any attack they 
  make on Fated characters on the ground, thanks to 
  their height advantage.
  Alternatively, the Fated could attempt to bribe 
  the guards to let them pass, which requires a TN 
  12 Barter Challenge and 5 scrip per person. If the 
  Fated achieve a Margin of Success on this Challenge, 
  they are able to talk the guards down to 2 scrip per 
  person. If they achieve a Margin of Failure, however, 
  the Guard attempt to arrest the Fated for bribery, 
  which likely leads to a fight as noted above. 
  The Guild Guard are unable to open the barricade 
  gate (they don’t have the clockwork device that serves 
  as a key), but there are ladders leading up to the top 
  of the barricade and rope there that can be used to 
  lower the Fated down into the Quarantine Zone. 
  Should the Fated choose to bypass the Guard and 
  climb over the wall, they can find an unpatrolled 
  section with fifteen minutes of searching and climb 
  over with TN 10 Athletics Challenges. The wall 
  is thirty feet tall, and each successful Athletics 
  Challenge allows the character to climb a number 
  of yards equal to half their Walk Aspect, plus one 
  yard per Margin of Success. If a Fated achieves a 
  Margin of Failure on this Challenge, she falls to 
  the ground. If she falls at least 3 yards, she suffers 
  2/4/6 damage, +1 damage for each additional 2 
  yards fallen above 3.
  Adventure
  
  Searching The Sink
  Using the photograph as their guide, the Fated can 
  use the buildings in the background and the degree 
  at which they’re tilted to narrow in on the location 
  where Daniel’s family is being kept. This is handled 
  with an Ongoing Challenge. 
  Searching The Sink
  •Skills Allowed: Geography, Mathematics, 
  Navigate, Notice
  •Target Number: 16
  •Duration: 1 hour
  •Success Requirement: 6
  •Failure Requirement: 2
  If the Fated succeed at this Ongoing Challenge, then 
  they come across the building where the kidnappers 
  are keeping Sara and Lily. See Scene 6: Red’s 
  Barracks (pg. 26) for more information. 
  On a critical failure, the Fated become lost and are 
  attacked by three Dead Outlaws (pg. 29) who ambush 
  them from the ruins of a crumbling building. 
  If the Fated wish to continue searching The Sink, 
  they can attempt this Ongoing Challenge again, but 
  the TN of their Challenge Rolls increases by +2 for 
  each previously failed Ongoing Challenge. 
  Adventure
  
  Scene 3:
  THE SMUGGLER
  If the Fated follow Tommy’s suggestion to speak with 
  his friend Alley, then they need to travel to Pick’s 
  Place in the Southern Slums. If the Fated disembark 
  at the Southgate Station, it only takes them half an 
  hour and a few questions to find the saloon.
  Once the Fated arrive, read the following text:
  Alley is used to dealing with some rough people. 
  He keeps a shotgun in a crude harness bolted to the 
  underside of his table. If the Fated succeed at a TN 
  14 Scrutiny Challenge, they realize that he’s on edge, 
  as if expecting a fight to break out at any moment. 
  Alley isn’t initially interested in talking to the Fated, 
  claiming that they’ve “got the wrong guy,” but if they 
  offer him at least five scrip to hear their proposal, 
  he motions for them to take a seat to negotiate 
  (while still keeping his hand on the shotgun). If the 
  Fated mention that Tommy sent them, he relaxes 
  immediately, pulling hand (and shotgun) out from 
  under the table and ordering a round of drinks. 
  If the Fated mention that they’re cashing in 
  Tommy’s favor, Alley groans and rolls his eyes, but 
  agrees to help them. Otherwise, he only agrees to 
  help the Fated if they pay him 20 scrip (though a TN 
  12 Barter Challenge will talk him down to 15). He 
  says that he can help them find the people they’re 
  looking for, but he’ll need something to help him 
  narrow down their location; Malifaux City is a big 
  place, and without some clue as to where he should 
  start looking, there’s little hope of finding anyone.
  If the Fated show him the photograph of Daniel’s 
  family, he doesn’t comment on it until after he’s been 
  paid (or after the Fated have mentioned Tommy’s 
  favor). When this happens, read the following text:
  Pick’s Place is tucked into the back end of a 
  blind alley between a pair of tenement buildings 
  that look like they’re only one stiff breeze away 
  from collapsing into the street. Calling it a saloon 
  might be a bit of a stretch; “hole in the wall” 
  would be a more accurate description.
  A hush falls over the bar as you enter, every 
  mouth closing and every eye in the room turning 
  your way, weighing and measuring you for just a 
  few seconds before returning to their business. A 
  single inquiry points you toward your target: he’s 
  wearing blue trousers with a white shirt and a red 
  vest, and a heavy black greatcoat hangs over the 
  chair next to him. He’s rocking back in his chair, 
  but as he’s pointed out to you, he puts his feet 
  down and sits up straight, keeping one hand – 
  which is missing three fingers – on the table and 
  the other in his lap. 
  He doesn’t speak. He just waits, watching you 
  intently from across the room.
  Alley takes the photograph between the two 
  fingers left on his hand and holds it up to his 
  face, peering at it for a moment. “Pretty lady. 
  Whoever took her is an idiot, fortunately for 
  you.” He sets the photograph down and taps 
  the window behind Sara’s head, which shows 
  collapsing buildings. “No street lights, ruined 
  buildings that are tilting to the side like that… 
  I’m betting that they took this in The Sink. It’s a 
  desolate patch of the Quarantine Zone just east 
  of here, pretty much the only place in the city 
  that you’ll find buildings all tilted at an angle like 
  that.”
  He stands up, picking up the greatcoat from the 
  other chair and swinging it over his shoulders 
  with a flourish. “I’ll need some time to get a few 
  things together for the trip and make sure that 
  you’re on the up and up. Meet me ‘round the 
  corner of Sanguine and Oak in an hour, and if 
  everything checks out, I’ll help you find your 
  girls. I'd buy some extra bullets, just in case.”
  Adventure
  
  If the Fated attempt to intimidate or otherwise 
  threaten Alley, he will respond by firing his shotgun 
  at the character across from him (gaining a + to the 
  attack and damage flip if the Fated don’t know that 
  he has a shotgun). After his attack, Dramatic Time 
  begins and the Fated can flip for initiative as normal. 
  Alley acts normally on his first turn, while the other 
  patrons dive for cover or run for the door, wanting 
  nothing to do with what will surely end up being a 
  bloody and deadly fight. Alley’s stats can be found 
  on page 30.
  If things do devolve into a fight, Alley will refuse 
  to assist the Fated afterwards, no matter what they 
  threaten him with, which effectively brings this 
  potential avenue of the investigation to an end. 
  The Meeting
  Getting to the corner of Sanguine and Oak only 
  takes about fifteen minutes, so the Fated will have 
  some time on their hands if they want to purchase 
  extra supplies. Unless the Fated are Guild agents, 
  Alley shows up an hour later (after checking up on 
  the Fated) with rope and a grappling hook. 
  If the Fated are Guild agents and don’t inform Alley 
  of that fact during their meeting, have them make 
  TN 12 Deceive Challenges; characters with at least 
  one rank in the Infiltrator Pursuit (or currently on it) 
  are considered to automatically pass this Challenge. 
  If any of them fail this Challenge, Alley’s inquiries 
  turn up the fact that they’re Guild, and he doesn’t 
  show up to the meeting out of fear of being set up 
  for something, essentially bringing this avenue of 
  investigation to a close. If the Fated all succeed at 
  this Challenge, then Alley shows up as noted above.
  When Alley arrives, read the following text: 
  Once the Fated are ready, Alley leads them to the 
  barricade, throws the rope up to the top, tests it, and 
  then scurries up to the top. He waits for the Fated 
  to climb up after him, then reattaches the rope and 
  motions for them to climb down the other side. He 
  follows after them, then shakes the rope, unhooking 
  the grappling hook.
  Once the Fated are in The Sink, they can search 
  for Daniel’s kidnapped family using the rules in 
  the Searching the Sink section (pg. 17). Alley’s 
  knowledge of the Quarantine Zone lowers the 
  TN of the Ongoing Challenge down to 12, and he 
  contributes a single success to the Ongoing Challenge 
  with each Duration. 
  “Alright folks, here’s the rules.” Alley points 
  at the thirty foot tall wall that separates the 
  Southern Slums from the Quarantine Zone 
  with his bad hand. “We’re going right over 
  the barricade, but we’re going to have to be 
  quick about it so that the Guard don’t notice 
  us. Once we’re in the QZ, I don’t want no 
  unnecessary conversation. We’re gonna be 
  traipsing through the territory of some very 
  nasty things, so if you see something in there 
  that ain’t one of us or your girls, shoot it and 
  don’t stop ‘til it does.”
  Adventure
  
  Scene 4:
  THE COURIER
  If the Fated decide to hunt down the courier, Graniss, 
  the best place to start is at one of the train stations. 
  This is handled with an Ongoing Challenge: 
  Asking About Graniss
  •Skills Allowed: Barter, Bewitch, Deceive, 
  Intimidate
  •Target Number: 8
  •Duration: 10 minutes
  •Success Requirement: 6
  •Failure Requirement: 2
  Each time a character makes a Barter Challenge 
  as part of this Ongoing Challenge, they must also 
  spend one quarter of a scrip as they pay someone for 
  information about Graniss. 
  As they speak with people at the station, the 
  characters learn that Graniss is a professional courier 
  and he spends a great deal of time riding the rails, 
  carrying packages and letters around the city and to 
  the surrounding Contract Towns.
  If the Fated succeed at this Ongoing Challenge, 
  the man working the ticket counter mentions that 
  Graniss has invited him out to get drinks on a couple 
  of occasions, but that he’s never accepted. Each 
  time, though, he always mentions the same bar: the 
  Low Man saloon over on Cross Street, a few blocks 
  from Industry Station.  
  On a critical failure, the Fated still find out that he 
  frequents the Low Man saloon, but word that some 
  people are asking about him gets back to Graniss. 
  In his line of work – one that involves delivering a 
  fair number of questionable packages, no questions 
  asked – people asking about him is almost entirely 
  a bad thing. He skips town and uses a false name to 
  travel south to Edge Point, where he hides out for 
  the next few weeks, effectively bringing an end to 
  this avenue of investigation.
  The Low Man 
  When he’s not working, Graniss spends most of his 
  time at the Low Man saloon in the Industrial Zone. 
  It’s mostly frequented by factory workers in their off 
  hours, but its proximity to the Industry Station makes 
  it a convenient location for someone who travels 
  on the rails so frequently. Given this proximity, it’s 
  advisable that the Fated take the train to Industry 
  Station and then walk two blocks to the bar.
  When the Fated arrive at the Low Man, read the 
  following text: 
  If the Fated scared Graniss away by catastrophically 
  failing the Asking About Graniss Ongoing Challenge, 
  then asking for him gets a laugh from the bartender, 
  who tells the Fated that he took off as fast as could be 
  once word reached him that some “mean hombres” 
  were asking questions about him at the train station. 
  He says that Graniss paid his tab and everything, 
  which usually means that he’s going to ground for a 
  few weeks to avoid an upset customer. 
  The Low Man saloon is just a few streets 
  away from Industry Station, wedged in 
  between a tailor’s shop and a factory that 
  has seen better days. Once you are inside, 
  it becomes clear that the Low Man is aptly 
  named: a smattering of sawdust is spread out 
  over the floor, and the half dozen tables are 
  gouged with the names of former patrons 
  and more than a few lewd carvings. 
  Adventure
  
  If the Fated didn’t scare Graniss away, they can 
  immediately spot him seated at the table closest 
  the bar, chatting with two fellow patrons. When the 
  Fated approach him, however, he glances toward 
  them, his eyes going wide as he panics and tries to 
  leap up. His foot gets caught on his chair and he 
  trips, arms pinwheeling for a second before he falls 
  head over heels into a heap on the ground. 
  Read the following text: 
  Graniss is certain that the Fated are here about the 
  letter he delivered to Redemption; he had a bad 
  feeling about that package and tells the Fated as 
  much. He says that he was given the envelope by 
  a man he’s worked for a few times in the past, a 
  mercenary named Red Kettral, or “Red Kettle” as 
  he’s known on the streets. 
  Graniss knows that Red has a base in The Sink, 
  down in the southeastern part of the Quarantine 
  Zone, but Graniss has never been there; the very 
  thought of entering the Quarantine Zone brings 
  him close to fainting. He does know, however, that 
  Red has a girl that he likes who works out on Van 
  Holden Boulevard, down in the Southern Slums. 
  Graniss has had to hunt Red down more than once 
  to get paid for carrying a letter somewhere, and it’s 
  the most reliable place to find him in the evenings. 
  He describes Red as a man with long red hair with 
  a penchant for wearing a cummerbund. The Fated 
  can use this information to track Red down; see 
  Scene 5: The Mercenary (pg. 22) for more details. 
  If the Fated succeed on a TN 8 Intimidate Challenge, 
  Graniss mentions that Red carries a peacebringer 
  pistol that he claims to have taken off a Death 
  Marshal who crossed him, as well as several knives 
  that he keeps hidden in his cummerbund. 
  As soon as the Fated leave, Graniss runs home, 
  throws some clothes into a battered suitcase, and 
  leaves town for Edge Point to lie low for a while. 
  “Wait! Wait, wait, wait!” Graniss slips over 
  and scuttles backwards, giving a small and 
  very unmanly squeak as his back hits the 
  bar. “It’s not me you want! I just delivered 
  it! I’m not involved!”
  He covers his head, as if expecting a 
  beating. “I’ll tell you whatever you want to 
  know,  just please…” He sniffles. “Please 
  don’t hurt me, okay?”
  Adventure
  
  Scene 5:
  THE MERCENARY
  If the Fated decide to hunt down the red-haired man 
  that kidnapped Daniel’s wife and daughter, the best 
  place to do so is at the Southgate Station, where he 
  disembarked; unfortunately for Red, his long red 
  hair, the uncooperative Sara, and the crying Lily 
  made them rather conspicuous. The Fated can easily 
  confirm that he disembarked at the Southgate Station; 
  all of the employees saw him yelling at “his wife and 
  little girl” and dragging Sara along by the arm. 
  Unfortunately, finding someone that knows Red’s 
  name or where to find him is more difficult and is 
  handled with an Ongoing Challenge. 
  Asking About Red
  •Skills Allowed: Barter, Bewitch, Deceive, 
  Intimidate
  •Target Number: 11
  •Duration: 10 minutes
  •Success Requirement: 6
  •Failure Requirement: 2
  Each time a character makes a Barter Challenge 
  as part of this Ongoing Challenge, they must also 
  spend one quarter of a scrip as they pay someone for 
  information about Red. 
  If the Fated succeed at this Ongoing Challenge, they 
  find a mercenary waiting for a train who can help. 
  She recognizes “Red Kettle” by his description and 
  mentions that he’s scum who mostly takes kidnapping 
  and leg-breaking contracts, and that he usually spends 
  his evenings with the whores over on Van Holden 
  Boulevard, down in the Southern Slums. 
  On a critical failure, the Fated still find out that he 
  spends his evenings on Van Holden Boulevard, but 
  word gets back to Red that some people have been 
  asking around about him. He still goes to see his girl 
  on Van Holden, but he brings four of his lackeys 
  with him, who will be present when the Fated show 
  up to confront him.
  The Fated can get directions to Van Holden street 
  by asking just about anyone in the district, though 
  rarely without judgmental looks from the people 
  they’re asking. It’s about a fifteen minute walk from 
  the Southgate Station. 
  Van Holden Boulevard
  Van Holden Boulevard is a run-down street in 
  the Southern Slums that is only notable for having 
  three saloons and a brothel all on the same two-
  block stretch of the cramped street. This makes it a 
  popular haunt for a particular breed of mercenary in 
  the Southern Slums, and Red Kettral is no different. 
  Red Kettral shows up at Van Holden Boulevard at 
  seven o’ clock and leaves at nine o’ clock. 
  If the Fated get there before seven o’ clock, there’s 
  no sign of Red. A TN 8 Bewitch or Intimidate 
  Challenge is enough to get one of the regular patrons 
  to reveal that while Red is a regular presence in the 
  area, he usually doesn’t come around until later 
  in the evening, usually around seven or eight. The 
  Fated can follow up on other leads until then, or 
  they can remain at Van Holden Boulevard to enjoy 
  its watered down drinks and other local services. 
  If the Fated arrive after nine o’ clock, the prostitutes 
  will mention that they “just missed him.” They’re 
  not expecting to see Red again until tomorrow night. 
  If the Fated attempt to pressure the prostitutes into 
  revealing where they can find Red, the women point 
  them toward Lucy, who is one of Red’s “regular 
  girls.” Lucy is fond of the mercenary but isn’t loyal, 
  and with a TN 10 Intimidate Challenge (or a TN 8 
  Barter Challenge and 3 scrip), she’ll reveal that he 
  has a base in The Sink that he keeps trying to talk 
  her into visiting. Lucy insists that she’s not stupid 
  enough to go into the Quarantine Zone with anyone, 
  let alone a man who makes his living kidnapping 
  people, but she’s overheard him boasting about how 
  they’re set up in an “old barracks in the north part 
  of the district.” It isn’t much of a clue, but it’s still 
  enough to give the Fated something to go on. If they 
  decide to enter the Sink to search for the barracks, 
  see Scene 2: A Thousand Words (pg. 16).
  Adventure
  
  If the Fated are present at Van Holden Boulevard 
  between seven and nine o’clock, read the following: 
   
  If the Fated catastrophically failed the Asking 
  About Red Ongoing Challenge, then there are four 
  Ruthless Kidnappers here. They’re acting casual 
  and chatting with various prostitutes as they keep an 
  eye on their boss, but the Fated can spot them with 
  TN 12 Scrutiny or Notice Challenges.
  If the Fated did not catastrophically fail the Asking 
  About Red Ongoing Challenge, then he is alone. 
  He’s talking with his favorite girl, Lucy, and after a 
  few minutes of pleasant conversation, he puts his 
  arm around her shoulder and leads her into the 
  saloon for a few drinks and some private time in her 
  room upstairs. If his mercenaries are present, they 
  follow him into the saloon but remain downstairs 
  while their boss spends his scrip.
  If the Fated confront Red, he’s cocky, confident, 
  and uncooperative until they bring up anything 
  having to do with Redemption, Daniel’s family, or 
  Graniss, at which point he attacks them (and shouts 
  to his mercenaries for assistance, if they are present). 
  Red isn’t stupid; if he’s reduced to two Wounds or 
  less, he attempts to escape or surrenders rather than 
  fight to the bitter end. Stats for Red Kettral and the 
  Ruthless Kidnappers can be found on pages 31 and 
  32, respectively. 
  Questioning Red
  If the Fated subdue Red, he’s stubborn and difficult 
  to question, but a TN 12 Intimidate Challenge gets 
  him to talk; if the Fated augment their threats with 
  actual physical harm, they gain a + to this Challenge. 
  Questioning one of the Ruthless Kidnappers is 
  easier (TN 10 Intimidate Challenge) and yields the 
  same information.
  If the Fated are successful, Red tells them that he 
  was hired by a Guild Guard to kidnap Kasuba’s 
  wife and kid and use them as leverage to get him 
  to end the strike at Redemption. He didn’t ask for 
  his employer’s name and wasn’t given one, which is 
  more or less business as usual for someone in Red’s 
  profession. Sara and Lily are both still alive, but if 
  their employer doesn’t contact them by ten o’ clock 
  to let them know that the strike is over, his men have 
  standing orders to kill them both. 
  If the Fated ask how many people are back at his 
  hideout, he lies and tells them that it’s just him and 
  two other people. If the Fated succeed at a TN 12 
  Scrutiny Challenge, they realize the lie for what it is, 
  and pressuring Red further gets him to admit that 
  there are eight people back at his hideout (or four, 
  if he brought the four Ruthless Kidnappers with him 
  for protection).
  With the setting of the sun, most of the 
  businesses along Van Holden have shut down, 
  giving control of the boulevard over to the 
  saloons and brothel. The street gradually grows 
  more crowded as groups of men and a few 
  women arrive to drown their sorrows in alcohol 
  and perfumed embraces. The prostitutes are 
  out in full force, sashaying back and forth in 
  front of the saloons, tempting patrons to come 
  in for a drink and a good bit more besides. 
  Leaning up against the low stone wall and 
  chatting with a brunette in a dress with a 
  plunging neckline is the man that can only 
  be Red Kettral. He wears a dingy white shirt, 
  gray trousers, and a wide black cummerbund 
  around his stomach. Long knives are tucked 
  into sheaths sewn into the cummerbund and a 
  heavy pistol rests in a holster on the other side 
  of his waist. His namesake wild mane of red 
  hair hangs loose around his shoulders, blowing 
  gently in the cool wind.
  Adventure
  
  Following Red to his Hideout
  If the Fated subdued Red (or a Ruthless Kidnapper), 
  they can force him to lead them to his hideout. He 
  only makes a token effort of resisting before agreeing 
  to do so; he’s hoping that his lackeys will get the 
  jump on the Fated and free him. In no event will 
  Red simply tell the Fated where to find his hideout. 
  As long as they need him to find the hideout, they 
  have a reason for them to keep him alive, and he has 
  a chance to escape. 
  Alternatively, the Fated can choose to simply lay low 
  and follow Red back to his hideout once he finishes 
  his visit with Lucy. In this case, following Red is 
  handled with an Ongoing Challenge: 
  Following Red
  •Skills Allowed: Stealth, Track
  •Target Number: 10
  •Duration: 10 minutes
  •Success Requirement: 6
  •Failure Requirement: 3
  Red is a bit paranoid and sometimes doubles back on 
  his trail or glances behind him, looking for familiar 
  faces, but that’s more out of habit than the belief that 
  someone is actually following him. Whenever the 
  Fated achieve a Failure Requirement, Red glances 
  back and catches a good look at one of them or 
  turns a corner and doubles back, nearly running into 
  the Fated. 
  If the Fated succeed at this Ongoing Challenge, 
  they track Red to an abandoned building and see 
  him climbing down into the sewer with a lit lantern. 
  See The Sewer Path on the following column for 
  more information. 
  If the Fated catastrophically fail this Ongoing 
  Challenge, Red veers back toward the Southgate 
  Station, then suddenly breaks into a run as he starts 
  shouting about the Fated being Resurrectionists. 
  He even jabs a finger toward the least attractive of 
  their number and accuses the character of being a 
  zombie. This accusation results in six Guild Guard 
  charging toward the Fated and demanding that 
  they surrender.
  If the Fated resist, the Guild Guard assume the 
  accusation is true and attack them, but otherwise, 
  they merely stop the Fated for some questioning 
  before releasing them (unless, of course, the Fated 
  are actually Resurrectionists in the company of 
  undead, skulls, or other suggestive items, in which 
  case, the Guard attempt to place the Fated under 
  arrest, which likely leads to a fight). 
  Either way, the distraction is enough for Red Kettral 
  to slip away in the confusion and return to his hideout. 
  The Sewer Path
  Red and his lackeys travel back and forth between 
  the Southern Slums and their hideout by means 
  of a sewer tunnel that runs from an abandoned 
  building in the Slums right up to the basement of 
  their hideout. 
  If the Fated followed Red to the building, then he 
  hurries through the tunnel and gets to his hideout 
  ahead of them. If the Fated have taken Red (or a 
  Ruthless Kidnapper) prisoner and are forcing him 
  to lead the way, then he takes them to the tunnel 
  and suggests that he stay in the back, hoping that the 
  Fated spitefully put him in front… which is where he 
  wants to be. If a Fated succeeds at a TN 12 Scrutiny 
  Challenge (or a TN 10 Challenge for a Ruthless 
  Kidnapper), they see through this ruse. 
  Read the following text once the Fated enter the 
  building:
  The building is a ruined shell of what was 
  once likely a two story home. Given the thick 
  layer of dust over everything, it has been a long 
  time since anyone lived here. There’s a path 
  through the dust, and following it leads you 
  to a trap door leading down into the sewers… 
  and darkness. 
  Adventure
  
  If Red is with the group, he tries to cheer the Fated 
  up with a pep talk. “I just want you to know,” he says, 
  “that as soon as we get where we’re going, you’re 
  dead. You hear me? Dead. I’m just gonna stand 
  back and watch as my guys plug you full of holes.”
  The Fated will need a source of light to descend 
  into the sewers. If Red is with them, he points them 
  toward a cabinet that he’s stocked with three lanterns 
  and extra oil. If he’s not with them, the Fated can 
  find the cabinet with a TN 8 Notice Challenge; it’s 
  one of the few other things in the room that isn’t 
  covered with dust. 
  Once the Fated have light, read the following text 
  when they head into the sewers: 
  As the Fated travel down the tunnel, have the 
  character leading the others make a TN 13 Notice 
  Challenge to notice a mine hidden in the muck. If 
  Red is in the lead, he carefully steps over the mine 
  and then breaks into a sprint, hoping that the Fated 
  will chase after him and step on the mine in the 
  process. Characters chasing after Red suffer a - to 
  their Notice Challenges to spot the mine.
  On a success, the character notices the trap that Red 
  set to help keep the tunnel secure. Read the text in 
  the following column.
   
  The buried object is a fladdermine, a crude but 
  effective device consisting of a ceramic container 
  filled with glass and metal shards. When the 
  pressure plate is depressed, the detonator ignites the 
  gunpowder in the container, causing it to explode 
  outward, dealing 3/4b/7b damage to the character 
  that stepped on it. A character that suffers Moderate 
  or Severe damage from a fladdermine also suffers a 
  Moderate Critical Effect. 
  A character that notices the mine can point it out to 
  her companions, allowing the entire group to safely 
  bypass it.
  If the mine is undetected, flip a card for the character 
  as she moves over it; on a C, she steps on the mine 
  and it explodes. On any other suit, the character 
  avoids the mine and the next character in line can 
  attempt the TN 13 Notice Challenge to spot the mine, 
  continuing in this fashion until someone has noticed 
  the mine, it detonates, or the group just walks past 
  it without it detonating. If a character flips the Black 
  Joker, she trips and lands on the mine with her chest, 
  giving the mine’s damage flip ++. If the character 
  flips the Red Joker, she steps on the mine, which 
  makes a noticeable click sound but fails to explode, 
  because the muck it’s buried in is seeping in through 
  a small crack in the mine and ruining the gunpowder. 
  Once the Fated have bypassed the mine, they come 
  to a ladder leading upwards to the basement of 
  Red’s hideout. See Scene 6: Red’s Barracks (pg. 26). 
  Traveling through the tunnel takes half an hour.
  The path through the sewer is surprisingly 
  cramped. The ground seems to have shifted 
  at some point in the past, and after about thirty 
  feet you start encountering sections where 
  the ceiling has partially collapsed, revealing 
  corroded iron pipes that slowly leak foul-
  smelling sludge onto piled stones and collapsed 
  masonry. Fortunately, someone seems to have 
  cleared a path through the devastation, though 
  it’s a narrow fit in places.
  A large metal pipe nearly as wide as your torso 
  juts down from the ceiling ahead, forcing you to 
  duck beneath it in order to continue forward. 
  As you do so, you notice a strange bulge in the 
  muck at your feet and a glint of metal. It takes 
  a moment to realize just what the object is, but 
  then everything clicks in a moment of sudden 
  horror: it’s the pressure plate for a mine!
  Adventure
  
  Scene 6:
  RED'S BARRACKS
  Red Kettral has set up his base in an old, abandoned 
  barracks in The Sink. It’s a two-story stone building 
  that’s tilted about ten degrees to the southeast. The 
  southern end has collapsed beneath its own weight, 
  leaving the upper floor open and exposed to the 
  street while the lower floor has been partially buried 
  beneath the rubble. 
  Red and his lackeys have taken residence in the 
  northern end of the building. The Fated can see 
  the flickering of lanterns through the building’s 
  windows and, in the deathly quiet of The Sink, hear 
  the footsteps of their steel-toed boots echo on the 
  ground like drum beats.
  If the Fated come up through the tunnel into the 
  basement with Red, he makes a break for the stairs 
  and starts screaming for his men, removing any 
  chance the Fated have of surprising them. 
  If the Fated are with Alley, he agrees to wait for them 
  nearby to help them get back out of the Quarantine 
  Zone, but he doesn’t feel the need to engage in 
  any sort of combat on behalf of the Fated. If they 
  offer him 10 scrip and succeed at a TN 12 Barter 
  Challenge, however, he’ll grudgingly join them in 
  their attack on the hideout.
  The Barracks Layout
  The barracks consists of a basement, a ground 
  floor with two rooms, and a single room on the 
  second floor.
  The basement is little more than a small room 
  containing the sewer passage and a set of wooden 
  steps leading up to the ground floor. A chest in this 
  room contains extra ammunition for the group’s 
  weapons and twenty five scrip (the first half of the 
  payment for kidnapping Kasuba’s family).
  The ground floor consists of two rooms. The first 
  is a common room filled with threadbare and 
  mismatching furniture that Red and his entourage 
  have salvaged from the various buildings in the 
  district. An Aethervox rests on a low coffee table to 
  one side of the room; this is how Red’s employer 
  intends to contact him to let him know whether 
  or not Kasuba’s family will be released. There are 
  seven Ruthless Kidnappers on the first floor, but for 
  each Ruthless Kidnapper the Fated defeated at Van 
  Holden Boulevard (pg. 22), that number is reduced 
  by one. If Red has not been defeated or captured by 
  the Fated, then he is here as well.
  The second floor is little more than an empty room 
  with a broken stove, to which Sara and Lily Kasuba 
  have been chained. A single Ruthless Kidnapper 
  watches over them.
  Approaching the Hideout
  The mercenaries are keeping a casual watch on the 
  surrounding area, but the Fated can sneak up on them 
  with TN 12 Stealth Challenges (or TN 14 Stealth 
  Challenges if Red is present). The mercenaries don’t 
  expect anyone to come up through the basement, so 
  if the Fated enter via the tunnel, they gain + to these 
  Challenges. If any of the Fated fail this Challenge, 
  they’re spotted by one of the mercenaries, who 
  shouts to the others and begins combat. 
  If the Fated successfully sneak up on the kidnappers, 
  Red and his lackeys are considered to be Slow on the 
  first round of combat, which means that they spend 
  their first turn doing nothing other than drawing their 
  weapons.  Red fights until he’s reduced to 2 Wounds 
  or less, at which point he attempts to escape into the 
  Quarantine Zone.
  Should the Fated decide to circle around to the 
  collapsed south side of the building, they can climb 
  up the rubble to reach the second floor.
  Just in Time
  If the Fated arrive before 10 pm, then Sara and Lily 
  are still alive. If the Fated climb up from the south, 
  Sara notices them and starts talking to the Ruthless 
  Kidnapper to distract him; drop the TN of the 
  Fated’s Stealth Challenges to 9. 
  The Kidnapper watching over Sara and Lily has the 
  key to their handcuffs in his pocket. If the Fated don’t 
  think to search him, they can open the handcuffs 
  with lockpicks and a TN 12 Lockpicking Challenge. 
  Adventure
  
  Once Sara and Lily are free, read the following text: 
  Sara says that she overheard the men talking about 
  how they were waiting for the second half of their 
  payment from the Guild, and how she assumes that 
  they’re the ones who had her kidnapped. She’s still 
  surprised by that; she knew that the Guild and the 
  Union had their problems, but she never thought that 
  they would resort to kidnapping over “just a mine.”
  The mercenaries brought her and Lily through the 
  tunnel in their basement, so if the Fated snuck into 
  the Quarantine Zone another way, this gives them 
  an easy route back to civilization. If the Fated didn’t 
  deal with the fladdermine in the tunnel, however, 
  then Malifaux might have one last surprising (and 
  explosive) twist to throw the Fated’s way. 
  Too Late
  If the Fated arrive after 10 pm, then the mercenaries 
  have already received news that the strike hasn’t 
  ended, and they follow through on their threats to 
  dispose of their hostages. The Fated can still defeat 
  the bandits, but that will be a small consolation for 
  the recently widowed Daniel Kasuba.
  Conclusion
  If the Fated succeed in rescuing Sara and Lily and 
  returning them to Redemption, Daniel will be 
  overjoyed to see his family and will gladly pay the 
  Fated what he promised (22 scrip and a small bag of 
  Soulstone dust (six charges, Lade 1, Size 0). If the 
  Fated ever need his assistance in the future, Daniel 
  will help them with anything he is able. 
  With the return of his family, Daniel has no reason 
  to end the strike, which continues for another week 
  before the Guild finally sends a negotiator to meet 
  with him. They make a number of concessions to 
  Redemption in order to get the mine functional 
  again, and when the foreman finally returns to the 
  town, she’s little more than a figurehead. 
  If the Fated fail to rescue Daniel’s family, however, 
  then their loss leaves him crushed and broken. 
  Without his leadership, the strike falls apart as the 
  Guild brings in more strikebreakers, shattering the 
  Union’s grip on the town and bringing it more firmly 
  under their control. The Union employees either 
  accept contracts allowing them to work for next to 
  nothing or pack up and try their luck at another 
  Contract Town. 
  If Red survives the adventure, he’ll eventually come 
  looking for the Fated to get his revenge. 
  Mrs. Kasuba drops to her knees and gathers 
  her daughter into her arms, clutching her 
  tightly as she comforts her, whispering softly as 
  the girl shakes and cries.
  After a few moments, she stands, holding her 
  daughter’s hand, and turns her attention to 
  you. “I don’t know who sent you, but thank 
  you, thank you so much. My husband and I, 
  we’re not wealthy, but… we’ll find some way to 
  repay you, I swear it.”
  Adventure
  
  Fatemaster Characters
  Fatemaster Characters
  The following pages contain the stat blocks for the 
  Fatemaster characters that the Fated are likely to 
  encounter over the course of the adventure. They 
  have been created with an eye toward ease of use by 
  the Fatemaster. 
  These stat blocks should provide Fatemasters with 
  everything they need to run the adventure and 
  provide a challenge to the Fated. 
  Depending on the situation, Fatemasters more 
  familiar with Through the Breach may want to adjust 
  some of these characters' Rank Values ahead of time 
  to create more or less of a challenge for their players. 
  For use with the Dead Outlaw
  The Cursed Condition
  When a character gains the Cursed 
  Condition, they also gain a Taboo: 
  a prohibited act that strengthens the 
  curse each time the afflicted character 
  performs the act in question. As the 
  curse progresses, it becomes increasing 
  dangerous to violate the Taboo, to 
  the point of inflicting actual harm or 
  even killing the afflicted character. The 
  Cursed Condition is described in detail 
  on page 154 of Under Quarantine. If 
  you're not using Under Quarantine in 
  your game, have the Dead Outlaws give 
  out the Slow Condition instead.
  
  Some people spend their entire lives chasing money, 
  lusting after riches and hoarding whatever wealth 
  they can find. Others take it a step further, putting 
  on a mask and risking their lives in daring heists to 
  steal the money of others, surviving on society like a 
  tick on the underside of a dog. 
  When an outlaw cares about money more than 
  anything else - more than family, more than friends, 
  more than even life itself - that passion can sometimes 
  become a curse that lingers beyond death, raising 
  the greedy miser up from the grave to protect their 
  possession from those who would rob their graves.
  Anyone taking a Dead Outlaw's possessions - its 
  money, weapons, or even a bullet fired from its gun 
  - runs the risk of contracting its curse. As the curse 
  spreads, the victim becomes unwilling to spend money 
  on the necessities of life and eventually succumbs to 
  hunger, thirst, or exposure. Hours later, the cursed 
  person rises from the grave as a new Dead Outlaw.
  Dead Outlaw
  Might
  2
  Grace
  3
  Speed
  2
  Resilience
  2
  Charm
  -4
  Intellect
  -1
  Cunning
  1
  Tenacity
  3
  Enforcer (7), Undead, Tormented
  Defense
  5 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (11)
  Willpower
  5 (12)
  Charge
  6
  Wounds
  8
  Skills: Appraise 3, Barter 2, Evade 3, Martial Arts 2, Notice 
  2, Pistol 3, Scrutiny 2, Toughness 3, Track 1.
  Hard to Wound +1: Damage flips against this character 
  suffer -. 
  Bury Me With My Gold: Any character taking this 
  character's possessions after its destruction - whether that 
  might be its weapons, ammunition, or valuables - gains the 
  Cursed +1 Condition with a Taboo of "part with money" 
  for each item taken from this character. 
  (1)  Sand in the Eyes (Martial Arts) 
  AV: 4 (11) ==== Rg: y1 ====== Resist: Df 
  Target gains the Blind Condition until the start 
  of this character's next turn, plus one turn per 
  Margin of Success on this attack. 
  M Extra Gritty: The target becomes Slow.
  (1)  Collier "Rough Rider" (Pistol) 
  AV: 6C (13C) ==== Rg: z10 ====== Resist: Df 
  Target suffers 2/3/4 damage. Capacity 6, Reload 2. 
  C The Curse Spreads: After damaging, the target 
  gains the Cursed +1 Condition with a Taboo of 
  "part with money." 
  t Piercing Shot: When damaging, this attack 
  ignores Armor and Hard to Wound.
  Fatemaster Characters
  
  The smuggler who goes by the name of "Alley" has 
  been in business almost since the second opening 
  of the Breach. He's been nearly everywhere in the 
  city, from the Governor's Mansion to the darkest 
  corners of the Quarantine Zone, and he only 
  rarely came back from those adventures less than 
  fully intact. He's missing three fingers on one hand 
  and half of one foot (which he makes up for with 
  a specially-fitted boot), a constant reminder of just 
  how dangerous the city can be. 
  Alley takes his work (and his reputation) very seriously, 
  but outside of the work itself, he's much more laid 
  back. Once all of the business arrangements have 
  been taken care of, he's more than willing to throw 
  back a few drinks to celebrate the deal and even 
  joke around with his employers, though his sense of 
  humor tends to be a bit dark.
   
  Alley has more than enough money tucked away 
  to set himself up for an early retirement, but deep 
  down, he knows that he'll never stop smuggling. He 
  loves the thrill of the job and never really knowing 
  what's going to be around the next corner. He's more 
  or less come to accept that he'll probably die out in 
  the Quarantine Zone somewhere. 
  That being said, Alley tries his hardest to keep that 
  day as far in the future as possible. He's careful about 
  who he takes a job with, doesn't mess with the Guild 
  unless necessary, and always brings a shotgun with 
  him to negotiations... just in case.
  Alley
  Might
  -1
  Grace
  2
  Speed
  2
  Resilience
  1
  Charm
  -1
  Intellect
  -1
  Cunning
  2
  Tenacity
  2
  Enforcer (8), Living, Mercenary
  Defense
  4 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
  5 (13)
  Charge
  6
  Wounds
  7
  Skills: Athletics 1, Barter 2, Carouse 1, Centering 3, 
  Deceive 2, Geography 1, Melee 3, Navigation 3, Notice 2, 
  Scrutiny 1, Shotgun 3, Stealth 2, Toughness 2.
  Flick of the Wrist: This character uses his Grace instead of 
  Might when making Close Combat attacks.
  Unassuming: This character gains + to any duel to avoid 
  being noticed in a group or angering someone.
  (1) Jack Knife (Melee) 
  AV: 5 (13)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/4 damage. 
  (1) Chesterfield Model 1897 (Shotgun) 
  AV: 5 (13)  ======== Rg: z12  ====== Resist: Df 
  Target suffers 3/4/5 damage. This weapon gains + to its 
  damage flip. Capacity 5, Reload 3. 
  R  Blown Back: After damaging, if this attack dealt 
  Moderate or Severe damage, the target is pushed 1 yard 
  away and takes the Drop Prone action.
  Fatemaster Characters
  
  Red Kettral - or "Red Kettle" as he's known in 
  mercenary circles - is the sort of man who has begun 
  to believe the inflated legend that he's created for 
  himself in his own mind. He's had some success 
  working as a mercenary and has managed to gather 
  some like-minded swords for hire to his banner, and 
  that's led him to believe that he's going to become 
  the next Von Schill. They haven't yet settled on a 
  name for their mercenary group, but after weeks 
  of debate the top three contenders are the Devil's 
  Fingers, the Killers, and the Malifaux Bombers. 
  Red is arrogant, standoffish, and prone to boasting, 
  but he's not stupid. He's lived as long as he has by 
  knowing when it's time to fight to the bitter end 
  and when it's time to flee, and he'd rather live to 
  get revenge another day than go down in a flurry of 
  bullets and be forgotten inside of a week. 
  The past few jobs he's accepted have all come from 
  the Guild and have mostly involved kidnapping 
  people. He doesn't ask too many questions - it's not 
  a good way to do business in his profession - but 
  he's grown fond of how much the Guild pays for 
  these little tasks. Kidnapping might not pay as well 
  as hunting down Nephilim or chasing undead sea 
  monsters in the city's river, but it's far safer, and 
  that's the important thing in Red's eyes.
  Red Kettral
  Might
  2
  Grace
  3
  Speed
  0
  Resilience
  2
  Charm
  -2
  Intellect
  1
  Cunning
  2
  Tenacity
  2
  Enforcer (7), Living, Mercenary
  Defense
  4 (11)
  Walk
  4
  Height
  2
  Initiative
  3R (10R)
  Willpower
  4 (11)
  Charge
  4
  Wounds
  8
  Skills: Acrobatics 1, Athletics 2, Centering 3, Evade 2, 
  Intimidate 2, Melee 2, Notice 3R, Pistol 3, Stealth 1, 
  Thrown Weapons 2, Toughness 3.
  Quick Draw: This character gains the following Trigger on 
  any Challenge Flip: 
  R Quick Draw: Take a Ready Weapon Action immediately 
  after this Challenge Flip is resolved.
  (1) Throwing Knife (Melee) 
  AV: 4 (11)  =====  Rg: y1 or z6  ===  Resist: Df 
  Target suffers 1/2/3 damage. 
  (1) Peacebringer (Pistol) 
  AV: 6R (13R)  ===== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/5 damage. This character gains a + to 
  Intimidate Challenges. Capacity 6, Reload 1. 
  Fatemaster Characters
  
  These cold-blooded mercenaries are members of 
  Red Kettral's gang of kidnappers and hired thugs. 
  None of them are particularly great fighters or 
  strategists, so falling into continuing employment as 
  "off the books" thugs for the Guild was a particularly 
  lucky break for the lot of them (and most of them 
  realize this). 
  They have more or less bought into Red's dream of 
  forming a mercenary group to rival the Freikorps, 
  and that unlikely goal is what has kept their numbers 
  above what is, frankly, sustainable given how much 
  the Guild has been paying them for each job. It's 
  good money, sure, but once Red has taken his cut 
  and the rest has been split eight ways, it doesn't go 
  very far. If they were required to do more than just 
  stand around and watch a prisoner for a few hours 
  at a time, it might have even become a point of 
  contention between them and their leader. 
   
  As is, however, most of the Ruthless Kidnappers 
  are fairly happy with their lot. The Sink is all but 
  abandoned, short of a few wandering undead and 
  the occasional rat, and they've got a safe tunnel they 
  can take back to civilization whenever they want to 
  spend their handfuls of scrip on cheap booze and 
  cheaper whores. 
  It's unlikely that Red is going to be able to keep the 
  group together for much longer; at the first sign of 
  significant trouble, half of these mercenaries will 
  probably disappear into the night with as much of 
  his money as they're able to safely get away with. 
  They all have their plans about how to do it, but the 
  same lack of ambition and initiative that keeps them 
  from striking out on their own also prevents them 
  from walking away from an easy job. 
  Ruthless Kidnapper
  Might
  2
  Grace
  2
  Speed
  1
  Resilience
  -1
  Charm
  -3
  Intellect
  1
  Cunning
  0
  Tenacity
  2
  Minion (5), Living, Mercenary
  Defense
  4 (9)
  Walk
  5
  Height
  2
  Initiative
  3 (8)
  Willpower
  4 (9)
  Charge
  5
  Wounds
  6
  Skills: Athletics 1, Barter 1, Carouse 1, Evade 2, Melee 2, 
  Navigation 2, Notice 2, Pistol 3, Stealth 1, Toughness 2.
  Undermine Confidence: This character gains + on all 
  Intimidation duels made during Narrative Time. 
  (1) Brahk'blade (Melee) 
  AV: 4 (9)  =========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage. This weapon may not 
  declare Triggers.
  (1) Collier Navy (Pistol) 
  AV: 5 (10)  ======== Rg: z12  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  R  Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total. 
  Fatemaster Characters
  
  The Guild Guard is the division of the Guild that 
  handles general peacekeeping and law enforcement 
  within the city of Malifaux and the surrounding areas. 
  Typically traveling in pairs, they are authorized to 
  make arrests and dispense justice in accordance with 
  the Guild's draconian laws, but in actuality, there is 
  a great deal of discrepancy in just how much justice 
  one can expect to receive from a guardsman. Many 
  of them are corrupt, and it's commonly accepted 
  among many of the city's residents that bribes are a 
  necessity when dealing with the Guard.
  Dressed in their distinctive red and gray uniforms, 
  the Guild Guard are easy to spot in a crowd. While 
  the Guild believes that this conspicuousness serves 
  a purpose in deterring criminals from committing 
  crimes, in practice it just encourages residents to 
  practice their activities in areas the Guild doesn't 
  care about (and thus, doesn't patrol). 
  The guardsmen who are lucky enough to be 
  assigned a job at the train stations are usually 
  those with enough political or family connections 
  to ensure that they have a position that won't put 
  them in any real danger. 
  Guild Guard
  Might
  1
  Grace
  2
  Speed
  0
  Resilience
  0
  Charm
  -1
  Intellect
  -1
  Cunning
  -1
  Tenacity
  3
  Minion (5), Living, Guardsman
  Defense
  4 (9)
  Walk
  4
  Height
  2
  Initiative
  2 (7)
  Willpower
  5 (10)
  Charge
  4
  Wounds
  5
  Skills: Athletics 1, Bureaucracy 1, Evade 2, Melee 3, 
  Notice 2, Pistol 2M, Stealth 1, Toughness 1.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  (1) Refurbished Infrantry Sword (Melee) 
  AV: 4 (9)  =========  Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage. 
  R  Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total.
  (1) Refurbished Collier Army (Pistol) 
  AV: 4M (9M)  ====== Rg: z12  ====== Resist: Df 
  Target suffers 1/3/4 damage. Capacity 8 Reload 2. 
  M  Arrest: After succeeding, the target gains the following 
  Condition until the end of its next turn: "Arrest: This 
  character must discard a card to perform a movement 
  action."
  Fatemaster Characters
  
  Redemption’s miners have gone on 
  strike after a tunnel collapse, but 
  someone wants to see if the strike 
  will break.
  The leader of the miners has had 
  his family kidnapped, and there’s not 
  much time left before they’re killed.
  Can you save his family before time 
  runs out?
  Dirty Deeds is a fun One Shot 
  adventure for the Through the 
  Breach roleplaying game. It requires 
  the Fated Almanac to play.
  WYRD-GAMES.NET
  © 2005-2016 Wyrd Miniatures, LLC
  Miners on 
  strike!
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - Dirty Deeds.pdf