TEXT: Blood of the
  Innocent
  A SAvAge worldS mISSIon In the 
  jungleS of evIl
  joShuA edwArdS 
  & joSeph Sweeney
  Compatible with 
  Tour of Darkness
  
  Blood of the Innocent
  A SAvAge WorldS mISSIon In the jungleS of evIl
  joShuA eWArdS & joSeph SWeeney
  (c) 2008 joSeph SWeeney
  WWW.StoryWeAver.com
  DeclassifieD
  A big thank you to Shane Hensley,
  of Pinnacle Entertainment Group, who
  provided valuable input and fine-
  tuned the rules found between these
  pages.. without your help, our world
  would be a little less savage. 
  We have worked long and hard to make
  this product. We hope that you appre-
  ciate this and have purchased it
  legitimately.  If you are reading a
  pirate version, and plan to run this
  adventure, please go to RPGNow (www.
  RPGNOW.com) and purchase it, or at the
  very least, make a $10 donation to a
  local charity of your choice. Either
  way, your soul will thank you.
  Yours truly,
  Joseph (the Poor and Hungry) Sweeney
  Grandmaster StoryWeaver
  J.Sweeney
  1
  
  Vietnam 1968: As the Tet Offensive pushes 
  forward and casualties mount, dark secrets are at play. 
  Amongst the bloodshed, an ancient evil struggles to 
  be reborn deep in the jungles.  They say that in war 
  innocence is the first to die… but it’s certainly not the 
  last.
  Blood of the Innocent is a Savage Worlds adven-
  ture of grim horror set in the chaos of the Vietnam War. 
  As a ready-to-go adventure for an existing modern 
  military campaign, or as a single-shot game, Blood of 
  the Innocent drags your heroes kicking and scream-
  ing through the most dangerous and horrifying of war 
  stories.  Be warned…  Blood of the Innocent is not for 
  the weak of heart.
  tWo WAyS to plAy… 
  A hundred WAyS to dIe
  Blood of the Innocent was created as a single-
  shot Savage Worlds adventure for the MacquarieCon 
  2007 gaming convention. By design, the adventure 
  was deadly. We expected a high casualty rate among 
  extras and player-characters alike. In fact, it was so 
  deadly that players had the option of taking over extras 
  (who were all fully written up as wildcards should the 
  case arise) if their main character died. That’s not to 
  say Blood of the Innocent is a suicide mission… many 
  groups managed to survive and some even succeeded 
  in all mission objectives. But it’s certainly no walk in 
  the park.
  As a game master, you have the option of playing 
  Blood of the Innocent as a single-shot adventure using 
  the exact same deadly force used for convention play. 
  We call this the War is Hell version. 
  Alternatively, if you wish to use the adventure 
  as part of an ongoing campaign, you have the option 
  of running Blood of the Innocent with less insanity-
  inducing horror and fewer killer situations.  We call 
  this the Life is Good version.
  Throughout this text, we will highlight situations 
  or give alternative statistics for enemies that are appro-
  priate for either version. Feel free to be as deadly as 
  you wish! 
  Game Master 
  Background
  As you’ve no doubt guessed, Blood of the Inno-
  cent is not a simple or easy adventure. There are several 
  forces at work and all come to a bloody climax at the 
  end of the adventure. 
  The basic story line is that records of an ancient 
  Champa god called Bah Tun have been unearthed by 
  a rouge Vietnamese General called Nyg Phu (which 
  translates to a pun for ‘Vampire’). The General plans to 
  raise the god to aid him in his person quest for power. 
  Though his worship of Bah Tun, the General has been 
  given the ability to raise the dead as blood zombies.
  At the same time, a top-secret CIA group, known 
  internally as ‘Spooks’ is rooting out and eliminating 
  supernatural foes the world over.  This secret organiza-
  tion has placed an operative into the squad to ensure 
  that the team is manipulated into investigating what-
  ever evil lurks in the hills of Northern Vietnam should 
  the need arise.
  A small hill-tribe village – who’s occupants are 
  distant descendants of the original Champa people – has 
  been in conflict with the evil General and his Vietcong 
  troops. The village leader, a veteran French Legionnaire 
  turned priest, has developed an unorthodox ceremony 
  to protect against Bah Tun blending Catholic commu-
  nion with cannibalism.
  As the heroes begin to uncover the history and dark 
  truths of Bah Tun, they will hurtle towards a showdown 
  between good and evil. Along the way their moral fiber 
  will be tested as much as their combat skill.
  2
  
  Bullet Speed Summary
  Upon discovering the journal of an eighteenth-
   
  z
  century French archeologist, Renegade Vietcong 
  General, Nyg Phu, has assembled a loyal band 
  of men and uncovered an ancient Champa ritual 
  that will summon Bah Tun, the powerful God of 
  Blood and Death.
  General Nyg Phu has spent months studying the 
   
  z
  Bah Tun cult and has the power to raise the dead 
  as blood zombies, which are virtually unstop-
  pable killers. Only mutilation or destruction of 
  the zombies’ hearts can cease their murderous 
  rampages.
  Father DeGrut, a lost French Legionnaire turned 
   
  z
  priest has made his home with the descendants of 
  the Champa people and established a small vil-
  lage based mostly on Catholicism, but with dis-
  turbing influences taken from Champa folklore. 
  The villagers are fanatically opposed to what they 
  call “The Great Beast” which, from a Catholic 
  perspective is Satan and from a Champa perspec-
  tive is Bah Tun. 
  Despite being insane, Father DeGrut is a good 
   
  z
  judge of character and has realized the supernatu-
  ral danger posed by Nyg Phu. After General Nyg 
  Phu’s troops attacked, and plundered  the vil-
  lage and committed horrific attrocities, the local 
  Champa villagers have been ambushing the Viet-
  cong on a sporadic basis. Tensions are high.
  Father DeGrut has intuitively created a grue-
   
  z
  some (though not deadly) blood ritual that 
  provides an effective blessing against Bah Tun 
  zombies and Bah Tun itself.
  After the initial failed attack by US forces, 
   
  z
  General Nyg Phu is moving ahead with his 
  plans to summon Bah Tun. Since the summon-
  ing ritual requires “The Blood of the Innocent” 
  (a virgin sacrifice), his troops have kidnapped 
  a young girl from the village.
  The ‘Spooks’ division of the CIA (the group 
   
  z
  that is tasked with tackling supernatural threats 
  to national security) has placed Joe Banks into 
  the mission to ensure than the squad is forced 
  to investigate the suspected supernatural activ-
  ity of the Vietcong.  Banks will do everything 
  in his power to move the squad towards Nyg 
  Phu’s likely destination – an Ancient Champa 
  temple located on a nearby peak.
  Upon encountering the Champa village, the 
  z
  squad will be invited to take part in Father De-
  Grut’s mass. Part of this mass involves ritual-
  ized cannibalism and the mingling of blood. 
  This may spark a conflict between the squad 
  and the villagers. If the squad can stomach the 
  mass (and ignore their moral outrage) they will 
  receive a blessing that will protect them against 
  Bah Tun during the final battle.
  Nyg Phu has set up defences around the 
  z
  mountain-top Champa temple and is beginning 
  a ritual to summon Bah Tun. It will come to 
  completion near the end of the day, most likely 
  as the squad discovers him and presses forth 
  with an attack.
  Recent History – 1968
  12th Jan: After an extensive search, General 
   
  z
  Nyg Phu locates a Bha Tun (the God of Blood 
  and Death) temple that escaped total destruction 
  after the Champa civil war. He gathers together 
  his fellow believers in the Vietcong and sets up 
  camp to excavate the site.
  31st Jan: The Tet Offensive begins.
   
  z
  23rd Feb: Nyg Phu uncovers the ‘black cham-
   
  z
  ber’ which houses Bin Ngu’s original manu-
  scripts of the rituals used to raise Bha Tun, 
  along with a variety of powerful artifacts.
  5th March:  Nyg Phu’s troops encounter the 
   
  z
  3
  
  nearby Champa village and overrun it, plunde 
  its stores and accost the villagers, including the 
  women and children. However, the Vietcong 
  are repelled by Father DeGrut’s tactics after he 
  returns from a hunting party with a dozen men.  
  DeGrut immediately declares the Vietcong as 
  “Working for the Great Beast” and under his 
  direction, the villagers quickly erect defenses 
  against the Nyg Phu’s men. General Nyg Phu 
  orders his men to avoid the village, knowing 
  that there are children (“innocents”) there that 
  may very well prove essential for the ritual to 
  summon Bha Tun.
  31st March: During a routine fly-over, the 
   
  z
  Champa dig site is noticed by US forces. Be-
  lieving the area to be a Vietcong camp, the order 
  is given to send in troops.
  1st April: Two squads are sent in to clear out 
   
  z
  Nyg Phu’s camp. Upon arrival, a fierce battle 
  takes place. To the horror of the attacking US 
  soldiers, Nyg Phu raises the fallen combatants 
  – US and Vietcong alike - as zombies to aid his
  defense.  Not knowing how to kill the zombies
  and with many of their number driven insane,
  the US soldiers slowly, but surely, fall.
  Realizing that more US troops are likely to be 
   
  z
  on the way, Nyg Phu decides that it is time to 
  attempt the ritual to open the Door to the Realm 
  of the Dead and summon Bha Tun.  He raises 
  the last of the US fallen soldiers as zombies to 
  carry whatever he can take from the dig site and 
  heads to the Champa Village where he orders 
  his troops to attack and capture an “innocent 
  child.”  
  Despite inferior firepower, the villagers’ defens-
   
  z
  es hold for the most part, in no small part due to 
  the blessings they receive against the zombies 
  from Father DeGrut’s rather disturbing blood 
  ceremony. 
  Unfortunately, Nyg Phu’s men do manage to 
   
  z
  grab a ten-year old girl and head off into the 
  night. 
  2nd April: Nyg Phu climbs to the ancient Cham-
   
  z
  pa Temple on the hill and establishes a defen-
  sive perimeter before beginning the summon-
  ing ritual. At the same time, the heroes’ squad 
  touches down near the dig site.
  The Squad
  We have taken some liberties with the make-up of 
  this squad. In real operations, the standard structure of 
  this group would include a backup radio operator and 
  medic. 
  However, it was not uncommon for commanding 
  officers to restructure their men for specific operations. 
  We can assume that, in this case, Corporate James 
  Andrew Johnson has done just that. 
  “But why only one radio operator?” I hear all you 
  military historians ask? “Surely he’d know that two was 
  the minimum for a mission!”  Well, yes, he would. And 
  in fact, he does. However, Corporal Johnson is also a 
  member of the CIA’s top-secret ‘Spooks’ division and 
  wants the team to have limited access to radio so his 
  operative Joe Banks can direct the team should the need 
  arise. 
  If the players challenge him as to why there is no 
  backup radio in the group, he’ll claim that the other four 
  radio operators in the base were on the initial mission 
  and that they are “Likely to be lying on the ground 
  bleeding for their country, rather than questioning their 
  superior officer.”
  That should shut up those history buffs. 
  4
  
  Briefing: Sunday, 12 March 1958, Time 09:30
   
   
  Corporal James Andrew Johnson.
  Camp Starlight, Vietnam Combat Zone III
  Good morning men. As you are all aware, the enemy is pushing us hard
  down in the South.  While we’ve not seen much direct action here, it’s
  sure to follow. The one thing about war is that you can bet it’ll 
  sniff out your blood sooner or later. And Johnsons’ Law states that
  excrement always happens soon than later.
  Brass has told us to secure the North-Western hills of Combat Zone
  Three. They don’t want the Vietcong establishing supply lines down
  through to the South. The past week, we’ve been running fly-overs and
  for the most part it’s been a breeze – just a few hill-tribes’ vil-
  lages and more jungle than you can poke a machete at. However, two 
  days ago air recon spotted what appears to be a small Vietcong camp in
  the Old Champa area, just North of the Jin Long river. Yesterday morn-
  ing, two squads where dropped in to take it out and ideally capture a 
  few enemies for interrogation – we gotta’ keep those Intelligence boys
  happy.
  Well, looks like we all underestimated the enemy. Our boys located the
  base, radioed in that there was no more than twenty lightly armed men 
  and prepared to engage. That was the last we’ve heard of them. 
   This morning’s dawn fly-over the area indicates that the camp is dam-
  aged and possibly vacant. We’ve spotted a few of our boys on the 
  ground – either dead or, God-willing, just wounded. 
  We had overwhelming force and numbers, so we’ve not got the foggiest
  what went fubah. That’s your job.
  You’ll be dropped about three-miles from the camp, just behind the
  ridgeline here. We are dropping you a good distance from the base 
  since we don’t know if the enemy has surface-to-air hardware. I’ve
  also cancelled all further air activity in this area until it’s been
  secured or it’s clear no threat is prevalent. If you need air-support,
  you’d better be bloody sure it’ll be able to make it through in one 
  piece.
  From the drop zone, you will make your way to the camp and scout the
  area. Your first priority is to evaluate the threat and radio in your
  report. Second priority is to find and tend to our wounded – we don’t
  want any man left behind. 
  If you get a chance to engage or disrupt the enemy, you are authorized
  to take whatever action you deem necessary, but just remember, this is
  an information gathering and rescue mission first and foremost. Don’t 
  take risks you don’t have to. I don’t like writing letters home to 
  mothers, wives or girlfriends unless they are my own. 
  Any questions? No?  Good. You dust off in 15 minutes. Dismissed.
  Squad Briefing
  5
  
  TOP SECRET: EYES-ONLY MISSION BRIEFING
  Briefing: Sunday, 12 March 1958, Time 09:45
  Corporal James Andrew Johnson.
   
   
  Camp Starlight, Vietnam Combat Zone III
  Present: Corporal James Andrew Johnson
  Field Operative Private Joe Banks
  Right son. I know you’ve been boning up on all the local
  voodoo, and it looks like now may be time to put it into
  use. So here’s the skinny. According to HQ, we may have our-
  selves a situation.  They think there is a chance – just a 
  chance mind you – that the Vietcong are looking for some 
  ancient relics in the area and may just have found something
  its better they didn’t.  Apparently the local hills people 
  used to mess with some god of Blood and Death and there are 
  a couple of old temples in this area dedicated to this rath-
  er nasty little bastard.  Here’s a copy of a letter from the
  archives. Notice the location mentioned in the letter? Yup. 
  That’s right. You are going to be in the thick of it.  
  We are not sure exactly what’s going down, which is why you
  are going on this mission. If you detect some weirdness go-
  ing on, it’s up to you to get the squad to look into it. 
  Best way is to take the radio off line and keep moving the
  group to find a better radio reception point… you know… stan-
  dard operation procedure for search and destroy missions.  
  Also, maintain radio silence on this matter. We don’t want
  any Vietcong getting the dump on you action.
  If you have the chance, destroy any artifacts you locate and
  take out any supernatural forces that you can.
   If you need to call in airpower – and I’d expect that only
  as a last resort – you’d better keep the nature of the tar-
  get pretty dang clean for any ears that may be listening. If
  you really do need to report in, the code word for contact 
  with supernatural forces for this mission is “Blackbird.”
  Good luck son.  I hope that you’ll not run into anything out
  there, but to be honest, I got a bad feeling about all this.
  Tread carefully and keep your wits about you.
  Dismissed.
  TOP SECRET
  Joe Banks’ Briefing
  6
  
  7
  
  20th March , 1898
  Dear Edward,
  I am dying. Poisoned I suspect. Before I go into the arms of Our 
  Savior, should I be deemed worthy, I must pass my final burden 
  onto an upright man I can trust. You once asked why I stay in this 
  blighted land when I clearly hate it so. It is because of the very na-
  ture of it. At its heart, it is Evil .
  Evil is eternal . Evil waits.  To understand the Evil of this land, 
  one must delve back into its history.
  In 1875 at my archeological dig near the Champa valley, just north 
  of the Jin Long river, I encountered the most significant find of my 
  life. Yet, outside of this, my dying journal , I have kept this find a 
  secret, for reasons that I shall soon reveal my friend.
  In that thick jungle I found a temple housing texts detailing the 
  fall of the once proud Champa people.
  During the height of their civilization , the Champa were masters 
  of land as far as the sun touched the horizon . They had several 
  large cities set around majestic temples to their pantheon of gods. 
  In the late 13th century, Che Bong Nga, known as the Red King of 
  the Champa Kingdom, ruled his increasingly troubled land. A se-
  ries of wars had weakened their hold on valuable trade routes and 
  the state-sponsored piracy which brought much wealth was being 
  less patriotic and more villainous by the day. However, it was not 
  war, nor economic woes that were his undoing. It was his Che Bin 
  Ngu, his eighth-born son . 
  Seeking to keep his last-born son occupied, the Red King placed 
  Bin Ngu in charge of a small pirate fleet plying the waters off Viet-
  nam. With luck, the ambitious son would whip the disparate pi-
  rate fleets back into line. 
  Naturally Bin Ngu resented this appointment. Over the years, Bin 
  Ngu’ hatred for his father and brothers grew. He craved his father’s 
  throne with a lust verging on insanity.  He took out his frustrations 
  on the pirate fleet ’s victims, quickly earning the respect and even 
  fear of his peers. Within three years of his post, Bin Nhu had once 
  again firmly entrenched Champa superiority over the seas. Even so… 
  Bin Ngu wanted more.
  The turning point came when Bin Ngu fleet ambushed a longboat 
  carrying a small group of holy men . Normally religious folks were 
  A History of Evil – By Franchisor Renault (penned in French)
  TOP SECRET
  8
  
  left to their own , but this day Bin Ngu was feeling particularly irritable. 
  He ordered all the captives to be gutted and thrown into the water for 
  fish bait. As his crew set about this most unholy of tasks, the eldest Holy 
  Man pointed a boney finger at Bin Ngu can cursed him in the name of 
  Bha Tun , the God of Death and Blood. Rather than fearing the curse, 
  Bin Ngu took it as a blessing and from that day forth took on the God’s 
  name.
  Over the next decade, Bin Ngu’s power grew. Increasingly, he was wor-
  shipped as the incarnation of Bha Tun . Small temples sprang up. 
  Awakened from the carnage and blood being shed in its name, Bha Tun 
  crept into Bin Ngu’s mind, whispering to him the ritual that would rip 
  open a gateway to the Realm of the Dead and suggesting that performing 
  the rights would lead to his ascension to the throne.
  The result was a war between the armies of the Champa and the might 
  of Bin Ngu’s pirates backed by the God of Death itself. The bloodshed 
  was immeasurable, but eventually the forces of reason and sanity won . 
  Bhu Tun itself was defeated and cast back to the Realm of the Dead. Bin 
  Ngu’s fleets were sunk and he was captured and put to death by his fa-
  ther’s own hand.
  You may scoff and think this all the myths of a primitive and barbaric 
  people. I can only implore you to believe me that it is not fantasy. In-
  side that first unholy temple I witnessed relics of untold evil and power. 
  Forces that would turn the dead in their graves and turn your blood 
  into dust. I can assure you… Bah Tun is as real as Satan . Perhaps he is 
  Satan .
  This is the key to the mystery so many scholars have been grappling 
  with – why the Champa Empire collapsed so quickly. After the war, the 
  Champa Kingdon simply ceased to exist, leaving only remnants of a once 
  mighty culture scattered among the hills.
  Despite the ages, the worship of Bah Tun has remained. All these long 
  years I have worked against this evil , lest it rise again . You must con-
  tinue my work… track down Bah Tun’s temples and servants where you 
  can . Destroy the relics of the pirates and their leader.
  Until now, I have razed every Bah Tun temple I have found, bar that 
  original source of this most dark knowledge. With my death , this origi-
  nal temple must too be destroyed. This mission I entrust to you, and may 
  God protect you as he has me.
  Go in peace my friend.
  Yours most sincerely,
  Franchisor Renault
  TOP SECRET
  9
  
  The squad will have no trouble reaching the Viet-
  cong Camp by midday.  For the most part, the camp 
  is empty, with General Nyg Phu having packed up his 
  dig site and left the area the previous morning’s battle. 
  Knowing that the US is on it’s way has forced Nyg 
  Phu’s hand and he is now intent on completing the 
  Bah Tun summoning ritual.
  Even from a distance, it is clear that a terrible 
  battle has taken place here, with mutilated bodies lit-
  tering the ground.  What is unusual is that most of 
  the bodies left at the site are Vietcong, or US soldiers 
  who’s torsos (and therefore hearts) have been hacked 
  apart.
  In this scene, our heroes should discover that at 
  least some of their compatriots have been taken by the 
  Vietcong.  They are also likely to uncover the Blood 
  God relics in the command centre and may set off the 
  attack by a hoard of undead. 
  The fact that this base is a more of an archeologi-
  cal dig site than a military outpost should be clear by 
  the fact that there are large piles of rubble forming 
  defensive positions. However, the real nature of the 
  dig site is only revealed once the heroes enter the 
  ‘command building.’
  When running this scene, keep the tension high. 
  Keep dropping in hints that something is watching or 
  about to pounce… or worse. Play up the fact that there 
  may be booby traps. The players are expecting some-
  thing to happen and the longer it doesn’t and the more 
  tense you can make them feel, the better!
  the tActIcAl SItuAtIon
  The camp is more or less deserted. After using 
  the undead to defeat the attacking US forces the previ-
  ous day, General Nyg Phu realized that he would not 
  have long before more forces would appear. He ordered 
  an immediate evacuation of the camp and raised some 
  of the slain US soldiers as zombies to carry as many 
  artifacts from the dig site as possible. Fortunately, in 
  his haste, he left behind a couple of artifacts and also a 
  captured US soldier who is caged in the river. Unfortu-
  nately, his men set several booby-traps for our unsus-
  pecting heroes.
  If you are playing the War Is Hell version, there 
  are several wounded Vietcong in well entrenched posi-
  tions around the camp. However, they will be easy 
  targets once a firefight starts. It’s the zombie attack that 
  will cause the most havoc! 
  event 1-1: the cAvAlry 
  ArrIveS
  Touch-down was by the book. 
  Those chopper jockeys know their 
  stuff. It’s a pity about the 
  heat and mosquitoes though.
  After making your way over the 
  ridge line and down towards 
  the river, you can eyeball the 
  enemy camp. Normally, it’s not 
  too easy to spot a Vietcong camp 
  from the ground, due to the dense 
  jungle. However, this area is a 
  dead-spot among the trees. In 
  fact, it looks as if the camp 
  has been set up on previously 
  cleared ground, although light 
  groundcover and weeds suggest 
  the area had been left vacant 
  for at least a few years.
  A small defensive ditch has been 
  dug around the area, with the 
  south backing onto the river. 
  Large piles of rubble, mostly 
  10
  
  dirt and stone blocks have also 
  been placed in defensive posi-
  tions. The area appears to have 
  two dug-in machinegun nests to 
  the north-east and north-west. 
  Six camp tents are located along 
  the east parameter. A small 
  wooden building – probably a 
  command centre – sits along the 
  western parameter. 
  Everywhere there are signs of a 
  vicious firefight. About a dozen 
  bodies of US servicemen lay 
  around the base, broken, twisted 
  and hacked apart. An equal number 
  of Vietcong lie in a similar 
  state, most with serious inju-
  ries caused by heavy-weapons or 
  grenades.
  Nothing but flies feasting on 
  the corpses moves in the camp. 
  If the heroes inspect the bodies carefully, using 
  either a Healing or Notice check, they will see that 
  most of the US servicemen on the ground have severe 
  trauma to their chests, while the fallen Vietcong have a 
  wider array of fatal wounds. 
  There are only 13 US service-
  men’s bodies in the camp – far 
  short of the 40 men sent on the 
  initial mission. This is because 
  General Nyg Phu chose to raise US 
  servicemen as zombies over his 
  fallen comrades. Since a body’s 
  heart must be intact for it to be 
  raised as a Blood Zombie, only 
  those slain servicemen without 
  chest wounds were taken.
  event 1-2: A fIne lIne 
  BetWeen lIfe And deAth
  Several tripwires connected to grenades have 
  been set up by General Nyg Phu’s fleeing troops. As 
  the heroes approach the camp from the jungle, Notice 
  checks will be needed to avoid setting off traps. 
  However, to avoid killing off main characters in such a 
  callous manner this early in the game, limit the expo-
  sure of the troops to these tripwires to extras only. 
  Here’s how it can play out in War is Hell version. 
  Unless a player specifically states that the troops are 
  checking for traps, have the players roll Spirit (luck) 
  checks for each extra that is advancing into the camp 
  from the jungle. On a roll of 1, the extra has trodden 
  on a wire (no more than two traps will be found in this 
  way.) The unlucky extra now gets a chance to make a 
  Notice check. If successful, the extra will freeze and 
  call for help. Disarming the trip wire is a very danger-
  ous proposition – requiring a successful Repair check. 
  A failed Repair outcome will result in the booby trap 
  11
  
  exploding.  Of course, if they fail their initial Notice 
  check, then the poor extra sets off the trap anyway. 
  Ka-boom!
  If any player does mention that the troops are 
  looking for traps as they advance, allow the extra who 
  get a 1 on their spirit rolls to make a Notice check 
  before they step on the wire, thus hopefully avoiding 
  all the above unpleasantness.
  In the Life is Good version, simply assume all 
  troops are always attempting to look for traps. Alter-
  natively, simply remove the threat of traps (boring!)
  Resolve the trap’s damage by using the rules as if 
  the grenade was in the very same square as the victim. 
  Naturally, compatriots in nearby squares can also be 
  affected.
  event 1-3: pArtIng ShotS 
  (WAr IS hell verSIon)
  Rather than taking his wounded with him, Nyg 
  Phu has ordered them to await the enemy and attack 
  by surprise. One Vietcong with a gunshot wound to his 
  legs is manning the machine gun, while three others 
  with shrapnel wounds are partly buried in the fox hole 
  with rifles.  Two more injured riflemen are resting in 
  the tents, unseen from the outside.
  The machine gunner will fire upon anyone he 
  sees, as soon as he sees them. He has a 45’ arc of file 
  and no real ability to move outside of that range due 
  to his injuries.
  The three buried riflemen will wait for soldiers to 
  get close. Unless they are noticed, treat them as being 
  on hold for the first combat round. They will attempt 
  to aim for the most senior officer, if they can determine 
  who that is. Once the initial combat round is over, the 
  Vietcong in the tents will join the attack.
  Upon successful Notice / scouting:
   
  z
  You notice a couple – perhaps 
  three – forms hidden under a 
  layer of dirt in a foxhole. You 
  are not sure if they are alive… 
  but you can swear you saw them 
  move.  You also notice a move-
  ment from inside the south-west 
  machinegun nest. Maybe just a 
  bird?
  event 1-4: poW
  Once the area is secured, allow the team to make 
  Notice check. Success reveals the prisoner trapped in 
  the bamboo cage in the river.
  You notice that there is movement 
  down near the river. A bamboo 
  cage is more or less completely 
  submerged in the rapidly running 
  river… and a face occasional 
  appears at the surface, bobbing 
  the current.
  Upon releasing the prisoner:
  z
  The soldier is barely conscious. 
  His dog tag states his name as 
  “Jim Lepe,” a radio operator 
  from your base. A quick check-up 
  by your medic reveals that he is 
  suffering from concussion, five 
  broken ribs, a fractured thigh 
  and multiple lacerations. He’s 
  also suffering exposure and his 
  wounds are infested with leeches 
  and water insects.
  On a successful Healing check,:
  z
  The prisoner will become lucid enough to answer 
  questions. However, he is clearly in shock and has been 
  driven insane by his ordeal.  Sample dialog:
  Oh Christ help me. The dead!  So 
  many dead!
  The base seemed so easy. I 
  radioed in and the Sarge moved 
  us forward… the next thing I 
  know, Charlie was everywhere and 
  they just wouldn’t lie down. Oh 
  God! They wouldn’t stop coming! 
  They just kept on coming!!!
  They got me. They knocked me 
  down and piled bodies on me. 
  I couldn’t move. Then they dug 
  me out and tortured me. Ohh… 
  I’m sooo sorry. I told them. I 
  told them you’d be coming… they 
  know. THEY KNOW YOU ARE HERE! 
  We have to get out. We have to 
  get out now! 
  They took our boys with them. 
  12
  
  Walking wounded. Made them carry 
  stuff, like animals.  They were 
  dead men walking. Oh Holy Mother 
  of God… dead men walking! 
  It will take two men to support the injured soldier 
  should the team (rightly so) decide to take him with 
  them. Of course, this will add to their fatigue.
  event 1-5: the commAnd 
  BuIldIng
  The command building is where the heroes will get 
  their main clues as the nature of the terror that awaits 
  them. The building was constructed to not only protect 
  the dig site and its artifacts, but also to hide  Nyg Phu’s 
  dark secrets.
   A booby trap has been set up on the door leading 
  to the actual dig area, but the main door is safe.
  Exterior:
   
  z
  The walls and roof of the command 
  building are made 
  of 
  rough-
  cut bamboo 
  laced 
  with 
  rope 
  and 
  c o v e r e d 
  by mud and 
  r e e d s 
  f
  r
  o
  m 
  t h e 
  river. A sickly 
  smell of rotting 
  vegetation 
  wafts 
  from it. There are 
  no windows, only a 
  single lashed bamboo 
  door.
  Interior – main room:
   
  z
  The room is dark and 
  the walls seep and sweat with 
  the stench of garbage. However, 
  the stinking mud-packing must 
  be doing something, since it is 
  noticeably cooler inside than 
  out.
  A large, crude log table sits in 
  the middle of the room, along 
  with two chairs. Scattered about 
  the room are sacks of rice and 
  hanging on the wall are several 
  skinned animals – monkeys by the 
  looks of them. A journal and a 
  torn map lay scattered on the 
  table.
  On the northern wall is a 
  heavy-looking door. Unlike the 
  rest of the building, the door 
  appears to be made from the 
  same type of stone as in the 
  piles of rubble outside.
  The map on the table can easily be reconstructed 
  and reveals details on the local area as filled in by Nyg 
  Phu. Give the players Map 3: Local Area Details.
  The journal is written in Vietnamese and belongs 
  to General Nyg Phu. Reading through it will reveal 
  his intentions. However, this description should only 
  be given to the player who reads the journal – namely 
  our trusty radio operator, Joe Banks.
  The journal belongs to a Viet-
  cong General called Nyg Phu. 
  However, you’d be surprised if 
  that’s his real name because, 
  as a phonetic pun, his name 
  equates to something akin to 
  ‘Vampire’ in the Vietnamese 
  dialect.
  13
  
  The general has iden-
  tified this area as an archeolog-
  ical site and has been working 
  to uncover the worship of some 
  sort of an ancient Champa god 
  called Bah Tun, or the God of 
  Blood and Death. 
  An entry also talks about 
  fulfilling a ritual and needing 
  the blood of innocents.
  Other than that, the journal 
  appears to be the ravings of 
  a rather unbalanced – and 
  possibly psychotic – man who 
  believes he is the incarnation 
  of the ancient Champa Prince, 
  Bin Ngu.
  Interior – dig site:
   
  z
  Before anyone opens the door, allow them to 
  make a Notice check to detect the trip-wire grenade 
  trap. Opening the door without first disarming the 
  trap (successful Repair check) will set it off. Treat as 
  a grenade located directly BEHIND the stone door, 
  which gives the poor victim a plus 10 to their armor 
  rating when calculating the damage. However, the 
  blast will also shatter the “Black Idol” (see Arti-
  facts section) and this will in turn raise the dead 
  outside, resulting in the Blood Zombie attack (see 
  Event 6).
  Upon opening the door, a cold 
  wind blows clean through your 
  soul. The floor ahead is roughly 
  10 feet below you with a bamboo 
  ladder the only access. The 
  lower clay walls are covered 
  with what appears to be bamboo 
  spikes, many of which are 
  splattered with blood. A naked 
  corps of a local tribesman 
  is skewered on the northern 
  wall, 
  arms 
  outstretched. 
  Strange symbols have been 
  drawn in blood beneath him. 
  At the far end of the room, 
  on the western wall, is a 
  small stone altar, also 
  covered in blood. On it stands 
  a black statue of some sort of 
  winged creature that could best 
  be described as a daemon from 
  your worst nightmare.
  The statue is the Black Idol (see Artifacts). Any 
  character viewing the Black Idol will feel a great dread 
  and must make a Guts check. For those prone to flash-
  backs or visions, now is the time to have them.
  Life is Good version:  If the Black Idol is destroyed, 
  the bodies that have not had their heart destroyed will 
  immediately rise as Blood Zombies and begin attacking 
  (see Event 1-6). 
  War is Hell version: If the Black Idol is destroyed 
  OR an attempt is made to remove it from the Vietcong 
  camp, the Blood Zombies will attack (see Event 1-6).
  14
  
  event 1-6: ZomBIe AttAck
  This is where our heroes begin to get a taste of the 
  true horror that lies ahead. As the Black Idol is smashed 
  (or, in the War is Hell version, simply removed from 
  the camp), many of the bodies scattered around the 
  camp will rise up and begin a frenzied attack on the 
  squad.  
  The 
  crisp 
  iron-like 
  smell 
  of blood suddenly fills your 
  nostrils and you hear scrab-
  bling and grinding sounds all 
  around, as if bones are snap-
  ping into action. All around, 
  the bodies of the fallen combat-
  ants are rising to their feet, 
  their wounds open and bloody. 
  They begin to rush towards you, 
  their murderous intention very 
  clear. Time for Guts checks!
  War is Hell version: a total of 15 zombies will 
  attack the squad. If the bodies of the wounded Vietnam-
  ese from Event 2 have been left near their weapons, 
  they will begin using them. The rest of the bodies had 
  their weapons and supplies taken by the evacuating 
  Vietcong troops and so will use their claws.  
  Life is Good version: a total of 9 zombies will 
  attack the squad. None will use weapons, relying 
  solely upon their claws.
  As much as possible, the zombies will attempt to 
  surround and overwhelm individual soldiers in order 
  gain to attack bonuses (+1 for each addition zombie 
  attacking an individual, as per the rules for Ganging 
  Up.) The zombie’s initial positions are marked on Bat-
  tlemap 1: Vietcong Camp. 
  event 1-7: After the 
  AttAck
   After the attack, it’s likely that the squad will 
  want to call in support.  This is where the radio opera-
  tor Joe Bank’s secret mission comes into play.  Give 
  Joe’s player (only!) the following information if he is 
  asked to make the call.
  Your mission objective indi-
  cates that you should inves-
  tigate this danger more fully, 
  tActIcAl mAp: Scene 1
  especially the hinted ritual 
  mentioned in Nyg Phu’s journal. 
  If you wish you can convie-
  nently declare a “black spot” 
  for communications and suggest 
  that the squad moves to higher 
  ground, perhaps the peak of 
  the mountain range near where 
  General Nyg Phu is most likely 
  to be headed.
  The squad may also wish to follow the tracks left 
  by the fleeing Vietcong.  They did not make much of 
  an effort to cover their tracks, so following their trail 
  to the Champa Village is not difficult.
  15
  
  As the squad makes it’s way towards the Cham 
  pa village and mountain peak, they will encounter a 
  deadly trap laid by the villagers for the Vietcong and 
  also an ambush by Vietcong scouts. Each of the fol-
  lowing events is purely optional and even if you are 
  playing the War is Hell version, you should consider 
  leaving them out if the previous zombie attack resulted 
  in heavy casualties.
  event 2-1: the log trAp
  The Champa villagers have set several traps in 
  order to kill the Vietcong. However, these traps are 
  also just as deadly for the US soldiers!
  As the squad moves forward along the trail left 
  by the Vietcong, have the lead scout make a Notice 
  check. If successful, they will see a carefully laid rope 
  trip line.  The line is connected to a massive bamboo-
  spiked log suspended in a tree. 
  If the trap is activated, the log will swing down-
  wards, passing through a 4 x 1 inch path along the 
  trail.  Of course, people in the trap’s path may make a 
  Notice check to see the log coming and if successful 
  an Agility check to leap out of the way.  The suckers 
  who are hit by the log will suffer 2d12+2 damage.
  event 2-2: vIetcong AmBuSh
  Nyg Phu has sent a handful of men back into the 
  jungle to ambush any new US forces. He considers 
  these men dispensable and is using them as a way to 
  signal the arrival of fresh US troops.  For this encoun-
  ter, use Battlemap 2: Vietcong Ambush.
  Ahead, your scouts see an over-
  grown ruin of a small stone 
  building, now nothing more than 
  foundation rubble.  Carvings on 
  the ruins suggest that this was 
  once an old Champa building of 
  some sort, dating back perhaps 
  five hundred years.
  On a successful Notice check.
  z
  You can see 4 well dug-in Viet-
  cong sheltered by the stone 
  foundations. 
  As soon as the squad is within distance of the Viet-
  cong, three snipers will attempt headshots on the closest 
  high-ranking targets, while the forth will set off a flair 
  to let Nyg Phu know that the enemy has arrived. 
  If the Vietcong were not Noticed, then they start 
  the combat in held mode, otherwise they draw a card 
  for initiative. They all have hard cover due to their 
  secure location within the stone foundations. Of course, 
  a well-placed grenade will take care of that!
  tActIcAl mAp: Scene 2
  See the Battlemap Tiles & Tokens Pack 
  for printable maps and alternative ideas 
  for this encounter.
  16
  
  17
  
  If you think things have been going wrong so far, 
  think again. The Champa hill-tribe village is one dan-
  gerous and creepy place. 
  For a start, the entire village is on edge after the 
  previous day’s Vietcong attack. Many of the villag-
  ers are certifiable, twitching and skittish. However, 
  the tribe’s de facto leader and lost legionnaire, Father 
  DeGrut, has managed to mould the villagers into a 
  single state of mind – that of fanatical religious fever, 
  in the belief that the “Great Beast” is upon the world 
  and his agents are amok in the land. 
  Initially, the villagers will be very suspicious of 
  the US squad, but if the squad takes no action against 
  them, they will become accommodating enough. If 
  the US let the villagers know they are working against 
  the Vietcong, then the villagers will become actively 
  supportive.
  However, the real danger that the village presents 
  is the risk that the squad will act against the horrors 
  found within and thus turn what could be a source 
  of aid into an angry hornet’s nest of blade wielding 
  maniacs.
  As a GM, play up the barbarity of the villagers’ 
  actions: the fact that they have (still twitching) Viet-
  cong crucified upside down around the entrance to 
  the village, a pit of convulsing bodies of US and Viet-
  cong, and a blood-thirsty and blasphemous religious 
  mass and so forth. The players need to feel fear and 
  revulsion, yet a tinge of pity, for the tribe.
  the tActIcAl SItuAtIon
  Should a fight break out – most likely during the 
  mass – the squad will find themselves at a tactical dis-
  advantage. To put it bluntly, any fight with the villag-
  ers can turn into a blood bath.
  The bulk of the village is covered by the four 
  snipers in the gate watch-towers. All four men in the 
  two towers have modern rifles taken from ambushed 
  Vietcong. They are crack shots from their days of 
  hunting local wildlife. If they bulls-eye a parrot at  200 
  yards, going for a heart-shot on an American is not out 
  of the question for these guys.
  The congregation within the church is not well 
  armed. In the War is Hell version, most of the men 
  (roughly half of the congregation of 30) carry hunting 
  knives, while the women are unarmed. In the Life is 
  Good version, the men have left their knives in the long 
  houses. However, despite being mostly unarmed, the 
  members of the congregation will swamp any enemy 
  they can, punching and basing to subdue their foe.  If 
  possible, members of the congregation will attempt 
  to grapple and hold the player characters… they can 
  torture them later for information about the coming of 
  the Great Beast.
  Do not forget Father DeGrut. Although old, he is 
  a seasoned war veteran and in top physical shape. He’ll 
  use his sacrificial bayonet and his leadership edge most 
  effectively in combat.
  The long houses are full of people and as soon as 
  bullets start flying, they will rush out in a frenzied state 
  at the rate of 2-3 per combat round per house in the 
  War is Hell version, or 1 per combat round in the Life 
  is Good version. All of the villagers carry some form 
  of implement that can be used as a weapon: knives, 
  hoes, hand scythes, axes, machetes, rakes, etc. Of 
  course, several of the men on watch around the village 
  perimeter carry spears and bows. All villagers will fight 
  without thought of consequence. They are boosted by a 
  rabid religious fervor and outrage that what they see as 
  “Agents the Great Beast” in their own village. 
  The church is the only building that can withstand 
  grenade blasts. In fact, if grenades are thrown into the 
  church, ricocheting shrapnel will turn the entire area 
  into a kill zone: treat the entire floor area of the church 
  as being covered by grenades if they are tossed into the 
  church.
  18
  
  The long houses are raised about 2f off the ground. 
  Rolling a couple of grenades under the long houses will 
  result in pretty much everyone inside getting killed.  
  This is a good way to stop the villagers streaming out 
  of the houses.  
  Keep in mind that the houses only had hessian 
  walls. Moving behind them for cover from the snipers 
  will work, but the occupants will likely hack through the 
  cloth with a bamboo knife and leap at the soldier taking 
  cover this way.  Machine-gunning blindly through the 
  cloth walls is likely to hit some occupants. Treat as a 
  normal roll with the one random occupant being tar-
  geted as if under soft cover.
  A five-foot wide section of the village wall can 
  be blown out using grenades, provided more than 12 
  points of damage is done. For every extra 4 points of 
  damage above that, open up an extra 5 foot section 
  of wall. Multiple grenades can be used to beef up the 
  destruction.
  Should the squad flee, the villagers will not 
  peruse them. Instead, they will tend to their wounded 
  and seek to reinforce any defensive positions that 
  have been damaged. 
  event 3-1: ArrIvAl At the 
  vIllAge of the dAmned
  By mid afternoon, your squad comes across 
  what looks to be a well-defended village surrounded 
  by a 15 high bamboo and log wall. The entrance to 
  the village is a double-gate, also made of logs and 
  bamboo swung on counterweights. On each side of 
  the gate stand raised platforms where several natives 
  with rifles stand on watch.
  However, what really catches your attention is 
  that along the path leading up to the village are six 
  upside-down crucifixes baring the bodies of Viet-
  cong. Also, tied upside down along the walls are 
  four additional Vietcong bodies.
  If a character inspects the crucified bodies:
  You notice that the bodies have 
  been nailed repeatedly to the 
  bamboo stakes and firmly 
  lashed, as if they were being 
  19
  
  held immobile. Suddenly you notice that the bodies’ 
  eyes are open… and watching you! These corpses are 
  watching you! Make a Guts check.
  As the squad approaches the village:
   
  z
  Several 
  tribesmen 
  challenge 
  your 
  advance, 
  most 
  holding 
  machetes and spears but a few 
  holding Chinese-made automatic 
  weapons. They attempt to talk 
  with you in their native Champa 
  language, then switch to Viet-
  namese.
  In their broken Vietnamese, 
  they tell you to await their 
  leader, Father DeGrut.
  After a few minutes, the gate 
  opens and a very old Caucasian 
  man in tattered priest’s robes 
  emerges. He looks over your 
  squad and says: “Are you with 
  the Great Beast? What are you 
  doing here?”
  Father DeGrut is certifiable. He long ago lost his 
  mind when he investigated the Champa temples of the 
  area and uncovered texts relating to the worship of 
  Bah Tun. However, he is a good judge of character 
  and will quickly realize that the squad are potential 
  allies.
  Yes… I see. You are Knights 
  Templar, fighting the Agents of 
  the Great Beast like us. I see 
  that now. Come. Come inside. We 
  can offer refreshment at the 
  very least and soon I am to 
  begin mass. You must stay for 
  the Lord’s blessing.
  He will describe the attack on the village and 
  explain how the Vietcong (he calls them “Agents of 
  the Great Beast”) attempted to take the innocent chil-
  dren. 
  About 3 months ago the Agents of 
  the Great Beast came into our 
  village. We were out hunting 
  when they arrived, and the women 
  did not know they were devils. 
  They broke bread with them, made 
  t h e m 
  comfortable 
  and waited our return. 
  But at night, at night their 
  true colors came out. They went 
  berserk with lust and hate... 
  they were like wild beasts! When 
  we arrived at the village to see 
  the bestial terror, only their 
  commander – a daemon beyond his 
  minions – was not partaking in 
  some form of debauchery. He 
  simply stood there while our 
  women wailed and he laughed at 
  their lament.  With the good 
  lord on our side, we drove the 
  devils out and secured our 
  village from them. Being the 
  cowards they are, they have left 
  us well alone since then.
  But the Agents of the Great Beast 
  came again near dusk yesterday. 
  They broke through our gate and 
  murdered several of our men and 
  a woman, but that is nothing. 
  What they wanted was the blood 
  of the innocent… our children. 
  20
  
  Our little angels!  We fought 
  hard and with God’s blessings 
  were able to drive them off. We 
  lost five children. Five innocent 
  faces, but at least they are in 
  God’s loving arms now. But in 
  the confusion they managed to 
  get Beth Shen, one of the most 
  lovely of angels. 
  In the War is Hell version, Father DeGrut will also 
  hint that in order to stop the children from being taken 
  by the Vietcong, the villagers themselves shot the chil-
  dren who were being kidnapped. 
  If only our aim had been better, 
  there may have been six angels 
  in heaven now and little Beth 
  would be with her brothers and 
  sisters.  Oh if only we were 
  more worthy, stronger of will. 
  We must pray. Together. We 
  must pray for strength and the 
  blessing of our Lord.
  Father DeGrut – and the kidnapped girl’s parents 
  - will also beg for help from the squad. They (cor-
  rectly) believe that the girl will be used in a sacrifice to
  summon Bah Tun / Satan and see the squad as an answer
  to their prayers. Throughout their rambling pleas they
  will unconsciously allude to ‘striking at the heart’ of
  the enemy. In their Cham folk law, Bah Tun was driven
  back to the Realm of the Dead when the Red King cut
  it’s out its heart and this notion has been blended into
  their understanding of Satan.
  The Lord has clearly sent you 
  here like angels of mercy… not 
  angels of vengeance. We prayed 
  for His divine aid and He sent 
  you. You can save little Beth 
  from eternal evil. You can cut 
  the heart from Satan and ensure 
  the door to the Realm of Blood 
  and Death remains shut. Save the 
  girl and save us all from the 
  Great Beast!
  Come… pray with us now and 
  receive the blessings of the 
  Lord God and his son Jesus. With 
  your strength, you can strike 
  at the heart of Satan and his 
  followers and destroy them!
  event 3-2: the pIt
  As you walk through the gates 
  into the village, you see three 
  raised floor bamboo long houses 
  with simple hessian walls. A 
  swarm of flies hovers over a 
  large pit near the centre of the 
  village. A roughly made stone 
  church with a large cross and 
  wooden carving of Jesus stands 
  at the far side of the village. 
  As you enter the village, 
  curious 
  but 
  scared-looking 
  villagers poke their heads 
  out from the cloth and hessian 
  walls of the long houses and 
  watch you intently.
  If a character looks into the pit they will see the 
  bodies of the incapacitated zombies used in the previ-
  ous day’s attack by General Nyg Phu.
  The pit emanates the rancid 
  stench of rotting flesh. It is a 
  15 foot drop onto bamboo spikes. 
  At least a dozen hacked-apart 
  bodies – mostly US soldiers 
  and quite a few Vietcong – have 
  been thrown down into the pit. 
  The body parts claw and wriggle 
  in the most unholy manner. Make 
  a Guts check.
  If the heroes ask Father DeGrut about the US 
  soldiers in the pit, he will be agitated and mumble 
  about how events foretold in the Bible are coming to 
  fruit.
  Do you believe in the Bible? 
  Do you believe that it is word 
  of God? Do you truly believe? 
  Then how can you not know the 
  truth of it?  The dead shall 
  rise again. Those… those were 
  not men… they were the tools of 
  the Great Beast come to reap 
  souls and hearts of the living. 
  21
  
  Don’t you see?  It’s the apoca-
  lypse. It’s here. Now.
  event 3-3: unholy 
  BleSSIngS
  Father DeGrut will invite the squad to attend the 
  Sunday mass he was about to give prior to their arrival. 
  Most of the extras will be Christians and given the 
  horrors experienced in the morning, many will feel 
  that a mass would be comforting at this point in time. 
  Unfortunately, they will be in for a rude shock. 
  DeGrut has taken a literal interpretation of commu-
  nion and blended it with local Champa myths sur-
  rounding Bah Tun. During this scene, it is important 
  to let the players slowly realize that something is seri-
  ously wrong with the service. Build the fear by intro-
  ducing one aspect of the service after the other, build-
  ing the intensity of the imagery until the heroes either 
  leave the church or possibly take action against the 
  villagers. 
  If the characters decide to leave the service 
  without interfering in it, the villagers will not stop 
  them. However, if the characters try to stop the service, 
  the villagers will become belligerent and threatening. 
  Violence will follow shortly thereafter (see Event 
  2-4).
  Of course, your players may decide that this is 
  all just fine and dandy and sit right thought the service 
  and partake of the communion – which involves the 
  drinking of mingled human blood and the eating of 
  raw human flesh. If the players do this, then they will 
  receive the benefit of the Blood Communion blessing 
  (see Rituals and Spells).
  The church is the most solid 
  building in the village. It 
  has a cobble stone floor. (The 
  stones appear to be similar 
  to those from the dig site 
  at the Vietcong camp). The 
  pews are made of solid hard-
  wood logs. At the front of the 
  church is a simple stone-slab 
  altar. The main light sources 
  from within the room come from 
  four fluttering torches and an 
  open arched window behind the 
  altar. 
  Father DeGrut begins the service 
  and talks in Vietnamese and 
  broken, heavily accented English 
  of the grief of the village and 
  how only God in Heaven can bring 
  strength and peace. He then 
  switches to Latin.
  This information is presented to only to players 
  who have Latin language as a skill OR a strong Chris-
  tian upbringing.
  You have been to plenty of 
  masses, many of which were in 
  Latin. While you are not sure 
  of what he is saying, you do 
  get the distinct feeling that 
  something is wrong here. This 
  is not like the mass you know. 
  You can’t put your finger on it, 
  but something is just a little 
  off-kilter here.
  At this point the blood communion ritual begins. 
  We suggest that you ration out each of these text blocks 
  22
  
  slowly and then give the players time to talk about what 
  is happening. Don’t give them time to strategize… just 
  enough time to simulate the squad’s mutterings as they 
  see this perversion of their religion.
  Two men seated near the front 
  of the church rise. One has a 
  large earthenware bowl in his 
  hands, while the other has an 
  old, though brilliantly polished 
  bayonet. The two men move to the 
  back of the church while the 
  rest of the congregation bow 
  their heads and offers prayers 
  of worship to Jesus in Viet-
  namese.
  Working from left to right, row 
  by row, the men bring the bowl 
  to each member of the congre-
  gation, who offer their arm to 
  the men. A shallow laceration is 
  tActIcAl mAp: Scene 3
  See the Battlemap Tiles & Tokens Pack 
  for printable maps and alternative ideas 
  for this encounter.
  23
  
  made to each person using the 
  bayonet, which is then cleaned 
  with a cloth, while the falling 
  blood is collected into the 
  bowl. Slowly, but surely, the 
  bowl is filled almost to the brim 
  with blood. Other than the rasp 
  of the blade on flesh and the 
  mumbled incantations of father 
  DeGrut, there is not a sound in 
  church.
  As the bowl comes to the US soldiers, ask the 
  players if they will participate. If they do not, there 
  will be no noticeable reaction from the villagers. In 
  their minds, this is a blessing and if the foreigners are 
  not participating in it, then it’s their misfortune.
  Finally, once the two men are 
  again at the front of the 
  church, they offer the bowl and 
  bayonet to Father DeGrut, who 
  places the bowl on the altar 
  then cuts each man’s arm and 
  his own, allowing their blood 
  to mingle with the rest of the 
  congregation’s.
  Taking a silver crucifix from 
  his neck, Father DeGrut stirs 
  the blood while mumbling what 
  sounds like Latin. His eyes shine 
  and you can make out foaming 
  spittle on his lips as he prays. 
  He then holds the bowl high over 
  his head and says in Latin and 
  then Vietnamese: “Unless you 
  eat the flesh of the Son of Man 
  and drink his blood you have no 
  life in you.” 
  One by one, the congregation 
  walk to Father DeGrut and drink 
  deeply from the bowl, then 
  quietly take their seats once 
  again, their faces smeared in 
  blood, eyes flashing with reli-
  gious fervor.
  Ask the players if they wish to drink the blood at 
  this point.  Again, it is not an issue if they do not (unless 
  of course, they attack the villagers.)
  Father DeGrut then kneels and 
  from behind the altar, brings 
  out what appears to a skinned 
  human arm on a wooden platter 
  and says through bloodied lips: 
  “He who eats my flesh and drinks 
  my blood abides in me and I in 
  him.” Once again, the congre-
  gation shuffle to the front and 
  each takes a small bite from the 
  arm while Father DeGrut mutters 
  more blessings in Latin. Its 
  hard to hold onto your stomach 
  here guys. After all, you can’t 
  help but ask yourselves, “Just 
  who’s arm is that?” You all 
  need to make a Guts check from 
  watching this gruesome cere-
  mony.
  Again, ask the players if the heroes will par-
  ticipate in the ceremony. If any character partici-
  pates in ALL parts of the communion - the blood-
  letting, the drinking of blood and eating of flesh 
  – they will receive all the benefits of the ritual
  (see Rituals and Spells) for the upcoming battle
  with Bah Tun. However they will also need to
  make an additional Guts check upon completion
  of the ceremony.
  24
  
  If you are playing the Life is 
  Good version – and characters 
  have been able to sit through 
  the entire mass without going 
  postal -  there will be no more 
  horror during the mass.
  However, if you are playing the War is Hell 
  version, there is one more surprise in store.  The villag-
  ers will wish to mingle their ‘impure blood’ with that 
  of their innocent children in order to render their blood 
  useless to Nyg Phu. This involves holding down each 
  child, cutting into their arms and pouring blood from 
  the communal bowl into the open wound… naturally 
  this is not a quiet affair.
  Draw out each of the following descriptions of the 
  events, giving the players enough time to discuss what 
  they will do. 
  The priest, his face and robes 
  covered in blood, looks over the 
  congregation and says solemnly in 
  Vietnamese, “Now let us protect 
  our children. Let them be made 
  impure with our own blood. Let 
  our sin flow through their veins 
  so that they may be made of no 
  consequence to the Great Beast. 
  As he seeks innocence to corrupt, 
  we shall corrupt in the name of 
  the Lord and be saved!”
  Two women lead into the church 
  a young girl, perhaps 10 or 12 
  years of age. The child’s face 
  is a mask of blank emotion and 
  she simply stares into space as 
  the women lead her forward to 
  Father DeGrut.
  All around, the villages start 
  to pray, reciting Hail Mary over 
  and over with a growing inten-
  sity. The child is lifted onto 
  the altar and gently laid down. 
  The man who previously carried 
  the communal blood bowl steps 
  behind the priest, holding the 
  bowl that still sloshes with 
  the intermingled blood of the 
  villagers. He has a grim look on 
  his face.
  Father DeGrut takes the bayonet 
  and moved towards the girl. 
  She begins to shiver and cry 
  quietly and one of the women 
  moves towards her and whispers 
  calming words. “It’ll be ok… 
  it’ll be ok. The Great Beast 
  can’t get you now…”  
  The priest grabs the girls arm 
  firmly and slices a deep groove 
  with a long, broad stroke. Blood 
  spurts over the altar, pooling 
  on the floor. The villages are now 
  almost shouting their prayers, 
  downing out the child’s cry of 
  pain.
  Father DeGrut drops the bayonet 
  and firmly holds the writhing 
  and screaming child down. The 
  man with the bowl steps from 
  behind and pours what is left 
  of the villagers mixed blood 
  into the girl’s open wound. 
  The villagers start shouting 
  “Amen, Amen!” It’s time to make 
  a Guts check.
  The priest lets go of the crying 
  child and the older women grab 
  hold of her, hugging her to 
  her bosom, whispering words 
  of comfort. The younger woman 
  quickly begins to dress the 
  girl’s wound.
  If the characters have made it this far without 
  either walking out or starting a fight, the mass will 
  end with the villagers slowly leaving the church in 
  a subdued manner. Father DeGrut will be exhausted, 
  but will be happy to answer any questions the charac-
  ters may have.
  25
  
  By this point, the squad’s numbers may very well 
  be severely reduced, especially if a fight broke out 
  with the villagers. Despite this, the squad will “need 
  to move up to the highest point in order to get radio 
  reception” (at least, so Joe Banks will likely claim).  It 
  is also likely that with the maps obtained from the dig 
  site, the squad will know that they are heading to the 
  very location where Nyg Phu is heading.
  Play this scene as the climactic battle. The troops 
  know that something big and bad is about to happen. 
  Get stuck into the action nice and fast.
  The bad news is, just as the squad arrives 
  (roughly 45 minutes before sunset) the Bah Tun sum-
  moning ritual is nearing its completion. Nyg Phu will 
  be making his final prayers and preparing to sacrifice 
  the young girl who is tied on the stone altar in the 
  temple.  
  The good news is, once they reach the top of the 
  hill and ascertain the tactical situation, they will be 
  able to use the radio – to call for evac or an airstrike. 
  Of course, this depends upon whether Joe Banks 
  wishes to use the radio. 
  If Joe Banks has been killed or the radio destroyed 
  earlier, don’t worry. The Vietcong have a radio of 
  their own and if this can be captured, it can be used 
  (albeit poorly) by another player. If that radio is also 
  destroyed, well it looks like our heroes will have a 
  LONG walk home.
  tActIcAl SItuAtIon
  All of the Vietcong troops are located in defen-
  sive positions dug in behind heavy rubble. They 
  have split their forces to cover three entrances to the 
  temple, leaving the northern exit undefended as it is 
  almost completely blocked by a thick bamboo grove 
  and rubble.
  While their defensive position gives them hard 
  cover, it means their ability to fight is split between 
  the three defensive positions. During combat, the Viet-
  cong will only move from cover in order to reinforce 
  an entrance that looks like it is about to fall to the US 
  squad. In this situation, the Vietcong will run through 
  the interior of the temple, keeping out of the line of fire 
  as much as possible.
  The rubble acts as a full barrier to grenade explo-
  sions. However, if grenades can be thrown behind the 
  rubble, the killing potential is very high. 
  While the Vietcong have the advantage of hard 
  cover and dug-in positions, the US squad benefits from 
  the light to hard cover from the jungle and greater flex-
  ibility in their movement.
  As soon as the attack begins, Nyg Phu will begin 
  finalizing the ritual, which will take four combat rounds. 
  This simply involves killing the young girl on the altar. 
  During this final stage, dark red clouds will gather and 
  huge drops of blood rain will splatter down over the 
  area. Everyone (including the Vietcong) must make 
  Guts rolls.
  At any point during this time, Nyg Phu can delay 
  completing the ritual by one action round and raise 
  ALL the dead in the area who’s hearts have not been 
  destroyed as Blood Zombies.
  As Blood Zombies enter the battle, they will rush 
  forward to attack the squad without caring for cover. 
  In the War is Hell version, they will continue to use 
  the same weapons they had in life. In the Life is Good 
  version, they will simply use their claws.
  Should Nyg Phu be shot himself, he will collapse 
  and his innocent blood – being a virgin himself – will 
  seep onto the altar and complete the summoning.  Of 
  course, the summoning is also completed should Nyg 
  Phu manages to kill the girl.
  If (more likely when) Bah Tun is unleashed, it will 
  literally rip though the ceiling of the temple given its 
  gargantuan size. Of course, seeing Bah Tun requires 
  immediate Guts checks (at -4) for everyone.
  If Nyg Phu is still alive, Bah Tun will only attack 
  the squad. However, if Nyg Phu has been killed, Bah 
  Tun will strike at the nearest living creatures – be they 
  Vietcong, US troops or even the young girl.  However, 
  Bah Tun is not a mindless killing machine.  The God 
  will quickly evaluate the most serious threats (in terms 
  26
  
  27
  
  of either firepower or damage done to him) and place 
  his efforts on eliminating those threats as quickly as 
  possible.
  In the War is Hell version, some of Bah Tun’s 
  attacks (see its edges) may require further Guts 
  checks.
  If the heroes call in an airstrike, it will take 30 
  minutes to arrive. While causing massive damage 
  to the area, the airstrike will not kill Bah Tun, but it 
  will cause it three wounds and incapacitate it while it 
  regenerates.
  The only way the squad can be rid of Bah Tun 
  is to destroy its heart, either with a called shot or by 
  cutting it out while Bah Tun is incapacitated.
  event 4-1: runnIng up thAt 
  hIll (WAr IS hell verSIon). 
  In the Life is Good version, the troops will 
  not encounter resistance on this trek up through the 
  mountains.  In the War is Hell version, if the Vietcong 
  gunner managed to use his signal flair in scene 2 (see 
  Event 2-2) then an ambush will be waiting. 
  Use Battlemap 4 and place three Vietcong rifle-
  men behind trees. Squad members may make a Notice 
  check to spot the ambush, otherwise the combat starts 
  with the Vietcong on hold.
  If any member of the squad makes a success-
   
  z
  ful notice check:
  You glimpse a glint of metal in 
  the trees ahead. As you squint 
  through the heat and swarming 
  mosquitoes, you can just make 
  out one… no two… make that three 
  forms kneeling down behind the 
  trees. They look like Vietcong 
  snipers.
  event 4-2: the fInAl 
  conflIct
  As the heroes approach the peak, they will see 
  the overgrown Champa temple. They will also see that 
  there are Vietcong defending it from behind well-estab-
  lished cover and foxholes. Display Battlemap 5: Bah 
  Tun Temple.
  At the top of the rise, you see 
  the ruins of an ancient temple. 
  The jungle has grown to almost 
  completely cover it, so you can 
  get pretty close while still 
  under the cover of the trees.
  You can see three entrances to 
  the stone temple: south, east and 
  west. All entrances are guarded 
  by Vietcong secured behind large 
  rubble barriers. The Vietcong 
  appear to have rifles and heavy 
  weapons. From inside the temple 
  you hear a single voice chanting 
  loudly in a dialect you don’t 
  recognize… although the accent 
  of some of the words is similar 
  to that of the villagers. Every 
  so often you do recognize the 
  words, “Bah Tun, Bah Tun.” You 
  also hear a young girl sobbing.
  If the squad scouts around the back of the 
   
  z
  temple:
  The back entrance to the temple 
  is heavily overgrown with bamboo. 
  It also looks like large piles 
  of rubble have been packed up 
  against this entrance, making 
  it nearly impossible to breech.
  In the Life is Good version, it is possible to breech 
  this area. There is a gap in the rubble large enough for a 
  single man to crawl through. This will effectively allow 
  a single character to enter the temple without being 
  noticed (Nyg Phu is busy with his incantations and will 
  have his back turned to the intruder.) Trying to get a 
  28
  
  second person into the temple will allow Nyg Phu a 
  Notice check, and each additional person entering this 
  way will give the mad general a +2 to each successive 
  Notice check.
  Once the shooting starts:
   
  z
  From inside the temple you 
  can hear the chanting reach a 
  feverish pitch and the sobbing 
  turns into screams of terror. 
  All around the wind swirls as 
  if you are caught in the eye of 
  a supernatural storm. Thunder 
  rumbles through the air and dark 
  red clouds form. Suddenly, large 
  drops of blood begin to rain 
  around you, turning the entire 
  area awash in red. Everyone make 
  Guts checks.
  If Bah Tun is summoned:
   
  z
  May the Holy Mother of God save 
  your poor damned souls!  A 
  gargantuan being of unspeakable 
  horror bubbles up rapidly from 
  the bloody surroundings. It 
  forms into something akin to a 
  giant dome-headed man sprouting 
  batwings. A ring of tentacles 
  pulse and writhe from around its 
  torso as its giant maw opens and 
  howls in triumph into the dusk. 
  You’ve seen a pale shadow of this 
  being before… the Black Idol at 
  the dig site. Guts checks at -4 
  please.
  As it grows, Bah Tun thrusts its 
  20 foot long tentacles upwards, 
  smashing the temple roof into 
  shards of rock than fall and 
  scatter all around you. The 
  Great Beast bellows once more 
  before turning its attention to 
  the puny humans surrounding it.
  If Bah Tun is incapacitated:
   
  z
  The massive form collapses to 
  the ground, blood gushing from 
  its wounds like an unholy river. 
  Slowly the blood flow draws to a 
  trickle… then you notice… the 
  trickle starts flowing back-
  wards. It starts flowing back 
  into the Great Beast!  You see 
  its body begin twitching and 
  hear the thump, thump, thump 
  of its heart as it starts to 
  beat once more.
  endIng the Adventure
  Survivors of the mission will be picked up by 
  chopper directly from the hill top. They can be happy 
  in the knowledge that they saved the world from an 
  ancient evil… possibly Satan himself.
  The troops will be debriefed and made to sign a 
  state security document, then invited to join the CIA’s 
  “spooks” division in handling supernatural terrors. 
  Those that join get to have a life of ongoing terror and 
  mayhem… those that refuse simply don’t wake up the 
  next day. 
  Hey… we did warn you. War is hell.
  tActIcAl mAp: Scene 4
  See the Battlemap Tiles & Tokens Pack 
  for printable maps and alternative ideas 
  for this encounter.
  29
  
  SquAd memBerS
  The squad extras should be played with a common 
  sets of attributes for speed of play. The squad extras 
  include 9 riflemen, four heavy-weapons specialists, a 
  sniper and a medic.
  rIflemen (x10)
  Attributes: Agility d6, Smarts d6, Spirit d4, 
   
  z
  Strength d6, Vigor d6
  Skills: Fighting d6, Shooting d6, Guts d4 
   
  z
  Pace: 6; Parry 4; Toughness 5
  Weapons:  M14 Assault Rifle. Range 24/48/96. 
   
  z
  Damage 2d8+1.  Shots 20.   3 grenades.
  heAvy WeAponS (x4) 
  There are two heavy machine guns in the squad, 
  operated by two men each.
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  z
  Strength d8, Vigor d6
  Skills: Fighting d6, Shooting d8, Guts d4
  z
  Pace: 6; Parry 4; Toughness 5
  z
  Weapon:  M60 machinegun. Range 30/60/120. 
  z
  Damage 2d8+1. Shots 100.
  SnIper (x1)
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  z
  Strength d6, Vigor d6
  Skills: Fighting d6, Shooting d8, Guts d4
  z
  Pace: 6; Parry 4; Toughness 5
  z
  Weapon:  M40 rifle. Range 48/96/192. Damage 
  z
  2d8+1. Shots 5. 
  medIc (x1)
  Attributes: Agility d6, Smarts d8, Spirit d4, 
  z
  Strength d6, Vigor d6
  Skills: Fighting d6, Shooting d6, Guts d4, 
  z
  Medic d8
  Pace: 6; Parry 4; Toughness 5
  z
  Weapon: M14 Assault Rifle. Range 24/48/96. 
  z
  Damage 2d8+1.  Shots 20.   
  SquAd memBerS AS SpAre 
  WIldcArdS 
  Should a player’s main character die during this 
  conflict, you can allow the player to take over one of 
  these extras and uplift them to wildcard status.  As a 
  GM, it may also help to read through the descriptions 
  of the squad members and introduce their quirks and 
  foibles into the game play.
  30
  
  nAme
  deScrIptIon
  AttrIButeS
  eSStentIAl 
  SkIllS
  Aidan  Ibsen
  Rifleman
  A poor inner-city kid from strict 
  Irish-catholic stock, Aidan is a stoic 
  young man who views the army as 
  his big break in life.
  Strength d6
  Agility d6
  Vigor d6
  Spirit d6
  Smarts d6
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d6 
  Guts d6
  Alvin Kelley 
  Rifleman
  Ace football-player, school bully 
  and still as mean as ever.
  Strength d10
  Agility d6
  Vigor d6
  Spirit d4
  Smarts d4
  Parry 7
  Toughness 5
  Move 6
  Fighting d10
  Shooting d6 
  Guts d4
  Jeffery Clayton 
  Rifleman
  Drafted into the army and not hap-
  py about it. Rebellious and cynical.
  Strength d6
  Agility d4
  Vigor d8
  Spirit d8
  Smarts d4
  Parry 5
  Toughness 6
  Move 6
  Fighting d6
  Shooting d6 
  Guts d4
  Terry Scott 
  Medic
  More of a thinker than a fighter. 
  Very much out of his depth in this 
  war, but he is writing down his 
  experiences in the hopes of creating 
  the next Great American Novel.
  Strength d4
  Agility d6
  Vigor d6
  Spirit d6
  Smarts d8
  Parry 4
  Toughness 5
  Move 6
  Fighting d4
  Shooting d6 
  Guts d6
  Redford Lynch
  Rifleman
  Known as ‘Bluey’ to his friends, 
  Redford is a happy-go-lucky eigh-
  teen year old volunteer.  Travel and 
  war are all part of the adventure of 
  life in his mind
  Strength d8
  Agility d6
  Vigor d4
  Spirit d8
  Smarts d4
  Parry 6
  Toughness 4
  Move 6
  Fighting d8
  Shooting d6 
  Guts d8
  Joshua Kenton
  Rifleman
  An all-American farm-boy, Josh is 
  cheerful and always sees the bright 
  side of life. This cheeses off Dillon, 
  Sam and especially Spike.
  Strength d4
  Agility d4
  Vigor d10
  Spirit d8
  Smarts d4
  Parry 4
  Toughness 7
  Move 6
  Fighting d4
  Shooting d4 
  Guts d8
  James Dalton
  Rifleman
  A practical joker who does not real-
  ize the mortal danger surrounding 
  him.
  Strength d6
  Agility d6
  Vigor d6
  Spirit d6
  Smarts d6
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d6 
  Guts d6
  Dillon  North
  Sniper
  Hit with the ugly stick when he was 
  born, Dillon has spent most of his 
  life as the butt of jokes and scorn. 
  He’s used to it. He just don’t care 
  no more. If he can get to kill a few 
  gooks, it may make him feel better. 
  He’s not crazy. He’s just misunder-
  stood.
  Strength d6
  Agility d10
  Vigor d6
  Spirit d4
  Smarts d4
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d10 
  Guts d4
  31
  
  nAme
  deScrIptIon
  AttrIButeS
  eSStentIAl 
  SkIllS
  Wilbur Mather
  Rifleman
  Takes pride in his skill as a rifleman 
  and his role in serving his country.  
  Unfortunately, he is also something 
  of a coward.
  Strength d4
  Agility d10
  Vigor d6
  Spirit d4
  Smarts d6
  Parry 4
  Toughness 5
  Move 6
  Fighting d4
  Shooting d10 
  Guts d4
  Blade Carver
  Rifleman
  Blade is a troubled youth who opted 
  for military service as a way to es-
  cape jail over a street-fight stabbing 
  (he swears it was self-defense). He 
  has continued his criminal ways 
  and sells drugs on the side. He 
  hopes to get enough connections in 
  Nam to set up his own drug import 
  business after his tour is up.
  Strength d6
  Agility d4
  Vigor d4
  Spirit d8
  Smarts d8
  Parry 5
  Toughness 4
  Move 6
  Fighting d6
  Shooting d4 
  Guts d8
  Sam Farrell
  Rifleman
  Don’t mess with Sam when he’s 
  been drinking, which is often. He 
  carries a hip-flask of gut-rot wher-
  ever he goes. If it looks like things 
  are going down, don’t be surprised 
  to see Sam having a swig to get his 
  courage up.
  Strength d8
  Agility d6
  Vigor d6
  Spirit d4
  Smarts d6
  Parry 6
  Toughness 5
  Move 6
  Fighting d8
  Shooting d6 
  Guts d4
  Spike Brust
  Rifleman
  Spike wants out. He hates Vietnam. 
  He hates military duty. He hates 
  this whole damn situation.
  Strength d8
  Agility d8
  Vigor d6
  Spirit d4
  Smarts d4
  Parry 6
  Toughness 5
  Move 6
  Fighting d8
  Shooting d8 
  Guts d4
  Bruce Cameron
  Heavy weapons
  Bruce joined the army as a me-
  chanic, hoping it would set him on 
  the path to owning his own auto-
  repair business. Unfortunately, his 
  shooting skills have earned him 
  more attention than his skills with a 
  wrench. 
  Strength d4
  Agility d8
  Vigor d6
  Spirit d4
  Smarts d8
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d8 
  Guts d4
  Trey Hardy
  Heavy weapons
  Trey is beginning to think that 
  perhaps America should not be 
  involved in Vietnam.  He’s turning 
  into something of an unpatriotic 
  ‘hippy’ (some would say, a pinko-
  sympathizer or, even worse, a 
  socialist). 
  Strength d6
  Agility d6
  Vigor d6
  Spirit d6
  Smarts d6
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d6 
  Guts d6
  32
  
  nAme
  deScrIptIon
  AttrIButeS
  eSStentIAl 
  SkIllS
  Emmett Laws
  Heavy weapons
  Born as the youngest son to a 
  wealthy industrialist, Emmett is 
  something of a spoilt rich-kid. 
  Since being drafted, he’s also be-
  come something of an explosives 
  and heavy-weapons nut. If it goes 
  bang, Emmett wants to try it.
  Strength d6
  Agility d6
  Vigor d6
  Spirit d4
  Smarts d8
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d6 
  Guts d4
  Hayden Stoker
  Heavy weapons
  Hayden is usually strung out on 
  hash. He is becoming paranoid 
  and tetchy, and is in debt to Blade 
  for two month’s pay. Of course, if 
  something were to happen to Blade 
  in combat…
  Strength d6
  Agility d6
  Vigor d6
  Spirit d8
  Smarts d4
  Parry 5
  Toughness 5
  Move 6
  Fighting d6
  Shooting d6 
  Guts d8
  the renegAde 
  vIetcong troopS
  Scene 1: Wounded vIetcong 
  rIflemen (x5)
  Attributes: Agility d4, Smarts d6, Spirit d4, 
  z
  Strength d4, Vigor d4
  Skills: Fighting d4, Shooting d6
  z
  Pace: 0; Parry 2; Toughness 3 (already wounded)
  z
  Weapon: MAS-36 rifle. Range 24/48/96. Damage 
  z
  2d8-1. Shots 5.
  Scene 1: Wounded vIetcong 
  mAchInegunner
  Attributes: Agility d4, Smarts d6, Spirit d6, 
  z
  Strength d4, Vigor d4
  Skills: Fighting d4, Shooting d6
  z
  Pace: 3; Parry 4; Toughness 3 (already wounded)
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.
  Weapon: Mat-49 (9mm) submachine gun. 
  z
  Range12/24/48. Damage 2d6. ROF 3. Shots 10.
  Scene 2: vIetcong AmBuSh 
  SquAd - SnIperS (x3)
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  z
  Strength d4, Vigor d6
  Skills: Fighting d6, Shooting d8, Notice d8
  z
  Pace: 6; Parry 5; Toughness 5
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.
  Scene 2: vIetcong AmBuSh 
  SquAd - SuBmAchIne 
  gunner (x1)
  Attributes: Agility d4, Smarts d6, Spirit d6, 
  z
  Strength d6, Vigor d6
  Skills: Fighting d6, Shooting d6, Notice d8
  z
  Pace: 6; Parry 5; Toughness 5
  z
  Weapon: Mat-49 (9mm) submachine gun. 
  z
  Range12/24/48. Damage 2d6. ROF 3. Shots 10.
  Scene 4: vIetcong AmBuSh - 
  rIflemen (x3) 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  z
  Strength d4, Vigor d6
  Skills: Fighting d6, Shooting d6, Notice d6
  z
  Pace: 6; Parry 5; Toughness 5
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.
  33
  
  Scene 4:  vIetcong 
  rIflemen At temple (x 
  6,SplIt Into 3 groupS of 2)
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  z
  Strength d6, Vigor d6
  Skills: Fighting d6, Shooting d6
  z
  Pace: 6; Parry 5; Toughness 5
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.
  Scene 4:  vIetcong heAvy 
  WeAponS SpecIAlIStS At 
  temple (x 3,SplIt Into 3 
  groupS)
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  z
  Strength d6, Vigor d8
  Skills: Fighting d6, Shooting d8
  z
  Pace: 6; Parry 5; Toughness 6
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.
  3 grenades
  z
  Scene 4: vIetcong rAdIo 
  telephone operAtor At 
  temple
  Attributes: Agility d6, Smarts d10, Spirit d6, 
   
  z
  Strength d4, Vigor d4
  Skills: Fighting d6, Shooting d6
   
  z
  Pace: 6; Parry 5; Toughness 4
   
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
   
  z
  Damage 2d8-1. Shots 5.
  generAl nyg phu 
  (WIldcArd)
  Nyg Phu is a psychotic, paranoid sociopath who 
  is so crazy and cunning that even other Vietcong 
  field commanders will have nothing to do with him. 
  Despite his obvious insanity – or perhaps because of 
  it – he has drawn together a fanatically loyal band of 
  soldiers that literally worship him. Nyg Phu’s recent 
  necromancy powers have only bolstered his image 
  among his troops to the point where they will happily 
  walk into the jaws of death if he so commands.
  Nyg Phu sees women as universally unclean, a 
  trait which had left him a virgin. In his mind, only men 
  are worthy of any form of respect – and even then only 
  men who serve him. All others are merely sheep to be 
  slaughtered to feed his ever growing hunger for domi-
  nation.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  z
  Strength d4, Vigor d6
  Skills: Fighting d10, Shooting d8, Knowledge 
  z
  Religion d12, Notice d8, Persuasion d8, Tracking 
  d6, Guts d12
  Pace: 5; Parry 9; Toughness 5
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.  
  Weapone: Bayonet (Str+d4 dam)
  z
  Edges: Alertness, Improved block, Command, 
  z
  Inspire
  Hindrances: Code of honor, Heroic, Elderly
  z
  vIllAgerS
  Scene 3: enrAged chAm 
  vIllAger (x 56)
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  z
  Strength d4, Vigor d4
  Skills: Fighting d6
  z
  Pace: 6; Parry 4; Toughness 4
  z
  Weapon: axe, rakes, clubs, etc. assume all do 
  z
  Str+4 damage (=1d4+4).
  Scene 3: vIllAge SnIperS 
  (x4)
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  z
  Strength d4, Vigor d4
  Skills: Fighting d4, Shooting d8
  z
  Pace: 6; Parry 4; Toughness 5
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.
  fAther degrut (WIldcArd)
  Father DeGrut may be old, and certainly crazy, 
  but he should not be underestimated. He is a veteran 
  of the French Foreign Legion and has seen more action 
  than any one man should.  A decade ago, his troop 
  was decimated in the hills of Vietnam during a battle 
  with ‘something that cannot be spoken of.’  Severely 
  34
  
  wounded, starved and near death, DeGrut was found by 
  Champa villagers and tended back to health. Always a 
  religious man, DeGrut  taught the Word of God to his 
  saviors, eventually becoming their de facto leader.
  He speaks broken English and Vietnamese, fluent 
  French, Latin and Champa.
  While he is certifiable, he is no fool. He will not 
  blindly fight, but will endeavor to make the best of any 
  tactical situation – note his edges that can improve the 
  abilities of the villages in fight. However, he has a pas-
  sionate hatred of “The Great Beast” and knows in his 
  heart that the renegade Vietcong are attempting to bring 
  him into this world. That is something that simply must 
  not happen and he will do whatever it takes to ensure 
  victory for the forces of good.
  Attributes: Agility d6, Smarts d8, Spirit d12, 
  z
  Strength d4, Vigor d6
  Skills: Fighting d10, Shooting d8, Knowledge 
  z
  Religion d12, Notice d8, Persuasion d8, Tracking 
  d6, Guts d12
  Pace: 5; Parry 9; Toughness 5
  z
  Weapon: MAS-36 (7.5) rifle. Range 24/48/96. 
  z
  Damage 2d8-1. Shots 5.  
  Weapon: Blessed bayonet (Str+d4 dam, but 
  z
  Str+d10 against blood zombies)
  Edges: Alertness, Improved block, Command, 
  z
  Inspire
  Hindrances: Code of honor, Heroic, Elderly
  z
  SumernAturAl 
  creAtureS
  BAh tun ZomBIeS
  Bah Tun zombies – or Blood Zombies – are not 
  your typical b-grade movie zombie. For a start, a bullet 
  in the head or even decapitation will do little to slow 
  them down. There are only two effective ways to be rid 
  of them: destroying their hearts or dismembering them 
  to such an extent that they are incapable of causing more 
  harm. Even after horrific mutilation, Bah Tun zombie 
  body parts will continue to twitch and writhe, which 
  requires Guts check when viewed. 
  Like their creator god, they have a craving for 
  blood and death.  While incapable of intelligent strat-
  egy, they will attack with whatever weapons are at 
  their disposal, or their claws, fists or even stumps if 
  no weapons are on hand (pun intended)!
  When injured, Blood Zombies spout blood as 
  normal humans… except the blood just keeps on 
  coming. In combat, they are a gory, terrifying sight. 
  In hand-to-hand combat, Blood Zombies tend 
  to mob victims, preferring to use their numbers to 
  give them a significant tactical advantage.  As per the 
  Savage World rules for Ganging Up, each additional 
  zombie attacking a single character gives each zombie 
  a +1 bonus… woe be the hero who gets himself sur-
  rounded by a zombie hoard!
  Attributes: Agility d4, Smarts d4, Spirit d8, 
   
  z
  Strength d6, Vigor d6
  Skills: Fighting d8, Shooting d4
  z
  Pace: 4; Parry 4; Toughness 7 (5+2)
  z
  Edges
  z
  Claws: Str+4 damage
  Fear: Seeing blood zombies forces Guts 
  checks.
  Undead (+2 to Toughness, +2 to recover from 
  shaken. Called shots do no extra damage [with 
  the exception of the heart] and bullets and piec-
  ing attacks do half damage (except to the heart, 
  which causes double damage).
  Hindrances
  z
  Heart of Darkness: A successful called shot to 
  35
  
  a Blood Zombie’s heart will cause double dam-
  age. A zombie can only be created from a corps 
  whose heart is intact.
  Mutilation: For every raise in an attack against 
  a Blood Zombie with a bladed or explosive 
  weapon, there is a chance it will lose a body 
  part.  The zombie must make a Vigor check or 
  lose a limb. Roll a d6 to determine the body part 
  lost: 1 = left arm, 2 = right arm, 3 = left leg. 4 
  = right leg, 5 = head, 6 = no effect, treat as if 
  the zombie succeeded its Vigor check. The lost 
  body part will continue to twitch and writhe on 
  the ground, requiring the attacking heroes to 
  make a Guts check.
  BAh tun – the god of Blood 
  And deAth (WIldcArd)
  Bah Tun is a God-like being from another realm and 
  time, a place we mere humans can only interpret as 
  ‘the Realm of Blood and Death.”  The ancient Cham-
  pa battled Bah Tun during the civil war between the 
  Red King and his wayward son. Although no longer 
  worshiped and its truth all but lost in time, Bah Tun’s 
  name has been used a childhood boogeyman of the 
  remaining Champa hills-tribes for centuries. 
  Attributes: Agility d6, Smarts d10, Spirit d12+2, 
  z
  Strength d12+4, Vigor d12+4
  Skills: Fighting d10 (only d6 against those who 
  z
  have received the Blood Communion blessing)
  Pace: 4; Parry: 4; Toughness: 11 (7 against those 
  z
  have received the Blood Communion blessing)
  Edges:
  z
  Fear: Seeing Bah Tun requires a Guts checks at 
  -4.
  Claws: d12+d8+4 damage
  Tentacles: Bah Tun may use up to three of its
  20 foot-long tentacles in combat (Treat as hav-
  ing a Reach of +3). Each tentacle causes d12+4
  damage OR may be used to make a grapple.
  Render: If two tentacles grapple a single
  character, on the next combat round Bah Tun
  may attempt to rip the character in two, which
  requires Bah Tun to make a Strength check and
  the victim to make a Vigor check. If the charac-
  ter’s Vigor roll is higher, the character remains
  grappled, but is at least safe for this combat
  round. If Bah Tun’s roll is higher, the charac-
  ter is ripped apart and killed instantly. People
  watching a friend killed in this manner must 
  make a Guts check.
  Cast asunder: Bah Tun may throw a grappled 
  character up to 5 squares. This results in 1d10 
  damage, ignoring armor.
  Explode worshiper: Once every combat round, 
  Bah Tun can make anyone who worships him and 
  Blood Zombies literally explode in a gory and 
  deadly spay of blood and shattered bone.  Ev-
  eryone within 1 square of the hapless victim will 
  be hit with flying body fragments and take 1d8 
  damage, plus make a Guts check at -2. People 
  witnessing the explosion but not directly affected 
  by must make a normal Guts check.
  Nigh impossible to kill: Bah Tun has five ben-
  nies that it can use to soak wounds. Should Bah 
  Tun become incapacitated, blood will literally 
  spout out of its wounds, but it will not die. In-
  stead, after five combat rounds, blood will begin 
  to seep back into the wounds and regeneration 
  will start. This will be accompanied by the dull 
  thumping sound of Bah Tun’s heart beating. Five 
  additional combat rounds after this, Bah Tun will 
  rise with 3 wounds.
  Immortal: If Bah Tun is ‘killed’ by having its 
  heart removed, it will explode in a tsunami of 
  blood. However, its raw being will not be de-
  stroyed, but will return to the Realm of Blood and 
  Death where it will wait and rage against those 
  who have so cast it from the World of the Living.
  Hindrances:
  z
  Weak of heart: A successful called shot Bah Tun 
  heart will be calculated at Toughness 7, not its 
  regular Toughness of 11.
  Heart-shaped soul: Removing or destroying Bah 
  Tun’s heart will effectively ‘kill’ it... or at least 
  drive it back to the Realm of the Dead.  A suc-
  cessful called shot to its heart that pushes Bah 
  Tun past 3 wounds will do the trick nicely, as will 
  cutting out its heart while it is incapacitated.
  Gargantuan: being so massive gives all at-
  tackers a +4 against Bah Tun, as per the Savage 
  Worlds’ rules.
  36
  
  37
  
  Service Number 
  Unit
  Rank  
   
  Name 
  Attributes
  Agility 
  Smarts 
  Strength 
  Spirit  
  Vigor 
  Parry  
  Toughness 
  Pace  
  Charisma 
  Experience
  Hinderances
  Edges
  Skills
  Cleared for use on following weapons 
  Weapon 
  range 
  ROF damage 
  AP 
  WT 
  notes
  Gear
  -1
  -2
  -3
  -1
  -2
  Currency:
  Total Wt Carried
  Weight Limit
  Encumberance Penalty
  Starlight #4
  Sarge Johnson
  Sergeant
  d8
  d8
  d8
  d8
  d6
  5
  5
  6"
  -2
  Doubting Thomas
  Ugly
  Cautious
  Climb  
  d6
  Fighting  
  d6
  Guts  
  d8
  Healing 
  d8
  Intimidate  
  d4
  Investigation 
  d6
  Know. (Tactics) 
  d6
  Notice  
  d6
  Persuasion  
  d4
  Shooting 
  d8
  Stealth 
  d6
  Survival 
  d6
  Throw 
  d6
  NCO – Sergeant
  Nerves of Steel
  Command
  Hard to Kill
  M14 Assault Rifle 24/48/96 
  1/3 
  2d8+1  
  2 
  9 
  Shots 20 snapfire penalty
  Colt revolver. 
  12/24/48 
  1 
  2d6+1. 
  2 
  Shots 6
  Johnson (everyone just calls him Sarge) is a crusty, pragmatic veteran of two wars. He joined the US army 
  to fight in World War II. During this time, he saw action in multiple fronts, including D Day. He was also 
  active during the Korean War. Now, with two-weeks to go before his mandatory retirement after 25 years 
  of active service, he is back in the hot seat, babysitting a green West Point lieutenant and a bunch of kids.
  He has two objectives; to keep his men alive and to keep himself alive for the next few weeks so he can 
  retire back home to Kentucky and be a real Grandpapa to his 17 grandchildren.
  While he is an accomplished warrior in his own right, the Sarge has learnt the hard way that strength is 
  not the best way to win a battle. Tact, negotiation, stealth and cunning are far more useful than weapons. If 
  there is any other way forward, he will avoid risking the lives of his men or himself.
  
  Service Number 
  Unit
  Rank  
   
   
  Name 
  Attributes
  Agility 
  Smarts 
  Strength 
  Spirit  
  Vigor 
  Parry  
  Toughness 
  Pace  
  Charisma 
  Experience
  Hinderances
  Edges
  Skills
  Cleared for use on following weapons 
  Weapon 
  range 
  ROF damage 
  AP 
  WT 
  notes
  Gear
  -1
  -2
  -3
  -1
  -2
  Currency:
  Total Wt Carried
  Weight Limit
  Encumberance Penalty
  Starlight #4
  Charles Emerson Weston V.
  Second lieutenant 
  d6
  d8
  d6
  d4
  d6
  4
  5
  6"
  0
  Loyal
  Phobia (Rats)
  Doubting Thomas
  Shooting 
  d6
  Fighting 
  d4
  Throw  
  d6
  Intimidation 
  d6
  Stealth 
  d4
  Survival 
  d4
  Persuasion  
  d8
  Know. (tactics) 
  d8
  Guts 
  d4
  Climbing 
  d6
  Rank (officer)
  Quick
  Grenade x 3
  Assault Rifle 
  24/48/96 
  1/3 
  2d8+1  
  2 
  9 
  Shots 20 snapfire penalty
  Service Pistol 
  12/24/48 
  2d6+1. 
  2 
  Shots 7
  Weston is the Commanding Officer of the squad and relatively fresh from West Point Academy. He has 
  seen a little action in Vietnam already and performed relatively well. He comes from a long line of military 
  men, dating back to the Civil War. Weston’s childhood was filled with tales of bravery, honor and glory 
  from multiple wars. 
  He has a driving need to prove himself worthy of the family name and his heritage. In his heart, he fears 
  he does not have what it takes and the result is a rather unusual relationship with Sergeant Johnson.  He 
  greatly admires the Sarge and secretly craves his experience and ideas, yet wants to be seen as being in 
  charge and capable.  Publically taking too many suggestions from the Sarge would look weak… but the 
  Sarge is so much more experienced!
  
  Service Number 
  Unit
  Rank  
   
   
  Name 
  Attributes
  Agility 
  Smarts 
  Strength 
  Spirit  
  Vigor 
  Parry  
  Toughness 
  Pace  
  Charisma 
  Experience
  Hinderances
  Edges
  Skills
  Cleared for use on following weapons 
  Weapon 
   
  range  
  ROF damage 
  AP 
  WT 
  notes
  Gear
  -1
  -2
  -3
  -1
  -2
  Currency:
  Total Wt Carried
  Weight Limit
  Encumberance Penalty
  Starlight #4
  Cincinnatus Smith 
  Private (Sniper)
  d10
  d4
  d6
  d6
  d6
  4
  5
  6"
  0
  Newbie
  Shooting 
  d12
  Fighting 
  d4
  Stealth 
  d4
  Throwing 
  d6
  Driving 
  d4
  Know.  (Farming) d4
  Climbing 
  d4
  Riding 
  d6
  Swimming 
  d4
  Guts 
  d6
  Notice  
  d4
  Marksman
  Grenade x 3
  M40 sniper rifle 48.96/192 
  1 
  2d8+1  
  2 
  15 
  Shots 5, snapfire penalty
  Cincinnatus is a fresh out of boot camp. Born and raised in the bayous of Florida, he was one of the many 
  poor black kids drafted into service. He has received almost no schooling, is very naive about the ways of 
  the world and pretty much confused by the sudden change to his life the army has wrought. He is not even 
  sure where he is, only that Vietnam is not in Europe.
  He is an innocent in the ways of women, a subject that is rather embarrassing to him. A few of the men 
  know this and were ribbing him mercilessly until the Sarge told them to quit.
  Despite being something of a lug, Cincinnatus is a crack sniper, having been hunting on the bayous most 
  of his life.  The Sarge worries a lot about Cincinnatus. The kid is just too green for this kind of company. 
  
  Service Number 
  Unit
  Rank  
   
  Name 
  Attributes
  Agility 
  Smarts 
  Strength 
  Spirit  
  Vigor 
  Parry  
  Toughness 
  Pace  
  Charisma 
  Experience
  Hinderances
  Edges
  Skills
  Cleared for use on following weapons 
  Weapon 
   
  range  
  ROF damage 
  AP 
  WT 
  notes
  Gear
  -1
  -2
  -3
  -1
  -2
  Currency:
  Total Wt Carried
  Weight Limit
  Encumberance Penalty
  Starlight #4
  Harold Patrick OLeary
  Private
  d6
  d8
  d6
  d8
  d6
  4
  5
  6"
  0
  Heroic
  Shooting 
  d5
  Fighting 
  d4
  Throwing 
  d4
  Healing 
  d10
  Guts  
  d6
  Notice  
  d4
  Know (Medical) 
  d8
  Know (French) 
  d6
  Swimming 
  d4
  Luck
  Healer
  Field Med. Kit
  M14 Assault Rifle 24/48/96 
  1/3 
  2d8+1  
  2 
  9 
  Shots 20 snapfire penalty
  O’Leary comes from a well-to-do, strictly Catholic Irish family of doctors and academics. As such, he has 
  very strong belief of right and wrong. To him, the world is black and white. 
  He was in his third year of medical school when he heard of the plight of US personnel being injured in 
  the growing Vietnam conflict. He volunteered the very next day, much to his parents’ dismay.
  He has been in Vietnam for 9 months now and has good affinity with the local people. Although highly 
  patriotic – a true believer in the values of righteousness and democracy – he is not a blind nationalist.  He 
  will always ‘do the right thing’ and will heroically protect the innocent.  He is heroic to the point of being 
  blasé as to his own life, a trait which has already earned him two medals and one (minor) bullet wound.
  
  Service Number 
  Unit
  Rank  
   
  Name 
  Attributes
  Agility 
  Smarts 
  Strength 
  Spirit  
  Vigor 
  Parry  
  Toughness 
  Pace  
  Charisma 
  Experience
  Hinderances
  Edges
  Skills
  Cleared for use on following weapons 
  Weapon 
   
  range  
  ROF damage 
  AP 
  WT 
  notes
  Gear
  -1
  -2
  -3
  -1
  -2
  Currency:
  Total Wt Carried
  Weight Limit
  Encumberance Penalty
  Starlight #4
  Joe Banks
  Private
  d6
  d8
  d6
  d8
  d6
  4
  5
  6"
  0
  Curious
  Secret (CIA)
  Shooting 
  d6
  Fighting 
  d4
  Throwing 
  d4
  Know.e (Occult) 
  d8
  Know (Vietnamese) d8
  Guts 
  d8
  Stealth 
  d6
  Notice  
  d6
  Repair 
  d6
  Scholar (Occult)
  Scholar (Vietnamese)
  MacGyver
  Radio Telephone
  Grenades x 3
  M14 Assault Rifle 24/48/96 
  1/3 
  2d8+1  
  2 
  9 
  Shots 20 snapfire penalty
  Banks may appear to be a private. He is in fact an officer of the top-secret CIA “Spooks” division. His goal 
  is to root out and disrupt the growing supernatural forces within Vietnam.  Although not highly experi-
  enced in the field – he’s never actually seen a ghost or anything to say “boo” – he has been well educated 
  in the occult. In fact, his grandfather (Jeremiah CJ Banks) was a high-ranking operative and veteran of 
  supernatural conflicts during The Great War and WW2.  Until recently Joe only knew his grandfather was 
  a military man working in the area of intelligence.  As a boy, Joe would spend much time with this grand-
  father, often browsing though his extensive library of “unusual books collected from around the world.” 
  When Joe joined the army, his grandfather worked behind the scenes to ensure he would follow in the fam-
  ily tradition, shaping his areas of study and career path.  About nine months ago Joe was approached by 
  Corporate James Johnson who inducted him into the secret war the CIA is waging against the supernatural.  
  At this point, Joe realized the role his grandfather has played and feels both honored and a tad miffed by 
  the manipulation. Joe has been given an additional briefing by Corporate Johnson prior to the mission and 
  has also been able to read the letter “A History of Evil” by Franchisor Renault as background information.
  
  rItuAlS And 
  SpellS
  Blood communIon
  This ritual is based in part on the Christian act 
  of communion where bread, representing the body of 
  Christ, and wine, representing the blood of Christ, is 
  consumed. However, in Father DeGruts unbalanced 
  state of mind, it has been crossed with ancient Champa 
  Bah Tun rituals.  
  The ritual itself involves three phases. First is the 
  communal mingling of blood. At least 20 people must 
  be cut and bleed no less than quarter a cup of blood 
  into a specially prepared stone bowl. The collected 
  blood must be stirred three times with a holy symbol. 
  Second, all present must drink from the bowl while 
  the priest speaks incantations of blessings. Third, the 
  ArtIfActS
  the BlAck Idol
  This powerful artifact was fashioned by Bin Ngu 
  himself from a fragment of Bah Tun’s soul. It emanates 
  evil and dread.  Even a dullard can sense its malevo-
  lence. It’s appearance is disturbing and just seeing the 
  relic requires a Guts check. It is fashioned as a daemon-
  like creature sprouting batwings, massive arms and 
  claws, and a ring of thick tentacles around its torso. The 
  base is engraved in the ancient Champa language and 
  first details the nature of the Bah Tun, the God of Blood 
  and Death, and then describes how to attune one’s self 
  to Bah Tun’s dread purpose.
  The Black Idol can grant necromancy unto those 
  who pledge alliance to Bah Tun. This requires an attune-
  ment ritual, which includes slicing up a human sacrifice 
  and meditating over the victim as they bleed to death. 
  The ritual takes roughly three hours and requires a Guts 
  check at -4. Details of this ceremony cab be found in 
  General Phu’s journal.
  Those granted necromancy by Bah Tun may, at 
  will, reanimate the recently dead (less than 30min) as 
  Blood Zombies, provided the bodies’ hearts are still 
  intact.
  If the Black Idol is smashed, all the dead within a 
  500 foot radius will rise as Blood Zombies and imme-
  diately attack every living person they encounter until 
  they can destroyed.
  WeIrd Stuff
  43
  
  raw flesh from a recently killed human must be eaten 
  while the priest continues the incantations. One small 
  bite is sufficient. The flesh must be swallowed.
  Once these three actions are completed, all who 
  took part in the full ritual receive the following ben-
  efits for the next 24 hours.
  Resurrection Immunity: The blessed characters 
   
  z
  cannot be raised as a Blood Zombie. 
  Protection from Blood Zombies: The blessed 
   
  z
  characters receive a +2 to hit Blood Zombies 
  with both melee and ranged weapons. Further-
  more, Blood Zombies find it very difficult to 
  sense the blessed characters and suffer a -2 on 
  all checks that affect the blessed character (No-
  tice rolls, Fighting and Shooting, etc).
  Protection from Bah Tun: The blessed charac-
   
  z
  ters may attack Bah Tun as if its Toughness is 
  only 7 (rather than its normal toughness of 11) 
  and all damage done to the God is raised by 2 
  points. Bah Tun’s fighting dice against blessed 
  characters also drops from a d12 to a d6.
  Participating in the ritual requires Guts checks 
  during the bleeding, drinking of blood and eating of 
  flesh.
  Please visit www.storyweaver.com and register to 
  gain access to cool extras and gaming content.
  BAh tun SummonIng
  The ritual to summon Bah Tun, the ancient 
  Champa God of Blood and Death, requires the imme-
  diate loss of 4 sanity points (you’d have to be crazy to 
  even consider bring this horror into our world).
  The ritual requires detailed knowledge of spe-
  cific incantations in the ancient Champa dialect. The 
  incantations must be made over a genuine ancient 
  Champa altar in a consecrated Champa temple and 
  takes roughly ten hours to complete. 
  During the last minute or so of the incantations, 
  dark red clouds will appear and swirl in supernatural 
  winds. Giant heavy drop so blood rain will fall within 
  a 1000 yard radius of the ritual, causing everyone in 
  the area to make Guts checks.
  To finalize the ritual a virgin sacrifice must be 
  made and the blood spilt onto the altar.  As soon as the 
  first drop of the dying innocent’s blood hits the altar, 
  Bah Tun itself will appear in all its horrific majesty. 
  While the summoning ritual does not bind Bah 
  Tun in any way, the god will look favorably on its 
  servant for bringing it into the World of the Living 
  and will likely reward them with power and dominion 
  over their enemies. However, Bah Tun will not do the 
  summoner’s bidding. It will do exactly what it wants 
  to do, namely consuming blood and souls.
  44
  
  Vietnam 1968: As the Tet Offensive
  pushes forward and casualties mount,
  dark secrets are at play. Amongst the
  bloodshed, an ancient evil struggles 
  to be reborn deep in the jungles. 
  They say that in war innocence is the
  first to die… but it’s certainly not 
  the last.
  Blood of the Innocent is a Savage
  Worlds adventure of grim horror set
  in the chaos of the Vietnam War. As a
  ready-to-go adventure for an exist-
  ing modern military campaign, or as
  a single-shot game, Blood of the In-
  nocent drags your heroes kicking and
  screaming through the most danger-
  ous and horrifying of war stories. Be
  warned… Blood of the Innocent is not 
  for the weak of heart.
  Blood of the 
  Innocent
  A SAvAge WorldS
  mISSIon In the
  jungleS of evIl
  IncludeS everYthIng for PlAY
  Detailed setting with 
  printable maps
  Characters to die for.
  39 stuning printable 
  battlemap tiles!
  New monsters to battle.
  Dozens of game tokens.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Weird Wars/Tour of Darkness/Blood of the Innocent/Savage Worlds - Horror - Blood of the Innocent.pdf