Fallout-Showdown in Skull Canyon
Fallout-Showdown in Skull Canyon
Fallout-Showdown in Skull Canyon
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CONTENTS
Introduction Act One Act Two
SHOWDOWN IN MEETING THE NAVIGATING
SKULL CANYON MUTANTS THE CONFLICT
Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Scene One: Approaching the Canyon . . . . . . . 6 Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Getting Involved . . . . . . . . . . . . . . . . . . . . . . 5 Entering Skull Canyon . . . . . . . . . . . . . . . . . . 7 Awash with Conflict . . . . . . . . . . . . . . . . . . . 19
Scene Two: Approaching the Raiders . . . . . . . 12 The Lone Wolf . . . . . . . . . . . . . . . . . . . . . . . 20
Uncovering the Secret . . . . . . . . . . . . . . . . . 16 Investigating the Rangers’ Motivation . . . . . 20
Decisions, Decisions . . . . . . . . . . . . . . . . . . . 17 Secret Manipulation . . . . . . . . . . . . . . . . . . . 23
Act Three
THE FINAL
SHOWDOWN
Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Choosing Sides . . . . . . . . . . . . . . . . . . . . . . 24
The Battle of Skull Canyon . . . . . . . . . . . . . . 25
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Fallout . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Introduction
SHOWDOWN IN
SKULL CANYON
SYNOPSIS
The mutants living in Skull Canyon have always Explore the mysterious Skull Canyon and interact
flown under the radar—until now. In this adventure, with its mutant inhabitants, discovering their
the player characters are drawn into a conflict unique language and customs.
between the New California Republic Rangers and the
seemingly peaceful mutants of Skull Canyon. Unusual Investigate the growing tensions between the
activity in the area has raised the Rangers’ suspicions. NCR Rangers and the mutants, gathering
information on both sides of the conflict.
Unbeknownst to both the NCR Rangers and the
community’s human members, these “mutants” are
Be brought before Xarn, the mutant leader, and
actually Zetan aliens, who retreated to Skull Canyon
Sally Jessup, the human liaison, who request the
after their escape from Area 51 years ago. As the PCs PCs’ help in finding a peaceful resolution.
navigate the challenges of exploring the canyon, battling
mutant rattlesnakes, conducting diplomatic talks, and Gather information on the NCR’s activities and
deciding how they will deal with the moral questions the unusual occurrences that attracted their
of the alien’s lies versus their survival, they will have to attention in Skull Canyon.
weigh the consequences of their actions and ultimately
decide the fate of Skull Canyon’s inhabitants.
Quest Level
mutants, prompting them to investigate further.
This hook is a great way to allow the PCs to explore
the world on their own terms. Player characters should be level 1-5 to play through
Showdown in Skull Canyon.
MEETING
THE MUTANTS
SCENE ONE: APPROACHING THE CANYON
What if they figure it out early!?
The player characters make their way towards Skull
Canyon. As they approach the entrance, they notice the
brutal terrain of the Mojave Wasteland. If the players or their PCs figure out the “mutants” are really
aliens before your planned reveal (see “Uncovering the Secret”),
don’t sweat it. If confronted with the PCs’ discovery, Sally
ENCOUNTERING THE MUTANT GUARDS Jessup admits it and tells them how the community has faced
discrimination and only hopes to live here peacefully. PCs can
make a PER + Speech test with a difficulty of 2 to determine
Open this quest by reading or paraphrasing that she believes she’s telling the truth.
the following:
As you approach the entrance to Skull Canyon, the The PCs may attempt to communicate with
harsh landscape of the Mojave Wasteland surrounds the guards through gestures, drawings, and simple
you. The rugged terrain and relentless desert winds verbal cues. PCs who succeed on a LCK + Speech test
serve as a constant reminder of the unforgiving with a difficulty of 3 and an increased complication
nature of this post-apocalyptic world. Nestled within range of 2 can communicate more complex ideas.
the steep canyon walls sits a small town. A short Barring any complications, the mutants eventually
wall protects the settlement from the dangers of the understand and allow the PCs to enter after a brief,
wastelands. Standing before the town gate are two mostly nonverbal exchange.
mutant guards, their bodies wrapped in layers of thin
fabric to shield them from the sun and dust. If the PCs look carefully, they see each guard has
a .44 Pistol and an Assault Rifle at the ready. A
particularly astute PC who succeeds on a PER +
The entrance to Skull Canyon is guarded by two Small Guns test with a difficulty of 4 or a PER
“mutants” who communicate with each other in an + Energy Weapons test with a difficulty of 2
unintelligible language. These mutants ostensibly hide realize there are heavier weapons hidden under a
themselves from the sun and desert dust in several cloth nearby. Specific weapons can’t be identified
layers of thin fabric. PCs who succeed on a PER + without removing the cloth, which the guards won’t
Medicine test with a difficulty of 3 note that the appreciate. The guards only use the hidden weapons if
sun doesn’t reach this part of the canyon, but they’re their standard arms aren’t sufficient.
wearing protective gear anyway.
In addition to the mutants there are a few humans Sally offers to accompany the PCs around town to
and other wasteland dwellers. None of these serve as a translator and tour guide. She seems to
inhabitants appear to speak the mutants’ language and be the only non-mutant capable of speaking their
instead communicate through gestures and limited language. Once the PCs have explored the town,
verbal cues. A PC who spends time watching such Sally takes them to the Town Hall to meet Xarn.
interactions may attempt a PER + Speech test with a
difficulty of 3. Success allows the player to reroll 1d20
when communicating with the Zetans in the future.
THE ALIEN TECH VENDOR
Zara’el. A slender and graceful mutant with scaly
green skin has heard snippets of NCR radio chatter In the bustling marketplace, the PCs come across a
calling for additional supplies and reinforcements as vendor with quite a bit of technology. Vexx is a wiry
they prepare to confront the town of Skull Canyon. figure with pale gray skin and a bald head. In addition
to mundane equipment, his stall showcases strange
Marcus Kane. A weathered and grizzled human looking fusion cells that emit an ethereal glow as well
mercenary porting a rugged beard and a worn as intriguing energy weapon modifications.
leather jacket overheard a conversation between
two NCR troopers discussing plans to establish a While the characters browse Vexx’s goods, a
new outpost in the region. Marcus can be hired as a human (Wastelander) steals a Strobe Beacon
companion for 50 caps. from a shelf. Players may roll a LCK + Survival
test with a difficulty of 1 to see who notices the
William “Bill” Wilson. A tall, muscular man with thief. If they attempt to stop the thief, she runs.
short blonde hair and piercing blue eyes overheard If the characters catch her and return the
a rumor that some NCR troopers recently went stolen item, Vexx is overjoyed!
missing near Skull Canyon.
Vexx guards their collection closely, but if the PCs
demonstrate their trustworthiness, his demeanor
softens, and they eagerly share their knowledge and
offer to show the PCs the more potent and effective
weaponry stored in their specialty shop behind the
stall. Once in the shop, players can make a PER +
(Science or Energy Weapons) with a difficulty of 2 to
recognize that these items are likely one of a kind, but
Vexx treats them somewhat casually.
Flashlight 100
SKILLS
Holo Tape Player 250
Athletics 1 Repair 1
Lantern 15
Barter 1 Science
Multi-tool 100
Big Guns Small Guns 2
Radio 75
Energy Weapons 1 Sneak
Robot Repair Kit 48
Explosives Speech 1
Shock Baton 30
Lockpick Survival 2
Stun Baton 45
Medicine Throwing
Varies
Melee Weapons 2 Unarmed 1
(see Fallout: The
Weapon Mods
Pilot Roleplaying Game Core
(Complexity 3 or less)
Rulebook, Chapter 4:
HP INITIATIVE DEFENSE Equipment)
9 10 1
Speciality Shop Items
CARRY WEIGHT MELEE BONUS LUCK POINTS
ITEM COST
200 lbs. 0 —
Epoxy 50
MACHETE: STR + Melee Weapons (TN 8), Double the listed price in
Any Rarity 3 or less
3 D
C Piercing 1 Physical damage Robot Mod as a
Fallout: The Roleplaying
DOUBLE-BARRELED SHOTGUN: AGI + Small Game Core Rulebook,
standalone device
Guns (TN 7), Chapter 4: Equipment
5 D
C Spread, Vicious Physical damage,
Range C, Inaccurate, Two-handed
SPECIAL ABILITIES
NONE
INVENTORY
Biogel 5 — — 1 60 4
BIOGEL
A small, spherical container filled with a translucent
gel-like substance that emits a soft blue glow. When
applied to wounds or injuries on a character’s body,
the gel adheres to the skin and releases soothing,
regenerative energy. It accelerates the healing process,
sealing wounds and mending broken bones with
remarkable speed, providing immediate relief and
restoring vitality to the individual.
EPOXY
A syringe-like device filled with a thick, metallic silver
substance. It has a retractable needle tip and a small
control panel on its side. When applied to damaged
surfaces, the epoxy quickly hardens into a durable,
glossy coating, effectively sealing and restoring the
item to its original condition.
Add 1 AP to the
Living “mutant” worm 5 N <1 10 1
group pool
DRINKS
ITEM HP HEALED OTHER EFFECTS IRRADIATED? WEIGHT COST RARITY
+3 to Poison damage
Mutant Rattler Venom Shot 0 1 Rad <1 25 2
resistance
Roll 2 D
C rather than
1 for determining
Irradiated Blood 3 1 Rad <1 50 2
Radiation damage
when consumed
Alcoholic, Reroll up
Whiskey 0 to two d20 on STR — 1 5 3
tests (in total)
Twinjaw Rattler
Level 5, Mutated Reptile,
Normal Creature (45 XP)
Explosives Speech 1
Lockpick Survival 2
Medicine 1 Throwing 1
ENGAGING THE PATROL
Melee Weapons 2 Unarmed 1
Once they’ve found the camp, the PCs must decide
Pilot how to proceed.
UNARMED STRIKE: STR + Unarmed (TN 6), Combat. If the PCs choose to fight the patrol
2 D
C Physical damage directly, they must contend with the skilled and
well-equipped NCR Rangers. PCs are unlikely to learn
10MM PISTOL: AGI + Small Guns (TN 10),
much useful information during combat but may
4 D
C Physical damage, Fire Rate 2, Range C, discover notes containing energy readings or
Close Quarters, Reliable
Ranger suspicions after the fact.
GUN BASH: STR + Melee Weapons (TN 7),
3 D
C Physical damage, Stun, Two-Handed
COMBAT KNIFE: STR + Melee Weapons (TN 7),
3 D
C Piercing Physical damage
COMBAT RIFLE: AGI + Small Guns (TN 10),
5 D
C Physical damage, Fire Rate 2, Range M,
Two-Handed
Homing Beacon
A critical success during the investigation discovers
evidence of an alien homing device. It’s not clear
what the device does, but if questioned Xarn or Nok say
that when their alien brothers one day return, they’ll be
able to teleport back up to their ships to return home.
Whether this is true or the precursor to a Zetan invasion
is beyond the scope of this quest.
There don’t seem to be any elderly people, aside If the PCs are asking about weaponry or advanced
from a few obvious humans. medical technology around town, Sarah Miller
hears about it and introduces herself to the PCs. She
Armed with these pieces of information the PCs may explains how when the NCR Rangers started causing
confront the mutants or Sally. trouble, they were hit with several energy grenades
that stunned them. They were then taken outside the
Vexx. The tech merchant will be truthful with the city limits and dumped. If asked if she can get any of
characters since they likely helped him with the thief. the grenades, she says she thinks the weapon vendor
Vexx likely has some, but he won’t talk to her.
Zara’el. She can be convinced to tell her secret with a
successful CHA +Speech with a difficulty of 2 or STR Sarah Miller can also recount seeing a heavily injured
+ Speech with a difficulty of 1. mutant being taken into a cliffside building and then
walking out the next day fit as a fiddle.
Xarn. They resist admitting to his alien nature
unless the characters seem sympathetic, or they
successfully threaten him with a STR + Speech Stepping into the seemingly ordinary hospital, you
test with a difficulty of 2. are greeted by the familiar sight of sterile white
corridors and bustling medical staff. Yet, as you
Sally Jessup. Sally denies that the mutants are aliens, venture deeper, subtle anomalies emerge. The staff’s
no matter what evidence she is shown or explained. strange language echoes through the halls, their
This intense denial may make the PCs suspicious, but uniforms adorned with enigmatic symbols. Patient
she appears to be telling the truth as she knows it. rooms reveal advanced technology humming with
Only by restraining her and finding a strange medical alien energy, from hovering diagnostic devices
port on the back of her skull can the PCs realize she is to chambers filled with pulsating healing liquid.
not in control of herself. Of course, doing this alerts Finally, a hidden chamber unveils cryogenic pods
Xarn of the characters’ actions. housing preserved bodies, confirming that this is no
ordinary hospital, but extraterrestrial in nature.
DECISIONS, DECISIONS
With the discovery of the Zetans’ true identity, the
PCs must now decide how to resolve the conflict
between the mutants and the NCR. They could
attempt to negotiate a peaceful resolution, leveraging
their knowledge of the Zetans’ true nature to convince
the NCR to stand down. Alternatively, they may
choose to side with the Zetans and engage in open
conflict with the NCR, risking further escalation of
tensions and potentially deadly consequences.
NAVIGATING
THE CONFLICT
SYNOPSIS
In Act Two, the PCs delve deeper into the conflict
between the NCR and the Zetans in Skull Canyon.
The NCR patrol moves to confront the “mutants”
in Skull Canyon. The PCs must decide whether to
intervene or let events unfold. During the conflict,
a nest of two-headed giant rattlesnakes is disturbed,
attacking both the NCR and the Zetans. The PCs must
deal with the snake threat and decide whether to use
the chaos to their advantage or help one of the factions.
They can begin to diffuse the situation or bring it to new
heights depending on their choices and allegiances.
UNCOVERING COMPLEX SECRETS facility with an INT + Science group test (to hack into
the security system) or an INT + Repair group test (to
disassemble cameras and other detection devices).
As the PCs explore the area around the Skull
Canyon, they uncover clues that lead them to a Success gets the PCs into the complex unseen
Zetan complex hidden deep beneath the surface or noticed.
with entrances from the Zetan Hospital or the old
mine to the east. Backtracking over their previous Failure alerts the Zetans to the security breach,
discoveries does little to help them find the complex, but there are no klaxons ringing in alarm, just a
with the exception of the hospital or speaking with unit of security drones. The characters are assaulted
Sarah Miller or Bill Wilson. by a group of four security drones. Every 10
minutes, another unit of four security drones
The complex is a maze of narrow corridors finds and assaults the PCs.
and strange machinery, with flickering lights and
the hum of powerful generators.
9 5 7 4 4 5 4
6 D
C Physical damage, Two-Handed
PIPE BOLT-ACTION RIFLE: AGI + Small Guns (TN 8),
SKILLS 5 D
C Piercing Physical damage, Range M,
Athletics Repair Fire Rate 0, Two-Handed, Unreliable
12 10 1 INVENTORY
2 (All) 2 (All) 0 0
THE FINAL
SHOWDOWN
SYNOPSIS
In Act Three, the Player Characters must choose Choose a side in the Showdown at Skull Canyon.
a side, whether it’s supporting the New California
Republic, aligning with the Zetans, remaining Have a final battle in Skull Cayon at the sides
neutral, or perhaps of the Legion (see Secret of their chosen faction.
Manipulation, p. 23. These choices lead them to a
dramatic showdown, where they fight alongside their Rescue Sally Jessup from her mental bondage.
chosen faction. Ultimately, their actions determine
the fate of Skull Canyon and reveal the true nature of Expose the Zetans for what they really are.
the Zetans to the Mojave Wasteland.
CHOOSING SIDES
Regardless of which faction the PCs choose to support,
they find themselves in the midst of a final showdown
in Skull Canyon. The conflict takes place across
several fronts, including the canyon itself, the Zetan
laboratory, and the outskirts of the canyon.
Breakthroughs Required: 4 (5 if there are The town of Skull Canyon is engulfed in chaos as
more than four PCs) the Battle of Skull Canyon rages on. Gunfire echoes
through the narrow streets, and plumes of smoke
Resistance: 2 rise into the sky. The air crackles with energy as
Zetan soldiers clad in advanced armor and wielding
Base Test Difficulty: 2 alien weaponry clash with NCR Rangers, their shots
illuminating the darkness. The ground trembles
Ask each of the players how their character helped beneath your feet as a twinjaw rattler slither through
set up the defenses in the canyon outskirts or the wreckage, its hissing adding to the cacophony
facilitate the attack on the town. Each skill test of war. Above it all, the enigmatic figure of Zetan
attempt takes roughly fifteen minutes to complete. scientist Nok stands, surrounded by an energy field
A failed test results in lost time for the PCs and their that distorts the air around him. Sparks fly from his
allies, giving valuable time for enemy reinforcements weapon as he unleashes blasts of devastating energy,
such as the NCR troopers getting through to the his cold, unfeeling gaze fixed on his enemies.
town or more Zetans rallying to the canyon’s defense.
The number of attempts it takes to achieve the
breakthroughs dictates the number of reinforcements Both forces clash, and the PCs fight alongside
during Encounter 3B: Final Confrontation (page 26). their allies’ forces.
INT + Explosives: The PCs may attempt to set The encounter ends when either side’s forces
traps or explosives along the terrain. are reduced by half.
.44 PISTOL: BODY + Guns (TN 11), If the PCs sided with the Zetans, read or paraphrase:
6 D
C Physical damage, Range C, Fire Rate 1
ASSAULT RIFLE: BODY + Guns (TN 11), The NCR onslaught has pushed you and the Zetan
5 D
C Burst Physical damage, Range M, defenders into the heart of Skull Canyon despite your
Fire Rate 2, Two-Handed prepared defenses. You find yourselves surrounded
LASER GUN: BODY + Guns (TN 11), by a group of battle-hardened NCR Rangers. The
tension in the air is palpable as each side prepares
4 D
C Piercing Energy damage, Range C, for the final confrontation. Private Mark Aurelius,
Fire Rate 2, Reliable
armed with a sword, stands at the ready, his eyes
focused and his grip tight. Specialist Granger, a
SPECIAL ABILITIES
seasoned sniper, scans the area, her finger itching
NONE on the trigger. Corporal Thompson grips a powerful
minigun, its barrels spinning ominously. And at the
INVENTORY forefront of the NCR forces stands Sergeant Jackson,
encased in Power Armor with a resolute expression,
.44 Pistol, Assault Rifle or Laser Gun, 2d20 5.56mm
prepared to lead his troops into battle. The fate of
Rounds or Power Cells
Skull Canyon rests on your shoulders as you prepare
to face off against these formidable NCR Rangers.
The Zetans have made significant advancements in their personal shield technology. When equipped these shields
emit a subtle luminescence, surrounded by an aura of light distortion.
1 round: 0
1 round: 0