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Rambo - Prologue - YM7Euc

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100% found this document useful (5 votes)
1K views22 pages

Rambo - Prologue - YM7Euc

Uploaded by

Gar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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PROLOGUE: JABBOK CREEK

PROLOGUE

COMPATIBLE WITH THE SYSTEM


TABLE OF CONTENTS
Adventure Summary 2 CREDITS
Running the Adventure 2
Know Your Table 2
Publisher:
D Todd Scott
Creating Heroes 2
Producer:
Act 1: The Adventure Begins 2 Rich Redman
Big Jack’s 3
Art Director:
Interrogations 5 Bora Haxhirai
Nathaniel Whey 5
Project Managers:
Jabbok Creek 6
Jennifer Barnette, Lisa Lemon
Act 2: Into The Wild 8 Adventure Designers:
Police Ambush 9 Thomas Pugh, Rich Redman
Traps and Alarms 10
Editor:
The Jackrabbit Hills 10 Rich Redman
The Cedarwoods 10
Layout Designer:
The Governor Garvey Reservoir 11
Diego Sanchez
The Handoff 11
Cover Artist:
Act 3: Finale 13 David Chen
The Truth Comes Out 13 Interior Artists:
The Final Showdown 14 Marianne Papadimitriou, Leonardo Guinard,
Aftermath 14 Nic Lim

Appendix - NPCs 15 Map Designer:


Pregenerated Heroes 16 Marc Kenobi

© 2023 Evil Genius Games, Inc. All Rights Reserved. RAMBO™ © 2023 STUDIOCANAL S.A.S. ® All Rights Reserved.
“Old men start it, young men fight
it, nobody wins, everybody in the
middle dies, and nobody tells the
truth!”
JABBOK CREEK – John Rambo, Rambo

This is an Everyday Heroes adventure for four to six ADVENTURE SUMMARY


1st-level heroes. You need the Everyday Heroes core A team of ex-Green Berets learn that one of their number
rulebook and Rambo Cinematic Adventure to play, and is about to be busted for stealing weapons from the
we recommend reading all the way through this military. The squad has 24 hours to get to the truth before
adventure before running it. the case is covered up.

RUNNING THE ADVENTURE


This adventure plays out in three parts. The first part sees where they are attacked by the Clundisses. They also
the heroes arrive in Jabbok Creek, the hometown and last discover some of what has been happening in “The
known address of their squad mate. They discover that Handoff.” “Police Ambush” can be played either before or
the Clundiss family are behind the thefts. Depending on after the remainder of this act.
how the heroes do things, either “Big Jack’s” or “Jabbok
Creek” could be played first. The third act consists of “The Truth is Learned” and “The
Final Showdown,” played in order. On this covert mission,
The second act, “Into the Wild,” sees the heroes fleeing the heroes have no one to call for help; they are on their
the town and holing up in the surrounding countryside, own until Major Ezra turns up at the agreed time.

KNOW YOUR TABLE CREATING HEROES


Roleplaying games include many elements, some which For this adventure, the heroes should be level 1 and written
might make people uncomfortable. The problematic with a shared history. They served in the same Alpha team
elements vary from player to player, depending on their in the US Army Special Forces, better known as the Green
personality and life experiences. Rambo: Jabbok Creek Berets. They returned to the States a few years ago.
is an adventure in the vein of a high-octane adventure
film, and as such takes a casual attitude to violence. The heroes need not have the military profession, as the
Depending on how the players create their characters, the player may feel a different background better fits the role
adventure may also touch on themes of post-traumatic they played in the Green Berets, or that their experience
stress disorder and the wider morality of war. outside the military better defines their character. For
roleplay purposes though, they are all ex-soldiers.
It is up to the GM to ensure all players feel comfortable with
the game and its themes. If you are unsure, talk to your Despite their history, the heroes are likely now civilians
players first. It is better to potentially reveal a plot point and their starting equipment should reflect this.
than risk putting people in an uncomfortable position.

ACT 1: THE ADVENTURE BEGINS


Out of the blue, a few days ago, your old commanding officer, any whitewash. Having served with Joe through thick and
Major Ezra, called each of you and asked for your help. Joe thin, you agree it would be out of character for him to rob the
Bacon, a member of your team you haven’t talked to in a US government. The only people Ezra trusts to discover the
while, is about to be arrested for stealing weapons from the truth are you, his old Alpha team from Viet Nam. He asks you
military. At 1200 hours on December 12, 1982 (tomorrow), to go to Bacon’s hometown, Jabbok Creek, AZ, and discover
there will be a raid by a combination of the state police, the what is going on before law enforcement arrives. Until then,
FBI, and the military police. Major Ezra will be part of the raid you are on your own. This mission is very much off the books
because he believes Joe is innocent and wants to prevent and you are not to tell anyone else about your instructions.

2 RAMBO: JABBOK CREEK - PROLOGUE


The heroes have little more than 24 hours to find Bacon Traveling to Jabbok Creek takes some time, and is a good
and discover the truth about the thefts before the raid. opportunity for players to describe their characters to each
other and do a bit of roleplaying before the action begins.

The sun is starting to set, and your stomachs are starting to A fine rain falls as you disembark, and a cutting wind makes
rumble, as you pull into Jabbok Creek. Basic as it is, Jabbok it feel colder than it actually is. The sky is leaden and
Creek is the first civilization you have seen for some miles. promises no reprieve.
Even this dilapidated backwater is a relief from the empty
Outside Big Jack’s, a handful of pickups and SUVs sit
desert and scrubland. You are unsure where the “Population:
seemingly abandoned in the parking lot, more rust than
302” live, but the main street is just a line of rusty and faded
motor vehicles.
facades: a Sprouse-Reitz five-and-dime, a car dealership, a
gun store, and Big Jack’s, a bar and grill. Just the sight of the Elsewhere in the town, a handful of folks scuttle around,
Big Jack’s sign makes your stomachs rumble louder. collars up and faces down against the rain. An old woman
looks warily in your direction from outside the Sprouse-Reitz.

GM Tip: Jabbok Creek is a tiny town in a remote part of of their vehicles the locals sabotage them. They slash the
Southern Arizona. The only way to reach it is by road. If the valve stems on all of a vehicle’s tires, break a distributor cap
heroes don’t have enough vehicles to get them there, then or steal the distributor entirely, rip out ignition wires, or steal
they come by Greyhound bus. If the heroes do have their a battery. There is no mechanic in Jabbok Creek and no tow
own cars or trucks, then as soon as they take their eyes off service can get there before the big raid on the 12th.

BIG JACK’S

The only bar in Jabbok Creek is a scruffy affair. Kenny then quickly averts their gaze. A large patch of scuffed
Rogers blasts from the bar’s open doors, insisting that “love linoleum forms the seating area, scattered with mismatched
will turn you around.” As you enter, everyone turns to look, chairs and tables. Toward the back stand a few pool tables.

Act 1: The Adventure Begins 3


SUMMARY
The heroes find themselves unexpectedly in enemy
territory. Their questions provoke a fight, and they end
up running, wanted by both the police and the violent
Clundiss family.

OF ALL THE BARS IN ALL OF


SOUTHERN ARIZONA…
The Clundiss family runs things out of the bar. Big Jack
himself is the patriarch.
A hush falls as the heroes walk in. A handful of locals
and half-dozen Clundisses comprise the patronage. The
locals refuse to meet the heroes’ eyes, looking down and
mumbling “I don’t really know” in response to questions.
One of them, the local pastor named Nathaniel Whey,
clearly looks like he has more to say, but won’t in front of
the family.
Cindy Clundiss stands behind the bar, wiping grime from
one glass to another with a filthy rag. Two of her sons, Abe
and Clancy, lean on the bar and sip whiskey. Pa (Big Jack)
Clundiss sits in a corner behind the eponymous grill,
helping himself to ribs and wiping the BBQ sauce down his
large, denim shirt. Charleen Clundiss and her husband, Bo
Squint, stand in the back, playing pool.
As soon as the heroes enter, the Clundisses watch them
intently, but say nothing. If the heroes order food and
drink, no one bothers them. If the heroes spend too long
bothering the locals, or mention the name “Joe Bacon,” a few
Clundisses saunter over, asking the heroes their business.

CINDY CLUNDISS CLANCY CLUNDISS


A middle-aged woman with a mullet and a patchwork shirt. Clancy is slighter than most of his family, with quick, darting
eyes and a slow, considered way of talking.
ABE CLUNDISS
A short man with a denim vest and a skull-adorned tee CHARLEEN CLUNDISS
shirt for the band 88 Pale Face. It looks like he works out A young woman in her early 20s. Her Gucci tee shirt and
several times a week. immaculate makeup are somewhat incongruous in the
grubby bar.
PA “BIG JACK” CLUNDISS
A mountain of a man, he’s usually found sitting on a flimsy BO SQUINT
wicker chair. He wears head-to-toe denim, often splattered The newly married Bo makes an effort for his glamorous
with pork fat and BBQ sauce. He keeps a shotgun behind wife, but doesn’t have the same natural style. He wears a
his seat, which he whips out if a fight breaks out. neatly ironed shirt encrusted with rhinestones.

For the Clundiss family, there is only one acceptable strike first, the Clundisses do so as soon as it’s obvious the
outcome to this encounter: The heroes leave the bar, heroes won’t leave or conversation reaches a stalemate.
either on their feet or on their backs. The Clundisses do Prior to the fight mention of Joe Bacon will be met only
all they can to escalate the situation. If the heroes don’t with smirks and a warning to mind their own business.

THE FIGHT After the third round of combat, sirens wail outside. After
The locals, including the pastor, scatter as soon as the fight the fifth round, the local sheriff, “Pitbull” Watkins, enters the
starts. There are six NPC combatants at the beginning of bar by the main door. He immediately opens fire on the
the fight: Big Jack has a unique stat block, the others use heroes. Use Beat Cop stats (Everyday Heroes Core Rulebook,
generic Clundiss stats, armed with knives and S&W Model pg 372), but with the “Dogged” special trait.
10 revolvers. They all use the tables, chairs, and pool tables Dogged: The first time Pitbull Watkins would drop to 0 HP
as cover, but otherwise try to get up close and personal in a combat, he instead is knocked prone with 1 HP.
with the heroes.
Watkins and his deputies are all in the pay of the Clundiss family.

4 RAMBO: JABBOK CREEK - PROLOGUE


THE AFTERMATH
If half of the named Clundiss combatants drop, or if Big Clundisses and cops will show up. If they don’t leave the bar
Jack goes down, the survivors scatter. If Sheriff Watkins after a cursory search and a few questions for any survivors,
is present, he runs when the rest of the family does. They have Nathaniel Whey come in. He can give them the hiking
jump in the vehicles outside, all of which run, and speed map (see his information below) and urge them to flee
away. The heroes are free to loot weapons from any fallen before meeting him tomorrow morning. He’s very aware of
combatants. They can also grab enough food to pacify the corruption in Jabbok Creek and will tell the heroes in no
their hunger. uncertain terms about the danger headed their way.
Unless the heroes specifically make sure, neither Big
Jack Clundiss nor Sheriff Watkins die in the fight. Assume
they pass their death saves and stabilize. Making sure
that Big Jack or Sheriff Watkins dies crosses a line
from investigating the fate of a comrade to murder, and
Major Ezra won’t be able to shelter the heroes from
the consequences. The other Clundisses survive or not
according to the will of the dice.

If Sheriff Watkins is taken out of action, his radio


continually crackles with the station dispatch trying to
confirm his well-being. Unless the heroes go out of their
way to try and turn the police (not an easy task, as the
cops are only really interested in bribes), the police in
Jabbok Creek actively work against them (see “Police
Ambush”).
Don’t let the heroes linger here. Whether any Clundisses got
away or not, law enforcement will call their patrons and more

INTERROGATIONS no amount of cajoling and/or threats make them disclose


If the heroes capture some of the Clundisses at any time that information.
during this adventure, they can interrogate them for One of the following pieces of information is divulged with
information. The only two Clundisses in the bar who know a successful DC 12 check of an appropriate nature (or two
what happened to Joe Bacon are Jack and Cindy, and pieces, if the result is 18 or better):

Joe confronted the family a few years back, but he must The Clundisses have been dealing with a Mexican cartel
have realized he was no match for the Clundisses, as known as the Escorpiones Negros.
they haven’t seen or heard from him since (Only Jack
The heroes will find no help in Jabbok Creek; the locals
and Cindy know that last part is a lie).
are too scared, and the cops are too paid-off.
The Clundisses have a few military items that “fell off a train.”
Jack and Cindy have it all fixed. Even if the feds go
There is a stash of weapons that would make your eyes through their paperwork with a fine-tooth comb, there is
water hidden in the desert by a V-shaped rock. nothing to tie the Clundisses to any illegal money.

As this adventure unfolds, reveal more information on


successful Charisma checks (same DC) as the heroes take
additional opportunities to question Clundisses.

NATHANIEL WHEY
As the heroes leave the bar, a nervous looking African-American
preacher named Nathaniel Whey approaches them. He tells the
heroes they are in grave danger, before giving them a hikers’
map of the area and telling them to get out of town before either
the police or the Clundisses come looking for them.

Whey overheard them looking for Joe Bacon and will help them.
If they meet him by the old church (circled on the map) at 10:00
AM the next morning, he promises to show them where Joe is.

Act 1: The Adventure Begins 5


JABBOK CREEK

SUMMARY
Should the heroes wish to investigate the
town itself, they find it a small and shabby
affair. The locals on the street or in the
few businesses are no keener to talk than
the ones in the bar. There are only three
buildings to which the heroes have access:
the Sprouse-Reitz, Jemmy Garcia’s car
dealership, and El Jefe Guns & Ammo.

THE FAMILY ATTACKS


If the heroes try to visit all three locations, or if they’re themselves, ask for skill checks. Reasonable ones
stuck on what to do next after two, then the Clundiss include Intelligence (Security) and Wisdom (Perception,
family attacks. There are nine Clundisses, consisting of Streetwise, or Survival). Suggest to anyone with a
Mad Harry (stats in the appendix), along with Clancy, result greater than 10 that they are badly outnumbered
Charleen, and Bo (generic Clundiss stats in the appendix) and that’s only going to get worse. They should break
if they survived meeting the heroes the first time. The rest contact and flee, perhaps to one of the spots marked on
of the nine use generic Clundiss stats. The Clundisses Reverend Whey’s hiking map.
intend to take the fight into close quarters with the
The police arrive to reinforce the Clundisses on round 5.
heroes. Clancy, Charleen, and Bo have machetes; Mad
See Police Ambush for how many there are and what stat
Harry has a sledgehammer; the other Clundisses all have
blocks they use.
knives, though everyone has S&W Model 10 revolvers.
Mad Harry fights to the bitter end, but the others retreat if Clue: If the heroes take any Clundisses out of action and
four or more of their number are taken out of action. have a chance to search them in the midst of combat, they
find a deposit slip in a pocket for $5000 cash paid into an
After three rounds, sirens sound in the distance. If
account. The name on the account is Joseph Bacon.
the players don’t suggest withdrawing from the fight

SPROUSE-REITZ
The five-and-dime has seen better days. It stocks most things Clue: If Mr. Sandstock gets a chance to speak to the
the conscientious housekeeper on a budget could want. heroes without his wife present (for example if she goes
Several brands, such as Rinso, you didn’t even realize were into the back), he warns them, fear in his eyes, to get out
sold any more. of the town while they still can.

An older couple keeps the shop, Mr. Lemuel and Mrs. Ethel “Joe Bacon was the last to confront the Clundisses, and they
Sandstock. They are both in their 80s and are obviously must’ve scared him so bad he fled, or they strong-armed him
struggling with the rigors of running a business. Mrs. into joining ‘em. He was a good boy, young Joe, but he come
Sandstock is immediately suspicious of the heroes, and back from the war different. He was angry. He went ‘round
seems to think they are shoplifters. If they ask questions town, tellin’ us all how we had to stand together, stand strong.
beyond those of an innocent person passing through But I’m ashamed to say we didn’t listen to him none. We was
town, she tells them to clear off, then she heads into the all too scared. Still are. And now do you reckon… He’s helping
back of the shop to phone the Clundisses. them? Just goes to show what an evil lot those Clundisses
are if they turned a good boy like Joe.”

6 RAMBO: JABBOK CREEK - PROLOGUE


JEMMY GARCIA’S

Jemmy Garcia’s was once an Oldsmobile dealership, but they If the heroes do stick around, the Clundisses turn up. If the
must have lost the franchise, because the Oldsmobile logo heroes have not already encountered the family at Big
has been painted over with an ugly green. You are greeted Jack’s, two Clundisses roll up in a pickup truck. They try
enthusiastically, if somewhat insincerely, by a middle-aged to warn the heroes off first, but resort to roughhousing if
lady with a deep-lined, craggy face. necessary. If the fight at Big Jack’s has already happened,
eight Clundisses show up, three with shotguns, two with
The titular Jemmy died 20 years ago, and his daughter rifles. They open fire on the heroes at first sight. In either
Sally Garcia now runs the dealership. She looks every case, use generic Clundiss stat blocks.
one of her 50-something years. She is initially pleased
to see the heroes and tries to sell one of the clapped- Clue: If the heroes investigate the car lot with a successful
out old bangers on the forecourt. As soon as they ask DC 10 Intelligence (Investigation) check, they find some
questions unrelated to buying a car though, Sally becomes paperwork in a clapped-out old Chrysler New Yorker
suspicious. She says the Clundisses rely on Joe Bacon for sale stating that JG Bacon owns it. Sally is tight-
for their “business.” Instead of being openly hostile, she lipped about the ownership, but with a successful DC 10
becomes profusely genial and tries to persuade the Charisma (Persuasion) check, she tells them it has only
heroes to wait in the “seating area.” It only takes success been for sale for three weeks. If the heroes press, she
on a DC 5 Wisdom (Insight) check to see through the ruse. admits that Big Jack Clundiss sold the car to her.

EL JEFE GUNS & AMMO

El Jefe is a gun shop and shooting range. It is set back a The owner of El Jefe is Randy Stumm. He stands behind
little from the main road and is a clapboard building, slowly the counter in the shop portion of the building. He has the
disintegrating under the Arizona elements. By the looks of following guns for sale (plus a range of hunting knives),
the bullet holes in the walls, not everyone in Jabbok Creek which the heroes can buy if they have the appropriate
has good aim. The side of the range is crudely painted with wealth level.
what you guess to be a jaguar.

SMITH & WESSON MODEL 686 DESERT EAGLE.44 MAGNUM

Price Price
Pistol, Heavy Revolver Pistol, Semi-Auto
2 2

REMINGTON MODEL 742 COLT AR-15

Price Price
Rifle, Hunting Rifle, Tactical
2 2

WINCHESTER 101 WINCHESTER MODEL 1200

Price Price
Shotgun, Double Barrel Shotgun, Pump Action
2 2

BUCK 120 GENERAL

Price
Large Knife
1

The stats for each weapon can be found in the Everyday


Heroes Core Rulebook. Randy also carries most kinds of Clue: If the heroes push the questioning and make a
ammunition. Randy is not confrontational. When casually successful DC 12 Charisma (Persuasion) check, Randy
questioned, he just shrugs and says, “I don’t really know shares with them that he sold Joe an AR-15 last year, and
anything about that,” before carrying on trying to sell the that was the last Randy ever saw of him.
heroes some weaponry.

Act 1: The Adventure Begins 7


ACT 2: INTO THE WILD

SUMMARY RESTING
When the heroes leave town, they have three choices Allow the heroes to take a short rest between the time
according to the map that they got from Reverend Whey: the they arrive at one of these locations and the time the
Jackrabbit Hills, the Cedarwoods, or the Governor Garvey Clundisses catch up with them.
Reservoir. Wherever they go, the Clundiss family pursues.

8 RAMBO: JABBOK CREEK - PROLOGUE


POLICE AMBUSH

SUMMARY
This encounter happens as heroes make their way to one arrives, the sheriff arrives on the scene and investigates,
of the locations in this section. finding evidence at the GM’s discretion that links the
shootout to the heroes and he sets his deputies on their
If the heroes took “Pitbull” Watkins out of action, they
trail, calling in helicopter support from his cousin in the
became wanted. Most of the police in southern Arizona
highway patrol.
are looking for them, and eventually they find them. If by
some chance the fight at Big Jack’s ends before Watkins

THE SITUATION THE FIGHT


The heroes hear a helicopter flying overhead. If they The police start the combat in the cars and van. There
attempt to hide, they should each make a DC 10 Dexterity is one Beat Cop per hero, split between the cars, plus
(Stealth) or Wisdom (Survival) check; if any fail, they’ve two Police Officers (Everyday Heroes Core Rulebook, pg
been spotted, though the helicopter flies on. 374) in the van. If Sheriff Watkins is still alive, he replaces
one of the beat cops. The police emerge from their
A short while later, when the heroes come to a dry
vehicles and use them as cover to shoot the heroes. The
gulch, they can choose whether to use the bridge or
undergrowth in the gulch provides cover (half cover if
scrabble through it. As they cross, three police cars and
standing, three-quarters if they duck down), but also
a police van come tearing down the road, two vehicles
counts as difficult terrain.
from each direction.

Act 2: Into The Wild 9


TRAPS AND ALARMS
The heroes, being veterans of guerrilla warfare in Viet relevant gear, a successful DC 12 Wisdom (Survival) or
Nam may think of setting traps and/or alarms around Intelligence (Security) is enough (though remember,
their location. A successful DC 12 Wisdom (Survival) or the roll isn’t made until the trap is sprung). The Everyday
Intelligence (Security) check should lead to the heroes Heroes Core Rulebook contains full rules for traps. If
realizing the merits of such a plan. the Clundisses set off a trap or an alarm, the heroes
automatically detect their approach and do not need to
The locations lend themselves to traps. As long as
roll Wisdom (Perception) checks.
the players have a suitable idea and the heroes have

THE FAMILY ATTACKS


Sometime after nightfall, the Clundiss family tracks down the other Clundisses all have knives, though everyone has
the heroes. Either the Clundisses or the heroes may start S&W Model 10 revolvers.
the combat surprised, as per the location notes. There
Mad Harry fights to the bitter end, but the others retreat if
are nine Clundisses, consisting of Mad Harry (stats in the
four or more of their number are taken out of action.
appendix) and Clancy, Charleen, and Bo (generic Clundiss
stats in the appendix) if they survived any previous
Clue: If the heroes haven’t already searched one of the
encounters with the heroes. The rest of the nine use
Clundisses and found these clues, then they can find
generic Clundiss stats. The Clundisses intend to take the
a deposit slip in a pocket for $5000 cash paid into an
fight into close quarters with the heroes. Clancy, Charleen,
account in the name of Joseph Bacon.
and Bo have machetes; Mad Harry has a sledgehammer;

THE JACKRABBIT HILLS


The hike is relatively easy. You see no one along the journey and
quickly rise above the town. The Jackrabbit Hills would not qualify
as such if not for the fact that they alone rise above the desert as far
as the eye can see. The ground is tacky with mud from the constant
drizzle. Once you ascend, you find a smattering of low scrub. The sun
sets and a few lights blink on back down in Jabbok Creek. In a small
valley between two stoney rises, you see an old hut. The concrete walls
and rusted steel supports remain, but the roof has long since caved in,
and a straggling boxelder maple has taken up residence.

If the heroes take shelter at the cabin, they should make do not try), then the Clundisses split into three groups, one
a group DC 12 Dexterity (Stealth) or Wisdom (Survival) group entering from the track, the other two flanking from
check. If the group passes the skill check, when the the rocky bluffs either side. Here, any heroes on lookout
Clundisses attack, they enter from the track, and are at the time of the attack must pass a DC 10 Wisdom
surprised at the beginning of combat. If the heroes fail (or (Perception) check or start the combat surprised.

THE CEDARWOODS
Soon after leaving Jabbok Creek, you come to a small patch of scrubby
trees. It is slightly more than a thicket, but calling it a wood is generous.
To further confuse the matter, most trees are junipers, not cedars. The
trees do at least protect you somewhat from the persistent drizzle. As
you walk through the dappled shade, the air is heavy with the spicy, gin-
like scent of the trees. Ahead of you, an old shipping container stands
with a camp chair out front.

This was obviously where someone used to come to get a


little “me time.” As well as the chair, the fabric of which has
rotted, there is a half-drunk bottle of Jim Beam inside the check, the Clundisses do not see them and start the
container and a box brimming with adult magazines. combat surprised. If the heroes do not hide, or they fail
the group check, someone on watch must pass a DC 10
The secluded nature of this hideaway makes it relatively Wisdom (Perception) check to see the Clundisses coming
easy for the heroes to stay hidden. If the party passes a and the heroes are surprised.
DC 8 Dexterity (Stealth) or Wisdom (Survival) group The Clundisses enter the area opposite the container.

10 RAMBO: JABBOK CREEK - PROLOGUE


THE GOVERNOR MICHAELS RESERVOIR
Keeping away from the roads you soon find a small foot track leading
toward the reservoir, for a couple of miles it twists and turns down
the stoney ground. As you round a corner, you see the water, flat and
gray in the dull evening light, dappled by the persistent rain.
The track leads to a little breeze-block hut with a University of
Arizona sign. The reservoir itself is cordoned off with a chain link
fence, though the hut appears to give access to the water.

The hut is padlocked shut, but it takes only a successful


DC 12 Intelligence (Security) check to pick the lock, or a
successful DC 14 Strength (Athletics) check to force the Clundisses notice signs of the heroes’ presence as they
door open. Inside, the hut is furnished like a rudimentary approach. If the door is forced open, the Clundisses
lab, with a few notebooks and test tubes strewn on a automatically notice that. If the Clundisses fail to notice the
wooden bench. It seems the University of Arizona uses this heroes, and at least one hero on watch succeeds on a DC
for taking water samples from the reservoir. The second 10 Wisdom (Perception) check, then the heroes surprise
door leading from the hut to the reservoir itself is similarly their attackers. Like the heroes, the Clundisses approach
locked and requires the same ability checks to get through. the area using the track, though if they have spotted the
heroes, they also send half their number to approach
The heroes must make a successful DC 10 Dexterity through the undergrowth to the left.
(Stealth) or Wisdom (Survival) group check or the

THE HANDOFF
SUMMARY THE NIGHT TRAIN
At some point in the night after the rain stops and the After a while, another six Clundisses arrive. If Brandy is still
clouds part, a hero sees a light bobbing along not far there, they greet her, and she assures them that all is clear.
from where they are sleeping. The heroes see one of the
If the heroes have fought Brandy, the Clundisses see that an
Clundisses go to their weapons cache. They witness the
altercation has taken place, unless the heroes hide the signs.
family pay off two soldiers and take military weapons off
In which case, they scout out the area. Make contested rolls
a train. The heroes then have the opportunity to steal the
against the heroes, a Clundiss’ Wisdom (Perception) with
weapons for themselves.
disadvantage versus a hero’s Dexterity (Stealth).
GM Note: The rest of this Act happens in poor visibility, and GM Note: The Clundisses use the V-shaped rock as a
we’ve given advantage or disadvantage to reflect that. landmark where they temporarily stash weapons between
buying them from the US Army and delivering them to the
Escorpiones Negros. They use the rock because its unique
A FIGURE IN THE NIGHT features stand out once someone gets in the general area,
so they’re not likely to lose track of their stash. They don’t
Each hero who investigates the light must make a stash the weapons by the train tracks because they don’t
successful DC 10 Dexterity (Stealth) check with advantage want the soldiers selling the weapons to see evidence of
to avoid alerting the flashlight carrier to their presence. how much inventory the Clundisses have, or evidence that
If alerted, the flashlight shines at the heroes and they the Clundisses have sold weapons when the stack shrinks.
are asked by a feminine voice to give their names. A It might seem a little slipshod to the professional soldiers
successful DC 14 Charisma (Deception) check, along with among the heroes, but the Clundisses never keep anything
a reasonable excuse, persuade the figure they are nothing long enough for the elements to damage it. If the heroes
to fear. take out Brandy and check the stash, see Weapons Galore
Assuming the flashlight carrier does not think she is for a list of what’s available.
being followed, she continues on her way, traveling about
a quarter of a mile until she comes to a large, V-shaped, When/if the Clundisses are satisfied that they are safe,
rock and something stacked under a tarpaulin. She walks they walk toward the train tracks, which the heroes can tell
around the stack, apparently checking it, then sits down from their map. The heroes have a choice of how far to hold
and smokes a cigarette. back. The farther they keep from Clundisses, the easier it
will be to avoid being heard or seen, but the greater the
The figure is Brandy Clundiss, and the stack is a stash of chance they will lose them. Heroes should make a group
weapons, waiting to be passed off to a criminal gang from Dexterity (Stealth) check with advantage and at least
Mexico. If the heroes attack Brandy, use generic Clundiss one hero should make a Wisdom (Perception) check
stats. If the heroes think to hide any signs of the scuffle, with disadvantage or a DC 14 Wisdom (Survival) check.
they must make a successful DC 12 Wisdom (Survival) The DCs for Stealth and Perception vary according to the
check, but don’t tell them if they have succeeded. distance they keep:

Act 2: Into The Wild 11


DISTANCE STEALTH DC PERCEPTION After about half-a-mile, the Clundisses come to a train track.
DC They follow this for a few hundred yards before a freight train
looms out of the darkness.
Close 10 6
GM Note: The train is stopped at a rural road crossing.
Medium 6 11 The crew and soldiers use the crossing as an excuse
for delaying their arrival at their destination. There’s no
Automatic obvious reason for why the train idles here. The heroes
Far success 16
would have to interrogate one of the soldiers, crew, or
Clundisses to find out why it’s stopped.
If the majority of the heroes pass the Stealth check,
they have not been seen. As long as one hero passes a One of the Clundisses gives two short flashes of their flashlight
Perception of Survival check, they manage to follow the followed by two longer flashes, toward the train. The same
Clundisses. pattern is returned, then the family approaches. Two soldiers
If the Clundisses notice they are being followed, they meet them, are given a bulging brown envelope, indicate one
attack the heroes. They do not fight to the death, instead of the flatbed cars, and then wander off into the darkness.
running off once two of their number have been taken
out. Although the heroes will not be able to witness the GM Note: If one or more of the heroes follow the soldiers
Clundisses paying US Army train guards for weapons, without being detected, they witness the soldiers paying
they can follow the trail to the rendezvous point using off the train crew.
normal Wisdom (Survival) checks. Once there, they see
the train stopped and hear some people complaining The Clundisses quickly and quietly climb onto the flatbed
about the Clundisses not showing up. If the heroes get car and pull tarps off some large, olive-drab, wooden crates
close enough to see the people talking, they recognize marked with the white star of the United States Army. They
the uniforms as being those of US soldiers. If you need unload the crates before the two soldiers return, inspect
stat blocks, there are two and they use the Soldier stat what has been taken, then give a nod and a handshake
block (Everyday Heroes Core Rulebook, pg 377). before jumping back aboard the train. The whole operation
takes less than 15 minutes. The Clundiss family carries the
Assuming the Clundisses remain unaware of the heroes, heavy crates back toward the stash and the train gives an
they continue on their mission. inappropriately merry toot before heading off.

WEAPONS GALORE
At some point, it should occur to the heroes that they can lists in the Everyday Heroes Core Rulebook. If you think
help themselves to the weapons hidden by the Clundisses. such an open choice might result in your players taking
There is enough hardware squirreled away to fight a too long to choose you can instead narrow things down
small war. If the heroes take the time to search, they can a bit beforehand. Remember though that they will need
choose any items they wish from the Military Equipment something beefy enough to take down a helicopter.

SUGGESTED LIST OF MILITARY EQUIPMENT

M203 Grenade launcher (mounted under the 2x M72 LAW rocket launcher
1x barrel of an M16 Assault Rifle)
M60 medium machine gun with bipod HK MP5A3 submachine gun with 30-round
1x 1x magazine
and sling

3x M16 assault rifle with 30-round magazine 1 per hero Modern combat armor

Although there are no spare magazines in the stash, the


following ammunition is also there:
40mm fragmentation grenades in a foam-
8x lined metal case

2x Belts containing 200 rounds of machine gun


ammunition each in one metal ammunition box.
Rounds of M16 ammunition in one metal
200 x ammunition box
Rounds of MP5A3 ammunition in one flimsy
100 x cardboard box

1 per hero Incendiary grenade in a foam-lined


metal case

12 RAMBO: JABBOK CREEK - PROLOGUE


ACT 3: FINALE

THE TRUTH COMES OUT

SUMMARY
In the morning, the heroes go to their rendezvous with
Nathaniel Whey, where they learn that their comrade, Joe
Bacon, died last year.

THE CORRUGATED CHURCH

You spot the church from a way off: a small, corrugated tin around the back of the little church to a simple wooden
shack, its purpose only given away by a rotting wooden cross cross, and brass plaque: “Joseph Gideon Bacon 1951–1981.
nailed to its apex. The coast seems clear. As you approach the He feared nothing but sin, and desired nothing but God.”
furtive figure of Pastor Whey exits the church, looks around On either side of Joe’s grave is another cross, one marked
nervously then, seeing you, hurries over. “Gideon Malcom Bacon” and one “Mary Alice Bacon née
Feltetter”—Joe’s parents. The heroes instantly notice that
Whey clutches an envelope which contains documentation they all died on the same day.
that, along with the heroes’ testimony, will help convict the Whey tells the heroes how Bacon discovered what the
Clundiss family of the theft of the weapons and subsequent Clundiss family were up to when he returned to Jabbok
resale of them to the Escorpiones Negros cartel in Mexico. Creek after the war. Joe alone in the town had the guts
He enthusiastically thanks the heroes for helping to rid his to stand up to the family. But alas, it did him no good and
community of the Clundisses and their malignant effect, he was gunned down, along with his mother and father. To
and hopefully saving lives on the other side of the border. add insult to injury, the Clundisses used his identity to set
When asked about Bacon, Whey tells them he has good up bank accounts to channel the profits from their scheme.
news and bad. He can take them to Joe. He leads them

Act3: Finale 13
THE FINAL SHOWDOWN
SUMMARY
The Clundisses come for the heroes one last time. With all
the proof they need, the heroes just need to survive — no
mean feat when the Clundisses are in a helicopter and
armed to the teeth.

RIDE OF THE CLUNDISSES


Just as you think you’re done, there is a staccato “thwap-thwap-
thwap,” a noise you know all too well from ’Nam. Sure enough, a
Huey helicopter rises above the horizon. As it dives toward you,
you see Big Jack Clundiss leaning out the door. The tin church
rattles and shakes as he approaches. At the same time, more
Clundisses, on foot but heavily armed, come into view.

If Big Jack is dead, his place is taken by one of the


surviving named Clundisses.

THE FIGHT
There are two more ground-based Clundisses than there are
heroes. Any named Clundisses who have not been killed are
among those attacking, the rest use the generic Clundiss stat
block. All are armed with HK93A2 rifles.
Big Jack is riding in a helicopter (Everyday Heroes Core
Rulebook, pg 172) and is armed with a grenade launcher (with
fragmentation grenades, +1 to hit, and disadvantage due to firing
from a moving vehicle). The helicopter measures 45 feet long
by 15 feet wide, though it does not take up physical space on the
ground and can hover above other characters. It is piloted by a
generic Clundiss, who is too busy flying to do anything else. Each
turn, the helicopter can move to any other place in the combat,
and can face any direction. Any hero standing on the opposite
side of the church from the helicopter and within 20 feet of the
church cannot be seen by the helicopter.
Nathaniel Whey takes cover behind the church but does his
best to help downed heroes by administering first aid — his
Intelligence (Medicine) modifier is +2. The Clundisses do not
actively target Whey unless they have no other available targets,
in which case he has a Defense of 10 and 12 HP.

AFTERMATH “Good work, soldiers. Good work! I knew I could rely on you to
If the heroes survive the final fight, then they have get to the heart of this. You’ve done well here, very well. Say,
succeeded. Shortly afterward, the promised raid happens. what are you folks up to these days? I could do with a group
A bevy of SUVs, some unmarked and some in the livery like you, a group I can trust, a group I can send where the
of the US Army or the Arizona State Police, roar up to regular army can’t go…”
the flaming carnage that now surrounds the church. You
assume the unmarked vehicles belong to the FBI. With Who knows where the heroes will end up next? Only one
them is Major Ezra. He is convinced by the evidence that thing is for sure: The world is a dangerous place, full of
Joe Bacon was not involved with the smuggling. He shares those who wish harm to freedom and liberty. Sometimes
the evidence with two FBI agents, who request that the we need unconventional soldiers who aren’t afraid to
state police start arresting survivors. use unconventional methods — and a butt load of high
explosives — to save the day.

"But this is what we do, who we are. Live for nothing, or die for something. Your call."
–John Rambo, Rambo

14 RAMBO: JABBOK CREEK - PROLOGUE


APPENDIX - NPCs
BIG JACK CLUNDISS
Knife - Melee Attack: +3 to hit, PV 1, reach 5 ft.,
Medium person (human) one target. Hit: 3 (1d4 + 1) slashing damage.
Defense: 9
Hit Points: 17 (3d8 + 3) Machete - Melee Attack: +3 to hit, PV 1, reach 5 ft.,
Armor: - one target. Hit: 4 (1d6 + 1) slashing damage.
Speed: 25 ft.
S&W Model 10 Revolver (5 rounds; action
STR DEX CON INT WIS CHA reload) - Ranged Attack: +1 to hit, PV 3, range
50/100 ft., one target. Hit: 4 (1d10 − 1) ballistic damage.
12 ( +1 ) 8 ( -1 ) 13 ( +1 ) 8 ( -1 ) 13 ( +1 ) 8 ( -1 )

Skills: Security +1, Streetwise +3, Survival +3 Hunting Rifle (6 rounds; bonus reload)
Senses: passive Perception 11 Ranged Attack: +1 to hit, PV 4, range 750/2220 ft., one
Challenge: 1 /4 target. Hit: 5 (1d10 − 1) ballistic damage.
Roles: Loner, Ranged,
Equipment: Rustic clothes, pocket stuff, knife, and shotgun. Tactical Rifle (30 rounds; bonus reload)
Ranged Attack: +1 to hit, PV 3, range 600/1200 ft., one
Bark Orders - Big Jack may use his bonus action to target. Hit: 6 (1d12 − 1) ballistic damage.
give an ally in earshot an extra action. The extra action
is taken immediately.
Pump Action Shotgun (9 rounds; action
ACTIONS reload) - Ranged Attack: +1 to hit, PV 3, range
200/400 ft., one target. Hit: 6 (2d6 − 1) ballistic damage.
Knife
Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3
(1d4 + 1) slashing damage.

Shotgun (2 rounds; action reload) MAD HARRY CLUNDISS


Ranged Attack: +1 to hit, PV 3, range 200/400 ft., one
target. Hit: 6 (2d6 − 1) ballistic damage. Medium person (human)
Defense: 12
Hit Points: 13 (3d8)
Armor: -
Speed: 15 ft.
GENERIC CLUNDISS
STR DEX CON INT WIS CHA
Medium person (human)
Defense: 11 13 ( +2 ) 8 ( -1 ) 11 ( +0 ) 8 ( -1 ) 13 ( +1 ) 8 ( -1 )
Hit Points: 7 (2d8 - 2)
Skills: Security +1, Streetwise +3, Survival +3
Armor: -
Senses: passive Perception 11
Speed: 30 ft.
Challenge: 1 /4
STR DEX CON INT WIS CHA Roles: SLoner, Ranged,
Equipment: rustic clothes, pocket stuff, knife, and tactical rifle.
12 ( +1 ) 8 ( -1 ) 9 ( +1 ) 8 ( -1 ) 13 ( +1 ) 8 ( -1 )

Skills: Security +1, Streetwise +3, Survival +3 Frenzied - Harry attacks with vigor and enthusiasm. All
Senses: passive Perception 11 attacks made by or against Mad Harry are at advantage.
Challenge: 1 /8
Roles: Support, Ranged/Melee, Charge! - Mad Harry may use his bonus action to move
Equipment: Rustic clothes, pocket stuff, knife and pocket up to his movement into melee with an enemy.
pistol or hunting rifle or pump action shotgun or tactical rifle.
ACTIONS
Slipshod - The Clundisses are known for not taking
care of their equipment. If they ever roll a natural 1 when Knife - Melee Attack: +3 to hit, PV 1, reach 5 ft., one
making a shooting attack the gun jams and may not be
target. Hit: 3 (1d4 + 1) slashing damage.
used for the rest of the combat.
Hunters - The Clundisses spend much of their free time Sledge Hammer - Melee Attack: +3 to hit, PV 2,
hunting in the wilds. If they are in a rural environment and reach 5 ft., one target. Hit: 7 (1d12 + 1) bludgeoning
in cover, then any ranged attacks made against them are damage. Heavy. Two-Handed.
made at disadvantage.
Tactical Rifle (30 rounds; bonus reload)
ACTIONS
Ranged Attack: +1 to hit, PV 3, range 600/1200 ft., one
A selection of the following attacks are available, depending
target. Hit: 6 (1d12 − 1) ballistic damage.
on how this Clundiss is armed.

Appendix - NPCs 15
PREGENERATED HEROES
These characters can be used for Jabbok Creek, either as
a group, or mixed in with players’ own creations.

A. MULLIGAN
Mulligan’s brother Shaun was a member of the Green Saving Throw Proficiencies Constitution (+4) and
Berets with the other heroes. He died a couple of years after Strength (+5)
returning from the war. The rest of the heroes met Mulligan Skill Proficiencies Athletics (+5), Endurance (+4),
at Shaun’s funeral in Boston. A few IRA sympathizer types Intimidation (+1), Mechanics (+2) Streetwise (+3), Survival
started causing trouble at the wake, a brawl ensued, and that (+3)
turned into a full-on riot. Mulligan whooped some ass in their Skill Expertise None
brother’s memory and ever since has been one of the crew. Languages English and Irish Gaelic
Mulligan is a well-known face on the amateur boxing
circuit, earning their crust with illegal fights in parking lots TALENTS AND SPECIAL FEATURES
and disused factories. Crush: Brawler (Level 1)
Hurl: Brawler (Level 1)
[Strong | Brawler] Level 1 Reckless Attack: Strong (Level 1)
Background Rural Family Sports (Boxing): Athletics
Profession Athletics Smash: Brawler (Level 1)
Wealth 3
Defense 14 FEATS
Armor None None
Hit Points 12
Hit Dice 1d10 ATTACKS
Speed 30 feet Unarmed. Melee Attack +5, Damage 1d4 + 3 bludgeoning,
PV 1. Properties: Finesse, Light, Special.
STR DEX CON INT WIS CHA
EQUIPMENT
17 ( +3 ) 14 ( +2 ) 15 ( +2 ) 10 ( +0 ) 12 ( +1 ) 8 ( -1 )
Clothes: Plaid shirt, vest, jeans, sensible boots
Gear: Bag stuff, boxing gloves
Proficiency Bonus +2 Weapons: None
Equipment Proficiencies Basic Equipment and
Improvised Equipment

16 RAMBO: JABBOK CREEK - PROLOGUE


C. SKINT
Skint grew up in the cypress swamps of South Carolina. Their Skill Proficiencies Acrobatics(+4), Athletics (+2),
family lived an hour’s boat ride from the nearest neighbors. Endurance (+4), Insight (+5), Medicine (+3), Perception
They trapped animals and lived off the land before they could (+5), Stealth (+4)
walk. They ate ‘gator and mink and wore the hides too. When Skill Expertise Survival (+7)
they were 18, Skint decided to see the world, to meet some Languages English
people they weren’t related to, so they joined the Army.
After a tour in ‘Nam, Special Forces selection, followed by TALENTS AND SPECIAL FEATURES
a second tour, they decided the world outside wasn’t all it Concentration: Wise (Level 1)
was cracked up to be. After completing their obligation, they Devil in the Details: Misfit
disappeared into the swamp once more, but with Skint’s Ma Focus: Wise (Level 1)
and Pa dead and their sister gone off to college, it’s getting Tracker: Outdoors
mighty lonely once more.
FEATS
[Wise | Hunter] Level 1 None
Background Misfit
Profession Outdoors ATTACKS
Wealth 2
Hunting Rifle. Ranged Attack (750/2200) Attack +4 to hit.
Defense 15
Damage 1d10 + 2 ballistic, PV 4. Reload bonus. Rounds 6.
Armor None
Properties: Loud, Slow-Firing, Two-Handed.
Hit Points 12
Unarmed. Melee Attack +4, Damage 1d4 + 2 bludgeoning, PV
Hit Dice 1d10
1. Properties: finesse, light, special.
Speed 30 feet
Hunting knife. Melee Attack +2, Damage 1d6 slashing, PV 1.
STR DEX CON INT WIS CHA
EQUIPMENT
Clothes: A handmade canvas jacket (rather shabby)
10 ( +0 ) 14 ( +2 ) 14 ( +2 ) 12 ( +1 ) 16 ( +3 ) 9 ( -1 )
which used to belong to his father. Camouflage pants,
t-shirt, hiking boots
Proficiency Bonus +2 Gear: Bag stuff, camping kit, frame backpack, pocket stuff,
Equipment Proficiencies Basic Equipment and Advanced survival kit,
Equipment Weapons: Hunting knife, hunting rifle
Saving Throw Proficiencies Strength (+2) and Wisdom (+5)

Pregenerated Heroes 17
J. DE LUCA
De Luca comes from a wealthy Italian-American family, who Saving Throw Proficiencies Intelligence (+5) and Wisdom (+4)
own many businesses across New Jersey. A clever child, they Skill Proficiencies Deception (+4), Insight (+4),
got easily bored and never applied themselves at school. Investigation (+5), Security (+5), Streetwise (+4),
They were even less interested in joining the family firm. Perception (+4), Persuasion (+4), Vehicles (+2)
Skill Expertise Deception (+6), Persuasion (+6)
After they fell in with a bad crowd, a judge offered to suspend
Languages English, Italian
their sentence for stealing a car if they joined the military.
They chose to serve. Despite their reservations, De Luca
actually took to the armed forces like a duck to water, it gave TALENTS AND SPECIAL FEATURES
them a chance to make the most of their quick wits and Criminal Record: Crime
experience the kind of adrenaline rush they normally got Genius: Smart (Level 1)
from breaking the law. It didn’t straighten them out though. Know-It-All: Mastermind (Level 1)
After discharge they fell straight back in with the old crowd. Plans: Smart (Level 1)
Their family keeps threatening to cut them off, but so far they Trust Fund: Wealthy Family
have hidden the worst of their activities, in fact De Luca is You’re Doing It Wrong: Mastermind (Level 1)
thinking there is nothing they can’t get away with.
FEATS
[Smart | Mastermind] Level 1 None
Background Wealthy Family
Profession Crime
Wealth 3 ATTACKS
Defense 13 Pistol 9mm semi-auto. Ranged Attack (100/200) Attack
Armor None +2 to hit. Damage 1d10 ballistic, PV 2. Reload bonus.
Hit Points 7 Rounds 21. Properties: Loud, Semi-Auto.
Hit Dice 1d6 Flick knife. Melee Attack +2, Damage 1d4 + 1 slashing, PV
Speed 30 feet 1. Properties: finesse, light, thrown (30/60).
Unarmed. Melee Attack +2, Damage 1d4 + 1 bludgeoning,
STR DEX CON INT WIS CHA PV 1. Properties: finesse, light, special.

8 ( -1 ) 11 ( +0 ) 12 ( +1 ) 17 ( +3 ) 14 ( +2 ) 14 ( +2 ) EQUIPMENT
Clothes: Leather jacket, nice shirt, jeans, cowboy boots
Proficiency Bonus +2 Gear: Bag stuff, pocket stuff, expensive watch
Equipment Proficiencies Basic Equipment and Advanced Weapons: Pistol, 9mm semi-auto, flick knife
Equipment

18 RAMBO: JABBOK CREEK - PROLOGUE


PHAN THI L.
Phan Thi’s village, Mai Toong, was burned to the ground by Saving Throw Proficiencies Dexterity (+5) and
the Viet Cong and all their family killed. They joined up with Intelligence (+2)
the Americans and found their calling as a scout and tunnel Skill Proficiencies Computers (+2), Endurance (+4),
rat. They were adopted by the heroes’ Alpha team who Perception (+3), Persuasion (+1) and Stealth (+5)
refused to leave them behind. In particular they adopted a Languages Vietnamese, English, French
love/hate relationship with Van Cleet.
TALENTS AND SPECIAL FEATURES
They are known as “Fabulous Phan Thi” by the team (except
Van Cleet who, much to their chagrin, insists on calling them Fast Reflexes: Agile (Level 1)
Fanny). Phan Thi has killed more people than anyone else on Gunslinging: Sharpshooter (Level 1)
the team, and they aren’t afraid to get up close and personal Management Material: White Collar
when need be. One of Us: Immigrant
Sharpshooting: Sharpshooter (Level 1)
Phan Thi now lives in the States but now works in a small-
town bank. Very few people in their new life know about their
FEATS
dark and violent past, but if they are honest with themselves,
Phan Thi misses the exhilaration of battle. None

[Agile|Sharpshooter] Level 1 ATTACKS


Background Immigrant Sniper rifle. Ranged Attack (2000/6000) Attack +5 to hit.
Profession White Collar Damage 1d12 + 3 ballistic, PV 4. Reload bonus. Rounds 10.
Wealth 3 Properties: Heavy, Loud, Slow-Firing, Two-Handed.
Defense 14
Unarmed. Melee Attack +5, Damage 1d4 + 1 bludgeoning,
Armor None
PV 1. Properties: finesse, light, special.
Hit Points 10
Hit Dice 1d8 Knife. Melee Attack +5, Damage 1d4 + 1 slashing, PV 1.
Speed 30 feet Properties: finesse, light.

STR DEX CON INT WIS CHA EQUIPMENT


Clothes: Stars and stripes blouse, sensible slacks, hiking
13 ( +1 ) 16 ( +3 ) 15 ( +2 ) 11 ( +0 ) 12 ( +1 ) 8 ( -1 ) boots
Gear: Bag stuff, pocket stuff, wind speed gauge
Proficiency Bonus +2 Weapons: Sniper rifle (in case), knife
Equipment Proficiencies Basic Equipment and Advanced
Equipment

Pregenerated Heroes 19
V. VAN CLEET
Van Cleet grew up on the wrong side of the tracks in Chicago, Skill Proficiencies Athletics (+4), Endurance (+5),
in and out of Juvenile Detention Centers from the age of Perception (+3), Stealth (+3), Streetwise (+3) and
eight. They would probably be dead now if they hadn’t found Survival (+3)
their true calling in the military. Languages English
Van Cleet was the only one of the Alpha team to reenlist after
TALENTS AND SPECIAL FEATURES
Viet Nam, in fact they only left a year ago, and only then on
a dishonorable discharge. They have been struggling to fit Fighting Spirit: Commando (Level 1)
back in with civilian life. They hope this reunion with the old Payback: Tough (Level 1)
team will help, though they have mixed feelings about seeing Servicemember: Military
Phan Thi (or Fanny as they call them, it always gets a rise). Underworld Contacts: Juvenile Delinquent
Watch Your Six: Commando (Level 1)
[Tough|Commando] Level 1
Background Juvenile Delinquent FEATS
Profession Military None
Wealth 2
Defense 16
ATTACKS
Armor None
Hit Points 15 9mm semi-auto pistol. Ranged Attack (100/200) Attack
Hit Dice 1d12 +4 to hit. Damage 1d10 + 2 ballistic, PV 2. Reload bonus.
Speed 30 feet Rounds 21. Properties: Loud, Semi-Auto.
Unarmed. Melee Attack +4, Damage 1d4 + 2 bludgeoning,
STR DEX CON INT WIS CHA PV 1. Properties: finesse, light, special.
Knife. Melee Attack +4, Damage 1d4 + 2 slashing, PV 1.
15 ( +2 ) 14 ( +2 ) 15 ( +3 ) 8 ( -1 ) 12 ( +1 ) 10 (+0 ) Properties: finesse, light.

Proficiency Bonus +2 EQUIPMENT


Equipment Proficiencies Basic Equipment, Advanced Clothes: Camouflage jacket, combat trousers, Chicago
Equipment, and Military Equipment Black Hawks shirt, sweatband.
Saving Throw Proficiencies Strength (+4) and Gear: Bag stuff, pocket stuff
Constitution (+5) Weapons: 9mm semi-auto pistol, knif

20 RAMBO: JABBOK CREEK - PROLOGUE


War changes you.
Thousands of soldiers have returned home, from Vietnam, from
Afghanistan, from Somalia and Iraq. From all the corners of the world
where war has been waged. But they weren’t the same as when they
left. And neither was home.

They were given guns, and told how to drive tanks, how to fire missiles,
how to kill. And then, they were sent home, told to forget all that, told
to lead ‘normal’ lives. But they don’t forget. The war never leaves you.
Once back, they found there were as many enemies on home soil as
there ever had been abroad.

Follow in the footsteps of John Rambo as a former Green Beret back


in the States. You have 24 hours to clear the name of one of your
number. Using the skills you learnt in ‘Nam you will have to root out
the corruption of small town America and bring down hellfire on those
that stand in your way. The army may be happy to betray those it once
relied on, but you formed a bond in the jungle that can not be broken.

Rambo: Jabbok Creek is a Prologue Adventure for the EVERYDAY


HEROES Roleplay Game. You need the EVERYDAY HEROES Core
Rulebook to understand and play the contents of this book. It is suitable
for 4-6 level one heroes.

© 2023 Evil Genius Games, Inc. All Rights Reserved. RAMBO™ © 2023 STUDIOCANAL S.A.S. ® All Rights Reserved.

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