The Town of Pecos

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bullet.jpg Introduction to Pecos
bullet.jpg Plots Within and Surrounding Pecos
Wild Psi Stalkers
The Missing Cyber Knight
The Four Warlocks
bullet.jpg Businesses Along the Strip
The Tall Tale Saloon
Tera's Pots & Potables
Henry's Arms & Ammo
Bug's Billiards 'n' Stuff
Breezy Lanes Motel & The Cactus Suites
bullet.jpg The West Side
Dugan's Pit
Toby Gillman's
bullet.jpg Other Personalities
Steve-O
Sheriff Descartes
bullet.jpg Locales Outside of Pecos
The Psi-Stalker's Hideout
The Warlocks' Compound
bullet.jpg Maps

Easy Download Version: The Town of Pecos

Introduction to Pecos

The city of Pecos sits in an interesting position. It is situated far enough away from the leadership of the eponymous Pecos empire to be relatively autonomous, but still remains under its protection. It is close enough to Lone Star for the Coalition to be a worry, but far enough into a magically heavy region, that the CS avoids picking too many fights in the vicinity. Indeed, in some ways, the city of Pecos sits on a very narrow fence. On the other hand, the unique position might be the only reason the city exists.

After the cataclysm that changed the entire world, many cities have been razed entirely. Others are remnants of their former glory. For good or ill, much of Pecos still remains. More than likely, chance is the only reason that the city remained intact. The taller buildings have fallen, leaving large areas of rubble amid residential areas. As a GM, feel free to have your version of Pecos in as much disrepair as you please.


Plots Within and Surrounding the Town of Pecos

Aside from location specific encounters, there are several plots going on within Pecos that could have led a party of adventurers, mercs, do-gooders, or Coalition spies to Pecos.

Wild Psi Stalkers

Pecos has recently developed a problem with a band of Wild Psi Stalkers (Lone Star, Pg. 160) terrorizing the magicians in town. They have a camp set up to the south of town near an old, but still semi-functional electrical power plant. While the PCs are in town or the night before they arrived, the Psi-Stalkers attacked the home of a young Fennodi (New West, Pg. 128) woman named Shelly and kidnapped her. Several clues to their whereabouts are found at the scene if any of the PCs have the psionic object reading ability. These clues include a hat lost by one of the stalkers, a cigar butt, and several spent e-clips (images of the area especially). Other clues can be found or placed around town if needed. If the PCs act quickly, allow Shelly to be rescued. Because of Tera's position along the main strip of town, she is safe from the Psi Stalkers until they become desperate. The Psi Stalkers will next attack Toby Gilman's residence.

The group consists of five members outfitted with C-12s and a couple of NG-220 Rocket Hover Cycles. Templates can easily be found at members.cox.net/fiona_mclaud/riftsmain.htm.

The Missing Cyber Knight

A cyber-knight, Sir Albert, and his group of followers headed to Pecos and promptly vanished. The group consists of Sir Albert (human cyber-knight lvl 9, Rifts Main Book, Pg. 62), Arten (Tirrvol D-Bee lvl 4, Coalition War Campaign, Pg.203), Redge (human, techno-wizard lvl 6, Rifts Main Book, Pg. 89), and Jennifer Eddard (human wilderness scout, lvl 8, Rifts Main Book, Pg. 80). The cyber-knight was on the trail of a group of elemental warlocks that have been causing some large scale disturbances. The group spent a few days in Pecos waiting for Jennifer to catch up after selling some loot at Fort Stockton. Jennifer is held up by other matters and the group moved on. When Jennifer loses contact with Albert, she steers clear of Pecos for a while. The PCs might encounter her at the Psi Stalkers hide-out after they've taken care of that problem, otherwise she will finally make inquiries in town.

The group headed toward the warlock's stronghold in the canyons west of town. They were ambushed by a Tectonic Entity (or two) (Conversion Book, Pg. 178). They were travelling in a Big Boss ATV which the Entity tipped over. The axle is broken and Redge has suffered a broken leg. The Entity moved off and dissipated before finishing off the group. The PCs can find out from various sources where the group was heading. If they follow, they will have to face the Tectonic Entity before finding the group.

The Four Warlocks

The natural extension of the cyber-knight plot is taking care of the four elemental warlocks. They have a well-fortified compound deep within a canyon 30 miles from Pecos. Roosemel is dominant warlock and spends a good amount of time in Pecos. He travels by means of an appaloosa robot horse. Each warlock has their own horse as well as an ATV. The compound is protected by Tectonic Entities and summoned demons. Those in Pecos believe the four wizards to be generally harmless, but their conjurings have gotten out of control recently. The Tectonic Entities can become as much of a menace as needed.


Businesses Along the Strip

The Tall Tale Saloon

Owned by Brink Belldale, the Tall Tale is the epitome of an Old West saloon. Brink is a fan of old Westerns. They're hard to come by, but he has his own small collection of movies and a player to watch them on. His favorites are any with the character of Wyatt Earp. If Tombstone wasn't a vampire infested dump, Brink would have moved there long ago.

The Tall Tale Saloon is a two-story establishment. Brick has gone through great lengths to create a façade on the building that matches the rectangular architecture of the 1870s. The barroom has a hardwood floor and an ornate mirror hanging behind the bar. There are gaming tables set up in the barroom suitable for roulette and card games including faro. Brink keeps wide selection of liquors on hand. Anyone who wishes to use alcohol as barter will receive preferential treatment. He even keeps a small stock of other more exotic beverages. On a rare day, he might even have a can of Psi Cola in the cooler.

Brink is a tall lumbering man. He keeps his hair short, but has a mustache that he alternately wears in a droop or waxes up into handle bars. Brick is polite and friendly in a stand-offish way. He runs a clean business and doubles as bartender and house dealer. He doesn't take any guff and wants no trouble. The Tall Tale's place across from the sheriff's office guarantees that things don't get too out of hand...on the surface.

Brink is utterly devoted to his girlfriend, Layla Evert. It is easy to see why. Layla is a petite blonde with a generous smile and figure. She's smart and it's her head for business that keeps the Tall Tale in business. She has been generally content with her life as manager of the Tall Tale and as Brink's girlfriend. But lately, things have changed with Layla. She's become distracted and short with Brink. The only time she's particularly nice to him is when she needs to get her way. Then she has no qualms about using his devotion to her best advantage.

The truth of the matter is that Layla has fallen under the influence of a master vampire. Antonio Delgato has taken up residence on the cellar of the Tall Tale. He has enthralled Layla and is turning her into a vampire via the slow bite method. He has yet to start in on Brink, but is happy Layla is keeping him under control. Antonio keeps a lacquered coffin in the cellar, hidden behind some of Brink's older brewing equipment. Needed or not, he likes the style of it. Layla makes excuses to keep Brink out of the cellar, but Brink isn't the most observant person. He's been down into the cellar on several occasions and hasn't noticed anything amiss.

Antonio is suave man of Hispanic descent. He stands five foot ten inches and has a charismatic personality that projects him as a bigger man than he is. If faced, Antonio uses only the supernatural abilities that have been granted to him. In time, he will finish the slow kill on Layla and start in on Brink. It's his intention to take over Pecos, and he has the patience to get it done if undisturbed.

Antonio Delgato

Master Vampire, Vampire Kingdoms, Pg 13

IQ 19, ME 24, MA 19, PS 24, PP 19, PE 24, PB 23

Spd 25, PPE 40, Hpts 150, ISP 90

In Relation to Surrounding Plots:

The Tall Tale and Antonio Delgato are not integral to the plot. Roosemel and his brothers do not frequent the bar and certainly do not gamble. The Tall Tale is a place to plant rumors and information. Steve-O is occasionally there, annoying patrons. Brink will have information about any passers through, including Sir Albert and company. He will describe Sir Albert as a bit stuck up, but Redge seemed like he was a nice guy. He doesn't know why they were in town or where they went off to. Brink is reasonably worried about the Psi Stalker problem, but has no solutions.


Tera's Pots & Potables

Tera's Pots & Potables is a well-kept two-story building made up of white stucco over cinder blocks. In a throw back to old southwestern style, it is roofed with red Teracotta tiles rather than the prevalent tar shingles. Tera Entwill, the proprietor, keeps both the interior and exterior immaculate. In the morning, after officially opening, Tera sweeps the threshold and moves several potted plants to the cast iron wreaks that sit before the shop's main window. These are, in part, her wares.

The interior of the shop usually smells like a combination of wet soil and brewing tea. The door is often obscured by a large, though quiet box fan that circulates a cooling breeze throughout the shop. The narrow shelves to the right of the entrance are filled with small bottles and jars, some made of clear glass, some of pottery, some of finer porcelain, but most are made of the reddish brown plastic. Not aesthetically pleasing, but functional with their tight fitting lids. The jars, no matter what their size or material, are carefully labeled with a delicate, but very readable hand. The powders, leaves, and oils in the jars are diverse. Some of them are as common as black tea leaves and rose oil, other are most certainly not native to Pecos and were probably obtained from D-Bee sources. Above the shelves are wire hooks screwed into the wall. They support lines of small bags also filled with dried goods.

To the left of the door, there is a wide assortment of plant racks, nearly all filled to bursting. The greenery is over-all healthy with very few brown leaves or rotten stems. There is a bank of florescent light above the plant that is sure to be worth a fortune in a town like Pecos. The shade of the lights hangs low, concentrating the light on the plants instead of the eyes of customer or proprietor.

At the far end of the shop there is a glass display case that serves as a dividing counter. Before it is a stool and a similar padded wood stool can be seen on the other side of the counter. To the untrained eye, the items on display look to be nothing more than bits of fur and bone with the occasional claw or tooth thrown in for good measure. These are Indian fetishes. Some of them, the more expensive of them, have true magical abilities. Others are merely decorative, holding only value to those who believe they might. There is another locked cabinet. To any that ask, Tera will politely but not unkindly reply that the items in the cabinet are not for the general public. A heavy, earth-toned curtain separates the backroom from prying eyes.

Tera enjoys talking to her customers. To those that come wanting to find a quick cure, she will sell them the most innocuous form of what they seek. But if a customer is willing to discuss a problem, Tera will suggest something more appropriate. Physically, Tera is tall, standing five foot ten inches. She is tanned with light brown hair and dark brown eyes. The slight point of her ears gives away her touch of Elven blood. While not physically strong, she has enough fierce tenacity to man-handle an oversized dirt-filled pot or stand up to a surly customer. Fortunately, the latter rarely occurs. The shop is a peaceful oasis within a town that believes itself to be a throwback to the Old West or the Las Vegas strip. It's not uncommon to find one of Tera's friends (Toby Gillman, Roosemel) or a customer occupying the second stool in her shop.

Tera will sell any of the jars, bottles, or bags available, but is reluctant to sell off any of the living plants.

Tera Entwill

Elf (See Palladium FRPG Main Book), Herbalist lvl 4 (England, Pg. 22)

She will sell most any Herbs found in the England book under Herbs and Herb Magic as well as select fetishes from the Spirit West.

In Relation to Surrounding Plots:

~Being a magic user, Tera is a target for the Psi Stalkers, but her residence along the main street in town gives her a bit of amnesty. Toby Gillman is worried about her safety (and is quite smitten by her) when he should be more worried about himself.

~Roosemel and Tera share an intimate relationship. There is a good chance that the PCs will meet Roosemel at Pots & Potables. His robotic horse will be "parked" out front.


Henry's Arms & Ammo

Run by Henry Collins, the A&A offers a good selection of armaments as well as the occasional vehicle. Henry is skilled at repairing guns and armor and will do so for the usual price. Henry is a straight-laced business man. He will offer 15% on anything sold to him except for vibro-weapons, which he will offer 30%. Henry's only foible is psi-stalkers. He hates them more than repairing plasma energy burns. He offers a 5000 credit reward for the head of any of the Psi Stalkers that have been causing problems for the town. The sheriff is aware of the reward offered and has done nothing to discourage it. Henry will not deal in any Coalition goods. He is *not* blackmarket in any way. Henry is a short, muscular man of about 35 years. He's spent too much time in the sun and it's aged him by a good five years. He lives three blocks over in a tidy villa kept by his wife Jasmine.


Bug's Billiards 'n' Stuff

The building used to be three stories tall, but its third story has crumbled down leaving only uneven stacks of bricks. Otherwise, the edifice is structurally sound. The second floor and half the first is exactly what it portends to be: a billiard hall. The floors have been polished to a mirror shine, the tables are level and the felt is prime. A meager amount of drinks are served at Bug's, mostly a few liquors and a homebrewed concoction that is reputed to be flavored with cactus. A small kitchen provides easy to eat bar food including amazingly good cheese steak sandwiches. The other half of the first floor is taken up by Bug's other business: blackmarket goods. Bug is an older man, fifty or fifty-five. He has seen better days. His past is littered with stories of running with the Pecos bandits. He's missing the third finger of his left hand. Nearly fifty different stories have been told concerning that. As of late, Bug's main problem is the disease that is wasting away at his skin. Sores cover his face, arms and hands. It is likely that the sores cover his entire body. He has long given up physical activity and his bulk is catching up with him.

Bug is a shrewd businessman. He will buy and sell nearly any thing if the opportunity presents itself. He offers 15% on most items and 25% on vibro-weapons. He has no qualms whatsoever about dealing in Coalition arms or vehicles. He does try to keep those dealings low key and overshadowed by very good prices on other items, some of which he stocks in the first floor billiard room. He can be found most afternoons as a round table in the back corner of the billiards. He has cases of small prime objects on display. He keeps other stock in a warehouse on the east edge of town. Bug is generally flanked by one heavy, a merc that has more bulk than brains. Several of these men also serve as guards at the warehouse along with Jim Baker, his foreman. Bug always has a complete inventory of his stock at hand and it's been quite a while since he's expended the energy to check the warehouse in person.

Other Adventure Hooks involving Bug:

~ Bug wants a cure for his disease. What it could be, what might cure it.

~ Bug has become uneasy about Jim Baker. He wants the PCs to subtly look into the way Jim organized the warehouse. Jim could be crooked, or he could be on the up and up.


Breezy Lanes Motel & The Cactus Suites

Both of these motels are along the main street of Pecos.

The Breezy Lanes Motel is directly across the street from Tera's Pots and Potables. If the PCs wish to stake out her and the movements of Roosemel, this is the choice for them. It is a plain, run-down establishment that costs only 30 credits a night. There is no day to day cleaning service so the half-eaten cheese steak sandwiches you leave on the table in the morning will still be there come nighttime. Sheets and pillows are provided though they aren't exactly white.The Cactus Suites are down the street a few blocks from Breezy Lanes. They cost a bit more (50-60 credits a night), but you get what you pay for. The Cactus Suites consists of three semi-detached buildings settled around a courtyard with a swimming pool. Maid service is provided daily and the suites are well out-fitted with general amenities. Herb Applebee, the manager, will try to provide anything a guest might need. He knows little about the surrounding plots, but he knows the general facts about the town.


West Side

Dugan's Pit

Dugan's is a small dive on the west side of town. It's isn't much more than a rectangular building with a grungy bar running the length of the wall opposite door. Customers who wish to use the facilities are directed to the prickly bushes out back. Dugan's is frequented by the rougher elements of Pecos such as the Diablos Locos, a human/D-Bee gang consisting of a Tolkanii warrior (5th level, Lone Star, Pg. 154), a Trimador (Coalition War Campaign, Pg.208), and three humans. The Diablos Locos generally look to pick fights. The Tolkanii especially feels superior to most other humans and D-Bees and will take every opportunity to point that out. They plea any sort of innocence they can if the sheriff become involved.

In Relation to Surrounding Plots

~ The bartender and a few of the regulars will remember Sir Albert and company and have nothing good to say about them even though the cyber-knight caused no trouble. Diablos Locos were out raising hell somewhere else the night Sir Ablert's group was at Dugan's. The Tolkanii will boast that he's sorry he didn't get a chance to kill a cyber-knight if the subject is brought up in his presence.

~ The Psi-Stalkers are a new element to the area, and the patron's of Dugan's Pit want nothing to do with them.

Other Adventure Hooks involing Diablos Locos (aside from your basic bar brawl):

~ The Tolkanii is of the Ronii tribe. If the party fights the Dioblos and kills the Tolkanii, word will get back to the tribe and the Tolkanii's brethren will come looking for retribution.


Toby Gillman's Place

The west side of town is the most busy, the most dangerous, and the most intact. Toby Gillman owns a nice house on the west side that was left to him by his parents. It's a nice white-washed two story house surrounded with lush landscaping. The interior is clean and very neat, and filled with the odd techno-wizard do-dads (for example a techno-wizardry coffee pot). Toby is a mystic (Rifts Main Book, Pg. 85), but has a love for gadgets. Physically, Toby is about 5' 6" and hardly 150 pounds. He has a certain charm to him, but it is often lost under his consuming passion for magics and techno-wizardy. If it weren't for his parent's house, he would probably considering away to study that art.

In Relation to Surrounding Plots

~ Toby is smitten with Tera. He spends as much time possible at her shop, helping her in any way possible. Because of this, he despises Roosemel and Roosemel's relationship with her. He has hung out enough with the couple to know where the warlock's compound is and how many wizards there are. Nevertheless, Toby will not sell out Roosemel for just any price. The thing he really wants is for the Psi Stalker problem to be eliminated. He is very worried about Tera's safety, especially after the kidnapping of Shelly the Fennodi. He will approach the PCs concerning both problems. He would prefer if he could be involved in some impressive way. He dreams of rescuing Tera from some peril however unlikely that might be.Little does Toby know, the Psi Stalkers have targeted him next. He is situated at the edge of the city and spends much of his time alone. The PCs might guess this and stake-out his home. Toby fears damage being done to his house, but will cooperate with nearly any plan the PCs provide. He will offer whatever magical firepower he can provide, but is timid about getting into combat. When it comes down to it, Toby would rather be support behind the scenes. If the PC take care of the Psi Stalkers, Toby will gladly give up any info he has on Roosemel and his brothers.


Personalities

Steve-O

"Hi. The name is Steve-O. Quickest guns is the west! I'm always on the lookout for adventure. Yes sir, I am. Any time, any where, I'm there. Oh yes, I am. I've heard rumors of things, strange magics, out in the desert. And banditos right here in town. And the sheriff, well, he's oblivious, oblivious to it all. Me? Well, I'm just looking for the right group to hook up with before I go take care of them all."

Steve-O is a quickflex alien (Coalition War Campaign, Pg. 205), always on the move. Literally. As is indicative of his race, Steve-O is always twitching and fiddling, bopping along to some drummer as alien as Steve-O himself. He talks a big talk, but if you can manage to hold a conversation with him long enough, you'll find that Steve-O has no 'adventuring' experience. He'd like to be thought of as a great instrument of justice, but at heart Steve-O is a bit of a coward. He is a crack shot though, as least when it comes to bottles and vermin. He has a great love for TW guns and carries a pair of TW 45 Revolvers as well as a TW Spitfire and a TW Nuhr Firebolt Pistol. He has a tendency to hang out at Henry's Arms & Ammo for the obvious reason that Henry's often has some of the better weapons in stock. Henry also puts up with Steve-O's banter in a way that Bug at Bug's Billiards 'n' Stuff does not. In fact, Steve-O has been banned from Bug's. Therefore, Steve-O often suggests going to Bug's if a group decides to take Steve-O up on his rumors.

Steve-O is certainly willing to be hired as an extra gun, though he will try to back out of anything too dangerous. His bragging can become annoying. He will bad mouth Sheriff Decartes for inaction, but any suitably tough-looking PC (or NPC) will immediately earn Steve-O's respect.


Sheriff Descartes

Sheriff Descartes is a character lifted nearly verbatim from Rifts Index, Vol. 2 (Craig Crawford, ed. "The OBERMAX Imperitive." Kevin E. Krueger. Palladium Books. Taylor MI, 1997.) He is a Mutant Rat escapee from the Lone Star complex. He is a fair, levelheaded person who wants to deal out punishment in as just a manner as possible. This unfortunately causes him to be slow to act in many cases. He will try to gather all the facts together before taking action. He is grateful for any help the PCs can give to him though he can't directly condone any violent actions.

Considering the close proximity to the Lone Star complex, Descartes keeps a low profile if there is any Coalition in the area. He has a small office along the strip with a meager apartment above. He enjoys reading (just as Kevin Kruegar's Descartes does) and keeps a shelf of pre-Rifts paperbacks in his office and more upstairs. The place is worn and dusty. Descartes' desk is outfitted with an old typewriter and a wire grated fan as well as a modern computer and communication system. Despite all of the sins that Descartes commits against the Coalition, he will not use blackmarket weapons. He packs a pair of Wilk's 227 Pulse Pistols (found in New West). He turns a blind eye to Bug's operation. Descartes is basically happy as long as things are quiet and no one gets hurt too much.

He hasn't yet been able to work up a group willing to take care of the Psi Stalkers and knows he won't be able to take care of them himself. He also fears that if one of the Psi Stalkers gets away it might betray his presence here in Pecos to officials at Lone Star.


Locales Outside of Pecos

The Psi-Stalker Hideout

The hideout is within five miles of the city to the south along what used to be highway 17. It consists mostly of a wide mouthed shallow cave near an old electrical power plant. The cave is set eight feet up in the side of a rising plateau. It is about twenty feet deep and fifteen feet wide at its mouth. It narrows to ten feet at the back before ending in a shelf that continues for another four feet. The ceiling is 8 - 10 feet in height, except on the shelf where it's only four feet. (See Hideout Map) If Shelly the Fennodi is still alive, she will be found tied up on the shelf. There is a relatively easy to climb path to the cave entrance, but if the psi-stalkers are in the cave and hear the anyone coming they are quick to open fire from their higher position.

The power plant is still semi-functional and has been altered to allow e-clips and eletrical engines to be recharged. There is a small shed near the plant that houses their bikes while they're being charged. At any other time, the bikes are parked at ground level in front of the cave.


The Warlocks' Compound

Both the encounter with Sir Albert and the position of the warlock's compound are marked on the Pecos map. Sir Albert meets the tectonic entity about west 40 miles of Pecos in a mountainous/canyonous area. Another 15 miles into the canyons is the warlocks' compound. Approaching the compound is easy enough for the warlocks to ride their robotic horses to and from the compound.

For the compound, I used maps from Wizard of the Coast's Map-a-Week. In July of 2003 they ran a series of maps called The Wizard's Tower. The should still be archived here: http://www.wizards.com/default.asp?x=dnd/mwa/archive2003. Please alert me if these maps have been removed and I will supply them. I used only maps 3, 4, 5, and 6. The maps consist of three towers. Outside the towers at ground level, two tectonic entities have been positioned. I removed enough of the rooms of the first floor (Map 3) to have enough room for the warlocks' robo-horses and ATVs. I designated other areas on the first and second floors as storage, living areas, kitchen, dining, etc. The warlocks live very well, feel free at any techno-wizard gadgets you'd like. The also have a significant about of magical components stored. The third floor (Map 5) is mainly library. I left the area on the top of the largest tower open as a lush garden. I positioned an iron golem with a diamond heart (See Create Golem (Ritual), Rifts Main Book, Pg, 188) to guard this area. On Maps 5 & 6, I eliminated the smallest tower, leaving only the tower with the four rooms for the top level. I gave these rooms to the warlocks as bedrooms. I also placed another two golems at the top of this stairway.

For the warlocks, I borrowed the stats from The Jorukeva, a series of four warlocks (Coalition Wars: Sorcerer's Revenge, Pg. 37). I provided them with enough supplemental spells to make their summonings possible.


Maps

Rifts Pecos

PsiStalker's Hideout

Larger version of PsiStakler's Hideout Map

The Warlock's Compound from Below

Larger version of The Warlock's Compound Map


Easy Download Version: The Town of Pecos


© 2002 Kevin Siembieda; © 2002 Palladium Books®, All rights reserved world wide.
No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher.
All incidents, situations, institutions, governments and people are fictional
and any similarity to characters or persons living or dead is strictly coincidental.