
Fort Helena is an underground vault built prior to the Cataclysm with the purpose of protecting a cadre of military command and researcher personnel. Once the cataclysm was over, the troops of Fort Helena (the 423rd Apocalypse Recovery Command, aka the Hellions) were to establish positive government control over the local surviving remnant by conscripting and educating survivors and their children with the eventual goal being the business of rebuilding the nation. Sadly, the cataclysms were not nearly as clean as the military planners had hoped.


As per ARCCOM Strategic Document Procedure 144-2.C, Fort Helena stayed completely insulated and isolated from the outside for at least a generation. The Progeny Corps were brought up under the guidance and training of the ARC Prime, the station mainframe, to be loyal and enthusiastic citizens of a brave new world where they alone could bring mankind back from the brink. It would be tough, but the hard work would be rewarded with the rebirth of a stronger, better nation from the flames of disaster. Then they opened the vault.


That initial mission did not go well. The static-filled video loop retrieved from the dead constantly plays on every monitor not in use in the vault and has for generations out of mind. It shows the bloody mutilation, consumption, and sickening of the scouts as they are beset by one nightmare scenario after another. These men faced scenarios that were described almost to the letter by the ARCCOM Post Apocalyptic Wasteland Survival Guide as being possible but extremely unlikely fantasies of bad movies, books, and games in the ARCOM Post Apocalyptic Wasteland Survival Guide. That particular manual has long been missing from the base library.


The recording was recovered from an unrecognizable body devoured by an unknown sickness. The members of the Recovery Reconnaissance Rescue Mission #1B were immediately quarantined until data could be analyzed. Once it was analyzed every member of RRRM #1B was incinerated on the spot as per ARCCOM SDP 144-2.C.


What followed was a mutiny. One faction saw no need or desire to ever see the blasted, deadly surface in person. They were mostly from the Progeny Corps who had been born and raised in the vault, never knowing the pre-Cataclysmic world. They also pointed out that the film proved the world had been blasted beyond rescue and when it came down to it, they’d much rather die fighting in Hel or be shot as traitors than be mutilated, vivisected, infected, impregnated, or ingested up above.


The other faction consisted mostly of the die hard idealists that vaguely remembered a world of beauty and believed in the ARC program. Though now aged, this side was motivated and loyal to the dream of restoring their homeland. They also had a very important allyARC Prime.


Fighting and blood-shed ensued as each side gained and lost control of various areas of the base. Tech-savvy Progs (a pejorative term for the Progeny Corps mutineers) managed to hack into some of the medical bots and programmed them to murder several Gerri’s (the other side, geriatric) in a very grisly manner during their daily longevity treatments. Power saws have been banned from medical bots ever since.


The base commander, whose name is long forgotten, decided that the only way to complete the mission was to stop the fighting. So he gave the Progs the control codes to ARC Prime and surrendered. The victors immediately executed the commander, all the Gerri’s, and reprogrammed ARC Prime’s directives to ensure that no one would be sent to the surface ever again. No one knows just how long ago that was.

The Fall of Fort Helena

Reconstruction Operations Hub, Fort Helena is designed to be the backdrop of a long term campaign that is played in interludes between the regular sessions. Fort Helena can of course be the main campaign by simply playing each interlude one after the other. It is also designed as the starting place for a pack of Pures (or other appropriate stocks) to have grown up there, but it could also be someplace the pack discovered and grew close ties too. Regardless, characters that are Mutts, Rejects, or Scamps will not be allowed inside Fort Helena no matter what.

Interlude 1

The pack has been summoned to Commander Bel Gore’s office, where they find him sitting very sternly (as usual) in front of the large glowing main display of ARC Prime. He launches into a very somber sounding explanation about how things must always change and desperate times call for desperate actions and that sometimes even the most dearly held traditions must be re-examined. No useful information is actually given.


The final point of the speech is that the pack has been selected to go on a long range scouting patrol, keeping an eye out especially for nearby abandoned ruins that might end up being inhabited by someone or something. This comes as a major shock to characters that grew up in Fort Hel, as no one has been granted permission (nor really has ever wanted) to leave since the time of The Film. If the pack is from outside, it is a shock that they were actually invited inside the vault, which has also always been illegal. Observant characters may notice that ARC Prime seems to be flickering a little more than usual. The computer that taught the characters from their birth that they were never, ever to leave the vault is having fits of logic feedback, as it realizes breaking General Rule 1 is the only way for the Hellions to survive.


The pack is provided with some general gear; some outdated survival manuals, a hearty pat on the back and sent out into the wilds to return when they’ve scouted around. No reason for the mission is given except for vague concerns about someone moving into nearby ruins. A perceptive character might manage to notice that Commander Gore is definitely hiding something.

Interlude 2

When the pack returns next, they are given medical exams and quarantined. Any characters found to be infected are likely be incinerated on the spot, and most non-Pure stocks are not allowed inside. Then they are debriefed by Commander Gore.


Gore informs the pack that while there is no imminent threat, ARC Prime and the command staff has decided it is necessary to have a possible retreat for the residents of Fort Helena. Especially high on the mission priority list is the location of abandoned or lightly defended metal cities, enclaves, or other vaults. They may have a site in mind, at the gamemaster’s discretion, and send the pack to investigate it. ARC Prime and Commander Gore emphasize that this is just a precautionary measure. They still do not provide any hints as to what the precaution involves.


Characters that diligently ask around find that most of the other vault dwellers are also being kept in the dark. They can find out that some have seen science gear being carried into the mining complex and that security has been very strict about only allowing in assigned mining personnel and a small team of scientists led by Dr. Amy Calicris of the Geographical Exploration and Expansion Corps. Neither she nor her team are forthcoming however.

Interlude 3

When the pack returns (and after going through decontamination procedures as usual) and make it into the command center, they find ARC Prime and Commander Gore joined by Dr. Calicris. They listen to the pack’s report, hopeful for any news about suitable ruins to inhabit. This time however, they are willing to tell the pack a little something about the nature of the problem.


The whole issue started when some anomalous magnetic readings were found in Lower Deep Tunnel North 1 (LDTN #1) to be causing trouble with the mining bots. In the course of taking core samples and tracking down the source of the readings the GEEC opened up a vast chamber that turned out to be the inside of an enormous geode. Inside the geode they found the source of the EM interference: a large metal door set in the floor.


Dr. Calicris believes the door to lead to a distant vault or pre-cataclysmic mining complex or other ancient complex. But all attempts to open the strange door have failed. While a very skeptical woman of science, Dr. Calicris admits to spooky feelings of gloom whenever she examines the door. Currently only GEEC team members are allowed in LDTN #1. After all explanations are given and all questions answered (which won’t be many given they don’t know anything about the door) the pack is encouraged to redouble their efforts and check out every lead for possible colonization.


The pack may find themselves able to convince certain guards to let them into the mining area (Challenging, Field Cred or Negotiation), as everyone pretty much knows the characters met with Dr. Calicris. If they do manage to get into LDTN #1 they find that it winds for several kilometers beneath Forth Helena. Dim lights lead the way to the geode. If they are caught by any science team members, they are escorted by security or bots back to the vault. Exploring the crystalline chamber reveals a pile of geometric and electromagnetic sensors and a large, black metal door in the floor. They cannot open it, but do find out what Dr. Calicris meant by spooky feelings.


At some point during the pack’s next adventures, they should come across one or more other teams from Fort Helena as command has grown more desperate.

Interlude 4

At a convenient point during the adventure—inconvenient might be even better—the pack receives an emergency recall order from Fort Helena. This could be by word of a runner, a radio, pidgin, or whatever. The recall order is issued to all scouting teams, as every able bodied and armed Hellion is needed.


When the pack arrives they are hurried down to the mining section (after decontamination of course) and then directed down to the end of LDTN #1. Mutts and Scamps may even be allowed in this time, as Commander Gore wants every able bodied soldier present. Many people have reported door related nightmares and a general sense of foreboding filled infiltrated the passages of Fort Helena. People fear the door but also feel the need to see what lies beyond.


Once the last guard is in position, Dr. Amy Calicris steps forward and explains that by analyzing the slight tremors and EM micro-bursts from the door she believes she has figured out how to open the mysterious door. By using a set of transmitted radio pulses of various frequencies she believes the door opens.


The doctor steps over to her computer, keys in the final instructions, and dramatically hits the transmit switch. Nothing happens. Several hours later everyone except a handful of guards has left. Hours of failure turn in to days of failure and when a fatigued and frazzled Dr. Calicris hits the transmitter for the final time (during the pack’s turn on watch probably), the transmitter suddenly shorts out with a bright flash and all the lights and computers go dead. All technological powered devices cease to function and the chamber is completely dark.


A slow, deep grinding is heard as the door slowly slides open, revealing a very dim red glow. Alien whispers can be heard coming from the darkness and everyone present needs to make a complex Reasoning-Composure test to keep from fleeing into the darkness. Those who stay suddenly see what appears to be a dark, humanoid shaped shadow emerging from the door (this actually the doctor stepping next to the door). If the pack doesn’t shoot at it, an extra does, sending bullets (blasters won’t work) bouncing all around. The shadow falls back into the door, followed by a bestial blood-curdling scream that echoes around the geode. There is more shooting and more noises coming from the door and finally and someone orders a full retreat.


As the survivors flee, they notice al the lights in the mine are out and panic starts to set in. Some likely get lost in the pitch black, never seeing the surface again. Only non-technology based lights (flare, torches, matches, etc.) will work. The doctor is one of those who don’t make it back.


By the time people start getting out of the pitch black (hearing noises all the way) they find that Fort Helena is off-line as well. The only light is being provided by scattered flares set at intersections. Even the monitors of The Film are not playing for the first time in remembered history.


Everyone is gathered at the corner of the base farthest from the mine, where a few lights and computer terminals barely work. Here Commander Gore is trying to calm everyone down. ARC Prime suffered a fatal system error when its core shut down. Once the pack gives their report, it is demanded the tunnel be shut down. Gore agrees.


LDTN #1 is collapsed by miners using explosives as short distance from the base but it does not clear up the power situation as some had hoped. Plans are made to figure out how to deal with utilities and food processors that won’t work and the pack and other scout teams are immediately dispatched to secure the new colony. All attempts by engineers to bring power back on line fail.

Interlude 5

At some point the pack should either be making their way back to Fort Helena with good news or realize they haven’t heard from base for a while. When the pack returns, they see the remaining population of the vault camped outside on the surface with guards and armed bots securing the exit, ready to gun down anything that pops up from the dark vault entrance.


Sergeant Colly Plackers seems to be in charge of the rag-tag encampment and the pack quickly learns that Fort Helena has been overrun. Shortly after LDTN #1 was collapsed and the pack left, people started getting sick. Most died but the worst ones just changed. These were quarantined for study while the doctors feverishly began looking for a vector.


Then one night they escaped with the help of a guard that was apparently also infected. They made their why down to LDTN #1 and set the mining bots to drilling. Everyone who investigated was murdered and when the tunnel had been broken through a horde of demonic freaks set about killing and maiming. Commander Gore managed to get about half the base evacuated in a non-infected state as well as most of the supplies gathered for the move.


About a week ago Gore decided the risk of infection was too high, even if the Hellions collapsed the main entrance. Missions were organized to try to activate the emergency self-destruct on the reactor, which was designed to be used even if the base had lost power. Commander Gore led the last mission about three days ago, and nothing has been heard from him.


The camp is now divided into two opinions on the next move. One side wants to just collapse the tunnel, take the supplies and head out. If the pack has found a suitable relocation site, this side is even more encouraged. The other side insists that without destroying the reactor that the demons would just follow them, pointing out they had already escaped from LDTN #1. The next step is then up to the pack.


If the pack decides to lead the survivors to the new home and seal the cave entrance, it is up to the gamemaster to decide how soon the infection breaks out of the cave.


If the pack decides the self-destruct the reactor, they are going to have to go in and find one of the teams that had a detonator key, get past the minions lurking in the dark, and then activate the mechanical timer with the key. They, of course, have to deal with the lack of technological devices (especially flashlights) as well as the possibility of infection. Kind gamemasters may allow for a couple of Demonic Rejects that are willing to help.


If the characters make their way to the reactor, they find Commander Gore webbed against a bulkhead being tortured by the twisted, demonic visage of Amy Calicris. She is now an Overseen in charge of the recently turned Hellions. Once Amy is defeated, Commander Gore explains to them how to activate the self-destruct and tell them to leave him there—he is infected and beyond help.


The destruct mechanism is a mechanical timer in the form of a long lever arm. Once the arm is pulled a ten-minute timer is activated. When completed, the timer strikes a primer that sets off powerful explosives packed around the reactor core. The chain reaction will utterly destroy the base as well as sinking the remains deep into the dark recesses below. This happens whether or not the pack makes it back to the surface in time. Then it falls to the pack to lead the rag-tag convoy of survivors to a place called well whatever they decide to call it. But that is another story.


Written by Aaron Kavli