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OUT IN THE BLACK
WRITTEN AND DESIGNED BY
Tracy Hickman & Laura Hickman
BASED ON THE MOTION PICTURE SCREENPLAY WRITTEN BY
Joss Whedon
Game Development: Jamie Chambers, Nathaniel C.J.S. Rockwood
Editing: Margaret Weis • Proofreading: James Davenport
Cover Art & Interior Graphic Design: 11th Hour (Susan Renée Tomb)
Layout & Typesetting: Jamie Chambers • Art Direction: Renae Chambers
Illustrations: Lindsay Archer, Dan Bryce, Larry Elmore, Tracy Hickman, Ryan Wolfe
Playtesting: Dylon Abend, Eben P. Alguire, Dennis Allen, Marney Allen, Charles Baldwin,
Kelly Barron, Damon Black, Matt Bohen, Carl “Browncoat 1” Boothe, Jesse Buetow, Adam Cohen,
Peter F. Daigle, David Dankel, Nick Fietzer, Jason Giardino, Chris Goodwin, Digger Hayes, Stephen Herron,
Jason “Padre” Driver, Neal Haggard, Jack Kessler, Wayne Kruger, Lianne McDonnell, Tobin Melroy,
Jason Mical, Andrew Morris, Mike Nudd, David Osteen, Andrew Peregrine, Angela Rienstra, David Ross,
Micheal Shannon, Ben Short, Matthew W. Somers, Richard W. Spangle, Jennifer L. Stevens, Kevin Stoner,
Scott Suehle, Jeffrey A. Webb, Floyd C. Wesel, Richard E. Wilhite III, Mitch A. Williams, Yuri Zahn
Special Thanks: Lizz Baldwin, Natalie Baldwin, Cindy Chang, Aaron Hendricks, Christina Hendricks,
Alta Griffiths Hickman, Dr. Harold R Hickman, Gary Lokum, Joss Whedon, Ken Whitman
© 2006 Universal Studios Licensing LLLP. Serenity © Universal Studios. All Rights Reserved.
Margaret Weis Productions and the MW Logo are trademarks owned by
Margaret Weis Productions, Ltd. All Rights Reserved.
Published by
Margaret Weis Productions, Ltd.
253 Center St #126
Lake Geneva, WI 53147
First Printing—2006
Printed in the USA
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CONTENTS
BOOK ONE: SAFFRON'S STAR . . . . . . .3
Here’s the Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Your Story and Your Crew. . . . . . . . . . . . . . . . . . . . . . . . . 4
Making Friends (Relationships) . . . . . . . . . . . . . . . . . . . . 4
The Tellin’ of the Tale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
A Footnote on Footnotes . . . . . . . . . . . . . . . . . . . . . . . . . . 5
A Word About “Brigit” . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
The Story and the Town . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Episode One: Haulin’ Ice . . . . . . . . . . . . . . . . . . . . . . . . . . 6
ACT I: What’s Done is Done (flashbacks). . . . . . . . . . . . 7
ACT II: Snowball Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
ACT III: The Lullabelle Mine . . . . . . . . . . . . . . . . . . . . . . . 17
Episode Two: Boomtown . . . . . . . . . . . . . . . . . . . . . . . . 21
ACT I: One Fine Reception!. . . . . . . . . . . . . . . . . . . . . . . . 21
ACT II: Welcome to Frisco, Honey!. . . . . . . . . . . . . . . . . 23
ACT III: Here’s the Deal. . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Episode Three: Sidetracked . . . . . . . . . . . . . . . . . . . . . . 33
Act I: Beylix Atmo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
ACT II: No Dust Settling . . . . . . . . . . . . . . . . . . . . . . . . . . 35
ACT III: Killing on the Green . . . . . . . . . . . . . . . . . . . . . . . 39
Episode Four: Mine Drift . . . . . . . . . . . . . . . . . . . . . . . . 40
Act I: Change Ain’t Always Good. . . . . . . . . . . . . . . . . . . 40
ACT II: Down the Glory Hole. . . . . . . . . . . . . . . . . . . . . . . 43
ACT III: A Place Called Home . . . . . . . . . . . . . . . . . . . . . . 52
BOOK TWO: FRISCO TOWN . . . . . . . 56
Lay of the Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Beyond the Horizon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
About the Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Bowden’s Malady in Frisco . . . . . . . . . . . . . . . . . . . . . . . 78
Faro: King of Rim Games . . . . . . . . . . . . . . . . . . . . . . . . . 79
Sideshows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Doing What Needs Doing . . . . . . . . . . . . . . . . . . . . . . . . 83
Random Acts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
FOLKS AND RASCALS. . . . . . . . . . . . . 93
Major Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Minor Characters: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Plain Folks: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
NEW AND USED GEAR. . . . . . . . . . . . 98
Pandora: The Cursed Treasure of Serenity Valley . . . 98
Benny Xiau’s Game Piece . . . . . . . . . . . . . . . . . . . . . . . . 99
AFTERWORD . . . . . . . . . . . . . . . . . . . 100
CHARACTER INDEX . . . . . . . . . . . . . 102
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THE WAY IT IS
There’s things in the dark of the ground
what’s best left there, despite which the mind
of man always seems to be conjuring ways to
drag it into the light if the payoff is big enough.
Them that do may not have the seemliest
of reputations, so far as civilized folk are
concerned, and might ind themselves staring
down the wrong end of the law. If that’s the
case, could be they ind themselves planted
right back there in the ground again on a more
permanent basis. Guess there’s a lot of sins
hidden up in the dark and that’s likely why the
law is there to keep everything where it belongs.
Trouble is that the gleam from that shiny badge
sometimes blinds one to the blackest of hearts
— ‘specially in places where no one wants to
see the light.
What Is This? My friend, you are holding
an adventure for the Serenity Role Playing Game .
It’s a story that you — the Game Master — play
with a group of friends. The players can use the
crew of Serenity , the sample Aces & Eights crew,
or even characters of their own creation. Study
this adventure, do a little prep, and you’ll be
ready to send your crew Out in the Black .
or group touched by the news that isn’t on the
hunt — and not above letting you take a bullet
if it helps their cause and hinders yours.
I wouldn’t trust the new sheriff — most
likely he’s the one on the other end of the
bullet that’s headin’ someone’s way. Above all,
keep clear of the local school marm, ‘cause
her ABC’s are Assassination, Backstabbin’, and
Cheatin’.
Your Story & Your Crew
This here is a story told in the Serenity ‘Verse
and, as Game Master, you’ll be the one telling
it. It’s a story that’s told in many different places
and, as the way of stories goes, the telling of it
changes dependin’ on who’s doing the telling.
That’s shiny — it don’t matter what chwen joo
told the story elsewhere or how he told it. This
is your story and you’ll be tellin’ it your way.
No one quite remembers who was in the
story in the irst place, so you and the players
in your game will be tellin’ it with the crew that
you choose. Maybe they’re all big, damn heroes
or maybe they’re all greenhorns just startin’ out.
(This tale is meant to be told for a Heroic crew,
so if you tell this tale with characters of less
stellar capabilities, then you’ll need to ease up
on them a mite — or make things tougher for
Big Damn Heroes.)
HERE’S THE STORY
This adventure tells the tale of how the lost
treasury of the Independents ended up lost in
the irst place — and perhaps the ‘Verse was
better for it.
In the independent mining boom-town of
Frisco, located on the far side of Regina, there
are more shadows than light — a ine place to
lose something and let it stay lost. Unfortunately
that can also easily include someone’s life.
There are four factions in Frisco that have
lots to do with the story so might as well tell
about them now. One is the Mine Owners — a
stubborn group allied with the Mining Guild,
they spit in the face of the mighty Corone
Mining Consortium. Another is the Miners —
workers who have led the slave-like conditions
of the Corone camps for the freedom of the
Guilds. Another is the 14 K Triad Tong — a
Chinese merchant organization looking to
take over the mine, and last but not least the
Townsfolk — just regular folk trying to bring
civilization to the uncivilized frontier.
All these folk were gettin’ along more or less
good when a rumor started that has proved
as volatile as a shaped-charge in a mine drift.
Seems the lost treasury of the Independents
ended up here in Frisco and there’s not a soul
Making Friends
(Relationships)
Funny how people you’ve known in the past
slip your mind for the longest time and then
jahn! — you suddenly remember that bar
ight on Regina and it all comes back. That sort
of thing runs true in the telling of this tale. The
crew is going to meet people new to the players,
but not necessarily the crew.
Point is that the crew is going to meet people
they have met before — even if they don’t
recall doin’ so right away. Crew members who
have Friends in Low Places (or High Places for
that matter!) are going to ind themselves face
to face with these friends whether they like it
or not. Sometimes it’s good to have friends
— sometimes it ain’t.
As the GM for the game, whenever the
crew meets an NPC the story says they already
know, you should encourage the crew in “story
language” to pick up the relationship, letting
them know this person is someone they have
not seen in a long while, but who obviously
knows them well. Have the NPC use phrases
like:
• “Oh, sure, you remember me, Mal! Of
course, you were pretty drunk at the time...”
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• “You always were a kidder, Zoe! As if you’d
ever forget your old (pal, war buddy, iancé)”
• “Oh, you don’t have to pretend on my
account, Jayne! I’ve gotten over it! I’ve learned
to forgive you for what you did to me.”
• “Somethin’ happen to you, Wash? You're
a little slow on the uptake. Run into a bulkhead
one too many times, eh?”
• “Oh, don’t be so modest, Kaylee!
Remember the time when you and I... (proceed
to tell an embarrassing story about the other
person—maybe that foofy pink ball gown...)
Note : Words in all capitals are either
Task Dificulty Levels (like EASY, HARD,
FORMIDABLE), or Skills or Abilities (like
AGILITY, PILOT, or LEAKY BRAINPAN).
Thus, when you read a phrase like: “Pilots ind
landing in the steep canyon FORMIDABLE...
this means that the Task Dificulty Level for
the described action is, indeed, Formidable and
requires a roll of 15 or higher to succeed. In this
way, you will know what’s what about rolling
dice without interruptin’ the low of the tale.
A Footnote on
Footnotes
This adventure has a number of footnotes
scattered about in it. Some of these are
translations of the Chinese words that crop up
in conversation from time to time. Others give
a little history of Earth-that-Was (ETW). These
notes are meant to clue you in on where the
tian di wu yohn authors got their ideas for names,
places, or story elements. It’s the real history
behind the myth.
Such “long lost acquaintances” will persist
in their insistence that the crew member knows
them until the crew member just gives into it
— and preferably starts telling stories about
their “new old friend” as well.
The Tellin’ of the Tale
This story is told in four episodes. Each
episode is divided into acts that may be
comprised of a single scene or several scenes
depending on how the act is played out. The
episodes and acts are given in the correct order
to make the story work. What takes place inside
the acts and especially in sideshow scenes may
happen in any kind of order — so it’s important
that you keep the whole picture of what is goin’
on in your mind as you tell the tale.
Acts that have only one scene and all scenes
and sideshows follow this order:
A Word About “Brigit”
There’s a little illy in this story we call
“Brigit”. No one really knows her real name,
though there’s a lot who know her by other
names — and some of them not that kindly.
In our story here she’s known as “Elizabeth”
or “Brigit” — and even by some as “Saffron.”
But no matter what name she’s usin’ at the time,
she’s a pretty, smilin’, connivin’ snake that will
sidle up to you sweet as cream one minute and
leave you naked in the desert the next.
Just to keep the record straight, any time you
see a woman’s name appear in quotation marks,
you’ll know that no matter what name you’re
reading, we’re talking about this same “Brigit”
just playing another part and making another
mark.
If the crew happens to include someone
from the crew from that particular Firely class
ship named Serenity then you should know that
Capt. Malcolm Reynolds and “Saffron” (as he
knows her) have an extra special relationship
— they were married on Triumph, although
the fact of it escaped the captain’s notice at
the time. Since our “Mrs. Reynolds” ended
up puttin’ Mal and his crew in a place where
they almost ended up dead, getting these two
together again should prove volatile.
On the other hand, if the crew is their own,
then your crew will have no history regarding
“Brigit.” Some things a body just has to learn
for himself. Put another way, if “Brigit” don’t
kill you, she’ll make you stronger.
• How It Is: This irst part sets up the scene,
paints the backdrop, and puts the chairs on the
stage, so to speak. It usually starts with boxed
text—colorful prose that you can either read to
the players or use as a guide for your own words
and fancy description.
• Problems: Things don’t stay peaceful for
long. Every scene has a problem or two for the
crew that they are goin’ to have to either get
past or get buried. Good or bad, rich or poor,
pleasantly helpful or downright ornery — here’s
where you’ll also ind the most important folks
populatin’ the scene the crew is in. Most often
as not, you’ll want to keep their stats in front of
you.
• New Way of Things: Now the crew has
to clean up the mess. When they come out the
other side of a problem — if they live through
it — then some things will have changed. In
this part of the scene, the crew examines the
results of what they did. Might be the problem
is solved or might be the crew now has even
bigger problems!
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