The posse catch up with Doc Cross in the middle of a battle between Confedearte soldiers and hostile Apaches
The posse are hot on the tail of Doc Cross, either in rapid pursuit or shadowing him from a distance. The Doc and his wagon of Zombies heads off the main trade routes and into the desert, toward the Texas/New Mexico border. He stears clear of any settlements or habitation and roughs it through the barren wastelands. If you are running this adventure during a pretty dry or hot part of the year (in game terms) then if the posse are unprepared for a desert crossing then they may be in a spot of bother. Don't forget to make them roll Survival and Vigor chacks to see if they can find water/food/shelter if they have none of their own. Horses will likewise suffer if they are pushed too hard and not watered properly. Horse Ridin' and Animal Handlin' tests may also have to be passed, but don't be too hard on the posse, just let them know they are in an inhospitable area.
Out of the 100 infantrymen caught in this battle only 24 remain. The Captain and his 3 Lieutenants are dead, as is the company Sergeant Major and two of the platoon Sergeants. The highest ranking soldier here is Sergeant Franklin so he is in charge. They are in a bad way, the Apaches slaughtered the lead platoon before the other two platoons could help out and they themselves had to dig in and lost half their number this morning. The Apaches number over one hundred and have rifles, they've been launching raids all morning to find the weak spots in the Confederate defence and to keep the men from resting too much. If the Apaches launch another assault it may be the last.
When the posse arrive after Doc Cross the Sergeant will want to talk to them straight away. He explains the situation and asks what weapons the posse are carrying. He's a deperate man and badly needs the help of the posse and Doc cross. The posse should be clear that this is not the time to settle matters with the alchemist as every man is important to the survival of all present. If Jonah Hex is still alive and with the posse then he realises the awkwardness of the situation. If the posse get too excited and try anything with the Doc then have the Apaches attack at that instant, this should take the hero's mind off doing anything foolish just yet.The posse should get a chance to talk with the good doctor while they are here. He may not know who Hex and the posse are so is willing to talk to them, even revealing a bit about who he is and where he is headed. Let the heroes roll their Persuassion aginst a TN of 5. For every success and raise on the highest roll they learn one of the following bits of info
If the posse have previously come to blows with Doc Cross or bring up the subject of the Price gang then the Doc will be less willing to talk. He warns them that if they try anything he'll have "Bill" sort them out. Cue introductions to the Doc's glassy eyed Wild Bill look-a-like. He has an arrow or two stuck in his legs and guts from the Apache attack but seems unconcerned by this fact. Any heroes who get this close to one of Doc Cross' zombies will realise they are dumber than a pile of horse manure, and looking a bit yellow around the gills. There is definately something up with them. On an Academia:Occult (5) roll or a Scrutinse (7) roll at this proximity the posse will work out that the Doc's entourage are Zombies - artificially animated corpses. There is still no sign of the missing Price gang (they are tied to the roof inside Doc Cross' wagon, he needs the dead flesh for his Zombie Juice). At some point the Doc may even have to top one of his Zombies up with his depleting supply of Juice, any heroes getting a look at this will no doubt make the connection between the Zombie Juice and the superhuman capabilities of the Doc's performers.
Just as the sun sets the Apaches make their move, sending in 50 men from the East and 50 from the West. Some are on horseback, some have rifles, some have spears. Most of them have a Guardian Spirit associated with the War Medicine Way and have a few favours at their disposal. This makes them extremely tough in hand to hand fighting, if they get to the dug in postion in any large number they will defeat the soldiers, Doc Cross and the posse in a savage battle (unless your posse are particularly tough). If the posse don't make a run for it in the confusion then Doc Cross cetainly will. He orders Bill and Half Pint to guard the wagon while Ramona and Strecth take up positions to begin hauling the wagon in place of the Doc's horses (if the Doc never pushed his horses to their death then he has them do it now instead, pouring some of the last drops of Zombie Juice down their throats to boost their speed and stamina, killing the mounts in a few hours)
In the heat of the battle and with the cover of night and gunsmoke the posse will only spot the Doc's escape on a Cognition (9) check. If they were especially keeping an eye on the Doc then lower this to a 5. If things do go badly for the posse in the battle then Jonah Hex and the Seargeant will suggest making a run for it as troopers begin falling all around them to Apache spears, bullets and arrows. The exhausted Confederates aren't going down without a fight however, and they can hold off the indians just long enough for the posse to make their getaway. Sergeant Franklin is shot in the back by an Apache sniper as he rides off.APACHE WARRIORS CONFEDERATE SOLDIERS Quickness 3d8 Quickness 4d6 Strength 4d8 Strength 4d6 Vigor 4d8 Vigor 3d8 Shootin':Rifle 3d6 Shootin':Rifle 4d8 Bowskill 4d6 Fightin':Bayonet 4d6 Fightin':Spear/Tomahawk 4d8 Leadership 2d6 Dodge 3d8 Guts 3d8 Faith:Nature Spirits 4d6 Gear: Martini-Henry rifle, Guardian Spirit: 1 Bayonet, 3d6 bullets, canteen Favours: (choose two) Horned Owls Fury Spirit Warrior Strength of the Bear Turtles Shell Gear: Muzzle loading rifle, Ammo, Spear, knife
If the posse came up with a great plan to defeat the Indians and the Soldiers won then when the smoke clears the Doc is missing, his wagon tracks head off West toward the Indian burial ground. Following the tracks is easy, requiring only a Trackin' (3) roll after the battle. Sergeant Franklin thanks the posse for their help and gives the posse $100 in Confederate script as a reward but cannot provide them with any additional help pursuing the cowardly Doc Cross
Bounty
Learning the Doc's destination: 1 white chip each
Learning the true nature of the Doc's Zombies 1 white chip
Defeating the Apache attack: 1 red chip each
Escaping the Apache attack: 1 white chip each