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Credits & Acknowledgements
Additional Material: Shane Lacy Hensley, Clint Black, John Goff
Editing: Clint Black, Matthew Cutter, Thomas Shook, Piotr Koryś
Deadlands Brand Manager: Matthew Cutter
Art Director: Aaron Acevedo
Layout and Graphic Design: Matthew Cutter, Aaron Acevedo, Joel Kinstle
Cover Art: Daniel Rudnicki
Interior Art: Greg Bobrowski, Michele Giorgi, Ross Grams, Lorena Lammer, Johan Lindroos, Tamires
Pedroso, Alida Saxon, Mike Wolmarans, Cheyenne Wright, and the Classic Deadlands art team
Cartography: Alida Saxon
Author’s Dedication: For all the Deadlands fans who’ve followed
the story all these years: Thanks, amigos.
Savage Worlds, Deadlands: The Weird West, artwork, logos, and the Pinnacle
logo are © 2016 Great White Games, LLC; DBA Pinnacle Entertainment Group.
Savage Worlds, all associated characters, logos, and artwork are copyrights
of Pinnacle Entertainment Group. The Studio 2 logo is a trademark of
Studio 2 Publishing, Inc. Distributed by Studio 2. All rights reserved.
Printed in China.
Contents
Marshal Territory��������������������������������������������������������������������������������� 31
Pestilence’s Realm���������������������������������������������������������������������������������������������������������������������������������������������� 33
Setting Rules�������������������������������������������������������������������������������������������������������������������������������������������������������� 44
Strange Locales �������������������������������������������������������������������������������������������������������������������������������������������������� 52
Adventures in Deseret �������������������������������������������������������������������������������������������������������������������������������������� 75
Good Intentions�������������������������������������������������������������������������������������������������������������������������������������������������� 81
Savage Tales������������������������������������������������������������������������������������������������������������������������������������������������������ 127
Encounters �������������������������������������������������������������������������������������������������������������������������������������������������������� 141
The Tombstone Epitaph
Volume 7 Salt Lake City, Deseret – Sunday, October 29, 1882 No. 44
ss Welcome to the latest edition City—watch for indications of what the Like so many other questions
of the Tombstone Epitaph, Loyal Gentiles’ fate may be. Thousands of surrounding Salt Lake City, the
Readers. We stand at the precipice of immigrants arrive in the so-called City answers seem to lie with none other
history, debating whether to pray for of Gloom each year, and the numbers than Dr. Darius Hellstromme. Were he
balance and cling to the edge...or hurl continue to swell. to raise wages, other companies would
ourselves blindly into the unknown. Will these factory workers, miners, undoubtedly follow suit. Hellstromme
For with the United States’ official and their families be consigned to lives Industries’ board of directors, however,
recognition of the Nation of Deseret’s of squalor and disease in Junkyard? has given no indication whatsoever of
independence last week, and the We have reported on the factories’ a move in this direction.
Confederacy’s ratification a few days wage trends in the past; only Smith We at the Epitaph plead with
later, we have entered terra incognita. & Robards comes close to paying its heads of state in North, South, West,
We have crossed the line beyond which employees a living wage. Now, without and Deseret: Take the common man’s
no one can say what shall transpire. external pressure from Washington plight into consideration as you steer
Although the declaration leaves or Richmond, how can we hope the your empire. He will serve you well.
Brigham Young and his Mormon manufacturing magnates see the need —John Clum
Church in an advantageous spot, we to be magnanimous? Must we pray for
at the Tombstone Epitaph—from our their generosity while people toil and Editor, Tombstone Epitaph
local office in Junkyard, Salt Lake die?
The Tombstone Epitaph
Volume 7 Salt Lake City, Deseret – Sunday, October 29, 1882 No. 44
claimed this mysterious padre prayed We caught up with Captain Mallory unnatural and unsettling art in the
so hard the mountainside rumbled recently at the Monkeywrench Saloon back room at Lenore’s. Do you know
down on top of those walking corpses in Junkyard for an exclusive interview. Lenore’s? She’s such a sweet lady, you
and crushed them all. Perhaps the EPITAPH: Captain Mallory, thanks should see her gallery.
rockslide was caused by the explosion for taking the time to speak with me But back to Mr. Picket. I can only
having weakened the cliffside...or today. I understand you’ve just been to guess that it was due to some arcane
perhaps not. the Arena for a skullchucker match. effect of paint, painter, canvas, or a
According to sources the Black SYDNEY MALLORY: Correct. Ever combination of all three, but whatever
Chaplains are not specifically associated since our team, the Sky Pirates, won the cause the man’s paintings came
with the mysterious Danites—a cadre King’s Tourney in 1879 I’ve had a soft to life every full moon. One was a
of monster fighters who also engage spot in my heart for the sport. I’m terrible critter made of rusty pipes,
in murder, arson, robbery, or whatever lucky; most former players end up with and another a demon made of steam.
is required to protect the Church. a soft spot in their heads. Without a doubt some of the most
frightening things I’ve ever witnessed.
E: Can you tell our readers a bit
Temple Nears about your history? E: My goodness, but that sounds
terrifying. How did you defeat them?
Completion S.M.: I was born and raised here
in the City o’ Gloom. Rattlers got S.M.: Simple. We burned the
ss As we have reported in past my folks, rest their souls, when I paintings. Took care of them right
issues, construction on the Mormon was just a young ’un. I learned how quick. Lenore’s certainly better off!
Temple beside the Tabernacle was to build machines in factories, then I E: I should say so. What’s next for
begun in 1853 and still hasn’t been became a velocipede courier. Used that the Mallory Gang?
completed. According to Church employment’s proceeds to build an S.M.: Hard to say. We’ve heard
spokespeople, the Temple may very airship, the Sirocco. I captained private strange tales of metal cats, and some
well be completed by spring, 1883. charter flights for a few years. My, but nocturnal assaults committed at the
As of this writing, however, the those were rowdy times. Grand Hotel might need looking into.
mystery of the missing gargoyles is no E: And how about the Mallory Gang, We also plan to offer whatever help
closer to being solved. Brigham Young as some folks have taken to calling we can to the Worker’s Union Stacey
had the massive stone statues specially your crew? Can you tell us about them? O’Malley’s been pushing for here in
commissioned to watch over the flock, Junkyard. Factory workers don’t have
S.M.: Certainly. There’s Kate Brewer,
but they vanished without a trace it easy. Have your readers work for me
she’s really my right hand—what you’d
mere days after they were delivered. and they’ll get a living wage.
call a scrapper or augment. We’ve got
One can only guess where they reside
Dusty, our ranged-weapons specialist, E: We shall endeavor to send them
now, but the Epitaph is eager to learn
who can put a bullet in a snake’s eye your way. Thank you, Captain Mallory.
any information our readers may have
at a hundred paces. Professor Jimmy
uncovered.
Jackson is an accomplished creator of
elixirs and tonics to achieve miraculous Skullchucker
Interview: results. We’ve got Maggie Jensen,
Standings Tight
who’s Hell with a pair of six-shooters...
Captain Sydney but I swear her big heart’s destined ss As of last weekend’s action,
to land her trouble one of these days. the Plant No. 9 Spiders remained at
Mallory Others come and go, but I’d say that the top of the standings, following an
ss If you’ve lived in Salt Lake City represents the core membership. impressive win over the skidding Ogden
for any amount of time, you’ve no doubt Outlaws. The Spiders’ star skullcracker
E: We heard you had a run-in with
heard of Capt. Sydney Mallory and her Nep Riggs, aka “The Undertaker,” put
some odd paintings a few years back.
posse. Since their rise to prominence in two Outlaws out of action on his way
S.M.: Right, our encounter with to the first 13-point night of his career,
1876 they’ve knocked down quite a few
of those “unexplainable” things we’re the creations of the painter Adelade and extended the Spiders’ win streak
always writing about, and they’ve no Picket. Your readers will be interested to three. The Outlaws have yet to win a
plans to stop now. in this one. Picket was working on his match in this tournament.
The Tombstone Epitaph
Volume 7 Salt Lake City, Deseret – Sunday, October 29, 1882 No. 44
In other action, the Factory No. 12 Towers started the Salt Flats Worming Accounts differ as to who fired the
Falcons extended their win streak to Company to make a little money while first shot, but Towers’ employees claim
two games with a close victory over the getting his revenge on the rattler he a young, hotshot worm hunter dropped
Junkyard Dawgs. Falcons skullcracker hates most...the so-called Blood Worm. a bundle of dynamite on the deck of
Torvald Sigmundsson, traded from the Towers bought four decommissioned their flagship, the Esmerelda. The
Morgan Maulers before the season Confederate sailing frigates, then worm hunters claim it was an accident
began, was on fire. He cleared the way hired engineers and inventors to stemming from a landship trying to
for at least five skull-scores by captain install steam boilers, massive wooden steal their catch. Whatever the truth,
Jawbone Cain. wheels, and harpoon guns. Soon a crewman was killed and there’s been
Towers had a small fleet of what he bad blood ever since.
News
merit. Yet it is tantalizingly true that one who’s claimed to have seen them
four of the sites that burned were agrees on what precisely they look like.
all public facilities, and all of their
furniture was supplied by the same ss From the City o’ Gloom we Picture this: One moment a few
factory: Danwoody’s. move to its neighbor and neighborhood, workers or a mother and child are
Junkyard. Contrary to popular belief, minding their own business and
Next we looked into the fires set making their way through Junkyard’s
there are no laws forcing Gentiles to
at private residences, and found that urban tangle. The next, a masked
live under the Steel Sky, the tangle of
in all but one case the residents had figure drops from the pipes above
pipes and conduits that fill the streets.
purchased furniture from Danwoody’s and brandishes a knife, demanding
The fact is it costs too much to live in
no more than seven days before the whatever valuables the poor victim
the Mormon section of town, far more
blazes were sparked. possesses. Worse, more eyes gleam in
than the typical Gentile factory worker
Far be it from us to harm a local or miner earns. Consider yourself the shadows among the conduits and
business with idle speculation, but we educated, Dear Reader. catwalks. The lurkers’ confederates are
believe the facts are too numerous to be always near.
more happenstance. Whether the fires But there the discrepancies begin.
have come about due to some essential Workers to According to the vast majority of
defect of workmanship, or perhaps by
the actions of a deranged employee, we Unionize victims, the attacks were about evenly
split between a masked, armed attacker
dare not speculate. ss Despite years of attempts, who demanded money and fled...and
Junkyard’s factory workers have not one who demanded money and then
yet managed to forge a union powerful
Tremane’s Day enough to stand up to Hellstromme.
attacked the victim regardless of their
compliance.
ss Self-styled “master of During the last strike in 1880, the
Yet other victims claim the
electricity” and inventor of the picketers were attacked by masked
perpetrators were mere children, a
electrostatic gun Dr. Gregory assailants with clubs. Dr. Hellstromme
delusion this reporter can’t help but
Tremane announced last week that his publicly disavowed the attacks and
refute. After all, the mind’s tendency
mountaintop aerie, so long removed pledged that none of his factory’s
to alter the details of a stressful event
from Hellstromme’s electric grid, is employees were involved. But some
is well-documented.
now completely self-sufficient...from claim his assurances were a convenient
an electrical point of view, at least. bit of rhetoric, for the attackers were
Tremane said,
The Tombstone Epitaph
Volume 7 Salt Lake City, Deseret – Sunday, October 29, 1882 No. 44
n
Claim rewards from
MASKS 332 South Temple St. 470 Third South St.
1m222,3
Sheriff Eli Waters, City Jail
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In 1882, Salt Lake City, or the City o’ Gloom as most folks refer to
it, is the most technologically advanced city on earth.
But among the automatons and the factories, “abomination” (such as Mormons and those who
heroes might need a little extra to match up. This follow the Old Ways Oath). This Edge may only
chapter gives characters all the tools they need. be taken at character creation. The Marshal has
more information in the Setting Rules chapter.
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D eadlands : G ood I ntentions
this Edge has a false identity that—depending on The scrapper with this Edge ignores one level
its nature—allows a cowpoke to live a dual life. of wound penalties, which is cumulative with
Examples include a gentile posing as a Mormon Nerves of Steel and Improved Nerves of Steel.
or a huckster claiming to be a scientist. The exact
situational effect is up the Marshal’s call, but
Master Crafter
generally the hero gains a +2 on Persuasion or Requirements: Veteran, Arcane Background
other rolls to maintain the ruse. A character with (Weird Science), McGyver, Repair d10+, Weird
this Edge can also assume or drop her Secret Science d10+
Identity to avoid being Blacklisted! (see page Most Infernal Devices take months to create
46). and require elaborate manufacturing facilities.
This mad scientist can make a device in weeks or
Weird Edges even days with a tool kit and the necessary parts.
To create an Infernal Device, the scientist first
Arcane Background (Blessed)
needs a blueprint for it. If he doesn’t have one,
Requirements: Wild Card, Novice, Faith d4+, he can make one from an existing (working)
Spirit d8+ Infernal Device with 1d6 days of study. Then the
The righteous hero with this Edge has the favor character must purchase parts costing half the
of the powers of good and light, no matter what item’s normal price. Ghost rock is a necessary
god or gods that cowpoke’s religion prescribes, element, so it must represent at least part of the
and they grant her arcane powers. However, cost (Marshal’s call).
keeping those powers requires no small amount Building the device takes 2d6 days plus one
of piety: See the details under No Man’s Land day per $500 of the cost of the item (round up).
below. This Edge replaces Arcane Background The character makes a Weird Science roll and
(Miracles) in the Deadlands Player’s Guide. on a failure, the time is wasted but not the parts.
With success, the device is built and on a raise,
Arcane Background (Metal Mage) it’s built in half the time. On a critical failure, the
Requirements: Wild Card, Novice, Spirit d6+ device explodes doing 3d6 damage in a Large
A host of would-be hucksters and mad Burst Template, destroying the parts.
scientists have learned R. Percy Sitgreaves’ A character with the Alchemy Edge can make
system of Thaumaturgical Diffusion by decoding elixirs, tonics, and other alchemical items as well.
formulae in the Smith & Robards Catalog or Formulas replace blueprints but otherwise use
because Sitgreaves himself taught them. Almost the same rules, except the time to create is 2d6
all these practitioners are located in Deseret. If hours plus one hour per $50 of the cost of the
you take this Edge, see the details on page 13. item (round up).
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Trappings
BLESSED Blessed powers are always subtle if not
outright imperceptible—usually so much so that
Blessed are people who have been granted only the effects are visible.
supernatural abilities by mysterious and distant
powers of good. Some are priests or actual clergy
while others are simply chosen for the nobility METAL MAGE
of their struggle or their soul. Though most are
enlightened and good by nature they don’t have Edge: Arcane Background (Metal Mage)
to be—sometimes the light chooses even troubled
Requirements: Wild
souls to carry out its will.
Card, Novice, Repair
Edge: Arcane Background (Blessed) d4+, Thaumaturgical
Requirements: Wild Card, Novice, Faith Diffusion d4+
d4+, Spirit d8+ Arcane Skill:
Arcane Skill: Faith (Spirit) Thaumaturgical
Power Points: 15 Diffusion (Smarts)
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range, who suffers 2d12 Nonlethal Damage (see Trappings: Aura of holy flame, coincidences,
Savage Worlds) plus 1d12 per raise. This damage supplications
ignores Armor and cannot be Soaked. With intervene a blessed can protect a single
character (himself included) from bodily harm.
Excommunicate The subject cannot suffer Fatigue or wounds from
Faith Modifier: –1 any source for three rounds. The character could
Range: Touch be shot point-blank with a Gatling gun, blown up
with dynamite, fall off a cliff, and walk through
Duration: Permanent
fire without suffering a scratch. Even harmful
Trappings: Ceremony, rebukes, turning one’s magical effects are repelled (at the Marshal’s
back discretion, but anything that immobilizes,
Some evildoers are so unrepentant they’ll not weakens, or warps the hero’s body or mind is
allow their souls to be saved, nor do they seek generally considered harmful).
forgiveness. A blessed who excommunicates these
mad dogs makes it so others can always see evil’s Peacemaker
taint on them; it leaves a mark that cannot be seen Faith Modifier: –2
but can always be sensed. Anyone who meets an Range: Self
excommunicated hombre is uneasy and knows to
beware; neither children nor animals will have Duration: Concentration
anything to do with the poor sod. The subject Trappings: Prayer, silent vigil
suffers –2 to all Persuasion, Streetwise, and When a blessed invokes this intervention
other social rolls, plus an additional –1 per raise hostility is all but impossible. Everyone within
on the blessed’s Faith roll. The only way to lift a diameter equal to the caster’s Spirit die × 10
the mark is for its subject to convince the caster yards (including the blessed) gains Armor +5.
(or another blessed of the same faith) that she is Additionally, in order to take any hostile action
truly repentant. The blessed who cast it can lift within or directed into the area of effect, a
the excommunicate at will. sodbuster must first succeed on an opposed Spirit
roll against the Faith of the blessed who invoked
Healing Touch peacemaker. On a success the ornery so-and-so
Faith Modifier: –2 can act; otherwise he becomes Shaken and stands
Range: Touch there slack-jawed. The effect lasts as long as the
blessed maintains her concentration.
Duration: 1 round/success and raise
Trappings: Holy water, laying on hands, Resurrection
prayer Faith Modifier: –4
This intervention functions like greater healing, Range: Touch
but it allows the caster to heal all of a subject’s
afflictions (Fatigue, wounds more than an hour Duration: Permanent
old, poison, disease, and Permanent Crippling Trappings: Prayer, singing
Injuries) in a single round. The subject is simply Resurrection brings a dead character back to
made whole. This intervention lasts for a round life with a three-hour ritual. The subject returns
per success and raise on the Faith roll, allowing healed of all wounds and other afflictions,
the blessed to heal multiple allies. although he always bears the scar of the wound
that killed him as a reminder of his mortality.
Intervene But bringing back the soul of the departed isn’t
Faith Modifier: –1 easy, and the blessed can only raise someone
Range: Touch who’s been dead for less than half his Faith die
in days. The power has no effect on the undead.
Duration: 3 rounds
If it’s used on a Harrowed the Faith roll suffers
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More than anything else, the City o’ Gloom is powered by the New
Science. Its factories belching soot into the gray skies serve as
a testament to that fact. In this highly technological cityscape, it’s
crucial for cowpokes to have a selection of modern, labor-saving
devices at their fingertips. And for when those fingertips get sliced
off in a factory accident, we provide a wide array of steam-
powered prosthetics for the discerning buyer!
If your hombre takes the Scrapper Edge (see Effect: Benefits gained from the augmentation.
page 11), this section contains everything you Drain: A numerical rating of the augmentation’s
need to know. Along with the Charisma penalty, strain on body and soul. Associated Traits are
augmentations gained during play inflict a one- the attributes and skills that, when the Trait roll
time loss of one Spirit die type (min. d4), and is a 1, cause the augmentation to malfunction.
thereafter it costs two Advances to raise Spirit. Malfunctions apply when the augmentation is
The Marshal has more information on page 44. used (in any way) as part of a Trait roll. Each
augmentation has a Catastrophic Malfunction.
AUGMENTATIONS A character’s maximum Drain is equal to
innate Toughness (i.e., from Vigor, Edges, and
Hindrances; not Armor). If Toughness drops
Following a brief introduction are statistics
below total Drain, he suffers a level of Fatigue
and short descriptions of the various devices,
for each point below Toughness (this can result
parts, and prosthetic limbs available to “augers.”
in death). This Fatigue is recovered when the
Cost: How much it costs a character to have difference in Drain and Toughness is removed
the augmentation installed (unless the Scrapper (by increasing Toughness or surgically removing
Edge is taken). This amount covers parts and augmentations). Once that occurs, one level of
labor for the operation. It even gives your hero Fatigue is recovered per hour.
a one-ounce, shaped ghost rock core for her
Fuel is what kind of power the device requires,
motivator, if the augmentation needs one.
whether ghost rock, clockwork, or unpowered.
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D eadlands : G ood I ntentions
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only the firing device; the scrapper still has to requires a Repair roll (–4) and 1d6 hours’ work
strap on the additional parts. to repair.
Drain: 1 (2 for devices powered by ghost rock);
Effect: Per installed device; Associated Traits:
Hand Weapons
Per installed device; Fuel: Per installed device; This simple enhancement installs a housing for
Cost: $700, plus cost of device attaching a one-handed blade or other weapon
onto the end of an augmented arm. Preparing
Catastrophic Malfunction: Per the gizmo,
a weapon for mounting is a simple process,
except the malfunction also destroys the arm
requiring only a Repair roll.
holding it!
Drain: 0; Effect: Per installed weapon, +2 bonus
Grapnel & Launcher versus Disarm; Associated Traits: Fighting;
This steam-powered grapnel launcher replaces Fuel: Unpowered; Cost: $200, plus weapon cost
the scrapper’s hand. With success on a Shooting Catastrophic Malfunction: No Minor or Major
roll the hook has set. The grapnel comes with 50 Malfunctions. The weapon breaks, deals full
yards of lightweight cable, which is capable of damage to the wielder, and must be replaced.
lifting up to 500 lbs. before breaking and provides
a +2 Climbing bonus. Hidden Compartment
Using the device in hand-to-hand combat is This is a small compartment about six inches
also possible. In this fashion, the grapnel inflicts long, two inches wide, and one inch deep.
Str+d6 damage and counts as a melee weapon, Attempts to hide an item in the compartment
with a –2 Fighting penalty. add +2 to the Stealth roll.
Drain: 1; Effect: See description; Associated Drain: 0; Effect: See description; Associated
Traits: Fighting, Shooting; Fuel: Ghost rock; Traits: None; Fuel: Unpowered; Cost: $200
Cost: $1,000 Catastrophic Malfunction: Ignores all
Range: 6/12/24; Damage: 2d6; RoF: 1; Cost: malfunctions—Minor, Major, or Catastrophic.
$1,000; Shots: 1; Notes: Reload 2.
Mechanical Hand
Catastrophic Malfunction: The scrapper takes
4d8 steam damage. The launcher requires 1d4 The mechanical, or “piston,” hand, is sturdier
days’ work and a Repair roll (–4). than the clockwork model. The hand increases
Strength for purposes of maintaining or causing
Grapnel Reeling Device damage in a grapple, and unarmed attacks if the
scrapper makes a Fighting roll (–2) to squeeze
This enhancement requires the grapnel &
with the hand. Agility rolls made with hand
launcher, and a full mechanical or piston arm on
suffer a –1 penalty.
which to mount it. Activating the reel is an action
requiring a Strength roll. It can winch up to 250 Drain: 1 (For 2 Drain, +2 Str die types); Effect:
lbs. at Pace 6, or drag twice that weight across +1 Str die type and Armor +2 per hand;
the ground at Pace 2. Unwilling targets under Associated Traits: Strength-linked Trait rolls as
250 lbs. may resist the winch with an opposed above; Fuel: Ghost rock; Cost: $2,500
Strength roll against its Strength d12+2. If the Catastrophic Malfunction: The hand falls out
target weighs more than 500 lbs. or successfully of its forearm casing. A Repair roll (–4) and 2d6
resists the winch, the wearer has to make the roll hours’ work re-affixes it.
or get dragged toward it!
Drain: 1; Effect: See description; Associated Retractable Spike
Traits: Strength; Fuel: Unpowered; Cost: $500 An eight-inch-long metal spike springs from
Catastrophic Malfunction: The cable whipsaws above the scrapper’s wrist when activated; this is
from the reel, striking a random target (possibly a free action. Retracting the spike takes an action.
the scrapper) for 4d6 damage. The device Notice rolls to detect the spike suffer a –4 penalty
when it’s retracted.
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D eadlands : G ood I ntentions
24
G ear
requiring depth perception). It takes 1d6 hours Catastrophic Malfunction: The scrapper
and a Repair roll (–2) to reinsert them. takes 3d8 damage to the head (+4 to damage),
ignoring armor. A Repair roll and 1d6 hours’
Head work fixes the jaws.
Head augmentations tend to be invasive,
Skull Plate
causing correspondingly high Drain.
This augmentation replaces a large chunk of
Cranial Gyroscope the scrapper’s skull with trusty ghost steel and
This neurologically invasive augmentation rivets, lending new meaning to the term “hard-
implants a tiny gyroscope in the inner ear to assist headed.”
the body’s sense of balance. When a scrapper has Drain: 1; Effect: Armor +3 on the head,
a cranial gyroscope installed, the surgeon suffers Headbutt for Str+d4 damage; Associated Traits:
a –2 penalty on his Knowledge (Augmentations) None; Fuel: Unpowered; Cost: $700
roll to perform the complex operation. Cranial Catastrophic Malfunction: Ignores all
gyroscopes are highly invasive and come with malfunctions—Minor, Major, or Catastrophic.
their own set of risks.
Roll a d6 when the gyroscope is installed: Venomous Fangs
1 = roll again twice (ignore 1s), 2 = Notice die Venomous fangs are connected to a reservoir
reduced one step, 3 = Smarts die reduced one that the scrapper fills with liquid—poison, weak
step, 4 = gain Delusional (Minor) Hindrance, 5 acids, or various alchemical compounds. A
= gain the Clueless Hindrance, 6 = no ill effects. successful bite injects the “venom” into a victim.
Drain: 3; Effect: +1 to Agility, Fighting, Riding, The reservoir holds enough fluid for 10 attacks,
Throwing; Associated Traits: Agility, Fighting, or 20 Power Points worth of an alchemical
Riding, Throwing; Fuel: Unpowered; concoction. Refilling the reservoir takes five
Cost: $750 minutes. Fangs require a piston jaw.
Catastrophic Malfunction: The Drain: 2; Effect: +2 bite damage, injected
scrapper is Shaken and gains liquid; Associated Traits: Fighting;
a Fatigue level that fades after Fuel: Unpowered; Cost: $700
30 minutes and success on a Catastrophic Malfunction: The
Vigor roll. The gyroscope reservoir bursts. Trait rolls to
doesn’t work until she resist the stored liquid
recovers. receive a –4 penalty.
The augmentation
Piston Jaw is destroyed,
This option replaces and the auger
the scrapper’s jaw with simultaneously
an iron assembly like a suffers the piston jaw’s
bear trap, with a steam- malfunction!
powered piston instead
of a spring. Biting requires Legs
a successful Fighting roll. Legs usually
A piston jaw conveys the Ugly come in pairs, but it’s
Hindrance. possible to replace a single lost
Drain: 2; Effect: Bite for 2d10 leg. Such a lopsided scrapper
damage; Associated Traits: doesn’t gain the benefits of the
Fighting; Fuel: Ghost rock; augmented leg but can walk
Cost: $750 normally.
25
Shootin’ Irons and other Ranged Weapons
Weapon Range Damage RoF AP Shots Weight Cost
Clothing
Hat Gun 12/24/48 2d6+1 1 1 6 8 $250
Notes: Shooting –2
Miscellanea
Rifle Cane 24/48/96 2d8 1 2 1 2 $150
Notes: Min. Str d6, reload 2, Malfunction: 2d6 damage in SBT.
Rifle Parasol 24/48/96 2d8 1 2 1 3 $200
Notes: Min. Str d6, reload 2, Malfunction: 2d6 damage in SBT.
Hydraulic Miner 10/20/40 Special 1 — Special 300 $1,400
Notes: May not move unless vehicle-mounted, Shooting –2, opposed Strength roll versus water strength
d12+2 or be knocked prone and back 1” per raise, Malfunction: 4d20+4 damage in LBT.
Grapple Gun 5/10/20 2d6 1 — 1 10 $150
Notes: Takes three rounds to build gas pressure for a shot, Malfunction: 3d6 steam damage, Repair roll
(–2) and 2d6 hours’ work required.
Exotic Weapons
Blowpipe 5/10/20 1d6+1 1 — 1 0.5 $100
Notes: On a Shaken or wound result, the dart sticks and delivers its payload, Malfunction: 2d6+1 damage
plus the effects of the dart’s payload.
Boomerang 10/20/40 Str+d6 1 — — 2 $25
Notes: Min. Agility d8, returns on a miss, Malfunction indicates thrower is hit for full damage.
Shuriken 4/8/12 Str+d4 2 — — 0.5 $3
Smoke Pellet 4/8/12 — 1 — — — $15
Notes: Fills MBT with smoke, –6 to attacks into, through, or out of the area, Malfunction: Smoke causes a
level of Fatigue each round to characters within it who fail a Vigor check.
Special Weapons
Acid Gun Cone 2d10 1 4 16 12 $2,500
Notes: Fires concentrated acid, Malfunction: User takes full damage, Repair roll and 2d6 hours required.
Air Gun (Pistol) 10/20/40 2d4 1 — 6 1 $300
Notes: Unless close by, Notice roll required to hear shot, Malfunction: Repair roll and 1d6 hours’ work.
Air Gun (Rifle) 20/40/80 2d6 1 — 15 4 $600
Notes: Unless close by, Notice roll required to hear shot, Malfunction: Repair roll and 1d6 hours’ work.
Ammo-matic 24/48/96 2d8 3+ 2 600 50 $7,000
Notes: May not move; RoF is 3, then 6, then 9; Malfunction: 1d10+5 damage in LBT.
Dynamite Launcher 8/16/32 Special 1 — 10 25 $750
Notes: Min. Str d8, damage per dynamite (see the Deadlands Player’s Guide), Malfunction: Remaining
dynamite sticks explode in the launcher.
Flash Gun Cone Special 1 — 6 5 $150
Notes: Agility (–4) or be blinded for 2d6 rounds, Malfunction: Vigor roll in LBT or blinded and deafened.
Lightning Gun 24/48/96 2d10 1 — Unlimited 20 $2,750
Notes: Limited movement due to recharge stakes, reload 2 (recharge), Malfunction: 3d10 damage in LBT.
Net Gun 10/20/40 Special 1 — 1 6 $350
Notes: Hit is partial restraint (–2 to Pace and Agility- and Strength-linked skills), a raise full restraint;
Malfunction: 2d6 damage to user and restrained by a net, Agility roll to get free.
26
Melee Weapons
Weapon Damage Weight Cost Notes
Bowie Knife Str+d4+1 2 $4 AP 1
Bowie Knife,
Str+d4+2 2 $250 AP 2
Ghost Steel
Brassclaw Bracer Str+d8 4 $100 Min. Agility d8, Parry +1
Chainsaw 2d6+4 20 $800 Min. Agility d10
Electrostatic Knife Special 2 $400 Touch attack delivers electric shock,
Vigor roll or Shaken 1d4 rounds
Electrostatic Saber Special 5 $800 Touch attack delivers electric shock,
Vigor roll or Shaken 1d4 rounds
Fighting Fan Str+d4 1 $4 Min. Agility d6, Parry +1
Flying Claw Str+d4 3 $30 Min. Agility d8, Parry –1, Reach 2
Force-Amplification
Str+d8 8 $75 Min. Str d6, Parry –1
Mace
Naginata Str+d4 5 $30 Min. Agility d6, Parry +1, Reach 2
Nunchaku Str+d4 4 $30 Min. Agility d8
Sai Str+d4 2 $6 Min. Agility d6, Parry +1
Three-Section Staff Str+d4 8 $45 Min. Agility d10, Parry +1, Reach 1,
requires two hands
Vehicles
Acc/Top
Vehicle Speed Climb Toughness Crew Cost Notes
Airships
Air Carriage 5/20 5 16 (4) 2+8 $10,000 25 miles/lb ghost rock
Auto-Gyro 15/30 20 8 (2) 2 $8,000 Piloting –2 in rough
conditions, 50 miles/lb
ghost rock
Ornithopter 5/20 10 6 (1) 2 $5,000 Requires no ghost rock
Super Gyro 15/30 15 8 (2) 2+6 $16,000 Piloting –2 in rough
conditions, 25 miles/lb
ghost rock
Whirligig (Personal) 10/20 10 6 (1) 1 $2,000 Piloting –2 in rough
conditions, lifts 300 lb for
60 min/lb ghost rock
Ground Vehicles
Perpetual Landship 5/15 — 2+6 2+6 $5,000 Driving –2 in rough terrain,
no ghost rock needed
Rail Runner 5/15 — 12 (5) 2+6 $5,500 Driving –2 in rough terrain,
50 miles/lb ghost rock on
earth or 70 miles/lb on rails
Steam Carriage 5/20 — 10 (3) 1+3 $2,500 Driving –2 in rough terrain,
50 miles/lb ghost rock
Steam Cart 5/15 — 8 1+5 $1,200
Functions only on rails, 50
miles/lb ghost rock
Steam Wagon 5/15 — 10 (3) 1+3 $1,500 Driving –2 in rough terrain,
60 miles/lb ghost rock
Velocipede 10/20 — 8 (2) 1 $800 +1 Crew with sidecar, 100
miles/lb ghost rock
27
D eadlands : G ood I ntentions
28
G ear
29
D eadlands : G ood I ntentions
Bulletproof Vest: Available in light (Armor 500 and 2,500 feet, where it can remain for up
+2) and heavy (Armor +4, –1 to Agility rolls) to two weeks. Mirrors and lenses provide 50x
versions. If the wearer rolls snake eyes on a soak, magnification (Notice +4 within two miles). Roll
the vest ignites for 2d10 damage and 2d6 damage Smarts to operate the satellite; on a Malfunction
per round until removed. (Light: 10 lb, $1,800; the device flies apart, showering a LBT beneath it
Heavy: 20 lb, $2,800) with debris for 2d10 damage. (10 lb, $4,000)
Diving Suit: Allows the wearer to descend to Vapor Mask: A rubber respirator that covers
250 feet or less underwater for up to an hour per the face. The wearer gains +4 on Vigor rolls to
compressed air tank. Use Boating or Swimming avoid the effects of airborne dust and gases
to operate a diving suit. On a Malfunction, the (including rolls to avoid contracting ghost rock
helmet bursts for 2d6 damage. (45 lbs, $2,000) fever). On a Malfunction the filter disintegrates
Duster, Armored: Covers all but the head, and the wearer suffers 3d6 damage; replacement
hands, and feet with light (Armor +2, –1 to Agility filters cost $25. (.5 lb, $100)
rolls) and heavy (Armor +4, Pace –1, –1 to Agility
rolls) versions available. If the wearer rolls snake
Elixirs and Tonics
eyes on a soak, the vest ignites for 3d10 damage Adrenal Booster: Boosts drinker’s Strength
and 2d6 damage per round until removed. (Light: and Vigor by a die type and increases Pace +2
20 lb, $3,500; Heavy: 40 lb, $5,500) for 10 minutes. The drinker then rolls Vigor or
suffers Fatigue. Malfunction causes the drinker’s
Hat Periscope: Allows the wearer to
Strength and Vigor to drop a die type and her
surreptitiously peer over and around obstacles.
Pace to be halved for 1d6 hours. ($200/dose)
Notice rolls suffer a –2 penalty, and Trait rolls
for more complex actions performed through the Dehydrated Air Tablet: Provides 3d6 minutes’
scope suffer a –4 penalty. (12 lb, $200) air when placed in the mouth, protecting the user
from drowning, poison gases, and smoke. Roll
Noiseless Shoes: The wearer adds +2 to Stealth
Vigor; on a Malfunction the tablet causes Fatigue
rolls and +1 to Climbing rolls. On a Malfunction
and is useless. ($30/dose)
the soles burst into flames, causing 2d8 damage
and 2d6 damage per round until removed. (1 lb, Healing Unguent: Spreading this thick salve
$500) onto a wound allows the hero to make a Vigor
roll. A success heals a wound, a raise heals two.
Owl-Eye Goggles: The wearer suffers no
On a Malfunction the unguent burns the treated
Illumination penalties in anything but Pitch
area for 3d6 damage. ($80/dose)
Darkness. A Notice roll at –2 is needed to see
things beyond 10”. On a Malfunction the wearer Liquid Courage: This shot steels the nerves.
must roll Vigor (–4) or be blinded for 1d6 days. Make a Vigor roll when drunk; on a success
(1 lb, $1,000) it adds +2 to the drinker’s Fear checks for 30
minutes, but he must succeed on a Smarts roll
Rattler Detector: When its parabolic dish is
(–4) to run from life-threatening situations. On
placed on the earth, the device detects rattler
a Malfunction the hero goes berserk, is immune
activity. The Marshal secretly rolls the user’s
to Fear and Intimidation, and attacks everyone
Smarts; with success it sets off a loud alarm bell
nearby. ($30/dose)
when a rattler moves within a 100-yard radius.
On a Malfunction the device vibrates and attracts Samson’s Elixir: Increases the drinker’s
any rattlers in the vicinity. (5 lb, $100) Strength by two die types for 10 minutes. Roll
Vigor; on a Malfunction the user’s Strength is
Spring Boots: The wearer adds +2 to Strength
lowered by two die types (min. d4). ($60/dose)
rolls for jumping and may add +2” to the total
distance covered. On a Malfunction the total Tactile Desensitizer: The drinker ignores up
distance is doubled and the wearer suffers 2d6 to 2 levels of wound modifiers for 10 minutes.
damage if she hits a solid object. (2 lb, $400) On a Malfunction, the drinker gains the Thin
Skinned Hindrance (see the Deadlands Player’s
Tethered Satellite: A one-time-use rocket
Guide) for 10 minutes. ($30/dose)
lifts the kite-like satellite to altitudes between
30
7z8888xz8888x9
o v
4 MARSHAL 6
b TERRITORY n
1m2222,m2222,3
“The Nation of Deseret hides many
secrets…most of them so complex
there is only one mind on earth fit to
comprehend them: my own.”
—Dr. Darius Hellstromme
D eadlands : G ood I ntentions
32
7z8888888xz8888888x9
o v
4 Pestilence’s Realm 6
b n
1m2222222,m2222222,3
The Four Horsemen, called the Reckoners by those few souls who
know they exist, have bent all their energies toward “terrorforming”
our world into a veritable Hell on Earth. When their work is done,
and the earth remade in the Deadlands’ image, the Reckoners will
be able to leave behind their tortured spiritual existence and stride
our world in the flesh.
The Reckoners work their havoc across the physical form, Pestilence appears as a gaunt man
globe, but in the 1880s they focus on the American with a pallid complexion. His body is covered
West, a lawless frontier that’s especially promising with weeping sores and some of his fingers and
for transformation into a vast Deadland. his nose are eaten away by leprosy. He carries a
The Reckoners’ depredations know no sword and bow, and wears a golden crown of
boundaries, but each enjoys its own concentrated entwined snakes.
domain. Good Intentions showcases Pestilence, Pestilence’s mount is a white stallion called
whose disease-ridden realm is largely centered Pharmakos, which is surrounded by a cloud of
on the Nation of Deseret, and also stretches down buzzing horseflies. Its lower legs are red and
the long Mississippi River to the Gulf of Mexico. inflamed with infection.
That said, with the twin “diseases” of technology
and ghost rock spreading at a geometric rate, Black Death
in a way Pestilence is the most powerful of the The specter of sickness hangs over Deseret’s
Reckoners. After all, he’s got his sights set not frame like a tattered duster. So how does the
only on the Weird West, but on the world. Marshal convey the overall feel without the
characters constantly bedridden with one malady
King o’ Germs or another? Descriptively.
Pestilence bides his time in the Hunting Describe the soot masks worn by everyone
Grounds’ shadowy depths, spreading virulent in the City o’ Gloom who can afford one, and
disease and dreaming up new plagues to unleash the bandannas everyone else uses to cover their
on mankind. On those rare occasions he takes faces. At times it’s as if the city’s streets are a
33
D eadlands : G ood I ntentions
tuberculosis ward, filled with faceless masses Mortimer Hellstromme had grown rich from
of humanity. Let characters hear the hacking, the string of textile mills he owned. When Darius
spasming coughs of Junkyard’s factory workers. displayed a keen mind and talent for mechanical
They read newspapers filled with tales of disease repairs, Mortimer took a shine to the lad. Soon
outbreaks in far-flung towns, and accounts of the Darius was working for his uncle. At age 14 he
ghost rock fever that randomly kills hundreds was responsible for overseeing maintenance and
of city residents each year. The air itself has a repairs at all Mortimer’s mills. Productivity and
burning ozone taste to it. Infernal Devices and profits soared.
New Science technology are everywhere. Although Darius was happy to keep working
In short, use the Setting Rules (beginning on on factory machines, continually tinkering and
page 44) sparingly with respect to the player improving their performance, Uncle Mortimer
characters—specifically Ghost Rock Fever and insisted the boy receive a military education. He
Soot—but keep these rules’ effects in mind as you purchased him a commission in Her Majesty’s
narrate scenes and create your own adventures. Royal Engineers and packed the young man off
Pestilence’s viral touch is everywhere. to the Military Academy at Woolwich, about 10
miles east of London proper.
Hellstromme excelled and shot to the top
THE LIFE OF of his class, completing his course of studies
DARIUS HELLSTROMME and graduating in only two years’ time. Some
instructors were awed by the boy’s genius, others
All right, Marshal, time to sit up and pay envious of his brilliance. None could deny his
attention because we’re going to share with you mind was far keener than theirs, and all predicted
what’s probably the Weird West’s deepest secret. a bright future for Darius. They had no idea how
The tiny gleaming nugget of ghost rock in a right—and wrong—they were.
mountain of hazy secrets and evil conspiracies.
The root of all evil, as it were. Life During Wartime
At its heart, Deadlands is a love story. Britain’s extensive empire seemed beset
from all sides by 1840. A great many bloody,
You read that right. All the Servitors’ tragedies brutal wars were required to preserve holdings
were somehow exacerbated by love—Grimme’s on which, it was said, the sun never set. As a
love for his fellow man, Raven’s love for his newly minted officer of the Royal Engineers,
people, the love forever denied Stone—but Hellstromme traveled all over the world building
in Hellstromme’s case the link is central and roads, dams, and bridges to support England’s
ongoing. Hellstromme’s mad quest to rescue his military efforts in Afghanistan, Egypt, China,
wife’s soul from Hell, although fated to failure and Uruguay.
(for now), ends up dooming humanity to suffer a
literal Hell on earth. In China, while the Queen’s army fought the
first Opium War, Hellstromme met the young
Well, shoot—we’re getting ahead of ourselves. woman he declared “an angel” to his colleagues.
We have to go back to Hellstromme’s beginnings Vanessa Wheatleigh was a general’s daughter
in England to truly understand the brilliant who’d accompanied her father to his post in Hong
madman he’s become. Kong. Before long the two were inseparable.
They were wed after a whirlwind romance and
Early Days courtship, during which Vanessa’s gaiety and
Darius Hellstromme was born in London in optimism buoyed their fondness for one another.
1824, at the height of the Industrial Revolution. When the Anglo-Sikh war broke out in 1845,
His parents, Leopold and Molly, were poor and Hellstromme was among the first engineers
uneducated laborers. Wanting only the best for posted in India to aid the British East India
young Darius, when he turned 13 they sent him Company. Of course Vanessa traveled there at
to live at his uncle Mortimer’s house in the city.
34
P estilence ' s R ealm
35
D eadlands : G ood I ntentions
36
P estilence ' s R ealm
37
D eadlands : G ood I ntentions
At first the rail gangs were filled with former On a cold, clear day in 1876 the mad doctor
outlaws and cruel gunmen. But over time, the was ready for his first assault on the spiritual
Rail Barons’ access to the Reckoning’s evil magic barriers. He assembled a trusted force of seasoned
allowed them to augment their gangs with Wasatch rail warriors, led by the loyal Capt.
walkin’ dead, witches, soldiers wielding infernal Gideon Robertson. He oversaw scientists as they
devices, and clanking automatons. Although erected a large metal ring on the Wasatch line
the Barons were careful to keep such unnatural west of Des Moines, its surface inscribed with
things out of the public’s sight—and swiftly arcane symbols. Hellstromme succeeded at what
eliminated anyone who learned of them—their none had done before: He drove a locomotive full
march across the West unleashed unbelievable of soldiers and war machines through a portal
amounts of bloodshed, death, and fear. into Hell.
By 1876 the Great Rail Wars had drenched Had all gone to plan, the train would have
Kansas in red gore. The contenders fought their come to a halt within the Wood of Suicides, not
way into Denver, Colorado, and sparked the far from Vanessa’s tormented soul. But due to the
months-long, multi-sided Battle of the Cauldron. presence of a stowaway—a huckster named Dex
After a few months spent licking their wounds, Crawford who’d boarded the train in Des Moines
they marshalled their forces for the push across while fleeing U.S. Agents—all the doctor’s years
the Western deserts to the Maze. By 1877, the of calculations were thrown off. The Wasatch
players had either thrown in with former enemies war train crashed into the muck of the River Styx
to consolidate their positions, found themselves just outside the gates of Hell, where they found
bogged down west of the Rockies, or both. themselves in a desperate battle for their lives.
Its track-laying gangs having vanished in the Hellstromme was able to jury rig a return
Rocky Mountains, Wasatch was widely reported portal before all was lost, but it required a
to be out of the race. In truth, Hellstromme was human sacrifice. Luckily, he had on hand a
developing an amazing new machine to help him meddler whose life he was more than willing to
win: the Hellbore. While his enemies were locked end: Dexter Crawford. Hellstromme said coldly,
in a brutal battle of attrition that would plague “Goodbye, Mr. Crawford. Perhaps we will meet
them all the way to California, the Hellbore again someday.” Moments later a guillotine
burrowed under the Rocky Mountains and kept dropped and sliced off Crawford’s noggin,
going…blazing a “Plutonian Express” under Utah letting Hellstromme and the surviving X-squads
and Nevada on its inexorable path to the prize. escape to the sunlit world of the living.
39
D eadlands : G ood I ntentions
this liquid fear, he realized, that would fuel his The Black Hills War
next, improved gateway to Hell. The doctor
diverted numerous scientists to the project, Hellstromme wasn’t expecting Custer to
hoping to gather as much precious fear as invade the Sioux Nations in late 1880, but when
possible before his next attempt. he did the doctor sensed opportunity. He had
his Hellbore crews postpone the Salt Lake spur,
In 1879, however, war returned with a and instead burrow a tunnel straight to the Black
vengeance. Early in the year an ongoing dispute Hills. He established Gehenna Station on their
with Smith & Robards reached its climax when western edge, offered his forces as allies to Sitting
the ornery inventors abruptly severed their D-P Bull against the Union invaders, and in return
contract with Wasatch. In fact, they instructed hauled out ungodly amounts of ghost rock.
employees to unceremoniously dump all their
Wasatch freight wherever they happened to be. By June 1881 the Sioux Nations were engulfed
in all-out war, and the party would soon come to
The Battle o’ Lost Angels an end for Wasatch with the Great Summoning.
Once the ritual was complete, technology would
Enraged, Hellstromme gave special orders to
never again function within the Nations, a
three Wasatch airship captains and rejoined his
triumph of the Old Ways. Before that happened,
Hellbore crew beneath Nevada’s surface. His first
Hellstromme succeeded in another political coup.
objective was to travel back along the Plutonian
Express line to Utah, where he had crews mark At the height of bloodshed, Hellstromme
the spot for a future spur to the City o’ Gloom. brokered a last-second deal with Union President
Garfield: He would switch to the Union’s side
Then he accompanied his crews and rail
and aid them in fighting the Sioux wicasas, but
warriors on their final push under the Sierra
only if the Union honored its offer of an exclusive
Nevadas to California (as told in Deadlands: The
ghost rock contract with Wasatch. Garfield had
Flood). At the Battle of Lost Angels, Hellstromme
little choice but to comply, not realizing that very
defeated all the other Rail Barons’ collected
soon the Great Summoning would render all the
forces. He ordered the aforementioned airships
Union’s designs on Deadwood moot.
to drop a trio of experimental ghostfire bombs on
the battlefield…burning most of his enemies and Now the exclusive supplier of ghost rock
all of Ghost Town to a crisp. to three North American nations and owner of
extensive Californian holdings in the vacuum
Within days, U.S. President Grant declared
created by Grimme’s disappearance, Darius
Wasatch the winner and offered a ghost rock
Hellstromme was in the fabled catbird seat.
contract. A few days after that the Confederacy
With all the pieces in place for the next phase
followed suit. Hellstromme accepted the CSA’s
of his plans, he set about constructing massive
offer but unexpectedly told the Union to go
underground caverns and service tunnels
pound sand. He saw future opportunity in the
beneath Junkyard and his factories.
United States’ continued weakness. As for Lost
Angels, Hellstromme got his railroad station and
Affairs of State
his right of way in return for recognizing Lost
Angels as an independent city-state. In early 1882, Deseret was still an independent
thorn in the Union’s side. Political rivals and
The following year, the Great Deluge washed
the press pressured Chester A. Arthur to make
away Grimme and Lost Angels alike, and left the
good on former President Grant’s long-standing
ghost rock trade wide open for anyone who could
promises to settle the “Deseret issue.” But
reach the riches. Slowly, the other Rail Barons
between the existence of the rogue Deseret and
established operations on the West Coast while
Sioux Nations, Britain’s continuing fortification
consolidating and expanding their holdings
of Detroit, and recognition of the CSA as an
elsewhere. Meanwhile, Hellstromme turned his
independent nation in 1881, the Union was
gaze to the next hotbed of war: the Black Hills of
hard-pressed to deal with any of these threats
the Sioux Nations.
effectively.
40
P estilence ' s R ealm
41
D eadlands : G ood I ntentions
hasn’t stopped them from leasing use of their presence in the City o’ Gloom in the form of spies
rails and rolling stock to Empire Rails—and at and minor operatives. But these are mostly to
times, by proxy, to the United States Army. The keep an eye on current events and file regular
company can call on extensive firepower and reports. None have been able to gain a solid
soldiers in a pinch. foothold in Hellstromme’s or Smith & Robards’
Still, since the Zephyr Line opened to Shan operations yet, and the Mormons might as well
Fan, Smith & Robards has been making a killing be hermetically sealed.
in mail-order sales to the Great Maze. The folks
out west may not have much food, but they’ve Outlaw Gangs
got plenty of cash and ghost rock to fuel Infernal The Nauvoo Legion ensures criminal gangs
Devices. The Denver-Pacific has therefore kept are few in Deseret. But two have persisted.
its focus on commerce rather than warfare. Outcasts: These roving outlaws and thieves
Empire Rails: The company’s new Board of are men and women who were thrown out
Directors, led by New York landowner Factor of the City o’ Gloom for minor offenses (in
Weishaupt, renegotiated Union Blue’s deal to use their opinion). Their leader is Bonita Rose, a
the D-P’s rails, and vice versa. The arrangement charlatan who plays her role to the hilt with utter
was so profitable neither party was willing to confidence. They’ve evaded capture for almost
abandon it. And given Empire Rails’ continuing seven years, plaguing towns all over Deseret.
association with the US government, access to Mechanized and mean, the Outcasts’
Fort 51 in Nevada was a must. approach is heralded by the shrieks and moans
Apart from its ability to roll locomotives of ghost rock boilers. The large gang (about
through Deseret and the City o’ Gloom, Empire 42 total) tools around in four steam carriages
Rails exerts no authority and little influence and seven velocipedes, along with a passel of
among the Saints. When called upon by Smith horses. They have a hideout hidden deep within
& Robards or the D-P for aid, that help usually the Escalante—the Grand Staircase—a natural
comes secretly in the form of the Agency. landmark in southern Utah, just northeast of
Wasatch: Despite winning the Great Rail Wars Kanab. But they typically range all over Deseret
at the expense of all its competitors, Wasatch in search of towns to plunder.
Rail has little to no real pull in Hellstromme’s The Outcasts are almost as famous for
hometown. What it lacks the mad genius more “treeing” towns as the Cowboy Gang of Arizona
than makes up for with Hellstromme Industries. Territory. They ride in, shootin’ and hollerin’,
And the situation is about to change in a big way. driving the poor folks into their houses and
Hellstromme marked the future location of the sometimes right up into trees. Then they take
Plutonian Express’ Salt Lake spur back in 1879. In what food they want, rustle some livestock, and
1883 those plans see the light—literally—when avail themselves of any ghost rock or Infernal
the Hellbore emerges from beneath the hills Devices lying around.
south of the City o’ Gloom. Once that happens, Rose considers herself a “freedom fighter”
Hellstromme takes over serving the Mormons’ against President Young’s tyranny. Most
ghost rock and shipping needs. Wasatch of the rural Mormons she preys upon
rail warriors patrol streets near the would tend to disagree. But she insists
depot. The railroad suddenly holds her gang members refrain from
all the cards, and Smith & Robards violence unless in self-defense. This
watch in horror as their stock is also a self-serving claim, since
values plummet. So begins their the Outcasts have plugged plenty
company’s long decline into the of people who tried to fight back,
Twentieth Century. and the outlaws tend to be more
Other Railroads: All the other bloodthirsty when their leader isn’t
major railroads maintain a token around.
42
P estilence ' s R ealm
As for Bonita Rose being a charlatan playing expeditions, specifically in cases where they must
a role? Her real name is Patsy Louise Ferber. enter direct combat with “the forces of Satan.”
She does her best to look like a cross between They act only at Brother Brigham or his son’s
a gypsy and a Mexican flamenco dancer, and behest, so they won’t ally with a posse unless
tends to make grandiose proclamations about the stakes are very high indeed. When they go to
her glorious revolution while her gang robs the work, they do their job with ruthless efficiency.
locals blind. As she departs she drops a single red See page 152 for the Black Chaplains’ profiles.
rose in the street, her calling card.
Scorpions: Some folks were too mean for a
Danites
“humanitarian” outfit like the Outcasts. They got Officially, Brigham Young’s secret cadre
tired of Rose’s no-killing rule. Those cowpokes of “Destroying Angels” don’t exist. In truth
stole some steam wagons and horses from the they number roughly 30, and are charged with
Outcasts and formed their own gang called the smashing any opposition to the Mormon church
Scorpions. They’re led by Utah Starr and they’re before it gets a head of steam. Often this means
every bit as ornery as their name would imply. fighting the Reckoning’s monsters—for which
purpose they might stand alongside the heroes—
The Scorpions are a smaller group than the
but it also entails murder, arson, robbery, or
Outcasts (about 18 in number) but they’re cold-
whatever’s required to enforce Brigham’s laws.
blooded killers. They prey almost exclusively on
The Danites are complicated at best, villains
Denver-Pacific trains on the Zephyr Line between
at worst. Publicly, the Church disavows the
Salt Lake and Viginia City, Nevada. They roll up
Danites’ existence.
alongside a rolling train on their velocipedes and
steam wagons, jump on, and have a field day The Danites’ “leader” is O.P. Rockwell, a lone
murdering and stealing. After a heist they let the wolf who doesn’t really lead but sometimes
train roll on, so the law finds it harder to pick up acts as a deputy sheriff. During the Plot Point
their trail later. Campaign, a posse in need of some extra
firepower might ask Jeb Morgan to loan them
The Scorpions’ camp is actually located in
one or two Danite allies for a mission. These are
Nevada, about halfway between the Denver-
Extras; see the profile on page 155.
Pacific line and Elko. The Nauvoo Legion isn’t
too keen on hunting down outlaws outside its
Other Allies
jurisdiction, and the Union doesn’t have the
manpower or wherewithal to track them down Confederacy: Texas Rangers and other Rebs
way out West, so they keep getting away with can look to Edna Jacobs, owner of Edna’s Eats
murder. (page 55), for aid, support, and a means of
communication with their superiors, if applicable.
Twilight Legion: Walter Jennings, owner
ALLIES & SYMPATHIZERS of Jennings’ Tannery (page 56), is not only a
monster hunter but also a member of Explorer’s
Despite legions of abominations and critters, Society and its secret inner circle, the Twilight
threats mundane and beyond-the-pale, and all the Legion. He’s a willing and loyal ally to any posse
might of Hellstromme himself, a posse looking to fighting against the Reckoning.
do some good in Deseret and the City o’ Gloom United States: Yankees need look no farther
has a few options in the way of steadfast allies. than Agent Nevada Smith (page 156) for matters
Here we invite a few of them to the table. of espionage and supply. Smith never appears
in the same outfit twice, but he has a knack for
The Black Chaplains keeping in touch with Washington, D.C.
These grim, black-clad preachers number Sheriff Eli Waters: The City o’ Gloom’s sheriff
four—Paul, John, Luke, and David—and officially might be a true friend to a posse that runs afoul
speaking are attached to the Nauvoo Legion. of the Danites or the church; Sheriff Waters (page
They sometimes accompany the Legionnaires on 157) reveres the law and justice above all else.
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Pestilence and his Servitor Darius Hellstromme have Deseret solidly
in their grip, although the devout Mormons continue to resist. This
chapter presents rules particular to Deseret and the City o’ Gloom,
and others for portraying Pestilence’s depredations in your campaign.
As sickness spreads, so does the fear...
44
S etting R ules
Installing Augmentations
Only Dr. Gash (page 155), Nurse Ratchet (see Surgical Mishaps Table
below), and Smith & Robards (page 46) install
augmentations. How to get an appointment with
Ratchet or Perriwinkle (at Smith & Robards) is 2d6 Result
described below; for Dr. Gash, see page 59. 2 Great Scott!: The augmentation
Nurse Ratchet performs surgeries in secluded functions better than expected. The
exact result is up to the Marshal,
locales, never the same place twice. Ratchet
but it could: provide a +1 bonus to
charges 20% more for augmentations, but associated Trait rolls, cut the ghost
performs any requested. It takes a Streetwise roll rock fuel consumption rate in half,
(–6) to find the assistant’s operation the first time, boost Armor by +1, or the user never
but the penalty is reduced to –2 on subsequent suffers Minor Malfunctions.
visits. Any character who is turned down for 3–4 Disaster: The augmentation doesn’t
unneeded augmentations at Smith & Robards, or work. The exact effect depends on the
who fails a Streetwise roll to contact Gash, may be augmentation, and is up to the Marshal.
contacted by Ratchet at the Marshal’s discretion. Here are a few suggestions: the first
At Smith & Robards, it takes a Persuasion time a Strength roll with the augment
is aced, it flies off and is useless until
roll (–2) each week to bypass the 2d6-week- repaired; the augmentation is useless
long wait list. Once an hombre schedules a and completely fails from the start;
surgery, installing each augmentation requires a the steamware never stops running
Knowledge (Augmentation) roll. as long as it has fuel or ammunition;
A failure on the roll means the surgery is it’s poorly constructed and falls to
unsuccessful, and the patient suffers a wound pieces the first time it’s damaged by a
wound; etc.
from the surgery that can only heal naturally,
or through use of the greater healing power. A 5–9 Tragedy: The surgery goes horribly
success means the augmentation is installed, but awry, putting the would-be auger
the patient still suffers a wound as for a failure. in a risky situation. The patient is
immediately Incapacitated with three
If the surgeon rolls a raise, the augmentation wounds. These wounds can’t be
is installed and the patient does not suffer a Soaked, but Fate Chips can be spent
wound. A critical failure means a bad time on the on the Vigor roll for Incapacitation.
operating table and a roll on the Surgical Mishaps If the patient is an Extra, roll for
table (see sidebar). Of course, from whom one Aftermath at a –2 penalty instead.
gets one’s augments matters quite a bit: 10–11 Flaw: The augmentation doesn’t
Dr. Gash: A Wild Card who rolls Knowledge function quite as well as expected.
(Augmentation) d12+4, Gash is a pretty safe bet. We’ll leave the exact result up to you,
If the roll is 1 on the Trait or Wild Die, though, a Marshal, but here are some ideas:
Surgical Mishap (see sidebar) takes place. On snake it inflicts a –1 penalty on associated
Trait rolls, doubles the ghost rock
eyes, there’s a mishap and Gash installs another fuel consumption rate, lowers the
random augmentation and charges full price. Armor value by –1, or the owner never
Nurse Ratchet: Although Prof. Perriwinkle’s suffers anything less than a Major
former assistant is only an Extra, the mysterious Malfunction.
Ratchet has a d10 skill and the Luck Edge. 12 Whoops!: The surgeon left a clamp,
Smith & Robards: Most augmentations are a lens from his glasses, or some other
tool stuck inside the hero. Whatever it
installed by two assistants working together
is, it causes no end of pain. The hero’s
(Group Roll with a d10 skill). If Perriwinkle got the Ailin’ Hindrance (Minor).
performs the surgery himself, he is a Wild Card
with a d10+2 skill.
45
D eadlands : G ood I ntentions
Damage to Augmentations the part is currently in stock. (If you buy more
than one of a single augment, draw a card for each
The process that allows augers to control their one.) When a Deuce or Joker comes up, it means
augmentations means they “feel” damage to the supply of that augment has been temporarily
them as well. Characters suffer normal wound exhausted (typically entailing an additional 1d4
modifiers even if the attack hits a location replaced weeks’ wait time).
with an augmentation. Luckily, augmentations
are generally sturdier, providing at least +1
Armor (see individual descriptions for details). BLACKLISTED!
If such a location is hit (due to torso
augmentations or a Called Shot) and the character Folks who run afoul of the church, be they
takes any wounds, then one of their wounds Mormon or Gentile, have a tough week ahead
cannot be healed but must be repaired. It doesn’t of them if their names are printed in the Deseret
matter how many wounds the character takes to News blacklist.
the location; only one is considered to be direct
A cowpoke whose name appears on the list
damage to the augmentation. Additional wounds
suffers a –4 penalty to Charisma with Mormons
come from the overall effect on the body.
for one week. Should the blacklisted individual
Non-torso augmentations that take one wound also be blessed, the shame of censure inflicts a –4
cease to function until repaired. Damaged penalty to Faith rolls as well.
augmentations are fixed with a Repair roll and
1d6 hours’ work. Add an hour for each additional
damaged augmentation. A success removes the GHOST ROCK FEVER
wound, and a raise does so in half the time.
With prolonged exposure to ghost rock,
Replacement Parts characters may contract a malady called “rock
When an augmentation is obliterated due to fever.” Miners are the most frequent victims,
malfunction or damage, a scrapper needs to get as are mad scientists who handle rock shards
that problem remedied. Here’s how. frequently.
Dr. Gash: He has a ready supply of parts Only those who work with it for four hours a
(if he can be found), but he tends to get a little day or more—or those who spend much of their
overenthusiastic when making replacements, time in a mine filled with ghost rock vapors—
striving instead for “improvements.” Should he have any real danger of contracting rock fever.
roll a 1 on the Trait die during surgery (regardless Spending extended periods of time riding in or
of the Wild Die), he installs another random operating a Smith & Robards device counts!
augmentation while the patient is unconscious.
Fever victims feel warm and light-headed.
Nurse Ratchet: The mysterious former assistant Some report strange burning sensations, as if
always has a ready supply of replacement parts, their blood were on fire. The victims’ high fevers
but these installations come with the usual risks. cause delirium, and sometimes permanent
Smith & Robards: Augers can go to Smith & damage. After each week of direct, prolonged
Robards for a replacement, but they’re subject to contact with ghost rock, the character makes a
the same wait as the first time (see page 45). Vigor roll. The first week’s roll is unmodified, but
Unfortunately, this time the weekly Persuasion each successive roll is made at a –2 cumulative
roll to reach the top of that list begins at –4. Even penalty, until it reaches –6.
when the metal man gets an appointment, his After that, check once per month. If a Vigor
replacement part isn’t a sure thing. roll fails, the hero contracts rock fever. He grows
Draw a card for each augment your hombre light-headed and feverish, and suffers –2 on all
wishes to replace. As long as you draw anything Trait rolls for as long as he’s sick.
other than a Deuce or a Joker, you’re in luck and
46
S etting R ules
47
D eadlands : G ood I ntentions
Taint: A reader of the Expositor knows about Power: A mad scientist who constructs an
her newfound immunity. If she’s not a Mormon Infernal Device using one of these blueprints (see
already she can never become one. Tinkerin’ and Manufacturin’ in the Deadlands
Player’s Guide) adds +4 to his Weird Science roll.
“Fear Not’s” Saber Taint: None, but the ruthless doctor cares little
Captain “Fear Not” Patton was an early for social mores when devising his gizmos. The
hero of the Danites. Killed by “exterminators” components are often illegal if not disgusting.
in Missouri, the legend of Patton’s exploits has “People parts” figure into several of his devices,
grown and imbued his weapon with power. Fear as well as human blood, a person’s willpower,
Not’s saber was preserved by his men after his innocents’ tears, live jackalopes, and the like.
death; Jeb Morgan currently possesses it, but he Hellstromme has also been known to kill those
does not wear it in public view. who wind up with his plans.
Power: Patton’s saber inflicts Str+2d8 damage.
Joe’s Peep Stone
Taint: Non-Mormons who see the saber in
battle are enraged and attack the wielder, unless This is the white stone Joseph Smith used to
they succeed on a Spirit roll at –2. find the golden plates buried in the earth (see the
Brief History of the Mormons sidebar on page
The Handcarts 53). It’s a white rock about the size and shape
of a baby’s foot. These days Brigham Young uses
In the mid-1850s, Mormon missionaries sold
it to keep tabs on his enemies.
Salt Lake City as a paradise; many immigrants
took them literally and signed up. At first the Power: Once per day with a successful Faith
Church booked railroad passage, then organized roll at –2, the owner gains a vision of any person,
wagon teams. But when importing new citizens place, or thing he concentrates on. This power
grew too costly, the Church substituted handcarts doesn’t convey any special knowledge, just a clear
for wagons from 1855 through 1860. In those image of the desired target and surroundings.
brutal years, hundreds of would-be immigrants Taint: None.
froze to death or perished on the High Plains
during the trek. For the Mormons, the “handcart Joe’s Pistol
tragedy” was a harsh and hard-learned lesson. After Governor Boggs issued his 1838 order
Most of the handcarts sat unused until the to exterminate the state’s Mormons, Joe Smith
ghost rock mines opened in 1870. Now miners purchased a Colt Paterson Belt Model .31 revolver.
use the remaining carts to haul ghost rock out of He swore his firearm would take vengeance on
the Wasatch hills, ignorant of the awful effects. any Gentile who threatened him or his flock…
Power: None. This is not the sort of Relic one and that none would survive its wrath.
tries to acquire. Power: Range 10/24/48, Damage 3d6+1, RoF
Taint: Using a cursed handcart even one time 1, Weight 2, Shots 5, SA, AP 2, reload 2. When
gains a body the Ailin’ (Major) Hindrance; he a blessed of the Mormon faith fires this cap &
begins to starve to death. A hero who dies in this ball pistol, he makes a Faith roll opposed by
fashion becomes a faminite (see page 143). the target’s Spirit. On a failure the target takes
damage normally, on a success the target is shot
Hellstromme’s Blueprints in the heart for +4 damage, and on a raise the
target must succeed on a Vigor roll at –2 or fall
Hellstromme always looks to the future.
Incapacitated and die in 1d6 rounds.
Therefore, he discards his past designs and later
burns them to hide his often sinister experiments. Taint: None.
Enterprising and unethical employees have
salvaged a handful from the incinerators and Kirtland Bank Notes
sold them on the black market. In 1833 Mormons established the Kirtland
Bank in Ohio to aid the faithful. The bank closed
48
S etting R ules
in 1837; its owners had nowhere near enough The knife’s illusory powers make it appear as if
money to back the bank notes they issued. These its wielder is to blame for any mysterious events.
notes, left over from the Mormons’ first attempt
at banking, are the last remains of a tragic failure Liquid Fear
that cost several men their fortunes and ruined a This is pure, distilled fear in liquid form. In a
few Saints’ reputations. vial it looks like quicksilver in a thermometer,
Power: Absolutely none. and absorbs instantly into exposed skin.
Taint: Anyone who accepts one of these notes Power: Cowpokes infused with liquid fear
gains the Poverty Hindrance; halve their cash. can tell tales scary enough to boost an area’s
There is almost no way to be rid of a Kirtland Fear Level. When the infused character uses
bank note: They can’t be burned or torn, and if Persuasion for the purpose of tellin’ a tale, apply
thrown away they turn up in the sodbuster’s a +2 bonus. If that buckaroo also has the Tale
pocket next time he tries to pay for something. Teller Edge, apply a +4 bonus. With a success, the
local Fear Level rises by 1, or 2 on a raise.
The only way to be rid of one of these notes
is to use it to pay for something. But anyone in Taint: While infused, a dude’s as scared as a
Deseret knows not to accept them with success rabbit in a wolf’s mouth. He gains the Yellow
on a Common Knowledge roll at +4. A tinhorn Hindrance and suffers a –4 to Fear tests. A
might be tricked into taking one, but won’t be successful exorcism purges distilled fear from a
happy about it later! A successful exorcism allows person’s system, as does entering a sanctified area.
one to be rid of the note, but doesn’t destroy it.
The Lost Record
Lee’s Knife Martin Harris was one of the first Mormon
In 1857 a number of settlers from Arkansas converts, but his wife never could stand Joseph
and Missouri passed through Deseret. Their Smith. She stole a portion of the first translation—
very presence stoked the fury of Mormons who known as the Lost Record—and hid it under a
remembered how Missourians had tried to wipe false panel in her husband’s steamer trunk. He
them out back in ’38. When rumors circulated unknowingly carried the Lost Record to Utah and
that a few of the settlers had actually participated sold the trunk hiding it to one Mr. Danwoody
in Gov. Boggs’ crusade, they took up weapons. (see page 55). It remains in his warehouse.
In the most shameful and tragic event in Power: A Mormon blessed who reads the Lost
Deseret’s history, the settlers were turned away Record immediately gains a die type in Faith.
and forced south. There Paiutes allied with the Once revealed, the Lost Record is worth at least
Mormons attacked them. On September 11, 1857, $10,000 to the church.
Mormons approached the settlers under a flag of Taint: The dilemma of what to do with this
truce and convinced the menfolk to leave their near-priceless artifact is Taint enough.
families and help fight the Indians. Once the
groups parted, their Mormon escorts murdered Mormon Trees
every last man, woman, and wailing child. Scattered across Deseret are trees that bear
John D. Lee was executed in 1876 for his role in bell-shaped fruit. Mormons say the fruit is sweet
the Mountain Meadows Massacre, partly due to and has restorative powers. Gentiles claim they’re
testimony given by a few children who survived. snake oil at best, and taste like guano to boot.
But he claimed until his death by firing squad Power: A Mormon who eats a fruit from this
that other Mormons were involved…including tree removes one wound, per the healing power.
Brigham Young. This effect only works once per day. Non-
Power: When the wielder gets The Drop on an Mormons gain no benefit.
opponent, the knife inflicts Str+2d4 damage. Taint: To Gentiles, the fruit really does taste
Taint: The knife’s wielder always seems like bull pucky.
trustworthy to strangers, but never to friends.
49
D eadlands : G ood I ntentions
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Much of this chapter is focused on the single largest and most
populated locale in Deseret, the City o’ Gloom, and its various points
of interest and inhabitants. But we also delve into the city’s environs,
as well as spotlighting a panoply of towns and natural features all
across the territory.
Best read up on Deseret in the Deadlands Guide with inventories enhanced by Infernal
Marshal’s Handbook, Marshal—you’ll find Devices and Elixirs (see the Gear chapter). The
valuable facts there we don’t repeat here. City o’ Gloom also has interesting sites close by,
Each of the main entries in this chapter starts which are described in an Environs section.
by noting the local Fear Level—before your We wrap it up with Savage Tales linked to the
buckaroos get to lowering it, that is. area, marked with a pistol like this: L. Each is
That’s followed by an introduction and some briefly summarized with a handy page reference.
basic history about the place. Some of these are
long and complicated, like the City o’ Gloom The Nation of Deseret
itself, while others are short and sweet, like Long Fear Level: 3
Drop Canyon. Use Deseret’s overall Fear Level of Deseret (pr. Des-er-ett), also known as Utah
3 when the posse is out on the salt flats or visiting Territory, is a sometimes barren yet often beautiful
a flyspeck Mormon town. Substitute the listed region. Its most readily apparent features are
Fear Level for any named locales heroes visit. vast stretches of rocky desert and salt flats, the
Next is Gettin’ There, which describes routes majestic Wasatch Mountains, and the sprawling
leading to and from the locale, and any dangers Great Salt Lake—virtually an inland sea.
that lie along those twisted trails. Climate: Deseret’s climate is bone-dry, ranging
Points of Interest starts with items of general from what some folks might call “semi-arid” to
interest, followed by a list of notable places such desert. Some mountainous regions are cloaked
as saloons, mines, general stores, and so on in vast forest, but these are on the rare side. The
(keyed to the maps). For stores in Deseret, figure temperature can top 100 degrees in summer, and
they offer what you see in the Deadlands Player’s has dropped far below 0 degrees in winter.
52
S trange L ocales
53
D eadlands : G ood I ntentions
organized in its modern form (see the purty map onerous journey through the inhospitable desert
in this book’s endpapers). to reach it. Consult the rules for Heat and Thirst
Population: Because the Mormon authorities in Savage Worlds should a posse attempt the
don’t bother to keep a census of Gentiles in overland route. Such travelers also pay a toll.
Junkyard, no one knows exactly how many Toll Canyons: The city is surrounded by dozens
people dwell in the City o’ Gloom. But educated of canyons, and the ones that provide access are
guesses put the number at just over 30,000 and walled off with large barricades and guarded by
growing by another thousand or so every year. 10–15 armed militiamen (use the Soldier profile
People who can afford them wear soot masks in the Deadlands Marshal’s Handbook). The toll to
to keep from breathing the noxious air. Others pass through for Mormons and Gentiles alike is
use bandannas, wet rags, or eventually die a 25 cents a head, plus $1 per axle for vehicles.
noisy, retching death. Everyone has a certain In general, those with no money are let through
degree of anonymity in the streets, and that can if they appeal to the guards’ softheartedness.
sometimes has an unnerving effect on sodbusters Should a conflict arise, however, attackers find
unused to it. out (as the U.S. did during the Mormon War)
Power: Hellstromme’s power plant provides that the canyons can be held indefinitely by even
the entire city with electricity for streetlights a few men armed with rifles and a Gatling gun.
and a streetcar system that provides transport
throughout the city (except Junkyard) for 5 cents Points of Interest
a trip. Having electric light and hot water in one’s The City o’ Gloom’s landscape is dominated
home is a luxury only some can afford. Becoming by the Temple, but that edifice is dwarfed by the
Blacklisted (see the Setting Rule on page 46) is sheer number of factories, Hellstromme-owned
a good way to have one’s power shut off! and otherwise, that dot the city. Although skies
Local Statutes: All of Salt Lake City is a all over the city are clouded with smog, over the
“no-firearms” zone, meaning these weapons must Mormons’ section of town it is noticeably less
remain at home, or in case of visitors they must oppressive. See the Soot Setting Rule on page 51.
be checked in at the place of lodging. Violation The neighborhood called Junkyard, with
results in arrest and a $25 fine. Otherwise the tangles of steampipes and walkways crowding
laws in Salt Lake City (and the rest of Deseret) its skies, is technically part of Salt Lake City, but
are similar to those enforced elsewhere in in many ways is a world unto its own. It gets its
the Weird West, with the addition of the Ten own Points of Interest section below, Marshal.
Commandments being legally binding. Minor Aaron’s Arms (1): This gun shop’s owner is
offenses—carrying a gun where they aren’t Mr. Henry Aaron, an old timer and one-armed
tolerated, lewd or lascivious behavior, and petty veteran of the Nauvoo Legion. His prices are
theft—tend to be overlooked in areas where high—50% higher than what’s listed in the
Gentiles predominate. Deadlands Player’s Guide—but he gives Mormons
The Tithe: Mormons contribute 10% of a 25% discount. Since Union and Confederate
everything they earn to the church. In this case, gun makers alike shun Deseret, most of Aaron’s
they expect every other resident of the city (even new weapons come from the Browning Arms
Gentiles) to pay 10% as well. This applies to the Factory in Ogden or Granny Smith’s factory in
heroes if they find any gainful employment in Junkyard.
the City o’ Gloom! Failure to pay one’s tithe can The Bank of Deseret (2): Mormons chartered
result in being Blacklisted (see page 46) or the national bank in 1867, in the wake of Deseret’s
permanent expulsion from the city. independence. Deseret mints its own currency—
called “bank notes”—the value of which is
Gettin’ There
guaranteed by unmined reserves of ghost rock
Unless a body rides the Denver-Pacific rails in the Wasatch hills. Foreign currency can be
or stagecoach into the City o’ Gloom, expect an exchanged here for a 5% fee.
54
S trange L ocales
California Corral (3): This establishment’s Deseret News (10): The News is the official
name is a little bit misleading; owner C.A. paper of Salt Lake City, and its editor Hymus
“California” Carrol is a Mormon who hasn’t sold Crum is sternly disapproving of the local Epitaph
a horse in years. All he sells are steam carriages, offices. Crum is a staunch Mormon from the old
steam wagons, and velocipedes—at a 10% days of Prophet Smith, whose editorials preach
discount thanks to a deal with his brothers at fire and brimstone. The Deseret News carries the
Zion’s Cooperative Carriage Factory (page 58). weekly “blacklist,” a large black box with the
The Cemetery (4): Only Saints are buried here names of offenders and their crimes listed in it.
in the city proper, and they enjoy their repose in a See the Blacklisted Setting Rule on page 46.
place of peace: The cemetery is sanctified ground. Deseret Tithing Office (11): All the money
City Hall (5): The city’s administrative work is collected by city tithe collectors is stored in the
carried out in a series of courtrooms and offices by vault here, and it’s laced up tighter than a corset
judges, clerks, and bureaucrats. Various licenses with armed guards and a safe that could stop a
and permits may be procured here during cannon. A persistent rumor has it the office has
business hours (see page 9 for prices). The Holy protection…enough to cause the blood of
clerk of city hall is a Danite (page 43), which would-be thieves to boil in their veins!
gives him access to most of the city residents’ Deseret University (12): The university
personal information. teaches a full range of subjects, as set out by
City Jail (6): Folks don’t stay locked up here the Church elders. Anyone can enroll at the
for long. Thieves end up working off twice the school despite religious beliefs. The College of
debt. Murderers face a firing squad. Drunk Engineering turns out quite a few new scientists
Gentiles are roughed up a little and tossed for Hellstromme Industries and Smith & Robards,
back into Junkyard, and Mormons are allowed but it also provides endless laborers for the
to sleep off the effects before a visit with the professors’ own experiments (of which patents
minister. Recidivism eventually gets a body the most promising are promptly snapped up by
excommunicated and tossed out of the city. moneyed interests).
Sheriff Eli Waters (page 157) and his deputies Edna’s Eats (13): Owner Edna Jacobs (page
keep the peace in the City o’ Gloom, and they 154) is a grandmotherly type who cooks the
prefer it very quiet. Waters has at least three best pastries in Deseret and makes everyone feel
deputies on duty here at all times. Another four welcome. She’s also a Confederate spy! Since the
patrol the city in two steam carriages armed with Twilight Protocol went into effect, her fleeting
Gatling guns. For deputies, use the Gunman interactions with Agent Nevada Smith have
(Veteran) profile in the Deadlands Marshal’s turned into full-blown collaboration. In truth, she
Handbook, but add Driving d8 and the Steady admires the young spy like a son.
Hands Edge. Empire Mill (14): This mill is where the first
Danwoody’s Furniture Factory (7): Howard settlers cut trees into planks to build the city. Now
Danwoody owns this furniture factory, one of Sludge Creek (page 58) is so slow-moving and
the few that still remain outside Junkyard. He mired it won’t power the saw, leaving the mill
produces expensive but high-quality wares. an abandoned, rat-infested ruin. Worse, the dark,
corrupted heart of the vile creature called Sludge
Denver-Pacific Depot (8): The depot services (page 148) lies hidden in the mill’s flooded
Denver-Pacific, Empire Rails, and Black River basement.
trains (an enduring slight to Hellstromme). The
western line—known as the Zephyr—runs as far Faust’s Livery Stable (15): Henrik Faust and
as Shan Fan, California. his family own the only place in Salt Lake City
that sells horses and mules, and they’re of the
Deseret Café (9): This cozy little joint doesn’t highest quality. Prices are accordingly steep:
serve whiskey, tea, coffee, or anything else with $200 for horses and $75 for mules. Faust has a
a bite. They mostly serve Mormons, so they sell deal with local Paiute Indians, from whom he
“Brigham tea,” sarsaparilla, and lemonade. purchases his stock.
55
D eadlands : G ood I ntentions
Fort Smith (16): A 100-man company of the 1858 with the handcarts. She actually practices
Nauvoo Legion is stationed in this fort on the city’s black magic, draining the poor children of blood
outskirts, commanded by Maj. Matt Demmons. to fuel her unholy nocturnal rituals.
The sentries have Gatling guns on the walls and Restful Arms (21): This well-appointed inn is
a few cannons. In truth, they’re stationed here owned by Jebediah Wilkinson, who converted to
to protect against the city’s Gentiles more than Mormonism back in ’76. He charges Mormons $2
anything else. a night for a rooms, $4 for anyone else.
Golding’s Tannery (17): Owner Harvey The Salt Lake City Hotel (22): Owned by a
Golding sells all sorts of furs and rattler hides. group of rich Mormons, this is probably the finest
He has a strict conservation policy, and will not hotel this side of the Mississippi. The caretaker
buy from trappers who exceed an area’s quota. is Monsieur Louis Montague, an exacting
Infinity Press (51): This small print shop run Frenchman with an acid tongue (Taunt d12).
by R. Percy Sitgreaves (page 157) has a contract Despite the opulence this place has a catch: Due
to typeset and publish the annual Smith & to the bitter curse of a Shoshoni shaman who the
Robards Catalog. They also take odd printing jobs. management threw out, anyone who sleeps here
Sitgreaves and his assistants are metal mages is affected as if by the Bad Dreams Hindrance.
who practice Thaumaturgical Diffusion. The Tabernacle (23): This was the first
The Green Room (18): This fancy club might assembly building constructed by the Saints,
be the most exclusive in the West. Only upper- begun in 1851 and finished after Hellstromme’s
crust Mormons are allowed inside, along with arrival in 1870. The main hall is a huge room
those they deign to invite. In privacy they discuss with a broad elevated gallery and seating for
the most secret matters away from prying ears. near 9,000 Saints. Gentiles are only allowed here
Jennings’ Tannery (19): Proprietor Walter when services are not being held. The Tabernacle
Jennings buys all the furs he can, no questions is haunted by the ghost of the Lost Elder, who
asked. He also sells “exotic pelts,” the furs and was mistakenly walled into the place during
skins of abominations he’s slain. That’s because construction. Whenever the Lost Elder’s ghost is
Jennings is a full-fledged member of the Twilight heard scratching in the walls a powerful Mormon
Legion who’s well aware of the Reckoning’s is fated to die.
effects, if not its deepest secrets. The Temple (24): Gentiles aren’t allowed here
Madam Marie’s Dance Hall (42): Although at all. This enormous granite church was begun
the law in Deseret prohibits brothels, the law in 1853 and in 1882 it’s still not finished. When
leaves Madam Marie alone. The Mormon leaders complete, it’s meant to “shield the most holy rites
despise this place, but recognize its usefulness in from the eyes of the uncleansed,” in Brigham’s
keeping the Gentiles happy. words. Two large stone gargoyles were stolen
from the site early on; the Church offers a
McClellan’s Electric Stage Stop (52): Way out standing reward of $2,000 for their return.
at the eastern edge of town sits a one-man ticket
booth and a sign that proclaims: From here to Warwick’s Books and Manuscripts (25):
Ackensack before your next meal! Prof. Cyrus Sidney Warwick, originally of New York City,
McClellan owns this business, which makes owns and runs this cluttered shop with the help
daily passenger runs to small settlements on the of his wife and three bookish daughters. They’re
Salt Flats for 50 cents a head. Gentiles, but maintain cordial relations with the
Saints. Every sort of book imaginable is for sale
Nichols’ Ghost Rock Refinery (44): Here raw here, but the prices rise in accordance with rarity.
ghost rock is powdered, sifted, purified, and
refined into shaped fuel cores (see page 29) by Warm Springs Sulphur Baths (26): These hot
Chance Nichols and his crew. mud baths are built on top of a natural spring,
and the cost is high ($5 a head per hour) but the
Orphanage (20): The Home for Wayward refreshment is said to be worth it. From time to
Children is run by the Widow Grist, a bitter
German woman who came to Salt Lake City in
56
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57
D eadlands : G ood I ntentions
time, a lone bather is sucked down into the spring Assayers buy ore from miners at the top and send
by hungry salt rattlers. it down to the refineries below. From dawn until
Zion’s Co-Operative Carriage Factory (27): noon, Hellstromme runs the belts in reverse and
One of two factories outside Junkyard, Zion’s is the ferries miners up into the hills for 10 cents each.
leading manufacturer of self-powered vehicles in It beats ridin’ shank’s mare.
Deseret. It helps to lock up the Mormon clientele! The oreways are not without danger. The
They sell their wares to various “lots” (such as westernmost of the conveyor belts is haunted by
C.A. Carrol) who in turn sell the vehicles. oreway skulkers (page 146) looking for miners
to murder. The northern oreway is a favored
Savage Tales highway for Wasatch wall crawlers (see the
LL Shooting Starr (page 136): When Deadlands Marshal’s Handbook); one of them finds
outlaw Bonita Rose is arrested and held at City its way down into Junkyard every month or so.
Jail, she’s made an offer she can’t refuse. The Steel Sky: New land plots were drawn
among the maze of pipelines, conduits, steam
ducts, aerial walkways, gantries, and catwalks
JUNKYARD that issued from Hellstromme’s many factories.
That way the workers could be close by their
As we mentioned earlier, Junkyard is a places of employment…and separate from the
neighborhood of Salt Lake City but also a whole city’s more genteel, Mormon populace. Now
different world. Factory recruiters Back East make that maze of metal is called the Steel Sky; in most
it sound like a fancy, technological wonderland parts of Junkyard it completely blots out the sky.
to lure new workers by the wagonload, but the Predators, human and otherwise, have learned to
truth is quite a bit dirtier. On the plus side, since use the Steel Sky to prey on the unwary.
the city zoning laws prohibit saloons in most Where the sky might otherwise be visible, the
places, they’re all located in Junkyard. thickest smog in all the city blots it out. At times
soot falls like filthy snow. For folks who spend
Points of Interest a lot of time in Junkyard, soot masks or a cloth
Junkyard got its start when the city’s Mormons over the face are necessary. Those without access
needed new Gentile residents to mine ghost rock, to either experience the Soot Setting Rule (page
work the factories, and ensure all of Salt Lake 51) intimately.
City’s New Science comforts kept running. They Sewers: This rough network of sewer tunnels,
didn’t necessarily want them living next door. more like natural caverns than man-made
Sludge Creek: The City Creek Canyon used to structures (even though city work crews dug
be crystal clear, before the factories. Now it’s as them), lies beneath Junkyard’s streets. Exploring
thick as pudding, a viscous brownish-black mire the sewers is unwise; they are home to mutated
oozing downhill. Everyone calls it the Sludge. rats (page 147) and the vile creature called
It’s strongly acidic; anyone who drowns in the Sludge (page 148).
Sludge Creek is reduced to bones in a few hours. The Arena (53): In 1874 a huge explosion in
The river of contaminated, ghost-rock-infused west Junkyard left a pit nine feet deep and about
goo has actually been self-aware since 1873, 50 feet across. A few days later, by chance a
when the hundreds of screaming souls inside it few brawlers fell into the pit, but they just kept
woke up. It bides its time, worming its way into beating the living tar out of each other. Soon
the spaces under the city, bringing legions of rats boxing matches sprang up, and promoter Bill
under its control, and biding its time… King swooped in to really organize the fighting
Oreways: Dr. Hellstromme built the sport of “pit.” The rules are simple: Two willing
oreways—miles-long conveyor belts coming combatants enter the pit, bets are placed, the last
down from the Wasatch Mountains—to ease the man standing wins. Deaths are frowned upon
task of conveying tons of ghost rock into the city. but tolerated, and happen quite often.
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With the money he made from pit wagering, experimental subjects by abducting patients from
King built the skullchucker Arena close by the pit the Asylum above.
(see the Skullchucker Setting Rule on page 51). Gash also accepts the occasional appointment
There the games in his annual “King’s Tourney” for surgical augmentations. Getting in touch
are played. Another game called “swing”—in with him or his people isn’t all that complicated.
which armed combatants fight while dangling A successful Investigation or Streetwise roll (–4)
from cables over the Sludge—lost popularity in Junkyard does the trick. Before long, the lucky
after the horrible deaths of several star players. fool is blindfolded and escorted to Gash’s secret,
The Asylum (30): Lead psychologist Dr. Emil windowless laboratory where the surgery is
Hibbert is a good man, but his methods can be performed.
crude. He practices what he calls “confrontational Cat’s Used Goods (31): With the factories’
therapy”: confronting the patient with various turnover rate, there’s a rich market for used goods
mundane Fear/Nausea tests until cured. Heroes in Junkyard. Furniture, clothes, gear, you name
may remove the Delusional Hindrance or mad it and Cat’s got it. Owner Katherine Washington
scientists’ Dementias after being treated here at is one of the few black women in Salt Lake City,
the Marshal’s discretion, but any such treatment and the only one who runs her own business.
takes at least 1d6+2 weeks to complete. Cat is a folk hero in Junkyard; she’s handy with
Little do Hibbert and his assistant nurses a Gatling pistol (Townsfolk profile with Shooting
know, the secret augmentation laboratory d10, Rock and Roll! Edge) and has saved folks’
of Leonitas P. Gash lies beneath their feet, in lives on more than one occasion. Incidentally,
secret caverns under the Asylum. Gash and his she’s also a close friend of Six-Hundred-Pound
followers found an abandoned mine in the hills Sally Manners.
above the building and used them to carve out Co-Op Hacienda (54): Located at the eastern
a subterranean lair. Gash gets quite a few of his fringe of Junkyard, this is a small compound
59
D eadlands : G ood I ntentions
containing several private workshops, owned West seeking his son Cal and never did find him.
by a collective of scientists and engineers who He’s still haunted by that loss. Still, he’s a fairly
share rent and electricity costs. They also use talented sawbones (Townsfolk profile, Healing
each other to make new business acquaintances, d10, Healer Edge) who charges a pittance.
hoping for that ever-elusive audience at a Granny Smith’s Arms Factory (33): Granny
major manufacturer. It contains the Brunhoff was one of the Prophet’s last wives in Nauvoo,
Klockwerkstelle (owned by Werner Brunhoff), a crack shot and cunning gunsmith. After
Madame Wanda’s Salves & Poultices, Dr. Joseph Smith died, Granny came to Utah with
Paglian’s Telegraphic Lab, Mozart’s Music Boxes the Mormon pioneers. Now she runs one of
(owned by Bill “Big Hair” Mozart), Dr. Li Heng’s two major local arms factories. She invented
Fireworks Forge, and a vacant lab (which used to the “Mormon rifle” (essentially a Gatling rifle,
be occupied by Dr. Byrd’s Whirligigs). but she did it first). Her weapons production is
Cree’s Miracle Emporium (55): This small shop a godsend to the Nauvoo Legion, since Deseret
in Junkyard is owned and operated by Amanda is under embargo from both North and South.
June Cree. The cluttered, dusty Emporium deals Granny’s private collection of weapons is said to
in “refurbished” Infernal Devices and shaped hold a number of famous guns (and even a Relic
ghost rock cores, all work done on the premises or two if the Marshal desires).
by the owner. Most of the devices (but not all the Gonzalez’s House (40): A former courier in the
weapons) listed in the Gear chapter are heaped Mexican Army, Manuel Gonzalez saw terrifying
on the shelves somewhere. In game terms, all Ms. things he could never forget. He fled north to Salt
Cree’s wares cost 50% of what’s listed, but they’re Lake City and bought this crumbling apartment
considered El Cheapo items and malfunction on building. He fixed it up and rents rooms for 50
a Trait roll of 1 or 2. cents a night, with a 50% discount for those who
Doc Yates (32): Victor Yates was once a stay a week and pay up front.
prominent Philadelphia surgeon. He came out
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Hellstromme Industries, Ltd., Plant #1 (34): Jackson Smeltworks (56): This abandoned ore
This was Hellstromme’s first factory, constructed refinery and machine shop used to be owned by
in 1870 to manufacture steam wagons. By 1872 Fineas Jackson. When the business fell on hard
Hellstromme ceased rolling out steam wagons times and rumors of hauntings drove away the
and entered a partnership with Zion’s. Since then last employee, Jackson returned to Pittsburgh.
Plant #1 has built trains: swift trains, armored war It’s surrounded by the most crime-ridden area
trains, and the most luxurious cars imaginable. in Junkyard. It used to be the Tremendae Gang’s
As with all Hellstromme’s factories, numerous hideout before it was abandoned once more.
X-Squads and automatons (see the Deadlands The Ledge Saloon (46): This high-rise saloon
Marshal’s Handbook) guard Plant #1. is owned by Clarence “the Shark” Venturino, an
The Automaton Factory, Plant #3 (35): This ex-swing player who retired after a near-death
factory has the best-paying jobs, because this encounter with the Sludge. The Ledge sits on the
is where Hellstromme creates his miraculous sixth floor of an old apartment building, with a
automatons. The machines are assembled here, narrow metal staircase leading up to it. A wide
but the “heads” (containing the automatons’ catwalk extends around the building, where
greatest secret) are shipped in separately, via patrons drink and carry on. Most of the clientele
underground railway from the secret labs at are bloodsport players, and typically dare each
Hellstromme’s Manor outside town (see page 64). other to try outrageous and dangerous stunts.
Hellstromme Industries, Ltd., Plant #9 Lenore’s House of Fine Arts (43): Ms. Catherine
(36): Mechanical spiders, scorpions, and other Lenore collects what she calls “fine art.” Most
clockwork minions are created here. This factory would call it trash: the childlike scribblings of
pays almost as well as Plant #3. Junkers who haven’t seen the sun in a long time.
Hellstromme Industries, Ltd., Plant #13 (37): The Monkeywrench (47): Dr. Anthony
This place is just plain unlucky. This is where they Spunzo opened this saloon in 1873, after he was
make “bulletproof vests” and other experimental ejected from Deseret University for his support
gear for X-Squads, and the body count is truly of Dr. Gash. He billed his new saloon as the
appalling. Seems like every week some poor “general headquarters of brilliant minds,” where
devil gets maimed or mangled and loses a limb. scientists from Hellstromme Industries, Ltd. and
Hellstromme Industries, Ltd., Plant #22 (38): Smith & Robards could blow off steam in their
This plant produces miscellaneous parts for off-hours. The idea caught on, and inventors and
armored vehicles: nuts, bolts, radiators, steam researchers have frequented the place ever since.
boilers, and the like are all made here and then Every so often, even intellectual differences break
shipped out to plant #47 on the salt flats. down into fisticuffs.
Hellstromme Industries, Ltd., Plant #24—The The Rathole (45): Actually A. Warren’s
Power Plant (39): This is known as the Power Apartments, this huge tenement building is
Plant; its official name is the Salt Lake Valley popularly known as the Rathole. It has 200
Electrical Plant. This installation is patrolled apartments occupied by factory workers, but the
full-time by multiple automatons and veteran rats seem to outnumber the people, and some of
X-Squad crews (page 151). Every so often, a them are large (see Big Rats on page 146).
glitch or a gremlin knocks out the power briefly. The Rustbucket Saloon (48): In the seediest
Hellstromme’s Water Purifier (28): When section of town, the Rustbucket is by far the
the creek first started turning black from the seediest dive. They save leftover beer in rusty
factories’ waste, Hellstromme devised a “water buckets to serve later in the evening. The owner
purifier” to clean it up again. As amazing as it is “Dirty Matty” Meeker, a woman who can
sounds, the Sludge flows into the purifier and outdrink and whip near any man who walks in.
comes out clean on the other side for Mormon Salt Lake City Grand (41): The only thing
citizens to enjoy. grand about this hotel is the word painted on
its signage. Owner Jim Willis charges 75 cents
61
D eadlands : G ood I ntentions
Smith & Robards Showroom (57): The main Smith & Robards Compound
retail showroom for Smith & Robards is located
in Junkyard. Browsing the wondrous wares on Smith & Robards, named for its owners
display here can easily eat up a whole afternoon. Dr. Jacob Smith and Sir Clifton Robards, got
All items sold on the premises receive a 10% started in a dilapidated barn east of town. The
discount off listed prices. operation grew until it required its current digs:
a mountaintop research and manufacturing
The Steamer Saloon (49): This saloon is compound. Sir Robards named the peak Mount
located in an apartment building’s basement. Necessity because it is, in his words, “the mother
Owner Edgar Maybrick saw business take an of invention.”
upturn after a steam pipe in the ceiling sprung
a leak, turning the decidedly bland Junkyard In 1882, Hellstromme might have the local
Saloon into the Steamer. It’s hot as a sauna inside, Mormon business locked up but Smith & Robards
but the air’s relatively clean and it tends to wash are the kings of mail-order Infernal Devices.
off the grime after a day’s work. Delivery crews and the Denver-Pacific line ferry
them all over the West for enormous profits.
Tombstone Epitaph (58): This local office of the
famous paper is run by Stacey O’Malley, younger Smith & Robards’ staff of laborers, scientists,
sister of Epitaph reporter Lacy O’Malley. She and tinkerers are some of the best in the business.
works to support the local labor movement, the That’s because Smith & Robards pays its workers
Workers’ Alliance, while collecting information a fair living wage and treats them well on the job.
for her stories. It’s a tough job to acquire, but those who succeed
consider it worth the extra effort.
Worker’s Hospital (50): A group of factory
owners started this hospital several years ago to Security: Access to the compound is strictly
care for injured workers. They were unable to controlled. A single, wide railroad spur leads up
hire any talented doctors and money ran low, so the mountain, with a road beside it. More than 200
now the place is staffed with quacks and barbers. workers ride a slow passenger car up the slope
Many patients who go in never come out again. every morning. Guards (Use the Veteran Soldier
profile in the Deadlands Marshal’s Handbook) check
Savage Tales in all new arrivals; job-seekers are interviewed,
and tourists are given a short tour before guards
LL Who Stalks the Lurkers? (page 138):
send them on their way. Customers are directed
With monster hunter Walt Jennings’ help, the
to the showroom in Junkyard; only VIP buyers
posse might just clear an accused child’s name.
are allowed to visit the design house (see below).
Points of Interest
Assembly Area & Factory (A): Nearly every
Infernal Device produced by Smith & Robards
is assembled in this large factory. The building
contains a tailoring area, a workshop for fine
assembly specialists, a series of garages, and a
62
factory floor with assembly line. The shipping enough to make a Rail Baron cry with envy—sits
department crates them for delivery all over the on the top floor, view a bird’s-eye view of the city.
world. This building also has a massive forge Denver-Pacific Depot (C): The spur connects
used to make steel and ghost steel. to the D-P line via a long trestle, allowing cargo
Interestingly, a ghost haunts the factory trains to roll right into the loading yard. Heavy
basement where the blast furnace and smelter cargo is rolled onto the train cars or lifted with
are located. Years ago, one Mr. Dowdy was cranes. Crevices in the railroad tunnel are said to
killed in a saboteur’s explosion. Now his restless lead deep beneath Mount Necessity, but no one’s
shade watches over factory employees and ever mounted an expedition to find out.
helps prevent malfunctions by shutting a door, The Tramway (D): This small but luxuriously
switching off a device, turning off a burner, and appointed tram car travels on ghost steel cables
so forth. Whenever a device suffers a Catastrophic between the mountaintop and a station at Ninth
Malfunction in this building, one free re-roll is East and South Temple Streets in Salt Lake. Smith
allowed; take the better of the two results. The and Robards use the tram to convey VIPs to their
ghost is harmless and actually quite helpful. technological aerie.
Business Office (B): More than 50 personnel Design House (E): Members of the public are
managers, administrators, accountants, delivery allowed no farther than this building’s lobby,
managers, and catalog staff handle the company’s which holds a small museum dedicated to the
business concerns here. The office has its own rise of the New Science. The rest of the building is
telegraph line with three operators on duty 24 divided into private workshops and laboratories
hours a day. Sir Clifton Robards’ office—fancy where the best and the brightest develop new
63
D eadlands : G ood I ntentions
Infernal Devices. Senior designers and their emanations. The subterranean menagerie includes
assistants have “blueprinting” rooms in the green, black, red, and albino gremlins. The most
upper level, and all employees are contractually vicious are the albino and black gremlins; they
obligated to keep quiet about everything they delight in sneaking from the tunnels at night and
see and hear. Despite the secrecy, the resident distracting the guards, stealing belongings from
scientists have plenty of eccentricities on display. workers and planting them in other workers’
An electrified wire fence runs all around this lockers, killing pets, and the like.
building and the power plant (3d10+3 damage
per round if touched, and the victim can’t let go Savage Tales
until the power is shut off). LL The Lost Loco (page 135): A mission
Guard Towers (F): These three towers, built from Smith & Robards sends the posse on a
on top of stone pillars, stand sentry over the only hunt for Hellstromme’s personal rail runner.
road into the compound. Each is manned by four LL Under the Mountain (page 137): Heroes
guards with a Gatling gun. There are about 25 are sent into the lightless deeps beneath Mount
guards in all (Use the Veteran Soldier profile in Necessity to clear up a gremlin infestation.
the Deadlands Marshal’s Handbook). A small office
in the base of the central guard tower acts as Hellstromme’s Compound
headquarters and nerve center.
Hellstromme’s walled manor lies about 10
Homes (G): Upper-level foremen and miles west of the city, near the Salt Flats. Visitors
managers get their own houses up on the are not encouraged; the walls are patrolled by
mountain: some of the cleanest, most modern veteran X-Squadders with guard dogs, and
domiciles in the West. They even have garages hidden automatons and clockwork tarantulas are
for the supervisors’ steam wagons. Housing ready to spring out at a second’s notice.
high-level workers onsite also allows Robards to
Hellstromme Manor: The good doctor himself
keep a close eye on them.
lives in this Victorian mansion, built in the style
Junk Ravine (H): All the compound’s scrap of an English manor, although he doesn’t spend
metal and garbage is tossed into this ravine. It’s much time here. Automatons called “Maid” and
quite a nasty sight. The debris is infested with “Butler” serve all Hellstromme’s needs (they
junk rats (see page 147), but a scientist named have no combat ability). Hellstromme’s study
Eberhardt considers them his “pets” and won’t contains a massive portrait of Vanessa above
let anyone exterminate them. the fireplace; he cannot bear to be in this room
Power Plant (I): This building’s dynamos and withstand her gaze. The library is used by
provide electricity for the entire compound, and Hellstromme’s trusted associates; reading four
allow Smith & Robards to be independent of books here (one per week) grants a scholar one
Hellstromme’s power supply. An electrified wire die type in Knowledge (Occult) or Knowledge
fence runs all around this building and the design (Any Science).
house (3d10+3 damage per round if touched, and Finally, a giant grandfather clock in the upstairs
the victim can’t let go until the power is shut off). hall contains a secret door: Hellstromme can step
Prosperity Manor (J): Mr. Robards’ opulent inside the glass door and pull the pendulum,
manor sits on the far side of the mountain, which triggers a steam elevator that lowers him
overlooking the majestic Rockies. It’s the most to the underground train in his secret labs (see
secure location on the mountaintop. Dr. Smith page 118 for the details).
lives in a small cottage not far away, but spends Staff’s Quarters: Hellstromme’s foreman, Ms.
most of his time in the design house. Mary Jones, and the grounds keepers live here in
The Tunnels: Unbeknownst to Smith & well-appointed apartments. Hellstromme bought
Robards, the mountain below the compound Mary as a “mail-order bride” from Boston, but
is home to a strange society of gremlins, which was struck by her beauty—and resemblance to
is growing due to the factory’s supernatural his former wife Vanessa. Now the girl is ensnared
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in Hellstromme’s diabolical machinations; see This locale has a persistent problem with grave
the Good Intentions Plot Point Campaign. robbers cutting up the recently interred, taking
Hangar: This quonset-style building contains the choice cuts, and leaving the rest to rot.
Hellstromme’s various flying machines, Huntington Ruins: In 1876 Professor Thomas
including an auto-gyro, a black ornithopter, and Huntington bought an isolated ranch east of Salt
a deflated air carriage. See page 118 for all the Lake City. There he conducted novel experiments
details of the hangar’s contents and staff. on his “trans-dimensional displacement device.”
Workshop: This garage houses a pair of steam Sadly the device exploded, destroying the ranch
carriages and a rail runner, prototype vehicles, and killing Huntington. Only a single crooked
and a prototype velocipede that leaves the old door frame stands at the ruin’s center; it is
model in the dust (Acc/Top Speed 10/30, travels actually a portal to the Hunting Grounds.
70 miles/lb of ghost rock). New Empire Mill: This large lumber mill on
the banks of the Jordan River south of Salt Lake
Other Environs of Interest City was built to replace the old Empire Mill after
Copper Quarries: Ghost rock is king, but no the creek became the Sludge (see page 148). It
city can make extensive use of electricity without produces most of the city’s building lumber.
copper. Several quarries employing a few Salt Flats: Flat, white, hot, dry…and deadly.
hundred workers dot the Wasatch hills. The salt flats west of the city are incredibly
Gentile Graveyard: Gentiles who die with dangerous due to the climate, not to mention the
a few bank notes in their pockets are shipped salt rattlers that roam in packs of two to four, and
to family Back East. The rest end up here, in a their ravenous young ’uns. Consult the rules for
pauper’s two-foot grave with a wooden cross. Heat and Thirst in Savage Worlds should a posse
65
D eadlands : G ood I ntentions
set out onto the flats. The Salt Flats Worming expect from a Weird West boomtown, with more
Company, run by Harold Towers, uses huge than 30 saloons and gambling halls.
“landships” to hunt the salt rattlers where they Corrine Daily Reporter: This newspaper rivals
live. Rivals like Crazy Pete use ornithopters and the Epitaph for sheer moxie in its reporting of
auto-gyros to bombs rattlers from the air. Either weird events around town. If editor-in-chief and
way, it keeps the population in check and supplies reporter Maud Jennison weren’t hidden away in
local tanneries with plenty of rattler skins. Deseret the Agency or the Texas Rangers would
have shut her operation down by now.
Savage Tales
Dead Orchard: Folks tried to plant an orchard
LL Early Birds (page 127): Any posse that
several years ago, but the irrigation leached
gets wrapped up in the Worm Wars gets far
mineral salts out of the soil and it killed the trees.
more than it bargained for.
That said, they didn’t quite die either…they
LL Graveyard Follies (page 131): Foiling just wasted away slowly. Years later a few folks
graverobbers ain’t as simple as it used to be. vanished at night near the orchard, and locals
started telling tales about it being haunted.
CORRINE Hellstromme Industries Showroom: Not one
to miss out on a large gathering of individuals
with money to spend, Hellstromme opened
Fear Level: 4 a showroom in Corrine to sell his wares. Rip
Depending who you ask, Corrine is either Nixon, formerly a feared but effective ramrod on
a wonderland of harmless vices for exhausted Chisholm Trail cattle drives, runs the place.
workers or the “City o’ the Ungodly.” This wild Marshal’s Office: Former cattle rustler Buzz
boomtown lies northeast of the Great Salt Lake, Largo is the town marshal (use the Veteran
on the banks of the Bear River. It was founded in Gunman profile in the Deadlands Marshal’s
1869 by Denver-Pacific rail planners and slated as Handbook). Even though he’s really turned over
a company town, but it swiftly grew beyond that. a new leaf, no one in Deseret knows about his
In 1882 Corinne boasts more than 1,200 outlaw past in New Mexico. Buzz is a tough
inhabitants, almost all of them Gentile. The hombre, so folks don’t ask questions.
population abounds in miners, but cowboys Masonic Temple: Besides the small brass
and ranch hands from the homesteads scattered emblem set into the front door depicting a
about the area also mosey on in for the dancing, compass and square with a G at the center, this
drinking, gambling, and carousing. It’s a house is nondescript. Montgomery Stiles, owner
rough-and-tumble burg where nearly anything of a half-dozen saloons, uses this base to bring
goes—but everything goes both ways, amigo. other business owners into his confidence and
establish a foothold for the Masonic Conspiracy
Gettin’ There (see the Deadlands Marshal’s Handbook) in Deseret.
Corrine lies directly on the Denver-Pacific rail Smith & Robards Showroom: Not to be
line, making it eminently accessible for purposes outdone by their rival, Smith & Robards
of travel or freight. opened their own showroom across the street
from Hellstromme’s. The two stores engage in
Points of Interest shameless contests of advertising to see who can
Even the Mormons sneak up to Corrine from draw in more customers. Prof. Ward Paddleford
time to time to sow wild oats and join in the fun. oversees the store with devious charm.
That’s probably why the Elders haven’t cracked Steam Jetty: Steamships launch from this
down on Corrine yet; they understand the value wharf onto the Bear River, which empties
of having an “underground” in which they can into the Great Salt Lake. Passage can be had to
blow off steam. It has all the amenities one would Lakepoint and the City o’ Gloom, but the rates
are negotiable and the quality of vessels variable.
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Wells-Fargo Office: Need to ship anything slandered as “Bridger’s lies.” Bridger eventually
in the Weird West by armored steam wagon founded a fort in southern Wyoming, close to the
courier? This is the place to do it. Rates begin at Deseret border.
$25 and go up from there based on how big the Over the years the fort has become a standby
package is and how soon it needs to get there. for settlers crossing the deserts. The Union even
used it as a staging and resupply point during
the Mormon War in 1857, an event that left no
DEVIL’S CANYON love lost between Bridger and the Saints. Since
then Bridger has harbored folks who opposed
Fear Level: 5 Brigham, and he’s helped out the saints on a few
When the Mormons first came to Utah, occasions too. It’s a complex relationship.
they heard legends of lost Aztec gold hidden
somewhere in Devil’s Canyon. According to the Gettin’ There
tales, Aztecs fleeing the Spanish conquistadors No rail lines connect to Fort Bridger, but it
fled north and hid their gold treasures there. lies on the Overland Trail, a major Western
Paiute legends said the Aztecs had performed a thoroughfare. The fort is approximately 200 miles
terrible ritual to sacrifice one of their own as a east of Salt Lake City.
guardian who would look after their riches, and
could never die… Points of Interest
Gettin’ There Fort Bridger is located in a fertile mountain
valley (once considered as a settling point
Located in the wilds of central southern Utah, and then rejected by Brigham Young) with an
north of the Escalante, no roads or rails go to abundance of wildlife. It’s a rough-and-tumble
Devil’s Canyon. Traveling overland, success on a frontier settlement with the typical dangers, but
Survival or Tracking roll finds the right trails and a sight for settlers’ sore eyes when headed into
leads a scout to the canyon. Consult Heat and the western unknown. For travelers in northern
Thirst in Savage Worlds along the way. Deseret, it’s also an invaluable place to obtain
supplies, water, and medical care at reasonable
Points of Interest rates. Most of the gear listed in the Deadlands
The legends are all true. The Aztecs’ ritual Player’s Guide is available, at the Marshal’s
created an ancient nosferatu guardian. Even discretion.
though the Black Chaplains already visited the
cave with flamethrowers and had a memorable
barbecue back in 1874, the nosferatu has swollen KANAB
its ranks by preying on a nearby Paiute tribe.
Deep within the cave—which is inhabited Fear Level: 4
by nearly 40 nosferatu and even a few Aztec Kanab, whose name is an Indian word
mummies (see the Deadlands Marshal’s Handbook meaning “place of willows,” is a small farming
for their profiles)—lies a fortune in Aztec gold. community in southern Deseret. It’s almost an
oasis in the surrounding desert. In 1858 it was the
first settled community in the region, chosen for
FORT BRIDGER its temperate climate and good soil.
Jacob Hamblin built Fort Kanab in 1865
Fear Level: 4 to defend against Indian attacks, and in 1870
This waystation and trading post was staked Brother Brigham visited to bless the land and the
by legendary explorer and mountain man Jim crops. Despite some setbacks with grasshoppers,
Bridger. In his early days Bridger charted much the town managed to flourish since then. By 1882
of Yellowstone, but his amazing tales were the place has 282 inhabitants.
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carried firsthand. After releasing live specimens
in Mexican Hat, Hellstromme concluded the
faminite infection was a bit too effective.
Gettin’ There
There are no railroad lines or scheduled
stagecoach runs that access Mexican Hat, but it
is possible to charter a stage or steam wagon in
Moab. Otherwise a posse needs to provide its
own vehicle or go on horseback to this remote
desert enclave.
Points of Interest
Much of Mexican Hat remains a charred wreck,
despite the few new buildings that have sprung
up. In fact the town is haunted by the folks who
used to live here and died unjustly. The living
won’t be able to clear away the ruins and rebuild
until they set aside the past’s ghosts.
Among the burned buildings four remain
relatively intact and identifiable: a general store,
church, newspaper office, and saloon. At the
center of town is a fairly large, false-front saloon
that looks to have been scorched but repaired.
The rest of town consists of miners’ tents.
The Hangin’ Tree: The Nauvoo Legion doesn’t
in letters of fire and blood. They don’t need no shoot every Texas Ranger they meet. Most get
more trouble. hauled off to this giant, skeletal tree not far from
Mexican Hat lies along the San Juan River at Mexican Hat and hung. The tree’s branches are
the northern edge of Navajo land. It’s named festooned with rotting corpses with buzzards
for a particular rock formation about five miles pecking out their eyeballs.
north of town which resembles the titular hat. The Ranch Saloon: Owned by white-bearded
Legend says a Mexican vaquero fell in love with codger Ol’ Robertson (who used to work quite
an Indian maiden, and her enraged father—a closely with Darius Hellstromme), this is Mexican
shaman—turned the amorous fellow to stone. Hat’s only business establishment. During the
In 1873 the town was afflicted by a strange day only Robertson, piano player Dirk, and soiled
infection everyone reckoned had spread up from dove Polly are here. At night miners wander in
Texas. People wasted to skin and bones, then went from the hills, bringing the grand total on an
blood-simple and started tearing their families average evening to about 10.
and friends to pieces. The Texas Rangers rode in, Valley of the Gods: This high desert valley
put the town to the torch, and slaughtered most northeast of Mexican Hat is home to some of
of the population—in the process making eternal the most majestic scenery anywhere in the West,
enemies of Deseret and the Nauvoo Legion. quite similar to that found at Monument Valley.
The entire outbreak was actually an experiment Hidden among its buttes, mesas, and towers is one
of Hellstromme’s. His agents captured several of Hellstromme’s roundhouse labs, which was
faminites in California, so the doctor had them the faminite outbreak’s source. By October 1882
shipped to a remote roundhouse lab in southern the laboratory is abandoned and its connection
Utah where he could study the pathogen they
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by the previous cult she joined. No matter when where some of the Saints’ best and brightest are
she’s met, day or night, she always clutches that educated.
dang axe in her white-knuckled hands. Like Nephi, Provo lies within Sheriff “Little
Grandpa Whateley sits on the porch in his Beulah” Croy’s stake. However, given the
rocker chewing chicken necks; that red juice tendencies of Brigham and the Black Chaplains
bubbling out of his toothless mouth is blood! He to use this town as a home away from home,
laughs and points a lot, but doesn’t otherwise Provo sees far less trouble with raiders like the
interact with guests. Outcasts. Last time Bonita Rose and her gang
The children, Wilhelm and Marguerite, round rode in, Provo’s blessed called up a massive
out the bunch. Both teenagers have long, black, windstorm to buffet them away.
greasy hair that hangs over their eyes, but his
hides the intellect of a rock while hers conceals Gettin’ There
a devious and evil mind. Wilhelm can answer Provo is only 50 miles south of Salt Lake City
simple questions, but he usually has a squirming, on the Denver-Pacific line, only a half-day’s trip
half-dead animal in his grasp when he does so. by train. Riders willing to risk Fatigue can make
Marguerite takes after her more evil kin and the journey from the City o’ Gloom in a single
practices black magic by the light of the moon. day’s ride.
Her old grandmother taught her the black
arts back in Rhode Island, and she’s kept the Points of Interest
faith alive. Marguerite keeps a wide variety of Brigham Young Academy: This institution
critters in animal cages in the hotel’s basement broke off from Deseret University in 1876, as that
(including venomous specimens like rattlesnakes school shifted its focus more fully to engineering
and scorpions, in case she gets a hankerin’ to send and concerns of the New Science. The principal
one to a sleeping guest’s room). Wilhelm steals is a German immigrant named Karl Maeser,
others and does away with them in the cruelest who was appointed by Brigham to ensure young
ways he can devise. Saints have access to a liberal arts education with
Despite their uncanny presence the Whateleys a strong basis in theology.
all use the Townsfolk profile (see the Deadlands Utah Lake: Provo lies close by this large lake,
Marshal’s Handbook), with the Delusional, Quirk unique for being a freshwater body in a relatively
or Ugly Hindrance added as appropriate. arid location. Irrigation pumps draw lake water
Marguerite is the true evil, with the Arcane for Provo’s crops.
Background (Black Magic) Edge, the Whateley
Edge (Exotic), 20 Power Points, and the beast
friend, fear, and puppet powers. SKULL CANYON
Fear Level: 5
PROVO
This remote canyon in the Wasatch Mountains
is named for a distinctive skull-like formation at
Fear Level: 3
the back of its secluded desert canyon. The eyes
Although the area was first visited by Spanish and nose are shallow caves where wildlife lairs,
missionary-explorers in the late 1700s, the first but the mouth is said to burrow far, far down
Mormon settlers traveled here from Salt Lake under the peaks. Prospector Coot Jenkins himself
City in 1849 and built Fort Utah. In 1857 they ventured in there once, and he returned to
fended off a large Union force with the help of describe round tunnels that stretched for miles,
that fort in the Mormon War. but no ore.
Located in a high, fertile valley (4,549 feet
elevation), Provo is a model Mormon community.
Home to Brigham Young Academy, this is
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o v
4 Adventures in 6
b Deseret n
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When you’re not running a Plot Point, Savage In most of Deseret you can draw a card to
Tale, or scenario of your own design, sometimes generate simple encounters, as described in the
you need a few random encounters. String Deadlands Marshal’s Handbook. On a face card of
several of them together with a solid hook and any suit, roll on the expanded Varmints Table on
you’ve got yourself an adventure, Marshal. page 77 to see what foes or rivals heroes meet.
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A dventures in D eseret
HEARTS—NON-PLAYER DIAMONDS—FORTUNE
CHARACTERS
d6 Loot
d10 NPC 1 Treasure Map: The posse finds an old
1 Dealer: The hard lives of Junkyards’ map, letter, or telegram leading to a
workers drive many of them to drink valuable treasure and great danger.
and harder substances. Use Townsfolk 2 Brush With Greatness: The posse
stats with Streetwise d10 for this dealer meets some Famous Folks (page 152).
in illicit substances. 3 Relic: A valuable Relic (page 47)
2 Drunks: A band of 2d6 drunken miners figures prominently in this adventure.
(use Townsfolk stats) or s (see page 4 Weapons: The heroes find a lost cache
150) liquored up and spoiling for a of rifles, dynamite, or other arms.
brawl. 5 Fundaments: The heroes stumble
3 Fence: If you need a cheap watch or a across 1d6 x $100 worth of ghost rock.
pair of steam-powered eyeglasses, the 6 Lost in Transit: The group finds a lost
fence can get it. Just don’t ask questions shipment of Infernal Devices.
about where they came from.
4 Scientists: These 2d4 eggheads are
employed by Hellstromme Industries, SPADES—VARMINTS
Ltd. or Smith & Robards.
5 Law Dogs: This is a patrol of two of d20 Varmint
Sheriff Waters’ Mormon deputies (use
1 Mourning Mist
Gunman stats). They question anyone
they meet who seems to be acting 2 2d6 Rattler Young ’Uns 9
suspicious. 3 2d6 Big Rats (page 146)
6 Skullchuckers: 1d6 members of a 4 Salt Stalker (page 149) 9
skullchucker team, out for some fun or 5 2d10 Outcasts (see page 42) 9
on business (see page 151).
6 1d4 Wall Crawlers
7 Spies: 2d6 agents of a rival Rail Baron
7 2d6 Feral Dogs (See Savage Worlds)
(Bayou Vermilion, Black River, Empire
Rails, or Iron Dragon) either seeking 8 Patchwork Man
information or smuggling it out of 9 2d10 Nauvoo Legionnaires led by a
the city. Use Rail Warrior stats in the Wild Card officer (see page 151)
Deadlands Marshal’s Handbook. 10–11 1d4 Rattlers, Salt 9
8 Pickpocket: In such a crowded city as 12 X-Squad patrol (1d6+2; see page 151)
Salt Lake, thieves with light fingers are 13 2d8 Walkin’ Dead
inevitable (use Outlaw stats).
14 Critters. Roll 1d4: 1–2 = 2d6 coyotes,
9 Indians: The heroes encounter 2d6 3–4 = 2d6 scorpions 9
members of a native tribe. Roll 1d6 to
determine which one: 1–4 = Paiute, 5–6 15 Catamount
= Shoshoni. 16 1d6 Lurkers (see page 145)
10 X-Squad: 2d6 X-Squad troopers 17 Automaton patrol (1d4)
patrolling the streets (use Rail Warrior: 18 Pox Walker
Wasatch Faction stats in the Deadlands 19 2d4 Gremlins
Marshal’s Handbook).
20 Walkin’ Fossil 9
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A dventures in D eseret
6 Battle Zone: Two or more Rail Barons’ 14 Breakdown: The sodbusters’ vehicle
forces are fighting over a little-used suffers a mechanical breakdown the
right-of-way, Shoshoni are on the first time a Driving roll is required. A
warpath, or some other conflict rages successful Repair roll at –2 and 2d6
at the destination. Heroes each earn hours’ work fixes it. If the team rides
a $100 bonus for this run, but meet horses, one or more of them fall ill and
combatants on the way. die on the trip.
7 Violent Weather: At some point 15 Protectors: The team stumbles across
the team ends up caught in a severe a group of 1d6 innocents (miners,
thunderstorm, blizzard, or hurricane. settlers, orphans, etc.) in need of
8 Defective Item: On arrival at the protection. Use Townsfolk stats for the
destination, the recipient tests the poor folks.
delivery item: It immediately suffers a 16 Time Limit: The order has to be
Catastrophic Malfunction. The results received by its recipient within a
of this event range from providing a certain amount of time (typically 1d12
replacement to planning a funeral. days), or it isn’t accepted and the team
9 Nefarious Recipient: The recipient is must pay for it.
a mad scientist, shaman, practitioner
of black magic, or some other badman
who has evil, disagreeable, or simply
repulsive plans for the delivery
team—once he captures them!
10 Famous Recipient: Although the
name on the bill of lading is false, the
recipient is actually a person who’s
famous all across the Weird West, or
at least around Deseret.
11 Wrong Destination: The shipping
label on the crate is inaccurate. The
delivery team may be at the wrong
apartment or in the wrong region of
Deseret, depending how grievous the
gaffe. Getting back on course may
require a return to Salt Lake City.
12 Natural Disaster: The posse ends
up on the receiving end of a flood,
rockslide, or earthquake.
13 Fearmonger: A potent supernatural
evil is up to no good in or around the
team’s destination. By some chance
turn of events the heroes must face
the creature or its minions to complete
their delivery. The Marshal should
handpick a crafty and intelligent
abomination for the area’s Fearmonger
rather than a critter with animal
intelligence…unless there are a lot of
them.
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4 Good Intentions 6
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“Thou shalt not be afraid for any terror by night: nor for the arrow
that flieth by day; nor the pestilence that walketh in darkness: nor
for the sickness that destroyeth in the noon-day.”
—Prayer Book (1662)
“It’s what people know about themselves inside that makes ’em
afraid.”
—High Plains Drifter (1973)
Good Intentions, the fourth and final Servitor The second purpose is to give your group a
Plot Point for Deadlands Reloaded, tells the tale reason to stay together. As the campaign begins
of a dogged posse’s attempt to stop the world’s they’re all hired to do a job, and soon they find
preeminent mad scientist Darius Hellstromme themselves arrayed against extremely powerful
from opening a doorway to Hell. They need all enemies. Heroes need to stick together if they
the martial skills they can bring to bear, quick intend to remain among the living long enough
and clever thinking, and heaps of sweet-talkin’ to prevent a ghost’s nefarious plot from reaching
persuasion to succeed. fruition. But…we’re gettin’ ahead of ourselves.
A Plot Point Campaign has three purposes. The third purpose, Marshal, is to give you a
First, it lets you tell big stories in the background ready-made campaign that you can run more or
of your posse’s more personal interests. Although less on the fly. Savage Worlds gives you Fast, Fun,
this book details the heroes’ struggle against Dr. and Furious rules, and our campaign systems aim
Hellstromme, the remaining Savage Tales should to match that. You should never have any trouble
place the player characters’ backstories, rivalries, figuring out what to do next, and you have
and goals at center stage. Plot Point Campaigns plenty of space to insert your own adventures,
allow all those stories to be told as part of one or follow up on an adventure inspired by your
epic saga, interweaving personal quests with the player characters’ desires and actions.
story of Deadlands: The Weird West.
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Mr. Ames welcomes heroes with a smile and “Tomorrow night at midnight a train’s due to
insists they order anything they like. He inquires arrive on the eastern D-P line out of Colorado.
politely about the characters’ business in Salt This is no ordinary locomotive; it’s a Wasatch
Lake City while they dine. After lunch he says, war train. Armed to the teeth and sealed up
“If we may discuss business: My concern tighter’n a steer’s tuckus with ghost steel armor.
is the safety and security of the Denver-Pacific “It’s what’s inside the train’s freight car
Railroad Company’s passengers and freight. To we’re interested in: a viscous liquid like
that end I am authorized to hire independent quicksilver, but more evil than you can imagine.
contractors, such as you, to undertake missions Dr. Hellstromme has plans for it that most
of varying size and complexity. likely involve rekindling the Great Rail Wars. It
“This one’s about as big as the lead bull in cannot reach Salt Lake City. Bring back a small
a buffalo herd. Huge. Not too complex, though. sample if possible, but anything you can’t carry
out…blow it to kingdom come. Erastus here will
“I’m prepared to pay each of you $150 in make sure you’re properly supplied.
Deseret bank notes when you accept the job, and
another $200 upon its successful completion. “Report back here tomorrow when it’s done.”
I’m certain you understand the job requires the Jeb makes himself scarce, leaving the Danites
utmost secrecy, so I can say no more until anyone Erastus and Pony to dole out cash ($150 each,
who’s unwilling to participate is…gone.” as agreed), a satchel holding eight bundled
If a clever pistolero found out that no one sticks of dynamite and 50 feet of fuse, and faked
named Collis Ames works for the D-P and documents identifying the group as D-P agents.
confronts Jeb Morgan with that information, call
for an Intimidation roll. With a success Morgan Halloween Night
smirks and shakes his head: The war train’s scheduled arrival in the City
“Well, damn. Color me impressed. Fair o’ Gloom is midnight but it’s running an hour or
enough, I don’t really work for the railroad. But so late. The heroes may select their own ambush
I assure you my employers are just as powerful, spot and decide how they force the train to stop.
if not more so, than the D-P Board of Directors. As long as they are ready by 11 p.m. or so, the
And I can pay what I promised.” posse’s waiting when the war train appears.
Jeb still declines to offer his real Use the train tiles map (available at
name. If they’d like, he gives the www.peginc.com) for the Wasatch
mercenaries some time alone to train: It consists of a locomotive, tender,
consider his offer. cargo car (containing numerous sealed
vials of Hellstromme’s liquefied fear),
Jeb Morgan: See page 155.
lounge car, and caboose.
• Erastus & Pony, Danites (2):
The engineer, conductor, and
See page 150.
brakeman are all trained soldiers and
• Waiter (1): Use the Townsfolk seasoned veterans of the Great Rail
profile in the Deadlands Marshal’s Wars. The X-Squad assigned to guard
Handbook. the train just won a major victory
against some Wichita Witches in service
Operation: Derailment of Black River. Despite orders to the
Once the posse is contrary, they’ve broken open
set, Collis Ames the lounge car’s liquor
explains what he supply to toast their win.
needs his new By the time the train’s
employees to do: headlight rumbles into
view they’re fairly
drunk.
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“The Rangers rode in and put the entire If by some chance the investigators already
town to the torch. Every man, woman, and child know Collis Ames’ real identity and association
who looked too thin for their own good caught with the Danites and bring it up in conversation,
a bullet. The Nauvoo Legion showed up when all the Legionnaires go quiet and stare at each
it was all over. Some of them had family among other for a long moment. Then they explode into
the corpses. uproarious laughter as Scordins guffaws,
“Since that day, the unofficial policy among “You dang fool Gentiles! There ain’t no such
the southern patrols is to shoot any Texas thing as the Danites!”
Rangers on sight. Young and the Church have If they discover a Texas Ranger in the posse
yet to reprimand them for doing so.” they have the opposite reaction. Contrary to the
Epitaph’s claims, the Legionnaires don’t shoot
Crossin’ Deseret
Rangers on sight. Instead they tie up the poor
Traveling almost all the way to Arizona sod and take him on a (permanent) detour to the
is nothing to scoff at. It’s up to the players to Hangin’ Tree (see page 70). As long as the heroes
decide how they make the journey; they could do don’t raise undue suspicion (and the Rangers
anything from ride horses to rent auto-gyros. remembered to hide their badges), Scordins
Such a long journey is perfect for having the doesn’t press much beyond surface concerns.
wanderers stumble upon Savage Tales, complex Lieutenant Clancy Scordins: Use Nauvoo
situations created using the Adventure Generator Legionnaire stats on page 151. He rides a
(page 75), or adventures of the Marshal’s horse (see Savage Worlds).
creation. If you do so, just split this episode over
• Nauvoo Legionnaires (22): See page 151.
two or more sessions as the saddletramps wend
All are mounted on riding horses.
their way south to the wide Colorado River and
the piteous town of Mexican Hat.
At the Ranch
We Are Legion When the posse rides past the distinctive rock
for which the town is named, they know they’re
As travelers get closer to the Arizona border
only five miles distant. See page 69 for a full
their chances of a run-in with the Nauvoo Legion
description of Mexican Hat. Read the following
increase dramatically. On each of the last three
to your group:
days before the heroes reach Mexican Hat,
any draw from the Action Deck indicating an Even six years after the event that wrecked
encounter is with a Legion patrol. its fortunes, it’s clear Mexican Hat hasn’t yet
picked itself up and moved on. A few newer
The Nauvoo Legionnaires ride out from cover
buildings huddle amid the long-burned shells of
and gallop the group to ground. Facing more than
a church, saloon, newspaper office, and general
a score of mounted riflemen, your cowpunchers
store.
ought to settle down and allow themselves to be
questioned. The Legionnaires are ruthless with The most inviting of the structures is a false-
anyone who picks a fight. front store with a sign that says “Mexican Hat
Ranch.” No residents are out and about except a
Their leader’s a devout, squeaky-clean Mormon
mangy-looking dog and several chickens.
named Clancy Scordins. He questions strangers
about their origin and destination, intended Only three people are in the saloon; the rest of
activities along the way, and anything else that the town’s tiny population (total: 13) spend their
piques his curiosity. His three lieutenants watch days mining in the hills to the east or panning
closely (roll Notice) for any signs of less-than- for gold in the San Juan River. A bearded, white-
truthful testimony. Scordins isn’t too impressed haired old man tends bar, a rail-thin young
by a piece of paper naming the heroes as Denver- man plinks at a piano missing half its ivories,
Pacific Rail Agents, but it’s better than nothing and a sallow-cheeked girl in a fancy dress fans
(+1 to the heroes’ Persuasion attempts). herself and sulks. All are a little surprised to see
customers arrive.
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For his part, Ol’ Robertson also claims • A sleeper awakens in his room to see a young
ignorance of Wasatch facilities in the region. girl sitting in the chair, her back to him. The
But any cowpoke who succeeds on a Notice roll room’s freezing cold. The girl doesn’t respond
versus Ol’ Robertson’s Persuasion realizes the to questions, and vanishes when the hero
oldster knows something he refuses to say. No looks away or blinks.
amount of arm-twisting changes his mind: • Have one saddletramp make a Notice roll at
“I’ve only got your welfare in mind, folks. the ranch. On a success she sees a man walk
Anything with the name Wasatch on it is bad stiffly along the shadowed balcony and enter
news and best avoided.” her room. On investigation, the room is empty.
Ol’ Robertson: Use the Rail Warrior • When a hero bids his companions goodnight
(Faction: Wasatch) profile in the Deadlands and retires to his room, he shuts the door
Marshal’s Handbook. to find a man standing behind it. Both the
specter’s eyes are shot out. He opens his mouth
• Dirk and Polly: Use the Townsfolk profile and shrieks, then vanishes. (Fear check)
in the Deadlands Marshal’s Handbook. Dirk has
the Ailin’ (Minor) Hindrance. • In any of the town’s burned ruins at night, a
searcher sees a young girl playing
Ghosts’ Town with a tattered doll. If she’s
hailed, the little girl pauses
Business picks up as the miners come down for an uncomfortably
from the hills, although there are never more than long time. Then she
eight or so patrons at the ranch. None of them turns to reveal a skeletal
know anything about a Wasatch roundhouse. face and wails: “Where’s
It being late in the day, the posse may my mama?!” (Fear check)
want to bed down for the night and begin • A faint voice sobs and moans
their investigation in the morning. Rooms are in the darkness at the bottom of the
available at the ranch; in fact the entire place is town well: “Help me…please help
vacant. After dark, though, muchachos discover me…it’s so cold…”
that Mexican Hat isn’t just haunted by its past.
The people quite literally live beside their ghosts. • In the ruin of the old church,
a ghostly pastor wanders
• Miners (8): Use the Townsfolk profile in the among the scorched pews,
Deadlands Marshal’s Handbook. weeping. He doesn’t react to
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Should You Choose to Accept It derrick stands at the compound’s center with a
Wasatch air carriage moored to its top.
Smith says the laboratory’s located beneath a
walled compound out in western Deseret. On the The fort’s unassuming name gives little
rough map he provides, the location appears to indication of the sheer firepower housed within.
be the middle of nowhere, about 20 miles north- This includes multiple X-Squads and automatons.
northeast from Mouth o’ Hell Cave. He replies, The hangar holds three enclosed, armored
steam carriages (armed with Gatling guns), two
“It only looks like nowhere. The Wasatch velocipedes, an auto-gyro, and a battlesuit. No
line provides subterranean access. There’s a one save Dr. Hellstromme is authorized to access
roundhouse, repair facility, and fully functional the site, so the troopers kill any visitors they can’t
laboratory all about 300 feet underground. Or so capture.
my source tells me.”
Automatons (3): See the Deadlands
Although Smith allows the posse may be able Marshal’s Handbook.
to penetrate the surface compound’s security, he
doesn’t recommend it. Instead, he explains, • Clockwork Tarantulas (12): See the
Deadlands Marshal’s Handbook.
“I’m sure you’ve read about Mouth o’ Hell
Cave in the Epitaph. After Hellstromme’s • X-Squad Troopers (15): Use the Rail
giant smelter played out they say something Warrior (Faction: Wasatch) profile in the
evil took up residence. Hogwash. The only thing Deadlands Marshal’s Handbook, giving them a
in that flooded cave is a secret back entrance to wide variety of experimental gizmos.
the underground line. The rails will take you
A Bridge Too Close
where you need to go, about 30 miles away. Be
careful…there will be guards when you arrive. Even the rocky trail to Mouth o’ Hell Cave
Find the facility’s lead scientist, Professor is guarded, although not by anything sentient.
Seaborn Trimmel. We need him alive.” Claiming it was to keep folks safe, in 1880 a
Wasatch crew dynamited the bridge across a deep
If buckaroos carp about payment, Smith fixes
chasm on the way to the cave. They installed a
them with a disapproving look but assures them
newfangled extending bridge to cross the chasm,
he’ll pay for any expenses and make the whole
but it’s left retracted to deter treasure hunters.
operation worth their while—in cash.
A ghost-rock powered mechanism extends
Across the Salt Flats and retracts the bridge, but the control panel is
locked shut (Lockpicking –2, Toughness 15). Once
Let the heroes decide how they get out to the
it’s open, success on a Repair, Weird Science, or
vicinity of Mouth o’ Hell. Speed’s important on
Smarts roll at –4 allows a cowpuncher to fire up
this trip, because any time the Marshal draws a
the boiler and extend the bridge, a process that
face card indicating an encounter along the way,
takes about five minutes.
it’s with a dreaded salt rattler. Hellstromme put
this most important facility where few could The canyon is 40 feet across and about 80 feet
reach it. Only when a Joker’s drawn does the deep, with sheer walls and few handholds. Its
Marshal roll on the appropriate encounter table. bed is infested with rattlesnakes and scorpions.
(A broken human skeleton lies on the rocks, still
• Salt Rattler: See page 148.
clutching a rotting leather sack with $2,270 in
Wasatch Compound #17 gold eagles.) If the posse can’t extend the bridge
or find another way across, circumventing the
Agent Smith wasn’t just whistling Dixie when chasm adds a day (and the accompanying card
he advised against seeking access via the surface. draw for encounters) to the journey.
The compound has only one gate (Toughness 14)
and is enclosed by 12-foot-tall stone walls and
four watchtowers. There’s not a speck of cover
for miles around. An 80-foot-tall, ghost-steel
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metal weapons, including most bullets, and shadowy Hunting Grounds, exposing passengers
powers with metallic Trappings. to weird emanations and strange events.
• Metal Morph: As an action, the creature can As a result, the trip seems to take much longer.
take the form of any metal object. The volume This has no game effect on the travelers, but allows
of the monster’s body cannot change, but it can you to put them on edge, Marshal. Describe the
spread out to, for example, block a corridor eerie sensation of rattling through a pitch-dark
with a ghost steel gate to trap victims while its tunnel as like being deep underwater, only
companion moves in for the kill. able to see several yards ahead and behind. The
• Spiked Hands: Str+d8. Metal monsters form trolley’s passengers feel intermittent cold snaps,
appendages with long spines to attack. see eerie faces reflected in the train’s windows,
and experience “mirrored” recent events.
• Weakness (Ghost Steel): The creature takes
normal damage from ghost steel weapons and For example, as the players roleplay you
ammunition, which also ignore its armor. might jot down a few choice phrases they utter.
Minutes later, the heroes hear voices outside the
The Plutonian Express train windows, on the roof, under the flooring,
and so forth. Sometimes the muttering seems to
After the posse deals with the metal monsters emanate from just over a cowpoke’s shoulder
they are free to perform a more thorough search. when no one’s there. Success on a Notice roll at
As noted on the map, the tunnel leading to the rail –4 allows one to perceive the words…and hear
station is submerged. With success on a Repair, the posse’s own voices from moments before.
Weird Science, Knowledge (Engineering), or
similar skill check at –2, it’s clear that the caves Roundhouse Troubles
could have been drained. The submerged tunnel
The pistoleers need to stop the trolley at least
and rail station beyond it were intentionally built
a half-mile from the roundhouse, or its personnel
in such a way as to keep the lower caves flooded.
are ready and waiting when they arrive. No one’s
It takes a successful Swimming check to authorized to use the south tunnel, a.k.a. the
traverse the tunnel’s length (or see Drowning in “backdoor,” so arrivals are scrutinized closely.
Savage Worlds). If a cowpoke is pulled through Intruders are taken captive and eventually
the tunnel on a rope, he only has to make a Vigor shipped back to Wasatch HQ in the City o’
check and hold his breath. Gloom. Those who don’t go quietly end up dead.
The tiny, underground rail station hasn’t Two repair bays are occupied by Wasatch
been used in almost three years. It’s dark, locomotives, one of them an armored war train.
quiet, and covered with a thick layer of dust. The automaton typically remains dormant and
Large ventilation shafts in the ceiling permit air effectively “unconscious” unless the guards
exchange. A small office holds construction plans summon it or a loud noise wakes it.
and records for the location; the last update was
If the trolley stops a half-mile or farther distant
in Dec. 1879. There is no mention of a laboratory.
the sentries are considered inactive. With success
A coal-dark tunnel roughly 20 feet in diameter on a Steath roll or two, clever hombres can slip
points north-northwest, with a dust-covered set through the roundhouse unnoticed.
of railroad tracks running down the center. A
Automaton (1): See the Deadlands Marshal’s
cherry-red steam trolley sits on the tracks; success
Handbook.
on a Smarts roll at –4, or a Driving, Repair, or
Weird Science roll gets the engine running. • Wasatch Engineers (6): Use the Rail Warrior
profile in the Deadlands Marshal’s Handbook,
Dreams in Darkness with Repair d10 and no Faction Ability.
When the trolley gets up to speed, the trip to the • X-Squad Sentries (1 per hero): Use the
subterranean roundhouse only takes two hours. Rail Warrior (Faction: Wasatch) profile in
But on the way the tunnel passes very close to the the Deadlands Marshal’s Handbook. Half wield
Gatling shotguns, the other half flamethrowers.
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in the general vicinity besides the actual subjects • Elemental: No additional damage from Called
(whose pure terror it drains and deliquesces). Shots. Immune to Fear and Intimidation.
In early experiments, failure to calibrate the Does not suffer wound modifiers. Immune to
fear distiller perfectly resulted in…unfortunate disease and poison.
side effects. Much like the ones the buckaroos are • Fear (–2): Seeing a terrormental provokes a
about to cause! Fear check at –2.
When intruding cowpokes peek into the • Invulnerability: Can only be harmed by its
laboratory and see the experiment in progress, Weakness. It can be Shaken by other attacks
call for a Fear check. Then read this out loud: but never wounded.
Your skin crawls as a weird, rising howl • Size +3: A mound of rock and dirt about 10
without a visible source rings in the stone halls. feet tall.
The confused scientists look around and one of • Weakness (Earthbound): An earth
them sees you. He points. The others panic. terrormental is Invulnerable as long as it is in
The howling rises, shaking the floor. Suddenly contact with natural earth. If the posse can lure
the tall, cylindrical gizmo in the corner smokes, it onto a man-made floor, it becomes vulnerable
flashes, and bursts into ribbons like a popped to normal attacks. An inventive posse might
corn kernel with a scream of tearing metal. even find a way to suspend one using powers
The stone wall seems to thrust itself out of the or just finessing a few lassos. Also, any hero
smoking wreckage, but it’s a thing composed of that engages one with a Fighting attack while
pure fright: living earth and stone, hauling itself under the effects of the burrow power can deal
to its feet with fire in its gaze. normal damage to it.
The heroes’ presence has thrown local
emotional levels out of whack. Instead of
distilling the fright, the machine malfunctioned
and coalesced the Fear into an earth terrormental.
The thing seeks to kill everyone, then caves in
the complex before diffusing into the Hunting
Grounds.
Earth Terrormental
This beast is a lumbering, bipedal form made
of worm-filled earth and broken stones.
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d6
Pace: 4; Parry: 6; Toughness: 14 (4)
Special Abilities:
• Armor +4: Rocky hide.
• Bash: Str+d6.
• Burrow: Pace 10”. Earth terrormentals can
meld into and out of the ground.
• Coup (Tombstone Skin): A deader gains a
Vigor die type, and a –1 penalty on all rolls to
resist earth-based effects and attacks.
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4. CRACKIN’ SKULLS
Skullchucker Tourneys
Trigger: Jeb Morgan hires the posse again.
The chess game’s well underway, Marshal. You’ll find the rules of play for skullchucker
The heroes are double-agents and know their on page 51. Here we get into details about
mysterious employers are the enigmatic Danites. the league and its annual tournament.
Jeb Morgan and the Danites know the cowpokes Hail to the King: Bill King is founder and
are working with Agent Smith. And everyone owner of the Salt Lake City Skullchucker
has one question on their minds: Just what the League—or the “SSL” as most people call
Hell is Darius Hellstromme up to? it—the bloodsport that’s flourished while
others like pit and swing have diminished
As your pistoleros enter the high-stakes world in popularity.
of skullchucker seeking a former Hellstromme
The Tourney: Here’s how the annual
employee, they discover they’re not the only
King’s Tourney works: Each team pays a
ones on the trail. Hellstromme has his own agent $1,000 entry fee to Mr. King, but that’s just
seeking the turncoat, and it ain’t too nice! to get into the Challenger’s Circle. All the
challengers play a game each week for a
Come All Ye Sportsmen month. After that, the five teams with the
It’s been at least a few weeks since the posse’s best records get to enter the new season.
return to the City o’ Gloom when they meet Jeb These five teams join the reigning champs
Morgan again. This time the Danites’ second-in- to form a six-team league. Following a two-
command drops the pleasantries. An enclosed week rest, two teams play every Saturday
black steam carriage pulls up next to the heroes afternoon at 6 p.m. for 15 weeks, allowing
as they’re out and about. Morgan peeks out the every team to play every other team three
times.
window and beckons the cowpokes in.
After a bye week, the two teams with the best
Once the carriage is rumbling down an avenue
records face each other in a championship
Morgan begins his spiel. He says, match. The winners take home the title and
“It’s been a while since we talked. I was $5,000. The losers likely need medical care.
starting to get worried. I know you’ve been Makin’ Money: Skullchucker players get
busy. That’s fine. We all got jobs to do. no salaries, so they have to make the game
“Word around town is there’s a construction profitable by other means. There’s no rule
project going on. Bigger than anything against players betting on their own games
Hellstromme’s done before, and begun without so that’s the primary method. Attempts
to throw a match for one’s own gain are
filing for a single permit. The fact that he’s
usually found out and punished harshly.
keeping it so secret makes a lot of people worried, Which is to say lethally.
given what he’s been up to in his laboratories.
A few of the most famous and appealing
“No one knows what Hellstromme’s building, players have scored endorsement deals
or where. We need you to find it.” with major manufacturers in the City o’
Morgan’s willing to pay each hero $400 to Gloom. It’s not common by any means,
do the job, and goes as high as $500 each with but then again it’d seem strange not to see
success on a Persuasion roll. As for how the Torvald Sigmundsson on the back cover of
the Smith & Robards Catalog these days.
group goes about finding the information, Jeb
has a few suggestions: The 1882 Season: The champion Factory #12
Falcons are joined by the Morgan Maulers,
“We have one lead for you. A former employee
Junkyard Dawgs, Plant #9 Spiders, Provo
of the project may be playing in the skullchucker Pugilists, and Ogden Outlaws.
league. The rumors are sketchy, but let’s just
say this person left the work site without their
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Amanda June Cree: Use the Mad Scientist Askin’ the Right Questions
profile in the Deadlands Marshal’s Handbook, Sodbusters can also take this opportunity
adding Habit (Major, Tobacco). She knows the to ask around about former Hellstromme
boost/lower Trait and teleport powers. employees in the league. This line of questioning
is more risky than just drumming up a practice
Practice Makes Perfect squad. Skullcrackers tend to be prickly, and some
Ms. Cree spits in her palm and insists each get violent if they feel their privacy’s ill-used.
hero do the same before she shakes on the deal.
Success on a Streetwise roll at –2 allows a hero
Once it’s sealed she barks,
to find out the most likely people to ask: players
“OK team—the championship game’s on on teams that are Hellstromme-sponsored. Right
Saturday. We’re up against the Factory #12 now, those are the Ogden Outlaws and the Plant
Falcons, last year’s champs and this year’s #9 Spiders. With a raise the questioner also finds
favorites by a mile. So we’ve got a lot of work out where those teams’ players tend to congregate
to do. I suggest you get your asses down to the (otherwise they can also ask Amanda June Cree
arena and face off against a practice squad or or another source).
two. No shortage o’ bruisers lookin’ to throw a
Ogden Outlaws: Although these bruisers are
few skulls down there.”
typically found in their hometown, the team’s in
Two of the Junkyard Dawgs, Tillie O’Grady Junkyard to see the championship game in a few
and Kid Cross, are still active and ready to play days. They’re staying at the Salt Lake City Hotel
in the championship game. If more than three (see page 56) until then. See the following page
heroes are set to join the team, assume Tillie, for what transpires when the heroes find them.
Kid, or both of them are out of commission too. If
Plant #9 Spiders: It’s unlikely the searchers go
fewer than three heroes are prepared to enter the
looking for the Spiders given their involvement
arena, use the Skullcracker profile (page 151) to
in the Undertaker’s demise, but if so they’re most
add players as needed.
likely to find the notorious team at the Ledge
Ms. Cree provides the posse with as many Saloon (see page 61). Regardless, one day after
suits of rattler armor (Armor +2 against blunt the heroes asks questions at the arena the Spiders
weapons) as they need. New skullcrackers need come looking for them; see below.
to provide their own weapons—blunt items only.
If the Streetwise roll fails, rumors spread
Clubs and poles are preferred.
among arena regulars that the cowpokes are
• Tillie O’ Grady & Kid Cross: Use the sticking their noses where they don’t belong, and
Skullchucker profile on page 151. probably work for some authority unfriendly to
them and the league. Any further attempts to
Weird Gladiators round up a scrimmage squad suffer a –4 penalty.
Skullcrackers and scrappers hang around the On snake eyes, a full-fledged brawl breaks out
Arena night and day, looking for their chance and the posse’s ejected from the arena.
to join a team. It’s not much trouble to gather an
ad hoc squad to scrimmage against; success on a Askin’ After Outlaws
Streetwise roll rounds up five willing opponents. At the Salt Lake City Grand, the Ogden Outlaws
Telling regulars they’ve joined the Junkyard can be found in the lounge drinking whiskey and
Dawgs nets cowpokes a +2 on the roll. pledging next season will be different. Success
Play through one game using the rules on page on a Persuasion or Streetwise roll ingratiates a
51, so your players can see how skullchucker saddletramp to the team; the roll gets a +2 bonus
works and plan a few strategies. The experience if it includes buying a round of drinks.
comes in handy when the posse faces the Falcons.
• Skullchuckers (5): One of these players, the
captain, is a Wild Card. See page 151.
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D eadlands : G ood I ntentions
The team captain is Benedict Orr, a muscled, Although it might not occur to buckaroos in
lean, and pragmatic fighter. After he escaped the heat of the moment, injuries are something
bondage in the South, he fled Out West and made to avoid. A wound could mean the difference
a new life in Deseret. If he’s fraternizing with the between winning or losing the championship!
group, when they ask about former Hellstromme If some or all of the Plant #9 Spiders live to
employees in the league he says, fight another day, they can become rivals or just
“I can’t say I know for sure, but I heard about an ongoing annoyance for the posse, always
an accident on some Hellstromme site. A few showing up at the worst possible time.
folks got blown up. Big secret, hush-hush. Steam Iron Jack: See below.
“Now that you mention it…the Falcons • Skullchuckers (4): See page 151.
picked up a new player not long after that. Can’t
recall her name but they say she’s a whiz with
gizmos and devices and such. Could be she’s who Steam Iron Jack
you’re looking for. I guess you’ll see her in the Once his name was Jack Arbor, but he lost both
championship!” arms and some hearing in a factory explosion.
Benedict Orr: Use the Skullchucker profile After Nurse Ratchet got done with him, he
on page 151. was ready for Hellstromme Industries and the
skullchucker arena. Jack’s known for his killer
• Skullchuckers (4): See page 151. right hook; his right limb is painted black with
“The Convincer” scrawled on it in red.
So Here Are the Spiders
Attributes: Agility d8, Smarts d6, Spirit d8,
Run this scene if the posse goes looking for the
Strength d10, Vigor d12
Plant #9 Spiders. Otherwise, the Spiders track
down the sodbusters a day after they “go pryin’ Skills: Fighting d10, Guts d6. Intimidation d8,
into other folks’ business” at the arena. Notice d6
The Plant #9 Spiders were heavily favored in Cha: –4; Drain: 8; Grit: 5; Pace: 6; Parry: 7;
the tourney before the Undertaker went insane Toughness: 8
and killed the team’s prior owner, John Mason Hindrances: Hard of Hearing (Minor), Mean
Brophy. The Spiders feel confident they could Edges: Ambidextrous, Bruiser, Combat Reflexes,
have worked around the Undertaker’s little Improved Sweep, Improved Trademark
setback, if only the shootists hadn’t killed him. Weapon (The Convincer), No Mercy, Scrapper,
They’re not in an amiable mood. Two look Two-Fisted
mean, two are bruisers, and the captain’s a wild- Special Abilities:
eyed, scar-laced bald man with two mechanical
arms: Steam Iron Jack. He sneers, • Augmentations: Clockwork Hand ×2, Hidden
Compartment ×2 (Arms), Mechanical Arm ×2
“About time we met face to face, amigos. First (+1 Str die; d12+2, Right arm: Fighting +2, +d8
you go and kill poor ol’ Nep Riggs just when he’s bonus damage).
workin’ out some deep-seated personal issues.
That weren’t too neighborly. Falconer Seeking Falcons
“But if that weren’t bad enough, you go The Falcons’ owner Pink Wiley has his team in
and join the tourney and spring right into the seclusion until the championship game, fearing
championship game. A spot you didn’t earn and some mishap or injury might befall them if left
aren’t entitled to, I ain’t ashamed to say. to their own devices. This makes them nearly
“You got sand, I’ll give you that much. But impossible to find before they show up at the
now, amigos, you’re gonna have to back it up.” arena on Saturday.
Deal out Action Cards, Marshal. The Spiders’ Unless investigators have some extraordinary
only goal is to crack open the cowpoke’s skulls means of finding them (and you decide it works,
since they won’t get a chance to do it in the arena. Marshal), trying to root out the Factory #12
102
Falcons before the championship game ends in Mere Anarchy
disappointment.
Read the following at game time:
Widenin’ Gyres You don rattler-skin body armor and ready
your weapons. Amanda June Cree mutters,
On Saturday the team needs to gather at the
“Give ’em pure Hell,” and fires tobacco juice
arena by 2 p.m. The match begins promptly at
into the spitoon. You trot through the tunnel
6 p.m. There’s no contact between the opposing
into the arena’s blinding spotlights. The crowd
teams’ dressing rooms before the game starts,
roars. It’s time to chuck some skull!
unless the sodbusters figure out a way to sneak
in. Being discovered in the opposing team’s room As the cowpokes take up their positions in the
means the offenders forfeit the match. Ms. Cree arena, the Factory #12 Falcons emerge from the
ain’t too happy about that. opposite end. If they thought the cheers for them
were loud, the cheering for the Falcons surpasses
That said, players are allowed about an hour
belief. Deal out the Action Cards as referee Jim
to mingle with the crowd and place wagers.
Hodges fires his Peacemaker in the air to start the
The Falcons are favored three-to-one over the
match. This one’s for all the marbles!
underdog team from Junkyard. Traditionally
this betting takes place between 3 and 4 o’clock; Torvald Sigmundsson: Use Skullchucker
bets can be placed at other times but doing so is profile on page 151, but add the Brawny,
considered a minor breach of decorum. Level Headed, and Nerves of Steel Edges,
Vigor d12, and Toughness 9.
If the pistoleros try to smoke out their
quarry during the betting hour they need to be Ji Han: Use Skullchucker profile on page
perceptive, using Notice or Streetwise at –2 to 151 but add the First Strike Edge.
get a sense of who the Falcons players are (see Jawbone Cain (Captain): Use Skullchucker
below). If they single out and approach Edwina profile on page 151, but add the Attractive,
Twill at this time, Hellstromme’s agent on the Improved Dodge, and Marksman Edges.
scene (see below) also keys in on the traitor and
Claire Butcher: Use Skullchucker profile
initiates its mechanized attack.
on page 151, but add the Acrobat, Improved
Extraction, and Quick Edges, and Agility d12.
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D eadlands : G ood I ntentions
Edwina Twill: Use Skullchucker profile on course, if the posse tries to speak with Claire the
page 151, but add the Fleet-Footed, mannikin grows confused and targets her!)
Marksman, and McGyver Edges, Smarts d8, Speaking with Edwina, a successful Persuasion
Repair d8, and Notice d10. roll or Test of Will makes her admit she worked
on Hellstromme’s project. She says,
Blood-Dimmed Tide
“We were prisoners at the Hellstromme
As we’ve mentioned a few times, Hellstromme Industries factory…slaves in all but name.
dispatched an agent of his own to track down and Every morning they put blindfolds on us. A
eliminate Edwina Twill, the sole remaining loose steam elevator took us straight down to the work
end from the Hell Gate project. So far the agent, site. Way down. There were diggin’ machines, a
a prototype automaton known as a “mannikin,” dozen automatons, armed X-squads. None of us
has been unable to zero in on the prey. even knew what we were building. But he’d dug
Before the championship game, however, a cavern as big as a cathedral to house it, and it
Hanuman and Hellstromme learn that the was the most complex work I’ve ever done.
selfsame adventurers who raided the Fear lab “So. A few weeks ago I’d finally had my fill, so
are now playing skullchucker. Hellstromme I rigged an automaton’s boiler to overheat. Killed
instructs the mannikin to watch the interlopers half-a-dozen X-squadders outright when it blew.
carefully and use them to identify the turncoat. Punched a hole in the wall. We vamoosed…but
This means as soon as the cowpokes make they killed all the others, shot them down.”
some contact or overture toward Edwina Twill At that moment Hellstromme’s automaton
(whether during or after the game), the mannikin assassin bursts in upon the heroes’ location. It
moves in for the kill. It fires its plague darts as aims its most lethal attacks at Edwina, and only
soon as it’s in range and has a clear shot. (Of assaults the shootists after she’s Incapacitated.
Mannikin: See Automaton, Prototype on
page 142.
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leaves dead are driven, like ghosts from an “Hellstromme’s true objective is one Dr.
enchanter fleeing. Yellow, and black, and pale, Vholes, an old engineering buddy from India
and hectic red…pestilence-stricken multitudes.” whose experiments revolve around ‘infernal
The crowd bursts into applause, a few transactions’—devil summoning to you and me.
scalawags firing revolvers in the air, as the actor And he has something Hellstromme apparently
Sir Harold Quinlan bows and smiles. Success on wants badly enough to spark a war over.
a Common Knowledge roll at –2 identifies the “Agency files back up most of his story.
verse as Percy Shelley’s “Ode to the West Wind.” Lucian Vholes was a colleague of Hellstromme’s
After the actor receives a standing ovation in the Royal Engineers. In 1867, he was arrested
a troupe of tumblers takes the stage, the bar in Rome on suspicion of stealing holy relics with
opens for business, and the whole room sets in intent to smuggle them out of the country. Not
to drinking. Despite the fighting Back East, Sir sure how a piece of the True Cross would help
Quinlan’s national origin doesn’t seem to stand summon a devil, but that’s not my specialty.
between him and the common American people. Vholes has been stationed in Detroit since 1880
They buy round after round and he avows a maintaining Queen Victoria’s war machines.
sincere hope those Yanks lick the tar out of his “We’re close to figuring out exactly what
countrymen in Detroit. Hellstromme’s up to, but we need to know what
Vholes knows. So I’m asking you to go to Detroit
Marching Orders and find out…before Hellstromme gets to him.”
Soon Harold Quinlan homes in on the Once Smith secures the heroes’ aid, he takes
buckaroos as a gang of eccentrics (his kind of them out to the side yard. A large object sits
people), and buys them all a drink or refreshment under a tarp and a silhouetted figure lurks in
of their choice. Quinlan attempts to regale the shadows near it. This is “600-pound” Sally,
cowpokes with Crimean War tales of heroism. recruited by Smith to convey the posse across
Just as his act grows cold, the actor leans in and enemy lines. Smith strides forward and yanks the
pulls aside his false nose—it’s Nevada Smith! He tarp off an oversized auto-gyro. Sally quips,
resumes his act:
“Nevada says we’re in a rush, so if you don’t
“Good show, friends! If you’ll accompany me mind let’s save the pleasantries for when we’re
to the livery just next door, I shall educate you airborne. We’ve got a lot of distance to cover and
concerning several aspects of equine purchase not much time to do it in.”
and care. Horse trading, my friends, is an art.”
Agent Smith invites the heroes onboard as
At the livery stable, Sir Harold Quinlan locks Sally fires up the ghost rock boiler. As soon as
the door and turns up the wick on a lantern. He everyone’s secured, the whirlygig lurches into
pulls off his wig and with his tongue extracts false the night sky and soars off under the moonlight.
dentures. Abruptly, superspy Nevada Smith’s
Nevada Smith: See page 156.
face emerges from beneath the charade. He says,
“600-pound” Sally Manners: See page
“Glad to see you among the living. Heard
157.
Hellstromme’s people have been giving you grief.
Well, now’s your chance for a little payback.
Transcontinental Express
“Unless you’ve spent the past week camped
It’s a long flight Back East to Michigan with
at the bottom of a well, you know the Union just
several stops along the way to refuel, maintain,
declared war on England, starting with Detroit.
and repair Sally’s super-gyro (see the sidebar on
That’s thanks to Hellstromme’s influence in
page 107 for its stats). The whirlygig carries extra
Washington. Don’t delude yourselves into
fuel instead of cargo to allow extra-long flights.
thinking there would have been an invasion
Based on the Travel rules (see Savage Worlds), the
without it being useful to the good doctor. When
super-gyro covers roughly 360 miles for every
I questioned Trimmel he confirmed it.
eight hours’ flight time, and burns roughly 15
pounds of ghost rock during that time.
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Incapacitating wound delivered in this fashion Nuppenau, it was seized by the British after he
tears a limb from its socket. and his family fled south in 1876.
Day Three: Today the travelers reach the Its current inhabitant, Dr. Lucian Vholes, is
terrible scene of battle and attempt to sneak into also in the process of fleeing the city. He is in
Detroit. The Fear Level is 4. Read the following: his top-floor laboratory packing essential items
As you ride, the eastern horizon fills with in a mad rush. He is unlikely to detect intruders
smoke and angry storm clouds. Light snow given his distracted frame of mind; apply a –4 to
begins to fall. And as you top the next rise you his Notice test if the heroes make a racket trying
look down on a scene straight out of Hell. to break in.
A sea of blue uniforms surges toward the But Vholes isn’t without safeguards: Three
British lines across snowfields stained red. summoned “devils” bound to serve him lurk in
Thousands of bodies litter the earth, many torn Nuppenau house, waiting to turn intruders into
limb from limb by exploding bombs. Steam pincushions. If a fight breaks out in the house
tanks and war wagons rumble over the bodies, between heroes and devils, Vholes gets another
grinding them into hamburger. chance to Notice it, this time without penalty.
You feel the echoing concussions of vapor • Quill Devils (3): See below.
cannons and hear the artillery shriek toward the
enemy. The British loose barrages of withering
Quill Devil
fire into the oncoming mass, but it seems as Manitous-made-flesh, these creatures are
though nothing will stop the Union from rolling hunched humanoids with scaly skin covered in
over them. You don’t have much time. short, sharp quills. They have no facial features,
yet have little difficulty detecting foes.
By the time the posse rides to the north end
of town the fight has reached Detroit’s streets. Attributes: Agility d8, Smarts d6, Spirit d8,
Soldiers battle house to house and artillery shells Strength d12, Vigor d10
pound the region. Reaching 489 Ledyard Street Skills: Climbing d10, Fighting d10, Intimidation
unmolested by soldiers is a cooperative Dramatic d10, Notice d6, Shooting d10, Stealth d8
Task (see Savage Worlds) based on Stealth (–2).
Pace: 6; Parry: 7; Toughness: 7
Complications include walking into a house-to-
house skirmish, being spotted by British sentries, Special Abilities:
or having to find an alternate route around a • Claws: Str+d6.
street choked with rubble. With success the posse
• Demon: +2 to recover from being Shaken;
avoids combat and reaches the goal. If heroes
immune to poison and disease; half-damage
fail to collect five successes, they are spotted
from nonmagical attacks except for ghost steel.
by a seasoned platoon of British and Canadian
soldiers in a steam wagon and fired upon. • Fear: Anyone seeing the creature must make
a Fear test.
• British Platoon (3 per hero): Use the Soldier
(Veteran) profile in the Deadlands Marshal’s • Quills: Anyone who grapples or is grappled
Handbook. They drive an armored steam by a quill devil suffers 2d4 damage per round
wagon (see sidebar on page 107). from its spines.
• Volley o’ Quills: As an action, a quill devil
Devils o’ Nuppenau House may launch a volley of sharp spines in a Cone
The Nuppenau House stands at the intersection Template. Everyone under the template must
of Second and Ledyard, overlooking the wooded make an opposed Agility roll versus Shooting
Cass Park—now occupied by a bloody skirmish or suffer 2d6 damage.
between Union and British troops. The house • Weakness (Ghost Steel): Devils take normal
itself is built in the Gothic style; it looks like the damage from ghost steel weapons.
classic “haunted house.” Built by carpenter Ernst
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6. THE GHOST O’
RAIL WARS PAST
SIDE TRACKS:
Trigger: Stacey O’Malley contacts the posse.
Speedy Deliveries! Whether the cowpokes are lying low or
engaged in some other business, Stacey O’Malley
The following events cover the time tracks them down. The more precautions the
between episodes five and six, when the heroes take to keep out of sight, the more
heroes either work for Smith & Robards
cunning O’Malley’s success in rustling them
or simply hide out in their mountaintop
compound and undertake Savage Tales. up. With success on a Common Knowledge
roll, sodbusters who haven’t read the Epitaph
Hellstromme’s Fury: If any of his lately can cotton Stacey’s a big bug in the labor
X-squadders survived the battle at movement.
Nuppenau House, they report the posse’s
involvement to Dr. Hellstromme. Enraged, In a place of relative seclusion she whispers,
the doctor orders his agents to be on the “Captain Syd Mallory and half her gang
lookout for the cowpokes. Anytime they are are in a lot of trouble. They were arrested by
out and about in the City o’ Gloom without
Wasatch rail agents and they haven’t been seen
a disguise of some kind, draw an Action
Card. On a five or higher, the cowpunchers since. And the other half is about to charge in
are spotted by Wasatch or Hellstromme with guns blazing—and most assuredly fall into
agents and soon targeted by mannikins (one Death’s cold embrace. They need your help.”
per hero; see page 142 for their profile). Most shootists worth their salt take up the
Perilous Parcels: If the posse accepts call, given the City o’ Gloom’s current political
Sally’s offer to work for Smith & Robards climate. But should anyone bellyache or demand
as delivery drivers or bodyguards (a job that payment for services rendered, Stacey snaps,
keeps them outside the city and away from
“Syd Mallory’s been keepin’ Hanuman and
Hellstromme’s reach), they are each paid
$200 per week inclusive of hazard pay. Use his Wasatch bulls off your tails for months now.
the Smith & Robards Deliveries Table on Ever since that Nevada Smith recruited her. You
page 78 to devise exciting events to spice should be courteous enough to return a favor.”
up the posse’s runs. Once Stacey wins over the posse she suggests
An Old Friend: A few weeks after the events they reconvene someplace quiet to formulate
in Detroit, one of the characters receives a a plan of attack. The other half of Syd’s gang
parcel by mail: an oversized envelope whose throws in their aid as well; let the players control
return address reads simply, “Detroit, them as allied Extras during the rescue.
U.S.A.” The envelope is postmarked the
date of the events at Nuppenau House. Stacey O’Malley: Use Townsfolk stats.
• Mallory’s Gang (3): Use the Gunman
Inside are two objects: a padlock key, and
a square sheet of tin with many rectangular (Veteran) profile in the Deadlands Marshal’s
holes (46 of them) cut from it in no Handbook.
discernible pattern. The word “Teller” and
a number 23 are stamped into the tin. A Assault on So. Salt Lake Station
small sheet of paper in the envelope reads,
Captain Syd Mallory and two of her allies
Keep these in a safe place. You’ll know are being held at the Wasatch South Salt Lake
when to use them. —Smith Rail Station. It lies on the the City o’ Gloom’s
southwest edge. Stacey isn’t certain exactly how
many guards are present, but she knows there’s a
Gatling-enhanced automaton stationed in there.
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The station consists of one large room lined until the control glove moves within range
with passenger benches, a ticket counter, and once more.
behind that an inner office. Stacey figures Syd • Clockwork Tarantulas (6): See the Deadlands
and her boys must be trussed up in that office. Marshal’s Handbook, but instead of an acid
With success on a Notice or Smarts roll, a sprayer each of these monstrosities packs a
buckaroo realizes the station has no rails, and single experimental power: bolt (lightning
isn’t anywhere near the Denver-Pacific or any gun), burst (flamethrower), dispel (ghost rock
other line. If cowpokes question aloud why vapor cloud), fear (sonic scream), pummel
Wasatch has a train station on the southwest (sonic boom), and telekinesis (no visible effect).
edge of Salt Lake City without any rails, Stacey • Wasatch Rail Agents (3): See page 151.
O’Malley replies:
“Exactly.” In the Clear
When the heroes free Syd and the two other
Spiders o’ Wasatch
prisoners, they see just how much her gang has
Sydney Mallory is indeed handcuffed in the suffered to keep Hellstromme’s people otherwise
station office, which has bars on the windows engaged. They’ve achieved a lot, to be sure, but
(Toughness 14) and a door that’s kept locked they paid dearly to do it; all are bruised and
(Lockpicking –2; Toughness 10). A trio of ruthless bloodied with two Fatigue levels. Mallory says,
Wasatch railroad men keep constant watch over
“Thanks for bustin’ us out o’ there, amigos.
Syd and her companions. They’ve been beating
Them Wasatch rattlers bushwhacked us with
them in an attempt to extract the location of a Capt.
tainted whiskey…when we regained our senses
Gideon Robertson, who served Hellstromme
we were in that station office.
during the Great Rail Wars. Syd has no idea who
they’re talking about. “They were interested in all of you. Knew your
names already. Wanted us to tell where you’ve
Meanwhile, an X-Squad known as the
been kicking up your boots lately. Needless to
Arachnid Gang keeps the station’s main room
say we didn’t crack and we didn’t say boo. Guess
secure. The members are equipped with a control
they found you in the end, though, didn’t they?
glove that allow each to control a clockwork
tarantula’s movements—and each tarantula “They also wanted to find some geezer by
has its own power! In addition, that automaton the name o’ Captain Gideon Robertson. He was
Stacey mentioned stands next to the ice cooler, Hellstromme’s aide-de-camp during the Great
alert to any disturbances. Rail Wars. Or somesuch nonsense. Now they
want him dead in the same ditch as you.
Let the players devise their own plan of attack
or infiltration. The Arachnid Gang and automaton “Whatever you did, ol’ Doc Darius sure didn’t
are considered active sentries (see Notice in like it none. And that makes it all worthwhile.”
Savage Worlds); the rail agents are inactive due If the heroes have the opportunity and choose
to their focus on the prisoners. When the guards to rifle through the office’s file cabinets, success
become aware of intruders they raise an alarm… on an Investigation roll (or a Smarts roll at –2)
and you deal out Action Cards, Marshal. turns up a folder marked Top Secret. Inside are
Automaton (1): See the Deadlands Marshal’s documents and plans describing a track-laying
Handbook. project issuing from the south and ending at this
location. The project is named Plutonian Junction,
• Arachnid Gang (6): Use Rail Warrior
and it’s slated to begin in less than a week.
(Faction: Wasatch) profile in the Deadlands
Marshal’s Handbook. Each has a control glove
that, as an action, can issue a simple command
to a clockwork tarantula (Range 10”). A spider
that moves out of range becomes autonomous
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Ol’ Robertson: Use the Rail Warrior Although the City o’ Gloom isn’t first on his
(Faction: Wasatch) profile in the Deadlands list of places to visit, Gideon agrees to accompany
Marshal’s Handbook. the posse back there if they’re intent on stopping
Hellstromme’s plan.
• Dirk and Polly: Use the Townsfolk profile
in the Deadlands Marshal’s Handbook. Dirk has
the Ailin’ (Minor) Hindrance. 7. HELLSTROMME’S
Death Rides a Steam Wagon SECRETS
Assuming the villains weren’t on the scene
Trigger: Wasatch Railroad announces the
already, now the saddletramps hear a rumbling
Plutonian Junction Spur.
outside that keeps growing louder. Moments
later two auto-gyros scream across the sky, Only a few days after the posse returns to the
followed by a steam carriage and enclosed steam City o’ Gloom’s environs, they read the news. In
wagon roaring into the north end of town. All of fact they can’t help but read it, as it’s plastered
them bear the Wasatch Railroad insignia. across every newspaper in the region: Wasatch
Railroad is opening a new, underground spur
The two auto-gyros crisscross the sky over
of the Plutonian Express…one that will link the
town, dropping incendiary bombs (Damage 4d8,
City o’ Gloom to the main Wasatch line!
Large Burst Template, targets in the area of effect
roll 1d6 and are set alight on any result but a 1; see The Story So Far
Fire in Savage Worlds) on the few intact buildings
that remain. Wasatch crews of man and machine alike have
been hard at work for months, deep underground,
Meanwhile, an X-Squad and automaton flood using the fabled Hellbore to arrow north toward
from the steam wagons, set up a perimeter around South Salt Lake Train Station. Meanwhile, teams
the Mexican Hat Ranch, and begin shooting it to laying track aboveground and assembling a new
pieces. Their orders, conveyed to them by rail railhead at the city limit are preparing for the
agent Mr. McGuire, are to kill every last person Hellbore’s arrival.
in the town of Mexican Hat—especially Capt.
Gideon Robertson! In the midst of all the fanfare, Dr. Hellstromme
announces a grand celebration to accompany his
Mr. McGuire: Use the Wasatch Rail Agent
ceremonial driving of the final railroad spike.
profile (page 151), but add Driving d10,
Toasts and speeches shall follow, heralding a
Stealth d12, Tracking d10, and the Ace Edge.
new era of prosperity for Salt Lake City. All city
He drives a steam carriage (see page 27).
residents are invited!
War Drone (1): See page 142.
• Auto-Gyro Crewmen (4): Use the Rail The Setup
Warrior profile (no Faction) in the Deadlands The same day the posse gets word of the big
Marshal’s Handbook, but add Piloting d8 and announcement, a steamer trunk addressed to
Repair d8. one of them arrives at their current location—no
• Wasatch Rail Agents (2): See page 151. matter where that may be. The freight cost has
One of them drives the enclosed steam wagon. been paid in full and the courier requires only
a signature. The trunk is locked and bears no
• Veteran X-Squad (6): See page 151.
return address.
When the Dust Settles Of course the key sent by Nevada Smith after
episode five (see page 105 ) opens the ghost-steel
When the battle’s done the buckaroos either
padlock. If the key’s been lost or isn’t available,
stand victorious or they’re forced to vamoose
cowpokes may attempt to bypass it in other ways
with tails tucked between their legs. Either way,
(Lockpicking –4, Toughness 14), or even cut open
they’ve scored a major victory if they manage to
the trunk itself (Toughness 12).
save Capt. Robertson’s life.
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Hellstromme’s entourage away from home The panel inside the elevator has no buttons,
soon to celebrate Plutonian Junction stop only a loudspeaker. After the doors slide shut
Take the opportunity infiltrate secret labs stop (and audibly lock, Toughness 14), a distorted
At the Hellstromme Compound west of city voice emanates from the speaker:
access secret elevator in hangar stop Code word “Code word, please.”
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While he speaks, Hanuman steps backward • Real Estate: Purchase records show Wasatch
slowly until he stands at the west wall near the Rail and Hellstromme Industries have steadily
office door. He slaps a button on the control panel and quietly purchased over 500 acres of
that pops open all the critter cages! property along the southwest edge of town.
Klaxon horns blare throughout the complex. • Plutonian Junction: Records detailing work
Deal out the Action Cards, Marshal, because progress show the Wasatch line to the City
things are about to go straight to Hell! o’ Gloom was in the works since mid-1879,
The creatures attack scientists and posse before Hellstromme ever won the first Great
members alike without discrimination, chomping Rail War. The engineering logs of a Prof.
on whoever’s closest. Hanuman locks himself in Hapwell Haggerty detail how Hellstromme
the office. During the third round of combat three accompanied a work crew through the
X-Squadders arrive, another one darts in on the Rockies and into the West…partly so he could
fifth round, and the last three during the fifth locate the precise location where the Plutonian
round of fighting. Junction would strike out to the north.
(Insightful hombres who succeed on a Smarts
Mr. Hanuman: See page 155. roll may wonder whether Hellstromme’s $1
Scarecrow (1): See the Deadlands Marshal’s million offer to buy the Denver-Pacific from
Handbook. Smith & Robards was an attempt at kindness
• Bloody One, Canker, Chupakabara, after all…)
Ghoul, Nosferatu (1 each): See the Deadlands • Door to Hell: Documents spell out Operation
Marshal’s Handbook. Hell Gate’s ultimate goal: opening a persisting
• Scientist (5): See page 151. dimensional portal directly into a strange
region known as the Wood of Suicides.
• Veteran X-Squadders (7): See page 151.
Construction records show the gate’s being
• Test Subjects (4): Use Townsfolk stats in the built directly underneath Hellstromme
Deadlands Marshal’s Handbook, or insert unique Industries main factory.
nonplayer characters as the Marshal chooses.
• Mystic Ingredients: Along with liquefied Fear
and ghost steel, both of which Hellstromme
The Awful Truth possesses in great quantities, the Hell Gate
With the monsters destroyed and the Wasatch requires earth from a location that has acted
personnel subdued, the shootists still need to as a portal to Hell. Dr. Lucian Vholes’ house
gain access to the office. Inside are stored all in Detroit was only one of a dozen sites to
the records pertaining to Operation Hell Gate, be plundered by Hellstromme’s agents for
the ultimate plan that all Hellstromme’s other suitable soil.
machinations were meant to obfuscate. • The Vessel: A series of notes on various
Putting the lie to Hanuman’s rantings, any mystical beliefs and rituals for soul binding
cowpoke who succeeds on an Investigation roll, detail Dr. Hellstromme’s intent to place his
or a Smarts roll at –2, can deduce what’s about wife Vanessa’s spirit into a living vessel: his
to happen. Each roll takes 10 minutes in game. former head of groundskeepers, a young
For each success and raise rolled while reading woman named Ms. Mary Jones. If the notes are
through the laboratory log books, journals, and accurate, Ms. Jones hasn’t an inkling of what’s
business records, one of these facts is gleaned: in store for her—her own spirit is to be cast into
• Fear Labs: For many years Hellstromme has Hell in exchange for Vanessa Hellstromme’s.
maintained a series of secret roundhouse labs • Full-Moon Fever: Finally, notations on various
scattered across the Weird West, all for the cosmological charts pinpoint the exact date
purpose of studying Fear’s effects as a tangible Hellstromme plans to activate his Hell Gate…
force and distilling it into liquid for later use. the next full moon. And it’s mere days away!
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it drops for nearly half a mile to an even more Dr. Darius Hellstromme: See the Deadlands
impressive chamber. Marshal’s Handbook.
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life and history, or plead for young Mary Jones’ The Door Is Ajar
life, grant a +2 bonus at the Marshal’s discretion.
If the heroes score less than three successes,
But there’s a twist to this Social Conflict: Hellstromme ignores them and shifts his focus to
During any round Hellstromme wins the the Hell Gate, from which an unearthly howling
opposed Persuasion roll, his Touched Special emanates. With three or more successes, the mad
Ability (see the Deadlands Marshal’s Handbook) scientist’s brow furrows and he nods slowly.
causes the opposing speaker to come around to When the astonished pistoleros ask him to
his point of view, accepting that opening the Hell confirm he’ll shut down the gate, Hellstromme
Gate is the only logical and noble course of action. says matter-of-factly,
The speaker gets a Spirit roll to resist, as usual.
On a failure, the character switches positions and “I cannot shut it down. The process began
argues in favor of Hellstromme’s wishes until he almost an hour before you arrived. Did you really
or she succeeds on the Spirit roll to break free of think I would allow you to pierce my sanctum if
the bad doctor’s mental influence. you had any hope of altering the outcome?”
Consult the following results to see what effect As if in response to Hellstromme’s words,
the heroes’ rhetoric has on Hellstromme. a searingly cold blast of air jets from inside the
ring. White light springs into being and swells,
Social Conflict Results blinding everyone in the Abyssal Chamber. Read
the following,
Margin of
Suddenly a dismal world is visible beyond
Victory Result
the Hell Gate: a sullen forest of gray, dead trees
Tie Unimpressed: Hellstromme mired in a fetid swamp. This can only be the
remains wholly convinced that Wood of Suicides. In the trees’ crumbling bark,
his actions are good, noble, and faces writhe in eternal agony. Unholy beasts and
correct. Heroic orators need to demonic forms caper and leap among the trees,
start over. continually snapping off dead branches and
1–2 Seed of Doubt: The doctor isn’t causing the souls trapped within the trunks to
completely convinced, but he moan in agony.
allows for a moment that his Everyone who witnesses this infernal scene
solution may not be the best must make a Fear check at –4. Slowly, the demonic
available. He adopts a “wait-and- creatures turn and regard the Hell Gate, finally
see” attitude and continues to perceiving it as a portal to the living world. Great
open the Hell Gate. ropy loops of drool dangle from their toothed
3–4 Change of Heart: Hellstromme jaws as they advance.
gains a full understanding of the
From inside the dome, Hellstromme’s
consequences of opening the Hell
amplified voice bellows,
Gate without certain protections
in place. He sets about trying to “Vanessa! VANESSA! I’ve come to rescue
reverse the process…for now. you, at long last, my one and only love!”
5+ Existential Crisis: If the posse A woman’s face, beautiful in agonizing
scores five or more successes, repose, seems to float to the surface of one of the
Hellstromme’s beliefs are shaken trees. Saddletramps who succeed on a Smarts roll
to the core. For the first time in realize the face bears a very strong resemblance
his life he asks himself, “Have I to that of the young woman asleep inside the
committed evil acts in pursuit of a dome.
greater good?” He works to reverse But when the spirit steps out of the tree’s trunk,
the Hell Gate’s opening. smiling evilly, it’s not Vanessa Hellstromme at
all. A ghostly figure with coiffed reddish-brown
hair and wearing a fancy suit steps toward the
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D eadlands : G ood I ntentions
Hell Gate—the same specter the caballeros voice shouts at them through the loudspeaker,
encountered in the abandoned laboratory near torn by rage and sadness,
Mexican Hat (way back in episode two). He “You there! Hold back the tide! I shall
giggles uncontrollably and shouts, endeavor to undo this unholy debacle.”
“Hello Darius! Remember me? It’s Dex Deal the Action Cards, Marshal. Assuming
Crawford. The innocent bystander you the cowpokes scored three or more successes
murdered to effect an escape from the very gates during the Social Conflict, it takes Hellstromme
of Hell. The gates are open now, you wrinkled 13 rounds to stop the Hell Gate (since it cannot be
blowhard. On behalf of my new friends, I thank closed, the doctor instead works to overload the
you for your help. We will bring about a new age mechanism and thus destroy it). If they scored
of mankind…it’s extinction. two or fewer successes, Hellstromme only now
“You may as well stop fiddling with those begins the overloading process, and it takes him
knobs and dials, Hellstromme. Vanessa isn’t 13 + 1d6 rounds to complete the process.
here anymore. She hasn’t been for quite some During the first round Dexter Crawford’s
time. When you showed your hand and revealed ghost, three plague demons, and a devilkin
your heart’s desires, she was taken somewhere charge through the portal to rend the sentinels
very secret, very safe…and quite painful. limb from limb. On the third round and every
“Knock-knock! Dexter’s home.” other round thereafter, 2d6 additional demons
As the heroes watch in horror, demonic legions emerge from the Hell Gate, as listed below. Each
surge forth to follow Dex Crawford through the time this occurs, at least two of the blasphemous
Hell Gate. Only the posse and their allies stand critters scamper off into the dark tunnels to
against the devils’ foul tide. spread disease and chaos throughout the mortal
world.
Hold the Breach! Dr. Darius Hellstromme: See the Deadlands
Before the saddletramps can make peace with Marshal’s Handbook.
whatever powers they hold dear, Hellstromme’s Dexter Crawford: See page 154.
Devilkin (1): See below.
• Plague Devils
(2 per hero, then 1d6
every other round):
See below.
• Quill Devils (1d6
every other round):
See page 109.
Devilkin
Devilkin are
minor minions of the
Reckoners. They are
humanoid, but have
cloven hooves and the
head of a goat.
Attributes: Agility d6,
Smarts d12, Spirit d10,
Strength d4, Vigor d8
124
Attributes: Agility d8, Smarts d10(A), Spirit d8,
Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d6,
Spellcasting d8, Stealth d6
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:
• Black Magic: Devilkin have 20 Power Points
and know the following spells: barrier (invisible
wall), bolt (fiery bolts from eyes), detect/conceal
arcana (word of power), fear (curses), obscure
(cloud of darkness), puppet (hypnotic gaze),
and stun (word of power).
• Fear: Anyone seeing the creature must make
a Fear test.
• Kick: Str+d4.
Plague Devil
These manitous-made-flesh resemble humans,
• Halo of Flies: The swarm of flies around a
but are covered in weeping sores, pus-filled boils,
plague devil make it hard to hit. Attackers
and are surrounded by a dark halo of flies.
suffer a –2 penalty to all attack rolls.
Attributes: Agility d8, Smarts d6, Spirit d6,
• Weakness (Ghost Steel): Plague demons take
Strength d8, Vigor d8
normal damage from ghost steel weapons.
Skills: Fighting d6, Intimidation d8, Notice d6,
Stealth d6 The Gate Swings Shut
Pace: 6; Parry: 5; Toughness: 6 If any brave cowpokes are still standing at the
Special Abilities: end of 13 rounds, read the following:
• Claws: Str+d4. A wrenching scream of tortured metal fills
• Demon: +2 to recover from being Shaken; the Abyssal Chamber. You look up to see the
Immune to poison and disease; Half damage Hell Gate glowing white hot. It begins to melt,
from nonmagical attacks except for ghost steel. sag, and fold in upon itself. Demonic entities on
both sides of the doorway wail in dismay.
• Disease (–2): Anyone touched by a plague
devil who fails a Vigor roll catches a virulent Smoke fills the air as the portal flickers. The
plague. Each day thereafter, they must make a view into Hell vanishes. The Hell Gate collapses
Vigor roll or lose one die of Strength and Vigor. in a pile of fiery slag, melting the stone floor,
If either attribute reaches zero, the victim dies. sinking slowly but inexorably out of sight. And
On a roll of 1 on any Vigor roll, regardless of it doesn’t stop.
Wild Die, the disease becomes contagious. You step gingerly to the edge of a newly
Anyone the victim physically contacts must formed chasm where the Hell Gate stood
also make a Vigor roll or catch the disease. A moments earlier, its sides dripping with red-
Healing roll at –4 may be attempted each day hot magma. Twenty feet below, the Hell Gate’s
to cure the disease. Reduced attributes return remains plume smoke and continue to burn a
at the rate of one die per week. hole toward the earth’s center…and they keep
• Fear (–2): Anyone seeing the creature must going until they’re swallowed in Stygian depths.
make a Fear test at –2. Some devils may remain in the physical world,
and these continue to put up one Hell of a fight.
But Hellstromme activates a hitherto-dormant
125
pair of automatons to aid the posse in mopping automated defenses resume operation and seal
up any remaining opposition. the buildings against further intrusion. Whatever
War Drones (2): See page 142. the heroes get away with, they keep.
Darius Hellstromme goes into seclusion on his
The Damage Done estate, although Hellstromme Industries, Ltd. and
When the last demonic entities have been the Wasatch Railroad continue operating much
driven off or lie dead on the chamber floor, as they did before. The world’s pre-eminent mad
Hellstromme’s automatons aim their Gatling scientist is only seen a handful of times until 1893,
guns at the sodbusters and stand menacingly when he publishes an essay titled “Pure Science”
still. A hiss of escaping oxygen sounds in the in New Science magazine, one that handily
silent chamber, and a hatch opens in the side of smashes the Sons of Sitgreaves’ burgeoning
Hellstromme’s protective dome. movement. After that, Hellstromme’s public
appearances grow ever more rare. Sometime
Flanked by five clockwork tarantulas he
after the turn of the century, the doctor vanishes
controls with his New Science glove, Hellstromme
from his estate…gone to parts unknown.
strides forward to regard the surviving heroes
with a look of imperious outrage. At length he Hellstromme’s body, however—missing its
utters these words: brain—eventually ends up in a secret laboratory
in the Union’s Fort 51 in Nevada. But how it
“In fewer than five minutes, you have
got there and what becomes of it are stories for
undone decades of planning and study, years of
another time, Marshal.
construction, and months of mental preparation.
In a single stroke, you have dashed all the hopes
Wild Blue Yonder
and dreams that sustain me to glittering shards.
My life’s work lies in ruin. And yet…the only The heroes are no longer troubled by
words I can think to offer you are these: Hellstromme’s agents, Wasatch officials, or
Danite operatives (not directly, at least). They
“Thank you.
may be called upon the help hunt down any devils
“I must retire to further study, in the hope that escaped the Abyssal Chamber, or to aid the
I one day come to terms with and comprehend Union and Nevada Smith in other adventures,
what has happened today. You may see or to defend their knowledge of Hellstromme’s
yourselves out.” deepest and darkest secrets.
With that, Hellstromme re-enters the dome On the other hand, the shootists have been
and seals the hatch. The sphere roars to life and through a bonfire of trials and suffering. One can
reveals itself as a vehicle of sorts, which rises from hardly blame them for wanting to ride off into
the floor and rumbles away into the labyrinth the sunset looking for a nice, quiet place to retire
beneath Hellstromme Industries. The buckaroos from adventures and public service. When they
catch one last glimpse of Hellstromme inside, the do, it’s clear this story has reached
control deck level despite the sphere’s motion,
THE END
his face set in a melancholy mask.
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For those times when you’re not running a Plot Point and you’ve got no
tale of your own to spin, this chapter provides Savage Tales ready
to be unleashed on your group. They take place in every corner of
Pestilence’s realm, giving you a good reason to draw the posse to
the various weird locales described earlier. Each tale includes the
location where it begins, but many tales take the heroes somewhere
else in the course of their telling.
Some of these tales set up an interesting Towers was the only entrepreneur to undertake
situation with enough complications to sustain a worming for vengeance; his goal was no less than
few hours’ play, while others get more in-depth. total extermination. He repurposed Confederate
Run them as written or change the details around warships sold off after the Navy switched to
to suit your group. steamships, making them into “landships” (see
sidebar on page 128).
Thing is, there were other hunters out on the
EARLY BIRDS flats before Towers came along—as early as ’71 by
most accounts. Many of the gangs tried various
Location: Salt Flats methods to hunt rattlers involving staked cattle
Run this tale anytime your posse is out and rifles, but the worms were usually too smart
traveling on the Salt Flats. There they come across for them. There aren’t many hunters left in 1882.
a sorry excuse for a fella: broken, bleeding, and as An inventor named Crazy Pete took it a step
weary as a tomcat walkin’ in mud. further. He invented a glider from which he bombs
the worms with dynamite. His glider crews were
The Story So Far the big bugs on the flats before Towers came
Harold Towers opened the Salt Flats Worming along; for Pete and his gang, dropping dynamite
Company in 1875 not to cash in on the great on Towers’ flagship was only the beginning!
rattler hunts, but for revenge. The year prior, Since then the “competition” between the two
a great red worm killed Towers’ daughter.
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129
D eadlands : G ood I ntentions
Any worm whalers still on the rock are in or come up with some other ploy to misdirect or
shock, so they don’t raise a fuss about the heroes destroy them.
and Sibert joining them. On the contrary, they Remember the rattlers are smart too, and they
grimace and cry as they watch their friends get realize the prey likely doesn’t know exactly how
eaten and hear the distant screams off the flats, a many of them remain. They use this to their
few of them taking potshots at the tentacles. advantage. If the posse has a rough go of things,
Finally the killing is done, and the angry only the four rattlers face them.
rattlers go at the Ogden’s cracked hull like hornets. If they find the challenge too easy, the fabled
Saddletramps hear the keening of wooden beams Blood Worm joins the fray in an attempt to teach
snapping and splintering. About an hour after these upstarts a lesson. If even the Blood Worm
the attack started, there’s no sign of the Ogden, its feels its life is at risk, it flees to lick its wounds
crew, or the rattlers. and fight another day.
Four rattlers still lie in wait all around the The Blood Worm: See page 129.
outcrop, silent and still. They know full well the
posse and some crewmen are up on the rock. Paul Sibert: See page 128.
The worm whalers have no water or rations • Salt Rattlers (4): See page 148.
with them (they weren’t expecting to be away • Worm Whalers (10): See page 129.
from their vessel for long). If no one else suggests
it, after about two hours in the blazing sun two Three Days on the Rock
worm whalers decide to make a break for aid. The buckaroos and their allies must escape,
“Surely the worms are gone by now,” they insist. defeat the rattlers, or survive for three days
The pair of crewmen—a man and a woman— on the rock. Draw for encounters as usual (see
get about 50 yards (25”) from the outcrop, with page 75); the rattlers attack nearly anything or
no sign of trouble (they take a Sharps Big 50 and a anyone that approaches.
Winchester ’73). The man turns to wave, smiling. On the morning of the fourth day, a glider
An abrupt flurry of red tentacles sprouts from the soars high over the rock, makes another pass,
flats as they’re attacked by four rattlers! then swoops in low. Its pilot, Crazy Pete, drops a
Now’s the time to let your group start running message in a tin can which reads:
the worm whalers as allied Extras, Marshal. I see you got yourself stuck. Let’s
• Salt Rattlers (4): See page 148. get you out of there. —Pete
• Worm Whalers (2): See page 129. Sibert and the worm whalers explain who
Crazy Pete is (or the heroes know with a Common
The Siege Knowledge roll). It’s still up to the group to
Now the battle of wits begins, Marshal. After devise a way out of this mess, but at least they’ve
circling the outcrop for a few minutes the rattlers got an angel on their shoulders to help out.
settle in to wait again. Far down below, their
master the Blood Worm still lurks too! And Crazy Pete
they’re all very, very patient. Attributes: Agility d8, Smarts d10, Spirit d8,
Consult the rules for Heat and Thirst in Savage Strength d8, Vigor d8
Worlds as the temperature skyrockets. The rattlers Skills: Gambling d10, Guts d8, Knowledge
just had a good meal so they can wait as long as it (Engineering) d10, Notice d8, Piloting d10,
takes; waiting them out probably isn’t an option Persuasion d8, Repair d10, Shooting d8, Stealth
unless the cowpokes are extremely resourceful. d8, Survival d10, Throwing d8, Tracking d6,
Let your players devise their own plans to get Weird Science d10
off the rock, Marshal. They might somehow lure Cha: 0; Grit: 5; Pace: 6; Parry: 2; Toughness: 6
the rattlers to the surface and kill them one by one, Hindrances: Dementia (Paranoia), Elderly
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Edges: Alertness, Arcane Background (Weird others nearby—has been dug up and stolen!
Science), Gadgeteer, Improved Dodge, Read this to the players:
McGyver, New Powers, Power Points As you look at the empty graves in disbelief, a
Powers: Blast (dynamite bomb), deflection faint clank sounds from over the hill. You see the
(repulsion module), fly (glider); Power Points: dim glow of a lantern bobbing in the trees, and
30 hear a hushed but angry voice. Then the pair of
Gear: Glider, 10× dynamite sticks. arguing silhouettes vanishes over the hilltop.
Right away, have the compadres roll Notice at
Aftermath the gravesite; anyone who specifically searches
If the posse is able to rescue both Paul Sibert for clues adds +2 to the roll. The highest Notice
and the worm whalers with Crazy Pete’s help, roll finds a discarded, sealed envelope trampled
the tragedy ushers in a new era of understanding into the dirt. Inside is a handwritten note that
and cooperation between the two firms. If the reads:
worm whalers perish or Paul Sibert dies, the Manfred ,
so-called “Ogden Incident” is the powderkeg that Contact me at your earliest opportunity,
sparks an all-out Worm War on the flats. my friend . I simply must know if your
latest attempt met with success, and I am
concerned for your well-being.
GRAVEYARD FOLLIES
G. Tremane
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• Pete, Ed, & Ed: See below. Skills: Climbing d6, Driving d6, Fighting
d6, Guts d10, Healing d12+2, Intimidation
Pete, Ed, & Ed d8, Knowledge (Alchemy) d12, Knowledge
(Biology) d12, Knowledge (Chemistry) d12,
These three are truly clueless, doing their
Knowledge (Medicine) d12, Knowledge (Occult)
master’s bidding with slack jaws and dull eyes.
d12, Notice d10
Attributes: Agility d6, Smarts d4, Spirit d4,
Cha: 0; Grit: 5; Pace: 6; Parry: 5; Toughness: 7
Strength d8, Vigor d6
Hindrances: Vow (Create artificial life)
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Edges: Alchemy, Arcane Background (Weird He might cause a rockslide on the slope above
Science), Eureka!, Master (Healing), New Power, the posse. It takes an Agility roll (–2) to leap
Scholar (Medicine, Occult), Spook, Supernatural clear or find a nook to hide in. On a failure, the
Attribute (Smarts, Vigor) character is swept by the rockslide for 10+2d10”,
Powers: Armor (Reinforced lab coat), fear (Evil suffering 1d6 damage per 5” or part thereof.
eye lenses); Power Points: 20 Or McMean might simply drop a large rock
Gear: Dr. Stark is never armed. on a traveler’s head (2d8 damage), or randomly
open fire from Heavy Cover at Long Range,
Special Abilities: take down a few targets, then flee. McMean is as
• Harrowed: +1 Grit, +2 on Fear checks. disagreeable and lowdown as his name.
Toughness +2. Needs 1d6 hours of sleep per If the shootists manage to get out of the
night. Only a head shot can kill. “Death” only Harrowed’s canyon death trap, McMean
puts Stark down for 1d6 days. Immune to considers it a challenge. He stalks them across
poison and disease. Deseret and becomes a recurring foe.
Aftermath Frank McMean
When the posse returns to Dr. Stark with some McMean’s profile includes Harrowed
kind of proof they did away with his creation, Hindrances and Edges found in the Deadlands:
the scientist sheds a tear for his experiment gone Stone and a Hard Place Player’s Guide, available at
wrong. He allows the group to rifle through www.peginc.com.
the sepulcher adjoining his lab, where success
on a Notice roll spots Kid Platt’s trademark Attributes: Agility d10, Smarts d6, Spirit d8,
blue kerchief. Sure enough, the silver locket (or Strength d12, Vigor d12
whatever item the party sought) is still in his Skills: Climbing d8, Driving d8, Fighting
breast pocket. d10, Guts d10, Intimidation d10, Knowledge
(Law) d8, Knowledge (Occult) d10, Knowledge
(Language: Paiute) d6, Knowledge (Language:
IN THE MEANTIME Spanish) d6, Notice d8, Riding d10, Shooting
d12, Stealth d8, Streetwise d8, Survival d6,
Location: St. George Taunt d6, Throwing d8, Tracking d10
This encounter takes place whenever the Cha: –6; Grit: 7; Pace: 6; Parry: 9; Toughness: 11
posse’s traveling in southern Deseret. They Hindrances: Bloodthirsty, Degeneration
wander into a confusing maze of canyons only to (Minor), Mean
find they’re being stalked by a killer.
Edges: Behold a Pale Horse…, Brawny,
Command, Connections (Texas Rangers),
The Lone Gunman
Duelist, Improved Block, Improved Dodge,
Killed by the Nauvoo Legion, Texas Ranger Improved Hip-Shooting, Inspire, Marksman,
Frank McMean came back Harrowed and Quick Draw, Rebel Yell, Reputation, Strong
hungry for vengeance, with his manitou firmly Willed, Texas Ranger, True Grit
in Dominion. McMean never did get his chance
Gear: Single-action Colt Dragoon (Range
to spring a deadly trap on the unit that strung
12/24/48, Damage 2d6+1, RoF 1, AP 1), 30
him up, but he practices on unfortunate travelers.
extra cartridges, double-barrel shotgun (Range
The local Paiutes call him “Ghost Man.”
12/24/48, Damage 1–3d6, RoF 1–2), 20 extra
A Survival roll seeking water leads the group shells, Winchester ’73 (Range 24/48/96, Damage
to a spring in a maze of canyons. It takes three 2d8, RoF 1, AP 2), 20 extra cartridges, Bowie
consecutive successful Survival or Tracking rolls knife (Str+d4+1, AP 1), war horse (Smudge, a
to navigate out, each roll taking one day. All the Wild Card, see Savage Worlds), bedroll, rope
while, Frank McMean stalks the saddletramps.
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SHOOTING STARR
The Setup
Perhaps referred by Jeb Morgan, Sheriff Eli
Waters approaches the heroes with a job offer. The
Mormon elders offered Bonita Rose a full pardon
if she helps them track down and apprehend
Utah Starr, leader of the Scorpions. (The elders
have no intention of honoring the deal.)
Bonita accepted, but now Sheriff Waters
needs a team of bounty hunters to accompany
her and arrest Starr. He offers $2,000 for the job
($500 more than Starr’s bounty), but a successful
Persuasion roll talks him up to $3,000.
Bonita Rose
You step into the most luxurious rail car Bonita abandoned the Outcasts after they
you’ve ever seen. The walls are carpeted with killed one too many Mormons for her taste. She
rich red velvet panels inset into cherry wood. knows the Saints won’t keep their word, but she
Brass fixtures, handrails, and a short dining has no intention of keeping hers either.
table complete the opulent picture. Attributes: Agility d10, Smarts d8, Spirit d8,
The rail runner’s automated defenses are Strength d8, Vigor d8
in stasis. When the cowpokes step into the rail Skills: Climbing d10, Driving d12, Fighting
runner for the first time outside the Nations, read d10, Gambling d8, Guts d8, Intimidation d10,
the following: Knowledge (Battle) d8, Knowledge (Language:
Eight hidden compartments swing open, Paiute) d6, Knowledge (Language: Spanish) d6,
revealing angry mechanical spiders that scurry Lockpicking d10, Notice d8, Persuasion d10,
to attack! Repair dx, Riding d10, Shooting d12, Stealth
• Clockwork Tarantulas (8): See the Deadlands d12, Survival d8, Taunt d10, Tracking d8
Marshal’s Handbook. Cha: +4; Grit: 6; Pace: 6; Parry: 8; Toughness: 6
Hindrances: Code of Honor, Quirk (Loves
Aftermath
Utah), Wanted (Major)
Should the group have an easy time in the rail
Edges: Ace, Attractive, Block, Charismatic,
tunnel, the Marshal might have some of those
Combat Reflexes, Command, Damned, Dodge,
rail warriors take an active interest in claiming
Duelist, Improved Hip Shooting, Marksman,
Hellstromme’s rail runner before it reaches
Quick Draw, Reputation, Rock and Roll!, Scout,
Deseret. Should they barely leave the tunnel with
Speed Load, Strong Willed, True Grit
their lives, it’s more merciful to see them to limp
into Salt Lake. Gear: Hidden lockpicks.
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Gear: Sharps Big 50 (Range 24/48/96, Damage d10, Knowledge (Occult) d10, Knowledge
2d10, Rof 1, AP 2), 5× extra cartridges, 5× silver (Theology) d8, Notice d10, Riding d6, Shooting
cartridges, knife (Str+d4), hammer, 6× wooden d6, Stealth d6, Swimming d6
stakes, steam carriage, horse, Ranger’s Bible. Cha: +2; Grit: 5; Pace: 6; Parry: 6; Toughness: 6
The Hunt Is On Hindrances: Heroic, Wanted (Major)
Walt Jennings leads the way into Junkyard Edges: Arcane Background (Blessed),
and the Steel Sky, hoping to scare up the prey. Charismatic, Command, Conviction, Dodge,
Instead, a few hours’ search turns up the other Flock, New Powers, Power Points
Lurkers. The orphaned siblings range from age Powers: Exorcism (prayer), protection (prayer),
18 to 20 and number three, led by Billy Mullins. pummel (spiritual backhand), sanctify (prayer),
Billy offers any help they can give; he knows the warrior’s gift (battle hymn); Power Points: 25
Steel Sky like the back of his hand. Gear: Iron pipe (Str+d6), Colt Dragoon (Range
• Lurker Gang (3): See below. 12/24/48, Damage 2d6+1, RoF 1, AP 1), 3 extra
cartridges, Bible.
“The Lurkers”
These kids have grown up a lot since they got
Out o’ the Past
started. They’re a little creepy but mean well. Let the players decide what “proof” they get:
Photos from an Epitaph camera or a dead lurker
Attributes: Agility d10, Smarts d6, Spirit d6,
will do. At the height of the battle, Walt Jennings’
Strength d6, Vigor d6
old partner—thought dead these two years—
Skills: Climbing d10, Fighting d10, Guts d4, returns for some Reckoning-fueled revenge.
Knowledge (Steel Sky) d8, Notice d6, Stealth
• Lurkers (1 per hero): See page 145.
d10, Throwing d10
Cha: 0; Pace: 8; Parry: 8; Toughness: 5 “Buffalo” Tom
Hindrances: Loyal, Wanted (Major) After Tom died on a mission, the Reckoners
Edges: Acrobat, Fleet-Footed brought him back to sully his own good name.
Gear: Metal pipes (Str+d6), lassos and swing Attributes: Agility d10, Smarts d8, Spirit d8,
harnesses, soot masks. Strength d8, Vigor d10
Skills: Climbing d10, Fighting d10, Intimidation
Another Ally d8, Notice d10, Shooting d8, Stealth d8, Survival
During the search, use the Steel Sky Table d8, Swimming d8, Tracking d10
(page 78) as well as oozers and alleycats. In
Pace: 8; Parry: 8; Toughness: 10
Junkyard the group comes across another ally,
the Reverend Hungate. Hungate claims the Lord Edges: Block, Brawny, Fleet-Footed, Knack
told him to help, and that’s that. (Seventh Son), Scout, Wilderness Man
Gear: Bladed war club (Str+d8, AP 2), Sharps
Rev. Bob Hungate Big 50 (Range 24/48/96, Damage 2d10, Rof
This Baptist preacher is wanted by 1, AP 2), velocipede.
several spy agencies for recklessly Special Abilities:
spouting the truth, but he knows a lot • Fear: “Buffalo” Tom’s massive, decaying
about the Reckoning and its causes. form sparks a Fear check.
Attributes: Agility d6, Smarts d8, • Fearless: Immune to fear, Intimidation.
Spirit d10, Strength d6, Vigor d8
• Undead: +2 Toughness. +2 to recover
Skills: Climbing d6, Faith d12, Fighting from being Shaken. Called shots do no
d8, Guts d12, Intimidation d10, extra damage (except to the head). Does not
Knowledge (Language: Latin d8), suffer wound modifiers.
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The City o’ Gloom: Despite the pall that covers its sky, it’s the most
technologically advanced metropolis on earth in 1882. Surely, you’d
think, such a beacon of New Science enlightenment is free of the
monsters plaguing the Weird West. But you’d be wrong, amigo.
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• Steal Breath: When a victim is Incapacitated Of course, the mannikin’s charade doesn’t
(or sleeping) alleycats steal her breath. The stand up to inspection (simple success on a Notice
target must make a Vigor roll (–2) each round roll sees through the ruse), but slap a broad-brim
or gain a Fatigue level; this effect can kill. hat and a greatcoat on it and a mannikin can
blend into crowds with ease.
Automaton, Prototype Attributes: Agility d8, Smarts d6, Spirit d6,
Most folks are familiar with Hellstromme’s Strength d8, Vigor d10
automatons and clockwork tarantulas, but the Skills: Fighting d10, Notice d6, Shooting d10,
factory’s always churning out improved models. Stealth d6
Some of these experiments have passed muster
Pace: 6; Parry: 7; Toughness: 9 (2)
and entered the testing phase.
Special Abilities:
Mannikin • Armor +2: Mannikins are iron-plated.
The mannikin was developed by Hellstromme • Construct: +2 to recover from Shaken. No
himself. It is perhaps the most insidious of additional damage from called shots. Immune
his automata. Unlike other automatons, it can to disease and poison.
pass for human! It is human-shaped, has fluid • Fearless: Mannikins are immune to Fear and
movement, and a rubberized, lifelike mask Intimidation.
covers its head. Special baffles and filters mask its
• Fists: Str+d4.
ghost-rock furnace, and only the freshest brains
are implanted in these models. • Plague Darts: Range 10/20/40, Damage
Special, Shots 8, RoF 1. A mannikin can fire tiny
darts from four fingers of each hand, one dart
per shot. The darts cannot penetrate Armor
of any type. If a dart hits, the target must roll
Vigor (–2) against a Short Term, Lethal virus
(see Disease in Savage Worlds).
• Self-Destruct: If a mannikin is Incapacitated,
it explodes in an area equal to a Medium Burst
Template, inflicting 2d6 damage.
• Weakness (Head): Attacks that target a
mannikin’s head do normal damage.
War Drone
These improved versions of conventional
automatons (see the Deadlands Marshal’s
Handbook) are exceedingly rare due to the
immense time and expense that goes into creating
them. Hellstromme only dispatches them on
missions of the utmost import.
Attributes: Agility d6, Smarts d6, Spirit d4,
Strength d12+2, Vigor d12+2
Skills: Fighting d8, Intimidation d6, Notice d6,
Shooting d8
Pace: 4; Parry: 6; Toughness: 16 (6)
Gear: Steam Gatling (Range 24/48/96, Damage
2d8, RoF 4, AP 3), 60 rounds of ammunition.
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Pace: 6; Parry: 5; Toughness: 6 body. She also gains an unnatural appetite for
Gear: Most have clubs (Str+d4), but a few carry rocks, which tend to be rough on the teeth.
firearms. • Fear –2: A gargoyle’s demonic appearance
Special Abilities: provokes a Fear test (–2).
• Bite: Str+d4. • Flight: Pace 18.
• Claws: Str+d6. • Immunity (Magic): Gargoyles are completely
unaffected by arcane powers, even black
• Fear: The very unsettling sight of a faminite magic.
causes a Fear check.
• Size +2: Gargoyles are eight feet tall and
• Infection: Anyone so much as nicked (Shaken astoundingly heavy.
or wounded by bite or claw) by a faminite
joins their ranks in 24 hours. Wild Cards can • Weakness (Miracles): Powers invoked by a
avoid this fate with a successful Vigor roll (–2), blessed affect gargoyles normally.
but Extras are doomed to become faminites.
During this time, the victim becomes
Gargoyle Young ’Uns
increasingly hungry and thin. Her fingernails These critters aren’t as big as their parents, but
lengthen and turn into sharp, infectious claws. they’re twice as hungry and fast as lightning.
Only death or the miracle greater healing can Attributes: Agility d8, Smarts d4, Spirit d6,
stop the disease’s progress. If the blessed Strength d8, Vigor d6
laying on hands fails the roll, she has to make
Skills: Fighting d8, Intimidation d4, Notice d6,
her own Vigor roll (–2) or become infected as
Stealth d6
well.
Pace: 6; Parry: 7; Toughness: 7 (2)
• Size –1: Faminites are much thinner than your
average Joe. Special Abilities:
• Weakness (Evil Taint): Faminites cannot enter • Armor +2: Gargoyles have rock-hard skin.
an area that’s been properly sanctified. • Claws: Str+d6.
• Flight: Pace 24.
Gargoyle
• Immunity (Magic): Gargoyles are completely
The Welshman’s two statues-come-to-life unaffected by arcane powers, even black
have been busy in their mountaintop hideaway magic.
since they left the Temple in 1876. In fact they’ve
spawned a brood that are growing fast, bringing • Weakness (Miracles): Powers invoked by a
the tribe’s total population to eight. This means blessed affect gargoyles normally.
they need a correspondingly larger amount of
fresh meat to sustain them. Lake Hellion (Swarm)
Attributes: Agility d10, Smarts d6, Spirit d6, Soot and other stranger pollutants have
Strength d12, Vigor d8 leached into the Great Salt Lake over the years,
when they weren’t simply dumped in by careless
Skills: Fighting d10, Intimidation d6, Notice d8, waste removal crews. Their foul influence has
Stealth d8 mutated the lake’s brine shrimp into ravenous
Pace: 6; Parry: 7; Toughness: 10 (2) beasts about six inches long, with a thick carapace,
Special Abilities: nasty pincers, and the ability to suck life energy!
Incidentally, the Great Salt Lake’s resident sea
• Armor +2: Gargoyles have rock-hard skin. monster “Briny” (see page 68) eats swarms of
• Claws: Str+d6. these critters like candy.
• Coup (Stoneskin): A deader who absorbs a A lake hellion swarm is treated just like a
gargoyle’s essence gains Armor +2 all over her creature. When it is wounded, the swarm is
effectively dispersed. Swarms cover an area
144
E ncounters
equal to a Medium Burst Template and attack abominations that stalk the night and drive the
everyone within every round. area’s Fear Level ever higher. The real lurkers are
Attributes: Agility d10, Smarts d6 (A), Spirit grotesque humanoids with four spider-like arms
d12, Strength d8, Vigor d10 ending in cruel hooks. They have gray-furred
bodies, horrendous compound eyes, and the
Skills: Notice d6, Swimming d10 ability to spit webs from their fanged maws with
Pace: —; Parry: 4; Toughness: 8 (1) deadly accuracy.
Special Abilities: Attributes: Agility d12, Smarts d4, Spirit d6,
• Aquatic: Pace 10”. Lake hellions are at home Strength d6, Vigor d8
in the water. Skills: Climbing d12+2, Fighting d12+1, Guts
• Armor +1: The hellions’ thick carapaces d8, Intimidation d6, Notice d6, Shooting d6,
provide protection. Stealth d12+1, Tracking d8
• Fear: Seeing a swarm of these things go to Pace: 10; Parry: 8; Toughness: 6
work on flesh provokes a Fear test. Special Abilities:
• Pincers: Lake hellions inflict hundreds of • Claws: Str+d6. Lurkers attack once per round
painful nips every round, hitting automatically with each of their four arms, with no multi-
and causing 2d4 damage to everyone in the action penalty.
template. Damage is applied to the least • Fear –4: Seeing one of these sickening man-
armored location (victims in completely spider hybrids provokes a Fear check at –4.
sealed, rigid suits are immune).
• Implantation: When a victim is thoroughly
• Split: Hellion swarms are diabolically clever; entangled by webs (see below), lurkers descend
they split into two smaller swarms (Small on him and inject eggs into the bloodstream.
Burst Templates) should their foes split up. The victim falls into a semiconscious state. The
The Toughness of these smaller swarms is eggs hatch into six new lurkers 1d6 days later,
lowered by –2 (to 5 each). an event that kills the host. Until the moment
• Swarm: Parry +2; Because the swarm is of death the eggs can be removed with healing
composed of hundreds of creatures, cutting magic or surgically (a Healing roll at –4, or –2
and piercing weapons do no real damage. if the surgeon has done this before). Failure
Area-effect weapons that function underwater on the Healing roll inflicts a wound, but the
work normally, and a character can stomp doctor can try again; snake eyes means the
to inflict his damage in Strength each round patient is Incapacitated and Bleeding Out (see
(assuming the water is shallow enough!). Savage Worlds).
• Soul Sucker: No matter how much damage • Wall Walker: Lurkers only make Climbing
they inflict, simply being within a swarm rolls in the most adverse situations. Otherwise
of lake hellions is dangerous. Each round, they automatically walk on vertical or inverted
everyone in the Medium Burst Template must surfaces at their full Pace.
succeed on a Vigor roll or take a level of Fatigue • Web: Range 1/2/4, Damage Special, RoF 1.
as the hellions drain away life energy. This Instead of attacking with its claws, a lurker
Fatigue cannot be removed by arcane powers, may spit webs from its mouth with a Shooting
fades at a rate of one level per day, and can kill: roll opposed by the target’s Agility. Success
Cowpokes who die from it are almost certain indicates partial restraint; the target suffers –2
to return as some variety of undead. to Pace and Agility- and Strength-linked skills.
A raise restrains the target fully. The webs
Lurker have Toughness 12, and the victim can break
As it so often does, the Reckoning’s dark free with success on an Agility or Strength roll.
magic has transformed peoples’ fears of the Steel
Sky’s so-called “lurkers” (see page 145) into
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147
D eadlands : G ood I ntentions
148
E ncounters
149
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151
D eadlands : G ood I ntentions
The eldest of the Black Chaplains, Paul Attributes: Agility d8, Smarts d6, Spirit d8,
worked under the Prophet before the Reckoning. Strength d12, Vigor d10
He brooks no disrespect from the living nor from Skills: Climbing d8, Driving d8, Faith d8,
the abominations he slays. His once-dark hair has Fighting d10, Guts d8, Intimidation d10,
gone stark white, a lasting reminder of previous Knowledge (Occult) d8, Knowledge (Theology)
encounters with critters o’ the night. d6, Riding d8, Shooting d6, Stealth d8
Attributes: Agility d8, Smarts d6, Spirit d10, Cha: 0; Grit: 5; Pace: 6; Parry: 9; Toughness: 9
Strength d8, Vigor d10 Hindrances: Curious, Vow (Serve the Church)
Skills: Driving d10, Faith d10, Fighting d10, Edges: Arcane Background (Blessed), Brawny,
Guts d10, Intimidation d12, Knowledge (Battle) Brave, Champion, Connections (Mormon
d10, Knowledge (Occult) d10, Knowledge Church), Conviction, Dodge, Improved Block,
(Language, Paiute) d8, Knowledge (Theology) New Powers, Power Points, Right Hand of the
d8, Notice d10, Riding d10, Shooting d10, Stealth Devil, Speed Load
d8, Survival d6, Tracking d10
Powers: Deflection, protection, pummel, smite,
Cha: 0; Grit: 6; Pace: 6; Parry: 7; Toughness: 7 warrior’s gift; Power Points: 20
Hindrances: Bad Dreams, Cautious, Grim Gear: Relic hickory stick (Str+2d6), Winchester
Servant o’ Death, Heroic, Vow (Serve the ’73 (Range 24/48/96, Damage 2d8, RoF 1, AP
Mormon Church) 2), double-barrel shotgun (Range 12/24/48,
Edges: Arcane Background (Blessed), Behold Damage 1–3d6, RoF 1–2), 50x blessed silver
A Pale Horse…, Brave, Champion, Command, ammunition for each weapon, riding horse,
Command Presence, Connections (Mormon other gear as needed.
Church), Connections (Paiute tribes), Special Abilities:
Conviction, Holy Warrior, Improved Dodge,
• Spiritual Giant: Owing to his tremendous
Improved Level Headed, Inspire, Marksman,
spirit, John gains Toughness +1.
New Powers, Power Points, Quick Draw, Speed
Load, True Grit
Luke
Powers: Blind, boost/lower Trait, deflection, dispel,
exorcism, greater healing, protection, sanctify, smite, Luke is the joker, even though he is grim
speak language, succor; Power Points: 25 compared to most. John and David find his
152
morbid and grotesque humor amusing, although
Paul doesn’t cotton to it one bit.
Attributes: Agility d10, Smarts d12, Spirit d8,
Strength d6, Vigor d6
Skills: Driving d10, Faith d8, Fighting d10,
Gambling d12, Guts d8, Knowledge (Occult)
d10, Knowledge (Theology) d8, Notice d12,
Riding d10, Shooting d12, Stealth d12, Streetwise
d12+1, Survival d12, Taunt d12+1
Cha: 0; Grit: 5; Pace: 6; Parry: 8; Toughness: 5
Hindrances: Curious, Heroic, Vow (Serve the
Church)
Edges: Arcane Background (Blessed), Block,
Combat Reflexes, Connections (Mormon
Church), Conviction, Fast As Lightning, Gallows
Humor, Hip-Shooting, Holy Warrior, Improved
Arcane Resistance, Improved Dodge, New
Powers, Power Points, Speed Load
Powers: Armor, confusion, gambler, protection,
succor; Power Points: 20
Gear: Single-action Colt Walker (Range
12/24/48, Damage 2d6+1, RoF 1, AP 1),
Winchester ’73 (Range 24/48/96, Damage 2d8,
RoF 1, AP 2), double-barrel shotgun (Range
12/24/48, Damage 1–3d6, RoF 1–2), 50x blessed
silver ammunition for each weapon, riding Hindrances: Grim Servant o’ Death, Vow (Serve
horse, other gear as needed. the Church)
Special Abilities: Edges: Ambidextrous, Arcane Background
• Wisdom: Luke gains +2 to Smarts rolls and (Blessed), Champion, Conviction, Damned,
Smarts-based skill rolls. Dodge, Duelist, Improved Hip-Shooting,
Marksman, New Powers, Power Points, Quick
Draw, Rock and Roll!, Speed Load, Two-Fisted
David
Powers: Beast friend, boost/lower Trait, dispel,
The mysterious David is a former gunslinger.
protection, pummel; Power Points: 20
But only his three brother chaplains know what
his name was back then. He has sandy blond Gear: 2× single-action Colt Walkers (Range
hair, chiseled features, and dark eyes that hint at 12/24/48, Damage 2d6+1, RoF 1, AP 1),
the horrors he’s seen. Winchester ’73 (Range 24/48/96, Damage 2d8,
RoF 1, AP 2), Gatling shotgun (Range 12/24/48,
Attributes: Agility d8, Smarts d8, Spirit d8,
Damage 1–3d6, RoF 2), 50x blessed silver
Strength d8, Vigor d8
ammunition for each weapon, riding horse,
Skills: Faith d6, Fighting d8, Guts d6, other gear as needed.
Intimidation d6, Knowledge (Occult) d10,
Special Abilities:
Knowledge (Theology) d10, Notice d8, Riding
d8, Shooting d12, Stealth d8, Survival d8, • Refuge o’ Faith: David can maintain his
Tracking d8 protection power for no Power Point cost.
Cha: 0; Grit: 5; Pace: 6; Parry: 6; Toughness: 6 • Zeal: At the beginning of each session, David
picks a skill; he gains +2 on rolls of that Trait.
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E ncounters
Edges: Alertness, Charismatic, Connections d8, Riding d6, Shooting d10, Stealth d6, Survival
(Texas Rangers), Gift of Gab, Luck, Quick Draw, d6, Tracking d8
Strong Willed, Thief Cha: 0; Grit: ; Pace: 6; Parry: 5; Toughness: 7
Gear: Derringer (Range 5/10/20, Damage 2d6, Hindrances: Loyal, Vow (Serve the Danites)
RoF 1).
Edges: Alertness, Command, Connections
Hanuman (Mormon Church), No Mercy, Secret Identity
Gear: Double-action Colt Peacemaker (Range
Hanuman is Hellstromme’s longest tenured
12/24/48, Damage 2d6+1, RoF 1, AP 1),
and most trusted employee, the only one of his
scattergun (Range 6/12/24, Damage 1–3d6, RoF
lieutenants with a clear view of Hellstromme’s
1–2), “Fear Not’s” saber (see page 48).
plots. He is a native of India: dark-skinned and
all business. He wears a tailored wool suit no
matter what the weather is like, uses a cane, and
Leonitas P. Gash
always carries a black leather attaché. He wears a Once a respected scientist at Deseret University,
high-end, filtered soot mask outdoors. Dr. Gash is a wanted criminal. Gash discovered
Attributes: Agility d8, Smarts d12, Spirit d10, the science of “augmentation” and pioneered
Strength d6, Vigor d6 the use of Formula X-19. After he was reported
to have cut off functional limbs to replace them
Skills: Driving d8, Fighting d6, Guts d10, with steam-powered augments, he was fired for
Intimidation d6, Knowledge (Business) d12, blasphemy and driven underground in Junkyard.
Knowledge (Engineering) d10, Notice d10,
Persuasion d10, Piloting d8, Repair d8, Shooting He performs his experiments—and the
d8, Taunt d6, Weird Science d6 occasional surgery for cash—in a secret lab under
Jeb Morgan
Jeb is the second in command of the Danites;
as his alter ego Collis Ames he runs the group’s
day-to-day operations. Morgan’s continued
success is on account of his willingness to put
anyone he suspects of betraying him in the cold
ground, and ask questions later.
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d8, Vigor d10
Skills: Driving d6, Fighting d6, Guts d8,
Intimidation d10, Knowledge (Mormonism) d8,
Knowledge (Occult) d6, Notice d8, Persuasion
the Asylum. His flesh ravaged by leprosy, his Blacksmith) d8, Lockpicking d10, Notice d12,
mind ravaged by insane insights…he would be a Persuasion d12, Piloting d10, Repair d10, Riding
piteous figure if he weren’t so dangerous. d12, Shooting d12, Stealth d12, Streetwise d12,
Attributes: Agility d10, Smarts d12, Spirit d10, Swimming d10, Taunt d12, Throwing d10,
Strength d6, Vigor d6 Tracking d10
Skills: Fighting d6, Guts d10, Healing d12, Cha: +8; Grit: 6; Pace: 6; Parry: 8; Toughness: 6
Intimidation d8, Knowledge (Augmentation) Hindrances: Enemy (Hellstromme), Heroic,
d12+2, Knowledge (Chemistry) d12+2, Loyal
Knowledge (Engineering) d12+2, Knowledge Edges: Agent (Grade 5), Alertness, Brave,
(Occult) d12+1, Knowledge (Disguise) d12+1, Charismatic, Command, Command Presence,
Notice d12, Persuasion d8, Repair d10, Stealth Connections (Agency), Elan, Great Luck, Hip-
d6, Streetwise d12, Taunt d8, Weird Science d12 Shooting, Improved Dodge, Level-Headed,
Cha: –2; Drain: 4; Grit: 5; Pace: 5; Parry: 5; Marksman, Quick Draw, Reputation, Renown,
Toughness: 4 Rock and Roll!, Secret Identity, Snakeoil
Hindrances: Ailin’ (Major, Leprosy), Curious, Salesman, Strong Willed, Tale Teller, Thief, True
Elderly, Enemy (Major, Mormon Church), Small Grit, Very Attractive, Veteran o’ the Weird West
Edges: Alertness, Arcane Background (Weird Gear: Gatling pistol (Range 12/24/48, Damage
Science), Elan, Eureka!, Followers (Assistants), 2d6, RoF 2, AP 1), lockpicks, tool kit, excellent
Scholar (Augmentation, Chemistry), New disguise kit (+4 to Persuasion attempts while
Powers, Power Points, Strong Willed disguised), tethered satellite, hat periscope.
Powers: Boost/lower Trait (Injected serum), O.P. Rockwell
healing (Ghost salve), puppet (Pheromone
aerosol), smite (Scalpel); Power Points: 30 Rockwell is the Danites’ loose cannon. Even
though President Young distances himself from
Gear: Scalpel (Str+d4).
his “dark angel” he can’t deny his usefulness.
Special Abilities: O.P. takes orders when it suits him, and often
• Augmentation: Piston Arm (Str d12+1, Armor assassinates targets long before they can become
+2, and Str+d6 unarmed damage). a problem. Although he’s the Danites’ appointed
leader he prefers to do his own dirty work.
Nevada Smith Rockwell is amused by what he calls Brigham’s
Nevada Smith is the United States’ most “circus act,” that is, fighting Hellstromme with
famous secret Agent and a master of disguise. The one hand and protecting his interests with the
dashing fellow even has a series of dime novels other. As long as O.P. has enough cash to buy
written about him. He started out in Deseret whiskey and gets the occasional opportunity to
trying to uncover Brigham’s skeletons, but found kill folks, it’s all the same to him.
himself pitted against Hellstromme at every turn. Attributes: Agility d10, Smarts d6, Spirit d6,
Smith has vowed to take Hellstromme down one Strength d10, Vigor d10
way or another. Skills: Fighting d8, Gambling d8, Guts d8,
Attributes: Agility d10, Smarts d10, Spirit d8, Intimidation d6, Notice d6, Persuasion d6,
Strength d8, Vigor d8 Riding d8, Shooting d12+1, Stealth d8, Survival
Skills: Climbing d10, Driving d12, Fighting d8, Tracking d8, Throwing d12
d12, Gambling d12, Guts d10, Healing d8, Cha: –4; Grit: 6; Pace: 6; Parry: 6; Toughness:
Intimidation d8, Investigation d12, Knowledge 7
Hindrances: Bloodthirsty, Ugly
(Battle) d10, Knowledge (Chemistry) d8, Edges: Brave, Damned, Duelist, Improved Hip-
Knowledge (Disguise) d12+2, Knowledge Shooting, Marksman, Professional (Shooting),
(Law) d8, Knowledge (Occult) d8, Knowledge Quick Draw, Reputation, Speed Load, True Grit
(Performance) d10, Knowledge (Trade:
156
Gear: 2× single-action Colt Walkers (Range Attributes: Agility d8, Smarts d8, Spirit d6,
12/24/48, Damage 2d6+1, RoF 1, AP 1), Bowie Strength d8, Vigor d10
knife (Str+d4, AP 1), shotgun (Range 12/24/48, Skills: Driving d8, Fighting d6, Guts d6,
Damage 1–3d6, RoF 1), riding horse. Intimidation d12+1, Knowledge (Law) d8,
Lockpicking d8, Notice d12, Riding d8, Shooting
R. Percy Sitgreaves d10, Stealth d8, Tracking d10
Since establishing the tenets of Thaumaturgical Cha: 0; Grit: 3; Pace: 6; Parry: 5; Toughness: 7
Diffusion, Sitgreaves continued publishing
Hindrances: Cautious, Heroic, Loyal
the Smith & Robards Catalog at Infinity Press.
He also taught nearly 20 other practitioners Edges: Command, Dodge, Followers (Deputies),
Thaumaturgical Diffusion. He started with his Level-Headed, Marksman, Noble (Sheriff),
Mormon printer’s apprentice, Reggie Hughes— Professional (Intimidation)
15 years old and already accomplished metal Gear: Steam carriage, Double-action Colt
mage. If the Danites find out, they will put a stop Peacemaker (Range 12/24/48, Damage 2d6+1,
to his activities, with extreme prejudice. RoF 1, AP 1), Winchester ’73 (Range 24/48/96,
Attributes: Agility d6, Smarts d12, Spirit d8, Damage 2d8, RoF 1, AP 2), Bowie knife (Str+d4,
Strength d6, Vigor d6 AP 1), club (Str+d6).
Skills: Climbing d6, Driving d6, Fighting d6,
Guts d8, Knowledge (Alchemy) d12, Knowledge
Six-Hundred-Pound Sally
(Chemistry) d12, Knowledge (Engineering) Sally Manners’ nickname isn’t inspired by her
d12, Knowledge (Occult) d12+1, Notice d10, weight; it’s from the time she managed to load
Persuasion d12, Repair d6, Riding d6, Stealth d6, 600 pounds—Nevada Smith and his allies—onto
Thaumaturgical Diffusion d12+2 her auto-gyro to save them from walkin’ dead on
Cha: +2; Grit: 5; Pace: 5; Parry: 5; Toughness: 5 Black Mesa. Sally works for Smith & Robards’
Rush Delivery System the West on missions of
Hindrances: Curious, Elderly grave importance.
Edges: Alchemy, Alertness, Arcane Background Attributes: Agility d12, Smarts d10, Spirit d10,
(Metal Mage), Charismatic, Dodge, Fleet- Strength d6, Vigor d8
Footed, Master (Thaumaturgical Diffusion),
New Powers, Power Points, Scholar (Alchemy, Skills: Climbing d8, Driving d12, Fighting
Occult) d8, Gambling d8, Guts d10, Intimidation d8,
Knowledge (Aviation) d10, Knowledge (Occult)
Powers: Bolt (metal shards), blast (grenade), d8, Notice d10, Persuasion d10, Piloting d12+2,
damage field (caltrops), jury rig (blueprint); Power Repair d12+2, Riding d6, Stealth d6, Taunt d10
Points: 30
Cha: +4; Grit: 6; Pace: 6; Parry: 6; Toughness: 6
Gear: Single-action Colt Peacemaker (Range
12/24/48, Damage 2d6+1, RoF 1, AP 1). Hindrances: Code of Honor, Loyal
Edges: Ace, Alertness, Charismatic, Combat
Sheriff Eli Waters Reflexes, Connections (Smith & Robards), Expert
(Repair), Improved Level Headed, Master
Sheriff Waters isn’t a Danite, but one of his
(Piloting), Quick, Renown, Strong Willed, Tale
deputies is. They’re informed of Danite strikes
Teller, True Grit
and told not to interfere. That’s a problem for
Eli Waters, who was a lawman long before he Gear: Double-action Colt Peacemaker (Range
became a Mormon. He thinks Brigham uses force 12/24/48, Damage 2d6+1, RoF 1, AP 1), double-
too liberally, and out of spite Waters sometimes barrel shotgun (Range 12/24/48, Damage 1–3d6,
“makes a mistake” and barges in on Danite turf. RoF 1–2), Derringer (Range 5/10/20, Damage
This infuriates Young, who can’t dismiss Waters 2d6, RoF 1), Bowie knife (Str+d4, AP 1), tool kit,
lest a riot ensue among Gentiles who love their tethered satellite, auto-gyro.
sheriff so dearly.
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D eadlands : G ood I ntentions
Golding’s Tannery 56
INDEX Good Intentions (Plot Point Campaign) 81
Gonzalez’s house 60
Rasmussen, Madam 7, 133
rat, large 146
Aaron’s Arms 9, 54 Granny Smith’s Arms Factory 60 Ratchet, Nurse 45
adrenal booster 30 Graveyard Follies (Savage Tale) 131 Rathole, The 61
Adventure Generator 75 Great Rail Wars, The 38 rattler detector 30
alleycat 141 Green Room, The 56 rattler, salt 148
Arcane Background (Blessed) Edge 12 Relics 47–51
Arcane Background (Metal Mage) Edge 12 handcarts (relic) 48 Restful Arms 56
Arena, The 58 Hanuman 155 resurrection (power) 18
armored hat 29 hat periscope 30 Riggs, Nep “Undertaker” 84
armored steam wagon 107 healing touch (power) 18 Rockwell, O.P. 156
Asylum, The 59 healing unguent 30 Robertson, Capt. Gideon 39, 70, 89, 113–114
atone (power) 16 Hell Gate 41, 122–124 Rose, Bonita 136
Augmentations 20, 44 Hellstromme, Darius 2, 34–41, 122 Rustbucket Saloon, The 61
Hellstromme’s blueprints (relic) 48
Bank of Deseret, The 54 Hellstromme’s compound 64–65, 118 salt flats 65
Battle o’ Lost Angels, The 40 Hellstromme Industries 61 Salt Lake City Grand 61
Black Chaplains, The 43, 152–153 Hellstromme’s water purifier 61 Salt Lake City Hotel, The 56
Black Hills War, The 40 Hungate, Rev. Bob 139 salt stalker 149
Blacklisted! (Setting Rule) 46 Huntington ruins 65 Samson’s elixir 30
Blessed 13, 150 scientist 151
Book of Mormon, The (relic) 47 In the Meantime (Savage Tale) 134 Scorpions 43
“Buffalo” Tom 139 Indian tribes 68 Scrapper Edge 11
bulletproof vest 30 Infinity Press 9, 56 Secret Identity Edge 11
intervene (power) 18 Shooting Starr (Savage Tale) 136
California Corral 55 Sibert, Paul 128
Cat’s Used Goods 59 Jack, Steam Iron 102 Sitgreaves, R. Percy 157
cemetery 55 Jackson Smeltworks 61 Skull Canyon 73
City Hall 55 Jacobs, Edna 55, 154 Skullchucker (Setting Rule) 51
City Jail 55 Jennings, Walter 138 skullchucker 151
City o’ Gloom, The 53–58 Jennings’ Tannery 56 sliver 143
Conviction Edge 12 Joe’s peep stone (relic) 48 Sludge 148
co-op hacienda 59 Joe’s pistol (relic) 48 Sludge Creek 58
copper quarries 65 Junkyard 58–62 Sludgetown 62
Corrine 66 jury rig (power) 15 Smith, Nevada 92, 106, 156
Crawford, Dexter 39, 154 Smith & Robards compound 62–64
Crazy Pete 130 Kanab 67 Smith & Robards showroom 62
Cree, Amanda June 101 Kirtland bank notes (relic) 48 Soot (Setting Rule) 51
Cree’s Miracle Emporium 60 spring boots 30
crusade (power) 16 Lakepoint 68 St. George 74
lake hellion 144 Stark, Dr. Manfred 133
Danites 38, 43, 150 landship 128 Starr, Utah 137
Danwoody’s Furniture Factory 9, 55 Ledge Saloon, The 61 Steamer Saloon, The 62
Doc Yates 60 Lee’s knife (relic) 49 Steel Sky, The 58
dehydrated air tablet 30 Lenore’s House of Fine Arts 4, 9, 61 super-gyro 107
deluge (power) 17 liquid courage 30 Surgical Mishaps Table 45
Denver-Pacific Depot 55 liquid fear 49
deny (power) Long Drop Canyon 69 Tabernacle, The 56
Desensitized Edge 12 Lost Loco, The (Savage Tale) 135 tactile desensitizer 30
Deseret, Nation of 52 Lost Record, The (relic) 49 Temple, The 4, 56
Deseret Café 55 lurker 139, 145 terrormental (earth) 97
Deseret News 55 tethered satellite 30
Deseret tithing office 55 Madam Marie’s Dance Hall 56 Tombstone Epitaph 62
Deseret University 55 Malfunctions (augmentations) 21 Tremane, Dr. Gregory 7, 132
devil, plague 125 Malfunctions Reloaded (Setting Rule) 47 Twilight Legion, The 43
devil, quill 109 Mallory, Capt. Sydney 4 Twilight Protocol, The 9, 55, 92, 121
Devil’s Canyon 67 Manners, “Six-Hundred Pound” Sally 106, 157
devilkin 124 mannikin 142 Umim and Thummim (relic) 51
divination (power) 16 Master Crafter Edge 12 Under the Mountain (Savage Tale) 64
Divine Intervention 15 McClellan’s Electric Stage Stop 56
divine wrath (power) 17 McMean, Frank 134 Valley o’ the Hungry (Savage Tale) 138
diving suit 30 Metal Mage 13 vapor mask 30
duster, armored 30 metal monster 94 Vholes, Dr. Lucian 110
Mexican Hat 69, 88, 114
Early Birds (Savage Tale) 127 Monkeywrench, The 4, 61 walls o’ Jericho (power) 19
Edna’s Eats 9, 55 Morgan, Jeb 155 war drone 142
Empire Mill 55 Mormon trees (relic) 49 Warwick’s Books and Manuscripts 56
Empire Rails 42 Mouth o’ Hell 71 Warm Springs sulphur baths 56
evil tree spirit 143 Wasatch Rail 42
excommunicate (power) 18 Nauvoo legionnaire 150 Wasatch rail agent 151
Expositor, The (relic) 47 Nephi 71 Waters, Sheriff Eli 157
New Empire Mill 65 We Have the Technology! Edge 12
factory worker 151 Nichols’ ghost rock refinery 56 Who Stalks the Lurkers? (Savage Tale) 138
faminite 143 noiseless shoes 30 Worker’s Hospital 62
Faust’s Livery Stable 9, 55 wither limb (power) 19
Fear Levels 44 Ogden 72
“Fear Not’s” saber (relic) 48 oozer 149 X-squad trooper, veteran 151
Fort Bridger 67 oreways 58
Fort Smith 56 oreway skulker 146 Young, Brigham 36–37, 115, 154
orphanage 56
gargoyle 144 Outcasts 42 Zion’s Cooperative Carriage Factory 58
Gash, Leonitas P. 45, 155 Overlook Hotel 72
Gentile graveyard 65 owl-eye goggles 30
Gettysburg 33–34
ghost rock 29 peacemaker (power) 18
Ghost Rock Fever (Setting Rule) 46 Pestilence (Reckoner) 33
Gift of Gab Edge 11 Pharmakos 33
Provo 73
158