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DEADLANDS CREATED BY SHANE LACY HENSLEY

WWW.PEGINC.COM

Deadlands, Savage Worlds, all unique characters, creatures, and locations, artwork, logos,
and the Pinnacle logo are © 2022 Pinnacle Entertainment Group.
CREDITS

WRITTEN & DESIGNED BY Garett Lahey, Sara Martinez, and Brian Reeves

ADDITIONAL MATERIAL BY

EDITING BY Shane Hensley, Jessica Rogers, Simon Lucas, and Brian Reeves

ART DIRECTION BY Aaron Acevedo, Alida Saxon

INTERIOR GRAPHIC DESIGN BY Karl Keesler

LAYOUT BY Jessica Rogers

COVER ART BY

INTERIOR ART BY Alberto Bontempi, Donald Crank, JB Casacop, James Denton,


Alex Elykov, Ani Ghosh, Mitch Mueller, Sabrina Pugnale, Olivia Rea, Alida Saxon,
Vincenzo Sirianni, Unique L. Soparie, Dimitar Spasov, Don Tantiado, Jon Taylor,
Mateusz Wilma
OPERATIONS & LOGISTICS: Jodi Black

CUSTOMER SUPPORT: Jodi Black & Christine Lapp

PRODUCTION LIAISON: Alexander Hau

PRODUCTION MANAGER: Simon Lucas


CONTENTS

INTRODUCTION5 MONTANA115
Anaconda������������������������������������������������������������� 118
Bighorn Canyon������������������������������������������������� 118
COLORADO7
Billings����������������������������������������������������������������� 120
Colorado Springs�������������������������������������������������� 10 Bozeman���������������������������������������������������������������121
Manitou Springs����������������������������������������������������11 Butte City������������������������������������������������������������� 122
Denver���������������������������������������������������������������������11 Flathead Lake������������������������������������������������������ 124
Durango����������������������������������������������������������������� 14 Fort Peck�������������������������������������������������������������� 125
Fort Collins����������������������������������������������������������� 16 Great Falls������������������������������������������������������������ 125
Golden������������������������������������������������������������������� 16 Helena�������������������������������������������������������������������127
Julesburg�����������������������������������������������������������������17 Liberty������������������������������������������������������������������ 130
Leadville������������������������������������������������������������������17 Missoula����������������������������������������������������������������131
Pueblo�������������������������������������������������������������������� 18 Upper Missouri River Breaks���������������������������� 133
Rocky Mountains������������������������������������������������� 19 Savage Tales��������������������������������������������������������� 133
Savage Tales����������������������������������������������������������� 22

NEBRASKA147
DAKOTA39
Big Springs����������������������������������������������������������� 150
Bismarck���������������������������������������������������������������� 42 Central City��������������������������������������������������������� 152
Bottineau��������������������������������������������������������������� 43 Grand Island������������������������������������������������������� 152
Deadwood������������������������������������������������������������� 44 Lodges of the Nahurac��������������������������������������� 153
Devil's Lake������������������������������������������������������������47 Lincoln����������������������������������������������������������������� 154
Fargo���������������������������������������������������������������������� 48 Massacre Canyon������������������������������������������������ 155
Grand Forks���������������������������������������������������������� 49 North Platte��������������������������������������������������������� 155
Pierre���������������������������������������������������������������������� 49 Ogallala�����������������������������������������������������������������157
Sioux Falls�������������������������������������������������������������� 49 Omaha����������������������������������������������������������������� 160
Vermillion�������������������������������������������������������������� 50 Savage Tales��������������������������������������������������������� 162
Walhalla������������������������������������������������������������������51
Yankton�������������������������������������������������������������������51
Savage Tales����������������������������������������������������������� 52
WYOMING175
Casper������������������������������������������������������������������ 178
Cheyenne������������������������������������������������������������� 180
KANSAS77
Devils Tower������������������������������������������������������� 182
Abilene������������������������������������������������������������������� 80 Evanston�������������������������������������������������������������� 184
Ashland������������������������������������������������������������������ 80 Grand Tetons������������������������������������������������������� 184
Dodge City������������������������������������������������������������ 82 Independence Rock�������������������������������������������� 185
Fort Leavenworth������������������������������������������������� 83 Laramie���������������������������������������������������������������� 186
Monument Rocks������������������������������������������������� 83 Medicine Wheel�������������������������������������������������� 188
Hill City Battlefield����������������������������������������������� 84 Red Desert����������������������������������������������������������� 189
Lake Inman����������������������������������������������������������� 85 Sheridan����������������������������������������������������������������191
Lawrence���������������������������������������������������������������� 86 South Pass City��������������������������������������������������� 192
Topeka���������������������������������������������������������������������87 Thermopolis�������������������������������������������������������� 194
Wichita������������������������������������������������������������������� 90 Yellowstone���������������������������������������������������������� 195
Savage Tales������������������������������������������������������������91 Savage Tales��������������������������������������������������������� 196
INTRODUCTION

RANK: SEASONED
Sit down by the fire a spell, Marshal. It can ARP
HEXSLINGING CARDSH
get right lonely out here on the High Plains, if I beat you
't call me a liar, and on we'll get
If I'm bluffin' don
and you never can tell what might be lurking at cards don't call
me a cheat. Then I
along just fine.
reck

just beyond the firelight. ATTRIBUTES


6
Agility d8 pAce
This book you got in your hands is SmArtS d6 pArry
d6 toug hne SS
5
5
Spirit
somethin’ special. We’ve put together an

RANK: SEASONED
Strength d4

SISTER OF MERCY
Vigor d6
atlas of oddities covering a big chunk o’ the
SKILLS
Weird West, from the prairies of Kansas, The Lord is my shepherd,
but when the wolf hunts
hands.
among the flock d6into my own
, I take matters
Nebraska, and the Dakotas all the way to the Athl eticS
com. Knowledge
d4
d6
mighty mountains of Colorado, Wyoming, Fighting
gAmbling
d8 ATTRIBUTES
d6 d6 pAce 6
and Montana. Inside this book is everything notice Agility
perSuASion SmArtS
d6 d6 pArry
d4
5
5
t
Marshals need to guide their posses all over
d8 ough neSS
riding Spirit
DETERMINED AGEN d8
RANK: SEASONED

Shooting Strength d4
T d6 d6
these treacherous locales. Spell cAS ting
Vigor
I've seen a lot d4
of strange stu SteAlth
ordinary folks ff ou Wetst—stuff it's d4
ttAun SKILLS
don't know too best
Each chapter covers all the bustlin’ much about.
AcAdemicS d6
cities, one-horse towns, and vast wilds the ATTRIBUTES AthleticS
com. Knowledge
d4
d6

cowpokes might pass through on the trail, Agility d8 pAce


FAith d8
d6
6 Fighti
ng
SmArtS
along with important folks and sights to see Spirit
d8
d6
pArry
toughneSS
5 notice
p erSuASion
d6
d6
Strength d4 6
on the way. Will they get into a gunfight in Vigor d8
reSeArch
Shooting
d6
d6

Deadwood? Track down cattle rustlers in SKILLS


SteAlth d4

Montana? Or maybe they’ll go for a dip in AthleticS


d6
the “Ogallala Sea?” You’ll find it all in here. com. Knowl
Fighting
edge d6
intimidAtion d6
d4
What’s more, we’ve rounded up a
notice
occult d6
d6
veritable herd of Savage Tales, ranging from
perSuASion
reSeArch d6
riding d6
the amusing to the downright dangerous. Shooting d4
d8
SteAlth
Maybe they’ll be the one to solve the mystery d6

of the Wyoming ghost train, or maybe they’ll


get swollered by the rendered herd in Kansas.
As they say, it’s hell out here in the High
Plains. The compadres best be sharp, Marshal, Archetype Cards available in print
or they’ll wind up buried on the lone prairie. or PDF directly from Pinnacle!

5
CHAPTER
1

COLORADO

„ GOVERNOR: James Benton Grant (D) the Eastern portion of the state. A handful
of forests and canyons surround miles and
„ POPULATION: 195K
miles of grassland. Many plains Indian
„ CAPITAL: Denver tribes once called this land home. Only a few
remain, in body. Many more remain in spirit.
„ MAJOR INDUSTRIES: Mining, ranching.
The Rocky Mountains tower over those flat
The territory gained statehood in 1876 and
Eastern plains, some peaks covered in snow
proudly took on the name Centennial State,
for most of the year. Only the bravest cross
joining the union one hundred years after the
this range, even in mid-summer. Traveling
Declaration of Independence. In Colorado—
through hidden passes between the
the crossroads of The West—windy prairies,
mountains, these courageous adventurers
foreboding mountains, and scorching
pray to avoid rockslides, elevation sickness,
deserts collide.
and surprise blizzards. Very few people live
The Spanish arrived in the 18th century among the peaks of the Rocky Mountains.
and supplied the name “Colorado,” meaning Most settlers prefer either the front range
“colored red.” Until recently everyone agreed on the eastern foot of the mountains or the
the name referred to the red color of the western slope with its rich, high-altitude
riverbed clay deposits. After three major farmland.
wars and a string of mining disasters, folks
Melting snow from the Rockies rushes out
wonder if the “color red” in Colorado refers
of Colorado in both directions. This creates
to something else entirely.
the great rivers—the North and South
Thomas Jefferson acquired eastern Platte, the Arkansas, the Rio Grande, and,
Colorado in the 1803 Louisiana Purchase. of course, the Grand River (later renamed
The western half of the state came later the Colorado). Unfortunately, since July
when Mexico declared independence and 3rd, 1863, refreshing mountain spring water
the Spanish lost their claim. At that time, the isn’t the only thing meandering down those
Republic of Texas also claimed the mountain snowy peaks. After the Reckoning (see
lands belonged to them, which led to the Deadlands), horrors from the past, nightmares,
Mexican-American War of 1848. and deep beneath the earth haunt the valleys
and passes of the Continental Divide.
Though many associate Colorado with
the Rocky Mountains, flat prairie dominates Governor Grant spares no patience
for these tales, nor anything which

7
impedes his vision of prosperity for the and Arapaho, a home in Colorado Territory.
Centennial State. He extends an open After the discovery of gold, silver, and other
DEADLANDS: THE WEIRD WEST

invitation to anyone able to bring progress— useful metals in Colorado, settlers poured
rail barons, mining tycoons, New Science in, driving the native peoples out. Most
manufacturers, and (especially) those who plains Indians migrated either to the Coyote
promise to put a stop to mountain ghost Federation or the Sioux Nation lands.
stories. The Agency, the Territorial Rangers,
The Cheyenne held out the longest in
and the Twilight Legion all maintain
Colorado. They occupy the lonely prairies
significant headquarters scattered across
in the northeast by the strength of their elite
the state.
“Dog Soldiers,” a special warrior class. Not
bound by the Old Ways, Dog Soldiers carry
INDIAN AFFAIRS tomahawks, bows, rifles, and any other
weapon they can strap on. Bad blood flows
Many peoples throughout history called
easily between the Cheyenne and white
Colorado home, but most of them ain’t
settlers, especially after the shameful Sand
around anymore. Some moved on, some
Creek Massacre.
were forced out, and some disappeared
without a trace.
SAND CREEK MASSACRE
ANASAZI In 1861, yet another treaty shrank the
The ancient Anasazi left cliff dwellings
territory allotted to Plains Indians. The Dog
scattered throughout the Front Range and
Soldiers refused to acknowledge the treaty
western high plains. Little is known of
and took to raiding livestock and crops.
these secretive people—nor the ruins they
Sometimes they even killed settlers. The
left behind. Prospectors claim they feel
violence escalated until November 29, 1864,
malevolent eyes following them at night
when the 3rd Colorado Cavalry under the
when they walk the valleys beneath the
command of Col. John Chivington rode
(supposedly) abandoned cliff dwellings.
out to an encampment near Sand Creek.
Just so happens, this tribe honored the
UTES treaty and their alliance with the United
In the desert regions of southern Colorado,
States. The Cheyenne women waved white
most people live around the headwaters of
handkerchiefs, and the tribal chief raised the
the Rio Grande. The first people to live in
Stars and Stripes over his tepee as a sign of
this area were the Utes around 500 years
allyship. Undeterred by these displays of
ago. Sacred Utes sites now attract tourists
loyalty and friendship, Colonel Chivington
to Colorado. They continually push the Utes
and his men opened fire, slaughtering over
out of their places of worship, including
150 people. They desecrated many of the
the mineral springs and the mountain now
corpses and plundered the homes, even
called Pike’s Peak (once called Sun Mountain
coming back a few hours later to finish off
by the Utes).
the injured. According to one of Chivington’s
At first, Utes enjoyed a warm relationship own men, who broke the story to reporters,
with the white settlers of Colorado, trading “We were acting like a perfect mob.” He
at a yearly Rocky Mountain Rendezvous. believed the few deaths suffered by the US
The relationship soured with the discovery army likely resulted from friendly fire.
of gold and ghost rock in the San Luis Valley.
The evil of that day permanently tainted
The Utes fought several small wars with
the site, bumping its Fear Level to 5. An
white settlers who finally forced them onto
eerie silence hangs over the battlefield and
reservation lands in the Southwest portion
those who spend time there feel both the
of the state in 1878.
rage and the sorrow of the dead. A band of
Dog Soldiers hunted down Chivington, took
CHEYENNE him back to the site of the massacre, and slew
Treaties as recent as 1851 guaranteed
him. Then a medicine man placed a curse
plains Indians, like the Cheyenne
on his body, trapping his spirit at the site of

8
his misdeeds. Knifegrass and tumblebleeds MINING THE ROCKIES
now grow plentiful on the battlefield while
Two years ago, in 1882, Katharine Lee Bates
mourning mists haunt the profane site (see
climbed to the top of Pike’s Peak and praised
Deadlands).
America’s “amber waves of grain” and
For the remainder of the Civil War, fighting “purple mountain majesties,” but the real
continued in this fashion in Colorado. While attraction to Colorado lay far beneath those
battles in middle America and Back East peaks and foothills.
raged over slavery and the right of states
First came gold, uncovered in Colorado
to secede, Union Forces in Colorado fought
territory in 1858 on the banks of the Platte
to take Indian lands away from them. The

Colorado
River, then more was found in the Rocky
native peoples fought bravely, but they were
Mountains, followed by the discovery of so-
hopelessly out-gunned until the Reckoning
called Pike’s Peak gold. Tens of thousands of
and the formation of two sovereign Indian
would-be miners charged into Colorado with
nations which offered them new and
pickaxes in hand. This immense population
protected places to settle.
swell allowed the territory to become
officially organized in 1861.
THE HELLBORE Next came ghost rock and coal—
After the Great Quake dropped most thousands of tons—extracted from the
of California into the sea, uncovering Rocky Mountains. They used it to power the
the horrors of The Maze (see Deadlands), war machines designed and built by New
President Ulysses S. Grant offered an Scientists. As the Civil War gave way to
exclusive ghost rock supplier contract to the Great Rail Wars, Colorado’s wealth and
the first rail company able to complete a importance only grew.
transcontinental railroad. The race was on—a
As folks delve ever-deeper into the
race which soon took on the shape of war.
darkness below, along with precious metal-
Rail Barons armed themselves with ghost
ore, they unearth rumors of luminous
rock weapons and supernatural warriors.
eyes and whispering voices. Unwilling to
They spent as much time sabotaging each
let anything jeopardize the prosperity of
other’s tracks as they did building their own.
Colorado, Governor Grant fully supports
Unbeknownst to most everyone in any agency, mercenary, or posse able to put
Colorado, the victor would be decided in these legends to rest quietly. The Agency, the
Denver, Colorado. Darius Hellstromme’s Territorial Rangers, Smith & Robards, and
Wasatch rail company built Camp Hades even Indian mercenaries get paid generously
against the eastern slopes of the Rockies. from the state’s coffers to keep the ghost rock
Everyone knew Hellstromme was building flowing and the rumors from growing.
a gadget of some kind inside. But no one
The truth is most of the land’s history
suspected the genius of Hellstromme’s
belongs to the indigenous people, many now
actual design—the Hellbore—a gigantic
extinct or driven away. While the ambitious
drill, strong enough to cut a train-sized
settlers of the Union’s youngest state try to
tunnel from Denver to the outskirts of Lost
sweep the past under the rug and build a rich
Angels! Hellstromme arrived days ahead of
and glorious new land, the Reckoners have
his competitors and then blew them all away
other plans. Gaunt corpses skitter across the
with new ghostfire bombs.
Manitou Cliff faces. Grasping hands burst up
Today, four major rail lines traverse from the earth beneath Denver’s new upper
Colorado: the Black River and Empire rail class. The past really comes to life in the
lines both end in Denver, while Denver- Weird West of Colorado…but she ain’t no
Pacific Rails begins there. Wasatch, of tourist attraction.
course, spans the continent, disappearing
underground in Denver and emerging on
the edge of the Maze.

9
GOVERNOR JAMES BENTON GRANT clinics often turn to these grifters for relief.
Sadly, many perish after treatments with
Powerful ambitions drive Governor James
DEADLANDS: THE WEIRD WEST

these fraudulent cures. Some of their spirits


Grant (no relation to the former President).
roam the town, seeking revenge—if you
He’s the third governor of the state of
believe those sorts of stories.
Colorado and the first from the Democratic
party. He served in the Confederate Army
during the war where he developed an
THE CONSUMPTION
Colorado Springs isn’t just a good place to
interest in mining. After the surrender of
cure consumption, it’s a great place to catch
the Confederates, he studied the subject at
it. Back East, doctors recently discovered the
several American universities and abroad in
contagious nature of tuberculosis, but news
Germany. He settled in Leadville, Colorado
hasn’t yet reached the West. Posse members
and became a wealthy mining tycoon. When
who make no effort to avoid the sickness face
fabulous wealth failed to sate his ambition,
a Vigor roll at the end of each day (only the
Grant ran for the governor’s seat and won
Marshal knows why). Those who fail contract
in 1882. As governor, Grant used his mining
a Chronic Disease (see Savage Worlds).
expertise to vastly expand the industry in his
state, digging deep into the Rocky Mountains,
unearthing precious metals (and long-buried BRIARHURST MANOR
secrets).
High society in Colorado Springs gathers
In his inaugural address, Grant said, “I at the palatial home of William A. Bell. Any
want nothing more than for the great state group of travelers hoping to bend the ear of
of Colorado to be a beacon of civilization a politician, professor, or notable likely runs
in the Wild West.” If only his young state into them in the Briarhurst parlor or smoking
wasn’t plagued by mining disasters and room. It’s not easy to secure an invitation but
haunted by ghost stories. The ghost stories rescuing a member of the household from a
vex him the most. Just last week the halls of robbery or other disaster (even if you have to
the capital echoed with Grant’s angry cries. engineer the crisis yourself) usually does the
“How, in this modern age, can civilized men trick. Otherwise, characters without Edges
still believe in Indian ghosts and monstrous like Aristocrat, Famous, or Rich are likely
carnivorous slugs sliding down the to have a difficult time gaining access to
mountainsides?” For this reason, Governor Briarhurst.
Grant contracts with every agency and
More than mere Victorian era snobs, the
mercenary specializing in the supernatural.
guests of Briarhurst Manor are the most
Their charge: put an end to this superstitious
educated and well-connected men and
nonsense, by any means necessary.
women in Colorado. The information
learned from an evening’s hobnobbing in
this house is well worth the effort. With
COLORADO SPRINGS simple Networking they provide dirt on
local elites, local legal loopholes, and even
Founded 1872, Pop 19,500 gossip and ghost stories about local families
and properties (though they don’t put much
FEAR LEVEL: 2
stock in ghost stories themselves).
Life in Colorado Springs centers around its
mineral springs and the spas and sanitariums s PICTURE PERFECT (page 28): Briarhurst
Manor boasts many famous visitors,
built on their banks to treat the ailing. Many
but one of them left behind something
physicians prescribe the warm, dry climate
murderous.
and mineral waters as a treatment, if not a
cure, for consumption (tuberculosis). The
presence of so many desperate sick also
attracts peddlers of patent medicines and
other dubious treatments. Those who
can’t afford the hefty fees of legitimate

10
MANITOU SPRINGS DENVER
Founded 1872, Pop 800 Founded 1858, Pop 35,000
FEAR LEVEL: 2 FEAR LEVEL: 2

In spite of their name, the hot spring pools The settlement of Denver began over thirty
of Manitou Springs (just a six-mile hike up years ago with the discovery of gold. Those
from Colorado Springs) have nothing that claims quickly ran dry, but other mines in
resembles evil spirits. Rather, the healthful the front range guaranteed Denver’s place

Colorado
pools rejuvenate the weary and heal the sick. as the next metropolis of the West. Denver
now sits as the crown jewel and capital of
A variety of spas built around the pools
the Centennial State. Still, evil lurks in the
offers rest and recovery for a price. An hour-
shadows of Denver’s glowing achievements.
long soak in these mineral Springs grants an
extra chance at a Vigor roll for natural healing The presence of four major railroad lines
or to remove a Chronic disease (see Healing further fuels Denver’s explosive growth.
in Savage Worlds). This may be attempted no Thousands of people, and tons of freight,
more than once a week. pass through every day. The Denver-Pacific
line starts in Denver and proceeds on to
Not all mineral springs are created equal.
Cheyenne and Salt Lake City. Three other
Some boast greater healing powers and spa
lines coming in from the east converge at
owners charge more to enjoy them. While a
Union Station downtown.
standard Manitou Springs pool costs $125 for
a one-hour soak, other healing waters offer a Not everyone enjoys this new prosperity.
+2 or +4 bonus to Vigor rolls and cost $250 Shanties and tents crowd the outskirts of
and $500 respectively. the Centennial Capital, filled with those
who went bust mining, were swindled
COFFIN RACES by grifters, or gambled away all they had.
On the rainiest days, the coffin of Manitou Anyone looking for debauchery finds plenty
Springs’ favorite daughter, Emma Crawford, in the local saloons and brothels. Every
tumbles out of the soggy earth and slides night, fortunes are won and lost in largely
down Red Mountain. She comes to rest on unregulated gambling.
Main Street. Folk in town believe it brings
bad luck. They don’t know how right they BLUE STALLION OF DENVER
are. As long as her coffin sits at Manitou The Arapaho have a legend of a peculiar
Springs, Emma Crawford prowls by night horse who roves the grasslands just east of
committing crimes of both mischief and Denver. Its coat is midnight blue, and its
murder. Carrying the coffin up the slippery smoldering eyes are red. Sometimes the
mud slope invites her full ire. It’s only 70 stallion leads an entire herd of mysterious
yards (35 game inches) to her burial place, mares. The stallion appears without warning
but the muddy incline acts as Difficult to travelers desperate to cross the plains of
Ground (see Movement in Savage Worlds) Colorado faster, so long as they plan to kill
and requires an Athletics –2 roll every someone (good or evil) at their eventual
round. Those who fail fall prone and slide destination. Such riders may mount the
backwards 1d4 inches. The ghost of Emma mythic stallion bareback. An entire posse
Crawford attacks anyone carrying her coffin, may also receive passage on the stallion’s
but once it’s deposited in her grave, she’s herd of mares so long as they plan to take
banished…until the next drenching rain. part in the killing. The animal runs twice
as fast as any natural horse and disappears
c EMMA CRAWFORD: Use the Ghost profile once the rider reaches his destination and
in Deadlands with the Chill of the Grave
dismounts.
and Poltergeist Special Abilities.

11
CAMP HADES A contingent of X-Squaddies is always on
guard at Camp Hades. They have a variety of
Camp Hades served as a military installation
DEADLANDS: THE WEIRD WEST

impressive Hellstromme Industries infernal


during the Great Rail Wars. There they
devices at their disposal (GM’s call).
assembled and deployed the Hellbore, the
mammoth drilling vehicle used to tunnel „ X-SQUADDIES (five per hero): Use the
underneath the Rockies and eventually win X-Squad profile in Deadlands.
the Great Rail Wars. Wasatch workers hoped
s MR. COGS’ WAR (page 23): A massive
Camp Hades would become a major rail
mechanized warrior from the past has
depot for the Plutonian Express, but Union
awakened in Camp Hades. Unaware the
Station took over that role when three major
Great Rails Wars ended five years ago, he
rail barons took part in a public relations
just enacted Hell’s Contingency.
move and built a grand, shared station.
Since the Great Rail Wars, Camp Hades
serves as a Wasatch Rail Yard. The station
CHEESMAN PARK
services basic repairs on ghost-rock-powered The beautiful grass and gently rolling hills
vehicles. Most conversations among the staff of this park hide a dark secret: the town
at Camp Hades revolve around recounting council built it atop a cemetery. Mt. Prospect
the past days of glory when they repelled Cemetery opened in 1858 but only served as
armies of mechanized machines. The fortress, a place to bury vagrants, the destitute, and
which once quaked and choked in a cloud criminals for a little over a year. Over the next
of ghost rock muzzle-gas, now yawns in a few decades, the cemetery fell into disrepair
persistent drizzle of boredom. and land developers persuaded the city to
allow the construction of a park. The City
Council announced that family members had
to move their buried loved ones to clear the
site. Few did, so the city hired an undertaker
n a m e d E.P. McGovern to move the
rest of the remains. The city
made the mistake of agreeing
to pay McGovern by the casket
instead of by the body, so he
devised a ghoulish plan. McGovern used
child-sized caskets and hacked up bodies
to fill them. He sometimes spread a departed
soul across as many as three caskets. In his
haste to finish the grisly job, body parts
were lost, destroyed, and mixed together.
Eventually, the undertaker’s scheme was
uncovered, and a public outcry put it to
an end. They abandoned the project but
not the park, so many of the graves remain
underneath.
s MY TWO LEFT FEET (Page 25):
The mangled and mismatched dead have
risen in Cheesman Park. Putting them
down proves to be a riddle too big for
City Council.

NEVADA LAND BASIN OFFICE


Behind this intentionally dull
storefront hides a spectacular

12
collection of libraries and laboratories—the SMITH & ROBARDS FACTORY
Agency’s Headquarters in the West and
Smith & Robards built a factory in Denver
its Supernatural Research Facility (SRF,
after their falling out with Hellstromme
pronounced “surf”). Hattie Lawton runs this
during the war. The smokestacks still
facility, also known as the “Tank,” managing
belch black as they churn out vehicles and
paperwork and logistics for the Western
other inventions for sale in their famous
Bureau of the Agency. Despite her librarian-
catalog. Tall fences surround this sprawling
like exterior, she knows all about the grim
compound on the western edge of town, and
realities of the Reckoning and the creatures
armed guards patrol day and night.
her bureau investigates.

Colorado
The real action at SRF takes place WHOLESALE INFERNAL DEVICES
underground, where most of the facility From time to time, Smith & Robards must
hides. Here the Agency houses powerful deal with sabotage or track down lost
relics and dangerous creatures. They shipments. They offer Posses who help the
conduct endless experiments to better their factory with situations like these wholesale
understanding of the supernatural. pricing on infernal devices—fifty or even
seventy-five percent off!
Hattie screens any potential visitors
before admitting them “downstairs” to
conduct their business. If an intruder tries to DENVER PACIFIC DEPOT
push past her, she summons a dozen of the
Adjacent to the factory compound, this depot
organization’s brawniest agents.
serves two Denver Pacific rail lines; the short
„ AGENTS (two per hero): Use the Agent spur running north to Cheyenne and the
profile in Deadlands. main line running west across the mountains
to California, with stops in Deseret and Salt
„ HATTIE LAWTON: Use the Agency
Lake City.
Bureaucrat profile below.
s SUBJECT #8/6/75-309 (page 33):
UNION STATION
Something escaped from the Tank and the
Agency needs the posse’s help to track it Three years ago, three rail companies joined
down. together and built the ironically-named
Union Station as a gesture of good will
and to accommodate the huge influx of rail
AGENCY BUREAUCRAT passengers and freight from the Black River,
These men and women are no less critical Empire, and Wasatch Rail lines coming from
to the smooth operation of the Agency than Back East. Skirmishes and sabotage continue
their field Agent counterparts. Though between the rival companies, but they take
they’re generally less physically impressive, pains to keep Union Station out of it. One
they often possess superior mental skills must keep up appearances!
used to manage a large organization.
The station’s central clock tower looms
Attributes: Agility d6, Smarts d10, Spirit d6, over the street, making it an easy-to-spot
Strength d6, Vigor d6 landmark. Passengers disembark into a
Skills: Academics d8, Athletics d4, Common grand central hall filled with heavy wooden
Knowledge d8, Fighting d4, Notice d6, benches, hanging chandeliers, and tall
Occult d8, Persuasion d4, Research d10, windows to let in the light of day. Wings on
Science d8, Shooting d4, Stealth d4 either side of the hall contain offices, baggage
Pace: 6; Parry: 4; Toughness: 5 claim, and passenger services.
Hindrances: Vow (Major—Destroy or
The station serves as a great place for
contain the supernatural)
Marshals to stage a hook for their own
Edges: Scholar (Occult)
Savage Tales. A pickpocket divulges who
Gear: Colt Peacemaker (Range 12/24/48,
hired them. A man in a dapper suit holds
Damage 2d6+1, AP 1), Agency badge.
up a sign with a party member’s name—

13
he carries a message for them (or he’s made
an error, the sender intended the message DURANGO
DEADLANDS: THE WEIRD WEST

for someone else). A careless traveler drops


a valuable item or map. A wealthy woman, Founded 1880, Pop 2,400
stabbed by an assassin, whispers a cryptic FEAR LEVEL:
3
phrase before dying on the station floor. An
item of great importance or power is being During the thirteenth century, one hundred
shipped from here—or just arrived from Anasazi (sometimes called Pueblo) Indians
parts unknown. With all the comings and lived in a fabulous cliff palace. They vanished
goings, there’s always something happening mysteriously long before the founding of
at Union Station. Durango, but some believe the spirits of the
cliff dwellers still inhabit those ruins.
THE UNITED STATES MINT Durango’s silver and ghost rock mines
yield plentiful ore for miners, smelters, and
Despite the name, this mint produces no
craftsmen. These rich resources attracted the
actual coins. Rather, the United States Assay
attention of the Denver-Pacific Railroad who
Office takes gold brought in by miners, melts
overcame no small number of obstacles to lay
it down, casts it into gold bars, and returns it
a spur line to Durango.
to the depositors. Millions of dollars in gold
passes through this building, among the
most fortified in the city. The US Treasury DENVER-PACIFIC LINE
department hires Pinkertons to guard
Smith & Robards financed the Durango Spur
particularly large shipments sent out from
to speed the transport of ghost rock to their
the mint, a very tempting target for bandits.
factories in Denver and Salt Lake City. They
When shorthanded, the treasury constructed the Durango Spur, the highest
department hires fighters with good elevation line in the country, with a special
reputations to protect shipments. If bandits narrow-gauge rail allowing sharp turns
strike, handle the encounter as a pitched and steep climbs. Unfortunately, this makes
battle in the streets of Denver or a Chase (see the ride rough, dangerous, and slow. Most
Savage Worlds) to the edge of town (or both)! passenger trains on the Durango Spur only
cover 15 miles per hour.
„ BANDITS (two per hero): Use the Gunman
profile in Deadlands—mounted on Each day the posse rides the Durango
horseback. spur, draw a card (or a second card if travel
cards are already being drawn). If any Clubs
are drawn, a mishap occurs. Consult the
Dangers of the Durango Spur table below.

DANGERS OF THE DURANGO SPUR


Card Result
Jack or Overly cautious Engineer slows to 10 mph. The posse can use Persuasion or Intimidation
Higher to encourage the engineer to step on it.
Minor Derailment (24 hours lost). The posse can assist using Repair, regaining six hours
3–10
per success and raise.
Major Derailment. Multiple cars leave the track and fall over. Passengers are stranded
for 2d4 days until help arrives. Individual travelers with extraordinary abilities or
2
communication devices may be able to contact help or get them here faster, cutting the
number of days in half.
Mechanical Failure. The brakes fail as the train approaches a curving trellis. Without
intervention the train derails and all aboard plummet to their deaths. Run a Complex Multi-
Ace Person Dramatic Task using Repair and/or Driving (see Savage Worlds). The posse needs
to collect ten Task Tokens in five rounds to succeed. If they fail, anyone with parachutes or
flying abilities may attempt to escape (see Wrecked in Savage Worlds).

14
Colorado
MESA VERDE PURGATORY RESORT
West of Durango, tall cliff dwellings built Twenty miles north of town, a group of
by the ancient Anasazi peoples tower under wealthy mine owners built a hunting lodge
high rock outcroppings, providing shelter and several luxurious cabins on the side
from the elements. The largest settlement of the mountain, well-poised to enjoy the
is called Cliff Palace, and housed over a breathtaking views and abundant game.
hundred Anasazi Indians long ago. The cliff They jokingly named the resort “Purgatory”
dwellers abandoned the area six centuries because it served as a respite from the hell
before the founding of Durango, leaving down in the mines.
behind many questions about the curious
These wealthy elites enjoy high stakes
structures and the people who built them.
gambling as a favorite pastime. While the
Ute Indians still consider this region their size of the pool may be nearly irresistible
territory and wander freely through Mesa to card sharps, cheating at this table is truly
Verde lands. Some hire themselves out as high stakes. A duelist named Iris Keene
guides, while others drive off “trespassing” plays cards here almost every night. She
explorers. sports a d8 in Gambling and a special ability
that allows her to make a Notice roll to spot
„ UTE GUIDES OR GUARDIANS (one per
cheaters. If she catches anyone she’s insulted
hero): Use the Indian Warrior profile in
and immediately challenges the dishonest
Deadlands.
rogue to a duel! See Duelin’ in Deadlands.
s THE SUN TEMPLE (page 35): A Twilight Those who survive a night of gambling
Legion Archaeologist grows strangely
without incident learn all sorts of local
obsessed with ancient Indian Artifacts in
legends normally only acquired by
the Anasazi cliff dwellings.
investigation. These captains of industry get
loose lipped after a few drinks and hands of
cards. They might reveal the names of
helpful folk (like Sister Mary Prudence),

15
the location of legendary artifacts, or give wanted persons. They apprehend fugitives,
helpful hints to schmooze difficult politicians taking them to the Fort Collins stockage.
DEADLANDS: THE WEIRD WEST

in Colorado (granting large bonuses to future


„ FORT COLLINS SOLDIERS (two per hero):
Persuasion, Intimidation, or Taunt rolls).
Use the Soldier profile in Deadlands.
c IRIS KEENE: Use the Duelist profile in
Deadlands with d8 Gambling.
GOLDEN
SISTERS OF MERCY CLINIC
Founded 1859, Pop 2,400
The Sisters of Mercy built a chapel and clinic
in Durango to treat the sick and minister FEAR LEVEL: 3
to those seeking spiritual aid. Sister Mary
Golden sprang from the Pikes Peak gold rush.
Prudence oversees the clinic and chapel.
Its location made it an ideal spot for a trading
Though aware of things that go bump in
post between the mountain mines and the
the night (and willing to aid those fighting
cities to the east. Established in 1859, the
the good fight), she remains devoted to her
town served as the territorial capital before
clinic and won’t risk direct participation in
the seat of government moved to Denver.
the conflict with evil.
s OLD WIVES’ TALES (page 26): Strange
While Sister Mary’s gifts as a healer make
illnesses and disappearances plague the
her locally famous, her real gift is wisdom.
west side of Golden. There are many
When posses seek advice from her, the
leads—in fact, too many.
Marshal should make sure her responses
are sound—even if she doesn’t know why.
Marshals can use Sister Mary to encourage GOLDEN CITY BREWERY
explorers to revisit places where they missed
The Alpine Beer Company sprang up as
vital clues, think differently about a situation
the first large-scale brewery in the state.
confusing them, or even chastise a rowdy
Founded in 1873 by German immigrants,
party member for their behavior.
Herman Grover and his five sons now form
„ SISTER MARY PRUDENCE: Use the Blessed the backbone of the company. The company
profile in Deadlands. uses a mix of water from Clear Creek and a
secretly located spring as the base for its beer.
Golden City Brewery’s now ships its beer all
FORT COLLINS over the state. Customers claim the brew
makes the wise wiser and the strong stronger.
Founded 1864, Pop 1,400
STRANGE BREW
FEAR LEVEL: 2 In truth, no secret spring exists. The Grovers
add unrefined ghost rock dust to their brew.
Fort Collins guards the road between Denver
The mixture of hops and ghost rock causes
and Cheyenne (Wyoming Territory). More
ghost rock fever—it’s also addictive. The first
than just an army outpost, people know Fort
time someone consumes the beer, the imbiber
Collins as a friendly place to resupply after
improves their highest attribute by one die
a long journey between the vastly different
type (select randomly in the case of a tie). The
High Plains Capitals. Those going north
effect lasts six hours. They also gain the Habit
need weapons and ammo. Travelers south
(Minor) Hindrance. The second time they
need either fine clothes, mining tools, or
partake, the attribute bolstering effect returns,
mountaineering gear.
and the Hindrance upgrades to Major. After
Some soldiers find this duty beneath them that, they must make a Vigor roll every time
and assuage their boredom by stopping they down a mug. Those who fail contract
travelers on the road and searching for Ghost Rock Fever (see Deadlands).
U.S. Marshals in Colorado sent a request
to Governor Grant to fund a formal

16
investigation of the outbreak of spontaneous Beni, but released him on one condition: he
insanity and combustion across the state. leave town and never return.
Such rumors impede Grant’s plans for
About a year later, Beni slithered back
progress, and he wants to put the disturbing
to the area and immediately commenced
stories to rest.
stealing horses. Slade hunted him down.
This time, instead of arresting him, Slade
SCHOOL OF MINES tied Jules Beni to a fencepost and shot off the
outlaw’s fingers one-by-one before sticking
Established in 1873, this unique school
the gun in his mouth and ending his life.
focuses solely on subjects relevant to
Slade took Beni’s ears as trophies, reportedly

Colorado
the mining industry—drafting, physics,
using one as a watch fob, selling the other for
metallurgy, and chemistry.
drinking money.
Students and entire classes often enter local
The townsfolk, horrified by the killing,
mines for hands-on experience and a chance
decided to name the town after Jules. Beni’s
to test their theories. From time to time a
angry spirit still roams the area plotting
class field trip falls prey to a monster attack,
his revenge on Jack Slade—even though
cave-in, or explosion. The school hires parties
vigilantes hung Slade himself in 1864.
of heroes and pays them per survivor (or
recovered body). School of Mines professors s LEND ME YOUR EAR (page 22): Jules
also hire explorers to map caverns or guard Beni’s ghost attempts to possess the
them while excavating new mining sites. entire party. Whether he succeeds or fails,
finding and killing Jack Slade ends this
Performing favors like these for the School
horror for good!
of Mines Faculty grants access to their library
of voluminous knowledge. Parties with
a friend in the school might even get their
hands on maps of active and abandoned LEADVILLE
mines or descriptions of mine hazards
(including stranger monsters). Founded 1877, Pop 24,500
s FIELD TRIP! (page 22): An unlucky FEAR LEVEL: 3
School of Mines class becomes trapped
The second biggest city in the state, Leadville
and learns the real reason miners deserted
owes its existence to the abundant minerals
a shaft years ago.
in the surrounding mountains, primarily
silver but also gold, ghost rock, lead, and
zinc. Mine owners founded the town,
JULESBURG including Horace Tabor who later served on
the US Senate.
Founded 1858, Pop 200
The prosperous city boasts several
FEAR LEVEL: 3 newspapers, three hospitals, six banks, and
a school big enough to teach a thousand
The first stop along the Wasatch line out of
children. Tabor built a grand opera house,
Nebraska ain’t a pleasant introduction to
the most expensive building in the state.
Colorado. Originally called Lodgepole Creek,
the town was renamed after outlaw Jules Tabor also maintains a small private army
Beni met his end at the hands of Stagecoach of mercenaries and guards, though they
Superintendent Jack Slade. Beni started his mostly handle issues at the mines rather
short career as the appointed manager of than in town.
the stagecoach station in Lodgepole Creek,
„ TABOR’S ARMY (2 per hero): Use the
after which stagecoach robberies increased.
Gunman (Veteran) profile in Deadlands.
The company suspected Beni and replaced
him with Slade. Following a fierce argument
between the two men, Beni shot Slade five
times. Slade somehow survived and arrested

17
SILVER DOLLAR SALOON
PUEBLO
Doc Holliday used to drink and gamble
DEADLANDS: THE WEIRD WEST

at this saloon, the oldest and busiest in


Founded 1873, Pop 3,300
Leadville. He once shot a man just outside
its doors over a gambling debt. The tale gets FEAR LEVEL: 3
retold every night by drunken revelers.
Fur traders first built a fort and trading post
These days a card sharp of an entirely on this site in 1842. A flood washed away the
different stripe rakes amateur gamblers over original fort, but the city remains. Smelters
the coals. “Poker Alice” Ivers, both beautiful and ironworks forge the foundation of
and cunning, uses her beauty to distract the Pueblo’s industrial economy, leading some
novices with whom she plays. She insists to call Pueblo the “Pittsburgh of the West.”
these flirtations don’t count as cheating.
Since her husband died in a mining accident,
Alice supports herself by playing poker.
COLORADO COAL & IRON COMPANY
This plant employs more Puebloans than any
Gamblers who manage to beat Alice and
other. It manufactures railroad tracks made
her feminine wiles find her down on her luck
of regular and ghost steel, constantly filling
and unable to pay. She offers a tale instead—
contracts for their powerful rail baron clients.
something (she claims) is more valuable than
any table winnings (see Solomon’s Compass An alarming number of employee
on page 30). disappearances have set nerves on edge. The
Agency believes the company is covering
„ “POKER ALICE” IVERS: Use the Townsfolk
up accidental deaths on the job, while the
profile in Deadlands, but she has a d10 in
company accuses the Agency of sabotaging
Gambling and the Very Attractive Edge.
their operation to halt the production of
ghost rock steel (which the Agency considers
TABOR OPERA HOUSE a “hazardous material”).
Built in only 100 days, this impressive edifice Turns out, these disappearances are due to
of brick and stone sits three stories high with a hidden pit wasp lair underneath the piles
a richly appointed interior. The venue has of rejected ghost-rock steel in the Defective
played host to such storied entertainers as Rail Yard behind the factory. From time to
Oscar Wilde and the quintessential Wild time, men and women sent back there to grab
West showman, Buffalo Bill Cody. a few scrap rails fail to return. They now lay
paralyzed­­—but not dead—in the queen’s egg
Talented performers draw a large crowd
chamber, future food for hatching wasps!
at the Tabor and make double the normal
rates doing so. Entertainers in Leadville c PIT WASP QUEEN: See Deadlands.
compete ruthlessly for an audience. Some
„ PIT WASP WARRIORS (1 or 2 per hero): See
more ruthless performers have even hired
Deadlands. One group guards the queen
assassins to eliminate their rivals!
while another guards the entrance.
Performing at the opera house is a point
„ PIT WASP WORKERS (1 or 2 per hero): See
of pride for any singer or actor out this way.
Deadlands.
It also pays well—heroes who are asked to
perform earn $100, or $150 with a raise!
s SOLOMON’S COMPASS (page 30): A
COLORADO STATE INSANE ASYLUM
curious autograph from Oscar Wilde The majority of the asylum’s patients aren’t
leads to a quest for a fabled relic of dangerous, but a small number of the
legend. criminally insane are housed in a heavily-
guarded wing. Much to the head doctor’s
chagrin, some Colorado courts have turned
the asylum into a dumping ground for moody

18
youth deemed “unruly,” and unconventional lives in the mine chased them off—or ate
women accused of being “immoral.” them! When listed as Treasure, the mine
also contains substantial riches (Marshal’s
Heroes or even entire parties occasionally
discretion).
wind up committed to the asylum for a
variety of reasons, such as judges who don’t Avalanche: With a thundering roar,
buy the posse’s alibi, or actions by the Agency mountain snow barrels down on the
to discredit their stories of the supernatural. adventurers. Run a Multi-Person Dramatic
Below are some strange goings-on the heroes Task (see Savage Worlds) using Athletics,
might experience inside the asylum: Riding, or Driving. The posse has three
rounds to earn twelve Task Tokens. At the

Colorado
• The head doctor is performing strange
end of the avalanche, any hero who doesn’t
experiments on the patients against
get four Task Tokens takes 4d6 Damage, is
their will.
considered Bound, and begins Drowning
• An evil spirit or shapeshifting monster (see Savage Worlds). Digging away the snow
haunts the asylum, preying on patients requires an Athletics test at –2, or –6 for
and staff. buried individuals trying to get free.
• An amorous patient wants to court and Badman: The posse meets a gruff but
marry one of the heroes or believes capable cowpoke (Marshal’s choice of
they’re already married. archetype), down on his or her luck. If
someone befriends the badman he or she
• A wanted gunfighter or outlaw hides
plays along until an opportunity to rob, kill,
inside the asylum for years, posing as an
or otherwise betray the party presents itself.
insane patient.
Blizzard: Those caught in a blizzard make
• One of the elderly patients claims to be
a Fatigue roll (−2) every hour until they find
one of the posse members from the future
shelter (Survival (tracking) at −4, one roll
with an important message for the party.
per group). A Critical Failure means the
wandering character falls into a crevasse or
canyon (2d12” deep). Blizzards cause a −4
ROCKY MOUNTAINS penalty to Agility-based skills like Driving,
Piloting, Riding, and Shooting. A typical
FEAR LEVEL: 2 blizzard lasts 1d20+5 hours.
Though awe-inspiring to behold, only fools Currency: A satchel, gunny sack, or rail
travel the Rockies lightly. When traversing express pouch containing 1d10 × $50 in local
this region, use the special regional encounter or foreign currency. Needless to say, the cash
table on page 20 plus the rules found under belongs to someone, and they want it back.
both Travel in Savage Worlds and Encounters
Detour: A bridge collapses, or a sudden
in Deadlands. Some enemy encounters, like
downpour washes out the road, or a
walkin’ dead miners, tunnel critters, or
landslide blocks the trail or waterway. The
tommyknockers, occur in or around mines—
travelers spend 1d4 days finding a route
either active or abandoned.
around it. Flying vehicles may proceed as
When an encounter is indicated, roll on normal.
the Encounter Table, using the column that
Dangerous Mine: What looks like an
matches the card suit. Here we’ve compiled
abandoned mine turns out to be a condemned
the results into one handy list. Monster or
mine. As a cave-in starts, the explorers must
character results not listed here appear in the
make a fast escape. Failure might force
Rascals, Varmints, & Creatures section found
them to survive until they’re rescued, dig
in Deadlands.
themselves out, or else find another exit in
Abandoned Mine: All the miners are the maze-like darkness. Perhaps they’re also
missing from this silver, gold, or ghost rock not alone down there.
mine. They might have left when the vein
played out, or maybe whatever currently

19
ROCKY MOUNTAIN ENCOUNTER TABLE
DEADLANDS: THE WEIRD WEST

d20 Spades|Enemies Hearts|Strangers Diamonds|Treasure Clubs|Obstacle


1–3 2d4 Catamount Prospector Abandoned Mine Difficult Climb
4–6 2d4 Black Bears Indian Guide Currency Detour
7–9 2d8 Walkin’ Dead Badman Dynamite Dangerous Mine
10–12 2d8 Dread Wolves Stranger Cold Weather Gear Elevation Sickness
13–15 2d8 Tommyknockers 2d8 Outlaws (Use Climbing Gear Blizzard
the Gunman profile)
16–17 2d4 Tunnel Critters Territorial Ranger Lost Silver Mine Forest Fire
18–19 2d8 Pit Wasps 2d4 Veteran Outlaws Ghost Rock Avalanche
(Use the Gunman,
Veteran profile)
20 Slide-Rock Bolter 2d4 Trapped Miners Fully Stocked Lightning Strike
(see page 20) (see page 132) Mountain Cabin

Difficult Climb: The party encounters Indian Guide: A local tribe offers to help
a ridge, cliff, or chasm which requires a the party get where they’re going faster. They
dangerous climb or else a Detour (see above). may ask for payment or a favor in return.
Dynamite: A worksite, mine, or rail- Lightning Strike: Storm clouds overhead
laying operation left a crate of TNT behind. discharge a bolt of lightning right in the
It contains 3d6+1 sticks. If it’s listed as an middle of the posse. The strike inflicts 2d10
Obstacle, the dynamite is old and sweating damage (AP 10) in a Medium Blast Template
pure nitro (see Deadlands for restrictions on centered on the tallest character.
handling this volatile stuff).
Lost Silver Mine: A moldering skeleton
Elevation Sickness: Unless travelers clutches a tattered map, letter, or telegraph
consume a double dose of food and water or leading to a treasure—and danger. The loot
quickly descend to lower ground, they must may be valuable, or it may be a bogus mine
make a Vigor roll at –2 or suffer Fatigue. This claim. Either way, the danger remains.
altitude sickness persists until the ill traveler
Prospectors: Use the Miner profile on page
finds extra food, water, or lower elevation.
132.
Forest Fire: The smell of smoke forbodes
Slide-Rock Bolter: This gigantic menace
the approach of a mountain wildfire! Treat
lurks in forests above old mines, waiting for
as a Chase (see Savage Worlds) in which the
new groups to come exploring (see below).
fire is a LBT invulnerable Swarm (see Savage
Worlds) inflicting 2d6 damage. Stranger: Riding in the same direction is a
tough but friendly soul, down on his or her
Fully Stocked Mountain Cabin: Enough
luck. If someone befriends the stranger, he or
food, water, and shelter for explorers to
she becomes a stalwart friend to the heroes.
survive a week or more. The original owner
might be dead or else just returning home,
none-to-happy for this intrusion. SLIDE-ROCK BOLTER
Ghost Rock: Roll a d6: On a 1–4, this is a Resembling a giant gray slug or whale, slide-
hogshead barrel containing 1d6 pounds of rock bolters hide under dirt and gravel on
unrefined nuggets; on a 5–6 it’s 1d4 shaped mountainsides waiting for prey. Two hook-
fuel cores. Whoever lost it may be on the like hind feet anchor the creature on steep
lookout for it. slopes. When it spots a potential meal, it
releases its clawed toes and uses gravity to

20
slide down, mouth open wide, swallowing „ Size 12 (Gargantuan): “Average” slide-
rocks, trees, and entire groups of travelers. rock bolters are 100’ long with a mouth
as wide as a Large Blast Template.
Attributes: Agility d6, Smarts d4 (A),
Venerable 200’ specimens (Size 15)
Spirit d6, Strength d12+10, Vigor d12
exist with double-wide maws. This size
Skills: Athletics d8, Fighting d8, Notice d6,
grants the bolter Heavy Armor.
Stealth d12
„ Swallow Whole: Anyone hit by a bite
Pace: Special; Parry: 6; Toughness: 20
attack must make an Evasion roll or be
Special Abilities:
Swallowed Whole. The victim suffers
„ Bite: Str+d8. This is a defensive attack
one Wound at the end of his turn from
only. The beast’s primary attack is

Colorado
the crushing gullet and acidic bile. If the
Swallowing Whole.
creature is Shaken or Wounded from
„ Burrow: Slide-rock bolters can tunnel
the inside (ignoring its Armor!), every-
through the ground, blocked only by
one inside gets an immediate Athletics
solid bedrock.
roll to escape. If the slide-rock bolter is
„ Pace: The slide-rock bolter crashes down
Shaken or Wounded from the outside,
the mountainside with a terrifying Pace
everyone inside gets an Athletics roll at
of 24. Creeping back up to its perch, or
–2 to escape. Appropriate Tests (GM’s
searching for a new mountain, it creeps
call, such as pepper in the nose, extreme
about at a Pace of 2 (underground where
nausea from a spell effect or poison, etc.)
possible). It cannot run in either case.
might cause the beast to cough, sneeze,
„ Seismic Sensors: Slide-rock bolters
or vomit. This gives everyone inside an
sense vibrations in the gravel and soil
Athletics roll to escape.
near where they’re buried. They can
detect a human’s movement up to 12”
(24 yards). Double the distance for heavy
critters like horses and triple it for metal
wagons or trains.

21
attack the easiest prey where possible
SAVAGE TALES (usually the students), dragging their
DEADLANDS: THE WEIRD WEST

incapacitated bodies away through the


impenetrable debris.
FIELD TRIP!
If the heroes rescued all or most of the
students, the professor happily sits down and
Students in need of rescue cower in a shaft of
provides all the legends, tips, and knowledge
daylight, the only thing holding back a horde
he or she can.
of tommyknockers. The party must rescue them
from the deep hole before the daylight wanes. „ SCHOOL OF MINES STUDENTS (10): Use
the University of Dakota Field Student
This tale starts when the posse comes to
profile on page 51.
the School of Mines looking for information
on another lead. A frantic student bursts „ TOMMYKNOCKERS (3 per hero): See
into the classroom and shouts that there’s a Deadlands.
collapse at the Mount Zion Mine and several
students doing field work there are now
trapped. The professor promises information LEND ME YOUR EAR
if the posse aids in the rescue.
Everyone sees the plume of dust rising Severed fingers try to crawl inside sleeping hero’s
from the mine shaft long before they reach heads to possess them, using their bodies to carry
the entrance. The cable elevator accessing the out a plot of revenge.
vertical entrance lays in twisted shambles. At
While the posse sleeps in Julesburg, four
the bottom of the shaft are ten dusty, terrified
bloody fingers and a thumb inch over the
students huddling near the wrecked elevator.
ground and under the door like white,
The noonday sun beams right down the
jointed worms. Each digit makes it way to the
shaft, creating a pool of light on the floor.
sleeping form of a party member, creeping
The students refuse to make any noise, even
up the bedsheet and onto the pillow.
when called to, instead gesturing frantically
to something nearby. A rhythmic knocking Ask every sleeping hero to roll Notice. The
echoes from somewhere down there, getting cowpoke with the lowest outcome sleeps
louder by the minute—tommyknockers! soundly as withered finger-bones inch up to
their ear canal and force its skeletal form into
The sunlight they stand in fills a Large
their head. The hero immediately becomes
Burst Template and offers temporary
possessed but doesn’t remember how the
protection from the tommyknockers due to
possession happened. The rest of the party
their weakness (see Deadlands), but is fading
awakens to see a decaying finger-bone
quickly. Every two minutes the template
inching across their pillow or bedroll. The
shrinks one size category, going to Medium
fingers aren’t dangerous, and heroes can
and then Small before vanishing entirely,
easily crush them, shoot them, or throw them
leaving only Dim Illumination (–2).
into a nearby fire.
The shaft is ninety feet deep (45”).
Hand the following note to the possessed
Climbing up or down requires an Athletics
player in secret (or let them read it right from
roll (see Climbing in Savage Worlds) unless
this page):
the posse has a long-enough rope. Failure
wastes one minute. A Critical Failure results
An undead finger-bone just crawled into
in a fall. Hoisting one student out by means
your ear! You’re now possessed by the spirit
of a loop at the end of the rope takes one
of Jules Beni, an outlaw with a score to settle.
minute and requires a –4 Strength roll, but
You’ll pretend to be yourself, but your only
other party members may lend Support.
real goal is to hunt down Jack Slade, the man
In this encounter, the monsters emerge who blew off your fingers, shot you dead,
from a pile of boulders and debris to and took your ears as a trophy (the order of
attack the students. The creatures those events is unclear). He hides out in a

22
cave at the edge of the town. You’ll lead your Cogs—”Mr. Cogs” to the staff and soldiers
group there if you can (or go by yourself if of Camp Hades. Mr. Cogs was the first
they won’t cooperate) and shoot Jack Slade mannikin (clockwork man) to roll off the
in the head. You’ll kill anyone who tries line of Helstromme Industries (a more
to stop you. advanced model still serves as yard master
at Tartarus Yard; see North Platte on page
155). Indistinguishable from a normal
JACK SLADE'S HIDEOUT human on the outside, Mannikins perform
The former stagecoach superintendent of with machine-like precision and obedience.
Julesburg lives in a cave at the edge of town,
A ruthless and single-minded taskmaster,

Colorado
plotting his revenge on the townsfolk who
Mr. Cogs came with only one (or so they
rejected him after he brutally maimed and
thought) mission: See that nothing interferes
dispatched Jules Beni. The fact they turned
with the operation of the Hellbore and the
around and named the town after Jules
completion of the Plutonian Express. They
doesn’t sit well with him. Slade still carries
completed the great Denver-Lost Angels line
one of Jules’ ears, using it as a watch chain
and won the Rail Wars. Church bells rang
fob. Through the years, Jack acquired the
out peace in Denver, but no bells rang in
loyalty of a few hardened criminals who live
Camp Hades.
in the cave with him.
Unfortunately, Mr. Cogs had a defect in his
When the posse arrives, the fingers and
complex hydraulic and ghost rock circuitry.
ears of possessed party members turn
As the Wasatch flag lowered the last night of
necrotic and black. The voice of Jules Beni
the Rail Wars, Mr. Cogs mistakenly believed
says, “Slade, this is my town, always has
Wasatch lost the war and thus tried to
been, always will be!” If Jack Slade is slain
unleash Hell’s Contingency on Denver.
all ears and fingers return to their normal
coloration and Beni’s fingers fall out of their
heads like dusty ash.
THE DOOM SPIDER
To protect the secrets of the Hellbore, Darius
c JACK SLADE: Use the Harrowed profile in Hellstromme buried a machine of mass
Deadlands with the Spook Edge. destruction under Camp Hades. In the
event Camp Hades fell, he programmed
„ SLADE’S GANG (one per hero): Use the
Mr. Cogs to awaken a gigantic clockwork
Gunman (Veteran) profile in Deadlands.
tarantula. Hellstromme programmed the
mechanical monstrosity to destroy the camp,
the Hellbore, and (out of spite) attack enemy
MR. COGS' WAR rail targets in Denver.

A malfunctioning automaton releases a doomsday


colossus on Denver. Heroes must either blow it
MR. COGS ON ICE
up with a massive load of firepower or else fight Once the X-Squaddies guarding Camp
their way into the mechanical monster’s well- Hades figured out Mr. Cogs’ secret mission,
guarded off-switch. they attacked him. After a high-casualty
battle, they called in a weapon specialist who
One quiet morning a series of tremors
encased Mr. Cogs in a mass of ice.
rocks Denver. The posse rises from their bed
or camp to the sight of smoke rising from the Yesterday, carelessness led to a loss of
city and a three-hundred-foot mechanical refrigeration and Mr. Cogs woke up with
tarantula stomping through the streets. his last mission objective still clearly in
mind. He immediately made his way to the
Hell’s Contingency switch and awakened the
BACKGROUND doom spider.
In the last days of the Great Rail Wars (1871–
1879), Darius Hellstromme dispatched a new
railyard master to Denver, one Baphomet

23
„ CLOCKWORK TARANTULAS (four per
MR. COG'S OFFICE hero): See Deadlands.
If the party wields enough firepower to
DEADLANDS: THE WEIRD WEST

defeat the doom spider, more power to them! „ X-SQUADDIES (one per two heroes): See
A glorious battle ensues. Deadlands.
Another option is to trace the mystery
back to Camp Hades and throw the off
switch. Unfortunately, Hellstromme
c Doom Spider
Buried beneath Camp Hades sleeps
Industries considers this a TOP SECRET
Hellstromme’s doom spider, a three-
internal matter and won’t divulge the secret
hundred-foot clockwork tarantula! Eight
willingly. Only by force, threat, espionage, or
gear-driven legs, each over eight hundred
extreme persuasion can the heroes learn the
feet long, emerge from the bulbous, armor-
Weakness of the doom spider. Meanwhile,
plated body. Within this hard steel carapace,
the beast attacks US Army Forts, Empire and
massive pistons and devices give the creature
Black River trains and depots, and finally,
“life.” The head contains a set of sharpened,
Camp Hades itself! Each day the behemoth
hollow pipes functioning as the mechanism’s
destroys another target but also suffers a
primary weapons or “fangs.” A colossal
Wound in the battle. After seven days, the
vat of reanimated cattle brains powers the
machine finally falls and much of Denver is
clockwork goliath. If someone manages to
a smoldering ruin unless the posse stops it.
throw the off switch, the doom spider digs
Each day of destruction the heroes prevent
down into the earth, buries itself, and then
entitles them either to a cash reward or an
falls dormant.
owed favor from spared rail companies, the
state of Colorado, and/or Uncle Sam himself. Attributes: Agility d8, Smarts d4 (A),
Spirit d8, Strength d12+17, Vigor d8
Right now, X-Squaddies await
Skills: Athletics d6, Fighting d8, Notice d6,
reinforcements to breach Mr. Cog’s office,
Shooting d8, Stealth d8, Survival d6
take him down, and turn off the Hell’s
Pace: 6; Parry: 6; Toughness: 27 (4)
Contingency clockwork spider. They also
Gear: Acid sprayer (Range 12/24/48, MBT,
fight off anyone who tries to enter the Camp
Damage 2d6, RoF 2, AP 5). A target Shaken
in order to protect Hellstromme’s secret
or Wounded by the attack takes 2d4 damage
plans and conceal his colossal mistakes. “It’s
at the start of his next turn.
official Hellstromme Industries business,”
Special Abilities:
they explain.
„ Acidic Bite: Str+d10. Any target Shaken
Mr. Cogs holds his office with the help or Wounded by the attack takes 2d4
of a swarm of clockwork tarantulas. This damage at the start of his next turn from
Hellstromme head-honcho puts up one hell a painful injection of acid!
of a fight. „ Armor +4: The doom spider is covered
in thick steel plates.
c DOOM SPIDER: See below. „ Construct: +2 to recover from Shaken;
c MR. COGS: See below. immune to disease and poison.
„ Fearless: The doom spider is immune to
Fear and Intimidation.
„ Self-Destruct: When the doom spider
is incapacitated, it releases acid into its
braincase to dissolve the mass of cattle
brains powering it.
„ Size 17 (Gargantuan): The
doom spider stands three-hun-
dred feet high and sprawls over
six acres.

24
c Mr. Cogs MY TWO LEFT FEET
Mr. Cogs is a Mannikin, the first clockwork
man created by Hellstromme Industries.
With the aid of modern forensic techniques, the
Unlike other automatons, Mr. Cogs passes
party re-assembles mis-matched corpses. If they
as a human! He has fluid movement and a
fail, the angry mixed-up dead may never rest.
rubberized, life-like mask covering his head.
Special baffles and filters mask his ghost- The dead rise every night in Cheesman
rock furnace, and the freshest brains were Park, roaming the upscale neighborhood
implanted in his head at creation. But his looking for their lost limbs. Residents report
charade doesn’t stand up to inspection—a disfigured men, women, and children who

Colorado
simple success on a Notice roll sees through wander the streets, accosting passersby. They
the ruse. He furnishes his office so no one even invade houses shouting, “These ain’t
gets close to him. He also carries a pocket my arms!”, “Give me back my foot, you
watch with a remote switch to activate the scoundrel!” and other harrowing accusations.
doom spider. Most of the vagrants have missing or
mismatched limbs.
Attributes: Agility d8, Smarts d8, Spirit d6,
Strength d10, Vigor d8
Skills: Fighting d10, Notice d6, Shooting d10, MOUNT PROSPECT PUZZLE
Stealth d6
After describing the shameful actions of
Pace: 6; Parry: 7; Toughness: 8 (2)
undertaker E.P. McGovern (see Cheesman
Special Abilities:
Park on page 12), the Agency asks the
„ Armor +2: Mr. Cogs is iron-plated.
posse to exhume all remaining graves
„ Construct: +2 to recover from Shaken;
from Cheesman Park. Additionally, they
ignore 1 point of Wound penalties;
must properly re-assemble the dead. They
doesn’t breathe; immune to disease and
can’t just be burned or thrown into a mass
poison.
grave. It seems these finnicky dead only rest
„ Fearless: Mr. Cogs is immune to Fear
if properly buried with all their own body
and Intimidation.
parts. As an added wrinkle, all this must be
„ Fists: Str+d4.
done without the Cheesman Park residents
„ Plague Darts: Range 10/20/40, Damage
finding out. As a reward, the Agency may
Special, Shots 8, RoF 1. Mr. Cogs can fire
offer the party cash, favors, information, the
tiny darts from four fingers of each hand,
clearing of criminal records, or some other
one dart per shot. The darts cannot pen-
needful favor.
etrate Armor of any type. If a dart hits,
the target rolls Vigor (–2) against a Short It’s up to the investigators to accomplish
Term, Lethal virus (see Disease in Savage this task creatively. Feel free to apply
Worlds). penalties as necessary. The Agency already
„ Regeneration (Fast): Mr. Cogs is filled exhausted simple methods, like Notice
with small self-repairing clockwork and Common Knowledge. Some other
spiders. Each round he may attempt a possibilities:
Vigor roll to heal a Wound or remove
• Locate individual graves from sketchy
incapacitation (and an additional
city records (Research).
Wound with a raise).
„ Self-Destruct: If Mr. Cogs is • Seek out relatives and convince them
Incapacitated, he explodes in an area to supply family burial locations
equal to a Large Blast Template, inflict- (Persuasion).
ing 3d6 damage.
• Evaluate which plants and flowers might
„ Weakness (Head): Attacks targeting Mr.
be growing on a grave site (Science).
Cog’s head inflict normal damage.
„ Weakness (Cold): Mr. Cogs suffers (+4) • Visit E.P. McGovern in prison and
damage vs cold-based attacks and –4 to convince him to map all the gravesites he
rolls resisting cold-based effects. remembers (Intimidation).

25
• Sort bodies by using the object „ Fear (–2): Anyone who sees a ghost must
reading power. make a Fear check when seeing these
DEADLANDS: THE WEIRD WEST

disturbing, mismatched spirits.


• Match body parts using forensic
„ Weakness (Banishment): Ghosts are
information (Healing +2).
susceptible to the banish power, but they
In any case, each investigator gets one roll a return to Cheesman Park in 2d6 hours
day, representing a whole day’s work. Posse if their bodies remain unburied. Once
members may roll individually or gather properly assembled and buried, the
into small group offering Support to or two Mount Prospect spirits rest.
of their comrades with a great idea. Several
investigators working several investigative
methods at once can reassemble multiple OLD WIVES' TALES
bodies in a single day. There are twenty
mismatched corpses in need of assembly. Given multiple leads, the posse investigates
Each success locates and reassembles a single not one but three supernatural mysteries before
body. A raise sees 1d4 additional bodies to a uncovering the truth.
proper burial that day!
Odd illnesses and mysterious injuries
During this task, the party contends with plague Golden, Colorado. Some folks have
nosy neighbors, suspicious sheriff’s deputies, just plain vanished. The Twilight Legion feels
and gangs of Mount Prospect spirits by night. certain something supernatural is happening.
The Agency wants townsfolk and lawmen They summon or ask the investigators to get
kept in the dark. They must be dealt with to the bottom of it. When the group arrives,
using finesse and discretion. the mayor greets them and takes them to an
infirmary. The sick townsfolk have a strange
„ CHEESMAN PARK SOCIETY MEMBERS
variety of symptoms. Some are deathly pale
(one per hero): Use the Townsfolk profile
with small wounds to their necks, some
in Deadlands.
have terrible bites, while others have strange
„ MOUNT PROSPECT SPIRITS (two per hero): burns. The few who are conscious describe
See below. being viciously attacked and sometimes
hearing loud wails or hissing growls.
„ SHERIFF DEPUTIES (one per hero): Use the
Gunman profile in Deadlands.
TOWN TALES
MOUNT PROSPECT SPIRITS The attacks happen only on the west side of
town and at night. There aren’t any obviously
Twenty mismatched dead stir beneath
strange or suspicious persons in town.
Cheesman Park. When ten bodies are
Townsfolk believe whoever—or whatever—
reassembled and laid to rest, the gang of
takes the people arrives under the cover of
ghosts decreases to one per hero.
night and leaves before first light, so must
Attributes: Agility d6, Smarts d6, Spirit d10, come from somewhere nearby. Rumors and
Strength d6, Vigor d6 gossip in Golden center on three possibilities:
Skills: Athletics d12, Common Knowl- an abandoned mine, a new family homestead,
edge d6, Fighting d6, Intimidation d10, and a known bandit camp. Asking around
Notice d10, Persuasion d4, Stealth d12 town the party learns the following:
Pace: 8; Parry: 5; Toughness: 5
• The company abandoned a nearby
Special Abilities:
mine after a partial collapse killed
„ Chill of the Grave: A ghost may make
several miners.
a Touch Attack dealing 2d6 damage.
Only magic armor protects against this • There’s a new family homestead that
damage. belongs to Eli Shumway and his family.
„ Ethereal: Ghosts can become invisible
• Bandits camp by a bend in an offshoot of
and immaterial at will and can only be
the Clear Creek.
harmed by magical attacks.

26
Raises on either Persuasion or Intimidation BANDIT CAMP
during the investigation provide this
Outlaws are known to camp at a bend in
additional information:
Clear Creek. Dusty Dunphy and his gang
• Some have gone near the mine and claim raid towns all along the front range, always
it’s haunted. retreating to this location for its abundant
fresh water, access to game, and defensible
• Eli, a Mormon polygamist, keeps to
position. The town marshal of Golden gives
himself to avoid prejudice.
an approximate location for the camp, but a
• The bandits carry a reputation for Survival roll finds its precise location.
violence, and some say their leader

Colorado
The gang consists of Dunphy and eight
practices black magic!
other men, all hardened criminals. Dusty
convinced the gang and most of the foothill
MURPHY'S MINE settlers he’s a master of the arcane arts, but
it’s all for show. Dusty possesses no actual
Murphy’s Mine began as one of the
supernatural abilities. He uses sleight of hand
most productive silver mines in Golden.
and mail-order parlor tricks to convince his
Unfortunately, a few years back, one of
gang and his victims they’re better off giving
the miners struck a methane pocket while
him what he wants, lest they suffer his wrath.
blasting. It caused a massive explosion, and
He tries to call himself the Golden Warlock
the resulting cave-in took the lives of thirteen
but, much to his frustration, the name isn’t
men, burying them alive. Thirteen miners are
catching on.
still trapped in the mine—as haunting ghosts.
The gang doesn’t take kindly to the
When the posse approaches the mine, they
discovery of their hideout and draw their
find a large sign reading “Abandoned Mine—
guns if they spot the posse. A Persuasion roll
Extreme Danger.” There’s no indication
at –4 convinces them to talk. Otherwise, they
anyone entered the mine since the rescue
open fire. If convinced to parley, the gang
operations failed several years ago. The
says they haven’t been in Golden in weeks.
entrance slopes gently downward, and the
They even go as far as producing newspaper
outside light only illuminates the first dozen
articles about their robberies away from
yards down. Beyond that, it’s pitch black.
Golden during the time in question. If a fight
The presence of the spirits chills the tunnel. ensues and the bandits die, a search of their
If any of the party tries to light a lantern or bodies reveals Michael’s parlor tricks and the
torch, the flame immediately blows out. The newspaper alibis.
ghosts extinguish any flames to prevent
„ MICHAEL “DUSTY” DUNPHY: Use the
another methane explosion. As the group
Gunman (Veteran) profile in Deadlands.
progresses near the fork in the tunnel, a
Notice roll detects faint whispers imploring „ BANDITS (8): Use the Gunman profile in
them to leave. If they press on, a vengeful Deadlands.
ghost uses its Poltergeist ability to send rocks,
broken beams, and rusted tools flying at the
heroes. After a few moments, the rest of the
SHUMWAY HOMESTEAD
spirits appear as spectral miners, trying to Jeremiah Shumway left Deseret to strike out
persuade the group to leave for their own on his own about five years ago. During the
safety. It’s now clear these restless spirits are difficult journey his wife, Deborah, fell ill.
bound to the place of their death. They’re not She lingered at death’s door for three days,
the source of the disturbances in town. then suddenly and miraculously recovered.
Unbeknownst to Jeremiah, Deborah secretly
„ GHOST MINERS (13): Use the Ghost profile
dabbled in black magic. She died on the trail
in Deadlands.
but then rose again as Harrowed.
After the couple finished building their
homestead, Deborah convinced
Jeremiah it was his duty as a Mormon

27
to take on additional wives and brought Skills: Athletics d6, Common Knowledge d6,
home women for him to spiritually wed. Fighting d8, Gambling d8, Intimidation d6,
DEADLANDS: THE WEIRD WEST

Soon Alma, Emma, and Zina joined the Notice d8, Occult d6, Persuasion d6, Shoot-
family. These “women” are actually monsters, ing d4, Spellcasting d10, Stealth d8
servants of Deborah Shumway. Deborah Pace: 6; Parry: 6; Toughness: 9
uses the monstrous sister-wives to bring her Hindrances: Overconfident, Ruthless (Minor),
a steady stream of victims from Golden for Talisman (Minor—ritual knife)
her magical experiments. Deborah casts a Edges: Arcane Background (Huckster), Har-
specialized form of the conceal arcana power rowed, Power Surge, Rapid Recharge
to cover any obvious supernatural clues Harrowed Edges: Claws, Spook, Wither
which might give her or her servants away. Powers: Blast, conceal arcana, darkness, deflec-
After years of strange behavior, Jeremiah tion. Power Points: 25
suspects something’s not right, but loves his Gear: Ritual knife (Str+d4+1, AP 1), Derrin-
wife so much, he dare not question her. ger (Range 3/6/12, Damage 2d4).
Special Abilities:
If the posse chooses to visit the homestead
„ Harrowed: Must eat a pound of meat per
during the day, they find Jeremiah plowing
day; sleeps 1d6 hours each night; only
the fields with his mule. He’s polite, but
a head-shot can kill; other “death” only
guarded, explaining his family values their
lasts 1d6 days.
privacy. The wives spend most days in the
„ Undead: +2 to Toughness; +2 to recover
cellar, Deborah’s hidden ritual chamber. She
from Shaken; no additional damage from
keeps the cellar door locked during the day.
Called Shots; ignores 1 point of Wound
At night, the wives plot at the kitchen table
penalties; doesn’t breathe; immune to
while Jeremiah sleeps. Every few days, one
disease and poison.
or more of the wives goes to town to feed on
„ Weakness (Head): Called Shots to
innocents and kidnap someone for Deborah’s
Deborah’s head do the usual +4 damage.
experiments. If confronted, Deborah snaps to
violence, using her arcane powers to silence
the heroes—permanently if she can. Her PICTURE PERFECT
sister-wives protect her at all costs.
c DEBORAH SHUMWAY: See below. The posse falls victim to a pickpocket blessed with
near immortality.
c ZINA SHUMWAY: Use the Weepin’ Widow
profile in Deadlands. Two portraits hang in the grand dining
hall of Briarhurst Manor. They depict two of
„ ALMA SHUMWAY: Use the Walkin’ Dead
the manor’s most famous visitors, President
profile in Deadlands.
Ulysses S. Grant (1875) and the Irish Poet and
„ EMMA SHUMWAY: Use the Nosferatu Playwright Oscar Wilde (1882). No matter
profile in Deadlands. what information investigators seek among
the elite of Briarhurst Manor, no one escapes
„ JEREMIAH SHUMWAY: Use the Townsfolk
without sharing a brandy with owner
profile in Deadlands.
William Bell and hearing the full account of
Briarhurst’s most prestigious guests.
c Deborah Shumway
Deborah plays the part of a dutiful Mormon THE PICKPOCKET
wife, but her true love is power. Since
Just as Bell finishes regaling the posse with
perishing and rising Harrowed, the pursuit
tales of a presidential visit, a commotion
of dark magic has become her only goal. For
breaks out in the dining room. All night long
now, she’s smart enough to keep up normal
an aristocratic woman has been enjoying the
appearances, but occasionally the mask slips.
flirtatious attention of young man at least
Attributes: Agility d6, Smarts d6, Spirit d10, thirty years her junior. Now she screams
Strength d6, Vigor d10 indignantly, accusing him of stealing a string

28
Colorado
of pearls from around her neck. The posse
might respond in a variety of ways:
THE PICTURE OF CIARAN WHITE
Ciaran White, a handsome young card sharp,
• Ignore it: The heroes watch quietly as came to Briarhurst by chance in 1882 to pick
the young man expresses his insult and pockets and swindle wealthy widows. On
leaves Briarhurst before the woman that fateful night, he caught the eye of visiting
summons hotel security. poet and playwright Oscar Wilde. Wilde paid
the young gambler a tremendous sum to sit
• Try but fail to subdue the pickpocket:
for a portrait painted by the resident painter
The young man refuses to be searched.
Ashley Bell, son of Briarhurst’s owner.
If the heroes insist, Ciaran White attacks.
Here they discover the young man’s Bell recounts how Oscar spent hours
complete invulnerability. Someone must that night “musing and spinning the most
flee, either the posse, or White (assuming frightful yarn about sin and immortality.”
he’s unable to defeat the whole party). Bell can’t recall many details about the
night now but says both he and the model
• Subdue White and hand him over to
received a great sum in payment. Wilde took
hotel security: A clever and resourceful
the portrait and returned to Ireland. Ciaran
group of heroes might find a way to
White has paid dues monthly ever since to
subdue even an invulnerable man.
maintain his rented room in Briarhurst. Bell
In any case, the posse also finds they’ve suspects he’ll never run out of money given
been robbed! Every hero is missing one the sum he received that night for modelling.
item chosen by the Marshal—something
If the posse decides to break into White’s
important but not crippling to the character.
room, they find their stolen belongings,
It isn’t hard to figure out who to blame. The
carelessly cast into a bedside drawer. The
hotel refuses to violate the privacy of their
party also finds a letter from Oscar Wilde:
longest paying customer, but William Bell’s
son, Ashley, does offer insight into the
character of Ciaran White.

29
Dearest Ciaran, Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d6
DEADLANDS: THE WEIRD WEST

I shall never forget our brief liaison Skills: Athletics d6, Common Knowledge d6,
in Colorado Springs, the richest city in Fighting d6, Gambling d8, Notice d4, Per-
America, made all the richer by the jewel suasion d10, Shooting d6, Stealth d6,
of your beauty. I gaze often at the portrait Taunt d8, Thievery d12
and remember our fireside adventures in Pace: 6; Parry: 5; Toughness: 5
Briarhurst. A short time ago, some vengeful Edges: Card Sharp, Charismatic, Thief, Very
guest of my house defaced your perfection Attractive
and painted the most frightful scar upon Gear: Wesson Dagger Pistol (Range 5/10/20,
your face. I’m sending the portrait to you in Damage 2d4).
Colorado Springs along with a sum. I hope Special Abilities:
the original artist can restore the image of „ Invulnerable: Ciaran White cannot be
Colorado’s Adonis to its former perfection. Shaken or Wounded by attacks which
cause damage or Fatigue (even magical).
Eternally yours, „ Weakness (The Picture): The picture
Oscar has Parry 2, Toughness 2, and Three
Wounds. If the portrait becomes
P.S. Even as the portrait awaits shipment “Incapacitated” all the injuries it depicts
in my house the mysterious vandal has (and there are dozens) return to Ciaran
defaced it a second time, this time staining White and kill him instantly.
your vest blood red as if you have been
stabbed in the heart. I will find this frightful
defacer and sue them for every penny I paid SOLOMON'S COMPASS
for this exquisite work of art!
The heroes stumble on a cryptic clue that leads
At this moment, Ciaran White charges
them to gambling tables, abandoned mineshafts,
into the room and attacks! Allow each posse
and into battle with a creature of Jewish legend—
member make a Notice –4 roll each round
all in hopes of discovering an ancient and
as an action. With a success, they find a
powerful artifact.
portrait hidden behind a false back panel in
a wardrobe. It depicts Ciaran White, covered
in grisly and disfiguring wounds. TABOR OPERA HOUSE
c CIARAN WHITE: See below. The tale begins when a posse member
performs at the Tabor Opera House (or a
performer invites the party to their backstage
c Ciaran White dressing room). Photographs of famous folk
The night Ashley Bell completed the portrait, who’ve appeared on the Tabor stage hang
the Reckoners bound Ciaran White’s soul to backstage. Among them is an autograph of
the canvass. Now his physical body suffers the Irish poet and playwright Oscar Wilde,
no wound, injury, or disease. Instead, the who inscribed the following cryptic message.
effects of all these appear in the portrait,
permanent and never healing. It didn’t take For Alice Ivers, whose epic recitation of
long for White to meet a few knives and the enchanted Compass of Solomon rivals
bullets and figure out his invulnerability. Homer himself. I go now to the richest city
When Wilde sent him the portrait, complete in America, but you, My Dear, are truly a
with all the fatal wounds he had avoided, lost treasure. I shall compose a sonnet about
he figured out the key to his immortality. your enchanted yarn.
Since then, he has grown arrogant, brazen,
and even murderous. Fearless of injury, he Fondly yours,
freely uses Taunt Tests and Wild Attacks on Oscar Wilde
his enemies.
Inquiry about the note unearths that
“Poker Alice” Ivers is a regular gambler

30
at the Silver Dollar Saloon. She played the
Irishman and lost. She couldn’t pay up and
instead offered him a broken compass and RELIC: SOLOMON'S COMPASS
some cockamamie story to go with it.
When the compass body, golden needle,
and ghost rock-infused lodestone come
"POKER ALICE" IVERS together with a little kerosene, glass, and
Alice won’t give up a bit of the story until she
a Repair roll, a treasure-divining device
loses over $100 in games of chance (see Silver
from the 10th Century BC is reborn!
Dollar Saloon on page 18). Claiming
to have a story “worth more than measly Power: Solomon’s Compass can be used

Colorado
dollars,” she sets a beat-up brass compass on once per lunar cycle. When activated, the
the table. needle points toward the largest stash
of gems and precious metals within a
“Rest your eyes on this, stranger. This thousand feet—very useful when mining
little trinket is more valuable than all the or searching for hidden treasures.
silver in Leadville. It’s Solomon’s Compass.
Taint: King Solomon had hundreds
The feller who reassembles it can find the
of wives. Anyone carrying this compass
greatest treasures in the world and set hisself
becomes the marrying type, lavishing
up purty for life! I was planning to chase
proposals and an engagement ring on
down this legend myself but seeing as how
every eligible single they meet.
you beat me and my purse seems to have a
sizeable hole, I’m inclined to let you take this
and call it even.”
Use of the mind reading power proves she
believes every word of her fantastic tale.
„ “POKER ALICE” IVERS: Use the Townsfolk
profile in Deadlands but with Gambling
d10 and the Very Attractive Edge.

TEMPLE ISRAEL
If the investigators can’t reason out that
Solomon was a Jewish King and go poking
around Temple Israel themselves, the
Marshal might want to have Poker Alice
drop that bit of obscure knowledge on the
topic. An Academics or Occult roll also
recalls the tale of King Solomon.
Solomon’s scrolls lie under piles of paper
While it’s easy to find Christian churches
on a shelf in May’s office. The posse finds
in most frontier towns, synagogues are
them easily (no roll needed) if they search the
downright rare. There’s no rabbi living
office. The scrolls explain how to assemble
in town, so the lay people organize things
Solomon’s Compass and use it. With a
themselves. David May spends more and
successful Research roll the posse also learns
more time in the synagogue these days. Some
about the Temple Golem and its Weakness
say he’s devout, others say he’s obsessed.
(see below). If May feels threatened or finds
David knows all about Solomon’s out the heroes carry the compass body, he
Compass. He possesses Solomon’s Scrolls, sics the Temple Golem on them or tries to
the ancient blueprints for the arcane device. trick them into giving him the compass body.
He even holds the Gold Needle, one of the
„ DAVID MAY: Use the Townsfolk profile in
compass parts, but he won’t willingly reveal
Deadlands but with Occult d8.
a shred of this information.
„ TEMPLE GOLEM: See below.

31
c Temple Golem „ Fearless: Immune to Fear and
Intimidation.
Ancient rabbis built this mighty construct
DEADLANDS: THE WEIRD WEST

„ Invulnerability: The temple golem only


to defend Jewish temples using knowledge
suffers damage from magical attacks.
from the Temple of Solomon. Completely
„ Resilient: Golems can take one addi-
under the control of David May, the
tional Wound.
Golem functions both as a defender and
„ Size 1: This clay golem stands 8’ tall and
programmed killer. Made of clay imbued
weighs over 800 pounds.
with Blessed magic, the golem is completely
„ Weakness (Hebrew Letters): The
unstoppable except for its unusual Weakness,
temple golem bears three Hebrew letters
a closely guarded secret the posse can learn
embedded in its forehead. They spell the
through Research in the Temple Israel or by
word emet, meaning “truth.” The letters
wringing it out of David May.
are impervious to damage. Only the first
Attributes: Agility d8, Smarts d6, Spirit d8, (right most, in Hebrew) aleph can be
Strength d12+2, Vigor d10 removed with an Athletics roll opposed
Skills: Athletics d8, Fighting d10, Intimida- to the golem’s Fighting. Removing this
tion d8, Notice d6 letter changes the word to met, meaning
Pace: 4; Parry: 7; Toughness: 11 (2) “dead” and the golem becomes a life-
Edges: Brawny, Arcane Resistance (Imp), less statue until someone replaces the
Frenzy (Imp) ceramic letter.
Hindrance: Slow (Minor)
Special Abilities: LAST CHANCE MINE
„ Armor +2: Magically hardened clay.
According to the Scrolls of Solomon (see
„ Construct: +2 to recover from being
Temple Israel on page 31) the Golden
Shaken; ignores 1 point of Wound pen-
Needle in Solomon’s Compass only turns
alties; does not breathe or suffer from
toward treasures when the lodestone inside
disease or poison.
is infused with the souls of the greedy
„ Fast Regeneration: The temple golem
damned. A little metallurgy knowledge
may attempt a natural healing roll every
(Science or Research) suggests this might be
round, even if Incapacitated.
an ancient description of magnetic lodestone
infused with ghost rock. Any miner in
Leadville knows the abandoned shafts of the
Last Chance Mine were abandoned because
they contain only “worthless lodestone.”
Venturing to the abandoned shafts reveals
the full story. While the impurity of ghost-
rock-infused lodestone makes it less valuable,
the mining authority condemned the shafts
after miners discovered an infestation of
tunnel critters. The explorers also learn
this the hard way if they venture inside!
The party needs basic tools for
mining (lanterns and pickaxes at least)
to extract lodestone from the mine.
Someone who knows something about
metals and minerals (Science or Weird
Science) brings more chance of success (see
Diamonds below).

MINING FOR GHOST ROCK


The expedition route through the quarry is
determined by laying cards down one at a

32
time. Each card represents further descent
into the depths of the Last Chance Mine. SUBJECT # 8/6/75-309
When face cards are laid down a special event
occurs based on the suit. Mining equipment The posse tracks a giant insect larva to its deadly
is essential—posses who arrive without so nesting place, a cleverly built trap.
much as a pickaxe cannot mine ore.
While staying in Denver, the posse
Black Joker: The party stumbles upon the receives an urgent message from a Twilight
tunnel critter queen’s chamber. One tunnel Legion contact telling them to report to the
critter elder lurks here, accompanied by a Nevada Land Basin Office immediately,
horde of adult tunnel critters (3 per hero)! which serves as a front for the Agency and

Colorado
Marshal, let your posse know a toe-to-toe secret Supernatural Research Facility aka
fight ain’t a good idea. If they wisely run, use “The Tank.” They arrive to a scene of chaos.
the card track they’ve been laying down for A huge hole gapes in the side of the building.
the ensuing Chase. Desks and cabinets lie split and ruined.
Hattie Lawton sees the heroes arrive and
Clubs: The explorers get lost. A Survival
motions them to the back of the building.
(tracking), Notice –2, or Science –4 roll gets
them back on track. Allow them to Support
“Thank God you’re here. This whole
as usual. With a Success, the explorers get
situation has gone to hell and we need it
back on track. If they fail, immediately add
dealt with—NOW. Something broke outta
two cards to the descent (ignore face cards).
here last night. Unfortunately, it tore
With a Critical Failure add four cards.
straight through the Records Room. Laws,
Diamonds: The posse is near a vein of no! How will I ever get those records back
lodestone! Make a Science or Weird Science into proper order?!”
(–2) roll to mine enough of the ore to
Below they find a long tunnel straight
complete the compass. If they succeed, the
through the walls of the Supernatural
their victory comes with a cost— the tunnel
Research Facility connecting rooms and
critter queen ambushes them!
corridors. The Records Room is nothing
Hearts: The explorers find something more than a pile of shattered crates and a
useful. Whether it’s an old map, a lost miner scattered sea of paper. The tunnel originates
who can point the way, or just some chalk at ROOM 309. This windowless, empty room
markings on the rock wall, the heroes earn a contains only shards of some shiny, hard,
cumulative +2 bonus (max. 6) to rolls made black material.
to find the ore on future Diamond face cards
The Marshal should prepare in advance
or to get back on track when lost.
three or more infernal devices from Deadlands
Red Joker: The posse finds an old mine which might benefit the party. Hattie Lawton
car, after which they may lay down two offers the heroes any one of the three infernal
cards at a time (ignoring the effects of one gadgets if they take care of this problem
face card if they wish) and gain +2 bonus without making the papers.
when Changing Position in a Chase (see
Savage Worlds). The mine cart uses Driving
for maneuvering rolls. The iron cart gives
THE RECORDS ROOM
heroes crouching inside +4 Cover vs attacks. Armed with this knowledge, the party may
go back to the Records Room and attempt
Spades: Tunnel critter adults attack!
to find pertinent clues. Allow every hero
c TUNNEL CRITTER ELDER: See Deadlands. who wants to pick through files a Research
roll, gathering a clue for each success and
„ TUNNEL CRITTER ADULT (two per hero):
raise per hour spent Researching. Allies
See Deadlands.
may offer Support with Research or Science.
Supporting with Notice is possible but
confers a –4 penalty, as the documents

33
all look the same to a layperson. If they find (9”) long and count as Difficult Ground (see
clues, reveal them in order. Savage Worlds). Several other rules govern
DEADLANDS: THE WEIRD WEST

combat in the antlion’s trap:


„ A black ovoid object approximately
twelve feet long was recovered from • The bottom of the funnel can only be seen
New Mexico on August 6, 1875. It was from the funnel edge or flying above it.
composed of a nearly indestructible
• The funnel edge is surprisingly soft.
black resin. It was cataloged and stored
When heroes step to the edge of the
in ROOM 309 for further study.
funnel (and at the start of each round
„ The ovoid shape tempted observers to
they remain there) they must make an
consider the object to be an egg of some
Athletics roll. Those who fail slide 2d4
kind. Any creature incubating inside this
inches down the funnel trap’s side and
object must be of terrifying size.
become prone. On a Critical Failure they
„ Object 8/6/75 was collected from a
are also Vulnerable.
field of strange craters in the New
Mexican desert. Expedition notes include • Moving around in the funnel requires an
descriptions of massive dragonfly-like Athletics (–2) roll. Those who fail slide 1”
monsters flying over the area with bodies downward toward the antlion or 3” on a
the length of a locomotive passenger car. Critical Failure.
The insects, though huge, did not attack
The loose, collapsing sandy sides make it
and posed no immediate threat.
impossible to dig down to the antlion and
„ One of the Agents with a background in
grant it Near Total Cover (–8) and a +4
Entomology suggested these resembled
Obstacle bonus to Toughness (see Savage
an insect from the Myrmeleontidae
Worlds). When it bursts forth to attack
family—commonly known as the antlion.
unfortunate victims, both the Cover penalty
„ While the winged adult is short-lived
and the Toughness bonus are cut in half, at
and harmless, the larval antlion is a
least until it drags the victim under the soil.
voracious predator. It digs a funnel-
shaped pit that traps any creature that Several Agency trackers already found the
steps near the edge. antlion, but didn’t live to tell anyone. The
„ The antlion sprays sand on prey trying antlion hurls their bodies at enemies.
to escape the pit, creating an avalanche
„ GIANT ANTLION LARVA (two Extras to the
which pulls prey downward. Captured
nest per hero): See below.
prey is injected with a liquefying acid.
After the innards are sucked from the
body, the antlion uses its mandibles to
hurl the empty husk from the pit.
c Giant Antlion Larva
This gigantic insect larva digs a funnel-
shaped trap and hides at the bottom, beneath
TRACKING THE TERROR the sandy soil, waiting for an unwary victim
To find the escaped creature, the posse needs to fall in. While the antlion can fight, it
to succeed on a Survival (tracking) roll at –4. prefers to make Grappling and Crush attacks.
Trackers may roll once per day. Each clue
Attributes: Agility d8, Smarts d4 (A),
earned in the Records Room offers a +2 bonus
Spirit d8, Strength d12+5, Vigor d10
to the Survival (tracking) roll, to a maximum
Skills: Athletics d10, Fighting d8, Notice d6,
of +6. Draw a travel encounter each day the
Shooting d8, Stealth d6
posse fails to find the antlion lair (see Great
Pace: 6; Parry: 6; Toughness: 14 (2)
Plains Encounters in Deadlands). Record how
Special Abilities:
many days it takes to find the antlion lair,
„ Armor +2: Antlions have a tough chitin-
the longer it takes, the more ammunition the
ous shell.
larvae gather for the final showdown.
„ Bite: Str+d4, Mild Poison (–2).
The antlion hides beneath the sandy soil at „ Burrow: Antlions can tunnel through the
the bottom of a gigantic funnel-shaped ground, blocked only by solid bedrock.
trap, the sides of which are fifty feet The antlion may gain Surprise and

34
The Drop if the poor cowpoke doesn’t desperately to save the tribe centuries ago
exactly know what creature they’ve been when successive droughts made it impossible
tracking. to survive in the cliff city. In desperation, she
„ Grappling Jaws: Special mandibles turned to darker spirits to save her people,
grant the antlion +2 when grappling. and those spirits corrupted her. The Anasazi
„ Hurling Sand: Antlions hurl sand at interred her bones inside a stone vault here—
enemies in a Medium Blast Template up both to honor her service and to trap the
to its Vigor in Range. Those targeted by twisted soul she eventually became.
the attack slide downward 1”, or 3” on a
Aiyana now resides in the body of Dr.
raise. May be Evaded.
Bolmer, resentfully studying the new world

Colorado
„ Hurling Bodies: Str+d8 (Range
and society taking over the area. She blames
6/12/24). Antlions use the bodies of past
these intruders for the destruction of her race
victims as thrown weapons. It currently
and plans to perform a ritual to raise the
has eight total corpses.
spirits of her tribe as an unstoppable army
„ Resilient: Sturdy antlions can take
under her command.
one extra Wound before they’re
Incapacitated. She must collect three sacred artifacts
„ Size 5 (Large): Antlion larvae are as big from the Cliff Palace to enact the ritual.
as large rhinos. She possesses just enough of Dr. Bolmer’s
„ Swat: Antlions ignore up to 4 points memories to pose as an archaeologist
of Scale penalties when attacking with “studying” the ruins, but her vile temper
their bite. has already run off his assistants except
one: Maria Lopez, who begs the posse to
intervene on her mentor’s behalf.
THE SUN TEMPLE
c AIYANA (possessing Dr. Stanley): See
below.
The posse races against a magically possessed
Archaeologist at an ancient dig site to acquire a
dangerous artifact. c Aiyana
Across the valley from the abandoned The spirit of the mighty Anasazi Shaman
cliff dwellings of Mesa Verde sit the ruins of possesses Dr. Stanley Bolmer. She fights from
the Sun Temple, a giant sundial capable of within his body using his pistol and fists,
reading not only the time of day but the day knowing he dies if she does. If driven from his
of the year. Dr. Stanley Bolmer, a member of body by the light of the Exorcism Crystal (see
the Twilight Legion, studies the mysterious page 36), she becomes an ethereal ghost
disappearance of the Anasazi (Pueblo) (armed with traditional native weapons),
Indians. After he took a skull from the Mesa and continues to fight. Dr. Bolmer is then
Verde cliff dwellings to conduct various himself and able to help her enemies
arcane studies, the skull’s previous by providing knowledge
owner, a long-dead shaman named of her Weakness—the
Aiyana, possessed him! Exorcism Crystal.
„ DR. STANLEY BOLMER: If Aiyana Attributes: Agility d6,
is driven from Dr. Bolmer, Smarts d8, Spirit d10,
use the Townsfolk profile Strength d6, Vigor d6
in Deadlands with d10 Skills: Academics d10,
Academics. Athletics d12, Common
Knowledge d6, Faith d8,
A DARK PROMISE Fighting d6, Intimidation d10,
Aiyana was a
Medicine Woman
who struggled

35
Notice d10, Occult d8, Persuasion d8, Shoot-
ing d6, Stealth d12
THE SUN CRYSTALS
While most scientists know the Sun Temple
DEADLANDS: THE WEIRD WEST

Pace: 8; Parry: 6 or 7 (spear); Toughness: 5


as a sundial and calendar, only Dr. Bolmer
Edges: Arcane Background (Shamanism),
and his students know the temple also
Brave
functions as an arcane filing system. The
Powers: Banish, boost/lower Trait, healing, holy
ancient Anasazi hid their most sacred
symbol, shape change. Power Points: 20
treasures in the thick rock walls of the Cliff
Gear: Bow (Range 12/24/48, Damage 2d6),
Palace across the valley. They fashioned clay
spear (Str+d6, Parry +1, Reach 1), native
representations of their hidden treasures
shield (small).
with a specially-shaped gem inside called
Special Abilities:
a sun crystal. When a sun crystal rests on
„ Cliff Dweller: Aiyana may move over
the sacred central altar of the sun temple, a
the vertical surfaces of the Cliff Palace as
concentrated beam of light shines across the
if using the wall walker power.
valley. The beam falls precisely on the bricks
„ Ethereal: If exorcised from Dr. Bolmer,
concealing the sacred object.
Aiyana can become invisible and imma-
terial at will and can only be harmed by Maria demonstrates with clay statues of
magical attacks. a war mask and of a bow. When she places
„ Fear: Anyone who sees a ghost must them on the temple altar, a beam refracted
make a Fear check. from the crystal within shines on a section of
„ Terror: The ghost reveals its most the wall across the valley which has already
heinous form, forcing witnesses to make been excavated. Maria explains the Anasazi
a second Fear check with a −2 modifier. Ritual of the War Spirits, whereby a shaman
„ Weakness (Exorcism Crystal): Science with a sacred war mask, bow, and the sacred
rolls are required to calculate the angle sun shield can summon an unkillable army
of the sun and the refraction angle of the of spirit warriors. Dr. Bolmer has already
crystal to aim the beam at Aiyana each unearthed two of the three artifacts. Only the
round. The beam functions as the banish- sun shield remains unfound.
ment power +4 using the Science roll of
the one aiming the beam in place of an
arcane skill roll.
THE DIG
The Sun Temple is 1000 feet (166”) away
MARIA LOPEZ from the Cliff Palace, over a rocky valley
Maria Lopez, a student of Archaeology, of Difficult Ground (see Savage Worlds). A
studies under Dr. Stanley Bolmer. She knows narrow trail leads up to the Cliff Palace, a
her mentor joined a strange secret society collection of ancient brick buildings tucked
that believes some Native American legends beneath an overhang in the cliff.
are true (the Twilight Legion), but she’s there
Dr. Stanley is grumpy and terse, interested
for the science, not the mythology. Ever since
only in digging for the Sacred Shield sun
last summer, Dr. Bolmer’s been different—
crystals. The party can offer to help Dr.
driven, grumpy, and given to rage. He’s
Bolmer, but in reality they need to find the
driven off all his other assistants (one with
Shield sun crystal first. Dr. Bolmer and Miss
a violent beating) and Miss Lopez alone
Lopez dig as a pair while the posse digs as
remains under his tutelage. She fears Dr.
a separate party using opposed Academics
Bolmer may be dangerously obsessed with
rolls. The posse rolls as one group (Support
the Indian folklore to the point of believing it.
can be used as usual), while Dr. Bolmer
She begs the party to help him, but also not
and his assistant, Maria Lopez roll as the
to hurt him. If she knows the investigators
other group.
seek information, she promises Dr. Stanley
can help them once restored to his right mind.
THE EXORCISM CRYSTAL
„ MARIA LOPEZ: Use the Townsfolk profile The winning party of the first opposed roll
in Deadlands but with d8 Academics and finds a new artifact, the Exorcism Crystal. Dr.
the Doubting Thomas Hindrance. Bolmer appears uninterested in the artifact,

36
Colorado
but Miss Lopez explains the legends behind hand it over, even attacking them to get it. In
the unique crystal. The beam it projects either case, Aiyana summons corrupt ghosts
doesn’t shine on a hidden artifact, rather, the of her cliff-dwelling ancestors to protect her.
Anasazi believed the beam drove evil spirits The party fights her and her minions on a
out of any person on whom it touches. This nearly vertical surface. The highest sections
artifact is enormously useful once the posse rise thirty feet high, requiring an Athletics
realizes Dr. Bolmer is possessed by a shaman. (–4) to climb, and inflicts 3d6+2 damage for
If Dr. Bolmer finds the Exorcism Crystal falls from the greatest heights.
first, the heroes must devise a way to take
If the heroes split up between the Crystal
it from him.
Palace and the Sun Temple across the valley,
„ CLIFF DWELLER SPIRITS (two per cliff dweller spirits attack both parties.
explorer): Use the Walkin’ Dead profile
in Deadlands but they have unlimited SUNRISE, SUNSET
usage of the wall walker power (see Savage If the heroes successfully exorcise Aiyana,
Worlds). Dr. Bolmer oversees the destruction of the
artifacts, believing them too dangerous for
THE SHIELD SUN CRYSTAL anyone to possess. He helps the investigators
The heroes and Dr. Bolmer then resume their with some hint or piece of advice about
search for the Shield Sun Crystal. Each group another foe they face or relic they seek.
rolls a second Academics roll, just as before.
If the posse fails, Aiyana raises her nearly
The group that rolls the highest finds the
indestructible ghost army and sets about
Shield Sun Crystal. Dr. Bolmer (or rather, the
destroying all white and non-Pueblo Indian
spirit of Aiyana within him) greatly covets
settlements in Colorado. Of course, there’s
this artifact. If Bolmer finds it, he dismisses
a way to banish or defeat the Anasazi Spirit
the party from the dig site and later that
Army. You’ll have to write that tale on your
night attempts the ritual to raise the ghost
own, though, Marshal...
army unless the posse returns to stop him. If
the party finds it first, Bolmer demands they

37
CHAPTER
2

DAKOTA

„ GOVERNOR: Nehemiah G. Ordway (R) a blessing and a curse. The sediment left
behind by the floods makes the farmland rich
„ POPULATION: 158K
and fertile, but the same floodwaters sweep
„ CAPITAL: Bismarck entire settlements away without a trace.
Settlers resentful of the Sioux and covetous
„ MAJOR INDUSTRIES: Farming, furs,
of the Indian lands usually complain about
mining.
the floods while ignoring the fertility. The
It may be unorthodox to introduce one grass is always greener on the other side of
territory by jawing about another, but the the Missouri River.
Dakotas can only be rightly understood by
first understanding the formation of the Sioux
Nation. For further details, see Deadlands.
SIOUX NATION WARS
Dakota Territory experienced little settlement
By the end of the Civil War in 1871, the
before the end of the Civil War, given the
United States ran out of money, ammo,
widely known and widely feared power of
and fight. The Indians living in the Dakota
the Sioux tribes. The discovery of gold in
Territory seized this opportunity to take back
the Black Hills in 1874 gave greedy settlers
their ancestral homes. The establishment of
just the courage they needed to try and
the Sioux Nation, led by Sitting Bull, cut the
overthrow the Sioux one more time. Several
Dakota Territory roughly in half. The tribes
battles, known as the Sioux Wars, raged
remained in the west half of the Dakotas,
between 1876 and 1877 in Dakota Territory,
while the whites resided in the east, squeezed
Sioux Nation land, and Montana Territory.
between the Missouri River and Minnesota.
The fiercest bloodshed occurred during the
The city of Deadwood and its ghost rock
Battle of Little Bighorn at the end of June
mines, in the middle of the new Sioux Nation,
1876. Several tribes routed the US Army near
were granted an exemption and allowed to
the Crow reservation in Montana Territory.
remain part of the Dakota Territory by the
According to rumor, Custer died there, but
Deadwood Creek Treaty of 1876.
many eyewitnesses claim they’ve seen him
For the settlers, they set aside grasslands, since, leading troops into battle. Crazy
well-suited for farming, especially in the Horse, war leader and chieftain of the Sioux,
various river valleys. The flat land around still patrols the Missouri River border
these rivers invites frequent flooding, both looking for treaty violators.

39
The worst of these clashes became the last grant these requests if the crossers plan to
major fight of the Sioux Wars: the Black Hills chase outlaws or escaping monsters. The
DEADLANDS: THE WEIRD WEST

War of 1881. Former chief Sitting Bull drove Sioux prefer not to become a refuge nation
this battle, secretly leading a band of warriors for miscreants. Those traveling to Deadwood
devoted to the servitor Raven who wanted to may freely do so, as long as they travel on
drive whites completely off the land. After the Iron Dragon Rail, the only rail company
years of secret plots, the Ravenites allied given access to the town.
with Dr. Darius Hellstromme to build a rail
Indians may cross into Dakota for trade
line under the Black Hills. Gehenna Station,
and other business in groups of four or
hidden about 20 miles west of Deadwood,
fewer. The US Army considers any groups
supplied Wasatch forces during the war.
of five or more to be a “raiding party” and
Once word of this underground line spread,
promptly escorts them back into the Sioux
a section of the US Army invaded the Sioux
Nation. The Indians who cross into Dakota
Nations to put a stop to it. They defeated
tend to be fugitives escaping tribal justice,
Sitting Bull with the help of the Oglala
entrepreneurial traders, or one of a growing
tribe in a terrible battle. With Sitting Bull’s
number of young people disillusioned with
treachery revealed, the Sioux named Crazy
“the old ways” and curious about all the
Horse wicasa in his place. The tribes left
wonders of the modern world. Because the
Gehenna Station an abandoned ruin. They
Missouri River forms most of the border,
made a deal allowing Deadwood to exist as
accidental crossings aren’t as common in
an island of white and Chinese settlement
Dakota Territory as in other regions.
right in the middle of Sioux Territory, and
so, the US and the Sioux Nation reached a While these rules seem clear and easy
very tense detente that continues today. to follow, they don’t work as well as one
might think. Many Dakotans still resent the
The Sioux capped off this conflict with the
Sioux Nation and the outcome of the Black
Great Summoning of 1881. They were eager
Hills War. They find the Great Summoning
to prevent future mechanized warfare in
disturbing, if not demonic. When flooding
their lands and push out the conflict-seeking
causes the Missouri river to shift a few
Ravenites. The Sioux invited a group of
hundred yards in either direction, a territorial
Indian shamans called the Ghost Dancers
dispute erupts. The Sioux, understandably
to perform a ritual of amazing power. They
defensive of their reclaimed territory, come
summoned the Thunderbirds, spiritual
down hard on violators and interlopers.
beings opposed to the Manitou. After
Under the influence of the Manitous, Sioux
the Ghost Dancer’s spirit dance, modern
retribution even manifests as murderous
technology ceased to function inside the
counter raids and grisly mutilations. White
borders of the Sioux Nation. Ghost-rock-
settlers, in the thrall of the same evil spirits,
powered gadgets sputter and spark. Rifles
sometimes exact revenge by torturing
fall apart after firing only a handful of
innocent Indian visitors.
rounds. Wagons pulled into the Sioux
Nation seldom make it more than a mile or Many fear another Sioux War, touched
two before an axle breaks or a wheel falls off. off by one of these violent incidents. Others
The phenomenon ends at the city limits of believe the Sioux Nation lands rightfully
Deadwood and in the mining regions of the belong to Dakota. They meet on high flat
Black hills. Shamanic totems protect the area hills and in dimly lit saloons, plotting to
from the winds of the thunderbirds’ wings. take it back.

BORDER RULES TURTLE MOUNTAIN PLATEAU


The contentious border between the Sioux Much attention is given to the Missouri
Nation and the Dakota Territory now River border between the Sioux Nation and
functions with clear rules. Dakotans may Dakota Territory. But, where the Missouri
cross it with permission from the bends westward, a beautiful and bountiful
wicasas. The tribal leaders usually region rises in the north, a high plateau of

40
lakes, forests, and secretive tribal people. The and lost. Carefully worded treaties now
Turtle Mountain region serves as a hidden govern former enemies. Strange mechanical
refuge of peace for some and a beautifully phenomena and Indian curses reinforce the
dressed trap for others. treaties’ terms. Compared to other states and
territories, reports of ghosts and monsters
The Cree and Ojibwe (also called
are rare in the Dakotas.
Chippewa) tribes called the northern lands
home, along with a unique tribe who call This air of apparent tranquility intensely
themselves the Metis. The Metis originated frustrates those trying to keep the peace here.
in the 18th Century from intermarriage Every town marshal along the Missouri River
between Canadian tribes (principally the fears today might be the day one of his or
Cree) and French fur trappers. The Cree her resentful citizens goes looking for a little

Dakota
encouraged their daughters in these nuptials revenge on the Sioux Nations—inviting a
as these marriages strengthened the bond violent and bloody reprisal from the mighty
between Europeans and Indians. They eased Chief Crazy Horse. Agency operatives
the exchange of customs and language. In investigating unusual events frequently
time, the children of these unions formed abort their investigation after uncovering
their own distinct culture. Travelers in the another of Governor Ordway’s corrupt
northern woodlands who encounter the schemes. “Ordinary corruption,” they‘re
Metis find them warm and inviting—some told, “is not part of your jurisdiction.” How
say too warm and inviting. long can the treaty protecting Deadwood last
when prospectors continually unearth new
The bountiful forests of Turtle Mountain
ghost rock mines closer and closer to the
offer a (+2) bonus to Survival rolls made to
totem boundary?
forage for food and water while traveling
there. The region boasts a thriving trade Truly, Dakota Territory healed only on the
in pemmican, a combination of dried outside. Skin grew over the Black Hills War,
meat, animal fat, and local berries. This but the old hatreds still fester beneath. Some
durable tack holds up well for long treks people, Governor Ordway among them,
into the Weird West and provides enough believe these wounds can only heal properly
nourishment for even arctic explorers. by violently ripping them open once more.
Travelers who consume pemmican require Ordway and his brand of Dakotans want
only 0.25 pounds of food each day. However, to scrape out the Sioux like an infection,
some veterans of the Weird West refuse to taking back what they mistakenly believe
eat pemmican, claiming magical varieties belongs to them by Manifest Destiny. The
also exist which are indistinguishable from reasoning is flawed and the plan folly, but
normal pemmican and harmful if eaten. many Dakotans are just greedy enough to try
it. The question’s not if, but when.
For every posse member who looks
eagerly forward to a restful retreat on the
Turtle Mountain Plateau, another finds it an GOVERNOR NEHEMIAH ORDWAY
unnerving place of unnatural kindness. An
Ordway has a knack for butting in where he’s
actual ride through the high woodland trails
not wanted. First, this bank and mercantile
reveals if this reaction be healthy suspicion
trader from New Hampshire got himself
or cynical paranoia (See Bottineau on page
appointed territorial governor by President
43 for more information on the Turtle
Hayes in 1880, even though he had no
Mountain region).
previous ties to the land. His governorship
over the Dakota Territory immediately
ABSCESS OF THE WEST embarked upon four solid years of scandal,
favoritism, bribery, and corruption. He
At first glance, Dakota Territory seems
further angered locals when he moved the
like a region where all the great conflicts
territorial capital from Yankton to Bismarck
have passed. Unimportant during the Civil
last year in 1883. Already indicted twice for
War and Great Rail Wars, Dakota fought
corruption, he managed to avoid being
her great battles with the Sioux Nation
convicted and hold on to his post by

41
bribery and blackmail. Waves of settlers
come seeking gold and ghost rock in the
THE BISMARCK DAILY TRIBUNE
Founded in 1873, it’s the oldest daily
DEADLANDS: THE WEIRD WEST

black hills. Governor Ordway credits this


newspaper in the territory. The paper’s
boom to his own ingenious leadership.
coverage of the battle of Little Bighorn
In a territory already drowning in the catapulted it to national prominence. The
floodwaters of corruption, Governor newspaper’s editor, Clement Lounsberry
Ordway’s greatest offense is yet to come. believes the governor conspires and plots in
Emboldened by his self-proclaimed successes, secret to attack the Sioux Nation. No matter
he now plans (secretly) to invade the mighty how many editorials he publishes, he gains
Sioux Nation and recapture the lands of the no traction. Truth is, folk in Dakota Territory
pre-Civil War Dakota Territory. Scary thing either think he’s crazy or else hope he’s
is, if his schemes come to fruition, they just right—wishing Ordway is somehow able to
might work. recapture the Sioux Nation lands.
If the posse takes a serious interest
in Lounsberry’s theories, he shares two
BISMARCK important pieces of information:
• He suspects the involvement of Senator
Founded 1872, Pop 1,800
Horace Austin of Vermillion. Whether
FEAR LEVEL: 3 he’s an advocate or opponent of Ordway’s
plan, he doesn’t know.
The newly minted capital of Dakota
Territory, Bismarck, sits on the east bank of • He also recommends poking around
the Missouri River right on the Sioux Nation Camp Hancock here in Bismarck. In his
border. Sheriff Alexander McKenzie gained opinion, there’s more going on in there
office when the previous sheriff drowned than weather monitoring.
in the river. McKenzie formed a powerful
political organization and, like Governor
Ordway, weathered ongoing accusations
BISMARCK-DEADWOOD DEPOT
of corruption. He played a key role in Miners with families don’t like to settle in
convincing Ordway to move the capital Deadwood because it’s not a child-friendly
here from Yankton. Sheriff McKenzie’s a key place. Settled miners put down roots in
supporter of Governor Ordway’s secret plans Bismarck, riding a weekly train to the Black
to retake the Sioux Nation lands. Bismarck Hills then returning in time for Sunday
became a hub for steamboat traffic along the services. Enough miners make this weekly
Missouri River and hosts a sizable depot for trek to warrant Iron Dragon’s recently
the Iron Dragon rail line. constructed depot for just this purpose.
„ SHERIFF ALEXANDER MCKENZIE: s DOWN IN THE BURROWS (page 63):
Use the Gunman (Veteran) profile in When the engine breaks down on the way
Deadlands but swap the Doubting Thomas to Deadwood, the posse stumbles on a
Hindrance with the Greedy Hindrance. weird scene and a connection to the most
important plot in the Dakota Territory.
CAPITOL BUILDING
This grand, five-story building on the banks
CAMP HANCOCK
of the Missouri River houses governmental The territorial infantry built this post to
offices, the legislature, and all territorial protect the rail workers before Kang made
records. Governor Ordway works out of his deal with the Sioux. After the Black
the capitol and resides in Bismarck. Sheriff Hills War ended, they withdrew most of the
McKenzie visits the building daily to meet active-duty soldiers from the camp. Only a
with him. Together, the two hatch various skeleton crew of specialists remained. The
plots to spy on the Sioux Nation. almost vacant fort now hosts an elaborate
weather station, which appears to keep

42
detailed records of the High Plains weather.
Metis of Bottineau offer advice, guidance,
The actual purpose of this state-of-the-art
maps, local legends, beds, and breakfasts, all
equipment is far more sinister.
for below normal fees or even for free. Some
s CAMP HANCOCK CONFIDENTIAL hardened veterans of the Weird West find
(page 60): What looks like a nearly this kindness unnerving, suspecting a trap
abandoned fort actually hides a crafty or ruse. It isn’t a trap, but slather it on thick,
spider spinning a web of secrets. Marshal, and then watch the party twist and
writhe in discomfort.
On Turtle Mountain itself, live ghosts
BOTTINEAU and nature spirits offer guidance, advice,

Dakota
and direction to those who know how to
Founded 1883, Pop 190 commune with them (Occult or Research).
FEAR LEVEL: 1
They can’t tell how to reverse the Reckoning,
but they might direct folks to other potential
This Metis community (see Turtle Mountain allies or away from double agent enemies. At
Plateau on page 40) is the last stagecoach the very least, communion with spirits grants
stop before entering Canada. Bottineau players an additional Benny or Adventure
also serves as a lodging community for Card (if used).
those hunting and fishing on the Turtle
If an overly suspicious hero grows
Mountain Plateau. From its founder, Metis
obsessed with finding some evil on Turtle
frontiersman Pierre Bottineau, to the last
Mountain, they attract the attention of the
Metis farmer, Bottineau embodies generosity
Reckoners. Those evil spirits dispatch a
and hospitality. Some consider it the most
deceiving Ghost who tells a false tale of
unnaturally friendly place in the Weird West.
murder and corruption (even planting false
Posses who travel here find kindness clues). The ghost urges the suspicious hero to
seldom experienced on the High Plains. The exact justice on the Metis of Bottineau.

BLACK MAGIC PEMMICAN


Card Effect
2 Lethal Poison (Vigor –2). See Savage Worlds.
3–6 The unlucky cowpoke wakes up speaking a gibberish language no one understands,
even with the use of the speak language power.
7–10 Posse member suffers a recurring, chronic bodily function. Roll d10.
1: Yawning, 2: Coughing. 3: Sneezing. 4: Flatulence, 5: Hiccups, 6: Belching,
7: Drooling, 8: Giggling, 9: Humming, 10: Scratching
Jack The consumer wakes up as a child, taking on the Young (Major Hindrance). Any
young’uns who eats this turns into a helpless baby.
Queen The character wakes up as the opposite gender.
King Roll a d6.
1–2: The hero can only lie.
3–4: The hero randomly lies or tells the truth (roll a die for each statement made).
5–6: The hero can only tell the truth.
Ace The character’s highest Attribute drops to d4 and highest skill linked to that
Attribute becomes “unskilled.” Their lowest Attribute raises to a d12 and the
d12 skill die is gained in one skill linked to that Attribute even if the hero was
unskilled before.
Joker During the night the party member dreams of glory and wakes up with an
Advance. (Players can only benefit from this effect once.)

43
The one magical oddity which rightly line. Anyone trying to reach Deadwood
invites suspicion is the occasional sale of overland risks a run-in with a Sioux patrol.
DEADLANDS: THE WEIRD WEST

cursed pemmican (see Turtle Mountain


Marshal Seth Bullock does his best to
Plateau on page 40). Each time travelers
maintain a semblance of order (mostly with
purchase pemmican there’s a 1 in 20
words, but with his pistol if necessary). The
chance the batch used forest mushrooms
amount of money flowing in and out of the
imbued with black magic (distinguishable
city, along with its tenuous legitimacy, makes
from normal batches only with the use of
order difficult to maintain even during the
detect arcana). On a 20 (or at the Marshal’s
best of times.
discretion), someone purchased black magic
pemmican. The rich ghost rock mines of the Black Hills
draw miners and businesspeople of all kinds
The magic effects each person differently.
to Deadwood. Even so, a third of the town’s
Draw a card for each poisoned cowpoke
population makes their living off liquor,
and consult the Black Magic Pemmican
gambling, prostitution, or all three. Saloons
table on page 43 to determine the effect.
outnumber pretty much every other kind of
Storeowners who accidentally sell cursed
business. As each tries to extract the most
pemmican to travelers always offer a
money from patrons, competition grows
heartfelt apology and a referral to a local
fierce—sometimes violent.
Metis shaman.
The town boasts a large Chinatown
The Metis shaman takes cursed travelers
populated by Chinese immigrants who
into the nearest forest where, after prayers
supply goods and services to the miners.
to the forest spirits, a cursed party receives
Deadwood operates almost autonomously
a collective vision. In this vision the spirits
from the rest of Dakota Territory. The town
of Turtle Mountain promise to remove the
holds no racial restrictions on property
magical curses suffered by the party after the
ownership. This allows foreigners more
completion of a quest. This quest involves
freedom and prosperity than anywhere
a short trip (no more than a day of travel
in Dakota.
and a single travel card) to defeat some evil
creature or to offer aid to some good-hearted The warlord Kang also has a business
person in trouble in the forests of Turtle arrangement with the Sioux, so Iron Dragon
Mountain. The Marshal may create any quest is the only rail company allowed to operate
they wish or use the Adventure Generator in Deadwood. Kang employs many Chinese
found in Deadlands: The Weird West. who reside in the town. Both legitimate and
elicit trades work under his employ.
The quest given by a Turtle Mountain
spirit is not especially difficult, but the heroes „ MARSHAL SETH BULLOCK: See the
must travel and perform the quest while still Deadlands Companion.
in their cursed and altered states.
s TOTEM VANDALS (page 68): Someone’s
vandalizing the sacred totems. When
Marshal Bullock hires the posse,
DEADWOOD they uncover a plot of preposterous
proportions.
Founded 1876, Pop 4,000
FEAR LEVEL: 4 THE CAT HOUSE
Re-established by the Treaty of Deadwood Boasting an expertly lit and elegant parlor,
Creek, Deadwood is an isolated place. The this brothel seems almost out of place in
only non-Indian settlement allowed in town. Started by Dora Dufran, the Cat House
the Sioux Nation, Deadwood’s primary is renowned for the beauty of its women
connection to the rest of the country is the and for catering to “specialty” interests.
Iron Dragon rail spur built off the northern Dora tolerates no mistreatment of those
in her employ, so clients best mind their
manners. She also gives work to Calamity

44
Dakota
Jane, cleaning or doing laundry, when Jane’s „ DORA DUFRAN: Use the Townsfolk profile
down on her luck. Her right-hand gal, Kate in Deadlands but with Persuasion d8 and
McCormick, oversees the operation when the Attractive Edge.
Dora visits her other establishments.
Born in England, the buxom Dora has CHINATOWN
a taste for finery. Her family later settled
Deadwood’s Chinatown occupies part of
in Nebraska, where she began to use her
Main Street north of the Iron Dragon tracks.
good looks to her advantage. Dora hires the
No law restricts them to a certain portion of
prettiest girls (as well as a few pretty men)
the city, but most of the Chinese prefer to
and treats them well, a practice setting her
live close to one another. Likewise, whites
apart from many of her peers. Though she
and others aren’t banned from the district
spends much of her time in Deadwood, she
and freely patronize businesses there. A few
owns two other successful brothels in the
Chinese work in the mines, but most operate
Dakota Territory. Occasionally Dora “rescues”
laundries and restaurants. Kang’s man in
a girl from the employ of Al Swearengen.
Deadwood, Huang Li, directly oversees
She’s reluctant to do this in all but the most
all operations but spends most of his time
abusive cases as he typically makes her life
managing the opium trade.
difficult for months afterward.

GOSSIP SWAP IRON DRAGON REGIONAL OFFICE


Huang Li shows little interest in the day-
Dora’s soiled doves freely swap gossip
to-day affairs of the Deadwood railroad.
for gossip. Meaningless bits of common
Daily operations he leaves to Yuān Min,
knowledge are exchanged in kind. Those
a diminutive but strong-willed woman
willing to share truly juicy secrets about their
approaching middle age. Min ensures the
mission learn an equally helpful secret hint
trains run on time and keeps secret records of
in return. But, beware, secrets shared enter
all the mining claims owned by Iron Dragon
the economy of gossip and soon make their
employees. Company mines violate the
way to a rival or enemy.

45
Treaty of Deadwood Creek and Charley Bull The recipient must take the ticket willingly
never stops looking for them. to be cursed. It cannot be planted on their
DEADLANDS: THE WEIRD WEST

person by sleight of hand or any other


She’s not above taking bribes for priority
trickery. The ticket cannot be thrown away
travel and shipping arrangements as long as
or destroyed. It somehow always makes its
it benefits Iron Dragon (or herself), but she
way back to the unfortunate recipient. Only
demands absolute discretion from those she
by selling or gifting it are they rid of the
deals with.
curse. Nonplayer characters who receive the
„ YUAN MIN: Use the Chi Master profile in cursed ticket usually figure out how to be rid
Deadlands. of it in 1d6 days.
„ YUAN MIN’S GUARDS (5): Use the Martial
Artist profile in Deadlands. GEM VARIETY THEATER
The Gem is one of the oldest and roughest
BAI LONG saloons in Deadwood. Al Swearengen
Bai Long Tea Shop is a front for an opium
opened it in 1877 and rebuilt it in 1879 after
den, one of the nicest in town. While opium
the original building burned down in a fire.
isn’t illegal in Deadwood, the front helps the
Al’s a hard man and an even harder boss.
proprietors screen out troublemakers. The
He’s quick to threaten violence to get his way
clientele consists mostly of Chinese residents,
and makes good on those threats if pushed.
but well-behaved visitors of other ethnicities
He lures women in with the promise of
are allowed to partake of the poppy. Inside,
legitimate work, paying for their travel into
there’s an elegant salon (as well as several
town. Once there, he forces them to repay the
private rooms, rented for two dollars), with
debt with prostitution.
plenty of couches for customers to recline on
while smoking their pipes. He’s made a fortune on gambling and
prostitution and also dipped into the opium
WONG'S BAZAAR trade in the Chinatown district. Al isn’t a
Wong Fee Lee, the only community leader in man to be crossed lightly. He has just enough
Chinatown not affiliated with Iron Dragon, friends in the right places to keep him out
arrived early to Deadwood. He set up a of trouble with the law. He alternates
thriving shop selling food, tea, herbs, fine between greasing palms and using violence
china, and silk, along with other imported to get his way.
luxuries. Wong also runs white pigeon ticket
AL SWEARENGEN: See the Deadlands
games (also known as the Chinese Lottery), c
Companion.
which are popular with both Chinese and
whites. The game consists of white paper
tickets sold for $5 with a unique Chinese MOUNT MORIAH
character stamped on each. Each week,
Getting to Deadwood’s Boot Hill requires
Wong holds a drawing and those holding
a steep climb up the sides of Deadwood
a ticket with the matching character win
Gulch. The cemetery layout includes several
(5d4x10 dollars).
sections. There are special graves for Jewish
There’s a cursed ticket in circulation in and Chinese bodies and a mass grave for
Deadwood that lets the seller steal luck. Once those who died in fires or disease outbreaks.
a random posse member purchases the ticket, The most famous burial site, and the one
they immediately lose a Benny and acquire most frequently visited, belongs to Wild Bill
the Bad Luck Hindrance. If they already have Hickok. Calamity Jane frequently visits his
The Bad Luck Hindrance then their luck gets gravestone, even though she claims Bill still
even worse! If the cursed hero sells or even lives in hiding.
gives the ticket to someone else, he or she
Anyone stealthy enough to follow
then steals one Benny from that person and
Calamity Jane to his grave eavesdrops on
acquires the Luck Edge (if they already had
her conversations with the “late” Wild Bill
Luck or Great Luck, their luck increases
about the location of The Dead Man’s Hand—
by yet another Benny for each session).

46
four playing cards Hickok held at the time
of death (see the Relic: Dead Man’s Hand
sidebar to the right). His voice emits from his RELIC: DEAD MAN'S HAND
towering headstone, and in the evening, his
When Jack McCall shot Wild Bill in the
face appears as a dim hologram above the
back of his head, Hickok was holding
grave. While it looks ghostly, the headstone
two pairs of lucky playing cards—black
is actually a Weird Science device concocted
aces and eights. The combination of cards
by a friend of the couple. Wild Bill currently
immediately earned the moniker “the
either lives in hiding or is out chasing
Dead Man’s Hand” and became imbued
other quests in some distant corner of the
with amazing power. They travel from
Weird West.
person to person quickly and might show

Dakota
up anywhere (at the Marshal’s discretion).
OFFICE OF INDIAN AFFAIRS Power: The next time the hero holding
The Office of Indian Affairs has the these cards dies, he rises from the dead
unenviable task of tracking all the mining alive and well after 1d4 hours.
claims around Deadwood. Prospectors
Taint: The person carrying the cards
better make sure they properly registered
becomes something of a bullet magnet.
their claims and pay all fees. Any prospector
Anyone attempting a Called Shot to the
who fails to comply risks being booted off
holder’s head has a reduced penalty (–2
the claim. Such claims get sold via auction
instead of –4).
to the long list of eager waiting buyers. The
office keeps meticulous up-to-date records,
so anyone who tries to claim land not
belonging to them gets set right in a hurry
by Charley Bull.
According to the treaty with the Sioux
Nation, only individuals may own claims to
ghost mines. The Treaty of Deadwood Creek
prohibits company-owned mines inside the
Deadwood zone. The Iron Dragon company
secretly pays individuals to “own” and
operate mines for them, but all profits flow
back to Kang. Charley spends most of his
days finding and closing these mines.
Charley’s a man of two worlds. Born into
the Lakota tribe and named “Bull All the
Time,” he was orphaned at a young age when
a rival tribe (he won’t say which) raided his
village and killed most of his people. Taken
in by white scouts, he even lived in England
for a while before returning home. Charley DEVIL'S LAKE
remains proud of his heritage but earnestly
wants peace, so he often acts as a go-between Founded 1882, Pop 450
for the Indians and other settlers. He knows FEAR LEVEL: 3
about the Reckoners and their dark plans,
so he’s generally willing to help those who Built near the largest lake in Dakota Territory,
work against them. Lieutenant Heber M. Creel built a town as his
base of operations while he studied Devil’s
c CHARLEY BULL: See the Deadlands
Lake. Something about the lake drew him in
Companion.
and he became obsessed with it, mapping the
area meticulously.

47
At first, the entire town consisted of Creel
and the post office he established. The Iron FARGO
DEADLANDS: THE WEIRD WEST

Dragon rail company recently showed


interest in the area and bought several plots Founded 1871, Pop 3,200
of land. Only Kang knows the true goal of FEAR LEVEL: 2
the railroad in acquiring this land.
Fargo sits on the eastern edge of Dakota
The Dakota peoples, as well as the
Territory, on the Red River between the
Hidatsa, knew of Devil’s Lake and called
territory and the state of Minnesota. Fargo
it “Sacred Water.” The water is very clean
dubiously claims to be the “Divorce Capital
but unsuitable for drinking due to its high
of the Midwest” due to its very lenient laws.
salt content. Several uktenas (see Deadlands)
Tourists come from locations near and far to
make their home in Devil’s Lake, hiding in
take advantage of a short residency period
the watery depths.
and a quick divorce. So many visitors come
Those who stare across the water for this purpose, they threw up additional
sometimes receive visions in the form of hotels and restaurants to accommodate them.
mirages forming on the surface of the lake.
Visions usually appear to those with some
great destiny or quest, it matters not if their
FINAL NOTE SALOON
purpose be good or evil. The vision shows This unassuming saloon on the western
their next logical step toward fulfilling their edge of town sees its share of business from
destiny. The power of these visions always locals and transients. Its primary attraction
draws an uktena attack. Only after the is a player piano with a dizzying array of
serpents die and the water grows still does songs. The piano supposedly plays songs at
the vision reappear. random, but some believe it manifests almost
oracular powers. Patrons who put a penny in
c UKTENA: See Deadlands. the slot machine might hear the song “Oh My
Darling Clementine,” and shortly thereafter
drown (like Clementine). For others, it plays

48
the Wedding March, and soon they meet to trespass on Nations lands so they can meet
the love of their life and get hitched. No one them at the border and turn them back.
knows where the piano came from, and the
A group of miners might approach the
saloon owner’s lips are sealed on the matter.
party to hire them to protect them on
their route through the Sioux Nation. The
posse might also be asked to function as
GRAND FORKS a Sioux informant, infiltrating a group of
trespassers, then turning them in. For this
Founded 1870, Pop 6,800 turn-coat service the Sioux pay well, but the
group may request a special favor instead,
FEAR LEVEL: 2
including their own shortcut to Deadwood

Dakota
Because the Red River flows into Canada, or the Black Hills!
Grand Forks is a popular port city for those
BAT COUNTRY (page 56): Missing
traveling north. Steamboats used to chug up s
homesteaders cause a stir in town.
and down its rivers bringing trade goods
Killing the monstrous culprits is only the
back and forth. A disaster (disguised as an
beginning of the mystery.
accident) recently destroyed the steamship
port. Now, those traveling north board a
steamer at any one of a dozen temporary
docks. Those who stop to investigate the SIOUX FALLS
fire discover the tip of an iceberg of cosmic
corruption. Founded 1856 & 1865, Pop 2,400
sA SNARE FOR THEE (page 66): An FEAR LEVEL: 3
arsonist destroyed the steamboat port—
Sioux Falls has actually been settled twice:
part of a cover-up nobody wants to
the first time in 1856 and the second in
believe.
1865. Speculators built the first settlement
hoping to seize the prime location for future
rail development. In 1862, the town was
PIERRE abandoned and burned due to violence
between whites and the Sioux. In 1865 the
Founded 1880, Pop 780 Army built Fort Dakota on the same site. The
military presence convinced many former
FEAR LEVEL: 3
settlers to return to the location. The town
The discovery of gold in the Black Hills grew from there.
sparked a population boom in Pierre, the
settlement with the most direct route to
the area. Many gold seekers traveled up
QUEEN BEE MILL
the Missouri River, then turned west from This seven-story, state-of-the-art mill rises
Pierre. In so doing, the miners violated the near the roaring falls. Unfortunately for the
border of the Sioux Nations. Per the treaty owner, there’s not enough flour produced
of Deadwood Creek, the only legal route in the entire county to keep all seven floors
to the Black Hills is the Iron Dragon line to of the goliath mill operating. The desperate
the north. Though Sioux warriors patrol the owner now hires demolition gangs to blow
routes from Pierre to the Black Hills, many up every competing mill in a twenty-mile
still attempt to traverse them, especially if radius, hoping to drive more business to the
they have reason to avoid Deadwood or the Queen Bee.
Iron Dragon rail line. A few crafty guides
„ DEMOLITION GANG (two per hero): Use
even bribe Indians for passage from Pierre,
the Gunman profile in Deadlands. One
but the Sioux warrior one struck a deal with
gang member is armed with eight sticks
isn’t always the one on patrol on the day one
of dynamite.
decides to cross. Loyal Sioux Warriors also
pay for information about miners planning

49
Sioux Territory, but the senator can’t be too
VERMILLION careful whom he enlists in his battle to undo
DEADLANDS: THE WEIRD WEST

Ordway’s evil scheme. When Senator Austin


Founded 1859, Pop 900 runs across someone he thinks may help him
unravel the Governor’s scheme, the Senator
FEAR LEVEL: 2
puts them through a series of tests of loyalty
Lewis and Clark camped by the mouth and sympathy.
of the Vermillion River back in 1804. Fur
s AUSTIN’S TEST (page 54): Senator
traders built a permanent settlement here in
Austin runs the posse through a series
1859. Today Vermillion serves as a center of
of tests to determine where their real
education and a riverboat port.
loyalties lie.

AUSTIN HOUSE SPIRIT MOUND


One of Vermillion’s most prominent citizens,
About ten miles north of town lies a hill
territorial senator Horace J. Austin, served
called the “Mountain of the Little People”
as a sergeant in the First Dakota Cavalry
by the Sioux. The Sioux claim the mound
during the Civil War. The things he saw
is home to a race of little people, about 18”
there shook him to his core. Upon his return
tall with somewhat unnaturally large heads
to Vermillion he built a sturdy house and set
who fiercely repel any intruders on their
about to protect people from the horrors he
hill. Lewis and Clark claimed they saw a
witnessed.
glimpse of them while traveling through
An active member of the Twilight Legion, the area. The Sioux fear the creatures and
Austin operates in deep cover. Only the refuse to approach the mound. The Lakota
highest echelons of the Legion know he’s tell a tale about a band of 350 warriors who
one of them. The upper floor of the home approached it one night by mistake and
includes guest chambers and meeting rooms were almost completely wiped out by the
where Austin hosts members of the Twilight diminutive devilish warriors.
Legion trusted with his secret.
The little people guard an Indian relic
Senator Austin has suspicions about (of the Marshal’s choosing—see Relics in
Governor Ordway’s heinous plot to invade the Deadlands Companion) long-forgotten
inside their mound. They exist only to repel
trespassers and protect the relic.
„ DEAVELS OF SPIRIT MOUND (five per
hero): See below.

SPIRIT MOUND DEAVELS


The deavels of spirit mound always appear
in numbers greater than their trespassing
foes—thus their ability to wipe out entire
armies. Upon approaching the spirit mound
the Hunting Grounds issues five deavels per
invader to repel them, no matter how many
invaders there are! From whichever direction
one approaches the mound, the creatures
spontaneously appear on the opposite side,
charging over to attack. A small force or even
a single strong champion might be the only
way to defeat the little people and enter the
Spirit Mound—but that’s for the posse to
figure out.

50
Attributes: Agility d10, Smarts d8, Spirit d8, success and failure. Each student possesses
Strength d6, Vigor d8 a d8 (d12 for graduates) and the Scholar
Skills: Athletics d10, Battle d8, Fighting d8, Edge in one “academic” skill. “Academic”
Notice d10, Shooting d10, Stealth d8 skills include Academics, Battle, Common
Pace: 8; Parry: 6; Toughness: 3 Knowledge, Healing (only for diagnosis,
Edge: Fleet Footed, Free Runner not to treat wounds), Languages, Occult,
Gear: Small Bow with sharp arrows (Range Performance, or Science.
12/24/48, Damage 2d4+1 AP 2).
Attributes: Agility d6, Smarts d8, Spirit d4,
Special Abilities:
Strength d4, Vigor d4
„ Low Light Vision: Spirit mound little
Skills: Athletics d4, Common Knowl-
people ignore penalties from Dim and
edge d10, Notice d6, Persuasion d4,

Dakota
Dark Illumination.
Research d8, Stealth d4
„ Size –3 (Very Small): The spirit mound
Pace: 6; Parry: 2; Toughness: 4
little people stand only 18” tall.
Edge: Luck, Scholar
Hindrances: Bad Eyes (Minor) plus one of the
UNIVERSITY OF DAKOTA following—Anemic, Can’t Swim, Clumsy,
Though the territorial legislature authorized Curious, Doubting Thomas, Phobia, Slow,
a school in Vermillion in 1862, lack of funds Yellow, or Young (Minor or Major).
meant the first classes weren’t held until Gear: Glasses and books.
almost 20 years later when local citizens
raised money to start the school themselves.
Ephraim Epstein, the school’s president and WALHALLA
primary instructor, believes field learning is
superior to book learning. He encourages his Founded 1845, Pop 0
students to travel and study abroad. FEAR LEVEL: 4
Many posses are long on muscle and short
This once vibrant trading post is now a ghost
on brains. When knowledge is needed, the
town. Every man, woman, and child perished
University stands ready to lend out one of its
in a fiery raid of unknown origin. If you can
students for field study. Though fragile and
find any Indians still alive who witnessed the
in need of protection, these bookworms often
devastation, they offer a different and more
bring just the knowledge needed for a posse
harrowing account of Walhalla’s fate.
to overcome the puzzles and perplexities
they face. Taking a riverboat up the Red River from
Grand Forks used to be the easiest way to get
When students return safely, Epstein
here. The governor recently suspended the
promises to send a graduate student on the
northern leg after rumors of a violent Indian
party’s next adventure. If the student dies,
attack in Walhalla. Once territorial troops
Epstein only shakes his head in dismay and
investigate, Bismarck promises to restore
laments the danger of these days (but he
the route.
never again trusts these heroes with one of
his prized pupils). s TRAIL OF BLACK TEARS (page 72):
Someone burned Walhalla to its rock
„ UNIVERSITY OF DAKOTA STUDENT (one
foundations. Discovering the culprits
per posse): See below.
unravels a deep conspiracy.

UNIVERSITY OF DAKOTA FIELD


STUDENT YANKTON
These bookish wonders ain’t handy with
Founded 1869, Pop 3,600
weapons, but sometimes knowledge is
power. For a mission requiring mental FEAR LEVEL: 3
acuity, protecting this tag-along until the
Sometimes called “River City,” Yankton
key moment makes the difference between
sits on the Missouri River at the

51
extreme southern end of the Dakota Territory. Governor Ordway recently approved
While this geographic isolation figured funds to restore the stockade as a historical
DEADLANDS: THE WEIRD WEST

prominently in the decision to relocate landmark. Eyebrows raised at working


the territorial capital to the more centrally cannons placed on the stockade battlements,
located Bismarck, most folks in Yankton eerily pointed at the Sioux Border. The level
blame greed, graft, and Governor Ordway. of historical accuracy prompts more than
The town also suffered a great tragedy in a few warily tourists to comment, “The
1881 when an ice dam on the Missouri River stockade looks almost ready for actual battle
burst, flooding downtown with water and ice, with the Sioux.”
destroying most of a bustling riverboat port.
Posses likely come to Yankton to visit
The devastation further reduced Yankton’s
Pilgrim college. While in town, a rabble-
influence in the territory. But things might
rouser might organize a raid on the Sioux
be looking up for Yankton. The Governor
from this stockade which the posse can
made several goodwill visits and a string
join or quell. Equally likely, the Sioux may
of promises to change the fortunes of River
preemptively attack Yankton to burn the
City (for those who trust in the good will of
stockade before it achieves complete battle
Governor Ordway).
readiness. After this small skirmish (see Mass
Battles in Savage Worlds), the investigators
PILGRIM COLLEGE are on the path to discovering Governor
Ordway’s true intentions. Some in Yankton
Founded in 1881 as the first institution of
long for a fight. Others are enraged to learn
higher learning in the Dakota Territory,
Ordway moved them to the front lines of an
Pilgrim College is best known for its schools
undeclared war without their knowledge
of theology and music. Unknown to the
or consent!
general public, Pilgrim college curates a vast
archive of legends detailing the last-known s CAPITOL STREET FLOOD (page 58):
whereabouts of “magical” artifacts and relics. History repeats itself too soon.
Gaining access to these archives usually Floodwaters threaten lives and property,
requires power, prowess, and discretion in but also uncover mysteries and secrets
facing some local monster. Yankton Knights, concealed by the governor himself.
a small-time local version of the Twilight
Legion, runs the school. The Yankton Knights
have no awareness of the Twilight Legion. SAVAGE TALES
A Research roll (−4) and one full day in
the lower archives reveals a few clues about
a random relic—basic function and a vague OPERATION: FOWLER
notion of the last known location (see Relics
in the Deadlands Companion). Coming here (FOW-luhr) noun: One who hunts birds for sport.
with a known relic in mind takes the same
The following Savage Tales are an
time to study but the Research roll suffers
interconnected web of plots and secrets
only a (−2) penalty and a success reveals a
the Marshal can use as the basis of a mini-
full description of the relic’s power and a
campaign. Governor Nehemiah Ordway
solid first clue to finding it.
has concocted a devious plan to execute his
insane vision for the territory.
YANKTON STOCKADE Summoned by the ghost dancers in the
At the height of the Sioux Wars, Yankton summer of 1881, the thunderbirds placed
built a 200,000 square foot stockade in the a blessing on the Sioux Lands (some call it
center of town. Many settlers fled to live a curse), which causes modern technology
within its confines for safety. While the Sioux to cease to function. It’s called the Great
now stay within their own nation (for the Summoning (see Deadlands for more
most part), the stockade remains as a information). Now the area is free from
reminder of the war. attacks by ghost-rock-powered artillery or

52
even simple gunpowder firearms. Nothing overthrow of the Sioux Nation. Discovering
has given the Sioux a more lasting peace. of any one of the mission objectives leads
eventually to the discovery of the entire
Ordway wants to bring an end to that
plot. Each posse might stumble into the plot
peace and steal back Sioux Nation lands.
at a different place. Once discovered it’s up
He believes it’s the Manifest Destiny of the
to them to decide whether to stop Ordway,
United States to possess all lands from “sea to
ignore his scheme, or even to assist him!
shining sea.” In his eyes, the existence of the
Below is a short summary of the connections
Sioux Nation stands as an affront to God’s
between the Savage Tales.
will for the nation. To gain back the territory
his armies must get through the effects of the For all his scheming, Governor Ordway
Great Summoning, which means he must understands very little. While he’s seen the

Dakota
hunt down and destroy the thunderbirds. flesh and blood thunderbirds and designed
weapons to fight them, he’s never truly
Of course, Ordway can’t actually fight
encountered the divine variety. It’s the power
immortal creatures with conventional
of the true thunderbirds which create and
weapons. He doesn’t really believe they exist,
sustain the Great Summoning. Even with his
but he does believe in “shaman witchcraft”—
ghost rock-powered artillery, he just doesn’t
black magic he plans to “exorcise from the
have the firepower needed to scratch them.
face of God’s good earth.”
If the posse defeats Ordway, or otherwise
Operation: Fowler isn’t a single military
exposes Operation: Fowler, then they prevent
operation, rather it’s a web of interconnected
a cataclysmic war between the United States
plots and schemes all with one goal:
and the Sioux Nation. The highest echelons

OPERATION: FOWLER
Savage Tale Location Operation: Fowler Connection
Austin’s Vermillion A Senator tests posses before asking them to join his investigation of
Tests Governor Ordway. Heroes who pass eventually learn about all other
(Page 54) Operation: Fowler locations.
Bat Country Pierre An infestation of devil bats leads the heroes to discover a secret tunnel,
(Page 56) dug and equipped to attack the Sioux. Baffling clues within tempt the
party to go to Bismarck, Yankton, or Deadwood to learn more.
Capital Yankton After rescuing townsfolk from a flood, the posse finds a second tunnel
Street Flood created for purposes unknown. If they want to know more, they must
(Page 58) go on to Bismarck or Deadwood.
Camp Bismarck The first time the posse visits Camp Hancock they learn only vague
Hancock information about strange materials being shipped to the locations
Confidential where other Savage Tales are found. Further clues eventually lead them
(Page 60) back here to find the hidden lair of Governor Ordway. It’s up to them to
decide whether to hold him accountable for his crimes or not.
Down in the Bismarck In this chance encounter the party can rescue a scientist working for
Burrow Ordway. He doesn’t trust the governor and suggests the posse explore
(Page 63) Camp Hancock in Bismarck.
A Snare for Grand Something’s up at the docks. Parties who nose around here find strange
Thee Forks cargo coming from Walhalla, bound for Bismarck. Both may be the next
(Page 66) step in this investigation.
Totem Deadwood The posse studies the totem placed along the rail line to allow the
Vandals passage of trains in Sioux Country. They learn some have been stolen
(Page 68) and replaced with fakes. The trail leads back to Bismarck.
Trail of Black Walhalla The posse encounters two Indians with vital information. One, a boy
Tears accused of a heinous crime who has witnessed the construction of all
(Page 72) Operation: Fowler devices. Another, a witch trying to cover up the plot.
If cornered, they give up the location of Governor Ordway’s hidden lair.

53
of the Twilight Legion thank them and offer entrance into the mystery. The discovery is
assistance to the posse on any future quests. part of the adventure.
DEADLANDS: THE WEIRD WEST

If the posse ignores or—worse yet—helps


Ordway, they thrust the two nations into a
war of epic proportions. Doing so creates AUSTIN'S TESTS
enough battles and plots to fill another book.
And for a long time after, tensions between A Senator devises a series of three moral
the Sioux Nation and the Dakota Territory conundrums to test the loyalty and character of
especially are worse than they’ve ever been— the posse before taking them into his confidence.
and they’re bad now.
The violence and bloodshed of another TEST ONE: THE WITNESSES
mechanized war gives power to the
Senator Austin arranges for the posse to
Servitors and weakens the true thunderbirds.
witness the arrest of a lone Sioux boy on the
Mountains of US and Sioux casualties pile
streets of Vermillion. A group of soldiers
up in endless battles between ghost rock
accosts the boy of twelve, demanding to
weapons and shamanic magic. It might even
know where the rest of his raiding party is
bring about the dreaded Hell on Earth the
hiding. When the boy insists he travels alone,
Reckoners eagerly await.
they arrest him and take him into custody.
The heroes immediately pass the Senator’s
SUMMARY OF THE PLOT secret test if they rescue the boy without
Ordway is creating a way to move modern injuring any of the soldiers (go to Senator’s
and ghost rock-powered weapons into Task Force below). If the party insists on
Sioux Nation Territory. His militia is secretly accompanying the boy to his trial in the
digging two separate tunnels from Dakota Senator’s home they still have a shot at
Territory into the heart of the Sioux Nation, passing this secret test (go to Test Two: The
lining these tunnels with Totems stolen Trial below).
from the Iron Dragon Rail line because these
The heroes fail the test if they use lethal
totems grant a limited zone of protection
force on either the soldier or the boy (they
from the technology jinx. He’s also creating
both immediately run away) or if they ignore
net-casting harpoons which he plans to use
the unjust events.
on the thunderbirds who sometimes appear
over Sioux battlefields to protect the tribes. Parties who fail the first, or any, of the
As for the great thunderbirds, the near demi- Senator’s tests, never know they were being
gods who created the Great Summoning, examined at all. The encounter simply ends,
Ordway hasn’t quite got them figured out often with the party believing they prevailed.
yet, but his lackeys are watching for them
and collecting data day and night.
TEST TWO: THE TRIAL
The Ravenites are mixed up in this also.
If the soldiers take the Indian Boy into
They have little faith that Ordway’s plans
custody, they deliver him directly to the
can succeed, but they have great faith
home of Senator Horace J. Austin. The
in the power of mass wars and carnage
Senator insists on personally reviewing all
to strengthen the manitou and weaken
cases involving citizens of the Sioux Nation.
the thunderbirds. Since Ordway seeks
an eventual and large-scale war, they The soldiers arrive with the Sioux boy in
support him. tow during the Senator’s morning coffee. It
just so happens the Senator has a visitor:
The Operation: Fowler table on page 53
Federal Circuit Judge Ellison Smith. Judge
summarizes the interconnected web of plots
Smith seems happy, if not amused, to try
and clues needed to unravel the mystery.
the boy right there in the parlor. When the
While some entry points are easier and
boy is asked if he wants legal representation,
reveal more than others, any of these
Savage Tales could serve as the party’s

54
he looks hopefully at the most persuasive actually enter the stockade unseen, their
member of the party. resourcefulness impresses the Senator.
During the trial, the soldiers make up a
story about the boy traveling into town with
SENATOR'S TASK FORCE
Once rescued, the Indian boy whistles, and
seven or eight other Sioux (a legal raiding
a smiling Senator accompanied by a small
party) who fled from the soldiers before
band of loyal soldiers emerges from the
they barely apprehended the boy. The
shadows with lanterns and applause. He
investigators can opt to be contrary witnesses.
reveals himself as a member of the Twilight
One of them might even formulate a defense
Legion looking for operatives. The soldiers
for the boy. Conduct the trial as a Social
and the Indian boy, an accomplished archer
Conflict (see Savage Worlds). Regardless of

Dakota
and tracker named Cub, are all part of his
the results of this trial, the boy gets railroaded
“special task force.”
into jail (which also violates the Sioux Nation
Treaty, according to the rules he’s supposed Senator Austin believes Governor Ordway
to be escorted back to Sioux Territory). plans to invade the Sioux Nation. Austin
finds funds and personnel all over the
The investigators pass the test if they
territory secretly diverted by Ordway to
attempt to argue in defense of the boy—even
this sinister task. To prevent much horror,
if they fail to win the trial on his behalf. If
bloodshed, and war, the Senator asks the
they earn four or more successes during
explorers to join he and Cub in their quest to
the trial, they impress the Senator and
undermine the Governor’s scheme.
immediately pass the test (go immediately
to Senator’s Task Force below). If one of Parties who impressed the Senator get
them actually understands the Sioux Nation asked to take on trickier missions in Bismarck
Treaty well enough to know how it’s violated (see Camp Hancock Confidential on page
by the trial’s proceedings, the Marshal is 60), Deadwood (see Totem Vandals on
also encouraged to distribute Bennies as page 68), Pierre (see Bat Country on page
a reward for understanding the world of 56), and Yankton (see Capitol Street Flood
Deadlands. It’s also worth a +4 to Persuasion on page 58).
during the trial! Should the posse prove
Parties who never really impress the
ineffective in the courtroom (three or fewer
Senator (but still pass) should move on to
successes), Senator Austin has one more test
easier investigations in Grand Forks (see A
to give before he decides this posse is useless
Snare for Thee on page 66) and Walhalla
to him. He makes sure they know where the
(see Trail of Black Tears on page 72).
boy is being held and waits to see if they try
to rescue this child wrongly accused and Those who fail are allowed to wander
imprisoned. out of Vermillion without ever knowing
they were considered for the Senator’s Task
Force. Perhaps someday they may return
TEST THREE: THE JAILBREAK to Vermillion and be tested again—which
Two soldiers stand outside the military when they witness a similar ruse playing out
stockade on a quiet back street. If the party a second time should tell them something
attempts a full assault, the soldiers flee and strange is going on.
let them take the boy, but the posse fails the
„ SENATOR HORACE J. AUSTIN: Use the
test. The Senator needs finesse and subtlety
Townsfolk profile in Deadlands but he has
to go up against the governor, not brute
Occult d8 and the Guts Edge.
strength. The boy thanks them, returns to
Sioux country and the test ends. „ SIOUX BOY, “CUB”: Use the Indian Warrior
(Veteran) profile in Deadlands. He has
If they sneak past the soldiers, break open
the Young (Major) Hindrance and is
the boy’s cell (Thievery –4, –2 with lockpicks),
without gear until after the three tests are
and get him out unnoticed, they pass this
completed.
test. The soldiers always pretend not to see
the explorers no matter what, but if they „ SOLDIERS (1 per hero): See Deadlands.

55
and diving to attack. Inside the barn the
BAT COUNTRY posse finds a lot of anti-Indian pamphlets
DEADLANDS: THE WEIRD WEST

and treatises on Manifest Destiny. According


Heroes start out on a normal monster hunt, to these pamphlets, the Sioux Nations
then stumble on a secret tunnel—a key to belong to Dakota Territory by divine decree.
understanding Ordway’s plot against the Apparently the barn served as a meeting hall
Sioux Nation. for agitators hoping to draw Pierre famers
and settlers into a war with the Sioux Nation.
In the past couple of weeks, at least three
families have gone missing from their „ DEVIL BATS (two per hero): See Deadlands.
homesteads. Most folks in town assumed
vengeful Sioux Raiders took the families.
Many sent telegrams to Bismarck asking
THE BAT CAVE
Governor Ordway to send territorial Destroying the massive devil bat nest in the
militia. Sioux Warriors gather at the border, barn is, unfortunately, only the beginning.
hearing rumors of a possible attack from Inside the barn the party also finds a wide,
Pierre. They deny all involvement in the sloping tunnel that descends down into the
disappearances. The marshal asks the posse floor. A thick iron door gapes open at the
to comb the abandoned homesteads for entrance. Though easily noticeable now that
evidence—anything to prevent open war. He it’s been left open, the posse notices had
emphatically orders them not to violate the the door been closed it would have been a
Sioux Nation border. secret door, disguised to look like a section
of barn floor. Lantern hooks line the walls of
the forty-foot-wide passage below. While the
BACK AT THE HOMESTEAD bats used this tunnel to reach the barn, they
All three homesteads of the missing families lack the intelligence to build such a structure.
show signs of violence—broken windows
If the crew explores the tunnel, they begin
and furniture. Notice rolls at two of the
a long trek west. The tunnel is a single shaft
homesteads find a few tufts of white fur
heading west by southwest and propped
caught on fence posts or the edge of a broken
up with shaky timbers. Roll on the Pierre
window. A raise allows the adventurers
Tunnel Encounters table below to determine
to spot depressions in the dirt at one site
what the posse finds. Each roll encompasses
with dried blood spatters, as if something
about a quarter mile of underground travel.
dropped from a great height and splattered
If the explorers never encounter a single
on the ground.
Indian Totem on their way in, the Marshal
When the heroes approach to investigate should make sure they find one on the way
the last farmstead, they see a small cabin, out (see number four on the table).
an outhouse, and a large barn—all clearly
After five miles the unfinished tunnel
abandoned. If the group approaches the
ends. The posse spots a small hole where
barn, devil bats emerge circling overhead

PIERRE TUNNEL ENCOUNTERS


d4 Discovery
1 1d4 Devil Bats call an army style barracks off the main passage home.
2 The posse finds bodies of soldiers (killed by devil bats) carrying pickaxes, shovels, and other
digging equipment. Some of their uniforms indicate they were originally stationed in Yankton.
3 The heroes find a side passage with great crossbows mounted on wagons. Crates marked
“BIRDSHOT” containing gigantic harpoons clutter the passage. The strange harpoons, if fired,
open into a net large enough to capture an elephant!
4 The party runs into an Indian totem nestled into an alcove in the wall.

56
the constructed tunnel met a natural cave.
The devil bats gained access to the tunnel
here. Lots of fur on the rocks around this
hole tell the tale of dozens of the monsters
squeezing through.

OPERATION FOWLER SPOILERS


If the posse comes to the end of the tunnel
scratching their heads the Savage Tale was
a success. Curious heroes might want to
know more than this tunnel alone tells them.

Dakota
And with a little discussion and nosing
around in the Dakota Territory, they may
come to understand the dastardly scheme of
Governor Ordway.
As the posse ponders
the tunnel, here are
several facts the Marshal shouldn’t
freely reveal, but can confirm if the
posse notices on their own:
• Where is this tunnel going? The tunnel
runs deep under Sioux Nation territory
from west to southwest. Offer them
a Common Knowledge roll (–2) to
• Is this just like the tunnel in Yankton?
determine the tunnel proceeds toward
Yes! For those posses who already
the ruins of Rapid City.
discovered the sister tunnel in Yankton.
• What’s it for? The passage looks to be
Here’s a full explanation, along with
built to hold and move an army—it’s
a few of the next clues the investigators
wide, has barracks, and (if they ever rolled
might discover:
three) has stores of strange weapons.
Governor Ordway originally ordered the
• Who built this? If they rolled a two above,
construction of this tunnel as a protected
they know it’s built by soldiers. They
highway into the Sioux Nation. Militiamen
might learn more at a nearby military
in Bismarck, Pierre, and Yankton know
installation in Bismarck (Savage Tale:
about the tunnel. They helped build it
Camp Hancock Confidential) or Yankton
and are planning to use it once completed.
(Savage Tale: Capitol Street Flood).
The abandoned ruins of Rapid City is the
• Aren’t we under Sioux Territory? eventual end of the tunnel. Ordway hopes to
Modern devices and weapons work disguise the exit in the ghost town and stage
inside the tunnel, even in Sioux country. a surprise attack, marching out of the ground
in the heart of the Sioux Nation territory! The
• Have we seen totems like this before?
totems were strategically removed from the
The totems are the same that line the Iron
Iron Dragon rail line and placed in the tunnel
Dragon rail line and surround Deadwood,
so the army can move through Sioux Country
protecting it from the technology jinx
and fight with modern and even ghost-rock-
on the Sioux Nations. The totems are
powered weapons. The shallow tunnel also
weathered as if they stood in the sun for
allows above-ground passage in this jinx-
years before someone hauled them into
dampening field if the column of wagons
the tunnel. A trip to Deadwood might be
(or soldiers) stays just above the tunnel. The
in order if the posse wants to know more
giant crossbows and net casting harpoons
(see Totem Vandals on page 68).
are intended to capture thunderbirds, a

57
fantastic creature that sometimes fights for see how many there are and keep track of
the Sioux. how many they’ve rescued.
DEADLANDS: THE WEIRD WEST

Investigators can discover more of the Heroes may propose any skill or scheme
Fowler Conspiracy in Bismarck (where the they like to rescue people. Grabbing them
harpoons were shipped from), Deadwood from the bank, diving in after them, or
(where the totems came from), and Yankton throwing them ropes are all covered by
(where a second tunnel exists). Athletics. Those gifted in the arcane might
use their powers to rescue folk with fly or
teleport. The Marshal can assign bonuses to
AFTERMATH especially good plans or penalties to more
If the party kills the bats and manages to far-fetched ideas.
avoid trouble with the Sioux, the Marshal
The horse is a prize-winning thoroughbred.
thanks them and pays a small reward (or a
The owner shouts frantically from the bank,
big one if that was the previous agreement).
promising a reward of $500 to anyone
If asked about the tunnel he waves it off as
who saves the stallion. Rescuing the horse
a failed and abandoned ghost rock mine…
requires an Intimidation or Riding (both with
but he’s lying. He’s an Ordway sympathizer
a –2 penalty).
eager to someday join the militia who’ll use
that tunnel to attack the Sioux. Rescuing people from a raging river of
mud and debris is dangerous work. Heroes
If they share their intention to investigate
who critically fail an attempted roll are
further, he might even hire assassins to take
Exhausted. A second critical fail and they fall
them out on the road after they leave Pierre
into the river themselves. If not rescued by
to protect the tunnel’s secrets.
the end of the Dramatic Task, like the rest of
the townsfolk, they drown—sucked into the
whirlpool!
CAPITOL STREET FLOOD
The posse tries to rescue as many townspeople
AFTERMATH
as possible from churning floodwaters, then has Any posse member rescuing five or more
the opportunity to uncover a hidden (and now townsfolk receives Conviction and favorable
underwater) tunnel. If they explore the tunnel, reactions from most anyone in Yankton.
they discover a key to unlocking the secrets of Asking for favors, assistance, or information
Governor Ordway’s plans. from the townsfolk of Yankton this week is
easily met with success.
Snowmelt in the Rockies, heavy rains, or
another ice dam break floods the streets of
Yankton once again. This time, rather than
WHERE'D THE WATER GO?
A few hours after the flood, the Capitol Street
forming a shallow lake, a rushing rapid roars
“river” recedes completely. Only a wide pool
down Capitol Street. The violent torrent
in the middle of the Yankton Stockade, the
washes right through the front gates of
former location of the whirlpool, remains.
Yankton Stockade.
The flood ripped the gates of the fort off their
There are eight townsfolk per hero and a hinges. Many soldiers died in the whirlpool.
single horse caught in the Capitol Street flood. Not enough soldiers remain to keep looky-
If the posse can’t save them in a Multi-Person loos out of the stockade.
Dramatic Task in five rounds (see Savage
Already some townsfolk sounded for the
Worlds), they’ll be washed into a whirlpool
depth of the strange pool and determined it’s
now formed in the Yankton Stockade.
deep—strangely deep!
Each success represents a saved person.
The environmental protection power is one
The Marshal may want to spread markers
way the posse can explore the underwater
representing drowning townsfolk in the
tunnel. If they don’t have access to that ability,
middle of the play area so players can
a local Huckster might be willing to sell them

58
a whole mess of Dehydrated Air Tablets (see “What on earth is this place?!” then the
Deadlands) but each one is enough air for Savage Tale has succeeded. Curious heroes
only a single roll on the Yankton Tunnel might want to know more than this tunnel
Exploration table (see below). alone tells them. With a little curiosity and
tenacity, they can learn the meaning of the
If the posse managed to rescue all the
secrets they’ve found.
townsfolk, a local Blessed preacher blesses
them with a prayer that grants them the As the posse ponders the tunnel, here’s
power to move and breath underwater for several facts about the tunnel which the
one hour (enough time for six rolls on the Marshal shouldn’t freely reveal, but can
table). As added incentive, townsfolk might confirm if the posse notices on their own:
pay a small reward for recovery of lost loved

Dakota
• Where is this tunnel going? The tunnel
ones or valuables swept into the tunnel by
runs deep under Sioux Nation territory
the floodwaters.
due south. Offer them a Common
Knowledge roll (–2) to determine the
EXPLORING THE DEPTHS tunnel proceeds toward the ruins
There’s a deep watery passageway at the
of Norfolk.
bottom of the pool. The single, straight,
mine-like tunnel heads due south with no • What’s it for? With a Notice roll they
branching passageways. discover the passage looks to be built to
hold and move an army—it’s wide, has
A long dark swim awaits anyone who
barracks, stables, and (if they ever rolled
dares to explore further. Roll on the Yankton
three) has stores of strange weapons.
Tunnel Exploration table every ten minutes
of game time to determine what the posse • Who built this? With a success on a
finds. Each roll encompasses about a quarter Battle roll (or a raise using Common
mile of underground (and underwater!) Knowledge), they know it’s built by
travel. If the explorers somehow miss the soldiers. They might learn more at a
crates marked “BIRDSHOT” on their way in, nearby military installation in Bismarck
the Marshal should make sure they find one (see Camp Hancock Confidential
on the way out (see number three below). on page 60).
The unfinished tunnel ends after ten • Aren’t we under Sioux Territory?
miles, though it would take four hours of Modern devices and weapons work
environmental protection to reach that point. inside the tunnel, even in Sioux country.
A party with a submersible boat (see Water
• Have we seen totems like this before?
Vehicles in Deadlands) can reach the end with
The totems are the same that line the Iron
no difficulty.
Dragon rail line and surround Deadwood,
protecting it from the technology jinx on
OPERATION FOWLER SPOILERS the Sioux Nations. A trip to Deadwood
If the posse comes to the end of the flooded
might be in order if the posse wants
tunnel scratching their head and asking,

YANKTON TUNNEL ENCOUNTERS


d4 Discovery
1 1d4 Nibbler Swarms making a home in an army style stables (made for horses) off the main
passage.
2 The posse finds bodies of soldiers (killed by the flood) carrying pickaxes, shovels, and other
digging equipment. A few uniforms bear insignias from an outfit based out of Pierre.
3 The heroes find a side passage with great crossbows mounted on wagons. Crates marked
“BIRDSHOT” containing gigantic harpoons clutter the passage. The strange harpoons, if fired,
open into a net large enough to capture an elephant!
4 The party runs into an Indian totem nestled into an alcove in the wall.

59
to know more (see Totem Vandals A crew exploring the location must make
on page 68). Stealth rolls occasionally. On a failure, the
DEADLANDS: THE WEIRD WEST

soldiers show up, and usually ask the


• Is this just like the tunnel in Pierre? Yes!
trespassers to leave, escorting them outside.
For those posses who already discovered
Rarely are shots fired.
the sister tunnel in Pierre.
This whole facility has the feel of a
Governor Ordway originally ordered the
museum whose guards aren’t worried about
construction of this tunnel as a protected
what they protect. The pretense is intentional
highway into the Sioux Nation. Militiamen in
to avoid arousing suspicion. Indeed, it’s
Bismarck, Pierre, and Yankton know about it.
difficult to find anything incriminating here—
They helped build it and are planning to use
difficult, but not impossible. Many of the
it once completed. The abandoned ruins of
clues investigators find here make no sense
Norfork is planned as the eventual end of the
until they follow them to other parts of the
tunnel. Now Ordway hopes to disguise the
Dakota territory.
exit in the ghost town and stage a surprise
attack, marching out of the ground in the
heart of the Sioux Nation territory!
THE CLERK'S OFFICE
The clerk’s office contains lots of boring
The totems were strategically removed paperwork about material shipping. Rifling
from the Iron Dragon rail line and placed through these files doesn’t even require a
in the tunnel so the army can move through Research roll. Most of the documents detail
Sioux Country and fight with modern and the movement of troops, weapons, and gear.
even ghost-rock-powered weapons. The Only three items seem peculiar:
shallow tunnel also allows above-ground
• Dozens of units of “BIRDSHOT” arrive
passage in this jinx-dampening field if the
from Grand Forks every few months,
column of wagons (or soldiers) stays just
half forwarded on to Pierre and half
above the tunnel. The giant crossbows and
to Yankton.
net casting harpoons are intended to capture
lesser thunderbirds, a fantastic creature that • A few dozen “WOODEN DUCK
sometimes fights for the Sioux. DECOYS” also arrived from Grand Forks
and were then forwarded to Deadwood.
Investigators can discover more of the
Fowler Conspiracy in Bismarck (where the • “CANARY CAGES” ship from Deadwood
harpoons were shipped from), Deadwood weekly, usually only one to three at a
(where the totems came from), and Pierre time. These are forwarded on to Pierre
(where a second tunnel exists). and Yankton.
A Research roll reveals the number of
wood duck decoys bound for Deadwood
CAMP HANCOCK CONFIDENTIAL exactly equal to the number of canary cages
coming from Deadwood a week later. A
When the party first explores Camp Hancock Common Knowledge roll reveals birdshot
they find strange and indecipherable clues. If isn’t a common ammunition used by the
they follow these clues to other Savage Tales, military. For the true meaning of these coded
they unravel Governor Ordway’s conspiracy. designations, see Secret Code below.
Returning later to this location, the party can
confront him in his secret meeting room. THE SECRET CODE
Below is the meaning of the secret code. The
clerks and soldiers in this fort don’t know the
THE FORT code, they only manage the shipments.
This old army fort runs with a tiny
• “BIRDSHOT”: special harpoons designed
complement of soldiers. Officially, the fort
to help kill thunderbirds. Parties learn
exists to test scientific weather equipment. Its
this if they follow the shipping notes
actual function is more insidious.
to Grand Forks (see A Snare for Thee
on page 66).

60
• “WOOD DUCK DECOYS”: fake Indian mostly during sacred festivals of the Sioux,
totems made to look like the Deadwood especially during days of ghost dance
and Iron Dragon rail line totems, so the celebrations.
Sioux don’t notice they’ve been stolen.
A Weird Science roll while examining the
This part of the plot is uncovered first in
scientific instruments in this room reveals
Grand Forks, then in Walhalla (see The
the machine’s function. It detects magical
Trail of Black Tears on page 72).
auras and emanations over a wide area. With
• “CANARY CAGES”: Indian totems which a raise, they also know the aura is given off
disrupt the technology jinx created by the by magical creatures of great power. It’s
Great Summoning around Deadwood and similar to that of the manitou, but in this
along the Iron Dragon rail line. Ordway is case, it’s the polar opposite. If one were to

Dakota
stealing the real ones and using them to label the energy of powerful manitou “evil,”
create his own protected route into Sioux then this energy would be “good.” Common
Territory. The heroes may learn about this Knowledge notices the clouds are observed
part of the plot in Deadwood (see Totem only inside the borders of the Sioux Nation.
Vandals on page 68). Only the skills of a Weird Scientist can
reveal this enlightening information, but the
THE WEATHER OBSERVATION ROOM mystery can eventually be solved without it.
Beeps, pneumatic hisses, and electric zaps
fill this room cluttered with New Science THAT'S IT?
gadgetry. A few soldiers meticulously For most posses Camp Hancock appears to
monitor cloud size, shape, and location. To be just a sleepy outpost doing boring weather
see more in this room a posse may need monitoring and coordinating unusual
to create a diversion to draw the soldier’s material shipments. Indeed, many parties
out, knock them out, sneak about using who come here leave wondering why. But,
invisibility, pose as a new recruit, etc. those who press further and follow the scant
clues to other parts of the Dakota Territory
Journals and notes lying about indicate one
learn Camp Hancock is the innocuous heart
particular piece of equipment, called “The
of Ordway’s sinister plan and the lair of
Bird Watcher,” looks for bird-shaped clouds
Governor Ordway himself!
invisible to the naked eye. The soldiers
call them phantasmonimbus. The speed of Those who find these far-flung secrets
these “ghost clouds” (100-200 mph) and are sure to make their way back to Camp
“wingspans” (10-15 miles) are meticulously Hancock someday to finish the work begun
logged. Even the science officers logging here once and for all.
them don’t know what they are. They only
log the data; they don’t decipher it. A courier
from Ordway’s office picks up the logs at the
THE SNAKE PIT
end of every week. This secret lair of Governor Nehemiah
Ordway and his more ardent troops can only
Here’s a secret just for the Marshal (for
be found by information gained in Walhalla,
now): “Phantasmonimbus” are actually
during the Trail of Black Tears Savage Tale
the magical auras of flying thunderbirds
(see page 72).
(not the huge flesh-and-blood kind, but the
truly immense demi-god kind) when they A secret passage connects the territorial
manifest in this world. The wind from their capitol building to Camp Hancock. Hidden
wings brings about the effects of the Great doors at either end of the passage are cleverly
Summoning. No weakness for these spirit concealed at the back of broom closets.
beings has yet been found, but the study Nearly impossible to find unless one already
begins here at Camp Hancock. knows where they are, either secret door
requires a Notice –6 specifically performed
If a brainy hero examines this, they
in one of the two broom closets.
recognize (Common Knowledge for Indians
and Academics –4 for everyone else) the A second corridor branches off the
appearance of phantasmonimbus occur secret passage. The passage is ten feet

61
DEADLANDS: THE WEIRD WEST

wide and sixty feet long. Three traps protect to open the door at the end of the hall
it from trespassers. If heroes search for traps, and anyone standing up to twenty feet
with a Notice –2 roll they find them. With a behind them.
raise, they also uncover the hidden bypass
Beyond a door at the end of the trapped
switch. They can disable the traps with a
hall the posse finds the hidden meeting
Thievery –4 roll (–2 with lockpicks). Each
hall of Nehemiah Ordway. The governor
Notice roll can only cover twenty feet of
is giving a fiery speech in this room to
hallway. Reckless heroes may blunder into
military commanders and wealthy investors,
the first trap, but after that, they’re sure to be
drumming up troops and financial support
looking. Make sure they know their Notice
for Dakota’s own brand of Manifest Destiny
check is only good for the next twenty feet
and his war against the Sioux Nation. He
of passage.
often cites Jeremiah 50:34, which he interprets
• Trap 1: Ten Foot Pit with poisonous as a judgment against the Sioux Nation. He
spikes. The fall into spikes deals 2d6 considers himself God’s snare set to trap
damage and inflicts a Lethal Poison (see them. Though he has no real faith, he rants
Savage Worlds). Only the first hero(s) in with the energy of a pioneer revivalist.
line fall into the trap, leaving those who
come after to attempt their rescue.
FINALE OF OPERATION: FOWLER
• Trap 2: An acidic gas cloud deals 3d6
The posse might listen from afar and later
damage in a Medium Blast Template
report the governor’s plan to outside
with Lingering Damage and Fatigue
authorities. Those authorities may join the
Modifiers (see Savage Worlds). Center the
posse in trying to undo Operation: Fowler.
trap on the first adventurer to trip it, not
the whole party. The heroes might attempt to take out the
governor right then and there. The cowardly
• Trap 3: The ceiling comes crashing
snake tries to run, leaving his cronies to
down and they must roll Agility –2 to
fight his battle. Only a resourceful party can
Dodge it. Otherwise the victim takes 5d6
kill him or bring him to justice. If Ordway
damage and becomes Bound underneath
escapes, he’ll set up headquarters in a new
the debris. They begin suffocating in a
secret location and continue Operation:
number of rounds equal to 2 plus their
Fowler, after he names the posse Public
Vigor die (see Drowning in Savage
Enemy #1! Both the United States and the
Worlds). Getting out from under the
Sioux Nation are grateful to the heroes, at
debris requires a Strength –2 or Athletics
least for time, for helping them avert a
–4 roll. This trap affects whoever tries
bloody war.

62
If the posse kills the territorial governor,
they’ll become fugitives for vigilantism. DOWN IN THE BURROWS
Only by proving Ordway was plotting
a treasonous act might they be granted After thwarting a train robbery, the posse is hired
leniency. to protect a mad scientist and his equipment
during strange experiments. Things get even
Marshal, the posse might choose to be
stranger when a sinkhole opens, dropping the
villains and help Ordway execute his war on
entire party into the den of giant monsters.
the Sioux. We haven’t the space to develop
that campaign, but a few points are given
under Operation: Fowler on page 52 for TRAIN ROBBERY
any Marshals willing to create that hellish

Dakota
The posse rides an early morning train
campaign for your naughty players.
West from Bismarck. The car is filled with
c GOVERNOR NEHEMIAH ORDWAY: See the usual assortment of would-be miners
below. heading to Deadwood. It’s quiet at this early
hour, but there’s one young man seated near
„ GOVERNOR’S GUARD DETAIL (two per
the group who’s chatting animatedly at his
hero): Use the Soldier profile in Deadlands.
seatmates concerning his theories about the
New Science.
c Governor Nehemiah Ordway Any character who makes a Notice roll
The corrupt and conniving Governor at –2 sees a single rider leading a group of
Ordway uses subterfuge and trickery to saddled horses pulling up alongside the
win his battles. If faced with violence, he train. Moments later, a group of outlaws
lets his soldiers take the lead while he beats burst into the car. A shootout ensues. The
a hasty retreat, assisted by an assortment outlaws weren’t expecting any resistance and
of infernal devices made especially for him. retreat if Shaken.
The governor’s motivation comes from his ire
„ OUTLAWS (2 per hero): Use the Gunman
against the Sioux and his desire to take their
profile in Deadlands.
lands away from them once more. Those who
agree find him a compelling figure and give
him their absolute loyalty.
ED BROWNING'S EXPERIMENTS
Once the outlaws flee, the chatty young man
Attributes: Agility d8, Smarts d8, Spirit d8, approaches the group and introduces himself
Strength d4, Vigor d8 as Ed Browning.
Skills: Academics d6, Athletics d8, Common
Knowledge d8, Fighting d6, Intim- “Wow, that was some impressive heroics!
idate d8, Notice d4, Persuasion d8, Y’all seem like a real competent bunch. I
Shooting d6, Stealth d6 just so happen to be on the lookout for
Pace: 8; Parry: 5; Toughness: 10 (4) competent people to assist me with a task.
Edges: Calculating, Charismatic, Command, Have you heard about the technological
Command Presence, Extraction (Imp), Fleet dead zone within the Sioux Nation? I find
Footed, Menacing, Hold the Line, Rabble it fascinating and want to run some tests to
Rouser, Rich see if I can discover the cause. I was going to
Hindrances: Driven (To take back the Sioux just hire some folks at the border station, but
Nation lands), Bloodthirsty if I hire you lot, I can start my research as
Gear: Knife (Str+d4), Colt Army (Range soon as we arrive. The pay is $50 per person.
12/24/48, Damage 2d6+1, AP 1). What do you say?”
Infernal Gadgets: Armored Vest (+4),
Ed gladly answers (at length) any questions
Greased Lighting Pill (Quick Edge), Stolen
he can about the task and seems earnestly
Compass (Artificer device with teleport
genuine in his desire to investigate the
power).
phenomenon. He’s less forthcoming about
who is paying for these experiments: Ed
Browning is in the employ of Governor

63
Nehemiah Ordway himself and sworn to fashion light sources from the heap. Anyone
secrecy. Seems the governor has taken a keen can aid his Repair roll. On a success, he’s
DEADLANDS: THE WEIRD WEST

interest in Ed’s work. Though Ed doesn’t able to make enough lamps for half of the
understand why, his excitement over having group. With a raise, he can make one each
a sponsor keeps him from asking too many for everyone.
questions.
Though clearly in Sioux Territory (and thus
As the train pulls into the station at the inside the effects of the Great Summoning),
border of the Sioux Nation and Dakota all the heroes’ modern gear also works.
Territory, Ed leads the group to the freight Ed Browning fairly leaps with excitement,
car. Inside, he pulls aside a tarp to reveal a digging in the rubble until he finds some of
mechanical mule, a cart, and several large the wands the heroes were holding for him.
crates. He directs the group to load the He repeatedly shouts, “It works! It works!”
crates on the cart after harnessing it to the When the posse finally calms him down
mule. When done, he briefly consults a map explains that the machine’s an experimental
and points out a direction to the south. It’s field dampener. It hinders the jinxing effect
about a two hour walk to the spot Ed has of the Great Summoning in a very small area
marked out. Once the group arrives, he (like this tunnel system). Unfortunately, most
issues directions for unpacking the crates of this prototype is buried in rubble. He’s
and setting up the heavy equipment. It confident he can build another, if only he
takes about an hour. Ed arranges them in a could find a way out of this tunnel and back
semi-circle and flits between them, making to Bismarck. He’s still good to pay the party,
adjustments. Finally, the equipment is provided they help him escape.
working, and Ed announces he’s ready to
start taking readings. He hands each of the THE TUNNELS
compadres a wand wired to a machine and The main tunnel twists through the earth for
tells them to stand with it held in the air. He about thirty yards before opening up into a
bends over the central machine, flips some large chamber (D). If they carry a light source,
switches, and the machines whir to life. the posse spots several large mounds of
something very like fur. If the group makes
„ ED BROWNING: Use the Mad Scientist
too much noise or prods the mounds, they
profile in Deadlands. Instead of the
discover the piles are giant prairie dogs (two
chrono-valve (sloth/speed), he has the
per hero). Startled by the sudden invaders,
lullaby whistle (slumber). Remember to
the creatures lash out and attack.
save his Power Points for the Area Effect,
Fatigue, and Hinder modifiers! The only one other way out of this chamber
is a matching tunnel cutting through the
dirt. After twenty yards it meets a three-
THE CAVE-IN way junction:
As the machines buzz and clank, the group
The left fork goes another ten yards
must make a Notice (–2) roll to realize that
before before opening into a small dead-end
the ground under them is rumbling, barely
chamber (C). Another giant prairie dog lies
audible over the machinery. The ground
dead in here, its sides bulging. If the party
suddenly gives way under the weight of
passes a Notice roll, they avoid Surprise
the heavy equipment. Everyone falls into a
when adult prairie ticks (two per hero) burst
rough earthen tunnel (E on the map), taking
out and attack anyone nearby.
2d6 damage unless they pass an Agility roll.
Those who passed the Notice check add +2 The center fork climbs noticeably upward.
to this roll. There’s only one direction to go After a short distance, it opens into a nest
since the hole caved in, clogging it with dirt (B) containing a prairie tick queen and
and machinery. two prairie tick hatchling swarms. Once
disturbed, the prairie ticks attack and pursue
Ed is quite upset at the state of his
the party.
machinery, but once he realizes there’s
no way to climb out, he offers to

64
Dakota
The right fork angles gradually upwards weren’t surrounded by twitching, blood-
for twenty yards, ending at a small chamber stained whiskers.
(A). There are more giant prairie dogs in here
Attributes: Agility d6, Smarts d4 (A),
(one per hero), but if the heroes encountered
Spirit d6, Strength d10, Vigor d12
the giant ticks, the prairie dogs have fled
Skills: Athletics d6, Fighting d6, Notice d8,
from the sounds of battle. Sunlight beams
Stealth d4
from a hole at the other end of a steep shaft
Pace: 8; Parry: 5; Toughness: 11
of loose dirt. If the posse is safe, climbing
Special Abilities:
merely takes time and patience— but under
„ Bite: Str+d6.
duress it requires an Athletics (–2) test. Only
„ Burrow (10”): Giant prairie dogs can
one person can climb up at a time.
tunnel through the ground, blocked only
Emerging, the heroes see the hole they fell by solid bedrock
into in the distance. A mule-drawn wagon „ Grappling: If a giant prairie dog gets a
stands nearby. raise on its attack roll, it can Grapple its
victim as a free action.
„ GIANT PRAIRIE DOGS (see text): See below.
„ Low Light Vision: As they live primarily
„ PRAIRIE TICK ADULTS (2 per hero): See underground, giant prairie dogs ignore
Deadlands. penalties for Dim and Dark Illumination.
„ Size 3: Adult giant prairie dogs are
„ PRAIRIE TICK HATCHLING SWARMS (2):
roughly the size of large horses.
See Deadlands.
„ PRAIRIE TICK QUEEN: See Deadlands. AFTERMATH
Should Ed Browning be killed in the tunnels,
GIANT PRAIRIE DOG a search of his body locates this contract:
These rodents are identical to their regular
Ed Browning is hereby remanded the
cousins in everything but size. They’d
sum of $1000 to continue scientific
be cute if those gigantic gnawing teeth

65
exploration of the Sioux Phenomenon. would collapse into traffic jams and chaos
Should he successfully generate a stable and without him.
DEADLANDS: THE WEIRD WEST

portable dampening field that allows the


Posse members meet him on the river walk
unhindered use of firearms and other modern
where he slaps them with a fine for violating
devices in an area of four square acres, he
one time-saving protocol or another. There
shall receive a further $19,000 for his efforts
are so many fastidious regulations no one but
and service to the governor of the Dakota
Dexter could remember them all. Walking on
Territory. The power of your device shall be
the wrong side of the dock, engaging dock
confirmed by inspection at Camp Hancock
workers in conversation, wearing distracting
in Bismarck.
clothing near the dock—someone’s always
If Ed Browning makes it out alive, he getting in the way of the port master’s vision
tells them Governor Nehemiah Ordway is of efficiency. Seconds count, and efficiency
funding his experiments with blank check. reigns when you’re on Port Master Dexter’s
Ed confesses his nervousness, as he doesn’t time. Get lippy, and he slaps you with fines
trust any politician, and the corruption of or expels you from the port. He encourages
Ordway is known across the territory. He those staying overnight in Grand Forks
wants to finish his device out of scientific to “get to your hotel, boarding house, or
curiosity, but fears how Ordway might accommodations and clear the port area!”
be planning to use the technology. He
Inquiries about the fire bring Port Master
wishes he knew.
Dexter’s canned response, “The territorial
If the posse offers to help discover fire marshal and the port insurance
Ordway’s plan, Ed suggests they poke around adjuster already investigated the scene
in Camp Hancock in Bismarck—that’s where and determined the cause of the fire to be
he met the governor and there seems to be a improperly stored munitions. That’s good
lot of scientific studying going on. enough for me. Now, if you’ll excuse me.”

THE REAL STORY


A SNARE FOR THEE The Steamboat Grandin carried secret
weapons for the Governor’s secret war
against the Sioux. When his wagon convoy
A recent disaster at the riverboat docks has
arrived late, the fussy Port Master got
everyone coming and going in a chaotic hurry.
antsy and wanted to inspect the cargo.
If the heroes stop to investigate the disaster, they
Not wishing to risk the cargo’s discovery,
find useful clues to Ordway’s undoing on the
Ordway telegraphed a message to some
muddy river bottom.
of his cronies in Grand Forks to torch the
Grand Forks river ports chug and churn boat and the whole dock surrounding. The
in a barely managed chaos. Two weeks fire marshal and insurance adjuster, also on
ago, a fire raged through the largest port, the Governor’s payroll, filed phony reports
destroying docks, docked steamers, and a about the fire. The port master loves official
warehouse. Now, hastily built temporary paperwork and government seals. Once he
ports receive passengers and goods traveling receives those documents, he takes no further
to and from Canada. interest in the case. During the fire, a river
leviathan seized the boat and pulled it under
to use as a shell. No one knew that was going
THE DOCKS to happen—except maybe the Reckoners.
Port Master Clyde Dexter (he insists you call
him by his full title) sees to the continued TALK ON THE DOCK
operation of Grand Forks’ ports. He precisely Investigators who take time to probe deeper
dictates the arrival and departure of every before Port Master Dexter shuffles them
vessel along with a strict schedule for loading off to their next destination can learn some
and unloading cargo. While his inflexibility additional facts by Networking (see Savage
drives boat captains crazy, the port Worlds) with the dock workers. On a success,
they say the fire started both onboard the

66
steamboat docked by the warehouse and • Steamboat Grandin granted one day
inside the warehouse at the same time. With docking extension awaiting a tardy
a raise, they reveal the boat was burning wagon convoy from Camp Hancock
down rapidly when it suddenly sank beneath in Bismarck to collect cargo. When the
the waters before their eyes. Whether or not convoy was tardy a second day, Port
Networking succeeds, everyone suggests Master Dexter insisted on inspecting the
the full record of the story is on file in port suspiscious vessel. The fire broke out just
master’s office. Everyone also warns the before the scheduled inspection. Posses
posse that the port master won’t like anyone wishing to investigate further might
poking around in his “perfectly orderly want to go on to Camp Hancock, since
filing system.” the mysterious cargo was bound for the

Dakota
fort (see Camp Hancock Confidential
„ PORT MASTER DEXTER: Use the
on page 60).
Townsfolk profile in Deadlands.
• Eyewitnesses report of an unusual sinking
filed with Port Master Dexter. “Grandin
THE PORT MASTER'S OFFICE didn’t sink but was pulled down as if
If the cowpokes wish to investigate Master by an unseen hand.” The Port Master
Dexter’s office, a couple of townsfolk dismissed the report’s veracity based
carrying sidearms stand guard outside. He upon the drunkenness of the witness.
calls sheriff’s deputies if the party gets caught
• Three days ago, at dawn, a dock worker
breaking in, but the sheriff considers the port
claimed he saw Grandin in the middle
master a fussy annoyance and seldom makes
of the river listing to one side just before
arrests based on his complaints.
disappearing quickly beneath the surface
After sneaking past the guards, the snoops “like a scared river turtle.” Port Master
only have about half an hour to rifle through Dexter dismissed the report’s veracity
documents before Port Master Dexter returns based upon the lack of corroborating
to file yet another form. witnesses.
The mountains of files and reports can „ GUARDS AT PORT MASTER’S OFFICE (2):
be searched by anyone with a Notice –2. Use Townsfolk profile in Deadlands.
Research is the stronger skill for this task
and receives a (+2) advantage when used by
a skilled researcher (those unskilled suffer
SUNKEN TREASURE
the normal unskilled penalty). For every If any member of the posse attempts to
success and raise the party learns one item explore the river bottom from the wreckage
of information below. Award each in order. of the Steamboat Grandin, they find the ship
resting on the muddy bottom. This might be
• The fire that consumed the steamboat,
accomplished with a submersible boat, the
adjacent dock, and warehouse was
use of Dehydrated Air Tablets (see Tonics
caused by improperly stored munitions
& Elixirs in Deadlands), the environmental
aboard the Steamboat Grandin, inbound
protection power, or other means devised
from Walhalla. The report was filed
by a clever posse. While not every party
by the territorial fire marshal. Posses
will be able to complete this part of the tale,
wishing to investigate further might
those who do will find useful secrets in the
travel to Walhalla since the strange cargo
wreckage of the Grandin.
came from there (see Trail of Black Tears
on page 72). If anyone tries to enter the wreck, the ship
spins 180 degrees and the diver meets the
• The Steamboat Grandin manifest included
gaze of a kraken-like river leviathan, now
only birdshot and wooden duck decoys,
wearing the Grandin Hull like a hermit
but no gunpowder.
crab shell!
• The Port Master was denied his right to
If they defeat the river leviathan, the
inspect the Grandin on the authority of
posse can explore the wreck and find
the Dakota Territorial Militia.

67
two wooden Indian totems. If they traveled
the Iron Dragon Rail through the Sioux TOTEM VANDALS
DEADLANDS: THE WEIRD WEST

Nation or to Deadwood, they immediately


recognize them as the same totems lining When the sacred totems protecting Deadwood
rail lines there. They protect the tracks from the Great Summoning stop working, the
from the device jinx brought on by the party tracks down a gang of Indians replacing
Great Summoning. In truth, these are only them with fakes.
replicas. If a party wants to examine them
Something’s not right in Deadwood.
using Academics, detect arcana, object reading,
It’s just a minor annoyance for now, but,
or Occult, see Totem Vandals on page 68.
if left unaddressed, the anomaly spells
They also discover crates of net harpoons.
disaster for both the Sioux Nation and
These gigantic harpoons clearly carry
the Dakota Territory. Lately, and with
expanding nets equipped with gleaming
disturbing regularity, Iron Dragon engines
hooks and heavy weights. What weapon
are breaking down on the Deadwood Spur.
could fire such an immense harpoon and
Also, Deadwood miners are complaining
what huge creature they mean to ensnare
about their drills and ghost-rock-powered
is anyone’s guess. The crates bear the seal
hammers going on the fritz. What seems like
of the Dakota Territorial Militia and a Bible
a technological hiccup is actually the first
reference—Jeremiah 50:24. The party can
symptom of a sinister disease of corruption.
find the verse in any pew Bible in any local
Anyone tenacious enough to dig for the
church, but a Faith roll at –4 means someone
diagnosis may eventually find the cure.
in the party knows it by heart. The Bible
verse reads, “I’ve laid a snare for thee, and
thou art also taken, O Babylon, and thou
FOR MARSHAL EYES ONLY
Major spoilers dead ahead, amigo! Here’s the
wast not aware: thou art found, and also
whole plot spelled out from start to finish.
caught, because thou hast striven against
There’s a slim chance your posse investigates
the LORD.”
only the options provided below. As they
c RIVER LEVIATHAN: See Deadlands. explore, Marshals might need to do some

68
improvising, but so long as your trail of clues the tracks and Deadwood. The Sioux Nation,
matches this here account, you’ll do just fine. represented by Charley Bull, contends
the modern devices act in unreliable ways
Governor Nehemiah Ordway plans to
according to their nature—the reason they
attack the Sioux Nation—in their own
have given them up in the first place. Charley
territory—with modern weaponry! To do
has a stack of totem complaints in his office,
this, he made a deal with the Mandan Tribe
and none of them point to anything wrong
(old enemies of the Sioux) to steal scattered
with the totem.
totems along the Iron Dragon rail line,
replacing them with convincing replicas. The Since two of the three authorities in
Mandan tribesman trusts Governor Ordway Deadwood blame malfunctioning totem, a
and his plan to defeat the Sioux and then reasonable posse is likely to begin with a

Dakota
reposition the totems creating a new Mandan physical inspection of the carved, painted
Territory. They hope to settle there, free of pillars. Physically inspecting totems at the
the effects of the Great Summoning. trouble spots might lead to the first clues to
this mystery.
But the Mandan’s trust in the Dakota’s
Territorial Governor is misplaced. Ordway As hard as it might be to watch the heroes
already repositioned the totems underground blunder around, the ideas below must be
to create a pair of secret highways straight to their idea. If a party member asks, “Is there
the heart of the Sioux Nation (one in Pierre, anything unusual about the paint on the
one in Yankton). He’s taking them only a totems?” it’s perfectly fine for the Marshal
few at a time, from scattered locations, and to ask for an Academics roll to study the
only just enough to complete his highway. totem’s artistry. But the Marshal must resist
Ordway hopes by the time his fake totems the temptation to blurt out, “Roll Academics
are discovered, his armies will be ready to and you may notice something unusual
roll over the Sioux Nation. He plans to attack about the paint!” ‘Twere it that easy, Ordway
them with all the modern and even New would’ve been found out a long time ago.
Science vehicles and weaponry he can muster
Investigators who inquire about the totem
as soon as they finish digging the tunnels.
paint make an Academics roll. With a success
A posse can’t decipher the entire conspiracy they notice the paint isn’t actually faded.
from Deadwood alone, but Deadwood An artist applied the paint using brush
might be the first thread they pull to unravel techniques to make it look old and faded.
Ordway’s entire tapestry of evil.
If a character asks what they already know
about the totem, they know the Sioux Nation
THE TRAINS STOP RUNNING placed them along the Iron Dragon rail line
to allow trains to move back and forth to
The posse rides into Deadwood on an Iron
Deadwood unhindered by the technology
Dragon passenger train. When the train
jinx. Offer them a Common Knowledge roll
breaks down, the angry engineer curses the
to see if they know more. With a success the
totems lining the tracks, furiously insisting
investigator remembers hearing Charley
it’s the fourth train in a week to breakdown
Bull at the Office of Indian Affairs say he
at this exact spot! While dragging the train a
keeps logs of all complaints about the totem.
quarter mile or so with a mule team generally
Researching his complaint records may
gets them back on track, the delay, hassle,
reveal a pattern in the phenomenon. (See
and possible treaty violation still gnaws on
Research below).
the engineer’s last nerve.
Anyone using the detect arcana power on a
In town, Marshal Bullock of Deadwood,
totem confirms there’s a magical emanation.
Yuān Min of China Town, and Charley Bull
With a raise, the caster describes the aura
of the Office of Indian Affairs hire the party
as “mildly protective.” Other totems (where
to settle a dispute. What’s the cause of the
the effects of the Great Summoning are still
phenomena above? Marsha Bullock and
in force) emanate an aura of strong
Min believe the totems no longer keep the
curse negating magic, so this troubled
effects of the Great Summoning away from

69
totem isn’t magical in the same way as the still functioning (for now) but also fitting
working ones. the pattern of missing totems. Investigators
DEADLANDS: THE WEIRD WEST

who stake out these places soon discover the


As the posse narrows in on the totem
totem vandals. See Red Tear’s Gang below.
trouble, they may want to ask denizens of
Deadwood if they’ve seen anything unusual If a cowpoke insists on searching for any
at this totem site. Networking (Persuasion or differences between a totem that works
Intimidation) finds train passengers who saw and one that doesn’t, offer them a Science
a group of Mandan Indians in and around roll. With a success the hero has a botanical
Deadwood, as well as traveling next to the observation. Though made of the same wood,
Deadwood spur tracks. The Indians rode the totem in question hasn’t been exposed to
in a large group, and there was one wagon the elements for as long as the others. With a
in the party. With a raise, someone recalls a raise, they estimate most totems were placed
long piece of cargo in the wagon wrapped here four years ago, but these questionable
in burlap. Judging by its size, the cargo totems have been in place no more than eight
could‘ve been a totem. months, some only a couple of months.
Heroes using Notice can spot fresh scuffs This explains why trains sometimes break
on the bottom of the totem indicating down when passing these scattered fakes.
someone recently dragged it here. They don’t always break down because the
technology jinx is unpredictable. Modern
Should someone try the object reading
things work for a bit and then suddenly, and
power on the totem they see it being
somewhat randomly, stop working.
fashioned by Indian artisans, wrapped in
burlap, loaded onto a wagon, and brought A tracker may want to study the dust
here. A clever investigator may notice the around a totem to see what tale it tells. A
wagon and realize true Sioux followers of Survival (tracking) roll reveals the totem
the Old Ways would never use such a device arrived at this site by wagon. On a success,
(according the Old Ways Hindrance). The the tracker discerns a totem was also taken
caster who sees this vision also recognizes away by wagon from this same spot! From
the Indian artisans if they travel to Walhalla there the party can follow the wagon. They
(see Trail of Black Tears on page 72) or catch up with the wagon somewhere along
during their next visit to Deadwood (see Red the Deadwood spur rail line. See Red Tear’s
Tear’s Gang below). Gang below.
Supernatural experts in the party may
wish to see what their general knowledge RED TEAR'S GANG
tells them about the totem. A successful
Several of the investigations above lead the
Occult roll suggests the next step. Reading
posse into a direct confrontation with the
these totems with detect arcana may yield
Mandan totem vandals. Eager to escape
useful information. If using Occult after detect
being noticed, they flee if approached or
arcana, they discern the weak protective aura
attacked. Conduct a Chase (see Savage
might only be there to give the totem some
Worlds) if the posse attempts to approach the
type of aura when checked—to make its lack
gang. When a Complication occurs for the
of useful function less obvious.
heroes, in addition to the normal, avoidable
Charley Bull said he had a mountain of effect, the Mandan have also led their
complaint reports about the Iron Dragon pursuers into a place where the protective
rail line in his office. Studying all logged totems aren’t working. Here the heroes also
complaints about non-functioning totems experience lost wagon wheels, jammed guns,
reveals something of a pattern—with a sparking infernal devices, and other effects of
successful Research roll. The questionable the Great Summoning.
totems occur in a deliberate pattern, standing
If successfully captured, the Mandan prove
in obscure places where they’re hard to
reluctant to give any information, though
see from a distance. With a raise, the
Taunts, Intimidation, or powers like puppet or
posse identifies a series of totems

70
mind reading might make the Mandan divulge drive out the thunderbirds and the Great
useful information. On a success, they reveal Summoning is to raise the Fear Level so
that they received these totem replicas from high that the manitou (if not the Reckoners
Bismarck in crates marked “wooden duck themselves) enter this world and overwhelm
decoys.” Now they’re replacing certain the legendary bird spirits. And nothing
totems along the Deadwood spur and creates Fear quite like a bloody war.
around Deadwood with these non-functional
fakes. The real totems get nailed into crates c RED TEARS MANDAN SHAMAN: Use the
Shaman profile in Deadlands, except this
marked “bird cages” and loaded on the train
Shaman isn’t hindered by the Old Ways
back to Bismarck. With a raise, they explain
Vow, has equipped himself with a rifle,
that white politicians in Bismarck promised
and drives a horse-drawn wagon.

Dakota
the Mandan the right to resettle lands the
Sioux took from them generations ago. The „ MANDAN WARRIORS (one per two heroes):
governor agreed to place the stolen totems Use the Indian Warrior (Veteran) profile
around these new settlements, so the Mandan in Deadlands, except they carry rifles,
aren’t forced to live under the effects of the haven’t taken the Old Ways Oath, and
Great Summoning and the Old Ways. They are mounted on saddled horses.
hope for prosperous trade with the whites
afterward. Bismark might be a good place
for the party to investigate next (see Camp
REPORTING BACK
Hancock Confidential on page 60). When the posse reports back to the leaders
of Deadwood, there’s sure to be a lot of head
A Mandan Shaman named Red Tears leads
scratching. These events are strange and
the band. Long ago, he secretly swore an
difficult to understand.
oath to the Ravenites who, like all Ravenites
cooperating with Operation: Fowler, If the posse is early in their investigation,
secretly hope to foment a war between the Yuān Min of the Iron Dragon rail company
Sioux Nation and the Dakota Territory. is the most likely to fund their investigation
The Ravenites know the only real way to further. Her company stands to lose the most.

71
She asks the posse to go to Camp Hancock suspended travel to Walhalla citing a recent
either to find out where these fake totems and dangerous Indian raid.
DEADLANDS: THE WEIRD WEST

came from, or to discover whether the real


The party finds Walhalla burned to the
totems were taken, whichever the posse
ground—almost no two chimney bricks
doesn’t already know (see Camp Hancock
stand atop one another. Skeletal remains
Confidential on page 60).
are scattered all over town and in the
If the posse is late in their investigation, surrounding woods.
the Deadwood Totem might be nearly the
In the center of town a pile of bones
last piece of the puzzle. Seth Bullock is sure
smolder in the ruins of some burned-out
to ask them to discreetly track these totem
gathering place. Logs, saws, and carving tools
all the way to their source, but carefully.
litter the grounds. Clearly there was some
He doesn’t want to wind up on Governor
sort of logging, milling, and woodworking
Ordway’s hit list. He encourages them also
operation happening in this town on a large
to discover where the totem come from or
scale. There’s also an unusual number of
even to confront Governor Ordway himself!
blacksmith shops here and materials for
The origins of the fake totem can be tracked making rope, a lot of rope.
back to Bismarck, then to Grand Forks, and
The secret is this is the village where fake
finally to Walhalla. It’s in Walhalla that the
totems were made to replace the totem along
secret to finding Governor Ordway himself
the Iron Dragon rail that Ordway is stealing.
is learned.
This is also where the netcasting harpoons
All three pay the posse for their services, are made which Ordway plans to use on the
Yuan, Bullock, and Charley Bull, making this thunderbirds should those creatures show up
a lucrative investigation, even if it didn’t yet in battle to protect the Sioux. Kicking around
answer all the big questions. the ruins, the posse may want to investigate
what happened here.
There’s a lot of Indian tribal garb and
TRAIL OF BLACK TEARS pottery here. With a Common Knowledge
roll they know it’s Mandan. With a raise, the
When the posse finds a destroyed town, an Indian brainy cowpoke also knows the Mandan
tracker asks for their help finding an evil child don’t subscribe to the Old Ways and
responsible for the disaster. But the tracker is consider themselves ancient enemies of the
actually the mass murderer, and the child is the Sioux. This all means something to a posse
last witness. who’s been through The Totem Vandals
Savage Tale in Deadwood (see page 68).
This Savage Tale holds the keys to
If not, it means something when they get
finding Ordway and fully understanding
there. Mandans are working with Governor
the Fowler Conspiracy. It’s best if the posse
Ordway on Operation Fowler. He’s promised
has already completed most of the other
to give them a new homeland inside the
connected Savage Tales before they learn
Sioux Nation.
about Walhalla. If they arrive here too early
they might not have all the pieces of the Anyone wishing to examine the skeletons
puzzle, which could lead to the compadres in the center of town for cause of death may
overlooking the importance of the clues they make a Healing roll. With a success they
find here. deduce the skeletons in the center of town
died in an explosion. The rest died first and
The posse comes to Walhalla having
were burned later. With a raise, the examiner
followed clues here from other parts of
notes evidence of gunshot on the bones of the
Dakota—Deadwood (in Totem Vandals
dead outside the center of Walhalla.
on page 68) and Grand Forks (A Snare
for Thee on page 66). If they arrive by Offer any investigator looking for a cause
boat, which is the easiest way to get here, of the fire a Science roll. With a success they
the excursion is illegal and must be determine the village wasn’t only destroyed
conducted in secret. Governor Ordway by fire, but by an explosion. With a raise,

72
the investigator determines the cause of Black Tears even accepts the posse’s help,
the explosion: dynamite stored in a large provided they don’t interfere with his hunt
structure in the center of town. With two for the Mandan boy.
raises, the brilliant arborist notices logs
aren’t from the nearby woods. Rather, these c BLACK TEARS: See below.
logs were harvested from the Missouri River „ BLACK TEAR’S GANG (one per hero):
valley in the Dakota Territory. Why did the Use Indian Warrior (Veteran) profile in
Mandan intentionally ignore the trees all Deadlands but remove the Old Ways Oath
around them in favor of bringing these in (at Hindrance.
great expense) to work with?
The answer, for the Marshal only, is that c Black Tears

Dakota
they wanted to make these fake totems out of
Black Tears is easily mistaken for a shaman,
the same wood the real ones lining the Iron
but he’s actually a practitioner of black magic.
Dragon rail line are made from.
Raised by white Europeans (evil ones, from
A tracker stooping down to study the the Old Country), Black Tears has complete
ashy burned ground may make a Survival command of the language, mannerisms, and
(tracking) roll. With a success they determine cultural norms of white settlers. He’s easy-
no battle took place here. All tracks point to going, calm, and appears trustworthy. He
normal movement in a village, with a little avoids suspicion right up until the moment
running here and there. What happened here he strikes. In truth, Black Tears is a vengeful
took the people by surprise. With a raise, the witch (with a penchant for fire trappings) and
tracker knows a hunting party has returned a dedicated Ravenite. The more Fear grows,
to this burned-out village frequently during the more his power grows. He’s currently in
the last two weeks. A child also the employ of Governor Ordway to destroy
returns at night to forage for food the Sioux, but his real loyalty is to Raven
and supplies amid the ruins (see who wants to foment war! If Lone
Lone Cloud Raining on page 75). Cloud Raining dies, Black Tears tries
to kill the posse also, even waiting to
strike their camp by night.
BLACK TEARS' PARTY
Attributes: Agility d8, Smarts d8,
As the posse finishes gleaning
Spirit d8, Strength d6, Vigor d6
clues from the ruins of Walhalla, a
Skills: Athletics d8, Common
band of Indians armed with rifles
Knowledge d6, Fight-
and wearing a mix of tribal and
ing d8, Notice d8, Persuasion d8,
European dress emerges from the
Riding d6, Shooting d6, Spell-
woods and hails them.
casting d10, Stealth d8,
Survival d8
“I’m called Black Tears,” the
Pace: 6; Parry: 6; Toughness:
leader says in flawless English,
9 (4)
“We track a cursed child in these
Hindrances: Ruthless (Major),
woods—we believe the child
Vow (Serve Raven’s call to war)
destroyed the village. He’s one
Edges: Arcane Background
of our own, a Mandan boy, but we
(Black Magic), Artificer, Power
believe he dabbled in black magic, and
Surge
the spirits took him. We seek to exorcise
Powers: Blast, burst, deflection,
the dark spirits from his body before he
mind wipe, smite (all with fire trap-
kills again. You’ll tell us if you see him?
pings). Power Points: 20
But we beg of you not to go near the boy, he
Gear: Armored vest (+4), Colt
has the look of innocence, but the heart of a
Frontier (Range 12/24/48, Damage
demon beats in his chest.”
2d6+1, AP 1), knife (Str+d4), horse,
saddle.

73
CHASING A CLOUD that matter. It doesn’t take long for his good-
guy façade to vanish if the posse puts up any
By now the posse has some information
DEADLANDS: THE WEIRD WEST

resistance.
about the fate of Walhalla. It’s up to them to
decide what to do with it.
THE TALE OF LONE CLOUD RAINING
If they decide to seek out Lone Cloud This cunning and crafty Mandan Indian boy
Raining on their own, it’s a race against time didn’t burn Walhalla—rather he witnessed
to see who will find the boy first—the posse its destruction at the hands of Black Tears
or Black Tears’ party. Treat this as a multi- and his gang. He rants and shrieks in terror
person Dramatic Task (see Savage Worlds). if captured by Black Tears.
The posse needs to accumulate twelve Task
The boy speaks some English, so if the
Tokens in five “rounds,” each of which
posse can get him to safety or take care
represent about half an hour of searching.
of Black Tears, he eagerly recounts his
Survival (tracking) and Notice are the most
harrowing tale. However, trying to take the
obvious skills to use here, but the party
boy away from Walhalla, or hearing his story,
members may use other skills if they can
is something Black Tears never allows if he’s
explain how those would be useful.
present. He’ll attack the party if they try.
If successful, they find Lone Cloud Raining
Here is the Mandan boy’s tale—the key
a few minutes before Black Tears (add thirty
that unlocks many things:
minutes for every round if they completed
the Dramatic Task even faster). Otherwise,
“My people once lived further south in the
they arrive as Black Tears has Lone Cloud
Sioux Nations. But long ago the Sioux drove
Raining cornered in a high tree.
us out, and we had to find other lands. That
If the posse joins Black Tears on the hunt, was in the days of my great grandfather.
no roll is needed—the combined efforts Earlier this year, Black Tears came with a
locate Lone Cloud Raining in just under an promise given to him by the white territorial
hour. He is hiding out in a tree, hoping to governor. He is a Mandan, like me. So we
avoid detection. Black Tears spares the boy trusted him. He told us if the Mandans
no mercy during this encounter—and alert around Walhalla helped the white settlers
heroes quickly determine the boy isn’t the build Sioux Indian totems and great net-
demon Black Tears made him out to be. casting harpoons, the whites would defeat
the Sioux in war and give us back our
It’s up to them to decide how to
tribal lands.
handle this encounter, but without
One of our elders argued that
real proof of Lone Cloud Raining’s evil
a white man’s promise runs
nature, allowing Black Tears to finish
like sand through the fingers,
him off shouldn’t be on the table.
but too many of us wanted to
On the off chance the posse wiped return home.
out Black Tears back in Walhalla, They never said what the
they locate Lone Cloud Raining totems were for but we all
without difficulty. Desperate for knew the Sioux totems have
help, the boy takes a risk and great power. We believe they
approaches the posse on his own. are part of the Great Summoning
He doesn’t put up a fight if the in some way.
cowpokes attack, preferring to I heard someone say the
run and hide if possible. harpoons would be fired
from a great bow at the
Black Tears isn’t above
thunderbirds summoned by the
doing anything necessary to
Sioux. It was hard to believe, but
keep Lone Cloud Raining
we did what we had to do. Let
from telling his story to the
the white man think he can stand
posse, or anyone else for

74
against thunderbirds if it means we get our secret rooms. Black Tears tells them as much
home returned to us. should they try to kill him. Without him, they
We made many totems and harpoons. may never stop Operation: Fowler.
The whites call the harpoons “birdshot” and
Once free, Black Tears goes back to Raven
the totems “duck decoys.” Since the whites
and never returns to the Dakota Territory.
always laughed when they said it, I assumed
it was a joke I didn’t understand. Black Tears „ LONE CLOUD RAINING: See below.
placed magic in the totems and sent them,
along with the harpoons, south by riverboat.
On the last day, Black Tears invited all
LONE CLOUD RAINING
the white settlers into the mill for a great This crafty Indian boy survived the Walhalla

Dakota
celebration with food and drink and drums. massacre. He now flees from an Indian
While the drums played, Black Tears’ men Witch who accused him of perpetrating
went house to house killing everyone the massacre under demonic influence.
who failed to attend the festivities. Black Lone Cloud Raining knows the truth but
Tears then blew up the mill with all the speaks no English. Who can he tell and will
workers inside. believe him?
I saw it happen. When the killing began I
Attributes: Agility d8, Smarts d4, Spirit d6,
found a place to hide, but Black Tears’ men
Strength d4, Vigor d4
spotted me. They chased me into the trees
Skills: Athletics d8, Common Knowl-
and there I lost them. But they have been
edge d4, Fighting d8, Notice d4,
tracking me for many days.
Persuasion d4, Stealth d10, Survival d8
I don’t know why Black Tears did what he
Pace: 8; Parry: 6; Toughness: 4
did, but I believe he and the governor tricked
Hindrances: Young (Major), Outsider
us once more.
Edges: Fleet-footed, Woodsman
Here is some additional information Gear: Tomahawk (Str+d6).
known only to Marshals:
The magic placed by Black Tears’ Artificer
BEYOND WALHALLA
abilities only ensures the totem passes as a Posses who come this far are likely ready
magical totem if inspected with detect arcana to return to Camp Hancock in Bismarck
(so long as the caster never gets a raise). for a final showdown (see Camp Hancock
The actual power is meaningless—a raise Confidential on page 60).
determines the aura is weak and mildly
If for some reason the posse leaves
protective, not enough to dampen the magic
Walhalla without at least hearing Black
of the Great Summoning.
Tears’ story, they might not have much to
If the posse captures Black Tears, he takes go on. Marshals will need to get creative.
a calculated risk and offers the party a way Perhaps they can learn about the true fate
to find Governor Ordway in exchange for of Walhalla, what was being manufactured
his own life and freedom. Since his only there, and the sinister plan hatched between
real loyalty is to Raven, he has no qualms Ordway and the Mandan tribe in some other
revealing the location of Governor Ordway’s way, such as other Mandans involved in the
secret bunker. Two hidden doors, both in plot or an intercepted message on its way to
closets, lead to a room where Ordway plots the governor. It is vital that the posse learn
and preaches his war on the Sioux. about Ordway’s hidden compound below
Camp Hancock if they’re to have any chance
Armed with this knowledge, the party
of stopping the coming war.
gains a +6 Notice when searching in the
closets in either the Capitol Building or in
Camp Hancock. Black Tears says nothing
about the deadly traps in those passageways.
Without this knowledge, the posse is very
unlikely to ever find Governor Ordway’s

75
CHAPTER
3

KANSAS

„ GOVERNOR: George Washington Glick INDIAN REMOVAL ACTS


(D)
Thomas Jefferson acquired Kansas as part of
„ POPULATION: 996K the 1803 Louisiana Purchase when Napoleon
was strapped for cash. One of the first
„ CAPITAL: Topeka
government surveyors in the territory labeled
„ MAJOR INDUSTRIES: Farming, rail it the Great American Desert. He believed
transport (corn, wheat, hogs, and cattle). any land without trees was also unfit for
agriculture. This bleak assessment inspired
The High Plains of Western Kansas span
some scoundrels in Washington D.C. to offer
from horizon to flat horizon. Constant winds
Indians Back East the “opportunity” to trade
from the west take on the distinct sound of
their woodland holdings for a “permanent
howling voices from dusk ‘til dawn. The
and secure Indian frontier” west of the
middle of the state rises with rolling flinty
Mississippi. When some of them declined,
hills, towering chalky rock formations, and
President Andrew Jackson and the Indian
sand dunes deposited by the Arkansas
Removal Act helped them reconsider. The
River. The river also deposits gravel and the
federal government “removed” over 46,000
occasional dead body along its meandering
Indians to Kansas and other High Plains
course toward the Mighty Mississippi. Tall
territories.
grass prairies, heavily dotted with thick
timber, dominate the eastern third of the Before European settlers arrived, the
state. In the past, these timbered patches Arapaho, Cheyenne, Comanche, Kansa,
hid Border War bushwhackers. These days Kiowa, Osage, Pawnee, and Wichita tribes
more unnatural creatures haunt the eastern all called these lands home. Semi-nomadic
woodlands of Kansas. tribes followed the great bison herds in their
annual migrations. Agrarian tribes lived
If anyone thinks traveling through Kansas
along the rivers and creeks of the Kansas
means picking sunflowers on a windswept
territory. Once the forked-tongue politicians
prairie with Laura Ingalls Wilder, they shall
decided to “gift” the eastern Indians this
be sorely and lethally disappointed. Every
Great American Desert, scores of new
flinty hill hides a bloodsucking fiend while
tribes joined the Kansas natives: Cherokee,
restless spirits of the past wander across
Chippewa, Delaware, Iowa, Iroquois,
those windy plains. The history of Kansas is
Kaskaskia, Kickapoo, Munee, Ottawa,
long, and most of it ain’t pleasant.
Peoria, Piankashaw, Potawatomi,

77
Quapaw, Sac and Fox, Shawnee, Stockbridge, turned the state into a bloody battleground.
Wea, and Wyandot. As if these horrors weren’t enough, on July 3,
DEADLANDS: THE WEIRD WEST

1863, came the Reckoning.


Many of these new tribes came from lush
hills and forested lands. Nothing prepared After the Reckoning (and some believe
them for life on the High Plains but they because of it) Union and Confederate raiding
didn’t have long to worry about it. It turns parties took on new levels of savagery.
out this American “desert” was extremely Evidence of mutilation and cannibalism
fertile, able to grow corn as well as any place left town marshals scratching their heads
in the world, and able to grow wheat even and sleeping with a crucifix and revolver
better! Word of the fertile plains reached that under their pillows. Normally honest, God-
brood of vipers in Washington and they had fearing people spun ridiculous yarns about
second thoughts about their generosity to the monsters and the risen dead. Government
Indians. A few swipes of the pen removed agents from obscure agencies took a personal
the tribes once again, this time bound for the interest in the investigation of these strange
wild territory north of Texas. events. They always provided a reasonable
explanation to an ever-more-fearful populace.
The Indians watched a flood of white
settlers pour into their “permanent and
secure Indian frontier.” Some Indians gave COW TOWNS AND RAIL WARS
up their way of life and moved into Kansas
The close of the Civil War led to a period of
towns to eke out a living among black and
prosperity in Kansas. The population Back
white settlers, but many Indian chiefs refused
East grew faster than eastern farmers could
to go quietly. A series of wars broke out
feed them. Vast cattle ranches sprawled
across the territory. The Kansas soil tasted
over Texas, but with no way to ship the
the blood of the fallen and she got thirsty for
animals east of the Mississippi, southern beef
more. In the end, only the Iowa, Kickapoo,
couldn’t reach empty eastern bellies. Once
Patawatomi, and Sac and Fox tribes managed
rail lines connected Kansas to the eastern
to keep their reservation lands.
states, cowboys only needed to drive their
massive herds north and load them onto
BLEEDING KANSAS steam engines. The Chisolm Trail, connecting
Brownsville, Texas, to Abilene, Kansas,
The Kansas-Nebraska Act of 1854 laid out
quickly grew into a vast dirt path, as hard as
two possibilities for Kansas statehood:
a paved road and four hundred yards wide.
slavery or freedom, with a vote of the
Whole towns, aptly dubbed “cow towns,”
citizenry to settle the matter. Settlers on
grew up to receive the hundreds of cowboys
both sides of the slavery question rushed to
fresh off the trail with money to spend and
the territory eager to stack the vote. From
pent-up appetites to fill.
Missouri and Arkansas they came, hoping to
see another state enter the union sympathetic The blood-drunk soil of Kansas hungered
to the views of the South. Abolitionists for more. The close of the Civil War led
from Massachusetts also flocked to the new immediately to the Great Rail Wars. Fueled
territory. However, not every settler arrived by the discovery of ghost rock, the Great Rail
with a slavery ballot in hand. Simple farmers Wars of 1871–1879 screamed over the High
and ranchers sought only a fresh start and a Plains as a full-scale mechanized land war.
place to settle in peace. They wound up in Kansas hosted many of the Rail War’s most
a bloody heap o’ disappointment. Frequent destructive battles, especially between the
fighting between pro and antislavery forces Black River and Empire Rail companies. They
led to the moniker “Bleeding Kansas.” On still tussle over lucrative lines today. The
January 29, 1861, Kansas was admitted to Rail Wars are over, but the twisted remains
the union as a free state, albeit one still filled of men and machines litter the plains of
with pro-slavery sympathizers. Kansas forever. In one account, now officially
discredited, a cowboy chasing a stray along
When the Civil War was made official
the Chisholm Trail claimed he came upon
in 1861, the divided citizenry of Kansas
the ghost of an Indian warrior, the corpse

78
of a Union soldier, and the corpse of a rail confirm both men lead roving murder gangs
engineer seated in the cab of a spectral train. across Kansas, locked in an endless contest to
The three spirits argued about the right of create the grisliest spectacle of carnage.
way and which spirit haunted the spot of
Twilight settles on the Wild West. Law &
ground first.
Order Parties spread across Kansas like a
wet blanket. In every chapel and one-room
STILL BLEEDING schoolhouse, a gaggle of church ladies
organizes themselves to stamp out sin and
The Kansas Statehouse in Topeka is up
vice. In large cities, like Wichita and Dodge
to their pocket watch chains in trouble.
City, organized Law & Order movements
Outbreaks of Texas Fever run rampant in

Kansas
successfully close saloons and brothels with
Kansas cattle herds. Brought up from Texas
regularity. This taming of the West drives
by longhorn cattle immune to the bovine
out rambunctious cowboys, but it also drives
virus, Texas Fever causes death in other
out the gritty lawmen these good people
breeds who catch it. Now a mutated form
need to protect them from the horrors of the
of the virus brings new horrors to the High
Weird West. More than once, Law & Order
Plains. The politely named Kansas Strain
committees have been forced to pay a pretty
causes the bodies of dying (some say dead)
penny for the services of the same ruffians
cattle to grow together, rising with deadly
they previously expelled as “undesirables.”
aggression. In a Dodge City stockyard, the
disease infected so many cattle they formed Passing more legislation and pinning more
a “rendered herd.” Like a flood of mayhem, badges on lawmen won’t end the terrors
this half-acre mass of horns and bloody gore Kansas is facing. A peculiar organization
crept down the street engulfing tethered known as the Explorer’s Society has offered
horses and one or two sleeping drunks. to help Governor Glick address both these
problems. So far they’ve provided natural
Governor Glick ordered the Livestock
explanations for all the unusual events that
Sanitary Commission to make the eradication
have been happening, but that’s about it. The
of the Kansas Strain their top priority. So far,
Explorer’s Society has yet to eradicate the
they’ve devised one successful treatment—
Kansas Strain or drive the Bloody Bills out
slaughter and burn herds showing any
of the state. Still, they promise the governor
signs of infection. Now cowboys avoid the
a reelection campaign free of questions about
commission’s inspection checkpoints. Cattle
murder, gangs, and cattle plagues.
train operators freely accept forged livestock
inspection documents. Some say the Walking corpses and unclean spirits aside,
Livestock Sanitary Commission’s methods Kansas is a state haunted by very human
make the spread of Texas Fever worse than grudges. Nightly fisticuffs and weekly gun
before, when the cowboys performed their battles barely make the papers in Kansas. An
own examinations and culled their own old Indian warrior shows the farmer who
herds (See The Meat Market on page 83). now occupies his land the business end of
a tomahawk. An Empire Rail artilleryman
Adding to Governor Glick’s consternation,
knifes a Black River gyropilot. An aging
an outlaw feud tears its way across Kansas
former Confederate “bushwhacker” and a
between the Bloody Bills—William T.
former Union “jayhawker” trade lead in a
Anderson and William C. Quantrill. The
crowded dance hall. These grudge matches
Governor is perplexed. How can either of
have little to do with ancestral land, rail
these bushwhackers still terrorize Kansas in
wars, or even slavery. The root of violence
the flesh? Bloody Bill Anderson got himself
grows from old grudges and resentments.
shot in a battle with Union forces in Missouri
A spirit of division hangs over every cow
twenty years ago. They photographed his
town and farmstead in Kansas. The air itself
corpse, paraded it through the streets, and
urges every man, woman, and child to hate
then buried him. A Union guerrilla hunter
their neighbor. The land beneath hungers
tracked Bloody Bill Quantrill to Kentucky
for blood.
and planted him in the ground the following
summer. And yet, several town marshals

79
GOVERNOR GEORGE WASHINGTON
ASHLAND
GLICK
DEADLANDS: THE WEIRD WEST

The first Democratic governor of Kansas Founded 1884, Pop 424


hopes to bandage the bleeding wounds FEAR LEVEL: 2
of Kansas with compassion and forward
thinking. Governor Glick established a Located only forty miles south of Dodge City,
state railroad commission to sort out the Ashland is Kansas’ latest boomtown. Getting
explosive (as in TNT) arguments between anyone to tell you the reasons for Ashland’s
the rail barons of the state. He appointed a sudden prosperity is nigh impossible. If
state veterinarian to clean up the diseased pressed for an answer, Ashland residents talk
cattle of Kansas. A compassionate soul, Glick about trading with the Coyote Confederation,
sent boxcars full of corn to famine-stricken but not a single bead or buffalo pelt can be
Easterners and formed a state school to found anywhere in town. The secret of
educate the Indians mistreated by the Ashland’s success rests at the bottom of St.
previous eight governors. Jacob’s Well, if there’s a bottom at all.
Even so, for reasons beyond the imaginings There’s a spring outside Ashland that
of Governor Glick, the situation in Kansas never runs dry. During the worst droughts in
decays day by day. Murder rages across the human memory, not a soul remembers a day
prairie. Cattle disease spreads like wildfire. St. Jacob’s Well wasn’t full to the brim. Twelve
Nearly every family has one empty chair at years back a youngster named Kentucky Pete
the dinner table—a missing loved one they heard the legend of the bottomless spring
hope to see again. and built an infernal contraption to explore
the mythic depths. Field hands and ranchers
turned out at dawn to watch “Pete’s Folly”
ABILENE dive into the mysterious fathoms. After
several hours, folks started placing bets as to
whether the submersible would make it back
Founded 1857, Pop 6,572
by sundown. Come nightfall, bills changed
FEAR LEVEL: 3 hands and folks went home shaking their
heads. By dawn the next day, gentler souls
The Wild West left Abilene in the dust. As
decided to drag the spring for Kentucky
railroads moved south, the Chisholm Trail
Pete’s ghost rock powered coffin. Searchers
cattle drives went with them. No longer
found nothing, not even the bottom of Jacob’s
full of rowdy Texas cowboys, Abilene
Well. They gave up the search and erected a
transformed into a respectable community
grave marker near the well for young Peter.
for families, farmers, and entrepreneurs.
Not everyone’s happy about that, though. Ten years later, with an infernal scream
Someone plans to do something about it. and a cloud of ghost rock vapor, Kentucky
Pete returned! He carried enough ghost rock
s THE GOVERNOR’S LAST CAMPAIGN (page with him to build a sizable town, and that’s
100): Abilene’s oldest resident longs
just what he did. He named it Ashland, after
for the days when nameless cowboys
his home in Kentucky, and founded the most
lined the saloon alleyways, waiting to
secretive and mysterious ghost rock mining
be snatched from the shadows and eaten
operation in the High Plains (see St. Jacob’s
alive. He’s taking his case all the way to
Well on page 81).
the governor’s mansion. Can the party
stop him or will they stand by and allow In Ogallala, Nebraska, there’s a similar
the peaceful town to return to its violent mining operation run by Kentucky Pete’s
old ways? former girlfriend, Annie Mills. The tense
competition hasn’t turned violent yet, but
an eventual clash between crews on the
cavernous sea seems inevitable (see Mills
Lead Mine on page 157).

80
Kansas
KENTUCKY PETE'S this mystery for themselves or the sheriff
might pay them to investigate. Either
SCRAP METAL YARD way, they wind up facing off against
Since his return from St. Jacob’s Well, Ashland’s Special Security Force or else
Kentucky Pete keeps to himself most of the joining Kentucky Pete’s private army of
time. Ashland residents never gossip about scrap metal scavengers.
him nor trouble him in any way. In fact, the
women of Ashland bring him bacon and eggs
every morning and ham and greens every
ST. JACOB'S WELL
night. The men of Ashland haul in scrap Fishermen still drop lines in the spring
metal collected from battlefields of the Great northwest of Ashland. Whether they be lazy
Rail Wars. More than a few help the young idlers or part of Ashland’s Special Security
eccentric craft his mind-defying creations. Force, paid to keep an eye on the Well, is
His metal sculptures adorn storefront another perplexing mystery of Ashland.
windows on the town square. From time to time the town gathers to watch
another crew of crazy fools attempt the
There’s no trouble with Ashland’s Special
voyage of Pete’s Folly in a steam-puffing
Security Force, as long as no one goes poking
submersible boat. Just don’t ask if they’re
around the scrap metal yard. That’s right, a
actually a paid expedition, bound for a secret
special police force protects Ashland, armed
country. And definitely don’t ask when they
with the weirdest weapons in Kansas. They
might return.
have a simple, half-baked explanation
for that one, too, always delivered with a This unassuming bottomless spring leads
pleasant smile. to the subterranean Ogallala Sea (see page
157). The lightless waterways offer rich
s WRENCHES FOR HIRE (page 112):
veins of ghost rock, but prehistoric monsters
Ashland’s sudden prosperity raises
patrol the sunless depths.
suspicion in Ford County. All clues lead
to something inside Kentucky Pete’s
Scrap Metal Yard. The posse may discover

81
to keep out the pesky cattle. Lately, cowboys
DODGE CITY and their horses wind up dead, completely
DEADLANDS: THE WEIRD WEST

entangled in barbed wire. Ford County jurors


Founded 1872, Pop 996 sent a few farmers to the gallows for these
crimes, but none of them ever confessed to
FEAR LEVEL: 4
the grisly acts.
“…we have only room for one Dodge To exonerate farmers on death row,
City; Dodge, a synonym for all that is wild, someone could reveal the barbed wire
reckless, and violent; Hell on the Plains.” is actually bloodwire. Unfortunately,
the Agency forbids it. They had the last
– A Kansas newspaper in the 1870s defense attorney who tried committed to a
government asylum Back East. They want
Robert Wright founded Dodge City in 1872 the fiendish bloodwire menace discreetly
as a respite from the ravages of war. He removed and a less alarming alibi provided
went so far as to call it “Peacetown.” The for the accused farmers.
nickname quickly became the worst joke in
„ BLOODWIRE: See Deadlands.
Kansas. Every imaginable rivalry finds its
crossroads in Dodge City: former Union vs
former Confederate, cattle drivers vs field LONG BRANCH SALOON
farmers, Empire vs Black River rails, and
Proprietor Luke Short runs the most
lately, Sheriff Bat Masterson vs Marshal
successful saloon in Dodge City. Cowboys,
Larry Deger. Trouble lines the streets of
farmers, rail workers, and wandering rogues
Dodge City, woven together in a tapestry of
converge at Long Branch every night for their
debauchery, destruction, and death.
guaranteed fill of firewater, fun (of the carnal
variety), fighting, and five-card stud. Almost
BOOT HILL every night fights break out based on accent,
wartime service, or the way a man parts his
In the last twenty-one years, the ghoul
hair. Tired of saloons in Dodge City, Marshal
warren underneath Boot Hill Cemetery
Larry Deger leads a campaign to shut them
has been cleared half a dozen times, only
down. Only the Long Branch Saloon and a
to return months later stronger than
few clandestine watering holes remain. Luke
before. Sheriff Bat Masterson has made the
Short and Sheriff Bat Masterson plan to save
eradication of ghouls from Dodge City a top
Dodge City from this financially disastrous
mission priority.
bout of good morals.
s THE THIN PLACE (page 105): The
Reckoners eat fear, create monsters with s DODGE CITY DANCE HALL WARS (page
92): Sheriff Masterson’s and Luke
fear, and store fear for the final Reckoning.
Short’s political opponents are turning
Turns out one of the pocket dimensions
up dead. The sheriff and Short want to
where they cache all that delicious terror
win the saloon wars, but not like this.
has sprung a leak. Raw fear has leeched
Evidence points to a murderous saloon
into the warrens beneath Booth Hill for
girl, but which one?
two decades. The heroes must decide
whether to close the leaky rift, use the fear
energy for their own ends, or risk inciting MINA DEVLIN'S SCHOOL FOR GIRLS
the ire of the Reckoners by stealing their
The streets of Dodge City are no place for an
hard-earned collection of fear.
orphan girl. Thankfully, Mina Devlin, owner
of the Black River rail company, committed
FARMLAND her own purse to their care and established
Mina Devlin’s School for Girls. Under the
In the Dodge City area, disrespectful
tutelage of the house mommas, orphan
cowboys drive their cattle right through the
girls learn cooking, sewing, etiquette, and
fields of local farmers. Irritated farmers
witchcraft—well, that’s the rumor anyway.
string barbed wire all around their land

82
It’s also whispered that if a girl shows signs thrown into military prison serves their
of “the dark gift” but is not yet orphaned, time at the fort in the army’s maximum-
the house mommas help her parents find security prison.
their way into the nearest coffin. The newly
The city of Leavenworth sits south of the
orphaned girl moves into Devlin’s school
fort on the Missouri River. During the years
before the grave dirt dries.
of the underground railroad, it was a haven
for escaped slaves. Nearly one-fifth of all ex-
THE MEAT MARKET slaves in Kansas live in Leavenworth.
Dodge City owes its existence to diseased
cattle. As the state legislature quarantined

Kansas
cattle drives to reaches further and further MONUMENT ROCKS
west, Dodge City became the only town with
enough rail lines to transport vast herds. In FEAR LEVEL: 3
the last few years, Dodge City exploded,
Of all the strange things rising from the
both in population and revenue. Now
prairies of Kansas, nothing’s as out of place
Texas Fever threatens to end the cattle trade
as Monument Rocks. These chalky limestone
forever—especially a strange new strain of
spires and arches would be more at home
tickborne disease. The Kansas Strain causes
in the Badlands of the Sioux Nations. The
entire herds of cattle to grow together, turn
Indians, driven away from this place, took
inside out, and slide down the street as an
its secrets with them. A peculiar rock
all-consuming sea of gore.
formation, known as the Eye of the Needle,
s THE KANSAS STRAIN (page 101): can be activated using the magic of Indian
Governor Glick demands the eradication shamans. With the right ritual, it forms a
of the Kansas Strain, but the Livestock magic portal right into the sacred lands of
Sanitary Commission has no idea where the Sioux Nations.
to begin. The Explorer’s Society offers to
Other than sightseeing on the way to
help. They’ve identified the Kansas Strain
Colorado, most travelers have no real reason
as a new breed of bovine ‘glom dreamed
to stop here. Deeper knowledge of the place
up from some imaginative fool’s worst
often begins with a whispered Indian legend
nightmare. Everyone’s got their thinking
or the discovery of a Plains Indian pictograph,
caps on. It takes more than bullets to kill
meticulously drawn on a buffalo hide. Those
an acre-wide crawling carnage.
able to decipher the symbols discover a
story about a magic door to sacred lands in
the north.
FORT LEAVENWORTH
It’s a seventy-foot climb to the top of
the highest monument rock. On the top,
Founded 1854, Pop 16,500
scratched into the soft limestone, explorers
FEAR LEVEL: 3 who dare to make the climb find a star chart.
A successful Science roll reveals astrological
Fort Leavenworth, built in 1827, protected
conditions which repeat periodically
the Oregon and Santa Fe Trails. The fort was
throughout the year—and the next time is
instrumental during both the Indian Wars
only a few days away!
and the Civil War. These days, a lot of officer-
clerks run around inside the fort, shuffling A successful Survival (tracking) roll at –2
papers and stamping documents. Even so, locates old footprints leading to the Eye of
cavalry and infantry units stand at the ready the Needle. The tracks neither pass through,
for speedy deployment when the need arises. nor double back. They simply end at the
stone arch. A raise determines the footprints
Posses who need to coordinate efforts with
weren’t made by walking. Moccasin feet
the United States Army probably have to
laid down these tracks while performing a
come here and meet with Lieutenant Colonel
tribal dance. If someone performing the
Edmund Rice. Anyone who gets themselves
dance under the effects of wilderness

83
walk passes through the Needle, he vanishes „ Eat Your Heart Out: Blood buzzards
through the arch and emerges anywhere suffer only a –2 (instead of –4) to attack
DEADLANDS: THE WEIRD WEST

he’s been before in the Sioux Nations! a victim’s heart (see Called Shots in
Furthermore, Power Points need not be spent Savage Worlds). They inflict the normal
for additional recipients who successfully +4 damage if successful.
learned the dance. „ Fear: Blood buzzards provoke Fear
checks when encountered up-close and
Blood buzzards (see below) make their
personal. At a distance, they look like
nests atop these rocks. At the end of the long
large buzzards.
climb to the top of Monument Rock, tired
„ Flight: Pace 12.
explorers get a face full of flapping black
„ Size –2 (Small): Blood buzzards are a
feathers and a throaty screech. Heroes must
little larger than normal vultures.
roll on the Fear Table. Those who become
„ Undead: +2 Toughness; +2 to recover
either Panicked or Stunned must make
from Shaken; no additional damage
an Athletics (climbing) roll at –2 or fall for
from Called Shots; ignores 1 point of
7d6+7 damage. Those tethered to a rope take
Wound penalties; doesn’t breathe;
Fatigue from Bumps and Bruises instead as
immune to disease and poison.
they slip down the rope a ways and slam into
the rock face.
HILL CITY BATTLEFIELD
BLOOD BUZZARDS
FEAR LEVEL: 4
From a distance (the only way you want to
see them) blood buzzards look like normal, Soldiers fought a decisive battle here during
albeit large, turkey vultures. Up close, the Great Rail Wars of 1871–1879. Darius
sections of yellowed bone show through Hellstromme and his Wasatch rail company
their desiccated skin. A milky film covers lost at Hill City. Afterward, their operations
their dead eyes and congealed blood always were excluded from the plains of Kansas.
crowns their featherless heads. These heart- Scorched by ghost rock fires, the poisoned
snatching carrion feeders are especially land never recovered. Twisted skeletons
aggressive during nesting season. They of iron and bone mark the violent end of
lay dead, black eggs with rotting undead machines and men. Hellstromme himself
chicks inside. scavenged most of this battlefield for spare
parts, but he left a scrap ‘glom (see below)
Attributes: Agility d8, Smarts d4(A), Spirit d6,
behind as one last spiteful gift for the people
Strength d4–1, Vigor d8
of Kansas.
Skills: Athletics d8, Fighting d6, Notice d10,
Stealth d8 The battle of Hill City involved flying
Pace: 3; Parry: 5; Toughness: 6 contraptions. Some of them crashed a good
Edges: — distance away from the main battle where
Special Abilities: they still rest, waiting for an adventurous
„ Bite/Claws: Str+d4. scavenger to pick them up. Kentucky Pete,
the mad scientist of Ashland, often sends
novice scavenging crews here to test their
mettle (see Ashland on page 80 and
Wrenches For Hire on page 112).

c Scrap 'Glom
The scrap ’glom (short for conglomerate) is
unique to the battlefields of the Great Rail
Wars. This monstrosity is made not only
of corpses but also bits and pieces of
mechanical devices, all of it animated
by an especially strong manitou.

84
Scrap ’gloms in Hill City have absorbed „ Undead: +2 Toughness; +2 to recover
bits of Hellstromme’s automatons and from Shaken; no additional damage
clockwork spiders, along with parts from from Called Shots; ignores 1 point of
wrecked steam wagons, velocipedes, and Wound penalties; doesn’t breathe;
auto-gyros. They constantly add machines immune to disease and poison.
and corpses to their seething mass, increasing „ Weakness (Head): A Notice roll at −1 for
their power and Size proportionately. ’Gloms each ’glommed body (−4 max) reveals
use their limbs and whatever weapons are which of a ’glom’s many heads is the
handy to kill any living person in sight. primary. If it’s destroyed the entire thing
Scrap ’gloms make use of any weapons and dies instantly.
contraptions they absorb, but attack at –2 „ Coup (’Glom): Deaders who absorb a

Kansas
since they aren’t too coordinated. ’glom’s mojo gain its ability to absorb a
corpse, but only one. It takes a full round
These scrap ‘gloms contain five dead bodies,
to add or remove a corpse, and doing so
two vehicles, and two contraptions each.
provokes a Fear check for witnesses —
Contraptions might include a flamethrower,
and probably an angry mob if townsfolk
steam saw, or electrostatic belt attached to
see it!
their main corpse (see Infernal Devices in
Deadlands)! The stats below show a base scrap
‘glom containing only two bodies, one vehicle, LAKE INMAN
and a Gatling gun.
Attributes: Agility d6, Smarts d4, Spirit d4, FEAR LEVEL: 3
Strength d10, Vigor d10
They say a creature prowls the McPherson
Skills: Athletics d6, Fighting d10, Intimida-
Valley Bottoms north of Wichita, which is
tion d8, Notice d10, Shooting d8
one hundred and twenty-five square miles of
Pace: 6; Parry: 7; Toughness: 13 (2)
lakes, ponds, and marshes. Most tales center
Gear: Gatling gun (Range 24/48/96, Damage
on Lake Inman, the state’s largest natural
2d8, RoF 3, AP 2), 100 rounds of ammo.
lake. There’s no better fishing in all of Kansas,
Special Abilities:
but lately there’s been empty canoes turning
„ Armor +2: Scrap ’gloms are covered
up on the shores of the wetland. The locals
with bits of metal and steel plates.
blame a giant serpent nicknamed Sinkhole
„ Claws: Str+d4.
Sam (see below).
„ Fear (–2): Anyone who sees a scrap
’glom must make a Fear check at (–2). Trophy hunters aren’t the only ones after
„ Fearless: Scrap ‘gloms are immune to Sinkhole Sam. He’s also wanted by the
Fear and Intimidation. Wichita Witches who use snake venom for
„ ’Glom: A ’glom takes a full round to various potions and unguents. A witch might
add a corpse or device to its mass. For offer useful information in trade for one of
every additional corpse it adds, the thing Sinkhole Sam’s venom glands. Hunting him
gains a die type in Strength and Vigor is an exercise in patience.
and +1 Size. When a device is added, the
Parties camping around the lakes of
’glom gains the ability to use it. Adding
McPherson Valley face travel encounters as
a wrecked vehicle takes 10 minutes and
normal for the region (see Bleeding Kansas
adds +1 Armor and +1 Pace. A scrap
Encounters in Deadlands). If a Joker is drawn,
’glom suffers no multi-action penalties
Sinkhole Sam slithers out of the marsh
until it takes more actions in a turn
to attack.
than it has corpses in its mass. A scrap
’glom may grow as large as ten corpses Knowledgeable types can increase their
(Strength and Vigor d12+7, Size 9, chances of encountering Sinkhole Sam by
Toughness 28), with six vehicles (Armor using Science (–2) or Survival (tracking, –4)
+6), and three devices incorporated. any time the encounter is a face card. With
„ Size +2: A scrap ‘glom begins with two a raise, they even manage to gain Surprise.
corpses and one vehicle fused into its
mass.

85
More unnerving than the legend of Sam
is the fan club rising up around him. What LAWRENCE
DEADLANDS: THE WEIRD WEST

looks like gawking fishermen are actually


snake-worshipping townsfolk. They watch Founded 1854, Pop 8,510
with hidden adoration as Sam kills his FEAR LEVEL:
3
enemies. If someone tries to use one of
Sam’s Weaknesses against him, these looky- When Kansas was bleeding, Lawrence
loos draw daggers to defend their scaley was the jugular artery. Since its founding,
demi-god (always cutting their lord’s rope controversy coursed through the veins of
trap first)! the city. Before the ink dried on the Kansas-
Nebraska Act of 1854, free state activists from
„ SNAKE CULTISTS: Use the Cultist profile
Massachusetts set out to create an abolitionist
in Deadlands.
capitol on the High Plains. Violent clashes
with proslavery militias in Missouri engulfed
c Sinkhole Sam this border town. Hostilities culminated in
the 1863 Burning of Lawrence.
He was just a local legend started by
inebriated fishermen until The Reckoners The Civil War ended, but, like coyote
gave him flesh and blood (and poisonous traps in the tall grass, the old resentments
fangs). Now this fat demonic snake prowls and unresolved questions remained. Were
the lakes, his flicking tongue sampling the the abolitionists who formed the city activists
air for the scent of the unwary. or outside agitators? Were the border wars
guerrilla massacres or retaliatory strikes?
Attributes: Agility d8, Smarts d4(A), Spirit d6,
Should historians call that August night in
Strength d12+2, Vigor d8
1863 “Quantrill’s Raid” or the “Lawrence
Skills: Athletics d6, Fighting d8, Notice d12,
Massacre”? Answer any of these questions
Stealth d8
any which way and there’s gonna be a fight.
Pace: 4; Parry: 6; Toughness: 10
Edges: Quick The railroads keep Lawrence on the map
Special Abilities: despite a complete lack of hospitality. Folks
„ Aquatic: Pace 6. in Lawrence are clench-jawed and stand-
„ Bite: Str+d6. offish. Anyone wanting a fistfight can find
„ Poison (–2): Lethal (see Savage Worlds). one with little effort.
„ Size 4 (Large): Sinkhole Sam’s a heavy
THE BLOODY BILLS (page 91): There’s
bodied viper over twenty feet long, fully s
bad blood between William T. Anderson
capable of swallowing a man whole.
and William C. Quantrill. They’ve chosen
„ Snake Cultists: Sam’s loyal following
a series of ungentlemanly competitions
of cultists give their lives to rescue their
to settle the score. Bank robberies,
snake-god if his Weakness (see below)
rail sabotage, and massacres happen
is targeted.
across Kansas—always in pairs—as one
„ Weakness (Ghost Steel): Sinkhole Sam
Harrowed gang tries to outdo the other.
only takes half damage from all attacks,
Are these competitions a bloody game or
including magic, unless they’re inflicted
an audition to become the next servitor of
by ghost steel weapons.
the Reckoners?
„ Weakness (Rope): Sinkhole Sam never
willingly crosses a rope. If some fleet-
footed son of a gun carrying 20 yards BROKEN RAILS BATTLEFIELD
of rope lures Sam onto land and runs FEAR LEVEL:
4
all the way around the monster (letting
the rope out as he goes), Sam becomes The race to lay track connecting to Lawrence
trapped. spawned one of the first conflicts in the Great
Rail Wars of 1871–1879. The twisted forest
of burning metal still steams after a rain, a
grim reminder of those days. A weekly train
runs out from Kansas City to the end of the

86
unfinished line just ten miles northeast of Civil War guerrilla fighter continued to grow
Lawrence. From there, ill-informed travelers after Quantrill laid down for his (almost)
have a one-day hike across the battlefield to final repose. James formed his own gang
reach town. Only about half arrive without and tore up eleven states, committing bloody
incident. bank and stagecoach robberies. In 1871 he
offered his guns to a Missouri Rail Baron for
Vengeful spirits from the Indian Wars,
the Great Rail Wars. He walked away from
the Border Wars, the Civil War, and the
the Battle of Broken Rails, once again, on the
Great Rail Wars all haunt the Broken Rails
losing side.
Battlefield. On a stormy night, when the
ghost rock steam rises, it gets downright The James Gang appears every few years

Kansas
crowded. Burnin’ dead rise from the once somewhere in the state to relive the glory
fiery wreckage of the Great Rail Wars. Ghosts of their Bleeding Kansas days. Get enough
run foxhole to foxhole, dressed in any one of whiskey in James and he admits he hears
four uniforms from the past wars once fought voices. They badger him unceasingly until
there. Mourning mist is also particularly he spills blood on the thirsty Kansas sod.
troublesome in these parts. Some are Indian
If Jesse and the gang ever mount an
spirits deprived of lands. Others are Border
organized attack again, it’ll happen on
War militiamen who believe they took part
Massachusetts Street in downtown Lawrence.
in righteous acts of retaliation for some
On the corner of Seventh Street sits the
previous massacre. Though these apparitions
National Bank building. Merchants Bank is
can be banished by simply acknowledging
located just a block away on the corner of
the past mistreatments and wrongs they’ve
Eighth. A drunk Jesse James often laments
suffered, at Broken Rails it takes a decent
both buildings saying they “stand tall and
amount of investigation to decide which
proud, stuffed full of Yankee abolitionist
conflict spawned the mourning in question.
blood money.”
There’s also a gang of walkin’ dead who
There’s a $2000 reward to anyone who
roam the area with a particularly cruel ruse
brings the James-Younger Gang to justice.
they use to draw in kind-hearted victims.
As long as the voices keep whispering, they
These sinister creatures pose as baleful
never stop terrorizing the state.
ghosts, struggling to lay the last thirty miles
of track to Lawrence. They trick adventurers c JESSE JAMES: See the Deadlands
into helping them, promising to reveal a long Companion.
forgotten secret of the battlefield. The minute
THE JAMES GANG: See the Deadlands
gullible do-gooders take up a pickax in their c
Companion.
service, they’re ambushed by cackling dead.
See the list of the most frequently reported
denizens below.
TOPEKA
If a party falls in with Kentucky Pete’s
Scrap Scavengers from Ashland, they’re
Founded 1854, Pop 15,452
eventually sent here to pick off the iron
corpses of the Great Rail Wars (see Ashland FEAR LEVEL: 2
on page 80 and Wrenches for Hire
Like Lawrence, antislavery types from
on page 112).
Massachusetts settled Topeka. They
hoped to flood the territory with free state
MASSACHUSETTS STREET voters and bring Kansas into the union
as an abolitionist state. They succeeded.
If ever a single man embodied the spirit
Unlike Lawrence, Topeka didn’t become a
of resentment hovering over Kansas, it’s
continual battleground for various factions
Jesse James. He rode with Border War
and their resentments. In fact, Topeka
bushwhacker William Quantrill. Jesse
managed to dress herself in the finery of
participated in the burning of Lawrence at
the late Victorian Era. What started
the tender age of sixteen. Jesse’s career as a
as an Oregon Trail ferry across the

87
Kansas River blossomed into a High Plains Some Casanova always tries to get fresh
cosmopolitan city. Former slaves flocked to with the dedicated young Sisters of Bethany.
DEADLANDS: THE WEIRD WEST

Topeka, remembering it fondly as the end Rather than take offense, they play along
of the underground railroad which once until the poor fool puts themselves in a
transported runaway slaves to freedom. In vulnerable position. Then they knock him
Topeka, former slaves find the education and out with Sammy’s Sedatifying Sleeping Gas
opportunity they always hoped for. or similar infernal concoction. The amorous
cretin usually ends up naked, tied to a mule
For a city whose name means “a good place
running out of town with his rescuing posse
to dig potatoes,” Topeka has a surprising
in hot pursuit.
number of libraries and institutions of
higher learning. The secret of Topeka’s That’s not to say the girls are frigid. They’re
peace and prosperity is found in these halls just holding out for men with thick spectacles,
of knowledge, especially in the upper rooms fertile (if forgetful) minds, and satchels full of
where the Twilight Legion meets after hours. prints for wondrous mechanical contraptions
not yet built. Such a man finds himself the
center of attention, if not a minor war. When
COLLEGE OF THE it comes to combat, the sisters of Bethany
SISTERS OF BETHANY prefer weapons of mischief over mayhem.
They favor gadgets using powers like disguise,
Named after Mary and Martha in the
illusion, mind wipe, puppet, slumber, and
Bible, not a group of nuns, the College
teleport to torment and subdue their enemies.
of the Sisters of Bethany was founded in
1861 as the only women’s college west of „ SISTER OF BETHANY: Use the Mad
the Mississippi. The school now covers Scientist profile in Deadlands.
kindergarten through graduate studies. In
addition to reading, writing, and arithmetic,
the Sisters of Bethany learn domestic skills,
WASHBURN UNIVERSITY
advanced sciences, and even the building of A year after the end of the Civil War,
infernal devices using ghost rock technology. Reverend Peter McVicar became the
Suspicious types whisper about witchcraft, president of Washburn University. The one-
but never in front of any of the girls. The girls building campus proceeded to grow into
consider themselves scientists, and anyone a sprawling labyrinth of lecture halls and
who says different gets zapped with Mary libraries. Not just a bookworm, the ironically
and Martha’s Marvelous Muting Ray Gun— named Reverend McVicar also served the
“guaranteed to have any man silent at the feet Union during the Civil War. Before that, he
of Jesus.” rode with the Topeka Boys defending the
borders of Bleeding Kansas from Missouri
The Sisters of Bethany workshops stock
Bushwhackers. All that time he waited
all the tools and supplies needed to work
for the Reckoning. That’s right, Reverend
on almost any infernal device and offer
McVicar knew about the Reckoning before it
a +2 to all Repair rolls made to work on
happened. This son of Scottish Immigrants
such contraptions. It’s free for members of
traveled across the pond with stories from
the fairer sex, but men must donate to the
the Old Country and a membership in the
school or perform some other task to earn
Twilight Legion.
their favor if they wish to make use of the
workshops. During Washburn’s construction,
Reverend McVicar changed construction
In the impressive scientific library, Science
companies six times. He even brought in
rolls benefit from a +2 bonus (provided the
some crews all the way from Kentucky. He
scientist spends half a day in the stacks). The
kept them all confused, so none noticed or
sisters permit men to use the library, but only
remembered the cellars with no stairs, the
under close and suspicious supervision. Any
hallways sealed behind brick walls, or the
female investigators attract 1d4 young men,
hidden libraries of forgotten lore.
eager to assist her research efforts with
their own Research or Science skills.

88
Any member of the Explorer’s Society is Powers: Blind, holy symbol, speak language.
welcome to use these covert catalogs of occult Power Points: 15
knowledge. At this location, a successful Gear: Holy symbol, Derringer (Range 3/6/12,
Occult or Research roll reveals the Weakness Damage 2d4), spectacles.
of any critter or varmint in the Weird West.
For particularly powerful or obscure entities,
the Marshal may limit findings to hints EMPIRE RAIL SWING BRIDGE
and clues.
Since 1857 the Kansas River has swallowed
Those wishing to use Washburn’s up no less than three bridges connecting
resources without permission must search Topeka to the West. Next on the menu is

Kansas
long and hard for cleverly hidden secret the Empire Rail Swing Bridge, an ingenious
doors (Notice –4) to gain entry into the contraption operated by a single man turning
location. It’s also not above the good a long iron crank. The bridge turns ninety
Reverend to protect his priceless treasures degrees to allow barges and steamboats to
with alarms and non-lethal traps. pass. Empire Rail’s Swing Bridge is a modern
marvel, provided nothing goes wrong—like
c REVEREND PETER MCVICAR: See below. enemy sabotage.

c Reverend Peter McVicar s THE EMPIRE RAIL BRIDGE DISASTER


(page 96): A barge full of dynamite
Hailing from the Old Country, this Highland and a train full of passengers converge
preacher carries secrets known only to select on the Empire Rail Swing Bridge, which
members of the Twilight Legion. He’s one happens to be out of order. Can a posse
of the few who has already heard of the split up and avert two disasters at the
Reckoning. How he came by these legends same time?
and lost lore is a secret he closely guards.
Suffice it to say, he wasn’t always one
of the good guys. Now a converted
KANSAS STATEHOUSE
man of the cloth, Reverend Though still under construction, the Kansas
McVicar waits patiently for like- Legislature meets here to conduct the
minded individuals of experience business of politicking. They’ve granted
and grit whom he might guide rail right-of-ways to Wichita and
on an epic quest to save Dodge City and they’ve barred Texas
the cosmos. Longhorns from the state anywhere
east of Dodge. These rulings don’t
Attributes: Agility d6,
sit well with everyone.
Smarts d10, Spirit d10,
Strength d6, Vigor d8 s THE GOVERNOR’S LAST
Skills: Academics d8, CAMPAIGN (page 100): Someone
Athletics d6, Common cursed Governor Glick’s wife,
Knowledge d6, Faith d10, though he scoffs at the mere idea
Fighting d4, Healing d4, Lan- of magical curses. There ain’t
guage (Latin) d6, Notice d6, but a handful of ways to
Occult d12, Persuasion d4, remove the hex, and only a
Researchd8,Shootingd4,Stealthd4 handful of days before the
Pace: 6; Parry: 4; Toughness: 6 governor succumbs to his
Hindrances: Enemy (Major— ailment.
Morgana), Bad Eyes (Minor),
Secret (Major—his connection
to the occult)
TOPEKA & SHAWNEE COUNTY
Edges: Arcane Background PUBLIC LIBRARY
(Blessed), Guts, Scholar (Latin,
Topeka, the High Plain’s center of
Occult), Soldier
higher learning, has three
elite libraries. Two require

89
enrollment in a university or membership in Though other municipalities suffering
a secret society to gain access. At the Topeka Wichita’s fate became dusty ghost towns,
DEADLANDS: THE WEIRD WEST

& Shawnee County Public Library, any old Wichita refuses to die. Embracing what
cowpoke can seek answers to questions some folk call “the Modern Age,” it’s quickly
normally requiring Academics, Common becoming a place of fancy dress shops and
Knowledge, Language, Research, or Science brick factories. The Law & Order political
rolls. The normal penalty for unskilled rolls party closes more saloons and brothels
is ignored here. Even sodbusters with the every year. One eccentric storefront sells
Illiterate Hindrance can sweet talk Clara spectacular inventions at mind-boggling
the librarian into helping them, provided prices—things like phonographs, fountain
they score a raise on a Persuasion roll when pens, and even steam-powered motorcycles.
interacting with her (+4 if she’s brought fresh
flowers, five-dollar chocolates, or other gifts).
She’s also partial to men in fancy suits.
BLACK RIVER BORDELLO
With brothels on the extinction list in Wichita,
„ CLARA: Use the Townsfolk profile in
this establishment officially serves as the
Deadlands, but she has Research d10.
administrative headquarters of the Black
s BOOK BURNIN’ (page 92): Flummoxed River rail company. For high-end Black River
heroes hoping for answers find the library business partners, it serves other purposes.
in flames! Can they put out the fire in time
Within these walls the Wichita Witches,
to save some of the books inside?
led by Delilah Dangler, ply their trademark
crafts: seduction, blackmail, and violence—
even though Delilah herself has gotten a little
WICHITA long in the tooth for such seductions. Eastern
businessmen arrive here with the promise
Founded 1870, Pop 8,541 of exotic carnal commutations in exchange
for their signature on big business contracts.
FEAR LEVEL: 3
Before the ink dries, they find themselves
Originally just a stop on the Chisholm back at the station on an eastbound train
Trail, Wichita offered supplies and without so much as a goodbye kiss or else
accommodations to cowboys driving their offered only the affections of the elderly
herds north to the rail yards in Abilene. Delilah herself. Those who protest receive
When the Black River rail company built a incentives to return home of the black magic
southern line to Wichita, the town flourished variety (or they just disappear).
as the new trailhead. With prosperity always
comes adversity. Wichita’s adversity took s FROG PRINCE (page 98): A peculiar frog
on a Wichita train turns out to be a cursed
the form of rowdy, gun-toting cowboys.
senator from Back East. His rescue pits
In an attempt to tame them, Wichita hired
statecraft vs witchcraft.
a string of tough lawmen including Bat
Masterson, Bill Tilghman, Mike Meagher,
and Wyatt Earp. CHISHOLM TRAILHEAD
In the late seventies, a mysterious “Cattle Weeds grow on the Chisholm Trail. Since
Fever” swept through Kansas herds. It wiped the cattle quarantine-line bars Texas cattle
out some of them entirely. The culprit: ticks from entering the state anywhere east of
riding on the backs of Texas Longhorns. The Dodge City, the cattle business has left
Kansas Legislature drew a quarantine line Wichita behind. More than one rail company
on the map. This barred all Texas cattle from wants to lay rails along the route, but the old
central and eastern Kansas. The lucrative Chisholm Trail is only a dusty shadow of its
Chisholm Trail died as the cattle drives former self.
moved west to Dodge City. The drives took
According to articles printed only in The
with them the hard-bitten lawmen of the
Epitaph, a herd of spectral cattle driven
High Plains.
by ghost cowboys still traverses the trail.

90
Multiple eyewitnesses agree, they first WEST WICHITA
encounter the cowboy apparitions merrily
In the early days, Delano was a lawless
singing a trail song. Not long thereafter
district just across the Arkansas River from
an argument breaks out between them,
Wichita connected only by a toll bridge
escalating into a full-blown gunfight.
and a rail trellis. While the word “lawless”
The cattle get spooked, kicking up a
gets thrown around liberally, in the case of
stampede. Survivors consider themselves
Delano, it was literally true. No police force
lucky. Reporter, Lacy O’Malley, claims
patrolled the streets. This made the township
he’s documented three instances of this
an attractive place for saloon keepers, brothel
story south of Wichita occurring on three
madams, and the rowdy cowboys who
different dates.

Kansas
frequent such establishments.
s SONG OF A THOUSAND VERSES (page
As law and order took hold in Wichita, the
110): Ghost cowboys and a ghostly
city annexed Delano and changed the name
herd haunt the Chisholm Trailhead.
to West Wichita. One by one the saloons and
Government Agents assigned to the case
brothels began to disappear. Still the seedier
hold auditions for saloon performers and
side of Wichita, those seeking information
campfire guitar pickers. Seems hardly the
not available in the local paper often
time for a talent show.
find it here.
West Wichita is where Networking with
SEDGWICK COUNTY COURTHOUSE shady elements or similar topics takes place.
When the Law & Order Party took over Just keep your nose clean, partner, because
Wichita, they vowed to tame the Wild West justice ain’t blind in Sedgwick County (see
right outta Sedgwick County. With two city Sedgwick County Courthouse above).
jails nearby and a judge always on hand, all
accused receive speedy and efficient trials. In
fact, they like trials so speedy and efficient
in Wichita, attempts to draw out cases with
SAVAGE TALES
arguments and evidence usually end in
disaster. Social Conflicts (see Savage Worlds). THE BLOODY BILLS
in Sedgwick County Courthouse suffer a
–2 penalty. If the alleged crimes occur in a
Two harrowed gunfighters from the pages of
brothel or saloon the penalty increases to –4.
history murder and rob their way across Kansas.
The penalty applies to the “visiting” team—
Armed with these two villains the Marshal may
or whoever’s angered the judge most.
create any sort of crime scene needed in the town
Before Wyatt Earp moved to Dodge City of their choosing.
in 1876 (and from there to Tombstone and
In 1863 Bill Quantrill and Bill Anderson
thence to the Great Beyond) he was a lawman
were still allies. In their early twenties, they
in Wichita. Folks in the know scrounge
shared a passion for beating back “Yankee
all over the Weird West, looking for one
tyranny” and sided with the cause of slave
of Wyatt Earp’s badges. It just so happens,
owners in the Kansas Border Wars. The
there’s one in Wichita.
height of their heinous hijinks came on a hot
s THE TIN STAR (page 111): For two years August night two years into the Civil War.
Wyatt Earp policed the streets of Wichita. Bill Quantrill led 450 Confederate guerrilla
Since Earp’s death, badges previously fighters to Lawrence. They burned much
worn by the lawman have become relics. of the city, killing 150 men and boys in
With the proper investigation, heroes retaliation for Union and Jayhawker (Union
can piece together the fate of one of his guerrilla) attacks in western Missouri. Among
badges. Quantrill’s raiders, William T. Anderson (aka
Bloody Bill Anderson) oversaw some of the
worst atrocities during the Lawrence
Massacre. He even scalped several men.

91
After the Lawrence Massacre, Quantrill enemy saboteur. Luckily the librarian, Clara,
took his men to Sherman, Texas. There, made it out in time to save herself, but she’s
DEADLANDS: THE WEIRD WEST

much bad blood developed between the hysterically screaming to the posse that there
Bloody Bills. Quantrill told Anderson not to are still patrons inside.
marry until after the war. Anderson defied
Fighting the fire is a Multi-Person
him and, perhaps out of spite, reported one
Dramatic Task (see Savage Worlds) where
of Quantrill’s murders to the Confederate
the heroes must collect 10 Task Tokens in 3
authorities. Quantrill expelled Anderson
rounds. Seven of the Task Tokens represent
and his men from the raiders on the threat
patrons who must be rescued from the
of death. He made good on the threat when
burning stacks, including Little Timmy,
some of those expelled tried to return.
Pretty Sally, and other random townsfolk of
After that, the Bloody Bills parted ways. your creation who scream for help. Three of
They robbed, tortured, and killed as separate the Task Tokens represent the most useful
groups until both men met separate ends in books, articles, and other collections in the
1864 and 1865. How could the Reckoners library. If all three of the collections aren’t
allow the most murderous men of the Civil saved, the library is useless to the posse for at
War to retire so early? Thanks to their help, least a year or until some generous donation
the Bloody Bills ride once again in campaigns is made to replenish its resources.
of terror and torture across the Kansas plains.
Bank robberies, rail sabotage, arson, and
massacres—always occurring in pairs—are DODGE CITY DANCE HALL WARS
the work of the Bloody Bills. One theory says
they’re engaged in a contest to see who can The posse tracks clues to a killer who always
create the most terror. Another suggests they seems one step ahead. Once found, the killer is
merely want to see who draws the highest not one but two, and neither is from this earth!
bounty. In a more insidious spin on the tale,
O’ times they are a-changin’ in Dodge
the Reckoners promised servitor status (and
City. Seems Marshal Larry Deger has had
near immortality) to the man who makes the
enough of the lawlessness in Dodge City.
most mayhem. Whatever the truth, putting
He’s thrown in with a Law & Order Party.
these two back in the ground and living to tell
Their main objective is to close every saloon,
the tale is sure to bring the Fear Level down
brothel, and dance hall in town. Only the
across a wide swath of Bleeding Kansas.
Long Branch Saloon still remains open.
c BLOODY BILL QUANTRILL: See the
Ford County Sheriff Bat Masterson opposes
Deadlands Companion.
this plan (unofficially). He believes in liberty
c BLOODY BILL ANDERSON: Use the Bloody and personal responsibility, and also knows
Bill Quantrill profile in the Deadlands rowdy cowboys and their carousing are the
Companion, but he also has the Vengeful lifeblood of Dodge City. If the last saloon
Hindrance. closes, the cattle drives are destined to move
west, turning Dodge City into a ghost town.

BOOK BURNIN' THE CRIMES


Lately, several members of Marshal Deger’s
In need of information, the posse arrives at the
Law & Order Party have turned up dead in
library only to find it engulfed in flames. Can
hotels and flophouses with their britches
they put out the fire in time to save the books and
around their ankles. All evidence points to a
papers they need?
murderous Long Branch Saloon girl. Sheriff
Just when the adventurers need the Masterson indeed hopes to win the Dodge
resources of the Topeka & Shawnee County City Saloon War, but not this way. The
Public Library, it catches fire. The Marshal sheriff’s looking to hire an out-of-town outfit
decides how it started, an ill-timed
accident or the deliberate act of some

92
Kansas
to investigate these murders and make sure and die with a knife or gun in-hand—most
no one on either side is responsible. have even fired off a shot or two. Torn bits
of burgundy lace or black dress material can
be found at every crime scene, each a perfect
THE CLUES match to the materials used in the tawdry
Investigators can chat up patrons of the Long uniforms of the Long Branch Saloon Girls.
Branch Saloon, intimidate the dancing girls,
investigate the scenes of previous crimes, and INTERVIEWING THE VICTIM'S FAMILIES
interview families of the deceased. The wives of the dead men are ashamed
of the circumstances surrounding their
CRIME SCENE INVESTIGATION husbands’ deaths. They’re reluctant to speak
The Law & Order ladies have died in all to the posse. It takes a –2 Persuasion roll for
sorts of places and by all sorts of natural, them to reveal their suspicions. They think
and apparently, accidental means. Visiting their husbands were visiting the saloon on
the crime scenes takes the heroes to homes, the sly. The men sometimes returned home
churches, tea parlors, train stations, and smelling of alcohol or ladies perfume. Of
outdoor locations. Once there, they find course, these are shameful revelations for
only what one might expect after a heart avowed members of a Law & Order Party.
attack, house fire, or tragic fall from a
The husbands of the deceased women are
runaway wagon. Indeed, the only thing
unlikely to suspect anything amiss. Each of
connecting these incidents at all is the
their wives died by perfectly explainable
ladies’ participation in the Law & Order
(though tragic) means. Pressing for details
movement in Dodge.
about their daily habits reveals frustratingly
For the menfolk, it’s a different story. They similar details. Temperance ladies in Dodge
turn up in compromising positions in hotel City follow similar routines, but there’s only
rooms, flophouses, and seedy alleyways— one detail all the female victims have in
always partially dismembered and/or common. They all visited the same hair
disemboweled. Many victims are armed

93
salon a day or two before they died (see The long after closing time. All find their way into
Killers below). the arms of Geraldine Goodlove (see The
DEADLANDS: THE WEIRD WEST

Killers below). Not every man on the Law


SALOON GIRL TESTIMONIES & Order Committee is a hypocrite, though. If
The girls of the Long Branch Saloon are a the group tails a true believer they’re only led
tight-lipped bunch. They know the Law & on farm errands and to temperance meetings
Order Committee hopes to shut down their at the local church.
livelihood and most don’t bother to hide
Tailing potential female victims requires
their sympathy with the killers’ cause. Some
even more patience. If the posse attempts
are even theorizing that a committee member
to follow them they must endure tearoom
is responsible for the murders, in an effort to
gossip, volunteer work at the Dodge City
frame them and scare away saloon patrons.
Orphanage, and quilting parties. Should they
These saloon girls make it their business persist in following their mark to the local
to stay out of each other’s business. Loud hair salon and succeed on a Notice roll, they
screams and gunshots aren’t unusual sounds observe a certain ladies’ wigmaker (see The
in their daily lives, and they take only a Killers below) picking house keys from a
passing notice of them. If pushed there’s committee member’s pocket or adding slow-
one thing they mention that stands out to acting poison to her two lumps of sugar or
the investigators. One of the girls, Geraldine cream. With a raise, they also observe an
Goodlove, needs a new outfit more often unscrupulous lady’s rendezvous with a
than the others. She seldom asks for thread hairdresser on a romantic hill at the edge of
to replace lace or repair a hem; she requests town. If no one intervenes, the next day a new
whole new dresses almost weekly. Geraldine victim is found dead, having been stung by a
always has a wild story about how an angry scorpion, kicked by a horse, or else trampled
cowboy completely destroyed her uniform by a spooked herd of cattle.
beyond repair.
THE KILLERS
IDENTIFYING THE NEXT VICTIM As for the question on everyone’s mind—
Tailing members of the Marshal’s Law & whodunit—here’s the answer. Hell recently
Order Committee in hopes of catching the spat out two tortured souls condemned for
killers in the act is also an effective method sins of a carnal nature, a brother and sister
of investigation. Committee members come who now walk the earth as a succubus and
in two stripes: crusty wheat farmers eager to incubus. Last month this seductive pair
rid the county of crop-trampling cattle herds sauntered into Dodge City and took jobs
and uptight religious matrons concerned for as a dance hall girl and ladies’ wigmaker,
the souls of this godless generation. respectively. The calculating brother makes
the death of his pious ladies look like natural
Tailing society gals and gentlemen requires
causes. The sister isn’t as subtle. The scene of
Stealth. The Marshal should apply a penalty
her tawdry crimes is always a bloody mess.
if the tailing character looks particularly
out of place in the fussy establishments Unfortunately, ghost steel is the only
frequented by society types. If the Stealth thing that can harm these particular demons.
roll is failed, they have only their silver The posse’s first confrontation with either
tongue and good manners to explain what of the siblings ain’t likely to go well. In the
they’re up to. first encounter, the Goodloves try to escape
and likely succeed given their Invulnerable
Male victims fall prey to their own
Special Ability (though resourceful
hypocrisy as much as anything else. Though
cowpokes may devise a way to capture
they actively fight to close the saloon, most
them). The heroes must regroup and blow
of the male victims eventually wander into
the dust off their oldest books to discover
the Long Branch Saloon for drinking, card
their Weakness. Doing so requires a Research
playing, or other vices. Some wear
or (–2) Occult roll.
disguises. Some go through back doors

94
The group must figure out how to get The demons can cast puppet using Spirit
their hands on some ghost steel if they as their arcane skill. They have 20 Power
want to take the murderers down. Sheriff Points.
Masterson wants this handled discreetly. He „ Sturdy: +2 to recover from Shaken;
won’t tolerate tales of a demonic seduction Immune to poison and disease.
disrupting the already fragile economy „ Very Attractive: Incubi and succubi
of Dodge City, so turning to him for help resemble stunningly beautiful creatures
doesn’t get the heroes very far. in their illusory form. They can assume
the shape of any sentient being. Their
c GERALD & GERALDINE GOODLOVE: Use illusory appearance gives them +2 to
the Incubus/Succubus profile below.
Persuasion and Performance rolls. The

Kansas
c LARRY DEGER: See the Deadlands detect arcana power can penetrate the
Companion. illusion.
„ Weakness (Ghost Steel): This brother
c WILLIAM “BAT” MASTERSON: See the
and sister have quite a bit of history.
Deadlands Companion.
While it’s not pertinent to the adventure,
the end result is they’re invulnerable to
c Incubus/Succubus anything but weapons made of ghost
steel.
The Reckoners tore a page out of medieval
church legend when they brought these
terrors to life. Incubi and succubi resemble
beautiful males and females, respectively.
This form is illusory. In their natural form
they’re winged demons with grotesque
faces, leathery skin, and long claws.
They use their illusory looks to lure
unsuspecting victims into their
deadly embrace.
Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d10, Vigor d8
Skills: Athletics d8, Common
Knowledge d8, Fighting d8,
Notice d6, Performance d10 (Geraldine),
Persuasion d12, Stealth d8, Trade (Wig
Dressing) d10 (Gerald)
Pace: 6; Parry: 6; Toughness: 6
Special Abilities:
„ Claws: Str+d4.
„ Invulnerable: Incubi and succubi can
be Shaken by normal weapons, but they
can’t be Wounded by anything other
than their Weakness.
„ Life Drain: If a succubus or incubus
kisses a victim, they must make a Vigor
roll opposed by the demon’s Spirit or
their Vigor goes down a die type. If the
victim’s Vigor drops to zero, the demon
sucks out the victim’s life force, killing
them. If the victim survives, any lost
Vigor returns at the rate of one die per
day.
„ Innate Powers: Sometimes good looks
aren’t enough to lure prey to their doom.

95
completely stopped in the swift current
THE EMPIRE RAIL BRIDGE DISASTER before it hits the bridge.
DEADLANDS: THE WEIRD WEST

Stop the Train: The heroes must figure out


This requires a little setup, but once the fuse is
how to reach the train (Riding –2 or Driving
lit, a highly tactical rescue begins as a train load
–2 if the posse has a vehicle of some sort),
of passengers and a steamboat full of dynamite
Athletics –2 to leap aboard, then Driving
converge on a malfunctioning swing bridge.
–2 to slow it down. Like the boat, the train
The adventurers arrive at the Empire is moving too fast to stop entirely before it
Rail Swing Bridge and find it stuck halfway reaches the bridge.
between being open and closed. In this
If any of these tasks are failed, disaster
position trains can’t safely cross, nor
strikes—the train plunges into the river
can riverboats pass by. At that moment
or the steamboat full of dynamite crashes
the heroes hear simultaneous train and
into the bridge and detonates, destroying
steamboat whistles. Two separate disasters
it entirely. Everyone on the bridge section
now converge on the Empire Rail Bridge.
takes 6d6 damage.

THE QUICK ENCOUNTER SETTING THE STAGE FOR TRAGEDY


ALTERNATIVE Okay partner, we know this next section is a
The setup for this scene is a little different, little loco, but bear with us. It might just be a
and a little complex until you lay it all out. If blast! Instead of running a Quick Encounter,
you’d rather run it as a Quick Encounter (see you can use the following rules to resolve
Savage Worlds), explain the situation, let the the Empire Rail Swing Bridge situation. This
party decide what they want to do, and ask method takes a little work and imagination,
for appropriate rolls depending on their plan. but might have a really big payoff in fun if
The important part is they must time the you and your group enjoy this sort of thing.
passing of the train and the steamboat just
Swing Bridge: Deal a single card to the
right to ensure both pass over or steer past
table and turn it diagonally. This represents
the bridge without disaster. Since the train
the Empire Rail Swing Bridge, stuck between
and the steamboat are currently destined to
open and closed. The heroes start on this card,
strike at the same time, one or both must also
though they’re not yet on the bridge, only
be slowed down (or sped up). This means the
standing on the riverbank nearby. Put figures
posse must come up with a plan (quickly!)
or pawns on the card to help everyone keep
and split up to handle at least two of the
track where their character’s at.
options below.
Empire Rails: Deal an additional 10 cards
Run the disaster as a Quick Encounter in
horizontally from the bridge. This represents
the following stages:
the rails of the approaching locomotive. The
Crank the Bridge: This approach requires engine starts on the card furthest away. It’s
Athletics at –2 to leap to the bridge section, followed by two passenger cars, though
then Repair or Strength at –2 to manually these won’t make it onto the cards until it
turn the crank for the first vehicle to pass (the moves (the train is three cards long).
train or the steamboat). This must be done
Deal three cards on the far side of the river,
again after the first vehicle passes to ready it
once the train reaches these it’s safe!
for the other.
Kaw River: Deal an additional 14 cards
Slow the Steamboat: The party must
vertically from the bridge. This represents
figure out how to reach the boat. It’s moving
the Kaw River. The steamboat floats on the
too fast to swim to before it hits the bridge, so
card furthest away. Deal one card under
the heroes must find a way to fly or otherwise
the bridge and one past the bridge. Once
reach it quickly. Then someone must make a
the steamboat reaches the card beyond the
Boating roll at –2 to reverse the engines
bridge it’s safe!
and slow it down. The boat can’t be

96
Somebody Do Something: Every round, Critical Failure while forcing the crank snaps
the train advances one card closer toward the it, locking the bridge in its current position
bridge. The steamboat, moving downstream for the remainder of the scene.
on a swift current, advances two cards closer
to the bridge each round. If no one intervenes, EMPIRE PASSENGER TRAIN
the steamboat (carrying a load of dynamite) Anyone within one card of the engine clearly
strikes the bridge in round seven and sees the engineer is dead. The train must be
destroys it. The passenger train plummets boarded to save it.
into the river in round ten.
Boarding the Train: Heroes must be on the
Movement: Heroes on foot move toward same card as the train to board it and make

Kansas
the riverboat or train one card at a time a successful maneuvering roll (–2 if the hero
with a successful Athletics roll (or two uses Athletics). With a raise, boarders may
with a raise). Heroes on horseback or some also perform an additional action in the same
other fast-moving conveyance must use round.
the appropriate maneuvering trait (Driving,
Stopping the Train: Bringing the train
Riding, Boating, Piloting, etc.) to move two
to a full stop requires a Driving roll (–2)
cards closer with a success or three cards
each round. Each success and raise earns a
with a raise.
“braking token.” With five braking tokens,
The heroes, the train, and the riverboat may the train stops moving.
be moved in any order the heroes choose.
Speeding Up: If other party members
Action Cards don’t need to be drawn, but
repair the bridge, the heroic engineer may
the train and the steamboat must be moved
actually want to make the train go faster
every round.
and get all three cars across in time to let
the riverboat pass. This daring maneuver
EMPIRE RAIL SWING BRIDGE requires a Driving roll. Success allows the
Someone killed the bridge operator. The
train to move two cards per round, or three
bridge is turned diagonally, neither in
with a raise.
contact with the railroad tracks nor open
for a passing steamboat. Getting to the Train wreck: If the train arrives at the
bridge requires flight or a long jump (see bridge when it’s not in the horizontal position,
Savage Worlds). the train takes a header into the Kaw River.
The train takes d4 Wounds (this roll can Ace).
Fixing the Bridge: Once aboard the bridge,
If the train suffers six Wounds, it’s wrecked
heroes find the crank mechanism sabotaged.
and all aboard suffer 6d6 damage.
A Repair roll (–2) may be attempted each
round to fix it. Once five successes are
accumulated, the bridge can be moved in
WASATCH STEAMBOAT
Anyone within two cards of the steamboat
subsequent rounds. Brawny or desperate
spots the captain and crew—all dead. The
heroes may try to muscle the crank instead
downstream current flows swift and the
(see below).
paddlewheel turns at full speed. Heroes
Moving the Bridge: In a single round, may be tempted to attack the engines
there’s only time to move the bridge from with ranged attacks, but stem to stern the
diagonal to horizontal (allowing the train steamer is loaded with crates clearly marked
to pass) or diagonal to vertical (allowing DYNAMITE. People live in rickety shacks
the steamboat to pass). Swinging the bridge all along the riverbanks. It’s surely safer to
from horizontal to vertical requires two board the riverboat and bring her under
rounds of cranking. It takes only one hero to control. For trigger-happy groups who
turn the crank. If the bridge mechanism can’t don’t care about the safest plan, use the stats
be repaired, it can be forced with a Strength for a Small Paddlewheeler on the Vehicles
roll. The Strength roll suffers a –1 penalty & Conveyances table in Deadlands for the
for every Repair success under five earned steamboat. If by some miracle or genius they
when trying to fix the bridge (–5 if the repair stop the engines, the river current still
failed completely or wasn’t attempted). A carries the boat one card each round.

97
DEADLANDS: THE WEIRD WEST

Boarding the Steamboat: Heroes must AFTERMATH


be on the same card as the boat and make
After the disaster, heroes who investigate
a successful maneuvering roll (–2 if the
the murders and sabotage find evidence of
hero uses anything other than Athletics
the Wichita Witches’ handiwork (specifically,
(swimming), Boating, or Piloting) to board it.
Delilah Dangler’s crew—see the next
With a raise, boarders may also perform an
Savage Tale).
additional action in the same round. If the
boat drifts past a hero’s card, and the hero Empire and Wasatch rail companies
hasn’t acted yet for the round, he may freely offer a reward to anyone who brings the
interrupt the boat’s “action” and attempt to masterminds behind the Empire Rails
board. disaster to justice.
Slowing the Steamboat: Nothing can stop Heroes who save the steamboat, the train,
the flow of the river. The boat travels full or both may earn Conviction, special favors
steam ahead (two cards per round). Nothing and privileges in the city of Topeka, or both,
can make it go any faster either. With a as the Marshal decides appropriate.
Boating roll the engines reverse, slowing the
steamboat to one card per round.
Shipwreck: If the steamboat arrives at FROG PRINCE
the bridge when it isn’t in the fully vertical
position, the boat strikes the bridge. An In this grimly comedic tale the posse meets a
inevitable spark ignites the dynamite for a US Senator whose been turned into a frog by
cataclysmic explosion. Anyone on the boat a powerful witch. Can they figure out who the
or the bridge at the time gets blown to bits. frog is and what he wants? Can they convince a
Marshals decide if they have a good way to powerful witch to reverse her black magic?
escape the blast or not.
At the train station in Wichita, or on a
sleeper car, a frog acts strangely. True, a frog
riding a train is strange enough, but this

98
one’s especially odd. It vies for the attention Violet Esperanza, but Violet is dead now and
of the party with something like desperation. Delilah’s time to lead has finally come.
When anyone pays attention, the frog jumps
Multiple decades of gravity have had their
around on a Black River seal painted on the
way with Delilah. Her leather brazier and
floor of the station or train car. If anyone
chaps don’t ride quite as high as they once
thinks to look, he repeatedly spells “I live.”
did, but no one dares to tell her. She travels
This frog is none other than Senator with four fellow witches, all Wild Cards.
Elridge P. Lapham, chairman of the Fish and They focus on protective and bolstering
Fisheries Committee in the United States powers, casting bolt and blast only after
Senate. Senator Lapham came to meet Black they’ve covered their leader in protective

Kansas
River rail representative Delilah Dangler magic. Given her years of service to the force
to discuss his willingness to sign a contract of darkness, she’s seen Corruption more than
allowing the Black River rail company to a few times as evidenced by her many Edges
drain McPherson county wetlands and build and Hindrances.
rail lines across it. He was also expecting a
Attributes: Agility d6, Smarts d8, Spirit d8,
few feminine perks from Delilah’s stable of
Strength d4, Vigor d4
pretty girls in exchange for his signature.
Skills: Athletics d8, Common Knowl-
After signing, Senator Lapham found edge d8, Fighting d8, Gambling d8,
himself pursued by the aging Delilah herself. Intimidation d8, Notice d8, Persuasion d8,
When he protested, Delilah flew into a rage Riding d8, Shooting d8, Spellcasting d12,
and transformed him into a frog using her Stealth d10, Taunt d10, Thievery d8
transform power. The curse can only be Pace: 5 (d4 running die); Parry: 6; Tough-
broken by the dispel power (–4). ness: 6 (2)
Hindrances: Elderly, Delusional (Minor—
Fighting a Wichita Witch on her own turf
Still considers herself seductive), Greedy
is a deadly affair. Level-headed heroes may
(Major), Ruthless (Major), Ugly (Minor)
prefer to make a deal with her. The scorned
Edges: Arcane Background (Black Magic),
Delilah is only willing to release the senator
Familiar (Spider), Harder to Kill, Menacing,
in exchange for the venom glands of a
Power Surge, Wichita Witch
legendary creature known as Sinkhole Sam
Powers: Blast, blind, bolt, beguile, boost/lower
(see Lake Inman on page 85).
Trait, damage field, dread, entangle, fear, invis-
If the heroes nose around the Black River ibility, stun, smite, teleport, transform. Power
Bordello they also uncover a Wichita Witch Points: 30
kidnapping-and-murder-ring in Dodge City Gear: Black armored duster (Armor +2), Colt
and a conspiracy to create a tragic disaster in Frontier (Range 12/24/48, Damage 2d6+1,
Topeka (see Mina Devlin’s School for Girls AP 1), whip (Str+d4, Parry −1, Reach 2),
on page 82 and The Empire Rail Bridge black horse, chaps, saddle.
Disaster on page 96).
c DELILAH DANGLER: See below. c Violet
When Violet Esperanza was killed, Delilah
c VIOLET: See below. became the highest-ranking member of
c WICHITA WITCHES (4): See Deadlands. the Wichita Witches. Shortly after that she
adopted a tarantula familiar and named
her Violet. She claims it was an act of fond
c Delilah Dangler devotion in memory of her former mentor.
Mina Devlin hires and trains only the most Violet the tarantula serves as Delilah’s eyes
beautiful, ruthless women she can find, but and ears and as a constant companion.
the strongest outlive their beauty. Delilah
Attributes: Agility d8, Smarts d4 (A),
Dangler rose to the top of the Black River
Spirit d4, Strength d4−3, Vigor d6
Wichita Witches by outlasting them all.
Skills: Athletics d10, Fighting d6, Intimi-
She was little more than an assassin under
date d6, Notice d8, Stealth d8,
Pace: 5; Parry: 5; Toughness: 2

99
Edges: Extraction his cattle quarantine lines. He mentioned
Hindrances: Loyal the strange old man to one of his clerks in
DEADLANDS: THE WEIRD WEST

Power Points: 5 passing, saying, “Can you imagine traveling


Special Abilities: 200 miles round trip to lodge such a brief
„ Bite: Str. A tarantula’s bite doesn’t cause complaint?” The governor failed to mention
real damage but hurts about like a bee the peculiar odor of burning flesh around the
sting. man—the smell of flesh literally baking in
„ Low Light Vision: This creature ignores the sun. Governor Glick doesn’t notice such
penalties for Dim or Dark Illumination. details, but Elizabeth shares this information
„ Size –3 (Very Small): Weighing in at 10 with the investigators if they revive her and
pounds, Violet is big for a spider! convince her to speak about the days leading
up to the incident.

THE GOVERNOR'S LAST CAMPAIGN THE THIN MAN


Further investigation reveals the thin figure
The governor of Kansas is dying of a mysterious arrived from Abilene on the previous evening
ailment. The posse follows clues to a vampiric train and returned home on the first train of
creature halfway across the state who laid a the morning, only minutes after accosting
magical curse on the governor. the first family of Kansas on the statehouse
steps. Following these clues to Abilene
Last night, Governor Glick’s wife Elizabeth
and asking about a man of this description
slipped into a coma. Representatives of the
brings up stories about an eccentric vagrant
Twilight Legion believe she’s a victim of the
stalking the alleyways behind saloon row.
curse power. If they’re right, she may die
If the investigators persist, they make the
any day. If a hero uses dispel on the curse it
acquaintance of one former cowboy who
saves the governor’s wife but they receive no
remembers meeting the skinny man in the
thanks or recognition. The Governor takes
leather duster.
no stock in magical curses. Furthermore,
removing the curse doesn’t explain how it
“Before I met Cynthia, I came to Abilene
got there in the first place.
every year with the cattle drives. Just a year
Heroes who discover Elizabeth Glick’s before the trailhead moved south to Wichita,
assailant receive a hefty reward. The I met the skinny cuss you’re talkin’ about
Twilight Legion supplements the reward, in an alley behind the saloon. He asked me
provided the posse covers up all signs of the for a light. When I struck the match, I took
supernatural. Governor Glick is a Doubting one look at his face and passed out. I know,
Thomas who believes nothing printed in The it’s not manly to faint, but you didn’t see
Tombstone Epitaph, and the Legion likes it his face. Hours later maybe, I don’t know
that way. how long, I woke up in the cellar of Lebold
Mansion. I high-tailed it outta there. The
Careful investigation of the days leading
next morning during my shave I discovered
up to Mrs. Glick’s mysterious illness reveals
the old creep had bitten me on the neck and
a curious encounter on the steps of the
wrist while I was knocked out. I never told
statehouse. A shriveled old man wrapped in
anyone about it. I’d been drinkin’ so much, I
a heavy leather duster and wide-brimmed
wasn’t truthfully sure it’d really happened.”
hat shook hands with the governor and
his first lady and said in a thick accent,
“Governor, when you bring the cattle back to THE COVEN
Abilene, she’ll wake up.” A gang of nosferatu nests in Lebold Mansion.
They first took possession of the house when
Abilene transformed from Cowtown
the Night Train left Abilene without them
to uptown in only a few years as cattle
(see the dime novel Night Train by John
herding first moved south, then later west,
Goff). Since the decline of the Chisholm Trail,
of Abilene. These two moves away from
nameless cowboys with no kin to miss them
Abeline were both caused by Governor
are in short supply. A sudden dearth of easy
Glick’s railroad right-of-way and

100
victims drove the nosferatu uptown, but the vampires, any hit to the heart, not just
disappearance of their new genteel victims wood, can destroy them.
always got investigated. After a couple of „ Weakness (Holy Symbol): A character
near misses with the law, the coven leader may keep a vampire at bay by displaying
decided to curse the governor’s wife, forcing a holy symbol. A vampire who wants to
him to bring back the cattle herds. directly attack the victim must beat her
in an opposed Spirit roll.
c NOSFERATU COVEN LEADER: See below. „ Weakness (Sunlight): Nosferatu take
„ NOSFERATU (one per hero): See Deadlands. 2d4 damage at the end of their turn if
in direct sunlight. Concealing their
bodies beneath thick blankets, coats, etc.,
c Nosferatu Coven Leader

Kansas
reduces the damage by 4.
This founder of a nest of nosferatu once fed
on transients—cowboys and saloon girls—
in the back-allies of Abilene. As the cattle THE KANSAS STRAIN
drives moved west, he found it harder and
harder to keep his fiendish family fed. Long Globs of cow carcasses merge together to form a
ago he took up black magic and, given the massive, city dissolving blob of gore. If the posse
Fear Level in Kansas, gets a free reroll on any can’t keep the cattle ‘gloms from merging, they’re
failed Spellcasting roll. going to need a lot of explosives for a battle in the
streets with a city-sized monster.
Attributes: Agility d10, Smarts d8, Spirit d4,
Strength d12, Vigor d10 No earthly virus caused the Kansas Strain.
Skills: Athletics d10, Fighting d10, Intim- It’s a creation of the Reckoners, conjured from
idation d8, Notice d8, Spellcasting d10, some imaginative cowboy’s worst nightmare.
Stealth d12 When enough cattle die in a stockyard, they
Pace: 8; Parry: 7; Toughness: 9 clump together and rise as a bovine ‘glom.
Edges: Arcane Background (Black Magic),
Frenzy (Imp)
Powers: Blind, confusion, curse, darksight, and
wallwaker. Power Points: 20
Special Abilities:
„ Bite/Claws: Str+d6.
„ Fear (−1): Nosferatu provoke a Fear
check at −1.
„ Infection: Anyone Incapacitated by
a nosferatu’s bite rises as a nosferatu
under the Marshal’s control in 1d6
hours.
„ Invulnerability: Nosferatu can be
Shaken by normal weapons, but they
can’t be Wounded by anything but their
Weaknesses.
„ Undead: +2 Toughness; +2 to recover
from Shaken; no additional damage
from Called Shots; doesn’t breathe;
immune to disease and poison.
„ Weakness (Heart): A nosferatu hit by
any weapon with a Called Shot to the
heart doesn’t take extra damage per the
Undead ability, but must make a Vigor
roll versus the damage total. If success-
ful, it takes damage normally. If it fails,
it disintegrates to dust. Being lesser

101
Unlike ‘gloms made up of humans, which BOVINE 'GLOM
break apart after reaching a certain size,
A bovine ’glom—short for conglomerate—is
DEADLANDS: THE WEIRD WEST

bovine ‘gloms keep growing until they


a group of cattle carcasses joined together
become a rendered herd. The last rendered
into a horrifying mass and animated by an
herd in Dodge City had to be lured out of
especially strong manitou. The creation of a
the city and bombed with three ghostfire
’glom requires at least two bovine carcasses.
bombs (procured by special agreement with
One carcass, in which the manitou houses
Hellstromme Industries) before it would die.
its primary essence, must be relatively intact,
The Tombstone Epitaph called it for what it was,
but the others needn’t be so tidy. Most bovine
but the local rags said it was a “natural gas
’gloms begin in stockyards where disease has
explosion.” Plenty of folks saw the rendered
killed many cattle overnight.
herd with their own eyes, but between the
story of the gas “altering their perception” Even more terrifying, the ’glom’s ability to
and judicious use of mnemomizers, the join additional carcasses to its seething mass
Agency has kept the hubbub to a minimum. increases its power proportionately. The
profile below is a basic two-carcass bovine
Sheriff Bat Masterson and the Twilight
‘glom. The ones Masterson is hunting have at
Legion are on the lookout for a party with
least six carcasses each!
heavy firepower. They know they’ve
currently got at least three bovine ‘gloms Attributes: Agility d6, Smarts d4, Spirit d4,
in western Kansas. They’re afraid the Strength d12, Vigor d12
‘gloms might converge and form another Skills: Athletics d10, Fighting d10, Intimida-
rendered herd, and this time, they’re fresh tion d6, Notice d10
out of ghostfire bombs. They’re offering Pace: 8; Parry: 7; Toughness: 13
a handsome reward plus expenses for any Special Abilities:
group able to discreetly track and destroy „ Horns: Str+d6.
the monsters. They expect a loud boom and „ Fear: Since most folk believe the
have a cover story prepared—a dynamite Kansas Strain is only a strange cattle
transport accident. disease, bovine ‘gloms aren’t as scary
as the human variety. It’s still grotesque
c SHERIFF BAT MASTERSON: See the enough to trigger a basic Fear check to
Deadlands Companion.
anyone who sees them for the first time.
„ Fearless: ’Gloms are immune to Fear and
TRACKING THE 'GLOMS Intimidation.
„ ’Glom: A ’glom takes a full round to
Attempts to track the ‘gloms are a daily
add a carcass to its mass. For every addi-
Survival (tracking) roll (–6) if traveling on
tional carcass it adds, the thing gains a
foot (–4 from horseback; –2 for anything
die type in Strength and Vigor and +1
faster; no penalty if using an aerial
Size. A ’glom may grow as large as 10
contraption). With success, the party finds
carcasses (Strength and Vigor d12+10,
the ‘glom’s trail. They catch up to it the next
Size 13, Toughness 28); after that it
day (or the same day with a raise).
looks for another ‘glom (of any size) to
Draw travel encounters each day (see combine with and becomes a rendered
Travel in Savage Worlds and Bleeding herd (see below). A ’glom can take three
Kansas Encounters in Deadlands). Some of Wounds, plus one additional Wound
these encounters might slow the posse or for every corpse after the third. A ’glom
present distracting obstacles—which gives made of five bodies, for example, can
the ‘gloms more time to converge! (And let’s take five Wounds before it’s destroyed.
face it, that’s what you really want, isn’t „ Size 3: Bovine ‘gloms start as two
it, Marshal?) carcasses.
„ Undead: +2 Toughness; +2 to recover
„ BOVINE ‘GLOMS (3, with 6 carcasses each):
from Shaken; no additional damage from
See below.
Called Shots; ignores 1 point of Wound

102
penalties; doesn’t breathe; immune to
disease and poison.
LAYING A TRAP
Of course, a presumptuous party may
„ Weakness (Head): A Notice roll at −1
elect to ignore the ‘gloms, allowing them
for each ‘glommed carcass (−4 max)
to form a rendered herd. They could lay
reveals which of a ’glom’s many heads is
an explosive trap for it outside Dodge City
the primary. If it’s destroyed, the entire
instead of trying to track them down. For this
thing dies instantly.
overconfident lot, the Marshal should inflict
„ Coup (’Glom): Deaders who absorb a
two or three of the following hardships.
’glom’s mojo gain its ability to absorb
a corpse, but only one. It takes a full • Angle of Attack: The chance of a posse
round to add or remove a corpse. Using correctly predicting the exact point of the

Kansas
this power provokes a Fear check for rendered herd’s entry into Dodge City
witnesses, and probably an angry mob is small. Unless they were exceedingly
if townsfolk see it! clever guiding the rendered herd into
their trap, it likely attacks from some
THE CLOCK IS TICKING other part of town.
After three days, two of the bovine ‘gloms
• Angry Mob: With no imminent threat
find each other and combine to form a
they can see with their own eyes, the
rendered herd. Parties failing to track and
townsfolk refuse to be evacuated. They
kill the ‘gloms before that have a heap o’
may even suspect the heroes are trying
bloody trouble to contend with! The gory
to pull one over on them and sabotage
mass immediately senses the stockyards and
their explosives or attack the posse. When
turns toward Dodge City (which is about
tensions are at their peak, the rendered
four days away).
herd arrives.
After an additional two days the third
• Rain: An unseasonable storm renders
‘glom joins, making the herd even stronger. If
the trap inoperable due to heavy winds
not destroyed on the prairie, the abomination
and rain. Only a Single Person Difficult
makes its way back to Dodge City after one
Dramatic Task (see Savage Worlds) using
additional day to sweep the stockyards and
Repair can salvage the trap. Others can
streets clean of every living thing. Only an
attempt to Support as usual. All of this
evacuation or a final battle using every stick
must be achieved while directly in the
of dynamite in the county can save them.
path of the rendered herd.
RUMORS
While taking the time to canvass the remote THE SHOWDOWN
homesteads of western Kansas for clues
Should the posse fail to prevent the union
costs precious time, it may help the posse
of the ‘gloms and the rendered herd arrives
zero in on a ‘glom’s location faster. On any
in Dodge City, the Marshal may wish to
day the group forgoes a Survival (tracking)
place stranded townsfolk who need rescuing
roll to search for the meaty menace, they
in the path of the foul mass. Perched on
may instead question homesteaders about
rooftops, stranded in small trees, and
mysterious cattle disappearances or unusual
balancing precariously on stockyard fences,
sightings. Homesteaders are a suspicious lot
there’s Conviction at stake for any heroes
and prefer to keep to themselves. They’re
able to help these innocent people to safety.
likely to think the heroes are cattle rustlers,
Advancement, cash, supplies, or information
looking to rob the lonely settlers. Using
about future quests from the sheriff might
Persuasion or Intimidation successfully (see
also be up for grabs.
Networking in Savage Worlds) means the
heroes earn +2 for their Survival (tracking) „ RENDERED HERD: See below.
roll the following day. With a Raise, they’re
hot on the ‘glom’s trail and may make a
Survival (tracking) roll on the same day
(with the +2).

103
DEADLANDS: THE WEIRD WEST

RENDERED HERD „ Digestion: 2d12. The churning cattle


horns and bone fragments chew up any
When two bovine ‘gloms attempt to merge
living thing the rendered herd crawls
with another active ‘glom, something
over. The mass only needs to occupy the
horrible happens. The cattle carcasses
same space to inflict this horrible attack.
explode, leaving a field of horns and entrails.
„ Engulf: A rendered herd makes a
When the first one appeared, Dodge City
grapple attack as a free action against
stockyard workers said it looked and
every creature within its templates,
smelled like the whole herd crawled out of
ignoring all Scale modifiers. Those who
a rendering vat half-cooked. This gory mass
become Entangled or Bound are moved
glides over the land and through the streets
with the herd’s template and suffer its
amoeboid style, sweeping the area clean of
Digestion damage (see above) until they
all living matter. To represent a rendered
escape.
herd on the tabletop, use six Large Blast
„ Fear (–2): Anyone seeing this creeping
Templates. They move independently so
sea of gore must make a Fear check.
long as all templates remain in contact with
„ Fearless: Rendered herds are immune to
at least one other template. Rendered herds
Fear and Intimidation.
are never Wild Cards.
„ ’Glom: A rendered herd grows by
Attributes: Agility d4, Smarts d4(A), adding ‘gloms (not individual cattle).
Spirit d12, Strength d12+12, Vigor d12+13 This takes a full round for every addi-
Skills: Athletics d10, Notice d8 tional ‘glom (regardless of Size) and
Pace: 4 (no run); Parry: 2; Toughness: 29 adds a die type to Strength and Vigor
Special Abilities: and +1 Size. There’s no end to the
„ Blob: +2 to recover from Shaken; ignores number of ‘gloms a rendered herd may
Wound penalties; immune to poison and incorporate.
disease; ignores Gang Up bonuses; can’t „ Immunity: Rendered herds can only be
be blinded or deafened; ignores illumi- Shaken or Wounded by their Weakness.
nation penalties. „ Size 13 (Gargantuan): A rendered herd
typically starts when a three-carcass

104
bovine ‘glom combines with a ten-car- puzzle we’ve tussled with a time or two?
cass ‘glom. We’ve got a nest of flesh-eating ghouls
„ Undead: +2 Toughness; +2 to recover holed up under the cemetery at the edge of
from Shaken; no additional damage from town. They’re neither the brightest nor the
Called Shots; ignores 1 point of Wound toughest critters in these parts, but in the
penalties; doesn’t breathe; immune to cramped, dark tunnels beneath Boot Hill
disease and poison. they have a troublesome advantage. Given
„ Weakness: Rendered herds can only be your obvious abilities, I want to task you to
damaged by weapons, explosives, or do more than clearing out the ghouls. I need
powers which have an Area Effect. It can to know why they keep coming back. We’ve

Kansas
never Evade such attacks. undertaken six successful expeditions to rid
ourselves of them already.
WORST CASE SCENARIO I have a modest library here on the
If the group fails completely, then the premises. Though I’ve found no explanation
rendered herd makes it to Dodge City and for the ghouls’ return, perhaps you will
the streets are swept clean. The rendered prove more studious. If my resources aren’t
herd creeps on toward the next town on the sufficient, perhaps you have your own
map. The Twilight Legion expresses their means of learning arcane secrets. You might
disappoint in the adventurers for their failure also want to try the Washburn University
and perhaps dispatches a more senior team Library in Topeka. The Reverend McVicars
to deal with the crawling cow carcasses! curates that collection and has helped us
before. If dusty tomes aren’t your cup of
tea, you could try visiting our local witch
THE THIN PLACE coven at Mina Devlin’s School for Girls,
but be careful. They’re a treacherous nest of
she-devils.
The Ghoul King of Dodge City keeps coming back
One more thing, Marshal Deger and
no matter how many times they kill him. The
I aren’t on speaking terms at the moment.
posse is paid to crawl into a maze of ghoul-infested
Should you be caught at Boot Hill, you won’t
tunnels beneath the boneyard to find out why.
be able to say I sent you. This operation is
Sheriff Bat Masterson needs a posse in-the- strictly off the books and out of the papers.”
know to clear out the ghoul warren beneath
Posse members who insist on payment
Boot Hill Cemetery—again. This time he
may negotiate for free drinks, poker chips,
wants an explanation for the ghouls’ constant
or debaucheries at the Long Branch Saloon,
reappearance found and quietly resolved.
an establishment in cahoots with Sheriff
Here’s the secret: ghoul kings spontaneously
Masterson.
generate beneath Dodge City because of a
tiny rift between the world and the Hunting c WILLIAM “BAT” MASTERSON: See the
Grounds. Like bees, once one king dies, Deadlands Companion.
another rises to take its place 2d6 days later.
HITTING THE BOOKS
THE JOB There’s a variety of ways to learn the secrets
After heroes in Dodge City identify of the Thin Place.
themselves as part of the Twilight Legion or
• Research at Sheriff Masterson’s personal
tackle any of the supernatural Savage Tales
library or the Washburn University in
in the area, they’re approached by Sheriff
Topeka (see page 87).
Masterson.
• Persuasion, Intimidation, or a traded
“I’m most grateful for the recent prowess favor with a Wichita Witch at Mina
you demonstrated in the handling of delicate Devlin’s School for Girls (see page 82).
matters here in Dodge City. I wonder if I
• Use of the divination power.
might interest you in another perplexing

105
• Two or three Favors called in by an Agent about how best to keep the peace in Dodge
or Territorial Ranger. City (see Long Branch Saloon on page 82
DEADLANDS: THE WEIRD WEST

to better understand their feud).


Success at any of these endeavors reveals
the most likely reason for the continual
“And I don’t give two shakes,” spits
reappearance of the ghoul king—a tear in
Marshal Deger, barely squeezing his
space between this world and the Hunting
enormous girth behind his desk. “I’ve had
Grounds. This rift, or “thin place,” allows
enough of the lawlessness in these streets.
Fear energy to leech into the world and
It’s high time Dodge City become a place
spontaneously create monsters and other
where decent people carry on in peace. I’ve
unsavory sights and sounds. The rift is very
been stuck chasing shadows while Sheriff
small and completely invisible. Only an
Masterson eats out of the feed-trough of rail
Occult roll can reveal its location and even
barons and whores long enough. I know he
that’s nearly impossible unless the occultist
put you up to diggin’ in that graveyard.
is very skilled. Once found, the rift can be
He’s sending men up there reg’lar—leaving
closed using an arcane ritual heavily reliant
corpses and cattle carcasses all over that
upon Occult knowledge.
boneyard. I’m willing to drop all charges if
A raise (or additional favor) reveals more you just answer me this one question ‘why?’”
information. Locating the rift is easier if the
The party either remains true to their
occultist casts detect arcana near the thin place,
mission and serves a little time for grave
or if they’re supported by someone able to
robbing or investigates the claims of Marshal
use the power. Any attempt to close the rift
Deger on their own and discovers he’s right!
is liable to attract attention from whatever
Sheriff Masterson has indeed stolen bodies
lurks just beyond in the Hunting Grounds.
from slaughterhouses and even funeral
You’ve been warned, pilgrims.
parlors all over the county to feed to the
ghouls. This kept the ghouls from foraging in
BOOT HILL the streets, but also increased their numbers.
When the party arrives at Boot Hill they Now the cemetery is plum empty of
notice that every grave is marked with a tasty snacks for the undead. According
headstone and a sinking patch of earth that to Masterson this only underscores the
has been clearly disturbed. Digging them up importance of his mission, eradicating the
reveals a hideous truth and a second way ghouls once and for all.
to enter the warrens (a shortcut per se). All
Keeping Masterson’s ghoul-feedings
the graves are empty, ghouls having clawed
a secret gives further leverage to greedy
through the bottom of every coffin and
cowpokes, perhaps helping them negotiate
dragged the bodies into their underground
for more carnal freebies from the Long
lair. An open grave offers easy walk-in access
Branch Saloon.
to the wider tunnels, but excavating graves is
likely to attract the attention of local deputies c MARSHAL LARRY DEGER: See the
and they’re hell-bent to arrest the party for Deadlands Companion.
grave robbing if spotted. Resisting arrest
„ LAWMEN (one per hero): Use the Gunman
only escalates into a gunfight with law dogs
profile in Deadlands.
who summon reinforcements and should be
discouraged.
GHOUL BURROWS
Those who get hauled in or go quietly Boot Hill Cemetery is riddled with narrow
appear before Marshal Larry Deger. Marshal burrows. Entering the warren this way
Deger easily waves the grave robbing charges requires crawling flat on one’s belly,
(but not other charges accumulated during nearly straight down and single file. The
the arrest). He’s fishing for a bigger catch— cramped tunnels beneath Boot Hill form
Sheriff Bat Masterson himself. The Marshal an interlocking web of passageways from
of Dodge City and the Sheriff of Ford the burrow entrances above to the Ghoul
county are at odds over disagreements King’s Abode below. The disorganized

106
GHOUL BURROW COMPLICATIONS
Card Result
The floor collapses! Any hero who fails an Athletics (–2) roll plunges into the darkness
Two below, falling d6 x5 yards into the next level and taking appropriate falling damage. An
additional d6 ghouls rush from the darkness to attack the unfortunate victim.
A miniature cave-in buries the hero. Unless she Evades the avalanche of graveyard dirt,
3–10 she’s Entangled under the weight, or Bound if she rolled a Critical Failure. She must escape
or be rescued as if breaking free of a device (see Bound & Entangled in Savage Worlds).
Reinforcements! An additional d4 ghouls burst through the walls, floor, or ceiling and join
Jack
the fray.

Kansas
The hero blunders into an old coffin. He must make an Athletics (–2) roll. If he fails, he is
Bound and the lid slams shut, sealing him in with the gnawed remnants of the original
Queen
owner. He must make a Fear roll (add penalties if the poor fella has relevant Hindrances).
Either way, climbing back out of the coffin costs 2” of movement.
The unfortunate soul falls into a midden heap. Marshal, this thing is a downright revolting
heap of rotting flesh and squirming maggots. Affected posse members must roll Vigor (–2)
King
or be Distracted from all the retching. A Critical Failure also means the cowpoke caught
hisself a Debilitating disease (see Savage Worlds).
The posse catches a break! 1d4 ghouls fall through their own fragile tunnels or are buried
Ace
in a collapse. They aren’t dead, but are at least out of the fight for now.

mesh of shafts creates ample opportunities Marshals discretion. Feel free to raise it to
for ghouls to surprise, corner, flank, and hem four ghouls for Legendary explorers, though
in invading explorers. The cadaver-eating the real challenge for the heroes awaits in the
fiends drag paralyzed victims away and Ghoul King’s Abode.
stash them for later feeding.
„ GHOULS (2 per hero): See Deadlands.
Fighting in a narrow, unstable tunnel
can trigger a fall, cave-in, or total collapse! GRIMOIRE OF GATES AND PORTALS
The vertical nature of the burrow entrances At the top of the stairs leading to the Ghoul
presents a further problem. Any explorer King’s Abode, the posse stumbles over the
who draws a Club in combat faces a mishap half-eaten remains of an old woman. In
(see the Ghoul Burrow Complications her half-skeletonized arms, she clutches a
table below). Take this moment to scare the leather-bound volume that has an etched title,
bejabbers out of the heroes as they watch the gleaming metal hinges, and an unusual lock
ghouls pull their paralyzed compatriots into (the key is long lost). If the adventurers pause
the dark unknown. For added suspense don’t to examine the book closely, a successful
tell the players their Action Card causes theirNotice (–2) roll reveals an incendiary trap
calamity; let the tunnels appear randomly that explodes if forced open. Opening
unstable and treacherous. the lock requires a Thievery (–4) roll (–2
if lock picks are used). If the Thievery roll
Thirty-five ghouls live in the warrens,
is failed, the hinges (filled with ghost rock
but they attack in smaller groups, not all at
and gunpowder) ignite and the pages turn
once. They fight until all invaders die, fall
to white ash before their eyes. If the initial
paralyzed, or flee, then return to feed on the
Thievery roll was failed critically, the book
poisoned.
instantly explodes inflicting 2d6 damage on
Novice cowpokes best think twice before the lock-picker.
taking on the Thin Place. If they insist, two
Once the book is opened, the secrets of the
ghouls per posse member should provide
grimoire can be read. The tome offers helpful
adequate challenge, especially if the ghouls
hints when searching for invisible portals.
make good use of their high Stealth and
The posse adds +2 to Occult rolls when
Low Light Vision. Veteran explorers can
trying to locate the thin place—and
face as many as three ghouls per hero at the
while performing the ritual to close it!

107
DEADLANDS: THE WEIRD WEST

The Grimoire of Gates and Portals describes to kill the party (Marshal’s choice but
dimensions where Fear energy is stored. It make it tough)!
then goes on to describe how mere mortals
may use this Fear, or even steal it from the GHOUL KING'S ABODE
fiends who’ve collected it. The heroes also The ghoul king arises in this chamber 2d6
learn of two additional options open to them days after the last one is slain, much like a
at the moment of the portal’s closing: colony of bees eventually promotes a new
queen. This single room is a hot furnace of
• Within an hour after the successful ritual,
fear (Fear Level 6)! Merely entering this room
heroes able to cast fear or zombie may
evokes a Fear roll (–4). Terrifying nightmares
capture pure Fear in an unguent bottle.
appear here along with tortured howls and
Smelling the vapors grants additional
screams. Half-formed naked bodies writhe
zombies equal to the current Fear Level,
in the walls—all caused by a tear in the
or adds +4 to the arcane skill roll when
veil between dimensions, invisible to the
casting dread. The potion lasts for a
naked eye.
decade, but if shattered the local Fear
Level rises by one automatically. The ghoul king spends most of his time
on the Hunting Grounds side of the rift, but
• By accepting an additional –2 to Occult
comes a-runnin’—poisonous claws bared—
rolls during the Dramatic Task ritual
anytime there’s a threat to his lair!
(see Closing the Leaky Rift), the party
can drain and dissipate fear from Dodge
City before sealing it. This reduces the
CLOSING THE LEAKY RIFT
Identifying the location of the rift requires
local Fear Level by one the moment the
an Occult (–4) roll (–2 if using detect arcana
rift closes. The posse also receives a point
or The Grimoire of Gates and Portals). Once
of Conviction for their efforts. A Critical
the rift is found, performing the ritual is a
Failure or failure on a Complication
Single-Person Difficult Dramatic Task (see
means the Reckoners detect the heist and
Savage Worlds) which must be completed
send one of their most horrible minions
using Occult (–2). Other members of the

108
claws must make a Vigor roll or be par-
party can Support the person leading the alyzed for d4+1 rounds.
ritual as usual. „ Weakness (Light): Ghouls suffer a −2
penalty to all Trait rolls in light that’s
After the first round of the ritual, the ghoul
brighter than a lantern.
king senses a shudder in the rift and bursts
forth. Now the party must close the rift
while fighting the ghoul king and two ghoul
AFTERMATH
minions. Seasoned adventurers find him If Sheriff Masterson got on well with the
with three to six ghoulish servants. Six to heroes, he may enlist them to help with
nine ghouls protect their king from Veteran some of his other problems (see Farmland
adventurers. on page 82, Long Branch Saloon on page

Kansas
82, and The Meat Market on page 83). A
c GHOUL KING: See below. party skilled in discretion might be hired to
„ GHOULS (2 or more per hero): See investigate Dodge City’s biggest competing
Deadlands. boomtown, Ashland (see page 80).
„ MANITOUS (2 per hero): A few spirits from One way or the other, if the posse cleared
the other side join the fight, manifesting up the Boot Hill ghoul problem for good,
physically this close to the rift. See the make sure they are sufficiently rewarded!
Deadlands Companion.

c Ghoul King
Created by an unregulated amount of Fear
energy leaking into the soil of Boot Hill
Cemetery, this ghoul king is especially
dangerous. His very breath creates terror.
Attributes: Agility d8, Smarts d4, Spirit d8,
Strength d12, Vigor d10
Skills: Athletics d8, Common Knowl-
edge d10, Fighting d10, Notice d8,
Persuasion d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 7
Edge: Command, Counterattack, Fervor,
Sweep (Imp)
Gear: Large bone club (Str+d8).
Special Abilities:
„ Bite/Claw: Str+d6.
„ Breath of Fear: As an action, the
ghoul king can breathe fear in a Cone
Template. This invisible swirl of energy
cannot be evaded. Those touched by
the breath must make a Fear roll. Extras
who fail are Panicked and Wild Cards
must roll on the Fear Table (see Savage
Worlds).
„ Fear (−2): Ghoul kings are terrifying
creatures.
„ Low Light Vision: Ghouls ignore
penalties for Dim and Dark
Illumination.
„ Poison: Anyone Shaken or
Wounded by a ghoul’s bite or

109
lay down their harmonicas for good and
SONG OF A THOUSAND VERSES ride off to the Other Side. The problem is
DEADLANDS: THE WEIRD WEST

that every cowboy who has ever sung the


A haunted herd and ghostly cattlemen plague the tune added a verse of his own—which the
prairie. Only by learning lost verses to a trail cowboys didn’t appreciate.
riding tune can the ghostly cowboys be laid to rest.
The Agency has collected no less than
Fliers begin to appear around town and 870 possible verses that could make up the
along the old Chisholm trail route. They trail song. The Agency knows the following
advertise a singing (or guitar picking) contest is the correct first verse. After that, it’s
with a $1000 cash prize. The competition, anyone’s guess.
held on a fairground, at a local saloon, or
nearly anywhere the Marshal decides, draws Oh come along, boys, and listen to my tale
a handful of contestants. If the party has a I’ll tell you all my troubles on the ol’
musically inclined member they’re welcome Chisholm trail
to sign up to compete. Come a-ti yi youpy youpy yea youpy yea
Come a-ti yi youpy youpy yea
The contest consists of a single
Performance roll. Whoever rolls the highest If the adventurers don’t have anyone
wins! The Marshal should offer a +2 bonus to musically inclined in their group, the Agency
any player who actually sings their entry (or strongly suggests they find someone to finally
even +4 if it’s really good)! First place wins serenade the long lost ending of the song
$1000, with $500 and $250 offered to second to the cowboys. Esther Lee, a well-known
and third place. drunk, places first in the contest if none of
the posse competes (or if they do so poorly).
Shortly after the competition ends, the
She was once a renowned opera singer, but
posse is approached discreetly by a member
in recent years she’s taken to the drink and
of the Agency—especially if anyone took
lost her recognition—but not her pipes!
home first, second, or third place. They have
a strange offer for the group. Though the With successful Research or Networking,
Chisholm Trail went cold when the Kansas the group learns about Gus Cantor, an
Legislature barred Texas cattle east of Dodge extremely elderly cowboy whom most white-
City, a gang of ghost cowboys driving a herd hairs credit as the first person they ever heard
of phantom cattle still haunts the trailhead sing the song. Gus lives in a lonely sod shack
just south of Wichita. The Agency studied west of Wichita but getting the verses from
three accounts of this phenomenon and him may not be an easy task.
devised a solution. They need a campfire
Marshals are free to come up with any
strummer with a golden voice. That’s right
trouble they want for the heroes to encounter
folks, they need a singer!
on their journey to Gus’ shack or they can use
The ghost cowboys at the trailhead always the Adventure Generator. After the journey,
sing The Old Chisholm Trail. As soon as their the adventurers reach Old Gus. With his
ghostly bard falters on the seventh verse, a dying breath he sings them the original tune.
fight breaks out. When one of the ghosts
After piecing the verses together, a
fires its weapon, the ethereal cattle stampede,
quality rendition of the song in the
causing damage to anyone caught in their
presence of the cowboys severs their ties
path (see Stampedes in Deadlands). So far,
to this world. Completing a Single Person
five settlers and one Agent traveling the trail
Difficult Dramatic Task (see Savage Worlds)
have been killed by the wandering warblers.
successfully (using Performance) means the
Banishing five ghost cowboys and their
song rings out beautifully over the scrub
ghostly herd is easy enough, it’s happened
brush. The cowboys play their mournful
several times, but they always come back.
harmonicas and fade into the night.
The Agency occult experts believe if
the cowboys finally finish the song
successfully, the spectral cowboys can

110
Rail barons, eager to use the Old Chisholm
Trail for a new southbound rail line, may also THE TIN STAR
offer a substantial reward for the resolution
of this musical mystery. Wyatt Earp’s badges are now holy relics, granting
protection from bullets. The posse learns Earp
c ESTHER LEE: See below. pinned a badge on a young boy when he resigned
„ CONTESTANTS: Use the Townsfolk from the force many years ago. Where is the boy
profile in Deadlands, but they have a d8 in now? Does he still have the badge?
Performance.
Somehow, after the death of Wyatt
„ GHOST COWBOYS (5): Use the Ghost Earp, every badge he ever wore became a

Kansas
profile in Deadlands. relic invested with protective power. The
description of Earp’s Badge can be found
„ GHOST HERD: Use the Cattle profile in
under Relics in the Deadlands Companion.
Deadlands, but add the Ethereal Special
Briefly in 1875–1876, Earp kept order on the
Ability.
streets of Wichita, Kansas.
If a party recreates his last day on the job,
c Esther Lee they discover what became of his badge. For
Esther Lee is a once-renowned opera singer this they need to make the acquaintance of
from Back East who passed out on a train Marshal Mike Meagher, formerly of Wichita.
in Philadelphia, and a week later, stumbled
Marshal Meagher hired Wyatt Earp as
onto the streets of Wichita. She’s got the
a peace officer in 1875. In April of 1876,
pipes for the Agency’s mission, but she’s
Meagher came up for election and his
gonna need a little looking-after while the
opponent made a remark which offended
lyrics are arranged. Getting her to the final
Earp. Defending the honor of his boss,
performance sober may be the posse’s
Earp gave the loudmouth a whipping to
greatest adventure yet. If Esther isn’t kept
remember.
away from saloons (or even churches serving
the good stuff for communion) she gets good Mike Meagher won the election, but
and liquored up in a hurry. he couldn’t save Wyatt’s job. A Wichita
commission labeled Earp “too violent to
She also has trouble keepin’ her hands off
retain.” After Meagher fired Earp, what
other ladies’ fellers, resulting in frequent cat
became of the badge? Only Marshal Meagher
fights. Add to all this her endless list of diva-
remembers. Interested parties can find him in
like demands, and the heroes may have a
Caldwell, Kansas 47 miles south of Wichita.
hard time deciding whether to let her banish
the spectral herd or to push her down in The investigators arrive in Caldwell to
front of it to be trampled. find Mike Meagher in the street, surrounded
by four gunmen. If no one rescues him,
Attributes: Agility d4, Smarts d6, Spirit d6,
Meagher is killed outright by the gunmen. If
Strength d6, Vigor d6
the marshal survives the shootout because of
Skills: Athletics d4, Common Knowl-
the party’s help, he tells them about the day
edge d6, Language (Italian) d8, Notice d4,
in Wichita he canned Wyatt Earp.
Performance d10, Persuasion d6, Stealth d4,
Taunt d6
“As I recollect, Wyatt unpinned his badge
Pace: 6; Parry: 2; Toughness: 5
and flipped it to little Henry Cates. You’re
Hindrances: Habit (Major—Alcohol), Quirk
not one of those fools who thinks Wyatt’s
(Demanding Diva)
old badges make you bulletproof, are you?
Edges: Fame
That’s a lot of damned nonsense!”
Gear: Formal Dress and a heavy trunk full
of opera costumes (and hidden whiskey Henry Cates was ten years old in 1876. His
bottles). mother lives in Wichita still, a broken and
mournful woman. She recounts her son’s last
days in Wichita if found and spoken to.

111
“Henry was a good boy. He was so proud art from scrap metal. In truth, he’s a thirty-
o’ that badge! Folks used to ask him for help year-old ghost rock mining tycoon who
DEADLANDS: THE WEIRD WEST

all the time—bringing back runaway horses discovered the weirdest ghost rock mine
or helping older ladies with chores. He was yet. He’s enlisted the entire town of Ashland
a regular good Samaritan. as a front for this new operation. Given the
“I guess that was his problem in the end. money now coming out of St. Jacob’s Well,
Folks seemed to expect a lot of Henry and he they’re happy to be of service.
grew tired of it. ‘Ma,’ he said to me one day,
There are a couple of ways the posse might
‘everyone calls on me for ever’ problem they
hear about Kentucky Pete and the mysteries
got. I’m tired o’ bein’ put upon! I gotta get
that surround him.
gone from here!’ Not long thereafter he just
up and ran away. I hear he fell in with bank
robbers up north. It breaks a mother’s heart.”
CURIOSITY
Anyone walking around Ashland
Henry Cates fell in with bank robbers immediately notices the wealth and
alright, but not just any bank robbers. He cleanliness of the town. Inquiring about
now rides with the James Gang as “Lucky” this draws less-than-satisfying answers. A
Henry Cates. No one knows, not even Henry, typical conversation with strangers leads
why bullets have such a hard time finding to a mysterious avoidance of how or why
him, nor why townsfolk flock to him for help. the town is so successful. This curious
behavior might lead the adventurers towards
If the posse pursues Henry Cates, they find
investigating the situation.
him preparing to rob a bank in Lawrence (see
Massachusetts Street on page 87).
WANTED: PRIVATE INVESTIGATORS
c MARSHAL MIKE MEAGHER: Use the On the other hand, the adventurers might
Gunman (Veteran) profile in Deadlands. be nosing around the scrap metal yard for
more official reasons. Sheriff Bat Masterson
„ GUNMAN (Five): Use the Gunman profile
is more than a little curious about the sudden
in Deadlands.
prosperity of Ashland. If he trusts a posse he
„ HENRY CATES: Use the Gunman (Veteran) might meet with them in secret, asking them
profile in Deadlands. He’s wearing Wyatt to act as unofficial investigators.
Earp’s Badge (see Relics in the Deadlands
Companion). “My dear father used to say, ‘Behind every
wealthy family is a hidden crime.’ There is a
lot of new money rolling around in Ashland
WRENCHES FOR HIRE and not a decent explanation for it. I have
sent tax assessors down there twice, but
all they get is a squeaky-clean run-around.
The posse sneaks into a well-guarded scrap metal
I would be willing to front you $300 for
yard only to learn it’s a cover for a fantastic
expenses plus a sizable finder’s fee if you
mining operation in an underworld sea. They
could discreetly discover and report back to
might be paid to keep this secret, or else invited
me a reasonable explanation for the sudden
to join the operation.
explosion of finery. I am not asking you to do
Kentucky Pete’s Scrap Metal Yard contains anything about it. All I seek is information.”
the best-kept secret in Ashland, Kansas.
Kentucky Pete, a mad scientist, made a
ghost rock-powered submersible boat and
THE SCRAP METAL YARD
disappeared twelve years ago into a well (see Any curious cowpoke who goes snooping
St. Jacob’s Well on page 81). Two years around Kentucky Pete’s Scrap Metal Yard
ago, he popped out of the same spring with meets Ashland’s own Special Security Force.
a ship full of ghost rock. They’re usually outfitted with several of
Pete’s Paralyzing Puddin’ Pistols—an arcane
Folks in Ashland care for Kentucky Pete as
device with 10 Power Points that fires a
if he’s nothing more than an eccentric
blob of quadruple-thick engine oil that acts
sculptor who makes pleasant yard-

112
like the entangle power. They often use the Anyone who manages to penetrate the
Strong Modifier for good measure. There’s throng of dedicated servants and armed
always one of them close at hand with a big security surrounding him encounters a
stick for cantankerous types who won’t stop brilliant, agile, and energetic mind. Make it
struggling (non-lethal damage, of course). that far and he just might offer you a place in
his secret ghost rock empire.
If the posse gets into a full donnybrook
with the Special Security fellas, the scrap Attributes: Agility d8, Smarts d10, Spirit d8,
yard is just about the best place to be. It offers Strength d6, Vigor d6
plenty of places for cover, heaps of junk to Skills: Athletics d8, Boating d10, Common
sneak around behind (or under!), and maybe Knowledge d6, Driving d8, Fight-

Kansas
even some bits and pieces a fellow Mad ing d4, Notice d8, Occult d4, Persuasion d6,
Scientist can rig into an ad hoc gadget. Repair d12, Research d6, Science d8, Shoot-
ing d8, Stealth d4, Survival d6, Weird
Fortunately, the Special Security Force is
Science d10
always looking for new recruits. They offer
Pace: 6; Parry: 4; Toughness: 7 (2)
a role in the organization to anyone who
Hindrances: Curious
looks like they can put up a good fight (or
Edges: Ace, Artificer, Arcane Background
who actually does). The job usually entails
(Mad Scientist), Gadgeteer, Mr. Fix-It
collecting scrap metal and mostly intact
Powers: Bolt (Kentucky Colonel’s Current
ghost rock boilers from Rail Wars battlefields
Cannon), entangle (Pete’s Paralyzing Puddin’
(see Hill City Battlefield on page 84 and
Pistol), invisibility (Ultra-Violet Vanishing
Broken Rails Battlefield on page 86). If the
Vest). Power Points: 25
posse reveals that they’ve been sent to collect
Gear: Map of the Ogallala Sea ($2500),
information on them they promise they can
goggles, leather apron (Armor +2), tool kit.
double whatever they’re being paid.
Those who earn Kentucky Pete’s trust also
earn an invitation to join his Ogallala Sea
Expedition Fleet (see St. Jacob’s Well on
page 81 and Ogallala Sea on page 157).
Both jobs offer opportunities for adventure
and the possibility of discovering wondrous
treasures. (Ashland, Kansas is the backdoor
to the Ogallala Sea which is described fully
under the Nebraska section on page 157).
c KENTUCKY PETE: See below.
„ ASHLAND SECURITY FORCE (4 per hero):
Use the Gunman profile in Deadlands,
but they have Pete’s Paralyzing Puddin’
Pistols (5/10/20).

c Kentucky Pete
This young eccentric has earned the respect
of the no-nonsense folk of Ashland. He
plunged into the watery bowels of the earth
and returned with unfathomable riches. Now
the townsfolk have organized around him as
a community treasure. They see to his every
need, protect him with their very lives, and
work tirelessly to construct the subterranean
submarine fleet that’s making them all rich.

113
CHAPTER
4

MONTANA

„ GOVERNOR: John Schuyler Crosby (R) Montana’s huge size and rugged wilderness
mean legal recourse is often unavailable far
„ POPULATION: 40K
outside cities or large towns.
„ CAPITAL: Helena
Unlike other territories or states in the
„ MAJOR INDUSTRIES: Mining, farming, West, clashes with Montana’s native tribes,
furs, ranching, and lumber. while increasingly common, haven’t resulted
in the annihilation of entire tribes, who still
It’s easy to see how Montana came to be
cling fiercely to their ancestral land.
called “Big Sky Country.” On the east side
of the territory, the rolling, wide-open But even though Montana is far from
plains reach for the horizon on all sides, the scorching deserts of the southwest, the
and without tall mountains or trees to cut dragon-infested Maze, or the creatures that
the view, the sky can feel like the very eye stalk the southern scrub lands, this fledgling
of God. Out west, the land quickly becomes territory still has its share of terrors. Strange
consumed by mountain ranges with names tracks appear on snowy mountain peaks, and
like the Bitterroots, the Big Belts, and the dark things flit through the silent pine forests.
Anaconda, all of which collectively make up
the mighty Rocky Mountains.
TRIBAL LANDS
Summers are mild in the west and hot in
For thousands of years, several tribes made
the east, but don’t let that fool you. Winter
their homes here, including the Crow,
is harsh everywhere, with howling winds,
Shoshone, Flathead, Kalispel, Pend D’Oreille,
snow that can swallow a wagon, and bitter
Kootenai, Blackfeet, Salish, Assiniboine, and
cold snaps that slide down from the north
Gros Ventre, and it even constituted part of
and squat there for weeks. Rapid temperature
the Sioux and Cheyenne lands. Of these, the
swings can catch even old-timers off guard.
Crow claimed the largest area, their tribe
Much of the territory is still wild country. occupying most of the prairie stretching from
Immense herds of bison thunder across the Helena to Fort Peck Lake.
eastern plains. One can walk for days without
Even from the beginning, the Crow were
running into another living soul. It’s easy to
known for being more receptive to the arrival
get lost in Montana’s labyrinth of mountain
of newcomers. Tribal elders formed an
passes or vanish into the prairie. Law offices
alliance with representatives from the
are far apart, and to be brutally honest,

115
United States against the Sioux and Cheyenne, boomtowns and settlements emerging all
tribes who had been pushed farther west by over the territory. Tensions continue to rise
DEADLANDS: THE WEIRD WEST

expansionism and had become increasingly between settlers and the native tribes who
interested in acquiring Crow lands. Despite are intent on defending their lands.
the occasional conflict, this alliance continues
Another casualty of the influx of
to this day, and a Crow scout named Curly
newcomers was the mighty bison, whose
even assisted Custer at the Battle of Little
herds were once so numerous they blanketed
Bighorn in 1876.
Montana’s grasslands. Using native hunting
White fur traders started venturing here techniques, including driving herds of bison
before it was acquired from France as part of over cliffs to let gravity do all the dirty work,
the Louisiana Purchase in 1803. White settlers white hunters massacred untold numbers of
began to trickle in after Lewis and Clark’s bison. The only thing that prevented them
expedition, but permanent settlements didn’t from being driven to near extinction was
get a true toehold until the 1850s when the foundation of the Sioux Nations, which
deposits of gold and other precious metals carved out a chunk of the bison’s range in
were discovered. What started as an uneasy eastern Montana and created an area where
peace between the outnumbered European- the great beasts could thrive in relative peace.
American settlers and the native tribal
nations soon erupted into bloody conflicts.
Drafting a treaty, the territorial governor of
GRAZING RIGHTS
the time established fixed boundaries for One of the greatest forces behind the near
the nations. Montana was poised for a more extinction of bison were the cattle barons
prosperous future. who saw in Montana’s great plains a prime
location for grazing cows. The land was
But just like everywhere else, the
cheap, which meant it was easy to purchase
Reckoning changed that future forever.
huge spreads for ranching. As new railroads
Overnight, those peaceful mountain forests
connected eastern Montana with the rest
became wild places hiding all manner of
of the country, cattle could be transported
terrors. This far from “civilization,” and
quickly to and from markets, and more than
where the very environment adds to the
one pioneering rancher became a cattle baron
sense of isolation, it was easy for fear to get
nearly overnight.
a grip. Folks, and sometimes even entire
towns, just up and disappeared. Rumors This, of course, gave rise to an ever-
spread quickly of terrible things howling on increasing number of land disputes, some of
mountain slopes at night, scuttling through which turned deadly. A man’s claim was his
the neck-deep grasses, or corrupting the livelihood, and with plenty of werecritters,
hearts of otherwise God-fearing folk. undead, and other horrors picking off the
Montanans were on their own—that is until herds in the dead of night, most ranchers
the railroads arrived. became a bit jumpy. Barbed wire, the
newfangled breakthrough in inexpensive
fencing, made dividing up the land a lot
THE DRAGON SWOOPS IN easier, but it didn’t stop some of the more
Kang’s ambition to create a rail line unscrupulous characters from sneaking their
connecting Seattle and Chicago met with herds into another rancher’s land for covert
little resistance, and after wrangling the grazing, and it definitely didn’t stop rustlers
right-of-way rights with the help of notorious from riding off with purloined bovines.
railroad agent Phineas P. Gage, work began
To stop the bloodshed, the local ranchers
on the longest unbroken rail line in the Weird
needed a good old-fashioned meeting
West. Needless to say, this opened the gate
of the minds. From this, the Cattlemen’s
to a whole new wave of outsiders, most of
Association was born. Initially conceived
whom had no intention of honoring the
as a unified force against rustlers and cattle
terms of the treaty—not when there was
thieves from both within and without, the
some money to be made! Before long,
combined sway—not to mention wealth—of
conflict started anew around the many

116
the area’s most successful ranchers ended up several area rivers, also sliced into disputed
creating its own financial gravity. Working Blackfoot hunting grounds, reducing the
together they were able to negotiate better competition. This also meant several small
terms with Iron Dragon for shipping their communities were flooded by the rising lake
cattle. They created their own teams of waters—a price the Cattlemen’s Association
regulators to aid in maintaining law and was happy to make them pay!
order on their property.
Perhaps their greatest joint venture was GHOST ROCK FEVER
the town of Liberty, previously nothing more
What keeps drawing people to Montana
than a dying settlement that just happened

Montana
in spite of its rugged environment and
to be in the path of the Iron Dragon rail line.
often lawless conditions are the bounteous
The combined efforts of the Cattlemen’s
fundaments just waiting to be chipped
Association made Liberty the access point for
out of the ground. Silver, gold, and other
cattle ranching throughout eastern Montana—
precious metals abound in the mountains.
and fattened their wallets even more to boot!
They’ve always been an irresistible draw to
newcomers hoping to do some prospecting,
THE MARCH OF PROGRESS but there’s ghost rock to be found out there
as well, and many boomtowns pop up
Slicing right across the heart of Montana
in desolate alpine canyons around newly
Territory, the upper Missouri River is born
discovered veins.
from millions of tiny creeks and streams
trickling down from the Rocky Mountains. It’s hard to overstate the richness of
It officially begins in the town of Three Forks, Montana’s land. An abundance of wild
just up the road a piece from Bozeman, animals, prime logging, and fresh streams, on
then meanders past Helena and Great Falls top of the fundaments waiting to be extracted
before veering east and crossing Montana. from beneath one’s feet, transformed the area
Past the border its course runs through the nearly overnight. When the conditions are
Dakotas, the Sioux Nations, Nebraska, Iowa, right, boomtowns grow quickly. Clusters of
Kansas, and Missouri before dumping into panner’s shacks attract an assayer’s office,
the Mississippi at St. Louis. This makes it which attracts a general store, which attracts
the longest river in North America, and with a savings & loan. Before long, a veritable
the advent of steamboats, a lifeline for folks town grows up along the banks of one tiny
up and down the river. Most of this travel river or another, complete with churches,
was confined to the lower river, but as more saloons, drug stores, and a telegraph office.
people flocked to Montana Territory, the
While many communities die out just as
boats found cause to travel farther “uphill,”
quickly as they’re formed, leaving behind
at least as far as Great Falls.
ghostly, sagging old buildings that whisper
That all ended two years ago when the of past glories, enough continue to grow and
Army Corps of Engineers, with a generous evolve into actual cities in the mountains—
donation by the Cattlemen’s Association, places like Butte City, built around a huge
built the Fort Peck Dam. This ambitious crater with deep ghost rock deposits, and
project took a full year and used a machine Helena, the city that almost wasn’t. Missoula,
powered by ghost rock to transport and originally known by the ominous name Hell
place heavy stone blocks faster than mule- Gate Village, grows rapidly in Missoula
driven sledges. Although the Army Corps Valley. Bozeman pulls in new wagon-weary
of Engineers began the project intending to pioneers every day, many of whom intended
stabilize the flow of the Missouri River to to stop over briefly before tackling the
improve river traffic, much of the budget was Continental Divide but ended up growing
underwritten by the Cattlemen’s Association, roots in the infant community instead.
claiming it would provide the area with
To no one’s surprise, relations between
more water for ranching. It was certainly
these settlers and the native tribes in
no mistake that the resulting Fort Peck Lake,
the area are starting to sour. The more
a serpentine reservoir constantly fed by

117
newcomers arrive, the greater the pressure as taverns, brothels, or gambling dens, are
to encroach upon lands parceled out in strictly regulated and pay the Anaconda
DEADLANDS: THE WEIRD WEST

treaties many years before. Nothing can spoil Company a hefty fee to remain in business.
goodwill faster than the discovery of a rich Daly would prefer to completely rid his town
vein of gold or ghost rock. But humans aren’t of these dens of iniquity, but he recognizes
alone in those harsh mountains, and there the role they play in keeping his employed
are far greater monsters than human avarice. miners distracted from their hard labor and
slowly deteriorating health.
GOVERNOR JOHN SCHUYLER CROSBY Workers are paid in company scrip which
can only be used at company stores in town.
Noted for his bravery and stoicism, J.
They must also pay the company for their
Schuyler Crosby (as he preferred to be
lodging and food, which leads to a brutal
known) came to his position as Governor
economic trap. Outsiders are welcome here,
just a year ago, coming off a post at the U.S.
but must first exchange their money at the
Consulate in Italy. Prior to that, he worked
Anaconda Bank. There’s no fee to exchange
his way up through the ranks as a soldier
dollars to scrip, but the bank charges 30% to
in the Union army, earning his stripes as
convert it back!
a lieutenant colonel. He went on to serve
Custer at the Battle of Little Bighorn, an event The Anaconda Hotel & Bar is the only
that nearly cost Crosby his life. Weary of war, lodging in town, aside from the bare-bones
Crosby went into maritime engineering and shacks miners rent from the company. The
helped design coastal management systems proprietor is a bitter ex-miner named Jed
Back East before his Consul appointment. Teague who sorely lacks in the customer
He’s haunted by the memories of Little service department. A night here costs $3
Bighorn and what transpired there. As a (company scrip only, of course!) but comes
result, he has a strong aversion to the Sioux with a bath and light meal.
Nations, only dealing with them out of
MARCUS DALY: Use the Townsfolk profile
necessity. With the ongoing discovery of new c
in Deadlands, but he’s a Wild Card.
ghost rock veins, Crosby hopes his territory
can see a boom of its own. „ MINERS: See page 132.

s THE ANACONDA STRIKES (page 133): A


disgruntled miner named Ezra Holland
ANACONDA has managed to convince a few others
to organize, but Anaconda’s hired union
Founded 1864, Pop 400 busters are growing increasingly violent.
FEAR LEVEL: 2

When the huge strip mine called “The Pit” BIGHORN CANYON
collapsed in nearby Butte City, all three
mining companies battling over the rich FEAR LEVEL: 3
ghost rock deposits within faced an uncertain
future. Marcus Daly, the owner of one of the Where the Bighorn River crosses from
three competing companies, had an ace up Wyoming Territory into Montana Territory,
his sleeve: a secret vein of ghost rock in a it carved out its own miniature Grand
valley twenty miles west of Butte City. Canyon, meandering through a serpentine
route of limestone canyons a thousand feet
Moving operations almost overnight,
tall or more. Tributaries ranging from tiny
Daly founded the town of Anaconda and
creeks to large rivers occasionally slice into
named it after his company. The “company
the canyon walls.
town” sprang up next to the site of his
new mine. He controls it with a tight fist, Though the friendly Crow nation permits
intent on preventing any possible rivals outsiders to pass through here, the desert
from infiltrating the community. Any on either side of the canyon is generally
businesses trafficking in “vices,” such inhospitable, and the canyon floor is too

118
Montana
prone to flooding for any permanent site of a horrific battle, the Hayfield Fight,
settlements. Trails on either bank follow between Sioux warriors and two companies
the river but the going is often narrow and of the 18th Infantry Regiment in 1867. The
rough in places where the cliffs plunge fort was abandoned the next year following
almost directly into the river. There are no the renewed Fort Laramie Treaty.
fords or bridges for the canyon’s entire 70-
The fort’s old foundations and burned
mile run, starting from Bighorn Lake at its
posts now lie in the center of the old Hayfield
southernmost point to Fort Smith in the north.
Fight battlefield, where gloms and walkin’
All manner of nightmarish creatures dwell dead reenact the events of that fateful day.
in this canyon. Wall crawlers scuttle along Unfortunately, this is also the only spot
the rocks high overhead, carcajou stake out where the river is shallow enough to cross
favored watering spots, and horned serpents for 70 miles in either direction.
glide through the water. A river leviathan
makes its home in a flooded cave at the
Devil’s Canyon overlook.
LITTLE BIGHORN BATTLEFIELD
The haunted patch of ground around
Fort Smith is nothing compared to the
FORT SMITH BATTLEFIELD granddaddy of the Weird West’s battlefields,
Fort Smith was originally commissioned Little Bighorn. It’s the site where Lieutenant
by the U.S. Army to protect migrants Colonel George Armstrong Custer led the
traveling the Bozeman Trail into Montana U.S. 7th Cavalry into pitched battle against
Territory from the south. The trail violated warriors of the Lakota, Cheyenne, and
an earlier treaty, and the tide of migrants Arapaho in 1876. What followed was a
passing through Lakota territory resulted in bloodbath. For years Sitting Bull, as the secret
escalating clashes with local Indians. Part of leader of the Ravenites, had been stockpiling
a trio of army outposts, Fort C.F. Smith was guns, so the Sioux and their allies arrived
the northernmost fort and was situated at a with an arsenal that surpassed those of
natural ford in the Bighorn River. It was the Custer’s men.

119
As the Indians cut their way through shot her in cold blood. Nealy tried to hide
the army forces, Crazy Horse sneaked up his crime by dismembering her corpse and
DEADLANDS: THE WEIRD WEST

behind Custer and bludgeoned him to death sinking it in the river, but it didn’t take long
with his coup stick. Custer rose again as before evidence began to turn up. Enraged,
Harrowed and fled the battlefield. Only a the Crow tribe descended on Coulson in the
few others escaped the carnage, including dead of night and slaughtered everyone they
the current governor John Crosby, and Curly, could, then burned the dozen or so buildings
the Crow scout who accompanied Custer on to the ground.
his campaign.
After Governor Crosby signed a new treaty
The remains of the battlefield are a place with the Crow, settlers returned to the area
of nightmares. Eight years later, the broken and built a new town near the site of Coulson,
wagons, cannons, scattered weapons, and which they renamed Billings.
mounds of bones are just as fresh as they
Although the surrounding acreage is
were on the day of the massacre. A massive
already platted, the town isn’t much more
army of ghouls, ghosts, walkin’ dead,
than a couple rows of shoulder-to-shoulder
mourning mists, and gloms wander through
buildings and a few scattered residences.
the perpetual fog.
Mayor Ephraim Mason is a nosy old
Alabama native noted for his gray suits and
bow ties. Sheriff Robert O’Brien and his four
BILLINGS deputies operate out of a stone building
that doubles as a jail and city hall. The Iron
Founded 1877 and 1882, Pop 1,200 Dragon line runs straight through Billings on
its way toward Helena to the west.
FEAR LEVEL: 3

Billings is a growing railroad town nestled c MAYOR EPHRAIM MASON: See below.
along the banks of the Yellowstone River. c SHERIFF O’BRIEN: Use the Lawman
Like a phoenix, Billings rose from the profile below but he’s a Wild Card.
remains of a previous town named
Coulson, founded in 1877 around a
sawmill and trading post. Coulson was
LAWMAN
nearly lawless, with a reputation for Law dogs maintain law and order
its rowdy saloons and houses of ill across towns and counties of the Wild
repute, but the appointment of West, usually with the help of sturdy
John “Liver-Eating” Johnson and dependable deputies.
as sheriff allowed Coulson to
Attributes: Agility d6, Smarts d6,
resemble a respectable town.
Spirit d8, Strength d6, Vigor d6
The entire area was Crow land
Skills: Athletics d6, Common Knowl-
at one time. As old enemies of
edge d4, Fighting d8, Healing d6,
the Sioux, the Crow people to the
Intimidation d6, Notice d6, Persua-
east and south enjoyed generally
sion d6, Riding d8, Shooting d8,
positive relations with the white
Stealth d4, Survival d6, Trade d6
newcomers. Crow warriors and
Pace: 6; Parry: 6; Toughness: 5
traders were always welcome
Hindrances: Heroic, Vow (Major —
in Coulson.
Uphold the Law)
All that ended abruptly on the Edges: Command, Streetwise
night of July 8, 1879, when a no-good, Gear: Colt Peacemaker (Range
lowdown crook named Bud Nealy 12/24/48, Damage 2d6+1, AP 1),
took a shining to a young Crow lady horse, sheriff’s badge, Stetson.
by the name of Strides in Moonlight.
He followed her back along the trail
toward her village and when
she resisted his advances he

120
c Mayor Ephraim Mason chief, Bites like Bear, is plagued by dreams
about the nearby pictograph caves and is
The portly Ephraim looks and talks like he’d
sometimes caught sleepwalking toward
be more at home on a Georgia plantation
them at night.
than in Billings. He’s known for being polite
and nosy in equal measure. c BITES LIKE BEAR: Use the Indian Warrior
(Veteran) profile from Deadlands.
Attributes: Agility d4, Smarts d6, Spirit d8,
Strength d6, Vigor d6
Skills: Academics d4, Athletics d4, Common
Knowledge d4, Gambling d6, Notice d6, Per- BOZEMAN

Montana
suasion d8, Riding d4, Stealth d4, Taunt d8
Pace: 5; Parry: 2; Toughness: 6 Founded 1864, Pop 1,000
Hindrances: Curious, Obese FEAR LEVEL: 3
Edges: Strong Willed
Gear: — Like many towns out this way, Bozeman
started as a stopover for wagon trains. It
PICTOGRAPH CAVES was founded by John Bozeman, who blazed
a new spur off the Oregon Trail that looped
This trio of caves—Pictograph, Middle, and
northward before heading west again. That
Ghost—just south of town are considered
trail played a key role in the increasingly
sacred by the Crow and haunted by
antagonistic exchanges between settlers and
townsfolk. The interior walls are decorated
the native peoples, leading to Red Cloud’s
with peculiar drawings that predate even
War, the creation of three major forts, and
the arrival of the Crow to this region. Most
Custer’s failed attempt to wipe out the Sioux.
depict common illustrations of hunters,
animals, and warriors, but one image shows A former miner, Bozeman quickly realized
four black riders on horseback striding over a fortune could be made off pioneers rather
fields of the dead. The local Crow use the than homesteading himself—and it would be
caves as a burial site for their shamans. They a lot easier, too. His new town grew quickly.
believe they’re intended for some greater Just a few years later, he was murdered while
purpose one day. traveling with his business partner, Tom
Cover. Cover claimed they were waylaid by
The full extent of the caves hasn’t been
Indians, but folks around here know there’s
explored yet and any brave souls who have
something fishy about the story. Those who
ventured there at night swear they heard
knew him back at the town’s founding say
something moaning and chittering deeper
he’s hardly aged a day.
in its passageways.
By that point, the town was well
s THE BONE RATTLE (page 134): An established, and just as its founder had
opportunistic explorer stole several
predicted, all those road-weary travelers
sacred items from the body of a shaman
were happy for a place to repair their wagons,
buried in one of the caves and they must
buy new horses, and restock their goods.
be returned.
Tom Cover took over operation of B&C Feed,
the store he opened with Bozeman. In the
PRYOR CREEK TRIBAL VILLAGE years since the B & C has expanded into a
general store with a monopoly in the area
Only a few miles southeast of Billings is a
and re-branded as B & C Feed and Mercantile.
semi-permanent Crow settlement along
Pryor Creek. It was the home of Curly, who So far, Tom has successfully kept the truth
assisted General Custer at his ill-fated Battle of what really happened to John Bozeman
of Little Bighorn. Despite troubles in town under wraps. While traveling on that fateful
a few years back, the Indians who live here trip, Tom was slain in the middle of the night
have a good relationship with the people by a skinwalker who took his identity. The
of Billings and welcome any travelers next morning, Bozeman caught on to
who return their kindness. Their elderly the ruse and also had to be eliminated.

121
Life as Tom Cover has been lucrative for the west, making the isolation seem a little bit
skinwalker, but it knows the charade can’t more manageable. Until recently, most of
DEADLANDS: THE WEIRD WEST

continue much longer and is actively looking Butte City’s ghost rock made its way down to
for a new victim. the City o’ Gloom to be used at Hellstromme
Industries factories.
c TOM COVER: Use the Skinwalker profile
in Deadlands. c WILLIAM ANDREW CLARK: Use the
Townsfolk profile in Deadlands.
s WHAT’S GOTTEN INTO WINSTON? (page
145): The skinwalker posing as Tom
Cover finally claims a new victim, but this CHINATOWN
time folks are starting to catch on.
An influx of Chinese laborers led to the
creation of Butte City’s own Chinatown.
Though it only covers a few square blocks,
BUTTE CITY this part of town is a dense maze of narrow
alleys, tenements, and businesses. It’s the
Founded 1864, Pop 2,500 seat of this town’s real authority, the Tiger
Triad, which exerts influence on all aspects
FEAR LEVEL: 4
of life in Butte City. It’s also home to the Wa
Newcomers to Butte City can’t help but Chong Company, a mercantile operation.
notice its unique claim to fame: “The Pit.” The owner, Chin Chun Hock, works closely
The Pit is a massive ghost rock strip mine just with both the Iron Dragon Rail Co. and the
outside of town. Even more impressive is the triad to keep him stocked with an astonishing
swirling vortex of fire roiling inside it, which array of items, albeit at highly inflated prices.
was the result of a catastrophic collapse just
a couple of months ago. c CHIN CHUN HOCK: See below.
„ TIGER TRIAD MEMBERS: Use the Martial
As the rich vein of ghost rock beneath the
Artist profile in Deadlands.
Pit burns, it howls like a hundred screeching
demons and casts the town in a daylight
glow all through the night. Understandably,
it has been enough to drive a huge chunk
c Chin Chun Hock
He might be elderly, but Chin spent many
of the townsfolk away. Nearly one in three
years traveling the West and has seen his
townsfolk have packed up their belongings
share of terrors. He’s happy to share those
and fled. Many houses and businesses stand
stories with those who care to hear.
empty. The disaster also brought a rise in
weird sightings in and around town. Mayor Attributes: Agility d4, Smarts d8, Spirit d6,
Eldon Ellis knows that if something isn’t Strength d4, Vigor d4
done soon, Butte City is going to become a Skills: Athletics d4, Common Knowl-
ghost town by the year’s end. edge d10, Fighting d4, Healing d4, Notice d6,
Occult d6, Persuasion d6, Repair d4, Shoot-
The previously-booming downtown area
ing d4, Stealth d4, Survival d4, Trade d10
consists of more than thirty square blocks
Pace: 5; Parry: 4; Toughness: 4
of shoulder-to-shoulder buildings. Among
Hindrances: Elderly
them are the largest Chinatown in Montana,
Edges: Guts, Streetwise
the Copper Creek Saloon, a stretch of red-
Gear: Gold watch, spectacles.
light establishments called “The Line,” and
a three-story Georgian mansion belonging to
local millionaire William Andrew Clark (no
THE LINE
relation to the famous Louisiana Purchase Mercury Street is home to “The Line,” Butte
explorer). There’s also a passel of liveries, dry City’s red-light district where lonely miners
goods stores, attorneys-at-law, and the like. and cowpokes can seek out any number of
vices. So far the various brothels, saloons,
Ghost rock made Butte City a natural
opium dens, and houses of even more outré
location for the Iron Dragon line. It
interests have been able to ride out the town’s
connects the city to points east and

122
declining fortune. The decrease in customers disciples and dedicated masters who spend
has started to fray at the uneasy harmony their days studying the ways of Chi.
between the various players, though. Venus
Alley, the Line’s most lavish brothel, is c MASTER QING: See below.
leveraging its reputation to squeeze the „ DISCIPLES: Use the Martial Artist profile
rest of the competition. The Tiger Triad in Deadlands.
disapproves but is waiting to see how it can
exploit this turn of events.
c Master Qing
The head of the monastery is Master Qing,
THE CABBAGE PATCH

Montana
who studied kung fu for many years in the
Nothing more than a miserable slum old country. He’s blind in one eye but more
of shacks just outside of town, this than makes up for it with his skill.
neighborhood is home to many itinerant
Attributes: Agility d10, Smarts d6, Spirit d10,
miners hoping to improve their prospects.
Strength d8, Vigor d8
Even as their more prosperous neighbors
Skills: Athletics d8, Common Knowledge d6,
up and fled, residents of the Cabbage Patch
Fighting d12, Focus d10, Intimidation d8,
were too destitute to follow so they’ve simply
Notice d8, Persuasion d6, Stealth d6
hunkered down. Violence is surging here
Pace: 6; Parry: 10; Toughness: 6
as folks get desperate. Those who wander
Hindrances: One Eye
through better watch their back or they’ll
Edges: Arcane Background (Chi Master),
find a knife stuck in it!
Block (Imp), Chi, Martial Warrior, Superior
Kung Fu (Wing Chun), Sweep
COPPER CREEK SALOON Powers: Deflection, smite, wall walker. Power
Points: 15
Time hasn’t been kind to the Copper Creek
Gear: Long sword (Str+d8), cloak, straw hat.
Saloon, a fixture of downtown Butte City,
which has always suffered from “deferred
maintenance.” This log building is a
Frankenstein’s monster of cheaply-made
dormers, wings, and added rooms, not to
mention many secret passages known only
to the staff (it takes a successful Notice roll
at –4 to spot them). The owner, Christopher
“Tiny Tim” Travers, is the son of the previous
owner who died just a few years ago. He’s
determined to keep the place going in spite
of the gloom over the city—and the fact that
he just doesn’t have his pappy’s head for
business. Rooms upstairs go for only 25¢
a night, if you can handle the rats and the
noticeable tilt to the floor.
„ “TINY TIM” TRAVERS: Use the Townsfolk
profile in Deadlands.

MONASTERY OF THE FOUR TIGERS


On a hill overlooking town, there’s a natural
cave leading down into one of Kang’s most
secret hideouts, a Chinese temple of polished
stone halls and rooms. The monastery is
occupied by a score of trained kung fu

123
THE PIT Mack doesn’t stop Captain James Kerr
from running his successful steam ferry, the
Butte City didn’t amount to much until the
DEADLANDS: THE WEIRD WEST

U.S. Grant, across Flathead Lake, connecting


discovery of ghost rock in 1876. Afterward,
Polson on the south with Bigfork on the
it became home to three competing mining
north. Most of the ferry’s clientele are
companies: Anaconda, United Mining, and
miners, settlers, or those who run businesses
the Clark Mining Concern. Each started strip
in the area. It usually hosts upward of 100
mines so close together that the thin walls
passengers on its twice-weekly run, at 50¢
of earth between them eventually collapsed.
per person or $2 for a wagon. He uses a
What resulted was a constant three-way
wind-up fire alarm and an old 12-pound
dispute over rights inside the huge crater
cannon to frighten off Mack if it gets too
eventually dubbed “The Pit.”
close. No one questions where Kerr acquired
On one terrible day, the bottom collapsed the cannon, which is a relic of his days as a
out of the Pit, leaving a gaping hole of Maze pirate. He lives in constant fear that he
unknown depth. Townsfolk gathered around might someday be recognized and brought
the edge to watch workers rescue miners who to justice for his former crimes.
hadn’t vanished into the abyss. Then tragedy
Lately, a mysterious elk-like creature has
struck again as something sparked a fire and
been spotted in the forests around Flathead
the Pit burst into a raging cauldron of flame.
Lake. The creature is easily twice as large
The “Three Kings” and their mining as a normal elk. It has an eerily-human face
companies were ruined. Anaconda pulled and a rack of antlers that look like tree roots.
out and started a new venture west of Butte Locals have started referring to it as the “Pine
City. United Mining declared bankruptcy Widow.” So far nobody knows where it came
and moved oprations to Alberta. That left from—or why.
Clark Mining Concern, run by William
„ CAPTAIN KERR: See below.
Andrew Clark, a larger-than-life millionaire
who still dreams of salvaging the operation.
s BURNING RING OF FIRE (page 135): c Captain Kerr
William Andrew Clark is willing to pay Ferry captain James Kerr will tell you he got
good money to anyone willing to be his start as a merchant marine, but in truth he
lowered into the Pit in a special flame- spent several years as a Maze pirate—years
retardant container and report back on he’d prefer to put behind him.
what they find.
Attributes: Agility d8, Smarts d6, Spirit d4,
Strength d6, Vigor d8
Skills: Athletics d6, Boating d8, Common
FLATHEAD LAKE Knowledge d6, Fighting d6, Intimida-
tion d6, Notice d8, Persuasion d4, Shooting d6,
FEAR LEVEL: 3 Stealth d6, Thievery d6, Trade d6
Pace: 6; Parry: 5; Toughness: 6
One of Montana Territory’s most amazing
Hindrances: Wanted (Major)
natural features is Flathead Lake, a huge
Edges: Ace, Steady Hands
natural lake tucked in a narrow valley
Gear: Colt Navy (Range 12/24/48, Damage
and fed by cold mountain streams and
2d6, AP 1), cutlass (Str+d6), compass.
high glaciers. In some parts, it plunges to
a depth of over 350 feet. Its main claim to
fame is being the largest natural lake west c the Pine Widow
of the Missouri River. Most locals know it The Pine Widow is a huge elk with
as the home of the Flathead Lake Monster, warped antlers and the face of a beautiful
dubbed “Mack” from a mangled attempt to Indian woman.
pronounce the creature’s name in the local
Attributes: Agility d8, Smarts d8, Spirit d12,
Blackfeet tongue. Mack is an uktena that has
Strength d12+2, Vigor d8
grown especially large (Size 9).

124
Skills: Athletics d8, Common Knowledge d10, than a trading post along the Missouri River.
Fighting d10, Notice d8, Persuasion d8, The area is full of grasslands, with rolling
Stealth d6, Survival d8 shrubby hills scored by dry gullies, making
Pace: 10; Parry: 7; Toughness: 11 it ideal for cattle ranching and farming. But
Edges: Alertness, Arcane Resistance, Elan, frequent bloody conflicts between ranchers
Free-Runner and the Assiniboine and Gros Ventre tribes
Special Abilities: to the north were hurting business. The Army
„ Antlers/Hooves: Str+d4. Corps of Engineers, already under pressure
„ Innate Powers: The Pine Widow can cast from the governors of Missouri, Iowa, and
the following spells, using Spirit as its Nebraska to regulate the flow of the Missouri

Montana
arcane skill: Barrier, beast friend, empathy, River for the sake of the growing steamboat
entangle, healing, illusion, protection, res- trade, used a healthy donation from the
urrection, slumber, stun, teleport. Power Cattlemen’s Association to build a dam at a
Points: 30 narrows near Fort Peck.
„ Size 5 (Large): The Pine Widow is as
Unfortunately, the resulting Fort Peck
large as a young elephant.
Lake swallowed the town, which was located
alongside the original riverbank. Under
PINNACLE orders to evacuate, the townsfolk relocated
One of the most inexplicable occurrences in elsewhere and left the dozen or so buildings
Montana Territory happened out this way a to vanish beneath the lake.
year ago. The small mining town of Pinnacle,
In order to protect their investment, the
located in a deep valley between nearby
Army now keeps a small fort near the dam
mountain ranges, just up and disappeared
that houses 30 soldiers.
one day. Every person, every building, every
animal—just gone. All that remained was the „ FORT PECK SOLDIERS: Use the Soldier
trampled line that marked Pinnacle’s main profile in Deadlands.
street, and a single outhouse that was just far
enough outside town limits. s DAM THE TORPEDOES (page 137): A
group of desperadoes hatches a scheme to
Then, just a few weeks ago, a prospector blow the dam and drain the lake so they
exploring the upper slopes of Gunsight can access a treasure trove of stolen gold.
Mountain spotted something odd inside a
glacier crevasse: an entire town just sitting
there inside an ice cavern, the townsfolk GREAT FALLS
flash-frozen in the middle of their daily tasks.
What could have caused such a thing is Founded 1883, Pop 30*
unfathomable, but it has locals spooked. Did FEAR LEVEL: 4
the people of Pinnacle anger a spirit? Was
it the result of some dark magic? What if it Barely qualifying as a town, the tiny hamlet
happens again to another town? of Great Falls sits on the edge of the Missouri
River where it tumbles down a series of
s LOST AND FOUND (page 140): A small
cataracts. Self-appointed mayor Paris Gibson
fortune in gold nuggets was held at the
and his business partner Robert Vaughan
bank in Pinnacle before it disappeared.
had great plans for the town, building a
general store that doubled as a bank, realty,
and assay office. A few other would-be
FORT PECK entrepreneurs came along and set up a
flour mill on the riverbank, a lumber yard,
Founded 1867, Pop 100 and a church.
FEAR LEVEL: 4 All that changed a couple of years ago
when an itinerant teacher by the name of
Contrary to its name, there was originally
Abraham Potter arrived at Great Falls
no fort at Fort Peck. It was nothing more
with the notion to build a school. His

125
students, who arrived with him, were over somewhere else with a new cover story.
a peculiar lot—pallid, skinny, unable to Great Falls was sufficiently distant from his
DEADLANDS: THE WEIRD WEST

speak but for grunts and snarls, and averse past life, the perfect place to build a school for
to the sun. Naturally, the townsfolk were his pupils. He invented a suitably scientific-
alarmed, but Abe assured them the students sounding term to explain their disease
suffered from a rare inherited disease called to the suspicious townsfolk. It seemed to
“congenital dermopathy” which caused them be working.
to rapidly lose calcium from their bodies.
Or it was—until disaster struck. When a
They merely needed a quiet place where he
fellow town member fell off his roof, Emily
could teach them to rejoin society.
caught sight of his fractured shin bone poking
In truth, Abe’s “students” are ghouls. He through his leg and her inner ghoul came out.
began harboring them years ago Back East What followed was a scene of slaughter as
when he spied a female ghoul prowling all the ghouls reverted to their true nature,
around in a graveyard. He was convinced hunting down the terrified townsfolk as
she was merely afflicted with a curse and her the storm raged. The only person who was
soul was intact, so to “save” her he captured spared their savage hunger was Abe himself.
her and kept her chained up for weeks,
At this point everyone in Great Falls—
feeding her bits of meat and bone scrounged
except Abe—is a ghoul. They’ve learned how
from behind the butcher’s shop in the middle
to say a few crude words in their grunting
of the night. He gave her a Christian name—
fashion, and wear special makeup to protect
Emily—and patiently administered lessons
and disguise their skin. Abe refers to the day
in literature, mathematics, and history.
they killed the whole town as the “Bad Day.”
Despite her occasional feral moments, The ghouls look chastened when it comes
Emily responded to Abe’s guidance, wearing up—although some of them glance sideways
fancy dresses he purchased with his teacher’s at Abe when he isn’t looking...
salary and eventually traveling with him
Abe has lost control of the situation,
on excursions. She couldn’t speak, just
though he doesn’t know it yet. One of his
grunted and snarled, communicating
prize pupils, a ghoul named Lucas,
with crude gestures, but she controlled
has leapfrogged over
herself when in the presence of
the others in his
raw meat and responded to his
comprehension, to
instructions.
the point where he’s
Encourage by this success, starting to question Abe’s leadership.
Abe sought out more of her Lucas has been working on teaching
kind, locking the ghouls in his the other ghouls in his own way,
basement as he taught them to gradually building a group that
be human again. Before responds to his leadership. It’s
long, Abe had a dozen only a matter of time before Lucas
ghouls living with him. decides to take control.
They took their daily
Feeding all these ghouls is a
lessons, learned how to do
bit of a job. Abe has hired a pair
simple chores, and dined
of conscience-free scoundrels
with him at the table—a
to dig up graves in far-flung
messy affair, as they
communities and wheel the
would only eat raw meat
bodies here. But as his
and bones.
community grows—it’s up
In town, gossip to 30, now—he wonders if
about his strange he might have to resort to
roommates turned more extreme measures.
alarming. Abe decided
it was high time to
leave town and start

126
„ ABE POTTER: Use the Townsfolk profile The days of the Vigilance Committee
from Deadlands, but with Spirit d8. are long over, but an undercurrent of self-
righteousness still has a hold on the place.
„ GHOULS (seven per hero): See Deadlands.
Sheriff Jasper Armstrong is kept forever
s TOO GHOUL FOR SCHOOL (page 143): The busy reassuring townsfolk that he and Judge
posse discover what’s really on the menu Corinne Paul are up to the task of keeping
when they’re hired to deliver some books the peace.
to Great Falls.
c MAYOR WIGRAM: Use the Townsfolk
profile in Deadlands but he’s a Wild Card.

Montana
HELENA c SHERIFF ARMSTRONG: Use the Lawmen
profile on page 120 but he’s a Wild Card.
Founded 1864, Pop 5,500
FEAR LEVEL: 3
THE COLISEUM THEATER
Helena’s liveliest attraction is the Coliseum
Like most towns out this way, the capital of
Theater, recently renovated to show “moving
the Montana Territory, Helena, started as
pictures.” Silent film clips shot on Edison’s
a tiny prospecting settlement. Gold miners,
newest invention, the kinetograph, showcase
ranging from solitary prospectors to huge
there. Usually no more than a minute in
mining outfits, use Helena as a central hub
length, such films are shocking even to folks
of operations. The popularity of the town
in the Weird West who thought they’d seen
has brought in banks, assay offices, shipping
it all. Some of the more superstitious types
companies, and all the other satellite
are sure it’s the work of the Devil—but
industries built around gold extraction, not
that doesn’t keep them from packing the
to mention the stores, churches, saloons, and
Coliseum’s shows every Friday and Saturday
farms demanded by her citizens.
night. When they’re not catching a moving
This rapid influx of wealth in Helena has picture, patrons can enjoy dancing, drinking,
doubled the population in just the last few and even hire some companionship in one of
years, resulting in a building boom. Every the Coliseum’s private upstairs rooms.
day new buildings go up all around town.
But the combination of opportunity and the
anything-goes mentality of the Wild West has
COME BACK SALOON
also brought in a bevy of folks from Back East The most happening place in Helena is the
who already have money. Their enormous, Come Back Saloon, just a couple of blocks
beautiful Victorian houses comprise Helena’s from the Coliseum Theater. It’s owned and
exclusive tree-lined Upper West Side. operated by Santiago and Lollie Escrivá, who
started their torrid love affair as outlaws in
The town proper is situated in a gulch,
rival gangs down in Arizona Territory. They
with newer neighborhoods climbing the
had to high-tail it when their respective
hills on either side or spilling outward to
leaders found out about their relationship.
the north where the ravine widens. Despite
Even though their bank-robbing days are
pressure by prissy moralizers, the town has
long gone, they’re both still considered
a rowdy reputation. It’s also known as one of
the best sharpshooters in Helena and they
the safest—at least on the surface…
quickly respond to outbreaks of violence in
their establishment. They’re still both very
INFERNAL VIGILANCE much in love and show it publicly with
Some of the original townsfolk were a bit
frequent playful flirtations and other public
impatient with the law. Forming a secret
displays of affection.
group called the “Vigilance Committee,” they
dished out their own style of frontier justice, c LOLLIE ESCRIVÁ: See below.
hanging folks they deemed to be outlaws or
troublemakers. c SANTIAGO ESCRIVÁ: See below.

127
c Lollie Escriva c Colonel Amon Shed
Lollie is a spitfire who puts up with no The violence of the Civil War took away any
DEADLANDS: THE WEIRD WEST

nonsense in her establishment. She wears her good that was left in Amon Shed. He still
blonde hair in a braid just as she did in her wears his cap and bars, not out of a sense of
desperado days. pride, but for the way it can easily ingratiate
people into his trust.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d6, Vigor d8 Attributes: Agility d4, Smarts d8, Spirit d8,
Skills: Athletics d6, Common Knowledge d4, Strength d6, Vigor d6
Fighting d6, Gambling d6, Intimidation d8, Skills: Academics d6, Athletics d6, Battle d6,
Notice d8, Persuasion d6, Riding d8, Shoot- Common Knowledge d6, Fighting d6, Intim-
ing d10, Stealth d4, Taunt d8, Trade (saloon idation d8, Notice d6, Persuasion d8,
owner) d8 Riding d6, Shooting d8, Stealth d4, Trade d8
Pace: 6; Parry: 5; Toughness: 6 Pace: 6; Parry: 5; Toughness: 5
Hindrances: Impulsive, Mean Hindrances: One Arm, Ruthless (Major)
Edges: Elan, Marksman, Quick Draw Edges: Calculating, Connections, Soldier
Gear: Colt Frontier (Range 12/24/48, (Colonel), Streetwise
Damage 2d6+1, AP 1), Winchester ‘76 Gear: Colt Frontier (Range 12/24/48,
(Range 24/48/96, Damage 2d8, AP 2), bottle Damage 2d6+1, AP 1), Bowie knife
of beer. (Str+d4+1, AP 1).

c Santiago Escriva ST. LOUIS HOTEL


His patchy beard and stained apron belie Celebrating its twentieth year of operation,
the handsome gunslinger he once was, but this upscale hotel in the heart of downtown
Santiago still has an undeniable magnetism. was fashioned after the elegant mansions of
New Orleans and is owned and operated
Attributes: Agility d8, Smarts d8, Spirit d8,
by Louisiana transplant Babette Prejean.
Strength d6, Vigor d8
Rooms run $15 a night but the beds are so
Skills: Athletics d6, Common Knowledge d6,
comfortable and the food so divine that those
Fighting d6, Gambling d8, Intimidation d8,
attempting to recover from hard times on the
Notice d6, Persuasion d4, Riding d6, Shoot-
trail get a free reroll to Vigor when making
ing d10, Stealth d4, Taunt d6, Trade (saloon
natural healing rolls (if they sleep there on
owner) d6
the appropriate night).
Pace: 6; Parry: 5; Toughness: 6
Hindrances: Loyal, Tongue-Tied But there’s more to Babette Prejean than
Edges: Charismatic, Fan the Hammer, Level meets the eye. Helena has attracted eaters
Headed, Marksman of the living, but it has also attracted one
Gear: Colt Peacemaker (Range 12/24/48, very unique eater of the dead. Babette is
Damage 2d6+1, AP 1), bottle of whiskey. inflicted with a singular curse, the work of
a bayou witch back home, that requires her
THE KIYUS SALOON to consume a ghost every week or die. So far
she’s had no problem collecting them from
This saloon has seen better days, but it
these wild and haunted lands, but she always
remains a local favorite. Colonel Amon Shed,
worries about her supply, not to mention
a veteran of the Union army, sells spirits of
what might happen if word gets out. She
an excellent vintage at prices that rival the
hires only those she’s vetted well, then has
cheaper spots in town. Folks whisper he uses
them murdered if she so much as suspects
connections with powerful people. Truth is,
their disloyalty. Her ghost hunters are sent
Amon hires teams of masked thugs to menace
out to trap ghosts in special wicker cages she
stills all around Montana and Wyoming to
enchants herself.
“negotiate” a special cut-rate. Other saloons
struggle to compete with the Kiyus. c BABETTE PREJEAN: See below.
c COLONEL AMON SHED: See below.

128
c Babette Prejean all its meetings at dusk. Only Tom Duffey,
a gravedigger who has seen some rather
Babette’s Louisiana roots are evident in her
inexplicable goings-on in his cemetery of late,
accent and demeanor. She’s welcoming and
suspects anything.
friendly to all her guests, yet reserved.
Attributes: Agility d6, Smarts d8, Spirit d8, c DELILAH HILL: See below.
Strength d4, Vigor d4 c WEST SIDE COVEN (12): Use the Vampire
Skills: Athletics d4, Common Knowledge d6, profile in Savage Worlds.
Fighting d4, Notice d6, Occult d6, Persua-
„ TOM DUFFEY: Use the Townsfolk profile
sion d6, Stealth d6
in Deadlands.

Montana
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Ailin’ (Major)
Edges: Knack (Bastard)
Gear: Enchanted cage containing trapped
c Delilah Hill
Delilah carefully cultivates the image of
ghost.
an old-fashioned conservative woman by
wearing plain dresses buttoned at the neck
s HELENA HANDBASKET (page 138): and pulling her raven hair into a tight bun.
Babette needs some new ghost hunters
Attributes: Agility d8, Smarts d8, Spirit d10,
after the last one disappeared on her.
Strength d12, Vigor d10
Skills: Academics d8, Athletics d8, Common
WEST SIDE COVEN Knowledge d8, Fighting d8, Intimidation d8,
Notice d8, Occult d8, Performance d8, Per-
What nobody knows is that all those rich
suasion d10, Stealth d8, Taunt d8
folks who settled here and built Victorian
Pace: 6; Parry: 6; Toughness: 7
mansions are members of a cadre of vampires
Hindrances: Ruthless (Major)
from Back East. The dozen bloodsuckers and
Edges: Aristocrat, Charismatic, Killer Instinct,
their leader, Delilah Hill, decided the
Level Headed, Menacing, Quick
relative smorgasbord of Boston’s dense
Special Abilities:
city wasn’t worth the added scrutiny.
„ Claws: Str+d4.
They lit out west in hopes of sinking
„ Invulnerability: Vampires can only be
their fangs into a new community, one
slain by sunlight or a stake through the
with less aggressive lawmen. Their
heart (see those Weaknesses, below).
arrival alone bumped the town’s Fear
They may be Shaken by other
Level up a point.
attacks, but never Wounded.
Building huge, „ Sire: Anyone slain
beautiful houses in their by a vampire has a
beloved Gothic Victorian 50% chance of rising as
style (which are connected by a a vampire in 1d4 days.
mazelike catacomb below), they „ Undead: +2 Toughness;
immediately put together +2 to recover from Shaken;
the Concerned Citizens no additional damage from
Board. Ostensibly created Called Shots; ignores 1 point
to promote business of Wound penalties; doesn’t
opportunities, its real breathe; immune to disease
goal was to provide a and poison.
smokescreen for their „ Weakness (Holy
nocturnal activities. So Symbol): A character
far, nobody has noticed with a holy symbol
that Ms. Hill and the may keep a vampire at
other members seem bay by displaying it.
to always be elsewhere A vampire who wants
during the day, or that to directly attack
the committee holds

129
the victim must beat her in an opposed Nothing happens in Liberty without the
Spirit roll. say-so of the Cattlemen’s Association. The
DEADLANDS: THE WEIRD WEST

„ Weakness (Holy Water): A vampire mayor, the sheriff, and even the circuit
sprinkled with holy water is Fatigued. judge serving this part of the territory were
If immersed, he combusts as if it were all installed by association members, albeit
direct sunlight (see below). under the guise of being a community
„ Weakness (Invitation Only): Vampires decision. Their regulators work with the
cannot enter a private dwelling without deputies to keep a tight grip on the town.
being invited. They may enter public Hardly a drifter blows through without it
domains as they please. reaching the ear of the powerful cattle barons.
„ Weakness (Stake Through the Heart):
But even Liberty isn’t immune to the
A vampire hit with a Called Shot to
depredations of the Reckoners and their
the heart (−4) must make a Vigor roll
nightmares. The town has seen a host
versus the damage. If successful, it takes
of horrors in its day, from the lynching
damage normally. If it fails, it disinte-
spirit that terrorized the community after
grates to dust.
a wrongful hanging to the occasional
„ Weakness (Sunlight): Vampires burn
recurrence of howlers—vicious wolves that
in sunlight. They take 2d4 damage per
can walk on two legs. Only the constant
round until they are ash. Armor protects
efforts of regulators and hired specialists
normally.
keep Liberty from plunging into greater fear.
Out here in this wide-open country,
s HIGH STAKES (page 139): Mayor Elliot Liberty has a view that spans for miles. The
Wigram’s daughter died of a mysterious
Tongue River sidles by on its way toward
malady on the eve of her wedding but
the Missouri River. Two roads intersect in
some say they’ve seen her walking
the center of town, and most of the buildings
around town late at night.
crowd that intersection, with homes and
small farms scattered around the periphery.
Sunday is observed as a holy day when the
LIBERTY entire place effectively shuts down. Sheriff
Amanda Dale is still the law in this town, but
Founded 1870, Pop 200 she’s always looking for a replacement.
FEAR LEVEL: 3 c SHERIFF AMANDA DALE: Use the Lawman
profile on page 120.
Of all the little cow towns in Montana
Territory’s eastern prairies, Liberty is notable
for its origins, politics, and deep connection COWTOWN SALOON AND HOTEL
to the powerful union of cattle barons called
Outside of Holly’s Boarding House, Liberty’s
the Cattlemen’s Association. In its early
only hotel is the Cowtown, a two-story
days, Liberty was on the fast track to being
building perched in the dead center of town.
a ghost town before the proposal of an Iron
Its bright red paint job makes it impossible
Dragon rail line connecting Chicago and
to miss. As the only real saloon for fifty miles
Seattle. Forward-thinking members saw an
in any direction, the place is always lively,
opportunity and hatched a scheme to buy
more so on the first weekend of every month
up the entire town. They negotiated a slight
when the cattle barons cut their worker’s
deviation to the line, bringing it right past
paychecks. Accommodations upstairs run for
Liberty and ensuring the members of the
$2 a night for basic rooms and $3 for deluxe
association with a depot they could call their
(distinguished mainly by a private bathtub).
own. Just as predicted, putting in the tracks
and a few spur lines to serve nearby mega- Owner Ben Gage is also the Cowtown’s
ranches cemented Liberty’s position as a resident musician, tickling the ivories for 5¢
critical town in this half of the territory. a song. He hears all the scuttlebutt and isn’t
above sharing some rumors for tip money.
Visitors can also enjoy games of poker, dice,

130
or roulette run by professional gamblers who McAllister gang and the cryptic cow
pay the house 10% of their winnings. carcasses that show up every new moon.
„ BEN GAGE: Use the Townsfolk profile in
Deadlands but with Performance d10. WOLF MOUNTAIN
Fellow Montanans from the west side would
THE CATTLEMEN'S ASSOCIATION scoff at what passes as a “mountain” out
here, but folks in Liberty know to steer clear
Truth be told, this organization of local
of the lone butte called Wolf Mountain.
cattle barons has gotten a little big for its
Its slopes are constantly overgrown with
britches. It started as a group of like-minded

Montana
thorny brambles that hide a network of
ranchers coming together to pool their
natural caves. Back in 1877, the Cattlemen’s
resources against raiders, wolves, bison,
Association tried to stop wolf predation
rustlers, predatory banks, and anything else
by hiring an alchemist to create a special
threatening their livelihoods. The Cattlemen’s
poison for the critters, but the alchemist
Association is now something closer to a
goofed and recreated wolflings. Unlike their
miniature oligarchy. It controls every aspect
Cascadian kin, these critters disdain human
of life east of Billings. Newcomers can still
accouterments. The effort of a team of skilled
start their own ranches here, but the “taxes”
gunslingers supposedly wiped them out, but
and not-so-subtle threats make it hardly
a pack still lives inside Wolf Mountain, and
worth the effort.
their numbers are growing.
The main barons—Stapleton Lowell,
„ WOLF MOUNTAIN WOLFLINGS: Use the
Watson Davis, Floyd Gabb, Vida Buckman,
Wolfling profile in Deadlands but without
Lauretta Bell, and Emilio Gallego—keep a
the spear and axe.
small army of regulators who dispense swift
justice against rustlers and generally enforce
the will of their employer. The united front
hides the fact that the barons sometimes MISSOULA
feud amongst themselves over legal or
financial matters. Founded 1860, Pop 2,000
Lately, a couple of vexing problems have FEAR LEVEL: 4
them putting aside their differences. For one,
This river town along the Clark Fork has a
the McAllister gang is rustling their herds,
dark history. As the site of numerous tribal
and no one knows how they’re getting cows
conflicts, the first trappers named it “Gate
past the regulators and the fences without
of Hell” for the many human bones littering
leaving so much as a trail.
the narrow gorge just east of town. A pall of
On top of that, on nights of the new moon, fear sits on the town like mist, and everyone
cows turn up flayed and covered with knows the main culprit is the haunted valley
bizarre symbols. Lowell is convinced there’s just to the east of town. The only thing
a connection. keeping people from packing up and moving
on are the many rich veins of gold and other
c CATTLE BARONS: Use the Townsfolk fundaments peppering the hills to the north
profile in Deadlands, but they’re Wild
and south of town.
Cards.
Fort Missoula brought a greater sense of
„ REGULATORS: Use the Gunman profile in
security to the local populace, but it was the
Deadlands.
arrival of the Iron Dragon rail line that really
„ MCALLISTER GANG MEMBERS: Use the grounded the town and ensured its survival.
Cowboy profile in Deadlands. With the Hell Gate battlefield occupying the
most natural route, the line has to jog south
s SEEN BUT NOT HERD (page 144): through a jagged mountainous valley where
The Cattlemen’s Association offers a
it passes through short tunnels and over
handsome reward to anyone who can
precipitous bridges.
solve the mystery associated with the

131
Missoula’s most popular watering hole Pace: 6; Parry: 4; Toughness: 5
is the Sweet Water, a two-story saloon and Hindrances: —
DEADLANDS: THE WEIRD WEST

gambling den run by Rosa Richey. She’s a Edges: —


transplant from New Mexico known for Gear: Pick (Str+d6), shovel, lantern, gold pan,
language so salty it could make a sailor blush. mule.
Her frequent run-ins with desperadoes
roughing up her establishment are too FORT MISSOULA
much for the town’s indolent sheriff, Doug
Located five miles southwest of town, Fort
Treadway, who spends more time sleeping
Missoula is a collection of log structures that
off a hard night of drinking than hunting
house numerous white soldiers and officers,
down lawbreakers.
along with the 25th Infantry Regiment’s all-
c SHERIFF TREADWAY: See below. Black cavalry. Dubbed the “Buffalo Soldiers,”
they recently transferred from their Texas to
„ ROSA RICHEY: Use the Townsfolk profile
contend with the increasing unrest between
in Deadlands.
native tribes and white settlers in Montana.
„ MINERS: See below. Unlike most forts, Fort Missoula is an open
fort with no perimeter wall.

c Sheriff Treadway c LT. COL. ROSS TILCOTT: Use the Soldier


profile in Deadlands, but he’s a Wild Card.
Sheriff Treadway is usually disheveled and
bleary-eyed. Even when drunk he’s still one „ BUFFALO SOLDIER: Use the Soldier profile
of the best shots around. in Deadlands.
Attributes: Agility d6, Smarts d6, Spirit d4, s THE LOST COMPANY (page 142):
Strength d6, Vigor d8 Something’s holding up the buffalo
Skills: Athletics d6, Common Knowledge d6, soldiers who were sent to contend
Fighting d8, Intimidation d6, Notice d6, with the trouble that’s brewing
Persuasion d6, Riding d8, Shooting d10, up north.
Stealth d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Habit (Major—
THE HELL GATE
Alcoholic), Shamed Those original trappers who
(Minor—Death of his named the area “Gates of
daughter) Hell” didn’t know they were
Edges: Iron Jaw, Liquid close to the truth. Local tribes
Courage, Marksman warring over access to the
Gear: Colt Lightning (Range narrow gorge just east of
12/24/48, Damage 2d6, AP 1), current downtown Missoula
bottle of whiskey, horse, sheriff’s left an enduring stain of evil.
badge, Stetson hat. Ever since the Reckoning, the
tiny valley has become home
MINER to the restless souls of many
Indians who died there
These hardened men and women
over the centuries. Late at
work underground or pan rivers
night, the slopes echo with
in search of precious fundaments.
phantom drums and the
Attributes: Agility d6, Smarts d4, wails of the dying.
Spirit d6, Strength d8, Vigor d6
This means Hell Gate
Skills: Athletics d6, Common
Valley is a battlefield, albeit a
Knowledge d4, Fighting d4,
small one. A creeping fog hangs
Gambling d4, Notice d6, Persua-
over the place, the road snakes
sion d4, Shooting d4, Stealth d4,
through fields of bones, and the
Survival d4, Trade d6

132
river flowing westward past Missoula is the company camp near the mine itself, so
often darkened with blood. reaching them means infiltrating the camp
by night or the mine by day. Either approach
Unfortunately, it’s also the easiest route to
requires subterfuge. Being caught entering
the east. Anyone who can figure out how to
the camp, impersonating an employee, or just
permanently put this place to rest is sure to
being overheard discussing unionizing leads
earn the key to the city.
to a confrontation with company regulators.
Convincing someone to join the
UPPER MISSOURI RIVER BREAKS unionization effort requires a successful
Persuasion roll. But the effort doesn’t

Montana
stop there. For every person successfully
FEAR LEVEL: 5
persuaded, that person in turn can recruit
As the Missouri River flows eastward, it 2d6 other miners (or 4d6 if they can convince
passes through a haunted badlands known the foreman, whose skepticism imposes a –2
locally as “The Bone Breaks.” The naked, penalty to the Persuasion roll).
bone-white rock there forms haunting shapes
During this time, the company orders
that resemble ribs, crumbling castles, and
another strike against Ezra but the posse is
skeletal hands. Only the hardiest of weeds
now also a target. Union-busting regulators
can find purchase among the weirdly-
start by torching the hotel, home, or hostel
sculpted stones, but all manner of horrible
where they currently reside, then gunning
creatures lurk in the twisting crevasses and
them down as they exit. They might even
unmapped caverns. Those who steam past
bring in a renowned killer, hexslinger, or
here on the river do so quickly and only by
other trouble if you want to add some
day, as a vicious uktena sometimes strikes
supernatural trouble to the tale, Marshal.
down boats plying the Bone Breaks.
Once the ranks have swollen to 50
workers, Ezra has enough to call for a strike.
SAVAGE TALES The company responds with fury, sending
regulators to break it up, and if that means
simply killing some of the workers, so be it.
THE ANACONDA STRIKES If they can survive this attack, the unionizing
effort gains instant traction and the company
is soon forced to renegotiate worker contracts.
The posse protects a charismatic rabble rouser as
The united workers force Anaconda to pay
he secretly moves among miners, recruiting for a
them with real money and not scrip, opening
miner’s union. The more these efforts succeed the
the town to general commerce.
more violent thugs the company sends against the
posse and the man they’re hired to protect. c EZRA HOLLAND: See below.
Ezra’s fledgling movement is gaining „ HIRED GUNMAN (1 per hero): Use the
traction—and unwanted attention. He’s Gunman profile in Deadlands.
arranged to hold a meeting at a private home
„ REGULATORS (3 per hero): Use the
for his 20 comrades and asks the group to
Gunman profile in Deadlands.
join him. Along the way, the posse and Ezra
are ambushed by hired gunmen. They have
instructions to simply scare Ezra, but things
turn violent if they’re met with resistance.
c Ezra Holland
Ezra’s years as a miner seem to have left
Emboldened, Ezra identifies several other permanent smudges of grime on his face.
disgruntled employees he wishes to court. To
Attributes: Agility d6, Smarts d8, Spirit d8,
speed up the process, he asks the cowpokes
Strength d6, Vigor d6
to do some recruiting. He needs backup in
Skills: Athletics d6, Common Knowledge d6,
case there’s further trouble. The potential
Fighting d4, Notice d6, Persuasion d8,
recruits are a handful of pick-swingers and
Shooting d4, Stealth d6, Trade d6
a sympathetic foreman. They all reside in

133
Pace: 6; Parry: 4; Toughness: 5 Eyanosa is already on the trail toward
Hindrances: Obligation (Major—Anaconda the Sioux Nations but if the posse acts fast
DEADLANDS: THE WEIRD WEST

Mine), Vow (Minor—Unionization) enough they catch up with Eyanosa and his
Edges: Charismatic, Rabble-Rouser, Reliable warriors in a dry gully.
Gear: Knife (Str+d4), pick, lantern.
c BALTHASAR HOLT: See below.
c EYANOSA: See below.
THE BONE RATTLE
„ HOLLIS REED: Use the Townsfolk profile
in Deadlands.
Crow Indians pay the posse to recover a sacred
relic. As the party tracks the object, they find „ SIOUX WARRIORS (3 per hero): Use the
it’s already changed hands three times, taking Indian Warrior profile in Deadlands.
them to hostile saloons, distant towns, and a hot
pursuit into forbidden lands.
Undertaking this task is a good way to
c Balthasar Holt
Balthasar might be dapper were it not for the
earn some respect from the local Crow, who
huge scar across his face.
make for useful allies against the nearby
Sioux Nations. The job is simple: an explorer Attributes: Agility d8, Smarts d8, Spirit d8,
named Hollis Reed stole a sacred bone rattle Strength d8, Vigor d6
from the body of a shaman interred in Ghost Skills: Athletics d6, Common Knowledge d6,
Cave, the third in the trio of pictograph caves Fighting d6, Gambling d8, Intimidation d8,
south of Billings. Getting it back themselves Notice d8, Occult d6, Persuasion d4, Shoot-
could destroy the uneasy peace between the ing d8, Spellcasting d8, Stealth d4
Crow and the town, which still remembers Pace: 6; Parry: 5; Toughness: 5
the destruction of Coulson five years ago. Hindrances: Arrogant, Ugly (Major)
Once the rattle is reclaimed, it must be Edges: Arcane Background (Huckster), Hex-
returned to the shaman’s body. slinging, Quick Draw, Two Gun Kid
Powers: Ammo whammy, boost/lower Trait,
Hollis Reed, who originally stole the rattle,
deflection, protection. Power Points: 15
is living it up in Lefty’s, a brand-new saloon
Gear: Two Colt Frontiers (Range 12/24/48,
in the center of town. He’s been buying
Damage 2d6+1, AP 1), metal file.
rounds for the patrons and dances for himself
from the dancehall girls. The hardened
desperadoes enjoying Hollis’ largesse are c Eyanosa
in no mood for anyone to interrupt their Eyanosa wants the rattle as a way of getting
generous host and Hollis tries to skedaddle if revenge against Curly for siding with the
things go sideways. In any case, he no longer enemy during the Battle of Little Bighorn.
has the rattle, which he sold to a mysterious
Attributes: Agility d8, Smarts d6, Spirit d8,
gentleman named Balthasar Holt just the day
Strength d8, Vigor d10
before. Holt is the same fellow who told him
Skills: Athletics d8, Common Knowledge d6,
about the rattle in the first place.
Fighting d10, Intimidation d10, Notice d8,
As luck would have it, Holt already left Persuasion d6, Riding d10, Shooting d8,
town. Threatening, persuading, or bribing Stealth d8, Survival d6
the station agent reveals his destination as Pace: 6; Parry: 9; Toughness: 7
Miles City, a fort town on the edge of the Hindrances: Old Ways Oath, Vengeful
Sioux Nations. Tracking him there, the (Major)
posse finds Holt holed up in a hotel room Edges: Block (Imp), Fleet-Footed, Frenzy
with his pistol as if he’s expecting trouble. (Imp), Woodsman
Several days ago, Holt was contacted by a Gear: Bow (Range 12/24/48, Damage 2d6),
Sioux warrior named Eyanosa who sought tomahawk (Str+d6), horse, native shield
the rattle and offered to pay handsomely for (medium).
it. Hollis was a subcontractor of sorts, a
“go-fer” who did the actual dirty work.

134
BURNING RING OF FIRE
RELIC: THE BONE RATTLE
The posse’s paid a small fortune to explore a fiery This powerful relic has been passed down
mine, then to drive out rival miners working through centuries of shamans. It gives
inside and collapse the subterranean inferno with anyone who uses it the ability to cast the
skillfully placed explosives. arcane protection, smite, wilderness walk, and
boost/lower Trait powers.
Most people think the Pit opened some
kind of connection to hell itself. The truth is Power: If a shaman uses this rattle, any
a little more mundane. Sampson Bradshaw, opposed roll made to resist his spells is

Montana
the owner of United Mining, was losing the made at –4. Rolls made to dispel or recover
three-way power struggle over control of The from his spells (such as blind or stun), are
Pit, so he schemed up a new plan to steal the made at –2.
ghost rock out from under his competitors.
Taint: If anyone who isn’t a shaman
He secretly began a new tunnel on the other
attempts to use the rattle, the user
side of adjacent Rampart Mountain. The
automatically suffers Backlash. Roll on
miners, mostly Chinese migrants, worked
the Dynamic Backlash table (see Savage
nonstop for several months to carve a tunnel
Worlds) to determine the effect.
angling downward under the Pit. But to
Bradshaw’s surprise, they emerged in a
simply massive cavern filled with methane,
nitrogen, hydrogen sulfide—and loads of
ghost rock!
Mining under those circumstances was
impossible. But what if he could use one
problem to solve the other? Wiring dynamite
to the ceiling of the cavern, he sealed his own
tunnel and then blew the cavern. In a single
moment of horror, the Pit caved in, plunging
scores of miners deep into the earth, while
the heat from the dynamite ignited the gas
and caused the entire bowl-shaped chasm
to become a fireball, where the roar of the
flames mingles with the shrieks of heated
ghost rock. As more methane rushes in from
the immense network of caves under the
mountains, the fire roils overhead but allows
for United Mining workers with special gear
system from a gantry across the center of the
and breathing tubes to extract the precious
Pit. All he needs is someone brave (or foolish)
ghost rock undetected.
enough to investigate and report back. For
Sampson Bradshaw made a show of such dangerous work, he’s offering $300 per
closing United Mining for good and moving person—a small fortune!
Back East but continues to run his secret
Inside the sphere are benches for seating, a
operation from nearby.
thermometer, a pressure gauge (for both the
exterior and interior), and wire for sending
FIRE DOWN BELOW telegraphed messages to Clark’s office up
top. Four tiny portholes of tempered glass
In hopes of finding a solution, William
permit the occupants to view outside.
Andrew Clark, of Clark Mining Concern,
recently commissioned a heat-resistant Despite the heat-resistant shell, the inside
spherical metal capsule which can be of the sphere gets hot mighty fast. There
lowered in by means of a winch-and-pulley isn’t much to see except swirling flames

135
DEADLANDS: THE WEIRD WEST

on all sides—until suddenly, just as the team only has fifteen minutes to complete
temperature reaches a critical 120° inside the their mission!
sphere, the posse passes into a huge cavern.
Lowered one more time into the Pit, the
Lit by the inferno above, they can clearly see
hired guns find opposition waiting for them
several dozen “creatures” with rubbery hides
with bows and arrows. Firing a gun down
and a single glassy eye busily chipping ghost
here isn’t a good idea. Any shot that misses
rock out of the cavern floor and placing it on
its target has a 1 in 6 chance of setting off
mine carts. These are typical miners wearing
a series of flash-fire explosions. Everyone
special protective suits devised by Bradshaw.
in the entire cavern must Evade or take
This intrusion is soon detected and the odd 2d6 damage!
miners flee through a nearby tunnel. Even
As soon as the rival miners are dealt with
though the sphere reaches the bottom of
and the dynamite is in place, Clark can bring
the cavern, exiting isn’t an option. Anyone
the team back to the surface and blow the
wanting to poke around needs air.
tunnel. As predicted, this pinches off the flow
„ ANDREW CLARK: Use the Townsfolk of methane, and minutes later the fire filling
profile in Deadlands. the Pit winks out.

RECLAIMING THE PIT BUSINESS RIVALS


Once the cowpokes report their findings, The last step in the mission is to stymie
Clark is determined to strike back by United Mining’s efforts in the cavern.
dynamiting the caverns to cut off the flow of Without the threat of a catastrophic explosion,
natural gas. Accomplishing this takes special the posse is free to employ whichever tactics
gear, and luckily Clark Mining Concern has they prefer to drive off the miners and close
several rubberized diving suits that should United’s tunnel for good.
do the trick (see Diving Suit in Deadlands).
„ RUBBER-SUIT MINERS (3 per hero): See
The intense heat is strong enough to
below.
destroy the hoses quickly, so the

136
RUBBER-SUIT MINERS AN EFFICACIOUS AMBUSCADE
The posse either hears about an Army
Attributes: Agility d6, Smarts d6, Spirit d6,
transport wagon being ambushed near Fort
Strength d6, Vigor d6
Peck or stumbles upon the remains shortly
Skills: Athletics d6, Common Knowledge d4,
after the deed. A single survivor, Private
Fighting d4, Notice d6, Persuasion d6, Shoot-
Patrick Wood, has nearly succumbed to his
ing d6, Stealth d4
injuries but is lucid enough to recount the
Pace: 6; Parry: 4; Toughness: 6 (1)
incident. They were attacked from both
Hindrances: —
sides along a section of the trail lined with
Edges: —
boulders, dry brush, and furrowed slopes.

Montana
Gear: Protective suit (Armor +1, +4 to Vigor
The attackers were shooting to kill. Patrick
rolls to resist poisonous gas), bow (Range
recognized them as Boyd’s Boys, who are
12/24/48, Damage 2d6), 12 arrows.
wanted in these parts for a variety of criminal
acts. Afterward, they left with a horse-drawn
wagon hauling twenty tons of TNT to the fort.
DAM THE TORPEDOES Tracking the bandits using Survival
(tracking) leads to the shores of the lake
A gang of thugs plans to destroy a dam so they where the trail grows cold. Apparently they
can pilfer treasures hidden at the bottom of the took a boat from the site and could be just
lake! Can the posse figure out the thug’s plan about anywhere by now.
and stop them before they flood the entire upper
Luckily, the tiny town of Fort Peck is close
Missouri River?
by, and there the posse can locate wanted
Boyd Conroy is the leader of Boyd’s Boys, posters for Boyd’s Boys. As it happens, a
a group of no-good, lowlife hoods who are poorly-disguised member, Jimmy Doolan, is
into all manner of larceny from cattle rustling at the mercantile picking up the blasting caps
to bank robbing. Recently, Boyd and his Boyd ordered several days ago. He emerges
gang stumbled on the skeletal remains of an with his crate just as the posse enters town.
outlaw by the name of Jennings up in the In a panic, Jimmy drops his goods and runs
mountains near Helena. for it. The ensuing Chase (see Savage Worlds)
weaves in, out, over, and around the claptrap
By the looks of it, Jennings succumbed
buildings of Fort Peck. If caught, Jimmy tells
to the elements. In a worn saddlebag, they
all in exchange for clemency.
discovered a map of the Missouri River
near a town called Fort Peck, along with
newspaper clippings of his most notorious KABOOM!
achievements, including a train robbery out
The rest of the gang is hiding out near the
near Liberty. Jennings had circled a spot
north end of the dam awaiting the blasting
beside the Missouri River on his map and
caps. If Jimmy delivers, Boyd personally
wrote a cryptic passage beneath it: “Green
wires the dynamite he planted near the
Ash, Remains of Cabin, Ten North to Cave.”
base of the dam and sets off an incredible
Putting two and two together, Boyd explosion. While not enough to destroy the
realized he had a map to all that stolen gold. structure, it’s damaged catastrophically. It
The only problem is, Fort Peck—and, in fact, finally bursts in 2d4 hours, sending a tidal
that entire stretch of the Missouri River—was wave of water downriver large enough
swallowed up by the creation of Fort Peck to swamp boats, flood towns, and smash
Lake. The cave on Jennings’ map would be bridges from here to Bismarck. Its effects
under 30 fathoms of water! are felt as far away as Sioux City. The only
way to prevent the disaster is to catch the
But not if the dam was gone…
gang in time.
Should the dam burst, the lake drains over
the course of 24 hours. This exposes the
silty, waterlogged ruins of the original

137
Fort Peck, but also allows Boyd’s Boys—or who traps ghosts to put them to rest, and her
the posse—access to the formerly-flooded previous hunter “retired.” In truth, ghost
DEADLANDS: THE WEIRD WEST

cave where Jennings hid his loot. It’s still hunters only retire from her employment
waist-deep in water, and reaching the back with a bullet to the head. This way she hopes
requires a dangerous swim through a flooded to keep her secret secure forever.
tunnel. At the far end is a dry chamber with
To accomplish this peculiar task, Babette
several dozen solid gold bars, the ill-gotten
has a special voodoo-enchanted cage capable
prize from the late Jennings’ train robbery.
of trapping ghosts. To the untrained eye, it
Boyd’s Boys won’t let this fortune go looks like a crude wicker basket. She only
lightly. Even if they can’t blow the dam, they has one to offer and admonishes the group
do everything they can to make the posse to take care not to break it—especially once
pay for their meddling. there’s a ghost trapped inside.
c BOYD CONROY: See below. Unfortunately, Babette’s former ghost
hunter, Georgine Miller, a free woman from
„ BOYD’S BOYS (3 per hero): Use the
Mississippi who started asking too many
Gunman profile in Deadlands.
questions recently received Babette’s special
“pink slip.” Before Babette could eat her ghost,
c Boyd Conroy Georgine escaped. Now the posse is being
followed by one very angry ghost!
Boyd has a baby-face he tries to age by
growing out a thin, patchy beard. Always c BABETTE PREJEAN: See page 129.
being treated as someone half his age has
made him extra ornery.
UNHAPPY HUNTING GROUNDS
Attributes: Agility d8, Smarts d4, Spirit d8,
Babette knows of three ideal locations to
Strength d6, Vigor d8
hunt ghosts. The best is an abandoned
Skills: Athletics d8, Common Knowledge d4,
silver mine a day’s ride to the west, where
Fighting d8, Intimidation d4, Notice d8,
a partial tunnel collapse killed dozens of
Persuasion d8, Riding d8, Shooting d10,
miners whose spirits have been unable
Stealth d8, Taunt d8
to depart for the hereafter. Another is an
Pace: 6; Parry: 6; Toughness: 6
empty house at the edge of town where a
Hindrances: Greedy (Minor), Ruthless
despondent matriarch murdered her entire
(Minor), Thin Skinned (Major), Wanted
family before hanging herself. The third is
(Major)
a forest path south of town where several
Edges: Dodge, Fan the Hammer, Marksman
Salish warriors met their unjust end at the
Gear: Winchester ’76 (Range 24/48/96,
hands of a zealous mob.
Damage 2d8, AP 2), Colt Peacemaker
(Range 12/24/48, Damage 2d6+1, AP 1), No matter which location they choose,
map of Fort Peck lake. Georgine’s ghost is determined to stop them
any way it can. She either spooks their horses
causing the basket to get swept into a fast-
HELENA HANDBASKET moving stream, entices an aggressive crow
to try and snatch the basket, sends visions of
Babette Prejean hires the posse to capture ghosts doom to whoever holds the basket, or causes
for her, even giving them tips as to where to find the basket to come untwined and need fixing.
them. Everything’s fine until they try to move on
to other jobs…Babette doesn’t accept resignations.
CATCHING A GHOST
Babette hires her ghost hunters under the
Once they get to their location, getting a
strictest confidence. She doesn’t want the
ghost into the basket has to be done quickly
unnatural nature of her diet to leak out to the
and properly using a Single Person Dramatic
rest of the good folk of Helena. She doesn’t
Task (see Savage Worlds). The character needs
tell her new employees the full story,
to accumulate five Task Tokens in four
claiming that she’s a simple spiritualist
rounds by chanting the words Babette taught

138
him. While one character performs the ritual, Jethro obliged but the man immediately
Georgine throws everything she has into leaped on him with “teeth like a rattler’s.”
stopping them, including direct attacks. If Rose intervened, giving Jethro time to flee.
the cowpokes succeed at the Dramatic Task,
Georgine is stuck in the basket along with
the new ghost and the crew can head on back
A TOMB OF ONE'S OWN
to Babette. If they fail, she manifests herself Jethro can’t identify the man, but the street
and all the ghosts around her, who are quite where he saw Sarah is close to the graveyard
unhappy with the attempt to capture their where she was entombed. Someone busted
souls! Babette pays well but expects a repeat the lock on her tomb door. By day she’s

Montana
job in a week’s time, and she doesn’t take no resting inside her casket looking cold and
for an answer. dead, but at the slightest touch, she wakes
and leaps on the nearest victim like a wild
„ GEORGINE MILLER: Use the Ghost profile
animal. By night she hides around the
in Deadlands without the Anchor Special
cemetery and springs an ambush on anyone
Ability.
who gets too close.
„ GHOST: Use the Ghost profile in Deadlands
Sure enough, she’s a vampire. That means
without the Anchor Special Ability.
the only way to put her down for good is
sunlight or a wooden stake driven right
through her heart. She doesn’t go down
HIGH STAKES without a fight!
„ SARAH CRISWEL: Use the Nosferatu
While investigating the reappearance of a dead girl
profile in Deadlands.
on the streets of Helena, the posse may uncover a
network of vampires secretly running the town.
TAPPING THE VEIN
Rumors in Helena spread about Mayor For more information on Sarah’s death, the
Elliot Wigram’s deceased daughter being posse can talk to her father or her attending
spotted walking around town at night. physician, Althea Brook. Both believe
The biggest gossip in town is Constance Sarah had a rare form of hemophilia which
Criswel, a middle-aged widow who makes eventually killed her. Her fiancé, Guss
everyone else’s business her business. When Robson, a successful wainwright, is a bit
she’s tracked down, Constance lets slip the more specific. Sarah had an odd cut on
real source of this rumor, a former miner her neck one day and afterward became
turned town drunk named Jethro Weddall. “powerful ill.” Right around the same time,
Weddall’s a little harder to find, due to his she started getting regular visits from
loose lips spreading information which Hannibal Chambers from the Concerned
could eventually lead folks to the West Side Citizens Board, who was interested in
Coven. His shack outside town is empty, the promoting her charity work, even though
door’s been bashed in, and there’s blood all she seemed anxious in his presence.
over the floor. Upon seeing fellow humans,
Jethro emerges from his hiding spot beneath
the floorboards. The blood belonged to his
INTERVIEW WITH THE VAMPIRE
dog, Rose. Hannibal Chambers lives in one of the
elegant Victorian houses on the hill just west
He recounts a wild story. Several days
of town. According to his aloof manservant,
ago when he woke in the wee hours after
Hannibal is “off on business” until that
spending the night with a bottle of whiskey,
evening. The manservant, Anton, is a thrall
he spied young Sarah Wigram walking down
who’s still quite human but devoted to his
the street. This wasn’t just peculiar because
master. Along with several zombies hidden
of the late hour, but because she’s been dead
elsewhere in the house, he does his best to
since the first of last month! Then, just after
defend the home if there’s any violence.
dusk last night a man came to Jethro’s cabin
and asked to come in. Being the polite type,

139
Hannibal is a genteel, well-dressed man land on top of that vein. After hauling out
with a goatee and a Virginian accent. Decades some of the purest nuggets the assay office
DEADLANDS: THE WEIRD WEST

of being a vampire have made him good at had seen, she stored them in the town bank
brushing off inquiries and he offers as little while she arranged for a buyer.
information as possible while doing his best
But these hills were the home of a dark
to appear helpful. His own burnished coffin
spirit known locally as the “Pine Widow.”
is in a curtained room in the cellar.
Sometimes it’s spotted striding silently in
Spying on Hannibal or scouring his the treeline, its mournful sobs echoing across
home (a Notice check) hints that he isn’t the valley as it beholds the ruinous mining
the only vampire in town—there’s a whole operations taking place there. No one knows
coven of them! for sure, but folks from the nearby towns
believe the Pine Widow finally had enough
UNWANTED ATTENTION of human depredations and “wiped out”
As soon as Hannibal knows the posse is Pinnacle for good.
onto him, so does the rest of the West Side
Once word spreads about Pinnacle
Coven. They prefer to use their standing to
reappearing once more, the race is on to be the
get the posse run out of town. Failing that,
first to reclaim One-Eyed Wilhelmina’s gold.
they wait for an opportune time to waylay
the interlopers. It’s an unfair fight, but since
when have vampires played fair? The best MOUNTAIN CLIMBING
bet is to catch them in their own homes and
Interested parties must be properly equipped
stake each of the Concerned Citizens Board,
for such an expedition. They’ll need cold
one by one.
weather gear, snowshoes, a sledge (for
c HANNIBAL CHAMBERS: Use the Vampire hauling all that gold!), ropes, ice picks, and
profile in Savage Worlds. more. The best place to start out is Kalispell,
a tiny town near the north end of Flathead
„ ANTON: Use the Gunman profile in
Lake, and following the mountain passes east
Deadlands.
toward Gunsight Mountain.
„ ZOMBIES (3 per hero): See Savage Worlds.
The posse isn’t alone in this quest. All
manner of ruthless outlaws, claim jumpers,
and money-hungry desperadoes are on the
LOST AND FOUND same trail. They inevitably cross paths with
the posse at the most inopportune times.
A gold boomtown has suddenly reappeared in a
Gunsight Mountain is part of the Lewis
fragile glacial cave years after it vanished without
Range, a series of jagged, snow-covered
a trace. If the posse wants to claim the treasure,
crags that rise above Lake McDonald like
they’ve got to be careful not to disturb the
monstrous teeth. Beyond the lake, the
cracked ice dome overhead. Unfortunately, their
posse must contend with below-freezing
rambunctious rivals may not be so cautious.
temperatures (see Hazards in Savage Worlds).
As a mining town, Pinnacle isn’t really that Gunsight’s peak tops out at 9,000 feet above
different from all the other little boomtowns sea level, so climbers also need to deal with
and mining camps strung around the altitude sickness by making a Vigor check
Rockies—aside from the whole place up and every 24 hours. Failure results in gaining a
vanishing one night, of course. But what few level of Fatigue. Only getting back down off
knew was that the town was next to a rich the mountain recovers Fatigue gained from
gold vein, and with the quality of nuggets altitude sickness.
coming out of the ground, it wouldn’t be
„ GOLD HUNTERS (3 per hero): Use the
long before Pinnacle would be a household
Gunman profile in Deadlands.
name in Montana Territory.
One prospector, “One-Eyed”
Wilhelmina Powlett, held claim to the

140
Montana
ICY DEAD PEOPLE spread out in the town and ready to defend
the treasure. Stray gunfire shatters frozen
Getting down into the crevasse requires an
townsfolk like ice sculptures.
Athletics check. That’s assuming the group
has the necessary pitons and at least 50 feet Worse yet, the delicate glacier ice overhead
of rope. Without the proper gear they must is riddled with stress cracks and looks like it
make the Athletics roll at –4. Failure results could give in at any minute. Best to find the
in a long drop down to the snow for a total bank and get out as quick as possible.
of 4d6 damage. Luckily, the snow is soft
enough to absorb some of the fall and keeps RETRIEVING THE TREASURE
the damage from being even higher! Busting into the bank vault is the last step
in acquiring Wilhelmina’s gold. The heavy,
The town is an eerie sight. Lit by the
thick iron door has a Hardness of 16. Blasting
cerulean glow of sunlight through the ice,
it with dynamite is sure to cause the glacier
every building is undamaged and appears
to immediately cave in. Cracking the safe
just as it did in its original location. On the
before the cavern ceiling collapses is a Single
other hand, the townsfolk—including the
Person Complex Dramatic Task (see Savage
unfortunate Wilhelmina herself—are flash-
Worlds) that requires Thievery, but the
frozen right in the middle of what they were
vault lock imposes a –2 penalty. Others can
doing at the time the town disappeared. They
Support as usual. If the heroes manage to
can be found hanging laundry, carrying
collect eight Task Tokens in five rounds, they
supplies home from the general store, playing
successfully break open the vault in time to
cards in the saloon, and wiping down store
collect the treasure. If they fail, the glacier
countertops. The first time the cowpokes spot
begins to collapse before the safe is cracked
one of these human popsicles a pervasive
and they have no choice but to flee or face
aura of unease forces a Fear check.
definite peril!
Thankfully, there’s no supernatural
presence in Pinnacle, but rival gold hunters
who entered through ice caverns are already

141
Hiding in the woods nearby is a survivor,
THE LOST COMPANY Pvt. Clarence Hobbs. His wounds have gone
DEADLANDS: THE WEIRD WEST

gangrene and without urgent medical care,


Following reports of lost soldiers, the posse learns he’s not long for this earth. He recounts
they’ve been captured by Indians with a sinister that the arrival of the buffalo soldiers in
plan. Can the posse rescue the soldiers before the Hinchwood was met with an ambush of
Comanche kill them and replace their souls with Comanches that “came from everywhere
fallen Comanche? at once.”
Lieutenant Colonel Ross Tilcott is the Their leader was Swift Foot, a shrewd
officer currently in charge of Fort Missoula, warrior who he recognized from skirmishes
but the simple truth is the duty is beyond against the buffalo soldiers in Texas. With
him. Tilcott tries to run a tight ship, but some them was a shaman, an old woman with a
bad judgment calls have whittled away at his terrible burn scar on her face. They discussed
image in the eyes of his subordinates. The a ritual to return fallen Comanches and
harder he tries to reclaim his lost authority, give them “new bodies” before leading the
the more of it he loses. In the meantime, the captured buffalo soldiers away to the north.
fort is clearly suffering from this lapse of
leadership, with weeds growing up around
the edges of buildings, small repairs going
A NIGHT ON BALDY MOUNTAIN
unheeded, troops loafing while on duty, The trail the captured soldiers were taken
and so on. down leads to the high slopes of Baldy
Mountain. There above the treeline, the
Tilcott is mortified at the recent
Comanches are preparing a ritual that
disappearance of the buffalo soldiers—for
allows the spirits of those slain by the buffalo
no other reason than because he can’t
soldiers to return from the dead and take
defend any additional problems at this fort.
over their captive’s bodies. If successful,
The buffalo soldiers, under the leadership
Swift Foot can control his former foes, bring
of Capt. Sylvester Thomas, were deployed
back his deceased allies, and have warriors
into the mountains north of Missoula to
secretly embedded inside the U.S. Army.
investigate rumors of a band of marauding
Flathead Indians, who reportedly descended There are thirteen surviving members of
on the town of Hinchwood and slaughtered the cavalry tied up on a natural rock ledge
everyone. That was three weeks ago, and overlooking the valley. Swift Foot and his
Tilcott hasn’t received any word since. warriors watch from secure positions for any
interference while the shaman, Walks in Fire,
begins the ceremony just as the sun touches
GHOST TOWN the horizon. The posse only has a narrow
Sure enough, there isn’t much left of time window to stop the ritual!
Hinchwood. But that’s been true for at least a
c SWIFT FOOT: Use the Indian Warrior
decade: Hinchwood is a ghost town! Among
(Veteran) profile in Deadlands, but he’s a
the sagging ruins are the decaying bodies of
Wild Card.
a dozen horses and cavalry members, their
bodies riddled with arrows. The report c WALKS IN FIRE: Use the Indian Shaman
was a trap! But where are the surviving profile in Deadlands, but he’s a Wild Card.
cavalry members? And why are there no
„ BUFFALO SOLDIERS (13): Use the Soldier
Indian bodies?
profile in Deadlands.
Investigating further, the posse discovers
„ COMANCHE WARRIORS (3 per hero): Use
the fletching and arrowhead design is
the Indian Warrior profile in Deadlands.
Comanche, not Flathead work. Furthermore,
a mass grave nearby is filled with fallen
Comanche warriors. Clearly, they’re far
from home!

142
see almost no one around. Patchy weeds
TOO GHOUL FOR SCHOOL grow on the main street, the door to the bank
stands open, bleached bones are scattered
It should have been easy money—hired to deliver here and there, the church is boarded up, and
a trunk of books to a school teacher in Great Falls. there are no animals—no horses, cows, pigs,
But on arrival the posse discovers there’s more or chickens.
going on here than just some book learnin’!
On top of these peculiarities, only a few
This Savage Tale can kick off in any city townsfolk are out and about. One is squatting
in western Montana, from Missoula to next to a door, another is rummaging
Bozeman. A stagecoach broke down in sight through baskets on the back of a cart, and a

Montana
of town, and the driver is looking at many third is sitting awkwardly on a bench with a
days of costly repairs before he can get back book in her lap. None of them respond to the
on the road. His passengers have already heroes except with grunts, sly expressions, or
arranged for new transportation, but among monosyllabic words. If pressed, they slip off
the various parcels for delivery was a trunk to hide in the buildings.
full of books, purchased by a school for the
Marshal, play this up for maximum
deaf up in Great Falls. If the posse takes the
weirdness. The “people” in this town look
job, they’ll get his pay—$50, payable by the
ordinary until the heroes get up close, when
addressee upon delivery.
they clearly see the heavy skin-tone makeup
The trunk is jam-packed full of ordinary and gaunt features. None of the ghouls
books of all types, from Jane Austen novels take any aggressive actions unless directly
to textbooks on the Revolutionary War, but attacked—at least, not yet!
a careful search with a Notice roll also turns
Once they’ve had a minute to scratch
up a dusty old leatherbound tome entitled
their heads, Lucas emerges from one of the
Uncommon Blood Disorders: Symptoms, Causes,
buildings and greets them. He wants to
and Cures. With a Healing or Occult (–4)
know what the heroes are doing in town and
roll the reader realize the “diseases” sound
introduces himself as the “mayor.” Other
suspiciously like vampirism, lycanthropy,
ghouls peer out from windows or doorways,
and other supernatural afflictions, presented
watching this exchange.
by the author as medical ailments that can
be treated if properly understood. The At an opportune time Lucas is interrupted
compadres can’t get much more out of the by Abe stepping out of the schoolhouse. Abe
book, but it might help them figure things takes over any conversation, explaining that
out once they get to Great Falls. all the other town members are his special
students. Heroes who pass a Notice roll can
All those books are heavy. The trunk
tell Lucas is irritated by the turn of events,
weighs in at a whopping 100 pounds, so the
shooting sideways glances at his teacher.
cowpokes are going to need a wagon of some
sort to get it to their destination. Abe is friendly, welcoming, and completely
convinced that Great Falls is a safe place for
Depending on where they start out, the
visitors. He has Lucas and two other ghouls
journey might take several days and passes
prepare rooms in the (otherwise empty)
through some pretty wild country. Use the
boarding house and a welcome feast that
Travel rules (see Savage Worlds) to spice up
evening in the saloon. Abe is happy to take
the journey, or hit the posse with some other
the trunk of books at this time and pays the
adventures or Savage Tales along the way.
compadres in cash.

WELCOME WAGON THE STUDENT BECOMES THE MASTER


It’s almost sunset when they finally arrive
The scene this afternoon settled it—Lucas
at Great Falls. The three-block town consists
is already tired of Abe’s lessons, but now he
of the same buildings seen anywhere: a feed
no longer sees Abe as superior. In fact,
store, a general store, a town hall, a saloon,
he looks downright delicious...
and so on. But as the posse gets closer they

143
Knowing Abe’s assistants are due back c LUCAS: Use the ghoul profile from
this evening with a wagon full of exhumed Deadlands, but with Smarts d6.
DEADLANDS: THE WEIRD WEST

bodies, Lucas arranges something of a coup,


„ ABE POTTER: Use the Townsfolk profile
and he wants to use the heroes as the catalyst.
from Deadlands, but with Spirit d8.
He intercepts the assistants and directs
them (“Abe’s orders!”) to roll the cart into „ GHOULS (30): See Deadlands.
the middle of main street and ring the bell.
Trained to recognize this signal, the ghouls
drop whatever they’re doing and converge SEEN BUT NOT HERD
on the wagon to feed, ripping into the
corpses with shocking gusto.
The posse investigates a cattle rustler skilled
If Lucas can get the posse to attack Abe, all beyond imagining in black magic. She curses
the better. Otherwise he takes this chance to them with nightmares, summons the undead, and
slash Abe with a piece of broken glass. The shifts into evil planes of existence to escape them!
other ghouls, smelling the blood coming from
The predations of the McAllister gang
their “master,” lose all their conditioning and
and the weird cattle mutilations are directly
go into a feeding frenzy.
connected. The leader, Drucilla, is a former
At this point, the posse just needs to fight member of the Wichita Witches, whose
their way out of town, saving Abe in the study in the Dark Arts has given her abilities
process if they can. The ghouls—and there far beyond your typical cattle rustler. Only
are a lot of them!—know every nook and thing is, the rest of her gang doesn’t know
cranny of this town and are determined not that. They’ve caught on that she’s more
to let even one juicy morsel escape. They than she seems on the surface, but even the
scatter if Lucas is killed. most hardened outlaw draws the line at
outright devilry.
On nights of the new moon, Drucilla creeps
unseen into a sleeping herd and poisons one
of the cows. Then she performs a solitary
candlelight ritual that involves incantations,
numerous arcane symbols inscribed on the
flesh of the bovine victim, and culminates
in the live vivisection of the poor critter. If
successful, the entire herd slips into the
Hunting Grounds. Drucilla then drives them
a short distance, returns them to the physical
world far from their point of origin, meets up
with her gang, and transports the cattle to be
sold on the black market.

DEVIL'S WORK
A break in the case comes from a witness
who had a run-in with the McAllister gang
in a saloon in the small town of Circle. Their
leader, a woman with raven-black hair, was
arguing with one of her gang about the
“devil’s work.” He was clearly drunk and
her patience was wearing thin. The next
morning he was found burned to a char
outside of town.
Drucilla left a night raven in Circle just in
case someone gets suspicious. It follows the

144
posse on the sly, infecting their dreams every the old Tom Cover body behind his store
time they sleep. and closed everything down. The whole
town is so perturbed about the mysterious
From Circle, the gang headed due west.
disappearance that no one so far has realized
Their tracks lead to an abandoned farmhouse,
Archie’s skill as a coiffure has taken a sudden
not much more than some vine-choked walls,
dramatic nosedive.
where they wait for further instructions.
Drucilla’s own trail leads many more miles
across a barbed-wire fence into land owned TWO BITS
by Stapleton Lowell himself, one of the most
The posse gets involved when they go to
powerful cattle barons in the Cattlemen’s

Montana
B&C to purchase supplies for their next job.
Association. There in the dark of the new
The door is locked and no one has seen Tom
moon, Drucilla is right in the middle of
Cover in a few days. Inside the main area
her ritual.
of the shop everything seems normal, other
When confronted, she summons a group than some boxes and cans knocked over near
of burnin’ dead to wipe out her attackers, or the back of the store. A Notice check verifies
at least occupy them long enough to escape. there was a struggle, but otherwise, there are
If she gets away, she’s as good as gone—she no further clues to his disappearance.
moves the McAllister gang somewhere far
In the storeroom is a shovel with fresh dirt
from away, never to return.
on the blade. Sure enough, a spot of recently-
c DRUCILLA: Use the Wichita Witch profile upturned earth out back turns out to be a
in Deadlands. grave where Tom Cover’s body lies buried.
Only it isn’t his whole body, just his skin…
„ BURNIN’ DEAD: See Deadlands.
Old hands who’ve been around the Weird
„ NIGHT RAVEN: See Deadlands.
West a time or two might instantly figure
out the gruesome scene is the handiwork
of a skinwalker. Otherwise, asking those
WHAT'S GOTTEN INTO WINSTON? who are more familiar with the Occult
about the incident lets them know there’s a
There’s a skinwalker loose in Bozeman. As the skinwalker afoot.
posse tries to narrow down the suspect, the body-
Just about everyone in town could be a
snatcher takes on one new identity after another.
suspect. If the posse’s inquiries are too slow,
Skinwalkers don’t usually stay in one body the skinwalker impersonating as Archie tries
for long, but Tom Cover was a tempting to steal a new identity, going for someone
exception. He had respect in the community, who’s already been investigated.
a bunch of savings, an easy job that required
Skinwalkers are nasty varmints, Marshal.
little fakery, and access to plenty of other
As soon as this one starts to feel the heat, it
victims if and when this one grew stale.
fights back. Play up the paranoia—the posse
But all things come to an end. Archie never knows if a person they meet is who
Winston, the town barber, noticed something they say they are. Let that fear seep into
amiss when Tom came in for a routine shave the community, too. As word gets around
and haircut and he accidentally trimmed that there’s an impostor among them, the
the hair too fine in the back. There was an townsfolk tend to get antsy.
odd seam under there, and through the slick
If things get too hot, it tries to corner one
gap he could see green tendons and a bit of
of the sleuths and take on a whole new
exposed brain. Tom Cover played it off as
identity—a risky proposition, but one that
an injury sustained when a can of coffee fell
could pay off if successful.
from a high shelf but knew from Archie’s
expression the ruse was up. c ARCHIE WINSTON: Use the Skinwalker
profile in Deadlands.
The next thing he did was kill Archie
and take his body. He buried the skin from

145
CHAPTER
5

NEBRASKA

FEAR LEVEL: 3 PLAGUE OF LOCUSTS


„ GOVERNOR: James W. Dawes (R) In 1877 the sky over Nebraska turned black.
An ominous buzz followed. Moments later
„ POPULATION: 453K
trillions of locusts descended on the state.
„ CAPITAL: Lincoln They blanketed the prairie in a vast swarm of
chewing grasshoppers. The swarm stripped
„ MAJOR INDUSTRIES: Cattle Grazing,
trees bare and ate crops down to the ground.
Farming, and Rail Transport (corn and
When no vegetation remained, the insect
cattle)
horde commenced eating the wool off of
Be careful calling the Nebraska landscape live sheep and the clothes off people’s backs.
“monotonous.” Men have been shot for Trains were forced to stop, unable to keep
less. In fact, Nebraska includes two distinct traction, their wheels slick with smashed
terrains—the Great Plains and the Dissected grasshopper guts. As unexpectedly as it came,
Plains. One is a flat treeless prairie, the other, the swarm vanished in a southerly wind.
a flat treeless prairie occasionally interrupted Many a preacher claimed the prayers of the
by rolling hills. Trust us, it’s easier if you play penitent drove the plague of judgment away.
along and call those two distinct terrains.
On a quiet spring day, when the sun goes
What Nebraska lacks in terrain she makes behind a cloud or a grasshopper rachets
up for with her great variety of rivers. A web in the grass, Nebraska farmers still look
of east-flowing waterways crosses the state, nervously to the sky. If the locusts return,
winding their way to the wide and muddy the Reckoners are sure to capitalize on this
Missouri River. The mightiest Nebraska river, ready-made fear, perhaps endowing the
the North Platte River, crosses the entire state, swarm with new and horrifying powers of
separating Nebraska from the mysterious destruction.
lands of the Sioux Nations.
Dry winds parch the land during the long, SIOUX NATIONS BORDER
hot Nebraska summer. Cold, bitter winters
The Union admitted Nebraska in 1867, but
gnaw the bones and occasionally bring
with only a fraction of the territory settlers
blinding, burying blizzards. Even short trips
hoped for. By the end of the Civil War,
in such weather can prove perilous.
Union forces didn’t have enough fight

147
left to resist the establishment of the Sioux THE WASATCH ZONE
Nations. All the Nebraska territory north
For fear of the Sioux Nations, most railroads
DEADLANDS: THE WEIRD WEST

of the North Platte River fell under tribal


preferred Kansas over Nebraska and kept
rule. Most Indians left Nebraska to settle
south of the territory. Darius Hellstromme,
in the new Indian-friendly nation. Only
the founder of the Wasatch Rail Company,
the Pawnee, historic enemies of the Lakota
saw this opportunity to win the race to
(Sioux), remained in large numbers.
Denver without competition. Rather than
Bordering the Sioux Nations is a tricky going through the proper channels to secure
business. In 1881 something called the Great right-of-ways through Nebraska, he laid
Summoning happened in the Sioux Nations. track at an astonishing rate. Hellstromme
Ever since, modern devices don’t work Industries often finished before local
reliably in the territory. New industries have governments realized they’d done so without
sprung up along Nebraska’s Northern Border. permission. If a township tried to block
They sell overpriced replacement firearms construction or restrict use of a completed
and wagons for those who wandered too line, Darius bribed the town leaders. Those
far into the Sioux Nations. Those who lose who refused the bribes found their town
valuable cargo can pay Pawnee Retrievers to terrorized by clockwork monsters bearing
cross into the Lakota lands to get it back, no the Hellstromme Industries seal until they
questions asked. dropped the matter. Today, most towns
just make the best of it, profiting from the
An uneasy peace exists between the United
presence of the Wasatch Rail line any way
States and the Sioux Nations. Adventurers
they can.
wishing to pursue outlaws into those lands
must seek permission from the wicasas There’s just one catch. Darius Hellstromme
(tribal leaders of the nation). Such permission used ghost steel in their rails. The infernal
is usually granted but take care not to deviate metal, infused with ghost rock, attracts evil
from the requested errand. Sioux traveling spirits and manitous. The concentration
in Nebraska are seldom bothered so long of manitous along the rail lines makes the
as they travel in bands of four or less. The region dangerous to travel. Parties passing
official treaty states a group of five or more within five miles of the tracks draw cards for
constitutes a “raiding party” and they may encounters every eight hours instead of once
be escorted back to the Sioux Nations border, a day (see Travel in Savage Worlds and the
usually by Union Army. Large groups are Great Plains Encounters table in Deadlands).
simply escorted by a Union Army officer,
Every town on the line has at least two
and usually passes without incident.
ghost stories and a local monster calling the
Lakota raiding parties aren’t the only area home. The main line follows the North
reason Nebraskans feel uneasy along the Platte River and thus the border of the Sioux
Sioux Nations border. They aren’t even the Nations. Sioux leaders who understand
main reason. Immediately following the these phenomena are none-too-happy about
Civil War, violent rail barons fought for the constant infernal activity along their
dominance in the West. It started with bribery southern border, nor the need for Indian
and backroom deals, but given the money at scouts to patrol the area constantly. On the
stake, the situation escalated quickly into Nebraska side of the tracks, the Agency
full-blown war. Lasting almost as long as maintains numerous offices and safe houses.
the Civil War, this conflict laid waste to the Agents try to keep a lid on the problem while
lower High Plains states. Mechanized war devising a permanent solution. They call it
machines of every variety hurled incendiary the “Wasatch Zone.” The Agency would like
weapons across the prairies. They scorched to destroy the entire rail line, but crossing
the land with ghost rock flames. Six years Hellstromme, one of the richest men in the
later, some of the fires from those battles world, is easier said than done.
still burn!

148
JUDGE LYNCH all cross through the state. Not one of the
historic trails serves its original function.
While life in Nebraska seldom hurries,
They’re all remnants of another time.
crimes committed here get folks in an awful
rush. When atrocities are committed, towns Nothing better signifies the twilight of
full of pleasant folk have been known to the Weird West than Buffalo Bill’s Wild
gather around telegraph poles and string West Show. Born in Nebraska in 1883, this
up a hangman’s noose with neck-breaking traveling theater and fair preserves the
speed. With the governor making so many memory of a way of life fast vanishing from
questionable pardons these days, townsfolk the world.

Nebraska
prefer to see the accused swing by sundown.
It’s doubtful the new age of book learnin’
Sometimes they’re civilized enough to hold
and industry can produce men and women
a trial of sorts, sometimes “knot.” There’s a
with the grit needed to defend creation from
favorite saying in Nebraska. “Judge Lynch is
the horrors lurking in the dark. Only time
seldom wrong.” If a posse gets on the wrong
will tell. A crazy prospector named Coot
side of the law in Nebraska they might wind
Jenkins claims time already told him the
up at the end of a rope right quick.
answer to that question, and it’s not good. If
Even railroads get in on the act. With you believe the crazy old codger, and few do,
a tight schedule to keep, when a crime is now is the time to make a stand.
committed aboard a train, there’s no time
to summon a judge or even a sheriff. A brief
company trial held at the next water stop
THE ENEMY OF MY ENEMY
usually suffices. Those found guilty swing Believing no major agents of evil call
from the depot rafters. A note pinned to their Nebraska home, the Agency, Territorial
shirt details their name, charges, and the date Rangers, and even the Tombstone Epitaph
of their “last stop.” use the state as a proving ground for their
novices. When enthusiastic greenhorns prove
themselves ready to hit the trail, they’re
TWILIGHT OF THE WILD WEST often assigned to cover a story in Nebraska
Piece by piece the Weird West slips into (or cover one up, in the case of the Agency).
an age of factories, engines, and scientific Every town has a haunting or two and a local
discoveries. The need for cattle drives from monster den to investigate and clear.
Texas vanished in the steam of rail engines.
Agents and Epitaph reporters dislike each
Now, free-range cattle roam the rolling
other almost as much as they despise ghouls
hills. Spring roundups replace cattle drives.
and ghosts. The Agency believes things are
Livestock are herded to finishing lots near
best handled quickly and quietly. In the
Wasatch Depots. After fattening up on
interest of safety, they believe the less fear
Nebraska corn, they’re slaughtered, packed,
the better. The Tombstone Epitaph, on the other
and loaded onto trains bound for Chicago.
hand, hopes to blow the case wide open, to
As ranchers string barbed wire to keep prove the existence of the undead and the
free-range cattle off their best grazing lands, inhuman. In their way of thinking, people
violent clashes with cattle barons erupt. can only be safe when they know the truth.
Private armies hired to defend ranches are These methods are at odds. Depending on
not uncommon. Photographs of assassinated the conviction and zeal of the individuals
ranchers stain the front page. Most folks involved, clashes between Agents, Territorial
sense a full-scale cattle war brewing, the Rangers, and reporters working the same
third war in as many decades. area sometimes turn nasty.
Nebraska is a High Plains crossroad. Before the end of the Civil War, secret
Many find themselves here on their way forces from the North and South agreed on
to someplace else, whether by rail, wagon, something called the “Twilight Protocol.”
hoof, boot, or moccasin. The Gold Rush Trail, In essence, they put aside their political
Mormon Trail, Oregon Trail, Outlaw Trail, differences to start down some greater
Pony Express Trail, and Lincoln Highway threat. The various factions continue

149
to use this concept, though whether or not CATTLE COUNTRY
all parties agree is up to them. When a town
On the western edge of Nebraska, the next
DEADLANDS: THE WEIRD WEST

full of living dead closes in on you, squabbles


bloody war brews over the sparse plains
over free press and national security don’t
grazing lands. Greedy cattle barons want the
matter. More than once, heroes have found
west open for free-range grazing. Ranchers
themselves back-to-back with former rivals,
with rightful claims to some of the best
fighting for their lives. If you live to see
grazing in the plains fence in their pastures
morning, you can argue philosophy then.
with barbed wire. The cattle barons use
Unfortunately, they’re all proceeding from bribery, intimidation, and outright murder
a false premise. A great evil does indeed to drive ranchers off their land. The ranchers,
live in Nebraska and the state does have tired of cattle barons pushing them around,
a servitor. His name is Governor James W. pay private security forces to protect their
Dawes. He’s subtle, but that doesn’t mean claims. With each passing year the bloody
he’s safe. Novice heroes sent to Nebraska clashes grow more frequent, and war more
can get started easy enough, but if they go inevitable.
poking around too hard, they’re liable to find
Adventurers with a talent for violence
more trouble than they bargained for.
are offered handsome retainers to serve
as mercenaries for one side or the other,
GOVERNOR JAMES W. DAWES especially during Spring roundup. Those
who refuse are framed or blackmailed
History will barely recall the contributions
with his or her Secret, Wanted, or Enemy
of Nebraska Governor James W. Dawes,
Hindrance. Especially crafty ranchers and
and that’s just the way he likes it. On the
barons exploit drifters using their Vow or
surface, Governor Dawes appears equal
Heroic hindrances to lure them into the fight.
parts indecisive and unremarkable. When
a Tombstone Epitaph reporter tries to make Most battles end as one-day skirmishes
him see the horrors taking hold of his state, between cowboys. Occasionally the
the governor listens with polite disinterest. shootouts get some extra sauce when one
When members of the Agency assure him the side acquires a Gatling gun, flamethrower,
threats are real, he heartily agrees, though he case of dynamite, or cannon.
never quite follows through with promised
Let players control the cowboys they’re
troops and supplies. Everyone who knows
allied with (unless they find themselves
about the Reckoning wrings their hands
caught in the crossfire without support for
over Governor Dawes’ detached ineptitude.
either side). Sometimes cowboys acquire
There’s a reason he shows only a passing
special weapons they’re itchin’ to use and
interest in the affairs of humanity: he’s only
ambush their enemies from a protected
been passing for human himself since 1883!
position.
After many skirmishes, hostilities escalate
BIG SPRINGS into small cattle wars. Disputes of this
magnitude usually restore relative peace for
the remainder of the year.
Founded 1884, Pop 75
As if these hostilities weren’t enough, two
FEAR LEVEL: 4
unusual phenomena occasionally appear
Welcome to Nebraska’s newest settlement, in cattle country, just in time to make
a small town with a big history. The last matters worse: the Black Regiment and the
stop on the Wasatch Rail line before leaving Goblin Damned.
Nebraska carries more than a few final
The Black Regiment is an army of undead
vexations to remember before a visitor can
soldiers from the Civil War. They exist only
put this haunted state in his dust.
to promote and prolong the bloodshed of war.
A detachment now haunts the scrubby plains
near Big Springs. They appear and disappear

150
at the most inopportune times, siding with
whoever is losing. They fight viciously with
c The Lone Tree
The Lone Tree looks like a grand old
rusty bayonets, giving no quarter. In small
cottonwood, unbothered by nesting birds
skirmishes, only five or ten soldiers appear
or tree-dwelling mammals. There’s a
to assist the underdogs. In mass battles, an
good reason why animals don’t bother the
entire force marches over a low rise to bolster
tree—it feeds on their life-force. As well
the troop numbers for forces about to retreat
as regular foliage, the Lone Tree has four
or surrender.
sharpened branches which it uses to impale
The Goblin Damned is a good deal more prey, draining and sucking out their vitality,

Nebraska
mysterious. A luminous apparition bounces thus rejuvenating itself. The gold from Sam
over the nighttime pasture lands, inciting Bass and the Black Hill Bandits’ train heist
cattle into deadly stampedes. It feeds on remains tangled up in the roots of the tree,
the broken bodies of some cowboys and dragged along with it wherever it roams.
kidnaps others.
Attributes: Agility d6, Smarts d4(A),
„ BLACK REGIMENT SOLDIERS: See Spirit d10, Strength d12+4, Vigor d10
Deadlands. Skills: Athletics d6, Fighting d8, Notice d8
Pace: 3; Parry: 6; Toughness: 17 (2)
„ COWBOYS: See Deadlands.
Special Abilities:
s GOBLIN DAMNED (page 162): Ranchers „ Armor +2: Bark.
and cattle barons believe the Goblin „ Branches: Str+d6. The Lone Tree can
Damned is a new weapon employed by make up to four attacks each round. On
their enemy. Both sides offer rewards for a raise, the creature impales the victim.
the recovery of the device. He must make a Vigor roll or gain a
level of Fatigue (that lasts for 24 hours).
Every round a connected branch stays
LONE TREE STATION impaled, the victim must make another
In 1877, the largest train heist in history took Vigor roll or suffer another level of
place. Sam Bass and the Black Hills Bandits Fatigue. Removing the branch requires
robbed a train hauling freshly minted coins
and made off with $60,000 in gold eagles. The
loot was last seen at Lone Tree Station, named
for a conspicuous cottonwood tree that once
grew nearby. According to legend, Bass and
his bandits divvied up their spoils under the
cottonwood before parting ways. A wanted
poster for Sam Bass still hangs at Lone Tree
Station offering a hefty $10,000 reward.
Sam Bass offers anyone who captures him
the chance to recover the sixty-grand in gold
eagles in exchange for his release. He claims
he and his bandits buried the stolen gold at
the roots of the cottonwood tree. According
to Bass, the tree where the gold got divvied
up stands outside Central City, not Big
Springs. He fails to mention the Lone Tree
(see below) killed most of the Black Hills
Bandits, uprooted itself, and headed east.
He’s tracked it for years and tried many
times, unsuccessfully, to recover the gold.
c SAM BASS: See the Deadlands Companion.

151
an opposed Strength roll to pull it free. rafts and skedaddled back to the original
For each Fatigue level drained from Grand Island.
DEADLANDS: THE WEIRD WEST

a victim, the tree heals one Wound.


Wasatch Rail, renowned for being a fast-
Each branch has Toughness 10 and one
moving industry, laid new track on the
Wound. Severing them doesn’t affect the
south side of the river. The island became
tree’s overall health. Severed branches
surrounded by manitous, attracted by ghost
regenerate after 1d6 days.
steel. The overlapping emanations of the
„ Canopy: The Lone Tree spreads wide for
north and south rails makes Grand Island
sun and prey. Branches have Reach 3.
the most haunted place in Nebraska.
„ Fearless: The Lone Tree is immune to
Fear and Intimidation.
„ Size 8 (Huge): The Lone Tree stands JURY WOODS
over 60’ tall.
Shadows grow long in the Jury Wood. The
forest is named after twelve jurors who were
CENTRAL CITY hanged there after the people of Grand Island
learned they’d all accepted bribes. Now
their restless spirits torment travelers foolish
Founded 1866, Pop 648
enough to travel the woods after nightfall.
FEAR LEVEL: 3
Shamed by their own betrayal of justice for
This former boomtown used to produce a blood money, the aggressive vengeful spirits
thousand bushels of corn a year. Last year don’t materialize if they hear the jingle of a
this depressing stop along the Wasatch “Judas Purse” filled with coins. This secret
Nebraska line scarcely produced a hundred can protect travelers in the wood from even
bushels. The fields grow wild and untended, the sight of ghosts.
right up to the farmhouses. Nervous
„ THE HANGED JURY (12): Use the Ghost
farmers venture out only for absolute
profile in Deadlands.
necessities and to attend services at Central
City Fire-Baptized Maranatha Mission, the
community’s only church. PACIFIC HOUSE
s REAPER’S MADNESS (page 167): A This large forty-room hotel features a fancy
revenant scarecrow stalks the corn restaurant with live piano music. Railroad
farmers of Central City. Only by executives and high-end rail passengers love
unraveling the reaper’s mystery can this to book rooms here for a short, luxurious stay.
murderous spirit be stopped.
A strangler is loose in Grand Island, and
it’s primarily targeting staff of the Pacific
House hotel. It’s bad for business and the
GRAND ISLAND owner is willing to pay a handsome reward
if the killer is brought to justice.
Founded 1857, Pop 2,963
s IDLE HANDS (page 164): It seems the
FEAR LEVEL: 4 last piano player got a little handsy with
the hotel staff. The owner had the hands
Grand Island is the town that was, then
of the lecherous piano man chopped off
wasn’t, then was again. French fur trappers
before throwing the body into the river.
settled in a forested “island” between
Now the severed limbs haunt the hotel,
the Platte and Wood Rivers. In 1868, the
eager to wring the neck of the hotel boss.
Wasatch Rail Company laid the first railroad
north of the island. Folks gladly abandoned
their island community and moved to the THE SILO, AGENCY SAFE HOUSE
more inland location. But, in 1871, when it
The Agency constructed a hidden safe house
became abundantly clear the Sioux Nations
on the south bank of the Platte. Disguised
was going to lay claim to everything
as a grain silo, the outpost has a clear view
north of the Platte, folks hastily built

152
of the wooded island. Underneath the silo,
a hidden bunker serves as the command LODGES OF THE NAHURAC
center and rest stop for all Agency operatives
in central Nebraska. The Silo also houses a FEAR LEVEL: 2
refueling station for Agency conveyances—
The nahurac are spirit animals of the Pawnee.
flying machines and the like.
These servants, blessed with healing powers,
A small library inside allows Academic, serve Ti-ra’-wa the Creator. Pawnee who fall
Occult, and Research rolls. A telegraph sick or injured near one of these sites often
station connects Agency outposts in try to make their way to the spirit animals

Nebraska
Lincoln and Lawrence, Kansas. Given and seek their aid.
sparse resources in the territory, favors cost
The nahurac visit this world at five
one point more than usual (see Favors in
locations called “lodges:”
Deadlands). The telegraph requires regular
“de-gremlin-ing.” This might be the very • Pahuk or “Hill Island” is an island in the
errand Agent Young needs help with the middle of the Platte River about 50 miles
next time he encounters a drifter able to cast upstream from Omaha.
banishment (see Telegraphs in Deadlands).
• Lalawakohito or “Dark Island” rises
Supernatural activity has been less from the middle of the Platte River near
intense the last few years, but far more Central City.
widely spread. Agency resources followed
• Kitzawitzuk or “Water on a Bank” is
suit. Nebraska falls so far down on the
a spring in north-central Kansas on the
list of Agency priorities, the entire Grand
eastern end of Waconda Lake.
Island Safe House is now manned by a
single agent—nineteen-year-old Charlton • Ahkawitakol or “White Bank” sits on the
Young. Agent Young shows surprising skill Loup River where it’s joined by the Cedar
and ingenuity, especially given his years. River—the only nahurac lodge found in
Keeping the peace in central Nebraska with the Sioux Nations.
a staff-of-one frequently requires he partner
• Pahur or “Hill that Points the Way” rises
with local monster hunters and posses who
as a rock column near the village of Guide
show promise. Grand Island locals think he’s
Rock on the south side of the Republic
an inept homesteader, struggling to keep a
River, nearly on the border of Kansas.
family farm from going under after the death
of his family. Under this guise he introduces Travelers suffering injuries, illness, or
himself to potential allies and gives them curses may know of the nahurac legend and
enough information about a local haunting seek their aid. A success on an Academics
or monster to get started. If they’re successful, or Common Knowledge (–2) roll means
he invites them out to the farm and strikes up the wounded wanderer knows the legend.
a formal partnership. Together they address Indians suffer no penalty to the Common
increasingly dangerous missions from his Knowledge roll and Pawnee Indians add
considerable backlog of leads. +2. With a raise on any of the rolls, the sage
knows the nahurac usually requests a gift,
c AGENT CHARLTON YOUNG (Grade 2): See sacrifice, quest, or maybe even all three in
page 172.
return for their services!
s WHO THE HELL ARE YOU? (page 171):
The compadres saddle up after camping s THE NAHURAC HEALERS (page 165):
Limping to the sacred site of the Pawnee,
near Grand Island or spending a night
wounded warriors can seek the aid of
in the local hotel only to find they’ve
healing animal spirits—but a price must
acquired a new member. Though no
be paid to do so.
one remembers her, she claims to have
traveled with the party since the start of
their adventures.

153
silence. To the amazement of the crowd,
LINCOLN Reverend Fox channels spirits and contacts
DEADLANDS: THE WEIRD WEST

the dearly departed. She also diagnoses and


Founded 1856, Pop 13,003 cures illnesses with psychic surgery. Any
investigators needing information from
FEAR LEVEL: 3
Beyond the Veil find a useful resource in
In 1869, citizens of Lancaster, Nebraska Reverend Fox. Local preachers resent the
renamed the city Lincoln, in honor of the recent popularity of the Inner Light Church.
assassinated president. It became the state They constantly look for ways to run her
capitol the same year. Things stay quiet in out of town.
Lincoln­—unnaturally quiet. It’s downright
She freely offers her assistance, but often
disturbing how little of a stir bad news creates
needs help first. With every other church
here. The Epitaph sells fewer newspapers
in town conspiring against her, Abigail
in Lincoln than any major city in the west.
frequently finds herself in trouble of some
Floods, train wrecks, and murders draw little
kind. A short list of predicaments she may
more than a “too bad” from most residents
face appears below.
who dutifully clear away the debris. The
governor never offers comment. Preachers • An angry mob surrounds Abigail’s
wring their hands over the spiritual church, trying to burn it down or
complacency of their congregation. Most string her up.
blame that new Spiritualist Church in town.
• Abigail’s accused of a crime she didn’t
commit. Was she framed? Could further
GOVERNOR'S MANSION evidence exonerate her?
Governor James W. Dawes arrives at the • A US Marshal arrives in Lincoln to place
capitol each day, goes to his office, scribbles Abigail under arrest. Can the posse sneak
on papers until sundown, then retires home her out of town?
to smoke his pipe. Only the chance to pardon
• The Reverend Fox has sinned. She no
a violent criminal rouses him to action. Even
longer performs miracles. She needs help
this happens with dispassionate disinterest.
with an atoning quest before she’ll be able
Though sheriffs, marshals, and even federal
to render assistance.
Agents insist he address deadly dangers,
Dawes rarely promises more than to “take c REVEREND ABIGAIL FOX: See below.
it under advisement.” Lawmen often say,
“Rousing Dawes to act is like rousing the
dead.” They don’t know how right they are. c Reverend Abigail Fox
Though small in stature, in the field of
s GOVERNOR’S VETO (page 163): James
arcane lore none stands taller. If there’s a
W. Dawes died in a train accident shortly
mystic question that needs answerin’, this
after his inauguration in 1883. To his
charismatic spiritual leader is your best bet.
staff’s surprise, he walked back into his
Rumor has it, she can even raise the dead!
office at the capitol the following day
She might need help out of a few scrapes
ready for work. But the thing occupying
first though. Her popularity and powers rub
the governor’s mansion is not James
the other preachers in town the wrong way
Dawes. It’s not even human.
and they like to make trouble for her any
way they can.
INNER LIGHT SPIRITUALIST Attributes: Agility d4, Smarts d8, Spirit d10,
CONGREGATION Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6,
Every Saturday night Reverend Abigail Fox
Faith d12, Notice d4, Occult d12, Persua-
holds a public séance. Crowds snicker when
sion d6, Performance d10, Research d8,
her four-foot-six form waddles onto the
Stealth d4
stage with a pronounced limp. As the
Pace: 5; Parry: 2; Toughness: 5
evening proceeds, they lapse into awed

154
Hindrances: Pacifist (Major), Slow (Minor), this blessing or cursing the undead warriors
Small of Massacre Canyon try to defend or destroy
Edges: Arcane Background (Blessed), Knack them accordingly.
(Breech Birth), Scholar (Occult)
„ PAWNEE WALKIN’ DEAD: Use the Walkin’
Powers: Boost/lower Trait, divination, healing,
Dead profile in Deadlands.
holy symbol, resurrection. Power Points: 30
Gear: Holy symbol, lantern, lantern oil, and „ SKELETAL HORSE (One per Hero): See
matches. below.

SKELETAL HORSE

Nebraska
MASSACRE CANYON
These loyal mounts of powerful undead
FEAR LEVEL: 4 (Battlefield) creatures fight alongside their masters to
the death.
In 1873, the Pawnee and Lakota Indians
fought their last major battle. Fifteen Attributes: Agility d8, Smarts d4 (A),
hundred Lakota (Sioux) Indians took Pawnee Spirit d6, Strength d12, Vigor d8
hunters by surprise and killed 156 of them. Skills: Athletics d8, Fighting d4, Notice d6
A monument stands on the spot where they Pace: 12; Parry: 4; Toughness: 10
died to this day. The Pawnee often helped Edges: Fleet Footed
the Union Army, serving as scouts, suppliers, Special Abilities:
and informants. They signed treaties with „ Fearless: Skeletal horses are immune to
the United States promising the Pawnee Fear and Intimidation
protection from their enemies. On the day of „ Kick: Str+d4 to front or rear as desired.
the massacre and in the weeks following, no „ Size 2: Without flesh and blood, the
help came. bones of a horse only weigh 400 lbs.
„ Undead: +2 Toughness, +2 to recover
If a Sioux Indian or Union soldier
from Shaken; no additional damage
so much as sets foot in
from Called Shots; ignores 1 point
Massacre Canyon, walkin’
of Wound penalties; doesn’t breath;
dead Pawnee Warriors
immune to disease and poison.
occasionally mounted on
skeletal horses (see below)
burst up from the NORTH PLATTE
ground and attack.
Fortunately, the
Founded 1866, Pop 363
battlefield is remote.
Only folks lured FEAR LEVEL: 4
to the valley by a crafty
Home of the largest rail yard in the
enemy typically wind up there.
world, North Platte is a Wasatch Rail
Conversely, members of the town through and through. Hammers
Pawnee tribe sometimes flee and steam wrenches clang and
to Massacre Canyon and pray hiss day and night, building and
for the protection of their servicing Wasatch locomotives.
ancestors, who appear and “X-Squaddies” (Hellstromme
serve on their behalf for one Industries’ private security force)
night and one day. patrol the streets in place of
lawmen. Rumor has it, if there’s
Outsiders who perform
any real trouble, the yardmaster
either a great deed of
can summon a mechanical army
service for the Pawnee or
with the pull of a lever.
a great deed of offense
against them can be
blessed or cursed by a
Pawnee shaman. After

155
TARTARUS YARD „ Construct: +2 to recover from Shaken;
ignore 1 point of Wound penalties;
There’s never a dull moment at the world’s
DEADLANDS: THE WEIRD WEST

doesn’t breathe; immune to disease and


largest train yard. Built by the Wasatch Rail
poison.
Company, the sprawling yard is the central
„ Fearless: Mr. Geer is immune to Fear
hub for Hellstromme Industries and its
and Intimidation.
nefarious activities. Mr. Geer is the Tartarus
„ Fists: Str+d4.
yardmaster. He’s wound tight and protects
„ Plague Darts: Mr. Geer can fire tiny
the interests of Hellstromme Industries with
darts from four fingers of each of his
an inhuman single-mindedness.
hands (for a total of 8 shots). The darts
Sneaking into the yard is no easy affair. cannot penetrate Armor. If a dart hits,
From a central tower (affectionately called the target must make a Vigor roll
“The Spike”), Wasatch watchmen survey against contracting a Lethal disease (see
most of the complex and sound the alarm if the Disease Categories table in Savage
they spot any intruders. Attempts to Stealth Worlds). The Range of the darts is 2/5/10
are made at –4. An X-Squad also patrols and the RoF is 1.
the grounds here in large numbers. When „ Self-Destruct: If Mr. Geer is
on heightened alert, the yard increases its Incapacitated, he explodes for 3d6
security. They deploy mindless, steam- damage in a Large Blast Template.
powered watch dogs—automatons and „ Weakness (Head): Called Shots to Mr.
clockwork tarantulas! Geer’s head do the usual +4 damage.
c MR. GEER: See below.
s THE SABOTEUR (page 169): In a rare
„ X-SQUADDIES (10 per hero): See Deadlands.
moment of cooperation, The Agency and
Hellstromme’s X-Squad jointly captured a
c Mr. Geer train saboteur. Can they make him reveal
where he planted his explosives before
Mr. Geer is a Mannikin, a clockwork man
it’s too late?
created by Hellstromme Industries. He’s the
pinnacle of their line and reports directly to
Mr. Hanuman (see the Deadlands Companion). SCOUT'S REST RANCH
Unlike other automatons, Mr. Geer can
It’s hard to find a job William “Buffalo Bill”
pass for human! He’s human-shaped, has
Cody hasn’t done. He’s been a rancher, army
fluid movement, and a rubberized, lifelike
scout, buffalo hunter, dime-novel hero, and
mask covers his head. He’s powered by
stage actor. Now, at the age of thirty-eight,
an experimental ghost rock battery, and a
he runs a traveling show commemorating
brilliant mind was implanted in his head at
the vanishing adventures of the Wild West,
creation. But his charade doesn’t stand up to
currently making its way through Wyoming
inspection (a simple success on a Notice roll
(see The Show Must Go On on page 202).
sees through the ruse). His office is furnished
in a way that prevents anyone from getting At his ranch outside North Platte, the
too close to him. adventurers can find aged gunfighters and
Indian warriors with fragmented stories of
Attributes: Agility d8, Smarts d8, Spirit d6,
mysteries they never quite resolved and lost
Strength d12, Vigor d10
secrets of the Weird West. Marshals can use
Skills: Fighting d10, Notice d6, Shooting d10,
the Scouts Rest Ranch as a destination for any
Stealth d6
party looking for information and lore from
Pace: 6; Parry: 7; Toughness: 9 (2)
Weird West has-beens.
Gear: Antidote vial (Mr. Geer always carries
the antidote to his plague darts in case he Buffalo Bill chose this spot for easy access
decides to take a prisoner). to Tartarus Yard. It’s the perfect place to load
Special Abilities: his Wild West cast, crew, and menagerie of
„ Armor +2: Mr. Geer is iron-plated. animals, shipping them to fairgrounds all
over the United States. Unfortunately, Bill

156
fell behind on his bills and the Wasatch many months pass before loved ones hear
yardmaster impounded some of his treasured from them. Some are never heard from again.
props while awaiting payment. The reason for this is a tale beyond imagining.

OGALLALA SEA
OGALLALA
Mills Lead Mine is a front. They actually
import lead ore from other mines to cover the
Founded 1868, Pop 114
tops of their shipping crates, hiding their real
FEAR LEVEL: 3 product—ghost rock. Octavia Mills provides

Nebraska
ghost rock to Hellstromme Industries
In the 1870s Ogallala was the most dangerous
through a series of secret agents and contacts.
town in the United States. Though the settled
population numbers less than 100, during Octavia Mills and her grandchildren
cattle drives the town swells to numbers found a passage to a vast underground
approaching a thousand. This mixing of sea filled with veins of ghost rock. Mining
cowboys and ranchers, Union soldiers it requires submersible boats to navigate a
and former Confederates, along with rail treacherous cavern waterway patrolled by
warriors from competing companies, leads to prehistoric monsters.
predictable violence. The last cattle drive in
Octavia’s granddaughter, Annie Mills, is
Nebraska still comes every year to Ogallala.
the mining operation’s secret weapon. A
Here the glories (and the resentments) of the
graduate of the College of the Sisters of
past live again each summer.
Bethany in Kansas, Annie’s an expert in
s SHAKE ON IT (page 172): A late summer Weird Science and the construction of infernal
evening in Ogallala erupts into a mining devices. The genius of Annie Mills is
stampede, saloon brawl, and duel—all in equaled only by Kentucky Pete of Ashland,
the same day. Amid the chaos, a patient Kansas. Once college sweethearts, Annie and
predator stalks his prey. Pete now compete furiously for control of
the Ogallala Sea. Only two operations, Mills
Lead Mine and Kentucky Pete’s Scrap Metal
MILLS LEAD MINE Yard (see page 81), successfully mine the
One cattle drive can’t sustain a town, even underworld. Both operate under a shroud
a town as small as Ogallala. Recently, cash of secrecy.
started pouring into the town’s economy
Only a submersible boat (see Water
from the homestead of Octavia Mills, a former
Vehicles in Deadlands) can make the journey
slave, who runs a lead mine east of Ogallala.
from the lower chambers of Mills Mine to
Every week the Mills Lead Mine takes on
the Ogallala Sea. As the land rises to the
new employees. Prospective employees must
west, the ceiling of this subterranean world
agree to unusual terms of service. Miners are
vaults high into the darkness over a web-
required to live in the mining camp for three
like network of black waterways including
months at a time, unable to send or receive
channels, lakes, and even small seas. The
mail from the outside world. Sometimes

OGALLALA ENCOUNTER TABLE


d6 Spades|Enemies Hearts|Strangers Diamonds|Treasure Clubs|Obstacle
1 1d6+1 Walkin’ Dead or Missing Person Weapon Cache Surface Cavern
Competitor’s Crew
2–3 1d2 Blind Mosasaurus 1d6 Stranded Crew Minor Ghost Rock Vein Confusing
Passage
4–5 1d4 Blind Pteranodon Submersible Boat Wreckage Narrow Passage
6 Blind Moses Ogallala Settler Major Ghost Rock Vein Whirlpool

157
ghost rock veins found here made the Mills the results. Consider these starter ideas for
family (and Kentucky Pete) rich. Now, they your own adventures in the Ogallala Seas.
DEADLANDS: THE WEIRD WEST

each train a fleet of cave mariners to explore Marshals with something to hide—be it
one of the Weird West’s best-kept secrets. fabled items, forgotten lore, or a person who
doesn’t want to be found—might consider
stashing it in the cavernous dark of the
OGALLALA EXPEDITION & SALVAGE GEAR
Ogallala Seas!
Item Cost Weight
Blind Mosasaurus: Whether hunting
Clockwork Torpedo $300 200
solitary or in pairs, these scaly denizens of
Reloads
Notes: See Deadlands.
the deep can rip the hull of an iron boat to
shreds (see the Blind Mosasaurus profile on
Gatling Ammunition $12 21
page 160).
(100 round belt)
Notes: See Deadlands. Blind Moses: This king of the Ogallala Sea
Ghost Rock Mining $12K 500 is a Wild Card blind mosasaurus. The vicious
Shovel & Claw beast doesn’t hesitate to use his Bennies for
Notes: This apparatus mounts on the front of damage if needed.
a submersible boat, allowing easy mining of
the cavern walls and +4 to Repairs rolls when Blind Pteranodon: Infernal instinct draws
mining for ghost rock in the Ogallala Seas. See blind pteranodons to gather near above-
the Ogallala Encounters table. water ghost rock veins, floating wreckage,
(Variously) Detailed Map $500– 0.5 and surface caverns. When iron boats come
of the Ogallala Seas 5000 to investigate, these white-winged terrors
Notes: This map details the dangers of the attack (see the Blind Pteranodon profile on
Ogallala Seas and how to avoid them. Owning
page 160).
a map allows the party to discard one face card
drawn during travel for every $500 spent on Confusing Passage: The crew is lost. It’s
the map. The face card must be discarded
impossible to reach a planned destination
before the die is rolled to determine the exact
nature of the encounter. See the Ogallala now without a Common Knowledge (–4)
Encounter table. roll. Failure forces the crew to wander an
additional two days before trying again
(1d4+4 days with a Critical Fail). Owning
It’s another world down there, inky black
an Ogallala map adds +4 to the Common
and filled with profit and peril aplenty.
Knowledge roll.
The length of a journey in the Ogallala
Sea depends on how well the crew stocks Minor Ghost Rock Vein: A minor ghost
supplies, weapons, and good luck. rock vein can be mined with one Repair roll
each day, generating $1000 (100 lbs.) of ghost
Above are a few items recommended for
rock per success and raise. Continue drawing
the journey by Annie Mills and Kentucky
travel cards each day while mining, ignoring
Pete. Employees may purchase these items
Diamonds and Clubs. The vein runs out after
at their own expense from their respective
1d4 days.
company stores.
Major Ghost Rock Vein: A major ghost
After the initial two-day journey west from
rock vein can be mined with one Repair roll
St. John’s Well or the Mill’s Lead Mine, an
each day, generating $2000 (200 lbs.) of ghost
infernal boat can surface and begin exploring
rock per success and raise. Continue to draw
this subterranean water-world. Draw travel
travel cards each day while mining, ignoring
cards as normal and consult the Ogallala
Diamonds and Clubs. The vein is exhausted
Encounter table below.
after 1d6+4 days.
ENCOUNTER RESULTS Missing Person: Sometimes people
When an encounter is indicated, roll on the wander too deep into caves or get caught in
Ogallala Encounter Table (see page 157), floods or sinkholes which bring them here.
using the column that matches the card They may carry useful information or bring
suit. Below are brief descriptions of a handsome reward if returned safely to

158
Nebraska
their homes. Use the Townsfolk profile in in Deadlands for their stats, with a d10 in
Deadlands for their stats. Boating and Repair.
Narrow Passage: Without a Boating roll Ogallala Settler: These ghostly pale
at –2, the vessel suffers a collision and one denizens of the dark have taken up residence
Wound plus a Critical Hit. in the underworld to escape the evils of
the Weird West. They offer many things
Submersible Boat: An abandoned vessel
normally found in a wild west town, such as
is found. Explorers may add it to their
information, healing, and supplies. They may
fleet, scrap it for spare parts, or haul it back
also be hiding a fugitive or two in their midst.
and sell it as salvage. The dilapidated boat
Some wish to live in secret and attack anyone
usually requires Repair and 2d6 hours to get
who finds them. Use the Townsfolk profile in
it back in working order.
Deadlands for their stats, but they have a d8 in
Surface Cavern: Those lost in the Ogallala Common Knowledge and Low Light Vision.
Sea welcome the discovery of this passage to
Walkin’ Dead or Competitor’s Crew:
the surface. Those who reach the light of day
The crew encounters 1d6+1 Walkin’ Dead
find themselves 15-30 miles west of Ashland,
piloting a submersible boat, looking for
Kansas or Ogallala, Nebraska (depending on
opportunities to create mayhem in the
point of departure) for each day they spent
lightless sea. Both Walkin’ Dead profile
traveling. If this would place them farther
and submersible boat stats can be found in
than Eastern Colorado or Wyoming, they
Deadlands.
must have steered north or south by mistake
and emerge in Nebraska or Kansas instead. At the Marshal’s discretion, this encounter
can be a rival submersible from the other
Stranded Crew: Huddled together, these
company instead, eager to blast any “claim
Boating and Repair experts (d10 in both
jumpers” right out of the water. Use the
skills) gladly assist in the piloting of a vessel
Townsfolk profile in Deadlands for their stats,
or trade a map for safe passage home. If a
but they have a d8 in Boating and Repair.
party is lost, these survivors probably know
the way out. Use the Townsfolk profile

159
Weapon Cache: A crate floating in the „ Size 2: Blind pteranodon stand nine feet
still, black waters contains ammunition for tall with a wingspan just over 20 feet.
DEADLANDS: THE WEIRD WEST

a Gatling gun or 1d2 clockwork torpedoes.


Whirlpool: An undersea sinkhole pulls the
BLIND MOSASAURUS
boat even deeper into the earth! Conduct a As the Cretaceous Sea covering Nebraska
Single Person, Challenging Dramatic Task receded, these scaly behemoths found their
(see Savage Worlds). Crews who fail find way down into the sunless depths. Skin
themselves in a level of the Ogallala Sea from has grown over the eyes of this crocodile-
which they cannot escape without finding a like reptile who navigates the sunless abyss
surface cavern or some other help provided with echolocation. A sinister clicking noise
by a chance encounter or kindly Marshal. heralds their approach (which can be heard
with a successful Notice roll).
Wreckage: This vessel is too far gone to
salvage, though it might contain helpful Attributes: Agility d4, Smarts d4 (A),
parts or gear. They might be lucky enough to Spirit d6, Strength d12+7, Vigor d10
find a subterranean map, ghost rock mining Skills: Athletics d6, Fighting d8, Notice d8,
shovel-claw, or working clockwork torpedo. Stealth d8
Pace: 3; Parry: 6; Toughness: 17 (2)
Edges: —
BLIND PTERANODON Special Abilities:
Whether an evolutionary relic or a new „ Armor +2: Thick skin.
creation of the Reckoners, these flying „ Aquatic: Pace 7.
reptiles are a terror from above. „ Bite: Str+d8.
„ Echolocation: The blind mosasaurus can
Attributes: Agility d10, Smarts d6 (A),
unerringly locate objects in contact with
Spirit d6, Strength d8, Vigor d8
the cavern waters.
Skills: Athletics d8, Fighting d6, Notice d10,
„ Shake It Out: Blind mosasaurus sports a
Stealth d6
vicious double row of teeth. Prey bitten
Pace: 4; Parry: 5; Toughness: 9 (1)
with a raise are violently shaken, inflict-
Special Abilities:
ing d10 bonus damage instead of d6.
„ Armor +1: Scaly hide.
„ Size 8 (Huge): Blind mosasaurus reach
„ Bite/Claw: Str+d6.
lengths of fifty feet, weighing 30,000
„ Echolocation: The blind pteranodon
pounds.
locates victims if they move. Heroes
wishing to remain motionless must
take no action and succeed on a
Stealth roll.
„ Flight:
Pace
12.

„ Fly-By
Attack:
The blind
pteranodon can do
a fly-by gaining +2
to damage to their
attack. If it gets a raise
when attacking a human
or smaller opponent
(size 0 or lower), it snatches
them up and carries them off,
most likely to its nest.

160
and commerce. A series of drownings and
OMAHA grisly deaths all but halted travel between
the two cities. Only the Lone Tree Ferry
Founded 1854, Pop 30,500 still operates a high priced and death-
defying journey.
FEAR LEVEL: 2
The stretch of the Missouri River between
On the banks of the Missouri River, directly
Omaha and Council Bluffs teams with
opposite Council Bluffs, Iowa, sprawls
nibbler swarms. Making matters worse, these
Nebraska’s crown jewel, Omaha. Thirty
piranha-like creatures formed a symbiotic
thousand people from every social class,

Nebraska
relationship with boat-capsizing devil carp.
language, and culture thrive here under
industry and peace. The city bustles with Anyone needing to cross between Omaha
river ferries and streetcars. and Council Bluffs must pay the Lone Tree
Ferry $50 for a round-trip pass aboard a
Folks here like to focus on progress and the
paddle-wheel riverboat large enough to
future. Troubles from the past get buried (and
avoid the troublesome devil carp (see below)
reburied when necessary). Omaha boasts a
terrorizing the channel. Folks unwilling or
diverse population accepting of many ways
unable to pay this exorbitant price may
of life, so long as nothing impedes progress.
purchase a rowboat and take their chances.

FORT OMAHA DEVIL CARP


This military outpost keeps order in east
These lazy river monsters bump small boats,
Nebraska, or rather, it used to keep order.
dumping the occupants into the river where
The army lost contact with the fort earlier
nibbler swarms tear them to shreds. During
this year. Soldiers sent to investigate never
the feeding frenzy, the devil carp swims lazy
returned. Now, Uncle Sam needs private
loops through the carnage, gulping down
mercenaries to investigate and, if possible,
blood and floating scraps of flesh.
retake the fort.
Attributes: Agility d8, Smarts d4 (A),
Driven mad by a humbug infestation,
Spirit d8, Strength d12+4, Vigor d12
only a few soldiers remain alive in Fort
Skills: Athletics d6, Fighting d8, Notice d10,
Omaha. The few who endure formed a
Stealth d8
paranoid platoon, “protecting” the fort
Pace: —; Parry: 6; Toughness: 12
from imaginary Confederate incursion. The
Edges: —
government wants the fort retaken by any
Special Abilities:
means necessary (they can always brand
„ Aquatic: Pace 6.
the madmen as traitors), but the reward
„ Capsize: Devil carp attack rowboats
is considerably higher if it can be retaken
and small vessels with their Fighting.
without bloodshed.
Calculate a boat’s Parry as 1/2 the
There are two groups of soldiers at Fort Boating die of the pilot +2. Anyone con-
Omaha. One group guards the fort walls trolling a rowboat bumped by a devil
with a 12-pound cannon. The other group carp must make a Boating roll (–2 if the
tries to rest inside, nervously shooting at devil carp hit with a raise). Should the
anything living. boat pilot fail, it capsizes, often dumping
the crew into a nibbler swarm.
„ SOLDIERS (two groups of five, each
„ Size 4 (Large): Devil carp grow up to 25′
commanded by a sixth officer): See
in length.
Deadlands.
STEAMBOAT STYX
MISSOURI RIVER CROSSING Hellstromme Industries’ Steamboat Styx
Currently, no bridge connects Omaha to her went down in the flood of 1881. Fueled by
Iowa neighbor, Council Bluffs. For decades, massive and sudden snow-melt in the
the two depended on one another for trade Dakotas, the river in Omaha swelled to

161
five miles wide and remained that way for caught in a stampede or led into peril by the
five weeks. When the waters receded, the flickering temptations of the apparition.
DEADLANDS: THE WEIRD WEST

steamer wreckage vanished. Hellstromme


agents and treasure hunters alike searched
three years for the riverboat’s remains.
THE TRUTH
Legends of the cargo’s value grow with the The Goblin Damned is a will o’ the wisp
passing years. possessed of terrible new abilities. Not
only does the ghostly light incite cattle to
s PANDORA’S BOAT (see page 165): The
stampede and draw night travelers into
Styx has been found, but is it wise to
deadly snares, once per night it uses its
excavate the vessel and her dangerous
puppet power on victims hanging between
cargo?
life and death. Those who succumb follow
SAVAGE TALES the creature to its den as a mindless thrall.
There it feeds off of them at its leisure.
Those who track it back to its earthen lair
GOBLIN DAMNED to kill it encounter the mind slaves held
within. Fully controlled by the wisp, mind
A strange ghostly light causes stampedes and slaves attack without question or conscience.
leads cowboys into the night, never to be seen Thralls of the Goblin Damned can only be
again. The posse must find the source of this freed by destroying the wisp or casting the
phenomenon and put a stop to it. dispel power.

Angels and ministers of grace defend us! c GOBLIN DAMNED: See below.
Be thou a spirit of health or goblin damn’d. „ COWBOY THRALLS (two per hero): Use the
Cowboy profile in Deadlands.
– Hamlet (Act I, scene 4)
For cattle driven up from Kansas, Big Springs
is the first water hole in miles. Thirsty herds c Goblin Damned
often stampede when they first catch sight
Attributes: Agility d12+4, Smarts d8,
of the South Platte River, injuring many
Spirit d10, Strength 1, Vigor d4
young cowboys. Stampedes have become
Skills: Athletics d6, Common Knowledge d6,
disturbingly common since the appearance
Notice d8, Persuasion d10, Stealth d12
of the Goblin Damned. First discovered by
Pace: 0; Parry: 2; Toughness: 4 (3)
a cowpoke named Joe Healy (who evidently
Special Abilities:
carried a copy of Willy Shakespeare in
„ Armor +3: Supernaturally tough.
his saddlebag), the Goblin Damned first
„ Ethereal: The Goblin Damned can
appeared as a bouncing ball of lightning. It
become invisible and immaterial at will
spooked cattle and led curious cowboys off
and can only harmed by magical attacks
cliffs and into flooding rivers.
or its Weakness (see below).
Cattle barons and ranchers believe the „ Flight: Pace 24”.
Goblin Damned is some type of a hypnotic „ Puppet (Greater): Will o’ the wisps have
ball or other infernal device from the Smith & the puppet power and 20 Power Points,
Robards catalog. Barons and ranchers accuse activated with Spirit. Will o’ the wisps
each other of using the device to scatter their use puppet on stubborn folks who won’t
herds, each hoping to drive the other from be lured into danger.
Western Nebraska. The Goblin Damned has an additional
effect — its control is permanent if the
The posse may come upon this mystery in
victim is Incapacitated! It cannot be
a variety of ways. A rancher might offer a
resisted, only dispelled. It also fails if the
reward for the apprehension of the Goblin
Goblin Damned is slain. Victims con-
Damned device. An Agent or Territorial
trolled in this way are taken back to the
Ranger in the party might get assigned
lair for food to defend the evil wisp.
the case. Perhaps, they themselves get

162
„ Reckoner’s Favor: The Goblin Damned
can endure an additional Wound before GOVERNOR'S VETO
Incapacitation.
„ Size −3 (Very Small): Will o’ the wisps The governor of Nebraska turns out to be a
are the size of a person’s head. strange creature with an ability to possess dead
„ Weakness (Electricity): Electricity-based bodies. Learning the tricky conditions under
attacks affect a wisp normally. which it can finally be killed is only the start of
„ Coup (Nightflyer): A deader who the battle.
eats a wisp’s spark can float when she
A train left its tracks just after midnight,
falls from any height, ignoring falling

Nebraska
careening into the salt marshes north
damage altogether. She can carry what-
of Lincoln. A car carrying the newly
ever she can lift as she plummets, but
inaugurated governor of Nebraska sank
any more than that and she’s gonna hit
beyond recovery—Governor Dawes was
bottom just as hard as anyone else.
presumed dead.
AFTERMATH Lo and behold, the next day James W.
Dawes tracked mud up the capitol building
In addition to payment for taking care of the
steps, claiming he survived the crash and
Goblin Damned, one of the rescued cowboys
walked through the night. It’s a lie. Governor
or cowgirls shares a tale about other strange
Dawes drowned that night as his passenger
goings-on near Big Springs. Some examples
car sank into a muddy grave.
are new weapons acquired for the cattle
wars (see Cattle Country on page 150), an That’s when a sin eater found him,
unusual employment leaflet seeking miners consumed his waterlogged corpse, and rose
in Ogallala (see Mills Lead Mine on page from the marsh in human form. A monster
157), and actors for the Wild West show now governs Nebraska, and a servitor to
in North Platte (see Scout’s Rest Ranch boot. This patient predator never kills or
see page 156). commits crimes. Rather he vetoes bills that
might relieve suffering. He moves suspected

163
members of the Twilight Legion to the top face occasionally comes to the surface of the
of the most wanted list, and he pardons the creature’s skin as the governor attempts to
DEADLANDS: THE WEIRD WEST

very worst murderers from the gallows. escape his awful prison.
One of these inexplicably careless abuses Attributes: Agility d8, Smarts d8, Spirit d8,
of power is likely to be the start of an Strength d10, Vigor d12
encounter with Governor James “Sin Eater” Skills: Athletics d6, Common Knowledge d6,
Dawes. Seeing him in his true form requires Fighting d8, Notice d10, Performance d10,
the simple use of detect arcana. Knowing Persuasion d8, Shooting d6, Stealth d8,
what he is doesn’t mean one knows how to Taunt d8
vanquish him. Given enough clues, Reverend Pace: 6; Parry: 6; Toughness:8
Abigail Fox of the Inner Light Spiritualist Hindrances: Vengeful (Major)
Congregation may reveal the key to slaying Edges: Charismatic
a sin eater (see Inner Light Spiritualist Special Abilities:
Congregation on page 154). „ Fear (−2): Seeing a sin eater in its natural
state causes a Fear check.
While Dawes can be killed with great
„ Invulnerability: A slain sin eater is
difficulty, simply slaying him won’t end
reborn the next night, rising from a
the reign of the sin eater. The creature rises
grave in unhallowed ground. If there are
again from the grave of another prominent
no such graves within 10 miles, the sin
person buried near the capitol and uses his
eater is permanently destroyed.
knowledge of government to wreak greater
„ Mindless Monster: Impenetrable dark-
havoc once again—perhaps even prosecuting
ness shrouds the mind of the governor.
the party for the murder of Governor Dawes.
This creature is immune to mind affect-
To permanently execute the body thief, ing powers.
sin eater Dawes must be taken far into the „ Reckoner’s Blessing: This sin eater can
frontier and killed ten miles from ANY grave. sustain three additional Wounds.
Predictably, Dawes no longer leaves Lincoln. „ Regeneration (Fast): A sin eater makes
Sanctifying all the graveyards within ten a Vigor roll every round to heal its
miles of the capital and then killing the sin Wounds, even after being Incapacitated.
eater prevents the creature from rising again. It can’t regenerate damage caused by
There are six known cemeteries in the area. metal blades, however.
Foreseeing this plot, Dawes already employs „ Sin Eating: Sin eaters become twisted
thugs to guard Lincoln’s graveyards and versions of the people they consume.
deal with anyone caught lingering too long— „ Weakness (Metal Blades): A sin eater
violently if need be. can’t regenerate damage from a blade,
though it can heal naturally. If it’s
Sin eater Dawes keeps hired gunman
chopped limb from limb and each part
close at hand at all times for protection. He
buried in hallowed ground, the creature
also pays gunmen to keep an eye on the
does not return to life.
cemeteries around Lincoln. They make sure
„ Coup (Brain Picker): A Harrowed who
no one tries to sanctify the boneyards. The
counts Coup on a sin eater can absorb
gangs believe they’re watching for witches
memories from a human corpse. The
and grave robbers.
deader has to consume a few bites to do
c SIN EATER DAWES: See below. so, but if he does he gains fleeting mem-
ories or whatever the Marshal feels fits
„ THUGS (one per hero): Use the Gunman
the victim and the adventure.
profile in Deadlands.

c Sin Eater Dawes IDLE HANDS


A sin eater looks like a deformed human
A pair of severed hands attack hotel staff and
with shadowy, writhing forms under its skin.
guests. Only by learning whom they belong to
This one impersonates the Governor
can the party put them to rest.
of Nebraska. The governor’s hand or

164
“Idle hands are the devil’s playground,” There are five Lodges of the Nahurac
so the saying goes. A pair of devilish hands scattered across southern Nebraska and
loose in the Pacific Room Hotel throttles northern Kansas. Those in trouble may
the staff and occasionally guests as well. try to make their way to one of them (see
Investigators hanging out around the hotel Lodges of the Nahurac on page 153). The
hear a struggle and arrive in time to see a nahurac spirit animals appear on earth as
security man, maid, or cook with a pair of normal animals. The spirits communicate
severed hands clutching their throat. Even with Indian visitors telepathically. For
if the hands are killed, they appear the next everyone else, they typically make contact
night (reforming from ashes if necessary), through dreams.

Nebraska
continuing their neck-wringing-rampage.
The nahurac heal wounds, remove fatigue,
Observant heroes can make a Notice cure diseases, dispel curses, and even raise
roll to spot that the left hand has six the dead, but there’s always a price. The
fingers. Investigating this deformity sparks restored hero and her allies may be asked to
recollections of the Pacific Room’s previous find and return an important Pawnee relic to
piano player who left town suddenly a a local tribe. They might request the bodies of
year ago. Pressing further reveals the piano Pawnee enemies be dragged back to the hill
man struggled to keep his hands to himself, and burned (or brought back alive for ritual
pinching and groping most of the female staff. sacrifice). The animal spirits require a lower
With more extreme interrogation (Persuasion price for Indians in general and lower still for
or Intimidation), heroes learn the true fate members of the Pawnee tribe.
of the piano man. The male staff gathered in
Those who take the healing provided but
the hotel lobby late one night and chopped
fail to pay the price fall victim to a hideous
off the offending hands, throwing them into
Chronic wasting disease (see the Disease
the fireplace. The rest of the body went into
Categories table in Savage Worlds). This
the Platte River.
especially potent disease requires a Vigor
This is bad news, for the only way to roll (–2) to resist and can only be removed
finally end the horrors of animated hands is through completing the quest, or by an
to reunite them with their body or else with Indian spirit-being more powerful than the
something dear to them. After learning this, nahurac (although such a powerful entity
it’s a game of trial and error, fighting the most likely requires a higher price than the
hands and trying to leave them somewhere original animal spirit).
significant. Only when they’re reunited with
the body, laid inside the hotel piano, stuffed
in the piano bench, or placed in a jar or vase PANDORA'S BOAT
atop the piano, does the reign of terror end.
In most of these places the hands never rot,
A sunken riverboat known to be filled with
so it’s only a matter of time before someone
treasure has just been unearthed. The posse
finds the hands and removes them.
must fight other treasure hunters as well has the
c GREATER HANDS: Use the Animate mechanical spiders stored in the boat’s cargo hold.
Hands profile in Deadlands with the listed
When a Lincoln Saloon keeper refuses to
modifications.
open a tab for a mouthy drunk, he pops off
about “having enough money to buy this
whole saloon once he digs up the Styx.” The
THE NAHURAC HEALERS tavern falls silent as his buddies shush him
up and shuffle him outside. Was it a drunken
When a posse needs healing direct them to one boast or the truth? Has this gang found the
of these Indian sacred sites. The healing spirits wreckage of the riverboat Styx? The posse
who live here require a quest in payment for can tail the loose-lipped gang, perhaps
their powers. even cornering and Intimidating them into
revealing their secret.

165
DEADLANDS: THE WEIRD WEST

Gatling shotguns (12/24/48, Damage


THE TREASURE HUNTERS 1–3d6, RoF 2).
Whether the party follows the treasure
hunters to the wreckage, beats the location
out of them, or finds it on their own, the Styx THE STYX
now rests on its side in a muddy horseshoe
As the explorers enter the muddy wreckage
lake. The industrious treasure hunters spent
of the steamboat Styx, the wood and sandbag
months building a wood and sandbag
wall (perhaps weakened by previous combat)
wall around the wreck, pumping out the
gives way. Water from Horseshoe Lake
muddy water.
pours into the dark hold. Only minutes
„ TREASURE HUNTING GANG (one per hero): remain before the murky lake reclaims the
Use the Townsfolk profile in Deadlands. steamer. Seven shiny infernal devices await
discovery in the ship’s hold, still in their
THE HELLSTROMME RECOVERY TEAM original shipping crate as well as $14,000
Hellstromme Industries’ Styx vessel in golden eagle dollars. Finding them and
vanished in a flood north of Omaha three digging them out requires a quick and skilled
years ago. Since then, it’s become something hand with a shovel. Handle scouring the
of a holy grail for treasure hunters. Rumors flooding hull as a Multi-Person Dramatic
of its cargo range from gold bars to steam Task (see Savage Worlds) that takes six rounds
weapons. Hellstromme Industries Agents and fourteen Task Tokens to plunder all the
started looking for the Styx the day she treasure. Explorers may use Notice, Repair,
went down in the muddy Missouri River. or any other relevant skill to find and liberate
Any information drawing adventurers to the items. Each success earns them $2000 or
this location also attracts the Hellstromme an infernal device, their choice.
X-Squad who are ready for a fight.
Unfortunately, the water rushing into
„ X-SQUAD (one per hero): Use the X-Squad the hold isn’t the only problem. The Styx
profile in Deadlands, but they have carried a full load of clockwork tarantulas,
Hellstromme Industries’ mechanized

166
warriors. As the water pours in, they wake alone and afraid. My father is a hard man
up and attack! The clockwork guardians and the spiritual leader of a hard people. If he
stay close to the wreckage. Those who flee discovers my condition, I fear what he’ll do
are spared but must watch helplessly from to me, what they all will do to me!
a distance as the Styx vanishes once more You must not write me, for my father reads
beneath the murk. all my mail. And I shall not risk writing you
a second time but know that I am waiting
„ CLOCKWORK TARANTULAS (four per
faithfully for you in Central City.
hero): See Deadlands.

– Your Love and Future Wife

Nebraska
REAPER'S MADNESS As daughters often do, she’d exaggerated
her father’s anger. When the fire-and-
brimstone preacher discovered the delicate
In this dramatic tale the posse battles a scarecrow
condition of his daughter, he sent her away
immune to fire because it’s possessed by a ghost!
to relatives in Iowa, rather than face shame in
Only by first learning the ghost’s tale and laying
Central City. In 1880, she gave birth to James
that spirit to rest can the scarecrow’s weakness to
Sheffield Sparks and died three days later.
fire be exploited.
The boy remained in Iowa.
There’s a problem that plagues Central
At the end of his railroad service in 1882,
City. Most folks believe a gang of murderous
Jimmy Sparks made his way back to Central
Indians, outlaws, or a wild animal stalks
City with a wedding ring in his pocket. He
their cornfields. What they’ve actually got is
knocked on the doors of the church only to
a vengeful scarecrow and his growing gang
meet the steely gaze of Reverend Rodney
of corn stalkers. This scarecrow has a name,
Sheffield and a few of his brawny farmhand
a story, and a special hatred for the people
congregants. The reverend tersely informed
of Central City. His hate burns stronger than
the rail warrior, “My daughter passed two
any torch or flamethrower. Try to put fire on
years hence.”
this fiend and he puts it right back on you!
Blinded by anguish and rage, Jimmy
Two groups of adventurers already
accused the preacher and congregation of
waded into the cornfields with torches and
murdering his love. “I’ll burn every last one
flamethrowers to dispatch he-who-walks-
of you murdering hypocrites for what you
behind-the-rows. They never returned.
did to her!” Jimmy shrieked. Jimmy Sparks
fled into the corn in anguish.
BASED ON ACTUAL EVENTS Jimmy collapsed, sobbing in the rows
It started in 1879 when rail warrior Jimmy as night fell. At that moment, a fearsome
Sparks showed up wounded on the doorstep apparition stalked out of the shadows, a
of Central City Fire-Baptized Maranatha living scarecrow bearing a rusty scythe!
Mission. Taken in and nursed to health by the Jimmy looked up without fear, believing the
daughter of a Pentecostal preacher, Jimmy scarecrow to be the preacher or else another
returned to the rail warriors not knowing congregant in disguise. “Do it!” he dared.
he’d left the preacher’s daughter with child. “Kill me, like you killed her, and I’ll burn you
She kept the pregnancy hidden from her and this town to the sod!”
father for as long as she could and wrote one
Still grinning (he could make no other
last love letter to Private Sparks:
face) the scarecrow reaped Jimmy Sparks.
To the reaper’s surprise, Jimmy’s body
Dearest Jimmy,
burst immediately into hateful flames. The
I’m with child. ‘Tis a great joy and source
fire leapt onto the scarecrow, engulfing it
of no shame to me. I know after your rail
immediately. The creature shrieked for a
contract is served you’ll return, and we can
moment, then fell silent. The flames died
move away to Kansas as we discussed and
down until only the straw tips glowed
begin our long life together. Until then, I am
faint red. They belched puffs of black

167
smoke as the scarecrow bent down and • She died giving birth to the boy. His name
removed Jimmy’s Empire Rail uniform was James Sheffield Sparks.
DEADLANDS: THE WEIRD WEST

jacket and hat.


• In 1882 the boy’s father, Jimmy Sparks
Now possessed by the vengeful spirit returned to Central City, and believing
of Jimmy Sparks, the scarecrow set about they killed his love, promised to burn
slaying every member of the Central City them all to the ground. He ran into the
Fire-Baptized Maranatha Mission who cornfields and disappeared seemingly
ventured into the rows of corn. without a trace.
There are three likely ways the group can • The Rail Wars jacket spotted on the
encounter this tale: scarecrow appears to be the same one
Jimmy used to wear.
• Weekly deliveries of food and essentials
come to Central City from other • People who go near the fields at night
Pentecostal churches. The party may disappear.
be asked to guard and safely escort the
• In 1883 the Sheriff hired two groups to
delivery of the supplies to the town.
discover what haunts the cornfields.
• The Agency, Territorial Rangers, army, or Neither returned.
sheriff may employ the heroes to rescue
• Since 1884 the town has survived on
Central City from whatever keeps them
the charity of other churches. It can no
out of their fields.
longer support itself without access to
• Travelers riding the rails may simply the cornfields.
notice a depressed community of farmers
• The Iowa relatives of the preacher’s
who’ve let their fields grow wild, right
daughter died and “James Sheffield,” age
up to the streets. Only the church still
four, returned to Central City to be raised
functions.
by his grandfather—who pretends to be a
distant relative.
CENTRAL CITY FIRE-BAPTIZED „ FIRE-BAPTIZED MARANATHA MISSION
MARANATHA MISSION CONGREGANTS (two per hero): Use
Townsfolk profile in Deadlands.
This congregation of “holy rollers” is sure to
unnerve heroes not accustomed to this form
of worship. They speak in tongues, give DON'T FEAR THE REAPER
prophecies of doom, and faint in the church
To destroy the Central City Reaper, the
aisles (slain by the Holy Spirit). Overseeing
vengeful spirit of Jimmy Sparks must be
these exuberant displays were the Reverend
exorcised from the body of the scarecrow.
Rodney Sheffield and his recently orphaned
Then the creature can be slain by normal
“nephew,” James Sheffield, from Iowa.
incendiary means. Be warned—he always
With prying, sneaking, eavesdropping, has a group of corn stalkers defending him!
and investigating, the posse can piece
together the real story. Found letters, c THE CENTRAL CITY REAPER: See below.
overheard conversations, Persuasion, Taunts, „ CORN STALKERS (two per hero): See
and Intimidation each reveal a piece of the Deadlands.
puzzle. Below are the clues the heroes can
collect during their search for answers.
• In 1880 the preacher’s daughter had
c The Central City Reaper
This abomination is more than just an
unmarried relations with a rail warrior
animated scarecrow. It’s also possessed by a
names Jimmy Sparks.
vengeful spirit. By day it appears as a normal
• When she was found pregnant, her father scarecrow wearing a tattered Rail Wars
sent her away to Iowa. uniform jacket. At night it descends from
its pole to seek revenge on the citizens of

168
Central City. This scarecrow wears a burlap James by mistake, you’ll never be rid of
bag face and a body of hay-stuffed clothes. At this damned thing. Once Jimmy Sparks
night, his straw-tips are red glowing embers, departs, the Central City Reaper loses
emitting puffs of black, greasy smoke. his Fiery Hate Special Ability and can
be laid to rest by his Weakness (Fire).
Whenever this scarecrow takes a life, a
„ Coup (Scary): A Harrowed who absorbs
black seed pops out of its stuffing. If not
a scarecrow’s mojo gains the fear power
destroyed, it grows into a corn stalker a
once per encounter, activated with
week later.
Occult. The deader also takes +2 damage
Attributes: Agility d8, Smarts d6, Spirit d8, from heat and fire-based attacks from

Nebraska
Strength d8, Vigor d6 now on.
Skills: Athletics d8, Common Knowledge d4,
Fighting d10, Intimidation d10, Notice d8,
Shooting d6, Stealth d10, Taunt d10 THE SABOTEUR
Pace: 6; Parry: 7 or 6 (scythe); Toughness: 5
Gear: Scythe (Str+d8, Two Hands, Parry −1, In this riddle-solving tale the posse must decipher
Reach 1). the mad rantings of a train-bomber to learn where
Special Abilities: he hid the explosives.
„ Construct: +2 to recover from Shaken;
Either the Agency or a Hellstromme
ignore 1 point of Wound penalties;
X-Squad (whichever the posse has
doesn’t breathe; immune to disease and
tangled with in the past) kicks in the door
poison.
demanding help. They’ve captured a Black
„ Fear (−2): Animated scarecrows are ter-
River rail saboteur and need help locating
rifying creatures.
and diffusing his ghostfire time-bomb. In
„ Fearless: The Central City Reaper is
exchange, they offer money, a unique favor,
Immune to Fear and Intimidation.
or to right a wrong they committed against
„ Fiery Hate: Any Fire damage inflicted
the party in the past.
on the Central City Reaper burns on him
until he decides to throw it back for the
same damage it dealt (no damage roll
required). If hit with a torch, he strikes
back with Fighting. If shot with flaming
arrows, he fires them back from his
body with Shooting. Arcane and
other such abilities are flung
back using its Spirit.
„ Invulnerability: This scare-
crow cannot be Wounded by
any means other than its dou-
ble-layered Weakness. Other
attacks can Shake it normally.
„ Weakness (Fire): If the Central City
Reaper is killed by fire it’s permanently
destroyed, but it doesn’t work until the
spirit of Jimmy Sparks is exorcised. In
fact, until the Weakness below is dealt
with, the Central City Reaper flings back
any fire put on him using his Fiery Hate
Special Ability.
„ Weakness (The Truth): The spirit of
Jimmy Sparks departs once he’s told
his love died in childbirth and lays
eyes on his son James, alive and well.
Careful of the order. If he kills young

169
As they rush to the holding cell, the agent Persuasion d6, Repair d10, Science d10,
briefs the heroes: Shooting d4, Stealth d8, Thievery d10
DEADLANDS: THE WEIRD WEST

Pace: 6; Parry: 2; Toughness: 4


“Here’s what we know. This bastard stole Hindrances: Vengeful
a ghostfire bomb from Utah and brought it Edges: Strong Willed
back here to North Platte. He took the whole Gear: —
thing apart. The explosives are gone. He
also ordered a lot of gadgets from Smith & TWO TRAINS
Robards, which were also dismantled. From
Heroes who lack patience or miss the clues
what he took we believe he reassembled it all
to solve the riddle can do their best to look
into a clockwork time bomb. What we don’t
into the most likely targets in the area. Two
know is where he planted it.”
trains left Tartarus Yard this morning. One
was traveling westbound for Ogallala; the
THE SABOTEUR'S RIDDLE other eastbound for Grand Island. If any
The saboteur, a pale, thin man with a vacant of the heroes mention bridges, the Marshal
stare, responds only one way to any question should direct them to the Platte River Bridge
he’s asked. automatically and award them a Benny.
The trains are red herrings. The bomb is
“Miss Graham liberated Paul Titus Grant.”
under the bridge, but the posse might just try
Whether posing the questions with to search a moving train anyway. Overtaking
Persuasion or Intimidation, he always gives a train requires horses or a vehicle at least as
the same answers. So singular is the diseased fast as a horse (grant maneuvering bonuses
mind of the saboteur, even the mind reading for faster conveyances). You can run this as
power can only discern these six words. If a Quick Encounter (see Savage Worlds) or on
asked about Miss Graham, the mad bomber the tabletop as you see fit, Marshal. Whether
only clarifies: they fail or not, the heroes find no bomb
because it’s under the Platte River Bridge.
“Why, Miss Anna Graham, of course.”
If asked specifically about Paul Titus Grant, PLATTE RIVER BRIDGE
he responds:
Parties who decipher the saboteur’s insane
“He doesn’t like you to use his full name. riddle can act immediately. The bridge
He only goes by his initials. Anna Graham explodes if the party fails a five round Single
liberated P.T.G., liberated P.T.G, I tell you. Person Difficult Dramatic Task (see Savage
You’ll never save them if you use his full Worlds). Someone must lead the effort using
name, you know.” Repair, but others can Support as usual. If
the party took a long time to figure out the
These cryptic responses hold the
anagram or get to the bridge, the Marshal
key to finding the bomb. The anagram
can give them one less round to complete
(Anna-Graham) “liberated PTG” can be
the Dramatic Task. On the other hand, if the
unscrambled to spell PLATTE BRIDGE—the
brainy bunch figured it out right away, a
location of the bomb.
bonus round is in order!
c THE SABOTEUR: See below.
AFTERMATH
c The Saboteur After the party diffuses the bomb, they
This enigmatic, nameless mad man is as receive a reward or special favor from The
strong willed as he is insane. Agency, Hellstromme Industries, or both.
They may also be called upon in the future
Attributes: Agility d6, Smarts d10, Spirit d12,
when one of these organizations finds
Strength d4, Vigor d4
themselves in a jam.
Skills: Athletics d6, Common Knowl-
edge d8, Driving d4, Notice d6,

170
suasion d8, Research d8, Shooting d4,
WHO THE HELL ARE YOU? Stealth d6, Taunt d8
Pace: 6; Parry: 4; Toughness: 5
The posse wakes up to a new party member. She Hindrances: Stubborn
claims she’s been with them since the start and Edges: Charismatic, Investigator, Harder to
that they’re all suffering amnesia. Whose memory Kill, Humiliate
is correct? Special Abilities:
„ Heckler: If Hattie is present during Tale
One morning in Grand Island the team
Tellin’ she asks questions, shows photos,
awakens with a new party member. Hattie
and makes contrary statements, which

Nebraska
Hawthorne, dressed and equipped for travel,
inflicts a –2 penalty on rolls (including
explains “once again” that she’s traveled as
Support). If the Tale Teller harmed her
a member of the group for two years. She
in the past, the penalty rises to –4.
claims a voodoo priest cursed the party and
ever since they remember an alternate history
of their journey. She was the only team
MIND WIPE
member not present when the curse occurred. In reality, Hattie Hawthorne’s mind
Now they’re scraping money together to seek has been wiped (many times) by Agent
out an Indian Shaman in Arizona. They’ve Charlton Young (see The Silo, Agency Safe
heard he’s able to remove the curse. House on page 152). Miss Hawthorne, an
especially pesky reporter for the Tombstone
Parties who follow this course of action
Epitaph, nearly exposed the Agency and
without question embark on a long quest
their dealings in Nebraska many times.
into the deserts of Arizona only to find the
After a recent (and very convincing) article
shaman they’ve come looking for died two
about ghosts at Grand Island, Agent Young
years ago.
decided to finally be rid of her. He caught
c HATTIE “THE HECKLER” HAWTHRONE: her in a weak moment, flashed her with his
See below. mnemomizer, and attached her to the posse
with a story right out of Jules Verne.

c Hattie "The Heckler" Investigators trying to verify her story find


a variety of train conductors, hotel managers,
Hawthorne and saloon operators vouch for her
Bleeding hearts who help Hattie Hawthorne version. According to dozens of
soon regret it. After recovering her Grand Island citizens, the party
memory, Hattie becomes “The Heckler”— came to town about a week ago
an annoying reporter who manages with Hattie Hawthorne in tow.
to appear every time the team tries to They’ve been looking to earn
engage in Tale Tellin’. Her questions cash in order to book
and contradictions inflict a –2 penalty passage to Arizona—
on all tale-tellers and anyone attempting which matches
to offer them Support. If Hattie falls up with her story.
victim to foul play, there’s a good Apparently, Hattie always
chance she’ll reappear (thanks speaks for the group, who
to her Harder to Kill Edge) seem to suffer some form
and pursue the party with new of amnesia. But all these
tenacity, inflicting a –4 penalty. memories are false.
Attributes: Agility d6, It seems Agent
Smarts d8, Spirit d8, Strength d6, Young got
Vigor d6 mnemomizer-
Skills: Athletics d4, Academ- happy soon after
ics d8, Common Knowledge d8, his assignment
Fighting d4, Notice d6, Per- to Grand
Island.

171
Shorthanded and inexperienced, the only Pace: 6; Parry: 5; Toughness: 5
way he kept a lid on gossip and wild tales Hindrances: Cautious, Vow (Major—Destroy
DEADLANDS: THE WEIRD WEST

was by erasing them—literally. or contain the supernatural), Quirk (Mnem-


omizer happy)
Travelers who investigate the matter very
Edges: Agent, Guts, Level Headed, Rock and
closely find most townsfolk don’t know
Roll!
them, but those who do have one thing
Gear: Gatling pistol (Range 12/24/48,
in common—they’ve all visited Young’s
Damage 2d6, RoF 3, AP 1), disguise kit,
Photography Studio.
Agency badge (+1 Persuasion to lawful
Marshals should take care not to make types), mnemomizer.
things too obvious. The various townsfolk
remember well where they’ve been and
what they’ve done. But mixed in these varied SHAKE ON IT
accounts of their weekly errands, they either
mention in passing a visit to the Young A demon-possessed man can steal your manitou
Photography Studio or else the posse notices with a handshake. The key to getting it back is
the portrait proudly displayed in their home. found in the words of a frontier preacher’s sermon.
In the backroom, Agent Young flashes The last cattle drive in Nebraska comes to
them with his mnemomizer and sends Ogallala this time every year. As the town
them on their way with a free portrait and a quintuples in size, there’s no shortage of
new memory. If anyone searches old issues excitement. The party has a full day of rowdy
of the Epitaph, they find articles by Hattie crowds and trouble.
Hawthorne she doesn’t remember writing. If
For the herds, Ogallala is the first source
contacted, other Epitaph reporters from other
of water they’ve seen in days. The mere sight
towns know Hattie and help her recover
of the Platte river and they charge ahead of
her memories as described in the mind wipe
their cowboy drivers. A stampede threatens
power (see Savage Worlds).
the party as well as innocent folk on the
c AGENT CHARLTON YOUNG: See below. trail. From those rescued, there’s liable to be
handshakes all around.

c Agent Charlton Young High-stakes saloon gambling occupies


the early evening, with gentleman winners
Nineteen-year-old Agent Young must patrol
and sore losers. Money changes hands and
the entire town of Grand Island by himself.
a saloon brawl breaks out—it’s tradition.
Whatever trouble he encounters is usually
Anyone sorely humiliated during the saloon
his to solve. Unfortunately, he’s too wet
brawl challenges the offending hero to a
behind the ears to know his orders aren’t
duel in the streets, surrounded by betting
reasonable.
spectators. All bets are sealed and all winners
Rather than demanding help, he does congratulated with a handshake.
the best he can, making liberal use of his
So ends an average day during the
mnemomizer to alter the memories of the
Ogallala cattle drive. But the adventure
Grand Island citizenry. He has a penchant for
is just beginning. By morning, random
giving them overly elaborate fake memories.
hucksters, mad scientists, and witches find
These complex alternate histories create
the palm of their dominant hand red and
conflicts and additional problems more than
blistered. Worse yet, they’ve lost access to
they help.
their strange powers. Their connection to
Attributes: Agility d8, Smarts d8, Spirit d6, manitous is gone!
Strength d6, Vigor d6
Skills: Academics d6, Athletics d6, Common
Knowledge d6, Fighting d6, Intimida-
"LEGION, FOR WE ARE MANY"
tion d4, Notice d8, Occult d6, Persuasion d6, All day yesterday, a predator walked the
Research d6, Riding d6, Science d10, streets of Ogallala. With the mere shake of a
Shooting d8, Stealth d8, Survival d4 hand, he steals manitous, gathering them into

172
his own frightful vessel. His name is Legion When performed correctly, the manitou
Marcus. Anyone wanting their powers back are cast into a herd of pigs, sheep, or cattle.
must think long and hard about the events of (There must be at least six animals gathered
the previous day. What one contact do they nearby for the ritual to succeed.) Killing them
all have in common? also slays the manitou, a mite easier than
traveling to the Hunting Grounds. Most of
Rash cowpokes who threaten to kill Legion
the manitou come from other towns (even
Marcus are warned:
other states) and either scatter across the
plains or turn to attack the exorcists. Local
“If you kill us, you will unleash Hell on
manitou run to their previous host and beg

Nebraska
this community forever.”
to be let back in. Hucksters and witches
If they don’t heed the warning, the death of reacquire their powers immediately. Mad
Legion Marcus causes his stolen manitous to science devices start working again, but may
poor out of him all at once. The region of the also force the user to confront the true nature
Hunting Grounds corresponding to Ogallala of their Weird Science abilities.
fills up fast with a Manitou Swarm. After that,
Ogallala turns from chaotic to downright c LEGION MARCUS: See below.
scary. All animals go rabid in a week!
Rectifying this error requires the aid of a c Legion Marcus
powerful Indian shaman and a trip into the Legion Marcus is quite a handful due to his
Hunting Grounds itself to do battle with the “Legion, For We Are Many” Special Ability.
legion of evil spirits (see Manitou Swarm in He loses this Special Ability after an exorcism.
the Deadlands Companion).
Attributes: Agility d6, Smarts d10, Spirit d8,
„ RABID OR POSSESSED ANIMALS (varies): Strength d6, Vigor d8
Take any animal from Savage Worlds (cow, Skills: Athletics d6, Common Knowl-
dog, horse, etc.) and add the Berserk Edge edge d8, Fighting d6, Gambling d8,
and the Disease and Fearless Special Notice d6, Occult d6, Persuasion d8, Shoot-
Abilities. ing d6, Spellcasting d10, Stealth d6, Taunt d6
Pace: 6; Parry: 5; Toughness: 6
EXORCISM Hindrances: Quirk (Sleeps in graveyards and
Just when the party realizes they can’t kill howls at the moon)
Legion Marcus outright, the sound of a Edges: Arcane Background (Huckster), High
Sunday Morning preacher reaches their ears. Roller, Wizard
Legion cringes and throws himself on the Powers: Bolt, blast, boost/lower Trait, deflection,
ground in a fit of rage. During this fit he’s entangle, invisibility, summon ally. Power
easy to subdue and tie up. Points: 20
Gear: Derringer (Range 3/6/12, Damage
Discerning parties who take the time
2d4), deck of cards.
to investigate the noise find the Ogallala
Special Abilities:
Methodist Church. On this day, the good
„ “Legion, For We Are Many”: Legion’s
reverend preaches a tale about a legion of
swarm of manitous grant him all powers
possessing demons cast out of a man and
available to witches, 30 Power Points,
into a herd of pigs.
a Bite attack (Str+2 damage), and the
With this bit of lore and a successful Occult Hardy Special Ability. Increase his
check, the party can devise an exorcism to Spirit, Strength, and Vigor to d10 (this
perform on Legion Marcus. This is a Single gives him Toughness +1).
Person, Challenging Dramatic Task using „ Weakness (Exorcism): If successful,
Occult (see Savage Worlds). Encourage those Legion Marcus loses all his manitous
who’ve lost their powers to use their arcane (and a host of nearby animals gets
skills instead of Occult. Now’s their chance possessed!).
to redeem themselves.

173
CHAPTER
6

WYOMING

„ GOVERNOR: William Hale (R) southern Wyoming, the Medicine Bow range,
separated by hundreds of miles of hilly high
„ POPULATION: 30K
desert steppes.
„ CAPITAL: Cheyenne
Life in these parts is rarely easy. Spring
„ MAJOR INDUSTRIES: Coal, farming, comes late and runoff often causes rivers
mining, ranching, and lumber. to swell and threaten towns. Summer tends
to be warm and dry, leading to pleasant
Still very much untamed, Wyoming Territory
sunny days and nights lit up with stars.
is a place of pristine mountains and wide-
Late summer wildfires are common. Fall is
open plains where a man can simply walk
crisp and short, leading a long, brutal winter
into the wilderness and disappear. Settlers
of deep snowdrifts and biting cold. In any
have established towns here and there, most
season wind is a major factor in Wyoming
of them situated where wagon trails meet
Territory, and out on the plains sustained
rivers, but they are few and far between.
winds can reach upwards of 30 miles per
The mighty Sioux Nations juts deep into
hour, enough to push over a poorly-balanced
Wyoming’s center, cleaving it nearly in
wagon or steal one’s hat for good. Gusts have
half. In the north and northwest, the land
been known to push down rickety shacks or
is conquered by the mighty Rockies, while
even set an autogyro into a tailspin. Often,
along the southern reach the land is a tableau
high winds are accompanied by dust storms,
of endless gully-carved steppes broken
particularly in the Red Desert or the dry
only by the Red Desert and a couple minor
areas near Cheyenne.
mountain ranges.
The mighty Rocky Mountains run an
astonishing 3,000 miles from northern
BIRTH OF A TERRITORY
Canada down to New Mexico, the only break Several powerful indigenous tribes once
occurring in central Wyoming Territory. The claimed huge swaths of this area. The Sioux
Rockies enter as the Absaroka range near held the lands in what would someday be
Montana, where volcanic upswells create northeast Wyoming, an area of grasslands
astonishing geothermal geysers and springs, and low hills that stretched from the Big
the majestic Grand Tetons, and the Wind Horn Mountains all the way into the Dakotas
River range. Those forlorn mountains seem and included the enigmatic mesa of
to reach toward their distant cousins in Devil’s Tower. Their bitter rivals,

175
the Crow, ranged all the way down from TREATIES FORGED AND TREATIES
current Montana Territory to claim most of
BROKEN
DEADLANDS: THE WEIRD WEST

Wyoming’s central and northern heart. The


Blackfeet held Yellowstone, which at the Many settlers never intended to make it to
time was a sacred place of healing waters Oregon, but instead had their eyes on other
and bison herds. The southwestern third prizes along the way—gold, land, or business
was home to the Shoshone, whose ancestral opportunities abound out here. In pursuit of
lands stretched westward into the Great Salt one dream or another, many wayfarers left
Lake area and beyond. Finally, the Cheyenne the Oregon Trail to fan out into other areas,
and Arapaho of Colorado and Nebraska also forging smaller trails along the way.
claimed Wyoming’s southeastern plains.
One such trail was the Bozeman, a route
The borders of these nations weren’t always
which headed north out of Fort Laramie
clear, and members of every tribe, including
toward Montana, serving the settlers heading
tribes from neighboring regions, ranged all
for the goldfields up in the Rockies. As trails
over the area.
go, it was an easier route than ones passing
Even though France declared ownership through the steppes and deserts that awaited
over this stretch of the Great Plains, French to the west. But, its very existence violated
explorers never came close to Wyoming. the terms of the Treaty of Fort Laramie.
Much of the territory was subsequently Demands to protect these wagons against
included in the Louisiana Purchase when Indian attacks forced the army to beef up
the fledgling United States coughed up their patrols.
the money. Louis and Clark ventured up
As was happening all over the West, the
through Montana in their search for the
arrival of so many new settlers inevitably led
Pacific and missed Wyoming completely.
to clashes with those who had claimed this
But the territory gained relevancy as the land for thousands of years. What started as
route of the Oregon Trail some forty years disputes and skirmishes led to a prolonged
ago. From its origins at Independence, period of outright war. Those native to this
Missouri, the trail entered Wyoming near to part of the world had a distinct advantage. To
the current border of the Sioux Nations, then stabilize the situation, the U.S. government
cut westward across some of Wyoming’s invited representatives of the local tribes to
most difficult terrain before veering sign the Laramie Treaty in 1851. Predictably,
northwest to continue into Idaho Territory. it only held for a few years, collapsing after
the United States failed to provide the
In 1884, the Oregon Trail has already seen
financial reparations outlined in the treaty.
its heyday. Rail lines crisscrossing the West,
including a line through southern Wyoming, The period of violence which followed
have made unnecessary the grueling trek led the U.S. Army to establish forts from
which, just a decade before, claimed the lives which they could claw out their own toehold
of many thousands of hopeful pioneers. — Fort Laramie, Fort Fetterman, Fort Reno,
and Fort Bridger among the most notable.
The Oregon Trail still meanders through
Other attempts at peace failed, leading to
Wyoming and the Sioux Nations on its
Red Cloud’s War, the Black Hills War, and
way to distant Pacific shores, but few of the
all manner of battles and bloodbaths such as
pioneers still making that journey dare cross
the infamous Fetterman Massacre and the
into the Sioux territory where their rifles and
Wagon Box Fight.
wagons inevitably wind up breaking down.
As a result, Cheyenne and the territory’s The creation of the Sioux Nations in
entire southern flank has grown more 1872 sealed off some of these forts from
quickly than its isolated northern frontier. reinforcements and silenced their guns.
Few know what became of those soldiers
or the forts they once manned. Other forts
still remain and continue to be the base of
operations for U.S. cavalry in Wyoming.

176
GOLD RUSH where none existed before. They were built to
house the workers who would be needed to
Like its northern sibling, Montana, there
construct bridges, tunnels, and other crucial
was gold to be found in Wyoming’s hills
railroad infrastructure. Along with them
and streams. Many of the richest veins are
came the “Hell on Wheels” contingent—a
now inside Sioux Nations territory. Only
sort of mobile town of suppliers, entertainers,
the most daring attempt to sneak onto
and labor who could pack everything into
their lands to pan for gold. But gold and
wagons to follow the workers putting down
other precious fundaments can be found in
the tracks.
any of Wyoming’s mountain ranges, from
the Medicine Bow range on the border of What few knew was that General Dodge,

Wyoming
Colorado, to the Bighorns near Montana, along with several other prominent Denver-
to the Absaroka Mountains stemming off Pacific directors, bow to dark masters. To
the Rockies. spread their power, he personally held a dark
ritual at every site chosen for a new town
Innumerable small towns pop up at the
along the line, consecrating it to evil. Every
site of newly-discovered seams. What starts
town platted by General Dodge has a mouth
as a cluster of panner’s shacks grows rapidly
to hell somewhere underneath its streets.
into an unplanned township with assay
What he hopes to achieve is anyone’s guess.
offices, banks, saloons, general stores, and
other necessities. This far from the more Owned by Smith & Robards, the main
“civilized” parts of the country, the law is competition for Hellstromme’s Wasatch
often toothless—if it exists at all. More often Rail Company, the route through Wyoming
than not, nature stops offering up its treasure offers an alternative to the Wasatch Rail line
and the town empties out in months, leaving to the south. Despite running a successful
behind haunted, forlorn remains. subterranean line nearby in Colorado,
Wasatch is scheming a way to take over
So far, ghost rock hasn’t turned up in
Denver-Pacific’s Wyoming Territory line,
great quantities in Wyoming. Prospectors
as their rival’s financial woes make this as
have discovered a few small veins near
good a time as any to strike. Perhaps decisive
Yellowstone and another in the mountains
action in Wyoming can be the push that ruins
west of Lewiston, but major deposits like
this old competitor for good.
the ones found in Montana or Colorado are
nowhere to be seen.
That hasn’t stopped people from flocking
GOVERNOR WILLIAM HALE
to Wyoming in search of fortune—or to take Hale began his career at the tender age of
what others found. As long as there are twenty when he was brought on as a junior
precious metals out in those hills, Wyoming attorney in the law office of Judge Crookham
Territory is a battleground. in Knoxville, Iowa, his home state. Later that
same year he passed the bar and moved to
a rural county where he opened his own
THE DENVER-PACIFIC LINE firm in partnership with his associate, Hon.
Wyoming has its own train line, a stretch of John Stone. He spent the next two decades
track owned by the Denver-Pacific company. practicing law full time, departing only for
It mostly follows the Overland Trail from a few years to serve in the Iowa House of
Denver to Deseret by way of Wyoming. The Representatives.
line provides a lifeline for the towns and
In 1882, Hale was chosen by President
communities down that way.
Chester Arthur to serve as the 4th Governor
The Denver-Pacific line was the work of of Wyoming Territory. By that point, he was
General Grenville Mellen Dodge, a former starting to suffer from chronic pain but was
Union Army officer, whom they hired for determined to carry out his gubernatorial
the monumental task of establishing a line duties. He even undertook a frantic and
through these parts. His strategy was to exhausting journey from Washington
create entire towns out in the scrublands D.C. to Yellowstone upon hearing that

177
the governor of Montana Territory intended the wind and the dust devils until the sun
to press for jurisdiction over that newly- sets once more.
DEADLANDS: THE WEIRD WEST

formed national park. This victory marked


Over three hundred ghosts “live” in
one of the greatest achievements of his
Casper, carrying on just as they did when
governorship.
they were alive. A pall of horror hangs over
Lately, Hale has become increasingly the town, making even the empty buildings
isolated due to his declining health. seem evil. The ruins are also home to dust
Without a formal announcement, rumors devils, tumblebleeds, walkin’ dead, razor
have spread across Wyoming, including roaches, and terrantulas. Other, worse things
unfounded speculation that he’s being also take up occasional residence in this
gradually poisoned, or that he was cursed hellish ghost town.
by vengeful wicasas.
Territorial Rangers keep an outpost about
ten miles away. It isn’t much more than a
stone hideout, and it rarely houses any actual
CASPER rangers, but it can serve as a safe place to
hole up when things get too hairy.
Founded 1870, Pop 0
s HELL’S HALF ACRE (page 199): A
FEAR LEVEL: 5 dangerous fugitive fled to Casper, and
someone needs to claim him before
Casper is a ghost town—but not a friendly
something else does.
one! All that remains of the once-bustling
town are several decaying city blocks of
empty, sagging buildings. Dusty wind whips OIL FIELDS
through empty streets, making an unearthly
This stretch of Wyoming Territory sits atop
howl as it passes through gaping doorways
several large oil deposits, some shallow
and window frames. Even the structures
enough that they seep directly out of the
themselves have the subtle look of agonized
ground as pools of stinking black tar. The
faces screaming mutely as they deteriorate.
Lakota and Cheyenne collected pots of it
The town was booming until the founding for various uses, including paint. Settlers
of the Sioux Nations. Panicked townsfolk, traveling the Oregon Trail knew several
cut off from the rest of Wyoming, lashed out petroleum seeps where they could gather raw
against a nearby Sioux village. In revenge, oil for liniments or lubricating wagon wheels.
enraged wicasas cursed the entire town.
A few smaller fields dot the hills near
Every man, woman, and child fell down
Casper, but the largest sites are Oil Mountain
dead where they stood.
Springs 20 miles to the west and Salt Creek
Now when the sun sets, the spirits of 40 miles to the north. In each of these places
the long-dead townsfolk walk the streets, the petroleum seeps up in much greater
completely unaware of their fate. These quantities than before, creating veritable
rowdy spirits chug from phantom bottles lakes of stinking crude. Pockets of invisible
of liquor as they ante up for another round toxic gas cause those caught in them to make
of poker in the weathered bones of the Half a Vigor check every minute of exposure
Moon Saloon. The blacksmith’s hammer or suffer Fatigue. Fields of sticky tar cut
rings as he pounds out horseshoes which movement to 1/4th the normal speed (min.
will never be worn by a mortal mare. Spectral 1”) for both pedestrians and vehicles.
ladies of the evening fan themselves on
As the Industrial Era marches on, some
the balcony of Madame Fevriér’s bordello.
nature spirits who dwell there are being
Shootouts erupts between the ghostly sheriff
corrupted into a type of supernatural entity
and gangs of dead outlaws.
known as toxic sludge spirits (see below). So
And then when the sun rises, they all far they seem to congregate in the oil fields
disappear again, leaving the streets to near Casper, but perhaps it’s only a matter of
time before they spread elsewhere.

178
TOXIC SLUDGE SPIRIT entrance to the maze-like caves close by in
case of trouble.
Sludge spirits are small, humanoid creatures
made of toxic goo. They are notoriously c BUTCH CASSIDY: See below.
mischievous and ill-tempered, taking joy in
„ HOLE-IN-THE-WALL GANG MEMBER:
trapping wanderers in an oil seep and then
Use the Gunman (Veteran) profile in
tormenting them before finishing the job.
Deadlands.
Attributes: Agility d4, Smarts d4, Spirit d8,
Strength d4, Vigor d10 c JESSE JAMES: See below.
Skills: Athletics d4, Common Knowl- c THE SUNDANCE KID: See below.

Wyoming
edge d4, Fighting d6, Notice d6,
Persuasion d8, Stealth d6, Thievery d6
Pace: 6; Parry: 5; Toughness: 8 (2) c Butch Cassidy
Special Abilities: Square-jawed Butch Cassidy is one of the
„ Armor +2: Malleable bodies. most notorious train robbers in Wyoming.
„ Claws: Str+d4. He’s also the leader of the gang known as
„ Construct: +2 to recover from Shaken, the “Wild Bunch.”
ignores 1 point of Wound penalties,
Attributes: Agility d8, Smarts d8, Spirit d6,
doesn’t breathe; immune to disease and
Strength d6, Vigor d6
poison.
Skills: Athletics d6, Common Knowledge d6,
„ Engulf: Toxic sludge spirits can hide an
Fighting d6, Gambling d6, Intimidation d8,
object that weighs up to 5 lbs. within
Notice d6, Persuasion d6, Riding d8, Shoot-
their gooey bodies.
ing d12, Stealth d8, Survival d6, Taunt d8,
„ Fast Regeneration: Toxic sludge spirits
Thievery d8
may attempt a natural healing roll every
Pace: 6; Parry: 5; Toughness: 5
round, even if Incapacitated, unless
Hindrances: Impulsive, Wanted (Major)
they’re no longer in contact with crude
Edges: Dead Shot, Marksman, Quick Draw,
oil.
Reputation
„ Size –1: Toxic sludge spirits are gener-
Gear: Colt Frontier (Range 12/24/48,
ally 2’ to 4’ tall.
Damage 2d6+1, AP 1), duster, horse.
„ Wall Walker: Sticky hands and feet
allow toxic sludge spirits to move their
full Pace on walls and ceilings.

HOLE-IN-THE-WALL
Fifty miles to the northwest of Casper
is Hole-in-the-Wall. It’s an isolated pass
through the Big Horn Mountains that’s long
been favored by criminals for its easily-
defended canyons and caves. The area is
now home to the Hole-in-the-Wall Gang,
a loose confederacy of smaller, separate
gangs including the Wild Bunch, who
share Hole-in-the-Wall as a base of
operations. Membership reads like a
Who’s Who of desperadoes, rustlers,
robbers, and outlaws which includes
Butch Cassidy, the Sundance Kid, Jesse
James, Black Jack Ketchum, Kid Curry,
and dozens more. They operate out of
six log cabins, practically a ranch in its
own right, complete with livery, stables,
and areas for livestock. There’s even an

179
c Jesse James CHEYENNE
The outlaw Jesse James was famously shot
DEADLANDS: THE WEIRD WEST

in the back by Robert Ford while hanging a


Founded 1867, Pop 5,000
picture. Most don’t know that he’s returned
as a Harrowed. FEAR LEVEL: 3

Attributes: Agility d8, Smarts d6, Spirit d8, The territorial capital, Cheyenne, was a
Strength d6, Vigor d12 railroad city since its conception, platted by
Skills: Athletics d8, Common Knowledge d6, General Grenville Dodge to serve as home
Fighting d8, Gambling d8, Intimidation d8, to Denver-Pacific’s Territory of Wyoming
Notice d6, Persuasion d8, Riding d8, Shoot- office. As workers flowed in, the city grew
ing d12, Stealth d4, Taunt d6 so fast it earned the nickname “Magic City
Pace: 6; Parry: 6; Toughness: 8 of the Plains.”
Hindrances: Arrogant, Bloodthirsty, Thin
This area was ideal for ranching, and
Skinned (Minor), Wanted (Major)
Cheyenne is now home to several millionaire
Edges: Dodge (Imp), Marksman, Quick Draw,
cattle barons who wield outsized influence.
Spook, Supernatural Attribute (Vigor)
While not as despotic as the Cattlemen’s
Gear: Bowie knife (Str+d4+1), Colt Peace-
Association up north in Liberty, Montana,
maker (Range 12/24/48, Damage 2d6+1,
the local barons throw their weight around in
AP 1), duster, horse.
local politics. They also serve as the backbone
Special Abilities:
of Cheyenne’s economy.
• Harrowed: Must eat a pound of meat per
day; sleeps 1d6 hours each night; only a Considered one of the wealthiest cities in
head-shot can kill; other “death” only lasts the world per capita, Cheyenne enjoys many
1d6 days. of the trappings of much larger cities Back
• Undead: +2 Toughness; +2 to recover from East, like an opera house and electricity. The
Shaken; ignore 1 point of Wound modifiers; mansions along Millionaire’s Row would
Called Shots do no extra damage; doesn’t be right at home in Manhattan. Yet, despite
breathe; immune to disease and poison. these niceties, most of Cheyenne is still
rough-and-tumble, with rows of boisterous
c The Sundance Kid saloons, brothels, and dancehalls scattered
throughout its downtown core.
Mustachioed Harry Longabaugh, better
known as “The Sundance Kid,” is the quieter Mayor Homer Smalls has a particular
half of the duo he formed with his friend, fascination for hucksters which teeters
Butch Cassidy. He’s also a member of the between admiration and distrust. He makes
“Wild Bunch.” a considerable effort to meet any who come
through town and instructs his assistants
Attributes: Agility d8, Smarts d6, Spirit d6,
to track their whereabouts. Sheriff Thomas
Strength d8, Vigor d8
“Deadshot” Kennedy doesn’t share the
Skills: Athletics d8, Common Knowledge d4,
mayor’s interest in magic and considers any
Fighting d8, Gambling d8, Intimidation d8,
hexing, hoodoo, or witchery the mark of a
Notice d6, Persuasion d4, Riding d6, Shoot-
surefire criminal.
ing d12, Stealth d6, Survival d6, Taunt d6,
Thievery d8 Travelers in need of a place to hang their
Pace: 6; Parry: 6; Toughness: 6 hat can get a comfortable bed at Dyer’s
Hindrances: Heavy Sleeper, Suspicious Hotel for $1 and enjoy gambling or drinking
(Minor), Wanted (Major) downstairs until midnight. Those with
Edges: Alertness, Dead Shot, Duelist, Fan the more expensive tastes are directed to the
Hammer, Quick, Reputation Metropolitan, Cheyenne’s finest hotel, which
Gear: Colt Peacemaker (Range 12/24/48, has deluxe rooms and sumptuous meals in
Damage 2d6+1, AP 1), leather jacket, horse. the common area for $5 a night.
c MAYOR SMALLS: Use the Townsfolk
profile in Deadlands, but he’s a Wild Card.

180
„ SHERIFF KENNEDY: Use the Lawman and other prime locations in and around
profile on page 120, but give him the Wyoming Territory. Anything you might
Elderly Hindrance and the Trademark need delivering is fair game—messages, gold
Weapon (Winchester ‘73) Edge. bullion, ghost rock, priceless artifacts, even
VIPs who are afraid for their safety—for the
s WHEN HELL COMES CALLING (page 205): right price.
General Grenville Dodge’s plan is falling
into place, and it all starts in Cheyenne. A one-way ticket costs a whopping 30¢ per
mile, or double that if heading across Sioux
Nations. But for their money, customers get
THE CHEYENNE CLUB a reliable crew of sharpshooters, hucksters,

Wyoming
Located just a couple of blocks east of and ex-soldiers who ride all the way to the
downtown, this huge brick Victorian destination and protect the contents with
building is home to Cheyenne’s most their very lives. They also get Huang’s
exclusive club for the town’s monied elite, undead horses, who never tire or need
government officials, cattle barons, and other feeding. Sure, he keeps them hidden beneath
local luminaries. The lavish interior of the leather “barding” and patches or paints over
club has smoking rooms, billiards, a dining any holes that develop, but get too near and
hall, and an extensive library. The building you’ll definitely smell ‘em.
is warmed by central heating and has electric
Thanks to his somewhat corrupt ingenuity,
lights as well as three elevators. Several
Huang’s stage can double the distance of
private apartments for members and guests
the ordinary stage line, traveling around
occupy the upper floor. Strictly-enforced
200 miles a day. That’s fast enough to
rules against violence, profanity, gambling,
reach Deadwood in 24 hours. Every coach
and excessive drunkenness ensure the place
is heavily armored, giving it Toughness 12
remains dignified.
(4), and can accommodate 3,000 pounds of
The club’s inner circle also knows about a passengers and/or cargo. It has a swivel-
network of caves under the building. That’s mounted Gatling gun on the top and a state-
where the club’s president, Mathias Teague, of-the-art shock absorption system which
leads services to a manitou named Xorzanaz allows it to ignore 1 point of Difficult Ground.
that resides inside an ebon skull resting on a
HUANG WI-ZHE: See below.
pedestal. Xorzanaz was a bone fiend that was c
nearly destroyed by a meddlesome posse, its c PRAIRIE STAGE ASSISTANTS: Use the
skull spirited away before it could reform Gunman profile in Deadlands.
the rest of its body. If the skull is held over
„ UNDEAD HORSES (4): See below.
a pile of bones, Xorzanaz will quickly form
itself into a new bone fiend! It hopes to use
the Cheyenne Club’s inner circle to rebuild
its body and nurture a cult built around
c Huang Wi-Zhe
Eagle-eyed Huang prefers unassuming
its worship.
work clothes, but is known for his signature
c MATHIAS TEAGUE: Use the Cult Leader “Mountie” hat.
profile in Deadlands.
Attributes: Agility d8, Smarts d6, Spirit d6,
„ CHEYENNE CLUB MEMBERS: Use the Strength d6, Vigor d8
Cultist profile in Deadlands. Skills: Athletics d4, Common Knowl-
edge d6, Fighting d6, Notice d10,
Persuasion d6, Riding d12+1, Shooting d8,
PRAIRIE STAGE Stealth d6, Trade d8
This elite armored stagecoach line is owned Pace: 6; Parry: 5; Toughness: 6
and operated by a Chinese man named Hindrances: Stubborn
Huang Wei-Zhe. From his station in north Edges: Born in the Saddle, Steady Hands
Cheyenne, Huang and his assistants make Gear: Winchester ‘76 (Range 24/48/96,
express runs to Denver, Billings, South Damage 2d8, AP 2), sawed-off dou-
Pass, Dodge, the City O’ Gloom, Deadwood, ble-barrel shotgun (Range 5/10/20,

181
Damage 1–3d6), knife (Str+d4), stagecoach, accounts claimed the things had skin as
chaps, lantern, mess kit, rope (20 yards), tough as rock and carried bizarre artifacts
DEADLANDS: THE WEIRD WEST

shovel, standard watch. capable of melting flesh or twisting minds.


Even stranger beasts patrolled the base of
UNDEAD HORSE the tower as if guarding it. The “mountain
devils” are the descendants of extraterrestrial
These eerie horses are nothing but bones
visitors who landed in this area eons ago,
and rotting flesh, hidden beneath leather
ruled as gods over the nearby human tribes,
barding and often perfumed to hide their
then left Earth once more. During their time
sickening stench.
they experimented with humans and other
Attributes: Agility d8, Smarts d4 (A), animals, creating wretched crossbreeds (see
Spirit d6, Strength d12, Vigor d8 below) without the sagacity of their creators.
Skills: Athletics d8, Fighting d4, Notice d6
When the visitors eventually departed,
Pace: 12; Parry: 4; Toughness: 10
they left the crossbreeds in charge until their
Edges: Fleet-Footed.
return. Things eventually fell apart, with
Special Abilities:
violent uprisings wiping out the crossbreeds
„ Fearless: Immune to Fear and
until only the ones hiding inside Devils
Intimidation.
Tower remained. Over the centuries the
„ Kick: Str.
descendants have built an extensive hive of
„ Size 2: Undead horses are the same size
tunnels and chambers inside the mountain.
as their living counterparts.
Time hasn’t been kind to these beings, and
„ Undead: +2 Toughness; +2 to recover
the presence of the portal to the Hunting
from Shaken; ignore 1 point of Wound
Grounds has only made things worse.
modifiers; Called Shots do no extra
They’re devolved, deranged, and dangerous.
damage; doesn’t breathe; immune to
disease and poison. The presence of this otherworldly tech has
formed a “bubble” around the mountain
which is safe from the Sioux Nations’s
s THE ROCK SPRINGS RUN (page 201):
technology-muting effects.
Huang needs a team of assistants to help
him deliver a very special passenger. The warlord Kang traveled to Devils
Tower, claiming upon his return that he’d
destroyed the paha wakansica, when in truth
DEVILS TOWER he’d only made a pact with them. The Sioux
were so pleased with his reported feat that
they permitted him to build his Iron Dragon
FEAR LEVEL: 4
railroad through Sioux Nations lands. To
Out in the Black Hills of northeastern further hide the truth, Kang keeps a company
Wyoming Territory is Devils Tower, an of guards near the tower with orders to
immense pillar of rock standing over 800 feet prevent anyone from getting in—and the
high and measuring 1,000 feet in diameter at strange creatures from getting out.
its base. To the Sioux, who call it mateo tepee
For more information on Devils Tower, see
or “Lodge of the Grizzly,” Devils Tower
the epic Deadlands campaign The Last Sons.
has always been a sacred place. After the
Reckoning its power became undeniable.
It’s one of the places where the veil between FOLK CROSSBREED
our world and the Hunting Grounds is at
A folk crossbreed has green, scaly skin
its thinnest. Those who seek power through
like a lizard’s, black eyes, needle-like teeth,
dark rituals can exploit the energy around
and long, sharp talons on its hands. All in
Devils Tower to empower their incantations.
all, these buggers look like a cross between
Some years back, local Sioux began to claim an alligator and a hairless ape. They stink
the natural pillar was home to gray-skinned to high heaven, too. While this might give
creatures they called paha wakansica them away in polite company, inside Devil’s
or “mountain devils.” Survivor Tower everything stinks to high heaven.

182
Attributes: Agility d8, Smarts d4, Spirit d8, Pace: 6; Parry: 7; Toughness: 9 (2)
Strength d8, Vigor d8 Edges: Block, Dodge
Skills: Athletics d8, Fighting d8, Notice d6, Special Abilities:
Stealth d8 „ Armor +2: The tough reptilian skin of a
Pace: 6; Parry: 6; Toughness: 6 (1) crossbreed protects it from damage.
Special Abilities: „ Claws: Str+d8, AP 2.
„ Armor +1: The tough reptilian skin of a „ Fear: The sight of a crossbreed provokes
crossbreed protects it from damage. a Fear check.
„ Claws: Str+d6. „ Infravision: Crossbreeds halve the pen-
„ Fear: The sight of a crossbreed provokes alties for darkness.

Wyoming
a Fear check.
„ Infravision: Crossbreeds halve the pen- MUTATED SOLDIER CROSSBREED
alties for darkness.
Like others of their race, mutated soldiers are
„ Size –1: A folk crossbreed stands three
reptilian creatures with taloned hands and
to five feet tall and weighs about 150
needle-like teeth. Experiments and injections
pounds.
of “dark extracts” have turned them into
nearly mindless killing machines. They obey
SOLDIER CROSSBREED their general’s every order without hesitation.
A soldier crossbreed stands about five-
Attributes: Agility d8, Smarts d6 (A),
and-a-half feet tall and weighs 200 pounds.
Spirit d8, Strength d12, Vigor d12
Like others of their race, they are reptilian
Skills: Athletics d12, Fighting d10, Intimida-
creatures with taloned hands and needle-
tion d8, Notice d8, Stealth d6
like teeth.
Pace: 6; Parry: 7; Toughness: 13 (3)
Attributes: Agility d10, Smarts d4, Spirit d8, Edges: Frenzy (Imp)
Strength d10, Vigor d10 Special Abilities:
Skills: Athletics d10, Fighting d8, Intimida-
tion d8, Notice d6, Stealth d10

183
„ Armor +3: The tough reptilian skin of a THE GHOST TRAIN
crossbreed protects it from damage.
Nobody knows where this thing comes
DEADLANDS: THE WEIRD WEST

„ Claws: Str+d8, AP 2.
from or where it goes, but every few weeks
„ Fear: The sight of a crossbreed provokes
a shrieking whistle echoes across the hills
a Fear check.
late at night. Townsfolk know to bring in
„ Fearless: Mutant soldiers are immune to
the dog and latch the shutters. The train,
Fear and Intimidation.
wreathed in wisps of spectral green steam,
„ Infravision: Crossbreeds halve the pen-
barrels through town without slowing down.
alties for darkness.
Anyone who lays eyes on the spectacle is
„ Size +2: A mutated soldier crossbreed
found dead several days later. Local rumor
stands about seven feet tall and weighs
says they now ride for eternity in one of the
300 pounds.
train’s passenger cars.
s HEAR THAT WHISTLE A-BLOWIN’ (page
EVANSTON 197): The Sheriff decides it’s high time
to look into this mystery, but just in case
Founded 1868, Pop 1,400 there’s any truth to the rumors, he needs
some out-of-towners to do the looking.
FEAR LEVEL: 3

The county seat for Wyoming’s southwestern


Uinta county, Evanston is a railroad town GRAND TETONS
platted by Denver-Pacific’s General Grenville
Dodge, who founded Cheyenne in the same FEAR LEVEL: 5
way just a year prior. For local miners and
ranchers alike, the arrival of the railroad This spectacular mountain range is part
marked a significant advancement in of the Rockies and extends 40 miles from
business and led to Evanston’s rapid growth. Yellowstone to the Jackson Hole valley. Once
a popular hunting area for Crow, Blackfeet,
Denver-Pacific considers Evanston a
Shoshoni, and other tribes, it’s now home
critical part of its infrastructure. The City O’
only to the cruel or desperate. What few
Gloom is less than a hundred miles from here,
active mining camps or small towns remain
so this southern Wyoming line poses a juicy
are miserable places where folks glare at
target to rivals. Wasatch Rail has already
one another suspiciously and prospectors
begun maneuvering for a possible hostile
commit murder over the smallest nugget of
takeover. At stake are numerous Denver-
impure gold.
Pacific warehouses, offices, train yards, and
a huge stone roundhouse for engine repairs. A pervasive aura of ferocity blankets these
mountains. From afar they look like a row
Sheriff J.J. LeCain has an office in the
of serrated fangs and up close the forests
county courthouse downtown where he
seem unnaturally dense and alive. Every
can keep the usual rowdiness under some
creature, no matter how small or meek, is
level of control. A small Chinese worker
hostile against those not of its kind. Birds
community of 250 souls makes its home on
swoop unexpectedly at riders along trails,
Denver-Pacific land just north of the tracks.
squirrels screech aggressively from the trees,
They also reside at a Shoshone camp in the
and natural predators are even more bold
hills outside of town temporarily during
and violent. This savagery isn’t just confined
their yearly summer migration.
to animals, either. Anyone who ventures to
For more information on Evanston and the Grand Tetons feels themselves becoming
other locations in Uinta County see the more antagonistic and quick to anger. They
Horror at Headstone Hill campaign set. temporarily gain the Mean Hindrance and
the Berserk Edge, if they didn’t already
c SHERIFF J.J. LECAIN: Use the Lawman possess them. Both fade away as the sufferer
profile on page 120.
leaves the affected area.

184
The high slopes are a nightmare of Without silvered weapons, neither side can
moaning winds that threaten to hurl climbers eliminate the other, so they have turned to
to their deaths and whip the snow up into a outsiders to tip the scales.
blinding sideways storm that hides walkin’
KOHANA: Use the Indian Warrior profile
dead or even worse horrors. Avalanches c
in Deadlands, but he’s a Wild Card.
of snow or boulders routinely thunder
down mountain slopes. Below the treeline, „ RAVENITES: Use the Indian Warrior
the twisted forests are home to carcajou, profile in Deadlands.
catamounts, dread wolves, and pit wasps.
TOOTH AND CLAW (page 203): A
Old abandoned mining settlements creak s
representative of Hoddle Creek seeks

Wyoming
ominously in the trees.
help defeating the Ravenites. Their
Along the southern slope of Buck Mountain, intention is to “recruit” the saviors to the
a patchwork man has taken up residence in cause.
an old, leaning barn. Following the death of
its creator, it wandered across the steppes
of Wyoming, leaving a trail of dead in its INDEPENDENCE ROCK
wake and has been subsequently hunted
by lawmen and vigilantes ever since. It’s FEAR LEVEL:
0
creating a macabre “museum of death” in the
barn, using the mangled parts of everyone This singular rock formation lies deep inside
who comes looking for trouble—or who Sioux Nations land. It’s impossible to miss,
happens along the trails near the mountain. rising 130 feet above the flat landscape and
measuring 850 wide by nearly 2,000 feet long.
It was once a landmark along the Oregon
HEART OF THE WOLF Trail where pioneers marked their progress.
Drawn by stories of the potent natural The Sweetwater River, flowing just past the
power here, a group of Ravenites led by a rock’s southern end, was ideal for fishing
warrior named Kohana came out to the and refreshing water supplies. Remnants
Grand Tetons looking for a way to claim left behind by the wagon trains still litter
some of that energy for themselves. They the grassy fields all around. Many names
believed the secret to domination could be scratched into the rock’s base still survive
found there, perhaps in the hands of nature decades later.
spirits or whatever wild manitous held sway
In contrast with all the fear and desolation
over these crags. Not long after their arrival,
in the Weird West, Independence Rock is
they encountered a werewolf and subdued
a place of peace and reflection, possibly
it after a brutal fight. Kohana recognized
the result of the collective hopes of those
an opportunity and ordered all twelve of
thousands who camped here over the years
his surviving Ravenites to consume part of
during their journey. The rock itself and a
its heart in a profane ritual. Every member
zone stretching for 100 yards in all directions
became a werewolf—they’d succeeded in
have a Fear rating of zero.
their quest to become more powerful.
That being said, the local Lakota consider
They didn’t know the werewolf was a
the rock sacred and don’t permit outsiders
member of an already-established pack
to camp there. They’re open to bargaining
of werecritters in the tiny mining town of
or dispensation, but even then stays are
Hoddle Creek. Everyone in town belongs
limited to a single night and day. After that,
to an apocalyptic church dedicated to the
the strangers must move on. Settlers who’ve
idea that shapeshifters are the natural lords
tried to violate this rule in the past soon
of humanity. They plan to turn the Grand
regretted it.
Tetons into a holy land for their kind before
spreading lycanthropy across the world. „ LAKOTA GUARDIANS: Use the Indian
Warrior profile in Deadlands.
The Hoddle Creek werecritters and the
Ravenites are now locked in a bloody feud.

185
FERRIS AND SAN PEDRO who escaped the Hunting Grounds in the
days before the Old Ones sealed them shut.
MOUNTAINS
DEADLANDS: THE WEIRD WEST

During the Reckoning their jealousy of the


About 15 miles south and east of “big people” has grown to pure hatred.
Independence Rock are the Ferris and
Nimerigar look like diminutive Indian
San Pedro Mountains, a range of stunted,
warriors with unnaturally contorted, evil
rocky hills which are the home of a race of
faces and pale glowing eyes. Their tiny
tiny, vicious people called the Nimerigar
bows fire poison-tipped arrows, and they’ve
(see below).
learned to target humans’ weak spots.
They dwell in an astonishing network of Nimerigar always mummify their dead if
caverns that riddle the mountains. Aside possible; a rare few of these mummies rise
from large common areas, these passages are as abominations in their own right.
so small a regular human must crawl through
Attributes: Agility d10, Smarts d8, Spirit d10,
them on hands and knees. The mountains are
Strength d4–2, Vigor d8
rich with gold, and in some cases, the veins
Skills: Athletics d10, Fighting d6, Notice d8,
are so pure they gleam by lamplight in the
Persuasion d4, Shooting d8, Stealth d10
Nimerigar’s cathedral-like central chambers.
Pace: 8; Parry: 5; Toughness: 3
Anyone who’s tried to establish a mine here
Edges: Danger Sense, Fleet-Footed, Giant
has been horrifically mauled by swarms of
Killer
the tiny people who don’t even leave behind
Gear: Bow (Range 12/24/48, Damage 2d4),
the bones of their victims.
12 arrows, knife (Str+d4).
Special Abilities:
NIMERIGAR „ Low Light Vision: Nimerigar ignore
Dim and Dark Illumination Penalties.
Indians tell tales of “little people,” the most
„ Poison (–2): Nimerigar arrows are laced
common nature spirits, which look like small,
with Lethal Poison (–2). Failure on a
delicate humans and are generally helpful.
Vigor roll means the victim is Stunned,
But Shoshone shamans also tell stories of
takes a Wound (two on a Critical
the nimerigar, a violent tribe of little people
Failure), and perishes in 2d6 rounds.
„ Second Life: Nimerigar “cheated” to
escape the Hunting Grounds by binding
their spirit forms into unliving flesh.
When a nimerigar is killed, it rises from
its shell in 2d6 rounds in ghostly form,
with the Ethereal Special Ability. If the
ghostly form is destroyed, the nimerigar
is forever dead.
„ Size –3 (Very Small): Nimerigar stand
about 18 inches tall and weigh 12 lbs.
„ Vanish: When nimerigar are startled,
they can vanish as a free action. This
works like the teleport power, but uses
Spirit as the arcane skill, costs no Power
Points, and can’t be modified.

LARAMIE
Founded 1865, Pop 3,000
FEAR LEVEL: 3

Like many small towns in southern Wyoming


Territory, Laramie (not to be confused with

186
Fort Laramie, a small town to the northeast eponymous saloon. McDaniels is a former
inside the Sioux Nations) was established carnival entertainer who dabbles in weird
by the ubiquitous General Grenville Dodge. science to create his signature clockwork
While not as large as Cheyenne, Laramie “mech-animals.” They are tireless and
has its own charms. The Excelsior Bed & compaint-free employees who need only
Breakfast’s room come with fine dining and the occasional repairs, so he uses them as
a hot bath for $3.50 per night. staff at his saloon. He also owns the Laramie
Theater next door, where for 5¢ per show the
Laramie is also home to the Wyoming
curious can watch his mech-animals perform
Stock Growers Association, whose influence
abridged versions of Shakespeare plays.
covers most of southeastern Wyoming. They

Wyoming
meet at the Cattlemen’s Club, the former c JAMES MCDANIEL: See below.
residence of Grenville Dodge himself, now
„ MECH-ANIMAL: See below.
converted into a clubhouse in the fashion of
the lodges Back East. There, cattle barons can
enjoy expensive imported wine, exclusive
meeting rooms, and a private chef as they
c James McDaniel
James still has the showman’s flair for
hammer out backroom deals.
exaggeration, but is jumpy and distracted.
„ CATTLE BARON: Use the Townsfolk He usually wears a leather apron over his
profile in Deadlands. plain clothes.
„ MAYOR ERNEST SMITH: Use the Attributes: Agility d6, Smarts d10, Spirit d6,
Townsfolk profile in Deadlands. Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common
„ SHERIFF JOHN “SCOUT” RABE: Use the
Knowledge d8, Driving d6, Notice d8,
Lawman profile on page 120.
Persuasion d6, Repair d8, Science d8, Shoot-
s IF THE SHOE FITS (page 200): A wealthy ing d6, Stealth d4, Weird Science d10
benefactor has an odd, yet well-paying, Pace: 6; Parry: 2; Toughness: 5
job. He wants the posse to steal a pair of Hindrances: Curious, Mild Mannered, Quirk
shoes from a doctor in nearby Rawlins. (Constantly Exaggerates)
Edges: Arcane Background (Mad Scientist),
Gadgeteer
HUE & CRY Powers: Boost/lower Trait (personal energy
The local newspaper, the Hue & Cry, is run field amplifier/inhibitor), puppet (psycho-
by Editor Silas Milford. With his sole beat genic governor). Power Points: 25
reporter, Wallace Cassandrell, Milford covers Gear: Gadgets, lab coat, goggles, tool kit.
everything from local politics to weather
predictions pulled directly from the Farmer’s MECH-ANIMAL
Almanac. The most popular section of the
Without any will or conscious of their own,
newspaper, by far, is the gossip column.
these clockwork people simply obey James
Milford’s two-room shop downtown also
McDaniel’s orders.
contains a printing press and a corkboard
covered in rumors and sightings of the Attributes: Agility d4, Smarts d4, Spirit d4,
supernatural, a topic he doesn’t mention in Strength d6, Vigor d4
the paper. He leaves that to The Tombstone Skills: Athletics d6, Fighting d4, Notice d4,
Epitaph, which arrives every Sunday. Shooting d4, Stealth d4
Pace: 4; Parry: 4; Toughness: 4
„ SILAS MILFORD: Use the Townsfolk
Special Abilities:
profile in Deadlands.
„ Construct: +2 to recover from being
Shaken; ignore 1 point of Wound penal-
MCDANIEL'S SALOON ties; doesn’t breathe, immune to poison
and disease.
Like any other frontier town, Laramie has
„ Fearless: Immune to fear and
its share of watering holes, but the most
Intimidation.
noteworthy is Professor James McDaniel’s

187
THIRD BAPTIST CHURCH OF „ Fear: Hellscorchers provoke an immedi-
ate Fear check.
FREEDOM
DEADLANDS: THE WEIRD WEST

„ Fiery Bite: Str+d8. Targets Shaken or


Laramie’s most influential church is also the Wounded by a Hellscorcher may catch
site of a peculiar recurring curse. The site is fire.
a sanctified, ordinarily quiet church where „ Hellfire: Hellscorchers are surrounded
Pastor Hawson holds regular services. Be by a corona of radiant heat. At the end
that as it may, 13 minutes past midnight on of its turn, all adjacent beings take 2d6
every 13th night, the church and its grounds damage and may catch fire.
slip into a Hellish part of the Hunting „ Immunity: Hellscorchers are immune
Grounds where it’s assailed by hellscorchers to fire and heat-based attacks, including
(see below). This lasts only 13 minutes and most explosions.
then the church reappears at its old site. „ Night Vision: Hellscorchers ignore pen-
alties for Illumination.
Pastor Hawson has grown weary of the
„ Size –1: Hellscorchers stand about four
battle but is unwilling to cede the church to
feet tall.
the forces of evil. What he doesn’t know is
„ Weakness (Water): Water splashed on
that General Dodge once performed a dark
a hellscorcher does 2d10 damage and
rite at this location before the town was even
douses its flame until it can limp back
platted, and now the unlucky church is in
to hell. If a hellscorcher is submerged in
hell’s cross-hairs.
water it’s killed instantly.
c PASTOR HAWSON: Use the Blessed profile
in Deadlands.
MEDICINE WHEEL
HELLSCORCHER FEAR LEVEL: 3
These four-foot-tall creatures have scaly red
High atop Medicine Mountain in the
skin that’s constantly wreathed in fire and a
Bighorns is a site called Medicine Wheel, a
drooling maw filled with needle-like teeth.
great stone circle considered sacred to many
Attributes: Agility d10, Smarts d6, Spirit d8, tribes throughout the Plains. Constructed of
Strength d8, Vigor d8 head-sized white limestone tablets arranged
Skills: Athletics d8, Fighting d10, Notice d8, on the ground, the circle measures 80 ft across
Stealth d8, Survival d8 and features six circular cairns around the
Pace: 8; Parry: 7; Toughness: 5 outside and 28 “spokes” radiating outward
Edges: Frenzy (Imp) from a 10-foot cairn in the center. The circle is
Special Abilities: perched at an altitude of 9,600 feet on a rocky
„ Claws: Str+d6. bluff near the summit of Medicine Mountain.
The origin of Medicine Wheel is unknown.
None of the local tribes had a hand in
building it and the Crow say it was
already there when they first arrived. It
lies outside the boundaries of the Sioux
Nations but is generally considered
part of their claim. Even enemy tribes
are permitted access to Medicine
Wheel if they first negotiate
passage with the wicasas.
The Cheyenne have solemnly
assumed responsibility for
keeping the circle intact by
replacing any stones that
shift due to weather, erosion,
or human interference.

188
Local tribes have always recognized the tumblebleeds, knife grass, and dusters are
natural healing power of this place. Many common. Venomous snakes also lurk in the
come here seeking visions. The entire area, grass. And those are the nice critters. Dust
not just the wheel itself, is infused with devils dwell in the Killpecker Sand Dunes
great power. Anywhere on the slopes of the and night haunts search the scrublands for
mountain, arcane casters gain a +2 bonus prey. Travelers trying to follow what remains
when attempting to cast the powers arcane of the Overland Trail have even reported
protection, banish, divination, healing, numb, seeing massive scorpions (see below) the size
protection, relief, or resurrection. In addition, of covered wagons.
these powers cost half (rounded up) the

Wyoming
normal amount of Power Points.
GIANT SCORPION
The great wheel itself is an inactive portal
Truly monstrous in size and decidedly mean
to the Hunting Grounds. A shaman who is
in spirit, giant scorpions are fearless. They
given directions by an elder or a spirit may
kill and eat any living thing they come across.
open the portal by spending the Power
Points without needing to learn the open Attributes: Agility d10, Smarts d4 (A),
portal power (see Deadlands Companion). Spirit d4, Strength d12+4, Vigor d8
Skills: Athletics d8, Fighting d10, Intimida-
tion d6, Notice d6, Stealth d8
RED DESERT Pace: 8; Parry: 7; Toughness: 15 (4)
Special Abilities:
„ Ambush: Giant scorpions bury them-
FEAR LEVEL: 4
selves under sand, loose dirt, or debris
The southern central portion of Wyoming to lie in wait for prey. When in such a
Territory is a vast stretch of dry gullies position and unmoving, opponents
and windswept desert steppes. It covers suffer a –4 penalty to Notice rolls for
hundreds of square miles from the border of Surprise.
Colorado to South Pass City, and from the „ Armor +4: Thick carapace.
Green River to the Platte River. While the „ Claws: Str+d8. A giant scorpion typi-
true Red Desert is only part of this expanse, cally uses its claws to Grapple a victim,
locals have taken to calling the whole thing then follows up with a jab of the stinger
by that name, on account of the rust-colored (+2 against Grappled enemies).
rocks found throughout the region. „ Fearless: Giant scorpions are immune to
Fear and Intimidation.
The Oregon Trail steers around the
„ Size +5 (Large): Giant scorpions are as
northern edge of this place, while the little-
large as wagons.
used Overland Trail clings to the southern
„ Sting: Str+d4. Anyone Shaken or
edge. The Denver-Pacific railroad cuts right
Wounded by the scorpion’s stinger must
through the desert’s heart, giving birth to a
make a Vigor roll at –2 or be paralyzed
few struggling railroad towns and permitting
for d4+1 rounds.
some of the more adventurous ranchers to
attempt raising cattle out this way.
WASHAKIE PLATEAU
This area is a high-altitude desert, so
This massive diamond-shaped geologic
it isn’t as brutally hot as the Mojave or
feature rises out of the southeastern stretch
Sonoran deserts, but rain is infrequent and
of the Red Desert. Standing 300 feet tall, the
life is harsh. The dry ground is barely fertile
plateau is surrounded on all sides by time-
and sagebrush grows as far as the eye can
worn escarpments. Settlers have made a few
see. In some places, such as the Killpecker
attempts to make a living up here but fell
dune fields, not even hardy grasses can get
victim to giant rattlers and their numerous
a toehold.
young. The only remnants of their ranching
As unforgiving as this land can be, since
the Reckoning it has become downright
hellish. Jackalopes, prairie ticks, terrantulas,

189
or mining aspirations are the occasional The dune field is slashed like a scar across
cluster of half-collapsed, weathered shacks. this part of the steppes, bordered to the
DEADLANDS: THE WEIRD WEST

north by the elevated peaks of Steamboat


Members of the Merciful Redemption
Rim and to the south by the northern White
Church of Bethlehem have followed their
Mountains. Breaking up the monotonous
charismatic young pastor, Josiah Mitchell, to
dun-colored dunes is a jagged mesa called
the Red Desert in search of a new place for
the Boar’s Tusk, a source of evil magic.
their church. Here they created their own
town, New Bethlehem, and opened their Recently, reports tell of withered,
own mine in a hill just outside the settlement. desiccated zombies (see Savage Worlds)
Josiah believes the plateau is rich with gold, clawing their way out of the sands of the
planted there as a reward for their faith. Killpecker Dunes. No one knows whether
They just need to show their gratitude by they’re the remnants of pioneers lost in the
digging it up. dunes decades ago or if they were simply
spawned by the desert themselves. A few
The troubles began not long after. A
terrified eyewitnesses say sand continuously
prospector turned up chewed in half.
pours out of their gaping mouths and
Livestock went missing from their pens,
eye sockets.
with only upturned earth to hint at their fate.
Miners vanished in the tunnels. They’re the dark creation of a particularly
fierce manitou named Shemudus who has
Turns out this plateau is the home of a
taken control of a bone fiend. He’s now holed
particularly cunning rattler brood mother.
up in a cave inside the Boar’s Tooth.
Awakened from dormancy by all the
commotion, she lurks beneath the town and c SHEMEDUS: Use the Bone Fiend profile
uses her young to selectively target the living. in Deadlands.
She doesn’t want them gone—she views
„ DUNE MUMMIES: Use the Zombie profile
these humans and their animals as her own
in Savage Worlds with Fear –2.
larder. Anyone who tries to leave is corralled
back toward the town.
The brood mother and Josiah met face-to-
ROCK SPRINGS
face a few weeks back, and since then he’s The largest settlement in the Red Desert is
found a new god. He’s actively sculpting his Rock Springs, a coal-mining town which,
services to incorporate the rattlers, which he were it not for the Denver-Pacific railroad
claims are divine beings. would’ve been a ghost town long ago.
Counting the coal miners who inhabit
c JOSIAH MITCHELL: Use the Cult Leader miserable shacks in the dusty hills all around
profile in Deadlands.
town, a total of 500 souls live here. Most
„ BETHLEHEM TOWNSFOLK: Use the rent one-room houses or reside temporarily
Cultist profile in Deadlands. in boarding rooms. The rail line cuts right
down the center of Main Street. New arrivals
„ PIETY BRADSHAW: Use the Cowboy
disembark at the depot in the dead center
(Veteran) profile in Deadlands.
of town. Trains passing through rattle the
s WATCH YER STEP! (page 204): What windows—and everyone’s nerves.
first appears to be a town threatened by
At the Sweetwater Saloon, visitors can get
rattlers turns into a trap for the posse.
a basic room for $1 and a glass of dubious
whiskey for 25¢. Rock Springs Sundries sells
KILLPECKER DUNE FIELDS guns and ammunition in addition to general
goods. They also run a livery business out
Out on the western reach of the Red Desert
back. The only church in town is owned by
is a 55-mile-long stretch of wind-driven,
the fiery, aggressive Reverend Eli Rouse,
scalloped sand dunes. The dunes can reach
whose hatred for sinners borders on the
heights of 50 feet and after rare bouts of rain
psychopathic.
or snow, small temporary ponds form
in the troughs between them.

190
Wyoming
Star Coal is a coal mining concern based in years, Sheridan has worked hard to become a
the nearby town of Green River. It brought shining example of prosperity through peace.
in over 150 Chinese workers a few months
It hasn’t been easy. This entire area suffers
ago after a general strike laid off all the white
from a bloody history of conflict between
workers. They happily pay the Chinese
white migrants, native tribes, and the U.S.
lower wages for their labor. Anti-Chinese
Army. At the heart of all this conflict is
resentment among townsfolk has grown
the Bozeman Trail. Seeking a faster, easier,
from a rumble into a roar, and some believe
and more resource-rich trail to connect the
it might soon erupt into violence.
Oregon Trail to Montana Territory, John
c REVEREND ROUSE: Use the Blessed profile Bozeman and John Jacobs chose a trail that
in Deadlands, but he’s a Wild Card. cut right through Lakota and Arapaho
territory. Doing so was a direct violation of
„ CHINESE WORKERS: Use the Townsfolk
the 1851 Fort Laramie Treaty. Local Indians
profile in Deadlands.
cautiously tolerated the first trail riders, but
more and more migrants came, using up
resources and starting fights with the Indians.
SHERIDAN
Pressured to step in, the U.S. Army
established three forts along the trail in
Founded 1864, Pop 5,500
Montana Territory: Fort Reno, Fort Phil
FEAR LEVEL: 2 Kearny, and Fort C.F. It only served to
ramp up the conflict and led to Lakota and
The isolated town of Sheridan is the last stop
Cheyenne war parties attacking Fort Kearny
for folks heading north out of Wyoming
and Fort Smith in two pitched battles called
Territory. Located on the Bozeman Trail just
the Hayfield Fight and the Wagon Box Fight.
a dozen miles from the Montana Territory
A new version of the Fort Laramie Treaty
border, it’s kept alive by local ranchers,
called for the abandonment of all three
travelers, and an almost endless supply of
Bozeman Trail forts. Those battlefields
gold-thirsty prospectors. For the last few

191
are now haunted by walkin’ dead, gloms, c MAYOR CAMERON: Use the Townsfolk
ghouls, mourning mists, and other horrors. profile in Deadlands, but he’s a Wild Card.
DEADLANDS: THE WEIRD WEST

The charred forts, burned by the Lakota


„ AGATHA TEN-CROWS: Use the Lawman
after being abandoned by the U.S. Army, lie
profile on page 120.
at the heart of these battlefields and might
still contain valuable items, maps, or bits of „ SHERIFF RISEWELL: Use the Gunman
correspondence. profile in Deadlands.
„ SHERIFF SETTING SUN EAGLE: Use the
CITY OF BROTHERHOOD Indian Warrior (Veteran) profile in
Deadlands.
Bereft of army protection, the fine folks
of Sheridan did something completely s BETRAYAL AT BIG HORN (page 196):
unexpected: they embraced the local Indian A recent murder threatens to shatter
tribes. The Town Council made aggressive Sheridan’s bold experiment.
action against Indians illegal unless the
aggressor could prove self-defense. They
invited Shoshone, Arapaho, and Lakota SOUTH PASS CITY
tribes to monthly joint steering committees
and welcomed Indians onto leadership
Founded 1867, Pop 650
positions in and around town.
FEAR LEVEL: 3
At first, these conciliatory moves were met
with resistance. Resentful folks started calling At the southern tip of the Wind River Range
the town “Surrenderin’”—and a vigilante chain of mountains are some of the best gold
terror campaign grew into a rash of extra- deposits in Wyoming territory. Aided by its
judicial killings, but over time the benefits proximity to the Oregon Trail just a dozen
of mutual governance became impossible to miles to the south, this area has been a center
ignore. Anyone who objected learned to keep for mining in western Wyoming Territory
it to themselves or high tail it for less-green for some time. Tiny towns boom and bust all
pastures. Those passing through are warned throughout these scrubby hills.
against any actions which might upset the
At the center of them all is South Pass City,
balance in Sheridan.
named for the stretch of the Oregon Trail
Mayor Anne Cameron was one of the where it veered south around the mountains.
principal architects of this new order and Since its founding, South Pass City has been
is highly respected around town. She had a yo-yo of rising and falling fortunes, many
a new Town Hall constructed that could times coming close to being abandoned
house representatives of local tribes. She altogether, only to be propped up by the
also created the West’s only law office with discovery of a new vein.
two equal Sheriffs: Glen Risewell and his
South Pass made history in 1869 when a
Cheyenne partner Setting Sun Eagle. Nearly
local politician, William Bright, crafted the
half of the citizens of Sheridan are Lakota,
nation’s first suffrage bill. It granted women
Arapaho, or Cheyenne, including some of the
in Wyoming the right to vote. Shortly
most wealthy business owners. One of which
thereafter, Esther Morris was appointed as
is Agatha Ten-Crows, who has a 60,000-acre
justice of the peace, a position she continues
cattle ranch west of town.
to hold to this day. The courthouse and jail
Cowpokes looking for some rest after a also holds a Territorial Ranger’s office.
long ride can do worse than the Old Fort
A few doors down is the Wagon Wheel
Hotel located on the southern end of town
Hotel, a two-story maroon building with
where a standard room costs $2 a night. Next
eight rooms running for 50¢ a night (bathes
door is the Cheyenne-owned Brass Tack
are extra) and a bowling alley which charges
Saloon which has a small list of expensive
1¢ per game.
imported spirits from all over the world.

192
The Willow Creek Saloon, a rowdy spot metropolis was home to its own brewery,
favored by miners after cashing in their dancehall, and opera house. No less than
nuggets at the assay office, is run by Godfrey seven saloons competed for business along
Hughes, a former British sailor who swapped main street. Shootouts over booze, gold, or
the high seas for the High Plains. women became so commonplace that the
town’s undertaker earned the nickname
„ GODFREY HUGHES: Use the Maze Pirate
“Hoppin’ John.” In time, the gold vein
profile in Deadlands, but replace the Mean
inevitably tapped out and Atlantic City
Hindrance with Thin Skinned (Minor).
dwindled to a decaying town of only a
„ SHERIFF MASON: Use the Lawman profile hundred souls.

Wyoming
on page 120.
Just a few weeks ago, a French engineer
„ TERRITORIAL RANGER GRANT HUME: Use named Emil Granier arrived in Atlantic City.
the Territorial Ranger profile in Deadlands. He’s scheming to build a mighty sluiceway
all the way down from a high mountain lake
on the slopes of nearby Atlantic Peak, with
THE CARISSA MINE the goal of using the water for hydraulic
The biggest mine in the area is, without a mining on his property outside of town.
doubt, the Carissa Mine. Located on a slope He’s making quite a stir as he hires several
just north of town, the complex consists of hundred men for the project which, if
an ore loading house directly above the main successful, should earn untold riches for
shaft, a curved bridge for mine carts, and a his company back home and reinvigorate
large processing building. The place is busy mining in this region.
by day, with carts coming and going to the
„ EMIL GRANIER: Use the Townsfolk profile
assay office in town or to distant Lander. By
in Deadlands, but he has Smarts d10 and
night there are always four armed guards on
Science d8.
duty with rifles, lanterns, and watchdogs.
Reports of tommyknockers have the
miners threatening a general strike and fear
FORT WASHAKIE
has taken hold of the camp. Thirty-five miles north of South Pass City
is Fort Washakie, a U.S. Army fort meant
What’s more, a miner recently discovered
to offer support to the scattered towns and
a peculiar metal device embedded in a rock
mining camps in this part of Wyoming
deep underground. It must be impossibly old
Territory. It houses the 7th U.S. Infantry’s
but the miner felt a slight vibration inside it.
Company H, commanded by Capt.
The device was sent to a representative of the
Giles Buchanan.
Twilight Legion for research.
Not far from the fort is a lonely Indian
„ MINE GUARDS: Use the Gunman profile
graveyard that holds the grave of Sacagawea,
in Deadlands.
the Shoshone woman who accompanied
„ MINE WORKERS: Use the Miner profile on Lewis and Clark on their expedition to the
page 132. Pacific coast in 1805. Her plot is perpetually
adorned in flowers, though nobody is
s WHAT’S MINE IS MINE (page 204): A
ever seen bringing them to the cemetery.
violent outlaw gang just took over the
Sacagawea’s spirit lingers here, and deep
Carissa Mine, but it seems they want
in the night, those who seek the location of
more than just money.
hidden Indian sites throughout the High
Plains may petition her for that information.
ATLANTIC CITY She only grants it to those who show honor
toward local tribes (aside from the Ravenites).
Named for its orientation on the eastern side
of the nearby Continental Divide, Atlantic c SACAGAWEA: Use the Ghost profile in
City sprung up around a rich gold vein near Deadlands, but she’s a Wild Card. Her
Rock Creek and quickly grew a bit too big anchor is her grave.
for its britches. At its height, this aspiring

193
„ FORT WASHAKIE INFANTRYMEN: Use the Attributes: Agility d8, Smarts d8, Spirit d8,
Soldier profile in Deadlands. Strength d6, Vigor d6
DEADLANDS: THE WEIRD WEST

Skills: Academics d6, Athlet-


ics d4, Common Knowledge d8, Fighting d4,
THERMOPOLIS Healing d6, Intimidation d6, Notice d10,
Performance d8, Persuasion d10, Science d4,
Stealth d6, Taunt d6, Thievery d8
Founded 1882, Pop 50
Pace: 6; Parry: 4; Toughness: 5
FEAR LEVEL: 3 Hindrances: Greedy (Minor), Mild Mannered
Edges: Attractive, Charismatic
Situated in a bowl-shaped basin in northern-
Gear: Fancy suit/dress, gold watch, healing
central Wyoming Territory is Thermopolis,
tonic (+4 to Natural Healing rolls within
a new town founded by a former snake oil
half a mile of Thermopolis).
salesman named E.M. Wallace. He came
here after hearing Shoshone legends about
a place called Bahgwee Wuhruh, or “Standing
HOT SPRINGS
Smoking Waters,” which they claimed had The Bighorn River cuts directly through the
healing properties. He intended to bottle hot springs on its way northward toward
the miracle water and become rich. But to Montana, with steaming pools dotting both
his dismay, the waters lose their power treelined banks. Of these, the most significant
when carried more than a mile or two from is the one called Big Spring. It’s a green pool
the source, so Wallace had to hatch a new that bubbles up from deep caverns at a
plan. He opened a one-of-a-kind healing and scalding 127 degrees Fahrenheit, but along
medical facility he called the “E.M. Wallace the rim it’s cool enough for bathing. Eons of
Healing Waters Institute for Reparative and dissolved minerals have created a remarkable
Salubrious Remediation.” terrace that looks like frozen pink waterfalls
where the spring pours into the river.
Potential customers needed places to
stay, so Wallace platted out a 10-block town Big Spring possesses healing properties.
within walking distance of the hot springs. Those who soak in it for at least an hour
Investors soon moved in. Now there are remove all Wounds! For every additional
several hotels and boarding houses located hour, bathers get one chance to make a Vigor
along Hot Springs Boulevard. roll at –2 to remove a permanent injury.
The peace in Thermopolis is kept by Bathing in the springs isn’t cheap, though—
Grady O’Shea. His unshakeable sense of Wallace charges $100 per hour to soak
humor tends to unnerve the most ruthless in the pool!
lawbreakers, who are unsure he’s aware of
their crimes until they find themselves in s THE SHOW MUST GO ON (page 202):
Buffalo Bill Cody is hiring temporary
manacles. A judge from South Pass comes
talent for his show, but a rival threatens
through town every third week to handle
to bring the curtain down.
pending trials.
c E.M. WALLACE: See below. SUNDOWN
c SHERIFF O’SHEA: Use the Lawman profile Thirty miles south of Thermopolis is the little
on page 120, but he’s a Wild Card with
boomtown of Sundown, a sleepy berg much
Spirit d8 and the Rabble-Rouser Edge.
like any others in the Weird West. Its score
of small homes and businesses are clustered
c E.M. Wallace around a single dusty street. It hosts a
general store, gunsmith, and several saloons
Mayor-for-life E.M. Wallace never allows
for thirsty cowpokes. It even has a few ghost
himself to be seen in anything less than his
rock mines just outside of town, including a
finest clothes. He has a natural way with
major operation run by Sundown Geologic.
words that disguises his true agenda.

194
But unknown to its residents, Sundown is geothermal vents has doubled all around
situated in a spot where the line between our Yellowstone with no signs of slowing down.
world and the Hunting Grounds is thin. As Could the dormant volcano be waking up?
a result Sundown sees more than its share Or is there some darker force at work?
of odd goings-on. Recently, townsfolk have
started to vanish inexplicably, a situation that
has caused the Agency some concern.
YELLOWSTONE NATURE SPIRIT
The nature spirits inhabiting Yellowstone’s
For more information on Sundown, see the
geothermal vents or pools look like tiny,
adventure Showdown at Sundown.
pale humans.

Wyoming
Attributes: Agility d10, Smarts d10, Spirit d10,
YELLOWSTONE Strength d4–3, Vigor d6
Skills: Athletics d10, Common
Knowledge d10, Fighting d12, Intim-
FEAR LEVEL: 3
idation d6, Notice d8, Persuasion d8,
Without a doubt, Wyoming Territory’s Stealth d12, Taunt d10
most distinctive feature is Yellowstone. Pace: 4; Parry: 8; Toughness: 1
Nestled in a massive bowl-like valley of Edges: Danger Sense, Provoke
the Rocky Mountains in the northwestern Special Abilities:
corner of the territory, Yellowstone boasts „ Size –4 (Tiny): Nature spirits are only as
some amazing sights. It has narrow gorges, big as birds.
thundering waterfalls, petrified forests, and „ Vanish: When nature spirits are startled
even a 100-foot-tall cliff of pure obsidian they may vanish (as a free action, once
called Black Cliff. It’s mostly famous for its per round) into even the smallest bit of
geothermal pools, geysers, fumaroles, and their pool or vent and reemerge when-
hot mud patches that percolate all around ever and wherever they choose.
the valley. The uniqueness of this place „ Coup (Danger Sense): A Harrowed who
promoted President Ulysses S. Grant to counts coup on a Yellowstone nature
declare it a national park in 1872. spirit gains the Danger Sense Edge.
There aren’t any settlements in or near
Yellowstone. Despite its newly-minted park
EXCELSIOR GEYSER
status, there are no ranger stations either. A Within spitting distance of the Grand
few lone trappers or hunters have cabins Prismatic Spring is a geyser known as
deep in the woods, but as a whole, they tend Excelsior. Pressure under this violent geyser
to be unwelcoming to strangers. Some are just can often send plumes of water as high as
plumb loony. The nearest town is Dirtwater, 200 feet into the air. Deep inside Excelsior is
some 70 miles to the east, described in detail a portal to the Hunting Grounds. Manitous,
in Deadlands: Blood Drive. angry spirits, and far worse occasionally slip
through the portal into our world. They can’t
Shoshone, Crow, and Blackfeet nations
stray too far from the portal, which is why
once revered this place, but now it’s haunted
they’re largely confined to the southwestern
by spirits and demons. Many of the various
side of the park.
pools and geysers are home to Yellowstone
nature spirits (see below) who escaped Those who are crazy enough to attempt
the Hunting Grounds through the portal it can also enter the Hunting Grounds
in Excelsior geyser. Even seemingly solid through Excelsior at risk of certain death.
ground can be dangerous here, as recently- To pass through the portal, the daring soul
formed caves, pools, or superheated patches must jump into the geyser and make a Faith
of quicksand often lurk inches below roll at –2. If successful, they’re instantly
the surface! transported to the Hunting Grounds. But
if the roll is failed, the poor fella plunges
Lately, more pools and geysers have
into subterranean boiling caverns and
started appearing in places where before
dies instantly. A well-timed casting of
there were none. The number of active

195
environmental protection only prolongs the tolerant and actively antagonistic. She is
inevitable, as getting back out is way harder more likely to be helpful to Shamans or
DEADLANDS: THE WEIRD WEST

than getting in. those traveling with one. If the cowpokes


can catch her on a good day, she can provide
Lately, a few of the escaped manitous
knowledge about anything happening in and
have possessed the dead bodies of elk, bison,
around Yellowstone, or offer other favors.
bears, cougars, and other nearby animals.
As a result, reports are on the rise of attacks c IRRINYE: See below.
by fierce, decaying critters with an almost
intelligent glint in their eye. Marshals can us
whatever animal profile is appropriate for
IRRINYE
them from either Deadlands or Savage Worlds, Irrinye is unusual among nature spirits.
but make sure to give them the Undead She wields magic and often materializes as
Special Ability and human intelligence. a human-sized woman made of water and
steam. She’s unable to leave her pool.
GRAND PRISMATIC SPRING Attributes: Agility d12, Smarts d10, Spirit d12,
Strength d6, Vigor d8
In the middle of a great muddy field is the
Skills: Athletics d10, Common Knowl-
Grand Prismatic Spring, so named for its
edge d12, Fighting d12, Intimidation d8,
kaleidoscopic rainbow coloring. Its striking
Notice d10, Persuasion d10, Stealth d12,
beauty is also its greatest danger. Living
Taunt d10
creatures who approach within 50 yards of
Pace: 4; Parry: 8; Toughness: 6
the pool must make a Spirit check at –2 or
Edges: Danger Sense, Provoke, Rab-
become overwhelmed with a desire to bathe
ble-Rouser, Strong Willed
in its searing water, which deals 3d6 damage
Special Abilities:
per round. Once immersed, victims may
„ Geothermal Defense: Irrinye may
make a Spirit roll each round to break free
direct Old Faithful’s force to mimic the
of its power.
blast, burst, and damage field powers. She
possesses 15 Power Points and uses her
MUD POTS Spirit as the casting die.
„ Vanish: Irrinye may vanish (as a free
Located in several locations in the park,
action) into even the smallest bit of Old
these clay-colored mud cauldrons burble
Faithful and reemerge whenever and
and bubble, spitting up globules of hot
wherever she chooses.
muck. They’re the playground of cruel
„ Coup (Boilin’ Breath): A Harrowed
Yellowstone nature spirits, who take pleasure
who counts coup on Irrinye can spew
in spattering scalding mud on animals and
a stream of boiling hot water once per
humans passing by. They sometimes even
day (assuming he can “refill”). Use the
open up hidden sloughs of scalding hot mud
rules for Breath Weapons. It causes 3d6
under otherwise safe-seeming ground.
damage.

OLD FAITHFUL
This huge geyser rests in the middle of a
SAVAGE TALES
treeless field, where it erupts with almost
clockwork precision. Those who look BETRAYAL AT BIG HORN
closely at the fountain are sure to see the
wispy, serpentine female form of a powerful
A gang of miscreants frames a local tribe for
nature spirit writhing in the spray. Going
murder. The chief asks the posse to help him find
by the name of Irrinye (see below), she’s
the truth amid the growing threat of mob violence.
something of an informal guardian of the
Yellowstone valley. Though it might seem like Sheridan is
the happiest place in the West, some of
Irrinye’s manner is inscrutable to
mortals, acting by turns dispassionately

196
its residents hold bitter memories of the letter arranging the sale of his weapons
Indian wars. signed by Merle Ames himself. If Risewell
survives the fight, he’s too beat up to help,
A disgruntled old gunsmith named Merle
but he warns the heroes that Merle Ames
Ames, who runs Ames Arms & Ammo, is the
used to be a bounty hunter and shouldn’t be
leader of a growing faction of malcontents
underestimated.
who can’t put Red Cloud’s War behind them.
By the time the heroes return to Sheridan,
Returning to “normal” can only happen by
Ames’ misinformation campaign is already
souring the general populace against their
bearing fruit. An angry mob crowds outside
Indian neighbors, and what better way than
town hall demanding justice. Masked

Wyoming
through fear? So Ames and several of his
vigilantes spent the last few hours attacking
allies staked out a potential victim, settling
isolated Indians in their homes, then pointed
on a cabin owned by the Aherns, a farming
to their angry reprisals as “proof” of their
family out near Bighorn. They stormed the
inherent violence.
cabin late at night and killed the family
with Sioux weapons purchased just for the Things quickly reach a flashpoint. The
occasion. They were sure to leave several only way to stop the pending violence is to
pieces of evidence behind: a flint axe and provide evidence of Merle’s duplicity and
arrows fired into the door. At the same time, root out the vigilantes. If they’re successful,
other members of the faction reported the it might be possible to restore harmony to
crime to Sheriff Glen Risewell then jumped Sheridan before it’s too late.
and kidnapped him when he went to
investigate. c MERLE AMES: Use the Gunman (Veteran)
profile in Deadlands.
Reports of the sheriff’s disappearance
„ AMES’ ACCOMPLICES (3 per hero): Use the
and the massacre at the Ahern cabin have
Gunman profile in Deadlands.
the town in a tizzy. Ames and his crew take
every opportunity to spread angst at the
saloon, the barber, on the bench in front of
the general mercantile, or wherever folks HEAR THAT WHISTLE A-BLOWIN'
gather to discuss the events.
A demonic ghost train howls through the night,
Sheriff Setting Sun Eagle is no greenhorn.
spreading fear and terror. If the posse boards the
He has suspicions that are very close
spectral train, they find a clever hoax cooked up
to the truth, but in this rapidly-souring
by large gang of well-armed robbers.
environment, he needs a party of reliable and
neutral outsiders to help him dig up clues Despite its spectral appearance, the ghost
and evidence. train that comes through Evanston is quite
real. It’s the creation of an ingenious Mad
Scientist named Aurina Whitelock. She’s
SLEUTHS ON THE TRAIL been stealing ghost rock and technology from
The weapons at the cabin are real, but Hellstromme Industries for a few months.
Sioux weapons are custom-made for their The purloined items are hauled by mule
wielder. Asking local tribal leaders or carts east through the Rockies from the City
others who might know such details reveals O’ Gloom, keeping off major trails to avoid
they were the weapons of a buffalo hunter patrols. For the final leg, she and her assistant
named Tashunka. Following directions to Silas Cadden load the goods onto a specially-
Tashunka’s home on a ridge to the south, modified train for the final 150-mile journey
the posse discovers gunmen occupying the from a point in Echo Canyon just across the
place. They have Sheriff Risewell tied up Utah border to her hidden compound in the
in the cabin and aren’t above using him as highlands near Rock Springs.
collateral—or a human shield!
Even the train itself is stolen. A year ago,
When the dust settles, the adventurers Aurina staged a daring train robbery
find Tashunka in a shallow grave and a outside of Rawlins. It resulted in the

197
DEADLANDS: THE WEIRD WEST

disappearance of a Denver-Pacific engine by and climbing on requires a successful –6


and several cars. She filed off the numbers, Athletics check. Even on a success the hero
repainted the train, added special smoke takes 2d6 damage, but a failure increases this
boxes, and enhanced the whistle to give it to 3d6 damage (a whopping 5d6 is inflicted
a haunting sound. Cowpokes who do some on a Critical Failure).
Research turn up newspaper reports of a
Their best bet is to chase down the train.
missing locomotive of the same make as this
Sheriff LeCain can arrange to supply the
“ghost train.”
group with a handcar or they might be able
Every time a delivery of stolen goods to rustle up something a little more fancy,
arrives (once every few weeks), Aurina fires like a velocipede or auto-gyro. Run this as a
up the ghost train for a late-night delivery standard Chase. Each round, the train takes
run. The wee morning hours are best, as it the Change Position action. Climbing onto it
not only enhances the spectral reputation from a moving vehicle reduces the penalty
of the train but also avoids Denver-Pacific for the Athletics check to –2 and eliminates
trains scheduled for the same line. damage caused by the maneuver (except
Critical Failures). Catching up to the train
on horseback reduces the penalty to board
CATCHING THE TRAIN the train to –2 and the cowpoke only takes
The ghost train comes through Evanston not damage on a failure.
long after the posse takes the job. Just as the
rumors said, the train is moving full-steam TICKETS, PLEASE
ahead when it rips through town, its engines Once on board, it doesn’t take long to learn
like demons and its whistle howling like a the truth. This so-called ghost train is quite
banshee. It consists of an engine, coal tender, solid and the green aura comes from phony
freight car, eight-passenger cars (which smoke. The passenger cars hold dummies.
appear to carry phantom passengers), and a Four human engineers keep the furnace
caboose. Getting on board is quite a task. constantly stoked, while a few armed
Simply grabbing the train as it rushes guards take positions throughout the train

198
posing as dummy passengers, only revealing
themselves when they have actual boarders. HELL'S HALF ACRE
The locked freight car contains several
The posse tracks an enemy or bounty to a ghost
crates filled with ghost rock and assorted
town where walkin’ dead are reliving their glory
Infernal Science devices stamped with
days in an abandoned saloon. This tale comes with
“Hellstromme Industries.” One crate also
a generic bad guy to catch but is really designed
contains a single automaton, pretending to
for an enemy or bounty the party already pursues.
be inactive. In fact, it’s biding its time to see
what’s going on and who’s stolen it. Once This Savage Tale works best if the posse
it hears a fight, it bursts out of its crate and has a particular nemesis. He or she takes the

Wyoming
attacks all targets indiscriminately. place of the fugitive hiding out in the ruins of
Casper. Change any relevant details to match
„ AUTOMATON: See Deadlands.
their enemy.
„ ENGINEERS (4): Use the Townsfolk profile
Otherwise, the heroes learn about a wanted
in Deadlands.
fugitive named Vernon Lynch, whose list of
offenses includes armed robbery, slaying
FINAL DESTINATION a territorial official, rustling, arson, and
any number of assaults and murders. He’s
Locating Whitelock’s hidden lab, the train’s
wanted by the Wyoming Territorial Rangers
intended destination, can be accomplished
dead or alive, but preferably alive so he can
in several ways. Sneaky cowpokes can hide
face justice. They’re paying a whopping $500
out on the train, force the engineers to talk,
if he’s captured alive, or $100 for evidence of
or locate the map that shows them where to
his death. Easy money, right?
look for a camouflaged spur line. Even those
who never set foot on the train can discover What prevents the law from tracking
that it disappears somewhere just before him down themselves is that he fled
Green River. into the Sioux Nations. With extradition
arrangements so complex and slow, Lynch’s
There, the train slows down and meets
trail is growing cold.
several workers. They work by the light of
red lanterns, shoveling gravel off a hidden Marshals who wish to expand this
spur line, then switching the track just long adventure can have the cowpokes track
enough for the ghost train to disappear Lynch through the Sioux Nations. They
up a narrow, dry gully to the south before must follow a string of clues and sightings
covering the spur once more. The train while having to deal with the tricky social
arrives at a tiny cluster of buildings where dynamics of passing through this forbidden
it parks in a short tunnel. More workers then area. Otherwise, eyewitnesses say Lynch
unload the freight car, make repairs, touch was heading for Casper, convinced that he’d
up the paint, refill the smokers, and so on. be assumed dead if he could lie low there
long enough.
The compound employs two dozen armed
workers who double as guards under Silas’ Upon reaching Casper, Lynch immediately
leadership. Whitelock herself has grand goals ran into trouble. He barely survived an attack
of becoming the next Darius Hellstromme, by terrantulas, was swarmed by walkin’
and is no doubt hatching some nefarious dead, and eventually hid out in a secret cellar
scheme with all those stolen goods… underneath the abandoned saloon. Those
walkin’ dead, smart enough to realize he
c AURINA WHITELOCK: Use the Mad
never left the building, mill about the saloon
Scientist profilein Deadlands.
waiting for him to eventually emerge. In the
c SILAS CADDEN: Use the Hexslinger profile meantime, they’ve taken to recreating the
in Deadlands. saloon’s wildest days, chugging from empty
moonshine bottles, banging out discordant
„ GUARDS (4 per hero): Use the Gunman
songs on the upright piano, dancing on
profile in Deadlands.
the bar, and playing endless rounds

199
of blackjack at the table directly over the a pair of shoes and a doctor’s bag. The rest
trapdoor leading to Lynch’s hiding spot. of Parrot’s body went into a big barrel to be
DEADLANDS: THE WEIRD WEST

By night they’re joined by the ghosts of preserved for future “experiments.”


Casper’s original townsfolk, forming a real
That brings us to our cowpokes. While
horrorshow of a party!
loitering in Laramie (or any town in and
What’s worse, last night Lynch succumbed around Wyoming Territory), a wealthy man
to injuries sustained during his fight against by the name of Linus Jefferson seeks out their
the terrantulas and arose as a Harrowed. The help. He’s sure the group’s particular mix of
posse comes into town just as he’s plotting skills would be perfect for getting their hands
his escape from the saloon cellar. on the grisly accouterments. He offers to pay
them a whopping $500 for completing the job.
If they manage to get him back to
Wyoming Territory, they must convince By this point, Dr. Osbourne has become
penny-pinching law officers that it still involved in the politics of Rawlins, serving
counts as bringing him in alive! as a beloved Councilman. As the most
prominent doctor around, he’s amassed
c VERNON LYNCH: Use the Harrowed
enough wealth to purchase a large house at
profile in Deadlands.
the edge of town, which is still in the final
„ WALKIN’ DEAD (3 per hero): See Deadlands. stages of construction.
Osbourne can’t be Intimidated or
Persuaded away from the items for any price
IF THE SHOE FITS due to a curse clinging to them (see below).
He wears the shoes constantly, except
The local doctor wears shoes and carries a bag when sleeping, and carries the doctor’s bag
both blessed and haunted by a deceased gunman— everywhere he goes. Several armed guards
because they’re made of his skin. The posse has patrol the property and travel with him on
been paid to retrieve the grisly relics by thug who his coach anytime he goes out. Any public
plans to double cross them after the job is done. attempt to relieve him of his grisly trophies
also runs the risk of getting the sheriff and
In the spring of 1881, a peculiar incident
Territorial Ranger involved, not to mention
occurred in the town of Rawlins, a dusty
turning the town into a mob bent on
railroad town about 90 miles northwest of
defending their favorite doctor.
Laramie. A notorious outlaw named “Big
Nose” George Parrot, whose gang robbed For an added layer of complication, the
cash and jewelry from stagecoaches all man who hired the posse is really Frank
around southern Wyoming Territory, was McKinney, Big Nose George’s main partner
captured after a botched attempt to derail in crime. He has no intention of honoring the
and rob a Denver-Pacific train. He nearly deal, instead he ambushes the posse when
escaped from jail, after which the town they return for their reward, along with the
decided to take the law into their own hands rest of his outlaw gang.
and hung him from a telegraph pole.
c FRANK MCKINNEY: Use the Gunman
With no family to claim his body, the (Veteran) profile in Deadlands.
town doctor (and phrenology aficionado),
John Osborne, brought it back to his office c JOHN OSBORNE: Use the Cult Leader
profile in Deadlands but he has a d10 in
to study. He examined Parrot’s brain to see
Healing.
if the shape was linked to criminal behavior,
but ultimately noticed nothing unusual. „ OUTLAW GANG MEMBERS (2 per hero):
Use the Gunman profile in Deadlands.
But that’s where things really started
getting weird. Osborne made a plaster
death mask of Parrot’s face, then removed
swatches of his skin and sent those to
a tannery with instructions to create

200
THE ROCK SPRINGS RUN
RELIC: BIG NOSE GEORGE'S
The posse is hired as bodyguards for a stagecoach MEDICINE BAG AND SHOES
traveling through dangerous territory—seems
Turns out the ghost of Big Nose George
easy enough. What they don’t know until they’re
clings to the items made from his hide.
underway is their passenger is Jasper Stone—
Smashing the plaster mask of Big Nose
Servitor of the Horseman, Death.
George lifts the curse, but also removes
Compadres looking for work could do any latent magical bonuses.
worse than sign on with Huang as protection

Wyoming
Power: The shoes bestow upon the
for his coach line. Most trips are uneventful,
wearer the Charismatic Edge, while the
but some run into problems with road agents,
medicine bag grants +2 to Healing rolls.
Indians defending their land, environmental
hazards, and all manner of supernatural Taint: The new owner gains the Habit
creatures. (Major) Hindrance and must keep the item
in their possession or they start to wither
But this job is special. Huang’s passenger
away!
is none other than Jasper Stone. He’s heading
out to Rock Springs to put an end to an
arrogant, loud-talking gunslinger named
Cyrus “The Singin’ Slinger” Dixon. Dixon is
known for belting out jaunty Ragtime tunes
during his gunfights and has proven to be a
thorn in the side of the Reckoners.
Huang doesn’t know the true identity
of his passenger, only that he’s paying in
solid gold. Stone expects nothing less than
Huang’s legendary speed and service. The
posse doesn’t get a chance to discover the
nature of the special passenger until they’re
already underway, and Stone makes it clear
that anyone who tries to stop the wagon, to go. How they’ll warn Dixon in time about
attack him, or even walk away from the job his coming fate is another matter…
is the first to die. Jasper is so powerful the
adventurers shouldn’t think of engaging him c JASPER STONE: Jasper is impossible for
all but Legendary heroes to take on. If
in a direct fight. He’s one of the Servitors,
the Marshal really needs to roll a Trait,
after all!
default to d12+2.
The journey to Rock Springs from
Cheyenne takes an entire day and passes c CYRUS “THE SINGIN’ ‘SLINGER” DIXON:
Use the Duelist profile in Deadlands, but
through country rife with robbers and road
with Performance d8 and the Humiliate,
agents. Marshal, feel free to have Stone sit
Provoke, Rabble-Rouser, and Retort
and critique the posse’s combat ability, or
Edges.
even fight by their side! (Mostly for fun—he’s
in no danger, but he is on a schedule.) That’s „ DESERT THING: See Deadlands.
one strange bedfellow!
„ DUSTERS (two per hero): See Deadlands.
The final leg of the voyage passes
„ TERRANTULAS (one per hero): See
through the Red Desert, which is even more
Deadlands.
dangerous. Inevitably, the posse can expect
to contend with terrantulas, dusters, and
desert things.
Upon reaching Rock Springs the contract
is considered fulfilled and the posse is free

201
DEADLANDS: THE WEIRD WEST

THE SHOW MUST GO ON makes most of their money on concessions of


food, liquor, and memorabilia.
After someone sabotages his show, Buffalo Bill Still in its first year of operation, the show
offers the party the chance to display their skills as has had its share of hiccups. In this case, Floyd
Wild West Show performers. Only one problem: Castle, the ringmaster of a lesser-known
the saboteur plans to bring the curtain down on rival show called “Doc Castle’s Legends of
the new performers. the West” has decided to cut his competition
down to size. Adopting a disguise, he left his
This Savage Tale can take place in any
show’s wagons hidden outside of town and
town throughout the Weird West, not just
crept into Buffalo Bill’s camp with a basket
Thermopolis, but Buffalo Bill spends a great
of sand vipers. The nasty critters paralyzed
deal of time up this way when he isn’t home
several of the key performers before being
in his ranch in Nebraska (see page 156).
found and killed.
The posse learns that “Buffalo Bill Cody’s
Buffalo Bill knows it was foul play—sand
Wild West” show is in town. This traveling
vipers are found only along salt water
spectacle features ace sharpshooters,
beaches far from the inland Thermopolis—
dangerous animals, vaudeville acts, and
but the final show is tonight. He needs last-
trick performances, all breathlessly emceed
minute replacements or he’ll face a serious
by the born showman “Buffalo Bill” Cody
financial hit.
himself. Buffalo Bill is a hexslinger with
a flair for performance. He uses several Buffalo Bill offers $10 to each member
dangerous critters in his show, ranging from of the party for short performances on
the mundane (a bear and a longhorn steer) stage. Let each player choose a skill to show
to the supernatural (a razor roach, a walkin’ off—shooting targets, wrestling, boxing,
dead, and a pit wasp warrior). Tickets for horseback riding, etc., and make a skill roll.
the one-hour show cost $1 but the troop
Floyd looks for ways to sabotage things
however he can, turning a tricky stunt into

202
a deadly accident, swapping out blanks in
the “stagecoach chase” with real bullets, TOOTH AND CLAW
setting a vicious critter free, etc. Whatever
mischief you think he can get up to, he does. The posse is hired to wipe out a pack of Ravenite
Once cornered, he remains a showman and werewolves only to learn the town that hired
challenges whoever apprehended him to a them is entirely populated by were-critters who
duel in front of the anxious crowd! plan to spread their disease far and wide.
c “BUFFALO BILL” CODY: See below. The posse can get sucked into the battle
between the Ravenites and the Hoddle Creek
c FLOYD CASTLE: Use the Duelist profile in shapeshifters in a variety of ways. The most

Wyoming
Deadlands.
direct avenue is for them to hear of a hapless
„ BEAR: See Savage Worlds. mining camp in the Grand Tetons which
is hounded by werewolves. For groups so
„ LONGHORN STEER: Use the Cattle profile
inclined there’s an opportunity to stamp out
in Deadlands.
evil, while those lured by money might also
„ PIT WASP WARRIOR: See Deadlands. be able to wrangle payment for the service.
„ RAZOR ROACH: See Deadlands. Either way, the heroes have no idea what
they’re walking into. Without exception,
„ SAND VIPERS (4): See Deadlands.
everyone in Hoddle Creek is a werecritter.
„ WALKIN’ DEAD: See Deadlands. Types vary, from bears to wolves to
mountain lions, or even more rare forms
such as eagles or snakes. Their spiritual
c Buffalo Bill Cody devotion to lycanthropy allows them to shift
Buffalo Bill is a natural-born entertainer forms anytime they like, day or night. In
who has just started learning the rare art of most cases, they retain enough willpower
hexslinging. On or off stage he always wears not to attack one another.
his signature fringed leather coat, tall black
The mayor of Hoddle Creek, Wheeler Sims,
boots, and floppy Stetson.
himself a lycanthropic jaguar, welcomes
Attributes: Agility d8, Smarts d6, Spirit d8, anyone who can help the town deal with its
Strength d6, Vigor d8 problem and even provides them with the
Skills: Academics d4, A t h l e t - general whereabouts of the Ravenites’ lair.
ics d10, Common Knowledge d6, Sharp-eyed cowpokes notice the townsfolk
Fighting d6, Gambling d6, Intimidation d6, looking at them askance, as if the warm
Notice d8, Performance d12+1, Persuasion d8, reception was all for show. Sims pressures
Riding d10, Shooting d8, Spellcasting d4, the newcomers to waste no time, and they are
Stealth d6, Survival d6, Taunt d6 forbidden from entering the whitewashed
Pace: 6; Parry: 5; Toughness: 6 (1) church at the edge of town.
Hindrances: Arrogant, Overconfident
And for good reason. The interior of the
Edges: Arcane Background (Huckster),
church has been reworked into a celebration
Attractive, Charismatic, Elan, Fame, Hex-
of nature’s brutality. Taxidermy animals
slinging, Marksman, Quick, Quick Draw,
perpetually frozen into snarls decorate the
Two-Gun Kid, Soldier
walls, while the altar and chandelier are
Powers: Ammo whammy, boost/lower Trait,
constructed from moose and deer antlers.
deflection, protection. Power Points: 10.
Live creatures are killed here during services
Gear: Winchester ‘73 (Range 24/48/96,
which are attended by everyone in the town.
Damage 2d8–1, AP 2), Colt Army Revolv-
ers x2 (Range 12/24/48, Damage 2d6+1, AP The Ravenites are holed up in a cave higher
1), ornate gloves, leather jacket (Armor 1), on the mountain slopes. Even in summer
chaps, hat. the pine forests up that way are cold, but in
winter the snow is formidable. Something
about the ferocity of the Grand Tetons
allows them to turn into werewolves

203
every night, not just during the full moon. By Josiah’s congregation instead focuses on
day they’re always in human form. converting all newcomers to the “truth.”
DEADLANDS: THE WEIRD WEST

They’ve gone from a niche religion into


Given the chance, Kohana explains
a full-blown cult. He gives debilitating
what’s really going on and tries to recruit
work routines, casts the rest of the world
the posse as double-agents. He emphasizes
as worthless sinners, dictates every facet of
that the “Hoddleites” intend to spread
their personal lives, and tolerates no dissent.
lycanthropy across the world, starting with
Josiah is obsessed with the idea of unfaithful
the cowpokes themselves. How they manage
people hiding out in the ranks. He engages in
this conundrum is up to the compadres, but
occasional purity tests to root them out and
allowing either of the rival lycanthrope clans
feeds the “impure” to the rattler brood.
to prevail allows their kind to flourish in the
Grand Tetons. If so, they surely becoming a The brood mother is encouraged by this
larger threat down the road. turn of events and hopes the Bethlehem
church can lead to a return of her kind to
c KOHANA: Use the Indian Warrior profile their rightful rule of this planet. She lets no
in Deadlands, but he’s a Wild Card.
one leave her plateau but the faithful.
c MAYOR SIMS: Use the Werecritter profile
in Deadlands, but he’s a Wild Card. c JOSIAH MITCHELL: Use the Cult Leader
profile in Deadlands.
„ RAVENITE WEREWOLVES (3 per hero): Use
c RATTLER BROOD MOTHER: Use the
the Werewolf profile in Savage Worlds.
Rattler profile in Deadlands.
„ WERECRITTERS (5 per hero): See
„ BETHLEHEM TOWNSFOLK: Use the Cultist
Deadlands. These are the Hoddle Creek
profile in Deadlands.
townsfolk, a ragged collection of lesser
lycanthropes. „ PIETY BRADSHAW: Use the Cowboy
(Veteran) profile in Deadlands.
„ RATTLER YOUNG ‘UN (2 per Hero): See
WATCH YER STEP! Deadlands.

A small town near a rattler lair has divided into


two fanatical factions. One fears the creature is a WHAT'S MINE IS MINE
demon, the other worships it as a god.
Whether the posse passes through town When a gang takes control of a mine, the posse is
for supplies on their way somewhere else hired to kick them out. The gang is heavily armed
or hears word of the rattler problems and and believes the mine may contain machines from
seeks to investigate, they find a town split another world. By the time they find out the mine
into two main factions. There are those actually contains man-eating tommyknockers
who are terrified of the rattler and her it’s too late!
young, and those who have come around to
Late one night, the group is awakened by
Josiah’s proclamations that it’s God’s own
a commotion in town. It seems the Valderas
manifestation.
Gang just stormed the Carissa Mine, killing
A tough young woman named Piety all the guards and driving away the miners.
Bradshaw is the nominal leader of the Sheriff Mason and his two deputies organize
resistance faction in New Bethlehem. A the posse to take back the mine and turn to
former rancher, she was put in charge of the heroes for much-needed assistance.
the church’s livestock and is horrified at the
Several of Valderas gunmen are positioned
direction Josiah has taken the church. She
behind cover around the mine entrance.
and a dozen other holdouts meet in secret
They use a carriage-mounted Gatling gun
to strike back. Piety makes a point to meet
“rescued” from the Bitter Creek battlefield
any newcomers in town and win them over
to hold back any effort to retake the mine.
to her side, though she’s careful not to
More Valderas outlaws lurk in the mine’s
reveal everything at first.

204
many passageways and take advantage of Dodge’s true master, who waits in hell for the
sightlines and bottlenecks to fire at the heroes. right time to enter the world of the living.
They even use explosives when necessary.
General Dodge had a special plan when he
In spite of appearances, Angel “Calvo” created the Denver-Pacific line—the railroad
Valderas isn’t here for gold. His gang was built to deliver souls to hell!
robbed a coach several days ago that was
To accomplish this, the rails themselves
transporting an odd device. Under torture,
were forged from iron straight from Hell. The
the courier told him everything. The item
track ends at a train yard in Cheyenne where
was found in the depths of the Carissa Mine
it connects to a pentacle-shaped roundabout—
and is on its way to the Twilight Legion. As a

Wyoming
the key to the ritual which will transform the
young man, Angel witnessed the weird lights
entire line from the mundane to the infernal.
around Roswell in 1876 and is convinced
When “innocents” are sacrified on four of
beings from beyond the stars once lived on
the pentacle’s points, the entire line—from
Earth. He thinks they’ve come back to their
Evanston to Cheyenne—catches fire and a
abandoned outposts. This belief consumes
demonic train will ride across the territory,
him. He must know if there are more devices
gathering souls as it goes.
like this one at the bottom of the mine.
Whether or not he finds them is up
to you, Marshal. Either way, Angel has
FOR WHOM THE BELL TOLLS
gotten himself into a pickle. He managed The posse first realizes something is amiss
to get the device up and running, but the when they hear a loud hum echoing
tommyknockers, deciding their moment is throughout town. The locals are in a tizzy,
at hand, have emerged from their cracks and an angry mob has gathered at the
around the mine to feast. sheriff’s office demanding answers.
Angel’s device fires a single beam of Pinpointing the source, the heroes learn the
focused green light that functions as a laser train tracks are vibrating ceaselessly, creating
pistol (see Savage Worlds). Unfortunately for the loud tone. Clever cowpokes who pass a
Angel, it only has 10 more charges, and being Science roll realize the lines are like a tuning
encased in rock for so long has so damaged fork. With a raise they calculate the metal
the tube’s inner workings. It explodes is vibrating at 666 Hertz. A
catastrophically on a Critical Failure, dealing Science (–2) roll to examine
4d6 damage to everything in a Medium Blast the metal of the track itself
Template, likely causing portions of the mine
to cave in. Tommyknockers that survive the
explosion immediately swarm any survivors.
c ANGEL VALDERAS: Use the Gunman
(Veteran) profile in Deadlands.
„ TOMMYKNOCKERS (5 per hero): See
Deadlands.
„ VALDERAS GANG (3 per hero): Use the
Gunman profile in Deadlands.

WHEN HELL COMES CALLING


The Denver-Pacific line stretching across
southern Wyoming connects a dozen towns,
both great and small. But the real purpose of the
railroad is to ferry souls to General Grenville

205
reveals it resembles steel, but is made of c GENERAL GRENVILLE DODGE: Use the
unidentifiable metal with a slight red tinge. Cult Leader profile in Deadlands.
DEADLANDS: THE WEIRD WEST

It responds to castings of detect arcana.


„ CULTISTS (2 per hero): See Deadlands.
Asking around confirms the hum began
„ HELLSLINGERS (1 per hero): See below.
at high noon and came on with no warning.
Networking also turns up a couple of rumors
which might be useful. Four nuns vanished HELLSLINGER
from the convent last night. At the convent
Hellslingers are diabolical demons created to
it’s easy to spot signs of struggle, and a
carry out tasks for the Reckoners. They are
Survival (tracking) roll turns up a cart track
gaunt, hairless humanoids with skin red as
leading toward the train yard. Also, town
hellfire, slitted pupils, and a grinning, toothy
drunk RC Whitney swears he saw a four-
maw that stretches across their face. But their
armed man in the train yard last night.
most alarming feature are their four arms,
Either of these clues can point the posse allowing them to wield four pistols at once—
toward the train yard at the edge of town. the origin of their nickname!
They arrive just after sundown. The train
Attributes: Agility d10, Smarts d8, Spirit d10,
yard is located behind a 10-foot wall with
Strength d10, Vigor d10
barbed wire along the top. Climbing over
Skills: Athletics d10, Common Knowledge d8,
without special equipment deals Fatigue
Fighting d10, Intimidation d8, Notice d10,
from Bumps & Bruises unless the heroes
Occult d8, Persuasion d6, Riding d8, Shoot-
pass an Athletics roll at –2.
ing d8, Stealth d10, Taunt d10
Pace: 6; Parry: 7; Toughness: 8
THE RITUAL Edges: Marksman, Rapid Fire (Imp), Quick,
Steady Hands
The compadres arrive at the center of the
Gear: Colt Frontiers ×4 (Range 12/24/48,
train yard just a few moments before the
Damage 2d6+2, RoF 1, AP 1), bandolier,
ritual. An unconscious nun is strapped
holsters,
to a candle-studded altar at four of the
Special Abilities:
pentagram’s points (the other connects to
„ Bullets from Hell: Hellslingers shoot
the track that leads all the way to Evanston).
fiery infernal bullets that add +1 to the
If they aren’t stopped, cultists with daggers
weapon’s base damage. This counts as
will sacrifice them during the ritual.
a fire attack against creatures with that
General Dodge stands in the center, weakness (but does not cause flammable
reading from an ancient tome. He needs to objects to catch fire). Hellslingers tempo-
read for five consecutive rounds to complete rarily confer this ability to any gun they
the ritual. Assisting him are his cultists use.
and “hellslingers”—four-armed demon „ Coup (Burnin’ Bullets): A Harrowed
gunslingers. If he succeeds, the entire line who counts coup on a hellslinger deals
from Evanston to Cheyenne catches fire fire-based damage when he fires a gun
and the demon train howls from town to (this does not cause flammable objects
town. Everyone within a mile of the track in to catch fire).
either direction falls down dead, their souls „ Fear: Anyone seeing a hellslinger must
appearing on the train. When it arrives here make a Fear check.
it vanishes through a flaming portal and „ Fearless: Immune to Fear and
delivers its victims to Hell. Intimidation.
„ Multiple Arms: Hellslingers may make
Should the heroes prevail, Dodge tries
up to four Shooting attacks each turn at
to escape and try the ritual again next year.
no Multi-Action penalty.
Marshals can use this incident to point the
„ Immunity: Poison, disease, non-magical
compadres towards other evil in Dodge’s
attacks.
rail towns, such as the hell mouth beneath
„ Size 1: Hellslingers stand over 7’ tall.
Laramie (see page 186) or the evil
lodge right here in town (see page 181).

206
INDEX

A Delilah Dangler 99 Hellbore 9, 12, 23


Abilene80 Delilah Hill 129 Hellscorcher188
Agency Bureaucrat 13 Denver11 Hellslinger206
Agent Charlton Young 172 Devil Carp 161 Hill City Battlefield 84
Aiyana35 Devil’s Lake 47 Huang Wi-Zhe 181
Anaconda118 Devils Tower 182
I
Anasazi8 Devils Tower Crossbreed
Folk Crossbreed 182 Incubus/Succubus95

INDEX
Ashland80
Mutated Soldier 183 Independence Rock 185
B Soldier183 Irrinye196
Babette Prejean 129 Doc Holliday 18 J
Balthasar Holt 134 Dodge City 82
James McDaniel 187
Bighorn Canyon 118 Doom Spider 24
Jasper Stone 201
Big Springs 150 Dr. Stanley Bolmer 35
Jesse James 180
Billings120 Durango14
Julesburg17
Bismarck42
E
Black Magic Pemmican 43 K
Black Tears 73 Emma Crawford 11
Kansas77
Blind Mosasaurus 160 E.M. Wallace 194
Kentucky Pete 113
Blind Pteranodon 160 Esther Lee 111
Blood Buzzards 84 Evanston184 L
Bottineau43 Eyanosa134 Lake Inman 85
Bovine ‘Glom 102 Ezra Holland 133 Laramie186
Boyd Conroy 138 F Lawman120
Bozeman121 Lawrence86
Fargo48
Briarhurst Manor 10, 28 Leadville17
Flathead Lake 124
Buffalo Bill Cody 203 Legion Marcus 173
Fort Collins 16
Butch Cassidy 179 Liberty130
Fort Leavenworth 83
Butte City 122 Lincoln154
Fort Peck 125
Lodges of the Nahurac 153
C G Lollie Escriva 128
Camp Hancock 42 Lone Cloud Raining 75
General Grenville Dodge 180,
Captain Kerr 124
184, 187, 205 M
Casper178
Ghoul King 109
Central City 152 Manitou Springs 11
Giant Antlion Larva 34
Cheyenne180 Maps
Giant Prairie Dog 65
Chin Chun Hock 122 Aurina’s Secret Lab 198
Giant Scorpion 189
Ciaran White 30 Burning Ring of Fire 136
Goblin Damned 162
Colonel Amon Shed 128 Down in the Burrows 65
Golden16
Colorado7 Empire Rail Bridge Disaster
Governor Nehemiah Ordway
Colorado Springs 10 98
 41, 52, 61, 63, 66, 69
Mesa Verde Sun Temple 37
D Grand Forks 49
Pandora’s Boat 166
Dakota39 Grand Island 152
The Snake Pit 62
Dangers of the Durango Spur Grand Tetons 184
Massacre Canyon 155
14 Great Falls 125
Master Qing 123
Darius Hellstromme 9, 23, 40, H Mayor Ephraim Mason 121
84, 148, 199 Mech-Animal187
Hattie “The Heckler” Haw-
Deadwood44
thorne171
Deborah Shumway 28
Helena127

207
Medicine Wheel 188 Camp Hancock Confidential What’s Gotten Into Winston?
Mesa Verde 15, 35 60 145
DEADLANDS: THE WEIRD WEST

Mina Devlin 82, 99, 105 Capitol Street Flood 58 What’s Mine Is Mine 204
Miner132 Dam the Torpedoes 137 When Hell Comes Calling205
Missoula131 Dodge City Dance Hall Wars Who the Hell Are You? 170
Montana115 92 Wrenches for Hire 112
Monument Rocks 83 Down in the Burrows 63 School of Mines 17, 22
Mount Prospect Spirits 26 Field Trip! 22 Scrap ‘Glom 84
Mr. Cogs 23, 25 Frog Prince 98 Sheridan191
Mr. Geer 156 Goblin Damned 162 Sheriff Treadway 132
Governor’s Veto 163 Sin Eater Dawes 164
N
Hear That Whistle a-Blowin’ Sinkhole Sam 86
Nebraska147 197 Sioux Falls 49
Nevada Land Basin Office 12 Helena Handbasket 138 Skeletal Horse 155
Nimerigar186 Hell’s Half Acre 199 Slide-Rock Bolter 20
North Platte 155 High Stakes 139 South Pass City 192
Nosferatu Coven Leader 101 Idle Hands 164 Spirit Mound Deavels 50
O If the Shoe Fits 200
T
Lend Me Your Ear 22
Ogallala157 Temple Golem 32
Lost and Found 140
Encounter Table 157 The Bismarck Daily Tribune 42
Mr. Cog’s War 23
Omaha160 The Central City Reaper 168
My Two Left Feet 25
P Old Wives’ Tales 26 The Lone Tree 151
Operation: Fowler 52 Thermopolis194
Pierre49
Pandora’s Boat 165 The Saboteur 170
Pine Widow 124
Picture Perfect 28 The Sundance Kid 180
Pueblo18
Reaper’s Madness 167 The United States Mint 14
Purgatory Resort 15
Seen But Not Herd 144 Topeka87
R Shake On It 172 Toxic Sludge Spirit 179
Red Desert 189 Solomon’s Compass 30 Tunnel Critter 33
Relics Song of a Thousand Verses U
Big Nose George’s Medicine 110
Undead Horse 182
Bag and Shoes 201 Subject #8/6/75-309 33
University of Dakota Field
Dead Man’s Hand 47 The Anaconda Strikes 133
Student51
The Bone Rattle 135 The Bloody Bills 91
Upper Missouri River Breaks
Rendered Herd 104 The Bone Rattle 134
133
Reverend Abigail Fox 154 The Empire Rail Bridge Dis-
Utes8
Reverend Peter McVicar 89 aster96
Rocky Mountains 19 The Governor’s Last Cam- V
Encounter Table 20 paign100 Vermillion50
Rubber-Suit Miners 137 The Kansas Strain 101 Violet99
The Lost Company 142
S W
The Nahurac Healers 165
Santiago Escriva 128 The Rock Springs Run 201 Walhalla51
Savage Tales The Saboteur 169 Wichita90
A Snare for Thee 66 The Show Must Go On 202 Wyoming175
Austin’s Tests 54 The Sun Temple 35
Bat Country 56 Y
The Thin Place 105
Betrayal at Big Horn 196 The Tin Star 111 Yankton51
Book Burnin’ 92 Too Ghoul for School 143 Yellowstone195
Burning Ring of Fire 135 Tooth and Claw 203 Yellowstone Nature Spirit 195
Totem Vandals 68
Trail of Black Tears 72
Watch Yer Step! 204

208

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