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BLOOD DRIVE!
BY JOHN GOFF
WWW.PEGINC.COM
Deadlands, Savage Worlds, all unique characters, creatures, and locations, artwork,
logos, and the Pinnacle logo are © 2021 Pinnacle Entertainment Group.
CREDITS
RANK: SEASONED
danger-fraught cattle drives in the Weird VAQUERO
West, one that spans the United States and Hola, amigo. I have her
the Sioux Nations. Along the way, they’ll ded cattle all over the
Southwest, and have seen
many strange things I
cross paths with virtually every major cannot explain.
railroad, bloodthirsty border raiders, Indian
ATTRIBUTES
war parties, and of course, nightmares of
the sort found only in a land ravaged by the Agility d8 pAce 6
SmArtS d6 pArry
horrors of the Reckoning. Spirit d6 toughneSS
6
Strength 6
d6
This book follows the posse as it rides Vigor d8
herd on an epic cattle drive starting in
SKILLS
southwest Texas and ending in Wyoming,
where the heroes find themselves embroiled AthleticS
com. Knowledge d4
d6
in a full-blown range war. They’re sure to Fighting d8
make an ally or two, as well as at least one heAling
intimidAtion
d4
d4
dogged enemy. lAnguAge (engliSh) d6
notice d6
perSuASion d4
PICKING POSSES riding
Shooting
d6
d8
SteAlth d4
Blood Drive can be played with both a
relatively mundane posse or a more typical
group of Deadlands characters. In either
event, the Twilight Legion—known or
unknown to the heroes—knows the people
of the Great Maze are starving. Moving
Archetype Cards available in print or PDF
livestock from places like Texas to the
directly from Pinnacle!
stockyards is critical to controlling outbreaks
of faminism, riots, and other violence that
5
gives power to the Reckoners. Whether the Trouble as powerful as Bayou Vermilion
heroes know this or not is up to you, Marshal, isn’t something to laugh at, so Sutter decides
DEADLANDS: THE WEIRD WEST
but through various manipulations, they’ve to put spurs to flanks and the drive begins.
arranged it so our heroes are in the right To’sarre follows and catches up with the
place at the right time to join Bill Sutter’s heroes in an ambush a few days later.
Lazy S trail drive.
After that, the Lazy S must drive through
If you want a more traditional Western the north Texas scrub plains. A long, thirsty
experience, at least to start, players should march pushes the heroes and the herd to
create heroes without Arcane Backgrounds their limits before they finally plunge into the
or other “weird” abilities. If you’re using cooling waters of the Colorado River.
our Archetypes, we recommend the Bounty
A few nights later, a “falling star” turns out
Hunter, Cowgirl, Muckraker, Native
to be a Wasatch Rail spy with a rocket pack
Scout, Sawbones, or Vaquero from Set 2. If
escaping from the secret government base
you have access to Set 3, try the Wrangler,
at Roswell. The spy doesn’t make it, but the
Buffalo Hunter, Gun for Hire, Ranch Hand,
secret plans found on his corpse are the start
Desperado, Drifter, Tinhorn, or Camp Cook.
of a whole passel of troubles that plague the
A more traditional posse of mad scientists, drovers throughout the campaign.
hucksters, shamans, and the like also fit
Unfortunately, relations with the local
right in. Sutter needs any help he can
buyers have soured, so Bill decides to move
get and doesn’t mind if his hands are a
the Lazy S herd on to Denver, Colorado.
little “eccentric,” as long as they can get
To’sarre and his warband trail along behind,
the job done!
raiding the group’s flanks and using hoodoo
Of course all those professions don’t to haunt and torment his enemies.
matter now. Once the characters sign on
Next up is a run-in with stubborn land-
with the Lazy S they’re “drovers,” men and
owners plagued by a bandit named Gault,
women who push thousands of steers from
said to be in league with Black River Railroad.
places like Texas to the stockyards in Kansas,
One thing leads to another, and while the
New Mexico, or Colorado.
party is drawn off on a rescue mission, the
Here’s a quick overview of the action: camp is attacked. Many of the ranch hands
are killed and the entire herd is rustled. The
big finale takes place in the bloody Battle of
PART ONE: Gault’s Gulch.
BAD NIGHT ON THE GOODNIGHT
The party hires on to help Bill Sutter and his PART TWO: HIGH PLAINS DROVERS
niece, Abigail “Abby” Morton of the Lazy S
After recovering their herd from Gault’s
Ranch, drive a herd of Texas longhorns north.
rustlers, the party finds themselves just
Sutter hopes to sell his beeves in Roswell or
outside Denver. The price of beef has
Denver, depending on the market. The West
bottomed out here, too, so Bill Sutter decides
Coast is hungry and beef’s what’s for dinner.
to press on for Wyoming Territory and set
After some ropin’, ridin’, and general up a new ranch. There he plans to grow his
carryin’ on, the posse runs afoul of Bayou herd and wait out the current market. Those
Vermilion and a renegade shaman in their who help him get where he’s going receive
employ named To’sarre. Turns out Bill Sutter an ownership stake as well.
is the last surviving member of the posse that
After dealing with a nasty outbreak of
brought the raider to justice a few years back,
prairie ticks, the drovers move on and are
and the shaman wants vengeance. Things
quickly caught up in a game of intrigue
get ugly quick and lead commences to fly.
between Empire Rail and Wasatch Railroad,
To’sarre escapes, but redoubles his efforts to
all over those mysterious plans the heroes
ruin Sutter and anyone close to him.
found back in Roswell. Steam and steel
6
collide with flesh and bone as the Reckoners’
due is paid again in blood.
The next leg of the trek takes the crew
of the Lazy S through the Sioux Nations.
Relations are tense, however, and the heroes
Part 1-Introduction
and their herd are driven into the shelter
of a dilapidated and abandoned fort full of
forlorn settlers. The posse discovers a band
of plague vampires hiding among the settlers
and—hopefully—send ’em to their final
reward. To’sarre, spying on the bloodbath,
winds up infected with the vampires’ blood
and vamooses to meet an ignominious end.
With the vampires slain, the Sioux allow
the drovers to leave their lands. Next up is
a harrowing trip through the Wind River
Canyon and an encounter with a ghostly
remnant of the Great Rail Wars.
7
CHAPTER
1
ROUND-UP
PART ONE: BAD TIMES ON THE GOODNIGHT
The adventure begins in early spring in a nights. Sutter’s Flats isn’t even large enough
small town in southwest Texas called Sutter’s to support a part-time marshal. Folks here
Flats. Through schemes and manipulation tend to their own problems and are the very
or outright request, the Twilight Legion has definition of “rugged independence.”
ensured the posse is in town at just the right
Any stop in town inevitably leads to a
time. Maybe some of the heroes are riding
visit to either the general store or The Lonely
through on their way north from Laredo, or
Crow, mainly because there’s nowhere
maybe they’ve been drawn near the border
else to go.
hunting down a bounty. Or they might be on
the run—it’s hard to get much farther out of
the way than Sutter’s Flats!
THE LONELY CROW
This watering hole also has two dusty rooms
for rent by the day, week, or month. The
SUTTER'S FLATS rooms are nearly always unoccupied. On
alternate Sunday mornings, a circuit-riding
FEAR LEVEL: 2
preacher commandeers the main room
Sutter’s Flats is located a mere 10 miles from of The Lonely Crow to host his sparsely
the Mexican border, roughly 100 miles west attended sermons.
of San Antonio, Texas. The town rests in a
The Lonely Crow serves coffee, lunch,
region of low, grassy hills dotted with the
and dinner. Both meals consist generally of
occasional scraggly cottonwood tree.
beef and beans, though sometimes it may
Although the Bayou Vermilion railroad have another type of beans, and on special
passes relatively nearby, there’s no direct occasions, beans with a hunk of bacon. The
rail access to the town and no regular stage bar sports a wide range of alcohol from
routes service it. In short, Sutter’s Flats is not watered-down whiskey to watered-down
a regular stop for anyone. tequila…and nothing in between.
What town there is consists of a livery,
general store, and a small saloon named
PETTINGER'S SUPPLY
The general store’s owner, Frank Pettinger,
The Lonely Crow. These few establishments
has most common items on his shelf at a 25%
serve as a supply point and news source for a
mark-up due to the difficulty of keeping
few local ranchers, and a place for their
them in stock.
hands to spend money on Saturday
8
Sutter offers $30 a month in pay, plus
JOB OFFER meals and a bed in his bunkhouse until
the drive starts. A successful Persuasion
Not long after the travelers have availed roll convinces him to up that to $35, but no
themselves of all Sutter’s Flats has to offer— higher. The rancher also loans any cowpoke
in other words, about five minutes after they in need a string of five riding horses for the
arrive—they’re approached by Bill Sutter. duration of the drive.
Part 1-Round-Up
The town is named after his father, the first
Bill’s guess is the drive will take one
settler in the area. He knocks trail dust off his
to two months. He figures on spending
clothes and introduces himself:
another month here finishing his round-up
“Howdy, strangers. Name’s Bill Sutter. I and getting the steers fat and healthy before
know most everyone hereabouts and I didn’t heading out, but hopes to cut that short if
recognize you, so I wanted to say ‘Welcome possible. If the party agrees, he provides
to Sutter’s Flats.’ Just to clear things up, the directions to his ranch and tells them they
town’s named after my daddy. He was the start work tomorrow morning.
first settler in this area, but that’s as far as
my connection goes. GETTIN' STARTED
Round-up is the busiest time around a ranch.
“Aw, Hell. I ain’t no good at small talk.
The hands stay busy from dawn till dark
I’m lookin’ for some extra hands. I’m gettin’
and often beyond, gathering stray cattle and
ready to pull up stakes. Bayou Vermilion has
horses, branding, and readying their gear for
got a stranglehold on the cattle trade ‘round
months on the trail. Experienced cowboys
these parts, due to being the only railroad
say it’s rougher work than the actual drive.
within hundreds of miles, and calling the
prices they offer highway robbery is an Sutter is working on an accelerated
insult to bandits.” timetable since he wants to hit the trail as
soon as possible, so the Lazy S hands work
Bill pauses to gauge the strangers’ reaction,
then continues.
“That bein’ the case, I’m gonna take my
herd and leave, so to speak. I’ve got a solid
crew, but I’m shy a few hands. I’m lookin’
for experienced trail riders, but I’ll settle for
anybody who knows which end of a gun the
bullet comes out of. Pickin’s is gettin’ slim
and I want to get on the trail before we get
too far into spring.
“Nobody comes to Sutter’s Flat if they’ve
got anywhere else to be, so I figured I’d make
you the offer.”
Sutter explains he’s planning to head
north into the Great Plains. He’s ridden the
Goodnight-Loving Trail before and plans to
generally follow it for most of the trip. If the
heroes ask about other, closer destinations,
such as Dodge City, Sutter explains that a
recent glut of cattle in Kansas and Oklahoma
has bottomed out prices, making those
destinations far less appealing. That leaves
places like Roswell or Denver, but he’ll
figure it out as he heads north and hears the
latest news.
9
RANCH LIFE
TAKING CARE OF BILL Sutter starts the crew with ordinary chores.
DEADLANDS: THE WEIRD WEST
inevitable drive for a while, but six rowdy Luke asks the newcomers to round up the
mustangs need to be put through their final scattered herd.
paces. At the end of the second day, foreman
“We let the cows roam free over the
Luke Canton escorts the newcomers to
winter to find the best grazing grass. Then
the corral and points at a rowdy group
round ’em up in spring. The boys have been
of mustangs.
bringing them in for a week but there are a
“I haven’t officially greeted you yet, so few wayward steers unaccounted for.
welcome to the Lazy S. Work hard and you’ll
“Concentrate on the area southwest of the
be rewarded. Slack off and you’ll get the boot.
ranch near the Rio Grande. The cows tend
Bill’s a hard man but fair, and shares the
to congregate at the water but the crew ain’t
wealth when he can.
found too many along the shore. I reckon
“You’ve been pullin’ your weight with they’re probably trapped in one of the box
the odd chores so far, but here’s your first canyons out that way.”
real job. See those six mustangs over there?
The party can stay together or separate
We’ve been breaking a mess of horses for the
as they see fit. Each group then makes
upcoming drive for a while but that bunch is
a Survival roll at –2 for the day’s search.
particularly ornery. Get in there and finish
Apply modifiers as you see fit, rewarding
breakin’ ’em. And be careful of that one with
clever tactics or powers and penalizing lazy
the weird look—we call her Devil Eyes.”
characters, tinhorns, or others as befit their
Five of the six mustangs are ordinary if particular Hindrances and personalities.
spirited animals, but the sixth was caught
Each success and raise locates a missing
wild. It won’t leave but doesn’t want to be
steer. The more they bring back, the happier
ridden. No one’s been able to break “Devil
Bill is with their work.
Eyes” so far, and she seems to take hellish
pleasure in throwing off riders who try.
Though they won’t admit it, the Lazy S
CREEPY CRAWLIES
The same task awaits the next day. Ask
cowboys think there’s something more to
the heroes if they’re staying together or
Devil Eyes than usual and are scared of it.
splitting up to cover more ground. If the
Use the rules for Bustin’ Broncos on page group separates, repeat the Survival roll
11 to break the mustangs (this takes a few for one group. The other group finds two
days in between other tasks). Breaking the young cows late in the day, caught in thick
stubborn Devil Eyes incurs a –2 penalty and brambles. As the cowboys head back with
anyone who rolls a Critical Failure when the steers, they pass through a cottonwood
doing so takes an extra Wound as Devil Eyes grove and see a number of desiccated cow
gives him an angry stomp. corpses. Soon after, they discover exactly
what caused the carnage:
If a cowpoke bests Devil Eyes, Bill Sutter
gives her to him permanently. That hero A hairy black spider the size of a dog
gets a tough and loyal mount through suddenly bursts from the ground! The
the end of the campaign (or as long as the repulsive critter latches onto one of your
mustang lives). rescued steers. The animal screams piteously
as it loses its footing and topples to its knees.
c LUKE CANTON: See page 81. A heartbeat later the other steer breaks
HORSES, RIDING (5): See Savage Worlds. through the ground, dropping into a small
pit. Out of the pit swarm hundreds of palm-
DEVIL EYES: See page 88.
size spiders, flowing over the thrashing cow
and out onto the surrounding ground.
The terrantulas are perfectly content with
the hamburger they’ve already procured.
12
They don’t attack any of the characters unless
a sodbuster attacks them or tries to save one WHO'S WHO ON THE LAZY S.
of the cattle. If the heroes are willing to write
Here’s a list of the various cowboys and
off the two young steers they can easily ride
workers on the Lazy S cattle drive.
away without suffering any attacks.
Intervening on behalf of the steers quickly c BILL SUTTER: Owner of the Lazy S herd
and head honcho of the cattle drive. See
draws the mama spider’s attention. The
Part 1-Round-Up
page 82 for his stats.
swarm follows thereafter, flowing like a
biting carpet of pain toward the largest c ABIGAIL “ABBY” MORTON: Bill’s
concentration of horses and heroes. On the headstrong niece, and youngest
spiders’ turn, another mama spider pops up member of the crew. Her stats are on
out of its hidey-hole and attacks! Allow it a page 82.
Stealth roll versus its prey’s Notice to get The
Drop on this first round. c LUKE CANTON: Sutter’s most trusted
employee, Luke is trail boss for this
Once the spiders are defeated, a quick crew. He’s a leathery old cowboy
search of the grove discovers over a dozen who’s seen it all and takes no guff. See
drained carcasses of Lazy S cattle along with page 81.
a few deer and other, smaller animals. The
JAVIER ORTEGA: A former Mexican
other cowboys likely completely missed them
soldier, Javier cooks food for the crew
because the husks are so desiccated they’re
and drives the chuck wagon. See page
only visible from within the grove itself.
81.
LARGE TERRANTULA (2): See page 91.
LAZY S COWBOYS: An additional 14
TERRANTULA SWARM: See page 91. cowboys are employed on the cattle
drive. Their stats are on page 81, and
a page to keep track of them all can be
found at the back of this book and on
AN UNWELCOME VISIT our website.
13
Sutter screws up his face and snarls. “Like c BARTHOLOMEW PHELPS: Use Gunman,
I told them other fellers from your railroad, Veteran, page 83, Taunt d8. He’s armed
DEADLANDS: THE WEIRD WEST
you can pound sand. That ain’t half what with two Colt Peacemakers (Range
they’re worth on the open market!” 12/24/48, Damage 2d6+1, RoF 1, AP 1).
Phelps sneers. “Ah, but this isn’t an open BAYOU VERMILION GUNMEN (2, plus 1 per
market. I understand no one hereabouts will hero): Use the Gunman profile on page
purchase cattle with your brand and I’m 83.
afraid my employer’s stock cars are booked
up for the foreseeable future. I’d recommend c TO’SARRE: See page 86.
you take the offer before prices drop further.” c THE LAZY S CREW: Bill Sutter, Abby
Morton, Luke Canton, and all 14 ranch
Sutter turns suddenly serious as a
hands. See page 82.
preacher. “Prices ain’t the only thing about
to drop around here, if you and your lot
don’t head out pronto.” WHO'S THAT?
If the posse asks about the Indian with the
With that, Sutter thumbs back both
enforcers after they depart, Sutter tells them,
hammers on his shotgun. Phelps looks
around at the growing crowd of ranch “His name is To’sarre. He’s an old
hands drawn to the argument. Sutter’s men Comanche raider from hereabouts. Me and
outnumber the Bayou Vermilion riders, so him got a little history. I was part of the
Phelps tips his hat, turns his horse, and leads posse that ran him to ground back in ‘73.
his gang out. To’sarre is the last to leave. He
“No doubt Vermilion hired him on ‘cause
lingers a long half-minute, glaring at Bill
he knows the area…and ain’t likely to balk
Sutter with cold, obvious hate.
at pointin’ the business end of a gun at any
Despite that, the enforcers don’t start a of the locals. ‘Specially me.”
fight under any conditions. Even if the heroes
Later that evening when the majority of
feel froggy and skin their smokewagons, the
the ranch has gathered for dinner, Sutter
BV gunmen flee.
addresses the group.
14
“I apologize I didn’t say nothin’ before
about Bayou Vermilion. They sent an agent
YOU AGAIN!
After Abby’s been in the store about five
out with an offer a couple days ago to buy
minutes, Phelps and a band of Bayou
the whole herd at $5 a head. As you know
Vermilion gunhands converge on anyone
we can get a lot more from anyone trying
waiting outside. Phelps sizes up the
to ship the beeves to the Maze. So I said no,
posse, likes his odds, and announces in a
that I was gonna drive ’em north to the big
mocking tone:
Part 1-Round-Up
stockyards. They implied we’d never make
it and I don’t like bein’ threatened. We “I commend you folk on your stubbornness,
can handle what they got now, but if they if not your common sense. Most would have
send for reinforcements we’ll be in trouble. cleared out ahead of the storm that is surely
Especially if some of the rumors I’ve heard coming. Instead, you chose to leave the Lazy
about ’em are true. So I’m gatherin’ the herd S where you held, at least for the moment, a
and headin’ north in three days. There will numerical advantage.”
likely be trouble. If that’s more than anyone
If one of the posse has a reputation—or
signed on for, now’s the time to cut out.”
hankering for a reputation—as a gunslinger,
Sutter doesn’t offer any additional pay or Phelps calls him out. Should the hero take
terms despite the revelation. The ranch hands him up on the challenge, use the Dueling
signed on for a cattle drive and nothing has rules from Deadlands: The Weird West. Phelps
changed but the timetable. He understands prefers to Taunt for any Tests.
if someone wants out—everyone’s heard
Defeating Phelps causes his men to back
the gruesome gossip about some of Bayou
down… for now. If he wins the fight, his men
Vermilion’s stranger employees—but
open up on the posse, declaring an unfair
otherwise there were always going to be
fight, ambush, or other foolishness. If none
rustlers and other troublemakers and he
of the cowpokes choose to duel Phelps, he
expects those who stay to do their duty.
and his men find another excuse to open fire.
Once Phelps or more than half his gunmen
SUPPLY RUN are Incapacitated or killed, any survivors flee.
The next morning Sutter gathers up the Abby (and any posse members) inside
heroes. He’s sending his niece Abby into the store at the time respond the round
Sutter’s Flats with a buckboard to pick up following the outbreak of gunfire. If you’re
the last of the supplies needed for the drive feeling generous, Marshal, you can allow any
and wants them to go along to help load the heroes inside the store a Notice roll to catch
wagon. Out of Abby’s hearing, he adds that wind of the confrontation just before the lead
he doesn’t trust Phelps or Bayou Vermilion starts flying.
further than he can spit, and knows To’sarre
is bad news with a vengeance. Bill adds, c ABBY MORTON: See page 82.
“I ain’t got nothin’ against the Comanche. c BARTHOLOMEW PHELPS: Use Gunman,
Veteran, page 83, Taunt d8. He’s armed
Spent a whole summer livin’ with ’em once.
with a Colt Peacemaker (Range 12/24/48,
But that bastard is made of nothing but hate
Damage 2d6+1, RoF 1, AP 1).
and vengeance.”
BAYOU VERMILION GUNMEN (2, plus 1 per
The trip into town passes uneventfully.
hero): Use the Gunman profile on page
Once there, Abby produces a list of supplies
83.
and heads to the general store, pulling one
or more of the heroes along with her to help
carry the load. Those who get tapped for
the duty quickly find themselves standing
“I’M GONNA ENJOY THIS. IT’S BEEN A
idly by as Abby calls out items for the WHILE SINCE I HAD A CHALLENGE.”
shopkeep to fill. –Phelps
15
DEADLANDS: THE WEIRD WEST
16
CHAPT
ER
2
HEAD 'EM UP
PART ONE: BAD TIMES ON THE GOODNIGHT
17
DEADLANDS: THE WEIRD WEST
Cowboys in this part of the country more the like. A water barrel is strapped to one
often use the Spanish term “remuda.” It’s side of the wagon and what looks like an
common for a rider to have horses he favors upright cabinet is affixed to the rear.
for certain jobs: a hardy animal for daily
The cabinet is Ortega’s rolling kitchen. A
riding, a swift one for round-up purposes,
hinged lid lets down to form a work table,
and a surefooted, canny mount for riding
exposing an array of drawers and cubbies
night watch. All told, this amounts to several
holding everything from salt and lard to
dozen horses under her care.
tobacco and castor oil. Underneath the
Since it’s unlikely any of the heroes had a wagon, another box—called the boot—holds
half-dozen or so mounts at the beginning of the skillets, pots, pans, and Ortega’s prized
this adventure, just assume Sutter sets them Dutch oven.
up with a stake of five loaners for the drive.
Ortega doesn’t pull night watch, but still
has the longest working day of anyone on
CHUCK WAGON the drive. He’s up in time to prepare an early
The heart—and more importantly, stomach—
hot breakfast in the morning and typically
of the trail crew is the chuck wagon. The
doesn’t bed down until after the last hand
chuck wagon is the sole responsibility of
settles in for the night. His last job each
Javier Ortega, a former Mexican soldier
evening is to point the tongue of the wagon
who guards that authority closely. No one
toward the North Star to orient the herd the
is allowed to touch the wagon or its contents
next day in case the morning sky is overcast.
without his approval—and usually his close
supervision as well. The chuck wagon normally rides ahead of
the herd to give Ortega time to set up camp
The wagon carries not only the foodstuffs
and prepare dinner in time for the crew’s
for the trail, but also any gear too bulky to
arrival. Sutter might assign a rider or two to
fit on the cowboys’ mounts, such as
accompany Ortega if he senses trouble ahead.
bedrolls, tarps for bad weather, and
18
The gunmen fight until half their number
GET IN THE KITCHEN! are dead or Incapacitated, then either
If one of the heroes is well-suited to the role
surrender or flee. To’sarre retreats with the
of trail cook, you may have Sutter assign that
gunmen or if he suffers a Wound. In either
character to the position. In that case Ortega
case, he uses shape change to take the form of
doesn’t join the drive. The player character
a crow and flies into the night to ensure his
assuming the role also takes on all the duties
19
level as described in Savage Worlds. Due $50), a loaded and unfired Evans Old Model
to the severe conditions, even a successful Sporter rifle, and $32.
DEADLANDS: THE WEIRD WEST
20
After four more days and nights of travel,
the party finally reaches a tributary of the
Pecos River. The lead longhorns smell the SNAKE SWARM
water long before the crew can see it and the
Snake swarms aren’t intelligent enough to
cows become restless.
do anything but move and bite. They can’t
The posse has to help keep the animals take Multi-Actions, make Tests, etc.
SHOOTING STARS...& BARS An hour later, Sutter, Abby, and any two of
the other hands ride north to Roswell.
A week later, the herd arrives south of
Roswell, New Mexico. There’s very little to LOOK, UP IN THE SKY!
distinguish this patch of wilderness from the
The action starts later that same night. Read
desert they just left other than the growing
the following to the players when you’re
depth of the Pecos, but just knowing there’s
ready for the next encounter:
a sizable town nearby is reassuring.
A distant rumble from the west seems
There Sutter sets up camp and has the crew
to foretell an approaching thunderstorm.
lead the herd into a shallow box canyon on
Some of the more experienced cowhands
the east side of the river. Once that’s done, he
fetch canvas tarps from the chuck wagon,
rounds up the crew and tells them,
grumbling about a long, wet night
21
ahead. A flicker of light at first appears to be evening. There are a few clues here to hint
a lightning flash on the horizon, followed by that something’s amiss if the posse takes a
DEADLANDS: THE WEIRD WEST
22
guess. The truth is he’s a Wasatch spy, sent by evidence any of the crew were involved in
Dr. Hellstromme to see if the US Army had the break-in.
somehow captured an automaton without
If Callahan finds anything incriminating—
detonating its head case (they haven’t). He
say if one of the posse members insisted on
took the notes to show his boss the Army is
bringing the damaged rocket pack back to
still off-track, but was discovered. He stole
camp—he immediately threatens to arrest
23
north of what will one day be Tucumcari,
New Mexico. Normally it’s a slow-moving VENGEFUL RETURN
DEADLANDS: THE WEIRD WEST
24
the Area Effect Power Modifier (and Range if
NIGHT RAVEN needed), then signals his warband to attack.
These night ravens serve To’sarre. They stalk
his enemies while they sleep and enhance Once combat is underway, To’sarre uses
their victim’s nightmares to soften them up either fear or boost/lower Trait to best hamper
for some impending confrontation. the heroes or assist his warriors. Half the
warband remain prone, hiding in the scrub
25
CHAPTER
3
NO MAN'S LAND
PART ONE: BAD TIMES ON THE GOODNIGHT
26
than the last. The lead steers begin to scatter Uncooperative (see Persuasion in Savage
and wander while several Lazy S riders try Worlds). If their reaction is improved to
to get the animals under control. Neutral, they let the herd pass for a $500 toll.
If it’s improved to Cooperative, they agree
The cause of the confusion—and likely the
to let the herd pass for free, but escort the
27
work. Gault hasn’t tried to raid the Farleys’ were arrested by the town marshal yesterday.
spread yet, but they’ve heard tell of the gang A round of drinks, a decent tip, and a
DEADLANDS: THE WEIRD WEST
slaughtering entire settlements to the north Persuasion roll encourages the bartender
and figure it’s only a matter of time. of the town’s only saloon to whisper the
following:
“Your boys are in the jail. Supposedly
LEGAL TROUBLES for bustin’ up my place, but they didn’t. It
was Marshal Wilcott and his boys. They’re
A few days after the herd passes the Farley Socrates Gault’s men. He runs a big gang
homestead, Sutter comes to the party with a somewhere outside of town. I hear he works
special assignment. He says, for Black River. The old town marshal tried
to stand ‘im down when he first got here and
“I sent a pair of hands off to Dog Leg—
got a bad case of lead poisoning. So Gault
that’s a small town a day’s ride to the west—
installed his henchman, Dalton Wilcott, as
to scout for provisions. They ain’t come back
the new marshal. You’ll want to be careful
yet. I’m more than a little worried they’ve
around them, friends.”
run afoul of Indians, border raiders, bandits,
or even that Gault fellow them Farley boys Wilcott and two other lackeys run the town
mentioned. Y’all are a bit more competent for Gault. The townsfolk are afraid to stand
with trouble than the others, so how about up to them due to the size of the gang and
y’all ride over to Dog Leg and see if you can alleged (but false) ties to Mina Devlin’s Black
find them yahoos.” River Railroad.
Bill adds that he’s going to keep the herd
moving north. If the heroes are delayed or
THE "MARSHAL"
Whether it’s their first stop or they’re led
lose the trail, he’ll wait for them outside
there after visiting another establishment
Exposition, a town a few days to the north.
in Dog Leg, the posse’s trail inevitably
ends at the town marshal. The office is
DOG LEG a rather unremarkable wooden building
with a freshly—if crudely—painted sign
FEAR LEVEL: 3
announcing MARSHAL. Those who enter note
After an uneventful trip through a marked absence of bars on the windows or
the Farley’s ranch, the posse any other sign of reinforcement.
arrives in Dog Leg. As advertised,
The door to the marshal’s office stands
it’s a small settlement with around
slightly ajar. Inside, Marshal Dalton Wilcott
100 residents. The town’s business
sits behind a desk with his feet up and hat
district consists of a livery, a
down. Near the back of the office the two
saloon called “Boston’s,”
Sutter trail hands sit on the floor chained
Jen’s General Store, and
to a metal eyebolt. Both men look worse for
the marshal’s office, so
wear, sporting bruises and scrapes, and one
looking for signs of the
of them has a black eye.
missing trail hands
should be a fairly Marshal Wilcott tips his hat up as the
easy matter. heroes enter. A pair of unkempt outlaws
shaming deputy’s badges eye the posse from
If the group
the other side of the room. Wilcott looks the
enters the
newcomers over and growls in a surly voice,
general store or
saloon first, they “What can I help you with, strangers?”
quickly learn the
If the heroes admit any connection to the
missing wranglers
imprisoned cowboys, Wilcott says,
“Well then we got us a little problem.
MARSHAL WILCOTT These fellows got drunk and busted up my
28
favorite waterin’ hole. Me an’ the boys had BAD NEWS BEARERS
to take ’em into custody—for the good o’
The heroes return to the campsite and
the town, of course. Before we can let ’em
instantly see there’s been trouble. Only a
go, we’d need restitution for the damages
few steers remain, the chuck wagon’s gone,
to local establishments. I’d say a hundred a
29
“That’s far enough! Drop your weapons bounty on Gault, no one in town seems to
and get your hands up!” have much interest in trying to claim it.
DEADLANDS: THE WEIRD WEST
A Persuasion roll from any of the heroes There’s only a single marshal in Exposition
is enough to calm the situation before lead and he has no jurisdiction over—or interest
starts flying. Should none of the posse speak in—crimes committed outside the town’s
up, Luke or Abby defuses the gunfight— borders. His only concern is keeping the
barring a particularly bloodthirsty posse. peace in Exposition and staying on the good
The leader of their would-be captors doesn’t side of Merit and her enforcers. No one’s seen
immediately apologize for the mistaken the Colfax County sheriff in days, and there’s
identity, but she does order her troops to no US Marshal within a hundred miles.
lower their weapons.
Likewise, the townsfolk have little interest
It turns out they’re a band of Black in pursuing Gault. Raiders have become an
River enforcers guarding the railhead in accepted fact of life in the Great Plains, just
Exposition. Word got back to headquarters like thunderstorms and twisters. Most folks
in Memphis that Gault’s been preying on the don’t see the percentages in a shootout with
local population and claiming the railroad a band of hardened killers.
is behind him. Mina Devlin is no one’s idea
That said, particularly persuasive parties
of a saint, but she takes serious umbrage to
can muster up a few hardy souls. With a
someone else making use of her reputation.
successful Networking roll at –4, the posse
Her gunhands have standing orders to take
can find five townsfolk willing to help rescue
the outlaw down.
Sutter. A raise on the roll gets them another
The leader of the enforcers is a battle- five, but the crew cannot raise more than 10
hardened veteran of the Great Rail Wars locals no matter how hard they try.
named Constance Merit. She’s not one of the
TOWNSFOLK (5 or 10): See page 88.
famed Wichita Witches—this tussle hasn’t
escalated to that level yet. Merit assumed
such a well-heeled party was part of Gault’s
gang—hence the unfriendly welcome. If THE BATTLE OF GAULT'S GULCH
the party tells Merit they’re going after the
outlaw, she’s clearly eager to join. Whether they immediately go after the raiders
or gather reinforcements from Exposition,
Merit agrees to send 10 of her enforcers
finding Gault’s gang isn’t particularly
with the posse for the low price of 50 head
difficult. After all, a few thousand cows tend
of cattle. She has to stay here and protect the
to leave a trail! The posse doesn’t even need
railhead with the rest of her gunmen—which,
to make a Survival (tracking) roll to follow it.
despite the name, are primarily women. A
successful Persuasion roll talks her down to The wide swath of hoof prints and cow
30 head and a raise gets her to accept 20 cows. pies leads about a day’s ride east of where the
Merit’s real goal is to impress her boss—the raiders attacked the Lazy S camp. The cattle
rest is gravy. are corralled in a steep box canyon, blocked
at the entrance with a simple rope fence (see
c CONSTANCE MERIT: Use the Gunman, map at the end of this chapter). Gault and his
Veteran, profile on page 83.
men are camped close by. A guard sits atop
BLACK RIVER ENFORCERS (10): Use the each bluff near the canyon mouth. Dozens of
Gunman profile on page 83. outlaws can be seen milling about, all armed
to their rotting teeth.
THE LAW, OR LACK THEREOF
If the posse tries to drum up support for an EVENING THE ODDS
attack on Gault from somewhere besides No matter how they go about it, taking on
Merit’s enforcers, it has little luck. Although Gault’s gang is a big fight! A clever posse
there’s a wanted poster advertising a $1,000 may find several ways to offset the rustlers’
numerical advantage though.
30
Part 1-No Man's Land
First, Gault hasn’t killed any of the captives. c COLONEL SOCRATES GAULT: See below.
He hopes he can parlay the hostages into
a ransom at some point, and has them tied c GAULT’S LIEUTENANTS (1 per hero): Use
the Gunman, Veteran, profile on page
up to the south of his main camp. Freeing
83, or create an original posse if you
them gives the posse another five fighters
want to increase the challenge!
and Sutter himself. Obviously, none of the
captives are armed at the moment. RAIDERS (40): Use the Gunman profile on
page 83.
Second, although the gang has posted
lookouts atop the bluffs, the men are bored
and inattentive. Stealthy heroes should be cColonel Socrates Gault
“Colonel” Gault was never really a colonel. In
able to slip up on them and take them out,
fact, he never served in either the Union or
giving their allies the element of surprise.
Confederate forces. He’s just an ambitious
Finally, the rescuers might try stampeding outlaw who’s drifted across the Great Plains
the stolen cattle. By circling around the camp, for years, using the war as an excuse for
they can drop into the eastern end of the looting and pillaging with whichever border
canyon and approach the herd from behind. raiders would take him.
Cutting the rope fence unnoticed requires a
Not too long ago, Gault settled into the
Stealth roll, but surprise isn’t necessary once
southern Colorado area. Soon he’d raised
the cows start stampeding—right through
a sizable band of outlaws, murderers, and
the raiders’ camp! The stampede lasts 10
even a few disgruntled former soldiers.
rounds and devastates the ill-disciplined
He wasted little time in using his band to
rustlers. Of course the Lazy S crew has to
effectively seize control of a small portion of
round up the longhorns afterward, but a day
the war-torn state.
or two in the saddle is better than an early
date with the grave.
31
Gault is a canny tactician, but he has posse and Abby). None of the crew argues
a tendency to let ambition overtake his openly if the characters decide to try to claim
DEADLANDS: THE WEIRD WEST
means. He seldom considers the long-term it for themselves. This action may hurt the
consequences of his actions—a trait that has heroes rapport with their fellow trail hands
sent him running with his tail tucked more later on, though.
than once.
Once the cattle are gathered, the drovers
Attributes: Agility d6, Smarts d6, Spirit d6, set out again for Denver. Sutter stops at
Strength d8, Vigor d10 Exposition to resupply and give the tired
Skills: Athletics d6, Battle d6, Common men a night to unwind. The posse can also
Knowledge d6, Fighting d8, Intimidation d6, attempt to collect the $1,000 reward on
Notice d6, Persuasion d4, Riding d8, Shoot- Gault at this time. Unfortunately for them,
ing d8, Stealth d4, Survival d4 the surviving enforcers and townsfolk have
Pace: 6; Parry: 6; Toughness: 7 already claimed a cut. That said, the marshal
Hindrances: Bloodthirsty, Ugly (Minor), kept $500 for the heroes.
Wanted (Major—Great Plains)
Edges: Combat Reflexes, Command, Nerves
of Steel, Harder to Kill
TRAIL'S END
Gear: LeMat Revolver (Range 12/24/48, The herd spends two weeks getting fat on
Damage 2d6, RoF 1, AP 1) & shotgun the tall prairie grass between Exposition and
(Range 5/10/20, Damage 1–3d6, RoF 1), Denver. Feel free to throw in an encounter
saber (Str+d6), horse, chaps, saddle. or two, Marshal, or give the team a little
rest as you see fit.
AFTERMATH Once they reach the “Mile High
After the heroes defeat Gault, Sutter City,” Sutter halts the herd a few
and the other captives thank them miles outside of town. The crew
for the rescue. If the Black River makes camp and Bill heads
enforcers came along, they into Denver to try and make
return to Exposition, taking the the sale. The ranch hands
agreed-upon number of cattle are allowed to venture
with them. Any townsfolk into the city as well, as
the heroes mustered to their long as enough remain to
cause leave as well. Sutter ensure the herd is
keeps the crew at the box properly tended.
canyon for the next few days,
The posse has
both to recuperate and to
a few days to relax,
round up any cattle scattered
have a drink, and spend
during the firefight.
some of their hard-earned
Digging around the outlaw cash before things get rolling
camp turns up Gault’s stash in the next chapter.
of ill-gotten gains. A trunk
in his tent holds $1,500 in
bills and $400 in gold dust. COLONEL SOCRATES
Sutter suggests dividing
half the money among the
GAULT
cowboys on the rescue
party (including the
32
DEADLANDS: THE WEIRD WEST
34
CHAPT
ER
4
NORTH TO WYOMING
PART TWO: HIGH PLAINS DROVERS
35
Obviously, Sutter’s niece Abby is headed
north with him.
A SPY IN WRANGLER'S CLOTHING
One particularly garrulous fellow seems
DEADLANDS: THE WEIRD WEST
Sutter pulls the characters aside after the especially dedicated to signing on with
rest of the trail crew sorts itself out. He says,the Lazy S. He talks to everyone in the
camp, including the heroes, and seems a
“You folk have done right by me and Abby
friendly enough sort at first. The would-be
from the get-go. To tell the truth, this here
cowpuncher gives his name as Jay Goodman
deal has put a dent in my wallet and I’ll have
and claims to have ridden on several drives,
to hire more hands too. I’m willin’ to cut
mostly on the Texas and Chisholm Trails.
you in for a tenth ownership of my original
Any of the caballeros with experience on
herd, divided amongst yourselves, in lieu of
either of the two trails finds Goodman’s
payment, if you choose to stay on with us.”
story square. He seems to know both routes
Sutter’s original herd numbered and all the well-known hazards along them.
approximately 1,500 head of cattle. That said, anyone who spends time with him
Accounting for losses on the trail and a gets a Notice roll at –2 to feel like Goodman’s
few sales along the way, the crew arrived holding something back.
in Denver just shy of 1,300 beeves, so the
Which is true! Goodman works for Empire
rancher is offering the posse about 130 head
Rail, an arm of the US Army in all but name.
of cattle. (When sold in a favorable market,
Remember that incident with the spy back in
each longhorn might bring as much as $40.)
Roswell? (See Look, Up In the Sky! on page
He’s come to value the heroes’ contribution 21.) Captain Callahan wired ahead about
highly, so the characters can bargain with the funny business and the US Army still
him for a better deal. With a successful thinks there might be a Wasatch spy working
Persuasion roll, he increases the offer to 200 with the Lazy S.
head. On a raise, he goes all the way up to a
If there’s a mad scientist in the group, he
quarter of the original herd—325 beeves! He
or she’s their number-one suspect. Whether
isn’t willing to cut them in on the new herd
the rest of the crew are in on it or not is also
just yet, though.
a point of conjecture.
Goodman is good at infiltration. He chats
COWBOYS FOR HIRE up each member of the crew and spins yarns
The new herd Sutter purchased totals around easily, recalling any number of anecdotes
2,000 head. This more than doubles the size of from his experiences on the trail.
the original Lazy S herd. Managing all those
Once Goodman feels he’s established a
animals also leaves the Lazy S shorthanded.
rapport with the group, he slowly turns
Of the original cowboys, about a half- the topic to the drive up from Texas. He
dozen choose to remain with the herd lets heroes talk for a while, but focuses in
(including Luke Canton, assuming he’s on Roswell if they mention it. If they don’t,
still alive). Bill plans to bring that total up he asks them directly if they passed near it,
to 20 riders—including the posse—before adding that he had a “mix-up” with the Army
the herd heads north. He puts out a call for there once and barely escaped with his life.
experienced hands. Goodman hopes his tale spurs the strangers
into talking about their experience there.
It’s not long before drifters begin to
mosey in looking for work. Most are honest, After Goodman’s spent some time with the
hardworking cowboys just looking for any posse, he starts wrapping things up. He asks
job they can find, but Luke warns some the crew to keep him in mind if work comes
might be bandits or rustlers taking measure up, and goes back to Denver to file his report.
of the crew and scouting out defenses for He doesn’t believe the crew is affiliated with
their gangs. Wasatch, but others in Empire Rail aren’t
convinced and decide to keep monitoring the
herd’s progress a while longer.
36
steer isn’t breathing. Whatever’s moving
SOMETHING'S FISHY isn’t the steer itself.
It’s possible the heroes realize something’s
amiss with Goodman. If confronted, he With a raise the investigator also finds
37
pistolero cooks off even so much as a single
shot, the cattle panic and stampede! AT THE GATES OF HADES
DEADLANDS: THE WEIRD WEST
SPY GAMES
Not surprisingly, nearly every other Rail
Baron has armed detachments or spies in
the area to keep an eye on Hellstromme’s
activities. If you want to keep the posse on
its toes, let them make a Notice roll to catch
sight of a group of heavily armed gunmen
briefly shadowing the herd from high ground
in the distance. These are scouts from one or
more Rail Barons monitoring any unusual
activity in the area. They quickly determine
the Lazy S crew poses no serious threat and
move on—but possibly not before making
the trail hands a bit jittery.
One band that pays a little extra attention
to the herd is Empire Rail. Forewarned by
its spy, Goodman, the railroad’s enforcers
have been on the lookout for the Lazy S
crew. Empire Rail is still on the fence about
whether the party is working with Wasatch,
but its gunmen are keeping their hands on
their gun butts just in case.
38
WASATCH COMES A-KNOCKIN' Wasatch sent Emmerich to get a feel for the
party and recover anything they might have
About two days after crossing the South
found. Emmerich, in his madness, made it
Platte, the heroes spot a steam wagon
39
If the party inquires as to the amount them obvious forgeries. He knows the secrets
of reward Emmerich is offering, he says of Hellstromme’s automatons and realizes
DEADLANDS: THE WEIRD WEST
the railroad is willing to pay $1,000 for the Army plans have nothing to do with it.
the information. That sum is not up for He also recognizes the designs are unfeasible
negotiation; Wasatch set the amount and and assumes the party is trying to pull a fast
Emmerich has no influence over it. No one. The enforcer gives a disappointed look,
amount of Persuasion or Intimidation turns sharply, and returns to the wagon.
directed at him can alter the reward. Moments later, it departs in a cloud of
dirt and dust.
Sadly, the delusional Emmerich has
already decided the Lazy S crew must be If, on the other hand, the discussion
eliminated, even if they actually provide the escalates to a rhubarb (that’s a fight,
spy’s documents. After all, he has no way Marshal), Emmerich runs to the wagon and
of knowing if they understood it or made tries to escape. If he escapes, he returns the
copies or if they’re even selling him the next day as noted in Death From Above on
actual information the spy stole. page 41. Should the group manage to send
him to Boot Hill instead, there’s no attack by
If the heroes turn over the real documents
Wasatch forces the next day.
they found on the spy, Jurgen briefly scans
them then throws them to the ground, calling Being the mean, stubborn, vengeful
sourpuss he is, giving the Lazy
S a hard time is Emmerich’s
own idea. As long as the
cattle drive doesn’t linger
near Camp Hades, there’s no
further Wasatch intervention.
c JURGEN EMMERICH: See
page 84.
STEAM WAGON CREW (2):
Use the X-Squad profile on
page 88.
40
EIGHT LEGS, AGAIN property. I would hate to see any further
calamity befall your efforts.”
Around midnight, the cowpokes hear the
snorts and lowing of frightened cattle coming Regardless of the posse’s response,
41
With that, he raises his left hand, the signal ARMORED STEAM WAGON: Size 4
for the attack to begin. (Large), Handling –1, Top Speed 50 MPH,
DEADLANDS: THE WEIRD WEST
42
Part 1-North To Wyoming
with Wasatch, they jump at the chance to mix ESCAPE FROM HELL
it up with Hellstromme’s lackeys!
Once the Lazy S cowpokes overcome the
We’ll leave it up to you to decide when—if Wasatch forces, the railroad decides to
at all—the posse could use a hand from the cut its losses. Emmerich is either dead or
boys in blue. Once you decide things are embarrassed by his defeat and removed from
barreling downhill like a hoopsnake racing any position of authority. Wasatch decides
a rockslide, the Empire Rail force arrives that if the Army has cracked the secret of
to help out. the automatons, it’s already too late to close
the barn door. And after their knock-down-
If Empire Rail becomes involved, let the
drag-out fight with the X-Squad, Empire Rail
players control the Extras as allies.
is convinced the posse isn’t in cahoots with
Should the caballeros manage to whip the Hellstromme.
Wasatch goons on their own, the Empire
The rest of the trip to the Wyoming border
Rail troops still arrive, but this time just to
passes uneventfully—unless you want to
provide congratulations and a hearty slap
throw a few complications of your own at
on the back!
the sodbusters, Marshal. Don’t forget the
JAY GOODMAN: See page 84. He’s Encounter Tables in Deadlands: The Weird
mounted on a sturdy riding horse (Vigor West, too. There’s all kinds of trouble there
d10) and sporting a Deputy Marshal if you want it!
badge—his “other” line of work.
EMPIRE RAIL ENFORCERS (10): Use the
Soldier, Veteran profile in Deadlands: The
Weird West. They’re mounted on riding
horses (see Savage Worlds).
43
CHAPT
ER
5
45
Being the Weird West, even quicksand is Once the herd is moving along the Oregon
more dangerous than normal. Any creature Trail, the Sioux flank the cattle to the north
DEADLANDS: THE WEIRD WEST
caught in the mud sinks completely in three and south just out of rifle range and a rear
rounds unless it’s pulled out. Mounted guard follows along behind. Any sodbuster
cowpokes get an additional two rounds after who strays from the route finds warriors
their unfortunate animal perishes. converging quickly on his position. As
long as the crew keeps to the vicinity of the
The pool is about twelve feet in diameter.
trail though, the patrol seems content to
Freeing a character from quicksand requires
pace them.
a Strength roll—either by the victim or
her friends, and each may Support the Make a Survival (tracking) roll for any
other normally. Critical Failure means the saddletramps riding point. Success tells the
character goes straight under. Success means sharp-eyed cowpuncher that a rather sizable
she doesn’t sink that round, and a raise group of wagons, horses, and even folks on
means she’s free. Support rolls are made at foot passed along this section of the trail
–2 if the victim is a horse or cow (because of within the last few days. A raise on the roll
their mass). gives the tracker an estimate of six or more
wagons in the group.
Once beneath the surface, the victim starts
to drown (see Drowning in Savage Worlds)
and must be pulled out by someone on the
surface; she can’t extricate herself. A PLAGUE OF UNDEATH
Should the point rider not detect the
While passing through Laramie, a member
quicksand (guaranteed if one of the other
of a wagon train fell victim to a rare critter
Lazy S hands is at the head of the herd), 1d4
in the Weird West—a “plague vampire.”
cattle stumble into the deadly pool before the
The creature chose a weaker member of the
hands divert the rest. In this case, Sutter asks
caravan as its prey, an elderly grandmother
the posse to rescue any trapped cattle and/
named Mildred Bower. Mildred’s
or cowboys.
constitution, already compromised by
After it’s identified, the wranglers can disease and the hardships of the trail, broke
divert the cattle around the quicksand with under the added strain of the monster’s
little effort. feeding. She died on the trail shortly after the
group departed town.
WAGONS HO! The rest of the wagon train took her
sudden failing health as a sad but inevitable
Shortly after crossing the North Platte, the
consequence of her age and the difficulties of
point rider for the herd crests a rise and gets
the frontier. She passed within two days and
his first look at the Oregon Trail. It’s not an
was buried beside the trail.
awe-inspiring sight by any stretch, consisting
of wide-open prairie and deeply rutted That night, she arose as a vampire spawn
wagon wheel tracks. More awe-inspiring is and quenched her unholy thirst on other
the large contingent of Sioux (a hundred or members of the group. Worse, her feeding
more) on the opposite side of the ruts that spread the unholy disease to her prey. The
blocks the herd’s progress north. Sutter says, new victims were assumed to have taken ill,
but no one guessed the true nature of their
“I reckon they want us to follow the
affliction. Mildred crept from her grave
trail. Maybe that’s how they want folks
again the next night and pursued the wagons,
passin’ through?”
feeding again on her chosen prey.
Clearly, fighting the Indians is a losing
By the third night, the wagons had
proposition as they outnumber the Lazy S
traveled too far from the grave site for her
hands more than five to one—and that’s just
to reach them, but the damage was already
the warriors the cowpokes can see!
done—two more members of the group
were infected.
46
Nature spirits told the Sioux shamans under their wagons, or in one of half-a-dozen
about the infected settlers. To prevent the tattered tents.
undead plague from spreading further,
In several places, large sections of the
they’ve pushed the pioneers into an old
47
DEADLANDS: THE WEIRD WEST
“I’m sorry to say six of our folks are converge on them quickly. A veteran posse
presently showing symptoms. We have might actually be able to defeat the Sioux,
’em sequestered in a tent at the back of the but Sutter reminds them they aren’t here to
ruins. Four have succumbed since we got make war on the Indians. This is the Sioux
trapped in here. Nations, after all, and the Lazy S wasn’t
exactly invited. Even if they win the fight, it
“We’re takin’ precautions to stop the
might spark a war that gets lots of other folks
spread, but I reckon them Injuns is plannin’
killed all around the Nations’ borders. Sutter
to keep us bottled up until we eventually die.
wants no part of that.
Then they can just burn the whole shebang
down and keep it from spreadin’ to their folks.
MIDNIGHT SNACKS
“Of course now that you’re here I don’t That night and each night following, the
believe we’re gonna starve to death. We’ll plague vampires rise to feed. Slaughtering a
be happy to pay you for a few of your steers, settler just results in the bloodsuckers being
of course.” discovered and killed the next morning when
they’re at their most vulnerable, so until that
situation changes, the creatures attempt
DEATH BY DAWN to feed on sleeping victims and return to
Understandably, Sutter and the rest of the their graves unseen. This produces 1d4 new
Lazy S are reluctant to shelter in the fort infected victims each day.
with a group of folks likely brimming with
Daytime at the ruins consists largely of
disease. The boss tells the hands to set up
trying to stay out of the blistering sun as
camp a short distance outside the ruins and
much as possible. There is no nearby water
set watches for the evening. Then he orders
source and the pioneers have begun to run
a couple of cows slaughtered for the settlers,
low on their own supplies. Although the
free of charge.
Lazy S chuck wagon has a full water barrel,
Let the heroes tour the fort if they’re it’s not capable of supporting even just the
inclined, talk to the settlers, or whatever trail crew for more than a few days.
else they want. The only thing they
can’t do is leave. If they try, the Sioux
48
If the posse hasn’t rooted out the vampires to bless their weapons, one of the settlers
by the second night, one of the Lazy S hands reveals himself as a former preacher who
winds up getting bit in the middle of the can just manage to cast smite. If things get
night and wakes up covered in smallpox. really bad, the heroes and settlers have to flee
49
You pass around Bill Sutter’s telescope
AFTERMATH for a closer look. There’s no mistaking
Once the vampires are dispatched, the sick
DEADLANDS: THE WEIRD WEST
50
CHAPT
ER
6
The herd leaves the boundaries of the Sioux S crew must constantly push the stubborn
Nations at the foot of the Owl Creek and longhorns forward. By the end of the first
Bridger Mountains. The two ranges are long and tiring day, the herd has only made
separated by Wind River Canyon. North of it five miles into the canyon.
the canyon, the river is commonly referred
That night, the crew gets an unwelcome
to as the Bighorn, but in southern Wyoming
visit from the night sky. About four hours
most folks know it as the Wind River.
after the trail hands bed down, a fair-sized
The ranges pose a nearly insurmountable colony of devil bats that roost in the canyon‘s
obstacle to a herd the size of Sutter’s, but cliffs descend on the camp. The beeves are
the canyon itself—although narrow—offers too large for the nocturnal predators to
what the rancher hopes to be a shortcut to snatch up, but cowboys are just the right size!
the Bighorn Basin and his new property, to
Check for surprise—those sleeping have
the north.
a –2 penalty. The bats aim to scoop up a
At the southern mouth, the river flows victim and drop him on the rocks of the
through a canyon nearly 20 miles long. canyon floor. They like their food broken,
Narrow paths run along both sides of the squishy, and unable to fight back! They only
river in most places, and it’s generally hover and fight if somehow restrained from
shallow. But here and there the cliff walls flying away.
close in on the river, forcing travelers into
The creatures fight until more than half
deeper water and even whitewater rapids.
their number are Incapacitated, at which
Given the size of the herd and the time the rest soar away into the darkness.
numerous breaks in the trail alongside the
The good news is the confined nature of
river, it’s not an easy route by any stretch.
the canyon works to the Lazy S cowboys’
advantage. Due to the lack of open space,
DEATH ON THE WING the danger of a stampede is largely negated.
The cows can only travel north or south and
The drive begins well enough. Some of the
it’s fairly easy for the crew to round them up
herd stick to the paths while others wade
after the battle—no rolls needed.
cautiously into the shallow stream. Inside
an hour, however, the river’s rocky bottom, DEVIL BATS (15): See below.
dropoffs, and chokepoints mean the Lazy
51
(and is no longer Entangled himself). A
Bound result means he forces the bat to
DEADLANDS: THE WEIRD WEST
52
might have caught sight of the first tests of physical contact with any of the fighters
the “Hellbore” Hellstromme used to tunnel produces an unsettling result: the hombre’s
under the Rockies. The trestle was nothing hand passes right through the figure. The
53
DEADLANDS: THE WEIRD WEST
weathered and frayed, and the pole from again that, “As long as the bridge stands, we
which it flies is sun-dried and cracked. keep fighting.”
Inside the tent, the phantom of the
Wasatch commander speaks to another A BRIDGE TOO FAR
enforcer. The commander seems weary,
Hopefully, the players key into the fact that
almost saddened, at the carnage taking place
the trestle acts as an anchor, keeping the
in the canyon, but resigned to do his duty.
spirits tied to this area. An Occult roll can
“Our orders are to hold the Dragon forces also convey the information, or confirm it if
here as long as we can,” the commander says. the players figure it out themselves.
“We can hold them until Hell busts loose, A Repair roll (or Science –2) notes the
but I don’t think we can beat them,” the bridge is poorly constructed. Wasatch put far
other specter answers. “There’s just too more effort into making it look viable than
many of them and they ain’t showin’ any in actually making it functional. Sufficient
signs of retreat. As long as that bridge damage to the trestle anywhere in its lower
stands, we keep fighting.” midsection is likely to bring the entire
structure crashing down.
The Wasatch enforcers were tasked with
keeping Iron Dragon occupied without Even so, it’s still a rather large structure
destroying the trestle. Everyone knew and requires a fair amount of explosives to
Warlord Kang was too proud to back bring down. Dropping the bridge quickly
down easily, so the valley became a deadly requires destroying several of the middle
meat grinder. supports at once. This translates to a single
attack dealing at least 25 points of damage
If the party doesn’t go near the tent, feel
in an area equal to a Large Blast Template,
free to improvise the scene another way.
or three dedicated explosions of 14 damage
Perhaps the Wasatch commander walks the
each. All must be Heavy Weapons. A
riverbank with his subordinate and conveys
character with an Arcane Background and
the same information, emphasizing
54
the blast power can give it a go as long as she to the center of the trestle while wrangling
uses the Heavy Weapon modifier. the 30-lb box of dynamite. (Use Riding if
managing a mount. Characters who can
Dedicated (or bulletproof) folks can also
55
Fear (−2): Anyone seeing a ‘glom must
make a Fear check at −2.
WIND RIVER TRESTLE'S FALLIN' DOWN
Assuming the heroes are ultimately
DEADLANDS: THE WEIRD WEST
56
CHAPT
ER
7
DIRTWATER BLUES
PART THREE: RANGE WAR
57
DEADLANDS: THE WEIRD WEST
your boots, though. Otherworldly horrors fact, Dirtwater takes its name from the fact
occasionally slink through a portal to the that every time Northern Star cattle crossed
Hunting Grounds, hidden in the geysers the nearby Bighorn River upstream from
of Yellowstone only a few dozen miles to the town, folks claimed, “A man could walk
the west. The notorious Hole in the Wall across on the dirt in the water.”
hideout leads plenty of hard men with little
The promise of a railhead in town has
respect for the law to the region. And finally,
drawn a few hardy souls to Dirtwater, but
although the Bighorns aren’t technically part
even with the recent addition of an Iron
of the Sioux Nations, some tribes hold places
Dragon worker camp, the population has
in the mountain range to be sacred and look
yet to break into triple digits. Nonetheless,
poorly on folks who trespass.
it’s the largest population center along the
All that withstanding, Sweetwater County Bighorn River.
represents an opportunity for brave souls—
willing to face the dangers it holds—to grind THE LAW IN DIRTWATER
out a living there. The state of local government in Dirtwater
might be summed up in three words:
there is none.
DIRTWATER Well, that’s not exactly true. The locals did
figure out they needed someone to corral the
FEAR LEVEL: 3 occasional serious offender and make sure
things don’t get too out of hand on Saturday
Dirtwater is one of the few towns in
nights. To that end, they hired a town
Sweetwater County, which is really saying
marshal, and by “hired” we mean they found
something since Sweetwater County covers a
a gunhand willing to work for whatever he
fair piece of the northern Wyoming Territory.
could bring in from fines and reward money.
It owes its current existence almost entirely
Rory Tate, a one-time outlaw from Arkansas,
to Northern Star Ranch—at least until
now keeps the peace in Dirtwater.
the arrival of the Lazy S cowboys. In
58
Since there aren’t any official city
ordinances for him to draw fines on, Tate is
prone to make one or two up whenever his
STANDING
wallet gets light. Most of his income comes The people of Dirtwater are cowed by
59
DEADLANDS: THE WEIRD WEST
HORATIO ENGLAND: The barber has holds service. And that’s not because the
Healing d8 in addition to the usual church is particularly large—it only seats
Townsfolk skills. about 30 before folks begin bumping elbows.
Organized religion isn’t really catching on
BIG LUCY'S GAMBLING HALL in Dirtwater, although a few of the more
Big Lucy’s is what passes for a gentleman’s respectable citizens put in a lot of hard work
club in Dirtwater. That means it boasts a few to get the structure erected in the hopes it
soiled doves and an occasional poker game would. The plan is for the church to serve
in the parlor. The proprietor is Lucinda as a schoolhouse once there are enough
Hayes, a former dance hall girl recently children to warrant a teacher, but for now
arrived from St. Louis. She might be a few it’s largely unused.
years and a hundred pounds or so past her
physical prime, but few understand her line CLARK'S FEED STORE
of business better. Lucy hates Logan and his For over a year, outside of an occasional
cowboys, seeing them as bullies of the worst purchase from small-farm owners in the
kind. But she keeps her feelings to herself as area, Logan has effectively been Bertram
she understands all too well how much of Clark’s only customer. As such, he is deeply
her establishment’s income is derived from in Logan’s corner and keeps the rancher
the pockets of Northern Star cowpokes. informed of all goings-on of which he is
aware. Even once the Lazy S begins doing
CHURCH OF DIRTWATER business with him, Clark remains a staunch
Twenty-nine days out of 30, this building sits backer of Logan, although he does so from
empty and is at best only about half-occupied behind a false front of friendliness toward
on the other day of the month. That’s Sutter and his cowboys.
when Vernon Griffith, a circuit-riding
preacher (although not a blessed),
60
three Winchester ‘73 rifles and a double-
DIRTWATER LIVERY barrel shotgun for when the marshal needs
Owned by Josiah Johnson, the Dirtwater
extra firepower.
Livery also serves as the town’s stagecoach
61
IRON DRAGON WORK CAMP ENFORCERS
FEAR LEVEL: 3 Kang’s enforcers are housed in the largest of
DEADLANDS: THE WEIRD WEST
62
CHAPT
ER
8
OPENING VOLLEYS
PART THREE: RANGE WAR
This twist in the tale of the Blood Drive kicks About a day after Bill leaves the fledgling
off shortly after the Lazy S herd—of which ranch, a band of riders from Northern
the heroes are likely part-owners—reaches Star approaches the camp. The group isn’t
its destination just north of Dirtwater. actually looking for Sutter’s herd. They
stumble onto the Lazy S while hunting their
After arriving in the area, the first order
own strays.
of business is to get a bunkhouse and
other necessary outbuildings constructed. The cowboys are a little belligerent,
Although it’s only late August, winter comes accusing the Lazy S of squatting. They’re
quickly on the Wyoming plains. Sutter outnumbered and not foolish enough to look
wants to make sure lodgings are laid in as for a real fight though. Should it look like
soon as possible. Wood’s not in abundance tempers are about to flare, they back down
in the area, so the majority of the cowboys and ride out, but not before warning,
not riding herd are dispersed far and wide
“You ain’t heard the last of this!”
looking for suitable trees to fell.
NORTHERN STAR COWBOYS (5): Use
Although Randolph Logan was aware of a
Gunman profile on page 83.
large herd passing near Dirtwater, he didn’t
think they’d actually have the temerity to
settle on “his land.” Once he discovers the
Lazy S plans on establishing a permanent A POX UPON YOU
operation he’s spoiling for a fight.
Sutter doesn’t return as scheduled the day
after the tussle with the Northern Star riders.
CONFRONTATION Given the parting threat, Abby is more than
Shortly after Bill Sutter picks a permanent a little concerned for her uncle’s safety. She
site for the ranch, he heads out with a couple waits till around noon then asks the posse
cowboys to ride the limits of his land grant. to ride out and find him. She knows he was
If the posse members are part-owners of the headed generally west, and points to a low
herd, Sutter leaves them in charge, but it’s range of hills in the distance.
understood his niece Abby speaks for his
Finding Bill requires a successful Survival
interests. Otherwise, while the rancher is
(tracking) roll at –2 (–6 at night), with each
away, Abby is left in charge of the crew.
attempt taking four hours.
63
DEADLANDS: THE WEIRD WEST
When they’re eventually successful, the Initially, he’s a bit confused, but once his
group comes across Sutter’s campsite. The head and vision clear, Sutter recognizes his
riders had set camp in a slight depression in friends. He says,
the hills, no doubt to protect it from the stiff
“We was attacked in the night. Damn
winds that often blow across the basin.
Injun got Rusty with an arrow before he
The corpses of the two men riding with could warn us. I was just lucky he went after
Sutter are in the camp. One has an arrow poor ol’ Lancaster next. Cut the man’s throat
square in the chest while the other is still in before he even got his eyes open. His gurglin’
his bedroll, dead from a cut throat. There is woke me up, though, so there’s that, I guess.
no immediate sign of Sutter, although his
“I tell you, I’d swear it was that old
saddle and bedroll are lying near the ashes
Comanch, To’sarre—but he looked real sick.
of a day-old fire.
He was covered in sores and looked closer to
Examining the corpses quickly leads the death than an undertaker’s boots. I pulled
cowpokes to the conclusion the body with my hogleg, but the sneakin’ bastard jumped
the arrow was likely on watch. Anyone who me before I could draw a bead. I caught wind
looks at it closely gets a Notice roll. Success of him and it was like breathin’ in rot and
reveals the projectile is covered in filth and corruption.
a variety of noxious substances. The same
“While I was still gagging, he lit out,
slime is evident around the wound on the
laughin’ all the way—at tormentin’ me, I
other body as well.
reckon. I chased him out to here but ran out
of steam, I guess.”
SICK & TIRED
A Survival (tracking) roll at the campsite Sutter has been lying on the hill for the
uncovers a pair of booted footprints heading better part of a day. He insists he’s just
off into the short grass. Following it a short “tuckered out,” but a persistent cough and the
distance to a small hillock, the heroes find blisters dotting his flesh tell a different story.
Sutter lying on the ground near a small
Sutter is right—it was To’sarre who
clump of brush.
attacked him. The vengeful shaman died of
Bill is unconscious but responds groggily if the plague he got from the vampire blood
anyone shakes him or makes a loud noise. If at the abandoned fort and has returned as
anyone gets close enough to touch him, she a deadly pox walker. To’sarre blames Sutter
spots a few small blisters on his neck and the whole Lazy S crew for his hideous
and hands. existence and intends to kill or infect every
64
one of them. He let Sutter live both to torture
him and in the hope the rancher would
spread the pox to more of his cowboys.
SUTTER'S FATE
65
DEADLANDS: THE WEIRD WEST
that financing Barnabas Morley and his The Northern Star men don’t surrender
experiments. As he sees it, his only hope is unless Logan is incapacitated. They also
to try to bully Sutter and his crew off the land don’t initially pursue any cowpokes who flee
just like he did the original owner. the fight, figuring they can take care of the
troublemakers soon enough.
If anyone mentions the land grant that
Sutter holds, Logan becomes nearly irrational c RANDOLPH LOGAN: See page 85.
and shouts:
c BARNABAS MORLEY: See page 85.
“I don’t care dog spit about no stinkin’
NORTHERN STAR COWBOYS (up to 4 per
piece of paper! I tamed this here land and
hero): Use Gunman profile on page 83.
there ain’t nobody tellin’ me who owns
it. Me and my boys’ll ground that scrap
of writin’ into the dirt just as quick as we A TRIP TO TOWN
do you if you’re still there when we come
When the cowpokes notify Sutter of Logan’s
a-knockin’!”
response, he falls into a coughing fit. Once it
With that, he orders his men to roust the resolves, he makes it clear he has no intention
posse from his ranch. The Northern Star men of vacating the range. He asks the heroes
don’t draw their weapons unless the heroes to do two further tasks for him while he’s
do first, but make it very clear there’s no recuperating.
further discussion on the matter. Should the
First, he wants them to ride into Dirtwater
characters decide to try to start a fight, point
the next day and order up as much barbed
out they’re deep in the heart of Northern
wire as they can from the dry goods store
Star territory and Logan has a small army
(about $250 worth). Sutter explains he
on hand. They might also get charged with
intends to fence off his property. Second, he
murder, tainting or even forfeiting the Lazy
wants them to take his deed to the land office
S forever. If they can’t take the hint, let ’em
and have it recorded, as he says,
reap what they sow, Marshal!
“So everything is nice and legal when we
Initially, there’s one cowboy per hero, but
kick Logan’s butt!”
if lead starts flyin’, two more arrive each
round until there are a total of four per If any posse members balk at getting
player character. Logan and his men use involved in a fight between the Lazy S
cover from the buildings whenever possible. and Northern Star, Sutter is disappointed
Morley uses his fear and zombie powers as but doesn’t try to convince them
appropriate. otherwise. He says,
66
“Well, I figure it’s likely to get nasty and Dirtwater. They should serve to confuse
if that ain’t your cup of Arbuckles, I can’t the trail for the posse a little, as well as give
hold it against you. As for me, I’m done with them a look at exactly how dirty Randolph
runnin’ from bullies.” Logan is willing to get to accomplish his
67
Of course, if they get into a shootout in gutsy wolves has downed one of the bulls
town, heroes may have some fast talking to and is tearing the poor beast limb from limb.
DEADLANDS: THE WEIRD WEST
do to avoid running afoul of Marshal Tate. The wolves are beyond rabid in their ferocity
and don’t flee at any point. All fight to the
BAYOU VERMILION LEADER: Use the Cult
death—or in this case, beyond it.
Leader profile in Deadlands: The Weird
West. He’s armed with a Gatling shotgun Weird Wolves (2, plus 1 per hero): See
(Range 12/24/48, Damage 1–3d6, RoF 2). below.
ENFORCERS (5): Use the Gunman profile
on page 83. They accompany their WEIRD WOLVES
pistols with sawed-off double-barrel Attributes: Agility d8, Smarts d6 (A),
shotguns (Range 12/24/48, Damage Spirit d6, Strength d8, Vigor d6
1–3d6, RoF 1) instead of rifles, however. Skills: Athletics d6, Fighting d6, Notice d10,
They do their work messy. Stealth d6
Pace: 8; Parry: 5; Toughness: 9 (2)
Edges: Fleet-Footed
WOLVES IN THE FOLD Special Abilities:
Armor +2: These critters’ hides have
developed scales underneath their fur!
A night or two after your cowpokes begin
Bite/Claw: Str+d4.
extra duty, something gets the cattle stirred
Undead: +2 Toughness; +2 to recover
up and nervous. This can take place while the
from Shaken; no additional damage
wranglers are bedded down trying to recover
from Called Shots; doesn’t breathe;
from the labors of the previous day, or while
immune to disease and poison.
they’re on night watch out in the grassland.
Either way, they’ve not had enough rest to
recover any Fatigue from the previous day.
TAINTED MEAT
After the posse puts the abominable critters
Investigating the herd’s agitation quickly down, a quick examination tells them
reveals its source. A pack of particularly something is definitely wrong here. The
wolves are particularly large, and a successful
Notice roll while examining a carcass notes
the beasts have thick, scaly hides under their
mangy fur.
THE WSGA The heroes probably think the wolves were
The Wyoming Stock Grower’s Association tainted by To’sarre, but they weren’t. In truth,
is an alliance of cattle barons based in the mongrels feasted on the carcass of one
Laramie. It was once the most influential of Barnabas Morley’s experiments and are
group in Wyoming, shaping the course now more than a little tainted. Head over
of territorial policy and even, in some to Morley’s Madness on page 78 to see
cases, that of everyday life. The rise of the exactly what the scientist has been up to.
Sioux Nations significantly cut into their
range land and hamstrung most of their
political clout. A LONG SHOT
Northern Star Ranch is one of the largest
remaining members of the WSGA, and This particular tale works best after the Lazy
Logan holds a fair amount of influence S crew has finished running barbed wire one
in the group’s decision making. Logan is day and are heading back to the ranch for
also the only member in the central valley, their next chore.
leaving him somewhat removed from the
Shortly after they leave, Northern Star
full weight the WSGA might otherwise
riders sneak in and cut the wire. They’re
bring to bear against his rivals.
careful to make sure no one’s watching so
there’s no direct evidence, and they don’t
68
steal any cattle (yet). Their intent is to set the working for Logan—but a canny group of
stage for the coming range war. saddletramps can probably guess!
Logan contacted some of his friends in SNIPER (1): Use the Gunman, Veteran
69
examine your herd—you know, to make the posse succeeds in capturing any of the
sure there’s not been accidental mingling rustlers alive, they gain Standing in town.
DEADLANDS: THE WEIRD WEST
of cattle.”
THE WALSH GANG (2 per hero): Use the
If they allow it, the marshal finds no Gunman profile on page 83.
Northern Star animals in the Lazy S herd.
Walsh and his gang have been preying on
Logan’s ranch for months. He just decided WOLVES IN WOLVES' CLOTHING
to use this as an opportunity to make trouble
for Sutter, and Tate was easily convinced to
Run this encounter anytime after Wolves
play along.
in the Fold, preferably at least a couple of
Logan’s cowboys are badly outnumbered nights later.
and have no plans to start a fight. Tate
One of the party members, chosen
has absolutely no jurisdiction outside
randomly, is out late finishing up her chores
of Dirtwater, so if the group chooses to
when she hears distant gunshots and a cry
stonewall him, he puffs up his chest but
for help. Whatever she chooses to do, two of
eventually rides off with the Northern Star
the Lazy S hands are about a half-mile out
hands. As long as the posse doesn’t slap
from the ranch in serious trouble.
leather, the encounter resolves with a lot of
talk and no bullets. A genuine, dyed-in-the-wool pack of
werewolves live among the citizens of
c RORY TATE: See page 59. Dirtwater. Perhaps driven by some kinship
NORTHERN STAR COWBOYS (up to 4 per with the wolves the party killed a few nights
hero): Use the Gunman profile on page prior, they decide to lope across the Lazy S
83. spread and see what kind of trouble they can
cause. Of course their kind of trouble is all
STAKEOUT fangs and claws and crimson death. Using
Tracking the rustlers proves hopeless. The their infravision to strike at night likely puts
gang rousts the cattle across miles of open our heroes in deadly straits.
prairie, no small portion of which is grazing
The werewolves toy with their victims
land for Northern Star. The tracks are
for a full minute, giving the posse six whole
quickly intermingled with and obliterated
rounds to gather their companions and head
by those of the larger herds. The only way to
out. If they don’t, or don’t get there in time,
stop Morton Walsh’s gang is to catch them
the lycanthropes savage the cowboys and
in the act.
leave chunks of bloody meat strewn across
The posse can do this by setting up a the field.
stakeout near one of the broken sections of
If they do get there in time, assign the two
fencing. (Doing this might expose them to
cowboy Extras to players, deal out Action
Logan’s sniper if they’ve not already dealt
Cards, and let the fur fly. Oh, and yes, of
with him!) The gang only strikes at night
course it’s a full moon, Marshal.
but isn’t too worried about getting caught.
Unless the heroes do something foolish like WEREWOLVES (4): See below.
build a fire or sing lullabies to the cows,
allow them a chance to surprise the good- WEREWOLF
for-nothing cattle thieves. Since the fight’s Attributes: Agility d8, Smarts d6, Spirit d6,
taking place at night, don’t forget targets Strength d12+2, Vigor d10
aren’t visible beyond 10” and there’s a –4 Skills: Athletics d8, Common Knowledge
penalty to attack rolls. d8, Fighting d12+2, Intimidation d10,
Notice d12, Stealth d10, Survival d10
The gang fights until more than half of their
Pace: 8; Parry: 9; Toughness: 8
number are Incapacitated, then surrender to
Special Abilities:
take their chances with the legal system. If
Bite/Claws: Str+d8.
70
Part 1-Opening Volleys
Fast Regeneration: Roll natural healing cowpoke spots a number of dark stains where
every round unless the Wounds were the driver’s pants emerge from beneath his
caused by magical or silver objects. coat. They could be anything from oil to mud
Fear (−2): All lycanthropes cause Fear. to blood (it’s a little of all three).
Infection: Anyone slain by a were has a
A local resident comments as the
50% chance of rising as one themselves,
contraption trundles past:
involuntarily transforming every full
moon. Most gain control after 1d6 years. “Now, there goes an odd duck! He’s s’posed
Infravision: Halve Illumination penal- to be some sort o’ expert Logan brought in.
ties when attacking warm targets. You know, to help with his herd. Logan sure
Size 1: Werecritters are hulking brutes. has lost a bevy o’ cattle to hardship over the
Coup (Wolf’s Heart): Harrowed gain last few years. Apparently, he bought some
+1 Toughness but take +4 damage from o’ them fancy Euro-pee-an cows. Guess they
silver weapons. weren’t up to the Wyomin’ winters. He
might o’ been some fancy officer back in the
War, but that don’t mean he can raise cattle.
STRANGERS IN TOWN
“The expert’s handle is Barnabas Morley.
He’s supposed to be helpin’ Logan with
While some or all of the heroes are visiting
his herd somehow. I don’t know what he’s
Dirtwater, they catch sight of a man driving
s’posed to be doing. Fact is, I’m not sure that
a steam wagon down the street. The man
dude knows a heifer from a bull.”
is dressed in work clothes, with a long coat
and bowler, and wears a pair of brass wind Morley ignores the Lazy S cowpokes
goggles. With a successful Notice roll, a and heads into the local saloon for
71
a drink. He’s accompanied by a far more Gear: Colt Peacemaker (Range 12/24/48,
aggressive companion, however—gunslinger Damage 2d6+1, RoF 1, AP 1), $150.
DEADLANDS: THE WEIRD WEST
72
There’s no prescribed way for the posse
TO'SARRE'S LAIR to catch To’sarre and end his reign of terror.
They might use magical abilities to find him,
FEAR LEVEL: 5 set a trap, or simply scour the land until
73
rolls in the northern hills quickly turn up Edges: Brute
footprints leading into a gulley. A squat tree Special Abilities:
DEADLANDS: THE WEIRD WEST
74
CHAPT
ER
9
CONFRONTATION
PART THREE: RANGE WAR
By this time, the heroes should have a feel for “You’re trespassing on Iron Dragon land!
how Logan likes to play his hand, but they Leave now!”
don’t know the half of it yet. Real trouble
The posse can certainly draw down on the
is just getting up a good head of steam and
enforcers, but after all their run-ins with Rail
barreling down on them like a runaway train
Barons’ cronies over the past few months, it
around a blind curve!
might not hurt to remind them the railroads
always have more hired guns to send. Should
they go ahead with an attack, Zhin attempts
IRON DRAGON STEPS IN to retreat if half his men are Incapacitated.
Whether he survives or not, Iron Dragon
A month or so after the Lazy S puts down sends another contingent with twice the
stakes in the area, or when you’re ready to enforcers next time (led either by Zhin or
move on, Marshal, Li Zhin visits the camp another rail boss). The railroad continues
with several of his henchmen. Iron Dragon’s until either the Lazy S succumbs or the posse
rail gang is nearing the edge of the ranch’s manages to negotiate. How difficult you
property and its scouts reported the fencing want that to be is entirely up to you, Marshal!
the Lazy S crew recently laid. Zhin has been
working under the impression that Northern c LI ZHIN: See page 85.
Star sold the railroad a legitimate right of IRON DRAGON ENFORCERS (8): Page 62.
way to Dirtwater. As a result, he believes the
heroes and the rest of the Lazy S are nothing LET'S TALK
more than a bunch of squatters sitting in If the heroes take a more restrained approach
the way of his employer. And Iron Dragon, and explain the Lazy S holds a legal deed
like most of the other rail companies, does to the land, Zhin is momentarily thrown
not have much patience with squatters on back on his heels. Once the posse presents
its property. the deed, the enforcer boss mutters angrily
in Chinese. He already had a pretty low
Zhin is a bit more level-headed than most
opinion of Logan and his malcontents, but
of Kang’s enforcers, but that’s a relative
even he didn’t expect the rancher to actually
term in this case, so his initial approach to
try to swindle Kang!
the situation is to ride in along with several
armed men and posture. He announces in a
loud, commanding voice:
75
It takes a successful Persuasion roll to HOT TIME IN DIRTWATER
convince Zhin the deed is legal. Once he gets
The first group of thugs heads to Dirtwater
DEADLANDS: THE WEIRD WEST
76
Tate is bought, but he’s not that bought.
The next round he switches allegiances
SHOOT 'EM UP
Once the herd clears the ranch, the Northern
and joins the fight against the raiders. The
Star gunmen ride in. The group hopes to use
marshal’s biggest contribution isn’t his
the confusion and destruction caused by the
gunhand. He involves himself more with
Part 1-Confrontation
stampeding cattle to catch the Lazy S crew
organizing a bucket brigade to try to quench
off-guard. Although the heroes and cowboys
the fire Logan’s men have started.
might be unprepared for a shootout, at least
The gang loses its nerve and tries to flee everyone’s probably up and moving by the
when more than three-quarters of their time Logan’s gun hands ride in!
number are dead or Incapacitated. If the
Luckily for the posse, Sutter’s cowboys are
heroes manage to defeat or chase off the
an experienced lot, having faced everything
gunmen in five rounds or less after Tate
the Weird West could throw at them from
changes teams, the townsfolk manage to save
Texas to Wyoming. Even if the characters
the land office.
don’t suggest it, a group of the Lazy S
Should the posse manage to capture any cowboys immediately head out to wrangle
of the Northern Star hands—or just take a the rampaging longhorns back under control.
gander at any who fell in the fight—someone With the losses to To’sarre’s pox and Logan’s
from town immediately recognizes them as assassins there are only five cowboys left to
Logan’s men. The hired guns from Laramie, help out against the Northern Star raiders,
on the other hand, are complete strangers but even a few of the trail-hardened Texas
around Dirtwater. Captured Northern Star veterans are nothing to sneeze at!
cowboys are more than happy to confess that
The Northern Star men stay on horseback,
Logan put them up to the attack if they think
trying to use their increased mobility to their
it helps their own situation. Furthermore,
advantage. Of course, that means they lose
they also pass along the rancher’s plan to
the option of taking cover in return, but
attack the Lazy S. They say he’s overextended
most of these thugs aren’t used to facing an
his resources and left very few hands back at
enemy that fights back—much less one that
Northern Star ranch to hold down the fort.
fights back smartly. Once the attackers lose
c RORY TATE: See page 59. more than half their number the Northern
Star regular hands drop their guns and try to
surrender. The hired guns, on the other hand,
BACK AT THE LAZY S do their best to flee, as they figure they’re
At roughly the same time, the other half of facing the business end of a hanging rope if
the Northern Star crew attacks the Lazy S, they get caught.
intending to burn it to the ground. You can
As with the arson attempt in Dirtwater,
let your cowpokes go from the frying pan
any of the Northern Star ranch hands who
into the fire and give them enough time to
are captured don’t hesitate to sell out Logan
ride back to their ranch before all Hell breaks
in exchange for their own hides.
loose there.
HIRED GUNS (5): Use the Gunman profile
STAMPEDE AT THE RANCH on page 83.
The Northern Star riders start their assault
LAZY S COWBOYS (5): See page 81.
by stampeding some of the Lazy S herd right
through the center of the ranch. Give any NORTHERN STAR HANDS (12): Use the
saddletramps present a Notice roll to hear Cowboy profile on page 81. One of
the distinct rumble of the approaching cattle them is a Wild Card with the Marksman
in time to get to cover. Otherwise, they’re Edge.
caught with their drawers down when the
stampede rumbles into the ranch. (See the
Ropin’ & Ridin’ sidebar on page 11.)
Immediately after the stampede, the fun
really starts!
77
still around as well, but he’s already got his
FALLING STAR hands full—as the party soon discovers.)
DEADLANDS: THE WEIRD WEST
78
If any of your saddletramps break into the bunkhouse or main building barely slow
the barn early, they get to watch Morley’s down several tons of rampaging undead
demise. Otherwise, the posse is treated to its muscle and horns. Any Northern Star
first glimpse of the diablo as it bursts through cowboys in the building are killed in the
the doors of the bar, carrying a few chunks stampede. Logan himself is knocked out of
Part 1-Confrontation
of the erstwhile scientist! In either case, this the fight as well.
calls for a Fear check. (The Fear Level here is
4 thanks to Morley’s shenanigans.) THE DEVIL'S ROUND-UP
The remaining ranch hands are temporarily
MAD COWS stunned by the scale of the violence, but start
Morley’s creation sets about sowing as much shooting at the demonic cattle the following
death and destruction as possible. And it’s round. The resurrected horror then turns its
not alone—the abomination has control of all attention to the biggest remaining threat—
the cattle infused with its blood as well! the posse! The majority of its minions focus
on their former masters and only a few break
There are a dozen or so of the super
off to aid El Diablo. Even so, this is likely a
naturally altered animals near the ranch at
very tough fight for the heroes.
the moment. Even a small herd of satanic,
meat-eating bovines is a collection of four- Though there are relatively few of the
legged, armored death. The only silver lining altered cows on hand, hundreds roam the
in this storm cloud of unpleasantness is that nearby area. The characters are doomed
the monsters turn their first burst of rage in any war of attrition against the devil’s
upon Northern Star and its riders. mutated herd. Luckily, as tough as Morley’s
reanimated El Diablo is, it isn’t as powerful
The herd quickly gathers behind El Diablo
as it was in whatever passes for life with
and charges full steam at wherever Logan
is currently holed up. The wooden walls of
79
hero-killing devil bulls sent straight from AFTERMATH
the Reckoners.
If the heroes vamoose, El Diablo and its
DEADLANDS: THE WEIRD WEST
Fortunately, this reincarnated critter isn’t herd are content to vent their aggression on
invulnerable—any cowpoke can (try to) kill the few surviving Northern Star men. That
it. Also, the electrical box Morley installed leaves the locals with an undead horror
is integral to the beast’s survival. If it’s roaming the plains, backed up by a few
destroyed, the manitou trapped within is hundred man-eating beeves!
banished and the abomination falls lifeless
On the other hand, defeating the devilish
to the ground.
herd saves all the local ranches—and is
When the monster is destroyed, the worth a little tale tellin’ to lower the Fear
infusion pumping through the veins Level! If the party isn’t already aligned with
of the altered cattle becomes toxic and the Twilight Legion, someone from that
they immediately fall dead—wailing like esteemed organization shows up soon after
nothing any mortal has heard before—the and indoctrinates the party in the further
following round. horrors of the Reckoning.
Eliminating Logan’s tyranny on the high
c Undead Diablo plains opens up the area for others to try
This critter largely resembles its living
their hands, which in turn contributes to the
counterpart: a massive, brawny bull covered
growth of Dirtwater. The posse’s role in the
in scaly hide. Decay has started to creep in
town’s ascension doesn’t go unnoticed either.
though, hinting at its undead state, and a
The heroes may find themselves called on to
small electrical box is implanted between
assume leadership positions or otherwise
its horns.
help shape the town’s future.
Attributes: Agility d6, Smarts d6, Spirit d8,
Li Zhin is more than happy to negotiate a
Strength d12+4, Vigor d12+2
reasonable deal for a railroad right-of-way
Skills: Athletics d8, Fighting d10, Intimida-
with the Lazy S. Logan’s demise gives him
tion d12, Notice d8
a plausible reason for having to spend more
Pace: 7; Parry: 7; Toughness: 20 (6)
of Kang’s money and he gladly takes it. He
Edges: (Imp) Frenzy
shows his gratitude by negotiating a very
Special Abilities:
favorable contract to purchase stock from
Armor +6: A sheath of thick scales cover
the ranch, far better than Sutter could have
the creature.
otherwise achieved.
Fear (–2): You know what’s scarier than
an enormous bull from Hell? An enor- This doesn’t have to mean the end of
mous, undead bull from Hell, that’s what. your posse’s adventures in Sweetwater
Fearless: The abomination is immune to County, though. The WSGA has a long
Fear and Intimidation. memory and a war coffer to fund reprisals.
Horns: Str+d6. A single mountain range separates the Lazy
Size 3: The bull is a massive creature. S and Dirtwater from the Sioux Nations.
Undead: +2 Toughness; +2 to recover Finally, not far to the west the hot springs of
from Shaken; no additional damage Yellowstone hide a gateway to the Hunting
from Called Shots; ignores 1 point of Grounds themselves, letting all sorts of
Wound modifiers; doesn’t breathe; creepy-crawlies slip into our world!
immune to disease and poison.
Weakness (Control Box): A Called Shot
to the control box (–6) ignores the crea-
ture’s Armor. The box is Hardness 10. If “I THINK I’M DONE WITH BEEF
it’s destroyed, the abomination immedi-
ately falls to pieces.
FOR A WHILE.”
–Luke Canton
80
CHAPT
ER
10
81
c Abigail "Abby" Morton c Bill Sutter
Abby is the youngest of Sutter’s crew, barely Bill Sutter is as tough as the land where he
DEADLANDS: THE WEIRD WEST
18 years old. She’s Sutter’s niece who moved makes his home. He served in the Kansas
out West to live with her uncle after her militia during the Civil War, trying to keep
parents died in a cholera outbreak less than the peace between the various bands of
a year ago. Not having much experience border raiders that plagued the state. He
with raising young women, Sutter has been still walks with a limp from a raider’s ball he
treating her more or less like a slightly favored caught in his lower leg.
ranch hand, although he is quite fond of her.
After that he moved out West, trading
The young woman is trying hard to adapt with Comanches at times and warring with
to her new life, and as a result, often asks them at others. He’s tough, but fair and
about three questions too many on any given open-minded toward the changing nature of
subject. She’s likely to latch on to a hero who the world.
seems competent—or even just confident—
Attributes: Agility d6, Smarts d8, Spirit d6,
as a surrogate for her parents (although she
Strength d6, Vigor d8
never admits it).
Skills: Athletics d6, Battle d6, Common
Attributes: Agility d8, Smarts d6, Knowledge d8, Fighting d8, Intimidation d6,
Spirit d8, Strength d6, Vigor d6 Notice d6, Persuasion d6, Riding d8, Shoot-
Skills: Athletics d6, Common Knowledge d8, ing d10, Stealth d4, Survival d6
Fighting d6, Healing d4, Notice d6, Persua- Pace: 5; Parry: 6; Toughness: 6
sion d6, Riding d8, Shooting d6, Stealth d4, Hindrances: Code of Honor, Slow (Minor),
Survival d4 Stubborn
Pace: 6; Parry: 5; Toughness: 5 Edges: Guts, Harder to Kill, Level Headed,
Hindrances: Big Mouth, Curious, Loyal Steady Hands, True Grit
Edges: Attractive, Luck Gear: Colt Peacemaker (Range 12/24/48,
Gear: Colt Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1, AP 1), double-barrel
Damage 2d6+1, RoF 1, AP 1), Winchester shotgun (Range 12/24/48, Damage 1–3d6,
‘73 (Range 24/48/96, Damage 2d8–1, RoF 1, RoF 1).
AP 2), lariat (Parry –1, Reach 2).
LAZY S COWBOYS
JAVIER ORTEGA Though they’re called cowboys, Sutter
Javier was once a proud member of the elite welcomes women as easily as men. All he
Tulancingo Cuirassiers, a heavy cavalry unit cares about is whether or not a hand can
in the Mexican Army. Javier despises Santa do the job. The worriers ran off some time
Anna for consorting with dark powers, and ago when Bayou Vermilion started causing
after he was given an illegal order to kill trouble, so those who remain are tough and
prisoners, he fled north. He’s been with Bill loyal to Sutter and his foreman, Luke Canton.
Sutter about two years, and is an excellent
Attributes: Agility d8, Smarts d6, Spirit d6,
cook who can whip up tasty grub with only
Strength d6, Vigor d8
a few sparse ingredients.
Skills: Athletics d6, Common Knowledge d6,
Attributes: Agility d6, Smarts d6, Spirit d6, Fighting d6, Gambling d4, Notice d6, Persua-
Strength d6, Vigor d6 sion d6, Riding d8, Shooting d6, Stealth d4,
Skills: Athletics d6, Common Knowl- Survival d4, Taunt d6
edge d6, Driving d6, Fighting d8, Pace: 6; Parry: 6; Toughness: 6
Gambling d4, Notice d6, Persuasion d4, Hindrances: Loyal
Riding d8, Shooting d6, Stealth d6, Sur- Edges: Guts, Steady Hands
vival d4, Trade (Cook) d10 Gear: Colt Army revolver (Range 12/24/48,
Pace: 6; Parry: 6; Toughness: 5 Damage 2d6+1, RoF 1, AP 1), Winchester ‘73
Hindrances: Wanted (Mexican Army) rifle (Range 24/48/96, Damage 2d8–1, RoF
Edges: Born in the Saddle, Soldier 1, AP 2), lariat (Parry –1, Reach 2).
Gear: Colt Army revolver (Range
12/24/48, Damage 2d6+1, RoF 1, AP 1).
82
GUNMAN shaved head—due to an obsession about
head lice—and a cloth breathing mask that
Use these profiles for most of the desperadoes
he’s never without.
the posse runs into.
Attributes: Agility d6, Smarts d10, Spirit d6,
c BARNABAS MORLEY
Morley is Logan’s ace-in-the-hole. Unlike
many inventors, Morley has turned his
focus to biological matters. The mad scientist
promised the rancher he could boost his
stock’s survivability and has delivered—in
a sense. Morley is committed to following
his theories to their absolute conclusion and
utterly amoral in accomplishing his goals.
BARNABUS
Oddly, his scientific focus has led to a
MORLEY
near-mania regarding personal contact
with biological contaminants. Morley is
in his late 40s and surprisingly fit, thanks
to an almost religious regimen of vitamins,
exercise, and exotic chemical additives. His
severe appearance is accented by his closely-
83
INDIAN WARRIOR c Indian Warrior, Veteran
These Sioux warriors practice the Old Ways. Any group of five ore more Indian warriors
DEADLANDS: THE WEIRD WEST
c JAY GOODMAN
A former Pinkerton agent, Goodman does
fieldwork for Empire Rail. He’s a master of
disguise and infiltration. A true “gray man,”
he is utterly nondescript and unimposing,
which allows him to ease into virtually
any role necessary. He’s both highly
intelligent and a trained observer. When on
a mission, he works hard to avoid physical
confrontations. But if push comes to shove,
Goodman is quite handy in a fight.
Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowl-
edge d8, Fighting d6, Notice d10,
Persuasion d6, Riding d6, Research d8,
Shooting d8, Stealth d8, Thievery d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Cautious, Enemy (Minor—
Opposed rail warriors)
Edges: Dodge, Investigator, Level Headed,
Streetwise
JAY Gear: Colt Peacemaker (Range 12/24/48,
Damage 2d6+1, RoF 1, AP 1), Winchester
GOODMAN ‘73 rifle (Range 24/48/96, Damage 2d8–1,
RoF 1, AP 2).
c JURGEN EMMERICH
Emmerich is a veteran enforcer for
Wasatch and a fairly capable inventor in his
own right. One thing he isn’t is a “people
person.” He’s as bad-tempered as a wet
polecat, which might make him well-suited
84
for the battlefield, but not so much for public
relations. c RANDOLPH LOGAN
Like Sutter, Logan was also formerly an
He favors a weapon of his own creation,
officer in the Civil War. He served his time in
a pistol-like device attached to a backpack.
c LI ZHIN
A talented martial artist, Li Zhin has worked
his way slowly up through the ranks to the
position he holds today. He’s been entrusted
with handling the building of the Dirtwater
spur and has every intention of completing
it. While his personal ethics are sometimes
at odds with those of Iron Dragon, he
nonetheless takes his responsibility very
seriously.
Attributes: Agility d10, Smarts d6, Spirit d8,
Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d8, RANDOLPH
Battle d6, Fighting d10, Focus d10, Intimida-
tion d6, Notice d6, Persuasion d8, Stealth d6
LOGAN
Pace: 5; Parry: 6; Toughness: 5
Hindrances: Cautious, Code of Honor, Out-
sider (Minor—Chinese)
Edges: Arcane Background (Chi Master),
First Strike, Guts, Martial Arts
Powers: Boost/lower Trait, deflection, smite.
Power Points: 10
Gear: Katana (Str+d6+1).
85
Edges: Combat Reflexes, Command, Connec-
tions (WSGA), Guts, Level Headed, Soldier, c
Soldier, Officer
Officers are trained at a military academy
DEADLANDS: THE WEIRD WEST
Strong Willed
or promoted from the ranks. They’re
Gear: Colt Peacemaker (Range 12/24/48,
responsible for their men’s lives, the army’s
Damage 2d6+1, RoF 1, AP 1) Winchester ‘76
success, and any trouble their troops cause.
rifle (Range 24/48/96, Damage 2d8, RoF 1,
AP 2), Bowie knife (Str+d4+1, AP 1), horse, Attributes: Agility d6, Smarts d8, Spirit d8,
saddle. Strength d6, Vigor d6
Skills: Athletics d6, Battle d8, Common
SOLDIER Knowledge d8, Driving d6, Fighting d6,
Gambling d6, Notice d8, Persuasion d4,
United States soldiers, often cavalry patrols
Riding d6, Shooting d8, Stealth d6, Sur-
on horseback, are encountered throughout
vival d6
the Weird West. Former Confederate soldiers
Pace: 6; Parry: 5; Toughness: 5
are common as well, looking for a new
Hindrances: Obligation (Major—US Army)
cause to serve.
Edges: Command, Hold the Line!, Inspire,
Attributes: Agility d6, Smarts d4, Spirit d6, Soldier
Strength d6, Vigor d6 Gear: Colt Army (Range 12/24/48, Damage
Skills: Athletics d6, Common Knowl- 2d6+1, RoF 1, AP 1), saber (Str+d6).
edge d6, Driving d4, Fighting d6,
Gambling d4, Notice d6, Persuasion d4,
Riding d6, Shooting d6, Stealth d6, Sur- c TO'SARRE
vival d4 To’sarre is a renegade Comanche shaman.
Pace: 6; Parry: 5 or 6 (bayonet); Toughness: 5 For years, he raided settlements in and
Hindrances: Obligation (Minor—US Army) around Sutter’s Flats until the rancher and a
Edges: Soldier, Steady Hands (for cavalry) posse of locals hunted him down. During the
Gear: Winchester ‘76 (Range 24/48/96, war he signed on with the Confederate Army
Damage 2d8, RoF 1, AP 2), bayonet (Str+d6, in exchange for a pardon, but was drummed
Reach 1, Parry +1). out in less than a year for killing several
Union soldiers under a flag of truce.
SOLDIER, VETERAN Recently, the shaman found a home with
These men have seen the elephant and lived
Bayou Vermilion when the railroad was
to tell the tale. Whether it’s against Mexicans,
laying track through west Texas and New
Indians, or other Americans, they’re
Mexico. In the railroad’s employ, To’sarre’s
experienced combat veterans and have the
cruelty and viciousness has proven not a
scars to prove it.
liability but an asset. Although voodoo is
Attributes: Agility d8, Smarts d6, Spirit d8, more commonly practiced by LaCroix’s
Strength d8, Vigor d8 magicians, To’sarre’s formidable mystical
Skills: Athletics d6, Common Knowledge d6, skills as a shaman are highly valued by
Driving d6, Fighting d8, Gambling d6, Intim- the railroad.
idation d6, Notice d8, Persuasion d4,
Although Sutter doesn’t know it, he’s
Riding d6, Shooting d8, Stealth d6, Sur-
the last surviving member of the posse that
vival d6
captured To’sarre. The shaman intends to see
Pace: 6; Parry: 6 or 7 (bayonet); Toughness: 6
he doesn’t enjoy that status for much longer…
Hindrances: Obligation (Minor—US Army)
Edges: Marksman, Soldier, Steady Hands Attributes: Agility d6, Smarts d8, Spirit d10,
(for cavalry) Strength d6, Vigor d8
Gear: Winchester ‘73 (Range 24/48/96, Skills: Athletics d6, Common Knowledge d6,
Damage 2d8−1, RoF 1, AP 2), bayonet Faith d10, Fighting d8, Healing d10, Intim-
(Str+d6, Reach 1, Parry +1). idation d8, Notice d6, Persuasion d4,
Occult d6, Riding d8, Shooting d8, Stealth d8,
Survival d8
Pace: 6; Parry: 6; Toughness: 6
86
Hindrances: Cautious, Mean, Outsider those in a Small Blast Template with
(Major), Vengeful (Major) pus. Each spatter victim must make a
Edges: Arcane Background (Shaman) Vigor roll (–2) or contract the pox.
Powers: Beast friend, boost/lower Trait, fear, Undead: +2 Toughness; +2 to recover
87
TO'SARRE'S WARBAND ing d6, Notice d6, Persuasion d6, Piloting d6,
Repair d6, Riding d6, Shooting d6, Stealth d6
These are young warriors from a variety of
DEADLANDS: THE WEIRD WEST
88
Size 2: Typical quarter horse of about vented, cylindrical head. One arm ends in a
1,000 lbs. pincer-like claw while the other terminates
in a Gatling gun or flamethrower attached
MAD COW at the elbow.
89
plated body. Within this hard steel carapace examines it. Others are more stealthy,
are the pistons and devices that give the feeding off sleeping victims night after night,
DEADLANDS: THE WEIRD WEST
creature “life.” The head contains a set of “milking the cow” rather than slaughtering it,
sharpened, hollow tubes that function as the so to speak.
mechanism’s primary weapons, or “fangs.”
Attributes: Agility d8, Smarts d8, Spirit d8,
The mechanical arachnids are terrifying Strength d12+1, Vigor d8
opponents, made more so by the potent Skills: Athletics d8, Common Knowledge d6,
acid they inject or spray at targets. Should Fighting d8, Intimidation d8, Notice d6, Per-
a clockwork tarantula be defeated, its suasion d6, Stealth d12
remaining acid is released to destroy the Pace: 6; Parry: 6; Toughness: 8
creature, thus concealing the method of its Edges: Frenzy
construction. Special Abilities:
Bite/Claws: Str+d4.
Attributes: Agility d8, Smarts d4 (A),
Fear (–2): Seeing one of these plague-rav-
Spirit d4, Strength d6, Vigor d6
aged undead provokes a Fear check.
Skills: Athletics d6, Fighting d8, Notice d6,
Infection: Anyone Shaken or Wounded
Shooting d8, Stealth d8, Survival d6
by a plague vampire must make a Vigor
Pace: 6; Parry: 6; Toughness: 6 (2)
roll at –2 or become infected with what-
Gear: Acid sprayer (Range 1/2/4, Damage
ever disease the monster carries.
2d6, RoF 2, AP 5). A target Shaken or
Invulnerability: Plague vampires can
Wounded by the attack takes 2d4 damage
only be slain by sunlight, fire, or a stake
at the start of his next turn.
through the heart (see those Weak-
Special Abilities:
nesses, below). They may be Shaken by
Acidic Bite: Str+d4. A target Shaken
other attacks, but never Wounded.
or Wounded by the attack takes 2d4
Sire: Anyone slain by a plague vampire
damage at the start of his next turn from
has a 50% chance of rising as a plague
a painful inject of acid!
vampire the following night.
Armor +2: Clockwork tarantulas are
Undead: +2 Toughness; +2 to recover
covered in metal plates.
from Shaken; no additional damage from
Construct: +2 to recover from Shaken;
Called Shots; ignores 1 point of Wound
immune to disease and poison.
modifiers; doesn’t breathe; immune to
Fearless: Clockwork tarantulas are
disease and poison.
immune to Fear and Intimidation.
Weakness (Fire): Plague vampires take
Self-Destruct: When a clockwork taran-
normal damage from fire and fire-based
tula takes a Wound, it releases acid into
attacks.
its braincase to dissolve the brain.
Weakness (Holy Symbol): A charac-
Size −1: Clockwork tarantulas are the
ter may keep a plague vampire at bay
size of medium dogs.
by displaying a holy symbol. A plague
Wall Walker: A clockwork tarantula can
vampire who wants to directly attack
walk on vertical or inverted surfaces at
the victim must beat her in an opposed
its full Pace, and may run.
Spirit roll.
Weakness (Holy Water): A plague
PLAGUE VAMPIRE vampire sprinkled with holy water is
A plague vampire is spawned when it feeds Fatigued. If immersed, he combusts as
on a victim afflicted with a serious disease if it were in direct sunlight (see below).
such as cholera, smallpox, or typhus. The Weakness (Invitation Only): Plague
vampire is immune to the disease itself, but vampires cannot enter a private dwell-
transmits it to anyone it bites. It also takes ing without being invited. They may
on a horrific appearance, bearing pus-filled enter public domains as they please.
sores or pockmarks on its pale, exposed skin. Weakness (Stake Through the Heart):
A plague vampire hit with a called shot
Some plague vampires kill their prey,
to the heart (–4) must make a Vigor roll
leaving a festering corpse that may
versus the damage. If successful, it takes
transmit the disease to anyone who
90
damage normally. If it fails, it disinte- Special Abilities:
grates to dust. Ambush: Terrantulas of this size dig
Weakness (Sunlight): Plague vampires trapdoor-covered holes near trails,
burn in sunlight. They take 2d4 damage which may be spotted with a Notice roll
91
ENCOUNTER TABLES
Below are the Encounter Tables from Deadlands: The Weird West you can use to beef up the trail
DEADLANDS: THE WEIRD WEST
drive—pun fully intended, Marshal! The trail drive starts in the Wild Southwest till it cross
the New Mexico border. Use the Great Plains table until the drive enters the Sioux Nations,
then switch back to the Great Plains once the Lazy S reaches Wyoming.
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RANCH HAND SHEET
Use this sheet to keep track of the Lazy S crew. The party can assign personalities and other
traits as you go, you can use the Allied Personality Table from Savage Worlds, or a little of both.
LAZY S COWBOYS
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Gambling d4, Notice d6, Persua-
sion d6, Riding d8, Shooting d6, Stealth d4, Survival d4, Taunt d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Guts, Loyal
Edges: Steady Hands
Gear: Colt Army revolver (Range 12/24/48, Damage 2d6+1, RoF 1, AP 1), Winchester ‘73 rifle
(Range 24/48/96, Damage 2d8–1, RoF 1, AP 2), lariat (Parry –1, Reach 2).
OTHER HANDS
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DEADLANDS: THE WEIRD WEST
94
make it more cinematic. My wife and I both
fell in love with the story and characters. In
fact, to this day, I still name all my dogs after
characters from the tale. It has all the great
95
INDEX
A J S
Abigail “Abby” Morton 82 Javier Ortega 13, 82 Small Terrantula Swarm 91
Abigail “Abby” Morton 13 Jay Goodman 84 Snake Swarm 21
Automaton 89 Jurgen Emmerich 84 Soldier 86
STAMPEDES 11
Sutter’s Flats 8
B L Sweetwater County 57
Barnabas Morley 83 Large Terrantula 91
Battlefield o’ the Damned 53 Lazy S Cowboys 82, 93
Bill Sutter 13, 82 Li Zhin 85 T
Bustin’ Broncos 12 The Lonely Crow 8 Texas longhorn 89
Luke Canton 13, 81 To’sarre 86
To’sarre (Pox Walker) 87
C To’sarre’s Lair 73
Clockwork Tarantula 89 M To’sarre’s Warband 88
Colonel Socrates Gault 31 Mad Cow 89
Townsfolk 88
Cowboy 81 Matt Reynolds 72
D N U
Undead Diablo 80
Devil Bats 52 Northern Star Ranch 57
Devil Eyes 88
Dirtwater 58
O V
Diseased Bear 74 Veteran 83, 84, 86
Officer 86
Diseased Moose 74
Diseased Wolves 74
Dog Leg 28 P W
Walkin’ Dead 91
Pettinger’s Supply 8
Weird Wolves 68
Plague Vampire 90
E Werewolf 71
Encounter TAbles 92 The WSGA. See Woming Stock
R Grower’s Association
Ranch Life 10 Wyoming Stock Grower’s
G Randolph Logan 85 Association 68
‘Glom 55
The Remuda 17
Gunman 83
Riding Horse 88
Ropin’ & Ridin’ 11
X
X-Squad 88
I Rory Tate 59
Indian Warrior 84
Iron Dragon Work Camp 62
96