Deadlands Reloaded Adventure A Tale of Two Killers
Deadlands Reloaded Adventure A Tale of Two Killers
by Matthew Cutter
Credits & Acknowledgements
Savage Worlds, Deadlands: The Weird West, artwork, logos, and the Pinnacle
logo are © 2015 Great White Games, LLC; DBA Pinnacle Entertainment Group.
Savage Worlds, all associated characters, logos, and artwork are
copyrights of Pinnacle Entertainment Group. All rights reserved.
Contents
The Hero-Killers������������������������������������������������������������������������������������� 3
Dante’s Inferno��������������������������������������������������������������������������������������� 6
Dark Tales������������������������������������������������������������������������������������������� 13
primary water source, turned black Few are forthcoming with details
and brackish—and clearly unpotable. about the local branch of the Whateley
Tales of Terror It’s said the only man to drink it, an clan, and this author was unable to visit
ss PROSPECTING brothers old-timer they knew as “Kerchief” the cattle ranch for lack of a means
Hiram and Randy Felshaw were Updegraff, was dead in minutes. to cross the Truckee. But pointed
the intrepid souls responsible for Eyewitnesses claim the flesh melted interrogatives and a timely round of
bringing all this trouble to the town’s right off his bones. Needless to say, the whiskeys revealed some pertinent facts.
attention. After an expedition north to rest of the town prefers thirst. Ransom Whateley runs the ranch,
Pyramid Lake in search of silver ore,
Finally came the phenomenon and—this author assumes—the gang.
they returned telling stories of the
known locally as the “Truckee Most of its members are his immediate
terrifying things they’d encountered.
varmint.” As this author heard the family, save “Beeve” Brazzleton, a
Pyramid Lake, the brothers insisted, tale, ferry crossings are impossible hulking man-child wanted in Oklahoma
was haunted by the vengeful spirits of due to the specimen that has taken up for murder and arson.
Paiutes killed back in 1860. It’s well- residence in the muddy riverbed—most After each of the gang’s occasional
known that in two separate battles that likely, townsfolk agree, a cutthroat trips west to California, they return
year, Nevada settlers out of Virginia trout of gigantic proportions. After a with 50 or more head of cattle,
City organized into vigilante militias few incidents in which the ferry rocked which they ferry back to their ranch.
and fought the local Paiute Indians so violently its passengers went into Witnesses declined to remark upon the
over territorial rights. But now, the the drink—and failed to come out—Mr. presence or absence of brands, or were
brothers breathlessly insisted, they’d Dante shut down the service for good. unable to recall such details.
returned for revenge on anyone they Neither Dante nor his family were
encountered. willing to comment for this story. Since the Truckee started running
black, the Whateleys have been selling
“They went so far as to hint they’d Interestingly, one night during my potable well water to Dante. According
found something else out there too,” stay in Dante’s Ferry a sizable group to one witness, Ransom Whateley was
said Tillie Downing, owner and of riders arrived before dawn on the heard to declare with a hard laugh,
proprietor of the Hell for Leather Truckee’s far shore. They commenced “That water keeps flowing for as long
Saloon. “But neither Hiram nor Randy to whooping it up and firing rifles in as you stay on my Mamaw’s good side.”
has been forthcoming on that point.” the air, creating such a ruckus that
Some locals speculate the brothers the entire camp was roused. To my
struck silver and remain loath to reveal surprise, Mr. Dante rushed out and Best Intentions
its location, but the Felshaws aren’t took the ferry across for his insistent ss IN Virginia City, Nevada,
talking. passengers, and transported them Marshal Kirk Enbree announced
without untoward incident. The riders yesterday he has dispatched a posse
thundered into the west, and Mr. Dante
Ferry Out! returned to his home.
to Dante’s Ferry to aid its beleagured
residents. Although Marshal Enbree
ss DESPITE the promise of the Later that morning at breakfast, I arguably went beyond his jurisdiction
town’s name, these days it features no learned the night riders’ identity: the with such an act, Dante’s Ferry has no
functioning ferry across the Truckee. Whateley Gang. law to speak of. Enbree also claims the
Which is to say, it usually has no
tacit approval of Storey and Washoe
functioning ferry. That statement may
County officials, but such claims could
bear a little explanation, Dear Reader. Mysteries of not be confirmed by press time.
Bear with us.
By most folks’ accounting, it wasn’t
Whateley Ranch All that’s certain is Dante’s Ferry
ss WHAT mysteries might lies beneath a cloud of death, whose
long after they’d heard tales of the
the Whateley Ranch hold for curious shadow has already begun to warp the
revenant Paiutes of Pyramid Lake that
visitors? Surely any reader familiar very landscape in its image. Good luck
they began to see horrifying proof.
with the Epitaph’s prior reportage and steady aim to any honest shootists
First, a few day-trippers went off to
recognizes the name and recalls—likely who are headed there!
the lake for a picnic and disappeared
without a trace. Then the Truckee with an involuntary shiver—all the grue
River itself, formerly the town’s its appearance implies.
The Hero-Killers
When your group arrives in Virginia City and hears the sordid tale of
the lost shootists who preceded them, they’re drawn into a growing
web of horror. Make sure your posse’s at least Heroic Rank when
you begin, Marshal, ’cause this ain’t no tiptoe through the daisies.
We don’t provide solutions for every obstacle here. Your heroes are
veterans, so we expect them to use their resources and abilities,
and be able to think their way through some tough challenges.
3
D eadlands : A T ale of T wo K illers
4
The marshal nearly breaks down,
“Somebody has to go to Dante’s Ferry.
Somebody has to help them people before the
darkness plumb swallers ’em whole. And that’s
you, I reckon, ’cause there ain’t nobody else left
to do the job.
“Certainly not me, I cain’t do it. I...cain’t face
him again. He’s faster’n any gunslinger I’ve
seen, and he never misses. And his count’nance...
dear Lord...jest thinkin’ ’bout it strikes my soul
ice-cold. You can see the fires o’ Hell burnin’ in
them eyes.”
When shootists press Enbree for the badman’s
name, he stares at them and whispers,
“Papers call ’im th’ Deathly Drifter. But that
ain’t his name. Oh, no. His name is Stone.”
If one or more heroes have heard of Stone,
this revelation is sure to give them pause. But
Enbree clarifies he doesn’t expect them to deal
with the Deathly Drifter. Rather, he wants all
the town’s other troubles dealt with.
Anyone who does so despite Stone’s possible
interference, and returns to Virginia City with
some form of proof, gets paid the agreed-upon
fee. “Without you,” Marshal Enbree says,
“them people’s as good as dead.”
5
Dante’s Inferno
This chapter lays out all the information a Marshal needs about the
locations and populace of Dante’s Ferry, the Whateley Ranch about
six miles east of town, and various abominations that plague the area.
6
D ante ' s I nferno
Neither the Cackler nor his companions interrupt • Claws: Str+d6. A scorpion uses its claws to
them. Once they’ve said their piece, read the Grapple a victim, then follows with the stinger
following: (Fighting +2 against a Grappled enemy).
The man in the wide-brimmed hat raises his • Size –2: A night scorpion is dog-sized.
head, revealing pasty, bone-white skin, a pair of • Sting: Str+d4. Anyone wounded by the
rose-tinted spectacles, and a sickening rictus of a scorpion’s sting must make a Vigor roll (–2)
grin that seems to show every tooth in his head. or gain a level of Fatigue that fades after 1d4
He hisses, “Perhaps it’s your words, or perhaps days.
your bearing...but whatever the cause, I can’t
shake the feeling that you are do-gooders. And Night Scorpion, Giant
there is only one way to deal with do-gooders.” Truly monstrous in size and decidedly mean
A murder of crows appears overhead, cawing in spirit, giant scorpions are fearless. They kill
and shrieking, as the albino chants in some and eat any men or animals they come across.
blasphemous language. What do you do? Attributes: Agility d10, Smarts d4 (A), Spirit d4,
Deal out Action Cards now, Marshal, and Strength d12+4, Vigor d8
don’t forget to draw one extra for the evil critters Skills: Fighting d10, Intimidation d6, Notice d6,
the Cackler summons up: On their card, a giant Stealth d8
night scorpion and its smaller cousins burst up
from beneath the trail—directly between the Pace: 8; Parry: 7; Toughness: 15 (4)
posse and the Cackler. Special Abilities:
On their cards, the Cackler and his companions • Ambush: Night scorpions bury themselves
ride hard into the distance, leaving the heroes to under sand, loose dirt, or debris to lie in
fight the scorpions. The old Harrowed isn’t really wait for prey. When in such a position and
that interested in killing them. Besides, he knows unmoving, opponents suffer a –4 penalty to
Stone is waiting for them at Dante’s Ferry! Notice rolls for Surprise.
The Cackler: See page 22. • Armor +4: The giant scorpion’s thick carapace
Mr. Collins: See page 25. grants protection.
Stone Crow: See page 23. • Claws: Str+d8. A giant scorpion typically uses
its claws to Grapple a victim, then follows up
Tlachtga: See page 24. with a jab of the stinger (Fighting +2 against a
Grappled enemy).
Night Scorpions (1 per hero)
• Fearless: Too stupid to be afraid or anything
These vicious black scorpions are about the
or anyone, giant scorpions are immune to Fear
size of dogs, and twice as ornery.
and Intimidation.
Attributes: Agility d8, Smarts d4 (A), Spirit d4,
• Large: Attack rolls to hit a giant scorpion are
Strength d6, Vigor d6
made at +2.
Skills: Fighting d8, Intimidation d6, Notice d6,
• Size +5: The giant scorpion grows as large as
Stealth d8
a rhino.
Pace: 8; Parry: 6; Toughness: 5 (2)
• Sting: Str+d4. Anyone wounded by the
Special Abilities: scorpion’s sting must make a Vigor roll (–2)
• Ambush: Night scorpions bury themselves or immediately become Incapacitated (death
under sand, loose dirt, or debris to lie in follows in 1d4 minutes). A successful roll
wait for prey. When in such a position and means the affected location is paralyzed for
unmoving, opponents suffer a –4 penalty to 1d6 days (paralysis of the Guts or Head means
Notice rolls for Surprise. unconsciousness for the duration).
• Armor +2: A scorpion’s carapace protects it.
7
D eadlands : A T ale of T wo K illers
8
D ante ' s I nferno
Ferry Crossing
The mysterious “Truckee varmint” has taken
t
up residence in the inky waters. When it first rose
up from the river and shook Dante’s raft a half- Ferry Crossing NORTH
dozen miners went into the water shrieking. They
never came out. Albrecht promptly suspended
ferry services.
That is, he suspended them until Ransom 10 YARDS
Whateley and his misbegotten offspring (see
page 12) arrived on the opposite shore and took Miners’ Camp
potshots at the trading post with their squirrel
Dante’s
guns. At their insistence, Albrecht ferried them Trading Post
across, and did so again when they returned
from California a couple weeks later with a new
herd of cattle—both times without incident.
Hell for
Leather
Saloon
D eadlands : A T ale of T wo K illers
Hell for Leather Saloon on the map (page 5) marked with a triangle, read
the following passage:
When visitors pass through the saloon’s
swinging batwing doors, the first thing that Ahead you spy a pair of shadowy figures
jumps out is a handpainted sign hanging above standing beside the trail. The moon’s bone-
the bar mirror that reads: white glow reveals a pair of young Indian
girls—Paiutes, to judge by their garb and tribal
If YOU’RE in a HURRY—go HELL for markings. In their eyes is such incredible fear,
LEATHER! sadness, and suffering your heart can’t help
That’s about the most levity to be found in the but ache. Then their features melt away in red
Hell for Leather Saloon, where the bottles are streamers of gore, revealing bloody skulls and
dust-covered and dingy, the player piano’s notes black eye-pits. Their shrieks echo in the valley.
warble like clamoring souls, and all the clientele Everyone who witnesses this horrifying event
is as hunkered down and fearful as a pack of needs to succeed on a Fear test (at –4 for the local
whipped curs. Fear Level). And then, just and quickly as they
The bar’s owner is Tillie Downing, a tough appeared, the apparitions vanish.
and no-nonsense type who established her place
about a year after the trading post got started... The Drowned Dead
and has regretted it ever since. When the posse approaches Pyramid Lake, the
When the heroes enter the Hell for Leather waters of which are as black as the Truckee River
Saloon the first time, move on to the next chapter, flowing into it, the region’s true danger becomes
Dark Tales. plain. Read the following:
Tillie Downing: See page 19. From the gloom you hear a thick splashing
noise and a moaning voice. Clumsy feet clatter
Miners’ Camp the lakeshore rocks. A voice chokes and bubbles,
About 25 miners dwell in this camp at any one “Williams Station...” again and again. Other
time, roving out to their claims up and down the voices join the first. “Williams Station.” They’re
western banks of the Truckee. Only a few of the approaching...what do you do?
tents could be considered permanent; the rest Deal out Action Cards, Marshal. On their
are transients who typically dig for silver for a card, a mob of undead, waterlogged Paiutes
few months, then move on to more prosperous and former settlers—all casualties of the battles
Californian sea channels. fought here—emerge from the darkness.
The camp is laid out in no discernable pattern Their favored tactic is to Grapple foes and
or organization whatsoever. See the Felshaw drag them into the river to drown (see Drowning
Brothers’ Tent (page 9) if buckaroos go looking in Savage Worlds). In addition to the obvious
for a specific residence. hazard, the foul water inflicts 2d4–2 corrosive
• Miners (25): Use the Townsfolk profile in damage (ignoring armor) each round to anyone
the Deadlands Marshal’s Handbook. Most have immersed in it.
Knowledge (Mining) d6 or more.
Bloats (2 per hero)
Attributes: Agility d6, Smarts d4, Spirit d4,
PYRAMID LAKE Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d4,
Fear Level: 4 Swim d8
This section covers the events that inevitably Pace: 6; Parry: 5; Toughness: 8
stem from a posse’s visit to Pyramid Lake. The
trail winds north along the Truckee River’s Special Abilities:
desolate banks as the oily water slips past • Claws: Str+d4.
without a sound. When travelers reach the spot
10
D ante ' s I nferno
• Fear –1: Their distorted features make bloats The trick to soothing the restless dead is to
more frightening than other walkin’ dead. seize on their oft-repeated lament of “Williams
• Fearless: Bloats are immune to Fear and Station.” If a cowpuncher’s native to the region,
Intimidation. a sucessful Common Knowledge roll (–2)
remembers her book-learnin’. Otherwise success
• Puncture Resistant: Bloats take half damage on an Investigation or Knowledge (History) roll
from most firearms and piercing weapons. uncovers the information. If such methods fail
Shotguns and cutting or slashing weapons do or aren’t available, a successful Streetwise or
full damage to these abominations. Persuasion roll in town leads the heroes to Mary
• Reek: Bloats have a much stronger stench than Frances Dante, who’s native to the area and
normally associated with the dead, granting shares the sordid tale.
+2 to Notice rolls to detect the monsters. In fact, the Battles of Pyramid Lake weren’t
• Undead: +2 Toughness. +2 to recover from fought over territorial rights. The proprietors of
being Shaken. Called shots do no extra damage a combination saloon and trading post called
(except to the head). Williams Station (see map on page 5) abducted,
• Weakness (Alcohol): Splashing alcohol of any raped, and killed two Paiute girls. The Indians
sort on a bloat inflicts 2d6 damage. raided and burned Williams Station, where
the girls had been held, for retribution. This
Settlin’ Accounts event sparked a panic among the settlers, who
organized into vigilante bands to hunt and kill
Lingering in the vicinity of Pyramid Lake is the Paiutes.
a fool’s errand. Draw an Action Card for every
hour that passes in-game: On a face card, another Digging under Williams Station’s scorched
mob of bloated dead (two per hero) attack. On a ruins reveals the girls’ huddled bones. If they are
Joker, there are four of them per hero. properly buried, returned to the Paiute tribe, or
a successful exorcism performed, Pyramid Lake’s
revenant dead never return.
11
D eadlands : A T ale of T wo K illers
12
Dark Tales
All right, Marshal. We’ve set the scene, now it’s about time we cover
how things play out when a posse arrives in Dante’s Ferry.
It doesn’t take long for shootists to figure out what’s gone wrong, and
they may even have an easy time eliminating a few of the local
threats to life and limb. But to truly save the town takes well-told
stories. And did we mention Stone’s taken an interest?
13
D eadlands : A T ale of T wo K illers
This is Stone himself, stationed in Dante’s Ferry and putting a stop to any or all of them certainly
to see whether anybody’d be damn fool enough improves the town’s lot.
to try to turn the tide. No one seems to look his The important thing to remember, Marshal,
way, but everyone’s uncomfortably aware of his is that merely destroying abominations isn’t
foul presence. Stone pays special attention to enough to save Dante’s Ferry. The heroes have
anyone who speaks with Hiram. He’s sated from to return to the Hell for Leather and successfully
the posse he just killed (in the short story, “Dead tell the tales of their victory (see Fear Levels in
Men Talking”), but he’s not too happy about any the Deadlands Marshal’s Handbook) for their efforts
heroes who challenge Felshaw’s narratives. to have any real effect. But as you’ll see, Marshal,
With success on a Persuasion or Streetwise Stone doesn’t make that process easy! Here are
roll a newcomer gets some of the other locals some likely courses of action for the pistoleros,
talking. They’re quick to attest to the Epitaph’s and where they’re likely to lead.
truthfulness in light of the menagerie of horrors
gathered around Dante’s Ferry—perhaps Clearly Present Dangers
embellishing tales of the Truckee varmint and If the posse goes after the dead of Pyramid
the Whateley Gang—and add that the town’s Lake or the Truckee varmint (maybe by dropping
running perilously low on water. a few bundles of waterproofed TNT into the
Hiram Felshaw pipes up at this point: riverbed), Stone observes but doesn’t interfere
in any way. He does seem amused, at least, but
“I done told you. This-a here town is doomed,
he knows it’s too late for such actions to save
and there ain’t a one of us can escape it. The
Dante’s Ferry on their own.
darkness is closin’ in. If it ain’t thirst or the
poison river or the Whateleys...if it ain’t the
Questioning the Felshaws
drowned dead o’ Pyramid Lake...the earth itself
might jest swaller this whole place. Like it never Atfer Hiram’s fearmongering display in the
existed. Swaller it right down to Hell.” saloon, shrewd heroes may key in on the Felshaws’
possible involvement, whether intentional or not,
Even the most oblivious cowpoke notes the
in the town’s plight. The Felshaws are skittish,
chill that passes through the room when Hiram
though, and do their best to evade interrogations.
makes his dire pronouncements. With success
See the description of the Felshaw Brothers’ tent
on a Notice roll (–2), it’s clear that there really
(page 9) if Hiram gives searchers the slip and
is a physical effect accompanying his words;
must be tracked.
the temperature drops by a few degrees and the
lights dim subtly, causing shadows to lengthen. If the heroes manage to corner one or both
Felshaws and succeed on a Persuasion roll (–4)
• Hiram Felshaw: Use the Townsfolk profile
or a Test of Will, the miner breaks down and tells
in the Marshal’s Handbook. Add Knowledge
the tale of what they really found:
(Mining) d6 and the Yellow Hindrance
“There was one thang we left out. The most
• Miners (2 per hero): Use the Townsfolk
terrifyin’ thang of all. Southeasterly from here,
profile in the Deadlands Marshal’s Handbook.
maybe 10 miles south o’ Whateley Ranch, we
Stone: See page 21, and When Stone Gets came upon an old rail spur what leads to a
Rollin’ on page 17. ruined roundhouse. Left over from the Great
Rail Wars, I reckon. What we found in there...I
Down to Business cain’t describe it. But it’s the most awful thang
Now that they’ve arrived and seen the I ever saw. And it’ll be the death o’ this place!”
problem’s scope, it’s time for the heroes to At that second one or two shots (one for each
figure out how to tackle it. One thing’s for sure: Felshaw) ring out like sudden thunder. One or
Without the posse’s intervention, Dante’s Ferry both of the Felshaws slump dead, shot clean
transforms into a Deadland (Fear Level 6) before through the noggin. If it’s daylight in a clear area,
a month goes by. They can go after the Truckee the posse might see Stone spin his revolvers back
varmint, the drowned dead, or the Whateleys,
14
D ark T ales
15
D eadlands : A T ale of T wo K illers
RUINED ROUNDHOUSE
Relic: Distilled Fear
The posse’s in for trouble when it hunts down
Hellstromme’s roundhouse laboratory is only the ruins the Felshaws found. Stone may not
one of many such secret locations scattered be too concerned about sodbusters wiping out
across the Weird West and linked by Wasatch minor abominations here and there, but he’s
rails. The doctor’s purpose in creating them was on a mission from Death not to allow the “fear
to experiment with—and ultimately understand juice” to fall into the wrong hands. It seems the
the true nature of—fear as a tangible energy. Reckoners have plans for it...plans that involve
One side effect of his experiments was the Wasatch forces rediscovering Hellstromme’s old
creation of pure distilled fear in liquid form. laboratories and collecting the contents.
It looks like quicksilver in a thermometer, and
absorbs instantly into exposed skin. Read this passage as the heroes top the rise
overlooking the roundhouse:
Power: A cowpoke infused with distilled fear
has a certain knack for telling terrifying tales... In the box canyon below squats an abandoned,
the kind that cause an area’s Fear Level to rise. crumbling roundhouse. Tall weeds grow between
When the infused character uses Persuasion for the railroad ties that lead up to it, and a rusted
the purpose of tellin’ a tale, apply a +2 bonus. locomotive stands at its dead center. The walls
If that buckaroo also has the Tale Teller Edge, are cracked from foundations to roof, as though
apply a +4 bonus. With a success, the local Fear ruptured by an earthquake. The windows are
Level rises by 1, or 2 on a raise. broken and dark. A tall, rusty derrick of steel
Taint: While infused, a dude’s as scared as a girders juts up beside the structure, like a long-
rabbit in a wolf’s mouth. He gains the Yellow dead arm thrust from a shallow grave.
Hindrance and suffers a –4 to Fear tests. A The site is one of Hellstromme’s “fear
successful exorcism purges distilled fear from
laboratories,” left over from the brief period
a person’s system, as does entering a sanctified
area. during which the Denver-Pacific R.R. carried
Wasatch freight. The derrick served as a dock
for Hellstromme’s personal airship. The surface
structures are ruined and falling to pieces, but the
secret catacombs below contain samples of the
abandoned lab distilled fear (see sidebar) Hellstromme collected
before his falling out with Denver-Pacific forced
him to abandon the installation.
Investigators searching the ruin must succeed
on a Notice roll (–2) to discover a rubble-cloaked
staircase leading to the lower level.
Busted Tunnels
See the map at left when the posse investigates
the subterranean labs. Read the following to set
the scene:
t
17
D eadlands : A T ale of T wo K illers
Stone ghosts through the wall, covering the Mamaw’s Tomes: If an egghead inspects
posse with his Colt Dragoons as he becomes solid Mamaw’s wormeaten books (page 12) and
again. Success on a Notice roll tells a hero that the succeeds on a Knowledge (Arcana) or Knowledge
vials of fear juice seem to make Stone nervous; (Occult) roll, she discovers an incantation called
his eyes keep flicking toward them. Deal Action “Verse to Dispel the Dark Hand of Death”—
Cards as soon as the heroes make a play for the which can be used to drive Stone away!
distilled fear; Stone opens fire. After all—his Reading the incantation is a Dramatic Task
masters have plans for that fear juice. (see Savage Worlds), and must be undertaken in
Stone: See page 21, and When Stone Gets Stone’s presence (or at least within his earshot).
Rollin’ on page 17. For each of five rounds, the leader rolls Knowledge
(Arcana) or (Occult) at –2 to properly intone the
spell. Others can aid the leader with a Knowledge
LIKE A ROLLIN’ STONE roll or Smarts at –2. While the incantation is
being read, Stone can’t fire his Colts—although
So when the heroes face off against a full- he tries with growing frustration. If the leader
blown Servitor, what options do they have? Glad collects five successes, Stone holsters his gun and
you asked, Marshal, because they’ve got more walks away, unable to return for 13 days. But he
tactics available to them than you might think. promises, “You’ll see me again.”
As mentioned earlier, Stone’s just a foreboding If the group doesn’t collect five successes, the
presence during the adventure’s early stages. spell fails and can’t affect Stone until 13 days
He allows the cowpokes to go about the grim pass. In that case, Stone guns everyone down and
business of killin’ abominations and sending their burns Mamaw’s books.
manitous screamin’ back to Hell, only taking a Fear Juice: The last, but perhaps most likely,
direct hand in things when the posse tries to tell way to drive off Stone is to simply splash or
a rousing tale...and lower the Fear Level. smash a vial of distilled fear (see page 16) all over
That said, there are three ways to get rid of him. Doing so doesn’t frighten Stone in the least,
Stone before the adventure ends...and not all of but it scares the bejeezus out of his manitou!
them are equally wise! There are 12 vials of fear juice. For each thrown
Stone’s Offer: Early on, Stone confronts the on Stone, his manitou gets an immediate chance
posse at some inconvenient time or place, like to seize Dominion, along with a Benny for the
while they’re fighting Pyramid Lake’s drowned opposed Spirit roll. If the manitou takes control,
dead or blasting their way across the Whateley Stone runs off in a panic and doesn’t return.
Ranch. Stone sneers,
“Way I understand it, you was hired for this
Aftermath
job by a yellow-bellied varmint name o’ Enbree. When all’s said and done, a posse’s successful
Am I right? He’s got an appointment with me. if it manages to secure or destroy the distilled fear
“Listen, amigos: All you have to do is tell me and lower the Fear Level around Dante’s Ferry to
where that varmint’s hidin’, and I’ll vamoose. more manageable levels. Eluding or driving off
Leave you to your work, as it were. Just name Stone is the biggest obstacle heroes face.
the place, hombres, and I ain’t your problem no If the shootists restore a little sunshine and
more.” light to the town, they become local folk heroes.
Although this method’s effective for getting Songs and tales are written about them, and
rid of Stone, it’s far from heroic. Characters who they’re always welcome to drink free at the Hell
take this route soon realize they’ve given Marshal for Leather Saloon.
Enbree a death sentence. At the very least, it’ll be For his part, Marshal Enbree pays the agreed-
hard for him to pay the posse’s bounty from six upon bounty when the sodbusters return. And
feet underground. he’s mighty obliged if the heroes declined to tell
Stone his current whereabouts.
18
Allies & Enemies
Hindrances: Loyal,
Tillie Downing Wanted (Minor)
It’s been several years since Tillie and Doc Edges: Arcane
Holliday blazed a trail o’ trouble a mile wide Background
across west Texas. These days she’s more (Hexslinger),
interested in keeping a low profile, lest someone Attractive, Born
try to settle an old score. When the chips are down to Kill, Dodge,
and the posse’s in deep trouble, Tillie could be Marksman,
their best friend in Dante’s Ferry. New Power, Quick
See the Stone and a Hard Place Player’s Guide Draw, Strong Willed
(free download at www.peginc.com) for more Powers: Boost/lower
information on hexslingers. Trait, numb, shootist,
Attributes: Agility d8, Smarts d10, Spirit d10, smite. Power Points: 10
Strength d6, Vigor d6 Gear: Double-action
Skills: Fighting d8, Gambling d10, Guts d8, Colt Peacemaker
Hexslinging d8, Intimidation d6, Knowledge (Range 12/24/48,
(Occult) d6, Notice d8, Riding d8, Shooting d8, Damage 2d6+1,
Streetwise d10, Taunt d6 RoF 1, AP 1),
Bowie knife
Cha: +2; Grit: 4; Pace: 6; Parry: 6; Toughness: 5
(Str+d4+1, AP 1).
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A llies & E nemies
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• End of the Line: Wounds inflicted by Stone • Harrowed Edges: Charnel Breath, Death
cannot be healed by supernatural means, and Mask, Ghost, Implacable, Improved Cat Eyes,
Stone’s victims cannot return to life by any Improved Claws, Improved Stitchin’, Rigor
means—including Harrowed. Mortis, Soul Eater, Speakin’ With the Dead,
• Fear: Stone is obviously Harrowed, and inflicts Spook, Supernatural Trait (Agility, Smarts,
a Guts check on anyone who gets a good look Spirit, Strength, Vigor), Trackin’ Teeth, Unholy
at his desiccated mug. Host. (See the Stone and a Hard Place Player’s
Guide, a free download at www.peginc.com,
• Fearless: Stone’s manitou is afraid of him, but for details on these Edges.) Dominion: 0
Stone himself fears nothing and no one. He is
immune to Fear and Intimidation. • Invulnerability: Though Stone can be Shaken,
he takes no wounds from magic or mundane
• Harrowed: Grit +1, Toughness +2, needs 1d6 attacks.
hours of sleep per night, only a head shot can
kill Stone permanently, “death” only lasts 1d6 • Weakness (Bullets o’ Betrayal): Stone can
days, immune to poison and disease. be killed by the actual bullets his own troops
used to kill him at Gettysburg. But retrieving
that old, used-up lead is a major undertaking.
A few rounds might still be lodged in Stone’s
carcass! The lead must be recast into new
bullets before it can be used on Stone, and
you can bet the Reckoners make Stone aware
of anyone foolish enough to try such a thing.
Finally, due to his Harrowed state, these bullets
can wound Stone but only an Incapacitating
head shot puts him down for good.
• Weakness (By His Own Hands): Stone can
also be killed by a gun fired by his own stone-
cold hands, but only an Incapacitating head
shot seals the deal.
The Cackler
The Cackler is one of the oldest Harrowed still
walking. He claims to be the first, although there’s
some debate about that. He’s certainly been
around since the Dark Ages. He also managed
to “live” through the Old Ones’ long
sacrifice, which made it more difficult, but
not impossible, for evil things to pass to and
from the Hunting Grounds.
The Cackler’s purpose in the Weird West is
to find his blood relative, a girl named Rachel.
With her body as a vessel, he hopes to bring back
his long-lost mother. Their family has a strange
heritage. Some of their bloodline are among the
most noble souls who have ever lived—others
are black-hearted villains such as the Cackler and
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A llies & E nemies
that strange branch of their twisted family tree, handled knife (Damage Str+d10), rose-colored
the Whateleys. glasses, white mare.
The Cackler’s true name? You know it, but it’s Special Abilities:
a surprise revealed only in The Cackler graphic • Harrowed: Grit +1, Toughness +2, needs 1d6
novel. In the meantime, think of him as a giggling hours of sleep per night, only a head shot can
fiend who delights in the misfortune of others. kill the Cackler permanently, “death” only
He’s obsessed with black magic, but mostly so lasts 1d6 days, immune to poison and disease.
he can bring back his long-dead mother. He is a
momma’s boy, after all. Stone Crow
The Cackler is an albino with porcelain-white Boyahwahtoyehe—better known as Stone
skin. He hates the heat and bright sunlight, hence Crow—was the scourge of Hell’s Half Acre, that
the broad-brimmed hat and sunglasses he wears peculiar part of Oklahoma Territory carved out
wherever he goes. for the Coyote Confederation as their own. Of
Attributes: Agility d8, Smarts d12, Spirit d12, all the threats within that territory, or that have
Strength d10, Vigor d8 come spilling out of it like the Devil’s own smoke,
Skills: Boating d6, Climbing d6, Driving d6, Stone Crow may have been the worst.
Fighting d10, Gambling d6, Intimidation d6, The massive Indian, whose name means
Investigation d8, Knowledge (Occult) d12, “Iron Mountain,” was always mean down to the
Notice d10, Repair d6, Riding d8, Shooting d10, backbone. But he became especially vicious when
Spellcasting d12+2, Stealth d8, Survival d6, he was chased to the hills near the Great Serpent
Swimming d6, Taunt d12 Mound and found the axe he calls hanit—or
Cha: –4; Grit: 7; Pace: 8; Parry: 11; “Bad Deed.” The magical axe
Toughness: 12 (4) granted him great power, and a
subsequent encounter with
Hindrances: Bad Eyes (Minor), Curious, Habit
Coyote rendered him
(Minor—cackles), Quirk (Momma’s Boy),
near-invulnerable
Stubborn, Ugly, Vengeful (Major), Wanted
to the one thing
(Major)
that cowed the
Edges: Alertness, Arcane Background killer: firearms.
(Magic), Combat Reflexes, Command,
Command Presence, Danger Sense,
Improved Dodge, Elan, Fervor, Unholy
Warrior, Improved Level Headed, No Mercy,
Master (Spellcasting), Improved Rapid
Recharge, Whateley Blood, Wizard
Harrowed Edges: Dead Reckoning,
Improved Death Mask, Devil’s Touch,
Improved Nightmare, Rigor Mortis,
Improved Speakin’ With the Dead,
Spiritual Barbwire; Dominion: 0
Powers: Armor, blast, bolt, boost/lower
Trait, deflection, detect/conceal arcana,
dispel, entangle, fear, obscure, speak
language, stun, windstorm, zombie.
Power Points: 50
Gear: Amulet of the Ages (spiritual
Armor +4, immune to AP), Bone-
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So bold and bloody were his subsequent raids and a third through the rope around Stone
that they threatened the tentative truce between Crow’s neck.
the Confederate States and the leaders of the To the Cackler’s glee, the Indian stormed
Coyote Confederation. Eventually, both nations inside the jail, retrieved his axe, and stood by the
formed a war party to hunt down Stone Crow stranger’s side. He has served the grinning goon
and put an end to his bloody trail of terror. At ever since.
great cost of life and limb, the massive Comanche
was finally caught and dragged to the scaffold Attributes: Agility d10, Smarts d6, Spirit d10,
in Coffeyville, Kansas. Moments from twisting Strength d12+2, Vigor d12
for his sins into the eternal night, the Cackler Skills: Climbing d8, Fighting d12, Guts d12,
and Mr. Collins showed up. Mr. Collins put one Intimidation d12, Knowledge (Occult) d6,
round through the executioner’s heart, another Notice d12, Riding d6, Shooting d4, Stealth d12,
through the badge of the town marshal, Survival d12, Swimming d8, Throwing d12,
Tracking d12
Cha: –8; Grit: 5; Pace: 6; Parry: 10;
Toughness: 11
Hindrances: All Thumbs, Bloodthirsty, Mean,
Overconfident, Stubborn, Ugly, Vengeful
(Major), Wanted (Major), Vow (Serve the
Cackler)
Edges: Alertness, Brawny, Combat Reflexes,
Danger Sense, Fast As Lightning, Giant Killer,
Hard to Kill, Improved Arcane Resistance,
Improved Block, Improved Dodge, Improved
Level Headed, Improved Tough as Nails,
Improved Trademark Weapon (war axe),
Nerves of Steel, Improved Sweep, Quick, Strong
Willed
Gear: War axe (Str+2d6, Parry +2, but only
when held by a Native American, or Str+d10,
Parry –1 for non-Natives), strong horse.
Special Abilities:
• Sacred War Paint: The Comanche shaman
Coyote granted a magical blessing to Stone
Crow. The war paint on his chest halves the
damage of all non-magical ranged attacks.
Tlachtga
Tlachtga was a dark druidess from the days
of ancient Ireland. Legends say she was the
daughter of the famous sorcerer Mug Ruith,
raped by the sons of his mentor and dark mother
to three ruthless offspring. Though her children
faded into the mists of time, Tlachtga served her
people for many years. The residents of County
Meath still light candles to her dark reign every
Samhain.
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Eventually, some brave hero dispatched • Flying Broom: Tlachtga can summon and ride
Tlachtga. Her followers dragged her broken form what looks like a handmade broom of black
into the Hill of Ward and continued to honor wood and rotting straw. She can summon it as
her black memory for another century. But the a free action. It has a Pace of 24” and a Climb
memory began to fade. of 1.
Until the Cackler came. The albino sorcerer • Samhain: Every Samhain (sunset on October
dug deep into the hillside one dark and rainy 31st ’til morning), Tlachtga is free to roam as
night and dragged forth Tlachtga’s bones from she pleases. This is the only time she is out
the eath. He used his own dark magic to raise the of the Cackler’s service, though she still may
long-dead witch and laughed with glee as her not cause him direct harm. Tlachtga usually
bony form took shape. uses this time to appear to her loyal followers
Now the black witch serves the Cackler, her in Heath County and mourn the death of her
hideous face hidden deep within her ebon cowl. children. Far away from Ireland, however, she
She is often followed by a cloud of black ravens, is just as likely to cause mischief instead.
which she can use to befuddle her foes or send • Undead: +2 Toughness, +2 to recover from
singly to spy on them from afar. being Shaken, doesn’t breathe, immune to
Attributes: Agility d8, Smarts d8, Spirit d8, disease and poison, no additional damage
Strength d10, Vigor d10 from Called Shots, ignores one level of wound
modifiers, –2 Charisma. Tlachtga is not
Skills: Fighting d8, Guts d12, Intimidation d12, Harrowed—she’s a true creature of undeath.
Knowledge (Occult) d12, Notice d10, Riding
d10, Spellcasting d12+2, Stealth d12, Survival Mr. Collins
d10, Swimming d6, Tracking d12
Little is known of Mr. Collins, or why a
Cha: –6; Grit: 5; Pace: 6; Parry: 12;
gunslinger of such repute would serve a creature
Toughness: 11
like the Cackler. What is known is that his
Hindrances: All Thumbs, Mean, Ugly, Vengeful reputation began in New York City where he was
(Major), Wanted (Major), Vow (Serve the responsible for a massacre at a hotel known as a
Cackler) safehouse for the Agency. He next turned up in
Edges: Alertness, Combat Reflexes, Danger Abilene where he gunned down a trio of veteran
Sense, Expert (Spellcasting), Improved Level Pinkertons—some say with three bullets before
Headed, Strong Willed any of the victims cleared their holsters.
Powers: Tlachtga’s powers manifest as druidic Mr. Collins, his first name still unknown, is
spells or sizzling green energy. Barrier (flock wanted on both sides of the Mason-Dixon line and
of crows), beast friend, blast, bolt, boost/lower most places in between. His cool aim, however,
Trait, burst, curse, deflection, detect/conceal arcana, means most sheriffs and town marshals pretend
elemental manipulation, entangle, fear, shape change, not to recognize him. The few who have wind up
telekinesis, wilderness walk. Power Points: 40 with neat bullet holes in their vests and a plot of
land six feet deep.
Gear: Broom (see below).
His trademark weapon is the long Buntline, or
Special Abilities:
perhaps a similar design by someone other than
• Flock of Ravens: Tlachtga can conjure and Colt. The long barrel doesn’t seem to impede Mr.
control up to five Medium swarms of ravens. Collins’ smooth draw or dead-eye aim.
She can also send them separately and see
On those rare occasions a foe manages to get
through their eyes or hear through their ears
a shot off or fire back, Collins subtly wears one
up to 100 miles distant. If a swarm is dispersed
of Smith & Robard’s patented bulletproof vests
(defeated), she cannot re-summon it until the
beneath his usually immaculate suit and long
next full moon.
coat.
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