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Deadlands Reloaded Adventure A Tale of Two Killers

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1K views29 pages

Deadlands Reloaded Adventure A Tale of Two Killers

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© © All Rights Reserved
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A TALE OF TWO KILLERS

by Matthew Cutter
Credits & Acknowledgements

Additional Material: Shane Lacy Hensley


Editing: Matthew Cutter
Deadlands Brand Manager: Matthew Cutter
Art Director: Aaron Acevedo
Layout and Graphic Design: Matthew Cutter, Aaron Acevedo, Joel Kinstle
Cover Art: Ross Grams
Interior Art: James Denton, Ross Grams, Daniel Rudnicki, Cheyenne Wright
Cartography: Alida Saxon

Deadlands and Savage Worlds


Created by Shane Lacy Hensley

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 Tombstone Epitaph������������������������������������������������������������������������� 1

The Hero-Killers������������������������������������������������������������������������������������� 3

Dante’s Inferno��������������������������������������������������������������������������������������� 6

Dark Tales������������������������������������������������������������������������������������������� 13

Allies & Enemies��������������������������������������������������������������������������������� 19


The Tombstone Epitaph
Volume 6 Tombstone, Arizona – Sunday, April 10, 1881 No. 8

DEATH VISITS DANTE’S FERRY


ss NORTH of Virginia City, silver and ghost rock miners came to
Nevada, the land turns dry and mean
until one reaches Sparks and the Dante’s Many the region a few years later, Dante
built a trading post to supply them
comparatively verdant banks of the
Truckee River. Follow that waterway
Misfortunes with gear and food. He even married
ss BEFORE we enumerate the a woman who bore him twin sons.
east to Wadsworth and then north In 1876 the Hell for Leather Saloon
again, toward Pyramid Lake, and present-day perils found in and around
Dante’s Ferry, it’s best to recall how followed suit, providing the prospectors
soon a traveler enters lands seemingly a place to take a load off and wet
vomited forth from Hell itself. In short, the place got its start.
their whistles. Dante’s Ferry should
proof positive the Epitaph’s years of Mr. Albrecht Dante, town founder
be as prosperous as any other hopeful
reportage have featured not fanciful and owner of its trading post, was born
boomtown.
tales cut from whole cloth, but rather in San Francisco circa 1840. He worked
true stories of terrible things that in dry goods, amassing a sizable fortune And yet, this is simply not the case.
await us in the dark. of his own before he became engaged Instead, some festering evil that defies
to Eloise Fay. Her father was one of all attempts to extract it has taken
At the center of the blighted region root. This author was witness to its
sits Dante’s Ferry, a Truckee crossing, the city’s richest men, owner of Fay
Dry Goods, Fay Importers, and a host effects on the people and the land,
trading post, and miners’ camp that’s and—more horrible still—met at least
had it’s share of troubles in recent of other concerns and entertainment
establishments. The one of its representatives face-to-face.
years. With an official population
of only 33, the town has no law or wedding was scheduled
leadership. Locals say only Dante’s for September 1868.
wife’s shotgun stands between them But in August the
and utter chaos. They may be right! Great Quake put an end
And one can’t help but recall that to Dante’s aspirations
the Truckee River flows east out of as surely as it put a
Donner Pass—where recent decades tragic end to so many
have brought such suffering to settlers. others’ lives. Destitute,
alone, and despondent,
In the interest of providing a true Mr. Dante trekked
and factual account of the forces east into Nevada on
conspiring to blight Dante’s Ferry, this a swayback mare,
author recently traveled the lonely trail dragging whatever
to Pyramid Lake. There I hoped to beat gear he could salvage
the carpets, so to speak, until whatever on a makeshift
was hidden fell out. I sought to carry a travois. His horse
torch into that twilit valley, and to root died of thirst only
out the causes for its decline. Truth be half a mile from
told, I fell far short of my own stated Pyramid Lake.
goals—and only barely escaped with my
life and limbs intact. Since then, most
sources describe
Our hope is that this account shall Dante’s luck as
act as guidepost for any travelers much improved. He
headed toward Dante’s Ferry, lest they built a dock and
suffer some untoward fate. Tread raft in late 1869,
carefully. and established the
—Your Chronicler, ferry crossing in
Lacy O’Malley March 1870. When
The Tombstone Epitaph
Volume 6 Tombstone, Arizona – Sunday, April 10, 1881 No. 8

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.

gurneys equipped with leather straps to hold


THE STORY SO FAR their occupants immobile. And they found 13
flasks of viscous, silver liquid. Believing it to be
Dante’s Ferry, Nevada—a silver boomtown some form of the precious ore they were seeking,
about 55 miles north of Virginia City—is about to they uncapped a flask. The silvery blob sprang
give rise to a new Deadland. And all because of like quicksilver from its prison—and wherever it
folks’ imaginations. touched them, it melted into their skin.
About a month ago the Felshaw Brothers, Randy and Hiram Felshaw fled back to Dante’s
a silver-prospecting duo out of Dante’s Ferry, Ferry telling hair-raising, bloodcurdling tales of
discovered a derelict roundhouse along a horrors lurking just beyond the town’s borders.
deserted stretch of rail. Having found no signs Their oddly affecting stories gave new (un)life to
of silver on their trip, Randy and Hiram hoped to local superstitions...and soon propelled the Fear
salvage something of value in the ruins instead. Level to 5. You see, it wasn’t just any weird living
Little did they know it was one of Hellstromme’s quicksilver in the ruin...it was pure, distilled fear.
special facilities, left over from when the Denver- In the terror’s midst, the Cackler and his
Pacific railroad carried Wasatch freight. entourage arrived in Dante’s Ferry seeking
In a forgotten complex beneath the roundhouse, one Ransom Whateley and his kin, owners of
the brothers found something neither could a shunned, failing cattle ranch east of town.
have imagined—a dust-covered laboratory The Whateleys were said to have taken on a
complete with beakers, tubes, and disturbing ward. And although the Cackler’s investigation

3
D eadlands : A T ale of T wo K illers

discovered suitably horrifying circumstances—


A Posse Gathers
the Whateleys’ ward was not the young ’un
he seeks, as told in The Cackler graphic novel. Just as the poster promised, Marshal Kirk
Nonplussed, the old albino rode back to town. Enbree is found in his office at 52 Taylor Street
most hours of the night or day. Read the following
Meanwhile, Jasper Stone rode hard toward
when the heroes enter:
Dante’s Ferry on Death’s orders: to slay any
heroes who might prevent the boomtown from Marshal Enbree—if he really is the marshal—
tipping to a Deadland. Shane Lacy Hensley’s is quite a sight. He’s got bleary bloodshot eyes
short story “Dead Men Talking” recounts Stone and tousled gray hair. In fact, he’s drunker than
and the Cackler’s meeting at the local saloon, a peach-orchard sow.
and the fates of the heroes who came to rescue He watches you enter without a word, then
Dante’s Ferry from Hell’s claws. with quivering hands he refills the shot glass in
Amused by the carnage, the Cackler stayed for front of him from a whiskey bottle.
a few weeks. Then, eager to resume his search, he “Howdy, ’migos,” he slurs. “I reckon you’re
left town with his retinue, headed south. here ’bout th’ job.”
As for Stone, all the killing sated him for now. He tips his head back, drains the glass, and
But he tipped his hat and murmured something sets it down as he awaits your reply.
about lingering for a spell...just in case.
Marshal Enbree’s not much for negotiating.
He offers $500 each, plus two reloads’ worth
THE SETUP of cartridges for any weapons the heroes carry.
Success on a Persuasion roll ups the fee as high
as $1,000 each, plus four reloads.
This adventure commences whenever your
posse is kicking around the sprawling boomtown If asked to explain more about the so-called
of Virginia City, Nevada. More details about “criminal elements” mentioned on the poster,
Virginia City are found in Deadlands: Stone and a Enbree licks his lips and intones,
Hard Place. Officially speaking, this tale is set in “S’hard to explain, really. Certainly there’s
May 1881. a ranch full o’ murderers east o’ Dante’s Ferry.
One of your cowpokes happens on a fresh But recently they’s...other things gone wrong
broadsheet posted in town, not far from the around town. Things I cain’t rightly explain.
marshal’s office. It reads: And you ain’t the first posse I sent.”
Enbree reaches into a desk drawer and hands
888888888888888888888888
the heroes a page torn from a recent issue of the
k SHOOTISTS WANTED Tombstone Epitaph. Marshal, give your players the
Epitaph handout (pages 1–2).
TO FORM A POSSE
• Marshal Kirk Enbree: Use the Gunman
For the express purpose of
(Veteran) profile in the Deadlands Marshal’s
traveling to Dante’s Ferry, NV.
Handbook, but add the Habit (Major, alcohol)
and apprehending certain Hindrance.
s CRIMINAL ELEMENTS t
Enbree’s Shame
known to be engaged in
wanton Murder, cattle Rustling, The marshal is clearly intoxicated from his
and other Acts of Thievery. whiskey breakfast, but any buckaroo who
succeeds on a Notice roll during this exchange
GOOD PAY
realizes that the marshal is also terrified. Of what,
& ammunition included A
he’s not saying. No amount of Persuasion causes
See MARSHAL ENBREE him to spill the beans, but success on a Test of
at 52 Taylor Street Will taps Enbree’s keg of knowledge.
222222222222222222222222

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.”

If you’re using one of our Plot Point


ON THE ROAD TO HELL Campaigns, Marshal, you might also apply a few
of the Setting Rules found in those books. Either
The trip from Virginia City to Dante’s Ferry Famine’s supernatural Hunger (see The Flood) or
covers roughly 60 miles. Travelers pick up the Killin’ Heat brought on by Death (see Stone
Steamboat Creek and follow it north to the and Hard Place) are great themes with which to
Truckee River, trek northeast to the backwater plague the posse on their way to Dante’s Ferry.
town of Wadsworth, and end up about four Wadsworth is little more than a miners’ camp,
miles from Pyramid Lake’s shores. A determined and the folks there are reticent to say the least.
posse could make the ride in a single day, but for With success on a Persuasion roll, a local confirms
every five miles the group rides beyond 40, each that Dante’s Ferry has had its share of troubles
rider must succeed on a Vigor roll (–2) or suffer a lately. With a raise, the helpful sodbuster affirms
level of Fatigue, or two levels on snake eyes. This that a large posse passed through Wadsworth
Fatigue fades with a good night’s rest. about a month ago, headed for Dante’s Ferry.
Draw a card from the Action Deck each day. They never came back.
On a face card, roll for encounters using the Unbeknownst to the heroes, the Cackler is just
Wild Southwest table in the Deadlands Marshal’s now growing tired of his sojourn in Dante’s Ferry.
Handbook, or the expanded tables found in the The ancient Harrowed and his retinue depart the
Deadlands: Stone and a Hard Place Plot Point town headed south only an hour or two after the
Campaign book. posse sets out north from Wadsworth.

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.

But before your heroes reach Dante’s Ferry, they’re destined to


encounter a traveler they’ve never seen before...and probably hope
they never meet again!

Read the following:


MEET THE CACKLER
As you get closer, something about the
strangers’ countenances strikes you as odd.
When the posse’s trail reaches a rocky, One rider wears a black suit and bowler hat,
secluded spot two or three miles south of Dante’s and stares straight ahead unblinking, a scowl
Ferry, call for Notice rolls. With success a hero stamped into his beefy jowls.
notes travelers approaching—three figures on
horseback. Behind him rides an Indian at least six-and-
a-half feet tall, powerfully built and dragging a
If the heroes immediately leave the path and massive war club at his side. The brave wears a
achieve success on simple Stealth rolls, they can similarly forbidding expression.
hide out while the mysterious strangers pass by.
Cowpokes clearly hear the horses crunch past, The third traveler is the one who strikes
and one of the riders emits a dry, reedy laugh. you most odd. He wears a duster, with a wide-
Finally, there’s a rush of wings as a whole flock of brimmed hat to shade his features. A thin chuckle
birds flies overhead. Once the stealthy compadres boils up out of his throat.
emerge, the travelers are gone. “Heh-heh. Heh-heh. Greetings and well-
Hombres who choose to greet the strangers met,” says the laughing man in an English
are in for trouble, Marshal, because it’s not just accent. “And who might you be? Heh-heh.”
any riders coming down the dusty track—it’s the Give the players a chance to introduce
Cackler and his cronies! themselves and parley however they wish.

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

spider-webbed, its residents hollow-eyed and


DANTE’S FERRY taciturn.
They don’t roll out the Welcome Wagon for
Fear Level: 5 new arrivals, that’s for sure.
Dante’s Ferry is a flyspeck town, composed
of a trading post, saloon, miners’ camp, and the Dante’s Trading Post
Truckee River ferry crossing that gives the place Albrecht Dante, the trading post and ferry’s
its name. owner, was born in San Francisco in 1838. His
These days it’s also a town near the end. The grandmother always told him stories of the
Felshaw Brothers’ horror stories have awakened family’s legendary good fortune. And sure
the locals’ fears and superstitions, and the enough, Albrecht miraculously survived the
Reckoning’s dark magic has made them real. Great Quake, but lost his family and livelihood
Of course, the fact that Randy and Hiram are in the disaster. He traveled east into Nevada with
all hopped-up on Hellstromme’s fear juice isn’t the few meager possessions remaining to him,
helping the situation very much. not exactly sure what he was looking for until he
From the moment the sodbusters arrive, it’s found it.
clear that something’s not quite right. In fact, Ironically, Dante was only a few miles from
Dante’s Ferry is a near-Hellscape twisted by the Truckee River’s shores when his horse died
terror, and its inhabitants suffer from hunger and of thirst. But that ol’ Dante luck reared its head
thirst to boot. again, for when Albrecht staggered up over the
next rise he saw the glittering ribbon of water
Points of Interest flowing northward into Pyramid Lake. Soon
he’d established his land claim and constructed
A battered wooden sign posted about a
a dock and ferry to service local prospectors and
hundred yards outside town announces the place
ranchers. With the proceeds he built the trading
as DANTE’S FERRY, POP. 33. The sign’s pierced
post that bears his family name.
by several bullet holes, and broken cattle skulls
and other bones are piled at its base. A passing Mr. Dante is stocky, gray-bearded, and
hero who dismounts to inspect the skeletal of decidedly saturnine disposition, given to
remains more closely, or one who succeeds on a proclamations of onrushing doom on those few
Notice check (–2), discovers several human skulls occasions he speaks more than a grunt. He tends
and other bones in the pile. Two of the skulls are to glare at strangers a lot, but doesn’t fail to offer
pierced clean through by bullet holes. supplies to those in need. Dante runs the post
with the help of his wife and precocious 10-year-
The trading post sits at the center of town,
old twin sons who are decidedly more cheery
faced by the Hell for Leather saloon opposite. A
than their pater.
few other scattered outbuildings dot the blasted
landscape. Ragged miners’ tents are planted • Albrecht Dante: Use the Townsfolk profile
wherever there’s enough bare ground to hold in the Deadlands Marshal’s Handbook, but add
them. Beyond, the lazy Truckee River flows past Boating d8.
a dock where the ferry is moored. But the water is • Mary Frances Dante: Use the Townsfolk
almost black, like an oozing river of oil. profile in the Deadlands Marshal’s Handbook,
In fact, the sun never seems to pierce the haze but Mary Frances is Hell with a shotgun—she
of dust and clouds, leaving the landscape Dark has Shooting d10 and the Quick Draw Edge.
during the day and Pitch Black at night (see Savage • Ambrose and Albrecht Jr.: Use the Townsfolk
Worlds). When the wind blows out of the north, it profile in the Deadlands Marshal’s Handbook
brings a rotten stench from Pyramid Lake and— for the twins, but they both have the Small
if one strains to listen—a faint, otherworldly wail Hindrance and Toughness 4. Ambrose,
of lament that chills the blood. The town’s flowers however, has Lockpicking d8 and Albrecht Jr.
and gardens are wilted, its windows cracked and has Stealth d10.

8
D ante ' s I nferno

Felshaw Brothers’ Tent Next time Albrecht ferried travelers, the


varmint shook half of them off the boat and into
When they’re not drinking and telling hair- the depths. Now only the Whateleys are able to
raising stories at the Hell for Leather saloon, or make use of the Dante Ferry without being eaten.
working one of their (mostly worthless) claims,
Randy and Hiram Felshaw can be found here The so-called Truckee varmint is a river
in their rather nondescript tent. If either of the leviathan Mamaw Whateley summoned from
brothers ends up fleeing from the posse members the depths of Pyramid Lake when the Fear
in a blind panic—a distinct possibility—he takes Level crept high enough. The Whateleys’ weird
a roundabout route to the tent and stays there for influence over the thing allows them to use the
2d12 hours, quaking in abject terror. ferry without incident.
If the heroes go looking for the tent, they’re in Any other time, the evil octopus grasps the
for a challenge. The local miners trust strangers ferry from below and rocks it violently for 1d4
even less than they trust each other, and therefore rounds. For each round the shaking continues, the
are extremely reluctant to provide any useful ferry’s passengers must make opposed Strength
information. It takes a successful Streetwise roll or Agility rolls against the leviathan’s Strength of
(–2) to locate a grizzled prospector who’s even d12+4. With a failed Agility roll, the passenger
willing to give the accurate time of day. tumbles into the river. (You might grant a second
Strength or Agility roll at –4 to grasp the ferry’s
At that point, Marshal, roll on the Reaction edge if you’re feeling merciful, Marshal.) The
Table (see Savage Worlds) with a –4 modifier to water inflicts 2d4–2 corrosive damage (ignoring
determine the old-timer’s disposition: anything armor) each round to characters immersed in it.
from neutral on down to hostile. No one’s friendly
or helpful here at first! Now the pistoleros can • River Leviathan: See the Deadlands Marshal’s
use Persuasion to improve the miner’s attitude or Handbook. This specimen lacks a wreck to hide
use Intimidation (–2) to increase his cooperation within and the Armor Monstrous Ability it
levels. Raising the miner’s attitude to Friendly or would convey, so its Toughness is 19.
better, or success on an Intimidation roll, means
the miner points out the Felshaws’ tent.
DANTE’S FERRY
• Randy and Hiram Felshaw: Use the
Townsfolk profile in the Deadlands Marshal’s
Handbook. Add Knowledge (Mining) d6 and
the Yellow Hindrance.

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

their days here butchering cattle or tormenting


WHATELEY RANCH captives before adding them to the larder.
In the barnyard, several scrawny chickens
Fear Level: 4 peck in the dust. On closer investigation, each has
Never will you find a more repulsive collection 1d6 eyes placed randomly on its head. There’s a
of villainous no-accounts than the inhabitants of single milking goat, seemingly mundane...except
Whateley Ranch. Thing is, Ransom Whateley for its human eyes. Realizing just how loco the
and his kin don’t see it that way. As far as they’re barnyard is provokes a Fear test.
concerned, they just do what they have to in • Whateley Kin: Use the Outlaw profile in the
order to get by. Deadlands Marshal’s Handbook, but add the
But that’s what makes them so dangerous to Ugly Hindrance. Most Whateleys also have a
the people of Dante’s Ferry: Somewhere along physical deformity (One Eye, One Arm, etc.)
the way to steeping their souls in irredeemable or mental instability (Delusional).
evil, the Whateleys forgot what it was like to
have a soul, to suffer. That makes them about the Ranch House
cruelest folk in the county. Hell, they’re in the When they’re not leading raids into California
running for cruelest statewide. to rustle cattle and horses, Ransom and Rowena
Whateley spend most of their time in the house.
Gettin’ There They like to pretend they’re the owners of a
Reaching the Whateley Ranch requires big plantation house Back East. Forget about
traversing the Truckee River (see Ferry Crossing Southern hospitality, though.
on page 9), or circumnavigating Pyramid Lake—a Ransom Whateley: See page 20.
dangerous prospect if the heroes have not yet put
its vengeful undead to rest. Rowena Whateley: See page 20.
Beyond the Truckee, the trail stretches about Mamaw’s Shed
six miles to the Whateley property.
Mamaw Whateley spends all her time
studying the stacks of ancient, wormeaten tomes
Nest o’ Vipers
that surround her, confined to her rocking chair.
The Whateleys of Nevada are a dangerous Due to dark pacts she’s made with manitous,
bunch. They’re more interested in sorcery and the old woman doesn’t need to eat or drink
black magic than in venerating forgotten gods, anymore...and is barely human. Still, she enjoys
which tends to give them a more pragmatic view a glass of fresh cow’s blood every evening. One
of manitous than some of their kin. Mamaw of Mamaw’s books contains a ritual that can be of
Whateley rules them, and her children Ransom great use against Stone (see page 18); she offers
and Rowena are also the rest of the family’s this knowledge to save her own life, if need be.
patriarch and matriarch. Like we said, Marshal—
Mamaw Whateley: See page 20.
these Whateleys are crazier’n a bunch of locoed
bedbugs. Well o’ Hell
Barn The Whateleys’ well is the only source of clean
water in the region, thanks to Pyramid Lake
Although it appears deserted and crumbling
being haunted and the Truckee’s waters running
to pieces in the Nevada heat, the barn houses
black. But there’s a catch, Marshal.
most of the Whateley kin and their horses. About
a dozen sides of beef hang from the rafters, To satisfy the evil magic that keeps the well’s
swarming with flies. Among them are a few cuts water clean, one must squeeze 13 drops of fresh
of “long pig,” a discovery that provokes a Fear blood into the well before it grants a single bucket
test. Arcane symbols are carved into nearly every of potable water. Without blood, only black water
surface, or scrawled on the walls in old blood. with similar properties to the Truckee (page 9)
Without much else to do, the Whateleys spend can be drawn.

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?

listen. He rattles on and on about the dark doings


HELL FOR LEATHER out at Pyramid Lake:
“It’s them Paiutes what was killed,” he says,
The Hell for Leather Saloon is where most of “and the settlers to boot. They’re out there by
the townsfolk gather to drink away their cares... the lake, waiting...for anyone durn fool enough
and listen to the Felshaw Brothers’ stories, to try to get water out of Pyramid Lake!”
whether they want to or not. When your posse
arrives in town and stops in to wet their whistles, This is Hiram Felshaw, deep in his cups and
this tale gets rolling. once again spinning tales of horror guaranteed to
boost the local Fear Level, due to the distilled fear
Read the following after the heroes take stock (see sidebar on page 16) still coursing through his
of the saloon’s offerings, as described on page 10. system.
Then read the following passage:
Any buckaroo who takes the time to survey
Everybody in the place—mostly filth- the entire room and succeeds on a Notice roll
encrusted silver miners, from the looks of catches sight of one particular hombre:
them—halts their conversation and drinking
to look at you. They return to talking after an In a shadowed corner a dude sits alone,
uncomfortable 20 seconds pass. battered boots perched on the table, hat pulled
low to shade his face. A half-full bottle of whiskey
A player piano warbles hideously in the and an empty shot glass sit in front of him. He
corner, and one young fellow at the bar seems notes you but doesn’t acknowledge you.
to be doing most of the talking to anyone who’ll

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

into the holsters and mosey away. At night or in


the miners’ camp, the shooter gets away clean.
• Hiram and Randy Felshaw: Use the
Easin’ the Fear
Townsfolk profile in the Marshal’s Handbook.
Add Knowledge (Mining) d6 and the Yellow Each time the posse eliminates a threat to the
Hindrance. town, they can roll Persuasion to tell a rousing
(and hopefully convincing) tale of their victory
Stone: See page 21, and When Stone Gets to gathered townsfolk. See the Deadlands
Rollin’ on page 17. Marshal’s Handbook for details.
Unless he’s distracted somehow, Stone doesn’t
Whateley Hoedown make it easy to tell stories. The first time the
Here’s what happens when the posse rides posse tells a tale, Stone uses Taunt to disrupt
to Whateley Ranch, either to procure water for it (for each success and raise on his roll, apply
the townsfolk or to run off the family. If the a –1 penalty to Persuasion). The next time, he
challenges the tale-teller to a duel. After that,
cowpokes approach on the sly or under cover of
Stone says he’ll shoot dead anyone who tells a
darkness, things might go a mite different. Read “feel-good story” (and he follows through).
the following when the heroes arrive:
As heroes lower the Fear Level, the following
Up ahead you see a sprawling, desolate effects are apparent:
property surrounded by rickety split-rail fences.
A decrepit painted sign forms an arch above Fear Level 4: The sun shines a little brighter
the front entrance and reads, WHATELEY on Dante’s Ferry, eliminating Dark and Pitch
Black conditions except at night.
RANCH. A smaller, hand-lettered sign nailed
to the fence says, “GO AYWAY.” Fear Level 3: The Truckee River flows clear,
providing fresh water in abundance.
About a quarter-mile off sits a squat ranch
house, derelict barn, outhouse, and a covered Fear Level 2: The landscape begins to lose its
well. About a dozen head of cattle stand in the blasted and desolate appearance. A few flowers
field, more skin and bones than meat. A small bloom along the riverbanks.
shed sits off on its own, with a crooked, skeletal
tree looming over it like the hand of Death.
Any hero with Danger Sense Edge gets the
Showdown With the Devils
eerie feeling she’s being watched. Other dudes
might get a sense of the watching Whateleys If the heroes fail to surrender, they’re entering a
with success on a Notice roll (–4). In either case, world of pain. Ransom and Rowena are watching
setting foot or hoof on the property brings the from the house, and now they spring into violent
clan a-runnin’. Read the following: action.
As you set out toward the ranch house, a Mamaw Whateley doesn’t leave her shack,
keening whoop issues from the barn. Abruptly a but she uses her zombie power to summon up a
whole posse comes charging out on horseback... shambling herd of walkin’ dead to aid her kin.
and they’re headed straight for you! If she’s threatened, she uses burrow to escape
through the shack’s dirt floor.
The Whateleys ride in circles around the posse
on their horses, whooping and hollering at them Ransom Whateley: See page 20.
to throw down their weapons. Rowena Whateley: See page 20.
• Whateley Kin (2 per hero): Use the Outlaw Mamaw Whateley: See page 20.
profile in the Deadlands Marshal’s Handbook,
• Walkin’ Dead (2 per hero): See the Deadlands
but add the Ugly Hindrance. Most Whateleys
Marshal’s Handbook.
also have a physical deformity (One Eye, One
Arm, etc.) or mental instability (Delusional).

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

NORTH Broken, uneven steps lead down 40 feet to a


pitch-black corridor carved from solid rock. The
tunnel walls are marred by cracks from floor to
10 YARDS ceiling, and several side passages have collapsed.
The sound of your footsteps echoes off into the
tomblike tunnel. A slow, steady drip of water is
the only other sound.
D ark T ales

The remaining tunnels are relatively stout, but


an explosion or explosive Trapping that causes When Stone Gets Rollin’
3d6+ damage anywhere in the complex also
causes a cave-in. Every cowpoke in a Large Burst Here’s what you need to know on the fly
Template centered on the explosion must make about Stone’s combat prowess.
an Agility roll (–2).
Cha: –8; Grit: 7; Pace: 8; Parry: 11;
With success, a searcher leaps out of danger. Toughness: 11
Failure means falling debris strikes the character
Hindrances: Bloodthirsty, Mean, Stubborn,
for 2d10 damage. A roll of 1 (regardless of the Ugly, Overconfident, Vengeful (Major),
Wild Die) means the hero suffers 3d10 damage Vow (Major, serve the Reckoners)
and is buried alive.
Attributes: d12+2 across the board.
Buried characters can’t extricate themselves
and must be dug out. This requires a Strength Duelin’ the Devil: Stone gets an extra seven
roll at –4. In these wide tunnels, this can be a hole cards in Duels (see the Deadlands Player’s
Guide). He’s immune to Intimidation, and
cooperative roll. Each roll requires an hour of
uses his Intimidation (see below) during
hard work. Diggers with mining tools add +2 to the Face Off.
their rolls.
Intimidatin’ the Locals: The Deathly
If the cave-in separates the posse, roll 1d6+3 Drifter rolls Intimidation d12+12. He can
to determine how much of the area is impassable use the Rebel Yell Edge to affect an adjacent
(in yards). Each success and raise on a Strength Large Burst Template. When he scores a
roll at –6 excavates 1 yard. Diggers with mining raise over a Wild Card, that hombre’s got to
tools receive a +4 bonus to this roll. Every roll roll on the Fright Table; Extras are panicked.
represents an hour’s work. Stone gets +2 on Tests of Will, and to resist
them too.
Fear, Itself Fast As Lightning: Stone gets three Action
The laboratory still resonates with the horror Cards per round. Anything lower than a
Ten is considered a Ten of the same suit;
felt by its subjects so long ago, but as far as earthly
any cards lower than Five are redrawn.
foes there’s nothing here to fear but the fear juice
itself (see sidebar on page 16). Oh...and Stone too, Shootin’ ’Em Full o’ Lead: Stone fires each
when he shows his rotting mug. Trademark Colt Dragoon every round, as a
separate action, at Shooting d12+6 (or d12+4
You inspect the laboratory and find it empty if he moves his Fleet-Footed Pace of 8) and
and silent. But the metal gurneys equipped with rolls a d10 for each Wild Die. Stone’s guns
thick leather straps, the odd black apparatuses deal 2d10 damage, AP 4.
hooked up beside them, the eyeless rubber masks
...these tell an ominous tale. Other gizmos with Stone adds +2 damage when attacking
supernaturally good creatures. And when
glass lenses and huge rolls of black tape on them
Stone is dealt a Joker in combat, his shots
defy explanation; they remind you of a highly deal double damage.
advanced camera obscura.
Tough Bastard: Stone can’t be wounded—
You see something that makes your blood run only Shaken—by anything but his
cold and the hairs stand up on your neck: 12 Weaknesses, and he has Armor 4 versus
stoppered vials on a rack containing what looks magic (and +4 on rolls to resist it). He gets
like mercury. When the weird liquid twitches +2 on Spirit rolls to recover from Shaken,
and convulses on its own, you know this is what and +2 Toughness against damage from
the Felshaw brothers were talking about. supernaturally good sources. Stone doesn’t
suffer wound penalties.
Just then an ice-cold voice drawls, “Back
away from ’at fear juice nice an’ easy, amigos.
Or I’ll fill you so full o’ holes you won’t even
float in brine. We clear?”

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

To finish things off, we present a rogues gallery of potential allies and


dastardly villains to go up against your posse, including the infamous
Cackler and his gang! We leave you the option of fleshing out a few
of the local miners, or even the Whateley’s notorious ally “Beeve”
Brazzleton, should the urge strike you.

As usual, Wild Cards are marked with a handy marshal’s badge to


distinguish them from the Extras.

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).

19
D eadlands : A T ale of T wo K illers

Mamaw Whateley Ransom Whateley


Ol’ Mamaw Whateley traveled Out West Mamaw’s branch of the Whateleys is a
from Providence, Rhode Island in 1864, after matriarchy, meaning only the women get to
the folk traditions she’d practiced for so long learn black magic. That doesn’t mean they refrain
bloomed into sorcerous life with the Reckoning’s from using their dark powers for, ahem, male
advent. Packing up her kin and her milquetoast enhancement—as it were.
husband—who didn’t survive the journey Ransom Whateley—tall, muscled, scarred,
west—Mamaw made her way to Dante’s Ferry, with a scowl that could peel the paint off a barn—
Nevada, before she put down roots. is a perfect example of what their evil magic can
Now those roots have grown into a black- create. And if anyone gives the family trouble, he
hearted, inbred hive of cannibalism and depravity makes that hombre suffer.
called Whateley Ranch, and Mamaw Whateley Attributes: Agility d12, Smarts d6 Spirit d8,
is far more abomination than human. She sits in Strength d12, Vigor d12
her creaky rocking chair all day long, studying
bloodcurdling rituals, hideous face shadowed by Skills: Climbing d12, Fighting d12, Intimidation
a dusty and fraying shawl. But her gnarled gray d8, Notice d12, Shooting d12, Swimming d12
claws clutch the armrests, white-knuckled with Cha: 0; Grit: 4; Pace: 6; Parry: 7; Toughness: 9
hatred. Edges: Brawny, Improved Arcane Resistance
Attributes: Agility d6, Smarts d12+2, Spirit d10, Gear: Double-barrel shotgun (Range 12/24/48,
Strength d10, Vigor d12 Damage 1–3d6, RoF 1–2), double-action Colt
Skills: Climbing d10, Fighting d10, Intimidation Peacemaker (Range 12/24/48, Damage 2d6+1,
d10, Notice d12, Spellcasting d12 RoF 1, AP 1), Bowie knife (Str+d4+1, AP 1).
Cha: –6; Pace: 4; Parry: 7; Toughness: 10 (2)
Rowena Whateley
Hindrances: Mean, Ugly
Rowena is Mamaw’s prodigy in black magic.
Edges: Arcane Background (Black Magic), She’s blonde, blue-eyed, purty as Hell, and twice
Reputation, Whateley Blood as evil.
Powers: Barrier, bolt, boost/lower Trait, burst, Attributes: Agility d6, Smarts d10, Spirit d10,
burrow, curse, deflection, environmental protection, Strength d4, Vigor d6
fear, fly, mind rider, obscure, puppet, zombie. Power
Points: 50 Skills: Climbing d10, Fighting d10, Intimidation
d10, Notice d12, Spellcasting d10, Taunt d8
Special Abilities:
Cha: +4; Grit: 2; Pace: 6; Parry: 8; Toughness: 5
• Armor +2: Mamaw’s hide is like a tree’s bark.
Edges: Arcane Background (Black Magic),
• Claws: Str+d6. Attractive, Block, Strong Willed, Whateley Blood
• Coup (Black Magic): A deader who absorbs (Exotic)
Mamaw Whateley’s essence gains one of her Powers: Bolt, boost/lower Trait, fly, puppet, zombie.
powers (player’s choice) and 5 Power Points Power Points: 15
to activate it by Spirit roll. She also acquires
the Unnatural Appetite (Minor) Harrowed Gear: Knife (Str+d4).
Hindrance—for fresh cow’s blood.
• Fear (–2): Seeing the bestial Mamaw without
her shawl provokes a Fear test (–2).
• Fearless: Mamaw Whateley is immune to fear
and Intimidation.
• Hardy: Additional Shaken results do not cause
a wound on Mamaw.

20
A llies & E nemies

Improved Tough as Nails, Improved Trademark


Stone Weapon (Colt Dragoons), Marksman, Master
We covered Stone in the Deadlands Marshal’s (Shooting), Nerves of Steel, Quick, Quick Draw,
Handbook. But if you’re using this adventure, Rebel Yell, Reputation, Speed Load, Steady
Marshal, consider that entry a decoy of sorts. A Hands, Strong Willed, True Grit, Two-Fisted
convenient fiction to throw your players off the Gear: Relic Colt Dragoons (Range 12/24/48,
scent. Here we present Stone’s real profile. Damage 2d10, RoF 1, Shots unlimited, AP 4,
Stone is the first Harrowed of the Reckoning, Heavy Weapon).
and by far the meanest. He’s such a bastard, in Special Abilities:
fact, that Death made him his Servitor, and the
• Aura of Death: Stone is the red right hand of
Reckoners appointed him their chosen assassin.
Death. No one, not Stone or anyone else, may
When heroes get too powerful—that is, they use Fate Chips for any purpose while within
reach Legendary Rank and still actively hunt Stone’s line of sight.
down abominations—the Reckoners send Stone
to take them out. The Deathly Drifter prefers
duels. It’s far more amusing for him that way,
and secretly he wonders whether anyone is fast
enough to beat him.
Sometimes Stone aims for the head or attempts
to disarm a foe—just to heighten the challenge.
When facing lawmen of any stripe Stone makes
a point of shooting them with a single bullet,
dead center through the badge. He decorates his
battered duster and waistcoat with his extensive
collection of “dead stars.”
Attributes: Agility d12+2, Smarts d12+2,
Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Boating d10, Climbing d12, Driving d10,
Fighting d12+2, Gambling d10, Guts d12+2,
Intimidation d12+2, Knowledge (Battle) d10,
Knowledge (Occult) d12+2, Lockpicking
d12, Notice d12+2, Persuasion
d10, Piloting d8, Repair d12,
Riding d12+2, Shooting d12+2, Stealth d12+2,
Streetwise d12+2, Survival d12+2, Swimming
d12, Taunt d12, Throwing d12, Tracking d12+2
Cha: –8; Grit: 7; Pace: 8; Parry: 11;
Toughness: 13
Hindrances: Bloodthirsty, Mean, Overconfident,
Stubborn, Ugly, Vengeful (Major), Vow (Major,
serve the Reckoners)
Edges: Alertness, Ambidextrous, Behold A
Pale Horse…, Champion, Combat Reflexes,
Command, Danger Sense, Dead Shot, Duelist,
Fast As Lightning, Fleet-Footed, Giant Killer,
Hard to Kill, Improved Arcane Resistance,
Improved Block, Improved Dodge, Improved
Hip-Shooting, Improved Level Headed,

21
D eadlands : A T ale of T wo K illers

• 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’S GANG

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

22
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-

23
D eadlands : A T ale of T wo K illers

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.

24
A llies & E nemies

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.

25
D eadlands : A T ale of T wo K illers

Collins is also canny and cautious. He’s a


shootist. His strength is in one-on-one duels.
He’s deadly in a larger fight, but doesn’t walk
into bad odds if he can help it—there’s just too
much chance some tinhorn will get lucky and
sling lead his way.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d8, Vigor d8
Skills: Fighting d8, Guts d12, Intimidation d10,
Knowledge (Occult) d8, Notice d10, Riding
d12, Shooting d12+2, Stealth d10, Survival d6,
Swimming d6, Tracking d10
Cha: –2; Grit: 5; Pace: 6; Parry: 6;
Toughness: 8 (2)
Hindrances: Cautious, Mean, Wanted (Major),
Vengeful (Major)
Edges: Alertness, Ambidextrous, Improved
Arcane Resistance, Attractive, Combat Reflexes,
Counterattack, Dead Shot, Duelist, Harder to
Kill, Investigator, Jack-of-All-Trades, Killer
Instinct, Improved Level Headed, Marksman,
Nerves of Steel, No Mercy, Master (Shooting),
Rich, Steady Hands, Quick, Quick Draw,
Improved Trademark Weapon
Gear: Bulletproof vest (Armor +2), Colt Buntline
(Range 15/30/60, Damage 2d6+1, RoF 1, AP 1),
strong horse.

26

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