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BLOOD DRIVE II:

HIGH PLAINS DrOVERS


High Plains Drovers
by John Goff

Savage Worlds by Shane Lacy Hensley

Additional Material: Matthew Cutter, Piotr Korys

Editors: Matthew Cutter, Piotr Korys

Deadlands Brand Manager: Matthew Cutter

Layout and Graphic Design: Aaron Acevedo, Travis Anderson, Simon Lucas, Tomasz Tworek

Cover Artist: Tomasz Tworek

Cover Design and Typesetting: Tomasz Tworek

Interior Artwork: Tomasz Tworek

Pinnacle Entertainment Group grants permission to print this document, in whole


or in part, for personal use. Any electronic distribution is strictly forbidden.

2012 Pinnacle Entertainment Group. Deadlands, Smiling Jack, Savage Worlds, and all related
marks and logos are trademarks of Pinnacle Entertainment Group. All Rights Reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark
of Studio 2 Publishing, Inc. 2012. All Rights Reserved.
Contents

Introduction 1 Return o the Dog . . . . . . . . . . . 18


For All You Greenhorns. . . . . . 1 Fort Desperation. . . . . . . . . . . . 18
The Story So Far. . . . . . . . . . . . . 1 Whos Minding the Fort?. . . . . . 18
The First Night. . . . . . . . . . . . . 19
North to Wyoming! 2 Epidemic. . . . . . . . . . . . . . . . . . 20
Change o Plans. . . . . . . . . . . . . . 2 Trapped. . . . . . . . . . . . . . . . . . . 21
Cowboys for Hire. . . . . . . . . . . . . 3 Midnight Snack . . . . . . . . . . . . . 21
A Spy in Wranglers Clothing. . . . 4 Curing the PlagueVampires. . . 21
Swapping Stories. . . . . . . . . . . . . 4
Somethings Fishy . . . . . . . . . . . . 4 The Home Stretch 22
Outbreak . . . . . . . . . . . . . . . . . . . 5 Death on the Wing. . . . . . . . . . . 22
An Impromptu Autopsy. . . . . . . . 5 A Trestle Too Far. . . . . . . . . . . 23
Thats Not Right!. . . . . . . . . . . . . 6 Old Wounds. . . . . . . . . . . . . . . . 23
Whatever You Do, Just Dont. . 7 The Last Command. . . . . . . . . . 24
Battlefield o the Damned . . . . . 24
At the Gates of Hades 8 A Commanders Lament. . . . . . . 24
Spy Games. . . . . . . . . . . . . . . . . . 8 There She Blows!. . . . . . . . . . . . 25
Wasatch Comes A-Knockin. . . . . 8 Solving Problems with
Troubleshooter. . . . . . . . . . . . . . . 9 Explosives. . . . . . . . . . . . . . . . 26
Strong-arm Tactics. . . . . . . . . . . 10 Ghost War. . . . . . . . . . . . . . . . . 26
Armored Steam Wagon. . . . . . . 11 Whos That Tripping Under My
Bridge? . . . . . . . . . . . . . . . . . . 27
Eight Legs, Again . . . . . . . . . . . 11
Wind River Trestles Fallin
Wild Prairie Fire. . . . . . . . . . . . 12 Down. . . . . . . . . . . . . . . . . . . . 28
Death from Above. . . . . . . . . . . 13 After the Fall. . . . . . . . . . . . . . . 28
The Battle Is Joined . . . . . . . . . 13 End o the Trail. . . . . . . . . . . . . 28
Auto-Gyro . . . . . . . . . . . . . . . . . 14
Armored Steam Wagon. . . . . . . 14 Friends & Foes 29
From Bad to Ugly . . . . . . . . . . . 14 Abigail Abby Morton . . . . . . . 29
Here Comes the Cavalry!. . . . . . 14 Bill Sutter . . . . . . . . . . . . . . . . . 29
Escape from Hell. . . . . . . . . . . . 15 Black Dog . . . . . . . . . . . . . . . . . 30
Jay Goodman. . . . . . . . . . . . . . . 30
Into the Nations 16 Jurgen Emmerich. . . . . . . . . . . . 31
Sinking Sand . . . . . . . . . . . . . . . 16 Lazy S Cowboy. . . . . . . . . . . . . . 31
Wagons, Ho!. . . . . . . . . . . . . . . . 17 Plague Vampire. . . . . . . . . . . . . 31
A Plague of Undeath. . . . . . . . . 17 Texas Longhorn. . . . . . . . . . . . . 33
Introduction

Its time to grab your lasso and saddle


up again, Marshal! Welcome to the second
The Story So Far
part of the Blood Drive trilogy. Here we If youre new to the trail or maybe just
continue the story of the epic cattle drive, saddled with a short memory, heres
begun in Bad Times on the Goodnight, with a quick round-up of the events that led
the posse riding herd on a few thousand to High Plains Drovers.
beeves through the Disputed Territories Bill Sutter was unable to get a fair price for
and Sioux Nations. Things dont get any his herd of Longhorns from Bayou Vermilion,
easier the farther north the drive goes, in the nearest railroad to his ranch, the Lazy S.
case you were wondering. Rather than knuckle under, he and his niece
Some plot threads introduced in the Abby chose to drive his beeves north to
first installment are woven into High Denver, hoping to get a better price there than
Plains Drovers. Specifically, accusations in the crowded cattle market in Dodge City.
of rail baron intrigue return to bedevil The posse hired on as trail hands to help with
the heroes efforts to earn an honest the drive. Bayou Vermilion took exception to
living and a not-quite-vanquished this and made a couple of attempts to stop it,
nemesis catches up with the herd to bringing Sutter back in contact with an old
further complicate matters. Add to that enemya Comanche shaman by the name
a bevy of all new obstacles and your of Black Dog.
wranglers are likely to find their hands After a rough time in the western Texas
full as they push on toward their new scrubland, a brief stop near Roswell turned
destination. sour after an encounter with an apparent
spy from the Confederate fort nearby.
For All You Greenhorns The Confederates suspected one or more
Should this be your hopping-on point members of the posse of being in cahoots
to the Blood Drive series, feel free to adapt, with the spy. To avoid getting into a losing
mangle, or mutilate this information fight with the Confederate army, the herd
to best suit your own campaign and hit the trail again.
posse. We encourage you to rustle up the
The posse ran afoul of Black Dog again
first part of the series, Bad Times on the
near Black Mesa. Fending off attacks by
Goodnight, and give it a turn first.
Ravenite braves and critters straight from
But if youd rather not, thats fine the Hunting Grounds, the herd and crew
High Plains Drovers is perfectly capable passed into Colorado and the Disputed
of standing on its own. Very little Territories. There they encountered a minor
modification to the plot is necessary warlord who seized the herd, along with
and weve even included a couple of Sutter and most of the hands. With help from
handy Greenhorns sidebars to help you Black River enforcers, the heroes took down
through any rough spots. the warlord and got the herd to Denver.

1
North to Wyoming!

At the beginning of this adventure, Its only a snakes belly above what them
the herd is settled in about half a days Bayou Vermilion varmints were offerin,
ride from Denver. Its been milling and this time, thats across the board.
about the same area for the better part Now, after cogitatin on it a piece,
of a week while Sutter gets a feel for the I figure thats both good and bad. Its
local cattle market. bad in that I aint headin back to Texas
Most of the time, the crew (including a rich manat least not right away. Its
the posse) is either riding the edges of the good in that theres another herd here in
herd, rounding up stragglers, or simply a bad spot that I was able to buy up for a little
sitting around the chuck wagon swapping more than a song. On top of that, a feller
stories. Compared with driving the sold me a Union land grant in the Bighorn
stubborn Longhorns over one thousand Basin up in Wyoming thats a fair sight
miles of hostile wilderness, its been an larger than my spread on the Brazos. Im
easy stretch. sick of dealing with those Bayou Vermilion
Every day or so, a few of the hands are hooligans, so I took him up on it.
cut loose to head into Denver to gather I plan to take both herds north and
supplies or just whoop it up a little. If start a new ranch up in the territory.
your group has been riding with the Any of you that wants to can ride with
crew since Bad Times on the Goodnight, me. Those who dont I understand.
this is a good time to let them spend Youre welcome to any pay thats owed
a little of their hard earned money, heal you with no hard feelings on my part.
up any scrapes and bruises, or even find Sutters plan is to follow the Overland
a side adventure if youre of the mind, Trail north out of Denver, cut the western
Marshal. corner of the Sioux Nations, and forge
north through Winding River Canyon.
Change o Plans He offers $45 dollars a month to those
After the Lazy S herd has been near the who stay on with the Lazy S. Some of
city for a couple of days, Sutter returns to the cowboys agree to stay on, but a few
the trail crews camp. He gathers all the decide to head back to Texas. Obviously,
cowboys around who arent riding herd Sutters niece Abby is headed north with
at the moment and says he has some him as well.
news. He continues, If youre playing this adventure as
Turns out we got here a little late. part of the entire Blood Drive series or
Between herds comin down from the just looking for a lead-in to the next
Wyoming Territory and Texas herds that adventure, Range War!, Sutter pulls the
have already hit the market in Dodge, the characters aside after the rest of the trail
price o beef is in the outhouse hereabouts. crew sorts itself out.

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N orth to W yoming !
You folk have done right by me and
Abby from the get go. To tell the truth,
this here deal has put a dent in my Greenhorns
wallet. Im gonna need to be hirin more
hands as well. Im willin to cut you in If the posse is just jumping
for a tenth ownership of my original onboard with this adventure, you
herd, divided amongst yourselves, in can omit much of this. Instead, Sutter
lieu of payment, if you choose to stay is an aspiring rancher who has just
on with us. purchased his first herd from the
glutted market near Denver. With
Sutters original herd numbered a land grant in hand, he plans to drive
approximately 1,500 head of cattle. the cattle to Wyoming to start a new
Accounting for losses on the trail and ranch. Short on both experienced
a few sales along the way, the crew hands and capital, he cuts a deal
arrived in Denver with just shy of 1,300 with the heroes whom he takes to
beeves, so the rancher is offering the posse be veterans of the Westfor right or
about 130 head of cattle. (When sold in wrongto assist in the drive.
a favorable market, each Longhorn might
bring as much as $40.)
Hes come to value the heroes
contribution highly, so the characters can
Controlling Cattle
bargain with him for a better deal. With Texas Longhorns are known for
a successful Persuasion roll, he increases being headstrong beasts. Its more
the offer to 200 head and on a raise, he than likely the adventurers find
goes all the way up to a quarter of the themselves having to cajole, coerce,
original herd325 beeves! or otherwise convince a group of the
ornery beasts to do something they
Cowboys for Hire are otherwise not disposed to do. Or
maybe the erstwhile trail hands have
The new herd Sutter purchased totals
to calm a passel of nervous cows to
around 2,000 head. This more than avert a stampede.
doubles the size of the original Lazy
Regardless of the situation,
S herd. Combined with several of the
handling a herd of cows boils down
original members of the crew heading to a Riding roll. A tinhorn with no
back home to Texas, this leaves the Lazy Riding skillor a cowpoke on foot
S shorthanded for the trip. who finds himself trying to control
Of the original cowboys, only half cattle instead substitutes a Smarts roll
a dozen choose to remain with the herd (2) or, at your discretion Marshal,
(including Luke Canton, should he have another, related Knowledge skill.
survived the last adventure). He plans to Apply the following modifiers to
bring that total up to 20 ridersincluding the roll:
the possebefore the herd heads north, Situation Modifier
by putting out a call for experienced No experience with cattle 2
hands.
Obvious threat nearby 4
Its not long before drifters begin
Cattle stampeding 6
to mosey into the main camp. Most
of them are honest cowboys just
looking for any work they can find, but

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D eadlands : H igh P lains D rovers
a couple of the more experienced hands a persons weaknesses. Allow Goodman
warn that some might be bandits or a Notice roll to deduce one of a characters
rustlers taking measure of the crew. Hindrances to exploit. He keeps a stock of
tobacco (chewing and smoking), a flask of
A Spy in Wranglers Clothing whiskey, a pack of cards, and even a small
roll of cash in his pockets to help play to any
One particularly garrulous fellow of his targets vices.
shows up a few days later and seems
especially dedicated to signing on with Once Goodman feels hes established
the Lazy S. He talks to everyone in the a rapport with one of the group, he
camp, including the heroes, and seems slowly turns the topic to the drive up
a friendly enough sort at first. The from Texas. If the buckaroo mentions the
would-be cowpuncher gives his name as encounter at Roswell, Goodman focuses
Jay Goodman and claims to have ridden the conversation there. If Roswell doesnt
on several drives, mostly on the Texas come in, he slides it into the conversation as
and Chisholm Trails. an aside. Goodman hides his real interest,
instead going off on tangents about run-
In reality, Goodman is a plant for the ins with the Confederate army or Texas
Union Blue railroad. Word reached the Rangers hes had. But all the while, hes
railroad that a Wasatch infiltrator broke into feeling out the character to see if theres
the Confederate base a while back. They any likely tie to Wasatch or the spy.
also caught wind of the dust-up between
Sutters crew and the Confederate army. After hes spent some time with each
Goodman has been dispatched to find of the posse members, Goodman wraps
out if anyone on the crew is moonlighting up his mission. He asks the crew to
as a courier for Wasatch, and if so, to keep him in mind if work opens up and
intercept the information before it reaches heads back to Denver to file his report.
Hellstromme. His initial take on the crewand the
posse, specificallyis that they may be in
Any of the caballeros with experience cahoots with Wasatch, but he isnt certain.
on either of the two trails and questions He advises the railroad to monitor the
Goodman finds that his story seems to herds progress going forward.
be square. He seems familiar with both
routes and all the well-known hazards Somethings Fishy
along them. However, any hero who Its very possible the heroes catch on
wins a Notice roll opposed by Goodmans to the fact that somethings amiss with
Persuasion gets the distinct feeling that Goodman. If confronted, he denies any
the cowboy isnt being completely square accusations, insisting hes just an innocent
with her. cowboy looking for honest work. No
amount of cajoling can sway him to
Swapping Stories
break his cover. However, although he
Goodman chats up each member of takes his job very seriously, Goodman is
the crew. He spins yarns easily, recalling no martyr.
any number of anecdotes from his own
experiences on the trail. At first, Goodman Should someone suggest hes a scout
monopolizes conversations and barely lets for cattle rustlers or even just threaten
any other party get a word in edgewise. violence against him, allow an Intimidation
roll opposed by Goodmans Guts. If the
Hes a sharp eye for character and has cowpoke wins, Goodman admits to being
an almost uncanny ability to figure out

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N orth to W yoming !
a Union Blue spy. He initially claims hes
just making sure the crew is who they say
they are since theyre near the Union Blue Ropin Cattle
main line (this is true). On a raise, Goodman
spills the whole story about Roswell. Roping a steer is easy enough. Its
a simple Throwing roll (adjusted for
In either instance, however, Goodman
range, of course). But even armed with
insists hes convinced no one on the crew his trusty lariat, a cowboy is grossly
is anything but what they claim to be. overmatched in a tug-of-war by
No amount of coercion convinces him to a longhorn. An average-sized specimen
confess that he suspects someone may be of the breed tips the scales at around
a Wasatch spyafter all, he knows thats three-quarters of a ton, so man-handling
liable to get him killed! If the heroes tell those doggies isnt the best option.
him to get lost, Goodman keeps tabs on the Luckily, when it comes to taking charge
herds movements and sends word ahead of a bullheaded longhorn, a cowboys
to his allies inside the Union border. best friend is his mount. A canny ranch
hand can use the lasso in conjunction
Jay Goodman: See page 30.
with his saddle to bring his horses
strength and weight to bear against
Outbreak a roped steer.
Through a combination of a little bit Once a mounted cowpoke has
of good animal husbandry and a whole lassoed a longhorn, an opposed roll
lot of luck, none of Sutters original herd of his Riding versus the animals
were afflicted with any serious parasites. Strength is made. On a success, he
wrangles the animal under control
Bear in mind that in the Weird West,
and can lead it with the rope; with
a serious parasite is one that drains a raise, he pulls the longhorn off its
your blood and then bursts out of your feet. On a failure, the beast continues
stomach in a rain of gore. to put up a fight, but doesnt break
Unfortunately, the previous owner of free. If the player is unlucky enough
the cattle purchased in Denver wasnt to roll a 1 on his Riding die (regardless
so lucky. That herd ran across a nest of of the Wild Die), the animal breaks
freepossibly pulling the unlucky
prairie ticks on its way to market and
sod off his saddle in the process!
several of the beeves were attacked.
And now, Bill Sutter isnt so lucky
anymore either.
As the Lazy S nears the South Platte River
a week or so out of Denver, allow a Notice
roll for any buckaroos riding with the main
herd. With a success, the hero spots one of
the Longhorns stagger to a stop and fall An Impromptu Autopsy
over. One of the herd stumbling or even Anyone who decides to check out the
dying isnt all that unusual, but the cattle fallen steer finds the animal lying on its
have been moving through good grazing side. Its abdomen is moving spastically
country, theres been no shortage of water, in and out, almost fluttering as if its
and the pace has been fairly leisurely the struggling for breath. However, should
last few days. Given the situation, the event a character examine the beasts head,
is a little out of the ordinary. allow that player to make a Notice roll.

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D eadlands : H igh P lains D rovers
S hands scratching their
headsbut only for
a moment.

Thats Not Right!


Within moments of
the sudden collapses (or
whatever time feels best
for your game, Marshal)
the culprits behind the
deaths expose themselves
by bursting out of the
bellies of the afflicted
Longhorns! All around the
players, the engorged and
gore-covered ticks chew
their way out of the bellies
of dead steers and cows,
bringing bits and pieces of
the animals entrails with
them as they do.
The gruesome scene
is enough to require
a Guts check for even
the most jaded of
saddletramps to avoid
getting a 1 penalty to
all Trait rolls for the rest
With a success, the examiner immediately
of the encounter due to nausea.
discovers the animal is most likely dead.
Its eyes have rolled back in its head. Its lips The good news is the disgusting
are pulled back from teeth and its tongue critters are pretty bloated with cows
protrudes slightly from its mouth. Finally, blood. Their bladders are literally
its nostrils show no movement to indicate filled to bursting and its all the tiny
the steer is still breathing. abominations can do to crawl out of the
carcasses and onto the ground. Iron-
If the Notice roll results in a raise, she
stomached dudes can simply walk up
finds a few small lacerations on the lips
and stomp the little buggers (no roll
of the animal. They have begun to heal
needed), although doing so requires
and are likely at least a week old. These
another Guts roll (2) when the blood
are from when the tick first crawled into
sac bursts, spraying its contents up the
the steers mouth.
characters leg!
About this timeor shortly after the first
Ignoring the hellish arachnids is also
animal falls, if the posse did not investigate
a viable tactic, though it might not sit well
itthe sound of snorts and squeals go up
with many heroes. Theyre full and not
throughout the herd as more of the cattle
going to be looking for another meal until
fall victim to a similar fate. All told, nearly
long after the herd has moved on north.
a dozen suddenly drop, leaving the Lazy

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N orth to W yoming !

Whatever You Do, Just Dont


However, the worstand for many
posses, most likelyresponse is for one Stampede!
of the crew to whip out a gun and start
Cattle are notoriously skittish
blasting away. Certainly, that guarantees
critters. Gunshots, strange creatures,
killing any tick successfully targeted, but
sometimes even just a set of railroad
its also an incredibly bad idea in the middle tracks can set them off in a panic.
of a herd of Texas Longhorns already Stampedes are one of the big hazards
on the far side of nervous thanks to the on a trail drive, and the heroes are
smell of blood and cow guts permeating likely to face more than one over
the air. If any pistolero cooks off even so the course of this adventure. In
much as a single shot, the cattle panic and addition to those weve already
stampede! included here, Marshal, feel free to
stage one anytime you feel the posse
And, Marshal, if youre feeling is getting a little too lackadaisical in
particularly bloodthirsty, dont forget its animal handling.
there are over a dozen other cowboys
Cowpokes caught in a stampede
aroundall of whom are also packing have to seek cover or get trampled
smokewagons and capable of popping off into the dust. This requires an
a shot at one of the ticks in a moment of Agility roll (2). On a failure, the
shock or fear. poor sap is kicked by a few cattle as
Since anyone examining one of the they thunder past, suffering 2d6+2
damage. Rolling a 1 on the Agility
downed beeves is in the middle of the
die, regardless of the Wild Die, means
herd, theyre probably in a world of hurt. shes caught smack in the middle
See the Stampede! sidebar to the right of the stampede and trampled. She
for details. Should the cattle stampede, takes 4d6+4 damage.
the crews first priority (after surviving) A character must make two
becomes getting the animals back under successful Agility rolls in a row (or
control. If necessary, this process takes the succeed with a raise on one) to make
hands the rest of the afternoon. it to safety.
Once the herd is settled down, the posse The fun doesnt end with just
can try to weed out any remaining beeves getting out of the way of the stampede
carrying the parasites, but Sutter advises though. The trail riders have got to
against it. Doing so is a time-consuming round up the panicked herd. This
process; the only way to do it is to examine requires a successful Riding roll
(4) to turn back the lead steers so
the mouths of every single individual
everything calms down. A failed roll
Longhorn for telltale scratchesrequiring means the unlucky cowhand and his
Notice rolls each timeand would require horse fall over and suffer the effects
several days. By that time, he adds, any described above.
afflicted animals would already be dead.
Furthermore, theres not much the hands
can do if they do find one other than watch
it die or put it down.
Regardless of the groups actions,
only three more of the herd die to ticks,
and they do so by the morning after the
first outbreak.

7
At the Gates of Hades

With the transition to mid-summer, eye on Hellstrommes activities. If you


the weather takes a turn for the milder, want to keep the posse on its toes, let
lessening the threat of challenging river them catch sight of a group of heavily
crossings. The crew easily fords the South armed gunmen briefly shadowing
Platte River at a stagecoach stop known the herd from high ground in the
as Latham Station, and the way north distance. These are scouts from one or
toward the Wyoming Territory seems more of the other barons monitoring
clear. Even the ongoing guerilla warfare any unusual activity in the area. They
that seems endemic in the Disputed quickly determine the Lazy S crew
Territories begins to lessen the farther poses no serious threat and move on
north the herd travels. but possibly not before making the
After a couple days of travel through trail hands a bit jittery.
relatively gentle rolling terrain with no One band that pays a little extra
gunfire or stampedes, the characters attention to the herd is Union Blue.
probably begin to relax. Forewarned by its spy, Goodman, the
North of Latham Station, the herd railroads enforcers have been on the
passes its closest point with the most lookout for the Lazy S crew to arrive
well-guarded strongpoint of the Wasatch in the vicinity. Union Blue is still on
Railroad east of the City o GloomCamp the fence about whether the party is
Hades. Camp Hades is heavily armed, and working with Wasatch, but its gunmen
rightly so. It guards the eastern entrance are keeping their hands on their gun
to the Plutonian Express, the vast tunnel butts just in case.
running from the eastern slopes of the
Rockies all the way to California! Wasatch Comes A-Knockin
Fortunately, the Overland Trail runs About two days after crossing the South
some distance west of the Wasatch Platte, the heroes spot a steam wagon
encampment. Sutter believes this distance churning across the rolling terrain toward
is sufficient to prevent any unwanted the herd. The vehicle seems bulky and
entanglements with the various rail oddly-shaped and somehow ominously
enforcers in the area. Unfortunately, slow-moving. Clearly, its not a standard
Hellstrommes rail gang has taken Smith & Robards catalog model.
a personal interest in the Lazy S If they dont take the initiative
themselves, Sutter directs the heroes
Spy Games to intercept the contraption before it
Not surprisingly, nearly every other startles the cattle.
Rail Baron has armed detachments or
at least spies in the area to keep an Upon getting closer to the steam wagon
(or just allowing it to get closer to them),

8
At the G ates of H ades
the cowpokes can see the reason for the coat steps down from the passenger
contraptions strange silhouette. The side. His gaze is now solely focused
vehicle is heavily armored, with even on the Lazy S crewand the posse in
the drivers bench surrounded by steel particular.
plating. A Gatling gun is mounted behind Jurgen Emmerich started out as an
the drivers compartmentand manned. inventor in Wasatchs research facility,
The gunner doesnt exactly track the but the railroad quickly realized he was
heroes with the weapon but makes sure much better suited to the battlefield
they always get an eyeful of the business than the lab. Emmerich, a talented
end of the weapons barrels. engineer in his own right, has a knack
for solving problems. Hes ruthless and
Troubleshooter
impossible to deter from a course until
The steam wagon comes to a stop hes accomplished his goal. As an added
a short distance from the posse. A tall, bonus, he sees other people as either
thin man dressed in a long, steel-gray tools or obstacles.

9
D eadlands : H igh P lains D rovers
are the eager ones, but its his own mania
driving the conflict.
Greenhorns Strong-arm Tactics
If your posse didnt play Bad Times Emmerich dismounts and marches
on the Goodnight, your players are determinedly up to the characters. The
likely completely clueless as to what man radiates the warmth and personality
the Wasatch enforcer is talking about. of a cold piece of steel. He quickly states
They may have an inkling from the his name and that he is a representative
encounter with Goodman in Denver,
of the Wasatch Railroad.
but odds are there are a lot of confused
looks. Thats fineEmmerich does It has come to my employers attention
exactly the same thing whether the that you or one of your fellow
heroes know anything or not. cowboys is in possession of property of
Hes just that kind of guy. an intellectual nature that belongs to the
Wasatch Railroad.
This property is of tremendous value to
my employer and he would like it returned
posthaste. Of course, the perceived value
of the property warrants that I render
adequate remuneration on his behalf for
Reports have reached Wasatch that your efforts in seeing it safely here.
their spy in the Confederate skunk works, Should the group ask him what
Roswell, attempted to escape with an information hes talking about, Emmerich
important piece of intelligence. Wasatch seems exasperated, as if he thinks the
believes that the Confederacy is close to characters are trying a ploy of some sort.
deciphering the secret of Hellstrommes However, he does explain briefly,
automatons and that the spy had vital
The exact nature of said property is
information on their progress. (Actually,
not something I am at liberty to discuss.
theyre completely off-track, attempting
However, acourier in our employ
to create a clockwork-driven mechanical
was en route to deliver this property
man of their own.)
when he ran afoul of Confederate
The spy was killed in the escape interdiction forces in the vicinity of
attempt, but word from observers in the Roswell, New Mexico. Other sources
area indicates that the Lazy S herd was have informed us that the Confederates
near the site where the Confederates did not recover our property.
caught up with the spy. The soldiers
The same sources have also provided
failed to recover any documents or other
that this herdthe Lazy S, correct?
intelligence from the spy, so the general
and its crew were the only others in the
consensus is that someone in the Lazy S
vicinity at that time. Again, we would
must have gotten hold of it.
appreciate the return of our property.
Wasatch is quite curious about that Failure to do so would not be looked upon
information, and has sent Emmerich favorably, of course.
to recover it. Emmerich, however, in
If the party inquires as to the amount
his madness has made it his personal
of reward Emmerich is offering, he
crusade to get the information at any
says the railroad is willing to pay
cost. He makes it seem like his employers

10
At the G ates of H ades
$1,000 for the information. That sum use by Wasatch rail crews. The wagon is
is not up for negotiation; Wasatch open-topped and heavily armored, which
set the amount and Emmerich has results in a vehicle thats stronger but also
no influence over it. No amount of slower than the Smith & Robards version.
Persuasion or Intimidation directed at Acc/Top Speed: 4/12; Toughness: 15
him can alter the reward. (8); Crew: 2+1; Notes: Gatling gun (Range:
Emmerich has already decided that the 24/48/96, Damage: 2d8, RoF 3, Shots 100,
Lazy S crew must be eliminated, even if they AP 2), otherwise as steam wagon from the
provide the documents from the spy. After Deadlands Players Guide.
all, he has no way of knowing if theyve
made copies or if theyre even selling him Eight Legs, Again
the actual information the spy stole.
If the heroes refuse Emmerichs initial
If the heroes turn over the real documents offer, around midnight allow a Notice
from the spy, he briefly scans them and roll for each cowpoke. Any sodbusters
then throws them to the ground, calling sleeping at that time get a 2 to the roll.
them obvious forgeries. He knows the With success the snorts and moos of
secrets of Hellstrommes automatons and frightened cattle are heard coming from
realizes that the Confederate plans have the western edge of the herd, about half
nothing to do with it. He also immediately a mile away. Should they investigate the
recognizes the unfeasibility of the designs commotion, the characters find several
and assumes the party is trying to pull Longhorns dead, with large holes in their
a fast one. The enforcer turns sharply and sidesnot unlike those animals that fell
returns to the wagon, which departs in victim to the prairie ticks recently.
a cloud of dirt and dust.
If an investigator takes a closer look,
On the other hand, if the posse cuts to have the player make a Knowledge
the chase and attacks Emmerich, he and (Medicine) or Healing roll. Lacking
the wagon crew attempt to retreat. If he either of those skills, he can roll Notice
escapes, he returns the next day as noted (2). With a success, the searcher
in Death from Above on page 13. Should realizes that, unlike the wounds from
the group manage to send him to Boot the parasites, these appear to have been
Hill, theres no attack by Wasatch forces caused by an outside trauma. A Tracking
the next day. Being the mean, stubborn, roll (2) finds small indentations in the
vengeful sourpuss that he is, giving the dirt all around the dead cattle.
Lazy S a hard time is Emmerichs own
idea. As long as the cattle drive doesnt Shortly after the heroes begin
linger near Camp Hades, theres no investigating the carcasses, another
further Wasatch intervention. group of beeves raises a ruckus not far
from their location. If the posse rushes
Jurgen Emmerich: Wild Card. See to the sounds, they find the animals
page 31. being attacked by three-foot-tall,
Steam Wagon Crew (2): Use Rail eight-legged, mechanical horrors. The
Warrior stats in the Deadlands Marshals clockwork tarantulas dont take notice
Handbook. of the new, two-legged arrivals unless
attacked, instead focusing on spraying
Armored Steam Wagon jets of acid at the Longhorns. As soon as
This armored model is manufactured the characters intervene, however, the
by Hellstromme Industries exclusively for artificial arachnids turn on them!

11
D eadlands : H igh P lains D rovers
The devices fight to the end, exploding event if it occurred, of course. Having
in a burst of acid upon their deaths. seen how dire possible outcomes from
Clockwork Tarantulas (1 per hero): these circumstances can be, Im sure
See the Deadlands Marshals Handbook. you can understand my interest in
recovering my employers property.
I would hate to see any further calamity
Wild Prairie Fire befall your efforts.
Emmerich returns the next day. If the As before, regardless of the posses
group confronts him with accusations response Emmerich believes the Lazy
about the clockwork tarantulas, his S crew is withholding information
initial response is to ask to see the from him. He does not offer a reward
alleged contraptions, knowing full this time. Even if they hand over the
well the devices are little more than documents, nothing they say or do
puddles of goo. He tires of his game convinces him otherwise. He eventually
quickly, though, and presses his not- departs, warning them that he has little
so-subtle accusations from the day patience for their foolish obstinance.
beforethis time with the added threat
of further mishaps. Less than an hour after Emmerichs
steam wagon departs, have the players
Perhaps some of our inventions fell make a Notice roll for each hombre
into the wrong hands and were released with any modifiers for smell. Those
on your cattle. That would be a terrible

12
At the G ates of H ades
who succeed detect the distinct odor of The Battle Is Joined
smoke in the air. Within minutes flames Almost immediately in response to
are visible, approaching rapidly from Emmerichs signal, a large group of
the east. X-Squaders streaks up into the sky from
The Lazy S cowboys have to react behind a nearby hill (24 distant), lines
quickly to keep the cattle from stampeding of smoke streaming behind their rocket
wildly away from the fire. See the sidebar packs as they leapfrog toward the herd.
Controlling Cattle on page 3. Apply the Simultaneously, an auto-gyro appears
modifier for an obvious threat to the around the base of the hill, flying only
cowpunchers Riding (or Smarts) roll. a few dozen feet above the ground as it
The fire was set by a group of closes on the herd.
Wasatch X-Squad members armed with The posse has one round before the
flamethrowers. By the time the crew gets Wasatch enforcers arrive. Emmerich, on his
the herd under control and away from the action, engages the heroes with his electro-
fire, the enforcers have long since departed. static gun from the passengers seat, using
However, if the posse investigates, bolt or burst as appropriate. The driver
a successful Tracking roll (2) tells them attempts to move away from the posse (at
the fire was set deliberately. A raise on the least 15) and the gunner opens up with the
roll gives the tracker enough information to Gatling. The steam wagons armor provides
guess that flamethrowers or similar devices Emmerich with Medium cover (2), the
were probably used to start the blaze. gunner with Light (1), and the driver
with Heavy (4). Remember Emmerich is
Death from Above Absent Minded until a Joker is dealt, when
his Schizophrenia Dementia causes him
The morning after the wildfire,
to adopt the Yellow Hindrance. These can
Emmerich arrives once again in his steam
add a little unpredictability to the fight,
wagon. Sutter has reached the limit of his
or even end it prematurely.
patience with the Wasatch scientist. He
dispatches the party to speak with him, The X-Squad troops and the auto-gyro
but this time he sends an additional 10 reach the battle at the same time. When
cowboys as a show of force. the X-Squads arrive, they immediately
engage the heroes and their allies using
The implication isnt lost on Emmerich.
their Gatling weapons. The auto-gyro
He does not dismount from the vehicle,
makes a pass every two rounds. On
opting instead to address the group from
each pass, the pilot drops a bundle of
the open-topped drivers compartment.
2 sticks of dynamite (3d6, SBT) on the
His patience has also worn thin; this
largest clump of Lazy S hands and/or
time, hes past any subtlety.
posse members.
I see there were somefurther
Not surprisingly, the commotion
difficulties, yesterday. I truly wish we
startles the Longhorns and triggers
could have reached an accommodation.
a stampede away from the battle. Sutter
Unfortunately, the truth is that my
and the remaining hands have their
employers could never have been certain
hands full dealing with the panicked
of our discretion even if we came to an
cattle, leaving the posse and their 10
agreement. So, I suppose, this outcome
cowboys to face the Wasatch force.
was inevitable.
Jurgen Emmerich: Wild Card. See
With that, he raises his left hand.
page 31.

13
D eadlands : H igh P lains D rovers
X-Squad Troopers (10): Use Rail Emmerich continues the fight until
Warrior (Wasatch) stats in the Deadlands eight X-Squaders and the automaton are
Marshals Handbook. They have Shooting taken out. Should Emmerich himself
d8, Repair d6, and are equipped with fall in the fight, the rest of the human
rocket packs, bulletproof vests (Armor enforcers begin retreating on their next
2), and Gatling pistols (Range: 12/24/48, action. The automaton, however, fights
Damage: 2d6+1, RoF 2, Shots 12, AP 1, to the deathor in its case, the booby-
must fire full RoF). trapped explosion!
Auto-Gyro Pilot: Use Rail Warrior Automaton (1): Wild Card. See the
stats in the Deadlands Marshals Handbook, Deadlands Marshals Handbook.
but add Piloting d8 and Throwing d6.
Here Comes the Cavalry!
Steam Wagon Crew (2): Use Rail
Warrior stats in the Deadlands Marshals The odds are definitely stacked against
Handbook, but add Driving d6. the Lazy S in this battle. However, let
the heroes have a chance to triumph in
Auto-Gyro the fight on their own. Clever tactics and
Acc/Top Speed: 15/30; Toughness: 8 (2); luck may win the day.
Crew: 2; Cost: $8,000; Notes: Piloting 2 in If the party is overwhelmed, all is not
rough conditions; travels approximately lost. Thanks to Goodmans report, Union
50 miles on one pound of ghost rock. See Blue has been keeping close tabs on the
the Deadlands Players Guide. Lazy S crew since Denverand even
closer ones as the herd neared Camp
Armored Steam Wagon Hades. A small contingent of the railroads
Acc/Top Speed: 4/12; Toughness: cavalry enforcers, led by Goodman, has
12 (5); Crew: 2+1; Notes: Gatling Gun been nearby for the last few days. Once
(24/48/96, 2d8, RoF 3, Shots 100; AP 2); its clear that the posse isnt in bed with
otherwise as steam wagon from Deadlands Wasatch, they jump at the chance to mix
Players Guide. it up with Hellstrommes lackeys!
Well leave it up to you to decide
From Bad to Ugly whenif at allthe posse could use
Three rounds after the X-Squads a hand from the boys in blue. Once you
engage the posse, a new combatant enters decide things are barreling downhill
the battle. Chugging over the same rise like a hoopsnake racing a rockslide, the
behind which the other Wasatch forces Union Blue force arrives to help out.
hid comes one of Hellstrommes most If Union Blue does become involved,
feared creationsan automaton! allow the players to control the new
The unholy union of necromancy and Extras just like regular allies. After all, at
steam technology began moving at the same this point some of the characters may be
time as its airborne compadres, but is only sucking wind themselves.
now reaching the high ground. The iron- Should the caballeros manage to whip
clad juggernaut is 24 away when the posse the Wasatch goons on their own, the
first catches sight of it. It doesnt increase its Union Blue troops still arrive, but this
speed beyond its normal Pace 4, but instead time just to provide congratulations and
immediately opens fire, throwing a deadly a hearty slap on the back!
hail of lead into the melee.

14
At the G ates of H ades
Jay Goodman: See page 30. Mounted on
a riding horse (see Savage Worlds).
Union Blue Enforcers (10): Use Soldier
(Veteran) stats in the Deadlands Marshals
Handbook. Mounted on riding horses (see
Savage Worlds).

Escape from Hell


Once the Lazy S cowpokes overcome
the Wasatch forces, the railroad decides
to cut its losses. Emmerich is either
dead or embarrassed by his defeat
and removed from any position of
authority. Wasatch
decides that if the
Confederacy has
cracked the secret
of the automatons,
its already too late to close the
barn door. And after their knock-
down-drag-out with the X-Squad,
Union Blue is convinced the posse is
not in cahoots with Hellstromme.
The rest of the trip to the Wyoming
borderand out of the war-torn Disputed
Territoriespasses uneventfully. That
is, Marshal, unless you want to throw
a few complications of your own at your
sodbusters.

15
Into the Nations

Central Wyoming is the portion of the the Indians immediately retreat into the
drive that most worries Sutter. Here, after night rather than engage in combat.
leaving the Overland Trail, the Lazy S has Sioux Braves (1 per hero): Use Indian
to cross a portion of the Sioux Nations Brave stats in the Deadlands Marshals
and its a well-known fact the Indians Handbook.
are notoriously protective of their land.
He tells the crew he hopes to skedaddle
across the corner of the Nations and be Sinking Sand
into the Wind River Canyon before the As if fending off a war party werent
Sioux even know they were there. enough, another complication comes three
But nothing ever goes as planned days later when the herd reaches the North
particularly when youre trying to sneak Platte River near the Oregon Trail. If any of
a herd of 3,000 Longhorns through the posse is riding point, allow a Notice roll
Indian territory! (2) for the scout. On a success, the sharp-
eyed outrider spots a patch of quicksand
The Sioux are extremely sensitive to any on the banks of the river. If the unlucky
violation of their territory by the white buckaroo rolls a 1 on both his Notice and
man, and one as large as Sutters herd cant Wild Die, however, the poor sap still finds
go unnoticed for long. Within two days of the hazardby stepping into it herself!
crossing into the Nations, a roving war
party catches sight of the Lazy S herd. This being the Weird West, even
quicksand is more dangerous. Any
The Indian warriors dont immediately creature caught in the quicksand sinks
approach the herd, but they also dont go completely in three rounds unless pulled
out of their way to remain unseen. Allow out. Mounted cowpokes get another two
the heroes Notice rolls to catch sight of small rounds as their doomed mounts give them
bands of Indians shadowing the herd at a little extra time. A trapped character can
a distance. Any attempt to approach them try to save herself with a Strength roll (4).
results in the Indians riding swiftly off into With success, she stops sinking further
the wilderness, only to return the next day. and on a raise, she pulls herself out. If a 1
The size of the herd and Sutters trail shows on both Strength and Wild Die, she
crew dissuade the Sioux from initially is sucked under immediately!
attacking outright. However, each night Under the surface, a victim begins to
a band of particularly adventurous drown as described in Savage Worlds.
braves tries to slip in amongst the herd A submerged victim must be pulled out
to steal a horse or two, count coup, or by someone on the surface; she cant
even attempt to stampede some of the extricate herself.
cattleusually when one or more of the
characters are on watch. If confronted, Other cowpokes can aid a sinking hero

16
I n to the N ations
with Strength rolls. If the adventurer has crew keeps to the vicinity of the trail, the
sunk beneath the surface, it takes a Notice Indians seem content to pace them.
roll (2) to find him and then a Strength Make a Tracking roll for any saddletramps
roll (2) to pull him out. If a rescuer gets riding point. A success tells the sharp-eyed
a 1 on both his Strength and Wild Die, cowpuncher that a rather sizeable group
hes pulled into the quicksand too! of wagons, horses, and even folks on foot
Should the point rider not detect the passed along this section of the trail within
quicksand (and this is guaranteed if one the last few days. A raise on the roll gives the
of the other Lazy S hands is at the head tracker an estimate of six or more wagons in
of the herd), 1d4 cattle stumble into the the group.
deadly pool before the hands can divert
the rest. In this case, Sutter puts the posse A Plague of Undeath
in charge of rescuing any trapped cattle While passing through Laramie,
and/or cowboys. a member of a wagon train fell victim to
After its identified, the cowboys can a rare critter in the Weird Westan honest-
divert the cattle around the quicksand to-dickens vampire. The creature chose
with little effort. a weaker member of the caravan as its prey,
an elderly grandmother named Mildred
Bower. Mildreds constitution, already
Wagons, Ho! compromised by disease and the hardships
Although the Indians initially are of the trail, broke under the added strain of
reluctant to engage the Lazy S directly, the monsters feeding. She died on the trail
every day adds a few more to their number. shortly after the group departed town.
Shortly after crossing the North Platte, the The rest of the wagon train took her
point rider for the herd crests a rise and sudden failing health as a sad, but inevitable,
gets his first look at the Oregon Trail. consequence of her age and the difficulties
Its not an awe-inspiring sight by any of the frontier. She passed within two days
stretch, consisting of a pair of deeply rutted and was buried beside the trail.
wagon wheel tracks. More awe-inspiring is That night, she arose as a vampire spawn
the large contingent of Sioux (a hundred or and quenched her unholy thirst on other
more) on the opposite side of the ruts that members of the group. Worse, her feeding
blocks the herds progress north. Sutter says, now spread the disease to her prey. The
I reckon they want us to follow the trail. new victims were assumed to have taken
Maybe thats how they want folks a-passin ill, but no one guessed the true nature of
through? their affliction. Mildred rose again the next
Clearly, fighting the Indians is a losing night and pursued the wagons, feeding
proposition as they outnumber the Lazy S again on her chosen prey.
hands more than five to oneand thats By the second night, the wagons had
just the warriors the cowpokes can see! traveled too far from her gravesite for her
Once the herd is moving along the to reach them, but the damage had already
Oregon Trail, the Sioux flank the cattle to been done. Two more members of the
the north and south just out of pistol range, group were already too far gone to save.
and a rear guard follows along behind. Sioux shamans quickly detected the
Any sodbuster that tries to stray from the abomination the settlers brought into
route finds warriors converging quickly their territory. To prevent the undead
on his position. However, as long as the plague from spreading further, theyve

17
D eadlands : H igh P lains D rovers

Fort Desperation
A day after the Sioux steer the herd onto
Greenhorns the Oregon Trail, the point riders catch sight
of what appears to be a fort beside the trail
Black Dogs motivation here is all
ahead. Smoke rises from inside the walls,
behind the scenes, a tool to trap the
indicating the outpost likely is manned.
Lazy S with the pioneers. Its fine if your
posse has no history with the vengeful A number of the trail hands cheer at the
shaman. In that case, Black Dog is just sight.
a particularly angry shaman whos As the Lazy S crew nears the fort,
taking advantage of an opportunity to it quickly becomes clear that any
get a little payback on a group of whites rejoicing was premature. The structure
passing through Sioux territory.
is obviously in bad repair. There are
In any case, the shamans plan ends significant holes in the palisade and the
in him getting a little comeuppance of gates are propped up. Although figures
his ownbut even that comes back to
are visible atop the walls, watching the
haunt the heroes in the final installment
arrival of the herd, none of them look to
of this trilogy, Range War!
be soldiers. Theyre simply pioneers or
frontiersmen whove taken shelter in the
army posts remains.
Lead riders reaching the ramshackle
fort find the Sioux once again blocking
further progress. The Indians continue to
effectively quarantined the pioneers in drive the main body of the herd toward
an old abandoned fort. The two dying the fort, simultaneously widening their
members finally succumbed, rising cordon. Eventually, the Lazy S hands find
again as vampire spawn themselves and themselves and their herd trapped inside
were all too happy to find a veritable a roughly one-mile-diameter circle centered
smorgasbord held captive! on the ruins of the fortand ringed by
a growing horde of Sioux warriors.
Return o the Dog
Whos Minding the Fort?
Unbeknownst to the Lazy S, another old
foe has been trailing them for some time The folks inside the fort open the gates
Black Dog. The Comanche shaman, who once the herd settles down. A small group of
the posse last tussled with back at Black men comes out, led by a gray-bearded man
Mesa, has been on their heels, slowly in a flannel shirt and weathered plainsman
regaining his strength while looking for an hat. All are clearly pioneers trapped here by
opportune time to strike. Upon reaching the same Indians that escorted the Lazy S.
the Sioux Nations, he spotted his chance. The bearded man, Rudolph Jovich, tells
Black Dog convinced the warriors the heroes hes wagon master for the train.
whod entrapped the wagon train to drive Are we glad to see you folks! First bit of
the Lazy S herd in with the settlersand luck weve had in a while. Those Injuns
the newly risen abominations. He hopes corralled us here a few days ago, and we aint
the vampires will make short work of seen no other white folks since then. Weirdest
the cowboys. If not, he plans to convince thing, though. They aint attacked us, not
the Sioux to sweep in and finish off the even a feint. They just sit over there in the
survivors to cleanse the land. distance and watch.

18
I n to the N ations
Rudolph points out a few corpses in the the wall breaches to block them. Although
distance. he doubts the Sioux will attack, Jovich
Anyone that tries to leave the also posted guards atop the remaining
encirclement gets feathered with so wall sections just in case. The remaining
many arrows he looks like an oversize pioneers have set up living quarters in
pincushion. Were afraid to go round or in many cases undertheir wagons, or
em up for fear of catchin a few arrows in one of half-a-dozen tattered tents.
ourselves.
There are nearly 30 settlers camped inside The First Night
the fort. The group was headed to Oregon Understandably, Sutter and the rest of
when they ran afoul of the Sioux a few days the Lazy S are reluctant to shelter in the
ago. If asked, Jovich has no idea why the fort with a group of folks likely brimming
Indians have trapped either the pioneers with disease, although he doesnt forbid
or the Lazy S at the fort. The Indians have the posse members from doing so. Sutter
made no contact with the pioneers. and the other cowboys set camp a short
distance from the ruins.
Should the heroes press him for further
details on the groups bad luck, he explains, Regardless of where the heroes settle in
for the night, the trail hands have to keep
One of the families lost a grandmother
watch on the herd. Given the proximity
to consumption just outside of Laramie. To
of the Sioux warriors, Sutter doubles the
be honest, I thought she was too frail to be
guard, with four cowboys on watch at
makin the trip in the first place. Anyways,
any given time. The watch is split into
that cost us a couple o days, what with her
two pairs, patrolling the perimeter in
laid up sick... and then the burial.
opposite directions as usual. This turns
Heres the part Ive been delayin tellin out to be a wise move.
you. Before we ran into the Injuns, a few o
Although Black Dog has the Lazy S
the folks started showin signs o illness
trapped with a group of plague-ridden
smallpox, to be exact. Since weve been
vampires, his patience has worn thin
trapped at the fort, three have died to it.
over the past weeks as he followed the
Weve set up a cemetery round back. I reckon
herd. Rather than wait it out, the shaman
them Injuns is plannin to keep us bottled up
stirs up a band of scalp-hungry young
here until we fill itif the sickness or arrows
Sioux for a night attack on the cowboys.
dont get us, starvation will.
Although he wont go out of his way to
If the cowpokes press for a count of spare the pioneers, his wrath is focused
how many pioneers are infected, Jovich pretty squarely on the Sutter crewand,
says there are presently four showing in particular, the characters themselves as
symptoms. He adds that all are sequestered theyve likely played a significant role in
in a tent near the back of the ruins. handing him numerous defeats recently.
Should they enter the fort the characters The raid occurs when most or all of the
find it every bit as ramshackle as it appeared heroes are sleeping. The Indian raiders
from the outside. Nothing of the interior time their infiltration to bypass the watch
buildings remains standing beyond an and sneak into wherever the posse is
occasional wall or door frame. In several holed up. Allow a Notice roll (2) for
places, large sections of the palisade have sleeping cowpokes to detect the warriors
fallen down. before the attack begins. Those who fail
Jovich has moved wagons in front of are surprised the first round.

19
D eadlands : H igh P lains D rovers

Epidemic
Black Dogs Demise The next day, the adventurers learn
that another member of the wagon
After fleeing the battle, Black Dog train has died of disease and two more
does not immediately return to the safety have begun exhibiting symptoms of
of the Sioux encampments. Instead, he smallpox. Worse yet, one of the Lazy S
circles back to spy on the posse and cowboys is as well. The news makes the
the rest of the trapped pioneers and rest of the trail hands understandably
cowboys. Ironically, he runs afoul of nervous; smallpox usually doesnt
one of the very abominations he hoped move that quickly!
would slay the heroes.
If any of your hombres examine
Although the heroes are unlikely
to learn of his fate until the last either the deceased pioneer or the new
installment in the Blood Drive trilogy, plague victims, allow a Knowledge
Black Dog contracts the vampires (Medicine) roll. A Healing roll (2) also
disease and ultimately dies from works. With a success, he can confirm
it. Unfortunately for the characters, that the afflicted is indeed suffering
this isnt the end for him though from smallpox, albeit an extremely
virulent form. With a raise, the sharp-
eyed sawbones spots a pair of puncture
wounds in a cluster of pox blisters on
the victims neck (or wrist or ankle
if you want to be creative, Marshal).
Should the character choose to check
Black Dog starts the attack by using his other victims, she finds similar wounds
fear power on the greatest concentration on all of them.
of targets. Once the raid is detected, other A Vigor roll must be made for anyone
cowboys (or pioneers, if the party is sleeping who comes in contact with any of the pox
inside the fort itself) rally to the defense victims, or she contracts the unnatural
after two rounds. Once half the braves fall, plague as well. The hero who conducts
the rest retreat. Black Dog flees using shape the examination certainly qualifies for
change if he suffers two or more wounds. this check. See the Plague Vampire stats
Black Dog: Wild Card. See page 30. on page 31 for details.
Sioux Warriors (2, plus 2 per hero): Its certainly possible that sharp-eyed
Use Indian Brave stats in the Deadlands and suspicioushombres may put the
Marshals Handbook, unmounted. clues together and guess that vampires
are to blame. Should they decide to
Lazy S Cowboys (5): See page 31. exhume the bodies of the three earlier
Pioneers (10): Use Townsfolk stats in plague victims, good for them! If exposed
the Deadlands Marshals Handbook. Half are to sunlight, the creatures instantly burst
armed with shotguns (Range: 12/24/48, into flame and burn to dust.
Damage: 13d6, RoF 1, Shots 1, Shooting However, even if the fearless monster
+2), the other half with Springfield rifles hunters succeed in detecting and
(Range: 24/48/96, Damage: 2d10, RoF 1, destroying the existing plague vampires,
Shots 1, AP 2, reload 2). there are still four pioneers and one of
their own crew infected. Should any of

20
I n to the N ations
them die, they rise the following night as to awaken are at an additional 2.
plague vampires themselves! On the other hand, if the party was cautious
enough after Black Dogs raid to start posting
Trapped
a guard, allow any pistolero on watch to roll
Daytime at the ruins consists largely his Notice against the undeads Stealth with
of sitting and trying to stay out of the no modifier to catch the creature before it
blistering sun as much as possible. starts to feed. Once its feeding, the guard gets
There is no nearby water source and a Notice roll to spot the critter. In this case,
the pioneers have begun to run low on though, the poor soul has to make the Vigor
their own supplies. Although the Lazy S check to avoid contracting the fiends pox.
chuck wagon has a full water barrel, its
not capable of supporting even just the Even a single plague vampire can
trail crew for more than a few days. be a handful for unprepared parties. If
the heroes are having too hard a time,
For their part, the Indians seem content Marshal, you can have the abomination
to watch from the distance, acting flee if its confronted directly with any of its
only to cut off attempts to escape weaknesses. On the other hand, if they make
the encirclement. Anyone who tries too quick work of the abomination, as soon
to break or sneak out quickly finds as the posse puts down the one in its camp,
a large band of warriors blocking his screams erupt from the circled wagons
route. The Sioux engage any cowpokes as the other three are discovered there!
trying to escape with their bows and
avoid hand-to-hand at all costs. If Plague Vampires (14): See page 31.
the escapee turns back, the warriors
immediately break contact and return to Curing the PlagueVampires
their positions on the perimeter. Once the wranglers have identified the
true source of the epidemic ravaging the
Sioux Warriors (2, plus 2 per hero): Use pioneers, they are likely to make quick work
Indian Brave (Veteran) stats in the Deadlands of the creatures. During the daytime, all
Marshals Handbook. An additional two it takes is a little digging to turn a terror of
warriors arrive every other round. the night into undead flamb. However, the
heroes trials at the abandoned fort arent
Midnight Snack quite done.
The second night the Lazy S is trapped at The Sioux continue to surround the area
the ruined fort, the heroes get a shot at their until the last of the folks infected by the
first encounter with the plague vampires. plague vampires either recover or dieand
Late in the night, long after the camp are permanently put down. When the last
has settled in, the newest of the unholy possible carrier of the plague is cured or
bloodsuckers creeps into camp, intent on eliminated, the warriors melt back into the
taking a drink from some unlucky sap wilderness, leaving the way clear for the
and if its one of the posse, all the better! wagon train and Lazy S to continue on its
Hoping to avoid discovery, the vampire way.
chooses a sleeping victim on which to In recognition of the Lazy S crews
feed. Allow a Notice roll (2) for a sleeping efforts in defeating a scourge of the
character to detect the abomination, Reckoners, the Sioux shamans convince
opposed by the vampires Stealth. Its bite the rest of their respective tribes to allow
not only doesnt awaken the victim, it the herd to pass unmolested the rest of
actually makes them sleep deeperany rolls the way across the Nations.

21
The Home Stretch

The herd leaves the recognized backtrack to a suitable fording spot.


boundaries of the Sioux Nations at the foot By the end of the day, the herd has
of the Owl Creek and Bridger Mountains. barely moved five miles into the canyon.
The two ranges are separated by Wind
River Canyon. North of the canyon, the That night, the crew gets an
river is commonly referred to as the unwelcome visit from the night sky.
Bighorn River, but in southern Wyoming About four hours after the trail hands
most folks know it as the Wind River. bed down, a fair-sized colony of devil
bats that roost in the cliffs of the canyon
The ranges themselves pose a nearly descend on the camp. The beeves are
insurmountable obstacle to a herd the size too large for the nocturnal predators to
of Sutters, but the canyon itselfwhile snatch up, but the cowboys themselves
narrowoffers what the rancher hopes are just the right size!
will prove to be a shortcut to the Bighorn
Basin, and his new property, to the north. Have players make Notice rolls for the
posse members against the devil bats
At the southern mouth, the river flows Stealth, applying a 2 modifier for any
north into the canyon between cliff walls sleeping cowpunchers. Those who fail are
that rise in places to almost half a mile surprised as the airborne critters swoop
to either side. The canyon twists its way down on their prey. The bats aim to scoop
between the two mountain ranges for up a victim and drop them on the rocks
nearly 20 miles. There is precious little of the canyon floor, and only standor
room between the canyon walls for hoverand fight if the heroes somehow
anything besides the river itself. restrain them from flying away.
It doesnt take a frontiersman to see it The creatures fight until more than half
wont be an easy route by any stretch. their number are Incapacitated, at which
time the rest soar away into the darkness.
Death on the Wing
Travel in the canyon is every bit as The good news is that, for once, the
difficult as it appeared from the mouth. confined nature of the canyon works to
The river bottom is covered with rocks the Lazy S cowboys advantage. Due to
and the banks, wedged between the the lack of open space, the danger of
rushing water and steep cliffs, are often a stampede is largely negated. The cows
narrowor nonexistent. More than once, can only travel north or south and its
the riverbank peters out on one side, while fairly easy for the crew to round them
roaring rapids make crossing the Wind up after the battleno rolls needed.
River impossible. These dead-ends force Devil Bats (2 per hero): See the
the Lazy S hands to convince 3,000 or so Deadlands Marshals Handbook.
ornery Longhorns to do an about-face and

22
T he H ome S t retch
Neither side, however, takes any notice
of the groups arrival.

Old Wounds
Three years ago, a detachment of Iron
Dragon enforcers was dispatched to stop
the construction of a railroad trestle by
Wasatch. Initial reports indicated that
the railroad was trying to flank Iron
Dragon and cut off Kangs Montana
line from the south. In reality, the entire
operation was an elaborate scheme
by Hellstromme to decoy Kang from
looking too closely at Camp Hades
where they might have caught sight of
the first tests of the Hellbore. The trestle
was nothing more than an enormous,
wooden sleight-of-hand built in the
middle of nowhere.
Iron Dragon scouts eventually
detected the deception. Wasatch hadnt
even laid real rails to the bridge. Kangs
field commanders chose not to reinforce
and sent a messenger to sound retreat.
A Trestle Too Far Unfortunately, the messenger fell victim
The next day, Sutter sends the heroes to a roving band of Sioux raiders and
riding ahead in the hopes of avoiding never reached the battlefield. Wasatch,
dead-ends and backtracks as the herd on the other hand, had always intended
moves further into Wind River Canyon. for its enforcers to die in place; it just
About midday, the scouts hear the never told them that.
sound of sustained gunfire echoing For days, Kangs forces tried to seize
down the canyon from the north. A lot control of the bridge from Wasatch
of sustained gunfire. defenders who were just as determined to
Regardless of whether they approach hold it. Between the advanced weaponry
stealthily or charge in, the posse is available to Hellstrommes men and the
greeted with the sight of an intense superior numbers of Iron Dragon, the
battle taking place in the canyon ahead: two sides proved remarkably effective at
killing each other. By the end of a week, the
Two heavily armed groupsone toting
only survivors were those too wounded
flamethrowers, Gatling weapons, and
to hold a rifle or the carrion birds that
other outlandish mechanical devices,
quickly picked the corpses clean.
and the other not so well-equipped
but holding a decided advantage in Now, each year on the anniversary
sheer numbershave squared off over of the pointless battle, the fallen rise to
a railroad trestle that crosses the Wind throw themselves again and again into
River at this point. They seem in no the meat-grinder that claimed their
mood to take prisoners. livesand now their souls.

23
D eadlands : H igh P lains D rovers
There is one lastand possibly lethal
The Last Command complication as well. Although the ghosts
From a distance, there is nothing are immaterial and take no notice of the
to tell the posse anything is amiss on presence of the heroes, the bullets they
the battlefield. Wasatch forces occupy fire are as deadly as they were when the
the shore closest to the heroes, while two gangs first fought over the bridge.
the Iron Dragon troops are fairly Each round the cowpokes remain on the
well-entrenched to the west. East of battlefield (roughly the area between the
the trestle, a flag bearing the Wasatch two command tents), roll a d6 for each
emblem flies near a pair of tents atop posse member (and their mounts)on
high ground. To the west, a similar a 1, a stray rifle bullet strikes the poor
group of tents is marked by an Iron devil for 2d8 damage!
Dragon banner.
As noted, none of the enforcers seems A Commanders Lament
to pay any attention to the partys If the heroes decide to investigate
approach. In fact, although numerous further, the only standing structures
armed men patrol the area, the posse on the battlefield (other than the trestle
can ride right up to the command tents itself, of course) are the clusters of tents
without being challenged. Its almost as on opposite sides of the river.
if the heroes werent even there The Wasatch tent is the closest, and
easiest by far, to approach. Unlike the
Battlefield o the Damned Iron Dragon command post, attaining
Fear Level: 3 the Wasatch command center doesnt
Should they go near the fighting, require crossing the haunted battlefield.
the cowpokes cant help but notice the It does require dodging the occasional
combatants ignore them. Even if spoken ghostly courieror walking through it,
to directly, none of the enforcers pays which provokes a Guts rollrunning to
the slightest attention to the heroes. and from the tent with messages from the
Attempts to make physical contact with fight below.
any of the fighters produces an unsettling The route also takes them past the
result: the hombres hand (or whatever) makeshift field hospital the rail gang
passes through the figure. The group is set up. The dead and dying are laid
on a battlefield filled with ghosts! out on the ground almost haphazardly,
When the unnatural nature of the and a corpsman wanders amongst them
rail gangs is revealed, have the players in a vain attempt to somehow ease
immediately make Guts rolls for all posse their suffering. The mens wounds are
members. The spirits take no notice of horrific and were obviously mortal in
the living amongst themmuch less act life. Anyone taking too close a look must
against thembut it is more than a little make a Guts roll against nausea or suffer
unnerving to be surrounded by dozens 1 to all Trait rolls for the rest of the time
of wraiths and phantoms. shes at the battlefield.
With a successful Common Knowledge Read the following when the group
roll, shrewd cowboys realize theres reaches their goal:
simply no way the trail hands can move Reaching the command tent, you find
a herd of skittish cattle through the it to be substantial unlike the ghostly
ghostly combat zone. combatants. However, the fabric is long

24
T he H ome S t retch
faded and tattered, as if the tent has
somehow stood for years against the
elements. The Wasatch banner outside is The Other Side of
likewise badly weathered and frayed, and
the pole from which it flies is sun-dried the Story
and cracked.
If your gunslingers decide to brave
Inside the tent, the phantom of the crossing the battlefield (or simply
Wasatch commander speaks to another ford the river far enough south of the
enforcer. The commander seems weary, trestle to avoid the fight), they can visit
almost saddened, at the carnage taking the Iron Dragon tents. There they find
place in the canyon, but resigned to do the commander poring over his own
his duty. battle plans, which mostly consist of
simply trying to overcome the Wasatch
Our orders are to hold the Dragon X-Squads with sheer numbers. The
forces here as long as we can, the confines of the canyon eliminate nearly
commander says. any other tactical optionand favor
We can hold them until Hell busts Hellstrommes well-armed force.
loose, but I dont think we can beat Listening in on the Iron Dragon
them, the other specter answers. leaders conversation reveals to the
Theres just too many of them and they eavesdroppers that they suspect the
aint showin any signs of retreat. trestle is a decoy, but that they are
under orders to seize it at all costs.
As long as that bridge stands, we are
to keep fighting.
The ghosts return to discussing their
battle plans. If the party remains to listen,
it becomes clear the plan is more of the
same. The Wasatch enforcers were tasked
with keeping the opposing gang occupied
without destroying the trestle. To do so, more effort into making it look like a viable
they were resigned to turning the ford bridge than in actually making it one.
into a meat grinder. Sufficient damage to the trestle anywhere
in its lower midsection is likely to bring
the entire structure crashing down.
There She Blows!
Hopefully, the players key to the fact Nonetheless, it is still a rather large
that the trestle acts as an anchor, keeping structure and requires a fair amount of
the spirits tied to this area. If not, Marshal, explosives to bring down. Dropping the
you can nudge them in that direction with bridge quicklywith quickly probably
a Knowledge (Occult) rollor maybe even being foremost in the cowpokes minds
a Common Knowledge roll if the adventurer as phantom bullets whiz by!requires
has an appropriately bizarre background. bringing down several of the supports
at once. This translates to a single attack
Even a brief examination of the trestle dealing at least 25 points of damage in an
grants the characters a Smarts or related area equal to a Large Burst Template.
Knowledge roll (Railroads, Engineering,
Architecture, or the like). With a success, Certainly, dedicated (or bulletproof)
the hero recognizes that the trestle is not folks can certainly give it a go with an
that well-constructed. Wasatch put far axe or saw, but the weight then has time

25
D eadlands : H igh P lains D rovers
to settle onto other supports resulting in Each round theyre on the battlefield,
a larger number needing to be destroyed. the heroes are exposed to the risk of
That means hoursif not daysof work, getting hit by a stray bullet as noted
all the while dodging ghostly missiles. under Battlefield o the Damned (on
page 24). Anyone carrying the unstable
Solving Problems with Explosives explosives who is at least Shaken,
Searching the other tents in the Wasatch whether by damage or another effect,
or Iron Dragon command posts requires must make an Agility roll to avoid nitro-
a Notice roll. A success uncovers a dusty fueled disasteron snake eyes the cargo
crate at the back of the tent covered goes boom.
by debris. Inside are 24 sticks of old From the Wasatch (or Iron Dragon)
dynamite, coated with more than a few command post to the southern bank
drops of some clear liquid. is 120 yards (60)thats 10 rounds of
Allow a Common Knowledge (or movement for a gunslinger with a Pace
related Knowledge) roll for any hero with 6. Attempting to run while carrying the
a background in mining, demolitions, dynamite requires the character(s) to
railroads, or chemistry. On a success, make Agility rolls each round to avoid
he realizes the dynamite is sweating stumbling, dropping, or otherwise
nitroglycerin and highly unstable. The jostling the explosive enough to set it off.
same roll also tells him there is more than Walking carries no risk of this.
enough explosive present to bring down The case weighs 30 lbs., so it may
the bridgethree damage rolls of 5d6, as reduce the Pace of a hero unlucky enough
a Heavy Weapon in a Large Burst Template, to be carrying it solo. The posse doesnt
if all the sticks are used at once. have to take the full amount or the case
However, dropping the dynamite or itself. Of course, they might regret taking
even just subjecting it to a severe enough too few sticks later if they fail to bring the
bump may cause it to detonatesnake trestle down on the first attempt!
eyes on any Agility roll causes it to Should they think of using a horse
explode and inflict full damage. If the or pack animal to carry the dynamite,
posse has access to enough explosives allow the foolhardy bronco-busters
without having to resort to carting a Riding roll to realize thats a bad idea.
sweaty dynamite almost a hundred Even horses well-conditioned to the
yards, thats greatand not in the least sound of gunfire are skittish due to the
because a group of riders that carts that pervading presence of the supernatural
much destruction with them everywhere on the battlefield.
they go is bound to provide hours of
amusement for you, Marshal! Each round an animal moves across
the battlefield, make a Guts roll for it. The
animals handler can substitute a Riding
Ghost War roll (2) for the animals Guts roll if
As if lugging a crate full of high explosives desired. On a failure, it bolts or begins
just looking for an excuse to detonate isnt buckingeither of which is sufficient to
enough of a complication, the posse has set off the volatile explosives.
to cross a battlefield occupied by gun-
toting phantoms. The dynamite needs to
be placed virtually at the waterline of the
Platte to bring the trestle down.

26
T he H ome S t retch

Whos That Tripping Under My charges the nearest cowpoke. Although


Bridge? it holds a few firearms, none of the
weapons work, having succumbed to
Once the intrepid demolitionists get
rust and disrepair. Instead, it just uses
the dynamite to the base of the bridge,
them as clubs (Str+d4 damage).
theyre far from out of danger. In fact,
theyre probably in deeper. This is likely to be a difficult combat.
To keep things moving along quickly,
Lying in wait in the muddy water of
Marshal, you might ignore the chance of
the Wind River is the only survivor
random ghostly bullets striking pistoleros
of the battlea glom. The grotesque
during the fight. After all, the party
undead abomination comes roaring and
probably already has its hands full here
babbling out of the water once any posse
anyway!
member gets within 6 (12 yards) of the
shoreline. Treat the monster as if it were A resourceful posse can kill two birds
on Hold and allow the heroes Notice rolls with one stone by luring the glom near
(at 4 due to the dark water covering it) the trestle and detonating the dynamite
to avoid surprise as normal. with it in the blast effect, but this may
take some clever tactics and maneuvering
When the horrid glom first appears,
to accomplish.
have players make appropriate Guts rolls
for the posse members. The abomination Glom (1): Wild Card. See the Deadlands

27
D eadlands : H igh P lains D rovers
Marshals Handbook. There are currently six Players Guide) clutched in one of the
corpses incorporated into the glom, giving abominations hands. A few hours work
it Strength d12+2, Vigor d12+2, Size +5, and a successful Repair roll restore the
and Toughness 16. weapon to full functionality.
With the fall of the bridge, the ghosts
Wind River Trestles Fallin Down
are released from their ties to the
Assuming the heroes succeed in dealing world and depart, leaving the canyon
enough damage to the bridge, it collapses open to passage.
cataclysmically into the river. The splash
from the river drives water 2 (12 feet) up
onto the banks, requiring anyone in that End o the Trail
area to make a Strength roll or be swept From the trestle, its barely another
off their feet. Fortunately, the river isnt days travel to the northern end
deep enough to pose a drowning threat, of the canyon. There, the Wind
but snake eyes on the roll means a hero River becomes the Bighorn River
sustains 2d6 damage. Dust billows out and its a relatively peaceful ride
from the fallen timbers on either shore, north into the Bighorn River Basin,
momentarily obscuring the sight of anyone where Sutters land grant lies. (Of
within 4 (25 feet) for 1d4 rounds. course, Marshal, if you want to put
When the dust clears, the hombres see a few more hurdles of your own in
the ghosts of the combatants stop firing front of your posse, feel free!)
and look almost reverently toward the The land hes purchased lies near
ruins of the bridge. A profound silence Darkwater, a small town on the Bighorn
falls over the battlefield. Then, almost River. Upon arrival in the vicinity of
as one, they lay down their arms, turn, Darkwater, he settles up with any trail
and walk up the banks, fading from sight hands who want to departincluding
shortly thereafter. the possewhile leaving the option to
remain in his hire open to any who wish
After the Fall to do so. After all, raising a ranch isnt
If the party decides to look for any a one-man task by anyones standards
items left over from the battle, they and hes happy to get what help he can.
find numerous rusted (and useless) If the posse accepted his offer for
rifles, pistols, and the like. There are a portion of the original herd, theyre
even a few gizmos remaining from likely invested in the well-being of their
the Wasatch enforcers, but all are too own cattle. In that case, Sutter welcomes
badly damaged to be of any use. If them to stay and, in return for their
youre feeling generous, Marshal, you assistance in building the ranch, their
may allow a mad scientist to recover cattle can graze the land as well.
a few spare parts with a successful
Repair roll. For posses playing this adventure
as a one-shot, this is their jumping-
However, should they succeed in off point from the herd. Besides, the
destroying the glom, either with the Bighorn Basin with its proximity
dynamite or just simple brute force, to both the Sioux Nations and the
allow Notice rolls for all the cowpokes strangeness in Yellowstone might
involved. With a success, the character make an interesting location for your
with the highest total spots a rusted heroes to explore!
Gatling shotgun (see the Deadlands

28
Friends & Foes

The following characters appear in the Gear: Single-action Colt Peacemaker


adventure to lend a helpin hand or try (12/24/48, 2d6+1, RoF 1, Shots 6, AP 1),
to clean the posses collective plow, as 20 spare rounds (.45), Winchester 73
noted in their descriptions. Wild Cards (24/48/96, 2d8, RoF 1, Shots 15, AP 2),
are marked with a handy marshals 20 spare rounds (.44-40), lariat (Parry
badge, thusly: 1, Reach +2, Can be used to perform
an Agility Trick using the wielders
Fighting skill. Success means the
Abigail Abby Morton opponent suffers 2 Parry until his next
Abby is the youngest of Sutters action. With a raise the opponent falls
crew, barely 18 years old. Shes Sutters prone, suffers 2 Parry, and is Shaken),
niece who moved out West to live horse, chaps, saddle.
with her uncle after her parents died
in a cholera outbreak less than a year
ago. Not having much experience with
Bill Sutter
raising young women, Sutter has been Bill Sutter is as tough as the land where
treating her more or less like a slightly he makes his home. During the war, he
favored ranch hand, although he is served in the Army of Tennessee and
quite fond of her. fought against General Sherman during
his march across the Confederate states.
The young woman is trying hard to He still carries shrapnel in his right leg
adapt to her new life and, as a result, from a wound he suffered during the
often asks about three questions too Battle of Atlanta.
many on any given subject. She is
likely to latch on to a hero who seems Sutter has spent years building his
competentor even just confidentas spread, fending off attacks by Comanches,
a surrogate for her parents (although Mexican banditos, and other things that
shell never admit it). still give him nightmares. Sutters not
about to roll over and die just because
Attributes: Agility d8, Smarts d6, Spirit some city slicker in New Orleans has
d6, Strength d6, Vigor d6 taken a liking to his herd.
Skills: Fighting d6, Guts d6, Notice d6,
Attributes: Agility d6, Smarts d8, Spirit
Riding d8, Shooting d6, Survival d4,
d8, Strength d6, Vigor d6
Throwing d4, Tracking d4
Skills: Fighting d8, Guts d8,
Charisma: 0; Pace: 6; Parry: 5;
Intimidation d6, Knowledge (Battle)
Toughness: 5
d6, Notice d6, Riding d8, Shooting d10,
Hindrances: Big Mouth, Curious, Loyal Survival d6, Throwing d6, Tracking d4
Edges: Luck, Quick

29
D eadlands : H igh P lains D rovers
Charisma: 0; Grit: 3; Pace: 5; Parry: 6; status for much longer
Toughness: 5 Treat Black Dog as a Seasoned Rank
Hindrances: Code of Honor, Slowpoke, character for spell-casting purposes.
Stubborn
Attributes: Agility d6, Smarts d8, Spirit
Edges: Harder to Kill, Level Headed, d10, Strength d6, Vigor d8
Steady Hands, True Grit
Skills: Fighting d8, Guts d8, Knowledge
Gear: Double-action Colt Peacemaker (Occult) d6, Intimidation d8, Notice
(12/24/48, 2d6+1, RoF 1, Shots 6, AP 1), d6, Riding d8, Shooting d8, Stealth d8,
20 spare rounds, double-barrel shotgun Survival d6, Tracking d8, Tribal Medicine
(12/24/48, 13d6, RoF 12, Shots 2, +2 d10
Shooting rolls), 20 spare shells, lariat
Charisma: 2/4; Grit: 2; Pace: 6;
(Parry 1, Reach +2, Can be used to
Parry: 6; Toughness: 6
perform an Agility Trick using the
wielders Fighting skill. Success means Hindrances: Mean, Vengeful (Major),
the opponent suffers 2 Parry until his Outsider
next action. With a raise the opponent Edges: Arcane Background (Shamanism),
falls prone, suffers 2 Parry, and is New Powers
Shaken), horse, chaps, saddle. Powers: Beast friend, boost/lower trait, fear,
shape change, wilderness walk.
Power Points: 15
Black Dog
Gear: Winchester 76 rifle (Range:
Black Dog, or Tosarre, is a renegade 24/48/96, Damage: 2d8, RoF 1, Shots 15,
Comanche shaman. For years, he raided AP 2), 20 spare rounds (.45), Bowie knife
settlers in and around Sutters Flats (Damage: Str+d4+1), horse, saddle.
until the rancher and a posse of locals
hunted him down. He signed on with
the Confederate Army in exchange Jay Goodman
for a pardon, but was drummed out A former Pinkerton agent, Goodman
within less than a year for killing does fieldwork for the Union Blue
several Union soldiers under a flag of railroad. He is a master of disguise and
truce. infiltration. A true gray man, he is
Recently, the shaman found a home utterly non-descript and unimposing,
with Bayou Vermilion when the which allows him to ease into virtually
railroad was laying track through any role necessary. He is both highly
western Texas and New Mexico. In intelligent and a trained observer.
the railroads employ, Black Dogs When on a mission, he works hard to
cruelty and viciousness has proven not avoid physical confrontations. But if
a liability, but rather an asset. Although push comes to shove, Goodman is quite
voodoo is more commonly practiced handy in a fight.
by LaCroixs magicians, Black Dogs Attributes: Agility d8, Smarts d8, Spirit
formidable mystical skills as a shaman d8, Strength d6, Vigor d6
are highly valued by the railroad.
Skills: Fighting d6, Guts d6,
Although Sutter doesnt know it, hes Investigation d8, Lockpicking d6,
the last surviving member of the posse Notice d10, Persuasion d6, Shooting d8,
that captured Black Dog. The shaman Stealth d8, Streetwise d10
intends to see he doesnt enjoy that

30
F riends & F oes
Charisma: 0; Grit: 1; Pace: 6; Parry: 5; Gear: Bulletproof vest (Armor +2),
Toughness: 5 restoration elixir (1 dose), electrostatic gun.
Hindrances: Cautious, Enemy (Minor:
Opposed rail warriors)
Lazy S Cowboy
Edges: Dodge, Investigator, Level Headed
Only the toughest and most reliable
Gear: Single-action Colt Peacemaker
ranch hands are still in Sutters employ.
(Range: 12/24/48, Damage: 2d6+1,
The rest cut out early on when it was
RoF 1, Shots 6, AP 1), 20 spare rounds
clear Sutter was going to tussle with
(.45), Winchester 73 (Range: 24/48/96,
any thugs that got in his way. Those
Damage: 2d8, RoF 1, Shots 15, AP 2), 20
who remain have stood by the rancher
spare rounds (.44-40).
through fights with rustlers, outlaws,
and even Santa Annas troops. Theyre
in for the long haul.
Jurgen Emmerich
Emmerich is a veteran enforcer for Attributes: Agility d8, Smarts d6, Spirit
Wasatch and a fairly capable inventor d6, Strength d6, Vigor d8
in his own right. One thing he isnt is Skills: Fighting d8, Gambling d4, Guts
a people person. Hes as bad tempered d6, Notice d6, Riding d10, Shooting d6,
as a wet polecat, which might make Survival d4, Taunt d6, Throwing d6,
him well-suited for the battlefield, but Tracking d4
not so much for public relations. Charisma: 0; Pace: 6; Parry: 6;
He favors a weapon of his own Toughness: 6
creation, a pistol-like device attached Hindrances: Loyal, Poverty
to a backpack. The backpack stores up Edges: Steady Hands
electrical energy which the gun can Gear: Colt Army (12/24/48, 2d6+1, RoF
deliver in a variety of forms: single shot, 1, Shots 6, AP 1), Winchester 73 rifle
a short arc, or a ball of St. Elmos fire-like (24/48/96, 2d8, RoF 1, Shots 15, AP 2),
energy that erupts at a preset distance. 40 spare rounds (.44-40), lariat (Parry
Attributes: Agility d6, Smarts d10, Spirit 1, Reach +2, Can be used to perform
d6, Strength d6, Vigor d6 an Agility Trick using the wielders
Skills: Fighting d4, Guts d8, Knowledge Fighting skill. Success means the
(Science) d8, Notice d4, Repair d8, opponent suffers 2 Parry until his next
Shooting d6, Weird Science d10 action. With a raise the opponent falls
Charisma: 2; Grit: 1; Pace: 6; Parry: 4; prone, suffers 2 Parry, and is Shaken),
Toughness: 7 (2) horse, chaps, saddle.
Hindrances: Mean, Stubborn, Vengeful
(Major) Plague Vampire
Dementias: Absent Minded, A plague vampire is spawned when
Schizophrenia (Yellow Hindrance) a vampire feeds on a victim who
Edges: Arcane Background (Weird Science), is already afflicted with a serious
New Powers disease such as cholera, smallpox, or
Powers: Bolt, blast, stun (all electrical typhoid. Such individuals may arise as
energy effects from Electrostatic Gun). a rare type of undead that not only
Power Points: 20 preys on the living, but is also capable of
spreading disease amongst its victims.

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One such abomination is capable of Frenzy: Plague vampires can make


destroying an entire townnot so much two attacks each round with a 2
through its vampiric depredations as penalty to each attack.
the resultant epidemic. Fear (2): Seeing one of these
Plague vampires are horrific in plague-ravaged undead provokes
appearance, often bearing pus-filled a Guts roll (2).
sores or pock-marks on their exposed Infectious Bite: When a plague
skin. They are more susceptible to fire vampire feeds, make a Vigor roll
than normal vampires, perhaps due (2) or the victim become infected
to the nature of the unnatural disease with whatever disease the monster
that courses through their veins. carries.
Attributes: Agility d8, Smarts d8, Spirit Invulnerability: Plague vampires
d8, Strength d12+1, Vigor d8 can only be harmed by their
Skills: Fighting d8, Guts d8, Intimidation Weaknesses. They may be Shaken by
d8, Notice d6, Swim d8, Throwing d6 other attacks, but never wounded.
Pace: 6; Parry: 6; Toughness: 8 Pox: Characters infected with the
vampires pox must make a Vigor
Special Abilities:
roll each day after the initial
Claws: Str+d4. exposure or gain a level of Fatigue.
If they make three such Vigor rolls

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in a row, they recover from the Texas Longhorn
disease. However, should they fail Longhorns are rangy and tough, with
a Vigor roll while Incapacitated, horns that average around six feet from
they die. Fatigue caused by the tip to tip, but may grow up to eight
vampires pox can only be regained feet or more. The animals are natural
after the character recovers from survivors and are capable of finding
the disease. Anyone who comes food, water, and even shelter in bad
in contact with a pox victim (by weather on their own.
touch) must also make a Vigor roll
to avoid becoming infected. Attributes: Agility d6, Smarts d4 (A),
Spirit d4, Strength d10, Vigor d10
Sire: Anyone slain by a plague
vampire has a 50% chance of rising Skills: Fighting d6, Notice d6, Survival d4
as one of the creatures in 1d4 days. Pace: 8; Parry: 5; Toughness: 9
Weakness (Fire): A plague vampire Special Abilities:
takes normal damage from fire and Gore: Cattle use the charge
fire-based attacks. maneuver to gore their opponents
Weakness (Holy Symbol): A hero with their horns. If they can move
with a holy symbol may keep at least 6 before attacking, they
a vampire at bay by displaying add +4 to their damage total.
a holy symbol and beating the Horns: Str+d6.
monster in a test of Spirit. Size +2: Longhorns are large
Weakness (Holy Water): A plague creatures, weighing well over half
vampire sprinkled with holy water a ton.
gains a level of Fatigue. If immersed,
the monster combusts as if it were
in direct sunlight (see below).
Weakness (Invitation Only):
Plague vampires cannot enter
a private dwelling unless they are
invited.
Weakness (Stake Through the
Heart): A plague vampire hit
with a called shot to the heart (4)
must make a Vigor roll versus the
damage. If it fails, it disintegrates
into dust; otherwise, it takes normal
damage.
Weakness (Sunlight): These
undead catch fire if any part of their
skin is exposed to direct sunlight.
After that, they suffer 2d10 damage
per round until they are dust.
Armor grants no protection.

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